From bc2821adb11a30244fc4663f4fafb756877d9508 Mon Sep 17 00:00:00 2001 From: Yasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com> Date: Wed, 7 Oct 2026 23:09:40 +0900 Subject: bluebey-studio: public/ の外へ移動し非公開化 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- bluebey-studio/assets/backgrounds/CREDITS.json | 187 + .../backgrounds/abandoned_factory_canteen_01.webp | Bin 0 -> 50074 bytes bluebey-studio/assets/backgrounds/autoshop_01.webp | Bin 0 -> 36042 bytes bluebey-studio/assets/backgrounds/autumn_park.webp | Bin 0 -> 160340 bytes bluebey-studio/assets/backgrounds/ballroom.webp | Bin 0 -> 70838 bytes .../assets/backgrounds/basement_boxing_ring.webp | Bin 0 -> 38548 bytes bluebey-studio/assets/backgrounds/dokan.webp | Bin 0 -> 33248 bytes .../assets/backgrounds/empty_warehouse_01.webp | Bin 0 -> 49154 bytes .../assets/backgrounds/kloppenheim_06_puresky.webp | Bin 0 -> 14722 bytes .../assets/backgrounds/minedump_flats.webp | Bin 0 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public/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js delete mode 100644 public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js diff --git a/bluebey-studio/assets/backgrounds/CREDITS.json b/bluebey-studio/assets/backgrounds/CREDITS.json new file mode 100644 index 0000000..d4114c7 --- /dev/null +++ b/bluebey-studio/assets/backgrounds/CREDITS.json @@ -0,0 +1,187 @@ +{ + "note": "背景素材は Poly Haven (CC0-1.0)。tools/fetch-backgrounds.py で取得。ただし mutoujima.webp は作者(安竹洋平)によるオリジナルの描き起こし。dokan.webp と uchu.webp も作者のオリジナル(blender-scenes でレンダリング)。", + "items": [ + { + "file": "empty_warehouse_01.webp", + "label": "倉庫", + "yaw": 0, + "name": "Empty Warehouse 01", + "authors": { + "Sergej Majboroda": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/empty_warehouse_01" + }, + { + "file": "ballroom.webp", + "label": "広間", + "yaw": 0, + "name": "Ballroom", + "authors": { + "Sergej Majboroda": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/ballroom" + }, + { + "file": "kloppenheim_06_puresky.webp", + "label": "空と雲", + "yaw": 0, + "name": "Kloppenheim 06 (Pure Sky)", + "authors": { + "Greg Zaal": "Original", + "Jarod Guest": "Sky edits" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/kloppenheim_06_puresky" + }, + { + "file": "autumn_park.webp", + "label": "秋の公園", + "yaw": 0, + "name": "Autumn Park", + "authors": { + "Sergej Majboroda": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/autumn_park" + }, + { + "file": "newman_cafeteria.webp", + "label": "学校", + "yaw": 0, + "name": "Newman Cafeteria", + "authors": { + "Savva Zakharov": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/newman_cafeteria" + }, + { + "file": "minedump_flats.webp", + "label": "砂漠", + "yaw": 0, + "name": "Minedump Flats", + "authors": { + "Dimitrios Savva": "Photography", + "Jarod Guest": "Processing" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/minedump_flats" + }, + { + "file": "spiaggia_di_mondello.webp", + "label": "海岸", + "yaw": 0, + "name": "Spiaggia di Mondello", + "authors": { + "Andreas Mischok": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/spiaggia_di_mondello" + }, + { + "file": "wooden_lounge.webp", + "label": "社長室(木の部屋)", + "yaw": 0, + "name": "Wooden Lounge", + "authors": { + "Greg Zaal": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/wooden_lounge" + }, + { + "file": "abandoned_factory_canteen_01.webp", + "label": "廃工場の食堂", + "yaw": 0, + "name": "Abandoned Factory Canteen 01", + "authors": { + "Sergej Majboroda": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/abandoned_factory_canteen_01" + }, + { + "file": "basement_boxing_ring.webp", + "label": "地下室のリング", + "yaw": 180, + "name": "Basement Boxing Ring", + "authors": { + "Sergej Majboroda": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/basement_boxing_ring" + }, + { + "file": "autoshop_01.webp", + "label": "自動車工場", + "yaw": 0, + "name": "Autoshop 01", + "authors": { + "Oliksiy Yakovlyev": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/autoshop_01" + }, + { + "file": "urban_alley_01.webp", + "label": "路地", + "yaw": 0, + "name": "Urban Alley 01", + "authors": { + "Andreas Mischok": "All" + }, + "license": "CC0-1.0", + "kind": "hdri", + "source": "https://polyhaven.com/a/urban_alley_01" + }, + { + "file": "mutoujima.webp", + "label": "無人島", + "yaw": 0, + "name": "Mutoujima", + "authors": { + "安竹洋平": "All" + }, + "license": "original (not CC0)", + "kind": "illustration", + "source": "作者(安竹洋平)が bluebey-studio のために描き起こしたオリジナル作品" + }, + { + "file": "dokan.webp", + "label": "土管のある空き地", + "yaw": 0, + "name": "Dokan", + "authors": { + "安竹洋平": "All" + }, + "license": "original (not CC0)", + "kind": "illustration", + "source": "作者(安竹洋平)が blender-scenes でレンダリングした bluebey-studio 用のオリジナル作品" + }, + { + "file": "uchu.webp", + "label": "宇宙船の中", + "yaw": 0, + "name": "Uchu", + "authors": { + "安竹洋平": "All" + }, + "license": "original (not CC0)", + "kind": "illustration", + "source": "作者(安竹洋平)が blender-scenes でレンダリングした bluebey-studio 用のオリジナル作品" + } + ] +} \ No newline at end of file diff --git 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b/bluebey-studio/assets/beards/kaiser-right.png new file mode 100644 index 0000000..31edd28 Binary files /dev/null and b/bluebey-studio/assets/beards/kaiser-right.png differ diff --git a/bluebey-studio/assets/beards/scotch.png b/bluebey-studio/assets/beards/scotch.png new file mode 100644 index 0000000..3978993 Binary files /dev/null and b/bluebey-studio/assets/beards/scotch.png differ diff --git a/bluebey-studio/assets/bluebey.glb b/bluebey-studio/assets/bluebey.glb new file mode 100644 index 0000000..0072864 Binary files /dev/null and b/bluebey-studio/assets/bluebey.glb differ diff --git a/bluebey-studio/assets/brows/gol-right.png b/bluebey-studio/assets/brows/gol-right.png new file mode 100644 index 0000000..73086a8 Binary files /dev/null and b/bluebey-studio/assets/brows/gol-right.png differ diff --git a/bluebey-studio/assets/fonts/METADATA.pb b/bluebey-studio/assets/fonts/METADATA.pb new file mode 100644 index 0000000..55ae891 --- /dev/null +++ b/bluebey-studio/assets/fonts/METADATA.pb @@ -0,0 +1,84 @@ +name: "M PLUS Rounded 1c" +designer: "Coji Morishita, M+ Fonts Project" +license: "OFL" +category: "SANS_SERIF" +date_added: "2018-05-17" +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 100 + filename: "MPLUSRounded1c-Thin.ttf" + post_script_name: "MPLUSRounded1c-Thin" + full_name: "M PLUS Rounded 1c Thin" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 300 + filename: "MPLUSRounded1c-Light.ttf" + post_script_name: "MPLUSRounded1c-Light" + full_name: "M PLUS Rounded 1c Light" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 400 + filename: "MPLUSRounded1c-Regular.ttf" + post_script_name: "MPLUSRounded1c-Regular" + full_name: "M PLUS Rounded 1c" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 500 + filename: "MPLUSRounded1c-Medium.ttf" + post_script_name: "MPLUSRounded1c-Medium" + full_name: "M PLUS Rounded 1c Medium" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 700 + filename: "MPLUSRounded1c-Bold.ttf" + post_script_name: "MPLUSRounded1c-Bold" + full_name: "M PLUS Rounded 1c Bold" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 800 + filename: "MPLUSRounded1c-ExtraBold.ttf" + post_script_name: "MPLUSRounded1c-ExtraBold" + full_name: "M PLUS Rounded 1c ExtraBold" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +fonts { + name: "M PLUS Rounded 1c" + style: "normal" + weight: 900 + filename: "MPLUSRounded1c-Black.ttf" + post_script_name: "MPLUSRounded1c-Black" + full_name: "M PLUS Rounded 1c Black" + copyright: "Copyright 2016 The Rounded M+ Project Authors." +} +subsets: "cyrillic" +subsets: "cyrillic-ext" +subsets: "greek" +subsets: "greek-ext" +subsets: "hebrew" +subsets: "japanese" +subsets: "latin" +subsets: "latin-ext" +subsets: "menu" +subsets: "vietnamese" + +source { + repository_url: "https://github.com/coz-m/MPLUS_FONTS" + commit: "eb604901d6f04b6f7f2a84b0378c58df84a9dba6" +} +primary_script: "Jpan" diff --git a/bluebey-studio/assets/fonts/OFL.txt b/bluebey-studio/assets/fonts/OFL.txt new file mode 100644 index 0000000..b038fd1 --- /dev/null +++ b/bluebey-studio/assets/fonts/OFL.txt @@ -0,0 +1,93 @@ +Copyright 2021 The M+ FONTS Project Authors (https://github.com/coz-m/MPLUS_FONTS) + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +https://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/bluebey-studio/assets/fonts/bluebey-caption.ttf b/bluebey-studio/assets/fonts/bluebey-caption.ttf new file mode 100644 index 0000000..9ae8eae Binary files /dev/null and b/bluebey-studio/assets/fonts/bluebey-caption.ttf differ diff --git a/bluebey-studio/assets/fonts/bluebey-caption.woff2 b/bluebey-studio/assets/fonts/bluebey-caption.woff2 new file mode 100644 index 0000000..69410e1 Binary files /dev/null and b/bluebey-studio/assets/fonts/bluebey-caption.woff2 differ diff --git a/bluebey-studio/index.html b/bluebey-studio/index.html new file mode 100644 index 0000000..7111b9b --- /dev/null +++ b/bluebey-studio/index.html @@ -0,0 +1,241 @@ + + + + + +ぶるべー スタジオ + + + + + + + + + + + +
+ +
+ +
+

ぶるべー スタジオ

+
+ + + + +
+
+ + + +

+ ドラッグ:回転 / ホイール:ズーム / 右ドラッグ:移動 / ぶるべーをドラッグ:移動 +

+

+ 2本指でドラッグ:カメラ移動(ぶるべーは動きません)/ 2本指をつまむ:ズーム
+ ぶるべーの上で1本指:ぶるべーを移動(上下で高さも)/ 何もない所で1本指:回転 +

+ +
+ +
+
+
+

ぶるべーを読み込んでいます…

+

+
+
+ + + + + + + + + + diff --git a/bluebey-studio/src/animation.js b/bluebey-studio/src/animation.js new file mode 100644 index 0000000..e569d12 --- /dev/null +++ b/bluebey-studio/src/animation.js @@ -0,0 +1,204 @@ +/** + * The "living" layer: idle body motion, blinking and idle eye drift. + * + * These never touch the saved state. `pose()` returns the base pose with the + * idle offsets added, and `eyeOpen`/`look` are multipliers the caller merges + * into the face parameters, so turning the animation off restores exactly the + * pose and expression the user had before. + */ + +export class Animator { + constructor({ state }) { + this.state = state; + this.time = 0; + this.blinkPhase = -1; + this.blinkDuration = 0.17; + this.blinkTimer = 2 + Math.random() * 1.5; + this.eyeOpen = 1; + this.look = { x: 0, y: 0 }; + this.idleWeight = 0; + this.snotScale = 1; + } + + reset() { + this.eyeOpen = 1; + this.look = { x: 0, y: 0 }; + this.blinkPhase = -1; + this.blinkTimer = 2; + this.time = 0; + this.snotScale = 1; + } + + update(dt) { + const speed = clamp(this.state.anim.speed ?? 1, 0.1, 3); + const step = Math.min(dt, 0.1) * speed; + this.time += step; + + const moving = (this.state.anim.mode ?? 'off') !== 'off'; + this.idleWeight += ((moving ? 1 : 0) - this.idleWeight) * Math.min(1, step * 4); + + // 鼻ちょうちん: while sleeping, the bubble swells on the out-breath and shrinks + // again. It is a real object (see src/main.js), so the motion is published here + // as a plain multiplier the render loop applies to the bubble's scale. + this.snotScale = (this.state.anim.mode ?? 'off') === 'sleep' + ? 0.45 + 0.55 * (0.5 - 0.5 * Math.cos(this.time * 1.3)) + : 1; + + this.updateBlink(step); + this.updateLook(step); + } + + updateBlink(dt) { + if ((this.state.anim.mode ?? 'off') === 'sleep') { + // Asleep: the eyes stay shut, whatever the blink setting says. + this.eyeOpen = 0; + this.blinkPhase = -1; + return; + } + if (!this.state.anim.blink) { + this.eyeOpen = 1; + this.blinkPhase = -1; + return; + } + if (this.blinkPhase >= 0) { + this.blinkPhase += dt / this.blinkDuration; + if (this.blinkPhase >= 1) { + this.blinkPhase = -1; + this.eyeOpen = 1; + const base = Math.max(0.5, this.state.anim.blinkInterval ?? 3.4); + // Blink again sooner sometimes, so it does not look metronomic. + this.blinkTimer = base * (0.55 + Math.random()); + if (Math.random() < 0.22) this.blinkTimer *= 0.35; // occasional double blink + } else { + this.eyeOpen = 1 - Math.pow(Math.sin(Math.PI * this.blinkPhase), 0.8); + } + return; + } + this.blinkTimer -= dt; + if (this.blinkTimer <= 0) this.blinkPhase = 0; + } + + updateLook(dt) { + if (!this.state.anim.lookAround) { + this.look.x = 0; + this.look.y = 0; + return; + } + const t = this.time; + this.look.x = Math.sin(t * 0.37) * 0.3 + Math.sin(t * 0.13 + 1.7) * 0.14; + this.look.y = Math.sin(t * 0.29 + 0.6) * 0.2; + } + + /** Base pose plus the current movement offsets; `pose` is `{ bones, root }`. */ + pose(basePose = {}) { + const bones = { ...(basePose.bones ?? {}) }; + const root = [...(basePose.root ?? [0, 0, 0])]; + const mode = this.state.anim.mode ?? 'off'; + if (mode === 'off' || this.idleWeight <= 0.001) return { bones, root }; + + const w = this.idleWeight; + const t = this.time; + const add = (name, dx, dy, dz) => { + const current = bones[name] ?? [0, 0, 0]; + bones[name] = [current[0] + dx * w, current[1] + dy * w, current[2] + dz * w]; + }; + + if (mode === 'walk') { + // A waddle for a character with no legs: a step bob, a side-to-side rock + // and alternating arms and feet. + // + // Z is the forward/back swing, and it is mirrored between the sides - so the + // SAME value on both arms swings them opposite ways, which is what a walk + // wants. X (which the first version used) is the *lift*, so opposite signs + // there just raised one flipper and dropped the other one. + // `legsupport` pivots at the middle of the body, so the legs take a much + // smaller angle than the arms. The legs swing on the OPPOSITE phase to the + // arms, so when a hand comes forward it is the opposite foot that steps out + // (the same value as the arms put them in step, i.e. a "same-side" waddle). + const phase = Math.sin(t * 2.4); + const bob = Math.abs(Math.sin(t * 2.4)); + add('master', -2, 0, phase * 4); + add('arm.l', 6, 0, phase * 26); + add('arm.r', 6, 0, phase * 26); + add('hand.l', 0, 0, phase * 10); + add('hand.r', 0, 0, phase * 10); + add('legsupport.l', 0, 0, -phase * 9); + add('legsupport.r', 0, 0, -phase * 9); + root[1] += bob * 0.05; + return { bones, root }; + } + + if (mode === 'wave') { + // One flipper is held up and sweeps back and forth, with the hand lagging a + // little behind it; the body and the other flipper rock along gently. The + // lift is kept modest: raising the arm much further folds the flipper over + // the top of the head, where its inner edge cuts into the face, so the X + // here (and its swing) stop well short of that. The Z swing is what reads + // as the wave, and it is biased slightly *back* for the same reason. + const wave = Math.sin(t * 3.2); + add('arm.l', 66 + wave * 8, 0, 6 + wave * 10); + add('hand.l', 0, 0, Math.sin(t * 3.2 + 0.6) * 14); + add('arm.r', 0, 0, Math.sin(t * 1.6 + 1) * 4); + add('master', Math.sin(t * 1.6) * 1.2, 0, Math.sin(t * 1.6 + 0.4) * 3); + return { bones, root }; + } + + if (mode === 'sleep') { + // Slow breathing: the body rises and settles, the flippers drift, and the + // bubble swells and shrinks (that swell is `snotScale`, read by the loop). + const breath = 0.5 - 0.5 * Math.cos(t * 1.3); + add('master', Math.sin(t * 0.65) * 1.1, 0, 0); + add('arm.l', 0, 0, Math.sin(t * 0.9) * 2.5); + add('arm.r', 0, 0, -Math.sin(t * 0.9) * 2.5); + root[1] += breath * 0.03; + return { bones, root }; + } + + // Default: gentle breathing, as if standing there alive. + add('master', Math.sin(t * 1.5) * 1.3, 0, Math.sin(t * 0.81) * 1.6); + add('arm.l', 0, 0, Math.sin(t * 1.28) * 4.5); + add('arm.r', 0, 0, -Math.sin(t * 1.28 + 0.5) * 4.5); + add('hand.l', 0, 0, Math.sin(t * 1.05 + 1) * 3); + add('hand.r', 0, 0, -Math.sin(t * 1.05 + 1) * 3); + root[1] += Math.sin(t * 1.5) * 0.022; + return { bones, root }; + } +} + +/** + * Records the viewport canvas to a WebM blob while the animation plays. + * Chrome and Edge support `MediaRecorder` on `canvas.captureStream()`. + */ +export function createRecorder(canvas) { + if (typeof MediaRecorder === 'undefined' || !canvas.captureStream) return null; + const mimeType = ['video/webm;codecs=vp9', 'video/webm;codecs=vp8', 'video/webm'] + .find((type) => MediaRecorder.isTypeSupported?.(type)); + return { canvas, mimeType: mimeType ?? '', recorder: null, chunks: [] }; +} + +export function startRecording(session) { + if (!session) return false; + const stream = session.canvas.captureStream(30); + const recorder = session.mimeType + ? new MediaRecorder(stream, { mimeType: session.mimeType, videoBitsPerSecond: 8000000 }) + : new MediaRecorder(stream); + session.chunks = []; + session.recorder = recorder; + recorder.ondataavailable = (event) => { if (event.data?.size) session.chunks.push(event.data); }; + recorder.start(100); + return true; +} + +export function stopRecording(session) { + return new Promise((resolve) => { + if (!session?.recorder || session.recorder.state === 'inactive') { + resolve(null); + return; + } + const { recorder, chunks } = session; + recorder.onstop = () => resolve(new Blob(chunks, { type: recorder.mimeType || 'video/webm' })); + recorder.stop(); + }); +} + +const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); diff --git a/bluebey-studio/src/background.js b/bluebey-studio/src/background.js new file mode 100644 index 0000000..adc7f94 --- /dev/null +++ b/bluebey-studio/src/background.js @@ -0,0 +1,666 @@ +/** + * The studio backdrop, as a DOM layer that sits behind the WebGL canvas. + * + * The renderer is created with `alpha: true`, so whenever it is cleared to + * alpha 0 the page shows through. Painting the backdrop into a sibling layer + * placed *under* `#view` therefore gives the character a scene without touching + * the scene graph: the CC0 photo, the user's own picture and the phone's camera + * feed are all just CSS on one element, and no texture has to be uploaded per + * frame. + * + * `backdropStyle()` is deliberately pure. It is the only place that turns the + * `view.background*` slice into a CSS descriptor, so the behaviour `apply()` + * ships with is exactly the behaviour the unit tests cover. + */ + +/** The library already downloaded into `assets/backgrounds/` (see CREDITS.json). + * Most are Poly Haven *HDRIs* - CC0 photographs of real places - so each one comes + * with a floor, a horizon and perspective, which is what gives a picture depth + * that a flat wall texture cannot. `mutoujima`, `dokan` and `uchu` are the + * exceptions: original illustrations drawn for this studio by the author, not + * CC0 photos. */ +export const BACKGROUND_PRESETS = [ + { name: 'empty_warehouse_01', label: '倉庫' }, + { name: 'ballroom', label: '広間' }, + { name: 'kloppenheim_06_puresky', label: '空と雲' }, + { name: 'autumn_park', label: '秋の公園' }, + // The places a councillor explains things in, or stands in to make a point. + // Poly Haven has no true classroom, desert or 社長室, so these are the closest + // real places it does have. + { name: 'newman_cafeteria', label: '学校' }, + { name: 'wooden_lounge', label: '社長室(木の部屋)' }, + { name: 'minedump_flats', label: '砂漠' }, + { name: 'spiaggia_di_mondello', label: '海岸' }, + // ポリヘイブンの写真ではなく、作者(安竹洋平)が描き起こしたオリジナルの一枚絵。 + { name: 'mutoujima', label: '無人島' }, + { name: 'dokan', label: '土管のある空き地' }, + { name: 'uchu', label: '宇宙船の中' }, + // 「ぶるべーを探せ!」用。物がたくさん詰まっていて、同じ形が何度も出てくる場所。 + { name: 'abandoned_factory_canteen_01', label: '廃工場の食堂' }, + { name: 'basement_boxing_ring', label: '地下室のリング' }, + { name: 'autoshop_01', label: '自動車工場' }, + { name: 'urban_alley_01', label: '路地' }, +]; + +const DEFAULT_PRESET = 'autumn_park'; + +/** + * Manga effect-line backdrops, drawn *procedurally* (no file, no network). + * + * They are the classic stress marks: a burst of lines from behind the character + * (`focus`), lines raining down (`fall`), lines streaming sideways (`speed`) and + * short lines ringing a wide ellipse so the empty middle reads as isolation + * (`ellipse`). + * Each is a canvas painted black on white; the same generator runs for the + * preview, the PNG and the standalone build. + */ +export const EFFECT_PRESETS = [ + { name: 'focus', label: '集中線' }, + { name: 'fall', label: '落ち込み線' }, + { name: 'speed', label: '疾走線' }, + { name: 'ellipse', label: '楕円集中線' }, +]; + +const DEFAULT_EFFECT = 'focus'; + +/** The canvas every effect is painted on, so preview and export agree. */ +export const EFFECT_SIZE = { width: 1200, height: 800 }; + +/** + * A small deterministic PRNG (FNV-1a seeding + mulberry32), so an effect looks + * the same on every run, in every build, and in the tests. + */ +function makeRandom(seedText) { + let seed = 2166136261; + for (let i = 0; i < seedText.length; i++) { + seed ^= seedText.charCodeAt(i); + seed = Math.imul(seed, 16777619); + } + return () => { + seed = (seed + 0x6d2b79f5) | 0; + let t = Math.imul(seed ^ (seed >>> 15), 1 | seed); + t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +/** + * Paint one effect-line backdrop onto `ctx`. Pure and deterministic: given the + * same name and size it always issues the same black-on-white strokes, so the + * unit tests can pin the look down and the cache below stays sound. + * + * @param {CanvasRenderingContext2D} ctx + * @param {'focus'|'fall'|'speed'|'ellipse'} name + * @param {{width:number,height:number}} [size] + */ +export function drawEffectLines(ctx, name, size = EFFECT_SIZE) { + const width = positiveOrOne(size?.width); + const height = positiveOrOne(size?.height); + const kind = EFFECT_PRESETS.some((preset) => preset.name === name) ? name : DEFAULT_EFFECT; + const random = makeRandom(kind); + + ctx.save(); + ctx.fillStyle = '#ffffff'; + ctx.fillRect(0, 0, width, height); + ctx.strokeStyle = '#111111'; + ctx.lineCap = 'butt'; + + if (kind === 'focus') { + // A burst: lines radiate from a point behind the head, and stop short of it + // so the character's face is not crossed by ink. + const cx = width * 0.5; + const cy = height * 0.42; + const reach = Math.hypot(width, height) * 1.1; + const near = Math.min(width, height); + for (let i = 0; i < 150; i++) { + const angle = (i / 150) * Math.PI * 2 + (random() - 0.5) * 0.03; + const inner = near * (0.12 + random() * 0.5); + ctx.lineWidth = 1 + random() * 4; + ctx.beginPath(); + ctx.moveTo(cx + Math.cos(angle) * inner, cy + Math.sin(angle) * inner); + ctx.lineTo(cx + Math.cos(angle) * reach, cy + Math.sin(angle) * reach); + ctx.stroke(); + } + } else if (kind === 'fall') { + // Lines raining down from the top edge, of uneven length. + for (let i = 0; i < 90; i++) { + const x = Math.min(width, Math.max(0, ((i + 0.5) / 90) * width + (random() - 0.5) * 8)); + const length = height * (0.25 + random() * 0.7); + ctx.lineWidth = 1 + random() * 3; + ctx.beginPath(); + ctx.moveTo(x, 0); + ctx.lineTo(x, length); + ctx.stroke(); + } + } else if (kind === 'speed') { + // Lines streaming in from one side or the other. + for (let i = 0; i < 70; i++) { + const y = Math.min(height, Math.max(0, ((i + 0.5) / 70) * height + (random() - 0.5) * 6)); + const length = width * (0.35 + random() * 0.65); + const x = random() < 0.5 ? 0 : width - length; + ctx.lineWidth = 1 + random() * 3.5; + ctx.beginPath(); + ctx.moveTo(x, y); + ctx.lineTo(x + length, y); + ctx.stroke(); + } + } else if (kind === 'ellipse') { + // A dense ring of short lines *outside* a wide ellipse: the blank inside is + // the point (the 「ひとり」 panel), so nothing is drawn there. The start + // points are spaced by arc length, not by angle - an equal angular step + // bunches the lines at the two ends of a wide ellipse and leaves gaps along + // the flat top and bottom, which is what made the old ring look uneven. Each + // line then leaves along the ellipse's outward normal, so the inner edge + // stays a clean ellipse all the way round. Lengths vary (0.5-1.7x reach) and + // every line is anchored to the ring, so none reads as a stray scratch. + const cx = width * 0.5; + const cy = height * 0.5; + const rx = Math.min(width * 0.42, height * 0.9); + const ry = rx * 0.55; + const lines = 200; + const reach = Math.min(width, height) * 0.24; + + // Cumulative arc length around the ring, so the lines can be spread evenly + // around it rather than evenly by angle. + const samples = 512; + const arc = [0]; + for (let s = 1; s <= samples; s++) { + const prev = ((s - 1) / samples) * Math.PI * 2; + const next = (s / samples) * Math.PI * 2; + const dx = (Math.cos(next) - Math.cos(prev)) * rx; + const dy = (Math.sin(next) - Math.sin(prev)) * ry; + arc.push(arc[s - 1] + Math.hypot(dx, dy)); + } + const total = arc[samples]; + + let s = 1; + for (let i = 0; i < lines; i++) { + const target = ((i + 0.5) / lines) * total; + while (s < samples && arc[s] < target) s++; + const span = arc[s] - arc[s - 1] || 1; + const t = (((s - 1) + (target - arc[s - 1]) / span) / samples) * Math.PI * 2; + const cos = Math.cos(t); + const sin = Math.sin(t); + // The outward normal of an ellipse points along (cos/rx, sin/ry), not along + // the radius from the centre, so the lines meet the ring at a right angle. + const nx = cos / rx; + const ny = sin / ry; + const length = (reach * (0.5 + random() * 1.1)) / (Math.hypot(nx, ny) || 1); + ctx.lineWidth = 1 + random() * 3.5; + const startX = cx + cos * rx; + const startY = cy + sin * ry; + ctx.beginPath(); + ctx.moveTo(startX, startY); + ctx.lineTo(startX + nx * length, startY + ny * length); + ctx.stroke(); + } + } + ctx.restore(); +} + +/** How each `backgroundFit` paints: a CSS size, plus whether the image tiles. */ +const FIT_STYLES = { + cover: { backgroundSize: 'cover', backgroundRepeat: 'no-repeat' }, + contain: { backgroundSize: 'contain', backgroundRepeat: 'no-repeat' }, + stretch: { backgroundSize: '100% 100%', backgroundRepeat: 'no-repeat' }, + tile: { backgroundSize: 'auto', backgroundRepeat: 'repeat' }, +}; +const DEFAULT_FIT = 'cover'; + +/** A live frame is a replaced element, so the same fit maps to `object-fit`. */ +const OBJECT_FIT = { cover: 'cover', contain: 'contain', '100% 100%': 'fill', auto: 'cover' }; + +const MODES = new Set(['solid', 'transparent', 'preset', 'image', 'effect', 'camera']); + +/** Device orientation fires around 60 Hz; 30 Hz is plenty for swinging a camera. */ +const GYRO_INTERVAL_MS = 33; + +/** Coerce to a finite number, or `null` when the value is not one. */ +function finiteOrNull(value) { + const n = Number(value); + return Number.isFinite(n) ? n : null; +} + +function normalizeMode(mode) { + return MODES.has(mode) ? mode : 'solid'; +} + +function clamp01(value) { + const n = finiteOrNull(value); + if (n == null) return 0; + return Math.min(1, Math.max(0, n)); +} + +function nonNegative(value) { + const n = finiteOrNull(value); + return n == null ? 0 : Math.max(0, n); +} + +function positiveOrOne(value) { + const n = finiteOrNull(value); + return n == null || n <= 0 ? 1 : n; +} + +/** The shortest signed distance between two angles, in degrees. */ +function wrapDeg(degrees) { + return ((degrees + 540) % 360) - 180; +} + +/** + * Turn the `view` slice into the plain descriptor `apply()` renders from. + * Every field is optional, so a half-written state still yields a usable look; + * an unknown `background` falls back to `solid` and an unknown `backgroundFit` + * to `cover`. + * + * `offset` is in fractions of the layer size, and `visible` is false only for + * `transparent` (where the page background is meant to show through). + */ +export function backdropStyle(viewState) { + const state = viewState && typeof viewState === 'object' ? viewState : {}; + const fit = FIT_STYLES[state.backgroundFit] ?? FIT_STYLES[DEFAULT_FIT]; + const offset = state.backgroundOffset && typeof state.backgroundOffset === 'object' + ? state.backgroundOffset + : {}; + + return { + backgroundSize: fit.backgroundSize, + backgroundRepeat: fit.backgroundRepeat, + mirror: state.cameraMirror === true, + darken: clamp01(state.backgroundDarken), + blur: nonNegative(state.backgroundBlur), + offset: { x: finiteOrNull(offset.x) ?? 0, y: finiteOrNull(offset.y) ?? 0 }, + scale: positiveOrOne(state.backgroundScale), + visible: normalizeMode(state.background) !== 'transparent', + }; +} + +/** `assets/backgrounds/.webp` - what the multi-file build serves. */ +function defaultResolveUrl(name) { + return `assets/backgrounds/${name}.webp`; +} + +/** + * Build the backdrop layer for a `#stage` element. + * + * `resolveUrl(name)` maps a preset name to an image URL; the single-file build + * passes one that reads an inlined map, while the default points at + * `assets/backgrounds/`. `onNeedsRender` is called whenever the layer changes so + * the host can repaint. + * + * The returned object is the only way in: the layer never reads or writes the + * studio state itself, `apply(viewState)` is the single entry point. + */ +export function createBackdrop({ stage, resolveUrl, onNeedsRender } = {}) { + if (!stage || typeof stage.prepend !== 'function') { + throw new Error('createBackdrop: ステージ要素(#stage)が必要です'); + } + + const doc = stage.ownerDocument ?? globalThis.document; + const resolve = typeof resolveUrl === 'function' ? resolveUrl : defaultResolveUrl; + const needsRender = typeof onNeedsRender === 'function' ? onNeedsRender : () => {}; + + const el = doc.createElement('div'); + el.className = 'backdrop'; + el.setAttribute('aria-hidden', 'true'); + Object.assign(el.style, { + position: 'absolute', + inset: '0', + zIndex: '0', + overflow: 'hidden', + pointerEvents: 'none', + transformOrigin: 'center', + }); + + // The image surface is a plain div so blur/scale/tint stay pure CSS. + const media = doc.createElement('div'); + Object.assign(media.style, { position: 'absolute', inset: '0', backgroundPosition: 'center' }); + + // The camera feed is a muted, inline, autoplaying video for the AR mode. + const video = doc.createElement('video'); + video.muted = true; + video.playsInline = true; + video.autoplay = true; + video.setAttribute('muted', ''); + video.setAttribute('playsinline', ''); + video.setAttribute('aria-hidden', 'true'); + Object.assign(video.style, { position: 'absolute', inset: '0', display: 'none' }); + + // The dark veil sits on top of whichever surface is showing, so the character + // keeps its contrast against a busy photo. + const veil = doc.createElement('div'); + Object.assign(veil.style, { position: 'absolute', inset: '0' }); + + el.append(media, video, veil); + // Prepended, i.e. before the canvas; the canvas is lifted back above it. + stage.prepend(el); + + const canvas = stage.querySelector('canvas'); + if (canvas) { + canvas.style.position = 'relative'; + canvas.style.zIndex = '1'; + } + + /** The most recent state slice, so the imperative helpers keep its styling. */ + let last = {}; + let stream = null; + + let gyroEnabled = false; + let gyroAttached = false; + let gyroBase = null; + let gyroCallback = null; + let lastGyroAt = 0; + + const effectUrls = new Map(); + + /** The data URL for an effect-line backdrop, generated once and cached. */ + function effectUrl(name) { + const key = EFFECT_PRESETS.some((preset) => preset.name === name) ? name : DEFAULT_EFFECT; + if (effectUrls.has(key)) return effectUrls.get(key); + const surface = doc.createElement('canvas'); + surface.width = EFFECT_SIZE.width; + surface.height = EFFECT_SIZE.height; + const surfaceCtx = surface.getContext('2d'); + if (!surfaceCtx) return null; + drawEffectLines(surfaceCtx, key, EFFECT_SIZE); + const url = surface.toDataURL('image/png'); + effectUrls.set(key, url); + return url; + } + + function imageUrlOf(mode, viewState) { + if (mode === 'image') { + return typeof viewState.backgroundImage === 'string' && viewState.backgroundImage + ? viewState.backgroundImage + : null; + } + if (mode === 'effect') { + const name = typeof viewState.backgroundEffect === 'string' && viewState.backgroundEffect + ? viewState.backgroundEffect + : DEFAULT_EFFECT; + return effectUrl(name); + } + if (mode !== 'preset') return null; + + const name = typeof viewState.backgroundPreset === 'string' && viewState.backgroundPreset + ? viewState.backgroundPreset + : DEFAULT_PRESET; + try { + const url = resolve(name); + if (typeof url === 'string' && url) return url; + } catch { + // Fall through to the file path: an unknown preset is not worth throwing. + } + return defaultResolveUrl(name); + } + + function colorOr(value) { + return typeof value === 'string' && value ? value : '#ffffff'; + } + + /** + * Fit, mirror, blur and the blur bleeding past the edges (the negative inset + * keeps `filter: blur()` from fading the border to transparent). + */ + function styleSurface(node, style) { + node.style.inset = style.blur > 0 ? `-${style.blur * 2}px` : '0'; + node.style.filter = style.blur > 0 ? `blur(${style.blur}px)` : 'none'; + node.style.transform = style.mirror ? 'scaleX(-1)' : 'none'; + + if (node === media) { + node.style.backgroundSize = style.backgroundSize; + node.style.backgroundRepeat = style.backgroundRepeat; + } else { + node.style.objectFit = OBJECT_FIT[style.backgroundSize] ?? 'cover'; + } + } + + function apply(viewState) { + last = viewState && typeof viewState === 'object' ? viewState : {}; + const style = backdropStyle(last); + + const wanted = normalizeMode(last.background); + const url = imageUrlOf(wanted, last); + // A preset that cannot be resolved is shown as a plain colour, never blank. + const drawable = wanted === 'preset' || wanted === 'image' || wanted === 'effect'; + const mode = drawable && !url ? 'solid' : wanted; + + el.style.display = style.visible ? 'block' : 'none'; + el.style.backgroundColor = mode === 'solid' ? colorOr(last.backgroundColor) : 'transparent'; + el.style.transform = style.scale === 1 && style.offset.x === 0 && style.offset.y === 0 + ? 'none' + : `scale(${style.scale}) translate(${style.offset.x * 100}%, ${style.offset.y * 100}%)`; + + veil.style.background = `rgba(0, 0, 0, ${style.darken})`; + veil.style.display = style.darken > 0 ? 'block' : 'none'; + + const showCamera = style.visible && mode === 'camera'; + const showImage = style.visible && (mode === 'preset' || mode === 'image' || mode === 'effect'); + // Leaving the AR mode must release the camera, not just hide the video. + if (!showCamera && stream) stopCamera(); + + styleSurface(media, style); + styleSurface(video, style); + media.style.display = showImage ? 'block' : 'none'; + video.style.display = showCamera ? 'block' : 'none'; + media.style.backgroundImage = showImage ? `url("${url}")` : 'none'; + + needsRender(); + } + + /** Show a built-in backdrop, keeping the fit/darken/blur already in play. */ + function loadPreset(name) { + const preset = typeof name === 'string' && name ? name : DEFAULT_PRESET; + apply({ ...last, background: 'preset', backgroundPreset: preset }); + } + + /** Apply a stored data URL (as kept in `view.backgroundImage`). */ + function applyImage(dataUrl) { + if (typeof dataUrl !== 'string' || !dataUrl) { + apply({ ...last, background: 'solid', backgroundImage: null }); + return; + } + apply({ ...last, background: 'image', backgroundImage: dataUrl }); + } + + /** Read a user File into a data URL, show it, and hand the URL back to save. */ + async function loadImageFile(file) { + const dataUrl = await new Promise((resolveUrl, reject) => { + const reader = new FileReader(); + reader.onload = () => resolveUrl(String(reader.result)); + reader.onerror = () => reject(reader.error ?? new Error('画像を読み込めませんでした')); + reader.readAsDataURL(file); + }); + applyImage(dataUrl); + return dataUrl; + } + + /* Shown whenever the page is not a secure context. This is a fact about the + * web platform, not about any one browser, so the wording must not point a + * finger at the browser the user happens to be holding. */ + const INSECURE_CAMERA_REASON = + 'この開き方(http のアドレス)では、どのブラウザでもカメラを使えません。https のサイトか localhost で開いてください。'; + + /** + * Japanese, actionable text for the ways `getUserMedia` usually fails. On a + * phone this toast is all the user has to go on, so each case names the exact + * thing to tap instead of just stating that something went wrong. + */ + function cameraFailureReason(error) { + switch (error?.name) { + case 'NotAllowedError': + case 'PermissionDeniedError': + return 'カメラが許可されていません。URLバーのアイコン→カメラ→「許可」に変え(一度「ブロック」するとブラウザは覚えています)、端末の設定でもアプリに許可してください(Android: 設定→アプリ→Brave→権限→カメラ/iOS: 設定→Brave→カメラ)。'; + case 'NotFoundError': + case 'DevicesNotFoundError': + return '使えるカメラが見つかりませんでした'; + case 'NotReadableError': + case 'TrackStartError': + return 'カメラを起動できませんでした(他のアプリが使用中の可能性があります)'; + case 'OverconstrainedError': + case 'ConstraintNotSatisfiedError': + return '指定したカメラを使用できません'; + case 'SecurityError': + // No `mediaDevices` at all is the usual symptom, but this covers the + // same cause when a sandboxed frame raises the error instead. + return INSECURE_CAMERA_REASON; + default: + return 'カメラを起動できませんでした'; + } + } + + async function startCamera(facing = 'environment') { + const mediaDevices = globalThis.navigator?.mediaDevices; + if (!mediaDevices || typeof mediaDevices.getUserMedia !== 'function') { + // An insecure page has no `mediaDevices` at all. Say so plainly rather + // than leaving the user to think their camera or browser is broken. + return { + ok: false, + reason: globalThis.isSecureContext === false + ? INSECURE_CAMERA_REASON + : 'カメラを使うには https か localhost が必要です', + }; + } + + stopCamera(); + try { + const next = await mediaDevices.getUserMedia({ video: { facingMode: facing } }); + stream = next; + video.srcObject = next; + try { + await video.play(); + } catch { + // A blocked autoplay still resolves to a painting stream in practice. + } + apply({ ...last, background: 'camera', cameraFacing: facing }); + return { ok: true }; + } catch (error) { + stopCamera(); + return { ok: false, reason: cameraFailureReason(error) }; + } + } + + function stopCamera() { + const active = stream; + stream = null; + if (active) { + try { + for (const track of active.getTracks()) track.stop(); + } catch { + // A track that cannot be stopped is already gone as far as we care. + } + } + if (video) { + try { + video.pause(); + } catch { + // Pausing a video without a source is expected to throw. + } + video.srcObject = null; + video.style.display = 'none'; + } + } + + function emitGyro(yaw, pitch, roll) { + gyroCallback?.({ yaw, pitch, roll }); + } + + /** + * Attach the orientation listener and take the current pose as zero, so the + * first reading a callback sees is `{ yaw: 0, pitch: 0, roll: 0 }`. + */ + function enableGyro() { + gyroEnabled = true; + gyroBase = null; + if (!gyroAttached && typeof globalThis.addEventListener === 'function') { + globalThis.addEventListener('deviceorientation', handleOrientation); + gyroAttached = true; + } + emitGyro(0, 0, 0); + } + + /** + * Degrees of turn from the pose gyro started at. `yaw` grows clockwise + * (turning the device to the right); `pitch` and `roll` follow the raw + * `beta` and `gamma` axes. Readings are throttled to roughly 30 Hz. + */ + function handleOrientation(event) { + if (!gyroEnabled) return; + + const alpha = typeof event?.alpha === 'number' ? event.alpha : null; + const beta = typeof event?.beta === 'number' ? event.beta : null; + const gamma = typeof event?.gamma === 'number' ? event.gamma : null; + if (alpha == null && beta == null && gamma == null) return; + + if (!gyroBase) gyroBase = { alpha: alpha ?? 0, beta: beta ?? 0, gamma: gamma ?? 0 }; + + const now = Date.now(); + if (now - lastGyroAt < GYRO_INTERVAL_MS) return; + lastGyroAt = now; + + emitGyro( + alpha == null ? 0 : wrapDeg(gyroBase.alpha - alpha), + beta == null ? 0 : wrapDeg(beta - gyroBase.beta), + gamma == null ? 0 : wrapDeg(gamma - gyroBase.gamma), + ); + } + + /** Ask for orientation permission (iOS) and start listening. */ + async function requestGyro() { + const OrientationEvent = globalThis.DeviceOrientationEvent; + if (!OrientationEvent || typeof globalThis.addEventListener !== 'function') return false; + + if (typeof OrientationEvent.requestPermission === 'function') { + let granted = false; + try { + granted = (await OrientationEvent.requestPermission()) === 'granted'; + } catch { + granted = false; + } + if (!granted) return false; + } + + enableGyro(); + return true; + } + + /** Subscribe to `{ yaw, pitch, roll }`; returns an unsubscribe function. */ + function onGyro(callback) { + gyroCallback = typeof callback === 'function' ? callback : null; + if (!gyroEnabled) enableGyro(); + return () => { + if (gyroCallback === callback) gyroCallback = null; + }; + } + + function dispose() { + stopCamera(); + if (gyroAttached) { + globalThis.removeEventListener?.('deviceorientation', handleOrientation); + gyroAttached = false; + } + gyroEnabled = false; + gyroCallback = null; + gyroBase = null; + el.remove(); + } + + return { + el, + apply, + loadPreset, + loadImageFile, + applyImage, + startCamera, + stopCamera, + /** The data URL of a drawn effect line, so exports can composite the same + * bitmap the preview shows. */ + effectUrl, + get cameraActive() { + return stream !== null; + }, + requestGyro, + onGyro, + snapshot() {}, + dispose, + }; +} diff --git a/bluebey-studio/src/caption.js b/bluebey-studio/src/caption.js new file mode 100644 index 0000000..71759ea --- /dev/null +++ b/bluebey-studio/src/caption.js @@ -0,0 +1,1321 @@ +import { + captionFontStack, + hasGlyphs, + layoutText, + textToPathData, +} from './textOutlines.js'; + +/** + * The speech bubble that sits next to the character. + * + * The same caption is drawn three times: into the 2D canvas that is overlaid on + * the 3D view, into the canvas that gets composited into an exported PNG, and + * into the vector SVG export. Drawing a shape three times by hand is how a + * preview starts to disagree with the file it produced, so the outline is built + * exactly once, here, as a short list of path commands. `drawCaption` replays + * that list through a 2D context and `captionToSvg` prints the same list as SVG + * path data, which is what keeps the two renderers together. + * + * The module never measures or wraps text itself: `textOutlines.js` owns line + * breaking and glyph outlines. This file only decides how large the bubble has + * to be for the block it is handed, padding included, and guarantees that block + * fits inside. + * + * It is pure in the same sense as `trace.js`: no DOM, no globals and no + * asynchronous work, so the tests can drive it in Node with a stub context. + */ + +/** Defaults mirroring the `caption` slice of `presets.js`. */ +const DEFAULT_FONT_SIZE = 34; +const DEFAULT_LINE_HEIGHT = 1.42; +const DEFAULT_PADDING = 18; +const DEFAULT_RADIUS = 24; +const DEFAULT_BORDER_WIDTH = 4; +const DEFAULT_MAX_WIDTH = 0.36; +const DEFAULT_TEXT_COLOR = '#3f2b52'; +const DEFAULT_BUBBLE_COLOR = '#ffffff'; +const DEFAULT_BORDER_COLOR = '#55386e'; + +/** Advance widths used before the vendored font has loaded, as a fraction of em. */ +const FALLBACK_WIDE_EM = 1; +const FALLBACK_NARROW_EM = 0.55; + +/** + * Vertical metrics of the fallback stack, as a fraction of the font size. + * + * A typical Japanese family sits close to these numbers, so the baseline of the + * pre-load preview barely moves when the real font arrives. + */ +const FALLBACK_ASCENT = 0.88; +const FALLBACK_DESCENT = 0.12; + +/** Control-point distance that turns a corner into a quarter circle. */ +const KAPPA = 0.5522847498307936; + +/** Code-point ranges that deserve a full em in the fallback measurement. */ +const WIDE_RANGES = [ + [0x1100, 0x11ff], [0x2e80, 0x30ff], [0x3130, 0x318f], [0x3400, 0x4dbf], + [0x4e00, 0x9fff], [0xac00, 0xd7ff], [0xf900, 0xfaff], [0xff00, 0xffef], +]; + +/** + * Punctuation that may hang past the bottom of a vertical column. + * + * Japanese line breaking (禁則処理) forbids starting a line with a closing + * mark, so when one of these would land at the top of a new column it is kept + * on the previous column and drawn past that column's last cell instead. + */ +const HANGING_PUNCTUATION = new Set(['、', '。', ',', '.', ',', '.']); + +/** Small kana, which sit toward the upper-right of their cell when stacked. */ +const SMALL_KANA = 'ぁぃぅぇぉっゃゅょゎァィゥェォッャュョヮ'; + +/** + * Characters that may not open a column (行頭禁則). + * + * A closing mark such as `、` simply hangs off the previous column; `ー`, small + * kana and closing brackets are kept company by handing the preceding + * character over to the next column as well, so a column never starts with + * something that has nothing to attach to. + */ +const COLUMN_START_FORBIDDEN = new Set([ + '」', '』', ')', '〕', '】', '〉', '》', '”', '’', '・', 'ー', + ...SMALL_KANA, + ...HANGING_PUNCTUATION, +]); + +/** Characters that may not close a column (行末禁則). */ +const COLUMN_END_FORBIDDEN = new Set(['「', '『', '(', '〔', '【', '〈', '《', '“', '‘']); + +/** + * Per-character offset for vertical (縦書き) text, in em. + * + * A column draws one glyph per cell, so a few characters need a nudge to read + * the way a Japanese typesetter would place them: the prolonged sound mark + * becomes an upright tick, small kana tuck into the upper-right, and the + * brackets lean toward the ends of the span they enclose. Everything else + * stays dead-centre. Sharing this table is what keeps the canvas and the SVG + * export in step. + */ +const VERTICAL_OFFSETS = new Map(); +for (const ch of SMALL_KANA) VERTICAL_OFFSETS.set(ch, { dx: 0.12, dy: -0.12 }); +// 縦書きの句読点は、横書きの左下ではなく、字枠の右上に置く。 +for (const ch of HANGING_PUNCTUATION) VERTICAL_OFFSETS.set(ch, { dx: 0.68, dy: -0.55 }); + +/** + * Characters drawn turned a quarter turn when stacked, so they read the way + * 縦書き sets them: the prolonged sound mark `ー` becomes an upright bar, and the + * brackets `「」『』[]()` turn so they open down the column. + */ +const VERTICAL_ROTATED = new Set(['ー', '~', '〜', '―']); +const VERTICAL_BRACKETS = new Set([ + '「', '」', '『', '』', '(', ')', '[', ']', '【', '】', '〔', '〕', '〈', '〉', '《', '》', +]); + +/** + * How far a rotated glyph is nudged down inside its cell, in em. The rotated `ー` + * is centred otherwise, which leaves it hugging the character above it; the + * brackets stay centred. + */ +const VERTICAL_ROTATED_DROP = 0.14; + +/** + * The downward nudge (em) for a glyph that is turned a quarter turn in 縦書き, or + * `null` when the glyph is drawn the ordinary way. + */ +function verticalRotation(ch) { + if (VERTICAL_ROTATED.has(ch)) return VERTICAL_ROTATED_DROP; + if (VERTICAL_BRACKETS.has(ch)) return 0; + return null; +} + +/** Offset used for the characters that need no special placement. */ +const NO_OFFSET = Object.freeze({ dx: 0, dy: 0 }); + +/** + * The `ctx.font` string for a caption. + * + * Canvas wants size, weight and family in one string, and the size has to carry + * the export scale because the same caption is drawn at 1x for the preview and + * at 2x or more into a PNG. `loaded` is the app's answer to "is the vendored + * subset ready?": until it is, the vendored family is dropped from the stack so + * the preview does not ask for a font that is still downloading. + * + * @param {object} caption the `caption` slice of the state + * @param {number} [scale=1] + * @param {boolean} [loaded=false] + * @returns {string} + */ +export function fontSpec(caption, scale = 1, loaded = false) { + const state = caption ?? {}; + const size = resolveFontSize(state, positiveScale(scale)); + const weight = state.bold ? 'bold ' : ''; + return `${weight}${formatNumber(size, 3)}px ${fontFamilyStack(state, loaded)}`; +} + +/** + * Resolve a caption to pixel geometry at the output size. + * + * `x`/`y` are fractions of the image and land on the bubble's top-left corner; + * `maxWidth` is a fraction of the image width and caps the text column. The box + * is always the bubble itself, padding included and the tail excluded, and it + * always fits inside the image: padding gives way first, then the position is + * clamped (leaving room for the tail), and only a block larger than the image + * is clipped. Every returned number is finite, even for an empty caption or a + * zero-sized image. + * + * `font` is an opentype font from `textOutlines.js`. Without it the text is + * wrapped by a rough character count, so the preview still shows a bubble while + * the font is loading. + * + * @param {object} caption + * @param {object} [options] + * @param {number} [options.width=0] + * @param {number} [options.height=0] + * @param {number} [options.scale=1] + * @param {import('opentype.js').Font|null} [options.font=null] + * @returns {{ + * box: {x: number, y: number, w: number, h: number}, + * lines: Array<{text: string, width: number}>, + * fontSize: number, lineHeight: number, padding: number, scale: number, + * usedOutlines: boolean, + * }} + */ +export function layoutCaption(caption, { width, height, scale = 1, font = null } = {}) { + const state = caption ?? {}; + const resolvedScale = positiveScale(scale); + const outWidth = toNonNegative(width, 0); + const outHeight = toNonNegative(height, 0); + + const fontSize = resolveFontSize(state, resolvedScale); + const lineHeight = toPositive(state.lineHeight, DEFAULT_LINE_HEIGHT); + const requested = toNonNegative(state.padding, DEFAULT_PADDING) * resolvedScale; + const text = typeof state.text === 'string' ? state.text : ''; + + const vertical = state.vertical === true; + const block = vertical + ? layoutVertical(text, { + fontSize, + lineHeight, + maxHeight: resolveColumn(state, outHeight, requested), + }) + : layoutBlock(font, text, { + fontSize, + maxWidth: resolveColumn(state, outWidth, requested), + lineHeight, + align: alignOf(state), + }); + + // Padding gives way before the bubble does, so a caption that cannot fit with + // its usual breathing room still fits inside the image. + const padding = Math.max( + 0, + Math.min(requested, (outWidth - block.width) / 2, (outHeight - block.height) / 2), + ); + const w = Math.min(block.width + 2 * padding, outWidth); + const h = Math.min(block.height + 2 * padding, outHeight); + + // The tail sticks out of the box, so the box has to keep that much clear of + // the edge it points at. + const tail = tailOf(state); + const tailLength = tail === 'none' ? 0 : Math.max(0, Math.min(fontSize * 0.9, h * 0.5)); + const roomX = Math.max(0, outWidth - w); + const roomY = Math.max(0, outHeight - h); + + // Which way the tail leaves the box, as a direction where each axis is -1, + // 0 or 1. A diagonal tail needs room on *both* axes, so the clearance is + // driven by the direction rather than by which name the tail has. + const dir = tailDirection(tail); + let lowX = 0; + let highX = roomX; + if (dir.x < 0) lowX = Math.min(tailLength, roomX); + else if (dir.x > 0) highX = Math.max(0, roomX - tailLength); + + let lowY = 0; + let highY = roomY; + if (dir.y < 0) lowY = Math.min(tailLength, roomY); + else if (dir.y > 0) highY = Math.max(0, roomY - tailLength); + + const box = { + x: clamp(toFinite(state.x, 0) * outWidth, lowX, highX), + y: clamp(toFinite(state.y, 0) * outHeight, lowY, highY), + w, + h, + }; + + return { + box, + lines: block.lines, + fontSize, + lineHeight, + padding, + scale: resolvedScale, + vertical, + usedOutlines: Boolean(font), + }; +} + +/** + * Lay the bubble down in a 2D context, ready to be filled and stroked. + * + * The tail is part of the same path as the bubble, so the border runs along it + * and joins the outline cleanly instead of meeting it at a seam. The caller + * owns the colours; this only traces the shape. + * + * @param {CanvasRenderingContext2D} ctx + * @param {{x: number, y: number, w: number, h: number}} box bubble box, tail excluded + * @param {object} caption + * @param {number} [scale=1] + * @returns {boolean} `true` when there was a shape to trace + */ +export function bubblePath(ctx, box, caption, scale = 1) { + const commands = bubbleCommands(box, caption ?? {}, positiveScale(scale)); + applyCommands(ctx, commands); + return commands.length > 0; +} + +/** + * Draw a caption: bubble first, then the text line by line. + * + * The 2D canvas is overlaid exactly on the 3D view for the preview and is + * composited into the PNG on export, which is why the very same function runs + * in both places: what the user sees is what the file contains. + * + * The bubble box comes back even when the caption is switched off, so the app + * can show a placeholder and hit-test a drag without a second layout. + * + * @param {CanvasRenderingContext2D} ctx + * @param {object} caption + * @param {object} [options] + * @param {number} [options.width=0] + * @param {number} [options.height=0] + * @param {number} [options.scale=1] + * @param {import('opentype.js').Font|null} [options.font=null] + * @returns {{x: number, y: number, w: number, h: number}} + */ +export function drawCaption(ctx, caption, { width, height, scale = 1, font = null } = {}) { + const state = caption ?? {}; + const layout = layoutCaption(state, { width, height, scale, font }); + const { box } = layout; + if (!state.enabled || !ctx) return box; + + ctx.save(); + + const commands = bubbleCommands(box, state, layout.scale); + if (commands.length > 0) { + applyCommands(ctx, commands); + ctx.fillStyle = colorOf(state.bubbleColor, DEFAULT_BUBBLE_COLOR); + ctx.fill(); + + const borderWidth = toNonNegative(state.borderWidth, DEFAULT_BORDER_WIDTH) * layout.scale; + if (borderWidth > 0) { + ctx.strokeStyle = colorOf(state.borderColor, DEFAULT_BORDER_COLOR); + ctx.lineWidth = borderWidth; + ctx.lineJoin = 'round'; + ctx.lineCap = 'round'; + // A whisper is the rounded bubble with a broken outline. + if (bubbleOf(state) === 'whisper' && typeof ctx.setLineDash === 'function') { + ctx.setLineDash([borderWidth * 3, borderWidth * 2]); + } + ctx.stroke(); + } + } + + if (layout.lines.length > 0) drawText(ctx, layout, state, font); + + ctx.restore(); + return box; +} + +/** + * The caption as an SVG fragment, plus whether the text is outlined. + * + * Text becomes glyph outlines whenever the font covers it, because a `` + * element is redrawn with whatever font the viewer happens to have and a + * caption that reflows is worse than one that cannot be selected. When a glyph + * is missing the whole caption falls back to `` and `usedOutlines` is + * `false`, which is the caller's signal to warn that the file now depends on + * the viewer's fonts. + * + * The bubble and its tail are one ``, traced from the same command list + * the canvas uses. `enabled` is not consulted: the export path only runs for an + * enabled caption, and drawing whatever is handed over keeps this usable for a + * thumbnail. + * + * @param {object} caption + * @param {object} [options] + * @param {number} [options.width=0] + * @param {number} [options.height=0] + * @param {number} [options.scale=1] + * @param {import('opentype.js').Font|null} [options.font=null] + * @param {number} [options.round=2] decimal places in the output + * @returns {{svg: string, usedOutlines: boolean}} + */ +export function captionToSvg(caption, { width, height, scale = 1, font = null, round = 2 } = {}) { + const state = caption ?? {}; + const places = Math.max(0, Math.min(8, Math.floor(Number.isFinite(round) ? round : 2))); + const layout = layoutCaption(state, { width, height, scale, font }); + const { box, lines, fontSize, lineHeight, padding } = layout; + const outWidth = toNonNegative(width, 0); + const outHeight = toNonNegative(height, 0); + const text = typeof state.text === 'string' ? state.text : ''; + + let usedOutlines = Boolean(font) && text.trim() !== '' && hasGlyphs(font, text); + // Vertical text falls back to ``: the outline path lays glyphs out + // horizontally, and a column of glyphs reads fine as live text. + if (layout.vertical) usedOutlines = false; + + const parts = [ + '`, + ]; + + const bubble = commandsToPathData(bubbleCommands(box, state, layout.scale), places); + if (bubble) { + const fill = escapeAttribute(colorOf(state.bubbleColor, DEFAULT_BUBBLE_COLOR)); + const borderWidth = toNonNegative(state.borderWidth, DEFAULT_BORDER_WIDTH) * layout.scale; + const stroke = borderWidth > 0 + ? ` stroke="${escapeAttribute(colorOf(state.borderColor, DEFAULT_BORDER_COLOR))}"` + + ` stroke-width="${formatNumber(borderWidth, places)}" stroke-linejoin="round"` + + (bubbleOf(state) === 'whisper' + ? ` stroke-dasharray="${formatNumber(borderWidth * 3, places)} ${formatNumber(borderWidth * 2, places)}"` + : '') + : ''; + parts.push(``); + } + + if (lines.length > 0) { + const textColor = colorOf(state.textColor, DEFAULT_TEXT_COLOR); + let outlined = ''; + if (usedOutlines) { + // `textToPathData` re-applies the alignment against the widest line, so + // the block it needs is the one `layoutText` measured. + outlined = textToPathData(font, { + lines, + width: blockWidthOf(lines), + height: lines.length * fontSize * lineHeight, + lineHeight, + fontSize, + align: alignOf(state), + }, { x: box.x + padding, y: box.y + padding, round: places }); + usedOutlines = outlined !== ''; + } + if (usedOutlines) { + parts.push(``); + } else { + parts.push(liveText(state, layout, font, textColor, places)); + } + } + + parts.push(''); + return { svg: parts.join('\n') + '\n', usedOutlines }; +} + +// --- text -------------------------------------------------------------------- + +/** Draw every line at its own baseline, shifted sideways by the alignment. */ +function drawText(ctx, layout, state, font) { + const { box, lines, fontSize, lineHeight, padding, scale } = layout; + const metrics = baselineMetrics(font, fontSize); + const step = fontSize * lineHeight; + const halfLeading = (step - (metrics.ascent + metrics.descent)) / 2; + const blockWidth = blockWidthOf(lines); + const left = box.x + padding; + const top = box.y + padding; + const align = alignOf(state); + + ctx.font = fontSpec(state, scale, Boolean(font)); + ctx.fillStyle = colorOf(state.textColor, DEFAULT_TEXT_COLOR); + ctx.textAlign = 'left'; + ctx.textBaseline = 'alphabetic'; + + if (layout.vertical) { + // Columns run right to left; each glyph sits in its own cell. `ー` and its + // like are turned a quarter turn so they read as vertical strokes. + for (let i = 0; i < lines.length; i++) { + const chars = [...lines[i].text]; + const x = left + (lines.length - 1 - i) * step; + for (let j = 0; j < chars.length; j++) { + const ch = chars[j]; + const drop = verticalRotation(ch); + if (drop !== null) { + ctx.save(); + ctx.translate(x + fontSize / 2, top + j * fontSize + fontSize / 2 + drop * fontSize); + ctx.rotate(Math.PI / 2); + ctx.textAlign = 'center'; + ctx.textBaseline = 'middle'; + ctx.fillText(ch, 0, 0); + ctx.restore(); + continue; + } + const offset = verticalOffsetOf(ch); + const y = top + j * fontSize + metrics.ascent + offset.dy * fontSize; + ctx.fillText(ch, x + offset.dx * fontSize, y); + } + } + return; + } + + for (let i = 0; i < lines.length; i++) { + const line = lines[i]; + const x = left + alignOffset(align, blockWidth, line.width); + const y = top + i * step + halfLeading + metrics.ascent; + ctx.fillText(line.text, x, y); + } +} + +/** + * The `` fallback. + * + * The family comes from the font stack alone, not from `fontSpec`: size and + * weight have attributes of their own, and a `font-family` that carried them + * would be ignored by every viewer. + */ +function liveText(state, layout, font, fill, places) { + const { box, lines, fontSize, lineHeight, padding } = layout; + const blockWidth = blockWidthOf(lines); + const align = alignOf(state); + const left = box.x + padding; + const anchor = align === 'center' ? 'middle' : align === 'right' ? 'end' : 'start'; + const x = align === 'center' + ? left + blockWidth / 2 + : align === 'right' + ? left + blockWidth + : left; + + const metrics = baselineMetrics(font, fontSize); + const step = fontSize * lineHeight; + const halfLeading = (step - (metrics.ascent + metrics.descent)) / 2; + const top = box.y + padding; + + if (layout.vertical) { + // The stacked glyphs share one left-anchored . The rotated ones (`ー`) + // get a of their own, centred on the cell and turned a quarter turn. + const base = [ + `font-family="${escapeAttribute(fontFamilyStack(state, Boolean(font)))}"`, + `font-size="${formatNumber(fontSize, places)}"`, + state.bold ? 'font-weight="bold"' : '', + `fill="${escapeAttribute(fill)}"`, + ].filter(Boolean).join(' '); + const tspans = []; + const rotated = []; + for (let i = 0; i < lines.length; i++) { + const chars = [...lines[i].text]; + const x = left + (lines.length - 1 - i) * step; + for (let j = 0; j < chars.length; j++) { + const ch = chars[j]; + const drop = verticalRotation(ch); + if (drop !== null) { + const cx = x + fontSize / 2; + const cy = top + j * fontSize + fontSize / 2 + drop * fontSize; + rotated.push(`${escapeText(ch)}`); + continue; + } + const offset = verticalOffsetOf(ch); + const y = top + j * fontSize + metrics.ascent + offset.dy * fontSize; + tspans.push(`${escapeText(ch)}`); + } + } + const main = tspans.length ? `${tspans.join('')}` : ''; + return `${main}${rotated.join('')}`; + } + + const attributes = [ + `font-family="${escapeAttribute(fontFamilyStack(state, Boolean(font)))}"`, + `font-size="${formatNumber(fontSize, places)}"`, + state.bold ? 'font-weight="bold"' : '', + `fill="${escapeAttribute(fill)}"`, + `text-anchor="${anchor}"`, + ].filter(Boolean).join(' '); + + const tspans = lines.map((line, i) => { + const y = top + i * step + halfLeading + metrics.ascent; + return `` + + `${escapeText(line.text)}`; + }).join(''); + + return `${tspans}`; +} + +/** + * Wrap text without a font, from a character count. + * + * The preview has to show something while the vendored font downloads, and this + * is a deliberately crude stand-in: wide (CJK) characters count as one em and + * everything else as half an em. Once `layoutText` can run its metrics replace + * these numbers, so the rough version only ever decides a preview, never a file. + */ +function wrapByCount(text, { fontSize, maxWidth, lineHeight }) { + const limit = Number.isFinite(maxWidth) && maxWidth > 0 ? maxWidth : Infinity; + const lines = []; + + for (const paragraph of String(text).split(/\r\n|\r|\n/)) { + let current = ''; + for (const ch of paragraph) { + const candidate = current + ch; + if (current.trimEnd() !== '' && measureFallback(candidate, fontSize) > limit) { + lines.push(current.trimEnd()); + current = /\s/.test(ch) ? '' : ch; // the break swallows the space + } else { + current = candidate; + } + } + lines.push(current.trimEnd()); + } + + const measured = lines.map((line) => ({ text: line, width: measureFallback(line, fontSize) })); + let width = 0; + for (const line of measured) width = Math.max(width, line.width); + return { lines: measured, width, height: measured.length * fontSize * lineHeight }; +} + +/** Wrap with `layoutText`, or with the character count when there is no font. */ +function layoutBlock(font, text, options) { + if (text === '') return { lines: [], width: 0, height: 0 }; + if (font) { + const layout = layoutText(font, text, options); + return { lines: layout.lines, width: layout.width, height: layout.height }; + } + return wrapByCount(text, options); +} + +/** + * Offset of one character inside its vertical cell, in em. + * + * Shared by `drawText` and `liveText` so a glyph that needs a nudge lands in + * the same place on screen and in the export. + */ +function verticalOffsetOf(ch) { + return VERTICAL_OFFSETS.get(ch) ?? NO_OFFSET; +} + +/** + * Vertical (縦書き) layout: each paragraph becomes one column, characters stacked + * top to bottom, columns running right to left. A paragraph longer than the + * available height is split into more columns. + * + * Closing punctuation hangs: when `、` or `。` (or `,`/`.`) would fall at the top + * of a new column, it stays on the previous one and is drawn just below that + * column's last cell instead. Such a hanging character does not count toward + * the column's length, so it never makes the block a cell taller or adds a + * column of its own. `lines[i].hang` reports how many characters on that line + * are hanging. + * + * The other 禁則 cases are repaired too: ー, small kana and closing brackets are + * kept off the top of a column by handing the preceding character down with + * them (追い出し), and an opening bracket is never left at the bottom of one. + */ +function layoutVertical(text, { fontSize, lineHeight, maxHeight }) { + const limit = Number.isFinite(maxHeight) && maxHeight > 0 + ? Math.max(1, Math.floor(maxHeight / fontSize)) + : Infinity; + const columns = []; + for (const paragraph of String(text).split(/\r\n|\r|\n/)) { + const chars = [...paragraph]; + if (chars.length === 0) { + columns.push({ text: '', count: 0 }); + continue; + } + let i = 0; + while (i < chars.length) { + // Fill the column cell by cell, then repair its two ends for 禁則処理. + const cells = []; + const hanging = []; + while (i < chars.length && cells.length < limit) { + cells.push(chars[i]); + i += 1; + } + // 行末禁則: an opening bracket may not close a column, so hand it over to + // the next one (it will open that column instead). + while (cells.length > 1 && COLUMN_END_FORBIDDEN.has(cells[cells.length - 1])) { + cells.pop(); + i -= 1; + } + // 行頭禁則 (追い出し): ー, small kana and closing brackets may not open a + // column; move the preceding character down to keep them company. + if (i < chars.length && cells.length > 1 + && COLUMN_START_FORBIDDEN.has(chars[i]) && !HANGING_PUNCTUATION.has(chars[i])) { + cells.pop(); + i -= 1; + } + // 行頭禁則 (ぶら下げ): a closing mark that would open the next column + // stays on this one, drawn just below its last cell. + while (i < chars.length && HANGING_PUNCTUATION.has(chars[i])) { + hanging.push(chars[i]); + i += 1; + } + columns.push({ text: cells.join('') + hanging.join(''), count: cells.length }); + } + } + const longest = columns.reduce((max, column) => Math.max(max, column.count), 0); + return { + lines: columns.map((column) => ({ + text: column.text, + width: fontSize, + hang: [...column.text].length - column.count, + })), + // The block is exactly as wide as the columns that are drawn: `step` apart, + // each cell one em wide (not one whole `step`, which would leave a leading + // of dead space on the right and push the text off-centre). + width: columns.length === 0 + ? 0 + : (columns.length - 1) * fontSize * lineHeight + fontSize, + height: longest * fontSize, + vertical: true, + }; +} + +/** Text column in pixels: a fraction of the image, never wider than the image. */ +function resolveColumn(state, outWidth, padding) { + const fraction = toNonNegative(state.maxWidth, DEFAULT_MAX_WIDTH); + if (!(fraction > 0)) return 0; // 0 means "do not wrap", as in `layoutText` + return Math.min(fraction * outWidth, Math.max(0, outWidth - 2 * padding)); +} + +/** Ascent above and descent below the baseline, in pixels. */ +function baselineMetrics(font, fontSize) { + const unitsPerEm = font?.unitsPerEm; + if (Number.isFinite(font?.ascender) && Number.isFinite(font?.descender) && unitsPerEm > 0) { + return { + ascent: (font.ascender * fontSize) / unitsPerEm, + descent: (-font.descender * fontSize) / unitsPerEm, + }; + } + return { ascent: fontSize * FALLBACK_ASCENT, descent: fontSize * FALLBACK_DESCENT }; +} + +/** Widest line of the block, which is the width the alignment works against. */ +function blockWidthOf(lines) { + let width = 0; + for (const line of lines) width = Math.max(width, toFinite(line?.width, 0)); + return width; +} + +/** Sideways shift of one line inside the block. */ +function alignOffset(align, blockWidth, lineWidth) { + const slack = Math.max(0, blockWidth - lineWidth); + if (align === 'center') return slack / 2; + if (align === 'right') return slack; + return 0; +} + +/** Width of a string by character count, in pixels. */ +function measureFallback(text, fontSize) { + let width = 0; + for (const ch of String(text ?? '')) { + width += isWideChar(ch) ? fontSize * FALLBACK_WIDE_EM : fontSize * FALLBACK_NARROW_EM; + } + return width; +} + +/** Characters that usually take a full em in a Japanese font. */ +function isWideChar(ch) { + const code = ch.codePointAt(0); + for (const [start, end] of WIDE_RANGES) { + if (code >= start && code <= end) return true; + } + return false; +} + +// --- geometry ---------------------------------------------------------------- + +/** + * The bubble outline as path commands. + * + * Both renderers go through here, which is the point: the canvas preview, the + * PNG and the SVG are three views of one geometry rather than three + * implementations of it. + * + * @returns {Array} empty when there is nothing to draw + */ +function bubbleCommands(box, state, scale) { + const shape = bubbleOf(state); + const rect = { + x: toFinite(box?.x, 0), + y: toFinite(box?.y, 0), + w: toNonNegative(box?.w, 0), + h: toNonNegative(box?.h, 0), + }; + if (shape === 'none' || !(rect.w > 0) || !(rect.h > 0)) return []; + + if (shape === 'think') return thinkCommands(rect, state, scale); + + const radius = toNonNegative(state.radius, DEFAULT_RADIUS) * scale; + const edges = shape === 'shout' + ? shoutEdges(rect, scale) + : shape === 'rect' + ? rectEdges(rect) + : roundEdges(rect, radius); + + return edgesToCommands(withTail(edges, rect, state, scale)); +} + +/** Clockwise rectangle, starting at the top-left corner. */ +function rectEdges(box) { + const { x, y, w, h } = box; + const tl = { x, y }; + const tr = { x: x + w, y }; + const br = { x: x + w, y: y + h }; + const bl = { x, y: y + h }; + return [ + lineEdge(tl, tr), + lineEdge(tr, br), + lineEdge(br, bl), + lineEdge(bl, tl), + ]; +} + +/** + * Rounded rectangle as straight sides plus quarter-circle corners. + * + * Keeping the sides straight (rather than approximating the whole outline with + * a polyline) is what lets the tail attach to a real straight edge; the radius + * is clamped so the corners can never cross each other. + */ +function roundEdges(box, radius) { + const { x, y, w, h } = box; + const r = clamp(radius, 0, Math.min(w, h) / 2); + if (!(r > 0.5)) return rectEdges(box); + + const k = r * KAPPA; + const p = (px, py) => ({ x: px, y: py }); + const corner = (from, c1, c2, to) => cubicEdge(p(...from), p(...c1), p(...c2), p(...to)); + return [ + lineEdge(p(x + r, y), p(x + w - r, y)), + corner([x + w - r, y], [x + w - r + k, y], [x + w, y + r - k], [x + w, y + r]), + lineEdge(p(x + w, y + r), p(x + w, y + h - r)), + corner([x + w, y + h - r], [x + w, y + h - r + k], [x + w - r + k, y + h], [x + w - r, y + h]), + lineEdge(p(x + w - r, y + h), p(x + r, y + h)), + corner([x + r, y + h], [x + r - k, y + h], [x, y + h - r + k], [x, y + h - r]), + lineEdge(p(x, y + h - r), p(x, y + r)), + corner([x, y + r], [x, y + r - k], [x + r - k, y], [x + r, y]), + ]; +} + +/** + * Star-burst: a rectangle whose four sides zig-zag outwards. + * + * The tooth depth and pitch are fractions of the bubble, so a big "shout" and a + * small one have the same number of spikes instead of the big one looking like + * a saw. + */ +function shoutEdges(box, scale) { + const { x, y, w, h } = box; + const amp = Math.min(w, h) * 0.07; + const pitch = Math.max(scale, Math.min(w, h) * 0.22); + const corners = [{ x, y }, { x: x + w, y }, { x: x + w, y: y + h }, { x, y: y + h }]; + const normals = [{ x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: -1, y: 0 }]; + + const points = []; + for (let side = 0; side < 4; side++) { + const a = corners[side]; + const b = corners[(side + 1) % 4]; + const normal = normals[side]; + const length = Math.hypot(b.x - a.x, b.y - a.y); + const teeth = Math.max(2, Math.round(length / pitch)); + points.push(a); + for (let i = 0; i < teeth; i++) { + if (i > 0) points.push(lerp(a, b, i / teeth)); + const out = lerp(a, b, (i + 0.5) / teeth); + points.push({ x: out.x + normal.x * amp, y: out.y + normal.y * amp }); + } + } + + return points.map((from, i) => lineEdge(from, points[(i + 1) % points.length])); +} + +/** + * Cloud outline for a thought bubble, plus how far its scallops bulge out. + * + * The four sides of the box are replaced by a ring of outward scallops: a + * rounded rectangle is sampled evenly by arc length and each pair of samples is + * joined by a half-ellipse bulging away from the centre. + */ +function thinkEdges(box, scale) { + const { x, y, w, h } = box; + const cx = x + w / 2; + const cy = y + h / 2; + const ring = roundedRectRing(box, Math.min(w, h) * 0.28); + const perimeter = ringLength(ring); + // Fluffier: more scallops, each bulging further, so it reads as a soft cloud. + const pitch = Math.max(scale * 6, Math.min(w, h) * 0.30); + const count = Math.max(6, Math.round(perimeter / pitch)); + const points = sampleRing(ring, count); + const amp = Math.min((perimeter / count) * 0.55, Math.min(w, h) * 0.26); + + const edges = []; + let outer = amp; + for (let i = 0; i < points.length; i++) { + const a = points[i]; + const b = points[(i + 1) % points.length]; + const mid = { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 }; + // Bulge perpendicular to the edge, not away from the centre: on a wide box + // the centre direction points sideways along the top and bottom edges, which + // is what tilted those scallops. The sign is flipped so it always faces out, + // which makes every edge scallop the same way the left and right ones do. + const dx = b.x - a.x; + const dy = b.y - a.y; + const length = Math.hypot(dx, dy) || 1; + let nx = -dy / length; + let ny = dx / length; + if (nx * (mid.x - cx) + ny * (mid.y - cy) < 0) { + nx = -nx; + ny = -ny; + } + // A small, *deterministic* wobble so the scallops are not all identical - the + // even size read as too regular. Same index, same bubble, every render. + const scallopAmp = amp * (0.72 + 0.56 * scallopJitter(i)); + if (scallopAmp > outer) outer = scallopAmp; + edges.push(scallopEdge(a, b, { x: nx, y: ny }, scallopAmp)); + } + return { edges, amp: outer }; +} + +/** A closed cloud, followed by the tail: two or three shrinking puffs. */ +function thinkCommands(box, state, scale) { + const cloud = thinkEdges(box, scale); + const commands = edgesToCommands(cloud.edges); + for (const puff of thoughtTrail(box, state, scale, cloud.amp)) { + commands.push(...circleCommands(puff.x, puff.y, puff.r)); + } + return commands; +} + +/** + * The circles that trail away from a thought bubble instead of a pointed tail. + * + * They start just outside the cloud (`outer`) and shrink as they go, ending + * inside the room `layoutCaption` reserves for the tail. + */ +function thoughtTrail(box, state, scale, outer) { + const tail = tailOf(state); + if (tail === 'none') return []; + const dir = tailDirection(tail); + const diagonal = dir.x !== 0 && dir.y !== 0; + const nx = dir.x * (diagonal ? Math.SQRT1_2 : 1); + const ny = dir.y * (diagonal ? Math.SQRT1_2 : 1); + const anchor = { + x: dir.x < 0 ? box.x : dir.x > 0 ? box.x + box.w : box.x + box.w / 2, + y: dir.y < 0 ? box.y : dir.y > 0 ? box.y + box.h : box.y + box.h / 2, + }; + // Sized from the font, not the leftover room, so the puffs stay visible at any + // bubble size; they start just outside the cloud (`outer`) and shrink away. + const unit = resolveFontSize(state, scale); + // 80% of the first cut, which read a touch large. + const r1 = unit * 0.48; + const r2 = unit * 0.34; + const r3 = unit * 0.21; + const gap = unit * 0.5; + const d1 = outer + r1; + const d2 = d1 + r1 + gap; + const d3 = d2 + r2 + gap; + return [ + { x: anchor.x + nx * d1, y: anchor.y + ny * d1, r: r1 }, + { x: anchor.x + nx * d2, y: anchor.y + ny * d2, r: r2 }, + { x: anchor.x + nx * d3, y: anchor.y + ny * d3, r: r3 }, + ]; +} + +/** One outward scallop: a half-ellipse from `from` to `to` bulging along `normal`. */ +function scallopEdge(from, to, normal, amp) { + const k = (4 / 3) * amp; + return cubicEdge( + from, + { x: from.x + normal.x * k, y: from.y + normal.y * k }, + { x: to.x + normal.x * k, y: to.y + normal.y * k }, + to, + ); +} + +/** + * A small deterministic wobble in 0..1 for the i-th scallop of a cloud. + * + * It is derived from the index alone, so a bubble draws its scallops exactly + * the same in the live preview, a screenshot, and the SVG export. + */ +function scallopJitter(i) { + const x = Math.sin((i + 1) * 12.9898) * 43758.5453; + return x - Math.floor(x); +} + +/** A circle as `M`/`C`/`Z` commands, so it can join the bubble's one path. */ +function circleCommands(cx, cy, r) { + const k = r * KAPPA; + return [ + { type: 'M', x: cx + r, y: cy }, + { type: 'C', x1: cx + r, y1: cy + k, x2: cx + k, y2: cy + r, x: cx, y: cy + r }, + { type: 'C', x1: cx - k, y1: cy + r, x2: cx - r, y2: cy + k, x: cx - r, y: cy }, + { type: 'C', x1: cx - r, y1: cy - k, x2: cx - k, y2: cy - r, x: cx, y: cy - r }, + { type: 'C', x1: cx + k, y1: cy - r, x2: cx + r, y2: cy - k, x: cx + r, y: cy }, + { type: 'Z' }, + ]; +} + +/** Points around a rounded rectangle, clockwise from the top-left arc. */ +function roundedRectRing(box, radius) { + const { x, y, w, h } = box; + const r = clamp(radius, 0, Math.min(w, h) / 2); + const points = []; + const arc = (cx, cy, from, to) => { + const steps = 6; + for (let i = 1; i <= steps; i++) { + const t = from + (to - from) * (i / steps); + points.push({ x: cx + Math.cos(t) * r, y: cy + Math.sin(t) * r }); + } + }; + + points.push({ x: x + r, y }); + points.push({ x: x + w - r, y }); + arc(x + w - r, y + r, -Math.PI / 2, 0); + points.push({ x: x + w, y: y + h - r }); + arc(x + w - r, y + h - r, 0, Math.PI / 2); + points.push({ x: x + r, y: y + h }); + arc(x + r, y + h - r, Math.PI / 2, Math.PI); + points.push({ x, y: y + r }); + arc(x + r, y + r, Math.PI, Math.PI * 1.5); + return points; +} + +/** Total length of a closed polyline's perimeter. */ +function ringLength(points) { + let total = 0; + for (let i = 0; i < points.length; i++) { + total += distance(points[i], points[(i + 1) % points.length]); + } + return total; +} + +/** `count` points spaced evenly by arc length around a closed polyline. */ +function sampleRing(points, count) { + const n = points.length; + const total = ringLength(points); + if (!(total > 0) || !(count > 0)) return []; + const out = []; + let seg = 0; + let start = 0; + let length = n > 1 ? distance(points[0], points[1 % n]) : 0; + for (let i = 0; i < count; i++) { + const target = (total * i) / count; + while (seg < n - 1 && start + length < target) { + start += length; + seg += 1; + length = distance(points[seg], points[(seg + 1) % n]); + } + const t = length > 0 ? clamp((target - start) / length, 0, 1) : 0; + out.push(lerp(points[seg], points[(seg + 1) % n], t)); + } + return out; +} + +/** + * Replace part of the edge the tail points at with a spike. + * + * The spike is inserted *into* the outline, not appended to it: the two sides + * of the tail and the bubble become one continuous border. The straight edge + * nearest the tail's anchor is used, which for every shape except the shout is + * the obvious side and for the shout is the nearest zig-zag segment. + */ +function withTail(edges, box, state, scale) { + const tail = tailOf(state); + if (tail === 'none' || edges.length === 0) return edges; + + const tailLength = Math.min(resolveFontSize(state, scale) * 0.9, Math.min(box.w, box.h) * 0.5); + if (!(tailLength > 0)) return edges; + + const dir = tailDirection(tail); + // A diagonal tail leaves from a corner; an axis-aligned one leaves from the + // middle of the side it points at. + const anchor = { + x: dir.x < 0 ? box.x : dir.x > 0 ? box.x + box.w : box.x + box.w / 2, + y: dir.y < 0 ? box.y : dir.y > 0 ? box.y + box.h : box.y + box.h / 2, + }; + const diagonal = dir.x !== 0 && dir.y !== 0; + const normal = { + x: dir.x * (diagonal ? Math.SQRT1_2 : 1), + y: dir.y * (diagonal ? Math.SQRT1_2 : 1), + }; + + const index = nearestEdge(edges, anchor, box, tail); + if (index < 0) return edges; + + const edge = edges[index]; + const length = distance(edge.from, edge.to); + const base = Math.min(tailLength * 0.7, length * 0.45); + if (!(base > 0) || !(length > 0)) return edges; + + // The spike sits at the point of the edge nearest the anchor - the middle for + // a side, the corner for a diagonal - kept far enough in that both feet land + // on the edge itself. + const t = clamp(projectionT(edge, anchor), base / length, 1 - base / length); + const middle = lerp(edge.from, edge.to, t); + // A diagonal spike advances `tailLength` on *each* axis, so it reaches as far + // as a side tail does and reads as a proper corner. + const reach = tailLength * (diagonal ? Math.SQRT2 : 1); + const tip = { x: middle.x + normal.x * reach, y: middle.y + normal.y * reach }; + const leftFoot = lerp(edge.from, edge.to, t - base / length); + const rightFoot = lerp(edge.from, edge.to, t + base / length); + const replacement = [ + lineEdge(edge.from, leftFoot), + lineEdge(leftFoot, tip), + lineEdge(tip, rightFoot), + lineEdge(rightFoot, edge.to), + ]; + return edges.slice(0, index).concat(replacement, edges.slice(index + 1)); +} + +/** Index of the straight edge closest to the tail's anchor, or `-1`. */ +function nearestEdge(edges, anchor, box, tail) { + let best = -1; + let bestDistance = Infinity; + for (let i = 0; i < edges.length; i++) { + const edge = edges[i]; + if (edge.kind !== 'line') continue; + const middle = { x: (edge.from.x + edge.to.x) / 2, y: (edge.from.y + edge.to.y) / 2 }; + if (!onSide(middle, box, tail)) continue; + const d = distance(middle, anchor); + if (d < bestDistance) { + bestDistance = d; + best = i; + } + } + return best; +} + +/** Is `point` on the side of the box the tail points at? */ +function onSide(point, box, tail) { + const dir = tailDirection(tail); + const midX = box.x + box.w * 0.5; + const midY = box.y + box.h * 0.5; + if (dir.x < 0 && point.x > midX) return false; + if (dir.x > 0 && point.x < midX) return false; + if (dir.y < 0 && point.y > midY) return false; + if (dir.y > 0 && point.y < midY) return false; + return true; +} + +/** How far along `edge` (0..1) the point nearest `point` falls. */ +function projectionT(edge, point) { + const dx = edge.to.x - edge.from.x; + const dy = edge.to.y - edge.from.y; + const lengthSq = dx * dx + dy * dy; + if (!(lengthSq > 0)) return 0.5; + return ((point.x - edge.from.x) * dx + (point.y - edge.from.y) * dy) / lengthSq; +} + +/** One straight edge of a closed outline. */ +function lineEdge(from, to) { + return { kind: 'line', from, to }; +} + +/** One cubic edge of a closed outline. */ +function cubicEdge(from, c1, c2, to) { + return { kind: 'cubic', from, c1, c2, to }; +} + +/** Walk the edges into `M`/`L`/`C`/`Z` commands. */ +function edgesToCommands(edges) { + if (edges.length === 0) return []; + const commands = [{ type: 'M', x: edges[0].from.x, y: edges[0].from.y }]; + for (const edge of edges) { + if (edge.kind === 'line') { + commands.push({ type: 'L', x: edge.to.x, y: edge.to.y }); + } else { + commands.push({ + type: 'C', + x1: edge.c1.x, y1: edge.c1.y, + x2: edge.c2.x, y2: edge.c2.y, + x: edge.to.x, y: edge.to.y, + }); + } + } + commands.push({ type: 'Z' }); + return commands; +} + +/** Replay commands into a 2D context. */ +function applyCommands(ctx, commands) { + ctx.beginPath(); + for (const command of commands) { + if (command.type === 'M') ctx.moveTo(command.x, command.y); + else if (command.type === 'L') ctx.lineTo(command.x, command.y); + else if (command.type === 'C') { + ctx.bezierCurveTo(command.x1, command.y1, command.x2, command.y2, command.x, command.y); + } else if (command.type === 'Z') { + ctx.closePath(); + } + } +} + +/** Print commands as SVG path data. */ +function commandsToPathData(commands, places) { + const parts = []; + for (const command of commands) { + if (command.type === 'M') { + parts.push(`M${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`); + } else if (command.type === 'L') { + parts.push(`L${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`); + } else if (command.type === 'C') { + parts.push( + `C${formatNumber(command.x1, places)} ${formatNumber(command.y1, places)}` + + ` ${formatNumber(command.x2, places)} ${formatNumber(command.y2, places)}` + + ` ${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`, + ); + } else if (command.type === 'Z') { + parts.push('Z'); + } + } + return parts.join(' '); +} + +// --- shared helpers ---------------------------------------------------------- + +/** The family list for a caption, or the system-only list before the font loads. */ +function fontFamilyStack(caption, loaded) { + const stack = captionFontStack(); + if (loaded && caption?.font !== 'system') return stack; + return dropLeadingFamily(stack); +} + +/** `captionFontStack()` minus its first family, for a plain system fallback. */ +function dropLeadingFamily(stack) { + let quote = null; + for (let i = 0; i < stack.length; i++) { + const ch = stack[i]; + if (quote) { + if (ch === '\\') i++; + else if (ch === quote) quote = null; + } else if (ch === "'" || ch === '"') { + quote = ch; + } else if (ch === ',') { + const rest = stack.slice(i + 1).trim(); + return rest === '' ? 'sans-serif' : rest; + } + } + return 'sans-serif'; +} + +/** Font size in output pixels, always positive and finite. */ +function resolveFontSize(caption, scale) { + const base = toPositive(caption?.fontSize, DEFAULT_FONT_SIZE); + return toPositive(base * positiveScale(scale), DEFAULT_FONT_SIZE); +} + +function bubbleOf(caption) { + const value = caption?.bubble; + if (value === 'round' || value === 'rect' || value === 'shout' + || value === 'whisper' || value === 'think' || value === 'none') return value; + return 'round'; +} + +function tailOf(caption) { + const value = caption?.tail; + return TAIL_VALUES.has(value) ? value : 'left'; +} + +const TAIL_VALUES = new Set([ + 'left', 'right', 'top', 'bottom', + 'topLeft', 'topRight', 'bottomLeft', 'bottomRight', + 'none', +]); + +/** + * Which way a tail leaves the box, as a direction where each axis is -1, 0 or + * 1 (0 for `none` or anything unknown). A diagonal tail carries a sign on both + * axes, so `bottomLeft` is `{ x: -1, y: 1 }`. + */ +function tailDirection(tail) { + switch (tail) { + case 'left': return { x: -1, y: 0 }; + case 'right': return { x: 1, y: 0 }; + case 'top': return { x: 0, y: -1 }; + case 'bottom': return { x: 0, y: 1 }; + case 'topLeft': return { x: -1, y: -1 }; + case 'topRight': return { x: 1, y: -1 }; + case 'bottomLeft': return { x: -1, y: 1 }; + case 'bottomRight': return { x: 1, y: 1 }; + default: return { x: 0, y: 0 }; + } +} + +function alignOf(caption) { + const value = caption?.align; + return value === 'center' || value === 'right' ? value : 'left'; +} + +function colorOf(value, fallback) { + return typeof value === 'string' && value !== '' ? value : fallback; +} + +/** Scale is a multiplier: anything that is not a positive number means 1. */ +function positiveScale(value) { + return Number.isFinite(value) && value > 0 ? value : 1; +} + +function toFinite(value, fallback) { + return Number.isFinite(value) ? value : fallback; +} + +function toPositive(value, fallback) { + return Number.isFinite(value) && value > 0 ? value : fallback; +} + +function toNonNegative(value, fallback) { + return Number.isFinite(value) && value >= 0 ? value : fallback; +} + +function clamp(value, low, high) { + if (high < low) return low; + return Math.min(Math.max(value, low), high); +} + +/** Decimal string for both `ctx.font` and SVG, never `NaN` and never `-0`. */ +function formatNumber(value, places = 2) { + if (!Number.isFinite(value)) return '0'; + const decimals = Number.isFinite(places) ? Math.max(0, Math.min(8, Math.floor(places))) : 2; + const factor = Math.pow(10, decimals); + const rounded = Math.round(value * factor) / factor; + return Object.is(rounded, -0) ? '0' : String(rounded); +} + +/** + * Escape character data. + * + * Quotes are escaped too even though element content allows them: the caption + * is user text, and the extra entities cost nothing next to never emitting a + * document a stricter parser could object to. + */ +function escapeText(value) { + return String(value ?? '') + .replace(/&/g, '&') + .replace(//g, '>') + .replace(/"/g, '"') + .replace(/'/g, '''); +} + +/** + * Escape an attribute value. + * + * Only the double quote matters inside a double-quoted attribute, so single + * quotes survive and a family stack such as `'Hiragino Maru Gothic ProN', + * sans-serif` stays readable in the file. + */ +function escapeAttribute(value) { + return String(value ?? '') + .replace(/&/g, '&') + .replace(//g, '>') + .replace(/"/g, '"'); +} + +function distance(a, b) { + return Math.hypot(b.x - a.x, b.y - a.y); +} + +function lerp(a, b, t) { + return { x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t }; +} diff --git a/bluebey-studio/src/clip.js b/bluebey-studio/src/clip.js new file mode 100644 index 0000000..4fdcfd9 --- /dev/null +++ b/bluebey-studio/src/clip.js @@ -0,0 +1,202 @@ +import * as THREE from 'three'; + +/** + * 見えない壁 (the invisible wall): a clipping plane that hides whatever falls + * behind it, so the character can be buried in the wall and only the rest of the + * body shows. + * + * The wall is a *finite* rectangle: an invisible quad that writes depth and no + * colour, drawn before everything else in the opaque pass, so the character + * behind it is culled by the depth test. That is what a real wall does, and it + * is the only way to bound the effect - a `renderer.clippingPlanes` entry is an + * infinite half-space, so it can never be limited to a rectangle. + * + * Nothing needs to agree per-material: the depth buffer does the work, so the + * body, the outline hulls, the face plates, the ink pass and the offscreen + * renders an export uses are all hidden by the same wall. + * + * `wallPlane` is pure (no three.js maths), so the geometry can be unit-tested + * without a renderer. + */ + +const DEG = Math.PI / 180; + +/** + * A hair toward the kept side. The guide sits exactly on the cut, and a plane + * on its own boundary is half inside the discarded half - nudging it along the + * normal keeps all of it on the visible side. + */ +const GUIDE_EPSILON = 0.002; + +/** + * The plane a wall setting lies in. + * + * The wall is a *finite* quad, so this no longer decides which half of space is + * hidden - the quad's own depth does that. What `apply` needs from here is the + * normal, which is the direction the quad faces (and so the direction the wall + * lies along), plus the constant of the plane through the point it sits on. + * + * By default the wall lies in the XY plane through `(x, y, z)`; `yaw` turns it + * about Y and `tilt` leans it about X afterwards. + * + * @param {{x?:number,y?:number,z?:number,yaw?:number,tilt?:number}} [wall] + * @returns {{normal:[number,number,number], constant:number}} + */ +export function wallPlane(wall = {}) { + const yaw = (wall.yaw ?? 0) * DEG; + const tilt = (wall.tilt ?? 0) * DEG; + const cosYaw = Math.cos(yaw); + const sinYaw = Math.sin(yaw); + const cosTilt = Math.cos(tilt); + const sinTilt = Math.sin(tilt); + + // Start from +Z, turn about Y, then lean about the (already turned) X axis. + let nx = sinYaw; + let ny = -cosYaw * sinTilt; + let nz = cosYaw * cosTilt; + + const length = Math.hypot(nx, ny, nz) || 1; + nx /= length; + ny /= length; + nz /= length; + + // Constant so the plane passes through (x, y, z): dot(n, p) + c = 0. + const constant = -(nx * (wall.x ?? 0) + ny * (wall.y ?? 0) + nz * (wall.z ?? 0)); + return { normal: [nx, ny, nz], constant }; +} + +/** The faint plane shown while placing the wall. Hidden from every export. */ +/** + * The wall itself: an invisible, *finite* quad that writes depth but no colour. + * + * It is drawn before everything else in the opaque pass (`renderOrder`), so the + * character behind it is culled by the depth test. That is what a real wall does, + * and - unlike a clip plane, which is an infinite half-space - it only hides what + * the rectangle actually covers. So the size sliders are the wall's real size. + */ +function makeWall() { + const material = new THREE.MeshBasicMaterial({ + colorWrite: false, + side: THREE.DoubleSide, + toneMapped: false, + }); + const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material); + mesh.name = 'wall'; + // Before everything, including the silhouette-only hulls (renderOrder -1), so + // its depth hides a nose buried in the wall (see styles.js hullMaterialFor). + mesh.renderOrder = -2; + mesh.visible = false; + mesh.castShadow = false; + mesh.receiveShadow = false; + return mesh; +} + +function makeGuide() { + const geometry = new THREE.PlaneGeometry(1, 1); + const material = new THREE.MeshBasicMaterial({ + color: 0x8a4fe0, + transparent: true, + opacity: 0.16, + side: THREE.DoubleSide, + depthWrite: false, + toneMapped: false, + }); + const mesh = new THREE.Mesh(geometry, material); + mesh.name = 'wall-guide'; + mesh.userData.isHelper = true; + mesh.visible = false; + + // An edge, so the plane's extent is legible even where the fill is faint. + const edge = new THREE.LineSegments( + new THREE.EdgesGeometry(geometry), + new THREE.LineBasicMaterial({ color: 0x8a4fe0, transparent: true, opacity: 0.55, toneMapped: false }), + ); + edge.userData.isHelper = true; + mesh.add(edge); + return mesh; +} + +export function createClipper({ scene, renderer, model }) { + // A little larger than the character: big enough to read as a wall, small + // enough not to cover the whole viewport. + const guideSpan = Math.max(model.size.x, model.size.y, model.size.z) * 1.5; + const FROM = new THREE.Vector3(0, 0, 1); // the plane the quad starts in + + function makeSlot() { + const occluder = makeWall(); + const guide = makeGuide(); + scene.add(guide); + scene.add(occluder); + return { occluder, guide, normal: new THREE.Vector3(0, 0, 1) }; + } + // Two walls. Each slot keeps its own rectangle, so the two are independent. + const slots = [makeSlot(), makeSlot()]; + + /** + * @param {Array} walls up to two `state.render.wall` settings, in slot + * order. + * @param {{x?:number,y?:number,z?:number}} [offset] the character's own + * translation. A wall's position is stored *relative to the character*, so + * adding this makes the walls travel with the body when it is moved. + * @param {number} [yaw] the character's own turn about Y, in radians. The stored + * position is rotated by it (and added to the wall's own `yaw`), so a wall + * stays glued to the body when the character is turned. + * + * The guide is drawn only when `wall.guide` is on, which is also when the wall + * can be grabbed in the viewport. Off, the wall is invisible: the cut still + * applies, so you can see the character half-hidden with nothing in the way. + */ + function apply(walls, offset, yaw = 0) { + const list = Array.isArray(walls) ? walls : [walls]; + const ox = offset?.x ?? 0; + const oy = offset?.y ?? 0; + const oz = offset?.z ?? 0; + const cos = Math.cos(yaw); + const sin = Math.sin(yaw); + const yawDeg = (yaw * 180) / Math.PI; + slots.forEach((slot, index) => { + const wall = list[index]; + if (!wall || wall.on !== true) { + slot.occluder.visible = false; + slot.guide.visible = false; + return; + } + // The stored position is relative to the character, so it turns with the + // body: rotate (x, z) about Y by the character's yaw, then add the offset. + const lx = wall.x ?? 0; + const lz = wall.z ?? 0; + const x = cos * lx + sin * lz + ox; + const y = (wall.y ?? 0) + oy; + const z = -sin * lx + cos * lz + oz; + const { normal } = wallPlane({ yaw: (wall.yaw ?? 0) + yawDeg, tilt: wall.tilt, x, y, z }); + slot.normal.set(normal[0], normal[1], normal[2]); + const span = guideSpan * Math.max(0.05, wall.size ?? 1); + // The wall and its guide are the same rectangle, turned to face along the + // plane's normal: the wall is the occluder, the guide is the tinted copy + // that is shown only while placing. + for (const mesh of [slot.occluder, slot.guide]) { + mesh.quaternion.setFromUnitVectors(FROM, slot.normal); + mesh.scale.setScalar(span); + } + slot.occluder.position.set(x, y, z); + slot.occluder.visible = true; + slot.guide.position.set(x, y, z).addScaledVector(slot.normal, GUIDE_EPSILON); + slot.guide.visible = wall.guide === true; + }); + } + + return { + guides: slots.map((slot) => slot.guide), + occluders: slots.map((slot) => slot.occluder), + apply, + dispose() { + for (const slot of slots) { + for (const mesh of [slot.guide, slot.occluder]) { + mesh.geometry.dispose(); + mesh.material.dispose(); + mesh.removeFromParent(); + } + } + }, + }; +} diff --git a/bluebey-studio/src/exporter.js b/bluebey-studio/src/exporter.js new file mode 100644 index 0000000..b34b6f6 --- /dev/null +++ b/bluebey-studio/src/exporter.js @@ -0,0 +1,370 @@ +import { traceAlphaContours, contoursToPathData } from './trace.js'; +import { roughenContours } from './handDrawn.js'; +import { captionToSvg } from './caption.js'; +import { EYE_LAYOUT, MOUTH_LAYOUT, HAIR_WRAP_LAYOUT } from './faceArt.js'; + +/** + * Export helpers. + * + * Everything renders through the live renderer at a temporary resolution, so an + * export always matches what is on screen (same camera, same framing) and the + * only difference is the pixel size. + */ + +/** Render the current view into an offscreen 2D canvas at an arbitrary size. */ +export function renderStill(view, { width, height, background }) { + const { renderer, scene, camera } = view; + const previousAspect = camera.aspect; + + renderer.setPixelRatio(1); + renderer.setSize(width, height, false); + camera.aspect = width / height; + camera.updateProjectionMatrix(); + + applyBackground(renderer, background); + // The screen-space outline renders the scene itself, so it replaces the plain + // render rather than following it. (buildSVG passes outlineOptions of its own: + // it wants the ink and nothing else, because the ink is what it traces.) + if (view.outline && view.outlineOptions?.enabled) { + view.outline.setSize(width, height); + view.outline.render(() => renderer.render(scene, camera), { camera, ...view.outlineOptions }); + } else { + renderer.render(scene, camera); + } + + // Copy before restoring: resizing the renderer throws the frame away. + const canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + canvas.getContext('2d').drawImage(renderer.domElement, 0, 0); + + camera.aspect = previousAspect; + camera.updateProjectionMatrix(); + view.restore?.(); + + return canvas; +} + +/** `background` is `{ mode: 'transparent' }` or `{ mode: 'solid', color }`. */ +export function applyBackground(renderer, background) { + if (!background || background.mode === 'transparent') { + renderer.setClearColor(0x000000, 0); + } else { + renderer.setClearColor(background.color ?? '#ffffff', 1); + } +} + +/** A PNG data URL of the current view, scaled up by `scale`. */ +export async function capturePNG(view, { scale = 2, background, width, height }) { + const baseWidth = view.width || view.renderer.domElement.clientWidth || 1280; + const baseHeight = view.height || view.renderer.domElement.clientHeight || 800; + const outWidth = Math.min(8192, Math.max(64, Math.round((width ?? baseWidth) * scale))); + const outHeight = Math.min(8192, Math.max(64, Math.round((height ?? baseHeight) * scale))); + const canvas = renderStill(view, { width: outWidth, height: outHeight, background }); + const blob = await canvasToBlob(canvas); + return { blob, canvas, width: outWidth, height: outHeight }; +} + +/** + * Encode a canvas as a PNG blob. Exported because the caller composites the + * backdrop and the caption onto the rendered canvas afterwards, and then has to + * re-encode it. + */ +export function canvasToBlob(canvas) { + return new Promise((resolve) => canvas.toBlob(resolve, 'image/png')); +} + +export async function copyCanvasToClipboard(canvas) { + if (!navigator.clipboard || typeof ClipboardItem === 'undefined') { + throw new Error('この環境ではクリップボードにコピーできません'); + } + const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png')); + await navigator.clipboard.write([new ClipboardItem({ 'image/png': blob })]); +} + +/** + * Vector line art: render the outline-only style, trace the coverage mask of + * the result and emit one even-odd path. Rendering at a high resolution keeps + * the traced curves smooth. + */ +export function buildSVG(view, { + styles, + face, + faceParams, + width = 2048, + threshold = 0.4, + lineColor = '#111111', + lineWidth = null, + background = null, + handDrawn = null, + captions = [], + captionFont = null, + outlinePixels = 2, +} = {}) { + const previousStyle = styles.style; + const previousMode = face.styleMode; + + // The `outline` style keeps every body mesh invisible (colorWrite off) and lets + // the outline passes draw the lines, exactly as on screen: the hulls ink the + // body, the screen-space pass inks the leaves. What reaches the trace is + // therefore the ink alone - and a traced stroke comes out as its own outline, + // i.e. two nested contours that `fill-rule="evenodd"` fills as a line of the + // same width. That is what finally gives the leaves, which no inverted hull can + // outline, clean even lines in the vector file too. + // + // `withOutlineFor` in main.js sets that split up for this call, and guards it so + // a renderer without the outline pass still falls back to a hull-only trace. + const screenSpace = Boolean(view.outline); + + styles.setStyle('outline'); + face.setParams(faceParams, 'line'); + face.flush(performance.now(), 0); + + const aspect = (view.height || 800) / (view.width || 1280); + const height = Math.max(64, Math.round(width * aspect)); + // `radius` is in screen pixels, so it has to grow with the render: the SVG is + // drawn far larger than the viewport, and a 2px line would become a hairline. + const scale = width / Math.max(1, view.width || 1280); + const canvas = renderStill( + { + ...view, + outlineOptions: { + enabled: screenSpace, + color: lineColor, + radius: outlinePixels * scale, + }, + }, + { width, height, background: { mode: 'transparent' } }, + ); + + styles.setStyle(previousStyle); + face.setParams(faceParams, previousMode); + face.flush(performance.now(), 0); + + const pixels = canvas.getContext('2d').getImageData(0, 0, width, height).data; + const alpha = new Uint8Array(width * height); + for (let i = 0; i < alpha.length; i++) alpha[i] = pixels[i * 4 + 3]; + + let contours = traceAlphaContours(alpha, width, height, { + threshold, + simplifyTolerance: 0.6, + minArea: 5, + }); + // 手描き風: nudge the traced outlines so they read as pen strokes instead of + // the mathematically smooth curves a mask trace produces. + if (handDrawn && handDrawn.amount > 0) { + contours = roughenContours(contours, { + amount: handDrawn.amount, + seed: handDrawn.seed ?? 1, + scale: handDrawn.scale ?? 40, + passes: handDrawn.passes ?? 1, + }); + } + const d = contoursToPathData(contours, (x, y) => [x, y], 2); + + const rect = background + ? `\n` + : ''; + const widthAttr = lineWidth ? ` stroke="${lineColor}" stroke-width="${lineWidth}"` : ''; + + // The caption is authored against the viewport size, so it scales with the + // requested SVG width. Its bubble and text are emitted as real vector shapes. + // Every bubble is emitted as its own real vector shapes, one after the other. + let captionSvg = ''; + let captionUsedOutlines = captions.some(Boolean); + for (const caption of captions) { + if (!caption) continue; + const scale = width / Math.max(1, view.width || 1280); + const result = captionToSvg(caption, { width, height, scale, font: captionFont }); + captionSvg += result.svg; + if (result.usedOutlines === false) captionUsedOutlines = false; + } + + return { + contours: contours.length, + captionUsedOutlines, + svg: ` + +ぶるべー 線画 +${rect} +${captionSvg} +`, + }; +} + +/** Alignment guides: blue on the white paper, light enough to paint over. */ +const FACE_MAP_GUIDE = 'rgba(90, 140, 220, 0.55)'; +/** Half-length of the centre ticks, in artwork-window pixels. */ +const FACE_MAP_TICK = 16; + +/** + * Build the「下地」image an author paints a custom face texture on. + * + * The studio loads a hand-drawn image by drawing it at the artwork window's own + * offset and size (see `Face.loadImage` / `placeInWindow`), so an image the size + * of the *plate canvas*, with its artwork aligned to `offsetX/offsetY`, imports + * 1:1. That is exactly what this hands out: the live drawing as a reference, an + * opaque white window to paint on, and faint guides for the eye centres, the lid + * line or the mouth chord. + * + * The white and the guides go on a **copy**: the plate canvas *is* the live + * texture, and painting it would show up in the view. + * + * @param {import('./face.js').Face} face + * @param {'eyes'|'mouth'} kind + * @returns {HTMLCanvasElement} + */ +export function buildFaceMap(face, kind) { + const eyes = kind === 'eyes'; + const layout = eyes ? face.eyeLayout : face.mouthLayout; + const plate = eyes ? face.eyeCanvas : face.mouthCanvas; + + const canvas = document.createElement('canvas'); + canvas.width = layout.width; + canvas.height = layout.height; + const ctx = canvas.getContext('2d'); + ctx.drawImage(plate, 0, 0); + + const { offsetX, offsetY, window: win } = layout; + // `destination-over` so the white paper lands *under* the copy: filling it + // normally would erase the very drawing the author lines the new art up against. + ctx.globalCompositeOperation = 'destination-over'; + ctx.fillStyle = '#ffffff'; + ctx.fillRect(offsetX, offsetY, win.width, win.height); + ctx.globalCompositeOperation = 'source-over'; + + // The plate canvas keeps the artwork at its original pixel size (only the canvas + // grows around it), so a fixed-width stroke reads the same on both parts. + ctx.strokeStyle = FACE_MAP_GUIDE; + ctx.fillStyle = FACE_MAP_GUIDE; + ctx.lineWidth = 2; + + // Where the drawing has to fit, and where its middle is. The cross uses short + // ticks, not full-width lines, so it cannot be mistaken for artwork. + ctx.strokeRect(offsetX, offsetY, win.width, win.height); + const cx = offsetX + win.width / 2; + const cy = offsetY + win.height / 2; + guideLine(ctx, cx - FACE_MAP_TICK, cy, cx + FACE_MAP_TICK, cy); + guideLine(ctx, cx, cy - FACE_MAP_TICK, cx, cy + FACE_MAP_TICK); + + if (eyes) { + // Both eyeballs (`radius`) and the lid line through their centres, so a + // hand-drawn brow or eye can be placed against the parametric ones. + const [a, b] = EYE_LAYOUT.eyes; + const y = offsetY + a.cy; + guideLine(ctx, offsetX + a.cx, y, offsetX + b.cx, y); + for (const eye of EYE_LAYOUT.eyes) { + const ex = offsetX + eye.cx; + const ey = offsetY + eye.cy; + ctx.beginPath(); + ctx.arc(ex, ey, EYE_LAYOUT.radius, 0, Math.PI * 2); + ctx.stroke(); + // A small dot marks the exact centre, where the eyeball pivots. + ctx.beginPath(); + ctx.arc(ex, ey, ctx.lineWidth * 1.5, 0, Math.PI * 2); + ctx.fill(); + } + } else { + // The lip line the mouth is drawn around: end to end, plus a tick at the centre. + const y = offsetY + MOUTH_LAYOUT.chordY; + const { centreX, halfChord } = MOUTH_LAYOUT; + guideLine(ctx, offsetX + centreX - halfChord, y, offsetX + centreX + halfChord, y); + guideLine(ctx, offsetX + centreX, y - FACE_MAP_TICK, offsetX + centreX, y + FACE_MAP_TICK); + } + + return canvas; +} + +/** + * The 髪の下地 (a base to draw hair on). + * + * The hair plate is a cylinder unrolled: `x` is the angle round the head, with + * the face at the middle of the artwork window and the seam at the back at the + * two edges, and `y` is the height, top of the head first. The current hair is + * copied in as a faint reference, and guides mark the window, the front centre + * and the height the default まえがみ hairline reaches. + * + * @param {import('./face.js').Face} face + * @returns {HTMLCanvasElement|null} + */ +export function buildHairMap(face) { + const layout = face.hairLayout; + const plate = face.hairCanvas; + if (!layout || !plate) return null; + // The plate's UVs were rewritten to fill 0..1, so the whole canvas is the + // texture (unlike the eye/mouth maps, which keep a window inside a wider + // canvas). Every guide is therefore measured straight against the canvas. + const canvas = document.createElement('canvas'); + canvas.width = plate.width; + canvas.height = plate.height; + const ctx = canvas.getContext('2d'); + ctx.drawImage(plate, 0, 0); + + // White paper under the copy, so a redraw starts from an opaque base. + ctx.globalCompositeOperation = 'destination-over'; + ctx.fillStyle = '#ffffff'; + ctx.fillRect(0, 0, canvas.width, canvas.height); + ctx.globalCompositeOperation = 'source-over'; + + ctx.strokeStyle = FACE_MAP_GUIDE; + ctx.fillStyle = FACE_MAP_GUIDE; + ctx.lineWidth = 3; + + // The front of the head sits at the middle of the artwork window, which is + // where `drawHeadCoverWrap` puts the face, so this vertical line is the + // nose-to-backbone plane. The canvas's own left/right edges are the seam at + // the back of the head. + const fx = (layout.offsetX + layout.window.width * 0.5) * (canvas.width / layout.width); + guideLine(ctx, fx, 0, fx, canvas.height); + // The default hairline (大きさ 1) runs across the whole wrap at this height. + guideLine(ctx, 0, HAIR_WRAP_LAYOUT.base * canvas.height, canvas.width, HAIR_WRAP_LAYOUT.base * canvas.height); + + return canvas; +} + +/** One guide segment, kept out of the map builders so the placements stay readable. */ +function guideLine(ctx, x0, y0, x1, y1) { + ctx.beginPath(); + ctx.moveTo(x0, y0); + ctx.lineTo(x1, y1); + ctx.stroke(); +} + +export function downloadBlob(blob, filename) { + const url = URL.createObjectURL(blob); + const link = document.createElement('a'); + link.href = url; + link.download = filename; + document.body.append(link); + link.click(); + link.remove(); + setTimeout(() => URL.revokeObjectURL(url), 4000); +} + +export function downloadText(text, filename, type = 'application/json') { + downloadBlob(new Blob([text], { type }), filename); +} + +export function readFileAsText(file) { + return new Promise((resolve, reject) => { + const reader = new FileReader(); + reader.onload = () => resolve(String(reader.result)); + reader.onerror = () => reject(reader.error); + reader.readAsText(file); + }); +} + +export function readFileAsArrayBuffer(file) { + return new Promise((resolve, reject) => { + const reader = new FileReader(); + reader.onload = () => resolve(reader.result); + reader.onerror = () => reject(reader.error); + reader.readAsArrayBuffer(file); + }); +} + +export function timestamp() { + const now = new Date(); + const pad = (n) => String(n).padStart(2, '0'); + return `${now.getFullYear()}${pad(now.getMonth() + 1)}${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}${pad(now.getSeconds())}`; +} diff --git a/bluebey-studio/src/face.js b/bluebey-studio/src/face.js new file mode 100644 index 0000000..cec7619 --- /dev/null +++ b/bluebey-studio/src/face.js @@ -0,0 +1,453 @@ +import * as THREE from 'three'; +import { drawEyes, drawMouth, drawHeadCoverWrap, canvasLayout } from './faceArt.js'; + +// The hair plate's texture is drawn at this multiple of the plate's natural UV +// size. The hairline crosses the head over only a fraction of that height, so at +// 1x its edge comes out visibly jagged; doubling it (with the finer curve +// subdivision in `drawHeadCoverWrap`) keeps the edge smooth. +const HAIR_SCALE = 2; + +/** + * Owns the two procedural textures (eyes and mouth) and keeps them in sync with + * the face parameters. + * + * The artwork is carried by the model's face plates, but those plates are shells + * of the *whole* front half of the body, so their UVs cover far more than the + * 0..1 window the drawing lives in. `remapPlate` rewrites each plate's UVs onto + * 0..1 and the canvas is enlarged to match, which is what removes the + * clamp-to-edge smear at the border and what gives a moved tear, brow or mouth + * room to move (see `canvasLayout` in src/faceArt.js). + * + * Both parts can independently fall back to the original hand-drawn texture + * that ships inside the GLB. + */ +export class Face { + constructor({ eyeMesh, mouthMesh, hairMesh = null, originals }) { + this.eyeMesh = eyeMesh; + this.mouthMesh = mouthMesh; + // 頭の模様 can be carried by a plate that wraps right round the head (the + // `hair-plate`), so hair is visible from behind as well. Older models have no + // such plate and draw the covering on the front one instead. + this.hairMesh = hairMesh; + + // Rewrite each plate's UVs so its own range fills 0..1, and work out the + // canvas that keeps the artwork exactly where the 2022 textures put it. + this.eyeLayout = remapPlate(eyeMesh); + this.mouthLayout = remapPlate(mouthMesh); + this.hairLayout = hairMesh ? remapPlate(hairMesh) : null; + + // The hand-drawn eye textures bake the face colour into their background, + // which is invisible in the lit "real" style but shows up as a flat purple + // patch in the flat and line-art styles. Key it out once, here. Both kinds + // of original are window-sized artwork, so they belong *in* the window, not + // stretched across the enlarged canvas. + this.originals = { + eyes: Object.fromEntries( + Object.entries(originals.eyes).map(([key, texture]) => [key, keyOutBackground(texture, this.eyeLayout)]), + ), + mouth: placeInWindowTexture(originals.mouth, this.mouthLayout), + }; + + this.customNames = new Map(); + // Drawings supplied for a beard kind (assets/beards/.png). Loaded by the + // app; a kind without one falls back to the built-in drawing (see drawBeard). + this.beardImages = {}; + // Drawings for the brows (assets/brows/.png), loaded the same way. + this.browImages = {}; + this.eyeCanvas = makeCanvas(this.eyeLayout); + this.mouthCanvas = makeCanvas(this.mouthLayout); + this.hairCanvas = this.hairLayout ? makeCanvas(this.hairLayout, HAIR_SCALE) : null; + this.eyeCtx = this.eyeCanvas.getContext('2d'); + this.mouthCtx = this.mouthCanvas.getContext('2d'); + this.hairCtx = this.hairCanvas ? this.hairCanvas.getContext('2d') : null; + + this.eyeTexture = makeTexture(this.eyeCanvas); + this.mouthTexture = makeTexture(this.mouthCanvas); + this.hairTexture = this.hairCanvas ? makeTexture(this.hairCanvas) : null; + + this.params = null; + this.styleMode = 'paint'; + this.eyeSource = 'parametric'; + this.mouthSource = 'parametric'; + this.dirty = true; + this.lastDraw = -Infinity; + + // The face plates are shells of the body surface, pushed a hair outwards by + // the loader, so they win the depth test against the body by themselves. + // Nudging them with a polygon offset as well keeps the two from z-fighting + // along grazing angles. Depth *testing* stays on: that is what lets the nose + // (which pokes further out) and an arm waved in front of the face hide the + // artwork the way they should - it only ever hid the old planes because + // those did not reach far enough down the head. + const orders = new Map([[eyeMesh, 2], [mouthMesh, 1]]); + if (hairMesh) orders.set(hairMesh, 3); + for (const mesh of [eyeMesh, mouthMesh, ...(hairMesh ? [hairMesh] : [])]) { + const material = mesh.material; + material.polygonOffset = true; + material.polygonOffsetFactor = -1; + material.polygonOffsetUnits = -2; + material.depthTest = true; + material.depthWrite = false; + // The GLB may describe the plate material as opaque; the artwork is a + // texture with alpha, so blend instead of replacing what is behind it. + material.transparent = true; + material.side = THREE.DoubleSide; + material.needsUpdate = true; + // Tears are drawn on the eye plate and the mouth on the other one, and + // both sit on the same shell: draw the mouth first so a teardrop can fall + // across it instead of being painted over. + mesh.renderOrder = orders.get(mesh) ?? 0; + } + + this.applyTextures(); + } + + /** Show or hide the mouth without touching the artwork. */ + setMouthVisible(visible) { + if (this.mouthMesh.visible !== visible) this.mouthMesh.visible = visible; + } + + applyTextures() { + const eyeMap = this.eyeSource === 'parametric' + ? this.eyeTexture + : (this.originals.eyes[this.eyeSource] ?? this.eyeTexture); + const mouthMap = this.mouthSource === 'parametric' + ? this.mouthTexture + : (this.originals.mouth ?? this.mouthTexture); + + if (this.eyeMesh.material.map !== eyeMap) { + this.eyeMesh.material.map = eyeMap; + this.eyeMesh.material.needsUpdate = true; + } + if (this.mouthMesh.material.map !== mouthMap) { + this.mouthMesh.material.map = mouthMap; + this.mouthMesh.material.needsUpdate = true; + } + if (this.hairMesh && this.hairMesh.material.map !== this.hairTexture) { + this.hairMesh.material.map = this.hairTexture; + this.hairMesh.material.needsUpdate = true; + } + } + + /** + * Load a hand-drawn image and use it for the eyes or the mouth. Any size is + * accepted; it is scaled to the layout the model expects (1024 x 380). + * Returns the key the new artwork is registered under. + */ + async loadImage(kind, file) { + const layout = kind === 'eyes' ? this.eyeLayout : this.mouthLayout; + const bitmap = await createImageBitmap(file); + // Any size is accepted; it is scaled into the artwork window, which is where + // the plate's rewritten UVs expect it. + const canvas = placeInWindow(bitmap, layout); + if (typeof bitmap.close === 'function') bitmap.close(); + const texture = makeTexture(canvas); + + if (kind === 'eyes') { + const key = `custom-${this.customNames.size + 1}`; + this.customNames.set(key, file.name); + this.originals.eyes[key] = texture; + this.setSource('eyes', key); + return key; + } + this.originals.mouth = texture; + this.setSource('mouth', 'original'); + return 'original'; + } + + /** + * Set the drawings used for the beards, keyed by beard kind (`scotch`, `kaiser`, + * `apron`, `cat`). Called by the app once the files are loaded; the next redraw + * picks them up. + */ + setBeardImages(map) { + this.beardImages = map ?? {}; + this.dirty = true; + } + + /** + * Set the drawings used for the brows, keyed by brow kind (`gol`). Called by the + * app once the files are loaded; the next redraw picks them up. + */ + setBrowImages(map) { + this.browImages = map ?? {}; + this.dirty = true; + } + + /** `kind` is `'eyes'` or `'mouth'`; `source` is `'parametric'` or a variant key. */ + setSource(kind, source) { + if (kind === 'eyes') { + if (this.eyeSource === source) return; + this.eyeSource = source; + } else { + if (this.mouthSource === source) return; + this.mouthSource = source; + } + this.applyTextures(); + this.dirty = true; + } + + setParams(params, styleMode = this.styleMode) { + this.params = params; + this.styleMode = styleMode; + this.dirty = true; + } + + /** + * Redraw the procedural textures when they are stale. `minInterval` throttles + * redraws while animating; pass 0 before an export so nothing is left pending. + */ + flush(now = performance.now(), minInterval = 0) { + if (!this.dirty) return false; + if (now - this.lastDraw < minInterval) return false; + this.redraw(); + this.lastDraw = now; + return true; + } + + redraw() { + const p = this.params; + if (!p) { + this.dirty = false; + return; + } + // Hiding the mouth has to hide the plane itself, not just stop drawing on + // it - otherwise the last drawing stays on screen. + this.setMouthVisible(p.mouth.visible !== false); + // A tongue poking over a *closed* lip can reach up behind the 3D nose, which + // would hide it. In that one case let the mouth artwork win the depth test, + // so the tongue reads; otherwise the nose (and an arm) still hide the mouth + // the way they should. The lip line and the rest of the mouth sit clear of + // the nose, so only the tongue can overlap it. + const mouth = p.mouth ?? {}; + const tongueOverLip = (mouth.round ?? 0) <= 0.004 + && (mouth.open ?? 0) <= 0.004 + && (mouth.tongue ?? 1) > 0.01; + this.mouthMesh.material.depthTest = !tongueOverLip; + const mode = this.styleMode === 'line' ? 'line' : 'paint'; + + if (this.eyeSource === 'parametric') { + const layout = this.eyeLayout; + const ctx = this.eyeCtx; + ctx.clearRect(0, 0, layout.width, layout.height); + ctx.save(); + // The artwork window sits at an offset inside the bigger canvas. + ctx.translate(layout.offsetX, layout.offsetY); + drawEyes(ctx, { + mode, + eyes: { left: p.eyes.left, right: p.eyes.right }, + style: { + white: p.eyes.white, + iris: p.eyes.iris, + line: p.eyes.line, + irisScale: p.eyes.irisScale, + lookMax: p.eyes.lookMax, + highlight: p.eyes.highlight, + lidWidth: p.eyes.lidWidth, + lowerLid: p.eyes.lowerLid, + lidShape: p.eyes.lidShape, + lidTilt: p.eyes.lidTilt, + lashes: p.eyes.lashes, + brow: p.eyes.brow, + // ほっぺ and 頭の模様 are shared by the whole face, so they travel with + // the other shared eye fields (see `drawEyes` in src/faceArt.js). + cheeks: p.eyes.cheeks, + // When the model has a wrapping hair plate the covering is drawn there + // instead (below), so it is switched off on the front plate to keep it + // from being drawn twice. + headMark: this.hairMesh ? { shape: 'off' } : p.eyes.headMark, + // ひげ is shared by the whole face as well. (鼻ちょうちん is a real 3D + // object hung off the nose - see src/main.js - so it is not drawn here.) + beard: p.eyes.beard, + beards: this.beardImages, + brows: this.browImages, + // 眼鏡 / サングラス are shared by both eyes and drawn into this same + // texture, so they travel with the other shared eye fields. + glasses: p.eyes.glasses, + heartScale: p.eyes.heartScale, + heartColor: p.eyes.heartColor, + tearColor: p.eyes.tearColor, + // Where the artwork's real edges are, so a brow lifted too far or a + // tear dropped too low can stop inside the artwork (see `canvasLayout`). + limits: layout.limits, + }, + }); + ctx.restore(); + this.eyeTexture.needsUpdate = true; + } + + if (this.mouthSource === 'parametric' && p.mouth.visible) { + const layout = this.mouthLayout; + const ctx = this.mouthCtx; + ctx.clearRect(0, 0, layout.width, layout.height); + ctx.save(); + ctx.translate(layout.offsetX, layout.offsetY); + drawMouth(ctx, { mode, ...p.mouth, limits: layout.limits }); + ctx.restore(); + this.mouthTexture.needsUpdate = true; + } + + if (this.hairMesh) { + const hairShape = p.eyes.headMark?.shape ?? 'off'; + // Shapes that draw nothing (the retired front-plate ones, or なし). A fully + // transparent texture still tinted the head on iOS, so the plate is hidden + // outright when there is no hair rather than left showing an empty texture. + const hairShown = !(hairShape === 'off' || hairShape === 'none' + || hairShape === 'split' || hairShape === 'wave' || hairShape === 'side'); + this.hairMesh.visible = hairShown; + if (hairShown) { + // `overEyes` decides the draw order: the hair plate sits in front of the + // eyes (bangs over the face) or behind them. + this.hairMesh.renderOrder = p.eyes.headMark?.overEyes === false ? 0 : 3; + // The colour lives on the material (the texture is a white mask), so it + // follows the same colour management as the body on every platform. + this.hairMesh.material.color.set(p.eyes.headMark?.color ?? '#8a4fe0'); + const layout = this.hairLayout; + const ctx = this.hairCtx; + ctx.setTransform(1, 0, 0, 1, 0, 0); + ctx.clearRect(0, 0, layout.width * HAIR_SCALE, layout.height * HAIR_SCALE); + ctx.scale(HAIR_SCALE, HAIR_SCALE); + // `drawHeadCoverWrap` works in canvas coordinates (its x axis is the UV + // angle already normalised), so it is not shifted by the window offset. + drawHeadCoverWrap(ctx, p.eyes.headMark ?? {}, layout); + ctx.setTransform(1, 0, 0, 1, 0, 0); + this.hairTexture.needsUpdate = true; + } + } + + this.dirty = false; + } +} + +function makeCanvas({ width, height }, scale = 1) { + const canvas = document.createElement('canvas'); + canvas.width = Math.round(width * scale); + canvas.height = Math.round(height * scale); + return canvas; +} + +/** + * Rewrite a plate's UVs so its own range maps onto 0..1, and return the canvas + * that keeps the artwork at its original pixel size (`canvasLayout`). + * + * The plate covers the whole front half of the body, so its UVs used to run well + * outside the artwork (v -1.02..1.93 on the eye plate). Everything past the edge + * clamped to the canvas border, which is what stretched a tear or a brow that + * reached it. After this the whole plate samples real canvas, so nothing clamps. + */ +function remapPlate(mesh) { + const uv = mesh?.geometry?.attributes?.uv; + if (!uv) return canvasLayout(null); + let u0 = Infinity; + let u1 = -Infinity; + let v0 = Infinity; + let v1 = -Infinity; + for (let i = 0; i < uv.count; i += 1) { + const u = uv.getX(i); + const v = uv.getY(i); + if (u < u0) u0 = u; + if (u > u1) u1 = u; + if (v < v0) v0 = v; + if (v > v1) v1 = v; + } + const du = Math.max(1e-6, u1 - u0); + const dv = Math.max(1e-6, v1 - v0); + for (let i = 0; i < uv.count; i += 1) { + uv.setXY(i, (uv.getX(i) - u0) / du, (uv.getY(i) - v0) / dv); + } + uv.needsUpdate = true; + return canvasLayout({ u0, u1, v0, v1 }); +} + +/** + * Draw a hand-drawn 1024 x 380 image where the artwork window now sits, on a + * canvas as big as the plate's own UV range. The plates cover far more than the + * window (see `canvasLayout`) and the UVs were rewritten to match, so the window + * is exactly where that image belongs. + */ +function placeInWindow(source, layout) { + const canvas = document.createElement('canvas'); + canvas.width = layout.width; + canvas.height = layout.height; + if (source) { + canvas.getContext('2d').drawImage( + source, layout.offsetX, layout.offsetY, layout.window.width, layout.window.height, + ); + } + return canvas; +} + +/** `placeInWindow` for an existing texture (keeps `null` as `null`). */ +function placeInWindowTexture(texture, layout) { + const image = texture?.image; + if (!image || !image.width || !image.height) return texture ?? null; + return makeTexture(placeInWindow(image, layout)); +} + +function makeTexture(canvas) { + const texture = new THREE.CanvasTexture(canvas); + // glTF puts v = 0 at the top of the image and the loader uploads the model's + // own textures with flipY = false; matching that keeps the artwork aligned + // with the mesh UVs. + texture.flipY = false; + texture.colorSpace = THREE.SRGBColorSpace; + texture.premultiplyAlpha = false; + texture.needsUpdate = true; + return clampToEdge(texture); +} + +/** + * The face plates are shells of the whole body, so their UVs run well past the + * 0..1 of the artwork (a plate corner can sit at v = -1.26). glTF's default + * sampler repeats, which would stamp the drawing back onto the model several + * times - a frown flicked up onto the forehead, a smile's end onto its side. + * Clamping sends everything outside the artwork to the blank edge of the canvas + * instead, where nothing is drawn. + */ +function clampToEdge(texture) { + if (!texture) return texture; + texture.wrapS = THREE.ClampToEdgeWrapping; + texture.wrapT = THREE.ClampToEdgeWrapping; + texture.needsUpdate = true; + return texture; +} + +/** + * Make the flat colour that fills the background of a hand-drawn texture + * transparent. The edge is feathered rather than hard, so the anti-aliased + * pixels along the artwork do not leave a pale fringe. + */ +function keyOutBackground(texture, layout) { + const image = texture?.image; + if (!image || !image.width || !image.height) return texture; + + const canvas = document.createElement('canvas'); + canvas.width = image.width; + canvas.height = image.height; + const ctx = canvas.getContext('2d', { willReadFrequently: true }); + ctx.drawImage(image, 0, 0); + const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); + const pixels = imageData.data; + + // The background is uniform, so the top-left pixel is a reliable sample. + const baseR = pixels[0]; + const baseG = pixels[1]; + const baseB = pixels[2]; + const fullyClear = 30; // at or below this distance: transparent + const fullySolid = 96; // at or above this distance: untouched + + for (let i = 0; i < pixels.length; i += 4) { + const distance = Math.abs(pixels[i] - baseR) + + Math.abs(pixels[i + 1] - baseG) + + Math.abs(pixels[i + 2] - baseB); + if (distance <= fullyClear) { + pixels[i + 3] = 0; + } else if (distance < fullySolid) { + const ratio = (distance - fullyClear) / (fullySolid - fullyClear); + pixels[i + 3] = Math.round(pixels[i + 3] * ratio); + } + } + ctx.putImageData(imageData, 0, 0); + + return makeTexture(placeInWindow(canvas, layout)); +} diff --git a/bluebey-studio/src/faceArt.js b/bluebey-studio/src/faceArt.js new file mode 100644 index 0000000..8537fd8 --- /dev/null +++ b/bluebey-studio/src/faceArt.js @@ -0,0 +1,1855 @@ +/** + * The face artwork: everything that used to be a hand-drawn PNG in GIMP is now + * drawn from parameters onto a canvas, which is then used as the texture of the + * two overlay planes that already exist on the model. + * + * The plates have a linear UV mapping fitted to the original artwork, so drawing + * in "texture pixels" lands exactly where the original artwork did. Every constant + * below was measured from the original textures (see README for the numbers), so + * the defaults reproduce the 2022 artwork while every part of it stays editable. + * + * Texture space: the artwork WINDOW, 1024 x 380, origin at the top-left, y grows + * downwards. `canvasLayout` then says where that window sits on the bigger canvas + * a face plate actually needs (see below), and `Face` hands the bounds back as + * `limits`, so the drawing can clamp against the real edge instead of assuming + * the window is all there is. + * + * glTF stores v downwards too, and the textures are uploaded with flipY = false, + * so no flipping is needed anywhere. + */ + +const TAU = Math.PI * 2; +const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v)); +const HUGE = 4000; + +/** + * The artwork window: the rectangle the 2022 hand-drawn textures occupied. Every + * constant below is written in this space. + */ +export const ART_WINDOW = { width: 1024, height: 380 }; + +/** Keep this much clear at the canvas border, so filtering has room to breathe. */ +const EDGE_MARGIN = 8; + +/** What a drawing falls back to when no plate bounds are supplied. */ +const WINDOW_LIMITS = { + top: 0, bottom: ART_WINDOW.height, left: 0, right: ART_WINDOW.width, +}; + +/** + * The canvas a face plate's drawing needs, and where the artwork window sits on it. + * + * WHY: the plates are the *whole* front half of the body, so their UVs run far + * outside the 0..1 the artwork was drawn in (measured on the shipped model: the + * eye plate covers v -1.02..1.93, and 9 of 10 of its vertices sit within a + * twentieth of the border). Everything outside 0..1 used to clamp to the canvas + * edge row, so the moment a drawing reached the border - a tear dropped low, a + * brow lifted, a thick mouth pushed down - that edge row was copied across the + * rest of the plate and the mark stretched into a long smear. + * + * `Face` rewrites each plate's UVs so this range maps onto 0..1 instead, which + * removes the clamp altogether. The map is affine, so the artwork keeps its exact + * pixel size and position and merely shifts by `offset`; the canvas grows by the + * same factor, and those extra rows are the room a moved tear, brow or mouth + * needs (`limits` says where the real edge now is, in window coordinates). + * + * @param {{u0:number,u1:number,v0:number,v1:number}} range the plate's UV range + * @param {{width:number,height:number}} [window] the artwork window + */ +export function canvasLayout(range, window = ART_WINDOW) { + const u0 = Number.isFinite(range?.u0) ? range.u0 : 0; + const u1 = Number.isFinite(range?.u1) ? range.u1 : 1; + const v0 = Number.isFinite(range?.v0) ? range.v0 : 0; + const v1 = Number.isFinite(range?.v1) ? range.v1 : 1; + const du = Math.max(1e-6, u1 - u0); + const dv = Math.max(1e-6, v1 - v0); + const width = Math.max(1, Math.round(window.width * du)); + const height = Math.max(1, Math.round(window.height * dv)); + // `+ 0` turns a `-0` into a plain `0`, so the offsets compare cleanly. + const offsetX = Math.round(-u0 * window.width) + 0; + const offsetY = Math.round(-v0 * window.height) + 0; + return { + width, + height, + offsetX, + offsetY, + window, + // The canvas edges in the artwork's own coordinates. `top` is negative when + // the plate reaches above the window: that is the extra room. + limits: { + top: -offsetY + 0, + bottom: height - offsetY, + left: -offsetX + 0, + right: width - offsetX, + }, + }; +} + +/** Fixed layout of the eye plane, measured from the original `eyes-open.png`. */ +export const EYE_LAYOUT = { + radius: 84, + irisRadius: 62.5, + highlightRadius: 28, + highlightOffset: { x: 29.5, y: -18 }, + // The model's left eye (its own left, +x) sits in the u > 0.5 half. + eyes: [ + { key: 'right', cx: 267.5, cy: 240, towardNose: 1 }, + { key: 'left', cx: 755.5, cy: 240, towardNose: -1 }, + ], + lidRadiusFactor: 1.35, + lidStroke: 14, + // Eyebrows are painted into the same texture as the eyes. The eye plane is a + // flat-ish patch on a round head, so only its lower part is really outside + // the head: a brow high on the forehead would be swallowed by it. The brow + // therefore sits just above the eyeball (row 156) and the eyeball is drawn + // over its lower edge afterwards. + // The brow sits just above the eyeball, and the eyeball is drawn over its + // lower edge. `lift` is that resting height, so `height: 0` is the brow's + // natural place and a POSITIVE height raises it (a negative one sinks it + // towards the eye, where the eyeball will cover it). + brow: { lift: 114, length: 134, thickness: 15, curve: 0.14, offsetX: 6 }, + // A teardrop hangs well below the eye. The plate keeps the whole canvas, so + // the drop can sit low without being clipped (measured with a ruler grid). + tear: { size: 34, offsetX: 66, offsetY: 88 }, + closedLine: { + // The single shut line is the *long* form of the eyelid, the same reach as + // the arms of the "ぎゅっ" below, so switching between 1 and 3 lines does not + // change how wide the eye reads. + length: 205, + offsetX: 6, + offsetY: -10, + slantDeg: 3.9, + bow: 3, + // 2- and 3-line shut eyes, copied from the original `eyes-close-tight` + // artwork: three strokes sharing one vertex that points at the nose, opening + // to a wide bird's foot / arrow shape. `spread` is half the height the arms + // open to at the far end. + armSpan: 205, + spread: 62, + vertex: 87.5, + armX: 104, + }, + arch: { edgesUp: 8, apexUp: 44 }, + // まつげ: a few strokes flicking out from the upper-outer lid (see drawEyes). + // `raise` lifts them a touch above the lid edge (2% of the lid slider). + lash: { length: 30, width: 8, angles: [46, 66, 86], raise: 0.04 }, + // "ふつう"の目の瞳を、両目とも少し鼻側に寄せてかわいく見せる(px)。 + irisInward: 7, +}; + +/** + * ほっぺ (a manga blush) and 頭の模様 (a mark on the head), both drawn into the eye + * plate next to the eyes and brows. + * + * They are deliberately *generic* manga devices, not a copy of any one character: + * a pink patch crossed by short diagonal strokes is a stock convention, and the + * head mark is one of a few simple shapes (a hook, a spiral, three strokes, a dot + * row) that starts off. Both stay editable through the panel. The cheek positions + * are tied to `EYE_LAYOUT` so they sit beside the eyes; the head mark sits up in + * the plate's upper area, i.e. on the forehead above the brows. + */ +export const CHEEK_LAYOUT = { + drop: 64, // how far below the eye centre the patch sits (artwork px) + outward: 66, // how far outwards, away from the midline, it sits + radius: 50, // half-width of the patch + squash: 0.55, // half-height, as a fraction of the half-width (a flat ellipse) + // The blush is *always* four strokes - the reference artwork has four - so + // there is no line-count control any more. The strokes are horizontal and + // hand-drawn: each wobbles a little and tapers to a point at both ends. + lines: 4, + lineWidth: 10, // the stroke thickness at its widest (artwork px) + spread: 0.62, // how far the outermost stroke sits from the centre (x half-height) + margin: 0.18, // clear gap left between a stroke's end and the patch outline + wobble: 0.32, // sideways wander, as a fraction of the stroke thickness +}; + +/** + * 頭の模様: a *hair-like covering* over the whole head, not a small forehead symbol. + * + * The face plate is a shell of the *whole* front half of the body, so the plate's + * own edge is the head's front silhouette. Filling the plate from its top edge + * down to an adjustable boundary therefore makes the covering's outline follow + * the silhouette for free - there is no separate ellipse to keep in step. + * + * It is a generic device: a colour cap, a fringe, a side part, or a left/right + * two-tone split. It is deliberately *not* a copy of any one character's hair. + * It starts off. + */ +export const HEAD_MARK_LAYOUT = { + // Where the boundary sits by default: on the forehead, just above the brows + // (EYE_LAYOUT.eyes[0].cy is the eye row and the brows reach ~114px above it). + cy: 120, + reach: 190, // artwork px the boundary moves per unit of `size` +}; + +/** + * 頭の模様 on the *hair plate*: the head's cover when the model carries a plate + * that wraps all the way round (material `hair-plate`, cylindrical UV). + * + * The front plate only reaches the head's silhouette, so hair drawn on it stops + * at the front half. The hair plate's UV is `u` = angle round the head (front at + * 0.5, back at the seam 0/1) and `v` = height (0 at the model's feet, 1 at the + * top of the head), so the covering is everything *above* a boundary line: a cap + * that is visible from behind as well. + */ +export const HAIR_WRAP_LAYOUT = { + // The wrap's v runs top-of-head (0) to the model's feet (1) after the GLB's + // V-flip, so `base` is how far down from the top the hairline sits at size 1. + // `reach` is how much a unit of `size` moves it; `offsetScale` converts the + // `offsetY` slider (artwork px) to the same units, so one slider drives both. + base: 0.30, + reach: 0.30, + offsetScale: 0.30 / 190, +}; + +/** + * ひげ: the mustaches and beards that hang under the nose. Drawn on the eye plate + * at the nose, the same spot the snot bubble uses. `shape` picks a well-known + * kind; `size` scales it about the nose, and the colours are adjustable. + */ +export const BEARD_LAYOUT = { + cx: 511.5, + cy: 352, // just under the nose + width: 240, // base width of the widest beard at size 1 +}; + +/** + * 眼鏡 / サングラス, drawn into the same texture as the eyes and brows. + * + * Not measured off any artwork - the character has no glasses - but the numbers + * are tied to the eyeball so a lens is always a little wider than the eye it + * covers. The lens centre sits *below* the eye centre because the brow is drawn + * first, just above the eyeball (see `EYE_LAYOUT.brow`): a lens wide enough to + * read as glasses would otherwise cut straight through it. + * + * The two kinds get separate shapes on purpose. They used to share one ellipse + * and differ only in how dark the lens was filled, which made them hard to tell + * apart; the round 眼鏡 below and the wide, angular サングラス in + * `SUNGLASSES_LAYOUT` now read as different objects at a glance. + */ +const GLASSES_LAYOUT = { + widthFactor: 1.08, // lens half-width, as a multiple of the eyeball radius + heightFactor: 1.0, // a circle, so the round 眼鏡 stays round (a flatter + // ellipse used to drift towards the shades below) + drop: 20, // the lens centre hangs this far below the eye centre (artwork px) + bridgeRise: 8, // how much the bridge arcs up over the nose + bridgeWidth: 0.75, // bridge thickness, as a fraction of the frame stroke + templeLength: 1.5, // temple stub length, as a multiple of the eyeball radius + templeRise: 30, // how far the temple climbs towards the side of the head +}; + +/** + * サングラス: a long, pointed cat-eye rather than the round 眼鏡 lens. Each side is a + * slim wedge whose *outer end starts low*, rises to a *high, pointed outer corner* + * set further out (`tipX`), and whose top edge then sweeps back down towards the + * nose - the "外側が長くとがって上に上がる" shape the reference shows. The inner end is + * short, so the lens tapers inwards. The eye is allowed to poke out above and + * below it, so the lens no longer has to cover the whole eyeball. A level bar + * joins the two inner ends, so the pair still reads as one dark visor. The ratios + * are of the eyeball radius, exactly like `GLASSES_LAYOUT`, so `scale` means the + * same thing for both kinds. + */ +const SUNGLASSES_LAYOUT = { + widthFactor: 1.6, // a long lens: the outer end reaches well past the eyeball + heightFactor: 0.58, // slim, so the eye is free to show above and below it + drop: 8, // sits a little lower than the round pair + corner: 0.05, // corner rounding, as a fraction of the half-height; kept + // tiny so the outer corner stays pointed + topSkew: 1.0, // the pointed corner rises this far above the lens top (x half-height) + innerTop: 0.42, // the inner top is low, which is what makes the top edge climb + innerBottom: 0.34, // the inner bottom is pinched up towards the nose (x half-height) + outerEndX: 0.75, // the low outer end sits this far out (x half-width) + outerBottom: 0.82, // ...and this deep (x half-height) + tipX: 1.22, // the pointed corner juts this far out (x half-width) + bridgeWidth: 1.15, // a short, thick bar - thicker than the frame stroke + bridgeLift: 0.25, // the bar sits this far above the lens centre (x half-height) + templeLength: 1.15, // a short stub, like the round pair's but a little shorter + templeRise: 24, + // A heavy rim. It used to be slimmer than the round pair's stroke, which read + // as a thin pair of shades; the reference look is a chunky frame. + frameFactor: 1.6, +}; + +/** The mouth artwork is drawn on the `mouth-plate` shell, which covers the whole + * 1024 x 380 canvas (see tools/build-face-plates.py), so the drawing no longer + * has to be squeezed into a band. The only limit left is the canvas itself. */ +export const MOUTH_LAYOUT = { + centreX: 511.5, + chordY: 88, + halfChord: 420.5, + sag: 177, + // With the ends and the depth both fixed - which is what the slider promises - + // the only thing left to choose about the curve is *where* it bends. 1/3 is a + // quadratic Bézier (a parabola): it is flattest at the apex and falls away + // fastest near the ends. Pulling the cubic's control points in towards the ends + // makes the middle of the smile straighter still and lets the fall happen near + // the corners, which is what reads as a *gentler* curve at the same depth. + sagBend: 0.2, + thickness: 21, + // How big the round "O" oval gets at `round: 1`, as a multiple of the smile's + // own sag. The oval's size comes from this and `round` alone: `thickness` is + // only the stroke weight, so 口の太さ and 丸く開く no longer move together. + roundScale: 1.3, + // Kept for reference: the 2022 plane only showed these rows. + bandTop: 46, + bandBottom: 332, + // Only used to cap the *size* of the round "O" mouth, so the surprise face + // stays a mouth and not a hole. The mouth's travel no longer stops here: the + // drawing is given the plate's real edges through `limits`. + safeBottom: 372, + // The nose is a separate mesh that pokes out in front of the plate. The plate + // is depth tested, so the nose hides whatever is drawn behind it - but a frown + // arcs *up* into that hiding place, so slide the mouth down until the middle + // of the arc clears the nose. Only the middle is checked: a smile curves away + // from the nose, and checking its ends instead is what used to pin the whole + // mouth in place and make the height slider do nothing. + noseClear: 132, + // The original hand-drawn mouth is a *shallow* arc with tall corner strokes + // flicking up at the ends (measured from the artwork: the arc's own sag is + // ~0.13 of its chord, while the corners reach ~90px above it). Keeping that + // split is what makes `smile: 1` read as the original; making the arc itself + // deep instead looked too steep. + // + // The tongue rises from the lip line to a rounded top just above the corner + // strokes. Measured off the original: its crown is a *super-ellipse* - + // `rise = height * (1 - |dx/half|^2.5)` - so it is steep-sided with a smooth, + // almost flat top. It is convex upwards, but it is **not** a point. + tongue: { pos: 0.84, width: 126, height: 115, crown: 2.5 }, + corner: { fromX: 26, fromY: 3, toX: 32, toY: 42, width: 11, curve: 26 }, + openRise: 64, + // Was 0.25: opening the mouth used to flatten the smile to stay inside the + // texture band. There is no band to stay inside now. + openFlatten: 0, +}; + +/* ------------------------------------------------------------------ helpers */ + +function circlePath(ctx, cx, cy, r) { + ctx.beginPath(); + ctx.arc(cx, cy, r, 0, TAU); + ctx.closePath(); +} + +function fillCircle(ctx, cx, cy, r, color) { + circlePath(ctx, cx, cy, r); + ctx.fillStyle = color; + ctx.fill(); +} + +/** + * A heart, used for the "love" eyes. The path is wider than it is tall, which + * is what makes it read as a heart rather than a blob at small sizes. + */ +function heartPath(ctx, cx, cy, r) { + ctx.beginPath(); + ctx.moveTo(cx, cy + r * 0.80); + ctx.bezierCurveTo(cx - r * 1.24, cy - r * 0.34, cx - r * 0.50, cy - r * 1.18, cx, cy - r * 0.40); + ctx.bezierCurveTo(cx + r * 0.50, cy - r * 1.18, cx + r * 1.24, cy - r * 0.34, cx, cy + r * 0.80); + ctx.closePath(); +} + +function fillHeart(ctx, cx, cy, r, color) { + heartPath(ctx, cx, cy, r); + ctx.fillStyle = color; + ctx.fill(); +} + +/** A teardrop, used by the crying expression. */ +function dropPath(ctx, cx, cy, size) { + ctx.beginPath(); + ctx.moveTo(cx, cy - size * 1.32); + ctx.bezierCurveTo(cx + size * 0.95, cy - size * 0.34, cx + size * 0.95, cy + size * 0.78, cx, cy + size * 0.78); + ctx.bezierCurveTo(cx - size * 0.95, cy + size * 0.78, cx - size * 0.95, cy - size * 0.34, cx, cy - size * 1.32); + ctx.closePath(); +} + +function strokeCircle(ctx, cx, cy, r, color, width) { + circlePath(ctx, cx, cy, r); + ctx.strokeStyle = color; + ctx.lineWidth = width; + ctx.stroke(); +} + +function tracePolyline(ctx, points, closed) { + if (!points.length) return; + ctx.beginPath(); + ctx.moveTo(points[0].x, points[0].y); + for (let i = 1; i < points.length; i++) ctx.lineTo(points[i].x, points[i].y); + if (closed) ctx.closePath(); +} + +function strokePolyline(ctx, points, { color, width, closed = false }) { + if (points.length < 2) return; + ctx.save(); + ctx.strokeStyle = color; + ctx.lineWidth = width; + ctx.lineJoin = 'round'; + ctx.lineCap = 'round'; + tracePolyline(ctx, points, closed); + ctx.stroke(); + ctx.restore(); +} + +function fillPolygon(ctx, points, color) { + if (points.length < 3) return; + ctx.save(); + ctx.fillStyle = color; + tracePolyline(ctx, points, true); + ctx.fill(); + ctx.restore(); +} + +/** + * Trace a closed polygon with rounded corners. Used for the squarish + * サングラス lens: an ellipse cannot be angular, and a plain polygon has cusps. + * Each corner is cut back by `radius` (clamped so short edges cannot overlap) + * and joined with a quadratic through the original vertex. + */ +function traceRoundedPolygon(ctx, points, radius) { + const n = points.length; + ctx.beginPath(); + for (let i = 0; i < n; i++) { + const prev = points[(i + n - 1) % n]; + const cur = points[i]; + const next = points[(i + 1) % n]; + const inLen = Math.hypot(cur.x - prev.x, cur.y - prev.y) || 1; + const outLen = Math.hypot(next.x - cur.x, next.y - cur.y) || 1; + const cut = Math.min(radius, inLen / 2, outLen / 2); + const from = { x: cur.x + ((prev.x - cur.x) / inLen) * cut, y: cur.y + ((prev.y - cur.y) / inLen) * cut }; + const to = { x: cur.x + ((next.x - cur.x) / outLen) * cut, y: cur.y + ((next.y - cur.y) / outLen) * cut }; + if (i === 0) ctx.moveTo(from.x, from.y); + else ctx.lineTo(from.x, from.y); + ctx.quadraticCurveTo(cur.x, cur.y, to.x, to.y); + } + ctx.closePath(); +} + +/** Points along a quadratic Bézier, `steps` segments (steps + 1 points). */ +function quadraticPoints(p0, p1, p2, steps) { + const out = []; + for (let i = 0; i <= steps; i++) { + const t = i / steps; + const u = 1 - t; + out.push({ + x: u * u * p0.x + 2 * u * t * p1.x + t * t * p2.x, + y: u * u * p0.y + 2 * u * t * p1.y + t * t * p2.y, + }); + } + return out; +} + +/** A point on a cubic Bézier. */ +function cubicPoint(p0, p1, p2, p3, t) { + const u = 1 - t; + const a = u * u * u; + const b = 3 * u * u * t; + const c = 3 * u * t * t; + const d = t * t * t; + return { + x: a * p0.x + b * p1.x + c * p2.x + d * p3.x, + y: a * p0.y + b * p1.y + c * p2.y + d * p3.y, + }; +} + +/** Points along a cubic Bézier, `steps` segments (steps + 1 points). */ +function cubicPoints(p0, p1, p2, p3, steps) { + const out = []; + for (let i = 0; i <= steps; i++) out.push(cubicPoint(p0, p1, p2, p3, i / steps)); + return out; +} + +/** + * The four control points of the mouth's centreline: the same two ends, the same + * depth, but `bend` decides where the curve actually bends (see `sagBend`). + */ +function mouthControls(left, right, sag, bend) { + const width = right.x - left.x; + const y = left.y + (4 / 3) * sag; + return { + p0: left, + p1: { x: left.x + width * bend, y }, + p2: { x: right.x - width * bend, y }, + p3: right, + }; +} + +function rotate(points, pivot, degrees) { + if (!degrees) return points; + const a = (degrees * Math.PI) / 180; + const cos = Math.cos(a); + const sin = Math.sin(a); + return points.map((p) => { + const dx = p.x - pivot.x; + const dy = p.y - pivot.y; + return { x: pivot.x + dx * cos - dy * sin, y: pivot.y + dx * sin + dy * cos }; + }); +} + +/* --------------------------------------------------------------------- eyes */ + +/** + * Intersect the canvas clip with the eyeball disc and the (possibly closed) + * lids. Because the overlay plane is transparent and sits in front of the face, + * clipping is all that is needed: whatever is clipped away shows the real + * shaded face behind it. That is what makes the eyelid blend perfectly without + * baking a face-coloured background into the texture. + */ +/** Clip to the upper and lower lids only, without the eyeball circle. */ +function clipLids(ctx, eye, open, lowerLid, flat = false, tiltDeg = 0) { + const tilt = (clamp(tiltDeg, -45, 45) * Math.PI) / 180; + const rotated = Math.abs(tilt) > 1e-4; + const spin = () => { + ctx.translate(eye.cx, eye.cy); + ctx.rotate(tilt); + ctx.translate(-eye.cx, -eye.cy); + }; + if (rotated) spin(); + + const lower = clamp(lowerLid, 0, 1); + // The upper and lower lids are independent: 上まぶたの高さ sets where the upper + // lid sits on its own, so raising 下まぶたの高さ does not drag the upper lid + // down with it. A blink still shuts the eye because `open` reaching 0 (or the + // upper lid dropping to the lower one) hands over to the shut-eye drawing + // before this clip is used. + const upper = 1 - clamp(open, 0, 1); + if (upper > 0.0005) { + const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; + const lowest = eye.cy - eye.r + 2 * eye.r * upper; + ctx.beginPath(); + if (flat) { + // A flat lid: a straight edge straight across the eye. + ctx.rect(eye.cx - HUGE, lowest, HUGE * 2, HUGE); + } else { + const cy = lowest - rl; + ctx.moveTo(eye.cx - HUGE, cy); + ctx.lineTo(eye.cx - rl, cy); + ctx.arc(eye.cx, cy, rl, Math.PI, 0, true); // lower semicircle: bulges down + ctx.lineTo(eye.cx + HUGE, cy); + ctx.lineTo(eye.cx + HUGE, cy + HUGE); + ctx.lineTo(eye.cx - HUGE, cy + HUGE); + } + ctx.closePath(); + ctx.clip(); + } + + const bottom = lower; + if (bottom > 0.0005) { + const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; + const highest = eye.cy + eye.r - 2 * eye.r * bottom; + ctx.beginPath(); + if (flat) { + ctx.rect(eye.cx - HUGE, highest - HUGE, HUGE * 2, HUGE); + } else { + const cy = highest + rl; + ctx.moveTo(eye.cx - HUGE, cy); + ctx.lineTo(eye.cx - rl, cy); + ctx.arc(eye.cx, cy, rl, Math.PI, 0, false); // upper semicircle: bulges up + ctx.lineTo(eye.cx + HUGE, cy); + ctx.lineTo(eye.cx + HUGE, cy - HUGE); + ctx.lineTo(eye.cx - HUGE, cy - HUGE); + } + ctx.closePath(); + ctx.clip(); + } + + if (rotated) { + // Undo the rotation for the caller, but keep the clip we just set. + ctx.translate(eye.cx, eye.cy); + ctx.rotate(-tilt); + ctx.translate(-eye.cx, -eye.cy); + } +} + +/** Clip to the eyeball circle as well (the iris and heart are eyeball content). */ +function clipEye(ctx, eye, open, lowerLid, flat = false, tiltDeg = 0) { + circlePath(ctx, eye.cx, eye.cy, eye.r); + ctx.clip(); + clipLids(ctx, eye, open, lowerLid, flat, tiltDeg); +} + +function lidPath(ctx, eye, amount, lower, flat = false) { + ctx.beginPath(); + if (flat) { + // A straight lid edge; the caller clips it to the eyeball. + const y = lower + ? eye.cy + eye.r - 2 * eye.r * amount + : eye.cy - eye.r + 2 * eye.r * (1 - amount); + ctx.moveTo(eye.cx - eye.r * 2, y); + ctx.lineTo(eye.cx + eye.r * 2, y); + return; + } + const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; + if (!lower) { + const lowest = eye.cy - eye.r + 2 * eye.r * (1 - amount); + ctx.arc(eye.cx, lowest - rl, rl, Math.PI, 0, true); + } else { + const highest = eye.cy + eye.r - 2 * eye.r * amount; + ctx.arc(eye.cx, highest + rl, rl, Math.PI, 0, false); + } +} + +/** The "eyes shut" artwork: a line, a chevron or a happy arch. */ +function drawShutEye(ctx, eye, spec, style, shapeScale = 1, maxHalf = Infinity) { + const layout = EYE_LAYOUT.closedLine; + const { line, width } = style; + // 形の大きさ is a multiplier on the shape's *fitting* size. With the white shown + // that fitting size is what just fits inside the eyeball, so the default (1) + // sits in the white; raising it may push the shape out past the white, which is + // allowed. `maxHalf` is Infinity when the white is hidden, so nothing is scaled + // back there. + const k = (unitHalf) => shapeScale * (maxHalf === Infinity ? 1 : Math.min(1, maxHalf / unitHalf)); + + if (spec.closed === 'chevron') { + // The chevron points *at* the nose, matching the original artwork. + const scale = k(layout.armX); + const vertex = { x: eye.cx + eye.towardNose * layout.vertex * scale, y: eye.cy + layout.offsetY * scale - 8 * scale }; + const armX = eye.cx - eye.towardNose * layout.armX * scale; + const spread = layout.spread * (spec.spread ?? 1) * scale; + strokePolyline(ctx, [vertex, { x: armX, y: vertex.y - spread }], { color: line, width }); + strokePolyline(ctx, [vertex, { x: armX, y: vertex.y + spread }], { color: line, width }); + return; + } + + if (spec.closed === 'three') { + // A real "3": an upper bowl and a lower bowl that meet at a single pinch on + // the nose side. Stacking two C's instead made the two lobes sit on top of + // each other; joining them at a point is what makes it read as the digit. + const r = 34 * k(1.7 * 34); + // Which way the digit faces. It used to follow the nose side, which made the + // pair a mirror image; each eye can now be set either way, because a pair of + // mirrored 3s does not always read the way you want. + const dir = (spec.threeFlip ? -1 : 1) * eye.towardNose; + const sx = eye.cx; + const cy = eye.cy + layout.offsetY; + const at = (x, y) => ({ x: sx + dir * r * x, y: cy + r * y }); + const pinch = at(0.72, 0); + const upper = quadraticPoints(at(0.02, -1.62), at(2.05, -1.40), pinch, 26); + const lower = quadraticPoints(pinch, at(2.05, 1.46), at(0.02, 1.78), 26); + strokePolyline(ctx, upper, { color: line, width }); + strokePolyline(ctx, lower, { color: line, width }); + return; + } + + if (spec.closed === 'arch') { + const scale = k(eye.r); + const edges = { x: eye.r * scale, y: EYE_LAYOUT.arch.edgesUp * scale }; + const points = quadraticPoints( + { x: eye.cx - edges.x, y: eye.cy + edges.y }, + { x: eye.cx, y: eye.cy + edges.y - EYE_LAYOUT.arch.apexUp * 2 * scale }, + { x: eye.cx + edges.x, y: eye.cy + edges.y }, + 24, + ); + strokePolyline(ctx, points, { color: line, width }); + return; + } + + // Default: the gently slanted line of the original artwork, mirrored so it + // always slopes down towards the nose. With `closedLines` set to 2 or 3 the + // strokes share one endpoint instead - a ">" or bird's-foot shape, which is + // how manga draws a happily squeezed-shut eye. + const count = clamp(Math.round(spec.closedLines ?? 1), 1, 3); + const scale = k(layout.length / 2); + if (count >= 2) { + const vertex = { x: eye.cx + eye.towardNose * layout.vertex * scale, y: eye.cy + layout.offsetY * scale - 8 * scale }; + // Reach as far as the single line does, not just a short stub: the arms are + // the *long* form of the same eyelid the one-line version covers. + const outX = -eye.towardNose * layout.armSpan * scale; + const spread = layout.spread * scale; + const arms = count === 2 + ? [{ x: outX, y: -spread }, { x: outX, y: spread }] + : [ + { x: outX, y: -spread }, + { x: -eye.towardNose * Math.hypot(layout.armSpan, layout.spread) * scale, y: 0 }, + { x: outX, y: spread }, + ]; + for (const arm of arms) { + strokePolyline(ctx, [vertex, { x: vertex.x + arm.x, y: vertex.y + arm.y }], { color: line, width }); + } + return; + } + + const half = (layout.length / 2) * (spec.length ?? 1) * scale; + const midX = eye.cx - eye.towardNose * layout.offsetX * scale; + const midY = eye.cy + layout.offsetY * scale; + const angle = ((layout.slantDeg * (spec.slant ?? 1) * eye.towardNose) * Math.PI) / 180; + const bow = (layout.bow ?? 0) * (spec.slant ?? 1) * scale; + const from = { x: midX - Math.cos(angle) * half, y: midY - Math.sin(angle) * half }; + const to = { x: midX + Math.cos(angle) * half, y: midY + Math.sin(angle) * half }; + const points = quadraticPoints(from, { x: midX, y: midY + bow * 2 }, to, 20); + strokePolyline(ctx, points, { color: line, width }); +} + +/** + * A stroke whose width runs from `w0` at the first point to `w1` at the last. + * + * Used for a ゴルゴ13-style brow: a filled wedge that comes to a point at one end + * reads as a heavy eyebrow, where a constant-width stroke reads as a soft arc. + */ +function taperedStroke(ctx, points, w0, w1, color) { + const count = points.length; + if (count < 2) return; + const side = [[], []]; + for (let i = 0; i < count; i++) { + const t = i / (count - 1); + const w = (w0 + (w1 - w0) * t) / 2; + const before = points[Math.max(0, i - 1)]; + const after = points[Math.min(count - 1, i + 1)]; + const dx = after.x - before.x; + const dy = after.y - before.y; + const len = Math.hypot(dx, dy) || 1; + const nx = -dy / len; + const ny = dx / len; + side[0].push({ x: points[i].x + nx * w, y: points[i].y + ny * w }); + side[1].push({ x: points[i].x - nx * w, y: points[i].y - ny * w }); + } + ctx.save(); + tracePolyline(ctx, [...side[0], ...side[1].reverse()], true); + ctx.fillStyle = color; + ctx.fill(); + ctx.restore(); +} + +/** An eyebrow: a short arc above the eye, mirrored between the two eyes so a + * positive `angle` always means "inner end down" (an angry brow). */ +function drawBrow(ctx, eye, spec, style, limits = WINDOW_LIMITS) { + const brow = style.brow; + if (!brow?.enabled) return; + const layout = EYE_LAYOUT.brow; + // 0 is allowed: a zero-length stroke with round caps is a dot, which is what a + // length of 0 is asking for. + const length = Math.max(0, (brow.length ?? 1) * layout.length); + const thickness = Math.max(1, (brow.thickness ?? 1) * layout.thickness); + const cy = eye.cy - layout.lift - (brow.height ?? 0) - (spec.browHeight ?? 0); + // `spacing` widens the gap between the two brows: a positive value moves each + // one away from the nose. `layout.offsetX` is the resting inset from the + // artwork (which the old code read off the wrong object, so it never applied). + const cx = eye.cx + eye.towardNose * (layout.offsetX - (brow.spacing ?? 0)); + + // A supplied drawing (assets/brows/gol-right.png, the model's right brow only) + // replaces the strokes: like the textured ひげ it is drawn twice, mirrored, at + // `cx`, and tinted with the brow colour. + const entry = style.brows?.gol; + if (brow.image && entry?.image) { + const sprite = tintedSprite(entry.image, brow.color ?? '#2a1e33'); + const sw = sprite.width || 1; + const sh = sprite.height || 1; + const drawW = Math.max(4, length); + const drawH = drawW * (sh / sw); + ctx.save(); + ctx.translate(cx, cy); + // The drawing is the model's right brow, so the other eye gets it mirrored. + ctx.scale(eye.towardNose >= 0 ? 1 : -1, 1); + ctx.drawImage(sprite, -drawW / 2, -drawH / 2, drawW, drawH); + ctx.restore(); + return; + } + const angle = (((brow.angle ?? 0) + (spec.browAngle ?? 0)) * eye.towardNose * Math.PI) / 180; + const half = length / 2; + const from = { x: cx - Math.cos(angle) * half, y: cy - Math.sin(angle) * half }; + const to = { x: cx + Math.cos(angle) * half, y: cy + Math.sin(angle) * half }; + const bow = (brow.curve ?? layout.curve) * length; + const points = quadraticPoints(from, { x: cx, y: cy - bow }, to, 16); + // A brow raised with the height slider used to run off the top of the canvas, + // where the clamped edge row was copied across the whole plate and the brow + // smeared upwards. Keep the whole stroke inside the artwork instead. + const top = limits.top + EDGE_MARGIN; + const highest = Math.min(...points.map((q) => q.y)) - thickness / 2; + if (highest < top) for (const q of points) q.y += top - highest; + // `taper` is how wide the *inner* (nose-side) end is: 1 = a plain stroke, and + // lower values turn the brow into a wedge that comes to a point at the nose. + const taper = clamp(brow.taper ?? 1, 0, 1); + const color = brow.color ?? style.line ?? '#55386e'; + // A tapered wedge has no shape at zero length, so a dot always takes the plain + // round-capped stroke. + if (taper >= 0.999 || length < 2) { + strokePolyline(ctx, points, { color, width: thickness }); + return; + } + const innerIsTo = eye.towardNose > 0; + taperedStroke( + ctx, + points, + thickness * (innerIsTo ? 1 : taper), + thickness * (innerIsTo ? taper : 1), + color, + ); +} + +/* ------------------------------------------------------- ほっぺ / 頭の模様 */ + +/** + * ほっぺ: a soft pink patch crossed by short diagonal hatch strokes, the classic + * manga blush. Drawn once per cheek; the caller draws these before the eyes. + */ +function drawCheek(ctx, cx, cy, spec) { + const size = clamp(spec.size ?? 1, 0.2, 3); + const r = CHEEK_LAYOUT.radius * size; + const ry = r * CHEEK_LAYOUT.squash; + + ctx.save(); + ctx.beginPath(); + ctx.ellipse(cx, cy, r, ry, 0, 0, TAU); + ctx.fillStyle = spec.color ?? '#f6a6b8'; + ctx.fill(); + // Clip the hatching to the patch, so a wobbly stroke keeps a clean edge. + ctx.clip(); + + // Four horizontal strokes, hand-drawn rather than ruled: each tapers to a + // point at both ends and wanders a little. Each one stops short of the patch + // outline - the margin is measured against the patch's own width at that + // height, so a stroke on the narrow top or bottom cannot reach the edge. + const thickness = Math.max(1.5, CHEEK_LAYOUT.lineWidth * size); + ctx.fillStyle = spec.hatchColor ?? '#e0708f'; + for (let i = 0; i < CHEEK_LAYOUT.lines; i += 1) { + const t = CHEEK_LAYOUT.lines === 1 ? 0 : (i / (CHEEK_LAYOUT.lines - 1)) * 2 - 1; // -1..1 + const dy = t * ry * CHEEK_LAYOUT.spread; + const chord = r * Math.sqrt(Math.max(0, 1 - (dy / ry) ** 2)); + const half = chord - r * CHEEK_LAYOUT.margin; + if (half < 4) continue; + traceHandHatch(ctx, cx, cy + dy, half, thickness, i * 1.9); + } + ctx.restore(); +} + +/** + * One hand-drawn hatch stroke: a lens-shaped mark that tapers to a point at both + * ends, with a gentle wobble so it reads as drawn rather than printed. + */ +function traceHandHatch(ctx, cx, cy, half, thickness, seed) { + const steps = 12; + const top = []; + const bottom = []; + for (let i = 0; i <= steps; i += 1) { + const u = i / steps; + const x = cx + (u - 0.5) * 2 * half; + const wobble = Math.sin(u * Math.PI * 1.6 + seed) * thickness * CHEEK_LAYOUT.wobble; + const w = (thickness / 2) * Math.sin(u * Math.PI); // 0 at both ends + top.push({ x, y: cy + wobble - w }); + bottom.push({ x, y: cy + wobble + w }); + } + ctx.beginPath(); + ctx.moveTo(top[0].x, top[0].y); + for (const point of top.slice(1)) ctx.lineTo(point.x, point.y); + for (let i = bottom.length - 1; i >= 0; i -= 1) ctx.lineTo(bottom[i].x, bottom[i].y); + ctx.closePath(); + ctx.fill(); +} + +/** The pair of cheeks: symmetric about the face's midline (see `EYE_LAYOUT`). */ +function drawCheeks(ctx, spec) { + if (!spec?.enabled) return; + const drop = CHEEK_LAYOUT.drop + clamp(spec.offsetY ?? 0, -400, 400); + const outward = CHEEK_LAYOUT.outward + clamp(spec.spacing ?? 0, -400, 400); + for (const layout of EYE_LAYOUT.eyes) { + // Outwards is away from the midline, i.e. the opposite of `towardNose`. + const cx = layout.cx - layout.towardNose * outward; + drawCheek(ctx, cx, layout.cy + drop, spec); + } +} + +/** + * 頭の模様: a hair-like covering over the whole head. + * + * The face plate is a shell of the front half of the body, so its own edge is + * the head's silhouette. This fills the plate from its top edge down to an + * adjustable boundary, which is what makes the covering follow the head outline + * without knowing the head's shape ahead of time. The boundary style, colour and + * size are all adjustable, and one style (`split`) divides the head into two + * colours along a vertical curve - a generic "two-tone head" device. It is not a + * copy of any particular character's hair. + */ +function drawHeadCover(ctx, spec, limits) { + const shape = spec?.shape ?? 'off'; + if (shape === 'off' || shape === 'none' || shape === 'wave' || shape === 'side') return; + + const size = clamp(spec.size ?? 1, 0.02, 3); + const left = limits.left; + const right = limits.right; + const top = limits.top; + const bottom = limits.bottom; + const width = right - left; + const cx = (left + right) / 2 + clamp(spec.offsetX ?? 0, -600, 600); + const color = spec.color ?? '#8a4fe0'; + const color2 = spec.color2 ?? '#ffffff'; + + ctx.save(); + // Stay on the plate: nothing may spill past the artwork's real edges. + ctx.beginPath(); + ctx.rect(left, top, width, bottom - top); + ctx.clip(); + + if (shape === 'split') { + // Retired: the two-tone head was dropped, but an old saved state may still + // carry the shape, so treat it as off rather than drawing a two-tone head. + ctx.restore(); + return; + } + + // The boundary curve. `t` runs -1..1 across the plate, so each style is a + // small shape function; the covering is everything above it. + const base = HEAD_MARK_LAYOUT.cy + (size - 1) * HEAD_MARK_LAYOUT.reach + + clamp(spec.offsetY ?? 0, -600, 600); + const halfSpan = width / 2; + const boundary = (x) => { + const t = clamp((x - cx) / halfSpan, -1, 1); + // ぎざぎざ: a jagged, saw-toothed hairline. A triangle wave across the front + // gives the teeth; `teeth` is how far they reach down (its own slider), so + // the 大きさ slider only moves the hairline up and down. + if (shape === 'fringe') { + const teeth = 8; + const saw = Math.abs((((t * teeth) % 2) + 2) % 2 - 1); // 0..1 triangle + return base + (spec.teeth ?? 0.12) * 600 * saw; + } + // はちわれ: the same V upside down - a widow's peak. + if (shape === 'fringe-up') return base - 320 * Math.max(0, 1 - Math.abs(t) * 1.5); + // カーブ: a plain shallow curve, higher (more hair) round the sides. + if (shape === 'curve') return base + 160 * t * t; + // `cap`: a rounded helmet, lowest in the middle. + return base - 100 * (1 - t * t); + }; + + const steps = 48; + ctx.beginPath(); + ctx.moveTo(left, top); + ctx.lineTo(right, top); + for (let i = steps; i >= 0; i -= 1) { + const x = left + (width * i) / steps; + ctx.lineTo(x, boundary(x)); + } + ctx.closePath(); + ctx.fillStyle = color; + ctx.fill(); + ctx.restore(); +} + +/** + * 頭の模様 drawn onto the hair plate, which wraps right round the head. + * + * The plate's canvas is the cylindrical UV unrolled: `x` is the angle (front at + * the middle, the seam at the back at both ends) and `y` is the height. The GLB + * flips V on export, so the top of the head lands at the top of the canvas and + * the covering is everything above the boundary line - the same direction as + * `drawHeadCover`, which fills down from the top edge of the front plate. + * + * The same `shape` names are reused, with their front-to-back modulation tied to + * how far the column leans towards the front (`t`). + */ +export function drawHeadCoverWrap(ctx, spec, layout) { + const shape = spec?.shape ?? 'off'; + // `split`, `wave` and `side` are retired front-plate shapes; they have no wrap + // equal. An old saved state may still carry one, so it simply draws no hair. + if (shape === 'off' || shape === 'none' || shape === 'split' || shape === 'wave' || shape === 'side') return; + + const size = clamp(spec.size ?? 1, 0.02, 3); + const W = layout.width; + const H = layout.height; + // The horizontal axis is the angle. The *front* sits at u = 0.5, which is the + // middle of the artwork window (1024), not the middle of the canvas: after the + // seam heal the canvas is wider than the window, so using W/2 put the pattern + // a good way off centre. + const span = (layout.window ?? ART_WINDOW).width; + // After the GLB's V-flip the wrap's v is 0 at the top of the head and 1 at the + // model's feet, so a *larger* boundary means more hair (it reaches further + // down) - the same direction as `size` and `offsetY` on the front plate. + const base = HAIR_WRAP_LAYOUT.base + + (size - 1) * HAIR_WRAP_LAYOUT.reach + + clamp(spec.offsetY ?? 0, -600, 600) * HAIR_WRAP_LAYOUT.offsetScale; + + ctx.save(); + ctx.beginPath(); + ctx.rect(0, 0, W, H); + ctx.clip(); + + // `t` is -1..1 across the front (+-90 deg around the front); everything behind + // is pinned to +-1, so the hairline runs flat round the back of the head. + const half = span * 0.25; + const cx = layout.offsetX + span * 0.5 + clamp(spec.offsetX ?? 0, -600, 600); + const vBound = (x) => { + const t = clamp((x - cx) / half, -1, 1); + // まえがみ: 富士額 / M字 (a widow's peak). The hairline comes down at the + // centre (the peak) and at the temples, with the corners between receded - + // the three peaks and two valleys of an "M". `t` is -1..1 across the front. + if (shape === 'fringe') { + // ぎざぎざ: a jagged, saw-toothed hairline. A triangle wave across the front + // gives the teeth; `teeth` is how far they reach down (its own slider), so + // the 大きさ slider only moves the hairline up and down. + const teeth = 8; + const saw = Math.abs((((t * teeth) % 2) + 2) % 2 - 1); // 0..1 triangle + return base + (spec.teeth ?? 0.12) * saw; + } + // はちわれ: the same V upside down - a widow's peak. + if (shape === 'fringe-up') return base - 0.18 * Math.max(0, 1 - Math.abs(t) * 1.5); + // カーブ: a deep round cover - low at the sides, high in the middle, like the + // blue of a certain robot cat's head. + if (shape === 'curve') return base + 0.42 * t * t; + return base - 0.07 * (1 - t * t); // `cap` + }; + + const steps = Math.max(96, Math.ceil(W / 2)); + ctx.beginPath(); + ctx.moveTo(0, 0); + for (let i = 0; i <= steps; i += 1) { + const x = (W * i) / steps; + ctx.lineTo(x, clamp(vBound(x), 0, 1) * H); + } + ctx.lineTo(W, 0); + ctx.closePath(); + // A white mask: the colour is applied by the hair plate's material, so it goes + // through the same colour path as the body instead of being baked into the + // canvas (which shaded differently on iOS). + ctx.fillStyle = '#ffffff'; + ctx.fill(); + ctx.restore(); +} + +/** + * The shared extras (ほっぺ and 頭の模様) are drawn once per face, before the eyes, + * so the eyes, brows and glasses win any overlap and the cheeks are not doubled. + */ +function drawFaceExtras(ctx, style, lineOnly) { + drawCheeks(ctx, style.cheeks); + // The head covering fills out to the plate's real edges, so it needs `limits`. + drawHeadCover(ctx, style.headMark, style.limits ?? WINDOW_LIMITS); + drawBeard(ctx, style.beard, lineOnly, style.beards); +} + +const BEARD_TINT_IDS = new WeakMap(); +const BEARD_TINT_CACHE = new Map(); +let beardTintSeq = 0; + +/** + * A copy of a beard drawing in the chosen colour. + * + * The supplied files are drawn in near-black, so repainting the ink with the + * beard colour (`source-in` keeps the anti-aliased alpha) is what lets the colour + * picker work on a drawing. Cached per (sprite, colour). + */ +function tintedSprite(image, color) { + let id = BEARD_TINT_IDS.get(image); + if (!id) { + beardTintSeq += 1; + id = beardTintSeq; + BEARD_TINT_IDS.set(image, id); + } + const key = `${id}|${color}`; + const cached = BEARD_TINT_CACHE.get(key); + if (cached) return cached; + const canvas = document.createElement('canvas'); + canvas.width = image.width; + canvas.height = image.height; + const ctx = canvas.getContext('2d'); + ctx.drawImage(image, 0, 0); + ctx.globalCompositeOperation = 'source-in'; + ctx.fillStyle = color; + ctx.fillRect(0, 0, canvas.width, canvas.height); + BEARD_TINT_CACHE.set(key, canvas); + return canvas; +} + +/** + * ひげ: a mustache or beard under the nose. Each kind is a small shape built on + * the spot; `scotch` and `cat` are drawn with round-capped strokes, and `kaiser` + * is a thick waving band with a curl at each tip. A kind that ships a drawing in + * `assets/beards/` is drawn from that instead (see `textures`), tinted with the + * beard colour. In a line drawing nothing is filled and only the outlines are inked. + */ +function drawBeard(ctx, spec, lineOnly = false, textures = null) { + const shape = spec?.shape ?? 'off'; + if (shape === 'off' || shape === 'none') return; + const size = clamp(spec.size ?? 1, 0.2, 3); + const cx = BEARD_LAYOUT.cx; + const cy = BEARD_LAYOUT.cy + clamp(spec.offsetY ?? 0, -600, 600); + const w = BEARD_LAYOUT.width * size; + const color = spec.color ?? '#3a2a4a'; + + // A supplied drawing for this kind (assets/beards/.png) replaces the + // built-in strokes. The drawings are trimmed to their ink, so `w` is the + // beard's real width; it is centred on the nose and scaled by `size`, and it is + // tinted with the beard colour (the files are drawn in near-black). + const entry = textures?.[shape]; + if (entry?.image) { + const sprite = tintedSprite(entry.image, color); + // Slightly wider than the built-in base: a moustache drawn to the same width + // as a beard's stroke sat mostly behind the nose. + const drawW = w * 1.4; + if (entry.half) { + // One side, mirrored to make the pair. The drawing is the model's own right + // side, which sits in the artwork's left half; `spacing` opens the middle + // (a negative value brings the two halves together). + const halfW = drawW / 2; + const dh = (halfW * (sprite.height || 1)) / (sprite.width || 1); + const gap = clamp(spec.spacing ?? 0, -400, 800); + const y = cy - dh / 2; + ctx.drawImage(sprite, cx - gap - halfW, y, halfW, dh); + ctx.save(); + ctx.translate(cx + gap, cy); + ctx.scale(-1, 1); + // Draw into [-halfW, 0] so that, mirrored, it lands in [cx+gap, cx+gap+halfW]. + ctx.drawImage(sprite, -halfW, -dh / 2, halfW, dh); + ctx.restore(); + return; + } + const dh = (drawW * (sprite.height || 1)) / (sprite.width || 1); + ctx.drawImage(sprite, cx - drawW / 2, cy - dh / 2, drawW, dh); + return; + } + + const line = spec.line ?? '#55386e'; + const lw = Math.max(2, 9 * size); + const stroke = (points, width) => strokePolyline(ctx, points, { + color: lineOnly ? line : color, width, + }); + + if (shape === 'scotch') { + // ちょび髭: two short dashes under the nose, angled down and out so their tips + // clear the nose mesh (which hides anything drawn straight behind it). + stroke([{ x: cx - w * 0.07, y: cy + w * 0.02 }, { x: cx - w * 0.5, y: cy + w * 0.17 }], lw * 1.8); + stroke([{ x: cx + w * 0.07, y: cy + w * 0.02 }, { x: cx + w * 0.5, y: cy + w * 0.17 }], lw * 1.8); + return; + } + if (shape === 'kaiser') { + // カイゼル: a full, thick mustache whose ends turn up. + stroke([ + { x: cx - w * 0.5, y: cy - w * 0.02 }, + { x: cx - w * 0.28, y: cy + w * 0.07 }, + { x: cx, y: cy + w * 0.09 }, + { x: cx + w * 0.28, y: cy + w * 0.07 }, + { x: cx + w * 0.5, y: cy - w * 0.02 }, + ], lw * 2.6); + const curlAt = (dir) => { + // A little inward-turning spiral at the tip: the Dalí curl. + const ex = cx + dir * w * 0.5; + const ey = cy - w * 0.02; + const r0 = lw * 0.5; + const r1 = w * 0.17; + const steps = 22; + const points = []; + for (let i = 0; i <= steps; i += 1) { + const t = i / steps; + const a = -Math.PI / 2 + dir * Math.PI * 2 * 1.4 * t; + const r = r0 + (r1 - r0) * t; + points.push({ x: ex + dir * Math.cos(a) * r, y: ey + Math.sin(a) * r }); + } + stroke(points, lw * 1.25); + }; + curlAt(-1); + curlAt(1); + return; + } + if (shape === 'apron') { + // A filled bib was once a kind here; kept as a no-op so a saved state that + // still names it simply shows nothing rather than throwing. + return; + } + // ねこ: three whiskers a side, growing out of the cheeks with a gap left in the + // middle (like a cat's). The thickness is fixed, so `size` makes the whiskers + // longer and wider-spread without making them fatter, and `spacing` opens the + // gap between the left and right. + const whisker = 8; + const spacing = clamp(spec.spacing ?? 0, 0, 800); + const inner = w * 0.30 + spacing; + // `length` scales how far each whisker reaches out; `lineGap` opens the spacing + // between the three lines of one side. Neither changes the line's thickness. + const length = clamp(spec.length ?? 1, 0.2, 3); + const gap = w * 0.16 * clamp(spec.lineGap ?? 1, 0.2, 3); + const outer = inner + w * 0.38 * length; + for (const dir of [-1, 1]) { + for (let i = 0; i < 3; i += 1) { + stroke([ + { x: cx + dir * inner, y: cy + (i - 1) * gap }, + { x: cx + dir * outer, y: cy + (i - 1) * gap * 1.5 }, + ], whisker); + } + } +} + +/** + * One lens of a pair of 眼鏡 / サングラス, plus this eye's half of the bridge and its + * temple. + * + * Called once per eye from `drawEyes`, after the eyeball (or the shut-eye artwork) + * so the lens sits in front of the eye, and before that eye's tear so a teardrop + * falls past the lens. Nothing about a pair of glasses is per-eye, so the two + * halves are mirrored from `eye.towardNose` and meet at the face's midline. The + * kind picks the shape: a round 眼鏡 lens, or a wide angular サングラス one. + * + * `style.glasses` is the shared spec. In a line drawing the lens is left empty, so + * the paper behind shows through exactly as the eyeball's white does (see the note + * in `drawEyes`); the frames are then stroked in the line colour. + * + * @param {CanvasRenderingContext2D} ctx + * @param {{cx:number,cy:number,r:number,towardNose:number}} eye + * @param {boolean} line true in 線画 mode + * @param {object} style the bag `drawEyes` received + * @param {{top:number,bottom:number,left:number,right:number}} limits + */ +function drawGlasses(ctx, eye, line, style, limits) { + const spec = style.glasses; + if (!spec?.enabled) return; + + const r = eye.r; + const scale = clamp(spec.scale ?? 1, 0.2, 3); + // The two kinds share everything about *where* they sit but not their shape: + // 眼鏡 is a round lens, サングラス a wide angular one (see the layouts above). + const shades = spec.kind === 'sunglasses'; + const L = shades ? SUNGLASSES_LAYOUT : GLASSES_LAYOUT; + const rx = r * L.widthFactor * scale; + const ry = rx * L.heightFactor; + const frame = Math.max( + 1, + (spec.frameWidth ?? 1) * EYE_LAYOUT.lidStroke * (shades ? L.frameFactor : 1), + ); + const colour = line ? (style.line ?? '#55386e') : (spec.frameColor ?? '#2a1e33'); + // The outward direction (towards the temple) for this eye. The angular lens is + // built in a local frame whose u runs outwards, so the two sides mirror exactly. + const out = -eye.towardNose; + // The pointed outer corner makes the shades taller on that side; clamp against + // the full height so even that point cannot reach the canvas border. + const halfV = shades ? ry * Math.max(L.innerTop + L.topSkew, L.outerBottom) : ry; + + // The face's midline: the two eyes are symmetric about it, so it is where the + // two halves of the bridge meet and what `tilt` turns the pair about. + const midX = (EYE_LAYOUT.eyes[0].cx + EYE_LAYOUT.eyes[1].cx) / 2; + // `lensGap` slides the two lenses apart (positive) or together (negative) along + // the face, symmetrically about the midline. It is clamped so the inner edges may + // meet at the midline but the two lenses can never cross each other. + const inwardRoom = Math.max(0, Math.abs(midX - eye.cx) - rx); + const gap = clamp(spec.lensGap ?? 0, -inwardRoom, HUGE); + // Keep the lens (and so everything that hangs off it) inside the artwork. The + // rest of the file clamps against `limits` for the same reason: a mark that + // reaches the canvas border gets the edge row copied across the whole plate. + const lensCx = clamp( + eye.cx + out * gap, + limits.left + EDGE_MARGIN + rx, + limits.right - EDGE_MARGIN - rx, + ); + const lensCy = clamp( + eye.cy + L.drop + (spec.offsetY ?? 0), + limits.top + EDGE_MARGIN + halfV, + limits.bottom - EDGE_MARGIN - halfV, + ); + // Local (u, v) -> canvas, with u outwards and v downwards. + const at = (u, v) => ({ x: lensCx + out * u, y: lensCy + v }); + + ctx.save(); + // `tilt` leans the whole pair at once. Rotating about the midline keeps the + // bridge centred between the lenses instead of swinging it off to one side. + if (spec.tilt) { + ctx.translate(midX, lensCy); + ctx.rotate((clamp(spec.tilt, -90, 90) * Math.PI) / 180); + ctx.translate(-midX, -lensCy); + } + + // --- lens ------------------------------------------------------------ + // The one path is filled and then stroked, so the fill and the frame can never + // drift apart. + if (shades) { + // A long cat-eye, not an ellipse: the outer end starts low, rises to a + // pointed, lifted outer corner set further out, and the top edge sweeps back + // towards the nose. The inner end is short, so the lens tapers inwards. + const lens = [ + at(-rx, -ry * L.innerTop), // inner top (near the nose) + at(rx * L.tipX, -ry * (L.innerTop + L.topSkew)), // pointed, lifted outer corner + at(rx * L.outerEndX, ry * L.outerBottom), // low outer end + at(-rx, ry * L.innerBottom), // inner bottom (pinched towards the nose) + ]; + traceRoundedPolygon(ctx, lens, ry * L.corner); + if (!line) { + ctx.globalAlpha = clamp(spec.lensOpacity ?? 0, 0, 1); + ctx.fillStyle = spec.lensColor ?? '#2b2433'; + ctx.fill(); + ctx.globalAlpha = 1; + } + ctx.strokeStyle = colour; + ctx.lineWidth = frame; + ctx.stroke(); + } else { + ctx.beginPath(); + ctx.ellipse(lensCx, lensCy, rx, ry, 0, 0, TAU); + ctx.closePath(); + if (!line) { + ctx.globalAlpha = clamp(spec.lensOpacity ?? 0, 0, 1); + ctx.fillStyle = spec.lensColor ?? '#2b2433'; + ctx.fill(); + ctx.globalAlpha = 1; + } + ctx.strokeStyle = colour; + ctx.lineWidth = frame; + ctx.stroke(); + } + + // --- bridge ---------------------------------------------------------- + // Each eye draws the half of the bridge from its own lens to the midline. + const innerX = eye.towardNose > 0 + ? Math.min(lensCx + rx, midX) + : Math.max(lensCx - rx, midX); + if (shades) { + // A short, thick, level bar high on the lenses: with the two lenses it reads + // as one continuous visor across the eyes. + const barY = lensCy - ry * L.bridgeLift; + strokePolyline(ctx, [{ x: innerX, y: barY }, { x: midX, y: barY }], { + color: colour, + width: frame * L.bridgeWidth, + }); + } else { + // The two halves meet at the midline with a horizontal tangent, so the join is smooth. + const noseX = lensCy - L.bridgeRise; + strokePolyline(ctx, quadraticPoints( + { x: innerX, y: lensCy }, + { x: (innerX + midX) / 2, y: noseX }, + { x: midX, y: noseX }, + 12, + ), { color: colour, width: frame * L.bridgeWidth }); + } + + // --- temple ---------------------------------------------------------- + // A stub outwards from the outer edge of the lens. It stays short on purpose: + // the plate only reaches so far, and a temple that ran off it would smear. The + // round pair's outer edge is a vertical line at the lens centre height. The + // shades' outer end drops low, so their arm leaves from the *top* edge instead + // - from the pointed outer corner - which is where a cat-eye's arm attaches. + const outerX = shades + ? lensCx - eye.towardNose * rx * L.tipX + : lensCx - eye.towardNose * rx; + const outerY = shades ? lensCy - ry * (L.innerTop + L.topSkew) : lensCy; + const reach = clamp( + outerX - eye.towardNose * r * L.templeLength, + limits.left + EDGE_MARGIN, + limits.right - EDGE_MARGIN, + ); + strokePolyline(ctx, [ + { x: outerX, y: outerY }, + { + x: eye.towardNose > 0 ? Math.min(reach, outerX) : Math.max(reach, outerX), + y: clamp(outerY - L.templeRise, limits.top + EDGE_MARGIN, limits.bottom - EDGE_MARGIN), + }, + ], { color: colour, width: frame }); + + ctx.restore(); +} + +/** + * Draw the pair of eyes into a 1024 x 380 canvas. + * + * @param {CanvasRenderingContext2D} ctx + * @param {object} p + * @param {'paint'|'line'} [p.mode] paint = filled cartoon eyes, line = outline only + * @param {object} p.eyes `{ left, right }`, each `{ open, lookX, lookY, closed }` + * @param {object} [p.style] colours and shared shaping parameters + */ +/** + * Which artwork an eye shows: 'open', 'heart', 'line1'..'line3', 'three' or + * 'arch'. `shape` is the explicit choice; older saved states and the おまかせ + * rolls only set `open`/`closed`/`irisShape`, so this falls back to those. + */ +function eyeShapeKey(spec) { + const shape = spec.shape; + const explicitShut = shape === 'three' || shape === 'arch' + || (typeof shape === 'string' && shape.startsWith('line')); + // An explicit shut artwork is used as-is; the lid height only trims it. + if (explicitShut) return shape; + // A lowered lid on an open or heart eye reads as a shut line - a blink. It must + // NOT borrow a 3 or an arch from a stale `closed`, which used to flash on screen + // for a frame when blinking after picking 3/わらう and then switching to heart. + if ((spec.open ?? 1) <= 0.02) { + if (!shape) { + // Older saved states have no `shape`; derive the shut artwork from `closed`. + if (spec.closed === 'three') return 'three'; + if (spec.closed === 'arch') return 'arch'; + return `line${clamp(Math.round(spec.closedLines ?? 1), 1, 3)}`; + } + return 'line1'; + } + if (shape) return shape; + return (spec.irisShape ?? 'circle') === 'heart' ? 'heart' : 'open'; +} + +export function drawEyes(ctx, p) { + const mode = p.mode ?? 'paint'; + const line = mode === 'line'; + const style = p.style ?? {}; + const limits = style.limits ?? WINDOW_LIMITS; + const white = style.white ?? '#ffffff'; + const irisColor = style.iris ?? '#150e1b'; + const lineColor = style.line ?? '#55386e'; + const lookMax = style.lookMax ?? 1; + const heartScale = 2; + const heartColor = style.heartColor ?? '#e0344f'; + // A lens that is effectively opaque hides the eye completely, so a blink would + // show only as a flicker of the shut artwork through the lens. While such a + // lens is on, the eyes are drawn open and no blink is visible at all. This is a + // rendering decision, not an animation one - the blink still runs underneath. + const lensOpaque = style.glasses?.enabled === true + && clamp(style.glasses.lensOpacity ?? 0, 0, 1) >= 0.99; + + // ほっぺ and 頭の模様 belong to the whole face, so they are drawn once here + // rather than inside the per-eye loop below. 鼻ちょうちん comes along too. + drawFaceExtras(ctx, style, line); + + for (const layout of EYE_LAYOUT.eyes) { + const spec = (p.eyes ?? {})[layout.key] ?? {}; + const eye = { + // `eyeX` slides this eye - and its lid, brow and tear - sideways on its own. + cx: layout.cx + clamp(spec.eyeX ?? 0, -400, 400), + cy: layout.cy, + r: EYE_LAYOUT.radius, + towardNose: layout.towardNose, + }; + // Each lid can be set per eye, falling back to the shared value. + const lidWidth = spec.lidWidth ?? style.lidWidth ?? EYE_LAYOUT.lidStroke; + const lidFlat = (spec.lidShape ?? style.lidShape ?? 'curve') === 'flat'; + // How much the whole narrowed eye is tilted (e.g. an angry or gentle squint). + const lidTilt = clamp(spec.lidTilt ?? style.lidTilt ?? 0, -45, 45); + const lineStyle = { line: lineColor, width: lidWidth }; + // Which artwork this eye shows. `shape` is the explicit choice; older saved + // states and the おまかせ rolls only set `open`/`closed`, so fall back. + const shapeKey = eyeShapeKey(lensOpaque ? { ...spec, open: 1 } : spec); + const explicitShut = typeof spec.shape === 'string' + && (spec.shape === 'three' || spec.shape === 'arch' || spec.shape.startsWith('line')); + const isHeart = shapeKey === 'heart'; + const isShutShape = shapeKey === 'three' || shapeKey === 'arch' || shapeKey.startsWith('line'); + // The shut artwork reads `closed`/`closedLines`; build them from `shape` so a + // line, the 3 and the arch share one path with the older fields. + const shapeSpec = isShutShape + ? { + ...spec, + closed: shapeKey === 'three' ? 'three' : (shapeKey === 'arch' ? 'arch' : 'line'), + closedLines: shapeKey.startsWith('line') ? Number(shapeKey.slice(4)) : (spec.closedLines ?? 1), + } + : spec; + // The upper lid (`open`) and the lower lid are independent, and both shape + // every eye now: the shut artwork is drawn as the eye's content and is + // trimmed by them. A shut eye saved the old way stored open = 0 meaning + // "shut"; lift it or the artwork would be clipped away. An explicit shut + // `shape` keeps its own lid height, so the lid can be lowered onto it. + const rawOpen = spec.open ?? 1; + const open = lensOpaque + ? 1 + : clamp(explicitShut ? rawOpen : (rawOpen <= 0.02 ? 1 : rawOpen), 0, 1); + const lowerLid = clamp(spec.lowerLid ?? style.lowerLid ?? 0, 0, 1); + // 大きさ: one knob for the iris, the heart and the shut artwork. + const shapeScale = clamp(style.irisScale ?? 1, 0.4, 2); + const irisRadius = EYE_LAYOUT.irisRadius * shapeScale; + // `white` is tri-state: only the plain open eye shows it by default. + const showWhite = spec.white != null ? spec.white === true : shapeKey === 'open'; + // While the white is shown, a shape that would poke out of the eyeball is + // scaled back inside it; `shapeHalfLimit` is the half-size it may reach. + const shapeHalfLimit = showWhite ? eye.r * 0.92 : Infinity; + + drawBrow(ctx, eye, spec, style, limits); + + // --- tear ---------------------------------------------------------- + // A teardrop hangs below the eye, so it is drawn on top of everything else + // (the opaque eyeball would otherwise cover it) and for a shut eye too. The + // amount, the height and the tilt are all *per eye*, because one eye crying + // while the other does not is a real expression. + const drawTear = () => { + if (spec.tearOn !== true) return; + const amount = clamp(spec.tear ?? 0.3, 0, 1.6); + if (amount <= 0.01) return; + const size = EYE_LAYOUT.tear.size * amount; + const tearX = eye.cx + clamp(spec.tearX ?? 0, -400, 400) - layout.towardNose * EYE_LAYOUT.tear.offsetX; + let tearY = eye.cy + EYE_LAYOUT.tear.offsetY + (spec.tearY ?? 0); + // The drop hangs from `cy - 1.32r` to `cy + 0.78r`. Keep its lower tip + // inside the artwork: a drop that reached the canvas border used to be + // smeared down the chin by the clamp. + const tearBottom = limits.bottom - EDGE_MARGIN; + if (tearY + size * 0.78 > tearBottom) tearY = tearBottom - size * 0.78; + ctx.save(); + if (spec.tearTilt) { + ctx.translate(tearX, tearY); + ctx.rotate((spec.tearTilt * Math.PI) / 180); + ctx.translate(-tearX, -tearY); + } + dropPath(ctx, tearX, tearY, size); + if (!line) { + ctx.fillStyle = style.tearColor ?? '#8fd8ff'; + ctx.fill(); + } + ctx.strokeStyle = lineColor; + ctx.lineWidth = lidWidth * 0.55; + ctx.stroke(); + ctx.restore(); + }; + + // How far the gaze can push the content. A heart (or a shut line shown on the + // white) is much bigger than the iris, so it gets a smaller travel - and with + // the white shown the content is also clipped to the eyeball - so it never + // pokes outside the white. + const heartFit = isHeart && showWhite + ? Math.min(1, shapeHalfLimit / (EYE_LAYOUT.irisRadius * heartScale)) + : 1; + const heartRadius = Math.min( + EYE_LAYOUT.irisRadius * heartScale * shapeScale * heartFit, + EYE_LAYOUT.radius * 2.1, + ); + let travelBase = irisRadius; + if (isHeart) travelBase = heartRadius; + const eyeTravel = Math.max(0, EYE_LAYOUT.radius - travelBase) * lookMax; + let dx = clamp(spec.lookX ?? 0, -1, 1) * eyeTravel; + let dy = -clamp(spec.lookY ?? 0, -1, 1) * eyeTravel; + const dist = Math.hypot(dx, dy); + if (dist > eyeTravel && dist > 0) { + dx = (dx / dist) * eyeTravel; + dy = (dy / dist) * eyeTravel; + } + + // --- the eye's content, clipped by the lids ------------------------- + // Every shape is drawn the same way now: a white backing, then the artwork + // (iris, heart or the shut line/3/arch), trimmed by the upper and lower lids. + // The shut artwork and a heart both reach past the eyeball, so they are only + // lid-clipped - but once the white is shown they are clipped to the eyeball + // too, so they stay inside it. Clipping the heart by its *lids* rather than by + // the eyeball is also what lets a raised lower lid cover it from below: the + // heart replaces the eyeball, but it must still sit behind both lids. + ctx.save(); + if ((isShutShape || isHeart) && !showWhite) { + clipLids(ctx, eye, open, lowerLid, lidFlat, lidTilt * eye.towardNose); + } else if (!isHeart || open < 0.999 || showWhite) { + clipEye(ctx, eye, open, lowerLid, lidFlat, lidTilt * eye.towardNose); + } + if (!line && showWhite) fillCircle(ctx, eye.cx, eye.cy, eye.r, white); + if (isShutShape) { + ctx.translate(dx, dy); + drawShutEye(ctx, eye, shapeSpec, lineStyle, shapeScale, shapeHalfLimit); + } else if (isHeart) { + fillHeart(ctx, eye.cx + dx, eye.cy + dy, heartRadius, line ? lineColor : heartColor); + } else { + const irisX = eye.cx + dx + eye.towardNose * EYE_LAYOUT.irisInward; + const irisY = eye.cy + dy; + fillCircle(ctx, irisX, irisY, irisRadius, line ? lineColor : irisColor); + // 光彩 (the white glint) is per eye, falling back to the shared switch. + const highlightOn = spec.highlight != null ? spec.highlight === true : style.highlight !== false; + if (highlightOn) { + const hx = irisX + layout.towardNose * EYE_LAYOUT.highlightOffset.x * shapeScale; + const hy = irisY + EYE_LAYOUT.highlightOffset.y * shapeScale; + const hr = EYE_LAYOUT.highlightRadius * shapeScale; + if (line) { + // Punch the sparkle out of the iris rather than painting it white. On + // screen the paper behind shows through, and in the SVG export (which + // only sees alpha) it stays a hole in the pupil. + ctx.save(); + ctx.globalCompositeOperation = 'destination-out'; + fillCircle(ctx, hx, hy, hr, '#000000'); + ctx.restore(); + } else { + fillCircle(ctx, hx, hy, hr, white); + } + } + } + ctx.restore(); + + // Between the eyeball and the tear: the lens covers the eye, and a tear still + // falls in front of it. + drawGlasses(ctx, eye, line, style, limits); + + drawTear(); + + // --- lid strokes --------------------------------------------------- + // Faded in as the lid starts to cover the eye, so opening the eye all the + // way leaves the clean original artwork with no extra line. + const lidFade = clamp((0.95 - open) / 0.1, 0, 1); + // The tilt is mirrored between the eyes, so a positive value reads the same + // way on both (an inward, angry-looking squint). + const eyeTilt = lidTilt * eye.towardNose; + // The upper lid line has to sit where the clip put it - and that is set by + // `open` alone, so it stays put when the lower lid moves. + const upperAmt = clamp(open, 0, 1); + // A heart is a replacement for the eyeball, not an eye behind a lid: it keeps + // no lower-lid line, which used to cut across the heart. + const showLowerLid = lowerLid > 0.01; + if (lidFade > 0.01 || showLowerLid) { + ctx.save(); + if (eyeTilt) { + ctx.translate(eye.cx, eye.cy); + ctx.rotate((eyeTilt * Math.PI) / 180); + ctx.translate(-eye.cx, -eye.cy); + } + circlePath(ctx, eye.cx, eye.cy, eye.r); + ctx.clip(); + ctx.globalAlpha = line ? 1 : lidFade; + ctx.strokeStyle = lineColor; + ctx.lineWidth = lidWidth; + if (lidFade > 0.01) { + lidPath(ctx, eye, upperAmt, false, lidFlat); + ctx.stroke(); + } + if (showLowerLid) { + ctx.globalAlpha = line ? 1 : lowerLid; + lidPath(ctx, eye, lowerLid, true, lidFlat); + ctx.stroke(); + } + ctx.restore(); + } + + // --- まつげ -------------------------------------------------------- + // Short strokes flicking outwards from the upper-outer lid. They sit outside + // the eyeball, so they are drawn after the lid block and are not clipped. + if (spec.lashes ?? style.lashes) { + // The lashes ride the upper lid: they drop as the lid lowers (2r per unit of + // open) and tilt with まぶたの傾き, so they stay on the lid edge. まつげの位置 + // slides them along the lid, まつげの角度 tilts the strokes themselves. + const outDir = -eye.towardNose; + const lidDrop = 2 * eye.r * (1 - open); + const lashPos = clamp(spec.lashPos ?? style.lashPos ?? 0, -80, 80); + const lashAngle = clamp(spec.lashAngle ?? style.lashAngle ?? 0, -80, 80) * outDir; + const a = (lashAngle * Math.PI) / 180; + const ca = Math.cos(a); + const sa = Math.sin(a); + ctx.save(); + if (eyeTilt) { + ctx.translate(eye.cx, eye.cy); + ctx.rotate((eyeTilt * Math.PI) / 180); + ctx.translate(-eye.cx, -eye.cy); + } + for (const deg of EYE_LAYOUT.lash.angles) { + const t = ((deg + lashPos) * Math.PI) / 180; + const ux = outDir * Math.cos(t); + const uy = -Math.sin(t); + // The stroke points along the radial direction, tilted by まつげの角度. + const dx = ux * ca - uy * sa; + const dy = ux * sa + uy * ca; + const r0 = eye.r * 0.96; + const bx = eye.cx + ux * r0; + const by = eye.cy + uy * r0 + lidDrop - eye.r * EYE_LAYOUT.lash.raise; + strokePolyline(ctx, [ + { x: bx, y: by }, + { x: bx + dx * EYE_LAYOUT.lash.length, y: by + dy * EYE_LAYOUT.lash.length }, + ], { color: lineColor, width: EYE_LAYOUT.lash.width }); + } + ctx.restore(); + } + + // --- outline (line-art mode only) --------------------------------- + if (line) strokeCircle(ctx, eye.cx, eye.cy, eye.r, lineColor, lidWidth * 0.75); + } +} + +/* -------------------------------------------------------------------- mouth */ + +/** + * Draw the mouth into a 1024 x 380 canvas. + * + * @param {CanvasRenderingContext2D} ctx + * @param {object} p + * @param {'paint'|'line'} [p.mode] + */ +export function drawMouth(ctx, p) { + const mode = p.mode ?? 'paint'; + const line = mode === 'line'; + const L = MOUTH_LAYOUT; + const limits = p.limits ?? WINDOW_LIMITS; + // The artwork's real edges, in the artwork's own coordinates, with a margin + // kept clear. `top` is negative when the plate reaches above the window, which + // is the room a moved mouth has to work with. + const edgeLeft = limits.left + EDGE_MARGIN; + const edgeRight = limits.right - EDGE_MARGIN; + const edgeTop = limits.top + EDGE_MARGIN; + const edgeBottom = limits.bottom - EDGE_MARGIN; + + const openAmount = clamp(p.open ?? 0, 0, 1); + const thickness = L.thickness * clamp(p.thickness ?? 1, 0.2, 3); + const cornerAmount = clamp(p.corners ?? 1, 0, 1.6); + // The corner strokes flick out past the ends of the chord, so the ends cannot + // use the whole canvas: a very wide mouth used to smear sideways off the plate. + const cornerReach = L.corner.toX * cornerAmount; + const halfChord = Math.min( + L.halfChord * clamp(p.width ?? 1, 0.2, 1.6), + Math.min(L.centreX - (edgeLeft + cornerReach), (edgeRight - cornerReach) - L.centreX), + ); + + // A negative smile bulges the line upwards, which reads as a frown. + const sagRaw = L.sag * clamp(p.smile ?? 1, -0.55, 1.4); + // A frown's middle is the highest point of the mouth, and that is exactly + // where the nose is in the way, so slide the whole mouth down until the curve + // is in the open. The push is worked out from the *base* position and the + // height slider is added afterwards: adding it first made the push cancel the + // slider exactly, which is why dragging ‟口の高さ” did nothing at all on a + // frowning mouth like むっと. + const base = L.chordY + Math.max(0, L.noseClear - (L.chordY + sagRaw)); + let y0 = base + (p.offsetY ?? 0); + // The smile flattens slightly as the mouth opens, so the whole mouth keeps + // fitting inside the band the mouth plane actually shows. + let sag = sagRaw * (1 - L.openFlatten * openAmount); + // Keep the whole mark on the canvas. The corner strokes sit *above* the ends of + // the chord, so the allowance is not symmetric - padding the bottom by the + // corner's depth used to cost most of the height slider's travel. + const cornerRise = L.corner.toY * cornerAmount + thickness; + const bottomEdge = y0 + Math.max(0, sag) + thickness; + if (bottomEdge > edgeBottom) y0 -= bottomEdge - edgeBottom; + const topEdge = y0 + Math.min(0, sag) - cornerRise; + if (topEdge < edgeTop) y0 += edgeTop - topEdge; + const pivot = { x: L.centreX, y: y0 + sag * 0.5 }; + const tilt = p.tilt ?? 0; + + const strokeColor = line ? (p.line ?? '#3a2a4a') : (p.color ?? '#ff1a44'); + const innerColor = p.innerColor ?? '#4a0f1e'; + const tongueColor = line ? (p.line ?? '#3a2a4a') : (p.tongueColor ?? '#ff2d2d'); + + const left = { x: L.centreX - halfChord, y: y0 }; + const right = { x: L.centreX + halfChord, y: y0 }; + const lip = mouthControls(left, right, sag, L.sagBend); + const arc = cubicPoints(lip.p0, lip.p1, lip.p2, lip.p3, 96); + + const tongueAmount = clamp(p.tongue ?? 1, 0, 1.6); + + // --- a round "O" mouth (surprised, singing) --------------------------- + const roundAmount = clamp(p.round ?? 0, 0, 1); + if (roundAmount > 0.004) { + let ry = L.sag * 1.05 * L.roundScale * roundAmount; + // Keep the oval below the nose and inside the plate, but allow it to grow to + // roughly half the head. The stroke's share is a fixed margin, not the live + // `thickness`: otherwise 口の太さ would quietly resize the oval too. + ry = Math.min(ry, (edgeBottom - L.thickness / 2 - L.noseClear) / 2.1); + const rx = Math.min(ry * 1.15 * clamp(p.width ?? 1, 0.2, 1.6), L.halfChord * 1.4); + const centreY = clamp(y0 + sag * 0.5, L.noseClear + ry * 1.02, edgeBottom - L.thickness / 2 - ry * 1.02); + if (ry > 5) { + ctx.save(); + ctx.translate(pivot.x, pivot.y); + ctx.rotate((tilt * Math.PI) / 180); + ctx.translate(-pivot.x, -pivot.y); + ctx.beginPath(); + ctx.ellipse(L.centreX, centreY, rx, ry, 0, 0, TAU); + if (!line) { + ctx.fillStyle = innerColor; + ctx.fill(); + if (tongueAmount > 0.01) { + ctx.beginPath(); + ctx.ellipse(L.centreX, centreY + ry * 0.46, rx * 0.52, ry * 0.4, 0, 0, TAU); + ctx.fillStyle = tongueColor; + ctx.fill(); + } + } + ctx.strokeStyle = strokeColor; + ctx.lineWidth = line ? thickness * 0.8 : thickness; + ctx.stroke(); + ctx.restore(); + } + return; + } + + // The smile line is the upper lip. Opening the mouth drops the lower jaw + // below it, and the room for that is limited by the texture band the mouth + // plane shows - otherwise the jaw is silently clipped away. + // Everything has to fit in the part of the plane that faces the camera. + let rise = L.openRise * openAmount; + const budget = edgeBottom - thickness / 2 - y0; + if (sag + rise > budget) { + rise = Math.max(0, budget - Math.min(sag, budget)); + if (sag + rise > budget) sag = Math.max(-80, budget - rise); + } + const jawCubic = mouthControls(left, right, sag + rise, L.sagBend); + const jaw = cubicPoints(jawCubic.p0, jawCubic.p1, jawCubic.p2, jawCubic.p3, 96); + const jawAt = (t) => cubicPoint(jawCubic.p0, jawCubic.p1, jawCubic.p2, jawCubic.p3, t); + const lipAt = (t) => cubicPoint(lip.p0, lip.p1, lip.p2, lip.p3, t); + const openShape = rotate([...arc, ...jaw.slice(1, -1).reverse()], pivot, tilt); + + const tonguePos = clamp(p.tonguePos ?? L.tongue.pos, 0.05, 0.95); + const tongueWidth = L.tongue.width * tongueAmount; + const tongueHeight = L.tongue.height * tongueAmount; + + /** + * The tongue, rising from `curve` to `height` above its middle. + * + * `pointAt(t)` is that same curve as a function of t, so the tongue's foot can + * sit along it without this needing to know what kind of curve it is. + */ + function drawTongue(pointAt, curve, height) { + const arcLength = Math.max(1, chordLength(curve)); + const dt = clamp(tongueWidth / 2 / arcLength, 0.01, 0.45); + const t0 = clamp(tonguePos - dt, 0, 1); + const t1 = clamp(tonguePos + dt, 0, 1); + const base = []; + for (let i = 0; i <= 16; i++) base.push(pointAt(t0 + ((t1 - t0) * i) / 16)); + const mid = pointAt(clamp(tonguePos, 0, 1)); + const half = tongueWidth / 2; + // The foot runs left to right; the crown comes back right to left, so the two + // together are already a closed ring. + const footRight = base[base.length - 1]; + const footLeft = base[0]; + const crown = []; + const steps = 26; + for (let i = 0; i <= steps; i++) { + const f = i / steps; + const dx = 1 - 2 * f; + const footY = footRight.y + (footLeft.y - footRight.y) * f; + crown.push({ + x: mid.x + dx * half, + y: footY - height * (1 - Math.pow(Math.abs(dx), L.tongue.crown)), + }); + } + const shaped = rotate([...base, ...crown], pivot, tilt); + if (line) { + strokePolyline(ctx, shaped, { color: strokeColor, width: thickness * 0.8, closed: true }); + return; + } + tracePolyline(ctx, shaped, true); + ctx.fillStyle = tongueColor; + ctx.fill(); + } + + if (openAmount > 0.004) { + if (!line) fillPolygon(ctx, openShape, innerColor); + // The tongue rises from the lower lip *into* the mouth, so it has to arrive + // with the opening: at a hair's width the jaw curve is a sliver, and the + // tongue used to burst straight out of it and sit on the chin. + const tongueOpen = clamp((openAmount - 0.06) / 0.24, 0, 1); + if (tongueAmount > 0.01 && tongueOpen > 0.01) { + ctx.save(); + tracePolyline(ctx, openShape, true); + ctx.clip(); + // Inside an open mouth the tongue sits on the lower jaw. + drawTongue(jawAt, jaw, tongueHeight * tongueOpen * (1 + openAmount * 0.3)); + ctx.restore(); + } + // One outline around the whole mouth reads as lips; the smile stroke alone + // would leave the lower edge as a bare colour change. + strokePolyline(ctx, openShape, { color: strokeColor, width: thickness, closed: true }); + } else { + // Closed lips - but the tongue still pokes over the lip. That is what the + // original artwork does (the mouth reads as a smile with the tongue showing, + // like ペコちゃん), and it is why a plain line looked wrong there. The lip + // line goes on afterwards, so the tongue comes out from under it. + if (tongueAmount > 0.01) { + drawTongue(lipAt, arc, tongueHeight); + } + strokePolyline(ctx, rotate(arc, pivot, tilt), { color: strokeColor, width: thickness }); + } + + // --- corner marks --------------------------------------------------- + if (cornerAmount > 0.01) { + const C = L.corner; + const cornerAngle = p.cornerAngle ?? 0; + for (const [end, side] of [[left, -1], [right, 1]]) { + const from = { x: end.x + C.fromX * side * cornerAmount, y: end.y - C.fromY * cornerAmount }; + const to = { x: end.x - C.toX * side * cornerAmount, y: end.y - C.toY * cornerAmount }; + // A smooth curve, not a three-point kink. `mid` is the control point, so it + // is pulled twice as far as the bow should reach; both corners bow the same + // way (downwards on screen), which is what the original artwork does. + const control = { + x: (from.x + to.x) / 2, + y: (from.y + to.y) / 2 + (C.curve ?? 26) * cornerAmount, + }; + const curve = quadraticPoints(from, control, to, 16); + // `cornerAngle` tilts the whole mark around the mouth corner, mirrored so + // both sides move together. + const shaped = cornerAngle ? rotate(curve, end, cornerAngle * side) : curve; + strokePolyline(ctx, rotate(shaped, pivot, tilt), { + color: line ? strokeColor : (p.cornerColor ?? '#725497'), + // The *length* of the corner mark follows `corners`, but its thickness + // does not: `corners: 0.71` is the length that matches the original, and + // the original's stroke is the full thickness. + width: C.width, + }); + } + } +} + +/** Approximate length of a polyline. */ +function chordLength(points) { + let total = 0; + for (let i = 1; i < points.length; i++) { + total += Math.hypot(points[i].x - points[i - 1].x, points[i].y - points[i - 1].y); + } + return total; +} diff --git a/bluebey-studio/src/gacha.js b/bluebey-studio/src/gacha.js new file mode 100644 index 0000000..c44f80f --- /dev/null +++ b/bluebey-studio/src/gacha.js @@ -0,0 +1,481 @@ +/** + * Seeded "おまかせ" rolls for the face and the pose. + * + * The studio is a hundred sliders, and that is exactly the problem: when you sit + * down to make an expression you reach for the same three settings every time. + * This module is the antidote - one press and a stranger picks the numbers for + * you, from ranges a person would actually dial in, so the result is plausible + * rather than a mash of the full slider span. + * + * Two ideas hold it together: + * + * - A roll picks an *emotion* first (ふつう, うれしい, びっくり, ...), then samples + * every part inside that emotion's window. Correlated parts read as one face; + * an independent draw per slider reads as noise. + * + * - The randomness is seeded, and the seed is a short base36 string that fits in + * a URL. `rollAll(seed)` is a pure function of that string, so a look the user + * liked can be reproduced and shared (`?seed=...`) instead of lost. A "seed" + * is either a number or text; text that is already a base36 number is read as + * one, so `decodeSeed(seed)` is always accepted back by `makeRandom`. + * + * The face and pose vocabulary, and every bound quoted below, follows + * `src/presets.js` and the slider ranges in `src/panel.js`. Nothing here touches + * the DOM or the app state: the functions return patches for `applyPatch`. + */ + +/** + * FNV-1a over UTF-16 code units, for text that is not already a seed. + */ +function fnv1a(text) { + let hash = 0x811c9dc5; + for (let i = 0; i < text.length; i += 1) { + hash ^= text.charCodeAt(i); + hash = Math.imul(hash, 0x01000193); + } + return hash >>> 0; +} + +/** + * Normalise any seed to a 32-bit integer. Text that is already a base36 number + * is read as one - that is what `decodeSeed` emits, so it has to come back in + * unchanged - and anything else is hashed. `hashSeed`, `makeRandom` and + * `decodeSeed` all go through this, so the four entry points never disagree. + */ +function toSeedInt(seed) { + if (typeof seed === 'number' && Number.isFinite(seed)) return Math.trunc(seed) >>> 0; + const text = String(seed ?? '').trim(); + if (/^[0-9a-z]+$/.test(text)) { + const parsed = parseInt(text, 36); + if (Number.isFinite(parsed)) return parsed >>> 0; + } + return fnv1a(text); +} + +/** + * Turn text into a stable 32-bit seed (for `?seed=` in a URL). + * + * A word becomes an FNV-1a hash; text that already looks like a base36 seed is + * passed through, so `decodeSeed`'s output round-trips. + */ +export function hashSeed(text) { + return toSeedInt(text); +} + +/** + * A seeded PRNG (mulberry32). Returns `() => number` in `[0, 1)`. + * Accepts a number or a string; strings go through the same rule as `decodeSeed`. + */ +export function makeRandom(seed) { + let state = toSeedInt(seed); + return function random() { + state = (state + 0x6d2b79f5) >>> 0; + let t = state; + t = Math.imul(t ^ (t >>> 15), t | 1); + t ^= t + Math.imul(t ^ (t >>> 7), t | 61); + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +/** + * The short, readable form of a seed (base36), for the "現在のシード" field. + * Idempotent: `decodeSeed(decodeSeed(x)) === decodeSeed(x)`, and the result is + * accepted straight back by `makeRandom`. + */ +export function decodeSeed(seed) { + return (toSeedInt(seed) >>> 0).toString(36); +} + +function rand(random, min, max) { + return min + random() * (max - min); +} + +/** An angle in whole degrees, so the pose matches the step-1 sliders. */ +function deg(random, min, max) { + return Math.round(rand(random, min, max)); +} + +function round2(value) { + return Math.round(value * 100) / 100; +} + +function pick(random, list) { + return list[Math.floor(random() * list.length)]; +} + +function chance(random, probability) { + return random() < probability; +} + +function clamp(value, min, max) { + return Math.min(max, Math.max(min, value)); +} + +/** + * The mood table. Each entry samples only inside a range that reads as that + * emotion, which is what keeps the parts agreeing with each other. + * + * Fields: `eyes` (open/irisScale/lookMax/lookX/lookY, all in slider units), + * `mouth` (smile/open/round/corners/cornerAngle/tilt/offsetY/tongue/width/ + * thickness), plus optional `tear`, `lowerLid`, `heart`, `wink` and `shutBoth`. + */ +const MOODS = [ + { + id: 'normal', + eyes: { + open: [0.92, 1], irisScale: [0.95, 1.06], lookMax: [0.55, 1], + lookX: [-0.28, 0.28], lookY: [-0.16, 0.16], + }, + mouth: { + smile: [0.62, 0.95], open: [0, 0.05], width: [0.9, 1.1], thickness: [0.9, 1.15], + corners: [0.8, 1.2], cornerAngle: [-6, 6], tilt: [-4, 4], offsetY: [-5, 6], + tongue: [0, 1.1], + }, + }, + { + id: 'happy', + eyes: { + open: [0.88, 1], irisScale: [0.96, 1.08], lookMax: [0.5, 0.95], + lookX: [-0.3, 0.3], lookY: [-0.2, 0.05], + }, + mouth: { + smile: [1.05, 1.3], open: [0.02, 0.22], width: [0.95, 1.2], thickness: [0.9, 1.15], + corners: [1.05, 1.4], cornerAngle: [0, 12], tilt: [-4, 6], offsetY: [-8, 2], + tongue: [0.9, 1.35], + }, + }, + { + id: 'surprised', + eyes: { + open: [0.95, 1], irisScale: [0.8, 0.9], lookMax: [0.3, 0.5], + lookX: [-0.15, 0.15], lookY: [-0.1, 0.1], + }, + mouth: { + smile: [0, 0.2], open: [0.1, 0.32], round: [0.55, 0.8], width: [0.82, 0.98], + thickness: [1, 1.2], corners: [0, 0.15], cornerAngle: [-3, 3], tilt: [-3, 3], + offsetY: [-6, 6], tongue: [0, 0.4], + }, + }, + { + id: 'sad', + eyes: { + open: [0.55, 0.75], irisScale: [0.95, 1.05], lookMax: [0.45, 0.85], + lookX: [-0.2, 0.2], lookY: [-0.35, -0.12], + }, + mouth: { + smile: [-0.7, -0.4], open: [0, 0.05], width: [0.68, 0.88], thickness: [1.05, 1.3], + corners: [0, 0.1], cornerAngle: [-4, 4], tilt: [-5, 5], offsetY: [6, 16], + tongue: [0, 0.1], + }, + lowerLid: [0.16, 0.28], + tear: [0.6, 1.2], + tearChance: 1, + }, + { + id: 'angry', + eyes: { + open: [0.55, 0.7], irisScale: [0.82, 0.92], lookMax: [0.5, 0.9], + lookX: [-0.15, 0.15], lookY: [-0.16, 0.02], + }, + mouth: { + smile: [-0.85, -0.5], open: [0, 0.04], width: [0.78, 0.94], thickness: [1.05, 1.3], + corners: [0, 0.05], cornerAngle: [-6, 6], tilt: [-6, 6], offsetY: [8, 18], + tongue: [0, 0.05], + }, + lowerLid: [0.08, 0.2], + }, + { + id: 'love', + eyes: { + open: [1, 1], irisScale: [0.9, 1.02], lookMax: [0.4, 0.8], + lookX: [-0.16, 0.16], lookY: [-0.36, -0.2], + }, + mouth: { + smile: [1.15, 1.3], open: [0.08, 0.3], width: [0.98, 1.18], thickness: [0.98, 1.2], + corners: [1.2, 1.4], cornerAngle: [4, 14], tilt: [2, 8], offsetY: [-2, 6], + tongue: [1.1, 1.4], + }, + heart: true, + }, + { + id: 'sleepy', + eyes: { + open: [0.32, 0.5], irisScale: [0.95, 1.05], lookMax: [0.4, 0.7], + lookX: [-0.18, 0.18], lookY: [-0.26, -0.08], + }, + mouth: { + smile: [0.5, 0.82], open: [0, 0.08], width: [0.82, 1], thickness: [0.92, 1.1], + corners: [0.5, 0.9], cornerAngle: [-4, 4], tilt: [-7, -1], offsetY: [4, 13], + tongue: [0.3, 0.8], + }, + lowerLid: [0.1, 0.24], + tear: [0.2, 0.5], + tearChance: 0.5, + shutBoth: { chance: 0.4, closed: 'line', closedLines: 1 }, + }, + { + id: 'wink', + eyes: { + open: [0.95, 1], irisScale: [0.95, 1.05], lookMax: [0.5, 0.9], + lookX: [-0.2, 0.2], lookY: [-0.15, 0.1], + }, + mouth: { + smile: [1, 1.3], open: [0.02, 0.18], width: [0.95, 1.15], thickness: [0.92, 1.12], + corners: [0.9, 1.2], cornerAngle: [4, 12], tilt: [-5, 5], offsetY: [-6, 4], + tongue: [0.8, 1.25], + }, + wink: true, + }, +]; + +/** + * Sample the eyes. Both eyes normally agree (a tiny jitter keeps the face from + * looking printed); a wink shuts exactly one, and ねむい sometimes shuts both. + * A shut-eye style below 1 line is only ever picked when that eye is closed. + */ +function rollEyes(random, spec) { + const [openMin, openMax] = spec.open; + let leftOpen = round2(rand(random, openMin, openMax)); + let rightOpen = round2(clamp(leftOpen + rand(random, -0.06, 0.06), 0, 1)); + let leftShape = 'open'; + let rightShape = 'open'; + let leftClosed = 'line'; + let rightClosed = 'line'; + let leftLines = 1; + let rightLines = 1; + + if (spec.wink) { + const side = chance(random, 0.5) ? 'left' : 'right'; + const lines = pick(random, [2, 3]); + // A shut eye is the artwork with the lids open now; the lid height is its own + // slider, so `open` is 1 and the shape says which line it is. + if (side === 'left') { + leftOpen = 1; + leftLines = lines; + leftShape = `line${lines}`; + } else { + rightOpen = 1; + rightLines = lines; + rightShape = `line${lines}`; + } + } else if (spec.shutBoth && chance(random, spec.shutBoth.chance)) { + leftOpen = 1; + rightOpen = 1; + leftClosed = spec.shutBoth.closed; + rightClosed = spec.shutBoth.closed; + leftLines = spec.shutBoth.closedLines; + rightLines = spec.shutBoth.closedLines; + const shape = spec.shutBoth.closed === 'line' + ? `line${spec.shutBoth.closedLines}` + : spec.shutBoth.closed; + leftShape = shape; + rightShape = shape; + } + + const lookX = round2(rand(random, spec.lookX[0], spec.lookX[1])); + const lookY = round2(rand(random, spec.lookY[0], spec.lookY[1])); + + return { + left: { shape: leftShape, open: leftOpen, lookX, lookY, closed: leftClosed, closedLines: leftLines, irisShape: 'circle' }, + right: { shape: rightShape, open: rightOpen, lookX, lookY, closed: rightClosed, closedLines: rightLines, irisShape: 'circle' }, + irisScale: round2(rand(random, spec.irisScale[0], spec.irisScale[1])), + lookMax: round2(rand(random, spec.lookMax[0], spec.lookMax[1])), + highlight: true, + }; +} + +/** Sample the mouth. A round "O" and a smile are mutually exclusive by design. */ +function rollMouth(random, spec) { + return { + visible: true, + smile: round2(rand(random, spec.smile[0], spec.smile[1])), + open: round2(rand(random, spec.open[0], spec.open[1])), + round: spec.round ? round2(rand(random, spec.round[0], spec.round[1])) : 0, + width: round2(rand(random, spec.width[0], spec.width[1])), + thickness: round2(rand(random, spec.thickness[0], spec.thickness[1])), + tilt: Math.round(rand(random, spec.tilt[0], spec.tilt[1])), + offsetY: Math.round(rand(random, spec.offsetY[0], spec.offsetY[1])), + corners: round2(rand(random, spec.corners[0], spec.corners[1])), + cornerAngle: Math.round(rand(random, spec.cornerAngle[0], spec.cornerAngle[1])), + tongue: round2(rand(random, spec.tongue[0], spec.tongue[1])), + }; +} + +/** + * A patch for the `face` section: `{ eyes, mouth }`, ready for + * `applyPatch(state.face, patch)`. + * + * Bounds, in case you are reading this from the tests: + * eyes.open 0..1, irisScale 0.8..1.1, lookMax 0.3..1, + * lookX -0.35..0.35, lookY -0.45..0.2, + * mouth.smile -1..1.4 (negative = frown, only when the eyes agree), + * mouth.open 0..0.35, mouth.round 0 or 0.4..0.8, + * corners 0..1.4, cornerAngle -30..30, tilt -8..8, offsetY -20..30, + * width 0.6..1.3, thickness 0.7..1.4, tongue 0..1.6, + * eyes.left/right.tear 0..1.6. + */ +export function randomFace(random) { + const mood = pick(random, MOODS); + const eyes = rollEyes(random, mood.eyes); + const mouth = rollMouth(random, mood.mouth); + + // Tears only read on a sad or sleepy face: a frown, or eyes that are half shut. + // A fully shut eye never cries. + const halfShut = eyes.left.open > 0 && eyes.left.open < 0.78; + if (mood.tear && eyes.left.open > 0 && (mouth.smile < 0 || halfShut) + && chance(random, mood.tearChance ?? 1)) { + // The tears are per eye, so both have to be set. (A crying face wants both; + // the shape still allows one eye to cry on its own.) + const amount = round2(rand(random, mood.tear[0], mood.tear[1])); + eyes.left.tear = amount; + eyes.right.tear = amount; + eyes.left.tearOn = true; + eyes.right.tearOn = true; + } + + if (mood.lowerLid) { + eyes.lowerLid = round2(rand(random, mood.lowerLid[0], mood.lowerLid[1])); + } + + // A heart pupil needs both eyes open, or it reads as a broken iris. + if (mood.heart && eyes.left.open >= 0.9 && eyes.right.open >= 0.9) { + eyes.left.irisShape = 'heart'; + eyes.right.irisShape = 'heart'; + eyes.left.shape = 'heart'; + eyes.right.shape = 'heart'; + eyes.heartScale = round2(rand(random, 0.9, 1.15)); + eyes.heartColor = '#e0344f'; + eyes.highlight = false; + } + + return { eyes, mouth }; +} + +/** + * The pose moves. Each composes one to three bones (never the whole rig) inside + * safe limits: arms up to ~74°, master lean up to 24°, root offsets small. + * + * Bounds: master [-20..24, -28..28, -14..14], armsupport [-18..76, -12..12, + * -24..24], arm [-14..20, -8..8, -12..12], legsupport [-8..24, -8..8, -12..12], + * root x/z -0.15..0.15 and y 0..0.45. + */ +const POSE_MOVES = [ + // A lean or a nod - one bone, the safest thing in the table. + (random) => ({ + bones: { master: [deg(random, 6, 24), deg(random, -10, 10), deg(random, -6, 6)] }, + }), + // A curious tilt to one side. + (random) => { + const sign = chance(random, 0.5) ? 1 : -1; + return { bones: { master: [deg(random, -6, 8), 0, sign * deg(random, 8, 14)] } }; + }, + // A wave from one arm. + (random) => { + const side = pick(random, ['l', 'r']); + return { + bones: { + [`armsupport.${side}`]: [deg(random, 42, 74), deg(random, -8, 8), deg(random, -14, 14)], + [`arm.${side}`]: [deg(random, 6, 18), 0, 0], + }, + }; + }, + // A two-armed cheer, with a small hop. + (random) => ({ + bones: { + master: [deg(random, -14, -2), 0, 0], + 'armsupport.l': [deg(random, 52, 74), 0, deg(random, 4, 18)], + 'armsupport.r': [deg(random, 52, 74), 0, -deg(random, 4, 18)], + }, + root: [0, round2(rand(random, 0.05, 0.3)), 0], + }), + // Introducing something off to one side. + (random) => { + const side = pick(random, ['l', 'r']); + const sign = side === 'l' ? 1 : -1; + const other = side === 'l' ? 'r' : 'l'; + return { + bones: { + master: [deg(random, 2, 8), sign * deg(random, 16, 26), 0], + [`armsupport.${side}`]: [deg(random, 24, 40), 0, sign * deg(random, 10, 20)], + [`armsupport.${other}`]: [deg(random, 2, 14), 0, 0], + }, + }; + }, + // A little hop on the spot. + (random) => ({ + bones: { + master: [deg(random, -12, -2), 0, 0], + 'legsupport.l': [deg(random, 8, 22), 0, deg(random, -8, 8)], + 'legsupport.r': [deg(random, 8, 22), 0, deg(random, -8, 8)], + }, + root: [0, round2(rand(random, 0.18, 0.42)), 0], + }), + // Both arms up in a simple stretch. + (random) => ({ + bones: { + 'armsupport.l': [deg(random, 46, 74), 0, deg(random, 4, 16)], + 'armsupport.r': [deg(random, 46, 74), 0, -deg(random, 4, 16)], + }, + }), + // A dance sway: one arm leads, the other follows. + (random) => { + const sign = chance(random, 0.5) ? 1 : -1; + return { + bones: { + master: [deg(random, -4, 4), 0, sign * deg(random, 4, 12)], + 'armsupport.l': [deg(random, 30, 46), 0, sign * deg(random, 8, 18)], + 'armsupport.r': [deg(random, 12, 26), 0, -sign * deg(random, 8, 18)], + }, + root: [round2(rand(random, -0.08, 0.08)), 0, 0], + }; + }, +]; + +/** A patch for the `pose` section: `{ bones, root }`. */ +export function randomPose(random) { + const move = pick(random, POSE_MOVES)(random); + return { bones: move.bones, root: move.root ?? [0, 0, 0] }; +} + +/** + * A patch for the `lookAt` section. About half the time it enables a target off + * to one side, so the character glances away instead of staring at the camera. + * Bounds: |x| 1.2..3.2 when enabled, y 1.6..3.4, z 2..4.2, amount 0.5..1. + */ +export function randomLook(random) { + if (chance(random, 0.45)) { + const sign = chance(random, 0.5) ? 1 : -1; + return { + lookAt: { + enabled: true, + x: round2(sign * rand(random, 1.2, 3.2)), + y: round2(rand(random, 1.6, 3.4)), + z: round2(rand(random, 2, 4.2)), + turnBody: chance(random, 0.35), + amount: round2(rand(random, 0.5, 1)), + }, + }; + } + return { + lookAt: { enabled: false, x: 0, y: 2.6, z: 3, turnBody: false, amount: round2(rand(random, 0.6, 1)) }, + }; +} + +/** + * One press of おまかせ: face, pose and look, all from the same seed. + * + * @param {number | string} seed a number, or text that `decodeSeed` also accepts + * @returns {{ seed: string, patch: { face: object, pose: object, lookAt: object } }} + * `seed` is the readable base36 form, for the URL and the seed field. + */ +export function rollAll(seed) { + const random = makeRandom(seed); + return { + seed: decodeSeed(seed), + patch: { + face: randomFace(random), + pose: randomPose(random), + lookAt: randomLook(random).lookAt, + }, + }; +} diff --git a/bluebey-studio/src/gion.js b/bluebey-studio/src/gion.js new file mode 100644 index 0000000..832313b --- /dev/null +++ b/bluebey-studio/src/gion.js @@ -0,0 +1,226 @@ +/** + * 擬音 (マンガのオノマトペ) のスタンプ. + * + * The source images are dense sheets: several sounds, each in a white-outline and + * a solid version, packed so tightly that an automatic slice (outline tracing / + * connected components) tears a single character into fragments. So nothing here + * guesses at a sheet's layout. Instead the user draws a rectangle over the sheet + * in the picker and the app crops exactly that rectangle, which means the feature + * works for any sheet that arrives later. + * + * That is why the crops are stored as *source pixels* (`sx, sy, sw, sh`) taken + * from the bitmap's own `naturalWidth` / `naturalHeight`, never as fractions of + * some assumed grid: the sheet's pixel size is read at runtime. + * + * The module is pure and DOM-free in the same sense as `trace.js` and + * `caption.js`: no globals are touched except a read of the injected + * `__BLUEBEY_GIONS__` lookup, and `drawGion` takes the loaded bitmaps as an + * argument, so the caller owns loading and the tests can drive the geometry in + * Node with a stub context. + */ + +/** + * The sheets the studio offers. It ships with none: the original otarunet sheet + * may not be redistributed with the app, and the images the author draws later are + * added here. So this list starts empty and the 擬音 section stays out of the panel + * until an entry appears. + * + * To add one: put the image in `assets/manga-gion/`, add `{ name, label }` here + * (`name` is the file name *with* its extension, e.g. `dokaan.png`) and add the + * same `name` to `GION_NAMES` in `tools/build-standalone.mjs` for the one-file + * build. Use an image with a transparent background - the crop is drawn as-is, so + * a white background would sit on the picture as a white rectangle. + */ +export const GION_SHEETS = []; + +/** + * The default display width of a stamp, in pixels at 1x. A crop that is tall and + * thin will be narrower than this after the aspect is applied; the user resizes + * it from the panel either way. + */ +export const DEFAULT_STAMP_WIDTH = 240; + +/** + * Where a sheet's image lives. The single-file build inlines every sheet as a + * data URL in `window.__BLUEBEY_GIONS__`; the normal build reads the file. + * + * @param {string} name the sheet file name, with its extension, e.g. `dokaan.png` + * @returns {string} + */ +export function gionSheetUrl(name) { + const inlined = globalThis.__BLUEBEY_GIONS__ ?? {}; + return inlined[name] ?? `assets/manga-gion/${name}`; +} + +/** Clamp `value` into `lo..hi`; a non-finite value becomes `lo`. */ +export function clamp(value, lo, hi) { + if (!Number.isFinite(value)) return lo; + return Math.min(hi, Math.max(lo, value)); +} + +/** True when `image` has pixels to draw (a not-yet-loaded Image has none). */ +export function imageReady(image) { + if (!image) return false; + const width = Number(image.naturalWidth ?? image.width ?? 0); + const height = Number(image.naturalHeight ?? image.height ?? 0); + // `complete` is the browser's own answer; a stub in a test omits it, so only an + // explicit `false` blocks the draw. + return width > 0 && height > 0 && image.complete !== false; +} + +/** The bitmap's width / height. 1 when it is not loaded yet. */ +export function imageAspect(image) { + const width = toPositive(image?.naturalWidth ?? image?.width, 1); + const height = toPositive(image?.naturalHeight ?? image?.height, 1); + return width / height; +} + +/** + * The rectangle a stamp occupies on screen, in pixels, with rotation left out + * (the caller rotates about the returned centre). + * + * `item.x` / `item.y` are the centre as a fraction of the viewport, `item.w` is + * the width in pixels at 1x, and the height follows the bitmap's aspect ratio, + * so a wide crop and a tall crop are both placed by their width alone. + * + * @param {object} item a stamp: `{ x, y, w, ... }` + * @param {object} [viewport] `{ width, height, scale }` of the target surface + * @param {number} [aspect] bitmap width / height + * @returns {{x: number, y: number, w: number, h: number, cx: number, cy: number}} + */ +export function stampRect(item, { width = 0, height = 0, scale = 1 } = {}, aspect = 1) { + const w = toPositive(item?.w, DEFAULT_STAMP_WIDTH) * positiveScale(scale); + const h = w / toPositive(aspect, 1); + const cx = toFinite(item?.x, 0.5) * toNonNegative(width, 0); + const cy = toFinite(item?.y, 0.5) * toNonNegative(height, 0); + return { x: cx - w / 2, y: cy - h / 2, w, h, cx, cy }; +} + +/** Turn two corner points into a rectangle with a positive width and height. */ +export function normalizeRect(a, b) { + const ax = toFinite(a?.x, 0); + const ay = toFinite(a?.y, 0); + const bx = toFinite(b?.x, 0); + const by = toFinite(b?.y, 0); + return { x: Math.min(ax, bx), y: Math.min(ay, by), w: Math.abs(bx - ax), h: Math.abs(by - ay) }; +} + +/** + * Map a marquee (drawn in screen pixels over the fitted sheet) to a pixel crop of + * the source bitmap. + * + * `sheetRect` is where the sheet is currently displayed, so the marquee becomes a + * fraction of the sheet and then a fraction of the bitmap - the sheet's own pixel + * size comes from `natural`, never from a hard-coded number. The crop is clamped + * to the bitmap and is at least 1x1, so it can always be drawn. + * + * @param {{x: number, y: number, w: number, h: number}} marquee screen pixels + * @param {{x: number, y: number, w: number, h: number}} sheetRect screen pixels + * @param {object} natural the sheet image (or any `{ naturalWidth, naturalHeight }`) + * @returns {{sx: number, sy: number, sw: number, sh: number}} + */ +export function cropFromMarquee(marquee, sheetRect, natural) { + const nw = Math.max(1, Math.round(toPositive(natural?.naturalWidth, 1))); + const nh = Math.max(1, Math.round(toPositive(natural?.naturalHeight, 1))); + const rect = { + x: toFinite(marquee?.x, 0), + y: toFinite(marquee?.y, 0), + w: toNonNegative(marquee?.w, 0), + h: toNonNegative(marquee?.h, 0), + }; + const displayW = toNonNegative(sheetRect?.w, 0); + const displayH = toNonNegative(sheetRect?.h, 0); + + const left = displayW > 0 ? clamp((rect.x - sheetRect.x) / displayW, 0, 1) : 0; + const right = displayW > 0 ? clamp((rect.x + rect.w - sheetRect.x) / displayW, 0, 1) : 0; + const top = displayH > 0 ? clamp((rect.y - sheetRect.y) / displayH, 0, 1) : 0; + const bottom = displayH > 0 ? clamp((rect.y + rect.h - sheetRect.y) / displayH, 0, 1) : 0; + + const sx = clamp(Math.round(left * nw), 0, nw - 1); + const sy = clamp(Math.round(top * nh), 0, nh - 1); + return { + sx, + sy, + sw: clamp(Math.round((right - left) * nw), 1, nw - sx), + sh: clamp(Math.round((bottom - top) * nh), 1, nh - sy), + }; +} + +/** + * Fit a bitmap inside a box, keeping its aspect ratio and centring it. The picker + * uses this to show a whole sheet - however large - at a size the user can drag + * over. + * + * @param {object} natural the sheet image + * @param {{width: number, height: number}} box the available area, in pixels + * @param {object} [options] + * @param {number} [options.padding=0] a margin to keep inside the box + * @returns {{x: number, y: number, w: number, h: number}} + */ +export function fitSheet(natural, box, { padding = 0 } = {}) { + const nw = toPositive(natural?.naturalWidth ?? natural?.width, 1); + const nh = toPositive(natural?.naturalHeight ?? natural?.height, 1); + const pad = toNonNegative(padding, 0); + const availW = Math.max(0, toNonNegative(box?.width, 0) - pad * 2); + const availH = Math.max(0, toNonNegative(box?.height, 0) - pad * 2); + const scale = Math.min(availW / nw, availH / nh); + const w = nw * scale; + const h = nh * scale; + return { x: pad + (availW - w) / 2, y: pad + (availH - h) / 2, w, h }; +} + +/** + * Paint every stamp onto a 2D context. + * + * The same function runs over the live viewport overlay (scale 1) and into the + * exported PNG (scale = output pixels / CSS pixels), which is what keeps the + * preview and the file in step. A stamp whose sheet has not loaded yet is simply + * skipped, so the rest of the picture is never held up by one image. + * + * @param {CanvasRenderingContext2D} ctx + * @param {Array} items the stamps + * @param {Map} images loaded sheets, by name + * @param {object} [options] + * @param {number} [options.width=0] + * @param {number} [options.height=0] + * @param {number} [options.scale=1] + */ +export function drawGion(ctx, items, images, { width = 0, height = 0, scale = 1 } = {}) { + if (!ctx || !Array.isArray(items)) return; + const viewport = { width, height, scale: positiveScale(scale) }; + for (const item of items) { + const image = images?.get?.(item?.sheet); + if (!imageReady(image)) continue; + const rect = stampRect(item, viewport, imageAspect(image)); + if (!(rect.w > 0) || !(rect.h > 0)) continue; + const rot = toFinite(item?.rot, 0); + ctx.save(); + ctx.translate(rect.cx, rect.cy); + if (rot !== 0) ctx.rotate((rot * Math.PI) / 180); + // The flip is applied before the draw so the same source rect feeds both. + if (item?.flip) ctx.scale(-1, 1); + ctx.drawImage(image, item.sx, item.sy, item.sw, item.sh, -rect.w / 2, -rect.h / 2, rect.w, rect.h); + ctx.restore(); + } +} + +/* ----------------------------------------------------------------- numbers */ + +function toFinite(value, fallback) { + const n = Number(value); + return Number.isFinite(n) ? n : fallback; +} + +function toPositive(value, fallback) { + const n = Number(value); + return Number.isFinite(n) && n > 0 ? n : fallback; +} + +function toNonNegative(value, fallback) { + const n = Number(value); + return Number.isFinite(n) && n >= 0 ? n : fallback; +} + +function positiveScale(value) { + return toPositive(value, 1); +} diff --git a/bluebey-studio/src/glbExport.js b/bluebey-studio/src/glbExport.js new file mode 100644 index 0000000..6e3e997 --- /dev/null +++ b/bluebey-studio/src/glbExport.js @@ -0,0 +1,148 @@ +import * as THREE from 'three'; +import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; + +/** + * Hand the posed character back as a 3D file. + * + * WHY: a PNG or a WebM only travels as pixels. Being able to take the pose, the + * expression and the props into Blender (or embed them elsewhere as a model) + * turns the studio into a front end for the character instead of a picture + * maker, and it costs nothing: what is on screen already *is* a glTF scene, so + * the only job here is to hand the live objects to three's exporter with the + * right options and a Blob around the result. + * + * The caller passes exactly what it wants in the file - the character root and + * any props - so no lights, helpers or ground ever enter it. The inverted-hull + * outlines are the one wrinkle: they are visible (they are part of the look) + * but they are duplicates of the body geometry, so exporting them would double + * the file and leave a black shell around the character. `needsTemporaryHide` + * decides what to hide for the duration, and `exportGLB` restores it after. + */ + +const GLTF_BINARY_TYPE = 'model/gltf-binary'; +const GLTF_JSON_TYPE = 'model/gltf+json'; +/** The largest texture a GPU can be assumed to handle everywhere. */ +const MAX_TEXTURE_SIZE = 4096; + +/** + * True for objects the exporter must skip: the inverted-hull outlines (named + * `...:outline`), anything the app tagged as a helper or as excluded from the + * export, and anything already hidden. The name check is the important one: an + * outline is visible on screen, so `onlyVisible` alone would not drop it. + * + * @param {THREE.Object3D} object + * @returns {boolean} + */ +export function needsTemporaryHide(object) { + if (!object) return false; + if (typeof object.name === 'string' && object.name.endsWith(':outline')) return true; + if (object.userData?.isHelper === true) return true; + if (object.userData?.excludeFromExport === true) return true; + return object.visible === false; +} + +/** Triangles in a geometry, ignoring draw ranges (the export does too). */ +function triangleCount(geometry) { + if (!geometry) return 0; + const index = geometry.index; + const count = index ? index.count : geometry.attributes?.position?.count ?? 0; + return Math.floor(count / 3); +} + +/** + * Count what `exportGLB` will write, for the summary the app shows first. + * + * Walks the same pruned tree the exporter sees, so hiding an outline or a + * helper is reflected in the numbers. A `SkinnedMesh` is also a `Mesh`, so it + * counts in both `meshes` and `skinnedMeshes`; a material shared by several + * meshes counts once, and every texture a counted material refers to counts + * once. + * + * @param {THREE.Object3D[]} objects + * @returns {{ meshes: number, skinnedMeshes: number, materials: number, textures: number, triangles: number }} + */ +export function describeScene(objects) { + const materials = new Set(); + const textures = new Set(); + let meshes = 0; + let skinnedMeshes = 0; + let triangles = 0; + + const visit = (object) => { + if (!object || needsTemporaryHide(object)) return; + if (object.isMesh) { + meshes += 1; + if (object.isSkinnedMesh) skinnedMeshes += 1; + const list = Array.isArray(object.material) ? object.material : [object.material]; + for (const material of list) { + if (!material) continue; + materials.add(material); + for (const value of Object.values(material)) { + if (value && value.isTexture) textures.add(value); + } + } + triangles += triangleCount(object.geometry); + } + for (const child of object.children ?? []) visit(child); + }; + + for (const root of Array.isArray(objects) ? objects : []) visit(root); + return { meshes, skinnedMeshes, materials: materials.size, textures: textures.size, triangles }; +} + +/** + * Hide every object the file must not contain, remembering what to restore. + * Stops at the first excluded ancestor: the exporter skips a hidden subtree, so + * there is no need to walk inside one. + */ +function hideExcluded(object, hidden) { + if (needsTemporaryHide(object)) { + hidden.push({ object, visible: object.visible }); + object.visible = false; + return; + } + for (const child of object.children ?? []) hideExcluded(child, hidden); +} + +/** + * Export `objects` as a GLB (or a `.gltf` JSON) Blob. + * + * @param {THREE.Object3D[]} objects the character root and any props + * @param {{ binary?: boolean, name?: string }} [options] + * @returns {Promise} `model/gltf-binary`, or `model/gltf+json` when not binary + */ +export async function exportGLB(objects, { binary = true, name = 'bluebey' } = {}) { + const roots = (Array.isArray(objects) ? objects : []).filter(Boolean); + if (roots.length === 0) { + throw new Error('exportGLB: objects is empty, there is nothing to export'); + } + if (describeScene(roots).meshes === 0) { + throw new Error('exportGLB: objects contain no visible meshes to export'); + } + + const hidden = []; + try { + for (const root of roots) hideExcluded(root, hidden); + + // The exporter names a bare array of objects "AuxScene". Wrapping them in a + // named Scene keeps the caller's objects where they are (we push straight + // into `children`, exactly as the exporter does) and gives the file a real + // scene name. + const scene = new THREE.Scene(); + scene.name = name; + for (const root of roots) scene.children.push(root); + + const exporter = new GLTFExporter(); + const result = await exporter.parseAsync(scene, { + binary, + onlyVisible: true, + truncateDrawRange: false, + maxTextureSize: MAX_TEXTURE_SIZE, + }); + + if (binary) return new Blob([result], { type: GLTF_BINARY_TYPE }); + return new Blob([JSON.stringify(result)], { type: GLTF_JSON_TYPE }); + } finally { + for (const { object, visible } of hidden) object.visible = visible; + } +} diff --git a/bluebey-studio/src/handDrawn.js b/bluebey-studio/src/handDrawn.js new file mode 100644 index 0000000..e7fbce5 --- /dev/null +++ b/bluebey-studio/src/handDrawn.js @@ -0,0 +1,391 @@ +import { contoursToPathData } from './trace.js'; + +/** + * Hand-drawn distortion for traced contours. + * + * WHY: `trace.js` recovers the silhouette of the mascot from a rendered alpha + * mask. The result is geometrically faithful but *mechanically* smooth: it reads + * as the outline of a printed sticker, not as a pen stroke. This module nudges + * the traced points along a smooth, seeded wobble so the very same silhouette + * looks inked by hand, without changing its point count or where it sits. + * + * The displacement is value noise interpolated along the contour, so neighbouring + * points move by nearly the same amount and the outline stays a wobbly *line* + * rather than pixel jitter. Everything is seeded (never `Math.random`), so a + * build is reproducible, and the module is pure: it never touches the DOM and + * its only import is the path-data helper in `trace.js`, which keeps the output + * format identical to the un-roughened export. + */ + +/** Lattice cells in the non-wrapping noise table (the pattern repeats after this). */ +const NOISE_PERIOD = 4096; + +const EPSILON = 1e-9; + +/** + * mulberry32: a tiny, fast 32-bit generator. Good enough for visual noise and, + * crucially, fully reproducible; the seed is the only source of variation. + * + * @param {number} seed + * @returns {() => number} values in [0, 1) + */ +function mulberry32(seed) { + let a = seed >>> 0; + return function next() { + a = (a + 0x6d2b79f5) >>> 0; + let t = a; + t = Math.imul(t ^ (t >>> 15), t | 1); + t ^= t + Math.imul(t ^ (t >>> 7), t | 61); + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +/** Hermite ramp: 0 at t=0, 1 at t=1, flat at both ends (C1 continuity). */ +function smoothstep(t) { + return t * t * (3 - 2 * t); +} + +/** + * A circular table of random values in -1..1. `count` is the number of cells in + * one lap; sampling wraps at `count`, which is what lets a closed stroke's + * wobble meet itself exactly at the seam. + * + * @param {number} seed + * @param {number} count + * @returns {Float64Array} + */ +function buildNoiseTable(seed, count) { + const rng = mulberry32(seed); + const table = new Float64Array(count); + for (let i = 0; i < count; i++) table[i] = rng() * 2 - 1; + return table; +} + +/** + * Smoothly interpolate the table at `t`, wrapping around its ends. `smoothstep` + * makes the value continuous and its slope continuous at every cell boundary, so + * the wobble has no visible kinks. + */ +function sampleTable(table, t) { + const len = table.length; + const base = Math.floor(t); + const f = t - base; + const i0 = ((base % len) + len) % len; + const i1 = (i0 + 1) % len; + const a = table[i0]; + const b = table[i1]; + return a + (b - a) * smoothstep(f); +} + +/** + * One-dimensional value noise, exposed mainly so tests can pin its behaviour. + * The returned function is continuous, roughly in -1..1, deterministic for a + * given seed, and returns 0 for non-finite input. + * + * @param {number} [seed=1] + * @returns {(t: number) => number} + */ +export function makeNoise(seed = 1) { + const table = buildNoiseTable(seed, NOISE_PERIOD); + return function noise(t) { + if (!Number.isFinite(t)) return 0; + return sampleTable(table, t); + }; +} + +/** Euclidean distance between two points. */ +function distance(a, b) { + return Math.hypot(b.x - a.x, b.y - a.y); +} + +/** Cumulative arc length of every point, measured from the first. */ +function arcPositions(points) { + const pos = new Float64Array(points.length); + for (let i = 1; i < points.length; i++) { + pos[i] = pos[i - 1] + distance(points[i - 1], points[i]); + } + return pos; +} + +/** True when a closed contour repeats its first point at the end. */ +function hasClosingDuplicate(points) { + const first = points[0]; + const last = points[points.length - 1]; + return Math.abs(first.x - last.x) <= EPSILON && Math.abs(first.y - last.y) <= EPSILON; +} + +/** + * Neighbour index for each point, honouring the wrap of a closed contour. Open + * ends get -1, which makes the tangent fall back to a one-sided difference. + */ +function neighborIndices(count, closed, duplicate) { + const prev = new Int32Array(count); + const next = new Int32Array(count); + if (!closed) { + for (let i = 0; i < count; i++) { + prev[i] = i > 0 ? i - 1 : -1; + next[i] = i < count - 1 ? i + 1 : -1; + } + return { prev, next }; + } + // A repeated closing point is a copy of point 0, so the ring has one fewer + // distinct vertex and the last index borrows point 0's two neighbours, which + // is what makes its wobble identical to the first point's. + const ring = duplicate ? count - 1 : count; + const firstPrev = (ring - 1) % ring; + const firstNext = ring > 1 ? 1 : 0; + for (let i = 0; i < count; i++) { + if (duplicate && i === count - 1) { + prev[i] = firstPrev; + next[i] = firstNext; + } else { + prev[i] = (i - 1 + ring) % ring; + next[i] = (i + 1) % ring; + } + } + return { prev, next }; +} + +/** + * Unit tangent at `i`, measured from the point before to the point after so the + * wobble follows the stroke instead of the sampling. Returns null for a + * degenerate point, where there is no direction to displace along. + */ +function tangentAt(points, i, prev, next) { + const before = prev[i] >= 0 ? points[prev[i]] : points[i]; + const after = next[i] >= 0 ? points[next[i]] : points[i]; + const dx = after.x - before.x; + const dy = after.y - before.y; + const len = Math.hypot(dx, dy); + if (!(len > EPSILON)) return null; + return { x: dx / len, y: dy / len }; +} + +/** + * Fade the wobble to zero at both ends of an open stroke, over `ramp` units. + * Without this the ends would fly off the traced geometry; a smooth ramp keeps + * the stroke anchored while still looking freehand. + */ +function edgeWindow(s, length, ramp) { + if (!(ramp > 0)) return 1; + const head = Math.min(1, s / ramp); + const tail = Math.min(1, (length - s) / ramp); + return smoothstep(head) * smoothstep(tail); +} + +/** Derive a distinct, deterministic seed for each extra pass. */ +function mixSeed(seed, pass) { + return (seed + pass * 0x9e3779b1) >>> 0; +} + +/** Apply one wobble pass. `roughenPolyline` owns the input copy and the passes. */ +function roughenOnce(points, { amount, seed, closed, scale }) { + const count = points.length; + const copy = () => points.map((p) => ({ x: p.x, y: p.y })); + if (count < 2 || !(amount > 0) || !(scale > 0)) return copy(); + + const duplicate = closed ? hasClosingDuplicate(points) : false; + const pos = arcPositions(points); + const length = pos[count - 1]; + let perimeter = length; + if (closed) perimeter += distance(points[count - 1], points[0]); + + const { prev, next } = neighborIndices(count, closed, duplicate); + + // A closed stroke samples a circular table with a whole number of cells per + // lap, so the last point lands on the first cell and the seam closes. An open + // stroke samples plain (non-wrapping) noise and fades it out near the ends. + let table; + let cells = 0; + if (closed) { + if (!(perimeter > 0)) return copy(); + cells = Math.max(2, Math.round(perimeter / scale)); + table = buildNoiseTable(seed, cells); + } else { + table = buildNoiseTable(seed, NOISE_PERIOD); + } + const ramp = Math.min(scale, length * 0.25); + + const out = new Array(count); + for (let i = 0; i < count; i++) { + const tangent = tangentAt(points, i, prev, next); + const p = points[i]; + if (!tangent) { + out[i] = { x: p.x, y: p.y }; + continue; + } + const t = closed ? (pos[i] / perimeter) * cells : pos[i] / scale; + let weight = sampleTable(table, t); + if (!closed) weight *= edgeWindow(pos[i], length, ramp); + const shift = amount * weight; + if (shift === 0) { + // Keep the original exactly (also avoids turning -0 into 0). + out[i] = { x: p.x, y: p.y }; + continue; + } + // Displace perpendicular to the tangent, i.e. along the local pen normal. + out[i] = { x: p.x - tangent.y * shift, y: p.y + tangent.x * shift }; + } + if (closed && duplicate) { + // Belt and braces: pin the explicit seam shut after any rounding. + out[count - 1] = { x: out[0].x, y: out[0].y }; + } + return out; +} + +/** + * Displace every point of a polyline perpendicular to its local direction by + * smooth noise. The input is never mutated and the point count never changes. + * + * Open polylines keep their first and last point exactly; closed ones wrap, so + * the wobble is continuous across the seam. `amount` is the peak displacement in + * the same units as the points, and `scale` is how much arc length one wobble + * spans (larger = lazier, longer wobble). With `passes > 1` the displacement is + * re-noised a few times at a share of `amount`, so the peak stays within + * `amount` however many passes are used. + * + * @param {Array<{x: number, y: number}>} points + * @param {object} [options] + * @param {number} [options.amount=2] peak displacement, in point units + * @param {number} [options.seed=1] deterministic seed + * @param {boolean} [options.closed=false] treat the polyline as a ring + * @param {number} [options.scale=40] arc length covered by one wobble + * @param {number} [options.passes=1] number of noise layers + * @returns {Array<{x: number, y: number}>} a new array of new points + */ +export function roughenPolyline(points, options = {}) { + const list = Array.isArray(points) ? points : []; + const amount = options.amount ?? 2; + const seed = options.seed ?? 1; + const closed = options.closed ?? false; + const scale = options.scale ?? 40; + const passes = Math.max(1, Math.floor(options.passes ?? 1)); + + let current = list.map((p) => ({ x: p.x, y: p.y })); + if (current.length < 2 || amount === 0) return current; + for (let pass = 0; pass < passes; pass++) { + current = roughenOnce(current, { + amount: amount / passes, + seed: mixSeed(seed, pass), + closed, + scale, + }); + } + return current; +} + +/** + * Roughen a list of contours, with the closed/open choice per contour. Following + * `trace.js`'s convention, a contour is assumed to be a closed ring unless the + * caller says otherwise: pass `options.closed` as a boolean for all of them or + * as an array of flags indexed like `contours`. + * + * @param {Array>} contours + * @param {object} [options] see `roughenPolyline`, plus `closed` as an array + * @returns {Array>} + */ +export function roughenContours(contours, options = {}) { + const list = Array.isArray(contours) ? contours : []; + const closedOption = options.closed; + const out = []; + for (let i = 0; i < list.length; i++) { + const closed = Array.isArray(closedOption) ? closedOption[i] ?? true : closedOption ?? true; + out.push(roughenPolyline(list[i], { ...options, closed })); + } + return out; +} + +/** + * Roughen a list of contours and return their SVG `d` attribute, using exactly + * the format of `contoursToPathData`: one `M … L … Z` subpath per contour, + * coordinates rounded to `options.round` decimal places (default 2, the same + * meaning as that function's `decimals` argument). + * + * @param {Array>} contours + * @param {object} [options] roughening options, plus `round` and `mapPoint` + * @param {number} [options.round=2] decimal places in the output + * @param {(x: number, y: number) => [number, number]} [options.mapPoint] + * @returns {string} + */ +export function handDrawnPathData(contours, options = {}) { + const roughened = roughenContours(contours, options); + const mapPoint = options.mapPoint ?? ((x, y) => [x, y]); + return contoursToPathData(roughened, mapPoint, options.round ?? 2); +} + +/** + * Offset a stroke to both sides by a width that breathes slightly along its + * length, giving the `[left, right]` polylines a pen stroke can be filled + * between. Both sides keep the point count and order of `points`. + * + * The width only varies (it never reaches zero), so the two sides stay well + * defined; `variation` is the fraction of `width` the wobble may add or remove. + * + * @param {Array<{x: number, y: number}>} points + * @param {object} [options] + * @param {number} [options.width=3] full stroke width + * @param {number} [options.seed=1] + * @param {boolean} [options.closed=false] + * @param {number} [options.variation=0.35] relative width wobble + * @param {number} [options.scale=40] arc length covered by one width wobble + * @returns {[Array<{x: number, y: number}>, Array<{x: number, y: number}>]} + */ +export function taperStroke(points, options = {}) { + const list = Array.isArray(points) ? points : []; + const width = options.width ?? 3; + const seed = options.seed ?? 1; + const closed = options.closed ?? false; + const variation = options.variation ?? 0.35; + const scale = options.scale ?? 40; + + const count = list.length; + const left = new Array(count); + const right = new Array(count); + if (count === 0) return [left, right]; + if (count === 1) { + left[0] = { x: list[0].x, y: list[0].y }; + right[0] = { x: list[0].x, y: list[0].y }; + return [left, right]; + } + + const duplicate = closed ? hasClosingDuplicate(list) : false; + const pos = arcPositions(list); + const length = pos[count - 1]; + let perimeter = length; + if (closed) perimeter += distance(list[count - 1], list[0]); + + const { prev, next } = neighborIndices(count, closed, duplicate); + + let table; + let cells = 0; + if (closed && perimeter > 0 && scale > 0) { + cells = Math.max(2, Math.round(perimeter / scale)); + table = buildNoiseTable(seed, cells); + } else { + table = buildNoiseTable(seed, NOISE_PERIOD); + } + const span = scale > 0 ? scale : 1; + const halfWidth = Math.abs(width) / 2; + + for (let i = 0; i < count; i++) { + const tangent = tangentAt(list, i, prev, next); + const p = list[i]; + if (!tangent) { + left[i] = { x: p.x, y: p.y }; + right[i] = { x: p.x, y: p.y }; + continue; + } + const t = closed && cells > 0 ? (pos[i] / perimeter) * cells : pos[i] / span; + // Clamped well above zero so both sides keep a usable offset even when the + // caller asks for a large `variation`. + const factor = Math.max(0.05, 1 + variation * sampleTable(table, t)); + const w = halfWidth * factor; + left[i] = { x: p.x - tangent.y * w, y: p.y + tangent.x * w }; + right[i] = { x: p.x + tangent.y * w, y: p.y - tangent.x * w }; + } + if (closed && duplicate) { + left[count - 1] = { x: left[0].x, y: left[0].y }; + right[count - 1] = { x: right[0].x, y: right[0].y }; + } + return [left, right]; +} diff --git a/bluebey-studio/src/hats.js b/bluebey-studio/src/hats.js new file mode 100644 index 0000000..7a54c46 --- /dev/null +++ b/bluebey-studio/src/hats.js @@ -0,0 +1,135 @@ +import * as THREE from 'three'; + +/** + * Hats for ぶるべー. Each hat is a small group of primitives whose base sits at + * y = 0, so the app can drop it straight onto the top of the head (see + * `hatMount` in src/main.js). The character's front is +z, so a brim or a badge + * faces +z. + * + * These are deliberately not textured: like the props, they are built from a few + * rounded primitives so they take a clean outline and read in every render style. + */ + +const material = (color, opts = {}) => new THREE.MeshStandardMaterial({ + color, + roughness: 0.72, + metalness: 0, + ...opts, +}); + +function add(parent, geometry, mat, x = 0, y = 0, z = 0) { + const mesh = new THREE.Mesh(geometry, mat); + mesh.position.set(x, y, z); + mesh.castShadow = true; + mesh.receiveShadow = false; + parent.add(mesh); + return mesh; +} + +const cylinder = (rt, rb, h, seg = 24) => new THREE.CylinderGeometry(rt, rb, h, seg); +const sphere = (r, w = 24, h = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) => ( + new THREE.SphereGeometry(r, w, h, phiStart, phiLength, thetaStart, thetaLength) +); +const box = (w, h, d) => new THREE.BoxGeometry(w, h, d); + +/** + * The 線画 fill a part takes, as how far it steps from the paper towards the ink + * (see `addMesh` in src/styles.js). Every hat part already gets the light default + * tone, but two parts of the *same* hat then come out the same shade - so a part + * that sits flush on another (a band on a crown) loses its seam. Tagging it with + * a darker tone puts that seam back, without touching リアル / フラット, where the + * part's own colour already draws it. + */ +function tone(mesh, strength) { + mesh.userData.tone = strength; + return mesh; +} + +/** シルクハット: a tall black crown, a narrow band and a flat brim. */ +function buildSilk() { + const group = new THREE.Group(); + const black = material('#1b1722'); + const band = material('#3a2f4a'); + add(group, cylinder(1.52, 1.52, 0.12, 32), black, 0, 0.06, 0); + add(group, cylinder(1.00, 1.04, 1.62, 32), black, 0, 0.93, 0); + tone(add(group, cylinder(1.05, 1.05, 0.24, 32), band, 0, 0.30, 0), 0.34); + return group; +} + +/** キャップ: a baseball cap - a low dome, a rim and a bill at the front. */ +function buildCap() { + const group = new THREE.Group(); + const blue = material('#3f6fd0'); + const dark = material('#2f54a4'); + // The crown: a hemisphere whose flat face sits on y = 0. + const crown = add(group, sphere(1.08, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), blue, 0, 0, 0); + crown.scale.set(1, 0.92, 1); + tone(add(group, cylinder(1.10, 1.10, 0.18, 28), dark, 0, 0.09, 0), 0.30); + // The bill, tipped down a little at the front. + const bill = tone(add(group, cylinder(0.86, 0.86, 0.09, 24), dark, 0, 0.06, 0.92), 0.30); + bill.scale.set(1, 1, 1.25); + bill.rotation.x = -0.12; + tone(add(group, sphere(0.13, 12, 10), dark, 0, 1.02, 0), 0.30); + return group; +} + +/** コック帽: a tall pleated toque - a cylindrical band under a big puffy crown. */ +function buildChef() { + const group = new THREE.Group(); + const white = material('#f7f6f2'); + const shade = material('#e6e3da'); + // The band: a tall cylinder that sits on the head. + add(group, cylinder(0.86, 0.92, 0.95, 28), white, 0, 0.475, 0); + tone(add(group, cylinder(0.90, 0.90, 0.10, 28), shade, 0, 0.90, 0), 0.26); + // The crown: a big squashed sphere ringed with lobes, so the top reads as the + // classic pleated toque rather than a plain dome. + const puff = add(group, sphere(1.24, 26, 20), white, 0, 1.30, 0); + puff.scale.set(1, 0.82, 1); + for (let i = 0; i < 8; i += 1) { + const a = (i / 8) * Math.PI * 2; + const lobe = add(group, sphere(0.5, 14, 12), white, Math.cos(a) * 0.92, 1.52, Math.sin(a) * 0.92); + lobe.scale.set(1, 0.9, 1); + } + const top = add(group, sphere(0.62, 16, 12), white, 0, 1.92, 0); + top.scale.set(1, 0.78, 1); + return group; +} + +/** 消防士の帽子: a red helmet with a brim, a top ridge and a small front badge. */ +function buildFire() { + const group = new THREE.Group(); + const red = material('#c5342f'); + const dark = material('#8f241f'); + const gold = material('#f0c24a', { metalness: 0.4, roughness: 0.4 }); + const dome = add(group, sphere(1.06, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), red, 0, 0, 0); + dome.scale.set(1, 0.95, 1); + const brim = tone(add(group, cylinder(1.34, 1.34, 0.12, 28), dark, 0, 0.06, 0.18), 0.28); + brim.scale.set(1, 1, 1.1); + // The ridge along the top, front to back. + const crest = tone(add(group, box(0.16, 0.42, 1.5), dark, 0, 1.02, 0), 0.28); + crest.rotation.x = -0.05; + tone(add(group, sphere(0.2, 14, 12), gold, 0, 0.62, 1.02), 0.22); + return group; +} + +const BUILDERS = { + silk: buildSilk, + cap: buildCap, + chef: buildChef, + fire: buildFire, +}; + +/** The hats offered in the panel: `none` clears it. */ +export const HAT_LIBRARY = [ + { id: 'none', label: 'なし' }, + { id: 'silk', label: 'シルクハット' }, + { id: 'cap', label: 'キャップ' }, + { id: 'chef', label: 'コック帽' }, + { id: 'fire', label: '消防士' }, +]; + +/** Builds the named hat, or `null` for `none` / an unknown name. */ +export function buildHat(id) { + const builder = BUILDERS[id]; + return builder ? builder() : null; +} diff --git a/bluebey-studio/src/history.js b/bluebey-studio/src/history.js new file mode 100644 index 0000000..d988b50 --- /dev/null +++ b/bluebey-studio/src/history.js @@ -0,0 +1,105 @@ +/** + * Undo / redo for the whole studio state. + * + * The studio is a big pile of sliders, and before this every experiment was + * one-way: nudging the wrong slider meant dialling the old value back by hand. + * A history of whole-state snapshots is the simplest thing that can possibly + * work here, because the state is already the single source of truth and every + * control funnels through `applyState`. + * + * Two details matter for it to feel right rather than merely correct: + * + * - Dragging a slider fires an event per pixel, which would bury the history in + * hundreds of near-identical entries. Entries therefore carry a label, and a + * new entry with the *same* label within `coalesceMs` REPLACES the previous + * one instead of stacking on top of it. So a whole drag becomes one step. + * + * - `view.backgroundImage` can be a multi-megabyte data URL, and `state` also + * holds the caption text. The snapshots copy objects by hand rather than via + * `JSON.parse(JSON.stringify(...))`, because assigning a string in JavaScript + * shares it instead of duplicating it - so a hundred snapshots of a heavy + * state stay cheap. + */ + +const SHALLOW_TYPES = new Set(['string', 'number', 'boolean', 'undefined']); + +/** Deep copy that shares string data (and handles the odd null/array). */ +function copy(value) { + if (value === null || SHALLOW_TYPES.has(typeof value)) return value; + if (Array.isArray(value)) return value.map(copy); + if (typeof value === 'object') { + const out = {}; + for (const [key, inner] of Object.entries(value)) out[key] = copy(inner); + return out; + } + return value; // functions, symbols: not part of the saved state +} + +export class History { + constructor({ limit = 120, coalesceMs = 700, onChange = null } = {}) { + this.limit = Math.max(2, limit); + this.coalesceMs = coalesceMs; + this.onChange = onChange; + /** @type {{ state: object, label: string, at: number }[]} */ + this.entries = []; + this.index = -1; + } + + /** Forget everything and start from `state` (call after load/reset). */ + reset(state, label = 'start') { + this.entries = [{ state: copy(state), label, at: Date.now() }]; + this.index = 0; + this.onChange?.(this); + } + + get canUndo() { return this.index > 0; } + get canRedo() { return this.index >= 0 && this.index < this.entries.length - 1; } + + /** Label of the step undo would jump to, for the button tooltip. */ + get undoLabel() { return this.canUndo ? this.entries[this.index].label : null; } + get redoLabel() { return this.canRedo ? this.entries[this.index + 1].label : null; } + + /** + * Record the state *after* a change. Repeating the same label in quick + * succession (a slider drag) keeps a single entry that follows the value. + */ + push(state, label = '変更') { + const now = Date.now(); + const top = this.entries[this.index]; + const sameDrag = top + && top.label === label + && now - top.at <= this.coalesceMs + && this.index === this.entries.length - 1; + + if (sameDrag) { + this.entries[this.index] = { state: copy(state), label, at: now }; + } else { + this.entries.length = this.index + 1; + this.entries.push({ state: copy(state), label, at: now }); + if (this.entries.length > this.limit) this.entries.shift(); + this.index = this.entries.length - 1; + } + this.onChange?.(this); + return this; + } + + /** The previous snapshot, or `null` when there is nothing to go back to. */ + undo() { + if (!this.canUndo) return null; + this.index -= 1; + this.onChange?.(this); + return copy(this.entries[this.index].state); + } + + redo() { + if (!this.canRedo) return null; + this.index += 1; + this.onChange?.(this); + return copy(this.entries[this.index].state); + } + + /** A plain description of where we are, for tests and debug output. */ + describe() { + return this.entries.map((entry, i) => `${i === this.index ? '*' : ' '}${entry.label}`).join(' | '); + } +} diff --git a/bluebey-studio/src/look.js b/bluebey-studio/src/look.js new file mode 100644 index 0000000..d755c3b --- /dev/null +++ b/bluebey-studio/src/look.js @@ -0,0 +1,184 @@ +import * as THREE from 'three'; +import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; + +/** + * The "look" of the scene, as opposed to the character's shape: body colours, + * mirroring, shadows and the lighting environment. + * + * These all live here rather than in `main.js` because they are a *policy* about + * how the model should be presented, and they need to be re-applied as a group + * whenever any of them changes. `main.js` only has to call `apply()`. + * + * Two things are worth knowing: + * + * - Colours are written onto the model's ORIGINAL materials. The flat/toon + * style caches its own materials derived from them, so `styles.refreshColors()` + * has to be called afterwards or the toon shading keeps the old colour. + * + * - Shadow softness is `LightShadow.radius` with a PCF soft shadow map, plus a + * hand-drawn contact blob for the "ground shadow only" mode. (VSM was tried + * for its wider blur and cut the shadow off in a straight line where it met + * the feet - see the note in `apply`.) + */ + +export const ENVIRONMENTS = [ + { value: 'gradient', label: 'スタジオ(明るい)' }, + { value: 'room', label: '室内(自然な反射)' }, + { value: 'none', label: 'なし(のっぺり)' }, +]; + +/** Material name -> which entry of `render.colors` it takes. */ +const PART_COLORS = { + blb: 'body', + Hand: 'accent', + Foots: 'feet', + Nose: 'nose', + Leaf: 'leaf', + Vein: 'vein', +}; + +const clamp01 = (value) => Math.min(1, Math.max(0, Number(value) || 0)); + +/** + * A soft blob that sits under the feet: the shadow a toy would cast on a table. + * It is a plain plane with a radial gradient, so it is cheap and it works in the + * line-art styles too, where the real shadow map is switched off. + */ +function makeContactShadow(size) { + const canvas = document.createElement('canvas'); + canvas.width = 128; + canvas.height = 128; + const ctx = canvas.getContext('2d'); + const gradient = ctx.createRadialGradient(64, 64, 4, 64, 64, 62); + gradient.addColorStop(0, 'rgba(0,0,0,0.55)'); + gradient.addColorStop(0.55, 'rgba(0,0,0,0.28)'); + gradient.addColorStop(1, 'rgba(0,0,0,0)'); + ctx.fillStyle = gradient; + ctx.fillRect(0, 0, 128, 128); + + const texture = new THREE.CanvasTexture(canvas); + texture.colorSpace = THREE.SRGBColorSpace; + const material = new THREE.MeshBasicMaterial({ + map: texture, + transparent: true, + depthWrite: false, + toneMapped: false, + }); + const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material); + mesh.rotation.x = -Math.PI / 2; + mesh.renderOrder = -0.5; + mesh.userData.isHelper = true; + mesh.name = 'contact-shadow'; + mesh.scale.setScalar(Math.max(1, size.x) * 1.15); + return mesh; +} + +export function createLook({ renderer, scene, styles, model, ground, key, character, gradientEnvironment }) { + const pmrem = new THREE.PMREMGenerator(renderer); + const roomEnvironment = pmrem.fromScene(new RoomEnvironment(), 0.06).texture; + + const contact = makeContactShadow(model.size); + scene.add(contact); + + const environmentFor = (name) => { + if (name === 'room') return roomEnvironment; + if (name === 'none') return null; + return gradientEnvironment ?? null; + }; + + function applyColors(colors) { + if (!colors) return; + let touched = false; + for (const mesh of model.parts.body) { + const material = styles.originals.get(mesh) ?? mesh.material; + const part = PART_COLORS[material?.name]; + if (!part || !colors[part]) continue; + if (!material.color) material.color = new THREE.Color(); + material.color.set(colors[part]); + touched = true; + } + // The toon materials are cached copies, so they need the same edit. + if (touched) styles.refreshColors?.(); + return touched; + } + + return { + contact, + + /** + * @param {object} render `state.render` + * @param {{ line?: boolean }} [context] `line` is true in the line-art + * styles, where shadows and reflections are deliberately switched off. + */ + apply(render, { line = false } = {}) { + if (!render) return; + applyColors(render.colors); + + // Mirroring by negative scale is safe: the renderer flips the winding for + // a negative determinant, and the normals go through the inverse-transpose. + character.scale.x = render.mirror ? -1 : 1; + + const wantsShadow = render.shadow !== false && !line; + const blobOnly = render.contactShadow === true; + ground.visible = wantsShadow && !blobOnly; + ground.material.opacity = clamp01(render.shadowOpacity ?? 0.22); + key.castShadow = wantsShadow && !blobOnly; + key.shadow.needsUpdate = true; + + // The blob is drawn in BOTH modes. On its own it *is* the shadow (the + // "ground shadow only" setting); with the shadow map on it fills the gap + // where the body hides its own shadow right at the feet, which otherwise + // reads as "the shadow is cut off". It is the only thing keeping the + // character looking like it is standing on the floor rather than above it. + // The blob sits at the feet. It used to be drawn whenever the shadow was on, + // which left a faint ring behind at the origin once the character was moved; + // it is now opt-in (`render.contactBlob`, default off). It is always shown in + // the 「接地影だけ」 mode, where it is the only shadow there is. + contact.visible = wantsShadow && (blobOnly || render.contactBlob === true); + contact.material.opacity = clamp01((render.shadowOpacity ?? 0.22) * (blobOnly ? 2.6 : 1.6)); + const spread = Math.max(0.2, (model.size.x * 1.15) / Math.max(0.05, render.shadowSoftness ?? 1.6)); + contact.scale.setScalar(Math.max(0.5, model.size.x * 1.35 - spread * 0.25)); + contact.position.y = 0.012; + + const softness = Number(render.shadowSoftness) || 1.6; + // PCF, always. three 0.186 removed PCFSoftShadowMap (asking for it warns and + // falls back to this anyway), and VSM needs a depth-variance bias that cut + // the shadow away in a straight line right at the feet. `radius` is what + // softens PCF. + if (renderer.shadowMap.type !== THREE.PCFShadowMap) { + renderer.shadowMap.type = THREE.PCFShadowMap; + // Every shadow-receiving material has to be recompiled for the switch. + ground.material.needsUpdate = true; + for (const mesh of model.parts.body) { + const material = mesh.material; + if (Array.isArray(material)) material.forEach((m) => { m.needsUpdate = true; }); + else if (material) material.needsUpdate = true; + } + } + // PCF's radius is in *shadow map texels*, and the map covers about 15 world + // units, so a radius of 1-2 is invisible. This scales it into something the + // eye can see without the sampling turning into noise. + if ('radius' in key.shadow) key.shadow.radius = Math.max(0.5, softness * 5); + + const environment = line ? null : environmentFor(render.environment); + if (scene.environment !== environment) scene.environment = environment; + if ('environmentIntensity' in scene) { + scene.environmentIntensity = Number(render.envIntensity ?? 1); + } + }, + + /** The colours a theme would set, as a plain `{ part: '#rrggbb' }`. */ + palette(theme) { + return { ...(theme?.colors ?? {}) }; + }, + + dispose() { + contact.geometry.dispose(); + contact.material.map?.dispose(); + contact.material.dispose(); + contact.removeFromParent(); + roomEnvironment.dispose(); + pmrem.dispose(); + }, + }; +} diff --git a/bluebey-studio/src/main.js b/bluebey-studio/src/main.js new file mode 100644 index 0000000..20c6c7d --- /dev/null +++ b/bluebey-studio/src/main.js @@ -0,0 +1,3056 @@ +import * as THREE from 'three'; +import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; +import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; +import { loadModel } from './model.js'; +import { Face } from './face.js'; +import { Styles, isLineStyle } from './styles.js'; +import { Rig } from './rig.js'; +import { Animator, createRecorder, startRecording, stopRecording } from './animation.js'; +import { defaultState, applyPatch, THEMES } from './presets.js'; +import { buildPanel } from './panel.js'; +import * as exporter from './exporter.js'; +import { toast } from './ui.js'; +import { History } from './history.js'; +import { createLook } from './look.js'; +import { createClipper } from './clip.js'; +import { buildHat } from './hats.js'; +import { createBackdrop, backdropStyle } from './background.js'; +import { drawCaption, layoutCaption } from './caption.js'; +import { loadFont, captionFontStack } from './textOutlines.js'; +import { buildProp, PROP_DEFAULTS, disposeProp, applyPropText } from './props.js'; +import { rollAll, decodeSeed } from './gacha.js'; +import { encodeState, decodeState } from './urlState.js'; +import { createMouthFlap, levelToMouth } from './mouthFlap.js'; +import { createScreenOutline, BEHIND_LABEL, SOLID_LABEL, LEAF_LABEL, NOSE_LABEL } from './outline.js'; +import { gionSheetUrl, stampRect, imageAspect, imageReady, drawGion, DEFAULT_STAMP_WIDTH } from './gion.js'; + +const DEG = Math.PI / 180; +/** The other direction: what three's Spherical reports is radians. */ +const RAD_TO_DEG = 180 / Math.PI; +const MODEL_URL = 'assets/bluebey.glb'; + +/** The caption font is only fetched when a bubble is first used. */ +const CAPTION_FONT_TTF = 'assets/fonts/bluebey-caption.ttf'; +const CAPTION_FONT_WOFF2 = 'assets/fonts/bluebey-caption.woff2'; +/** How far the eyes can swing for a look-at target, in radians. */ +const MAX_LOOK_YAW = 0.5; +const MAX_LOOK_PITCH = 0.34; + +/** Undo steps are labelled by the part of the state that changed. */ +const SCOPE_LABELS = { + all: '変更', render: '見た目', face: '表情', view: 'カメラ・背景', pose: 'ポーズ', caption: 'セリフ', gion: '擬音', +}; + +/** + * The single-file build inlines the fonts and the backdrop library, so the same + * code reads a data URL there and a file URL in the normal build. + */ +function assetUrl(file, kind) { + const inlined = globalThis.__BLUEBEY_FONTS__ ?? {}; + if (kind === 'background') { + const backdrops = globalThis.__BLUEBEY_BACKGROUNDS__ ?? {}; + return backdrops[file] ?? `assets/backgrounds/${file}.webp`; + } + if (kind === 'beard') { + const beards = globalThis.__BLUEBEY_BEARDS__ ?? {}; + return beards[file] ?? `assets/beards/${file}`; + } + if (kind === 'brow') { + const brows = globalThis.__BLUEBEY_BROWS__ ?? {}; + return brows[file] ?? `assets/brows/${file}`; + } + return inlined[file] ?? `assets/fonts/${file}`; +} + +/** + * Where the model comes from. The normal build fetches `assets/bluebey.glb`; + * the single-file build (tools/build-standalone.mjs) inlines the same bytes as + * base64 in `window.__BLUEBEY_MODEL__`, which also lets the page be opened + * straight from disk without any web server. + */ +function resolveModelSource() { + const injected = globalThis.__BLUEBEY_MODEL__; + if (!injected) return MODEL_URL; + if (typeof injected !== 'string') return injected; + try { + const binary = atob(injected); + const bytes = new Uint8Array(binary.length); + for (let i = 0; i < binary.length; i += 1) bytes[i] = binary.charCodeAt(i); + return bytes.buffer; + } catch (error) { + console.error('inline model could not be decoded, falling back to the file', error); + return MODEL_URL; + } +} + +const state = defaultState(); + +const app = { + state, + model: null, + container: null, + ready: false, + needsRender: true, + /** The 擬音 stamp the panel is editing, so the viewport can outline it. */ + gionSelected: null, + /** Set by init(), used by the panel. */ + actions: {}, +}; + +/* ------------------------------------------------------------------ startup */ + +// The view-rig classes are declared below this point; deferring by a microtask +// guarantees the whole module has finished evaluating before anything is built. +queueMicrotask(() => { + init().catch((error) => { + console.error(error); + showLoadError(error); + }); +}); + +async function init() { + const canvas = document.getElementById('view'); + // #stage owns the layout; the canvas only fills it (see style.css). + const stage = document.getElementById('stage') ?? canvas; + + const renderer = new THREE.WebGLRenderer({ + canvas, + antialias: true, + alpha: true, + preserveDrawingBuffer: true, + }); + renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); + renderer.outputColorSpace = THREE.SRGBColorSpace; + renderer.toneMapping = THREE.ACESFilmicToneMapping; + renderer.shadowMap.enabled = true; + renderer.shadowMap.type = THREE.PCFShadowMap; + + const scene = new THREE.Scene(); + const environment = makeEnvironment(renderer); + + const key = new THREE.DirectionalLight(0xffffff, 2.1); + key.castShadow = true; + key.shadow.mapSize.set(1536, 1536); + key.shadow.bias = -0.0008; + key.shadow.normalBias = 0.02; + const fill = new THREE.DirectionalLight(0xffffff, 0.5); + const ambient = new THREE.HemisphereLight(0xffffff, 0xd9d0f2, 0.9); + scene.add(key, key.target, fill, ambient); + + // A shadow catcher, not a solid floor: `depthWrite: false` keeps the plane from + // ever hiding the character, so moving ぶるべー below it no longer makes the body + // (or its textures) vanish - the shadow still falls on it, but it never occludes. + const ground = new THREE.Mesh( + new THREE.PlaneGeometry(200, 200), + new THREE.ShadowMaterial({ opacity: 0.22, transparent: true, depthWrite: false }), + ); + ground.rotation.x = -Math.PI / 2; + ground.receiveShadow = true; + scene.add(ground); + + // The camera lives in two places: `state.view` (what the panel, the saved file + // and a shared link use) and the orbit controls (what the mouse moves). Capture + // the controls' own position back into the state on every change, so the two + // never disagree - otherwise any refresh of the view yanked the camera back to + // wherever the panel had last put it. + const view = new ViewRig(canvas, () => { + view.captureInto(state.view); + app.needsRender = true; + }); + + /** + * The screen-space outline (see src/outline.js). The normal pass must not see + * the ground, the contact shadow or the gizmo, so they are excluded once those + * objects exist (see below). + */ + const outline = createScreenOutline({ + renderer, + scene, + camera: view.camera, + width: canvas.clientWidth || 1280, + height: canvas.clientHeight || 800, + }); + outline.exclude([ground]); + + /** + * The drawing buffer must follow the canvas' CSS size. Without this the + * browser stretches the default 300x150 buffer across the window and the + * whole picture looks coarse (and every exported trace is built from those + * few pixels). + * + * But it must not be *unlimited* either: on a large or high-density display + * the buffer can reach many millions of pixels, and with antialiasing, a + * shadow map and preserveDrawingBuffer on top, a weak GPU can take seconds + * per frame - which looks exactly like "nothing is showing". So the pixel + * count is capped and the ratio is lowered automatically on slow hardware. + */ + const MAX_DRAWING_PIXELS = 2_600_000; + const QUALITY_FLOOR = 0.5; + let quality = Math.min(window.devicePixelRatio || 1, 2); + let autoReductions = 0; + + function fitQuality(width, height, wanted) { + let ratio = wanted; + while (ratio > QUALITY_FLOOR && width * height * ratio * ratio > MAX_DRAWING_PIXELS) { + ratio = Math.round((ratio - 0.1) * 100) / 100; + } + return Math.max(QUALITY_FLOOR, ratio); + } + + let lastResize = 0; + let resizeBurst = 0; + + /** Declared early: the viewport can resize before the model has loaded. */ + let captionCanvas = null; + /** Set while undo/redo replays a snapshot, so it is not recorded again. */ + let suspendHistory = false; + + // ------------------------------------------------------------------- 擬音 + // `redrawCaption` runs from the very first `resizeViewport`, so the sheet cache + // and the drag handles have to exist before it does (a `const` cannot be read + // before it is evaluated). The drawing itself lives further down, next to the + // caption overlay it is layered under. + const gionImages = new Map(); // sheet name -> loaded Image + const gionLoading = new Map(); // sheet name -> in-flight Promise + const gionHandles = new Map(); // stamp id -> transparent drag div + let gionDrag = null; + /** Hands out stamp ids; a counter so removing one never reuses a live id. */ + let gionSeq = 0; + + function resizeViewport() { + const width = stage.clientWidth || window.innerWidth; + const height = stage.clientHeight || window.innerHeight; + + // Safety net: if something ever feeds the viewport size back into itself, + // stop flipping the drawing buffer on and off and say so. + const now = performance.now(); + if (now - lastResize < 60) { + resizeBurst += 1; + if (resizeBurst > 30 && resizeBurst % 30 === 0) { + console.warn('[bluebey] too many resizes in a row; ignoring them', resizeBurst); + } + if (resizeBurst > 30) return; + } else { + resizeBurst = 0; + } + lastResize = now; + + const wanted = Math.min(window.devicePixelRatio || 1, 2); + quality = fitQuality(width, height, wanted); + renderer.setPixelRatio(quality); + renderer.setSize(width, height, false); + outline.setSize(width * quality, height * quality); + view.resize(); + redrawCaption(); + app.needsRender = true; + } + resizeViewport(); + new ResizeObserver(() => resizeViewport()).observe(stage); + + // Losing the WebGL context leaves a permanently blank canvas, so say so + // instead of leaving the user staring at nothing. + canvas.addEventListener('webglcontextlost', (event) => { + event.preventDefault(); + showNotice('描画が止まりました(WebGLコンテキストを失いました)。\n' + + 'ブラウザのウィンドウを小さくするか、再読み込みしてください。'); + }); + canvas.addEventListener('webglcontextrestored', () => { + app.needsRender = true; + }); + + // -------------------------------------------------------------- the model + const model = await loadModel(resolveModelSource(), { + onProgress: (ratio) => setLoadingProgress(ratio), + }); + app.model = model; + + // The character hangs off a mirror group of its own, so "左右反転" flips the + // model without touching the pose offset (`container.position`) or the props. + const mirrorGroup = new THREE.Group(); + mirrorGroup.add(model.root); + const container = new THREE.Group(); + container.add(mirrorGroup); + scene.add(container); + app.container = container; + + // 小物 live outside the mirror group: they are scenery, not part of the body. + const propRoot = new THREE.Group(); + scene.add(propRoot); + + // --- 鼻ちょうちん: a modelled bubble hung under the nose -------------------- + // The nose is a *skinned* part of the body, so a child of the nose mesh would + // sit at the origin instead of on the face. The whole body (nose included) + // rides the `master` bone, so the bubble is parented there, placed at the nose's + // rest position in that bone's local frame, and read from the face state each + // frame in the render loop. + function applySnotBubble(group, snot) { + if (!group) return; + group.visible = snot?.enabled === true; + if (!group.visible) return; + // The offsets are applied in the *bone's* frame, along the world axes measured + // once at rest, so the bubble travels with the body. Recomputing them against + // the live world matrix made it snap back whenever the body had moved. + const k = 0.01; // artwork px -> world units, enough to nudge the bubble + const { localBase, axes } = group.userData; + group.position.copy(localBase) + .addScaledVector(axes.x, (snot.offsetX ?? 0) * k) + .addScaledVector(axes.y, (snot.offsetY ?? 0) * k) + .addScaledVector(axes.z, (snot.offsetZ ?? 0) * k); + group.userData.baseScale = Number.isFinite(snot.size) ? snot.size : 1; + group.scale.setScalar(group.userData.baseScale); + group.userData.material.color.set(snot.color ?? '#dfe8ff'); + } + + const snotBubble = (() => { + const nose = model.parts.noseMesh; + const master = model.bones.find((entry) => entry.name.replace(/[.\s]/g, '').toLowerCase() === 'master'); + if (!nose || !master || !nose.isSkinnedMesh) return null; + model.root.updateMatrixWorld(true); + // The nose is a *skinned* mesh, so its raw geometry sits in bind space (at the + // back of the model, in fact) - sample the skinned positions instead, which is + // where the nose actually ends up. + const attr = nose.geometry.attributes.position; + const step = Math.max(1, Math.floor(attr.count / 400)); + const point = new THREE.Vector3(); + const centre = new THREE.Vector3(); + let samples = 0; + for (let i = 0; i < attr.count; i += step) { + point.fromBufferAttribute(attr, i); + nose.applyBoneTransform(i, point); + centre.add(point); + samples += 1; + } + if (!samples) return null; + centre.multiplyScalar(1 / samples); + nose.localToWorld(centre); + let radius = 0; + for (let i = 0; i < attr.count; i += step) { + point.fromBufferAttribute(attr, i); + nose.applyBoneTransform(i, point); + nose.localToWorld(point); + radius = Math.max(radius, point.distanceTo(centre)); + } + if (!Number.isFinite(radius) || radius <= 0) radius = 0.25; + const material = new THREE.MeshStandardMaterial({ + color: 0xdfe8ff, roughness: 0.45, metalness: 0, transparent: true, opacity: 0.92, + }); + const group = new THREE.Group(); + group.name = 'snot-bubble'; + const bubble = new THREE.Mesh(new THREE.SphereGeometry(radius * 1.15, 28, 20), material); + group.add(bubble); + const bone = master.bone; + const baseWorld = centre.clone().add(new THREE.Vector3(radius * 1.9, -radius * 0.85, radius * 0.7)); + const localBase = bone.worldToLocal(baseWorld.clone()); + // World-axis directions expressed in the bone's frame, captured at rest: the + // sliders keep meaning "right / up / towards the viewer" while the bubble rides + // with the body. + const boneQuat = new THREE.Quaternion(); + bone.getWorldQuaternion(boneQuat); + const invQuat = boneQuat.clone().invert(); + const axes = { + x: new THREE.Vector3(1, 0, 0).applyQuaternion(invQuat), + y: new THREE.Vector3(0, 1, 0).applyQuaternion(invQuat), + z: new THREE.Vector3(0, 0, 1).applyQuaternion(invQuat), + }; + group.position.copy(localBase); + group.userData = { bubble, material, bone, localBase, axes, baseScale: 1 }; + group.visible = false; + bone.add(group); + return group; + })(); + const snotMeshes = snotBubble ? [...snotBubble.children] : []; + applySnotBubble(snotBubble, state.face.eyes.snot); + + // The hat rides the `master` bone like the snot bubble does: it is parented + // there, placed at the top of the head in that bone's local frame, and turned + // so it is world-aligned at rest (the bone's own rest rotation cancelled once). + // The character's front is +z, so the hats are modelled facing +z. + const hatMount = (() => { + const master = model.bones.find((entry) => entry.name.replace(/[.\s]/g, '').toLowerCase() === 'master'); + if (!master) return null; + model.root.updateMatrixWorld(true); + const bone = master.bone; + const group = new THREE.Group(); + group.name = 'hat'; + group.position.copy(bone.worldToLocal(new THREE.Vector3(0, model.bounds.max.y - 0.06, 0))); + group.quaternion.copy(bone.getWorldQuaternion(new THREE.Quaternion()).invert()); + bone.add(group); + return group; + })(); + + let hatKindCurrent = null; + let hatObject = null; + /** A GLB hat the user loaded; kept so it can be re-chosen without re-importing. */ + let customHatObject = null; + const hatMeshes = []; + /** Last transform applied, so the render loop only wakes when it changes. */ + const hatXform = { x: null, z: null, height: null, tiltX: null, tiltZ: null }; + /** Set once the outline pass exists, so a hat change can refresh the exclude set. */ + let refreshOutlineExclusion = null; + /** Set once the style system exists, so a hat can register for styles + outline. */ + let hatStyleRegister = null; + let hatStyleUnregister = null; + + /** + * Swap the mounted hat for `built` (or clear it), keeping the style system and + * the outline exclusion in step. + * + * The old meshes are collected BEFORE they are unregistered: `removeMesh` + * deletes the outline hull (a child of the hat group) while we traverse, which + * used to shorten `children` mid-loop and call `.traverse` on `undefined`. + */ + function mountHat(built) { + if (hatObject) { + const old = []; + hatObject.traverse((o) => { if (o.isMesh) old.push(o); }); + hatMount.remove(hatObject); + for (const mesh of old) hatStyleUnregister?.(mesh); + // The custom model is kept so it can be re-chosen; a built hat is dropped. + if (hatObject !== customHatObject) { + for (const mesh of old) { + mesh.geometry?.dispose(); + if (Array.isArray(mesh.material)) mesh.material.forEach((m) => m.dispose()); + else mesh.material?.dispose(); + } + } + hatObject = null; + } + hatMeshes.length = 0; + if (built) { + hatMount.add(built); + hatObject = built; + const meshes = []; + built.traverse((o) => { if (o.isMesh) meshes.push(o); }); + for (const mesh of meshes) { + hatMeshes.push(mesh); + hatStyleRegister?.(mesh); + } + } + refreshOutlineExclusion?.(); + } + + function applyHat(kind) { + if (!hatMount) return; + const custom = state.face.hat?.custom === true && customHatObject; + const key = custom ? 'custom' : kind; + if (key !== hatKindCurrent) { + hatKindCurrent = key; + mountHat(custom ? customHatObject : buildHat(kind)); + } + + // 高さ and 傾き. The mount is world-aligned (see above), so +y is up, +z is the + // character's front and +x its right: a plain translation and rotation read + // the way the sliders say. + const hat = state.face.hat ?? {}; + const x = hat.x ?? 0; + const z = hat.z ?? 0; + const height = hat.height ?? 0; + const tiltX = hat.tiltX ?? 0; + const tiltZ = hat.tiltZ ?? 0; + if (hatObject) { + hatObject.position.set(x, height, z); + hatObject.rotation.set((tiltX * Math.PI) / 180, 0, (tiltZ * Math.PI) / 180); + } + if (x !== hatXform.x || z !== hatXform.z || height !== hatXform.height || tiltX !== hatXform.tiltX || tiltZ !== hatXform.tiltZ) { + hatXform.x = x; + hatXform.z = z; + hatXform.height = height; + hatXform.tiltX = tiltX; + hatXform.tiltZ = tiltZ; + app.needsRender = true; + } + } + /** + * Import a GLB hat. It is centred sideways, dropped so its base sits at y = 0 + * (the mount sits on the head), and scaled to about the head's width, then + * mounted like any built hat. + */ + async function loadHatModel(file) { + if (!hatMount) return; + const buffer = await exporter.readFileAsArrayBuffer(file); + const loader = new GLTFLoader(); + const gltf = await new Promise((resolve, reject) => loader.parse(buffer, '', resolve, reject)); + const root = gltf.scene; + const box = new THREE.Box3().setFromObject(root); + const size = box.getSize(new THREE.Vector3()); + const target = Math.max(0.2, model.size.x * 0.95); + const scale = target / Math.max(size.x, size.z, 0.001); + root.scale.setScalar(scale); + box.setFromObject(root); + const center = box.getCenter(new THREE.Vector3()); + root.position.x -= center.x; + root.position.z -= center.z; + root.position.y -= box.min.y; + root.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = false; } }); + customHatObject = root; + state.face.hat.custom = true; + state.face.hat.kind = 'none'; + hatKindCurrent = null; + refresh('all'); + app.panel?.sync(); + } + + applyHat(state.face.hat?.kind ?? 'none'); + + const halfHeight = model.size.y * 0.5; + view.frame(model.size, halfHeight); + + // shadow camera big enough for the whole character + const radius = Math.max(model.size.x, model.size.y, model.size.z) * 1.6; + const shadowCamera = key.shadow.camera; + shadowCamera.left = -radius; + shadowCamera.right = radius; + shadowCamera.top = radius; + shadowCamera.bottom = -radius; + shadowCamera.near = 0.5; + shadowCamera.far = radius * 9; + shadowCamera.updateProjectionMatrix(); + key.target.position.set(0, halfHeight, 0); + + // The light's offset from the character, so the key light (and therefore its + // shadow camera) can follow the character around: moving far from the origin + // used to leave the shadow behind and cut it off at the shadow camera's edge. + const keyOffset = new THREE.Vector3(0, model.size.y * 3, model.size.y * 3); + function updateKeyLight() { + key.target.position.set(container.position.x, halfHeight + container.position.y, container.position.z); + key.position.copy(key.target.position).add(keyOffset); + } + + // ------------------------------------------------------------- controllers + const styles = new Styles({ meshes: model.parts.body }); + // Hats are built at runtime, so they are not in the GLB's mesh list. Register + // them with the style system (and the current hat) so they follow flat/line art + // and get an outline hull like every other part. + hatStyleRegister = (mesh) => styles.addMesh(mesh, { tone: true, lineOnly: true }); + hatStyleUnregister = (mesh) => styles.removeMesh(mesh); + for (const mesh of hatMeshes) styles.addMesh(mesh, { tone: true, lineOnly: true }); + const face = new Face({ + eyeMesh: model.parts.eyeMesh, + mouthMesh: model.parts.mouthMesh, + hairMesh: model.parts.hairMesh, + originals: model.originals, + }); + const animator = new Animator({ state }); + + // Beard drawings supplied as files (`assets/beards/.png`): a kind that has + // one is drawn from the file instead of the built-in strokes. A missing file is + // skipped, so the app works before any are added. + void (async () => { + // Each entry: a beard kind and the drawing in `assets/beards/`. A file ending + // `-right.png` is one side of a moustache; it is drawn twice (mirrored) with a + // `spacing` gap between them. A kind with no entry uses the built-in strokes. + const files = [ + { kind: 'scotch', file: 'scotch.png' }, + { kind: 'kaiser', file: 'kaiser-right.png' }, + ]; + const loaded = {}; + await Promise.all(files.map(async ({ kind, file }) => { + try { + const response = await fetch(assetUrl(file, 'beard')); + if (!response.ok) return; + loaded[kind] = { + image: await createImageBitmap(await response.blob()), + half: file.endsWith('-right.png'), + }; + } catch { + /* a missing drawing falls back to the built-in strokes */ + } + })); + if (Object.keys(loaded).length) { + face.setBeardImages(loaded); + app.needsRender = true; + } + })(); + + // Brow drawings supplied as files (`assets/brows/.png`). A file ending + // `-right.png` is one side; it is drawn twice (mirrored) at each eye. Missing + // files are skipped, so the built-in ゴル風 strokes are the fallback. + void (async () => { + const files = [{ kind: 'gol', file: 'gol-right.png' }]; + const loaded = {}; + await Promise.all(files.map(async ({ kind, file }) => { + try { + const response = await fetch(assetUrl(file, 'brow')); + if (!response.ok) return; + loaded[kind] = { + image: await createImageBitmap(await response.blob()), + half: file.endsWith('-right.png'), + }; + } catch { + /* a missing drawing falls back to the built-in strokes */ + } + })); + if (Object.keys(loaded).length) { + face.setBrowImages(loaded); + app.needsRender = true; + } + })(); + + // ------------------------------------------------------------------- look + const look = createLook({ + renderer, + scene, + styles, + model, + ground, + key, + character: mirrorGroup, + gradientEnvironment: environment, + }); + + // --------------------------------------------------------------- 見えない壁 + // A clip plane that hides part of the character, so it can look half buried + // in a wall (see src/clip.js). Applied in `refresh`, with the render settings. + const clip = createClipper({ scene, renderer, model }); + // A wall's position is stored relative to the character, so every time the + // walls are applied they are shifted by the body's own offset - that is what + // makes them travel with ぶるべー when it is moved. + const characterOffset = () => { + const root = state.pose?.root; + return { x: root?.[0] ?? 0, y: root?.[1] ?? 0, z: root?.[2] ?? 0 }; + }; + const applyWalls = () => clip.apply( + [state.render.wall, state.render.wall2], + characterOffset(), + wallYaw(), + ); + // The character's own turn about Y: the `master` bone's Y (Shift+drag) plus any + // body yaw the 見る先 mode added. The walls take this too, so turning the + // character with Shift+drag no longer slides the hidden region around. + const wallYaw = () => { + const masterY = state.pose?.bones?.master?.[1] ?? 0; + return (masterY + (container.rotation.y * 180) / Math.PI) * DEG; + }; + + // --------------------------------------------------------------- backdrop + const backdrop = createBackdrop({ + stage, + resolveUrl: (name) => assetUrl(name, 'background'), + onNeedsRender: () => { app.needsRender = true; }, + }); + /** The bitmap the exports paint behind the model (an Image or the camera video). */ + let backdropImage = null; + + /** + * Story-panel previews (keyed by panel id) and the counter that hands out + * those ids. + * + * WHY the previews live outside the state: a thumbnail is an image, and the + * state is exactly what a shared link carries - a data URL per panel would + * push the link past what a URL can hold. They are keyed by id and rebuilt as + * panels are added, so a restored link simply shows panels without previews. + * (Declared up here because `buildPanel` runs - and syncs - before the panel + * functions below are reached.) + */ + const storyThumbs = new Map(); + let storySeq = 0; + + // ------------------------------------------------------- caption overlay + // The bubble is drawn into its own 2D canvas laid over the WebGL one, with the + // very same routine the PNG export uses - so the preview cannot lie. + captionCanvas = document.createElement('canvas'); + captionCanvas.id = 'caption-layer'; + captionCanvas.style.cssText = + 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:2'; + stage.append(captionCanvas); + + /** opentype font for outline export and text layout (lazily fetched). */ + let captionFont = null; + let captionFontPromise = null; + /** Where each bubble was last drawn, in CSS pixels (in state order). */ + const CAPTION_KEYS = ['caption', 'caption2', 'narration']; + const captionBoxes = new Map(); + const captionHandles = new Map(); + /** Set while a bubble is being dragged. */ + let captionDrag = null; + + // The bubbles are draggable, but the caption canvas has to stay + // `pointer-events: none`: it covers the whole viewport, and the orbit controls + // and the bone picking live underneath it. So each bubble gets a separate + // transparent drag box, parked exactly over it by `positionCaptionHandles`. + for (const key of CAPTION_KEYS) { + const handle = document.createElement('div'); + handle.id = `caption-handle-${key}`; + handle.style.cssText = 'position:absolute;display:none;cursor:move;' + + 'touch-action:none;pointer-events:auto;z-index:3'; + handle.addEventListener('pointerdown', (event) => startCaptionDrag(event, key)); + handle.addEventListener('pointermove', moveCaptionDrag); + handle.addEventListener('pointerup', endCaptionDrag); + handle.addEventListener('pointercancel', endCaptionDrag); + handle.dataset.captionHandle = '1'; + stage.append(handle); + captionHandles.set(key, handle); + } + + /** Park each drag target over its bubble (or hide it when it is not shown). */ + function positionCaptionHandles() { + for (const key of CAPTION_KEYS) { + const handle = captionHandles.get(key); + const box = captionBoxes.get(key); + if (!handle) continue; + if (!box) { + handle.style.display = 'none'; + continue; + } + // A few pixels of slack, so the rounded corners are still easy to grab. + handle.style.display = 'block'; + handle.style.left = `${box.x - 4}px`; + handle.style.top = `${box.y - 4}px`; + handle.style.width = `${box.w + 8}px`; + handle.style.height = `${box.h + 8}px`; + } + } + + function startCaptionDrag(event, key) { + const caption = state[key]; + const box = captionBoxes.get(key); + if (caption?.enabled !== true || !box) return; + // Touching a bubble also selects it in the panel, so the sliders edit the one + // you just grabbed. + app.panel?.selectCaption?.(key); + event.preventDefault(); + event.stopPropagation(); + // Not all pointers can be captured (and a synthetic one cannot), so a + // failure here must not stop the drag from starting. + try { + captionHandles.get(key)?.setPointerCapture(event.pointerId); + } catch { + /* capture is a nicety, not a requirement */ + } + captionDrag = { + key, + pointerId: event.pointerId, + fromX: event.clientX, + fromY: event.clientY, + boxX: box.x, + boxY: box.y, + }; + } + + function moveCaptionDrag(event) { + if (!captionDrag || event.pointerId !== captionDrag.pointerId) return; + const caption = state[captionDrag.key]; + if (!caption) return; + event.preventDefault(); + const width = stage.clientWidth || 1280; + const height = stage.clientHeight || 800; + caption.x = (captionDrag.boxX + (event.clientX - captionDrag.fromX)) / width; + caption.y = (captionDrag.boxY + (event.clientY - captionDrag.fromY)) / height; + // Store back what the layout will actually use, so pushing past an edge does + // not pile up an out-of-range value that has to be undone before the bubble + // moves again. `refresh` redraws the bubble and records one undo step (the + // history coalesces a run of the same label). + const layout = layoutCaption(caption, { width, height, scale: 1, font: captionFont }); + if (width > 0) caption.x = layout.box.x / width; + if (height > 0) caption.y = layout.box.y / height; + refresh('caption'); + } + + function endCaptionDrag(event) { + if (!captionDrag || (event && event.pointerId !== captionDrag.pointerId)) return; + captionDrag = null; + // The 横位置 / 縦位置 sliders catch up when the drag ends, not every pixel. + app.actions.syncPanel?.(); + } + + async function ensureCaptionFont() { + if (captionFontPromise) return captionFontPromise; + captionFontPromise = (async () => { + try { + const face = new FontFace('M PLUS Rounded 1c', `url(${assetUrl('bluebey-caption.woff2')})`); + document.fonts.add(await face.load()); + } catch (error) { + console.warn('[bluebey] caption font face failed', error); + } + try { + captionFont = await loadFont(assetUrl('bluebey-caption.ttf')); + } catch (error) { + console.warn('[bluebey] caption outlines unavailable', error); + } + redrawCaption(); + return captionFont; + })(); + return captionFontPromise; + } + + function redrawCaption() { + if (!captionCanvas) return; + const width = stage.clientWidth || 1280; + const height = stage.clientHeight || 800; + const ratio = Math.min(2, window.devicePixelRatio || 1); + const wantW = Math.round(width * ratio); + const wantH = Math.round(height * ratio); + if (captionCanvas.width !== wantW || captionCanvas.height !== wantH) { + captionCanvas.width = wantW; + captionCanvas.height = wantH; + } + const ctx = captionCanvas.getContext('2d'); + ctx.setTransform(ratio, 0, 0, ratio, 0, 0); + ctx.clearRect(0, 0, width, height); + // 擬音はセリフより背面に置く: the bubbles stay readable on top of them. + const gionItems = state.gion?.items ?? []; + for (const item of gionItems) ensureGionSheet(item.sheet); + drawGion(ctx, gionItems, gionImages, { width, height, scale: 1 }); + for (const key of CAPTION_KEYS) { + const caption = state[key]; + captionBoxes.delete(key); + if (!caption?.enabled) continue; + // The vendored font is only fetched once a bubble is actually used; when it + // arrives `ensureCaptionFont` redraws this canvas. + if (!captionFontPromise) void ensureCaptionFont(); + captionBoxes.set(key, drawCaption(ctx, caption, { width, height, scale: 1, font: captionFont })); + } + positionCaptionHandles(); + ensureGionHandles(gionItems); + positionGionHandles(gionItems); + } + + // ----------------------------------------------------------------- 擬音 + // A stamp is a crop of a sheet, drawn on the caption canvas *under* the bubbles. + // The canvas is `pointer-events: none`, so - exactly like a caption - each stamp + // gets its own transparent drag box, parked over it by `positionGionHandles`. + + /** Load a sheet once, on first use, and redraw when it arrives. */ + function ensureGionSheet(name) { + if (gionImages.has(name)) return Promise.resolve(gionImages.get(name)); + if (gionLoading.has(name)) return gionLoading.get(name); + const image = new Image(); + const promise = new Promise((resolve) => { + image.onload = () => resolve(image); + image.onerror = () => resolve(null); + }).then((loaded) => { + gionLoading.delete(name); + if (loaded) { + gionImages.set(name, loaded); + redrawCaption(); + } + return loaded; + }); + gionLoading.set(name, promise); + image.src = gionSheetUrl(name); + return promise; + } + + /** Create one drag target per stamp, and drop the ones whose stamp is gone. */ + function ensureGionHandles(items) { + const live = new Set(); + for (const item of items) { + live.add(item.id); + if (gionHandles.has(item.id)) continue; + const handle = document.createElement('div'); + handle.className = 'gion-handle'; + handle.addEventListener('pointerdown', (event) => startGionDrag(event, item.id)); + handle.addEventListener('pointermove', moveGionDrag); + handle.addEventListener('pointerup', endGionDrag); + handle.addEventListener('pointercancel', endGionDrag); + handle.dataset.gionHandle = '1'; + stage.append(handle); + gionHandles.set(item.id, handle); + } + for (const [id, handle] of gionHandles) { + if (live.has(id)) continue; + handle.remove(); + gionHandles.delete(id); + } + } + + /** Park each drag target over its stamp (or hide it while the sheet loads). */ + function positionGionHandles(items) { + const width = stage.clientWidth || 1280; + const height = stage.clientHeight || 800; + for (const item of items) { + const handle = gionHandles.get(item.id); + if (!handle) continue; + const image = gionImages.get(item.sheet); + if (!imageReady(image)) { + handle.style.display = 'none'; + continue; + } + const rect = stampRect(item, { width, height, scale: 1 }, imageAspect(image)); + handle.style.display = 'block'; + handle.style.left = `${rect.x}px`; + handle.style.top = `${rect.y}px`; + handle.style.width = `${rect.w}px`; + handle.style.height = `${rect.h}px`; + // Match the drawn stamp, which is rotated about its centre. + handle.style.transformOrigin = 'center'; + handle.style.transform = item.rot ? `rotate(${item.rot}deg)` : 'none'; + handle.classList.toggle('selected', item.id === app.gionSelected); + } + } + + function startGionDrag(event, id) { + const item = (state.gion?.items ?? []).find((entry) => entry.id === id); + if (!item) return; + // Touching a stamp also selects it in the panel, so the sliders edit the one + // you just grabbed. + app.panel?.selectGion?.(id); + event.preventDefault(); + event.stopPropagation(); + try { + gionHandles.get(id)?.setPointerCapture(event.pointerId); + } catch { + /* capture is a nicety, not a requirement */ + } + gionDrag = { + id, + pointerId: event.pointerId, + fromX: event.clientX, + fromY: event.clientY, + x: item.x ?? 0.5, + y: item.y ?? 0.5, + }; + } + + function moveGionDrag(event) { + if (!gionDrag || event.pointerId !== gionDrag.pointerId) return; + const item = (state.gion?.items ?? []).find((entry) => entry.id === gionDrag.id); + if (!item) return; + event.preventDefault(); + const width = stage.clientWidth || 1280; + const height = stage.clientHeight || 800; + item.x = clamp01(gionDrag.x + (event.clientX - gionDrag.fromX) / width); + item.y = clamp01(gionDrag.y + (event.clientY - gionDrag.fromY) / height); + refresh('gion'); + } + + function endGionDrag(event) { + if (!gionDrag || (event && event.pointerId !== gionDrag.pointerId)) return; + gionDrag = null; + app.actions.syncPanel?.(); + } + + /** Add a stamp from a picker crop, centred, and hand it to the panel. */ + function addGionStamp({ sheet, sx, sy, sw, sh }) { + gionSeq += 1; + const item = { + id: `g${gionSeq}`, + sheet, + sx, sy, sw, sh, + x: 0.5, + y: 0.5, + w: DEFAULT_STAMP_WIDTH, + rot: 0, + flip: false, + }; + state.gion = state.gion ?? { items: [] }; + state.gion.items = [...(state.gion.items ?? []), item]; + app.gionSelected = item.id; + void ensureGionSheet(sheet); + applyState({}, { scope: 'gion', sync: true }); + toast('擬音を追加しました'); + } + + // ------------------------------------------------------------------ props + let propSignature = ''; + + function applyProps() { + const items = state.props?.items ?? []; + const signature = JSON.stringify([items, state.render.colors]); + if (signature === propSignature) return; + propSignature = signature; + for (const child of [...propRoot.children]) { + // Hand every mesh back to the style system before the prop is disposed. + // `removeMesh` restores each mesh's own material (a prop under 線画 is + // wearing the shared paper material, which must not be disposed). Collect + // the meshes first: `removeMesh` deletes the outline hull, a child of the + // prop group. + const meshes = []; + child.traverse((object) => { + if (styles.originals.has(object)) meshes.push(object); + }); + for (const mesh of meshes) styles.removeMesh(mesh); + propRoot.remove(child); + disposeProp(child); + } + for (const item of items) { + const def = PROP_DEFAULTS[item.kind] ?? { x: 0, y: 0, z: 0, rotX: 0, rotY: 0, rotZ: 0, scale: 1 }; + let group; + try { + group = buildProp(item.kind, { colors: state.render.colors, scale: item.scale ?? def.scale ?? 1 }); + } catch (error) { + console.warn('[bluebey] unknown prop', item.kind, error); + continue; + } + group.position.set(item.x ?? def.x ?? 0, item.y ?? def.y ?? 0, item.z ?? def.z ?? 0); + group.rotation.set( + (item.rotX ?? def.rotX ?? 0) * DEG, + (item.rotY ?? def.rotY ?? 0) * DEG, + (item.rotZ ?? def.rotZ ?? 0) * DEG, + ); + propRoot.add(group); + // Register with the style system, so フラット and 線画 reach the props too + // and each part gets an outline hull like the body and the hats. `lineOnly` + // keeps that outline out of リアル/フラット, where the props read by shading. + group.traverse((object) => { + if (object.isMesh) styles.addMesh(object, { lineOnly: true }); + }); + // 看板 only: paint the saved text onto the freshly built face (no-op for + // every other prop, which has no writing surface). + applyPropText(group, item.text); + } + refreshOutlineExclusion?.(); + app.needsRender = true; + } + + // ------------------------------------------------------------ prop dragging + // A prop can be dragged with the mouse. The pointer picks one, then moves it in + // the plane that faces the camera, so it follows the cursor at whatever depth + // it already sits at. (The ground plane is the other obvious choice, but the + // camera sits almost level with the floor, so the floor is nearly edge-on and + // a prop dragged across it would fly off.) + // + // The listener is on `stage` in the CAPTURE phase: that runs before the canvas + // and `view`'s container, so stopping the event there keeps the orbit controls + // and the bone picking out of a prop drag. + const propRaycaster = new THREE.Raycaster(); + const propPointer = new THREE.Vector2(); + const propPlane = new THREE.Plane(); + const propPoint = new THREE.Vector3(); + const propNormal = new THREE.Vector3(); + let propDrag = null; + // The 見えない壁 uses the same machinery: `wallDrag` keeps the grabbed point's + // offset from the wall's anchor so grabbing a corner does not make it jump. + const wallDrag = { pointerId: null, key: 'wall', offset: new THREE.Vector3() }; + + /** The pointer in normalised device coordinates, i.e. what a raycaster wants. */ + function pointerNdc(event) { + const rect = canvas.getBoundingClientRect(); + return propPointer.set( + ((event.clientX - rect.left) / Math.max(1, rect.width)) * 2 - 1, + -((event.clientY - rect.top) / Math.max(1, rect.height)) * 2 + 1, + ); + } + + /** The prop under the pointer as `{ index, group, point }`, or null. */ + function propAt(event) { + if (!propRoot.children.length) return null; + propRaycaster.setFromCamera(pointerNdc(event), view.camera); + const hits = propRaycaster.intersectObjects(propRoot.children, true); + if (!hits.length) return null; + // The meshes hang off the group `propRoot` holds, so walk up to that group. + let node = hits[0].object; + while (node.parent && node.parent !== propRoot) node = node.parent; + const items = state.props?.items ?? []; + const index = propRoot.children.indexOf(node); + if (index < 0 || index >= items.length) return null; + return { index, group: node, point: hits[0].point.clone() }; + } + + /** + * The point on the wall's guide under the pointer, or null. + * + * Only while the wall is on AND its guide is switched on: the guide is both + * what there is to grab and the switch that says "I am placing the wall now", + * so with it off a huge invisible plane cannot swallow every orbit drag. + */ + function wallAt(event) { + propRaycaster.setFromCamera(pointerNdc(event), view.camera); + let best = null; + for (let index = 0; index < clip.guides.length; index += 1) { + const key = index === 0 ? 'wall' : 'wall2'; + const wall = state.render[key]; + if (wall?.on !== true || wall?.guide !== true) continue; + const hits = propRaycaster.intersectObject(clip.guides[index], false); + if (!hits.length) continue; + if (!best || hits[0].distance < best.distance) { + best = { index, key, point: hits[0].point.clone() }; + } + } + return best; + } + + function onPropPointerDown(event) { + if (event.button !== 0) return; + if (event.target?.dataset?.captionHandle) return; // a bubble drags itself + if (rig?.controls?.dragging) return; // the rotation gizmo is in charge + const hit = propAt(event); + if (hit) { + // Claim the pointer, so nothing underneath sees it. + event.stopPropagation(); + event.preventDefault(); + view.camera.getWorldDirection(propNormal); + propPlane.setFromNormalAndCoplanarPoint(propNormal.negate(), hit.point); + propDrag = { + pointerId: event.pointerId, + index: hit.index, + group: hit.group, + // Grabbing a corner rather than the middle must not make it jump. + offset: hit.group.position.clone().sub(hit.point), + }; + stage.style.cursor = 'grabbing'; + app.needsRender = true; + return; + } + + const onWall = wallAt(event); + if (!onWall) { + // Nothing to grab. Remember the press, and settle on pointer-up whether it + // was a tap (set the 見る先 target) or the start of an orbit. + if (state.lookAt?.enabled === true && !rig?.controls?.dragging) { + lookTap = { pointerId: event.pointerId, x: event.clientX, y: event.clientY }; + } + return; + } + // A prop wins if it is under the pointer; otherwise the wall takes it. + event.stopPropagation(); + event.preventDefault(); + view.camera.getWorldDirection(propNormal); + propPlane.setFromNormalAndCoplanarPoint(propNormal.negate(), onWall.point); + const wall = state.render[onWall.key] ?? (state.render[onWall.key] = defaultState().render[onWall.key]); + const offset = characterOffset(); + const yaw = wallYaw(); + const cos = Math.cos(yaw); + const sin = Math.sin(yaw); + const px = onWall.point.x - offset.x; + const pz = onWall.point.z - offset.z; + wallDrag.pointerId = event.pointerId; + wallDrag.key = onWall.key; + // Keep the grab point's offset *in the wall's own (character-relative) frame*, + // so grabbing a corner does not make the wall jump. + wallDrag.offset.set( + (wall.x ?? 0) - (cos * px - sin * pz), + (wall.y ?? 0) - (onWall.point.y - offset.y), + (wall.z ?? 0) - (sin * px + cos * pz), + ); + stage.style.cursor = 'grabbing'; + app.needsRender = true; + } + + function onPropPointerMove(event) { + if (lookTap && event.pointerId === lookTap.pointerId + && Math.hypot(event.clientX - lookTap.x, event.clientY - lookTap.y) > LOOK_TAP_SLOP) { + lookTap = null; // that was an orbit drag, not a tap + } + if (wallDrag.pointerId != null && event.pointerId === wallDrag.pointerId) { + event.stopPropagation(); + propRaycaster.setFromCamera(pointerNdc(event), view.camera); + if (!propRaycaster.ray.intersectPlane(propPlane, propPoint)) return; + const offset = characterOffset(); + const yaw = wallYaw(); + const cos = Math.cos(yaw); + const sin = Math.sin(yaw); + const px = propPoint.x - offset.x; + const pz = propPoint.z - offset.z; + const wall = state.render[wallDrag.key] ?? (state.render[wallDrag.key] = defaultState().render[wallDrag.key]); + // Back into the wall's character-relative frame, then the same ranges the + // panel's sliders offer, so a drag and a number always describe the same + // place. + wall.x = round2(clampNumber(cos * px - sin * pz + wallDrag.offset.x, -4, 4)); + wall.y = round2(clampNumber(propPoint.y - offset.y + wallDrag.offset.y, -2, 4)); + wall.z = round2(clampNumber(sin * px + cos * pz + wallDrag.offset.z, -4, 4)); + applyWalls(); + app.needsRender = true; + return; + } + if (!propDrag || event.pointerId !== propDrag.pointerId) return; + event.stopPropagation(); + propRaycaster.setFromCamera(pointerNdc(event), view.camera); + if (!propRaycaster.ray.intersectPlane(propPlane, propPoint)) return; + const next = propPoint.add(propDrag.offset); + const item = state.props?.items?.[propDrag.index]; + if (!item) return; + // Clamp to the ranges the panel's sliders offer, so a drag can never put a + // prop somewhere the numbers cannot describe (and never through the floor). + item.x = round2(clampNumber(next.x, -4, 4)); + item.y = round2(clampNumber(next.y, 0, 2)); + item.z = round2(clampNumber(next.z, -4, 4)); + propDrag.group.position.set(item.x, item.y, item.z); + // Keep `applyProps`' signature in step with what is on screen, so a refresh + // during the drag does not tear the group down and rebuild it from the state + // (which would re-create every geometry on every pointer move). + propSignature = JSON.stringify([state.props?.items ?? [], state.render.colors]); + app.needsRender = true; + } + + function onPropPointerUp(event) { + if (lookTap && (!event || event.pointerId === lookTap.pointerId)) { + lookTap = null; + if (event) applyLookTap(event); + return; + } + if (wallDrag.pointerId != null && (!event || event.pointerId === wallDrag.pointerId)) { + wallDrag.pointerId = null; + stage.style.cursor = ''; + history.push(state, '見えない壁'); + app.panel?.sync(); + return; + } + if (!propDrag || (event && event.pointerId !== propDrag.pointerId)) return; + propDrag = null; + stage.style.cursor = ''; + // One undo step for the whole drag, and the panel catches up with the value. + history.push(state, '小物'); + app.panel?.sync(); + } + + // A tap (a press that does not turn into a drag) in the viewport sets the + // 見る先 target, when that mode is on. Cancelled as soon as the pointer moves, + // so an orbit drag never moves the target by accident. + let lookTap = null; + const LOOK_TAP_SLOP = 5; + + stage.addEventListener('pointerdown', onPropPointerDown, { capture: true }); + window.addEventListener('pointermove', onPropPointerMove); + window.addEventListener('pointerup', onPropPointerUp); + window.addEventListener('pointercancel', onPropPointerUp); + + // ---------------------------------------------------------------- look-at + const lookScratch = new THREE.Vector3(); + const headScratch = new THREE.Vector3(); + const lookPlane = new THREE.Plane(); + const floorPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); + const lookPlaneNormal = new THREE.Vector3(); + const lookPivot = new THREE.Vector3(); + const lookHit = new THREE.Vector3(); + const lookFloor = new THREE.Vector3(); + /** Where the eyes should aim this frame, from `state.lookAt` (a world point). */ + let aimOffset = { x: 0, y: 0 }; + + /** + * The world point under a viewport tap, for the 見る先 target. + * + * The tap is projected onto the first thing it can sensibly mean: a vertical + * plane through the character that faces the camera (so a tap on the body or + * the backdrop keeps the character's own depth), or the floor, for a tap that + * lands on the ground in front. The nearer of the two wins. + */ + function lookAtPointFrom(event) { + propRaycaster.setFromCamera(pointerNdc(event), view.camera); + const ray = propRaycaster.ray; + const headY = container.position.y + model.size.y * 0.72; + lookPlaneNormal.set(ray.direction.x, 0, ray.direction.z); + if (lookPlaneNormal.lengthSq() < 1e-8) lookPlaneNormal.set(0, 0, 1); + lookPlane.setFromNormalAndCoplanarPoint( + lookPlaneNormal.normalize(), + lookPivot.set(container.position.x, headY, container.position.z), + ); + const onPlane = ray.intersectPlane(lookPlane, lookHit); + const onFloor = ray.direction.y < -1e-4 ? ray.intersectPlane(floorPlane, lookFloor) : null; + if (!onPlane) return onFloor; + if (!onFloor) return onPlane; + return onPlane.distanceToSquared(ray.origin) <= onFloor.distanceToSquared(ray.origin) ? onPlane : onFloor; + } + + /** A tap in the viewport: aim the eyes at whatever was under the pointer. */ + function applyLookTap(event) { + if (state.lookAt?.enabled !== true) return; + const point = lookAtPointFrom(event); + if (!point) return; + const cfg = state.lookAt; + // The same ranges the panel's sliders offer, so a tap and a number describe + // the same place. + cfg.x = round2(clampNumber(point.x, -6, 6)); + cfg.y = round2(clampNumber(point.y, 0, 5)); + cfg.z = round2(clampNumber(point.z, -6, 6)); + history.push(state, '見る先'); + refresh('lookAt'); + app.panel?.sync(); + } + + function applyLookAt() { + const cfg = state.lookAt; + if (!cfg?.enabled) { + // Switching the mode off leaves the character where it was: the body turn + // and the gaze are remembered, not re-derived, so nothing snaps back. + container.rotation.y = (cfg?.bodyYawDeg ?? 0) * DEG; + const frozen = cfg?.freeze; + return frozen + ? { x: clamp(frozen.x ?? 0, -1, 1), y: clamp(frozen.y ?? 0, -1, 1) } + : { x: 0, y: 0 }; + } + + container.updateMatrixWorld(true); + lookScratch.set(cfg.x ?? 0, cfg.y ?? 0, cfg.z ?? 0); + mirrorGroup.worldToLocal(lookScratch); + headScratch.set(0, model.size.y * 0.72, 0); + lookScratch.sub(headScratch); + + const flat = Math.hypot(lookScratch.x, lookScratch.z) || 1e-6; + const yaw = Math.atan2(lookScratch.x, lookScratch.z); + const pitch = Math.atan2(lookScratch.y, flat); + const amount = clamp(cfg.amount ?? 1, 0, 1); + const aim = { + x: clamp((yaw / MAX_LOOK_YAW) * amount, -1, 1), + y: clamp((pitch / MAX_LOOK_PITCH) * amount, -1, 1), + }; + + // Turning the whole body is what a person does to look behind themselves; a + // half-strength turn keeps the feet planted while the body leans round. The + // turn is *stored*, so switching 体も向ける off stops updating it and the body + // stays where it is instead of snapping back to the front. + if (cfg.turnBody) { + cfg.bodyYawDeg = round2(clamp(yaw, -MAX_LOOK_YAW * 1.6, MAX_LOOK_YAW * 1.6) * amount * 0.7 / DEG); + } + container.rotation.y = (cfg.bodyYawDeg ?? 0) * DEG; + + // Keep the gaze too, for the moment the mode is switched off. + cfg.freeze = aim; + return aim; + } + + // -------------------------------------------- history, 口パク, gacha + const history = new History({ limit: 120 }); + /** How far the mouth is open right now because of the 口パク animation. */ + let flapMouth = 0; + const mouthFlap = createMouthFlap({ + onLevel: (level) => { + flapMouth = levelToMouth(level, state.mouthFlap?.mouthGain ?? 1); + app.needsRender = true; + }, + onEnd: () => { flapMouth = 0; app.needsRender = true; }, + }); + + let rig = null; + // The gizmo always belongs to whichever camera is currently active. + view.onCameraChange = (camera, controls) => { + if (!rig) return; + rig.controls.camera = camera; + rig.orbit = controls; + }; + + rig = new Rig({ + bones: model.bones, + scene, + camera: view.camera, + domElement: canvas, + orbit: view.controls, + pickTargets: () => [model.parts.eyeMesh, model.parts.mouthMesh, ...model.parts.body], + onChange: () => { + capturePose(); + app.panel?.onRigChanged?.(); + app.needsRender = true; + }, + }); + + // The ground, the contact shadow and the gizmo are scenery, not character, and + // the two face plates are the *front half* of the body: their open edge would be + // picked up as a silhouette and draw a line across the face, while contributing + // nothing, since they sit exactly on the body. + // + // The outline hulls must stay out too, and that one is easy to miss: they are + // extra copies of every mesh sitting in the scene graph, and this pass swaps the + // material of every visible mesh. A hull is an expanded *back-face* shell, so + // handing it a plain front-side label material puts an expanded copy of the + // whole character in front of itself - it then paints its own label over + // everything, and every leaf edge against the body is inked as if the body were + // empty paper. That is exactly the faint dotted line along the leaves' bases. + function outlineExclusion() { + return [ + ground, + look.contact, + ...clip.guides, + rig.helper, + model.parts.eyeMesh, + model.parts.mouthMesh, + ...(model.parts.hairMesh ? [model.parts.hairMesh] : []), + ...snotMeshes, + ...hatMeshes, + ...styles.outlineMeshes, + ]; + } + outline.exclude(outlineExclusion()); + refreshOutlineExclusion = () => outline.exclude(outlineExclusion()); + // The wall is *not* excluded: it is handed to the pass as an occluder, so the + // labels behind it are culled as well. Excluded, the leaves and the nose + // buried in the wall kept their outlines, because the labels are read before + // its depth is applied. + outline.occlude(clip.occluders); + + /** + * The parts the screen-space pass draws, with the label each one writes. + * + * The leaves are the hard case: a hull cannot outline a shell that thin. They + * are drawn with the LEAF label, which means the pass inks them where they meet + * the paper and where they fold against each other, but *not* where they run + * into the body - a line there reads as the leaf sinking into the body, and the + * original artwork has none (the leaf simply passes behind the body). + * + * The nose joins them in the line-art styles, with the NOSE label, so its ring + * against the body *is* drawn: it is the only thing that shows the nose in a + * line drawing. In the shaded styles it is left out entirely, and its hull then + * keeps only the part that pokes out of the silhouette - which is what the + * original artwork does (the nose reads by its own colour there). + * + * @param {string} style + * @returns {Array<[import('three').Object3D, number]>} + */ + function screenParts(style) { + const parts = (model.parts.leaves ?? []).map((mesh) => [mesh, LEAF_LABEL]); + if (isLineStyle(style) && model.parts.noseMesh) parts.push([model.parts.noseMesh, NOSE_LABEL]); + return parts; + } + + /** + * The label every part writes (see src/outline.js). + * + * The leaves and the nose are the outlined ones. The body's label is the one + * real choice here, and it is exposed as `render.leafBodyLine`: + * + * - `BEHIND` (the default) makes the body count as paper, so each leaf is + * outlined where it emerges from the body. In a line drawing the two are + * paper on paper, so without this the leaves and the body merge into one + * white shape with no way to tell them apart - which is the greater evil. + * - `SOLID` makes the body block that line, so a leaf simply passes behind it. + * Cleaner where it works, but the leaves lose their outline there. + * + * Everything else - the feet, the hands, the props - is *merely behind*, so it + * stays BEHIND either way: it still hides what is behind it, but a leaf lying + * across it keeps its outline. + */ + function outlineLabels(parts) { + const labels = new Map(parts); + const bodyLabel = state.render.leafBodyLine === false ? SOLID_LABEL : BEHIND_LABEL; + for (const mesh of model.parts.body ?? []) { + if (labels.has(mesh)) continue; + labels.set(mesh, model.parts.kinds?.get(mesh) === 'blb' ? bodyLabel : BEHIND_LABEL); + } + return [...labels]; + } + + /** Point both outline systems at the right parts for `method`. */ + function applyOutlineMethod(style, method = state.render.outlineMethod) { + const hybrid = method === 'screen'; + const parts = hybrid ? screenParts(style) : []; + styles.setHullHidden(parts.map(([mesh]) => mesh)); + outline.only(parts.length ? outlineLabels(parts) : null); + } + + /** + * Run `fn` with the outline pass set up for another style, then put the + * on-screen configuration back. Both the hull/screen split and which parts the + * screen pass may see are shared by the live view and every offscreen render, + * so a pass that draws another style has to say so - the SVG and the "lines + * only" PNG are ink through and through, so they always want the line-art + * arrangement (a hull cannot outline the leaves at all). + */ + async function withOutlineFor({ style, method = 'screen' }, fn) { + applyOutlineMethod(style, method); + try { + return await fn(); + } finally { + applyOutlineMethod(state.render.style); + } + } + + Object.assign(app, { + renderer, scene, camera: view.camera, view, styles, face, rig, animator, + key, ambient, ground, environment, halfHeight, outline, clip, + look, backdrop, history, mouthFlap, propRoot, mirrorGroup, container, + get captionFont() { return captionFont; }, + get backdropImage() { return backdropImage; }, + }); + + const recorder = createRecorder(canvas); + + // -------------------------------------------------------------- the panel + const panel = buildPanel(app, document.getElementById('panel')); + app.panel = panel; + + // On a phone the panel is a bottom sheet. Its grab handle drags the sheet's top + // edge up and down, so the menu can be pulled out of the way of the character. + const panelEl = document.getElementById('panel'); + const panelGrip = document.createElement('div'); + panelGrip.className = 'panel-grip'; + panelGrip.setAttribute('aria-hidden', 'true'); + panelEl.prepend(panelGrip); + installSheetDrag(panelEl, panelGrip); + + /** Drag on the phone sheet's handle; a no-op anywhere else. */ + function installSheetDrag(sheet, grip) { + const phone = window.matchMedia('(max-width: 768px), (max-height: 500px) and (pointer: coarse)'); + let drag = null; + const minHeight = () => Math.round(window.innerHeight * 0.16); + const maxHeight = () => Math.round(window.innerHeight * 0.94); + + grip.addEventListener('pointerdown', (event) => { + if (!phone.matches) return; + const rect = sheet.getBoundingClientRect(); + // Start from the height the sheet has now, so the first move does not jump. + drag = { id: event.pointerId, fromY: event.clientY, startH: rect.height }; + sheet.style.maxHeight = 'none'; + sheet.style.height = `${rect.height}px`; + try { grip.setPointerCapture(event.pointerId); } catch { /* capture is optional */ } + event.preventDefault(); + }); + grip.addEventListener('pointermove', (event) => { + if (!drag || event.pointerId !== drag.id) return; + // Dragging up grows the sheet (its top edge climbs); dragging down shrinks it. + const next = drag.startH + (drag.fromY - event.clientY); + sheet.style.height = `${Math.min(maxHeight(), Math.max(minHeight(), next))}px`; + event.preventDefault(); + }); + const end = (event) => { + if (!drag || (event && event.pointerId !== drag.id)) return; + drag = null; + }; + grip.addEventListener('pointerup', end); + grip.addEventListener('pointercancel', end); + + // A window grown to the desktop layout keeps the side column: drop the height + // the drag had fixed, so the panel goes back to filling the screen. + const clearOnDesktop = () => { + if (phone.matches) return; + sheet.style.height = ''; + sheet.style.maxHeight = ''; + }; + window.addEventListener('resize', clearOnDesktop); + } + + Object.assign(app.actions, { + capturePose, + applyState, + refresh, + loadHatModel, + patch: (scope, value) => applyState({ [scope]: value }, { scope }), + syncPanel: () => app.panel?.sync(), + imageCanvas: (options) => captureImage(options), + savePNG: (options = {}) => savePNG(options), + copyPNG: () => copyPNG(), + faceMapCanvas: (kind) => faceMapCanvas(kind), + saveFaceMap: (kind) => saveFaceMap(kind), + addGionStamp: (item) => addGionStamp(item), + saveSettings: () => exporter.downloadText(JSON.stringify(state, null, 2), `bluebey-settings-${exporter.timestamp()}.json`), + loadSettings: (text) => { + const data = JSON.parse(text); + applyState(data, { full: true, sync: true }); + toast('設定を読み込みました'); + }, + toggleRecording: () => toggleRecording(recorder), + resetPose: () => { + rig.reset(); + state.pose = { bones: {}, root: [0, 0, 0] }; + applyState({}, { scope: 'pose', sync: true }); + toast('ポーズをリセットしました'); + }, + setCameraPreset: (id) => setCameraPreset(id), + undo: () => restoreFromHistory('undo'), + redo: () => restoreFromHistory('redo'), + applyTheme: (id) => applyTheme(id), + rollGacha: (seed) => rollGacha(seed), + copyShareLink: () => copyShareLink(), + shareImage: (network) => shareImage(network), + toggleMouthFlap: () => toggleMouthFlap(), + storyThumbs: () => storyThumbs, + toggleCamera: (on) => toggleCamera(on), + addProp: (kind) => addProp(kind), + addStoryPanel: () => addStoryPanel(), + saveStory: (options) => saveStory(options), + loadFromHash: () => loadFromHash(), + toggleAnimation: () => { + state.anim.mode = (state.anim.mode ?? 'off') === 'off' ? 'idle' : 'off'; + app.animator.reset(); + panel.sync(); + app.needsRender = true; + }, + }); + + installKeys(); + installTopbar(); + window.addEventListener('focus', () => { app.needsRender = true; }); + document.addEventListener('visibilitychange', () => { + if (!document.hidden) app.needsRender = true; + }); + + { + const buffer = renderer.getDrawingBufferSize(new THREE.Vector2()); + console.log( + '[bluebey] ready' + + ` canvas=${canvas.clientWidth}x${canvas.clientHeight}` + + ` buffer=${Math.round(buffer.x)}x${Math.round(buffer.y)}` + + ` quality=${quality}` + + ` dpr=${window.devicePixelRatio}` + + ` model=${model.size.toArray().map((v) => v.toFixed(2)).join(',')}` + + ` camera=${view.camera.position.toArray().map((v) => v.toFixed(2)).join(',')}`, + ); + } + window.addEventListener('resize', () => resizeViewport()); + + applyState({}, {}); + await loadFromHash(); + history.reset(state); + rig.select('master', { silent: true }); + panel.sync(); + + let last = performance.now(); + let faceSignature = ''; + let slowFrames = 0; + let framesSinceFps = 0; + let fpsAt = performance.now(); + const warmupUntil = performance.now() + 2500; + + let snotSignature = null; + const loop = (now) => { + const rawDelta = now - last; + const dt = Math.min(0.05, rawDelta / 1000); + last = now; + + animator.update(dt); + + const posed = animator.pose(state.pose); + if (!rig.controls.dragging) rig.applyPose(posed); + container.position.set(posed.root[0] ?? 0, posed.root[1] ?? 0, posed.root[2] ?? 0); + updateKeyLight(); + // The contact blob rides under the character, so it never lingers at the origin. + look.contact.position.x = container.position.x; + look.contact.position.z = container.position.z; + + applyHat(state.face.hat?.kind ?? 'none'); + + if (snotBubble) { + const snot = state.face.eyes.snot; + const sig = `${snot.enabled}|${snot.size}|${snot.offsetX}|${snot.offsetY}|${snot.offsetZ}|${snot.color}`; + if (sig !== snotSignature) { + snotSignature = sig; + applySnotBubble(snotBubble, snot); + app.needsRender = true; + } + // The sleeping breath swells the bubble; `snotScale` is 1 otherwise. + if (snotBubble.visible) { + const scale = (snotBubble.userData.baseScale ?? 1) * (animator.snotScale ?? 1); + if (snotBubble.scale.x !== scale) { + snotBubble.scale.setScalar(scale); + app.needsRender = true; + } + } + } + + const params = buildFaceParams(); + const signature = JSON.stringify(params); + if (signature !== faceSignature) { + faceSignature = signature; + face.setParams(params, faceMode()); + app.needsRender = true; + } + if (face.flush(now, 26)) app.needsRender = true; + + view.controls.update(dt); + + const animating = (state.anim.mode ?? 'off') !== 'off' + || state.anim.lookAround + || animator.blinkPhase >= 0 + || recorder?.recorder?.state === 'recording'; + // Always paint for the first couple of seconds, so a missed "needs render" + // can never leave an empty window staring back at the user. + if (app.needsRender || animating || view.controlsChanged || now < warmupUntil) { + app.needsRender = false; + + // The screen-space outline needs one extra pass *before* the scene, so it + // wraps the normal render instead of following it. `outline.render` paints + // the scene itself (ink and all), so there must be no second render after + // it - that would clear the canvas and wipe the ink straight back off. + const wantsScreen = state.render.outlineMethod === 'screen' && state.render.outline !== false; + outline.render(() => renderer.render(scene, view.camera), { + enabled: wantsScreen, + camera: view.camera, + color: state.render.outlineColor, + // The label buffer is `quality`x the CSS size, so the radius has to carry + // that factor to keep the leaf/nose line a constant width in CSS pixels - + // otherwise it halves on a HiDPI display and jumps when the app lowers + // the quality on slow frames. + radius: outlineRadiusFor(view, state, quality), + }); + view.controlsChanged = false; + framesSinceFps += 1; + + // Hardware that cannot keep up gets a smaller drawing buffer instead of a + // slideshow (a very large buffer can look like "nothing ever appears"). + if (rawDelta > 90) slowFrames += 1; + else slowFrames = 0; + if (slowFrames >= 8 && quality > QUALITY_FLOOR + 0.01 && autoReductions < 3) { + autoReductions += 1; + quality = Math.max(QUALITY_FLOOR, Math.round((quality - 0.25) * 100) / 100); + renderer.setPixelRatio(quality); + slowFrames = 0; + console.warn('[bluebey] frames are slow, lowering the drawing quality to', quality); + } + } + + if (now - fpsAt > 1000) { + const fps = Math.round((framesSinceFps * 1000) / (now - fpsAt)); + framesSinceFps = 0; + fpsAt = now; + const buffer = renderer.getDrawingBufferSize(new THREE.Vector2()); + panel.setStats?.( + `描画 ${Math.round(buffer.x)}×${Math.round(buffer.y)}(画質 ${quality.toFixed(2)}×)/約 ${fps}fps` + + (autoReductions > 0 ? ' ※重いので自動で軽くしました' : ''), + ); + } + + requestAnimationFrame(loop); + }; + requestAnimationFrame(loop); + + hideLoading(); + app.ready = true; + window.__bluebeyReady = true; + window.__bluebey = { + app, + state, + set: (patch) => applyState(patch), + face: (patch) => applyState({ face: patch }), + pose: (patch) => applyState({ pose: patch }), + view: (patch) => applyState({ view: patch }), + render: (patch) => applyState({ render: patch }), + selectBone: (name) => rig.select(name), + preset: (id) => app.actions.applyFacePreset?.(id), + posePreset: (id) => app.actions.applyPosePreset?.(id), + png: (options) => captureImage(options), + }; + + /* ------------------------------------------------------------- internals */ + + /** The camera the outline pass should use (kept in step with the view rig). */ + function outlineCamera() { + return view.camera; + } + + /** The gizmo/frame loop re-reads the bones, so store them back into state. */ + function capturePose() { + const pose = rig.getPose(); + state.pose.bones = pose.bones; + } + + function buildFaceParams() { + const eyes = state.face.eyes; + const openScale = animator.eyeOpen; + const drift = animator.look; + + const eyeFor = (key) => { + const own = eyes[key]; + // A shut artwork (1〜3線 / 3の目 / わらう) does not blink: its lid stays where + // the user put it, so the blink animation must not scale its `open`. + const shutArt = own.shape === 'three' || own.shape === 'arch' + || (typeof own.shape === 'string' && own.shape.startsWith('line')); + return { + // Which artwork this eye shows (ふつう / 1〜3線 / 3の目 / わらう / ハート). + // The renderer chooses the shut artwork from this, so it must travel. + shape: own.shape, + open: clamp01(own.open * (shutArt ? 1 : openScale)), + lookX: clamp(own.lookX + drift.x + aimOffset.x, -1, 1), + lookY: clamp(own.lookY + drift.y + aimOffset.y, -1, 1), + closed: own.closed, + closedLines: own.closedLines, + irisShape: own.irisShape, + threeFlip: own.threeFlip === true, + // 白目 / 光彩 are per eye and tri-state: `null` means "the usual" (open + // eyes show their white; the shared 光彩 switch decides the glint). + white: own.white ?? null, + highlight: own.highlight ?? null, + // 形の大きさ scales the drawn eye shape (the shut lines, the 3, the arch) + // and the heart. + shapeScale: own.shapeScale ?? 1, + // The tears are per eye, and only drawn when their own switch is on. + tearOn: own.tearOn === true, + tear: own.tear ?? 0.3, + tearY: own.tearY ?? 0, + // Where this eye sits, and where its teardrop hangs, can be nudged one + // side at a time (an asymmetric face). + eyeX: own.eyeX ?? 0, + tearX: own.tearX ?? 0, + tearTilt: own.tearTilt ?? 0, + // The lower lid can differ per eye (falling back to the shared value). + lowerLid: own.lowerLid ?? eyes.lowerLid ?? 0, + // The rest of the lids are per eye too now (null = use the shared value). + lidShape: own.lidShape ?? null, + lidWidth: own.lidWidth ?? null, + lidTilt: own.lidTilt ?? null, + lashes: own.lashes ?? null, + lashAngle: own.lashAngle ?? null, + lashPos: own.lashPos ?? null, + }; + }; + + // Lip-sync and a look-at target both drive the mouth and the eyes without + // being part of the saved expression. + const mouth = { ...state.face.mouth }; + if (flapMouth > 0.001) mouth.open = Math.max(mouth.open ?? 0, flapMouth); + // A talking mouth has no tongue sticking out. This follows the whole flap + // session rather than the opening: the envelope dips through zero between + // syllables, and keying it off the opening made the tongue flicker back into + // view on every closed frame. + if (mouthFlap.running) mouth.tongue = 0; + + return { + eyes: { + // Everything shared by both eyes (colours, iris scale, brows, glasses, + // ...) has to travel with the per-eye values, because the face renderer + // reads them from here. Spreading `...eyes` is also what makes the face + // redraw when one of them (e.g. `glasses`) changes: the loop compares the + // JSON of this object against the last one it drew. + ...eyes, + left: eyeFor('left'), + right: eyeFor('right'), + }, + mouth, + }; + } + + function faceMode() { + return isLineStyle(state.render.style) ? 'line' : 'paint'; + } + + function applyState(patch, { silent = false, full = false, scope = 'all', sync = false } = {}) { + if (full) { + const fresh = defaultState(); + applyPatch(fresh, patch); + for (const key of Object.keys(fresh)) state[key] = fresh[key]; + } else { + applyPatch(state, patch); + } + refresh(scope); + app.needsRender = true; + if (sync && !silent) app.panel?.sync(); + } + + /** Re-apply the parts of the state named by `scope` ('all' by default). */ + function refresh(scope = 'all') { + app.needsRender = true; + // Where the eyes aim depends on where the character is, so it is recomputed + // whenever anything that moves could change. + if (scope === 'all' || scope === 'view' || scope === 'pose' || scope === 'face' || scope === 'lookAt') { + aimOffset = applyLookAt(); + } + if (scope === 'all' || scope === 'render') { + styles.setStyle(state.render.style); + styles.setPaper(state.render.paper); + styles.setOutlineWidth(state.render.outlineWidth); + styles.setOutlineColor(state.render.outlineColor); + styles.setOutlineEnabled(state.render.outline); + // Which parts each outline method draws, and which hulls stand down for it + // (the leaves, plus the nose in a line drawing). See `applyOutlineMethod`. + applyOutlineMethod(state.render.style); + + const line = isLineStyle(state.render.style); + // Shadows, reflections, body colours and mirroring are the look module's + // job, so that they are applied together and stay consistent. + look.apply(state.render, { line }); + applyProps(); + // 見えない壁: the one setting that changes what is drawn rather than how. + applyWalls(); + + const azimuth = state.render.lightAzimuth * DEG; + const elevation = state.render.lightElevation * DEG; + const distance = model.size.y * 3; + keyOffset.set( + Math.cos(elevation) * Math.sin(azimuth) * distance, + Math.sin(elevation) * distance, + Math.cos(elevation) * Math.cos(azimuth) * distance, + ); + updateKeyLight(); + key.intensity = state.render.lightIntensity; + ambient.intensity = state.render.ambient; + key.color.set(state.render.lightColor ?? '#ffffff'); + ambient.color.set(state.render.ambientColor ?? '#ffffff'); + renderer.toneMappingExposure = state.render.exposure; + applyBackground(); + renderer.shadowMap.needsUpdate = true; + } + + if (scope === 'all' || scope === 'view') { + applyBackdrop(); + // The renderer's *clear* depends on the background mode as well: a preset + // photo, a loaded picture and the camera all show through a transparent + // clear (see `backgroundOf`). Without this, switching the background left + // the canvas clearing to the old opaque colour and hid the layer that had + // just been set up behind it - which is why the background only appeared + // after some other change (adding a prop) re-ran this. + applyBackground(); + } + if (scope === 'all' || scope === 'view' || scope === 'caption' || scope === 'gion') redrawCaption(); + + // A style change flips the face between paint and ink (`faceMode`), so the + // 'render' scope has to rebuild the face too - otherwise the old drawing + // stays on the plates until something else (a blink) happens to dirty them. + if (scope === 'all' || scope === 'face' || scope === 'render') { + face.setSource('eyes', state.face.eyes.source); + face.setSource('mouth', state.face.mouth.source); + face.setParams(buildFaceParams(), faceMode()); + } + + if (scope === 'all' || scope === 'view') { + view.setProjection(state.view.projection); + view.apply(state.view, model.size); + view.setAutoRotate(state.view.autoRotate, state.view.autoRotateSpeed); + } + + if (scope === 'all' || scope === 'pose') { + rig.applyPose(state.pose); + const root = state.pose.root ?? [0, 0, 0]; + container.position.set(root[0] ?? 0, root[1] ?? 0, root[2] ?? 0); + } + + // Every user-driven change funnels through here, so this is the one place + // that has to remember a step for undo. Undo itself sets `suspendHistory`. + if (!suspendHistory) history.push(state, SCOPE_LABELS[scope] ?? scope); + } + + /** Paint the backdrop bitmap behind the model, for an export. */ + function backdropSource() { + if (state.view.background === 'camera') { + const video = backdrop.el?.querySelector?.('video'); + return video && video.readyState >= 2 ? video : null; + } + return backdropImage; + } + + /** + * Freeze the current camera frame into a canvas. + * + * The AR preview is a live video, so by the time the PNG finishes encoding the + * feed has moved on and the saved picture no longer matches what was on screen + * when the shutter was pressed. Snapping the frame first keeps the two in step. + */ + function snapshotBackdrop() { + if (state.view.background !== 'camera') return undefined; + const video = backdrop.el?.querySelector?.('video'); + if (!video || video.readyState < 2 || !video.videoWidth || !video.videoHeight) return undefined; + const frame = document.createElement('canvas'); + frame.width = video.videoWidth; + frame.height = video.videoHeight; + try { + frame.getContext('2d').drawImage(video, 0, 0); + } catch { + return undefined; + } + return frame; + } + + /** + * Paint the backdrop *behind* the rendered model. + * + * WHY the scratch canvas and `destination-over`: `ctx` already holds the + * character on a transparent field (see `exporter.renderStill`), so drawing the + * photo straight onto it with the default `source-over` painted OVER the + * character and the export came out as a bare photograph. Building the scene in + * a scratch canvas first also lets the dark veil sit on top of the photo, which + * it could not do once the photo had been slipped underneath. + */ + function drawBackdropInto(ctx, width, height, scale, sourceOverride) { + const source = sourceOverride ?? backdropSource(); + if (!source) return false; + const style = backdropStyle(state.view); + if (!style.visible) return false; + const iw = source.naturalWidth || source.videoWidth || source.width || 0; + const ih = source.naturalHeight || source.videoHeight || source.height || 0; + if (!iw || !ih) return false; + + const back = document.createElement('canvas'); + back.width = width; + back.height = height; + const paint = back.getContext('2d'); + + // The same CSS the live layer uses: blur (bleeding past the edges), the fit, + // the mirror and the scale/offset transform. The offset is in the element's + // own (pre-scale) space, so it is multiplied by `scale` here, exactly as + // `transform: scale(s) translate(...)` does in CSS. + const bleed = style.blur > 0 ? style.blur * 2 : 0; + const w = width + bleed * 2; + const h = height + bleed * 2; + paint.save(); + if (style.blur > 0) paint.filter = `blur(${style.blur}px)`; + paint.translate( + width / 2 + style.scale * style.offset.x * width, + height / 2 + style.scale * style.offset.y * height, + ); + paint.scale(style.scale * (style.mirror ? -1 : 1), style.scale); + paint.translate(-width / 2, -height / 2); + + if (style.backgroundSize === 'cover' || style.backgroundSize === 'contain') { + const fit = style.backgroundSize === 'cover' + ? Math.max(w / iw, h / ih) + : Math.min(w / iw, h / ih); + const dw = iw * fit; + const dh = ih * fit; + paint.drawImage(source, (w - dw) / 2 - bleed, (h - dh) / 2 - bleed, dw, dh); + } else if (style.backgroundSize === 'auto') { + // CSS repeats the picture at its own size and anchors the grid on the box + // centre (`background-position: center`). A canvas pattern instead repeats + // at the image's *intrinsic* size, which is `scale`x too small for a + // canvas that is `scale`x the CSS box - so the export tiled `scale`x more + // densely than the preview. Paint the tiles by hand at `scale`, on a grid + // centred on the box centre; the CTM above already carries the offset / + // backgroundScale / mirror, so the tiles must not re-apply them. + const tw = iw * scale; + const th = ih * scale; + // Cover only the user-space area the visible canvas needs (widened by the + // blur bleed), mapped back through the CTM. The CTM holds no rotation, so + // its `a`/`d` scale factors are enough to invert it for the bounds. + const matrix = paint.getTransform(); + const [left, right] = [ + (-bleed - matrix.e) / matrix.a, + (width + bleed - matrix.e) / matrix.a, + ].sort((a, b) => a - b); + const [top, bottom] = [ + (-bleed - matrix.f) / matrix.d, + (height + bleed - matrix.f) / matrix.d, + ].sort((a, b) => a - b); + const cx = width / 2; + const cy = height / 2; + const firstCol = Math.floor((left - cx) / tw); + const lastCol = Math.ceil((right - cx) / tw); + const firstRow = Math.floor((top - cy) / th); + const lastRow = Math.ceil((bottom - cy) / th); + for (let row = firstRow; row <= lastRow; row++) { + for (let col = firstCol; col <= lastCol; col++) { + paint.drawImage(source, cx + col * tw - tw / 2, cy + row * th - th / 2, tw, th); + } + } + } else { + paint.drawImage(source, -bleed, -bleed, w, h); + } + paint.restore(); + + if (style.darken > 0) { + paint.fillStyle = `rgba(0, 0, 0, ${style.darken})`; + paint.fillRect(0, 0, width, height); + } + + ctx.save(); + ctx.globalCompositeOperation = 'destination-over'; + ctx.drawImage(back, 0, 0); + ctx.restore(); + return true; + } + + /** Load (or clear) the backdrop bitmap that the exports composite. */ + function applyBackdrop() { + const viewState = state.view; + backdrop.apply(viewState); + // The AR shutter rides the viewport, not the panel, so it shows/hides here. + if (app.arShutter) app.arShutter.hidden = viewState.background !== 'camera'; + // The touch hint would sit under the shutter, so it steps aside in AR mode. + const touchHint = document.getElementById('viewport-hint-touch'); + if (touchHint) touchHint.style.visibility = viewState.background === 'camera' ? 'hidden' : ''; + const url = viewState.background === 'preset' + ? assetUrl(viewState.backgroundPreset, 'background') + : viewState.background === 'image' + ? viewState.backgroundImage + : viewState.background === 'effect' + ? backdrop.effectUrl(viewState.backgroundEffect) + : null; + if (!url) { + if (viewState.background !== 'camera') backdropImage = null; + return; + } + if (backdropImage?.dataset?.url === url) return; + const image = new Image(); + image.dataset.url = url; + image.onload = () => { backdropImage = image; app.needsRender = true; }; + image.onerror = () => { backdropImage = null; }; + image.src = url; + } + + function applyBackground() { + exporter.applyBackground(renderer, backgroundOf(state.view)); + } + + async function captureImage({ scale = 2, transparent = null, lines = null } = {}) { + // Freeze the live camera frame up front, so the saved picture holds the frame + // that was on screen when the button was pressed (see `snapshotBackdrop`). + const frozenBackdrop = snapshotBackdrop(); + return withHiddenHelpers(async () => { + // The face texture is redrawn on a throttle (every 26 ms) while the render + // loop runs, so a capture taken straight after a change could still hold the + // *previous* expression. That is what made a comic panel occasionally show + // its neighbour's face: force the pending redraw through first. + face.flush(performance.now(), 0); + const wantsTransparent = transparent === true + || (transparent == null && state.view.background === 'transparent'); + // A transparent export of a line drawing drops the paper as well. The whole + // point of transparent line art is to lay the lines over another picture, + // and a white silhouette would just hide it - so this renders the `outline` + // style, which draws the ink and leaves the body out. A shaded style keeps + // its body, because there it is an ordinary cut-out of the character. + const wantsLines = lines ?? (wantsTransparent && isLineStyle(state.render.style)); + const drawn = wantsLines ? 'outline' : state.render.style; + const background = wantsTransparent ? { mode: 'transparent' } : backgroundOf(state.view); + + const onScreen = styles.style; + if (drawn !== onScreen) styles.setStyle(drawn); + let result; + try { + result = await withOutlineFor({ style: drawn, method: wantsLines ? 'screen' : state.render.outlineMethod }, () => exporter.capturePNG({ + renderer, + scene, + camera: view.camera, + outline, + outlineOptions: { + enabled: state.render.outlineMethod === 'screen' && state.render.outline !== false, + color: state.render.outlineColor, + // The export's label buffer is `scale`x the one on screen (renderStill + // sets it to the output size), so its radius grows with it to keep the + // line's weight relative to the model the same as in the preview. + radius: outlineRadiusFor(view, state, scale), + }, + width: canvas.clientWidth || window.innerWidth, + height: canvas.clientHeight || window.innerHeight, + restore: () => { resizeViewport(); applyStateBackgroundAgain(); }, + }, { scale, background })); + } finally { + if (drawn !== onScreen) styles.setStyle(onScreen); + } + + // The backdrop, the 擬音 stamps and the bubbles live in DOM layers behind + // and above the WebGL canvas, so an export has to paint them in itself - in + // the same order as the screen: backdrop, then stamps, then bubbles. + const ctx = result.canvas.getContext('2d'); + // The canvas' pixels-per-CSS-pixel: the same factor the 擬音 stamps and the + // bubbles are drawn at below. The backdrop's tiled fit needs it too, so its + // tiles come out the size the preview's CSS paints them. + const base = canvas.clientWidth || 1280; + const outputScale = result.width / Math.max(1, base); + let changed = false; + if (!wantsTransparent && drawBackdropInto(ctx, result.width, result.height, outputScale, frozenBackdrop)) changed = true; + const gionItems = state.gion?.items ?? []; + if (gionItems.length) { + for (const item of gionItems) await ensureGionSheet(item.sheet); + drawGion(ctx, gionItems, gionImages, { + width: result.width, + height: result.height, + scale: outputScale, + }); + changed = true; + } + const bubbles = CAPTION_KEYS.map((key) => state[key]).filter((caption) => caption?.enabled); + if (bubbles.length) { + await ensureCaptionFont(); + for (const caption of bubbles) { + drawCaption(ctx, caption, { + width: result.width, + height: result.height, + scale: outputScale, + font: captionFont, + }); + } + changed = true; + } + if (changed) result.blob = await exporter.canvasToBlob(result.canvas); + return result; + }); + } + + function applyStateBackgroundAgain() { + exporter.applyBackground(renderer, backgroundOf(state.view)); + } + + async function savePNG({ + scale = state.render.pngScale ?? 2, + transparent = state.render.pngTransparent ? true : undefined, + } = {}) { + const result = await captureImage({ scale, transparent }); + exporter.downloadBlob(result.blob, `bluebey-${exporter.timestamp()}.png`); + toast(`PNGを書き出しました(${result.width}×${result.height})`); + } + + /** + * The canvas the 下地 export paints on, *without* downloading it. Kept separate + * from `saveFaceMap` so the in-page round-trip check can look at exactly the + * pixels the button writes. + */ + function faceMapCanvas(kind) { + // A redraw is throttled while the render loop runs (see the loop's + // `face.flush(now, 26)`), so force any pending one through first or the map + // would show the expression before last. + face.flush(performance.now(), 0); + return kind === 'hair' ? exporter.buildHairMap(face) : exporter.buildFaceMap(face, kind); + } + + async function saveFaceMap(kind) { + const canvas = faceMapCanvas(kind); + if (!canvas) { + toast('このモデルには髪のプレートがありません'); + return; + } + const blob = await exporter.canvasToBlob(canvas); + const label = kind === 'eyes' ? '目' : kind === 'mouth' ? '口' : '髪'; + exporter.downloadBlob(blob, `bluebey-face-${kind}-${exporter.timestamp()}.png`); + if (kind === 'hair') { + toast(`${label}の下地を書き出しました(${canvas.width}×${canvas.height})。` + + 'この画像に前髪を描いて渡してください'); + return; + } + toast(`${label}の下地を書き出しました(${canvas.width}×${canvas.height})。` + + `この画像に描いて「${label}の画像を読み込む(PNG)」で読み込めます`); + } + + /** Hide the gizmo and helpers so they never end up in an export. */ + async function withHiddenHelpers(fn) { + const wasVisible = rig.helper.visible; + const guidesWereVisible = clip.guides.map((guide) => guide.visible); + rig.helper.visible = false; + clip.guides.forEach((guide) => { guide.visible = false; }); + try { + return await fn(); + } finally { + rig.setGizmoVisible(wasVisible); + clip.guides.forEach((guide, index) => { guide.visible = guidesWereVisible[index]; }); + app.needsRender = true; + } + } + + async function copyPNG() { + const result = await captureImage({ scale: 2 }); + await exporter.copyCanvasToClipboard(result.canvas); + toast('画像をクリップボードにコピーしました'); + } + + /** + * Swap in another GLB. + * + * Kept as the implementation, but no longer wired to anything: the panel's + * 「GLBを差し替える」 button and the window-wide drop handler were removed on + * 2026-09-27. Putting the feature back is a button plus an action that calls + * this (the model returns on reload, so nothing is saved). + */ + async function replaceModel(file) { + if (!file) return; + try { + const buffer = await exporter.readFileAsArrayBuffer(file); + const next = await loadModel(buffer); + styles.dispose(); + rig.dispose(); + container.remove(model.root); + scene.remove(container); + container.add(next.root); + scene.add(container); + app.model = next; + toast(`${file.name} を読み込みました(このモデルは再読込で元に戻ります)`); + app.needsRender = true; + } catch (error) { + console.error(error); + toast('このファイルは読み込めませんでした'); + } + } + + let recording = false; + async function toggleRecording(session) { + if (!session) { + toast('この環境では録画できません'); + return; + } + if (!recording) { + if (!state.anim.idle) { + state.anim.idle = true; + panel.sync(); + } + recording = startRecording(session); + toast('録画を開始しました(もう一度押すと停止)'); + } else { + const blob = await stopRecording(session); + recording = false; + if (blob) { + exporter.downloadBlob(blob, `bluebey-animation-${exporter.timestamp()}.webm`); + toast('録画を保存しました(WebM)'); + } + } + app.panel?.setRecording(recording); + } + + function setCameraPreset(id) { + const presets = { + front: { azimuth: 0, polar: 82 }, + threeQuarter: { azimuth: 34, polar: 78 }, + side: { azimuth: 90, polar: 84 }, + back: { azimuth: 180, polar: 82 }, + top: { azimuth: 24, polar: 26 }, + }; + applyState({ view: presets[id] ?? presets.front }, { scope: 'view', sync: true }); + } + + function restoreFromHistory(kind) { + const snapshot = kind === 'undo' ? history.undo() : history.redo(); + if (!snapshot) { + toast(kind === 'undo' ? 'これ以上戻れません' : 'やり直す操作がありません'); + return; + } + suspendHistory = true; + try { + applyState(snapshot, { full: true, sync: true }); + } finally { + suspendHistory = false; + } + toast(kind === 'undo' ? '1つ戻しました' : 'やり直しました'); + } + + function applyTheme(id) { + const theme = THEMES.find((item) => item.id === id); + if (!theme) return; + state.render.theme = id; + state.render.colors = { ...theme.colors }; + applyState({}, { scope: 'render', sync: true }); + } + + /** おまかせ: a seeded random expression, so it can be reproduced and shared. */ + function rollGacha(seedText) { + const seed = seedText || String(Math.floor(Math.random() * 1e9)); + const roll = rollAll(seed); + suspendHistory = true; + try { + applyState(roll.patch, { scope: 'all' }); + } finally { + suspendHistory = false; + } + history.push(state, 'おまかせ'); + app.panel?.sync(); + const shown = decodeSeed(seed) ?? String(seed); + toast(`おまかせ表情(シード ${shown})`); + return shown; + } + + async function copyShareLink() { + try { + const encoded = await encodeState(state); + const link = `${location.origin}${location.pathname}#s=${encoded}`; + await navigator.clipboard.writeText(link); + toast(`この見た目のリンクをコピーしました(${link.length}文字)`); + } catch (error) { + console.error(error); + toast('リンクを作れませんでした'); + } + } + + /** The tag every shared picture carries. */ + const SHARE_TAG = '#ぶるべースタジオ'; + + /** The studio's own address - the landing page itself, not a state-reproducing + * `#s=` link. Shared alongside the tag so a viewer can find the studio. */ + function studioUrl() { + return `${location.origin}${location.pathname}`; + } + + /** + * Share the current look as a *picture*, not as a link. + * + * Neither X nor Facebook's web dialog can attach an image, so the picture goes + * through the OS share sheet (`navigator.share` with files) wherever the browser + * has one - a single tap on a phone, and it can go to any app. Where there is no + * share sheet (most desktops), the PNG is put on the clipboard and the network's + * compose window is opened with the tag already typed, so the picture only has to + * be pasted. The tag *and* the studio link always travel together: the user asks + * for both to be kept when the picture is shared. + */ + async function shareImage(network) { + let shot; + try { + shot = await captureImage({ scale: 1.5, transparent: false }); + } catch (error) { + console.error(error); + toast('画像を作れませんでした'); + return; + } + const file = new File([shot.blob], `bluebey-${exporter.timestamp()}.png`, { type: 'image/png' }); + + if (!network && navigator.canShare?.({ files: [file] })) { + try { + await navigator.share({ files: [file], text: SHARE_TAG, url: studioUrl() }); + return; + } catch (error) { + if (error?.name === 'AbortError') return; + console.error(error); + } + } + + // No share sheet (or a named network): put the picture on the clipboard and + // open that network's compose window with the tag and the studio link filled in. + let copied = false; + try { + await exporter.copyCanvasToClipboard(shot.canvas); + copied = true; + } catch (error) { + console.error(error); + } + const studio = studioUrl(); + const target = network === 'facebook' + ? `https://www.facebook.com/sharer/sharer.php?u=${encodeURIComponent(studio)}` + : `https://twitter.com/intent/tweet?text=${encodeURIComponent(SHARE_TAG)}&url=${encodeURIComponent(studio)}`; + window.open(target, '_blank'); + toast(copied + ? '画像をコピーしました。開いた画面に貼り付けて投稿してください(Ctrl+V)' + : '投稿画面を開きました(この環境では画像を自動で貼り付けできません)'); + } + + function toggleMouthFlap() { + if (mouthFlap.running) { + mouthFlap.stop(); + toast('口パクを止めました'); + return; + } + const seconds = mouthFlap.start(state.mouthFlap?.text ?? '', { + rate: state.mouthFlap?.rate ?? 1, + }); + toast(`口パクを始めました(音は出ません・約${seconds.toFixed(1)}秒)`); + } + + async function toggleCamera(on) { + if (!on) { + backdrop.stopCamera(); + applyState({ view: { background: 'solid' } }, { scope: 'view', sync: true }); + return; + } + const result = await backdrop.startCamera(state.view.cameraFacing ?? 'environment'); + if (!result?.ok) { + toast(result?.reason ?? 'カメラを使えません'); + return; + } + applyState({ view: { background: 'camera' } }, { scope: 'view', sync: true }); + toast('カメラの映像を背景にしました(そのまま写真に撮れます)'); + } + + function addProp(kind) { + const def = PROP_DEFAULTS[kind] ?? { x: 1.6, y: 0, z: 0, rotX: 0, rotY: 0, rotZ: 0, scale: 1 }; + state.props.items = [...(state.props.items ?? []), { + kind, + x: def.x ?? 0, + y: def.y ?? 0, + z: def.z ?? 0, + rotX: def.rotX ?? 0, + rotY: def.rotY ?? 0, + rotZ: def.rotZ ?? 0, + scale: def.scale ?? 1, + }]; + applyState({}, { scope: 'render', sync: true }); + } + + async function addStoryPanel() { + const index = (state.story.panels?.length ?? 0) + 1; + // A counter, not the array length: removing a panel and then adding another + // used to hand out an id that was already taken, which confused the list. + storySeq += 1; + const id = `p${storySeq}`; + state.story.panels = [...(state.story.panels ?? []), { + id, + label: `コマ${index}`, + pose: JSON.parse(JSON.stringify(state.pose)), + face: JSON.parse(JSON.stringify(state.face)), + caption: JSON.parse(JSON.stringify(state.caption)), + caption2: JSON.parse(JSON.stringify(state.caption2)), + // The 擬音 stamps as well, so a panel comes back with everything it showed. + gion: JSON.parse(JSON.stringify(state.gion)), + // The camera as well as the pose: recalling a panel should put you back + // where you were looking when you recorded it. + view: JSON.parse(JSON.stringify(state.view)), + }]; + applyState({}, { scope: 'caption', sync: true }); + + // Then photograph what was just recorded, so the list shows the shot rather + // than only its name. + try { + const shot = await captureImage({ scale: 0.35, transparent: false }); + storyThumbs.set(id, { + version: (storyThumbs.get(id)?.version ?? 0) + 1, + url: thumbDataUrl(shot.canvas), + }); + toast(`コマ${index}を追加しました`); + } catch (error) { + console.warn('[bluebey] story thumbnail failed', error); + toast(`コマ${index}を追加しました(プレビューは作れませんでした)`); + } + app.panel?.sync(); + } + + /** Shrink a capture down to a thumbnail data URL for the panel list. */ + function thumbDataUrl(source, width = 168) { + const scale = width / Math.max(1, source.width); + const canvas = document.createElement('canvas'); + canvas.width = Math.max(1, Math.round(source.width * scale)); + canvas.height = Math.max(1, Math.round(source.height * scale)); + const ctx = canvas.getContext('2d'); + ctx.imageSmoothingQuality = 'high'; + ctx.drawImage(source, 0, 0, canvas.width, canvas.height); + return canvas.toDataURL('image/png'); + } + + /** + * A number in the corner of a comic panel, for sheets whose reading order is + * not obvious. Drawn with the vendored caption font, so the sheet does not + * depend on whatever fonts the viewer happens to have. + */ + function drawPanelNumber(ctx, number, x, y, cellW, cellH) { + const radius = Math.max(18, Math.min(64, Math.min(cellW, cellH) * 0.075)); + const margin = radius * 0.7; + const cx = x + margin + radius; + const cy = y + margin + radius; + ctx.save(); + ctx.beginPath(); + ctx.arc(cx, cy, radius, 0, Math.PI * 2); + ctx.fillStyle = 'rgba(255, 255, 255, 0.92)'; + ctx.fill(); + ctx.lineWidth = Math.max(2, radius * 0.14); + ctx.strokeStyle = '#3f2b52'; + ctx.stroke(); + ctx.fillStyle = '#3f2b52'; + ctx.textAlign = 'center'; + ctx.textBaseline = 'middle'; + ctx.font = `bold ${Math.round(radius * 1.25)}px ${captionFontStack()}`; + ctx.fillText(String(number), cx, cy + radius * 0.04); + ctx.restore(); + } + + /** + * まんが: replay the panels, capture each one, and hand back a framed sheet. + */ + async function saveStory({ scale = 2 } = {}) { + const panels = state.story?.panels ?? []; + if (!panels.length) { + toast('コマがありません。「今の状態をコマに追加」で作ってください'); + return; + } + const saved = JSON.parse(JSON.stringify(state)); + const captures = []; + suspendHistory = true; + try { + for (const panel of panels) { + const pose = panel.pose ?? {}; + state.pose = { bones: pose.bones ?? {}, root: pose.root ?? [0, 0, 0] }; + state.face = JSON.parse(JSON.stringify(saved.face)); + applyPatch(state.face, panel.face ?? {}); + state.caption = { ...saved.caption, ...(panel.caption ?? {}) }; + state.caption2 = { ...saved.caption2, ...(panel.caption2 ?? {}) }; + // The camera the panel was framed with, so a comic keeps its angles. + if (panel.view) state.view = JSON.parse(JSON.stringify(panel.view)); + refresh('all'); + // Two frames: one to apply the pose, one to draw it. + await new Promise((resolve) => requestAnimationFrame(() => requestAnimationFrame(resolve))); + captures.push(await captureImage({ scale, transparent: false })); + } + } finally { + suspendHistory = false; + applyState(saved, { full: true, sync: true }); + } + + const columns = Math.max(1, Math.min(4, state.story?.columns ?? 2)); + const gap = state.story?.gap ?? 12; + const padding = state.story?.padding ?? 20; + const rows = Math.ceil(captures.length / columns); + const cellW = Math.max(...captures.map((item) => item.width)); + const cellH = Math.max(...captures.map((item) => item.height)); + + // Once the sheet is more than one column wide, the reading order stops being + // obvious from the layout alone, so the panels are numbered. A single column + // (or two panels) reads top to bottom without help. + const numbered = columns >= 2 && captures.length >= 3; + if (numbered) await ensureCaptionFont(); + + // A manga page reads by its panel frames. They are drawn inside each cell so + // the artwork keeps its full size, and are thick enough to survive the 1× + // export. + const frame = Math.max(3, Math.round(Math.min(cellW, cellH) * 0.012)); + + const sheet = document.createElement('canvas'); + sheet.width = padding * 2 + cellW * columns + gap * (columns - 1); + sheet.height = padding * 2 + cellH * rows + gap * (rows - 1); + const ctx = sheet.getContext('2d'); + ctx.fillStyle = state.story?.sheetBackground ?? '#ffffff'; + ctx.fillRect(0, 0, sheet.width, sheet.height); + captures.forEach((capture, index) => { + const x = padding + (index % columns) * (cellW + gap); + const y = padding + Math.floor(index / columns) * (cellH + gap); + ctx.drawImage(capture.canvas, x, y, cellW, cellH); + ctx.lineWidth = frame; + ctx.strokeStyle = '#2a1e33'; + ctx.strokeRect(x + frame / 2, y + frame / 2, cellW - frame, cellH - frame); + if (numbered) drawPanelNumber(ctx, index + 1, x, y, cellW, cellH); + }); + + const stamp = exporter.timestamp(); + exporter.downloadBlob(await exporter.canvasToBlob(sheet), `bluebey-comic-${stamp}.png`); + toast(`まんがを書き出しました(${captures.length}コマ)`); + } + + /** A shared link restores the whole look; otherwise this is the start point. */ + async function loadFromHash() { + // 共有ボタンは `?s=`、ボタン「この見た目のリンクをコピー」は `#s=` を使う。 + // Facebook は `#` 以降を落とすので、共有はクエリにする必要がある - どちらでも読む。 + const query = new URLSearchParams(location.search).get('s'); + const hash = location.hash.replace(/^#/, ''); + const encoded = query ?? new URLSearchParams(hash).get('s'); + if (!encoded) return false; + const decoded = await decodeState(encoded); + if (!decoded?.state) return false; + suspendHistory = true; + try { + applyState(decoded.state, { full: true, sync: true }); + } finally { + suspendHistory = false; + } + return true; + } + + function installTopbar() { + // The panel itself is visible from the start, but each of its sections starts + // collapsed (see `section()` in src/ui.js): the panel reads as a short list of + // headings, and you open the one you want instead of scrolling past twelve. + resizeViewport(); + + // AR (カメラ=AR) get a camera-app style shutter over the viewport, so a photo + // is one tap away. It is a DOM layer over the canvas, so it never lands in the + // export; its visibility follows the background mode (see `applyBackdrop`). + const shutter = document.createElement('button'); + shutter.type = 'button'; + shutter.id = 'ar-shutter'; + shutter.className = 'ar-shutter'; + shutter.title = '写真を撮る'; + shutter.setAttribute('aria-label', '写真を撮る'); + shutter.hidden = true; + shutter.addEventListener('click', () => { savePNG(); }); + stage.append(shutter); + app.arShutter = shutter; + + document.getElementById('btn-shot')?.addEventListener('click', () => app.actions.savePNG()); + document.getElementById('btn-copy')?.addEventListener('click', () => app.actions.copyPNG()); + document.getElementById('btn-help')?.addEventListener('click', toggleHelp); + document.getElementById('btn-panel')?.addEventListener('click', togglePanel); + document.getElementById('help-close')?.addEventListener('click', () => { toggleHelp(false); }); + const help = document.getElementById('help'); + help?.addEventListener('click', (event) => { if (event.target === help) toggleHelp(false); }); + + // --- the mouse on the character ---------------------------------------- + // Dragging the model slides it across the view; holding Shift and dragging + // turns it around. Bone posing lives in the panel, so the mouse never grabs a + // bone (see `Rig` in src/rig.js). On a small screen the panel is a sheet over + // the view, so a tap on the view first just dismisses the sheet. + const dragRay = new THREE.Raycaster(); + const dragNdc = new THREE.Vector2(); + const dragHitAt = (event) => { + const rect = canvas.getBoundingClientRect(); + dragNdc.set( + ((event.clientX - rect.left) / Math.max(1, rect.width)) * 2 - 1, + -((event.clientY - rect.top) / Math.max(1, rect.height)) * 2 + 1, + ); + dragRay.setFromCamera(dragNdc, view.camera); + const targets = [model.parts.eyeMesh, model.parts.mouthMesh, ...model.parts.body] + .filter((mesh) => mesh?.visible); + return dragRay.intersectObjects(targets, false)[0] ?? null; + }; + // World units per screen pixel, so the model keeps up with the cursor. + const dragScale = () => { + const camera = view.camera; + const height = Math.max(1, canvas.clientHeight); + if (camera.isOrthographicCamera) return (camera.top - camera.bottom) / camera.zoom / height; + const distance = camera.position.distanceTo(view.controls.target); + return (2 * distance * Math.tan((camera.fov * Math.PI) / 360)) / height; + }; + let modelDrag = null; + + canvas.addEventListener('pointerdown', (event) => { + if (event.button !== 0 || event.target !== canvas) return; + if (narrowScreenLayout.matches && !document.body.classList.contains('panel-hidden')) { + togglePanel(); + return; + } + if (!dragHitAt(event)) return; + const root = state.pose.root ?? [0, 0, 0]; + const master = state.pose.bones?.master ?? [0, 0, 0]; + modelDrag = { + pointerId: event.pointerId, + spin: event.shiftKey, + x: event.clientX, + y: event.clientY, + root: [...root], + masterY: master[1] ?? 0, + }; + view.controls.enabled = false; + stage.style.cursor = 'grabbing'; + try { canvas.setPointerCapture(event.pointerId); } catch { /* ignore */ } + }); + + canvas.addEventListener('pointermove', (event) => { + if (!modelDrag || event.pointerId !== modelDrag.pointerId) return; + const dx = event.clientX - modelDrag.x; + const dy = event.clientY - modelDrag.y; + if (modelDrag.spin) { + const bones = { ...(state.pose.bones ?? {}) }; + const master = bones.master ?? [0, 0, 0]; + bones.master = [master[0], round2(modelDrag.masterY + dx * 0.7), master[2]]; + state.pose.bones = bones; + } else { + const k = dragScale(); + state.pose.root = [ + round2(modelDrag.root[0] + dx * k), + round2(modelDrag.root[1] - dy * k), + modelDrag.root[2], + ]; + } + app.panel?.onRigChanged?.(); + app.needsRender = true; + }); + + const endModelDrag = (event) => { + if (!modelDrag || (event && event.pointerId !== modelDrag.pointerId)) return; + modelDrag = null; + view.controls.enabled = true; + stage.style.cursor = ''; + if (event) { try { canvas.releasePointerCapture(event.pointerId); } catch { /* ignore */ } } + capturePose(); + app.panel?.onRigChanged?.(); + app.needsRender = true; + }; + canvas.addEventListener('pointerup', endModelDrag); + canvas.addEventListener('pointercancel', endModelDrag); + } + + function togglePanel() { + document.body.classList.toggle('panel-hidden'); + resizeViewport(); + } + + // The panel is a side column on a wide screen and a bottom sheet on a small + // one, where it starts closed so the 3D view fills the screen (see the + // small-screen rules in src/style.css). When the window is resized across that + // breakpoint, match the layout the other side expects instead of leaving the + // panel stuck in the previous state. + const narrowScreenLayout = window.matchMedia('(max-width: 768px), (max-height: 500px) and (pointer: coarse)'); + narrowScreenLayout.addEventListener('change', (event) => { + document.body.classList.toggle('panel-hidden', event.matches); + resizeViewport(); + }); + + function installKeys() { + window.addEventListener('keydown', (event) => { + // Undo/redo are the only shortcuts that need a modifier, so they are dealt + // with before the "no modifiers" rule below. + if ((event.ctrlKey || event.metaKey) && !event.altKey) { + const combo = event.key.toLowerCase(); + if (combo === 'z' || combo === 'y') { + event.preventDefault(); + restoreFromHistory(combo === 'y' || event.shiftKey ? 'redo' : 'undo'); + return; + } + } + if (event.metaKey || event.ctrlKey || event.altKey) return; + const target = event.target; + if (target instanceof HTMLInputElement || target instanceof HTMLSelectElement) return; + switch (event.key) { + case 's': case 'S': savePNG(); break; + case 'c': case 'C': copyPNG(); break; + case 'r': case 'R': app.actions.resetPose(); break; + case 'g': case 'G': { + const visible = !rig.helper.visible; + rig.setGizmoVisible(visible); + toast(visible ? 'ギズモを表示' : 'ギズモを隠しました'); + app.needsRender = true; + break; + } + case ' ': event.preventDefault(); app.actions.toggleAnimation(); break; + case '?': toggleHelp(); break; + case 'Tab': event.preventDefault(); togglePanel(); break; + case '1': setCameraPreset('front'); break; + case '2': setCameraPreset('threeQuarter'); break; + case '3': setCameraPreset('side'); break; + case '4': setCameraPreset('back'); break; + case '5': setCameraPreset('top'); break; + default: break; + } + }); + } + +} + +function toggleHelp(force) { + const help = document.getElementById('help'); + if (help) help.hidden = force === undefined ? !help.hidden : !force; +} + +/** A persistent message for problems that need the user to do something. */ +function showNotice(text) { + let node = document.getElementById('notice'); + if (!node) { + node = document.createElement('div'); + node.id = 'notice'; + document.body.append(node); + } + node.textContent = text; + node.hidden = false; +} + +/* ------------------------------------------------------------------- camera */ + +/** + * Orbiting camera with both a perspective and an orthographic projection. + * Only one of them is enabled at a time; switching copies the framing across so + * the model does not jump. + */ +class ViewRig { + constructor(domElement, onChange) { + this.domElement = domElement; + this.onChange = onChange; + this.projection = 'persp'; + this.controlsChanged = false; + + this.cameras = { + // A tight near/far keeps depth precision high, which matters because the + // outline hull is only a few hundredths of a unit away from the surface. + // The far plane has to sit well past the furthest the camera may go, or + // zooming all the way out slices the character on it - which is exactly + // what the old `far = 120` did, because the zoom limit was also 120. + persp: new THREE.PerspectiveCamera(30, 1, 1, 2000), + ortho: new THREE.OrthographicCamera(-1, 1, 1, -1, -2000, 2000), + }; + this.controlsMap = {}; + for (const [key, camera] of Object.entries(this.cameras)) { + const controls = new OrbitControls(camera, domElement); + controls.enableDamping = false; + controls.enablePan = true; + controls.minDistance = 1; + controls.maxDistance = 400; + controls.addEventListener('change', () => { + this.controlsChanged = true; + this.onChange?.(); + }); + this.controlsMap[key] = controls; + } + this.controlsMap.ortho.enabled = false; + this.camera = this.cameras.persp; + this.controls = this.controlsMap.persp; + this.target = new THREE.Vector3(0, 1, 0); + this.autoDistance = 12; + // `orthoHeight` is where the orthographic camera is *now* - `apply()` writes + // the camera's actual height back into it - so the framing `frame()` chose + // needs its own field to measure the zoom against (see `zoomFactor`). + this.orthoHeight = 6; + this.autoOrthoHeight = 6; + this.resize(); + } + + /** Fit the model into view. */ + frame(size, targetY) { + this.target.set(0, targetY, 0); + for (const controls of Object.values(this.controlsMap)) controls.target.copy(this.target); + const fov = this.cameras.persp.fov * Math.PI / 180; + const heightDistance = size.y / (2 * Math.tan(fov / 2)); + const widthDistance = size.x / (2 * Math.tan(fov / 2) * Math.max(0.4, this.aspect)); + this.autoDistance = Math.max(heightDistance, widthDistance) * 1.45; + this.orthoHeight = size.y * 1.5; + this.autoOrthoHeight = this.orthoHeight; + for (const camera of Object.values(this.cameras)) { + camera.position.set(0, targetY + this.autoDistance * 0.12, this.autoDistance); + } + this.resize(); + } + + get aspect() { + const width = this.domElement.clientWidth || 1; + const height = this.domElement.clientHeight || 1; + return width / height; + } + + resize() { + const width = this.domElement.clientWidth || window.innerWidth; + const height = this.domElement.clientHeight || window.innerHeight; + const aspect = width / height; + this.cameras.persp.aspect = aspect; + this.cameras.persp.updateProjectionMatrix(); + this.setOrthoHeight(this.orthoHeight); + } + + setOrthoHeight(height) { + const ortho = this.cameras.ortho; + const halfHeight = height / 2; + const halfWidth = halfHeight * this.aspect; + ortho.left = -halfWidth; + ortho.right = halfWidth; + ortho.top = halfHeight; + ortho.bottom = -halfHeight; + ortho.zoom = 1; + ortho.updateProjectionMatrix(); + } + + /** + * How large the character looks now, relative to the auto-fit framing. + * + * 1 means "the default framing", which is where the panel's 大きさ sliders sit + * and so where the screen-space outline's pixel width is written against. The + * two projections scale differently - a perspective camera shows 1/distance as + * much per world unit, an orthographic one 1/height, and OrbitControls zooms + * the latter with `camera.zoom` rather than by moving it - so each is + * normalised by its own auto-fit value. + */ + zoomFactor() { + if (this.projection === 'ortho') { + const ortho = this.cameras.ortho; + const height = (ortho.top - ortho.bottom) / Math.max(ortho.zoom, 0.0001); + return this.autoOrthoHeight > 0 && height > 0 ? this.autoOrthoHeight / height : 1; + } + const distance = this.camera.position.distanceTo(this.controls?.target ?? this.target); + return this.autoDistance > 0 && distance > 0 ? this.autoDistance / distance : 1; + } + + setProjection(kind) { + if (kind === this.projection) return; + const previous = this.camera; + const next = kind === 'ortho' ? this.cameras.ortho : this.cameras.persp; + next.position.copy(previous.position); + next.quaternion.copy(previous.quaternion); + this.controlsMap[this.projection].enabled = false; + this.projection = kind; + this.camera = next; + this.controls = this.controlsMap[kind]; + this.controls.enabled = true; + this.controls.target.copy(this.target); + this.resize(); + this.onCameraChange?.(next, this.controls); + this.controlsChanged = true; + this.onChange?.(); + } + + /** Apply the serialisable view state (azimuth/polar/zoom). */ + apply(viewState, size) { + const distance = viewState.distance > 0 ? viewState.distance : this.autoDistance; + const targetY = viewState.targetY || this.target.y; + this.target.set(viewState.targetX || 0, targetY, viewState.targetZ || 0); + const spherical = new THREE.Spherical( + distance, + clamp(viewState.polar, 1, 179) * Math.PI / 180, + viewState.azimuth * Math.PI / 180, + ); + const offset = new THREE.Vector3().setFromSpherical(spherical); + for (const camera of Object.values(this.cameras)) { + camera.position.copy(this.target).add(offset); + camera.lookAt(this.target); + } + if (viewState.orthoHeight > 0) this.setOrthoHeight(viewState.orthoHeight); + else if (size) this.setOrthoHeight(this.orthoHeight); + for (const controls of Object.values(this.controlsMap)) { + controls.target.copy(this.target); + controls.update(); + } + this.orthoHeight = this.cameras.ortho.top - this.cameras.ortho.bottom; + this.cameras.persp.updateProjectionMatrix(); + this.cameras.ortho.updateProjectionMatrix(); + } + + /** + * Write where the camera actually is back into the serialisable view state. + * + * WHY: the mouse orbit and pan move the `controls`, not the state. Without this + * the state kept the last camera the *panel* set, so any refresh of the view + * snapped the camera back to it - which is what made picking a background jump + * the camera. Keeping the two in step also means a shared link carries the + * camera you framed. + */ + captureInto(viewState) { + if (!viewState || typeof viewState !== 'object') return; + const target = this.controls?.target ?? this.target; + const spherical = new THREE.Spherical().setFromVector3( + new THREE.Vector3().subVectors(this.camera.position, target), + ); + viewState.azimuth = Math.round(spherical.theta * RAD_TO_DEG * 100) / 100; + viewState.polar = Math.round(spherical.phi * RAD_TO_DEG * 100) / 100; + viewState.distance = Math.round(spherical.radius * 1000) / 1000; + viewState.targetX = Math.round(target.x * 1000) / 1000; + viewState.targetY = Math.round(target.y * 1000) / 1000; + viewState.targetZ = Math.round(target.z * 1000) / 1000; + if (this.projection === 'ortho') { + const ortho = this.cameras.ortho; + viewState.orthoHeight = Math.round((ortho.top - ortho.bottom) * 1000) / 1000; + } + } + + setAutoRotate(enabled, speed) { + for (const controls of Object.values(this.controlsMap)) { + controls.autoRotate = enabled; + controls.autoRotateSpeed = speed; + } + } +} + +/** + * How far the screen-space outline may follow the zoom (see `outlineRadiusFor`). + * + * A clamp keeps a very deep zoom from turning the line into either a smear or + * nothing at all, which is what the linear factor would do at the extremes of + * the 大きさ slider. + */ +const OUTLINE_ZOOM_MIN = 0.25; +const OUTLINE_ZOOM_MAX = 3; + +/** + * The screen-space outline's radius, in pixels of the label buffer. + * + * The body's lines are inverted hulls, i.e. an offset in *world* units, so they + * thicken as the character grows on screen and thin as it shrinks. This pass + * works in pixels instead, so left alone its lines - the waist leaves and the + * nose - keep one width at every zoom, and the leaf skirt reads as far too heavy + * beside the body the moment you pull back. Scaling the radius by the rig's + * `zoomFactor` makes the two behave the same way, with `outlinePixels` staying + * the width at the auto-fit framing (so the slider keeps its meaning). + * + * `extra` carries whatever else changes the buffer's pixels-per-CSS-pixel: the + * preview's buffer is `quality`x the CSS size (and `quality` itself follows the + * display density and the automatic reductions), and an export renders the label + * buffer at `scale`x. Passing that factor keeps the line a constant *CSS* width, + * so `outlinePixels` reads as CSS pixels whichever buffer it lands in. + */ +function outlineRadiusFor(view, state, extra = 1) { + const zoom = clamp(view.zoomFactor(), OUTLINE_ZOOM_MIN, OUTLINE_ZOOM_MAX); + return (state.render.outlinePixels ?? 2) * zoom * extra; +} + +/* ----------------------------------------------------------------- scenery */ + +function makeEnvironment(renderer) { + const canvas = document.createElement('canvas'); + canvas.width = 64; + canvas.height = 32; + const ctx = canvas.getContext('2d'); + const gradient = ctx.createLinearGradient(0, 0, 0, 32); + gradient.addColorStop(0, '#ffffff'); + gradient.addColorStop(0.5, '#ece7fa'); + gradient.addColorStop(1, '#b9aade'); + ctx.fillStyle = gradient; + ctx.fillRect(0, 0, 64, 32); + const texture = new THREE.CanvasTexture(canvas); + texture.mapping = THREE.EquirectangularReflectionMapping; + texture.colorSpace = THREE.SRGBColorSpace; + const generator = new THREE.PMREMGenerator(renderer); + const environment = generator.fromEquirectangular(texture).texture; + texture.dispose(); + generator.dispose(); + return environment; +} + +/** Round to 2 decimals: the precision the panel's prop sliders show. */ +const round2 = (value) => Math.round(value * 100) / 100; + +const clampNumber = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); + +export function backgroundOf(viewState) { + if (viewState.background === 'transparent') return { mode: 'transparent' }; + // A preset, a loaded photo, a drawn effect line or the phone's camera all + // live in a DOM layer behind the WebGL canvas, so the renderer is left clear + // and the exports paint the bitmap into the picture themselves (see + // drawBackdropInto in main.js). + if (viewState.background === 'preset' || viewState.background === 'image' + || viewState.background === 'effect' || viewState.background === 'camera') { + return { mode: 'transparent' }; + } + return { mode: 'solid', color: viewState.backgroundColor }; +} + +/* ------------------------------------------------------------------- errors */ + +function setLoadingProgress(ratio) { + const node = document.getElementById('loading-text'); + if (node) node.textContent = `ぶるべーを読み込んでいます… ${Math.round(ratio * 100)}%`; +} + +function hideLoading() { + const node = document.getElementById('loading'); + if (node) node.classList.add('done'); +} + +function showLoadError(error) { + const text = document.getElementById('loading-text'); + const detail = document.getElementById('loading-error'); + if (text) text.textContent = '読み込みに失敗しました。'; + if (detail) { + detail.textContent = `${error?.message ?? error}\n\n` + + 'このページはローカルサーバー経由で開く必要があります。\n' + + 'bluebey-studio フォルダで python serve.py を実行し、\n' + + '表示された http://127.0.0.1:8000/ をブラウザで開いてください。'; + } +} + +const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); +const clamp01 = (value) => clamp(value, 0, 1); diff --git a/bluebey-studio/src/model.js b/bluebey-studio/src/model.js new file mode 100644 index 0000000..3925e85 --- /dev/null +++ b/bluebey-studio/src/model.js @@ -0,0 +1,283 @@ +import * as THREE from 'three'; +import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; + +/** + * Loads bluebey.glb and works out everything the studio needs to know about it: + * the rig, which meshes are the face overlays, and the original hand-drawn + * textures that ship inside the file. + * + * The GLB layout (materials carry the reliable names; meshes are named after + * Blender objects): + * body parts Body, Foots, Leaf, Vein, LeftHand, RightHand, Nose + * overlays eyes-* (eight hand-drawn variants, one texture each) and Mouth + * face plates eyes-plate / mouth-plate, the big shells the studio draws on + * hair plate hair-plate, a shell that wraps right round the head (optional) + * + * The two face plates are what the artwork is painted onto. They are the front + * half of the body, so wherever the drawing lands there is a surface to carry + * it - the old hand-drawn planes only covered a patch of the head, which clipped + * the bottom of a deep smile and most of a teardrop. When a model has no plates + * (the 2022 file), the studio falls back to drawing on the hand-drawn planes. + */ + +/** Hand-drawn texture variants inside the GLB, keyed by their material suffix. */ +export const EYE_VARIANTS = [ + { key: 'opened', label: '開いた目' }, + { key: 'closed', label: '閉じた目' }, + { key: 'close-tight', label: 'ぎゅっと閉じ' }, + { key: 'left-wink', label: '左ウインク' }, + { key: 'look-up', label: '上を見る' }, + { key: 'look-down', label: '下を見る' }, + { key: 'look-left', label: '左を見る' }, + { key: 'look-right', label: '右を見る' }, +]; + +/** + * Friendly names for the eleven bones of the rig. Keys are lower-cased with + * dots removed, because three's GLTFLoader sanitises node names (`armsupport.l` + * arrives as `armsupportl`). + */ +const BONE_LABELS = { + master: '全身', + armsupportl: '左うでの付け根', + arml: '左うで', + handl: '左手先', + armr: '右うで', + handr: '右手先', + legsupportl: '左あしの付け根', + footl: '左足', + toel: '左つまさき', + legsupportr: '右あしの付け根', + footr: '右足', + toer: '右つまさき', +}; + +const normalizeBoneName = (name) => (name ?? '').replace(/[.\s]/g, '').toLowerCase(); + +/** + * The overlay planes hug the head, so nudge them outwards before anything else + * happens. They are pushed along their own normals (not away from the head + * centre): the mouth in particular needs to clear the head's lower surface and + * the ring of leaves around the base, otherwise a low or frowning mouth gets + * swallowed by them. + */ +const OVERLAY_INFLATE = { eyes: 0.004, mouth: 0.004, hair: 0.008 }; + +export async function loadModel(source, { onProgress } = {}) { + const loader = new GLTFLoader(); + let gltf; + if (typeof source === 'string') { + gltf = await loader.loadAsync(source, (event) => { + if (onProgress && event.lengthComputable) onProgress(event.loaded / event.total); + }); + } else { + // A File/ArrayBuffer, e.g. from drag and drop or the file picker. + gltf = await loader.parseAsync(source, ''); + } + + const root = gltf.scene; + + // The file carries its own camera node; we drive our own. + const cameras = []; + root.traverse((object) => { if (object.isCamera) cameras.push(object); }); + for (const camera of cameras) camera.removeFromParent(); + + const eyes = new Map(); + const body = []; + /** The original material name of every body mesh (`blb`, `leaf`, `vein`, ...). */ + const kinds = new Map(); + /** The plane holding the hand-drawn mouth texture (a texture source only). */ + let mouthOriginal = null; + /** The big shells the artwork is drawn onto, if the file has them. */ + let eyePlate = null; + let mouthPlate = null; + /** The shell that wraps round the head, so hair shows from behind (optional). */ + let hairPlate = null; + + root.traverse((object) => { + if (!object.isMesh) return; + // Skinned bounds stop matching the pose, so culling would pop meshes away. + object.frustumCulled = false; + const material = Array.isArray(object.material) ? object.material[0] : object.material; + const materialName = (material?.name ?? '').toLowerCase(); + if (materialName === 'eyes-plate') { + eyePlate = object; + return; + } + if (materialName === 'mouth-plate') { + mouthPlate = object; + return; + } + if (materialName === 'hair-plate') { + hairPlate = object; + return; + } + if (materialName.startsWith('eyes-')) { + eyes.set(materialName.slice('eyes-'.length), object); + return; + } + if (materialName === 'mouth') { + mouthOriginal = object; + return; + } + body.push(object); + kinds.set(object, materialName); + }); + + // The waist leaves - the `Leaf` blade and the `Vein` rim that shares its mesh. + // These are the thin, overlapping shells the inverted-hull outline cannot draw + // (see MODEL-GUIDE.md §5), so the screen-space pass takes them over on its own. + const leaves = body.filter((mesh) => kinds.get(mesh) === 'leaf' || kinds.get(mesh) === 'vein'); + + // The drawing surface: the big plate when present, otherwise the 2022 plane. + const eyeMesh = eyePlate ?? eyes.get('opened') ?? eyes.values().next().value; + const mouth = mouthPlate ?? mouthOriginal; + // The wrapping hair shell, if the model carries one (`hair-plate`). + const hairMesh = hairPlate; + // Its cylindrical UV has a seam at the back of the head. Triangles that cross + // it get one UV near 0 and the next near 1, so the whole texture is stretched + // across them - a visible streak down the back. Close the seam per triangle. + if (hairMesh) healCylinderSeam(hairMesh); + if (!eyeMesh) throw new Error('eye mesh not found in the GLB'); + if (!mouth) throw new Error('mouth mesh not found in the GLB'); + + // The nose ball. It is a bump sitting on the body rather than a part with a + // silhouette of its own, so the outline pass treats it per style - see + // `outlineExclusion` in main.js. + const noseMesh = body.find((mesh) => (mesh.material?.name ?? '').toLowerCase() === 'nose') ?? null; + + // Only the drawing surface stays visible; every other overlay is a texture + // source, so hide it. (`mouthOriginal` may be the drawing surface itself.) + for (const mesh of eyes.values()) mesh.visible = mesh === eyeMesh; + if (mouthOriginal && mouthOriginal !== mouth) mouthOriginal.visible = false; + if (mouthPlate && eyePlate) mouthPlate.visible = true; + + /** @type {{ eyes: Record, mouth: THREE.Texture|null }} */ + const originals = { eyes: {}, mouth: mouthOriginal?.material?.map ?? mouth.material.map ?? null }; + for (const [key, mesh] of eyes) { + if (mesh.material.map) originals.eyes[key] = mesh.material.map; + } + + // Push the overlay planes a hair off the body surface, so the two do not + // z-fight. The plates are shells of the body, so the offset is tiny; a large + // one is what made the mouth look like it floated in profile. + const bodyMesh = body.find((mesh) => mesh.geometry?.attributes?.position?.count > 2000) ?? body[0]; + const headCentre = new THREE.Box3() + .setFromBufferAttribute(bodyMesh.geometry.attributes.position) + .getCenter(new THREE.Vector3()); + inflateOverlay(eyeMesh, headCentre, OVERLAY_INFLATE.eyes); + inflateOverlay(mouth, headCentre, OVERLAY_INFLATE.mouth); + if (hairMesh) inflateOverlay(hairMesh, headCentre, OVERLAY_INFLATE.hair); + + // Recentre: put the character on the origin with its feet on the ground so the + // camera maths stays trivial. + const box = new THREE.Box3().setFromObject(root); + const centre = box.getCenter(new THREE.Vector3()); + root.position.x -= centre.x; + root.position.z -= centre.z; + root.position.y -= box.min.y; + root.updateMatrixWorld(true); + + const bounds = new THREE.Box3().setFromObject(root); + const size = bounds.getSize(new THREE.Vector3()); + const middle = bounds.getCenter(new THREE.Vector3()); + + const skinned = []; + root.traverse((object) => { if (object.isSkinnedMesh && object.skeleton) skinned.push(object); }); + const skeleton = skinned[0]?.skeleton ?? null; + + const bones = []; + if (skeleton) { + for (const bone of skeleton.bones) { + bones.push({ + name: bone.name, + label: BONE_LABELS[normalizeBoneName(bone.name)] ?? bone.name, + bone, + rest: bone.quaternion.clone(), + }); + } + } + + return { + gltf, + root, + size, + middle, + bounds, + skeleton, + bones, + parts: { + body, + kinds, + leaves, + overlays: [eyeMesh, mouth, ...(hairMesh ? [hairMesh] : [])], + eyeMesh, + mouthMesh: mouth, + hairMesh, + noseMesh, + hasFacePlates: Boolean(eyePlate && mouthPlate), + }, + originals, + }; +} + +function inflateOverlay(mesh, centre, distance) { + const geometry = mesh.geometry; + const position = geometry?.attributes?.position; + if (!position) return; + const normal = geometry.attributes.normal; + const radial = new THREE.Vector3(); + const offset = new THREE.Vector3(); + const vertexNormal = new THREE.Vector3(); + for (let i = 0; i < position.count; i++) { + radial.fromBufferAttribute(position, i).sub(centre); + if (radial.lengthSq() < 1e-12) continue; + offset.copy(radial).normalize(); + if (normal) { + // The planes are double sided, so the stored normal may point either way. + vertexNormal.fromBufferAttribute(normal, i); + if (vertexNormal.lengthSq() > 1e-12) { + if (vertexNormal.dot(offset) < 0) vertexNormal.negate(); + offset.copy(vertexNormal.normalize()); + } + } + position.setXYZ( + i, + position.getX(i) + offset.x * distance, + position.getY(i) + offset.y * distance, + position.getZ(i) + offset.z * distance, + ); + } + position.needsUpdate = true; + geometry.computeBoundingBox(); + geometry.computeBoundingSphere(); +} + +/** + * Make every triangle of a cylindrical UV island sit on one side of the seam. + * + * A cylinder unwrap cuts the surface open along one line (here the back of the + * head). A triangle that spans the cut has its corners at u ~ 1 and u ~ 0, so + * interpolating them drags the whole texture across the triangle - the streak + * seen down the back. Wrapping the low corners up by one turn keeps each + * triangle local; the texture's two edges are identical (the covering is drawn + * right across), so the join is invisible. + */ +function healCylinderSeam(mesh) { + const source = mesh?.geometry; + if (!source?.attributes?.uv) return; + // Give every triangle its own corners first. The seam's low and high sides + // share vertices, so editing a shared one would drag its neighbours too; a + // non-indexed copy isolates each triangle and the fix cannot leak. + const geometry = source.index ? source.toNonIndexed() : source; + const uv = geometry.attributes.uv; + for (let i = 0; i < uv.count; i += 3) { + const top = Math.max(uv.getX(i), uv.getX(i + 1), uv.getX(i + 2)); + if (top - Math.min(uv.getX(i), uv.getX(i + 1), uv.getX(i + 2)) <= 0.5) continue; + for (let k = 0; k < 3; k += 1) { + if (uv.getX(i + k) < top - 0.5) uv.setX(i + k, uv.getX(i + k) + 1); + } + } + uv.needsUpdate = true; + mesh.geometry = geometry; +} diff --git a/bluebey-studio/src/mouthFlap.js b/bluebey-studio/src/mouthFlap.js new file mode 100644 index 0000000..1109398 --- /dev/null +++ b/bluebey-studio/src/mouthFlap.js @@ -0,0 +1,267 @@ +/** + * 口パク (mouth flap): open and close the mouth as if talking, with no sound. + * + * WHY no speech: the studio used to read the caption out with the Web Speech + * API, but that voice belongs to the device (it is the OS's own speech engine), + * so a recording of it is not something we are free to hand out. What a clip + * actually needs is the *mouth motion*, and that needs no voice at all: + * `createMouthEnvelope` builds a smooth, seeded signal in the 3-6 + * syllable-per-second band, and `createMouthFlap` ticks it at about 30 Hz for + * as long as the line would take to say. + * + * Nothing here touches `speechSynthesis`, so there is no permission prompt, no + * device dependency, and a recording of the animation is the studio's own work. + */ + +const TAU = Math.PI * 2; +/** The mouth is sampled at ~30 Hz: enough for an animation, cheap to run. */ +const LEVEL_HZ = 30; +/** How long the envelope takes to close after `stop()`, in seconds. */ +const CLOSE_SECONDS = 0.3; + +const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); +const clamp01 = (value) => clamp(value, 0, 1); + +/** + * mulberry32, the same tiny generator `handDrawn.js` uses. The mouth must be + * reproducible for a seed, so `Math.random` is not an option. + * + * @param {number} seed + * @returns {() => number} values in [0, 1) + */ +function mulberry32(seed) { + let a = seed >>> 0; + return function next() { + a = (a + 0x6d2b79f5) >>> 0; + let t = a; + t = Math.imul(t ^ (t >>> 15), t | 1); + t ^= t + Math.imul(t ^ (t >>> 7), t | 61); + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +/** + * The mouth source: a deterministic, smooth mouth opening in 0..1. + * + * A syllable is one closed -> open -> closed cycle, so the signal is a cosine + * pulse whose frequency is slowly modulated between 3 and 6 Hz and shaped by a + * slower amplitude wobble. The syllable range and the modulation constants come + * from the seed, so two envelopes with the same seed are exactly identical, and + * the signal is continuous with a bounded slope: it never jumps, which is what + * keeps the mouth from flickering. + * + * @param {{ seed?: number }} [options] + * @returns {{ value: (t: number) => number, start: (at?: number) => void, stop: () => void }} + */ +export function createMouthEnvelope({ seed = 1 } = {}) { + const random = mulberry32(seed); + const phase0 = random() * TAU; + const phase1 = random() * TAU; + // 4.2..4.8 syllables/s on average, swung by up to 1.2 either way, then kept + // inside 3..6 so the read stays in the range of human speech. + const rateMean = 4.2 + random() * 0.6; + const rateSwing = Math.min(rateMean - 3, 6 - rateMean, 0.7 + random() * 0.8); + const rateMod = 0.21 + random() * 0.25; + const ampMod = 0.4 + random() * 0.3; + + let startAt = 0; + let stopAt = Infinity; + let lastAt = 0; + + /** The envelope at `u` seconds after the start, ignoring start and stop. */ + function raw(u) { + // The integral of the modulated rate, so theta stays continuous (a + // modulated sine would kink whenever the rate changed). + const theta = TAU * (rateMean * u + + (rateSwing / (TAU * rateMod)) * (Math.cos(phase0) - Math.cos(TAU * rateMod * u + phase0))); + const pulse = 0.5 - 0.5 * Math.cos(theta); + const amp = 0.55 + 0.2 * Math.sin(TAU * ampMod * u + phase1); + return clamp01(amp * pulse); + } + + return { + /** + * The mouth opening at `t`, in the caller's own time base. Before `start` + * it is 0, and after `stop()` it fades to 0 within `CLOSE_SECONDS`. + * + * @param {number} t + * @returns {number} 0..1 + */ + value(t) { + const time = Number.isFinite(t) ? t : 0; + if (time > lastAt) lastAt = time; + if (time < startAt) return 0; + const fading = time - stopAt; + if (fading > 0) { + const fade = 1 - fading / CLOSE_SECONDS; + if (fade <= 0) return 0; + return raw(time - startAt) * fade; + } + return raw(time - startAt); + }, + + /** Begin (or restart) the envelope at `at`, opening from closed. */ + start(at = 0) { + startAt = Number.isFinite(at) ? at : 0; + stopAt = Infinity; + lastAt = startAt; + }, + + /** Stop: the envelope decays to 0 from wherever it is. */ + stop() { + stopAt = lastAt; + }, + }; +} + +/** + * Map a 0..1 level to the app's mouth-opening range. + * + * WHY not `level` straight through: a half-open mouth is the readable one, and + * a full gape looks like a shout. 0 stays 0 (a closed mouth must stay closed) + * and 1 lands at 0.55. `gain` lets a caller push the mouth wider for a loud + * passage, but the result is clamped to 0..0.9 so it is never a full gape. + * + * @param {number} level + * @param {number} [gain=1] + * @returns {number} 0..0.9 + */ +export function levelToMouth(level, gain = 1) { + if (!Number.isFinite(level)) return 0; + const scale = Number.isFinite(gain) ? gain : 1; + return clamp(clamp01(level) * 0.55 * scale, 0, 0.9); +} + +/** + * Roughly how long a line takes to say, in seconds **at rate 1**. + * + * A Japanese syllable is about 0.155 s, so the count of characters is a good + * enough clock - and it is the only clock available once there is no voice to + * listen to. An empty line still gets a few seconds, so the button never looks + * like it did nothing. + * + * @param {string} text + * @returns {number} seconds, 1.1..40 (or 3 for an empty line) + */ +export function speakingSeconds(text) { + const chars = [...String(text ?? '').trim()].length; + if (chars === 0) return 3; + return clamp(0.55 + chars * 0.155, 1.1, 40); +} + +/** + * The mouth-flap animation. + * + * `start(text, { rate })` opens the mouth in the seeded syllable rhythm and + * stops itself once the line would have been said, then reports `onEnd`. A + * second `start` restarts it, and `stop()` fades the mouth shut early - which is + * what the panel's button does while it is running. + * + * @param {{ + * onLevel?: (level: number) => void, + * onEnd?: () => void, + * }} [options] + */ +export function createMouthFlap({ onLevel, onEnd } = {}) { + const envelope = createMouthEnvelope(); + let handlers = { onLevel, onEnd }; + let timer = null; + let closing = false; + let running = false; + let startedAt = 0; + let lastEmit = 0; + let currentRate = 1; + /** The envelope's own time at which the line is over. */ + let limitAt = Infinity; + + const nowSeconds = () => (globalThis.performance?.now?.() ?? Date.now()) / 1000; + const rafSupported = typeof globalThis.requestAnimationFrame === 'function'; + const schedule = (fn) => (rafSupported + ? globalThis.requestAnimationFrame(fn) + : globalThis.setTimeout(fn, 1000 / LEVEL_HZ)); + const unschedule = (id) => { + if (id == null) return; + if (rafSupported) globalThis.cancelAnimationFrame(id); + else globalThis.clearTimeout(id); + }; + + /** + * One level sample, about 30 times a second. Once the line has run its + * length the loop stops itself, and while the moth is closing it keeps going + * until the mouth is shut - so no timer is ever left behind. + */ + function tick() { + timer = null; + const stamp = nowSeconds(); + const elapsed = (stamp - startedAt) * currentRate; + if (!closing && elapsed >= limitAt) { + closing = true; + envelope.stop(); + } + const level = envelope.value(elapsed); + if (closing || stamp - lastEmit >= 1 / LEVEL_HZ - 0.001) { + lastEmit = stamp; + handlers.onLevel?.(level); + } + if (closing && level <= 0) { + running = false; + handlers.onEnd?.(); + return; + } + timer = schedule(tick); + } + + /** + * Start flapping. `seconds` overrides the length guessed from the text. + * + * @param {string} text + * @param {{ rate?: number, seconds?: number }} [options] + * @returns {number} how long the flap will run, in seconds + */ + function start(text, { rate = 1, seconds = null } = {}) { + stopNow(); + currentRate = clamp(Number.isFinite(rate) ? rate : 1, 0.2, 4); + limitAt = Number.isFinite(seconds) && seconds > 0 ? seconds : speakingSeconds(text); + startedAt = nowSeconds(); + lastEmit = 0; + closing = false; + running = true; + envelope.start(0); + timer = schedule(tick); + return limitAt / currentRate; + } + + /** Clear the timer immediately (no fade). */ + function stopNow() { + unschedule(timer); + timer = null; + closing = false; + running = false; + envelope.stop(); + } + + /** Fade the mouth shut and let the loop clean itself up. */ + function stop() { + if (timer == null) { + running = false; + envelope.stop(); + return; + } + closing = true; + envelope.stop(); + } + + function dispose() { + stopNow(); + handlers = { onLevel: null, onEnd: null }; + } + + return { + get running() { + return running; + }, + start, + stop, + dispose, + }; +} diff --git a/bluebey-studio/src/outline.js b/bluebey-studio/src/outline.js new file mode 100644 index 0000000..127d576 --- /dev/null +++ b/bluebey-studio/src/outline.js @@ -0,0 +1,368 @@ +import * as THREE from 'three'; + +/** + * A screen-space outline: the label version of "line art". + * + * The studio's other outline is an *inverted hull* - a copy of a mesh, expanded + * along its normals, drawn back-faces-only. That is cheap and its line is + * computed from the geometry, so it comes out smooth, but it cannot outline a + * thin closed solid: a leaf blade is 0.026 units thick and the hull expands by + * 0.022 in every direction, so the expanded front and back cross inside the leaf + * and the line breaks up. No amount of mesh fixing removes that; it is the + * technique. + * + * So the thin overlapping parts - the waist leaves, and the nose in the + * line-art styles - are handed to this pass instead, and everything else keeps + * its hull (see MODEL-GUIDE.md §5). This module renders the scene once into a + * buffer holding a *label* per pixel, then draws a full-screen pass that inks + * pixels where the labels disagree. + * + * ## Why labels, not coverage + * + * The parts want different lines: + * + * - a LEAF that runs into the body must NOT get a line along the intersection. + * Such a line reads as the leaf sinking into the body, and the original + * artwork does not draw one either - the leaf simply passes behind the body. + * - the NOSE is the opposite. It is a bump sitting on the body, so the ring + * where it meets the body *is* its outline. In a line drawing there is no + * colour to read the nose by, so that ring is the only thing that shows it. + * + * A single "coverage" cannot express that difference, so each part writes a + * label: + * + * 0 (paper) nothing is there + * BEHIND something that is merely behind: it still writes depth, so it + * hides what is behind *it*, but a leaf in front of it is still + * outlined - a foot behind the skirt does not swallow the leaf's + * edge. This is the default for meshes nobody claimed. + * SOLID the body: the leaves *emerge* from it, so a leaf must not be + * outlined where it meets it (that reads as the leaf sinking into + * the body, and the original artwork draws no line there either). + * LEAF a leaf + * NOSE the nose + * + * The label is read with `NearestFilter`, because it is an identity, not a + * colour: filtering it would blend two labels into a third value that means + * neither. + * + * ## What this pass deliberately does not do + * + * It does not look for folds, and so it needs no normals at all - only the + * labels. Surface shape was tried (a second buffer of filtered normals, with the + * fold test gated to the leaves) and taken out again: it did bring back the + * lines where one leaf lies over the next, but it cost a whole extra scene pass + * and it read as a grainy speckle across the skirt, because a leaf is thin + * enough (0.026) that its own rim is a 145-degree crease and the mesh arrives + * with those edges split into separate vertices. The recipe is written up in + * MODEL-GUIDE.md §5-2c if it is ever wanted back - for instance to make raised + * leaf veins show. + * + * Callers must keep the outline hulls out of this pass: `exclude()` takes them + * (see `outlineExclusion` in main.js). A hull is an expanded copy of a mesh, and + * this pass swaps a front-side material onto everything it sees, so a hull would + * paint an enlarged copy of the character's own label over all of it. + * + * A mesh that should *hide* parts of the character without being outlined itself + * (the invisible wall) is handed to `occlude()` instead: it is drawn for its + * depth alone, with a paper label, so the leaves and the nose buried behind it + * get no label - and therefore no line. + */ + +// Taps around the pixel, averaged into a coverage. 16 gives a smooth ramp. +const TAPS = 16; + +/** Written into the alpha channel; see the note above. */ +export const BEHIND_LABEL = 0.1; +export const SOLID_LABEL = 0.4; +export const LEAF_LABEL = 0.7; +export const NOSE_LABEL = 1; + +const VERTEX = /* glsl */` + varying vec2 vUv; + void main() { + vUv = uv; + // The quad is already in clip space, so no camera maths is involved. + gl_Position = vec4(position.xy, 0.0, 1.0); + } +`; + +const FRAGMENT = /* glsl */` + uniform sampler2D uLabels; + uniform vec2 uTexel; + uniform vec3 uColor; + uniform float uRadius; + varying vec2 vUv; + + const float TAU = 6.28318530718; + + // The labels, read back out of the alpha channel (see the top of this file). + // They are exact values, not a gradient, so the tests are simple comparisons. + // + // "paper" means "does not block a line": the untouched background (0) and the + // parts that are merely behind (0.1). Only the body (0.4) blocks one. + float paper(float a) { return 1.0 - step(0.2, a); } + float drawn(float a) { return step(0.6, a); } + float nose(float a) { return step(0.85, a); } + + void main() { + vec4 here = texture2D(uLabels, vUv); + float ink = 0.0; + + for (int i = 0; i < ${TAPS}; i++) { + float angle = (float(i) / float(${TAPS})) * TAU; + vec2 offset = vec2(cos(angle), sin(angle)) * uTexel * uRadius; + vec4 there = texture2D(uLabels, vUv + offset); + + float edge = 0.0; + // 1. a drawn part against the paper. A leaf against the *body* fires + // nothing here, which is the point: the leaf simply passes behind it. + edge = max(edge, max(drawn(here.a) * paper(there.a), + drawn(there.a) * paper(here.a))); + // 2. the nose against anything that is not the nose, so its whole ring - + // including the part against the body - is inked. + edge = max(edge, abs(nose(here.a) - nose(there.a))); + + ink += edge; + } + + // Averaging the taps turns the flag into a coverage, and that is what takes + // the steps out of the line: a pixel half over an edge gets half the ink, so + // the line gets soft edges instead of landing on the pixel grid. It also + // reads lighter than a hard band of the same width, which is what makes it + // sit next to the hull's line without looking heavier. + ink /= float(${TAPS}); + // The ramp starts at about three taps out of sixteen rather than at one, so an + // isolated tap is not enough to ink a pixel; a real edge has half the taps + // crossing it, so asking for a few costs nothing there. + float line = smoothstep(0.19, 0.45, ink); + if (line < 0.02) discard; + gl_FragColor = vec4(uColor, line); + } +`; + +export function createScreenOutline({ renderer, scene, camera, width = 1280, height = 800 }) { + const target = new THREE.WebGLRenderTarget(width, height, { + // The label is an identity, not a shade: filtering would blend two labels into + // a third value that means neither of them. The softness of the line comes + // from spreading the taps in the shader, not from blurring this buffer. + minFilter: THREE.NearestFilter, + magFilter: THREE.NearestFilter, + depthBuffer: true, + // The alpha channel carries the label, so it must not be filled in. + format: THREE.RGBAFormat, + }); + target.texture.generateMipmaps = false; + + /** + * The label each part writes into the alpha channel. + * + * `transparent: true` keeps three.js from defining `OPAQUE`, which would force + * the alpha to 1, and `blending: NoBlending` makes the fragment *replace* the + * pixel instead of blending into it, so the labels stay exact. `depthWrite` + * stays on, which is what hides the parts that are behind something else. + */ + const labelMaterials = new Map(); + function labelMaterialFor(label) { + let material = labelMaterials.get(label); + if (material) return material; + material = new THREE.MeshBasicMaterial({ + color: 0xffffff, + transparent: true, + opacity: label, + blending: THREE.NoBlending, + depthWrite: true, + }); + material.customProgramCacheKey = () => `bluebey-outline-label-${label}`; + labelMaterials.set(label, material); + return material; + } + + const uniforms = { + uLabels: { value: target.texture }, + uTexel: { value: new THREE.Vector2(1 / width, 1 / height) }, + uColor: { value: new THREE.Color('#2a1e33') }, + uRadius: { value: 1.4 }, + }; + const material = new THREE.ShaderMaterial({ + uniforms, + vertexShader: VERTEX, + fragmentShader: FRAGMENT, + transparent: true, + depthTest: false, + depthWrite: false, + toneMapped: false, + }); + + // A single quad in clip space, with the camera taken out of the equation. + const quadScene = new THREE.Scene(); + const quadCamera = new THREE.Camera(); + quadScene.add(new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material)); + + /** Objects that must not appear in the outline (ground, shadows, gizmos). */ + const hidden = []; + /** Meshes whose material (and render order) is borrowed for the label pass. */ + const swapped = []; + const exclusion = new Set(); + + /** + * Meshes that only *occlude* in the label pass (the 見えない壁). + * + * They are drawn with a paper label and both sides, so their depth hides + * whatever is behind them: a leaf or the nose buried in the wall then gets no + * label at all, and so no line. Their own silhouette inks nothing either, + * because paper against paper is not an edge - which is what keeps the wall + * itself invisible instead of drawing a rectangle. + */ + const occluders = new Set(); + let occluderMaterial = null; + + function occluderMaterialFor() { + if (!occluderMaterial) { + occluderMaterial = new THREE.MeshBasicMaterial({ + color: 0xffffff, + transparent: true, + opacity: 0, // paper: it never reads as a drawn part + blending: THREE.NoBlending, + depthWrite: true, + side: THREE.DoubleSide, // the wall can be seen from either side + }); + } + return occluderMaterial; + } + + /** Objects to draw in the label pass for their depth alone (see `occluders`). */ + function occlude(objects) { + occluders.clear(); + for (const object of objects) if (object) occluders.add(object); + } + + /** + * When set, these meshes write the given label and everything else writes + * BEHIND. Without it the whole scene shares one label. + * + * @type {Map|null} + */ + let focus = null; + + function setSize(nextWidth, nextHeight) { + const w = Math.max(1, Math.round(nextWidth)); + const h = Math.max(1, Math.round(nextHeight)); + if (target.width === w && target.height === h) return; + target.setSize(w, h); + uniforms.uTexel.value.set(1 / w, 1 / h); + } + + /** Layers/objects to leave out of the label pass (ground, shadow, gizmo, hulls). */ + function exclude(objects) { + exclusion.clear(); + for (const object of objects) if (object) exclusion.add(object); + } + + /** + * Hand the pass a split: these meshes get this label, and everything else is + * drawn as BEHIND - present, so it still hides what is behind it, but not + * blocking a leaf's outline. Callers should therefore name every part that a + * leaf must not be outlined against (the body) as well as the outlined ones + * (the leaves, the nose). + * + * `null` puts the whole scene back on one label. + * + * @param {Array<[THREE.Object3D, number]>|null} parts + */ + function only(parts) { + focus = parts ? new Map(parts) : null; + } + + /** + * Draw one frame. `baseRender` renders the scene the normal way; it is called + * between the label pass and the ink so the ink lands on top of it. + */ + function render(baseRender, options = {}) { + const enabled = options.enabled !== false; + if (!enabled) { + baseRender(); + return; + } + + uniforms.uColor.value.set(options.color ?? '#2a1e33'); + uniforms.uRadius.value = Math.max(0.6, options.radius ?? 1.4); + + // --- 1. the labels pass -------------------------------------------- + const previousOverride = scene.overrideMaterial; + const previousClear = renderer.getClearColor(new THREE.Color()); + const previousAlpha = renderer.getClearAlpha(); + hidden.length = 0; + swapped.length = 0; + const hide = (object) => { + if (object.visible) { + hidden.push(object); + object.visible = false; + } + }; + for (const object of exclusion) hide(object); + + if (focus) { + // A per-mesh material, so the meshes outside `focus` can occlude without + // contributing a line. (`overrideMaterial` would put one label on all of + // them, and a leaf ending on a foot would then be read the same way as a + // leaf ending on the body.) + // + // The occluders are also pushed to the front of the draw order. Every body + // mesh sits at the same origin, so three.js would otherwise fall back to + // insertion order and could draw a far-side leaf *before* the body that + // hides it - and writing a label cannot erase what is already in the + // buffer, only stop it being drawn. Drawn first, the depth test does it. + scene.traverse((object) => { + if (!object.isMesh || !object.visible) return; + swapped.push([object, object.material, object.renderOrder]); + if (occluders.has(object)) { + // Depth only, drawn first: the wall hides the labels behind it. + object.material = occluderMaterialFor(); + object.renderOrder = -1; + return; + } + const label = focus.get(object) ?? BEHIND_LABEL; + object.material = labelMaterialFor(label); + if (label < 0.6) object.renderOrder = -1; + }); + scene.overrideMaterial = null; + } else { + // No split given: nothing is outlined, so no label may read as "drawn". + scene.overrideMaterial = labelMaterialFor(SOLID_LABEL); + } + + renderer.setRenderTarget(target); + renderer.setClearColor(0x000000, 0); + renderer.clear(true, true, false); + renderer.render(scene, options.camera ?? camera); + + renderer.setRenderTarget(null); + scene.overrideMaterial = previousOverride; + for (const object of hidden) object.visible = true; + for (const [object, swappedMaterial, renderOrder] of swapped) { + object.material = swappedMaterial; + object.renderOrder = renderOrder; + } + renderer.setClearColor(previousClear, previousAlpha); + + // --- 2. the scene itself ------------------------------------------- + baseRender(); + + // --- 3. the ink, straight over the top ----------------------------- + renderer.autoClear = false; + renderer.render(quadScene, quadCamera); + renderer.autoClear = true; + } + + function dispose() { + target.dispose(); + for (const material of labelMaterials.values()) material.dispose(); + labelMaterials.clear(); + material.dispose(); + occluderMaterial?.dispose(); + for (const child of quadScene.children) child.geometry.dispose(); + } + + return { render, setSize, exclude, occlude, only, uniforms, target, material, dispose }; +} diff --git a/bluebey-studio/src/panel.js b/bluebey-studio/src/panel.js new file mode 100644 index 0000000..0ee94ac --- /dev/null +++ b/bluebey-studio/src/panel.js @@ -0,0 +1,3144 @@ +import { + h, section as uiSection, subhead, hint, slider, check, segmented, buttons, + colorField, xyPad, tailPad, selectField, controlRow, tabs, details, toast, icon, svgIcon, +} from './ui.js'; +import { + FACE_PRESETS, POSE_PRESETS, THEMES, BUBBLE_STYLES, CAPTION_PRESETS, + defaultState, applyPatch, BEARD_KIND_DEFAULTS, HEAD_MARK_KIND_DEFAULTS, +} from './presets.js'; +import { STYLE_DEFS } from './styles.js'; +import { ENVIRONMENTS } from './look.js'; +import { BACKGROUND_PRESETS, EFFECT_PRESETS } from './background.js'; +import { PROP_LIBRARY, applyPropFaceScale, applyPropText } from './props.js'; +import { HAT_LIBRARY } from './hats.js'; +import { + GION_SHEETS, gionSheetUrl, cropFromMarquee, fitSheet, normalizeRect, clamp, DEFAULT_STAMP_WIDTH, +} from './gion.js'; + +/** + * A small icon for each section heading, so the list a tab shows can be scanned + * at a glance. Keyed by the section title; a title with no icon just shows text. + */ +const SECTION_ICONS = { + 'ポーズ例': 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', + '全身とボーンのスライダー': 'M4 7h16M4 12h16M4 17h16M8 7h.01M15 12h.01M11 17h.01', + '操作': 'M7 4l10 6-4.3 1.3L10.8 16 7 4Z', + 'うごき': 'M8 5l10 7-10 7V5Z', + 'プリセット': 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', + '目': 'M2.5 12s3.6-6 9.5-6 9.5 6 9.5 6-3.6 6-9.5 6-9.5-6-9.5-6ZM12 14.6a2.6 2.6 0 1 0 0-5.2 2.6 2.6 0 0 0 0 5.2Z', + '眉': 'M4 11q3.2-3.2 7-2M13 9q3.8-1.2 7 2', + '眼鏡・サングラス': 'M8 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM16 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM11.2 13h1.6M4.8 11.7 3 10.3M19.2 11.7 21 10.3', + '髪': 'M4 14c0-4.8 3.6-7.6 8-7.6s8 2.8 8 7.6M4 14c2.6-1.4 5.3-1.9 8-1.8M20 14c-2.6-1.4-5.3-1.9-8-1.8', + 'ほっぺ': 'M6.4 14.6a2 1.4 0 1 0 0 .01ZM17.6 14.6a2 1.4 0 1 0 0 .01ZM12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16Z', + '鼻ちょうちん': 'M15 4.6a4.6 4.6 0 1 0 0 9.2 4.6 4.6 0 0 0 0-9.2ZM10.6 9.6 4.8 11.4', + 'ひげ': 'M4.4 11.2c2.6-1.2 5.2-.6 7.6 2 2.4-2.6 5-3.2 7.6-2', + '口': 'M4.6 10c3 4.8 11.8 4.8 14.8 0', + '口パク(声は出ません)': 'M4 9v6h3l4 3V6L7 9H4ZM15.5 9.5l4 5M19.5 9.5l-4 5', + '見る先': 'M12 3.5v3M12 17.5v3M3.5 12h3M17.5 12h3M12 8.2a3.8 3.8 0 1 0 0 7.6 3.8 3.8 0 0 0 0-7.6Z', + 'スタイル': 'M4 20l3.4-.8L20 6.6 17.4 4 4.8 16.6 4 20Z', + '体の色': 'M12 3.4s6 6.2 6 10.1a6 6 0 0 1-12 0C6 9.6 12 3.4 12 3.4Z', + '見た目の調整': 'M4 8h16M4 16h16M9.5 8h.01M15 16h.01', + '背景': 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', + '舞台': 'M4 20V9l8-5 8 5v11M4 20h16M9.5 20v-5h5v5', + 'セリフ(フキダシ)': 'M4 5h16v10H9l-4 4v-4H4V5Z', + '画面・光': 'M12 7.5a4.5 4.5 0 1 0 0 9 4.5 4.5 0 0 0 0-9ZM12 2.5v2M12 19.5v2M2.5 12h2M19.5 12h2M5.2 5.2l1.4 1.4M17.4 17.4l1.4 1.4M18.8 5.2l-1.4 1.4M6.6 17.4 5.2 18.8', + '画面の情報': 'M12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16ZM12 11v5M12 8h.01', + '画像': 'M4 5h16v14H4zM4 15l5-4 4 3 4-3.5 3 2.5M15.5 9h.01', + 'まんが': 'M4 4h7v7H4zM13 4h7v7h-7zM4 13h7v7H4zM13 13h7v7h-7z', + '共有': 'M8.2 10.6a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 6.4a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 20.8a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM10 10.4l5-2.6M10 13.6l5 2.6', + 'テクスチャの下地を書き出す': 'M4 4h16v16H4zM4 9.3h16M4 14.7h16M9.3 4v16M14.7 4v16', + '設定': 'M12 8.6a3.4 3.4 0 1 0 0 6.8 3.4 3.4 0 0 0 0-6.8ZM12 2.6v2.4M12 19v2.4M2.6 12H5M19 12h2.4M5.2 5.2l1.7 1.7M17.1 17.1l1.7 1.7M18.8 5.2l-1.7 1.7M6.9 17.1l-1.7 1.7', +}; + +/** `section`, with the heading icon looked up from its title. */ +const section = (parent, title, options) => uiSection(parent, title, { icon: SECTION_ICONS[title], ...options }); + +/** Fallbacks for the fields an older settings file may predate. */ +const BODY_COLOR_FALLBACKS = { + body: '#c8b0f0', accent: '#8a4fe0', nose: '#7a4fb0', + leaf: '#a6dd6a', vein: '#7fbf3f', feet: '#7a4fb0', +}; +const CAPTION_SLIDER_FALLBACKS = { + fontSize: 34, lineHeight: 1.42, padding: 18, radius: 24, borderWidth: 4, +}; +const CAPTION_COLOR_FALLBACKS = { textColor: '#3f2b52', bubbleColor: '#ffffff', borderColor: '#55386e' }; +const MOUTH_FLAP_FALLBACKS = { rate: 1, mouthGain: 1 }; +const LOOK_AT_FALLBACKS = { x: 0, y: 2.6, z: 3, amount: 1 }; + +/** + * The licence reminder the three image-import buttons show before they open the + * file picker. Kept in one place so the wording can change without hunting for + * each button. + */ +const IMAGE_LICENSE_NOTICE = '読み込む画像は、ご自身で権利をお持ちか、利用許諾のあるものに限ります。ライセンスをご確認ください。'; + +/** True when the user confirmed they have the right to use the image. */ +function confirmImageLicense() { + return window.confirm(IMAGE_LICENSE_NOTICE); +} + +/** + * The panel had no multi-line field, and the two features that take free prose + * (the caption and the spoken text) want the same shape, so it is built once + * here rather than growing the widget kit for a single caller. + */ +function textArea({ label, value = '', rows = 3, onChange }) { + const input = h('textarea', { + rows, + style: { + width: '100%', + boxSizing: 'border-box', + resize: 'vertical', + font: 'inherit', + fontFamily: 'ui-monospace, "Hiragino Kaku Gothic ProN", "Noto Sans JP", monospace', + fontSize: '11.5px', + lineHeight: '1.5', + padding: '6px 8px', + border: '1px solid #e4dff0', + borderRadius: '8px', + background: '#fff', + color: '#2b2433', + }, + }); + input.value = value ?? ''; + input.addEventListener('input', () => onChange?.(input.value)); + return { + el: controlRow(label, input, { wide: true }), + // Assigning the same text again would jump the caret to the end, so only + // write when the value actually differs. + set(v) { const next = v ?? ''; if (input.value !== next) input.value = next; }, + get: () => input.value, + }; +} + +/** + * The placed prop groups, in state order. + * + * WHY this climbs the scene: the app owns the prop rebuild (see `applyProps` in + * src/main.js) and hands `props.js` only the whole-prop scale, so a sign's + * per-item `faceScale` has to be re-applied to the freshly built mesh by the one + * place that knows that value - this panel. There is no direct scene reference + * here, so this walks up from the model's container and collects the props: they + * are the only objects tagged `userData.propId`, and the app adds them in order. + */ +function placedPropGroups(app) { + const scene = app.container?.parent; + if (!scene) return []; + const groups = []; + scene.traverse((object) => { + if (object.userData?.propId) groups.push(object); + }); + return groups; +} + +/** + * Builds the whole control panel and wires it to the app state. + * + * Widgets never call the heavy "apply everything" path while they are being + * dragged; they patch one scope and ask the app to refresh just that part. + */ +export function buildPanel(app, root) { + const state = app.state; + const model = app.model; + const rig = app.rig; + + const syncers = []; + const boneSyncers = []; + const sync = () => { for (const fn of syncers) fn(); }; + const syncBones = () => { for (const fn of boneSyncers) fn(); }; + + /** + * Grey out (and disable) a control whose setting has no effect in the current + * mode - e.g. the brow's angle while the brow is a loaded picture. + */ + const setRowEnabled = (widget, on) => { + const row = widget.el.closest?.('.row') ?? widget.el; + const input = row.querySelector?.('input, select, button'); + if (input) input.disabled = !on; + row.classList?.toggle('is-off', !on); + }; + + /** Patch one scope of the state without re-reading the whole UI. */ + /** Replace the state and re-read every widget (used by presets and loads). */ + const replace = (value, scope = 'all') => app.actions.applyState(value, { scope, sync: true }); + + root.replaceChildren(); + + // --- randomising ---------------------------------------------------------- + // Shared by 「顔をランダムに」 (face tab) and 「すべてをランダムに」 (the top bar). + const rnd = (min, max) => min + (max - min) * Math.random(); + const pick = (list) => list[Math.floor(Math.random() * list.length)]; + const randomEye = () => ({ + open: +rnd(0.4, 1).toFixed(2), + lookX: +rnd(-0.35, 0.35).toFixed(2), + lookY: +rnd(-0.25, 0.25).toFixed(2), + eyeX: Math.round(rnd(-16, 16)), + }); + const randomGlasses = () => { + const kind = pick(['glasses', 'sunglasses']); + const dark = kind === 'sunglasses'; + return { + enabled: true, + kind, + frameColor: pick(['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6']), + lensColor: pick(['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e']), + lensOpacity: dark ? +rnd(0.85, 1).toFixed(2) : +rnd(0, 0.35).toFixed(2), + lensGap: Math.round(rnd(-24, 56)), + frameWidth: +rnd(0.6, 1.8).toFixed(2), + scale: +rnd(0.9, 1.15).toFixed(2), + offsetY: Math.round(rnd(-18, 18)), + tilt: Math.round(rnd(-12, 12)), + }; + }; + const randomBeard = (shape) => { + const base = BEARD_KIND_DEFAULTS[shape] ?? { size: 1, offsetY: 0, spacing: 0 }; + if (shape === 'off') return { shape }; + return { + shape, + ...base, + size: +((base.size ?? 1) * rnd(0.8, 1.25)).toFixed(2), + offsetY: Math.round((base.offsetY ?? 0) + rnd(-16, 16)), + }; + }; + const randomHeadMark = () => { + const shape = pick(['off', 'cap', 'fringe', 'fringe-up', 'curve']); + return { shape, ...(HEAD_MARK_KIND_DEFAULTS[shape] ?? {}) }; + }; + const randomFacePatch = () => { + const beardShape = pick(['off', 'scotch', 'kaiser', 'cat']); + return { + eyes: { + left: randomEye(), + right: randomEye(), + cheeks: { enabled: Math.random() < 0.5 }, + // 眼鏡・サングラスも要素に含める(かける/かけない、各種設定)。 + glasses: Math.random() < 0.5 ? { enabled: false } : randomGlasses(), + beard: randomBeard(beardShape), + headMark: randomHeadMark(), + brow: { + enabled: true, + // Random brows are line drawings, never ゴル風's loaded picture. + image: false, + angle: Math.round(rnd(-30, 40)), + height: Math.round(rnd(-10, 50)), + length: +rnd(0.6, 2.6).toFixed(2), + thickness: +rnd(1.2, 3.4).toFixed(2), + curve: +rnd(0, 0.3).toFixed(2), + spacing: Math.round(rnd(-120, 30)), + taper: +rnd(0, 1).toFixed(2), + }, + }, + // The mouth takes the height and the tilt too, so the face really changes. + mouth: { + smile: +rnd(-1, 1.2).toFixed(2), + // ときどき丸く開く口(O)にする。 + round: Math.random() < 0.3 ? +rnd(0.35, 1).toFixed(2) : 0, + open: +rnd(0, 0.5).toFixed(2), + width: +rnd(0.7, 1.3).toFixed(2), + thickness: +rnd(0.7, 1.6).toFixed(2), + tilt: Math.round(rnd(-12, 12)), + offsetY: Math.round(rnd(-16, 16)), + }, + }; + }; + const randomFace = () => replace({ face: randomFacePatch() }, 'face'); + const randomAll = () => { + // 後ろを向く(180°)や大きく傾くポーズは避ける。見える顔が変わる範囲だけ。 + const poses = POSE_PRESETS.filter((preset) => { + const m = preset.pose?.bones?.master ?? [0, 0, 0]; + return Math.abs(m[0]) <= 45 && Math.abs(m[1]) <= 40 && Math.abs(m[2]) <= 40; + }); + const pose = pick(poses.length ? poses : POSE_PRESETS); + const theme = pick(THEMES); + app.actions.applyPosePreset?.(pose.id); + app.actions.applyTheme?.(theme.id); + // The viewer style (実写/フラット/線画) and 左右反転 are deliberately left alone. + replace({ face: randomFacePatch() }, 'face'); + sync(); + }; + + // A small action bar above the tabs: undo/redo apply to every tab, so they must + // not be buried inside one of them. 「すべてをランダムに」 sits here too. + const topBar = h('div', { class: 'panel-topbar' }); + const iconButton = (label, d, onClick) => { + const button = h('button', { type: 'button', class: 'icon-btn', title: label, 'aria-label': label }); + button.append(icon(d)); + button.addEventListener('click', onClick); + return button; + }; + topBar.append( + iconButton('元に戻す', 'M4.8 11.5h9.7a5.2 5.2 0 0 1 0 10.4h-3.6M4.8 11.5 9.6 6.7M4.8 11.5 9.6 16.3', () => app.actions.undo()), + iconButton('やり直す', 'M19.2 11.5h-9.7a5.2 5.2 0 0 0 0 10.4h3.6M19.2 11.5 14.4 6.7M19.2 11.5 14.4 16.3', () => app.actions.redo()), + iconButton('すべてをランダムに', 'M7.2 9.4a2.6 2.6 0 1 1 3.9 2.3c-.9.5-1.3 1.2-1.3 2.1v.4M9.2 17.4h.01M16.8 6.8v6.1M16.8 15.6h.01', () => randomAll()), + ); + root.append(topBar); + + // Tabs instead of one long scroll: the panel used to be a wall of controls, + // and everything is easier to find this way. Each tab is a small stroke icon + // (its name is the tooltip and the accessible label) sitting on the top edge + // of the content, so the row reads as tabs rather than buttons. + const tabBar = tabs(root, [ + { + id: 'pose', + label: 'ポーズ', + // A standing figure: head, body, arms and legs. + icon: 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', + }, + { + id: 'face', + label: '顔', + // A smiley face: an outline, two eyes and a smile. + icon: 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', + }, + { + id: 'view', + label: '見た目', + // A painter's palette: the outline, the thumb hole and four colour dots. + icon: 'M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10c.9 0 1.6-.7 1.6-1.7 0-.4-.2-.8-.4-1.1-.3-.3-.4-.7-.4-1.1a1.6 1.6 0 0 1 1.7-1.7h2c3 0 5.5-2.5 5.5-5.6C22 6 17.5 2 12 2ZM13.5 6.5h.01M17.5 10.5h.01M8.5 7.5h.01M6.5 12.5h.01', + }, + { + id: 'scene', + label: 'シーン', + // A framed picture: background, stage and light all sit inside the frame. + icon: 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', + }, + { + id: 'export', + label: '書き出し', + // A download arrow dropping into a tray. + icon: 'M12 3.8v9.6M8.2 9.8 12 13.6l3.8-3.8M4.5 16.5v1.6a1.8 1.8 0 0 0 1.8 1.8h11.4a1.8 1.8 0 0 0 1.8-1.8v-1.6', + }, + ]); + const tabPose = tabBar.panels.pose; + const tabFace = tabBar.panels.face; + const tabView = tabBar.panels.view; + const tabScene = tabBar.panels.scene; + const tabExport = tabBar.panels.export; + + /* ------------------------------------------------------------------ pose */ + + // ポーズ例: ready-made poses, because most people start by picking one. + const posePresetSection = section(tabPose, 'ポーズ例'); + posePresetSection.add(buttons({ + items: POSE_PRESETS.map((preset) => ({ + id: preset.id, + label: preset.label, + onClick: () => applyPosePreset(preset), + })), + })); + + // 全身とボーンのスライダー: pick a bone, then turn it on the three axes. + const poseSection = section(tabPose, '全身とボーンのスライダー'); + + const boneList = h('div', { class: 'bone-list' }); + const boneButtons = new Map(); + for (const bone of model.bones) { + const button = h('button', { type: 'button', class: 'bone-item' }, + h('span', { text: bone.label }), + h('small', { text: bone.name })); + button.addEventListener('click', () => rig.select(bone.name)); + boneButtons.set(bone.name, button); + boneList.append(button); + } + poseSection.add(controlRow(null, boneList, { wide: true })); + + const axisSliders = { + x: slider({ label: 'よこ(X)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('x', v) }), + y: slider({ label: 'たて(Y)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('y', v) }), + z: slider({ label: 'ねじり(Z)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('z', v) }), + }; + for (const widget of Object.values(axisSliders)) poseSection.add(widget.el); + + function setAxis(axis, value) { + const name = rig.selected; + if (!name) return; + const delta = rig.getDelta(name); + delta[axis] = value; + rig.setDelta(name, delta); + app.actions.capturePose(); + app.needsRender = true; + } + + poseSection.add(hint('ボーンは上の一覧から選びます。スライダーは「休めの姿勢からの差」です。' + + 'ビューポートのぶるべーは、ドラッグで移動、Shift+ドラッグで向きを変えられます。')); + + // こまかい設定: the whole-body nudge and the rotation gizmo are tweaks, not the + // main way in, so they stay folded away inside the bone section. + const rootSliders = [ + { label: 'よこ移動', min: -20, max: 20 }, + { label: 'たて移動', min: -10, max: 20 }, + { label: 'おくゆき', min: -20, max: 20 }, + ].map(({ label, min, max }, index) => slider({ + label, min, max, step: 0.01, value: 0, + format: (v) => v.toFixed(2), + onInput: (v) => { state.pose.root[index] = v; app.needsRender = true; }, + })); + const poseBox = details(poseSection.body, 'こまかい設定(ぜんたいをずらす・回転ギズモ)'); + for (const widget of rootSliders) poseBox.add(widget.el); + + const gizmoToggle = check({ + label: '回転ギズモを表示', + // Off by default: the rings belong to the model's surface, so having them + // drawn on top of the character is not what you want while composing a + // picture. The 'g' key toggles it too. + value: false, + onChange: (value) => { rig.setGizmoVisible(value); app.needsRender = true; }, + }); + poseBox.add(controlRow(null, gizmoToggle.el, { wide: true })); + + // --- 操作 ----------------------------------------------------------------- + // Deliberately NOT wrapped in a collapsible section: 「ポーズを全部戻す」 and the + // undo/redo pair are used often enough that they should be on screen without + // opening anything first. + tabPose.append(buttons({ + items: [ + { id: 'resetBone', label: 'このボーンを戻す', onClick: () => { rig.reset(rig.selected); app.actions.capturePose(); syncBones(); app.needsRender = true; } }, + { id: 'resetAll', label: 'ポーズを全部戻す', onClick: () => app.actions.resetPose() }, + { id: 'random', label: '少しランダムに', onClick: () => randomPose() }, + ], + }).el); + tabPose.append(hint('「元に戻す」「やり直す」は、パネル上部のアイコンにあります(どのタブでも使えます)。')); + + /** Accepts a preset object (from the buttons) or a preset id (from tools). */ + function applyPosePreset(presetOrId) { + const preset = typeof presetOrId === 'string' + ? POSE_PRESETS.find((item) => item.id === presetOrId) + : presetOrId; + if (!preset) return; + // Some poses already raise the arms; leaving the てをふる motion running would + // add to the arm the pose just set and fold the flipper over the face, so + // switching to any pose stops that motion. + if (state.anim.mode === 'wave') { + state.anim.mode = 'off'; + app.animator.reset(); + app.needsRender = true; + } + state.pose = { bones: {}, root: [0, 0, 0] }; + applyPatch(state.pose, preset.pose ?? {}); + if (!state.pose.root) state.pose.root = [0, 0, 0]; + replace({}, 'pose'); + sync(); + } + + function randomPose() { + const names = model.bones.map((bone) => bone.name); + for (const name of names) { + if (name === 'master') continue; + const scale = name.startsWith('arm') ? 22 : 12; + rig.setDelta(name, { + x: (Math.random() - 0.5) * scale, + y: (Math.random() - 0.5) * scale, + z: (Math.random() - 0.5) * scale, + }); + } + app.actions.capturePose(); + syncBones(); + app.needsRender = true; + } + + /* ------------------------------------------------------------------ face */ + + let faceSection = section(tabFace, 'プリセット'); + + // The face tab's sections are created here in the order they should read on + // screen (プリセット -> 髪 -> 眉 -> 目 -> 見る先 -> ...), but filled further + // down where the widgets are built: the DOM order is fixed at creation. + const faceTabSections = { + hair: section(tabFace, '髪'), + brow: section(tabFace, '眉'), + eye: section(tabFace, '目'), + look: section(tabFace, '見る先'), + glasses: section(tabFace, '眼鏡・サングラス'), + cheeks: section(tabFace, 'ほっぺ'), + snot: section(tabFace, '鼻ちょうちん'), + beard: section(tabFace, 'ひげ'), + mouth: section(tabFace, '口'), + }; + + faceSection.add(buttons({ + items: FACE_PRESETS.map((preset) => ({ + id: preset.id, + label: preset.label, + onClick: () => applyFacePreset(preset.id), + })), + })); + + function applyFacePreset(id) { + const preset = FACE_PRESETS.find((item) => item.id === id); + if (!preset) return; + state.face = defaultState().face; + applyPatch(state.face, preset.face); + app.actions.refresh('face'); + sync(); + } + + // --- eyes + faceSection = faceTabSections.eye; + + /** Tear sliders, which are added to the こまかい設定 box once it exists. */ + const tearWidgets = []; + // The link switch sits directly above the *left* eye's open slider, because that + // is the slider it drives - it was previously below both eyes, where it looked + // like it belonged to whatever came next. + const linkedToggle = check({ + label: '左右を連動させる', + value: true, + onChange: (value) => { + state.face.eyes.linked = value; + if (value) { + // Catch the two eyes up with each other, so switching the link on does + // something visible even if they had drifted apart. + state.face.eyes.right.open = state.face.eyes.left.open; + state.face.eyes.right.closed = state.face.eyes.left.closed; + state.face.eyes.right.closedLines = state.face.eyes.left.closedLines; + state.face.eyes.right.irisShape = state.face.eyes.left.irisShape; + state.face.eyes.right.shape = state.face.eyes.left.shape; + // The lids are per eye now too, so link them along with the rest. + state.face.eyes.right.lowerLid = state.face.eyes.left.lowerLid; + state.face.eyes.right.lidShape = state.face.eyes.left.lidShape; + state.face.eyes.right.lidWidth = state.face.eyes.left.lidWidth; + state.face.eyes.right.lidTilt = state.face.eyes.left.lidTilt; + state.face.eyes.right.lashes = state.face.eyes.left.lashes; + state.face.eyes.right.lashAngle = state.face.eyes.left.lashAngle; + state.face.eyes.right.lashPos = state.face.eyes.left.lashPos; + state.face.eyes.right.white = state.face.eyes.left.white ?? null; + state.face.eyes.right.highlight = state.face.eyes.left.highlight ?? null; + state.face.eyes.right.lookX = state.face.eyes.left.lookX; + state.face.eyes.right.lookY = state.face.eyes.left.lookY; + // The tears mirror as a pair: the size and the height match, while the + // sideways position and the tilt flip sign. + state.face.eyes.right.tear = state.face.eyes.left.tear ?? 0; + state.face.eyes.right.tearY = state.face.eyes.left.tearY ?? 0; + state.face.eyes.right.tearX = -(state.face.eyes.left.tearX ?? 0); + state.face.eyes.right.tearTilt = -(state.face.eyes.left.tearTilt ?? 0); + } + app.actions.refresh('face'); + sync(); + }, + }); + // The eye "shape" folds the old 閉じ方 (line/3/わらう) and the heart pupil into + // one menu. `open`/`closed`/`irisShape` stay the stored fields; this reads and + // writes them together so the menu always shows the current look. + const eyeShapeOf = (eye) => { + const shape = eye.shape; + const explicitShut = shape === 'three' || shape === 'arch' + || (typeof shape === 'string' && shape.startsWith('line')); + if (explicitShut) return shape; + if ((eye.open ?? 1) <= 0.02) { + if (!shape) { + if (eye.closed === 'three') return 'three'; + if (eye.closed === 'arch') return 'arch'; + return `line${Math.min(3, Math.max(1, Math.round(eye.closedLines ?? 1)))}`; + } + // An open/heart eye whose lid is all the way down is just a blink. + return 'line1'; + } + if (shape) return shape; + return (eye.irisShape ?? 'circle') === 'heart' ? 'heart' : 'open'; + }; + const applyEyeShape = (eye, value) => { + eye.shape = value; + eye.irisShape = value === 'heart' ? 'heart' : 'circle'; + if (value === 'open' || value === 'heart') { + eye.open = 1; + // Clear any stale shut fields so a blink (open -> 0) shows a plain line and + // never the 3 or the arch that was picked before. + eye.closed = 'line'; + eye.closedLines = 1; + return; + } + // A shut artwork is drawn as the eye's content with the lids open; the lid + // height is its own slider (上まぶたの高さ), so selecting one opens the lid. + eye.open = 1; + if (value.startsWith('line')) { + eye.closed = 'line'; + eye.closedLines = Number(value.slice(4)) || 1; + return; + } + eye.closed = value; + }; + const eyeWhiteOf = (eye) => { + if (eye.white != null) return eye.white === true; + // The usual: an open eye shows its white; a shut eye or a heart does not. + return eyeShapeOf(eye) === 'open'; + }; + const eyeHighlightOf = (eye) => (eye.highlight != null + ? eye.highlight === true + : state.face.eyes.highlight !== false); + + const EYE_ICONS = { + both: '', + left: '', + right: '', + lid: '', + }; + // Each eye group carries the same controls. Linked, one group ("両目") drives + // both eyes; unlinked, a group per eye appears and the gaze pad doubles. + const eyeGroup = (title, icon = null) => { + const body = h('div', { class: 'eye-group-body' }); + const head = h('div', { class: 'eye-group-head' }, + icon ? svgIcon(EYE_ICONS[icon] ?? '') : null, + h('span', { text: title })); + const el = h('div', { class: 'eye-group' }, head, body); + return { + el, + add: (child) => (body.append(child?.el ?? child), child), + setVisible: (visible) => { el.style.display = visible ? '' : 'none'; }, + }; + }; + + const makeEyeControls = (mode) => { + const keys = mode === 'both' ? ['left', 'right'] : [mode]; + const primary = keys[0]; + const write = (fn) => { for (const k of keys) fn(state.face.eyes[k]); }; + const touched = () => { app.actions.refresh('face'); sync(); }; + const group = eyeGroup(mode === 'both' ? '両目' : (mode === 'left' ? '左目' : '右目'), mode); + + // --- まぶた (per eye) ------------------------------------------------ + // 上まぶたの高さ and 下まぶたの高さ share one opening, so each is held to the + // other: the lower lid cannot rise past the upper, and the upper cannot drop + // below the lower. The sliders' own limits are kept in step in `syncOne`. + const lidSub = eyeGroup('まぶた', 'lid'); + const open = slider({ + label: '上まぶたの高さ', min: 0, max: 1, step: 0.01, value: 1, + format: (v) => (v < 0.02 ? '閉じ' : v > 0.98 ? '開き' : `${Math.round(v * 100)}%`), + onInput: (v) => { + const floor = state.face.eyes[primary].lowerLid ?? state.face.eyes.lowerLid ?? 0; + const vv = Math.max(v, floor); + write((e) => { e.open = vv; }); + if (vv !== v) open.set(vv); + touched(); + }, + }); + const lowerLid = slider({ + label: '下まぶたの高さ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { + const ceil = state.face.eyes[primary].open ?? 1; + const vv = Math.min(v, ceil); + write((e) => { e.lowerLid = vv; }); + if (vv !== v) lowerLid.set(vv); + touched(); + }, + }); + const lidShape = segmented({ + label: 'まぶたの形', + options: [ + { value: 'curve', label: '曲線' }, + { value: 'flat', label: '直線(平ら)' }, + ], + value: 'curve', + onChange: (v) => { write((e) => { e.lidShape = v; }); touched(); }, + }); + const lidWidth = slider({ + label: 'まぶたの太さ', min: 0, max: 30, step: 1, value: 14, format: (v) => `${Math.round(v)}`, + onInput: (v) => { write((e) => { e.lidWidth = v; }); touched(); }, + }); + const lidTilt = slider({ + label: 'まぶたの傾き', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { write((e) => { e.lidTilt = v; }); touched(); }, + }); + const lashes = check({ + label: 'まつげをつける', + value: false, + onChange: (v) => { write((e) => { e.lashes = v; }); touched(); }, + }); + const lashAngle = slider({ + label: 'まつげの角度', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { write((e) => { e.lashAngle = v; }); touched(); }, + }); + const lashPos = slider({ + label: 'まつげの位置', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { write((e) => { e.lashPos = v; }); touched(); }, + }); + lidSub.add(lidShape); + lidSub.add(open); + lidSub.add(lowerLid); + lidSub.add(lidWidth); + lidSub.add(lidTilt); + lidSub.add(controlRow(null, lashes.el, { wide: true })); + lidSub.add(lashAngle); + lidSub.add(lashPos); + group.add(lidSub); + const openInput = open.el.querySelector('input'); + const lowerLidInput = lowerLid.el.querySelector('input'); + + // 目の形: the artwork the eye shows. A shut shape is drawn with the lids open, + // so 上まぶたの高さ can then be lowered onto it. + const shape = segmented({ + label: '目の形', + options: [ + { value: 'open', label: 'ふつう' }, + { value: 'line1', label: '1線' }, + { value: 'line2', label: '2線' }, + { value: 'line3', label: '3線' }, + { value: 'three', label: '3の目' }, + { value: 'arch', label: 'わらう' }, + { value: 'heart', label: 'ハート' }, + ], + value: 'open', + onChange: (v) => { write((e) => applyEyeShape(e, v)); touched(); }, + }); + // The heart colour only matters for the heart, so it sits right under 目の形 + // and shows only then. + const heartColor = colorField({ + label: 'ハートの色', value: '#e0344f', + swatches: ['#e0344f', '#ff5f8f', '#c2185b', '#150e1b'], + onChange: (v) => { state.face.eyes.heartColor = v; touched(); }, + }); + // 大きさ: one knob for the iris, the heart and the shut artwork. + const size = slider({ + label: '大きさ', min: 0.4, max: 1.8, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.irisScale = v; touched(); }, + }); + const threeFlip = segmented({ + label: '3の向き', + options: [ + { value: 'normal', label: '3' }, + { value: 'flip', label: '3(逆)' }, + ], + value: 'normal', + onChange: (v) => { write((e) => { e.threeFlip = v === 'flip'; applyEyeShape(e, 'three'); }); touched(); }, + }); + const white = check({ + label: '白目を出す', + value: true, + onChange: (v) => { write((e) => { e.white = v; }); touched(); }, + }); + const highlight = check({ + label: '光彩(瞳の白い丸)を出す', + value: true, + onChange: (v) => { write((e) => { e.highlight = v; }); touched(); }, + }); + const pad = xyPad({ + value: { x: 0, y: 0 }, + center: 'eye', + onChange: ({ x, y }) => { write((e) => { e.lookX = x; e.lookY = y; }); touched(); }, + }); + // 涙: per eye. Linked, one set drives both - size and height match, while the + // sideways position and the tilt mirror so the pair stays symmetric. + const tearOn = check({ + label: '涙を出す', + value: false, + onChange: (v) => { write((e) => { e.tearOn = v; }); touched(); }, + }); + const writeTear = (patch) => { + Object.assign(state.face.eyes[primary], patch); + if (mode === 'both') { + const mirrored = { ...patch }; + if (patch.tearX != null) mirrored.tearX = -patch.tearX; + if (patch.tearTilt != null) mirrored.tearTilt = -patch.tearTilt; + Object.assign(state.face.eyes[primary === 'left' ? 'right' : 'left'], mirrored); + } + touched(); + }; + const tear = slider({ + label: '涙の大きさ', min: 0.3, max: 1.6, step: 0.01, value: 0.3, format: (v) => v.toFixed(2), + onInput: (v) => writeTear({ tear: v }), + }); + const tearY = slider({ + label: '涙の高さ', min: -80, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => writeTear({ tearY: v }), + }); + const tearX = slider({ + label: '涙のよこ位置', min: -150, max: 150, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => writeTear({ tearX: v }), + }); + const tearTilt = slider({ + label: '涙の傾き', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => writeTear({ tearTilt: v }), + }); + + group.add(shape); + group.add(heartColor); + group.add(size); + group.add(threeFlip); + group.add(controlRow(null, white.el, { wide: true })); + group.add(controlRow(null, highlight.el, { wide: true })); + group.add(controlRow(null, tearOn.el, { wide: true })); + group.add(tear); + group.add(tearY); + group.add(tearX); + group.add(tearTilt); + group.add(controlRow('目線', h('div', { class: 'pad-wrap' }, pad.el, + h('p', { class: 'hint', text: 'ドラッグで目線。ダブルクリックで正面に戻ります。' })))); + + const syncOne = () => { + const e = state.face.eyes[primary]; + const shapeValue = eyeShapeOf(e); + const lower = e.lowerLid ?? state.face.eyes.lowerLid ?? 0; + const upper = e.open ?? 1; + // Keep each lid's slider range from crossing the other before applying the + // values, so the displayed thumb cannot sit past the other lid either. + if (openInput) openInput.min = String(Math.min(lower, upper)); + if (lowerLidInput) lowerLidInput.max = String(Math.max(lower, upper)); + open.set(upper); + lowerLid.set(lower); + lidShape.set(e.lidShape ?? state.face.eyes.lidShape ?? 'curve'); + lidWidth.set(e.lidWidth ?? state.face.eyes.lidWidth ?? 14); + lidTilt.set(e.lidTilt ?? state.face.eyes.lidTilt ?? 0); + lashes.set((e.lashes ?? state.face.eyes.lashes) === true); + const lashesOn = (e.lashes ?? state.face.eyes.lashes) === true; + lashAngle.set(e.lashAngle ?? state.face.eyes.lashAngle ?? 0); + lashPos.set(e.lashPos ?? state.face.eyes.lashPos ?? 0); + lashAngle.el.style.display = lashesOn ? '' : 'none'; + lashPos.el.style.display = lashesOn ? '' : 'none'; + shape.set(shapeValue); + heartColor.set(state.face.eyes.heartColor ?? '#e0344f'); + heartColor.el.style.display = shapeValue === 'heart' ? '' : 'none'; + size.set(state.face.eyes.irisScale ?? 1); + threeFlip.set(e.threeFlip ? 'flip' : 'normal'); + threeFlip.el.style.display = shapeValue === 'three' ? '' : 'none'; + white.set(eyeWhiteOf(e)); + highlight.set(eyeHighlightOf(e)); + const tearShown = e.tearOn === true; + tearOn.set(tearShown); + for (const widget of [tear, tearY, tearX, tearTilt]) { + widget.el.style.display = tearShown ? '' : 'none'; + } + tear.set(e.tear ?? 0.3); + tearY.set(e.tearY ?? 0); + tearX.set(e.tearX ?? 0); + tearTilt.set(e.tearTilt ?? 0); + pad.set({ x: e.lookX ?? 0, y: e.lookY ?? 0 }); + }; + return { group, sync: syncOne }; + }; + + const bothControls = makeEyeControls('both'); + const leftControls = makeEyeControls('left'); + const rightControls = makeEyeControls('right'); + + faceSection.add(controlRow(null, linkedToggle.el, { wide: true })); + faceSection.add(bothControls.group); + faceSection.add(leftControls.group); + faceSection.add(rightControls.group); + faceSection.add(hint('「目の形」の「2線」「3線」は端点がつながった形になります。' + + '閉じ目の形も、上まぶた・下まぶたで上下から隠せます。')); + + // 横位置 (per eye) rarely changes, so it gets its own small box. + const eyeAdvancedWidgets = {}; + for (const key of ['left', 'right']) { + const label = key === 'left' ? '左目' : '右目'; + const eyeX = slider({ + label: `${label}の横位置`, min: -200, max: 200, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (value) => { state.face.eyes[key].eyeX = value; app.actions.refresh('face'); }, + }); + eyeAdvancedWidgets[key] = { eyeX }; + tearWidgets.push(eyeX.el); + } + + // One button to put every eye setting back to the artwork's defaults. The + // artwork *source* is kept: resetting the numbers should not throw away a + // hand-drawn image the user loaded. + faceSection.add(buttons({ + items: [{ + id: 'eyesReset', + label: '目の設定をリセット', + onClick: () => { + const source = state.face.eyes.source; + state.face.eyes = { ...defaultState().face.eyes, source }; + app.actions.refresh('face'); + sync(); + }, + }], + })); + + faceSection.add(hint('「まぶた」は目のグループごとに設定できます。「左右を連動させる」を入れると「両目」の設定が1つだけ出て、' + + 'まぶた・目の形・大きさ・白目・光彩・目線が両目でそろいます。' + + 'はずすと「左目」「右目」の設定がそれぞれに出て、目線のパッドも2つになります。' + + '「左目」「右目」は、ぶるべー自身から見た左右です(正面から見ると、画面では左右が入れ替わって見えます)。')); + + const eyeColors = { + white: colorField({ label: '白目', value: '#ffffff', onChange: (v) => { state.face.eyes.white = v; app.actions.refresh('face'); } }), + iris: colorField({ label: '瞳', value: '#150e1b', onChange: (v) => { state.face.eyes.iris = v; app.actions.refresh('face'); } }), + line: colorField({ label: 'まぶたの線', value: '#55386e', onChange: (v) => { state.face.eyes.line = v; app.actions.refresh('face'); } }), + }; + const eyeColorBox = details(faceSection.body, '色(白目・瞳・まぶたの線)'); + for (const widget of Object.values(eyeColors)) eyeColorBox.add(widget.el); + + // 横位置 (per eye) is rarely used, so it stays in its own small box. + const tearBox = details(faceSection.body, '横位置(左右べつ)'); + for (const el of tearWidgets) tearBox.add(el); + + // --- eyebrows (the original character has none; this is extra range) + faceSection = faceTabSections.brow; + faceSection.add(hint('ぶるべーには眉がありません。怒った顔など、必要なときだけ出してください。')); + + const browToggle = check({ + label: '眉を表示', + value: false, + onChange: (value) => { state.face.eyes.brow.enabled = value; app.actions.refresh('face'); }, + }); + faceSection.add(controlRow(null, browToggle.el, { wide: true })); + + const browSliders = { + angle: slider({ + label: '角度', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.face.eyes.brow.angle = v; app.actions.refresh('face'); }, + }), + height: slider({ + label: '高さ', min: -40, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.brow.height = v; app.actions.refresh('face'); }, + }), + length: slider({ + label: '長さ', min: 0, max: 4, step: 0.01, value: 1, + format: (v) => (v < 0.02 ? '点' : v.toFixed(2)), + onInput: (v) => { state.face.eyes.brow.length = v; app.actions.refresh('face'); }, + }), + thickness: slider({ + label: '太さ', min: 0.4, max: 3.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.brow.thickness = v; app.actions.refresh('face'); }, + }), + spacing: slider({ + label: '間隔', min: -220, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.brow.spacing = v; app.actions.refresh('face'); }, + }), + curve: slider({ + label: '曲がり', min: 0, max: 0.4, step: 0.01, value: 0.14, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.brow.curve = v; app.actions.refresh('face'); }, + }), + taper: slider({ + label: '鼻側の細さ', min: 0, max: 1, step: 0.01, value: 1, + format: (v) => (v >= 0.995 ? 'そのまま' : (v <= 0.005 ? 'とがる' : v.toFixed(2))), + onInput: (v) => { state.face.eyes.brow.taper = v; app.actions.refresh('face'); }, + }), + }; + faceSection.add(hint('+の角度で内側が下がり、怒った感じになります。-で困り顔。' + + '高さは + で上がり、- にすると目にかくれて見えなくなります。')); + faceSection.add(browSliders.angle.el); + const browBox = details(faceSection.body, 'こまかい設定(高さ・長さ・太さ・色)'); + browBox.add(browSliders.height.el); + browBox.add(browSliders.length.el); + browBox.add(browSliders.thickness.el); + browBox.add(browSliders.spacing.el); + browBox.add(browSliders.curve.el); + browBox.add(browSliders.taper.el); + const browColor = colorField({ + label: '眉の色', value: '#55386e', + swatches: ['#55386e', '#2a1e33', '#7a5c2e', '#8a4a5e'], + onChange: (v) => { state.face.eyes.brow.color = v; app.actions.refresh('face'); }, + }); + browBox.add(browColor.el); + browBox.add(hint('「間隔」は左右の眉のへだたりです(+で広がり、-で内側に寄って、' + + '大きく-にすると左右がくっつきます)。「長さ」を 0 にすると点になります。' + + '「鼻側の細さ」を 0 にすると鼻側がとがります。')); + browBox.add(buttons({ + items: [ + { + id: 'golgo', + label: 'ゴル風(画像)', + onClick: () => { + // ゴルゴ13: a very thick, almost straight black wedge, wide at the outer + // end and tapering to a point at the nose, angled steeply down towards + // it, with the two brows sitting close together. + Object.assign(state.face.eyes.brow, { + enabled: true, + image: true, + angle: 34, + height: 33, + length: 2.82, + thickness: 3.6, + curve: 0, + taper: 0, + spacing: -59, + color: '#2a1e33', + }); + app.actions.refresh('face'); + sync(); + }, + }, + { + id: 'ryotsu', + label: '両風(線の眉)', + onClick: () => { + // 両津勘吉: thick げじげじ brows that are joined in the middle, sitting + // low over the eyes. `spacing` is what closes the gap - at this length + // the two inner ends meet over the nose (see the panel's note). Turning + // `image` off is what makes the line drawing take over from ゴル風's + // loaded picture. + Object.assign(state.face.eyes.brow, { + enabled: true, + image: false, + angle: 10, + height: 4, + length: 2.86, + thickness: 3.29, + curve: 0.4, + taper: 1, + spacing: -50, + color: '#181220', + }); + app.actions.refresh('face'); + sync(); + }, + }, + ], + })); + + faceSection.add(hint('「ゴル風(画像)」は読み込んだ画像(assets/brows/gol-right.png)で眉を描きます。' + + '画像のときは角度・太さ・曲がり・鼻側の細さが効かないので、灰色になります。' + + '「両風(線の眉)」など線で描く眉に切り替えると、この画像は使われません。')); + + // --- glasses / sunglasses (drawn into the same texture as the eyes and brows) + faceSection = faceTabSections.glasses; + faceSection.add(hint('眼鏡やサングラスを、目や眉と同じ絵にかけます。' + + '線画のときはレンズを塗らず、フレームの線だけになります。')); + + // 眼鏡とサングラスの違いは、レンズの形だけではない。サングラスはレンズが不透明 + // なので、目を開けたままだと瞳が透けて見えてしまう。種類を変えたらその種類の + // 既定値(レンズの色・濃さ・高さ)を一緒に持ってきて、サングラスのときは両目を + // 閉じる。フレームや大きさには触らないので、作りこんだフレームは種類を変えても + // 失われない。 + const GLASSES_KINDS = { + glasses: { lensColor: '#2b2433', lensOpacity: 0.22, offsetY: 0 }, + sunglasses: { lensColor: '#1a1620', lensOpacity: 1, offsetY: -40 }, + }; + const wearSunglasses = () => { + state.face.eyes.glasses.lensOpacity = 1; + state.face.eyes.left.open = 0; + state.face.eyes.right.open = 0; + }; + const setGlassesKind = (kind) => { + Object.assign(state.face.eyes.glasses, { kind, ...GLASSES_KINDS[kind] }); + // サングラス hides the eye behind an opaque lens, so both eyes shut with it; + // 眼鏡's lens is clear, so switching back opens them again. + const open = kind === 'sunglasses' ? 0 : 1; + state.face.eyes.left.open = open; + state.face.eyes.right.open = open; + }; + + const glassesToggle = check({ + label: '眼鏡をかける', + value: false, + onChange: (value) => { + state.face.eyes.glasses.enabled = value; + // A loaded state can already be on サングラス, so enabling the shades also + // shuts the eyes rather than showing them through the opaque lens. + if (value && state.face.eyes.glasses.kind === 'sunglasses') wearSunglasses(); + app.actions.refresh('face'); + sync(); + }, + }); + faceSection.add(controlRow(null, glassesToggle.el, { wide: true })); + + const glassesKindSegment = segmented({ + label: '種類', + options: [ + { value: 'glasses', label: '眼鏡' }, + { value: 'sunglasses', label: 'サングラス' }, + ], + value: 'glasses', + onChange: (value) => { + setGlassesKind(value); + // Picking a kind means you mean to wear it, so put the glasses on rather + // than leaving the checkbox off and nothing showing on the face. + state.face.eyes.glasses.enabled = true; + glassesToggle.set(true); + app.actions.refresh('face'); + sync(); + }, + }); + faceSection.add(glassesKindSegment.el); + + const glassesSliders = { + scale: slider({ + label: '大きさ', min: 0.7, max: 1.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.glasses.scale = v; app.actions.refresh('face'); }, + }), + lensOpacity: slider({ + label: 'レンズの濃さ', min: 0, max: 1, step: 0.01, value: 0.22, + format: (v) => (v <= 0.005 ? '透明' : v.toFixed(2)), + onInput: (v) => { state.face.eyes.glasses.lensOpacity = v; app.actions.refresh('face'); }, + }), + lensGap: slider({ + label: '左右レンズの間隔', min: -40, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.glasses.lensGap = v; app.actions.refresh('face'); }, + }), + frameWidth: slider({ + label: 'フレームの太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.glasses.frameWidth = v; app.actions.refresh('face'); }, + }), + offsetY: slider({ + label: '高さ', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.glasses.offsetY = v; app.actions.refresh('face'); }, + }), + tilt: slider({ + label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.face.eyes.glasses.tilt = v; app.actions.refresh('face'); }, + }), + }; + faceSection.add(glassesSliders.scale.el); + faceSection.add(glassesSliders.lensOpacity.el); + const glassesBox = details(faceSection.body, 'こまかい設定(フレーム・位置・色)'); + glassesBox.add(glassesSliders.frameWidth.el); + glassesBox.add(glassesSliders.offsetY.el); + glassesBox.add(glassesSliders.tilt.el); + glassesBox.add(glassesSliders.lensGap.el); + const glassesFrameColor = colorField({ + label: 'フレームの色', value: '#2a1e33', + swatches: ['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6'], + onChange: (v) => { state.face.eyes.glasses.frameColor = v; app.actions.refresh('face'); }, + }); + const glassesLensColor = colorField({ + label: 'レンズの色', value: '#2b2433', + swatches: ['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e'], + onChange: (v) => { state.face.eyes.glasses.lensColor = v; app.actions.refresh('face'); }, + }); + glassesBox.add(glassesFrameColor.el); + glassesBox.add(glassesLensColor.el); + glassesBox.add(hint('「レンズの濃さ」を 0 にするとレンズは透明になり、フレームだけの眼鏡になります。' + + '「高さ」は眼鏡全体を上下に動かします(+で下がります)。' + + '「傾き」は左右のレンズが一緒に傾きます。')); + glassesBox.add(buttons({ + items: [ + { + id: 'glasses', + label: '眼鏡', + onClick: () => { + setGlassesKind('glasses'); + state.face.eyes.glasses.enabled = true; + app.actions.refresh('face'); + sync(); + }, + }, + { + id: 'sunglasses', + label: 'サングラス', + onClick: () => { + setGlassesKind('sunglasses'); + state.face.eyes.glasses.enabled = true; + app.actions.refresh('face'); + sync(); + }, + }, + ], + })); + + // --- ほっぺ (a manga blush) + faceSection = faceTabSections.cheeks; + faceSection.add(hint('ほっぺ(マンガの赤らみ)を、目や眉と同じ絵にかけます。' + + '決まったキャラクターの絵ではなく、よくあるマンガの記号として用意しました。' + + 'はじめは出ていません。')); + + const cheeksToggle = check({ + label: 'ほっぺを出す', + value: false, + onChange: (value) => { state.face.eyes.cheeks.enabled = value; app.actions.refresh('face'); }, + }); + faceSection.add(controlRow(null, cheeksToggle.el, { wide: true })); + + const cheekSliders = { + size: slider({ + label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.cheeks.size = v; app.actions.refresh('face'); }, + }), + offsetY: slider({ + label: 'たかさ', min: -80, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.cheeks.offsetY = v; app.actions.refresh('face'); }, + }), + spacing: slider({ + label: 'よこの間隔', min: -60, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.cheeks.spacing = v; app.actions.refresh('face'); }, + }), + }; + faceSection.add(cheekSliders.size.el); + const cheekBox = details(faceSection.body, 'こまかい設定(位置・色)'); + cheekBox.add(cheekSliders.offsetY.el); + cheekBox.add(cheekSliders.spacing.el); + const cheekColor = colorField({ + label: 'ほっぺの色', value: '#f6a6b8', + swatches: ['#f6a6b8', '#f19ab0', '#f7b9a0', '#e88aa8'], + onChange: (v) => { state.face.eyes.cheeks.color = v; app.actions.refresh('face'); }, + }); + cheekBox.add(cheekColor.el); + cheekBox.add(hint('線はいつも4本です。「よこの間隔」は左右のほっぺのへだたり、' + + '「たかさ」は目からの下がり具合です。')); + + // --- 髪 (a hair-like covering over the whole head; its own section, above 眉) + faceSection = faceTabSections.hair; + faceSection.add(hint('髪を頭にかぶせます。決まったキャラクターの髪ではなく、' + + 'よくあるマンガの形として用意しました。はじめは出ていません。')); + + const headMarkShape = segmented({ + label: '髪', + options: [ + { value: 'off', label: 'なし' }, + { value: 'cap', label: 'かぶせ' }, + { value: 'fringe', label: 'ぎざぎざ' }, + { value: 'fringe-up', label: 'はちわれ' }, + { value: 'curve', label: 'カーブ' }, + ], + value: 'off', + onChange: (value) => { + const mark = state.face.eyes.headMark; + mark.shape = value; + // Entering a shape applies its own starting size (ぎざぎざ is smaller and + // shallower than the shared defaults). Other shapes just keep the values. + Object.assign(mark, HEAD_MARK_KIND_DEFAULTS[value] ?? {}); + app.actions.refresh('face'); + sync(); + }, + }); + faceSection.add(headMarkShape.el); + + const headMarkOverEyes = check({ + label: '髪を目の前に出す', + value: true, + onChange: (value) => { state.face.eyes.headMark.overEyes = value; app.actions.refresh('face'); }, + }); + faceSection.add(controlRow(null, headMarkOverEyes.el, { wide: true })); + + const headMarkSliders = { + size: slider({ + label: '大きさ', min: 0.05, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.headMark.size = v; app.actions.refresh('face'); }, + }), + teeth: slider({ + label: '歯の深さ', min: 0.02, max: 0.4, step: 0.01, value: 0.12, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.headMark.teeth = v; app.actions.refresh('face'); }, + }), + offsetX: slider({ + label: 'よこの位置', min: -260, max: 260, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.headMark.offsetX = v; app.actions.refresh('face'); }, + }), + offsetY: slider({ + label: 'たかさ', min: -300, max: 300, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.headMark.offsetY = v; app.actions.refresh('face'); }, + }), + }; + faceSection.add(headMarkSliders.size.el); + faceSection.add(headMarkSliders.teeth.el); + //「歯の深さ」はぎざぎざのときだけ意味があるので、それ以外では隠します。 + const headMarkBox = details(faceSection.body, 'こまかい設定(位置・色)'); + headMarkBox.add(headMarkSliders.offsetX.el); + headMarkBox.add(headMarkSliders.offsetY.el); + const headMarkColor = colorField({ + label: '髪の色', value: '#8a4fe0', + swatches: ['#8a4fe0', '#2a1e33', '#e0344f', '#7a5c2e'], + onChange: (v) => { state.face.eyes.headMark.color = v; app.actions.refresh('face'); }, + }); + const headMarkColor2 = colorField({ + label: '2色目', value: '#ffffff', + swatches: ['#ffffff', '#f3ead9', '#ffe08a', '#7fd8ff'], + onChange: (v) => { state.face.eyes.headMark.color2 = v; app.actions.refresh('face'); }, + }); + headMarkBox.add(headMarkColor.el); + headMarkBox.add(headMarkColor2.el); + headMarkBox.add(hint('「かぶせ」は頭にかぶせる丸い髪、「ぎざぎざ」は生え際がギザギザにとがった髪(「歯の深さ」でギザギザの深さを変えられます)、' + + '「はちわれ」は中央が鋭く持ち上がった生え際、「カーブ」はドラえもんのように単純にカーブした髪です。' + + '「たかさ」で生え際を目の中心あたりまで下げられます。' + + '「髪を目の前に出す」を切ると、髪が目の後ろに回ります。')); + + // --- 鼻ちょうちん: the snot bubble of a sleeping face. + faceSection = faceTabSections.snot; + const snotToggle = check({ + label: '鼻ちょうちんを出す', + value: false, + onChange: (value) => { state.face.eyes.snot.enabled = value; app.actions.refresh('face'); }, + }); + faceSection.add(controlRow(null, snotToggle.el, { wide: true })); + const snotSize = slider({ + label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.snot.size = v; app.actions.refresh('face'); }, + }); + faceSection.add(snotSize.el); + const snotBox = details(faceSection.body, 'こまかい設定(位置・色)'); + const snotSliders = { + offsetX: slider({ + label: 'よこの位置', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.snot.offsetX = v; app.actions.refresh('face'); }, + }), + offsetY: slider({ + label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.snot.offsetY = v; app.actions.refresh('face'); }, + }), + offsetZ: slider({ + label: 'おくゆき', min: -10, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.snot.offsetZ = v; app.actions.refresh('face'); }, + }), + }; + for (const widget of Object.values(snotSliders)) snotBox.add(widget.el); + const snotColor = colorField({ + label: '泡の色', value: '#e3ecff', + swatches: ['#e3ecff', '#ffffff', '#cfe0ff', '#bfe8d0'], + onChange: (v) => { state.face.eyes.snot.color = v; app.actions.refresh('face'); }, + }); + snotBox.add(snotColor.el); + snotBox.add(hint('寝ている顔の横に、鼻から出る泡を描きます。' + + '「ねている」ポーズと組み合わせると、いねむりしているように見えます。' + + '泡は鼻の横に出るので、位置は「よこの位置」「たかさ」で調整できます。')); + + // --- ひげ: mustaches and beards, hung under the nose. + faceSection = faceTabSections.beard; + const beardShape = segmented({ + label: 'ひげ', + options: [ + { value: 'off', label: 'なし' }, + { value: 'scotch', label: 'ちょびひげ' }, + { value: 'kaiser', label: 'ダリ' }, + { value: 'cat', label: 'ねこ' }, + ], + value: 'off', + onChange: (value) => { + const beard = state.face.eyes.beard; + beard.shape = value; + // Each kind starts at its own size and height (a textured kind is drawn at a + // different scale from the built-in strokes). A kind with no entry resets to + // the neutral values, so switching kinds cannot leave a stray size behind. + Object.assign(beard, BEARD_KIND_DEFAULTS[value] ?? { size: 1, offsetY: 0, spacing: 0 }); + app.actions.refresh('face'); + sync(); + }, + }); + faceSection.add(beardShape.el); + const beardSliders = { + size: slider({ + label: '大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.beard.size = v; app.actions.refresh('face'); }, + }), + spacing: slider({ + label: '左右の間隔', min: 0, max: 250, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + // Shown 10 higher than the value stored, so the default (stored -10) reads 0. + onInput: (v) => { state.face.eyes.beard.spacing = v - 10; app.actions.refresh('face'); }, + }), + offsetY: slider({ + label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, + onInput: (v) => { state.face.eyes.beard.offsetY = v; app.actions.refresh('face'); }, + }), + length: slider({ + label: 'ひげの長さ(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.beard.length = v; app.actions.refresh('face'); }, + }), + lineGap: slider({ + label: '線の間隔(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.eyes.beard.lineGap = v; app.actions.refresh('face'); }, + }), + }; + faceSection.add(beardSliders.size.el); + const beardBox = details(faceSection.body, 'こまかい設定(位置・色)'); + beardBox.add(beardSliders.spacing.el); + beardBox.add(beardSliders.offsetY.el); + beardBox.add(beardSliders.length.el); + beardBox.add(beardSliders.lineGap.el); + const beardColor = colorField({ + label: 'ひげの色', value: '#1c1624', + swatches: ['#1c1624', '#000000', '#3a2a4a', '#6b4a2a', '#8a8a94'], + onChange: (v) => { state.face.eyes.beard.color = v; app.actions.refresh('face'); }, + }); + beardBox.add(beardColor.el); + beardBox.add(hint('鼻の下に、ちょびひげ・ダリ・ねこ、の瓢を描きます。' + + '「左右の間隔」「瓢の長さ」「線の間隔」は「ねこ」で使います。')); + + // --- mouth + faceSection = faceTabSections.mouth; + + const mouthToggle = check({ + label: '口を表示', + value: true, + onChange: (value) => { state.face.mouth.visible = value; app.actions.refresh('face'); }, + }); + faceSection.add(controlRow(null, mouthToggle.el, { wide: true })); + + // 口角の角度は「笑いの深さ」に比例して動かす(笑いの深さ 1 で -8°、-1 で 70°、 + // その間は直線)。笑いの深さを動かすと追従し、手で微調整したいときのために + // スライダー自体は残してある。 + const cornerAngleFor = (smile) => Math.round(31 - 39 * Math.max(-1, Math.min(1.4, smile))); + + const mouthSliders = { + smile: slider({ label: '曲げ', min: -1, max: 1.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.smile = v; state.face.mouth.cornerAngle = cornerAngleFor(v); app.actions.refresh('face'); sync(); } }), + open: slider({ label: '開き', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.open = v; app.actions.refresh('face'); } }), + round: slider({ label: 'Oの大きさ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.round = v; app.actions.refresh('face'); } }), + width: slider({ label: '幅', min: 0.2, max: 1.6, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.width = v; app.actions.refresh('face'); } }), + thickness: slider({ label: '太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.thickness = v; app.actions.refresh('face'); } }), + tilt: slider({ label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.tilt = v; app.actions.refresh('face'); } }), + offsetY: slider({ label: '高さ', min: -140, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.mouth.offsetY = v; app.actions.refresh('face'); } }), + tongue: slider({ label: '舌の大きさ', min: 0, max: 1.6, step: 0.01, value: 0.96, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tongue = v; app.actions.refresh('face'); } }), + tonguePos: slider({ label: '舌の位置', min: 0.05, max: 0.95, step: 0.01, value: 0.84, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tonguePos = v; app.actions.refresh('face'); } }), + corners: slider({ label: '口角の長さ', min: 0, max: 1.6, step: 0.01, value: 0.71, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.corners = v; app.actions.refresh('face'); } }), + cornerAngle: slider({ label: '口角の角度', min: -70, max: 70, step: 1, value: -8, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.cornerAngle = v; app.actions.refresh('face'); } }), + }; + // 口には「ふつうの口」と「丸く開く(O)」の2つの形があり、使うスライダーが + // まったく違う。形を切り替えると、その形で使うものだけを出す。 + const mouthModeOf = (mouth) => (mouth.round > 0.004 ? 'round' : 'curve'); + const mouthRowKeys = { + curve: ['smile', 'width', 'thickness', 'open', 'tongue', 'tonguePos', 'corners', 'cornerAngle', 'tilt', 'offsetY'], + round: ['round', 'width', 'thickness', 'tongue', 'tilt', 'offsetY'], + }; + // DOM order is fixed here; the mode only shows or hides rows. + const mouthRowOrder = ['round', 'smile', 'width', 'thickness', 'open', 'tilt', 'offsetY', 'tongue', 'tonguePos', 'corners', 'cornerAngle']; + const mouthMode = segmented({ + label: '口の形', + options: [ + { value: 'curve', label: 'ふつうの口' }, + { value: 'round', label: '丸く開く(O)' }, + ], + value: 'curve', + onChange: (shape) => { + if (shape === 'round') { + if (!(state.face.mouth.round > 0.004)) state.face.mouth.round = 0.6; + } else { + state.face.mouth.round = 0; + } + app.actions.refresh('face'); + sync(); + }, + }); + faceSection.add(mouthMode); + for (const key of mouthRowOrder) faceSection.add(mouthSliders[key].el); + faceSection.add(hint('「口の形」を切り替えると、その形で使うスライダーだけが出ます。' + + 'ふつうの口は「曲げ」と「開き」、丸く開く口(O)は「Oの大きさ」で形が決まります。')); + faceSection.add(buttons({ + items: [{ + id: 'mouthreset', + label: '口を初期値に戻す', + onClick: () => { + state.face.mouth = defaultState().face.mouth; + app.actions.refresh('face'); + sync(); + }, + }], + })); + + const mouthColors = { + color: colorField({ label: '口の線', value: '#ff1a44', onChange: (v) => { state.face.mouth.color = v; app.actions.refresh('face'); } }), + innerColor: colorField({ label: '口の中', value: '#4a0f1e', onChange: (v) => { state.face.mouth.innerColor = v; app.actions.refresh('face'); } }), + tongueColor: colorField({ label: '舌', value: '#ff2d2d', onChange: (v) => { state.face.mouth.tongueColor = v; app.actions.refresh('face'); } }), + cornerColor: colorField({ label: '口角', value: '#725497', onChange: (v) => { state.face.mouth.cornerColor = v; app.actions.refresh('face'); } }), + }; + const mouthColorBox = details(faceSection.body, '色(口の線・中・舌・口角)'); + for (const widget of Object.values(mouthColors)) mouthColorBox.add(widget.el); + + /* ---------------------------------------------------------------- caption */ + + const captionSection = section(tabScene, 'セリフ(フキダシ)'); + + // Two bubbles share this one set of controls: the selector says which bubble + // they are editing, and every handler below reads the active one when it runs, + // so switching does not have to rewire anything. + let activeCaption = 'caption'; + const cap = () => state[activeCaption]; + const captionBubbleSegment = segmented({ + label: 'どの吹き出し', + options: [ + { value: 'caption', label: '①' }, + { value: 'caption2', label: '②' }, + { value: 'narration', label: 'ナレーション' }, + ], + value: 'caption', + onChange: (value) => { activeCaption = value; sync(); }, + }); + captionSection.add(captionBubbleSegment.el); + captionSection.add(hint('吹き出しは①と②の2つ、ナレーション枠が1つ出せます。切り替えて、それぞれ別の位置・形・色・縦書きにできます。')); + + const captionToggle = check({ + label: 'この吹き出しを出す', + value: false, + onChange: (value) => { cap().enabled = value; app.actions.refresh('caption'); sync(); }, + }); + captionSection.add(controlRow(null, captionToggle.el, { wide: true })); + + const captionText = textArea({ + label: 'セリフ', + value: '', + rows: 3, + onChange: (value) => { cap().text = value; app.actions.refresh('caption'); }, + }); + captionSection.add(captionText.el); + + const verticalToggle = check({ + label: '縦書きにする', + value: false, + onChange: (v) => { cap().vertical = v; app.actions.refresh('caption'); sync(); }, + }); + captionSection.add(controlRow(null, verticalToggle.el, { wide: true })); + + captionSection.add(buttons({ + label: '例', + items: CAPTION_PRESETS.map((preset) => ({ + id: preset.id, + label: preset.label, + onClick: () => { Object.assign(cap(), preset.caption); app.actions.refresh('caption'); sync(); }, + })), + })); + + const bubbleSegment = segmented({ + label: '形', + options: BUBBLE_STYLES, + value: 'round', + onChange: (value) => { cap().bubble = value; app.actions.refresh('caption'); }, + }); + const tailSegment = tailPad({ + label: 'しっぽ', + value: 'left', + onChange: (value) => { cap().tail = value; app.actions.refresh('caption'); }, + }); + captionSection.add(bubbleSegment.el); + captionSection.add(tailSegment.el); + + const captionSliders = { + fontSize: slider({ + label: '文字の大きさ', min: 16, max: 72, step: 1, value: 34, format: (v) => `${Math.round(v)}px`, + onInput: (v) => { cap().fontSize = v; app.actions.refresh('caption'); }, + }), + lineHeight: slider({ + label: '行の高さ', min: 1, max: 2, step: 0.01, value: 1.42, format: (v) => v.toFixed(2), + onInput: (v) => { cap().lineHeight = v; app.actions.refresh('caption'); }, + }), + padding: slider({ + label: '内側の余白', min: 4, max: 40, step: 1, value: 18, format: (v) => `${Math.round(v)}px`, + onInput: (v) => { cap().padding = v; app.actions.refresh('caption'); }, + }), + radius: slider({ + label: '角の丸み', min: 0, max: 60, step: 1, value: 24, format: (v) => `${Math.round(v)}px`, + onInput: (v) => { cap().radius = v; app.actions.refresh('caption'); }, + }), + borderWidth: slider({ + label: '線の太さ', min: 0, max: 12, step: 0.5, value: 4, format: (v) => `${v.toFixed(1)}px`, + onInput: (v) => { cap().borderWidth = v; app.actions.refresh('caption'); }, + }), + }; + for (const widget of Object.values(captionSliders)) captionSection.add(widget.el); + + const captionPosition = { + x: slider({ + label: '横位置', min: 0, max: 1, step: 0.01, value: 0.58, format: (v) => v.toFixed(2), + onInput: (v) => { cap().x = v; app.actions.refresh('caption'); }, + }), + y: slider({ + label: '縦位置', min: 0, max: 1, step: 0.01, value: 0.16, format: (v) => v.toFixed(2), + onInput: (v) => { cap().y = v; app.actions.refresh('caption'); }, + }), + }; + captionSection.add(captionPosition.x.el); + captionSection.add(captionPosition.y.el); + + const captionMaxWidthSlider = slider({ + label: 'はば', min: 0.15, max: 0.8, step: 0.01, value: 0.36, format: (v) => v.toFixed(2), + onInput: (v) => { cap().maxWidth = v; app.actions.refresh('caption'); }, + }); + captionSection.add(captionMaxWidthSlider.el); + + const alignSegment = segmented({ + label: 'そろえ', + options: [ + { value: 'left', label: '左' }, + { value: 'center', label: '中' }, + { value: 'right', label: '右' }, + ], + value: 'left', + onChange: (value) => { cap().align = value; app.actions.refresh('caption'); }, + }); + captionSection.add(alignSegment.el); + + const boldToggle = check({ + label: '太字', value: false, + onChange: (value) => { cap().bold = value; app.actions.refresh('caption'); }, + }); + const systemFontToggle = check({ + label: '標準フォントを使う', value: false, + onChange: (value) => { cap().font = value ? 'system' : 'rounded'; app.actions.refresh('caption'); }, + }); + captionSection.add(controlRow(null, boldToggle.el, { wide: true })); + captionSection.add(controlRow(null, systemFontToggle.el, { wide: true })); + + const captionColors = { + textColor: colorField({ label: '文字の色', value: '#3f2b52', onChange: (v) => { cap().textColor = v; app.actions.refresh('caption'); } }), + bubbleColor: colorField({ label: '吹き出しの色', value: '#ffffff', onChange: (v) => { cap().bubbleColor = v; app.actions.refresh('caption'); } }), + borderColor: colorField({ label: '線の色', value: '#55386e', onChange: (v) => { cap().borderColor = v; app.actions.refresh('caption'); } }), + }; + for (const widget of Object.values(captionColors)) captionSection.add(widget.el); + captionSection.add(hint('セリフはプレビューと書き出し画像の両方に描きこまれます。位置は画像全体を0〜1とした割合です。' + + 'ビューポートで吹き出しをドラッグしても動かせます。')); + + /* -------------------------------------------------------------- 口パク */ + + // 口パク lives inside うごき on the pose tab (see below): talking is something + // the character *does*, and it is usually recorded together with the motion. + + /* ------------------------------------------------------ movement (pose tab) */ + + // This is the pose tab's うごき section; the widgets sit here because they are + // driven by the animator alongside the pose state. + const moveSection = section(tabPose, 'うごき'); + + const animWidgets = { + blink: check({ label: 'まばたきする', value: true, onChange: (v) => { state.anim.blink = v; app.animator.reset(); } }), + lookAround: check({ label: '目線がうごく', value: false, onChange: (v) => { state.anim.lookAround = v; app.animator.reset(); } }), + }; + + const motionSegment = segmented({ + label: 'からだのうごき', + options: [ + { value: 'off', label: 'とまる' }, + { value: 'idle', label: 'ゆれる' }, + { value: 'walk', label: '歩く' }, + { value: 'wave', label: 'てをふる' }, + { value: 'sleep', label: 'ねている' }, + ], + value: 'off', + onChange: (value) => { + state.anim.mode = value; + // Sleeping always shows the snot bubble, so the motion reads without having + // to switch the bubble on as well. + if (value === 'sleep') { + state.face.eyes.snot.enabled = true; + snotToggle.set(true); + app.actions.refresh('face'); + } + app.animator.reset(); + app.needsRender = true; + }, + }); + moveSection.add(motionSegment.el); + for (const widget of Object.values(animWidgets)) moveSection.add(controlRow(null, widget.el, { wide: true })); + + moveSection.add(slider({ + label: 'まばたきの間隔', min: 1, max: 8, step: 0.1, value: 3.4, format: (v) => `${v.toFixed(1)}秒`, + onInput: (v) => { state.anim.blinkInterval = v; }, + })); + moveSection.add(slider({ + label: '動きの速さ', min: 0.2, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, + onInput: (v) => { state.anim.speed = v; }, + })); + + const recordButton = buttons({ + items: [{ id: 'record', label: '録画を開始', primary: true, onClick: () => app.actions.toggleRecording() }], + }); + moveSection.add(recordButton.el); + moveSection.add(hint('スペースキーで演出の開始・停止。録画はWebM(動画)として保存されます。')); + + // 口パク: the mouth moves as if talking, and no sound is made at all. It lives + // in うごき because talking is motion - and it is usually recorded with it. + // (The studio used to read the line with the device's own speech voices, but + // those belong to the device, so a recording of them is not ours to hand out.) + const flapSection = details(moveSection.body, '口パク(声は出ません)'); + const flapText = textArea({ + label: '口パクするセリフ', + value: '', + rows: 3, + onChange: (value) => { state.mouthFlap.text = value; }, + }); + flapSection.add(flapText.el); + flapSection.add(buttons({ + items: [{ id: 'flap', label: '口パク/止める', primary: true, onClick: () => app.actions.toggleMouthFlap() }], + })); + const flapSliders = { + rate: slider({ + label: 'はやさ', min: 0.5, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, + onInput: (v) => { state.mouthFlap.rate = v; }, + }), + mouthGain: slider({ + label: '口の開き', min: 0.2, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.mouthFlap.mouthGain = v; }, + }), + }; + for (const widget of Object.values(flapSliders)) flapSection.add(widget.el); + flapSection.add(hint('音は出ません。セリフの長さぶん口が動いて、自動で止まります。' + + '「シーン」タブの「セリフ(フキダシ)」の文とは別で、こちらは長さにだけ使います。')); + + // --- 見る先 (moved here, next to the face controls, from the pose tab) ---- + const lookAtSection = faceTabSections.look; + // `lookAt` moves the eyes and the face only, so the face has to be rebuilt too. + const refreshLookAt = () => { + app.actions.refresh('lookAt'); + app.actions.refresh('face'); + sync(); + }; + const lookAtToggle = check({ + label: '指定した場所を見る', + value: false, + onChange: (value) => { state.lookAt.enabled = value; refreshLookAt(); }, + }); + lookAtSection.add(controlRow(null, lookAtToggle.el, { wide: true })); + const lookAtSliders = { + x: slider({ + label: 'よこ(X)', min: -6, max: 6, step: 0.05, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { state.lookAt.x = v; refreshLookAt(); }, + }), + y: slider({ + label: 'たかさ(Y)', min: 0, max: 5, step: 0.05, value: 2.6, format: (v) => v.toFixed(2), + onInput: (v) => { state.lookAt.y = v; refreshLookAt(); }, + }), + z: slider({ + label: 'おくゆき(Z)', min: -6, max: 6, step: 0.05, value: 3, format: (v) => v.toFixed(2), + onInput: (v) => { state.lookAt.z = v; refreshLookAt(); }, + }), + amount: slider({ + label: '強さ', min: 0, max: 1, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.lookAt.amount = v; refreshLookAt(); }, + }), + }; + for (const widget of Object.values(lookAtSliders)) lookAtSection.add(widget.el); + const turnBodyToggle = check({ + label: '体も向ける', + value: false, + onChange: (value) => { state.lookAt.turnBody = value; refreshLookAt(); }, + }); + lookAtSection.add(controlRow(null, turnBodyToggle.el, { wide: true })); + lookAtSection.add(hint('ビューポートを**クリック**すると、その場所を見るように目と髪が向きます(ドラッグと区別するため、動かさずに押して離してください)。数値でも同じ値を動かせます。')); + + /* ---------------------------------------------------------------- display */ + + // The face tab's bottom line: a quick way out of whatever has been built up. + tabFace.append(buttons({ + items: [ + { id: 'faceReset', label: '顔をリセット', onClick: () => replace({ face: defaultState().face }, 'face') }, + { id: 'faceRandom', label: '顔をランダムに', onClick: () => randomFace() }, + ], + }).el); + + const displaySection = section(tabView, 'スタイル'); + + const styleSegment = segmented({ + label: 'スタイル', + options: STYLE_DEFS.map((style) => ({ value: style.value, label: style.label })), + value: 'real', + onChange: (value) => replace({ render: { style: value } }, 'render'), + }); + displaySection.add(styleSegment.el); + displaySection.add(hint('線画は輪郭線+白ぬりです(体に色がつきません)。線だけを他の絵に重ねたいときは、「書き出し」タブで「PNGの背景を透明にする」を入れてください。')); + + const outlineToggle = check({ + label: '輪郭線を出す', value: true, + onChange: (value) => { state.render.outline = value; app.actions.refresh('render'); }, + }); + displaySection.add(controlRow(null, outlineToggle.el, { wide: true })); + const outlineWidthSlider = slider({ + label: '線の太さ(体・手足)', min: 0, max: 0.08, step: 0.001, value: 0.022, format: (v) => v.toFixed(3), + onInput: (v) => { state.render.outlineWidth = v; app.actions.refresh('render'); }, + }); + displaySection.add(outlineWidthSlider.el); + const outlinePixelsSlider = slider({ + label: '線の太さ(葉っぱ・鼻)', min: 1, max: 5, step: 0.1, value: 2, + format: (v) => `${v.toFixed(1)} px`, + onInput: (v) => { state.render.outlinePixels = v; app.actions.refresh('render'); }, + }); + displaySection.add(outlinePixelsSlider.el); + displaySection.add(colorField({ + label: '線の色', value: '#2a1e33', + swatches: ['#2a1e33', '#111111', '#55386e', '#0f5c8c', '#8c4a0f'], + onChange: (v) => { state.render.outlineColor = v; app.actions.refresh('render'); }, + })); + displaySection.add(colorField({ + label: '紙の色', value: '#ffffff', + swatches: ['#ffffff', '#fdf8ee', '#f4f0fb'], + onChange: (v) => { state.render.paper = v; app.actions.refresh('render'); }, + })); + const leafBodyLineCheck = check({ + label: '葉っぱと体の境目に線を出す', value: true, + onChange: (v) => { state.render.leafBodyLine = v; app.actions.refresh('render'); }, + title: '線画では体も葉っぱも紙なので、切ると葉っぱと体の区別がつかなくなります。' + + '「葉が体にめり込んで見える」のが気になるときに切ってください', + }); + displaySection.add(controlRow(null, leafBodyLineCheck.el, { wide: true })); + displaySection.add(hint('「葉っぱと体の境目に線を出す」を切ると、葉は体の後ろに回り込むだけになります(すっきりしますが、線画では葉と体が同じ白になって見分けにくくなります)。')); + displaySection.add(buttons({ + items: [{ + id: 'resetStyle', + label: 'プリセットのスタイルに戻す', + onClick: () => replace({ + render: { + style: 'real', outline: true, outlineWidth: 0.022, outlinePixels: 2, + outlineColor: '#2a1e33', paper: '#ffffff', leafBodyLine: true, + }, + }, 'render'), + }], + })); + + /* ------------------------------------------------------------- 帽子 */ + + const hatSection = section(tabView, '帽子'); + hatSection.add(hint('ぶるべーの頭に帽子をかぶせます。「なし」を選ぶと外れます。')); + const hatSegment = segmented({ + label: '帽子', + options: HAT_LIBRARY.map((hat) => ({ value: hat.id, label: hat.label })), + value: 'none', + onChange: (value) => { + state.face.hat.kind = value; + // Picking one of the built-in hats (including なし) also clears any GLB hat + // the user imported, so なし really removes the hat. + state.face.hat.custom = false; + app.actions.refresh('all'); + }, + }); + hatSection.add(hatSegment.el); + syncers.push(() => hatSegment.set(state.face.hat?.custom === true ? 'none' : (state.face.hat?.kind ?? 'none'))); + + // 帽子モデル(GLB)の取り込み。頭に乗るよう自動で位置と大きさを合わせる。 + const hatFilePicker = h('input', { type: 'file', accept: '.glb,.gltf,model/gltf-binary,model/gltf+json', style: { display: 'none' } }); + hatFilePicker.addEventListener('change', async () => { + const file = hatFilePicker.files?.[0]; + hatFilePicker.value = ''; + if (!file) return; + try { + await app.actions.loadHatModel(file); + toast(`帽子「${file.name}」を読み込みました`); + } catch (error) { + console.error(error); + toast('帽子モデルを読み込めませんでした(GLBをお使いください)'); + } + }); + hatSection.add(hatFilePicker); + hatSection.add(buttons({ + items: [{ id: 'hatfile', label: '帽子モデルを読み込む(GLB)', onClick: () => hatFilePicker.click() }], + })); + hatSection.add(hint('GLBの帽子を頭に乗せます。大きさと位置は自動で合わせます。')); + + const hatBox = details(hatSection.body, '位置と傾き'); + const hatSliders = { + height: slider({ + label: '高さ', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.hat.height = v; app.actions.refresh('all'); }, + }), + x: slider({ + label: 'よこ位置', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.hat.x = v; app.actions.refresh('all'); }, + }), + z: slider({ + label: 'おくゆき', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { state.face.hat.z = v; app.actions.refresh('all'); }, + }), + tiltX: slider({ + label: '前後の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.face.hat.tiltX = v; app.actions.refresh('all'); }, + }), + tiltZ: slider({ + label: '左右の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.face.hat.tiltZ = v; app.actions.refresh('all'); }, + }), + }; + for (const widget of Object.values(hatSliders)) hatBox.add(widget.el); + hatBox.add(hint('「高さ」「よこ位置」「おくゆき」で帽子を動かし、「前後の傾き」「左右の傾き」で斜めにかぶせられます。')); + syncers.push(() => { + hatSliders.height.set(state.face.hat?.height ?? 0); + hatSliders.x.set(state.face.hat?.x ?? 0); + hatSliders.z.set(state.face.hat?.z ?? 0); + hatSliders.tiltX.set(state.face.hat?.tiltX ?? 0); + hatSliders.tiltZ.set(state.face.hat?.tiltZ ?? 0); + }); + + /* ------------------------------------------------------------- body colour */ + + const colourSection = section(tabView, '体の色'); + const themeSegment = segmented({ + label: 'テーマ', + options: THEMES.map((theme) => ({ value: theme.id, label: theme.label })), + value: 'original', + onChange: (id) => { app.actions.applyTheme(id); sync(); }, + }); + colourSection.add(themeSegment.el); + colourSection.add(hint('テーマは出発点です。選んだあとでパーツごとに色を変えられます。')); + + /** Write one part colour, creating `colors` if an old settings file lacked it. */ + const setBodyColor = (part, value) => { + state.render.colors = state.render.colors ?? {}; + state.render.colors[part] = value; + app.actions.refresh('render'); + }; + const bodyColors = { + body: colorField({ label: '体', value: '#c8b0f0', onChange: (v) => setBodyColor('body', v) }), + accent: colorField({ label: '手', value: '#8a4fe0', onChange: (v) => setBodyColor('accent', v) }), + nose: colorField({ label: '鼻', value: '#7a4fb0', onChange: (v) => setBodyColor('nose', v) }), + leaf: colorField({ label: '葉', value: '#a6dd6a', onChange: (v) => setBodyColor('leaf', v) }), + vein: colorField({ label: '葉脈', value: '#7fbf3f', onChange: (v) => setBodyColor('vein', v) }), + feet: colorField({ label: '足', value: '#7a4fb0', onChange: (v) => setBodyColor('feet', v) }), + }; + for (const widget of Object.values(bodyColors)) colourSection.add(widget.el); + + const envIntensitySlider = slider({ + label: '環境の映りこみ', min: 0, max: 2, step: 0.05, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.envIntensity = v; app.actions.refresh('render'); }, + }); + colourSection.add(envIntensitySlider.el); + colourSection.add(buttons({ + items: [{ + id: 'resetColors', + label: 'プリセットの色に戻す', + onClick: () => { app.actions.applyTheme(state.render.theme ?? 'original'); sync(); }, + }], + })); + + /* -------------------------------------------------------------------- look */ + + const lookSection = section(tabView, '見た目の調整'); + const mirrorToggle = check({ + label: '左右反転', + value: false, + onChange: (value) => { state.render.mirror = value; app.actions.refresh('render'); sync(); }, + }); + lookSection.add(controlRow(null, mirrorToggle.el, { wide: true })); + lookSection.add(hint('体だけでなく、目や口の位置までふくめて反転します。文字と並べるときの向きを決めるときに使います。')); + + const shadowCheck = check({ + label: '影を落とす', + value: true, + onChange: (value) => { state.render.shadow = value; app.actions.refresh('render'); }, + }); + lookSection.add(controlRow(null, shadowCheck.el, { wide: true })); + const shadowOpacitySlider = slider({ + label: '濃さ', min: 0, max: 0.6, step: 0.01, value: 0.22, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.shadowOpacity = v; app.actions.refresh('render'); }, + }); + const shadowSoftnessSlider = slider({ + label: 'ぼかし', min: 0, max: 3, step: 0.05, value: 1.6, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.shadowSoftness = v; app.actions.refresh('render'); }, + }); + lookSection.add(shadowOpacitySlider.el); + lookSection.add(shadowSoftnessSlider.el); + const contactShadowToggle = check({ + label: '接地影だけ', + value: false, + onChange: (value) => { state.render.contactShadow = value; app.actions.refresh('render'); }, + }); + lookSection.add(controlRow(null, contactShadowToggle.el, { wide: true })); + const contactBlobToggle = check({ + label: '足もとの丸い影', + value: false, + onChange: (value) => { state.render.contactBlob = value; app.actions.refresh('render'); }, + }); + lookSection.add(controlRow(null, contactBlobToggle.el, { wide: true })); + lookSection.add(hint('影の向きは「ひかり」の光の向き(パッド)にしたがって変わります。' + + '「接地影だけ」は足もとの丸い影だけにします。' + + '「足もとの丸い影」は、足もとに薄く敷く丸い影です(はじめは出ていません)。')); + + const environmentSegment = segmented({ + label: '照明の種類', + options: ENVIRONMENTS.map((env) => ({ value: env.value, label: env.label })), + value: 'gradient', + onChange: (value) => { state.render.environment = value; app.actions.refresh('render'); }, + }); + // 照明の種類は「シーン」タブの「画面・光」に置く(環境の映りこみの元を選ぶものなので)。 + lookSection.add(buttons({ + items: [{ + id: 'resetLook', + label: 'プリセットに戻す', + onClick: () => replace({ + render: { + mirror: false, shadow: true, shadowOpacity: 0.22, shadowSoftness: 1.6, + contactShadow: false, contactBlob: false, environment: 'gradient', envIntensity: 1, + }, + }, 'render'), + }], + })); + + /* -------------------------------------------------------------- background */ + + const backdropSection = section(tabScene, '背景'); + // 素材 is one button for two state values (a photo or an effect line). This + // remembers which of the two was picked last, so leaving 素材 and coming back + // returns to it instead of always jumping to the photos. + let lastMaterial = 'preset'; + const backgroundModeSegment = segmented({ + label: '背景', + options: [ + { value: 'solid', label: '単色' }, + { value: 'transparent', label: '透明' }, + { value: 'material', label: '素材' }, + { value: 'image', label: '自分の画像' }, + { value: 'camera', label: 'カメラ=AR' }, + ], + value: 'solid', + onChange: (value) => { + if (value === 'camera') { + // The action owns the stream, so let it decide and re-read the state after. + Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); + return; + } + if (state.view.background === 'camera') app.actions.toggleCamera(false); + state.view.background = value === 'material' ? lastMaterial : value; + app.actions.refresh('view'); + sync(); + }, + }); + backdropSection.add(backgroundModeSegment.el); + // 背景の色 only shows in the 単色 mode; it used to live in the スタイル section. + const backgroundColour = colorField({ + label: '背景の色', value: '#ffffff', + swatches: ['#ffffff', '#f4f0fb', '#d9f0ff', '#fff0f4', '#1b1230'], + onChange: (v) => { state.view.backgroundColor = v; app.actions.refresh('view'); }, + }); + backdropSection.add(backgroundColour.el); + + const photoButtons = buttons({ + label: '写真', + items: BACKGROUND_PRESETS.map((preset) => ({ + id: preset.name, + label: preset.label, + onClick: () => { + state.view.backgroundPreset = preset.name; + lastMaterial = 'preset'; + state.view.background = 'preset'; + app.actions.refresh('view'); + sync(); + }, + })), + }); + + const effectButtons = buttons({ + label: '効果線(まんが)', + items: EFFECT_PRESETS.map((effect) => ({ + id: `effect-${effect.name}`, + label: effect.label, + onClick: () => { + state.view.backgroundEffect = effect.name; + lastMaterial = 'effect'; + state.view.background = 'effect'; + app.actions.refresh('view'); + sync(); + }, + })), + }); + + // The two rows are shown only while 素材 is the active mode (see the syncer + // below); the border groups them so they read as one choice, not two. + const materialGroup = h('div', { + class: 'material-group', + style: { display: 'none', paddingLeft: '8px', borderLeft: '2px solid #e4dff0' }, + }, photoButtons.el, effectButtons.el, hint('効果線はアプリが描いています(画像ファイルなし・ネット不要)。集中線=放射、落ち込み線=上から下、疾走線=左右です。')); + backdropSection.add(materialGroup); + + const backgroundImagePicker = h('input', { type: 'file', accept: 'image/*', style: { display: 'none' } }); + backgroundImagePicker.addEventListener('change', async () => { + const file = backgroundImagePicker.files?.[0]; + backgroundImagePicker.value = ''; + if (!file) return; + try { + const dataUrl = await app.backdrop.loadImageFile(file); + state.view.backgroundImage = dataUrl; + state.view.background = 'image'; + app.actions.refresh('view'); + sync(); + toast(`背景の画像「${file.name}」を読み込みました`); + } catch (error) { + console.error(error); + toast('画像を読み込めませんでした(PNG / JPG をお使いください)'); + } + }); + backdropSection.add(backgroundImagePicker); + backdropSection.add(buttons({ + items: [{ id: 'bgimg', label: '画像を読み込む', onClick: () => { if (confirmImageLicense()) backgroundImagePicker.click(); } }], + })); + + const backgroundFitSegment = segmented({ + label: '合わせ方', + options: [ + { value: 'cover', label: '全体' }, + { value: 'contain', label: '収める' }, + { value: 'stretch', label: '伸ばす' }, + { value: 'tile', label: '並べる' }, + ], + value: 'cover', + onChange: (value) => { state.view.backgroundFit = value; app.actions.refresh('view'); }, + }); + const backgroundBlurSlider = slider({ + label: 'ぼかし', min: 0, max: 20, step: 0.5, value: 0, format: (v) => `${v.toFixed(1)}px`, + onInput: (v) => { state.view.backgroundBlur = v; app.actions.refresh('view'); }, + }); + const backgroundDarkenSlider = slider({ + label: '暗さ', min: 0, max: 0.8, step: 0.01, value: 0, format: (v) => v.toFixed(2), + onInput: (v) => { state.view.backgroundDarken = v; app.actions.refresh('view'); }, + }); + const backgroundScaleSlider = slider({ + label: '大きさ', min: 0.5, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.view.backgroundScale = v; app.actions.refresh('view'); }, + }); + backdropSection.add(backgroundFitSegment.el); + backdropSection.add(backgroundBlurSlider.el); + backdropSection.add(backgroundDarkenSlider.el); + backdropSection.add(backgroundScaleSlider.el); + + const cameraFacingSegment = segmented({ + label: 'カメラ', + options: [ + { value: 'user', label: '前' }, + { value: 'environment', label: '後ろ' }, + ], + value: 'environment', + onChange: (value) => { + state.view.cameraFacing = value; + // Only a live stream has to be restarted on the other lens. + if (state.view.background === 'camera') { + Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); + return; + } + app.actions.refresh('view'); + }, + }); + const cameraMirrorToggle = check({ + label: '左右反転', + value: false, + onChange: (value) => { state.view.cameraMirror = value; app.actions.refresh('view'); }, + }); + backdropSection.add(cameraFacingSegment.el); + backdropSection.add(controlRow(null, cameraMirrorToggle.el, { wide: true })); + + // A gyro reading is a delta from the pose the device held when the switch was + // turned on, so the camera does not jump when it starts listening. + let gyroBase = null; + let gyroOff = null; + const gyroToggle = check({ + label: '端末を傾けて見る', + value: false, + onChange: (value) => { + state.view.gyro = value; + if (!value) { + gyroBase = null; + if (gyroOff) { gyroOff(); gyroOff = null; } + return; + } + gyroBase = { azimuth: Number(state.view.azimuth) || 0, polar: Number(state.view.polar) || 76 }; + app.backdrop?.requestGyro?.(); + gyroOff = gyroOff ?? app.backdrop?.onGyro?.((reading) => { + if (!gyroBase) return; + const yaw = reading?.yaw ?? 0; + const pitch = reading?.pitch ?? 0; + state.view.azimuth = Math.max(-180, Math.min(180, gyroBase.azimuth - yaw)); + state.view.polar = Math.max(1, Math.min(179, gyroBase.polar - pitch)); + app.actions.refresh('view'); + }) ?? null; + }, + }); + backdropSection.add(controlRow(null, gyroToggle.el, { wide: true })); + backdropSection.add(hint('カメラ(AR)を使うには、https のサイトか localhost で開いてください。http のLANアドレスでは、どのブラウザでもカメラは使えません。使えるときは、URLバーのアイコンを「許可」にし、端末の設定でもアプリにカメラを許可してください。')); + backdropSection.add(buttons({ + items: [{ id: 'bgshot', label: 'この背景で写真を撮る', primary: true, onClick: () => app.actions.savePNG() }], + })); + + /* ------------------------------------------------------------------- props */ + + // 小物: the things you put the character *among*. Each stage feature gets its + // own top-level section rather than one shared 舞台 drawer, so they are easier + // to find and open independently. + const propSection = section(tabScene, '小物'); + propSection.add(buttons({ + label: '追加', + items: PROP_LIBRARY.map((entry) => ({ + id: entry.id, + label: entry.label, + onClick: () => { app.actions.addProp(entry.id); sync(); }, + })), + })); + propSection.add(hint('小物はキャラクターのまわりに置かれ、背景と同じくそのまま写真に写ります。' + + 'ビューポートで小物をドラッグすると移動できます(数値でも動かせます)。')); + const propListBox = h('div', { class: 'prop-list' }); + propSection.add(controlRow(null, propListBox, { wide: true })); + + const propWidgets = []; + let propShape = ''; + + /** + * Rebuild the list only when the *set* of props changes: a rebuild mid-drag + * would replace the slider the user is holding. The handlers read the item by + * index rather than keeping a reference, so a state swap (undo, load) is safe. + */ + const renderProps = () => { + const items = state.props?.items ?? []; + const shape = items.map((item) => item.kind).join('|'); + if (shape === propShape && propWidgets.length === items.length) return; + propShape = shape; + propWidgets.length = 0; + propListBox.replaceChildren(); + items.forEach((item, index) => { + const label = PROP_LIBRARY.find((entry) => entry.id === item.kind)?.label ?? item.kind; + const block = h('div', { + class: 'prop-item', + style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, + }, subhead(items.length > 1 ? `${label} ${index + 1}` : label)); + const patch = (key) => (value) => { + const target = state.props?.items?.[index]; + if (target) target[key] = value; + app.actions.refresh('render'); + sync(); + }; + const sliders = { + x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('x') }), + y: slider({ label: 'たかさ(Y)', min: 0, max: 2, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('y') }), + z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('z') }), + rotX: slider({ label: '前後の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotX') }), + rotY: slider({ label: '回転(よこ)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotY') }), + rotZ: slider({ label: '左右の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotZ') }), + scale: slider({ label: '大きさ', min: 0.4, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: patch('scale') }), + }; + // The numbers are only a fallback for the drag, so they stay folded away. + const numbers = details(block, '数値で調整'); + for (const widget of Object.values(sliders)) numbers.add(widget.el); + // 看板 only: the writing area (face *and* frame) can be enlarged on its + // own, so the posts and base stay put. The app rebuilds the props from the + // state and carries only the whole-prop scale, so the props syncer + // re-applies this to the fresh mesh (see `applyPropFaceScale`). + let faceScale = null; + let signText = null; + if (item.kind === 'sign') { + signText = textArea({ + label: '看板の文字(改行できます)', + value: '', + onChange: (value) => { + const target = state.props?.items?.[index]; + if (target) target.text = value; + // Paint straight onto the live face rather than rebuilding every prop + // on each keystroke; a later rebuild re-applies it (see main.js). + applyPropText(placedPropGroups(app)[index], value); + app.needsRender = true; + }, + }); + block.insertBefore(signText.el, numbers.el); + faceScale = slider({ + label: '文字部分の大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, + format: (v) => v.toFixed(2), onInput: patch('faceScale'), + }); + block.insertBefore(faceScale.el, numbers.el); + } + block.append(buttons({ + items: [{ + id: 'remove', + label: '削除', + onClick: () => { + state.props = state.props ?? { items: [] }; + state.props.items = (state.props.items ?? []).filter((_, i) => i !== index); + app.actions.refresh('render'); + renderProps(); + sync(); + }, + }], + }).el); + propListBox.append(block); + propWidgets.push({ index, sliders, faceScale, signText }); + }); + }; + renderProps(); + + /* ------------------------------------------------------------- 擬音 */ + + // 擬音: manga onomatopoeia as stickers over the picture. The sheets are dense, + // so the user picks the crop with a marquee instead of the app slicing them + // (see src/gion.js for why). Only the sheet name and the crop rectangle live in + // the state - never the bitmap - so a shared link stays small. + const gionSection = section(tabScene, '擬音(マンガのオノマトペ)'); + gionSection.add(hint('擬音(ドドド、バン!など)の画像から、四角く切り出したスタンプを画面に貼れます。' + + '「擬音をえらぶ」で画像を開き、ドラッグで四角を描いて「追加」を押してください。' + + '貼ったあとはビューポートでドラッグして動かせます。')); + + const gionSheetSelect = selectField({ + label: 'シート', + options: GION_SHEETS.map((sheet) => ({ value: sheet.name, label: sheet.label })), + value: GION_SHEETS[0]?.name ?? '', + onChange: () => {}, + }); + if (GION_SHEETS.length) { + gionSection.add(gionSheetSelect.el); + gionSection.add(buttons({ + items: [{ + id: 'pick', + label: '擬音をえらぶ', + primary: true, + onClick: () => openGionPicker(gionSheetSelect.get()), + }], + })); + } else { + // No sheet ships with the studio (see src/gion.js), so there is nothing to + // pick yet - the section stays, but only with a note on how to add one. + gionSection.add(hint('擬音の画像がまだありません。assets/manga-gion/ に画像を置き、' + + 'src/gion.js の GION_SHEETS に登録すると使えます。')); + } + + const gionListBox = h('div', { class: 'gion-list' }); + gionSection.add(controlRow(null, gionListBox, { wide: true })); + + let gionShape = ''; + const gionWidgets = []; + + /** Select a stamp: the viewport outlines it and the list highlights it. */ + const selectGion = (id) => { + app.gionSelected = id ?? null; + app.actions.refresh('gion'); + sync(); + }; + + /** + * A little canvas preview of a stamp's crop, drawn from the sheet once it has + * loaded. The sheet itself is only fetched when a stamp first needs it. + */ + const gionPreviews = new Map(); + function gionPreview(item) { + const canvas = h('canvas', { class: 'gion-thumb', width: 84, height: 56 }); + const draw = (image) => { + if (!image?.naturalWidth) return; + const ctx = canvas.getContext('2d'); + ctx.clearRect(0, 0, canvas.width, canvas.height); + const scale = Math.min(canvas.width / item.sw, canvas.height / item.sh); + const w = item.sw * scale; + const h = item.sh * scale; + ctx.drawImage(image, item.sx, item.sy, item.sw, item.sh, + (canvas.width - w) / 2, (canvas.height - h) / 2, w, h); + }; + const known = gionPreviews.get(item.sheet); + if (known) { + draw(known); + } else { + const image = new Image(); + image.onload = () => draw(image); + image.src = gionSheetUrl(item.sheet); + gionPreviews.set(item.sheet, image); + } + return canvas; + } + + /** Rebuild the list only when the *set* of stamps changes (see `renderProps`). */ + const renderGion = () => { + const items = state.gion?.items ?? []; + const shape = items + .map((item) => `${item.id}:${item.sheet}:${item.sx},${item.sy},${item.sw},${item.sh}`) + .join('|'); + if (shape === gionShape && gionWidgets.length === items.length) return; + gionShape = shape; + gionWidgets.length = 0; + gionListBox.replaceChildren(); + if (!items.some((item) => item.id === app.gionSelected)) app.gionSelected = null; + if (items.length === 0) { + gionListBox.append(h('p', { class: 'hint', text: 'まだ擬音は貼られていません。' })); + return; + } + items.forEach((item, index) => { + const label = GION_SHEETS.find((sheet) => sheet.name === item.sheet)?.label ?? item.sheet; + const block = h('div', { + class: 'gion-item', + style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, + }); + const preview = gionPreview(item); + preview.title = 'クリックで選択'; + preview.addEventListener('click', () => selectGion(item.id)); + const head = h('div', { class: 'gion-item-head' }, preview, + subhead(`擬音 ${index + 1}(${label})`)); + block.append(head); + + const patch = (key) => (value) => { + const target = state.gion?.items?.[index]; + if (target) target[key] = value; + app.actions.refresh('gion'); + sync(); + }; + const sliders = { + w: slider({ + label: '大きさ', min: 40, max: 900, step: 1, value: DEFAULT_STAMP_WIDTH, + format: (v) => `${Math.round(v)}px`, onInput: patch('w'), + }), + rot: slider({ + label: '回転', min: -180, max: 180, step: 1, value: 0, + format: (v) => `${Math.round(v)}°`, onInput: patch('rot'), + }), + }; + const flip = check({ label: '左右反転', value: false, onChange: patch('flip') }); + block.append(sliders.w.el, sliders.rot.el, controlRow(null, flip.el, { wide: true })); + block.append(buttons({ + items: [ + { id: 'select', label: 'この擬音を選ぶ', onClick: () => selectGion(item.id) }, + { + id: 'remove', + label: '削除', + onClick: () => { + state.gion = state.gion ?? { items: [] }; + state.gion.items = (state.gion.items ?? []).filter((_, i) => i !== index); + if (app.gionSelected === item.id) app.gionSelected = null; + app.actions.refresh('gion'); + renderGion(); + sync(); + }, + }, + ], + }).el); + gionListBox.append(block); + gionWidgets.push({ id: item.id, sliders, flip, block }); + }); + }; + renderGion(); + + /** + * The picker: a full-screen overlay showing the whole sheet, on which the user + * drags a rectangle. "追加" turns that rectangle into a stamp in the middle of + * the picture; Esc or キャンセル closes without adding anything. + */ + const openGionPicker = (sheetName) => { + const sheet = GION_SHEETS.find((entry) => entry.name === sheetName) ?? GION_SHEETS[0]; + if (!sheet) { toast('擬音のシートがありません'); return; } + + const image = h('img', { class: 'gion-picker-sheet', alt: sheet.label, src: gionSheetUrl(sheet.name) }); + const marquee = h('div', { class: 'gion-picker-marquee' }); + const board = h('div', { class: 'gion-picker-board' }, image, marquee); + const addButton = h('button', { type: 'button', class: 'btn primary', text: '追加', disabled: true }); + const cancelButton = h('button', { type: 'button', class: 'btn', text: 'キャンセル' }); + const overlay = h('div', { class: 'gion-picker' }, + h('div', { class: 'gion-picker-bar' }, + h('div', { class: 'gion-picker-title', text: `「${sheet.label}」から擬音をえらぶ` }), + h('div', { class: 'gion-picker-actions' }, + h('span', { class: 'hint', text: 'ドラッグで四角を描く/Escで閉じる' }), + addButton, + cancelButton)), + board); + + /** Where the sheet is currently displayed, in board pixels. */ + let sheetRect = null; + /** The marquee the user is drawing, or the last one drawn. */ + let current = null; + let start = null; + + const layoutSheet = () => { + if (!image.naturalWidth) return; + const rect = fitSheet(image, { width: board.clientWidth, height: board.clientHeight }, { padding: 12 }); + image.style.left = `${rect.x}px`; + image.style.top = `${rect.y}px`; + image.style.width = `${rect.w}px`; + image.style.height = `${rect.h}px`; + sheetRect = rect; + }; + + const updateAdd = () => { + addButton.disabled = !(current && current.w >= 6 && current.h >= 6 && sheetRect); + }; + + const drawMarquee = () => { + if (!current) { marquee.style.display = 'none'; return; } + marquee.style.display = 'block'; + marquee.style.left = `${current.x}px`; + marquee.style.top = `${current.y}px`; + marquee.style.width = `${current.w}px`; + marquee.style.height = `${current.h}px`; + }; + + const pointIn = (event, bounds) => ({ + x: clamp(event.clientX - bounds.left, 0, bounds.width), + y: clamp(event.clientY - bounds.top, 0, bounds.height), + }); + + board.addEventListener('pointerdown', (event) => { + if (event.pointerType === 'mouse' && event.button !== 0) return; + start = pointIn(event, board.getBoundingClientRect()); + current = null; + drawMarquee(); + updateAdd(); + try { board.setPointerCapture(event.pointerId); } catch { /* a nicety, not a need */ } + }); + board.addEventListener('pointermove', (event) => { + if (!start) return; + current = normalizeRect(start, pointIn(event, board.getBoundingClientRect())); + drawMarquee(); + updateAdd(); + }); + const endMarquee = (event) => { + if (!start) return; + start = null; + try { if (board.hasPointerCapture(event.pointerId)) board.releasePointerCapture(event.pointerId); } catch { /* done anyway */ } + updateAdd(); + }; + board.addEventListener('pointerup', endMarquee); + board.addEventListener('pointercancel', endMarquee); + image.addEventListener('load', () => { layoutSheet(); updateAdd(); }); + + addButton.addEventListener('click', () => { + if (!current || !sheetRect) return; + const crop = cropFromMarquee(current, sheetRect, image); + app.actions.addGionStamp({ sheet: sheet.name, ...crop }); + close(); + }); + cancelButton.addEventListener('click', () => close()); + overlay.addEventListener('pointerdown', (event) => { if (event.target === overlay) close(); }); + + const onKey = (event) => { + if (event.key !== 'Escape') return; + event.preventDefault(); + close(); + }; + const onResize = () => layoutSheet(); + + let closed = false; + const close = () => { + if (closed) return; + closed = true; + document.removeEventListener('keydown', onKey); + window.removeEventListener('resize', onResize); + overlay.remove(); + }; + + document.addEventListener('keydown', onKey); + window.addEventListener('resize', onResize); + document.body.append(overlay); + // A cached sheet is already loaded, so the `load` event never fires for it. + if (image.complete && image.naturalWidth) { layoutSheet(); updateAdd(); } + }; + + /* ------------------------------------------------------------- 見えない壁 */ + + // 見えない壁: place up to two finite "boards" and bury the character in them, so + // only the part in front still shows. A wall's position is kept *relative to the + // character*, so moving ぶるべー carries its walls along (see src/clip.js). + const wallSection = section(tabScene, '見えない壁'); + wallSection.add(hint('見えない板(有限の壁)を置くと、その向こう側が隠れます。' + + 'ぶるべーを壁に埋め込むと、体の一部だけが見えるようになります。' + + '板は2枚まで置けます。板の位置はぶるべーからの相対なので、ぶるべーを動かすと壁も一緒に動きます。' + + '板そのものは透明です(下の「板を表示」をオンにしたときだけ見えます)。')); + + const WALL_SLOTS = [ + { key: 'wall', label: '壁 1' }, + { key: 'wall2', label: '壁 2' }, + ]; + + const wallGroups = WALL_SLOTS.map(({ key, label }) => { + const box = details(wallSection.body, label); + const cfg = () => (state.render[key] = state.render[key] ?? defaultState().render[key]); + const toggle = check({ + label: `${label}で一部を隠す`, + value: false, + onChange: (value) => { cfg().on = value; app.actions.refresh('render'); sync(); }, + }); + box.add(controlRow(null, toggle.el, { wide: true })); + const sliders = { + x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().x = v; app.actions.refresh('render'); sync(); } }), + y: slider({ label: 'たかさ(Y)', min: -2, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().y = v; app.actions.refresh('render'); sync(); } }), + z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().z = v; app.actions.refresh('render'); sync(); } }), + yaw: slider({ label: '向き(左右)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().yaw = v; app.actions.refresh('render'); sync(); } }), + tilt: slider({ label: '傾き(前後)', min: -90, max: 90, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().tilt = v; app.actions.refresh('render'); sync(); } }), + size: slider({ label: '大きさ', min: 0.2, max: 8, step: 0.1, value: 1, format: (v) => v.toFixed(1), onInput: (v) => { cfg().size = v; app.actions.refresh('render'); sync(); } }), + }; + for (const widget of Object.values(sliders)) box.add(widget.el); + + // The wall writes depth but no colour, so it hides what is behind it without + // being visible. The guide is the tinted copy of that same rectangle, shown + // only while placing - and it is also the switch that says "I am placing the + // wall now", so with it off the wall cannot swallow an orbit drag. + const guide = check({ + label: '板を表示(ビューポートでドラッグして動かせます)', + value: false, + onChange: (value) => { cfg().guide = value; app.actions.refresh('render'); sync(); }, + }); + box.add(controlRow(null, guide.el, { wide: true })); + return { key, label, toggle, sliders, guide }; + }); + + wallSection.add(hint('板は「大きさ」の四角い壁そのもので、**その後ろ側が隠れます**' + + '(カメラから見て板の後ろになる部分が隠れるので、カメラを回すと見え方も変わります)。' + + '「板を表示」を切ると板は完全に透明になり、カメラ操作のじゃまもしません。' + + '「板を表示」した板は、ビューポートでドラッグしても動かせます。')); + wallSection.add(buttons({ + items: [{ + id: 'wallReset', + label: '見えない壁をリセット', + onClick: () => { + state.render.wall = defaultState().render.wall; + state.render.wall2 = defaultState().render.wall2; + app.actions.refresh('render'); + sync(); + }, + }], + })); + + /* ------------------------------------------------------------------ light */ + + // 画面・光: the light rig and the camera, which together decide how the picture + // is lit and framed. + const screenLightSection = section(tabScene, '画面・光'); + const lightSection = details(screenLightSection.body, 'ひかり'); + const lightPad = xyPad({ + value: { x: -0.2, y: 0.45 }, + onChange: ({ x, y }) => { + state.render.lightAzimuth = x * 180; + state.render.lightElevation = 5 + Math.max(0, y) * 80; + app.actions.refresh('render'); + }, + }); + lightSection.add(controlRow('光の向き', h('div', { class: 'pad-wrap' }, + lightPad.el, + h('p', { class: 'hint', text: 'ドラッグで光源の向きを変えられます。' })))); + const lightIntensitySlider = slider({ + label: '明るさ', min: 0, max: 5, step: 0.05, value: 2.1, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.lightIntensity = v; app.actions.refresh('render'); }, + }); + const ambientSlider = slider({ + label: '環境光', min: 0, max: 3, step: 0.05, value: 0.9, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.ambient = v; app.actions.refresh('render'); }, + }); + const exposureSlider = slider({ + label: '露光', min: 0.4, max: 2, step: 0.02, value: 1, format: (v) => v.toFixed(2), + onInput: (v) => { state.render.exposure = v; app.actions.refresh('render'); }, + }); + const lightColorField = colorField({ + label: '光の色', value: '#ffffff', + swatches: ['#ffffff', '#fff3d6', '#d6e8ff', '#ffd9c9', '#e6dcff'], + onChange: (v) => { state.render.lightColor = v; app.actions.refresh('render'); }, + }); + const ambientColorField = colorField({ + label: '環境光の色', value: '#ffffff', + swatches: ['#ffffff', '#d9d0f2', '#cfe6ff', '#ffe6cc', '#e8ffe0'], + onChange: (v) => { state.render.ambientColor = v; app.actions.refresh('render'); }, + }); + lightSection.add(environmentSegment.el); + lightSection.add(lightIntensitySlider.el); + lightSection.add(ambientSlider.el); + lightSection.add(lightColorField.el); + lightSection.add(ambientColorField.el); + lightSection.add(exposureSlider.el); + lightSection.add(hint('「照明の種類」は環境の映りこみの元(グラデーション/部屋/なし)です。' + + '「光の色」でライトの色、「環境光の色」で影側の色を変えられます。' + + 'テクスチャ(環境)の映りこみの強さは「見た目」タブの「環境の映りこみ」で調整できます。')); + + /* ----------------------------------------------------------------- camera */ + + const cameraSection = details(screenLightSection.body, 'カメラ'); + + const projectionSegment = segmented({ + label: '映し方', + options: [ + { value: 'persp', label: '遠近あり' }, + { value: 'ortho', label: '正投影' }, + ], + value: 'persp', + onChange: (value) => replace({ view: { projection: value } }, 'view'), + }); + cameraSection.add(projectionSegment.el); + cameraSection.add(hint('正投影にすると遠近のゆがみが消え、図面のような絵になります。')); + + cameraSection.add(buttons({ + label: '向き', + items: [ + { id: 'front', label: '正面', onClick: () => app.actions.setCameraPreset('front') }, + { id: 'threeQuarter', label: '斜め', onClick: () => app.actions.setCameraPreset('threeQuarter') }, + { id: 'side', label: '横', onClick: () => app.actions.setCameraPreset('side') }, + { id: 'back', label: '後ろ', onClick: () => app.actions.setCameraPreset('back') }, + { id: 'top', label: '見下ろし', onClick: () => app.actions.setCameraPreset('top') }, + ], + })); + + const cameraSliders = { + azimuth: slider({ + label: '回転', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.view.azimuth = v; app.actions.refresh('view'); }, + }), + polar: slider({ + label: '高さ', min: 1, max: 179, step: 1, value: 76, format: (v) => `${Math.round(v)}°`, + onInput: (v) => { state.view.polar = v; app.actions.refresh('view'); }, + }), + size: slider({ + label: '大きさ', min: 2, max: 200, step: 0.1, value: 12, format: (v) => v.toFixed(1), + onInput: (v) => { + if (state.view.projection === 'ortho') state.view.orthoHeight = v; + else state.view.distance = v; + app.actions.refresh('view'); + }, + }), + targetY: slider({ + label: '見る高さ', min: 0, max: Math.max(2, model.size.y * 1.2), step: 0.05, value: model.size.y * 0.5, format: (v) => v.toFixed(2), + onInput: (v) => { state.view.targetY = v; app.actions.refresh('view'); }, + }), + }; + for (const widget of Object.values(cameraSliders)) cameraSection.add(widget.el); + + const autoRotateToggle = check({ + label: '自動で回す', value: false, + onChange: (v) => { state.view.autoRotate = v; app.actions.refresh('view'); }, + }); + cameraSection.add(controlRow(null, autoRotateToggle.el, { wide: true })); + cameraSection.add(slider({ + label: '回す速さ', min: 0.2, max: 4, step: 0.1, value: 0.8, format: (v) => v.toFixed(1), + onInput: (v) => { state.view.autoRotateSpeed = v; app.actions.refresh('view'); }, + })); + + /* ------------------------------------------------------------------ export */ + + const exportSection = section(tabExport, '画像'); + + exportSection.add(segmented({ + label: 'PNGの大きさ', + options: [ + { value: '1', label: '1倍' }, + { value: '2', label: '2倍' }, + { value: '3', label: '3倍' }, + { value: '4', label: '4倍' }, + ], + value: '2', + onChange: (value) => { state.render.pngScale = Number(value); }, + })); + exportSection.add(buttons({ + items: [ + { id: 'png', label: 'PNGを保存', primary: true, onClick: () => app.actions.savePNG() }, + { id: 'copy', label: 'クリップボードにコピー', onClick: () => app.actions.copyPNG() }, + ], + })); + const transparentCheck = check({ + label: 'PNGの背景を透明にする', value: false, + onChange: (v) => { state.render.pngTransparent = v; }, + }); + exportSection.add(transparentCheck.el); + exportSection.add(hint('線画のときに透明にすると、体の白ぬりも透明になって線だけが残ります(他の絵に重ねられます)。ふつう・フラットでは体の色はそのまま残ります。')); + + // まんが(コマ)gets its own section: it is a different kind of output. + const comicSection = section(tabExport, 'まんが'); + const storyScaleSegment = segmented({ + label: '書き出しの大きさ', + options: [ + { value: '1', label: '1×(軽い)' }, + { value: '1.5', label: '1.5×' }, + { value: '2', label: '2×(きれい)' }, + ], + value: '1.5', + hint: 'コマ1枚の画素数は「いまの画面の大きさ × この倍率」です。' + + '2× だと台紙のPNGがとても大きくなります(重いときは 1× か 1.5×)', + onChange: (value) => { state.story.scale = Number(value); }, + }); + comicSection.add(storyScaleSegment.el); + const storyColumnsSlider = slider({ + label: '列数', min: 1, max: 4, step: 1, value: 1, format: (v) => `${Math.round(v)}列`, + onInput: (v) => { state.story.columns = Math.round(v); }, + }); + const storyGapSlider = slider({ + label: '間隔', min: 0, max: 40, step: 1, value: 12, format: (v) => `${Math.round(v)}px`, + onInput: (v) => { state.story.gap = v; }, + }); + const storyBackgroundField = colorField({ + label: '台紙の色', value: '#ffffff', + onChange: (v) => { state.story.sheetBackground = v; }, + }); + comicSection.add(storyColumnsSlider.el); + comicSection.add(storyGapSlider.el); + comicSection.add(storyBackgroundField.el); + comicSection.add(buttons({ + items: [ + { id: 'addPanel', label: '今の状態をコマに追加', onClick: () => { app.actions.addStoryPanel(); sync(); } }, + { id: 'saveStory', label: 'まんがを書き出す', primary: true, onClick: () => app.actions.saveStory({ scale: state.story?.scale ?? 1.5 }) }, + ], + })); + comicSection.add(hint('2列以上で3コマ以上のときは、読む順にコーナーへ番号を付けます。')); + const storyPanelBox = h('div', { class: 'story-panels', style: { display: 'grid', gap: '6px' } }); + comicSection.add(controlRow(null, storyPanelBox, { wide: true })); + let storyShape = ''; + + /** Bring back everything a panel saved: pose, face, both bubbles and the camera. */ + const recallStoryPanel = (index) => { + const panel = state.story?.panels?.[index]; + if (!panel) return; + // Replace the bones outright: a merged pose would keep bones the panel never had. + state.pose = { bones: {}, root: [0, 0, 0] }; + app.actions.applyState({ + pose: panel.pose ?? {}, + face: panel.face ?? {}, + caption: panel.caption ?? {}, + caption2: panel.caption2 ?? {}, + // The 擬音 on the shot. A panel saved before this existed clears them, so + // recalling it shows what it actually recorded rather than a leftover. + gion: panel.gion ?? { items: [] }, + // The camera it was recorded with, so the view comes back too. A panel + // saved before this existed simply keeps the current camera. + ...(panel.view ? { view: panel.view } : {}), + }, { scope: 'all', sync: true }); + }; + + const removeStoryPanel = (index) => { + state.story = state.story ?? {}; + state.story.panels = (state.story.panels ?? []).filter((_, i) => i !== index); + // The empty patch is only here to route the edit through the app's own apply + // path: that is what records an undo step and re-reads the panel. + app.actions.applyState({}, { scope: 'caption', sync: true }); + }; + + /** + * Same rebuild policy as the prop list: only when the set of panels changes. + * + * A preview arrives a moment *after* its panel does (it needs a render), so its + * version is part of the identity: when one turns up, the row is drawn again + * with it. + */ + const renderStoryPanels = () => { + const panels = state.story?.panels ?? []; + const thumbs = app.actions.storyThumbs?.() ?? null; + const shape = `${panels.length}:${panels + .map((panel) => `${panel.id ?? ''}:${thumbs?.get?.(panel.id)?.version ?? 0}`) + .join('|')}`; + if (shape === storyShape) return; + storyShape = shape; + storyPanelBox.replaceChildren(); + panels.forEach((panel, index) => { + const thumb = thumbs?.get?.(panel.id)?.url; + const preview = thumb + ? h('img', { + class: 'story-thumb', + alt: panel.label ?? `コマ${index + 1}`, + src: thumb, + title: 'クリックでこのコマを呼び出す', + style: { + width: '100%', height: '76px', objectFit: 'contain', cursor: 'pointer', + background: '#f3f0fa', border: '1px solid #e4dff0', borderRadius: '8px', + }, + onClick: () => recallStoryPanel(index), + }) + : h('div', { + text: '(プレビューなし)', + style: { + padding: '6px 8px', borderRadius: '8px', background: '#f7f5fd', + color: '#8a80a0', fontSize: '11px', + }, + }); + const block = h('div', { + class: 'story-panel', + style: { borderTop: '1px dashed #e4dff0', paddingTop: '6px', display: 'grid', gap: '4px' }, + }, subhead(panel.label ?? `コマ${index + 1}`), preview); + block.append(buttons({ + items: [ + { id: 'recall', label: 'このコマを呼び出す', onClick: () => recallStoryPanel(index) }, + { id: 'remove', label: '削除', onClick: () => removeStoryPanel(index) }, + ], + }).el); + storyPanelBox.append(block); + }); + }; + renderStoryPanels(); + + // The share section comes after まんが, so the reading order is 画像 → まんが → + // 共有 (the order the outputs are usually wanted in). + /* ------------------------------------------------------------ extra export */ + + const extraExportSection = section(tabExport, '共有'); + extraExportSection.add(buttons({ + items: [ + { id: 'share-image', label: '画像をシェア', primary: true, onClick: () => app.actions.shareImage() }, + { id: 'share-x', label: 'Xで投稿', onClick: () => app.actions.shareImage('x') }, + { id: 'share-fb', label: 'Facebookでシェア', onClick: () => app.actions.shareImage('facebook') }, + { id: 'share-link', label: 'この見た目のリンクをコピー', onClick: () => app.actions.copyShareLink() }, + ], + })); + extraExportSection.add(hint('いまの画面を画像にして「#ぶるべースタジオ」を付けて投稿します。' + + 'スマートフォンでは端末の共有画面が開きます。パソコンでは画像をコピーして投稿画面を開くので、貼り付けて投稿してください(Ctrl+V)。')); + + // 手描きの顔パーツを描くための下地。画面を切り取る他の書き出しと違って、これは + // 「スタジオが読み込む大きさ・位置そのまま」の素材なので、別のセクションにして + // 共有のあとに置く(素材を作る → 見せる、の順)。 + const faceMapSection = section(tabExport, 'テクスチャの下地を書き出す'); + faceMapSection.add(buttons({ + items: [ + { id: 'facemap-eyes', label: '目の下地を書き出す', onClick: () => app.actions.saveFaceMap('eyes') }, + { id: 'facemap-mouth', label: '口の下地を書き出す', onClick: () => app.actions.saveFaceMap('mouth') }, + { id: 'facemap-hair', label: '髪の下地を書き出す', onClick: () => app.actions.saveFaceMap('hair') }, + ], + })); + faceMapSection.add(hint('書き出したPNGは、スタジオが読み込む大きさ・位置そのものです。' + + 'そのまま絵を描いて(たとえば目にゴルゴ風の眉を描く)「目の画像を読み込む(PNG)」や' + + '「口の画像を読み込む(PNG)」で読み込むと、描いた場所にそのまま入ります。' + + '青い線は位置合わせの目安です。使う前に消すか、上から塗ってください。' + + '「髪の下地」は、頭をぐるりと巻いたテクスチャを開いたもので、横が頭の角度、' + + 'たてが高さです。左右の端が頭の後ろ(合わせ目)、青いたて線が顔の正面、' + + '青いよこ線が既定の生え際です。')); + + /* --------------------------------------------------------------- settings */ + + const settingsSection = section(tabExport, '設定'); + + settingsSection.add(buttons({ + items: [ + { id: 'save', label: '設定を保存(JSON)', onClick: () => app.actions.saveSettings() }, + { id: 'load', label: '設定を読み込む', onClick: () => settingsPicker.click() }, + ], + })); + + const settingsPicker = h('input', { type: 'file', accept: '.json,application/json', style: { display: 'none' } }); + settingsPicker.addEventListener('change', async () => { + const file = settingsPicker.files?.[0]; + settingsPicker.value = ''; + if (!file) return; + try { + const text = await file.text(); + app.actions.loadSettings(text); + } catch (error) { + console.error(error); + toast('設定ファイルを読み込めませんでした'); + } + }); + settingsSection.add(settingsPicker); + + /* -------------------------------------------------------------------- sync */ + + // A tiny read-out of what the renderer is actually doing: if the picture ever + // looks wrong or never appears, this says why (buffer size, quality, fps). + const infoSection = section(tabScene, '画面の情報'); + const statsLine = h('p', { class: 'hint', text: '計測中…' }); + infoSection.add(statsLine); + infoSection.add(hint('動きが重い環境では、負荷を下げるために画質(描画バッファの倍率)を自動で下げます。')); + + // シーン: the scene controls are built wherever they belong in the code (the + // speech bubble sits with the face controls), so put them on the tab in the + // order the user meets them: what is behind the character, what is beside it, + // the speech bubble, then the light and the read-out. + tabScene.append( + backdropSection.el, propSection.el, gionSection.el, wallSection.el, + captionSection.el, screenLightSection.el, infoSection.el, + ); + + boneSyncers.push(() => { + const name = rig.selected; + for (const [key, button] of boneButtons) button.classList.toggle('active', key === name); + const delta = name ? rig.getDelta(name) : { x: 0, y: 0, z: 0 }; + axisSliders.x.set(delta.x); + axisSliders.y.set(delta.y); + axisSliders.z.set(delta.z); + const root = state.pose.root ?? [0, 0, 0]; + rootSliders.forEach((widget, index) => widget.set(root[index] ?? 0)); + }); + + syncers.push(...boneSyncers); + + syncers.push(() => { + const linked = state.face.eyes.linked !== false; + bothControls.group.setVisible(linked); + leftControls.group.setVisible(!linked); + rightControls.group.setVisible(!linked); + bothControls.sync(); + leftControls.sync(); + rightControls.sync(); + + for (const key of ['left', 'right']) { + const eye = state.face.eyes[key]; + const w = eyeAdvancedWidgets[key]; + w.eyeX.set(eye.eyeX ?? 0); + } + + browToggle.set(state.face.eyes.brow.enabled); + browSliders.angle.set(state.face.eyes.brow.angle); + browSliders.height.set(state.face.eyes.brow.height); + browSliders.length.set(state.face.eyes.brow.length); + browSliders.thickness.set(state.face.eyes.brow.thickness); + browSliders.spacing.set(state.face.eyes.brow.spacing ?? 0); + browSliders.curve.set(state.face.eyes.brow.curve); + browSliders.taper.set(state.face.eyes.brow.taper ?? 1); + // A loaded ゴル風 picture ignores the shape sliders, so grey those out rather + // than leave them looking like they should do something. + const browIsImage = state.face.eyes.brow.image === true; + for (const key of ['angle', 'thickness', 'curve', 'taper']) { + setRowEnabled(browSliders[key], !browIsImage); + } + browColor.set(state.face.eyes.brow.color); + glassesToggle.set(state.face.eyes.glasses.enabled === true); + glassesKindSegment.set(state.face.eyes.glasses.kind ?? 'glasses'); + for (const [key, widget] of Object.entries(glassesSliders)) widget.set(state.face.eyes.glasses[key]); + glassesFrameColor.set(state.face.eyes.glasses.frameColor); + glassesLensColor.set(state.face.eyes.glasses.lensColor); + eyeColors.white.set(state.face.eyes.white); + eyeColors.iris.set(state.face.eyes.iris); + eyeColors.line.set(state.face.eyes.line); + }); + + syncers.push(() => { + cheeksToggle.set(state.face.eyes.cheeks.enabled === true); + for (const [key, widget] of Object.entries(cheekSliders)) widget.set(state.face.eyes.cheeks[key]); + cheekColor.set(state.face.eyes.cheeks.color); + headMarkShape.set(state.face.eyes.headMark.shape ?? 'off'); + headMarkSliders.teeth.el.style.display = (state.face.eyes.headMark.shape === 'fringe') ? '' : 'none'; + headMarkOverEyes.set(state.face.eyes.headMark.overEyes !== false); + for (const [key, widget] of Object.entries(headMarkSliders)) widget.set(state.face.eyes.headMark[key]); + headMarkColor.set(state.face.eyes.headMark.color); + headMarkColor2.set(state.face.eyes.headMark.color2 ?? '#ffffff'); + snotToggle.set(state.face.eyes.snot.enabled === true); + snotSize.set(state.face.eyes.snot.size); + for (const [key, widget] of Object.entries(snotSliders)) widget.set(state.face.eyes.snot[key]); + snotColor.set(state.face.eyes.snot.color); + beardShape.set(state.face.eyes.beard.shape ?? 'off'); + for (const [key, widget] of Object.entries(beardSliders)) widget.set(state.face.eyes.beard[key]); + // 「左右の間隔」は内部値より+10して表示する(既定の -10 が 0 に見える)。 + beardSliders.spacing.set((state.face.eyes.beard.spacing ?? 0) + 10); + beardColor.set(state.face.eyes.beard.color); + }); + + syncers.push(() => { + mouthToggle.set(state.face.mouth.visible); + for (const [key, widget] of Object.entries(mouthSliders)) widget.set(state.face.mouth[key]); + for (const [key, widget] of Object.entries(mouthColors)) widget.set(state.face.mouth[key]); + const mouthShape = mouthModeOf(state.face.mouth); + mouthMode.set(mouthShape); + const shown = new Set(mouthRowKeys[mouthShape]); + for (const key of mouthRowOrder) mouthSliders[key].el.style.display = shown.has(key) ? '' : 'none'; + }); + + syncers.push(() => { + motionSegment.set(state.anim.mode ?? 'off'); + animWidgets.blink.set(state.anim.blink); + animWidgets.lookAround.set(state.anim.lookAround); + }); + + syncers.push(() => { + styleSegment.set(state.render.style); + outlineToggle.set(state.render.outline); + outlinePixelsSlider.set(state.render.outlinePixels ?? 2); + leafBodyLineCheck.set(state.render.leafBodyLine !== false); + transparentCheck.set(state.render.pngTransparent); + lightPad.set({ + x: state.render.lightAzimuth / 180, + y: Math.max(0, (state.render.lightElevation - 5) / 80), + }); + lightIntensitySlider.set(state.render.lightIntensity ?? 2.1); + ambientSlider.set(state.render.ambient ?? 0.9); + lightColorField.set(state.render.lightColor ?? '#ffffff'); + ambientColorField.set(state.render.ambientColor ?? '#ffffff'); + exposureSlider.set(state.render.exposure ?? 1); + const line = ['lineart', 'outline'].includes(state.render.style); + outlineToggle.el.querySelector('input').disabled = line; + }); + + syncers.push(() => { + projectionSegment.set(state.view.projection); + cameraSliders.azimuth.set(state.view.azimuth); + cameraSliders.polar.set(state.view.polar); + const ortho = state.view.projection === 'ortho'; + cameraSliders.size.set(ortho ? (state.view.orthoHeight || 7.5) : (state.view.distance || 12)); + cameraSliders.targetY.set(state.view.targetY || model.size.y * 0.5); + autoRotateToggle.set(state.view.autoRotate); + }); + + syncers.push(() => { + lookAtToggle.set(state.lookAt?.enabled === true); + for (const [key, widget] of Object.entries(lookAtSliders)) { + widget.set(state.lookAt?.[key] ?? LOOK_AT_FALLBACKS[key]); + } + turnBodyToggle.set(state.lookAt?.turnBody === true); + }); + + syncers.push(() => { + themeSegment.set(state.render?.theme ?? 'original'); + for (const [key, widget] of Object.entries(bodyColors)) { + widget.set(state.render?.colors?.[key] ?? BODY_COLOR_FALLBACKS[key]); + } + envIntensitySlider.set(state.render?.envIntensity ?? 1); + }); + + syncers.push(() => { + mirrorToggle.set(state.render?.mirror === true); + shadowCheck.set(state.render?.shadow !== false); + shadowOpacitySlider.set(state.render?.shadowOpacity ?? 0.22); + shadowSoftnessSlider.set(state.render?.shadowSoftness ?? 1.6); + contactShadowToggle.set(state.render?.contactShadow === true); + contactBlobToggle.set(state.render?.contactBlob === true); + environmentSegment.set(state.render?.environment ?? 'gradient'); + }); + + syncers.push(() => { + const background = state.view?.background ?? 'solid'; + // 素材 is active for either half of it, and its rows show only then. + const isMaterial = background === 'preset' || background === 'effect'; + backgroundModeSegment.set(isMaterial ? 'material' : background); + materialGroup.style.display = isMaterial ? '' : 'none'; + backgroundColour.set(state.view?.backgroundColor ?? '#ffffff'); + backgroundFitSegment.set(state.view?.backgroundFit ?? 'cover'); + backgroundBlurSlider.set(state.view?.backgroundBlur ?? 0); + backgroundDarkenSlider.set(state.view?.backgroundDarken ?? 0); + backgroundScaleSlider.set(state.view?.backgroundScale ?? 1); + cameraFacingSegment.set(state.view?.cameraFacing ?? 'environment'); + cameraMirrorToggle.set(state.view?.cameraMirror === true); + gyroToggle.set(state.view?.gyro === true); + }); + + syncers.push(() => { + renderProps(); + const items = state.props?.items ?? []; + // A rebuild only carries the whole-prop scale, so re-apply each sign's face + // size to the freshly built mesh here (see `placedPropGroups`). + const groups = placedPropGroups(app); + for (const entry of propWidgets) { + const item = items[entry.index] ?? {}; + entry.sliders.x.set(item.x ?? 0); + entry.sliders.y.set(item.y ?? 0); + entry.sliders.z.set(item.z ?? 0); + entry.sliders.rotX.set(item.rotX ?? 0); + entry.sliders.rotY.set(item.rotY ?? 0); + entry.sliders.rotZ.set(item.rotZ ?? 0); + entry.sliders.scale.set(item.scale ?? 1); + entry.faceScale?.set(item.faceScale ?? 1); + applyPropFaceScale(groups[entry.index], item.faceScale); + entry.signText?.set(item.text ?? ''); + } + }); + + syncers.push(() => { + renderGion(); + const items = state.gion?.items ?? []; + for (const entry of gionWidgets) { + const item = items.find((candidate) => candidate.id === entry.id); + if (!item) continue; + entry.sliders.w.set(item.w ?? DEFAULT_STAMP_WIDTH); + entry.sliders.rot.set(item.rot ?? 0); + entry.flip.set(item.flip === true); + entry.block.classList.toggle('active', item.id === app.gionSelected); + } + }); + + syncers.push(() => { + for (const group of wallGroups) { + const wall = state.render?.[group.key] ?? defaultState().render[group.key]; + group.toggle.set(wall.on === true); + for (const [key, widget] of Object.entries(group.sliders)) widget.set(wall[key] ?? (key === 'size' ? 1 : 0)); + group.guide.set(wall.guide === true); + } + }); + + syncers.push(() => { + captionBubbleSegment.set(activeCaption); + const bubble = cap() ?? {}; + captionToggle.set(bubble.enabled === true); + captionText.set(bubble.text ?? ''); + verticalToggle.set(bubble.vertical === true); + bubbleSegment.set(bubble.bubble ?? 'round'); + tailSegment.set(bubble.tail ?? 'left'); + for (const [key, widget] of Object.entries(captionSliders)) { + widget.set(bubble[key] ?? CAPTION_SLIDER_FALLBACKS[key]); + } + captionPosition.x.set(bubble.x ?? 0.58); + captionPosition.y.set(bubble.y ?? 0.16); + captionMaxWidthSlider.set(bubble.maxWidth ?? 0.36); + alignSegment.set(bubble.align ?? 'left'); + boldToggle.set(bubble.bold === true); + systemFontToggle.set(bubble.font === 'system'); + for (const [key, widget] of Object.entries(captionColors)) { + widget.set(bubble[key] ?? CAPTION_COLOR_FALLBACKS[key]); + } + }); + + syncers.push(() => { + flapText.set(state.mouthFlap?.text ?? ''); + for (const [key, widget] of Object.entries(flapSliders)) { + widget.set(state.mouthFlap?.[key] ?? MOUTH_FLAP_FALLBACKS[key]); + } + }); + + syncers.push(() => { + storyScaleSegment.set(String(state.story?.scale ?? 1.5)); + storyColumnsSlider.set(state.story?.columns ?? 1); + storyGapSlider.set(state.story?.gap ?? 12); + storyBackgroundField.set(state.story?.sheetBackground ?? '#ffffff'); + renderStoryPanels(); + }); + + app.actions.applyFacePreset = applyFacePreset; + app.actions.applyPosePreset = applyPosePreset; + + sync(); + + // The 'g' key toggles the gizmo behind the panel's back, so the checkbox + // follows the rig rather than the other way round. + syncers.push(() => gizmoToggle.set(rig.helper.visible === true)); + + return { + sync, + onRigChanged: syncBones, + /** Which bubble the caption controls are editing (a drag on it calls this). */ + selectCaption(key) { + if (key !== 'caption' && key !== 'caption2' && key !== 'narration') return; + activeCaption = key; + sync(); + }, + /** Which 擬音 stamp the viewport should outline (a drag on it calls this). */ + selectGion(id) { + app.gionSelected = id ?? null; + sync(); + }, + /** Open the crop picker for a sheet (the 擬音 section's button calls this). */ + openGionPicker(sheet) { + openGionPicker(sheet ?? gionSheetSelect.get()); + }, + setStats(text) { statsLine.textContent = text; }, + setRecording(recording) { + recordButton.setLabel('record', recording ? '録画を停止' : '録画を開始'); + }, + }; +} diff --git a/bluebey-studio/src/presets.js b/bluebey-studio/src/presets.js new file mode 100644 index 0000000..e4fe49f --- /dev/null +++ b/bluebey-studio/src/presets.js @@ -0,0 +1,892 @@ +/** + * The complete, serialisable studio state plus the preset libraries. + * + * Everything here is plain JSON: "設定を保存" writes exactly this object, and + * "設定を読み込む" merges it back in, so a look can be archived and shared. + * + * Eye parameters are named after the character's own left/right, NOT the + * viewer's: `left` is the eye on the model's +x side, which is the half of the + * eye texture with u > 0.5. In a front view that eye appears on the right of + * the screen. + */ + +/** + * One speech bubble's defaults. + * + * A factory rather than a constant, because there are two bubbles (see + * `caption2`) and they must not share one object - editing one would edit both. + */ +function captionDefaults() { + return { + enabled: false, + text: 'こんにちは、ぶるべーです。', + // Anchor of the bubble's box, as a fraction of the image (0..1). + x: 0.58, + y: 0.16, + maxWidth: 0.36, // fraction of the image width for the text column + bubble: 'round', // round | rect | shout | none + tail: 'left', // left | right | top | bottom | topLeft | topRight | bottomLeft | bottomRight | none + fontSize: 34, // pixels at 1x; scales with the export + lineHeight: 1.42, + padding: 18, + radius: 24, + textColor: '#3f2b52', + bubbleColor: '#ffffff', + borderColor: '#55386e', + borderWidth: 4, + bold: false, + align: 'left', // left | center | right + vertical: false, // 縦書き (columns run right to left) + font: 'rounded', // rounded (vendored) | system + }; +} + +/** + * ナレーション (a narration box): a plain rectangular panel of vertical text, the + * manga narration style. Same shape as a bubble, with a rect box, no tail, and + * 縦書き on by default. + */ +function narrationDefaults() { + return { + enabled: false, + text: 'ここで、ぶるべーは考えた。', + x: 0.06, + y: 0.08, + maxWidth: 0.5, + bubble: 'rect', + tail: 'none', + fontSize: 30, + lineHeight: 1.35, + padding: 16, + radius: 8, + textColor: '#2b2433', + bubbleColor: '#ffffff', + borderColor: '#2b2433', + borderWidth: 3, + bold: false, + align: 'left', + vertical: true, + font: 'rounded', + }; +} + +/** + * Per-kind starting size and height for ひげ, applied when a kind is picked. The + * textured kinds are drawings, so they are drawn at a different scale from the + * built-in strokes; a kind with no entry resets to the neutral values. + */ +export const BEARD_KIND_DEFAULTS = { + scotch: { size: 0.46, offsetY: 74 }, + kaiser: { size: 1, offsetY: 80, spacing: -10 }, +}; + +/** + * Per-shape starting values for 髪 (headMark), applied when a shape is picked. + * `teeth` only matters for ぎざぎざ, so its default is set here rather than on + * the shared `size`/`teeth` fields. + */ +export const HEAD_MARK_KIND_DEFAULTS = { + fringe: { size: 0.83, teeth: 0.06 }, +}; + +/** + * 見えない壁 (the invisible wall) settings. The studio offers two, so a corner (or + * two opposite cuts) can be made. A wall's position is kept *relative to the + * character*, so moving ぶるべー carries its walls along (see src/clip.js). + */ +function wallDefaults() { + return { + on: false, + x: 0, y: 0, z: 0, // a point the plane passes through, relative to the character + yaw: 0, // turn about Y, degrees + tilt: 0, // lean about X, degrees + // The guide is the only part of the wall that is ever *drawn* (the wall + // itself writes depth but no colour, so it hides what is behind it + // without being visible). `guide` shows that rectangle while placing, + // which is also when it can be dragged in the viewport. + guide: false, + size: 1, // the wall's size (a real width and height, not a clip) + }; +} + +export function defaultState() { + return { + version: 1, + view: { + projection: 'persp', // persp | ortho + fov: 30, + azimuth: 0, // degrees, 0 = looking at the face + polar: 76, // degrees from +y, 90 = level with the target + distance: 0, // 0 = fit to the model automatically + orthoHeight: 0, // 0 = fit to the model automatically + targetY: 0, // 0 = centre of the model + // The mouse orbit and pan write their own target back here (see + // ViewRig.captureInto), so refreshing the view - or sharing a link - keeps + // the camera the user actually framed. + targetX: 0, + targetZ: 0, + autoRotate: false, + autoRotateSpeed: 0.8, + // solid | transparent | preset | image | effect | camera + // preset = one of the CC0 backdrops in assets/backgrounds + // image = something the user loaded (data URL) + // effect = a procedurally drawn manga effect line (no file at all) + // camera = the phone's camera, for the AR mode + background: 'solid', + backgroundColor: '#ffffff', + backgroundPreset: 'autumn_park', + backgroundEffect: 'focus', // focus | fall | speed | ellipse + backgroundImage: null, // data URL, set by 「画像を読み込む」 + backgroundFit: 'cover', // cover | contain | stretch | tile + backgroundBlur: 0, // px + backgroundDarken: 0, // 0..1 dark veil, helps the character read + backgroundScale: 1, + backgroundOffset: { x: 0, y: 0 }, + // AR: which camera, and whether to mirror (front camera feels mirrored) + cameraFacing: 'environment', // environment | user + cameraMirror: false, + gyro: false, // look around by turning the phone + }, + render: { + style: 'real', // real | flat | lineart | outline + outline: true, + outlineWidth: 0.022, + outlineColor: '#2a1e33', + paper: '#ffffff', + shadow: true, + // The soft round blob at the character's feet. Off by default: it sat at the + // origin and stayed behind when the character was moved. See look.js. + contactBlob: false, + pngScale: 2, + pngTransparent: false, + svgWidth: 2048, + lightAzimuth: -38, + lightElevation: 40, + lightIntensity: 2.1, + ambient: 0.9, + // The colour of the main light and of the ambient (sky) light. + lightColor: '#ffffff', + ambientColor: '#ffffff', + exposure: 1, + // Body colours. A theme fills these in; the colour pickers then adjust + // them one part at a time, so a theme is a starting point, not a mode. + theme: 'original', + colors: { + body: '#c8b0f0', + accent: '#8a4fe0', + nose: '#7a4fb0', + leaf: '#a6dd6a', + vein: '#7fbf3f', + feet: '#7a4fb0', + }, + // Mirror the whole character, for laying out a panel that faces its text. + mirror: false, + // Shadows: the soft blob under the feet, plus the cast shadow. + shadowOpacity: 0.22, + shadowSoftness: 1.6, + shadowOffset: 0, + contactShadow: false, // blob only, no cast shadow + // Lighting environment. 'room' is three's RoomEnvironment; 'gradient' is + // the tiny procedural sky the studio always had. + environment: 'gradient', // gradient | room | none + envIntensity: 1, + // Hand-drawn line work (SVG export and the outline pass). + handDrawn: 0, // 0 = off, 1 = a lot + handDrawnSeed: 7, + handDrawnScale: 40, + handDrawnPasses: 1, + // How the outline is drawn - the two methods take the parts they are good + // at. See MODEL-GUIDE.md §5 and src/outline.js. + // + // 'screen' (the default) hands the leaves to the screen-space edge pass, + // because a hull cannot outline a shell that thin: the expanded + // front and back cross inside it and the line breaks up. Every + // other part keeps its hull, whose line is computed from the + // geometry and so comes out smooth, where the pixel grid would + // make it stepped. + // 'hull' the inverted-hull copy everywhere - cheap, and the way it was + // done before, but the leaves then come out as a tangle. + outlineMethod: 'screen', + outlinePixels: 2.4, // 'screen' only: line width in screen pixels + // Whether a leaf gets a line where it meets the *body*. There is no right + // answer here, so it is a setting: + // on - the body counts as paper, so the leaves are outlined where they + // emerge from it. Without this a line drawing cannot tell the + // leaves and the body apart at all (both are paper). + // off - the body blocks the line, so the leaf simply passes behind it and + // nothing is drawn along the meeting. Cleaner, but the leaves and + // the body merge into one white shape. + leafBodyLine: true, + // 見えない壁 (the invisible wall). Up to two placeable rectangles that hide + // whatever is behind them, so the character can be buried in a wall and + // only the rest of the body shows. See src/clip.js. + wall: wallDefaults(), + wall2: wallDefaults(), + }, + pose: { + bones: {}, // { boneName: [x, y, z] } in degrees, rest = 0,0,0 + root: [0, 0, 0], // whole-body offset in model units + }, + anim: { + mode: 'off', // off | idle | walk + blink: true, + blinkInterval: 3.4, // seconds between blinks + lookAround: false, + speed: 1, + }, + face: { + // 帽子 (a hat on the head). `kind` is one of HAT_LIBRARY in src/hats.js. + // `x`/`z` slide it sideways / forwards, `height` lifts it off the head; + // `tiltX` leans it forward/back and `tiltZ` leans it sideways. + hat: { kind: 'none', custom: false, x: 0, z: 0, height: -0.7, tiltX: 0, tiltZ: 0 }, + eyes: { + source: 'parametric', // parametric | opened | closed | ... (hand-drawn) + linked: true, // move both eyes together + left: { shape: 'open', open: 1, lookX: 0, lookY: 0, eyeX: 0, closed: 'line', closedLines: 1, irisShape: 'circle', threeFlip: false, tear: 0.3, tearOn: false, tearY: 0, tearX: 0, tearTilt: 0, white: null, highlight: null, shapeScale: 1, lowerLid: null, lidShape: null, lidWidth: null, lidTilt: null, lashes: null, lashAngle: null, lashPos: null }, + right: { shape: 'open', open: 1, lookX: 0, lookY: 0, eyeX: 0, closed: 'line', closedLines: 1, irisShape: 'circle', threeFlip: false, tear: 0.3, tearOn: false, tearY: 0, tearX: 0, tearTilt: 0, white: null, highlight: null, shapeScale: 1, lowerLid: null, lidShape: null, lidWidth: null, lidTilt: null, lashes: null, lashAngle: null, lashPos: null }, + irisScale: 1, + lookMax: 1.2, + highlight: true, + lidWidth: 14, + lowerLid: 0, + lashes: false, + lashAngle: 0, + lashPos: 0, + // How the closing eyelid is drawn: `curve` is the soft, rounded lid; `flat` + // is a straight lid edge (the hard, narrowed look). `lidTilt` rotates the + // narrowed eye. See faceArt.js. + lidShape: 'curve', + lidTilt: 0, + heartScale: 2, + heartColor: '#e0344f', + // The tears live on each eye (see `eyes.left.tear`), so one eye can cry + // on its own; only the colour is shared. + tearColor: '#8fd8ff', + // ほっぺ (a manga blush) and 頭の模様 (a hair-like head covering) are drawn + // into the same plate as the eyes and brows. Both are generic devices, + // not a copy of any one character, and both start off. The blush is always + // four horizontal strokes, so there is no line-count field. + cheeks: { + enabled: false, + size: 1, + spacing: 0, // extra gap outwards from the eyes + offsetY: 0, // extra drop below the eyes + color: '#f6a6b8', + }, + // The hair covering's `shape` is one of `off`, `cap`, `fringe`, + // `fringe-up` or `curve`. `overEyes` puts the hair in front of the eyes + // (bangs over the face); off leaves the eyes on top. + headMark: { + shape: 'off', + size: 1, + // ぎざぎざ only: how far the saw teeth reach down. + teeth: 0.12, + offsetX: 0, + offsetY: 0, + overEyes: true, + color: '#8a4fe0', + color2: '#ffffff', + }, + // 鼻ちょうちん: the snot bubble someone sleeps with. Drawn into the same + // plate as the eyes, out to the side of the nose. Starts off. + snot: { + enabled: false, + size: 1.23, + offsetX: -23, + offsetY: 0, + offsetZ: 16, + color: '#e3ecff', + }, + // ひげ: a mustache or beard worn under the nose. `shape` is one of `off`, + // `scotch`, `kaiser`, `apron` or `cat`. `spacing` widens the gap between + // the cat's left and right whiskers. Starts off. + beard: { + shape: 'off', + size: 1, + offsetY: 0, + spacing: 0, + // ねこ only: how far each whisker reaches (`length`) and how far apart the + // three lines of one side sit (`lineGap`). Neither changes the thickness. + length: 1, + lineGap: 1, + color: '#1c1624', + }, + // Eyebrows are drawn into the eye texture. Off by default, because the + // original character has no eyebrows. + brow: { + enabled: false, + // When true and a drawing (assets/brows/gol-right.png) was loaded, the + // brow is painted from that file (mirrored) instead of the strokes. + image: false, + angle: 0, + height: 0, + length: 1, + thickness: 1, + curve: 0.14, + // How wide the nose-side end is: 1 = a plain stroke, 0 = a wedge that + // comes to a point (the ゴル風 look). `spacing` widens the gap between + // the two brows. + taper: 1, + spacing: 0, + color: '#55386e', + }, + // 眼鏡 / サングラス are drawn into the same texture as the eyes and brows, + // so they travel with the head instead of being a separate 3D mesh. Off + // by default. `kind` only picks which lens defaults the panel offers; the + // drawing itself reads the colours and opacities below. + glasses: { + enabled: false, + kind: 'glasses', // glasses | sunglasses + frameColor: '#2a1e33', + frameWidth: 1, // multiplier on the frame stroke (EYE_LAYOUT.lidStroke) + lensColor: '#2b2433', + lensOpacity: 0.22, // 0..1; 眼鏡 is nearly clear, サングラス dark + lensGap: 0, // px, + moves the two lenses further apart + scale: 1, // lens size multiplier + offsetY: 0, // px, artwork units (positive = down) + tilt: 0, // degrees, both lenses turn together + }, + white: '#ffffff', + iris: '#150e1b', + line: '#55386e', + }, + mouth: { + source: 'parametric', // parametric | original + visible: true, + smile: 1, // 0 = straight line, 1 = the original smile, <0 = frown + width: 1, // the smile line's length (the chord); also the O's width + thickness: 1, + open: 0, // 0 = closed lips, 1 = wide open + tilt: 0, // degrees + offsetY: 0, // texture pixels + tongue: 0.96, // 0 hides it; scales the whole tongue + tonguePos: 0.84, // 0..1 along the smile line + corners: 0.71, // length of the corner marks, 0 hides them + cornerAngle: -8, // degrees, tilts the corner marks + round: 0, // >0 turns the mouth into a round "O" + color: '#ff1a44', + innerColor: '#4a0f1e', + tongueColor: '#ff2d2d', + cornerColor: '#725497', + line: '#55386e', + }, + }, + // ---------------------------------------------------------------- caption + // The speech bubbles drawn next to the character when exporting. They live in + // the state so they are saved, shared and undone like everything else. There + // are two of them, so a line and a reply (or a narrator and a speaker) fit. + caption: captionDefaults(), + // The second bubble starts on the other side, so the two do not overlap. + caption2: { ...captionDefaults(), text: '', x: 0.08, y: 0.44 }, + // A ナレーション box (vertical text, rect, no tail). + narration: narrationDefaults(), + // -------------------------------------------------------- 口パク (mouth flap) + // The mouth moves as if talking, with no sound at all: the device's own + // speech voices belong to the device, so a recording of them is not ours to + // hand out. Only the *length* of the text matters here. + mouthFlap: { + text: 'こんにちは。小平市のぶるべーです。', + rate: 1, // how fast the syllables come + mouthGain: 1, // how wide the mouth opens + }, + // ----------------------------------------------------------------- look at + // Where the character should look (world units). + lookAt: { + enabled: false, + x: 0, + y: 2.6, + z: 3, + turnBody: false, // also rotate the whole body a little + amount: 1, + // The turn and the gaze are *remembered* rather than derived, so switching + // the mode (or just 体も向ける) off leaves the character where it is instead + // of snapping it back to the front. See `applyLookAt` in main.js. + bodyYawDeg: 0, + freeze: null, + }, + // ------------------------------------------------------------------- props + // 小物. Each entry is a procedural prop from src/props.js. + props: { + items: [], + }, + // -------------------------------------------------------------------- 擬音 + // マンガのオノマトペ (擬音) as stickers over the picture. Each item is a crop + // of a sheet - `{ id, sheet, sx, sy, sw, sh, x, y, w, rot, flip }` - and only + // the sheet *name* is stored, never the bitmap, so a shared link stays small + // (see src/gion.js for the geometry). + gion: { + items: [], + }, + // ------------------------------------------------------------------- story + // 4コマ / 紙芝居. Each panel is a small state patch (pose, face, caption). + story: { + columns: 1, + gap: 12, + padding: 20, + sheetBackground: '#ffffff', + // How big each captured panel is, as a multiple of the viewport. 2x doubles + // each side, so the sheet PNG gets four times the pixels per panel. + scale: 1.5, + panels: [], + }, + }; +} + +/** Expression presets. Each patches a copy of the default state. */ +export const FACE_PRESETS = [ + { + id: 'normal', + label: 'ふつう', + face: { + eyes: { + left: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, + right: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, + irisScale: 1, + highlight: true, + }, + // Depth 1 = the hand-drawn original; the corners and tongue below are also + // the settings that reproduce it (measured against the artwork). + mouth: { smile: 1, width: 1, thickness: 1, open: 0, tilt: 0, offsetY: 0, tongue: 0.96, tonguePos: 0.84, corners: 0.71, cornerAngle: -8 }, + }, + }, + { + id: 'laugh', + label: 'にっこり', + face: { + eyes: { + left: { shape: 'arch', open: 1, lookX: 0, lookY: 0, closed: 'arch' }, + right: { shape: 'arch', open: 1, lookX: 0, lookY: 0, closed: 'arch' }, + highlight: false, + }, + // A laugh is a wide smile with squeezed-shut eyes. An *open* mouth on a + // round mascot reads as a shout, so only びっくり keeps the round O. + mouth: { smile: 1.15, width: 1.14, thickness: 1.05, open: 0, tilt: 0, offsetY: 0, round: 0, tongue: 0.96, corners: 1.25 }, + }, + }, + { + id: 'eating', + label: 'たべている', + face: { + eyes: { + left: { open: 1, lookX: 0, lookY: 0.15, closed: 'line' }, + right: { open: 1, lookX: 0, lookY: 0.15, closed: 'line' }, + irisScale: 1, + highlight: true, + }, + // A small, cute round mouth (the other round mouth, with びっくり). + mouth: { smile: 0.2, width: 0.8, thickness: 1.1, open: 0, tilt: 0, offsetY: 6, round: 0.58, tongue: 0.7, corners: 0 }, + }, + }, + { + id: 'wink', + label: 'ウインク', + face: { + eyes: { + // The shut eye is the original `eyes-close-tight` artwork: three strokes + // sharing one vertex, pointing at the nose. + left: { shape: 'line3', open: 1, lookX: 0, lookY: 0, closed: 'line', closedLines: 3 }, + right: { open: 1, lookX: 0, lookY: 0, closed: 'line', closedLines: 1 }, + irisScale: 1, + highlight: true, + }, + mouth: { smile: 1.0, width: 1.02, thickness: 1, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 1 }, + }, + }, + { + id: 'surprised', + label: 'びっくり', + face: { + eyes: { + left: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, + right: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, + irisScale: 0.74, + lookMax: 0.35, + highlight: true, + }, + mouth: { smile: 0.2, width: 0.85, thickness: 1.1, open: 0, tilt: 0, offsetY: 0, round: 0.62, tongue: 0.25, corners: 0 }, + }, + }, + { + id: 'sleepy', + label: 'ねぼけ', + face: { + eyes: { + left: { open: 0.42, lookX: 0, lookY: -0.22, closed: 'line' }, + right: { open: 0.42, lookX: 0, lookY: -0.22, closed: 'line' }, + irisScale: 1, + highlight: true, + // A sleeper's snot bubble, with the defaults from the panel. + snot: { enabled: true }, + }, + mouth: { smile: 0.62, width: 0.88, thickness: 1, open: 0, tilt: -3, offsetY: 6, tongue: 0, corners: 0.8 }, + }, + }, + { + id: 'shy', + label: 'てれ', + face: { + eyes: { + // Blushing, eyes half shut and looking away. + left: { open: 0.72, lookX: -0.4, lookY: 0.08, closed: 'line' }, + right: { open: 0.72, lookX: -0.4, lookY: 0.08, closed: 'line' }, + cheeks: { enabled: true }, + irisScale: 1, + highlight: true, + }, + mouth: { smile: 0.5, width: 0.82, thickness: 1.05, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0.5 }, + }, + }, + { + id: 'sidelong', + label: 'じと目', + face: { + eyes: { + // Flat, narrowed lids tilted inwards - a sideways, unimpressed look. + // 上まぶたの高さ is now independent of the lower lid, so `open` carries the + // whole slit (it used to be measured from the raised lower lid). + left: { open: 0.74, lookX: 0.4, lookY: -0.12, closed: 'line' }, + right: { open: 0.74, lookX: 0.4, lookY: -0.12, closed: 'line' }, + lowerLid: 0.42, + lidShape: 'flat', + lidTilt: 12, + irisScale: 0.92, + highlight: true, + }, + mouth: { smile: 0.12, width: 0.78, thickness: 1.1, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, + }, + }, + { + id: 'love', + label: 'すき', + face: { + eyes: { + left: { shape: 'heart', open: 1, lookX: -0.1, lookY: -0.3, closed: 'line', irisShape: 'heart', white: false }, + right: { shape: 'heart', open: 1, lookX: 0.1, lookY: -0.3, closed: 'line', irisShape: 'heart', white: false }, + irisScale: 1, + // The white behind a heart would poke out around its lobes, so hide it. + heartColor: '#e0344f', + highlight: false, + }, + mouth: { smile: 1.15, width: 1, thickness: 1.05, open: 0.16, tilt: 4, offsetY: 0, tongue: 0.9, corners: 1.3 }, + }, + }, + { + id: 'grumpy', + label: 'むっと', + face: { + eyes: { + left: { open: 0.6, lookX: 0, lookY: -0.12, closed: 'line', closedLines: 2 }, + right: { open: 0.6, lookX: 0, lookY: -0.12, closed: 'line', closedLines: 2 }, + irisScale: 0.86, + highlight: true, + }, + mouth: { smile: -0.62, width: 0.84, thickness: 1.15, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, + }, + }, + { + id: 'cry', + label: 'ないてる', + face: { + eyes: { + // Big tears that hang low and lean outwards - the classic "crying hard" + // look. The sideways position and the tilt are mirrored between the eyes, + // so the pair stays symmetric. + left: { open: 0.84, lookX: 0, lookY: -0.3, closed: 'line', tear: 1.35, tearOn: true, tearY: 26, tearTilt: -20 }, + right: { open: 0.84, lookX: 0, lookY: -0.3, closed: 'line', tear: 1.35, tearOn: true, tearY: 26, tearTilt: 20 }, + irisScale: 1.02, + lowerLid: 0.42, + highlight: true, + }, + mouth: { smile: -0.5, width: 0.72, thickness: 1.25, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, + }, + }, +]; + +/** + * Poses. `bones` holds per-bone XYZ degrees relative to the rest pose. + * + * The axes were measured (turn one bone 40° and watch the hand's centre move), + * and the two sides are NOT the same. That is what used to send the left hand + * behind while the right one came forward: + * + * arm / hand + * X lift. Up on both sides, so the SAME value is symmetric. + * Y roll about the flipper - which way the palm faces. + * Z forward/back. +Z is BACK on the left and FORWARD on the right, so a + * symmetric pose writes the right-hand Z with the opposite sign, while + * a walk (opposite arms) writes the SAME sign on both. + * legsupport + * X out to the side and up (same value on both sides is symmetric) + * Y twist (which way the toe points) + * Z forward/back, mirrored like `arm` + * It pivots at the middle of the body, so the feet travel a long way for + * a small angle - keep it under about 15 degrees. + * master + * X lean forward Y spin around Z roll sideways + * + * `armsupport` still exists in the rig but it is a control bone that pivots at + * the body's centre, so it swings a hand in a wide arc across the face. Every + * preset below drives `arm`/`hand` instead. + */ +export const POSE_PRESETS = [ + { id: 'stand', label: '立ち', pose: { bones: {} } }, + { + id: 'attention', + label: 'きおつけ', + pose: { + bones: { + // Both flippers dropped to the sides. A negative X lowers the arm, and + // the value is the same on both sides (only Z mirrors between them). + 'arm.l': [-62, 0, 0], + 'arm.r': [-62, 0, 0], + }, + }, + }, + { + id: 'bow', + label: 'おじぎ', + pose: { bones: { master: [22, 0, 0], 'arm.l': [-62, 0, 0], 'arm.r': [-62, 0, 0] } }, + }, + { + id: 'deep-bow', + label: 'ふかくおじぎ', + pose: { bones: { master: [42, 0, 0], 'arm.l': [-62, 0, 0], 'arm.r': [-62, 0, 0] } }, + }, + { + id: 'tilt', + label: 'くびかしげ', + pose: { + bones: { + master: [0, 0, 16], + // The roll turns the whole body about its base, which swings the feet up + // and down, so the legs take the difference. The right-hand leg (on the + // left of the screen) is the one that is planted: it opens outwards a + // little and keeps the sole down. The left-hand leg bends back behind it. + 'legsupport.r': [8, 0, 0], + 'legsupport.l': [-6, 0, 14], + }, + }, + }, + { + id: 'wave', + label: 'てをふる', + pose: { + bones: { + master: [0, 0, -4], + // The left flipper goes up and slightly forward. Y is the roll about the + // flipper's own length, which is what turns the palm to face outwards. + 'arm.l': [84, 0, -6], + 'hand.l': [0, -30, 0], + }, + }, + }, + { + id: 'banzai', + label: 'ばんざい', + pose: { + bones: { + master: [-8, 0, 0], + // Both flippers as far up as the shoulder allows (the pivot sits at the + // middle of the body, so they cannot reach above the head). + 'arm.l': [106, 0, -12], + 'arm.r': [106, 0, 12], + }, + root: [0, 0.2, 0], + }, + }, + { + id: 'stretch', + label: 'のびをする', + pose: { + bones: { + master: [-16, 0, 0], + 'arm.l': [112, 0, -8], + 'arm.r': [112, 0, 8], + }, + root: [0, 0.08, 0], + }, + }, + { + id: 'jump', + label: 'ジャンプ', + pose: { + bones: { + master: [-8, 0, 0], + 'arm.l': [68, 0, -10], + 'arm.r': [68, 0, 10], + 'legsupport.l': [10, 0, 0], + 'legsupport.r': [10, 0, 0], + }, + root: [0, 0.62, 0], + }, + }, + { + id: 'leap', + label: '大ジャンプ', + pose: { + bones: { + master: [-18, 0, 0], + 'arm.l': [92, 0, -12], + 'arm.r': [92, 0, 12], + 'legsupport.l': [14, 0, 0], + 'legsupport.r': [14, 0, 0], + }, + root: [0, 1.0, 0], + }, + }, + { + id: 'dance', + label: 'おどる', + pose: { + bones: { + master: [-4, 0, -12], + // Deliberately uneven: the left flipper is up, the right one is out in + // front, and the feet step the other way. + 'arm.l': [78, 0, -14], + 'arm.r': [14, 0, 34], + 'legsupport.l': [0, 0, 8], + 'legsupport.r': [0, 0, 8], + }, + root: [0, 0.14, 0], + }, + }, + { + id: 'tip-over', + label: 'こてん', + pose: { + bones: { + master: [0, 0, 68], + 'arm.l': [26, 0, -18], + 'arm.r': [10, 0, 18], + }, + root: [0, 0.25, 0], + }, + }, + { + id: 'lie', + label: 'ねている', + pose: { + bones: { + // Flat on its back: X tips the body backwards all the way over, so the + // face looks up. The root lift keeps the back resting on the ground + // rather than sinking through it (the body's depth becomes its height). + master: [-88, 0, 0], + // Both flippers rest against the body, loose. + 'arm.l': [-18, 0, 0], + 'arm.r': [-18, 0, 0], + }, + root: [0, 1.5, 0], + }, + }, + { id: 'side', label: 'よこむき', pose: { bones: { master: [0, 92, 0] } } }, + { id: 'turn', label: 'うしろむき', pose: { bones: { master: [0, 180, 0] } } }, + { + id: 'present', + label: '右を紹介', + pose: { + bones: { + master: [6, -26, 0], + // The right flipper sweeps forward to point at whatever is on its right + // (+Z is forwards on the right); the left one just steps aside. + 'arm.r': [16, 0, 52], + 'arm.l': [10, 0, -6], + }, + }, + }, + { + id: 'present-left', + label: '左を紹介', + pose: { + bones: { + master: [6, 26, 0], + 'arm.l': [16, 0, -52], + 'arm.r': [10, 0, 6], + }, + }, + }, +]; + +/** Deep-merge `patch` into `target` (plain objects only). */ +export function applyPatch(target, patch) { + for (const [key, value] of Object.entries(patch ?? {})) { + if (value && typeof value === 'object' && !Array.isArray(value) + && target[key] && typeof target[key] === 'object' && !Array.isArray(target[key])) { + applyPatch(target[key], value); + } else { + target[key] = Array.isArray(value) ? value.slice() : value; + } + } + return target; +} + +export function cloneState(state) { + return JSON.parse(JSON.stringify(state)); +} + +/** + * Body colour themes (C-1). Each is a full set of part colours, so picking one + * is a single assignment; the individual pickers in the panel then let you drift + * away from it without losing the rest. + * + * ぶるべー is a leaf-sprout mascot, so the themes are named after plants and + * weather rather than after colours. + */ +export const THEMES = [ + { + id: 'original', + label: 'オリジナル', + colors: { body: '#c8b0f0', accent: '#8a4fe0', nose: '#7a4fb0', leaf: '#a6dd6a', vein: '#7fbf3f', feet: '#7a4fb0' }, + }, + { + id: 'sakura', + label: 'さくら', + colors: { body: '#f7c6d9', accent: '#e0709b', nose: '#c25b7e', leaf: '#b8e08a', vein: '#8dbb54', feet: '#c25b7e' }, + }, + { + id: 'matcha', + label: 'まっちゃ', + colors: { body: '#cfe3ac', accent: '#6f9c3a', nose: '#5c8030', leaf: '#9fd463', vein: '#79ab3c', feet: '#5c8030' }, + }, + { + id: 'sora', + label: 'そら', + colors: { body: '#bcd9f7', accent: '#4a7fd4', nose: '#3f6cae', leaf: '#a8e08a', vein: '#7cbb58', feet: '#3f6cae' }, + }, + { + id: 'lemon', + label: 'レモン', + colors: { body: '#f8e9a6', accent: '#d8a520', nose: '#b3871a', leaf: '#b9de74', vein: '#8fbb45', feet: '#b3871a' }, + }, + { + id: 'momo', + label: 'もも', + colors: { body: '#f9cbae', accent: '#e07a4a', nose: '#bd6238', leaf: '#aede7c', vein: '#84b84e', feet: '#bd6238' }, + }, + { + id: 'sumi', + label: 'すみ', + colors: { body: '#9aa2b8', accent: '#4b5468', nose: '#3c4356', leaf: '#8fbf7a', vein: '#6d9a58', feet: '#3c4356' }, + }, + { + id: 'yozora', + label: 'よぞら', + colors: { body: '#8f8fd0', accent: '#403f8f', nose: '#34336f', leaf: '#7fc7b0', vein: '#5aa08c', feet: '#34336f' }, + }, +]; + +/** Bubble shapes offered for captions. */ +export const BUBBLE_STYLES = [ + { value: 'round', label: 'まる' }, + { value: 'rect', label: 'しかく' }, + { value: 'shout', label: 'さけぶ' }, + { value: 'whisper', label: 'ささやき' }, + { value: 'think', label: '思考' }, + { value: 'none', label: 'なし' }, +]; + +/** A couple of ready-made captions, so the feature is discoverable. */ +export const CAPTION_PRESETS = [ + { id: 'greeting', label: 'あいさつ', caption: { enabled: true, text: 'こんにちは、ぶるべーです。' } }, + { id: 'explain', label: '説明', caption: { enabled: true, text: 'ここがポイントです。', bubble: 'rect', tail: 'left' } }, + { id: 'surprise', label: 'びっくり', caption: { enabled: true, text: 'えっ!?', bubble: 'shout', tail: 'left', fontSize: 40, bold: true } }, +]; diff --git a/bluebey-studio/src/props.js b/bluebey-studio/src/props.js new file mode 100644 index 0000000..78525bd --- /dev/null +++ b/bluebey-studio/src/props.js @@ -0,0 +1,646 @@ +import * as THREE from 'three'; + +/** + * Procedural 小物 (props) that can be placed on the stage next to the character: + * a lectern, a desk, a microphone stand, a signboard, a potted plant and a + * cardboard box. + * + * Everything is built from three's primitives instead of loaded from a file, for + * three reasons. The character is about 4.15 units tall with its feet on y = 0 + * and its body a sphere of radius ~1.6 centred near y = 2.4, so every generator + * below works from that scale, and every group's origin is its *base centre* - + * dropping one at a ground position and rotating it about y is all the app has + * to do. The studio also re-skins props with the same toon/flat materials and + * the same inverted-hull outline as the body, so the geometry stays chunky: no + * plate thinner than ~0.05 units (a thin plate's offset hull turns into a smear) + * and no textures anywhere. And props must be identical on every run, so every + * size, position and angle here is a literal - no Math.random(). + * + * Colours are never hard-coded on a mesh. Each material is tagged with + * `userData.part`, and `applyPropColors` fills the colour in from the app's + * render.colors palette, which is what lets the colour-theme feature recolour a + * prop that was built minutes ago. The mapping keeps lightness apart from hue, + * so a prop still reads in the near-monochrome すみ theme: + * + * wood the body colour, darkened - painted wood, cardboard, soil + * paper the body colour, nearly white - the blank sign face + * accent the accent colour - legs, frames, pots, mic bodies + * leaf the leaf colour - foliage + * metal a fixed neutral grey - stands, booms, microphone heads + * + * `userData.shade` multiplies a part's colour, so one prop can use two tones of + * the same part - a cardboard box and its darker inner flaps - without adding a + * sixth palette entry. + */ + +/** Reused when something has to be aimed along a direction vector. */ +const UP = new THREE.Vector3(0, 1, 0); +const WHITE = new THREE.Color(0xffffff); +/** A fixed grey: a metal stand has to read in every theme, warm or grey. */ +const METAL_GREY = '#b9bec7'; +/** Enough of the palette to build with when the app has not sent one yet. */ +const FALLBACK_COLORS = { body: '#c8b0f0', accent: '#8a4fe0', leaf: '#a6dd6a' }; + +const PART_NAMES = ['wood', 'metal', 'paper', 'accent', 'leaf']; + +const clamp01 = (value) => Math.min(1, Math.max(0, value)); + +/** The lectern's reading surface tilts up towards the audience, i.e. towards +z. */ +const SLAB_TILT = -0.32; + +// --------------------------------------------------------------------------- +// Building blocks +// --------------------------------------------------------------------------- + +/** + * A material per (part, shade) inside one prop. Sharing them keeps the draw + * calls down and, more importantly, lets `disposeProp` release each one once. + */ +function materialCache() { + const cache = new Map(); + return (part, shade = 1) => { + if (!PART_NAMES.includes(part)) throw new Error(`unknown prop material part: ${part}`); + const key = `${part}:${shade}`; + let material = cache.get(key); + if (!material) { + const metal = part === 'metal'; + material = new THREE.MeshStandardMaterial({ + color: 0xffffff, // filled in by applyPropColors + roughness: 0.75, + metalness: metal ? 0.6 : 0, + }); + material.userData.part = part; + material.userData.shade = shade; + cache.set(key, material); + } + return material; + }; +} + +/** + * Wraps a generator so each prop gets its own material cache. The generator + * receives `(group, material, options)`, fills the group and returns nothing. + */ +function prop(generator) { + return (options = {}) => { + const group = new THREE.Group(); + generator(group, materialCache(), options); + return group; + }; +} + +/** Adds a mesh, matching the body's shadow flags, and returns it. */ +function addMesh(parent, geometry, material, x = 0, y = 0, z = 0) { + const mesh = new THREE.Mesh(geometry, material); + mesh.position.set(x, y, z); + mesh.castShadow = true; + mesh.receiveShadow = false; + parent.add(mesh); + return mesh; +} + +/** + * The 線画 fill a part takes, as how far it steps from the paper towards the ink + * (see `addMesh` in src/styles.js). A prop is paper in 線画, so two parts of a prop + * that meet flush - the pencil's lead in its wood, a can's label on its body - come + * out as one white shape. Tagging one of them with a tone puts the seam back; it + * has no effect on リアル / フラット, where the part's own colour draws it. + */ +function tone(mesh, strength) { + mesh.userData.tone = strength; + return mesh; +} + +/** A cuboid, sized as [width, height, depth] and centred on `at`. */ +function addBox(parent, material, size, at = [0, 0, 0]) { + const geometry = new THREE.BoxGeometry(size[0], size[1], size[2]); + return addMesh(parent, geometry, material, at[0], at[1], at[2]); +} + +/** A cylinder (or cone, if the two radii differ) centred on `at`. */ +function addCylinder(parent, material, radiusTop, radiusBottom, height, at, segments = 12) { + const geometry = new THREE.CylinderGeometry(radiusTop, radiusBottom, height, segments); + return addMesh(parent, geometry, material, at[0], at[1], at[2]); +} + +/** A rounded blob. The caller usually scales it into a leaf or an ellipsoid. */ +function addSphere(parent, material, radius, at, segments = [10, 8]) { + const geometry = new THREE.SphereGeometry(radius, segments[0], segments[1]); + return addMesh(parent, geometry, material, at[0], at[1], at[2]); +} + +/** A rod from `from` to `to`: stems, booms and struts are all just this. */ +function addStrut(parent, material, from, to, radius, segments = 8) { + const start = new THREE.Vector3(from[0], from[1], from[2]); + const end = new THREE.Vector3(to[0], to[1], to[2]); + const axis = end.clone().sub(start); + const length = axis.length(); + const mesh = addMesh( + parent, + new THREE.CylinderGeometry(radius, radius, length, segments), + material, + (start.x + end.x) / 2, + (start.y + end.y) / 2, + (start.z + end.z) / 2, + ); + mesh.quaternion.setFromUnitVectors(UP, axis.normalize()); + return mesh; +} + +// --------------------------------------------------------------------------- +// The props +// --------------------------------------------------------------------------- + +/** + * 演台. A foot plate, a pedestal, a slab that tilts up towards the audience and + * a gooseneck microphone on the corner nearest the camera. The mic is on the + * audience edge on purpose: on the far edge the slab would hide it from a + * slightly-above camera. + */ +const buildPodium = prop((group, material) => { + addBox(group, material('accent'), [1.30, 0.10, 0.98], [0, 0.05, 0]); + addBox(group, material('wood'), [1.10, 1.30, 0.78], [0, 0.75, 0]); + + const slab = addBox(group, material('wood'), [1.42, 0.12, 0.86], [0, 1.42, 0.10]); + slab.rotation.x = SLAB_TILT; + // A lip along the slab's low edge, so the silhouette reads as a lectern top. + const lip = addBox(group, material('accent'), [1.02, 0.10, 0.10], [0, 1.498, 0.527]); + lip.rotation.x = SLAB_TILT; + + const stem = addCylinder(group, material('metal'), 0.032, 0.032, 0.60, [-0.48, 1.80, 0.26], 8); + stem.rotation.x = SLAB_TILT; + const head = addSphere(group, material('metal'), 0.09, [-0.48, 2.11, 0.15], [10, 8]); + head.scale.set(1, 1.25, 1); +}); + +/** + * 机. A top, four legs and a pair of side rails. The legs and rails take the + * darker `accent` tone so the table keeps its shape in a flat or greyscale + * render, where a single flat colour would turn it into a silhouette. + */ +const buildDesk = prop((group, material) => { + addBox(group, material('wood'), [2.30, 0.12, 1.20], [0, 1.44, 0]); + for (const x of [-1.00, 1.00]) { + for (const z of [-0.46, 0.46]) { + addBox(group, material('accent'), [0.14, 1.38, 0.14], [x, 0.69, z]); + } + addBox(group, material('accent'), [0.12, 0.10, 1.00], [x, 0.42, 0]); + } +}); + +/** + * マイク. A round weighted base, a pole, a short boom and a body with a grille + * head, standing about as high as the character's hands. + */ +const buildMic = prop((group, material) => { + addCylinder(group, material('metal'), 0.40, 0.42, 0.10, [0, 0.05, 0], 16); + addCylinder(group, material('metal'), 0.048, 0.058, 1.35, [0, 0.775, 0], 10); + addStrut(group, material('metal'), [0, 1.42, 0], [0, 1.62, 0.28], 0.038); + + const body = addCylinder(group, material('accent'), 0.13, 0.13, 0.44, [0, 1.80, 0.36], 12); + body.rotation.x = 0.30; + const head = addSphere(group, material('metal'), 0.145, [0, 2.05, 0.42], [12, 8]); + head.scale.set(1, 0.9, 1); +}); + +/** + * 看板. A post, a frame and a blank face. The face is a named child tagged + * `userData.canvasTexture`, so a later feature can paint a CanvasTexture onto it + * without hunting for the writable mesh. The face *and* its frame are grouped, + * so `applyPropFaceScale` can grow the whole board about the face's centre while + * the post and base stay put. Both are thin boxes rather than planes: the outline + * pass offsets geometry along its normals, and a zero-thickness plane gets a + * visibly doubled rim. + */ +const buildSign = prop((group, material) => { + addBox(group, material('accent'), [0.52, 0.10, 0.52], [0, 0.05, 0]); + addBox(group, material('wood'), [0.16, 1.62, 0.16], [0, 0.91, 0]); + + // The board is one group so the face and its frame scale together, about the + // board's own centre - which is also the face's centre. + const board = new THREE.Group(); + board.name = 'sign-board'; + board.userData.faceScaleGroup = true; + board.position.set(0, 2.21, 0); + group.add(board); + + addBox(board, material('accent'), [1.42, 0.98, 0.12], [0, 0, 0]); + const face = addBox(board, material('paper'), [1.18, 0.76, 0.08], [0, 0, 0.06]); + face.name = 'sign-face'; + face.userData.canvasTexture = true; +}); + +/** The branches of 観葉植物: where a stem ends, which way its leaf points. */ +const PLANT_BRANCHES = [ + { end: [0.05, 1.12, 0.04], dir: [0.10, 0.96, 0.14] }, + { end: [-0.30, 0.98, -0.06], dir: [-0.52, 0.76, -0.30] }, + { end: [0.28, 1.00, 0.14], dir: [0.48, 0.74, 0.40] }, + { end: [-0.40, 0.80, -0.16], dir: [-0.86, 0.36, -0.28] }, + { end: [0.38, 0.82, 0.16], dir: [0.88, 0.32, 0.26] }, + { end: [-0.04, 1.06, -0.20], dir: [-0.14, 0.95, -0.28] }, +]; + +/** + * 観葉植物. A tapered pot with a rim, dark soil, and leaves that are just + * squashed spheres aimed along each branch's direction - the cheapest way to get + * a soft, rounded leaf that still takes a clean outline. + */ +const buildPlant = prop((group, material) => { + addCylinder(group, material('accent'), 0.40, 0.28, 0.56, [0, 0.28, 0], 14); + tone(addCylinder(group, material('accent', 0.88), 0.44, 0.42, 0.12, [0, 0.56, 0], 14), 0.18); + tone(addCylinder(group, material('wood', 0.75), 0.37, 0.37, 0.06, [0, 0.61, 0], 14), 0.28); + + for (const branch of PLANT_BRANCHES) { + addStrut(group, material('leaf', 0.6), [0, 0.56, 0], branch.end, 0.035); + + const direction = new THREE.Vector3(branch.dir[0], branch.dir[1], branch.dir[2]).normalize(); + const leaf = addSphere(group, material('leaf'), 0.30, [0, 0, 0], [8, 6]); + leaf.scale.set(0.46, 1, 0.22); + leaf.position.set(branch.end[0], branch.end[1], branch.end[2]).addScaledVector(direction, 0.26); + leaf.quaternion.setFromUnitVectors(UP, direction); + } +}); + +/** + * 段ボール箱. The body and two lid flaps, plus a tape strip when the lid is + * shut. The flaps are children of pivot groups sitting on the box's top edges, + * so `open: true` is a single rotation each. The flaps are a darker shade of the + * same wood part, which is what makes the box read as cardboard rather than a + * solid block. + */ +const buildBox = prop((group, material, options) => { + const flapsDown = options.open !== true; + addBox(group, material('wood'), [1.24, 1.00, 1.24], [0, 0.50, 0]); + + const back = new THREE.Group(); + back.position.set(0, 1.00, -0.62); + back.rotation.x = flapsDown ? 0 : -1.05; + group.add(back); + tone(addBox(back, material('wood', 0.72), [1.20, 0.07, 0.62], [0, 0.035, 0.31]), 0.20); + + const front = new THREE.Group(); + front.position.set(0, 1.00, 0.62); + front.rotation.x = flapsDown ? 0 : 1.05; + group.add(front); + tone(addBox(front, material('wood', 0.72), [1.20, 0.07, 0.62], [0, 0.035, -0.31]), 0.20); + + if (flapsDown) addBox(group, material('paper', 0.95), [0.18, 0.05, 1.26], [0, 1.095, 0]); +}); + +/** + * 空いた缶詰. A short metal can, opened: a foot bead, the body, a label band and + * a mouth rim, plus the single lid peeled back on a hinge at the back of the + * mouth so it stands up behind the opening. It is deliberately + * small next to the 4-unit-tall character - something to be pointed at rather + * than stood behind - so every size here stays under a unit, and the whole can + * leans a little so it does not read as a diagram. The label is the one coloured + * part; everything else is the neutral `metal` grey, so it still reads as a tin. + */ +const buildCan = prop((group, material) => { + addCylinder(group, material('metal'), 0.153, 0.153, 0.05, [0, 0.025, 0], 16); + addCylinder(group, material('metal'), 0.145, 0.145, 0.40, [0, 0.20, 0], 16); + tone(addCylinder(group, material('accent', 0.85), 0.148, 0.148, 0.16, [0, 0.21, 0], 16), 0.20); + addCylinder(group, material('metal'), 0.153, 0.153, 0.05, [0, 0.40, 0], 16); + // A darker disc just inside the rim so the mouth reads as empty, not capped. + tone(addCylinder(group, material('metal', 0.45), 0.132, 0.132, 0.012, [0, 0.422, 0], 16), 0.30); + + // The one lid, peeled back on a hinge at the back of the mouth so its + // underside shows. The hinge sits *on* the can's back rim and the disc is + // placed so its own rim passes through that same point (its centre is one + // radius in front of the hinge), so opening the hinge rotates the lid about + // its edge - the two rims stay joined instead of the lid floating in mid-air. + // It is twisted slightly sideways so it does not read as a knob sitting + // straight up on the can. + const lidRadius = 0.132; + const hinge = new THREE.Group(); + hinge.position.set(0, 0.42, -lidRadius); + hinge.rotation.x = -1.05; + hinge.rotation.z = 0.4; + group.add(hinge); + addCylinder(hinge, material('metal', 0.9), lidRadius, lidRadius, 0.018, [0, 0, lidRadius], 18); + + group.rotation.z = 0.05; +}); + +/** + * ベッド. A wooden frame on four legs with a mattress, a headboard at the far end + * and a pillow, sized so the character can be posed lying on it. + */ +const buildBed = prop((group, material) => { + // Sized to take the character lying down: the body is a sphere of radius ~1.6, + // so the frame is a little over 3 units across and 4 units long. + for (const x of [-1.55, 1.55]) { + for (const z of [-1.85, 1.85]) { + addBox(group, material('wood'), [0.22, 0.5, 0.22], [x, 0.25, z]); + } + } + addBox(group, material('wood'), [3.5, 0.26, 4.3], [0, 0.63, 0]); + // The headboard sits at the far (-z) end, away from the camera. + addBox(group, material('wood'), [3.5, 1.5, 0.2], [0, 1.25, -2.15]); + addBox(group, material('paper'), [3.3, 0.46, 4.1], [0, 0.99, 0]); + + // The pillow, slightly tipped up against the headboard. + const pillow = addBox(group, material('paper', 0.9), [2.2, 0.34, 0.9], [0, 1.39, -1.5]); + pillow.rotation.x = -0.08; +}); + +/** + * 布団. A mattress laid on the floor, a pillow and a quilt folded over the lower + * end. + */ +const buildFuton = prop((group, material) => { + addBox(group, material('paper'), [3.6, 0.3, 4.4], [0, 0.15, 0]); + const pillow = addBox(group, material('paper', 0.9), [2.2, 0.3, 0.9], [0, 0.45, -1.6]); + pillow.rotation.x = -0.06; + addBox(group, material('accent', 0.8), [3.6, 0.24, 2.7], [0, 0.42, 0.85]); +}); + +// --------------------------------------------------------------------------- +// The library +// --------------------------------------------------------------------------- + +/** + * `height` is the approximate height in units, measured from the base, so the UI + * can offer a sensible scale. Where a prop has options, it is the height of the + * default variant: an open cardboard box stands about a third taller again, so + * the offered scale stays sensible either way. + */ +/** 鉛筆: an oversized pencil standing on its eraser, point up. */ +const buildPencil = prop((group, material) => { + const r = 0.13; + // Eraser, ferrule and lead are each a band of the same width against the body, + // so without a tone of their own they vanish into it in 線画. + tone(addCylinder(group, material('accent', 0.85), r * 0.9, r * 0.98, 0.16, [0, 0.08, 0], 6), 0.20); + tone(addCylinder(group, material('metal', 0.9), r, r, 0.12, [0, 0.22, 0], 6), 0.24); + addCylinder(group, material('accent'), r, r, 1.30, [0, 0.93, 0], 6); + addCylinder(group, material('wood'), 0, r, 0.30, [0, 1.73, 0], 6); + // The lead's wide base sinks into the cone (whose tip is at y = 1.88), so the + // two look joined, while its point still pokes out past the wood. + tone(addCylinder(group, material('metal', 0.3), 0, r * 0.3, 0.12, [0, 1.86, 0], 6), 0.45); +}); + +/** コップ: a mug with a rim, a handle and a little drink inside. */ +const buildCup = prop((group, material) => { + addCylinder(group, material('paper'), 0.34, 0.30, 0.66, [0, 0.33, 0], 18); + addCylinder(group, material('paper', 0.86), 0.30, 0.30, 0.05, [0, 0.645, 0], 18); + addCylinder(group, material('wood', 0.5), 0.28, 0.28, 0.02, [0, 0.61, 0], 18); + addMesh(group, new THREE.TorusGeometry(0.16, 0.045, 8, 16), material('paper'), 0.36, 0.36, 0); +}); + +/** ノート: a fat pad of pages under a thin cover, bound along one long edge. */ +const buildNotebook = prop((group, material) => { + const width = 1.5; + const depth = 2.0; + const pages = 0.18; + const cover = 0.04; + // The cover pokes out past the pages, so the notebook reads from above. + addBox(group, material('wood', 0.6), [width + 0.08, cover, depth + 0.08], [0, cover / 2, 0]); + addBox(group, material('paper'), [width, pages, depth], [0, cover + pages / 2, 0]); + addBox( + group, + material('accent'), + [0.16, pages + 0.04, depth + 0.02], + [-width / 2 + 0.08, cover + pages / 2, 0], + ); +}); + +/** 消しゴム: a chunky two-tone block, a hard accent top on a soft white base. */ +const buildEraser = prop((group, material) => { + const width = 0.9; + const depth = 0.5; + const half = 0.15; + addBox(group, material('paper'), [width, half, depth], [0, half / 2, 0]); + tone(addBox(group, material('accent', 0.9), [width, half, depth], [0, half + half / 2, 0]), 0.22); +}); + +export const PROP_LIBRARY = [ + { id: 'podium', label: '演台', height: 2.2, build: buildPodium }, + { id: 'desk', label: '机', height: 1.5, build: buildDesk }, + { id: 'mic', label: 'マイク', height: 2.2, build: buildMic }, + { id: 'sign', label: '看板', height: 2.7, build: buildSign }, + { id: 'plant', label: '観葉植物', height: 1.7, build: buildPlant }, + { id: 'box', label: '段ボール箱', height: 1.15, build: buildBox }, + { id: 'can', label: '空いた缶詰', height: 0.65, build: buildCan }, + { id: 'bed', label: 'ベッド', height: 2.0, build: buildBed }, + { id: 'futon', label: '布団', height: 0.65, build: buildFuton }, + { id: 'cup', label: 'コップ', height: 0.66, build: buildCup }, + { id: 'pencil', label: '鉛筆', height: 2.0, build: buildPencil }, + { id: 'notebook', label: 'ノート', height: 0.22, build: buildNotebook }, + { id: 'eraser', label: '消しゴム', height: 0.3, build: buildEraser }, +]; + +/** + * Where a freshly added prop goes. The character's body is a sphere of radius + * ~1.6 around x = 0, z = 0, so anything closer than about 2.2 units would push + * into it; each prop therefore sits 2.6-3.0 units out, in the quadrant that + * suits its height, turned only slightly - a prop square to the camera reads as + * a diagram, and one turned all the way shows its side. + */ +export const PROP_DEFAULTS = { + podium: { x: -2.1, y: 0, z: 1.9, rotY: 0.30, scale: 1 }, + desk: { x: -2.6, y: 0, z: 0.5, rotY: 0.40, scale: 1 }, + mic: { x: 2.0, y: 0, z: 1.8, rotY: -0.40, scale: 1 }, + // `faceScale` only means something for a 看板: it grows the writing area (the + // face and its frame) together, so the post and base stay put. The panel owns + // that control. + sign: { x: 2.9, y: 0, z: 0.4, rotY: -0.25, scale: 1, faceScale: 1, text: '' }, + plant: { x: -2.0, y: 0, z: -1.8, rotY: 0.25, scale: 1 }, + box: { x: 2.0, y: 0, z: -1.7, rotY: 0.55, scale: 1 }, + can: { x: 1.7, y: 0, z: 1.5, rotY: -0.5, scale: 1 }, + bed: { x: 0, y: 0, z: -4.7, rotY: 0, scale: 1 }, + futon: { x: 4.2, y: 0, z: -0.6, rotY: -0.35, scale: 1 }, + pencil: { x: -1.4, y: 0, z: 2.6, rotY: 0.3, scale: 1 }, + cup: { x: 1.5, y: 0, z: 2.5, rotY: -0.4, scale: 1 }, + notebook: { x: -3.2, y: 0, z: -2.7, rotY: 0.35, scale: 1 }, + eraser: { x: 3.6, y: 0, z: 2.6, rotY: -0.45, scale: 1 }, +}; + +/** The palette entry each part reads, derived from the app's colours. */ +function derivePalette(colors = {}) { + const body = new THREE.Color(colors.body ?? FALLBACK_COLORS.body); + const accent = new THREE.Color(colors.accent ?? FALLBACK_COLORS.accent); + const leaf = new THREE.Color(colors.leaf ?? FALLBACK_COLORS.leaf); + return { + // Darkened rather than mixed towards black, so the surface keeps a hint of + // the theme's hue instead of turning into a grey. + wood: body.clone().multiplyScalar(0.72), + paper: body.clone().lerp(WHITE, 0.85), + accent, + leaf, + metal: new THREE.Color(METAL_GREY), + }; +} + +/** + * Builds one prop. + * + * @param {string} id one of PROP_LIBRARY's ids + * @param {object} [options] + * @param {object} [options.colors] the app's render.colors palette + * @param {string} [options.outlineColor] kept on the group for the outline pass + * @param {number} [options.scale] uniform scale for the whole prop + * @returns {THREE.Group} the prop, origin at its base centre, facing +z + */ +export function buildProp(id, options = {}) { + const spec = PROP_LIBRARY.find((entry) => entry.id === id); + if (!spec) { + const known = PROP_LIBRARY.map((entry) => entry.id).join(', '); + throw new Error(`unknown prop id ${JSON.stringify(id)}; known props: ${known}`); + } + + const group = spec.build(options); + group.name = `prop:${id}`; + group.userData.propId = id; + group.userData.outlineColor = options.outlineColor ?? null; + if (Number.isFinite(options.scale) && options.scale !== 1) { + group.scale.setScalar(options.scale); + } + return applyPropColors(group, options.colors); +} + +/** + * Recolours a built prop in place, for the colour-theme feature. Every mesh + * material this module creates carries `userData.part`, so the walk only has to + * look at those; anything else (a future prop built by hand) is left alone. + */ +export function applyPropColors(group, colors = {}) { + const palette = derivePalette(colors); + const seen = new Set(); + + group.traverse((object) => { + const list = Array.isArray(object.material) ? object.material : [object.material]; + for (const material of list) { + if (!material || seen.has(material)) continue; + seen.add(material); + const part = material.userData?.part; + if (!part) continue; + const shade = Number.isFinite(material.userData.shade) ? material.userData.shade : 1; + material.color.copy(palette[part] ?? palette.wood).multiplyScalar(shade); + material.color.r = clamp01(material.color.r); + material.color.g = clamp01(material.color.g); + material.color.b = clamp01(material.color.b); + } + }); + + return group; +} + +/** + * The writing surface of a prop: the mesh tagged `userData.canvasTexture`, i.e. + * the 看板's face. A prop without one returns `null`, so callers can treat every + * prop the same. + */ +export function propFace(group) { + let face = null; + group?.traverse?.((object) => { + if (!face && object.userData?.canvasTexture) face = object; + }); + return face; +} + +/** + * Scale the writing area - the 看板's face *and* the frame around it - about the + * board's own centre, so the post and base stay where they are. A prop that tags + * a group `faceScaleGroup` is scaled as a whole; anything else falls back to the + * writable mesh alone. `addBox` puts a mesh's origin at the box centre and the + * 看板's board group sits at the face centre, which is what makes this a scale + * about the centre rather than about the prop's base. + * + * WHY this is applied from the panel: the app rebuilds every prop from the state + * (`applyProps` in src/main.js) and hands `buildProp` only the whole-prop scale, + * so a per-item `faceScale` has to be re-applied to the fresh mesh afterwards. + */ +export function applyPropFaceScale(group, faceScale) { + let target = null; + group?.traverse?.((object) => { + if (!target && object.userData?.faceScaleGroup) target = object; + }); + target ??= propFace(group); + if (!target) return; + const value = Number(faceScale); + const scale = Number.isFinite(value) ? Math.min(4, Math.max(0.2, value)) : 1; + target.scale.setScalar(scale); +} + +/** + * Paint text onto a prop's writing surface (the 看板's face), or clear it. + * + * The face's material gets a `CanvasTexture`, drawn here with a system font stack + * (no font file is needed, and Japanese falls back to whatever the device has). + * Long lines and long blocks are shrunk to fit the board, and explicit newlines + * are honoured. The material is per-prop (see `materialCache`), so the map never + * leaks to another sign. + */ +export function applyPropText(group, text) { + if (typeof document === 'undefined') return; // Node (tests): no canvas + const face = propFace(group); + const material = face?.material; + if (!material) return; + const value = typeof text === 'string' ? text : ''; + + if (!value.trim()) { + if (material.map) { + material.map.dispose(); + material.map = null; + material.needsUpdate = true; + } + material.userData.signText = ''; + return; + } + if (material.userData.signText === value) return; // nothing changed + + const canvas = document.createElement('canvas'); + canvas.width = 512; + canvas.height = 330; + const ctx = canvas.getContext('2d'); + ctx.fillStyle = '#f4efe2'; + ctx.fillRect(0, 0, canvas.width, canvas.height); + ctx.fillStyle = '#241a30'; + ctx.textAlign = 'center'; + ctx.textBaseline = 'middle'; + + const family = '"Hiragino Kaku Gothic ProN", "Yu Gothic", "Noto Sans JP", sans-serif'; + const lines = value.split(/\r\n|\r|\n/); + const maxWidth = canvas.width * 0.86; + let size = 150; + const fits = () => { + ctx.font = `700 ${size}px ${family}`; + return lines.every((line) => ctx.measureText(line).width <= maxWidth) + && lines.length * size * 1.15 <= canvas.height * 0.86; + }; + while (size > 18 && !fits()) size -= 2; + ctx.font = `700 ${size}px ${family}`; + const step = size * 1.15; + const startY = canvas.height / 2 - ((lines.length - 1) * step) / 2; + lines.forEach((line, index) => ctx.fillText(line, canvas.width / 2, startY + index * step)); + + const texture = new THREE.CanvasTexture(canvas); + texture.colorSpace = THREE.SRGBColorSpace; + texture.anisotropy = 4; + if (material.map) material.map.dispose(); + material.map = texture; + material.userData.signText = value; + material.needsUpdate = true; +} + +/** The world-space box the prop occupies; the app drops its contact shadow from it. */ +export function propBounds(group) { + group.updateMatrixWorld(true); + return new THREE.Box3().setFromObject(group); +} + +/** Releases every geometry and material in the prop and empties the group. */ +export function disposeProp(group) { + const geometries = new Set(); + const materials = new Set(); + + group.traverse((object) => { + if (object.geometry) geometries.add(object.geometry); + const list = Array.isArray(object.material) ? object.material : [object.material]; + for (const material of list) if (material) materials.add(material); + }); + + for (const geometry of geometries) geometry.dispose(); + for (const material of materials) material.dispose(); + group.clear(); +} diff --git a/bluebey-studio/src/rig.js b/bluebey-studio/src/rig.js new file mode 100644 index 0000000..e3c8a8e --- /dev/null +++ b/bluebey-studio/src/rig.js @@ -0,0 +1,212 @@ +import * as THREE from 'three'; +import { TransformControls } from 'three/addons/controls/TransformControls.js'; + +/** + * Posing. Each bone is driven as a rotation *relative to its rest pose*, so + * every bone reads 0/0/0 in the original stance and a saved pose stays valid + * even if the model is re-exported with different bone orientations. + * + * `bone.quaternion = rest * delta` and `delta = rest⁻¹ * quaternion`, with the + * delta expressed as XYZ Euler angles in degrees for the UI. + */ + +const RAD = Math.PI / 180; +const DEG = 180 / Math.PI; + +/** three sanitises node names, so `armsupport.l` arrives as `armsupportl`. */ +const normalizeName = (name) => (name ?? '').replace(/[.\s]/g, '').toLowerCase(); + +/** + * The same angle shifted by whole turns to sit next to `reference`. On an exact + * half-turn tie the lower (smaller-magnitude) value wins, which keeps the + * canonical -180..180 reading when two are equally close. + */ +const nearestAngle = (angle, reference) => { + const turns = (reference - angle) / 360; + const low = angle + 360 * Math.floor(turns); + const high = angle + 360 * Math.ceil(turns); + return Math.abs(low - reference) <= Math.abs(high - reference) ? low : high; +}; + +/** True when two quaternions describe the same rotation (double cover included). */ +const sameRotation = (a, b) => Math.abs(Math.abs(a.dot(b)) - 1) < 1e-6; + +export class Rig { + constructor({ bones, scene, camera, domElement, orbit, pickTargets, onChange = null }) { + this.bones = bones; + this.byName = new Map(); + for (const entry of bones) { + this.byName.set(entry.name, entry); + const alias = normalizeName(entry.name); + if (!this.byName.has(alias)) this.byName.set(alias, entry); + } + this.scene = scene; + this.domElement = domElement; + this.orbit = orbit; + this.pickTargets = pickTargets; + this.onChange = onChange; + this.selected = null; + // The delta last handed to (or written by) the UI, in degrees. An XYZ Euler + // has several equivalent triples for one rotation, so getDelta returns the + // one closest to this. That keeps a single-axis drag smooth through the + // wrap at 90 deg (the middle axis) instead of jumping to the gimbal-flipped + // twin, which made the sliders and the next setDelta spin the character. + this.lastDelta = new Map(); + + this.controls = new TransformControls(camera, domElement); + this.controls.setMode('rotate'); + this.controls.setSpace('local'); + this.controls.setSize(0.8); + // A *hidden* TransformControls still grabs the pointer in three: its picker + // stays raycastable even when the helper is not drawn, so grabbing the body + // (the rings sit on the `master` bone, right where you grab) silently turned + // the character. Keep the controls disabled until the gizmo is actually + // shown, so the mouse can only move the character (see setGizmoVisible). + this.controls.enabled = false; + this.helper = this.controls.getHelper(); + this.helper.visible = false; + // Whether the user wants the gizmo at all. It starts OFF: the model is the + // point, and the rings sat on top of it until you went looking for them. + // Selecting a bone must not switch it back on by itself, so `select()` + // consults this instead of always showing the helper. + this.gizmoWanted = false; + scene.add(this.helper); + + this.controls.addEventListener('dragging-changed', (event) => { + this.orbit.enabled = !event.value; + }); + this.controls.addEventListener('objectChange', () => { + if (this.selected) this.onChange?.(this.selected); + }); + } + + /* ------------------------------------------------------------ selection */ + + select(name, { silent = false } = {}) { + if (name && !this.byName.has(name)) return; + this.selected = name ?? null; + if (name) { + this.controls.attach(this.byName.get(name).bone); + this.helper.visible = this.gizmoWanted; + } else { + this.controls.detach(); + this.helper.visible = false; + } + // Only an actually-shown gizmo may take the pointer (see the constructor). + this.controls.enabled = this.helper.visible; + if (!silent) this.onChange?.(this.selected); + } + + // Clicking the model no longer reaches for a bone: the mouse is for composing + // (see the drag handling in src/main.js), and bones are picked from the panel's + // bone list, which calls `select()` directly. So there is no pointer handler on + // the canvas here at all. + + /* ----------------------------------------------------------------- pose */ + + getDelta(name) { + const entry = this.byName.get(name); + if (!entry) return { x: 0, y: 0, z: 0 }; + const delta = entry.rest.clone().invert().multiply(entry.bone.quaternion); + const base = new THREE.Euler().setFromQuaternion(delta, 'XYZ'); + const reference = this.lastDelta.get(entry) ?? { x: 0, y: 0, z: 0 }; + + // For one rotation an XYZ Euler has a second solution - its "flipped" twin + // `(x+180, 180-y, z+180)`. Three always returns the one whose middle angle + // stays within +/-90, so past 90 the twin is what continues the drag; offer + // both and keep whichever is closest to the last value. Near gimbal lock the + // twin no longer reproduces the rotation, so it is dropped by the check. + const candidates = [{ x: base.x, y: base.y, z: base.z }]; + const flipped = new THREE.Euler(base.x + Math.PI, Math.PI - base.y, base.z + Math.PI, 'XYZ'); + if (sameRotation(delta, new THREE.Quaternion().setFromEuler(flipped))) { + candidates.push({ x: flipped.x, y: flipped.y, z: flipped.z }); + } + + let best = { x: 0, y: 0, z: 0 }; + let bestDistance = Infinity; + for (const candidate of candidates) { + const x = nearestAngle(candidate.x * DEG, reference.x); + const y = nearestAngle(candidate.y * DEG, reference.y); + const z = nearestAngle(candidate.z * DEG, reference.z); + const distance = (x - reference.x) ** 2 + (y - reference.y) ** 2 + (z - reference.z) ** 2; + if (distance < bestDistance) { + bestDistance = distance; + best = { x, y, z }; + } + } + + this.lastDelta.set(entry, best); + return { ...best }; + } + + setDelta(name, { x = 0, y = 0, z = 0 }) { + const entry = this.byName.get(name); + if (!entry) return; + const delta = new THREE.Quaternion().setFromEuler( + new THREE.Euler(x * RAD, y * RAD, z * RAD, 'XYZ'), + ); + entry.bone.quaternion.copy(entry.rest).multiply(delta); + // Remember exactly what the UI asked for so getDelta can hand it straight + // back (this keeps applyPose/getPose an exact round-trip). Keyed by the bone + // entry, not the name, so a raw name and its normalised alias agree. + this.lastDelta.set(entry, { x, y, z }); + } + + /** `pose.bones` maps a bone name to `[x, y, z]` degrees; `pose.root` is a translation. */ + applyPose(pose = {}) { + // Presets and saved files use the glTF bone names (`armsupport.l`) while + // three sanitises them to `armsupportl`, so compare on the normalised form - + // otherwise every preset that touches an arm or leg is silently ignored. + const rotations = new Map(); + for (const [key, value] of Object.entries(pose.bones ?? {})) { + rotations.set(normalizeName(key), value); + } + for (const entry of this.bones) { + const value = rotations.get(normalizeName(entry.name)); + if (Array.isArray(value)) this.setDelta(entry.name, { x: value[0], y: value[1], z: value[2] }); + else this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); + } + } + + getPose({ onlyMoved = true } = {}) { + const rotations = {}; + for (const entry of this.bones) { + const { x, y, z } = this.getDelta(entry.name); + const rounded = [round1(x), round1(y), round1(z)]; + if (onlyMoved && rounded.every((value) => value === 0)) continue; + rotations[entry.name] = rounded; + } + return { bones: rotations }; + } + + reset(name) { + if (name) { + this.setDelta(name, { x: 0, y: 0, z: 0 }); + return; + } + for (const entry of this.bones) this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); + } + + /** True when every bone sits at its rest rotation. */ + isRestPose() { + return this.bones.every((entry) => { + const { x, y, z } = this.getDelta(entry.name); + return Math.abs(x) < 0.01 && Math.abs(y) < 0.01 && Math.abs(z) < 0.01; + }); + } + + setGizmoVisible(visible) { + this.gizmoWanted = visible !== false; + this.helper.visible = this.gizmoWanted && this.selected != null; + // A hidden gizmo must not grab the pointer (see the constructor). + this.controls.enabled = this.helper.visible; + } + + dispose() { + this.controls.detach(); + this.controls.dispose(); + this.helper.removeFromParent(); + } +} + +const round1 = (value) => Math.round(value * 10) / 10; diff --git a/bluebey-studio/src/style.css b/bluebey-studio/src/style.css new file mode 100644 index 0000000..a147b1f --- /dev/null +++ b/bluebey-studio/src/style.css @@ -0,0 +1,880 @@ +:root { + --accent: #7b53d1; + --accent-soft: #efe8fd; + --accent-2: #b498ff; + --text: #2b2433; + --muted: #6f6682; + --border: #e4dff0; + --card: rgba(255, 255, 255, 0.94); + --radius: 12px; + --panel-width: 344px; +} + +* { box-sizing: border-box; } + +html, body { + margin: 0; + height: 100%; + height: 100vh; + /* `dvh` tracks the space mobile browser chrome leaves; the lines above are + the fallbacks for browsers that do not know it yet. */ + height: 100dvh; + overflow: hidden; +} + +body { + font-family: system-ui, -apple-system, "Segoe UI", "Hiragino Kaku Gothic ProN", "Noto Sans JP", Meiryo, sans-serif; + color: var(--text); + background: radial-gradient(120% 120% at 30% 0%, #f7f5fc 0%, #ece8f4 60%, #e4e0ee 100%); + -webkit-font-smoothing: antialiased; +} + +/* ------------------------------------------------------------------ viewport */ + +/* + * The canvas gets its size from #stage, never from its own width/height + * attributes: a canvas is a replaced element, so `width: auto` would make its + * layout follow those attributes - and since the renderer writes them, that + * becomes a resize feedback loop that leaves the picture blank. + */ +#stage { + position: fixed; + inset: 0; +} + +body:not(.panel-hidden) #stage { + right: var(--panel-width); +} + +#view { + display: block; + width: 100%; + height: 100%; + touch-action: none; + outline: none; +} + +/* ------------------------------------------------------------------- topbar */ + +#topbar { + position: fixed; + top: 14px; + left: 16px; + z-index: 20; + display: flex; + align-items: center; + gap: 14px; + max-width: calc(100vw - var(--panel-width) - 48px); +} + +#topbar h1 { + margin: 0; + font-size: 16px; + font-weight: 700; + letter-spacing: 0.02em; + color: #4b3a72; + text-shadow: 0 1px 0 rgba(255, 255, 255, 0.7); +} + +.topbar-actions { display: flex; flex-wrap: wrap; gap: 6px; } + +#topbar button { + font: inherit; + font-size: 12px; + padding: 6px 11px; + border-radius: 999px; + border: 1px solid rgba(123, 83, 209, 0.22); + background: rgba(255, 255, 255, 0.86); + color: #5a4a7d; + cursor: pointer; + backdrop-filter: blur(6px); + transition: background 0.15s, transform 0.1s; +} + +#topbar button:hover { background: #fff; transform: translateY(-1px); } +#topbar button:active { transform: translateY(0); } +#topbar button[aria-pressed="true"] { background: var(--accent-soft); color: var(--accent); } + +/* Shared by the mouse hint and the touch hint (see #viewport-hint-touch). */ +.viewport-hint { + position: fixed; + left: 18px; + bottom: 14px; + z-index: 10; + margin: 0; + font-size: 11.5px; + color: #8a80a0; + pointer-events: none; +} + +/* Phones get a touch-specific hint instead of this mouse one; swapped in the + small-screen media query at the end of the viewport/panel section below. */ +#viewport-hint-touch { display: none; } + +/* AR (camera) mode's shutter: a camera-app button over the viewport. It is a DOM + layer, so it never appears in the exported PNG. */ +.ar-shutter { + position: absolute; + left: 50%; + bottom: calc(22px + env(safe-area-inset-bottom)); + transform: translateX(-50%); + z-index: 4; + width: 64px; + height: 64px; + padding: 0; + border-radius: 50%; + border: 4px solid #ffffff; + background: rgba(255, 255, 255, 0.35); + box-shadow: 0 2px 12px rgba(0, 0, 0, 0.35); + cursor: pointer; +} +.ar-shutter::after { + content: ""; + position: absolute; + inset: 6px; + border-radius: 50%; + background: #ffffff; +} +.ar-shutter:active::after { background: #d9d2e8; } +.ar-shutter[hidden] { display: none; } + +/* -------------------------------------------------------------------- panel */ + +#panel { + position: fixed; + top: 0; + right: 0; + bottom: 0; + width: var(--panel-width); + padding: 14px 14px 40px; + overflow-y: auto; + overflow-x: hidden; + background: var(--card); + border-left: 1px solid var(--border); + backdrop-filter: blur(10px); + z-index: 30; + scrollbar-width: thin; +} + +#panel::-webkit-scrollbar { width: 9px; } +#panel::-webkit-scrollbar-thumb { background: #d8d1e8; border-radius: 9px; } + +/* The phone sheet's grab handle is a real element (built in the app) so it can + carry a drag; it is hidden everywhere else. */ +.panel-grip { display: none; } + +body.panel-hidden #panel { display: none; } + +body.panel-hidden #topbar { max-width: calc(100vw - 48px); } + +@media (max-width: 780px) { + :root { --panel-width: min(88vw, 344px); } + #topbar { max-width: calc(100vw - 60px); } +} + +/* + * Phones and other short touch screens. The panel becomes a bottom sheet over + * the 3D view instead of a side column: the canvas keeps the full screen behind + * it, so opening the sheet does not resize the render (and the ≡ button, which + * already calls resizeViewport, is all the control needed). + */ +@media (max-width: 768px), (max-height: 500px) and (pointer: coarse) { + /* Full-screen canvas: the sheet floats over it, so its height never feeds + back into the renderer. */ + #stage, + body:not(.panel-hidden) #stage { + inset: 0; + right: 0; + } + + #topbar { + top: calc(8px + env(safe-area-inset-top)); + left: calc(10px + env(safe-area-inset-left)); + right: calc(10px + env(safe-area-inset-right)); + max-width: none; + gap: 8px; + } + + /* Let the title give way first (it can ellipsize); the buttons keep their + labels and stay on one line. */ + #topbar h1 { + font-size: 13px; + white-space: nowrap; + min-width: 0; + overflow: hidden; + text-overflow: ellipsis; + } + + .topbar-actions { + flex: 1; + flex-wrap: nowrap; + justify-content: flex-end; + gap: 6px; + } + + /* Comfortable tap targets (>= 40px) in a row that still fits 360px. */ + #topbar button { + font-size: 11px; + padding: 9px 10px; + min-height: 40px; + } + + #btn-panel { min-width: 44px; } + + #viewport-hint { display: none; } + #viewport-hint-touch { + display: block; + bottom: calc(14px + env(safe-area-inset-bottom)); + } + + #panel { + top: auto; + left: 0; + right: 0; + bottom: 0; + width: auto; + max-height: 65dvh; + padding: 0 14px calc(20px + env(safe-area-inset-bottom)); + border-left: 0; + border-top: 1px solid var(--border); + border-radius: 18px 18px 0 0; + box-shadow: 0 -6px 24px rgba(40, 20, 80, 0.18); + } + + /* The grab handle: sticky at the top of the scroll area, so it stays grabbable + however far the menu is scrolled, and `touch-action: none` so a drag on it + resizes the sheet instead of scrolling it. */ + .panel-grip { + display: flex; + align-items: center; + justify-content: center; + position: sticky; + top: 0; + z-index: 6; + height: 24px; + margin: 0 -14px; + background: var(--card); + touch-action: none; + cursor: grab; + } + .panel-grip::after { + content: ""; + width: 44px; + height: 5px; + border-radius: 999px; + background: #cfc6e4; + } + .panel-grip:active { cursor: grabbing; } + + body.panel-hidden #topbar { max-width: none; } + + /* The grab handle is sticky at the top of the sheet, so the action bar and the + tabs start below it. */ + .panel-topbar { top: 24px; } + .tabs { top: 58px; } +} + +/* ----------------------------------------------------------------- sections */ + +.tabs { + position: sticky; + /* Sits just below the sticky .panel-topbar (which is 34px tall). */ + top: 34px; + z-index: 3; + display: flex; + align-items: flex-end; + gap: 3px; + padding: 2px 0 0; + margin: -2px 0 8px; + border-bottom: 2px solid var(--border); + background: linear-gradient(var(--card) 72%, rgba(255, 255, 255, 0)); +} + +/* Each tab is a rounded-top tab sitting on the strip's baseline; only the icon + shows, and the active one fills with the accent and covers the baseline. */ +.tab { + flex: 1; + display: flex; + align-items: center; + justify-content: center; + font: inherit; + padding: 9px 2px 7px; + border: 1px solid var(--border); + border-bottom: none; + border-radius: 9px 9px 0 0; + background: var(--accent-soft); + color: var(--muted); + cursor: pointer; + white-space: nowrap; +} + +.tab svg { display: block; width: 20px; height: 20px; } +.tab:hover { color: var(--accent-2); border-color: var(--accent-2); } +.tab.active { + margin-bottom: -2px; + padding-bottom: 9px; + background: var(--accent); + border-color: var(--accent); + color: #fff; +} +.tab-panel[hidden] { display: none; } + +.details { + border: 1px dashed var(--border); + border-radius: 9px; + padding: 0 9px; + background: #fdfcff; +} +.details > summary { + font-size: 11px; + color: var(--muted); + cursor: pointer; + padding: 6px 0; + list-style-position: inside; +} +.details[open] > summary { color: var(--accent); } +.details-body { display: grid; gap: 8px; padding: 2px 0 9px; } + +.sec { + background: #fff; + border: 1px solid var(--border); + border-radius: var(--radius); + margin-bottom: 10px; + overflow: hidden; + box-shadow: 0 1px 2px rgba(53, 38, 90, 0.04); +} + +.sec-head { + display: flex; + align-items: center; + justify-content: space-between; + gap: 8px; + width: 100%; + padding: 10px 12px; + margin: 0; + border: 0; + background: #fff; + font: inherit; + font-size: 12.5px; + font-weight: 700; + color: #4b3a72; + text-align: left; + cursor: pointer; +} + +.sec-head .chev { color: var(--muted); font-size: 10px; transition: transform 0.18s; } +.sec.closed .chev { transform: rotate(-90deg); } +.sec-title { display: flex; align-items: center; gap: 8px; min-width: 0; } +.sec-title > span { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; } +.sec-icon { flex: 0 0 auto; width: 16px; height: 16px; color: var(--accent); } +.sec-body { padding: 2px 12px 12px; display: grid; gap: 9px; } +.sec.closed .sec-body { display: none; } + +/* -------------------------------------------------------------------- rows */ + +.row { display: grid; grid-template-columns: 82px minmax(0, 1fr); gap: 8px; align-items: center; } +.row.wide { grid-template-columns: 1fr; gap: 5px; } +.row > .label { font-size: 11.5px; color: var(--muted); overflow: hidden; text-overflow: ellipsis; white-space: nowrap; } +.control { display: flex; align-items: center; gap: 7px; min-width: 0; } +.hint { font-size: 11px; line-height: 1.55; color: var(--muted); } +.hint b { color: #5a4a7d; } +.row.is-off .control, .row.is-off > .label { opacity: 0.4; } +.row.is-off .control input { cursor: default; } +.subhead { + font-size: 10.5px; + font-weight: 700; + letter-spacing: 0.06em; + color: #8d80ab; + text-transform: uppercase; + margin-top: 3px; +} +.eye-group { + border-top: 1px solid var(--border); + margin-top: 4px; + padding-top: 8px; + display: grid; + gap: 8px; +} +.eye-group-head { + font-size: 11.5px; + font-weight: 700; + color: #6b5c92; + display: flex; + align-items: center; + gap: 6px; +} +.eye-group-head .grp-icon { color: #8a7ab8; } +.eye-group-body { display: grid; gap: 8px; } +.select { + flex: 1; + min-width: 0; + font: inherit; + font-size: 11.5px; + padding: 5px 6px; + border: 1px solid var(--border); + border-radius: 8px; + background: #fff; + color: var(--text); +} +.stack { display: grid; gap: 6px; } +.grid2 { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; } +.grid3 { display: grid; grid-template-columns: repeat(3, 1fr); gap: 6px; } + +input[type="range"] { + flex: 1; + min-width: 0; + height: 18px; + accent-color: var(--accent); + cursor: pointer; +} + +.num { + flex: 0 0 auto; + min-width: 40px; + font-size: 11px; + color: #5a4a7d; + font-variant-numeric: tabular-nums; + text-align: right; +} + +.seg { display: inline-flex; flex-wrap: wrap; padding: 2px; gap: 2px; background: #f2eff9; border-radius: 999px; } +.seg button { + font: inherit; + font-size: 11px; + padding: 4px 9px; + border: 0; + border-radius: 999px; + background: transparent; + color: var(--muted); + cursor: pointer; + white-space: nowrap; +} +.seg button.active { background: #fff; color: var(--accent); box-shadow: 0 1px 3px rgba(53, 38, 90, 0.16); } + +.btn { + font: inherit; + font-size: 11.5px; + padding: 6px 10px; + border: 1px solid var(--border); + border-radius: 8px; + background: #fff; + color: var(--text); + cursor: pointer; + white-space: nowrap; +} +.btn:hover { border-color: var(--accent-2); } +.btn.primary { background: var(--accent); border-color: var(--accent); color: #fff; } +.btn.primary:hover { background: #6b45c2; } +.btn:disabled { opacity: 0.45; cursor: default; } +.buttons { display: flex; flex-wrap: wrap; gap: 6px; } + +.chk { display: inline-flex; align-items: center; gap: 6px; font-size: 11.5px; color: #4b3a72; cursor: pointer; } +.chk input { accent-color: var(--accent); width: 14px; height: 14px; } + +.pad-wrap { display: flex; gap: 10px; align-items: center; } +.pad { + position: relative; + flex: 0 0 auto; + width: 118px; + height: 118px; + border-radius: 14px; + border: 1px solid var(--border); + background: + linear-gradient(#f0ecfa, #f0ecfa) 50% 0 / 1px 100% no-repeat, + linear-gradient(#f0ecfa, #f0ecfa) 0 50% / 100% 1px no-repeat, + #faf8ff; + cursor: crosshair; + touch-action: none; +} +.pad-dot { + position: absolute; + width: 13px; + height: 13px; + margin: -7px 0 0 -7px; + border-radius: 50%; + background: var(--accent); + box-shadow: 0 1px 4px rgba(53, 38, 90, 0.35); + pointer-events: none; +} +.pad-eye { + position: absolute; + inset: 0; + margin: auto; + width: 46px; + height: 46px; + border-radius: 50%; + border: 1px dashed #d9d1ec; + pointer-events: none; +} + +/* Tail picker: a 3x3 grid where a dot's place is the direction it means, so + the whole pad fits next to an 82px label even in a narrow panel. */ +.tail-pad { + display: grid; + grid-template-columns: repeat(3, 1fr); + grid-template-rows: repeat(3, 1fr); + place-items: center; + flex: 0 0 auto; + width: 128px; + height: 128px; + padding: 10px; + border-radius: 14px; + border: 1px solid var(--border); + background: #faf8ff; +} +.tail-dot { + width: 28px; + height: 28px; + padding: 0; + border: 0; + border-radius: 50%; + background: #ded6f0; + cursor: pointer; + transition: background 0.12s, transform 0.1s; +} +.tail-dot:hover { background: var(--accent-2); transform: scale(1.1); } +.tail-dot.active { + background: var(--accent); + box-shadow: 0 1px 4px rgba(53, 38, 90, 0.35); +} + +.swatches { display: flex; gap: 5px; flex-wrap: wrap; } +.swatch { width: 17px; height: 17px; border-radius: 5px; border: 1px solid rgba(43, 36, 51, 0.18); cursor: pointer; } +input[type="color"] { + width: 30px; + height: 22px; + padding: 0; + border: 1px solid var(--border); + border-radius: 6px; + background: #fff; + cursor: pointer; +} + +.bone-list { + max-height: 168px; + overflow-y: auto; + border: 1px solid var(--border); + border-radius: 9px; + padding: 4px; + display: grid; + gap: 2px; + background: #fcfbff; +} +.bone-item { + display: flex; + justify-content: space-between; + gap: 8px; + padding: 4px 8px; + border: 0; + border-radius: 6px; + background: transparent; + font: inherit; + font-size: 11.5px; + color: var(--text); + text-align: left; + cursor: pointer; +} +.bone-item:hover { background: #f4f0fd; } +.bone-item.active { background: var(--accent-soft); color: var(--accent); font-weight: 600; } +.bone-item small { color: var(--muted); font-size: 10.5px; } + +/* --------------------------------------------------------------------- 擬音 */ + +/* + * The stamps are painted onto the caption canvas, which is `pointer-events: + * none`, so each one gets its own transparent drag box on top - the same trick + * the bubbles use. The box follows the stamp's rotation. Its z-index sits below + * the caption handles (3), because the bubbles are drawn over the stamps and so + * must stay grabbable where the two overlap. + */ +.gion-handle { + position: absolute; + display: none; + cursor: move; + touch-action: none; + pointer-events: auto; + z-index: 2; + border: 1px dashed transparent; + border-radius: 4px; +} +.gion-handle.selected { + border-color: var(--accent); + box-shadow: 0 0 0 2px rgba(123, 83, 209, 0.18); +} + +.gion-list { display: grid; gap: 10px; } +.gion-item-head { display: flex; align-items: center; gap: 8px; } +.gion-thumb { + flex: 0 0 auto; + width: 84px; + height: 56px; + background: #f3f0fa; + border: 1px solid var(--border); + border-radius: 8px; + cursor: pointer; +} +.gion-item.active .gion-thumb { border-color: var(--accent); box-shadow: 0 0 0 2px var(--accent-soft); } + +/* The picker covers the whole window, so even a big sheet has room to draw on. */ +.gion-picker { + position: fixed; + inset: 0; + z-index: 95; + display: flex; + flex-direction: column; + gap: 10px; + padding: 16px; + background: rgba(24, 16, 44, 0.86); + backdrop-filter: blur(4px); +} +.gion-picker-bar { + display: flex; + align-items: center; + justify-content: space-between; + gap: 14px; + flex-wrap: wrap; + color: #fff; +} +.gion-picker-title { font-size: 13.5px; font-weight: 700; } +.gion-picker-actions { display: flex; align-items: center; gap: 8px; flex-wrap: wrap; } +.gion-picker-actions .hint { color: #cfc6e6; } +.gion-picker-board { + position: relative; + flex: 1; + min-height: 0; + overflow: hidden; + border-radius: 12px; + /* A checkerboard reads as "transparent", so a PNG sheet's holes are obvious. */ + background: + linear-gradient(45deg, #2b2344 25%, transparent 25%) 0 0 / 22px 22px, + linear-gradient(-45deg, #2b2344 25%, transparent 25%) 0 11px / 22px 22px, + linear-gradient(45deg, transparent 75%, #2b2344 75%) 11px -11px / 22px 22px, + linear-gradient(-45deg, transparent 75%, #2b2344 75%) -11px 0 / 22px 22px, + #241d3a; + cursor: crosshair; + touch-action: none; +} +.gion-picker-sheet { + position: absolute; + display: block; + user-select: none; + -webkit-user-drag: none; + pointer-events: none; +} +.gion-picker-marquee { + position: absolute; + display: none; + border: 1.5px solid #fff; + background: rgba(180, 152, 255, 0.28); + box-shadow: 0 0 0 9999px rgba(20, 12, 40, 0.42); + pointer-events: none; +} + +/* -------------------------------------------------------------------- toast */ + +#notice { + position: fixed; + left: 50%; + top: 14px; + transform: translateX(-50%); + z-index: 95; + max-width: min(560px, 90vw); + padding: 10px 16px; + border-radius: 12px; + background: #fff4e5; + border: 1px solid #f0c48a; + color: #7a4a12; + font-size: 12px; + line-height: 1.65; + white-space: pre-line; + box-shadow: 0 6px 20px rgba(43, 36, 51, 0.15); +} + +#notice[hidden] { display: none; } + +/* ------------------------------------------------ 起動時のご利用について */ +#start-notice { + position: fixed; + inset: 0; + z-index: 96; + display: grid; + place-items: center; + padding: 24px; + background: rgba(43, 36, 51, 0.5); + backdrop-filter: blur(3px); +} +#start-notice[hidden] { display: none; } + +.start-sheet { + width: min(560px, 100%); + max-height: 86vh; + overflow: auto; + padding: 22px 26px; + border-radius: 16px; + background: #fff; + color: #2b2433; + box-shadow: 0 18px 50px rgba(0, 0, 0, 0.35); + font-size: 13.5px; + line-height: 1.75; +} +.start-sheet h2 { margin: 0 0 12px; font-size: 17px; } +.start-sheet p { margin: 0 0 10px; } +.start-sheet ul { margin: 0 0 12px; padding-left: 1.3em; } +.start-actions { + display: flex; + align-items: center; + justify-content: space-between; + gap: 12px; + flex-wrap: wrap; + margin-top: 16px; +} +.start-skip { display: flex; align-items: center; gap: 6px; font-size: 12px; color: #6b5d7a; } +.start-ok { + border: 0; + border-radius: 8px; + padding: 9px 22px; + background: #6b4ea8; + color: #fff; + font-size: 13.5px; + cursor: pointer; +} + +#toast { + position: fixed; + left: 50%; + bottom: 26px; + transform: translate(-50%, 14px); + z-index: 70; + padding: 8px 16px; + border-radius: 999px; + background: rgba(43, 36, 51, 0.9); + color: #fff; + font-size: 12px; + opacity: 0; + pointer-events: none; + transition: opacity 0.2s, transform 0.2s; +} +#toast.show { opacity: 1; transform: translate(-50%, 0); } + +/* ------------------------------------------------------------------ loading */ + +#loading { + position: fixed; + inset: 0; + z-index: 80; + display: grid; + place-items: center; + background: rgba(244, 242, 250, 0.94); + transition: opacity 0.35s; +} +#loading.done { opacity: 0; pointer-events: none; } + +.loading-box { text-align: center; max-width: 520px; padding: 24px; } +.loading-spinner { + width: 34px; + height: 34px; + margin: 0 auto 14px; + border-radius: 50%; + border: 3px solid #e0d8f2; + border-top-color: var(--accent); + animation: spin 0.9s linear infinite; +} +@keyframes spin { to { transform: rotate(360deg); } } +#loading-text { margin: 0; font-size: 13px; color: #5a4a7d; } +#loading-error { + margin: 12px 0 0; + font-size: 12px; + line-height: 1.7; + color: #b3261e; + white-space: pre-wrap; + text-align: left; +} + +/* --------------------------------------------------------------------- help */ + +#help { + position: fixed; + inset: 0; + z-index: 90; + display: grid; + place-items: center; + padding: 24px; + background: rgba(43, 36, 51, 0.42); + backdrop-filter: blur(3px); +} +#help[hidden] { display: none; } + +.help-sheet { + position: relative; + width: min(760px, 100%); + max-height: min(84vh, 900px); + overflow-y: auto; + padding: 26px 30px 32px; + background: #fff; + border-radius: 18px; + box-shadow: 0 24px 60px rgba(20, 12, 40, 0.3); + font-size: 13px; + line-height: 1.75; +} +.help-sheet h2 { margin: 0 0 14px; font-size: 17px; color: #4b3a72; } +.help-sheet h3 { margin: 20px 0 6px; font-size: 13.5px; color: var(--accent); } +.help-sheet ul { margin: 0; padding-left: 1.25em; } +.help-sheet li { margin: 3px 0; } +.help-sheet code { background: #f3f0fa; padding: 1px 5px; border-radius: 5px; font-size: 12px; } +.help-sheet .keys { list-style: none; padding: 0; display: grid; gap: 4px; } +.help-close { + position: absolute; + top: 12px; + right: 14px; + width: 32px; + height: 32px; + border: 0; + border-radius: 50%; + background: #f3f0fa; + color: #5a4a7d; + font-size: 19px; + line-height: 1; + cursor: pointer; +} +.help-close:hover { background: #e8e2f7; } + +kbd { + display: inline-block; + min-width: 20px; + padding: 1px 6px; + border: 1px solid var(--border); + border-bottom-width: 2px; + border-radius: 5px; + background: #faf9fe; + font: inherit; + font-size: 11px; + text-align: center; +} + +/* The always-visible action bar above the tabs: 元に戻す / やり直す / すべてランダム. + Sticky, so it (and the tabs below it) stay on screen while the panel scrolls. */ +.panel-topbar { + position: sticky; + top: 0; + z-index: 5; + background: #fdfcff; + display: flex; + gap: 4px; + justify-content: flex-end; + padding: 4px 8px 2px; +} +.panel-topbar .icon-btn { + display: inline-flex; + align-items: center; + justify-content: center; + width: 32px; + height: 28px; + padding: 0; + border: 1px solid var(--border); + border-radius: 8px; + background: #fff; + color: #2b2433; + cursor: pointer; +} +.panel-topbar .icon-btn:hover { background: #f4f0fb; } +.panel-topbar .icon-btn:active { transform: translateY(1px); } diff --git a/bluebey-studio/src/styles.js b/bluebey-studio/src/styles.js new file mode 100644 index 0000000..2e4f62d --- /dev/null +++ b/bluebey-studio/src/styles.js @@ -0,0 +1,457 @@ +import * as THREE from 'three'; + +/** + * Render styles for the body meshes, plus the outline pass. + * + * real the PBR materials exactly as authored in the GLB + * flat two-tone toon shading, the classic mascot look + * lineart white paper + lines, the face artwork drawn as strokes + * outline nothing but the lines, kept invisible via colorWrite = false so the + * result composites on top of anything (used by the SVG export) + * + * The lines come from two systems, each used where it is strong (see + * MODEL-GUIDE.md §5): every mesh gets an inverted-hull copy, and the thin + * overlapping leaves are handed to the screen-space pass instead (outline.js), + * which the caller arranges with `setHullHidden`. + */ + +export const STYLE_DEFS = [ + { value: 'real', label: 'リアル' }, + { value: 'flat', label: 'フラット' }, + { value: 'lineart', label: '線画' }, +]; + +// 'outline' is still used internally by the SVG export (lines on a transparent +// background), it is just no longer offered as a viewing style. +const LINE_STYLES = new Set(['lineart', 'outline']); + +export const isLineStyle = (value) => LINE_STYLES.has(value); + +/** Parts that need no outline at all. */ +const OUTLINE_SKIP = new Set(); + +/** + * Parts whose outline is only useful in the line-art styles. + * + * Empty now: the leaves used to be listed here, but the line styles get their + * leaf lines from the `Vein` faces themselves (see OUTLINE_SHADED_ONLY), so the + * hull is the wrong tool for them in either direction. + */ +const OUTLINE_LINE_ONLY = new Set(); + +/** + * Parts that should be outlined in the SHADED styles only. + * + * The inverted hull draws an outline by expanding a copy of the mesh along its + * normals and rendering the back faces. That works on one big round body, but + * the leaf skirt is a dozen thin shells lying on top of each other: each hull's + * far side shows through its neighbours, which is what produced the faint + * overlapping hairlines. In the SVG pass the leaves get their line from their + * own `Vein` faces (filled with the ink colour) instead, so the hull is dropped + * there and kept for the cartoon styles, where it does read as an edge. + */ +const OUTLINE_SHADED_ONLY = new Set(['vein']); + +/** + * Per-part outline thickness, as a fraction of the global width. + * + * The hull is offset by a fixed distance in world units, so the right factor + * depends on how fine a part's mesh is compared with that offset: + * + * - the nose is only ~0.24 units across, and the offset that looks right on the + * body reads as a thick ring on it, hence the small factor. In the line-art + * styles it is the other way round (a hairline looks like dust on paper), so + * the nose gets a fuller line there - see OUTLINE_SCALE_LINE. + * - the leaves need a *larger* factor, which only shows up in the "hull only" + * style: the 13 blades overlap and interpenetrate, so each one's expanded + * shell cuts across its neighbours and the line breaks up. A thicker hull + * merges those scratches back into a band. Making the leaves thicker does NOT + * fix it - measured, see MODEL-GUIDE.md §5-4 - because the overlaps are the + * blocker, not the leaf's own thickness. + */ +const OUTLINE_SCALE = { nose: 0.4, leaf: 1.7, vein: 2.2 }; + +/** Fuller lines for the paper-and-ink styles, where a hairline reads as dust. */ +const OUTLINE_SCALE_LINE = { nose: 0.9, leaf: 1.9, vein: 2.4 }; + +/** + * Parts whose outline should only survive where the part itself sticks out past + * the body. Their hull is drawn first with depth testing off, so everything the + * body covers paints over it: the nose then only gets a line in the views where + * it actually pokes out of the silhouette, instead of a ring around it - which is + * what the original artwork does, the nose reads by its own colour there. + * + * In the line-art styles there is no colour to read it by (the nose is paper on + * paper), so this is switched off and the nose goes to the screen-space pass + * instead - see `screenParts` in main.js. + */ +const OUTLINE_SILHOUETTE_ONLY = new Set(['nose']); + +export class Styles { + constructor({ meshes, paper = '#ffffff', outlineColor = '#2a1e33', outlineWidth = 0.022 }) { + this.meshes = meshes; + this.paper = paper; + this.style = 'real'; + this.outlineEnabled = true; + /** + * Source meshes whose hull outline must stay off, because another method + * (the screen-space pass) is drawing them. Empty = every hull is available. + * Only the leaves ever land here: see MODEL-GUIDE.md §5. + */ + this.hullHidden = new Set(); + + this.originals = new Map(); + for (const mesh of meshes) { + this.originals.set(mesh, mesh.material); + mesh.castShadow = true; + mesh.receiveShadow = false; + } + + this.gradientMap = makeGradientMap(); + this.toonMaterials = new Map(); + this.paperMaterial = new THREE.MeshBasicMaterial({ color: paper, toneMapped: false }); + // A hat is not flat: in a line drawing a white hat on a white head merges + // into one shape, so hats get a light tone instead of paper (see addMesh). + // The tone is per-mesh (`toneMeshes`, mesh -> material) and the amount it + // steps from the paper towards the ink is cached by strength in + // `toneMaterials`, so a part on a same-coloured neighbour (a hat band, a + // pencil's lead) can ask for a darker fill and its seam then reads. + this.toneMaterials = new Map(); + /** Runtime meshes that want a tone fill rather than paper in 線画. */ + this.toneMeshes = new Map(); + this.invisibleMaterial = new THREE.MeshBasicMaterial({ colorWrite: false, depthWrite: true }); + + this.outlineWidth = outlineWidth; + this.outlineColor = outlineColor; + /** scale -> { material, uniform }, so the width slider updates all of them. */ + this.hullMaterials = new Map(); + this.outlineMeshes = this.createOutlines(); + this.setStyle('real'); + } + + /** + * The part kind, taken from the material the GLB shipped with. + * + * It must be read from `originals`, not from `mesh.material`: `setStyle` + * replaces the materials, and the replacements (paper, ink, toon) carry no + * name, so after the first swap every part would look like an unknown one and + * the leaf/nose special cases would silently stop applying. + */ + kindOf(mesh) { + return (this.originals.get(mesh)?.name ?? '').toLowerCase(); + } + + hullMaterialFor(scale, overlay = false) { + const key = `${scale}:${overlay ? 'overlay' : 'solid'}`; + let entry = this.hullMaterials.get(key); + if (!entry) { + const uniform = { value: this.outlineWidth * scale }; + const material = makeHullMaterial(this.outlineColor, uniform); + if (overlay) { + // Depth-*tested*, but writing none: the hull is drawn before the body + // (renderOrder -1), so the body still paints over its interior and the + // nose only gets a line where it pokes out of the silhouette. Testing + // (rather than ignoring) depth is what lets the 見えない壁 hide it too - + // with the test off, a nose buried in the wall left a filled blob, + // because nothing was left to paint over the hull's inside. + material.depthTest = true; + material.depthWrite = false; + } + entry = { uniform, material, scale }; + this.hullMaterials.set(key, entry); + } + return entry.material; + } + + /** + * The flat fill a runtime mesh wears instead of paper in 線画, cached by how far + * it steps from the paper towards the ink. `userData.tone` on the mesh (set by + * the builder) carries the amount; the hat default comes from `options.tone`. + */ + toneMaterialFor(strength = DEFAULT_TONE) { + const key = String(strength); + let material = this.toneMaterials.get(key); + if (!material) { + material = new THREE.MeshBasicMaterial({ + color: toneOf(this.paper, strength), + toneMapped: false, + }); + material.userData.tone = strength; + this.toneMaterials.set(key, material); + } + return material; + } + + createOutlines() { + const hulls = []; + for (const mesh of this.meshes) { + const kind = this.kindOf(mesh); + if (OUTLINE_SKIP.has(kind)) continue; + const overlay = OUTLINE_SILHOUETTE_ONLY.has(kind); + const material = this.hullMaterialFor(this.scaleFor(kind), overlay); + const hull = mesh.isSkinnedMesh + ? new THREE.SkinnedMesh(mesh.geometry, material) + : new THREE.Mesh(mesh.geometry, material); + hull.name = `${mesh.name || 'mesh'}:outline`; + hull.position.copy(mesh.position); + hull.quaternion.copy(mesh.quaternion); + hull.scale.copy(mesh.scale); + hull.frustumCulled = false; + hull.castShadow = false; + hull.receiveShadow = false; + if (overlay) hull.renderOrder = -1; + hull.userData.kind = kind; + hull.userData.source = mesh; + hull.userData.lineOnly = OUTLINE_LINE_ONLY.has(kind); + hull.userData.shadedOnly = OUTLINE_SHADED_ONLY.has(kind); + if (hull.isSkinnedMesh) hull.bind(mesh.skeleton, mesh.bindMatrix); + mesh.parent.add(hull); + hulls.push(hull); + } + return hulls; + } + + /** + * Register a mesh that is built at runtime (a hat), so it follows the render + * styles and gets an outline hull like the GLB parts. `removeMesh` undoes it. + * + * `options.tone` gives the mesh the light tone fill in 線画 instead of paper, + * for parts whose shape would otherwise merge with the body (the hats). A + * number instead of `true` picks how far to step towards the ink, and the + * builder can override it per mesh with `userData.tone` - which is how a part + * draws its seam against a same-coloured neighbour. + * + * `options.lineOnly` keeps the hull to the line-art styles, so a runtime mesh + * (a hat, a prop) gets its ink outline in 線画 but none in リアル / フラット. + */ + addMesh(mesh, options = {}) { + if (!mesh || this.originals.has(mesh)) return; + this.originals.set(mesh, mesh.material); + this.meshes.push(mesh); + const tone = mesh.userData.tone ?? options.tone; + if (tone) this.toneMeshes.set(mesh, this.toneMaterialFor(tone === true ? DEFAULT_TONE : tone)); + const kind = this.kindOf(mesh); + if (!OUTLINE_SKIP.has(kind)) { + const overlay = OUTLINE_SILHOUETTE_ONLY.has(kind); + const hull = new THREE.Mesh(mesh.geometry, this.hullMaterialFor(this.scaleFor(kind), overlay)); + hull.name = `${mesh.name || 'mesh'}:outline`; + hull.position.copy(mesh.position); + hull.quaternion.copy(mesh.quaternion); + hull.scale.copy(mesh.scale); + hull.frustumCulled = false; + hull.castShadow = false; + hull.receiveShadow = false; + if (overlay) hull.renderOrder = -1; + hull.userData.kind = kind; + hull.userData.source = mesh; + hull.userData.lineOnly = options.lineOnly === true || OUTLINE_LINE_ONLY.has(kind); + hull.userData.shadedOnly = OUTLINE_SHADED_ONLY.has(kind); + mesh.parent?.add(hull); + this.outlineMeshes.push(hull); + mesh.userData.hull = hull; + } + this.setStyle(this.style); + } + + /** Take a runtime mesh (and its outline hull) back out. */ + removeMesh(mesh) { + if (!mesh || !this.originals.has(mesh)) return; + const original = this.originals.get(mesh); + const hull = mesh.userData.hull; + if (hull) { + hull.removeFromParent(); + const i = this.outlineMeshes.indexOf(hull); + if (i >= 0) this.outlineMeshes.splice(i, 1); + delete mesh.userData.hull; + } + // Put the mesh's own material back before dropping it: while a line style is + // on it is wearing the *shared* paper/tone material, and the caller is about + // to dispose it - which would blank every part using it. + if (original) mesh.material = original; + this.originals.delete(mesh); + this.toneMeshes.delete(mesh); + const j = this.meshes.indexOf(mesh); + if (j >= 0) this.meshes.splice(j, 1); + } + + /** The outline factor for a part in the current style (line art wants more). */ + scaleFor(kind) { + const line = LINE_STYLES.has(this.style); + const table = line ? OUTLINE_SCALE_LINE : OUTLINE_SCALE; + return table[kind] ?? OUTLINE_SCALE[kind] ?? 1; + } + + setStyle(value) { + this.style = value; + const line = LINE_STYLES.has(value); + for (const mesh of this.meshes) { + const original = this.originals.get(mesh); + let material; + if (line) { + // Paper on paper in `lineart`; a light tone for hats, which would + // otherwise merge into the head; invisible in `outline`, which is the pass + // the SVG trace reads. Either way every edge - the body, the nose, and + // the leaves - is drawn by the screen-space outline, so no part needs a + // material trick of its own any more. + material = value === 'lineart' + ? (this.toneMeshes.get(mesh) ?? this.paperMaterial) + : this.invisibleMaterial; + } else if (value === 'flat') { + material = this.toonFor(original); + } else { + material = original; + } + if (mesh.material !== material) mesh.material = material; + } + + // The nose only keeps a line where it pokes out of the body in the shaded + // styles; in a line drawing it is handed to the screen-space pass instead + // (see `screenParts` in main.js), because a hull cannot ring a bump that sits + // flush on the surface it is drawn on - the expanded shell lands *inside* the + // body and loses the depth test. + for (const hull of this.outlineMeshes) { + const kind = hull.userData.kind; + const silhouetteOnly = OUTLINE_SILHOUETTE_ONLY.has(kind) && !line; + hull.material = this.hullMaterialFor(this.scaleFor(kind), silhouetteOnly); + hull.renderOrder = silhouetteOnly ? -1 : 0; + } + + // Lines are the whole point of the line-art styles. + this.setOutlineVisible(line ? true : this.outlineEnabled); + } + + /** + * Hand a set of parts to the screen-space outline, or take them back. + * + * The hull and the screen-space pass each have a shape they cannot draw: a hull + * cannot outline a thin closed shell (the leaves), and the screen-space pass + * draws a stepped line because it works on the pixel grid. So the leaves go to + * the screen-space pass and everything else keeps its hull, which is drawn from + * the geometry and therefore comes out smooth. + */ + setHullHidden(meshes) { + this.hullHidden = new Set(meshes ?? []); + this.setStyle(this.style); + } + + toonFor(original) { + let material = this.toonMaterials.get(original); + if (!material) { + material = new THREE.MeshToonMaterial({ + color: original.color ? original.color.clone() : new THREE.Color(0xffffff), + map: original.map ?? null, + vertexColors: original.vertexColors === true, + gradientMap: this.gradientMap, + side: original.side, + transparent: original.transparent === true, + alphaTest: original.alphaTest ?? 0, + depthWrite: original.depthWrite !== false, + }); + this.toonMaterials.set(original, material); + } + return material; + } + + setPaper(color) { + this.paper = color; + this.paperMaterial.color.set(color); + for (const material of this.toneMaterials.values()) { + material.color.copy(toneOf(color, material.userData.tone)); + } + } + + setOutlineVisible(visible) { + const lineMode = LINE_STYLES.has(this.style); + for (const hull of this.outlineMeshes) { + const lineOnly = hull.userData.lineOnly === true; + const shadedOnly = hull.userData.shadedOnly === true; + hull.visible = visible + && (!lineOnly || lineMode) + && !(shadedOnly && lineMode) + && !this.hullHidden.has(hull.userData.source); + } + } + + setOutlineEnabled(enabled) { + this.outlineEnabled = enabled; + if (!LINE_STYLES.has(this.style)) this.setOutlineVisible(enabled); + } + + setOutlineWidth(width) { + this.outlineWidth = width; + for (const entry of this.hullMaterials.values()) entry.uniform.value = width * entry.scale; + } + + setOutlineColor(color) { + this.outlineColor = color; + for (const entry of this.hullMaterials.values()) entry.material.color.set(color); + } + + /** + * The toon materials are cached copies of the originals, so a colour theme that + * edits `original.color` has to be copied across or the flat style keeps + * showing the old colour. See src/look.js. + */ + refreshColors() { + for (const [mesh, original] of this.originals) { + const toon = this.toonMaterials.get(original); + if (toon && original.color) toon.color.copy(original.color); + // The outline hull is a colour of its own, so it is left alone. + void mesh; + } + return this; + } + + dispose() { + for (const hull of this.outlineMeshes) { + hull.removeFromParent(); + hull.skeleton = null; + } + this.outlineMeshes = []; + for (const entry of this.hullMaterials.values()) entry.material.dispose(); + this.hullMaterials.clear(); + this.paperMaterial.dispose(); + for (const material of this.toneMaterials.values()) material.dispose(); + this.toneMaterials.clear(); + this.invisibleMaterial.dispose(); + this.gradientMap.dispose(); + for (const material of this.toonMaterials.values()) material.dispose(); + this.toonMaterials.clear(); + } +} + +/** How far the hat default steps from the paper towards the ink in 線画. */ +const DEFAULT_TONE = 0.14; + +/** A step towards the ink, for the flat fill a runtime mesh gets in 線画. */ +function toneOf(paper, strength = DEFAULT_TONE) { + return new THREE.Color(paper).lerp(new THREE.Color('#2a1e33'), strength); +} + +/** A 3-step ramp gives crisper cartoon bands than the shader's default. */ +function makeGradientMap() { + const steps = new Uint8Array([90, 165, 255]); + const texture = new THREE.DataTexture(steps, steps.length, 1, THREE.RedFormat); + texture.minFilter = THREE.NearestFilter; + texture.magFilter = THREE.NearestFilter; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; +} + +function makeHullMaterial(color, uniform) { + const material = new THREE.MeshBasicMaterial({ + color, + side: THREE.BackSide, + toneMapped: false, + }); + material.onBeforeCompile = (shader) => { + shader.uniforms.uOutline = uniform; + shader.vertexShader = `uniform float uOutline;\n${shader.vertexShader}`.replace( + '#include ', + '#include \n\ttransformed += normal * uOutline;', + ); + }; + material.customProgramCacheKey = () => 'bluebey-outline-hull'; + return material; +} diff --git a/bluebey-studio/src/textOutlines.js b/bluebey-studio/src/textOutlines.js new file mode 100644 index 0000000..334a92d --- /dev/null +++ b/bluebey-studio/src/textOutlines.js @@ -0,0 +1,432 @@ +import opentype from 'opentype.js'; + +/** + * Caption text as outlines. + * + * A caption drawn with changes shape in every viewer, because the glyphs + * come from whatever font that viewer happens to have. The studio ships one + * subset font (M PLUS Rounded 1c) and this module turns the caption into plain + * SVG paths instead, so an exported SVG looks the same everywhere and stays + * editable as vector art. + * + * The module runs unchanged in the browser and in Node: it touches no DOM and no + * Node built-in at module scope, so the tests can parse the font straight from + * disk. `loadFont` is the only asynchronous export; everything else is a pure + * function of the font, the text and the options. + * + * Widths are summed one character at a time, without kerning between them. That + * costs a fraction of a pixel on Latin pairs but keeps measuring and wrapping in + * exact agreement, which matters more for a short caption. + */ + +/** Families tried in order when a caption falls back to live . */ +const FALLBACK_FAMILIES = [ + 'M PLUS Rounded 1c', + 'Hiragino Maru Gothic ProN', + 'Yu Gothic', + 'Meiryo', + 'sans-serif', +]; + +/** CSS keywords that must stay unquoted inside a font stack. */ +const GENERIC_FAMILIES = new Set([ + 'serif', 'sans-serif', 'monospace', 'cursive', 'fantasy', 'system-ui', + 'ui-serif', 'ui-sans-serif', 'ui-monospace', 'ui-rounded', 'math', 'emoji', + 'fangsong', +]); + +/** + * Closing marks and brackets that should not start a line. + * + * A full kinsoku table needs per-font metrics; this short list covers the marks + * a caption actually uses, and dragging the preceding character down is enough + * to fix the rest. + */ +const CLOSING_PUNCTUATION = new Set([ + '、', '。', ',', '.', ':', ';', '!', '?', + ')', ']', '}', '〕', '〉', '》', '」', '』', '】', '〗', '〙', '〟', + '”', '’', '⦆', '»', +]); + +const SPACE = /\s/; +const LINE_BREAK = /\r\n|\r|\n/; + +const DEFAULT_FONT_SIZE = 16; +const DEFAULT_LINE_HEIGHT = 1.4; + +/** + * Parsed fonts, keyed by URL. The stored value is the in-flight promise, so two + * callers asking for the same URL share one request instead of loading twice. + */ +const fontCache = new Map(); + +/** Family name of the most recent font from `loadFont`, read by `captionFontStack`. */ +let loadedFamily = null; + +/** + * Load a font and remember it under `url`. + * + * Resolves to an `opentype.Font`; rejects if the font cannot be fetched or + * parsed, and does not cache that failure, so a later call can retry. + * + * @param {string} url URL (browser) or file path (Node) of the font + * @returns {Promise} + */ +export async function loadFont(url) { + if (!url) throw new Error('loadFont: a font URL is required'); + if (fontCache.has(url)) return fontCache.get(url); + + const pending = opentype.load(url).then((font) => { + loadedFamily = familyNameOf(font) ?? loadedFamily; + return font; + }); + // A rejected promise left in the cache would make every retry fail forever. + pending.catch(() => fontCache.delete(url)); + fontCache.set(url, pending); + return pending; +} + +/** + * Synchronous twin of `loadFont` for tests and offline use. + * + * @param {ArrayBuffer} arrayBuffer font bytes; a typed-array view is accepted too + * @returns {import('opentype.js').Font} + */ +export function parseFont(arrayBuffer) { + // `opentype.parse` needs a real ArrayBuffer, so unwrap a view (for example a + // Node Buffer) before handing it over. + const view = ArrayBuffer.isView(arrayBuffer) ? arrayBuffer : null; + const buffer = view + ? view.buffer.slice(view.byteOffset, view.byteOffset + view.byteLength) + : arrayBuffer; + return opentype.parse(buffer); +} + +/** + * Does the font really cover every character of `text`? + * + * Callers use this to decide between outlines and live text: a single missing + * glyph means the caption would come out with a hole in it, so the answer is + * then `false`. Newlines carry no glyph and are ignored. + * + * @param {import('opentype.js').Font} font + * @param {string} text + * @returns {boolean} + */ +export function hasGlyphs(font, text) { + if (!font || typeof text !== 'string') return false; + for (const ch of text) { + if (ch === '\n' || ch === '\r') continue; + if (font.charToGlyphIndex(ch) === 0) return false; // 0 is .notdef + } + return true; +} + +/** + * Size one string in pixels. + * + * The width is the widest line, so the same call works for a single line and for + * text that already contains breaks. `ascent` is above the baseline and + * `descent` below it, both in the font's own sign convention. + * + * @param {import('opentype.js').Font} font + * @param {string} text + * @param {number} [fontSize] + * @returns {{width: number, ascent: number, descent: number}} + */ +export function measureText(font, text, fontSize = DEFAULT_FONT_SIZE) { + const size = Number.isFinite(fontSize) ? fontSize : DEFAULT_FONT_SIZE; + const scale = size / (font.unitsPerEm || 1000); + + let width = 0; + for (const line of String(text ?? '').split(LINE_BREAK)) { + width = Math.max(width, measureLine(font, line, size)); + } + return { width, ascent: font.ascender * scale, descent: font.descender * scale }; +} + +/** + * Wrap `text` into lines and report the block's size. + * + * Rules, in the order they apply: + * - an explicit `\n` always ends a line; + * - a Latin word breaks only at a space, never in the middle; + * - CJK characters break anywhere, one break opportunity per character; + * - a piece that is too wide on its own still gets a line (nothing is dropped); + * - a line is not allowed to start with closing punctuation when dragging the + * previous character down would avoid it. + * + * @param {import('opentype.js').Font} font + * @param {string} text + * @param {object} [options] + * @param {number} [options.fontSize=16] + * @param {number|null} [options.maxWidth=0] 0/null/undefined means "no wrapping" + * @param {number} [options.lineHeight=1.4] multiplier of `fontSize` + * @param {'left'|'center'|'right'} [options.align='left'] + * @returns {{ + * lines: Array<{text: string, width: number}>, + * width: number, height: number, lineHeight: number, + * fontSize: number, align: string, + * }} + */ +export function layoutText(font, text, options = {}) { + const opts = options ?? {}; + const fontSize = Number.isFinite(opts.fontSize) ? opts.fontSize : DEFAULT_FONT_SIZE; + const lineHeight = Number.isFinite(opts.lineHeight) ? opts.lineHeight : DEFAULT_LINE_HEIGHT; + const align = opts.align === 'center' || opts.align === 'right' ? opts.align : 'left'; + const maxWidth = opts.maxWidth; + const wrapWidth = Number.isFinite(maxWidth) && maxWidth > 0 ? maxWidth : Infinity; + + const lines = []; + for (const paragraph of String(text ?? '').split(LINE_BREAK)) { + const atoms = tokenise(font, paragraph, fontSize); + for (const wrapped of wrapAtoms(atoms, wrapWidth)) { + lines.push({ + text: wrapped.map((atom) => atom.text).join(''), + width: wrapped.reduce((sum, atom) => sum + atom.width, 0), + }); + } + } + + let width = 0; + for (const line of lines) width = Math.max(width, line.width); + + const height = lines.length * fontSize * lineHeight; + return { lines, width, height, lineHeight, fontSize, align }; +} + +/** + * Convert a layout to one SVG path `d` string. + * + * `x`/`y` is the top-left corner of the text block. Each line sits on its own + * baseline, placed with half-leading so a line box of `fontSize * lineHeight` + * surrounds the glyphs evenly, and shifted sideways by `layout.align`. + * + * Characters the font does not cover are skipped rather than drawn as .notdef, + * and a line whose outline cannot be built cleanly is dropped, so the result + * never carries `NaN` into the document. + * + * @param {import('opentype.js').Font} font + * @param {object} layout value returned by `layoutText` + * @param {object} [options] + * @param {number} [options.x=0] + * @param {number} [options.y=0] + * @param {number} [options.round=2] decimal places in the output + * @returns {string} + */ +export function textToPathData(font, layout, options = {}) { + const opts = options ?? {}; + const x = Number.isFinite(opts.x) ? opts.x : 0; + const y = Number.isFinite(opts.y) ? opts.y : 0; + const round = Number.isFinite(opts.round) ? Math.max(0, Math.floor(opts.round)) : 2; + + if (!font || !layout || !Array.isArray(layout.lines) || layout.lines.length === 0) return ''; + + const fontSize = Number.isFinite(layout.fontSize) ? layout.fontSize : DEFAULT_FONT_SIZE; + const lineHeight = Number.isFinite(layout.lineHeight) ? layout.lineHeight : DEFAULT_LINE_HEIGHT; + const blockWidth = Number.isFinite(layout.width) ? layout.width : 0; + + const step = fontSize * lineHeight; + const scale = fontSize / (font.unitsPerEm || 1000); + const ascent = font.ascender * scale; + const descent = -font.descender * scale; // depth below the baseline, positive + const halfLeading = (step - (ascent + descent)) / 2; + + const parts = []; + for (let i = 0; i < layout.lines.length; i++) { + const line = layout.lines[i]; + const drawable = drawableText(font, line.text); + if (!drawable) continue; + + const baseline = y + i * step + halfLeading + ascent; + const lineX = x + alignOffset(layout.align, blockWidth, line.width); + const d = font.getPath(drawable, lineX, baseline, fontSize).toPathData(round); + if (!d || d.includes('NaN') || d.includes('Infinity')) continue; + parts.push(d); + } + return parts.join(' '); +} + +/** + * The CSS `font-family` the app should use for live `` or canvas captions. + * + * Starts with the family of the most recently loaded font, so the fallback text + * looks as close as possible to the outlines, and ends with Japanese-safe + * families that exist on the machines the studio runs on. + * + * @returns {string} + */ +export function captionFontStack() { + const families = [loadedFamily ?? FALLBACK_FAMILIES[0]]; + const seen = new Set(families.map((name) => name.toLowerCase())); + for (const name of FALLBACK_FAMILIES) { + if (seen.has(name.toLowerCase())) continue; + seen.add(name.toLowerCase()); + families.push(name); + } + return families.map(cssFamily).join(', '); +} + +// --- internals --------------------------------------------------------------- + +/** Width of one line of text, in pixels. */ +function measureLine(font, line, fontSize) { + let width = 0; + for (const ch of line) width += font.getAdvanceWidth(ch, fontSize); + return width; +} + +/** Family name of a font, or `null` when it does not carry one. */ +function familyNameOf(font) { + const names = font?.names?.fontFamily; + if (!names) return null; + // A parsed font stores one entry per language tag; a font built from scratch + // stores a plain string. Accept both. + const value = typeof names === 'string' ? names : names.en ?? Object.values(names)[0]; + return typeof value === 'string' && value.trim() !== '' ? value.trim() : null; +} + +/** Only the characters the font can actually draw, newlines removed. */ +function drawableText(font, text) { + let out = ''; + for (const ch of String(text ?? '')) { + if (ch === '\n' || ch === '\r') continue; + if (font.charToGlyphIndex(ch) === 0) continue; // no outline to draw + out += ch; + } + return out; +} + +/** Sideways shift of a line inside the block, for the block's alignment. */ +function alignOffset(align, blockWidth, lineWidth) { + const slack = blockWidth - lineWidth; + if (align === 'center') return slack / 2; + if (align === 'right') return slack; + return 0; +} + +/** Quote a family for CSS unless it is a generic keyword. */ +function cssFamily(name) { + if (GENERIC_FAMILIES.has(name.toLowerCase())) return name; + return `'${name.replace(/\\/g, '\\\\').replace(/'/g, "\\'")}'`; +} + +/** `true` for scripts that may break between any two characters. */ +function isCjk(ch) { + const c = ch.codePointAt(0); + return ( + (c >= 0x1100 && c <= 0x11ff) || // Hangul Jamo + (c >= 0x2e80 && c <= 0x303f) || // radicals, CJK punctuation + (c >= 0x3040 && c <= 0x30ff) || // hiragana, katakana + (c >= 0x3130 && c <= 0x318f) || // Hangul compatibility Jamo + (c >= 0x3400 && c <= 0x4dbf) || // CJK extension A + (c >= 0x4e00 && c <= 0x9fff) || // CJK unified ideographs + (c >= 0xa960 && c <= 0xa97f) || // Hangul Jamo extended A + (c >= 0xac00 && c <= 0xd7ff) || // Hangul syllables + (c >= 0xf900 && c <= 0xfaff) || // CJK compatibility ideographs + (c >= 0xfe10 && c <= 0xfe4f) || // vertical and compatibility forms + (c >= 0xff00 && c <= 0xffef) || // fullwidth and halfwidth forms + (c >= 0x1f200 && c <= 0x1f2ff) || // enclosed ideographic supplement + (c >= 0x20000 && c <= 0x2fa1f) // CJK extensions B onwards + ); +} + +/** One breakable piece of text together with its advance width. */ +function makeAtom(font, text, fontSize, space, closing) { + return { text, width: font.getAdvanceWidth(text, fontSize), space, closing }; +} + +/** + * Split a paragraph into the smallest pieces a line may break between. + * + * A Latin run stays one atom so it can never be split; every CJK character is + * its own atom so a break may fall on either side of it. + * + * @returns {Array<{text: string, width: number, space: boolean, closing: boolean}>} + */ +function tokenise(font, paragraph, fontSize) { + const atoms = []; + let word = null; + + const endWord = () => { + if (word !== null) { + atoms.push(word); + word = null; + } + }; + + for (const ch of paragraph) { + if (SPACE.test(ch)) { + endWord(); + atoms.push(makeAtom(font, ch, fontSize, true, false)); + } else if (isCjk(ch)) { + endWord(); + atoms.push(makeAtom(font, ch, fontSize, false, CLOSING_PUNCTUATION.has(ch))); + } else { + if (word === null) word = makeAtom(font, '', fontSize, false, false); + word.text += ch; + word.width += font.getAdvanceWidth(ch, fontSize); + } + } + endWord(); + return atoms; +} + +/** + * Greedy line breaker over atoms. Always returns at least one line, so an empty + * paragraph comes back as one empty line and explicit breaks are preserved. + * + * @param {Array} atoms + * @param {number} maxWidth `Infinity` disables wrapping + * @returns {Array>} + */ +function wrapAtoms(atoms, maxWidth) { + const lines = []; + let current = []; + + const currentWidth = () => current.reduce((sum, atom) => sum + atom.width, 0); + + const finish = () => { + // A break swallows the spaces next to it, so no line ends or starts blank. + while (current.length > 0 && current[current.length - 1].space) current.pop(); + while (current.length > 0 && current[0].space) current.shift(); + lines.push(current); + current = []; + }; + + for (const atom of atoms) { + if (current.length === 0) { + if (atom.space) continue; // never start a line with a space + current.push(atom); + continue; + } + if (currentWidth() + atom.width <= maxWidth) { + current.push(atom); + continue; + } + + // The atom does not fit. Keep closing punctuation off the start of the next + // line by dragging the previous character down, but only when that leaves + // something behind and the pair still respects the maximum width. + const carried = current[current.length - 1]; + const visible = current.filter((a) => !a.space); + if ( + atom.closing && + visible.length > 1 && + !carried.space && + carried.width + atom.width <= maxWidth + ) { + current.pop(); + finish(); + current.push(carried); + } else { + finish(); + } + // The break already stands in for a space, so it does not start the new line. + if (atom.space) continue; + current.push(atom); + } + + finish(); + return lines; +} diff --git a/bluebey-studio/src/trace.js b/bluebey-studio/src/trace.js new file mode 100644 index 0000000..9b61d6d --- /dev/null +++ b/bluebey-studio/src/trace.js @@ -0,0 +1,410 @@ +/** + * Zero-dependency marching-squares contour tracer. + * + * Runs unchanged in the browser and in Node: the module has no imports at all, + * never touches the DOM and never writes to the console. + * + * Coordinate system + * ----------------- + * Pixel (x, y) is the unit square whose top-left corner sits at (x, y), so the + * centre of pixel (x, y) is at (x + 0.5, y + 0.5) and y grows downwards + * (row 0 is the top row of the input). + * + * Contours + * -------- + * Every returned contour is a *closed* polyline of sub-pixel points; the first + * point is not repeated at the end. Contours are oriented so that the inside of + * the shape (the region where the sample is at or above the threshold) lies to + * the left of the direction of travel. See `contourArea` for the sign this + * implies. + */ + +const EDGE_TOP = 0; +const EDGE_RIGHT = 1; +const EDGE_BOTTOM = 2; +const EDGE_LEFT = 3; + +/** + * Directed segments emitted by each unambiguous marching-squares case. + * + * The case index is built from the cell corners as + * `tl | tr << 1 | br << 2 | bl << 3`. Entries are flat `[from, to, from, to]` + * pairs of edge ids; the direction keeps the inside region on the left. + */ +const CELL_SEGMENTS = [ + null, // 0 - nothing inside + [EDGE_LEFT, EDGE_TOP, -1, -1], // 1 - top-left only + [EDGE_TOP, EDGE_RIGHT, -1, -1], // 2 - top-right only + [EDGE_LEFT, EDGE_RIGHT, -1, -1], // 3 - top row + [EDGE_RIGHT, EDGE_BOTTOM, -1, -1], // 4 - bottom-right only + null, // 5 - saddle (top-left + bottom-right) + [EDGE_TOP, EDGE_BOTTOM, -1, -1], // 6 - right column + [EDGE_LEFT, EDGE_BOTTOM, -1, -1], // 7 - everything but bottom-left + [EDGE_BOTTOM, EDGE_LEFT, -1, -1], // 8 - bottom-left only + [EDGE_BOTTOM, EDGE_TOP, -1, -1], // 9 - left column + null, // 10 - saddle (top-right + bottom-left) + [EDGE_BOTTOM, EDGE_RIGHT, -1, -1], // 11 - everything but bottom-right + [EDGE_RIGHT, EDGE_LEFT, -1, -1], // 12 - bottom row + [EDGE_RIGHT, EDGE_TOP, -1, -1], // 13 - everything but top-right + [EDGE_TOP, EDGE_LEFT, -1, -1], // 14 - everything but top-left + null, // 15 - everything inside +]; + +// Case 5 (top-left + bottom-right inside). When the centre of the cell is +// inside, the two inside corners are joined through the middle and the two +// outside corners are separated; otherwise the inside corners are separated. +const SADDLE_5_CONNECTED = [EDGE_LEFT, EDGE_BOTTOM, EDGE_RIGHT, EDGE_TOP]; +const SADDLE_5_SPLIT = [EDGE_LEFT, EDGE_TOP, EDGE_RIGHT, EDGE_BOTTOM]; + +// Case 10 (top-right + bottom-left inside): the mirror image of case 5. +const SADDLE_10_CONNECTED = [EDGE_TOP, EDGE_LEFT, EDGE_BOTTOM, EDGE_RIGHT]; +const SADDLE_10_SPLIT = [EDGE_TOP, EDGE_RIGHT, EDGE_BOTTOM, EDGE_LEFT]; + +const DUPLICATE_EPS = 1e-9; + +/** + * Signed area of a closed polyline, via the shoelace formula. The polyline is + * implicitly closed (the last point is joined back to the first), so an open + * ring is fine. + * + * Sign convention: this is the plain shoelace sum `Σ (x_i·y_{i+1} − x_{i+1}·y_i) / 2` + * evaluated in the tracer's y-down pixel coordinates. A ring that runs + * clockwise *as seen on screen* is therefore positive, and a counter-clockwise + * one is negative. Because `traceAlphaContours` keeps the inside on the left, + * the outer boundary of a filled region comes out negative and a hole in it + * comes out positive. + * + * @param {Array<{x: number, y: number}>} points + * @returns {number} signed area in square pixels + */ +export function contourArea(points) { + const n = points.length; + if (!points || n < 3) return 0; + let sum = 0; + for (let i = 0; i < n; i++) { + const a = points[i]; + const b = i + 1 === n ? points[0] : points[i + 1]; + sum += a.x * b.y - b.x * a.y; + } + return sum / 2; +} + +/** + * Build an SVG path `d` attribute with one closed subpath per contour. + * + * `mapPoint(x, y)` returns the `[X, Y]` pair written to the output, which is + * what makes it possible to flip the y axis or apply a scale without touching + * the tracer. Coordinates are rounded to `decimals` places. + * + * @param {Array>} contours + * @param {(x: number, y: number) => [number, number]} mapPoint + * @param {number} [decimals] + * @returns {string} + */ +export function contoursToPathData(contours, mapPoint, decimals = 2) { + const places = Math.max(0, Math.floor(decimals)); + const factor = Math.pow(10, places); + const parts = []; + for (let c = 0; c < contours.length; c++) { + const points = contours[c]; + if (!points || points.length < 2) continue; + for (let i = 0; i < points.length; i++) { + const mapped = mapPoint(points[i].x, points[i].y); + // Rounding before formatting keeps `-0.00` out of the output. + const rx = Math.round(mapped[0] * factor) / factor; + const ry = Math.round(mapped[1] * factor) / factor; + parts.push((i === 0 ? 'M' : 'L') + rx.toFixed(places) + ' ' + ry.toFixed(places)); + } + parts.push('Z'); + } + return parts.join(' '); +} + +// --- closed-ring simplification helpers ------------------------------------ + +/** Drop points that repeat their predecessor (including across the wrap). */ +function removeConsecutiveDuplicates(points) { + const out = []; + for (let i = 0; i < points.length; i++) { + const p = points[i]; + const last = out[out.length - 1]; + if (last && Math.abs(last.x - p.x) <= DUPLICATE_EPS && Math.abs(last.y - p.y) <= DUPLICATE_EPS) { + continue; + } + out.push(p); + } + while (out.length > 1) { + const first = out[0]; + const last = out[out.length - 1]; + if (Math.abs(first.x - last.x) <= DUPLICATE_EPS && Math.abs(first.y - last.y) <= DUPLICATE_EPS) { + out.pop(); + } else { + break; + } + } + return out; +} + +/** Drop points that sit on the straight segment between their two neighbours. */ +function removeCollinear(points) { + let list = points; + let changed = true; + while (changed && list.length > 3) { + changed = false; + const n = list.length; + const out = []; + for (let i = 0; i < n; i++) { + const a = list[i === 0 ? n - 1 : i - 1]; + const b = list[i]; + const c = list[i + 1 === n ? 0 : i + 1]; + const abx = b.x - a.x; + const aby = b.y - a.y; + const bcx = c.x - b.x; + const bcy = c.y - b.y; + const cross = abx * bcy - aby * bcx; + // |cross| / (|ab| * |bc|) is sin(turn angle); a small value means a + // straight-through point, which carries no shape information. + const scale = Math.sqrt((abx * abx + aby * aby) * (bcx * bcx + bcy * bcy)); + const straight = scale <= DUPLICATE_EPS || Math.abs(cross) <= 1e-9 * scale; + if (straight && abx * bcx + aby * bcy >= 0) { + changed = true; + } else { + out.push(b); + } + } + list = out; + } + return list; +} + +/** + * Iterative Douglas–Peucker for an *open* polyline. The two end points are + * always kept; the recursion uses an explicit stack so long contours cannot + * overflow the call stack. + */ +function douglasPeucker(points, tolerance) { + const n = points.length; + if (n <= 2) return points.slice(); + const keep = new Uint8Array(n); + keep[0] = 1; + keep[n - 1] = 1; + const stack = [0, n - 1]; + while (stack.length > 0) { + const i1 = stack.pop(); + const i0 = stack.pop(); + if (i1 <= i0 + 1) continue; + const a = points[i0]; + const b = points[i1]; + const dx = b.x - a.x; + const dy = b.y - a.y; + const len = Math.sqrt(dx * dx + dy * dy); + let maxDistance = -1; + let maxIndex = -1; + if (len <= DUPLICATE_EPS) { + // Degenerate segment: fall back to the distance from the anchor point. + for (let i = i0 + 1; i < i1; i++) { + const px = points[i].x - a.x; + const py = points[i].y - a.y; + const d = Math.sqrt(px * px + py * py); + if (d > maxDistance) { + maxDistance = d; + maxIndex = i; + } + } + } else { + for (let i = i0 + 1; i < i1; i++) { + const p = points[i]; + const d = Math.abs(dy * (p.x - a.x) - dx * (p.y - a.y)) / len; + if (d > maxDistance) { + maxDistance = d; + maxIndex = i; + } + } + } + if (maxDistance > tolerance && maxIndex > i0) { + keep[maxIndex] = 1; + stack.push(i0, maxIndex, maxIndex, i1); + } + } + const out = []; + for (let i = 0; i < n; i++) { + if (keep[i]) out.push(points[i]); + } + return out; +} + +/** + * Simplify a closed ring, wrap-around segment included. + * + * The ring is cut at the point farthest from `points[0]`, which gives two open + * polylines that together cover every segment of the loop exactly once; each + * half is then simplified with Douglas–Peucker and the halves are stitched + * back together (without duplicating the shared anchors). + */ +function simplifyClosedRing(points, tolerance) { + const n = points.length; + if (n <= 3) return points.slice(); + let far = 0; + let farDistance = -1; + const first = points[0]; + for (let i = 1; i < n; i++) { + const dx = points[i].x - first.x; + const dy = points[i].y - first.y; + const d = dx * dx + dy * dy; + if (d > farDistance) { + farDistance = d; + far = i; + } + } + // A ring whose points all coincide carries no shape; leave it to minArea. + if (far <= 0 || farDistance <= DUPLICATE_EPS) return points.slice(); + + const head = douglasPeucker(points.slice(0, far + 1), tolerance); + const tail = douglasPeucker(points.slice(far).concat([first]), tolerance); + + // `head` ends and `tail` starts on the same anchor, and both end on + // `points[0]`; drop the duplicated join so every point appears once. + return head.slice(0, -1).concat(tail.slice(0, -1)); +} + +/** + * Trace the iso-contour of a scalar field at `options.threshold`. + * + * @param {ArrayLike} alpha width*height samples, row-major, row 0 on top + * @param {number} width + * @param {number} height + * @param {object} [options] + * @param {number} [options.threshold=0.5] inside when `alpha/255 >= threshold` + * @param {number} [options.simplifyTolerance=0.35] Douglas-Peucker tolerance, px + * @param {number} [options.minArea=2] drop rings smaller than this, px² + * @returns {Array>} + */ +export function traceAlphaContours(alpha, width, height, options = {}) { + const threshold = options.threshold ?? 0.5; + const tolerance = options.simplifyTolerance ?? 0.35; + const minArea = options.minArea ?? 2; + + const w = Math.floor(width); + const h = Math.floor(height); + if (!alpha || w < 1 || h < 1 || alpha.length < w * h) return []; + if (w < 2 && h < 2) return []; + + // Work on a signed field, padded with a 1px outside border: `s >= 0` is + // inside. The padding guarantees every crossing is strictly interior, so the + // marching always yields closed rings and never touches the array edges. + // The border holds the same value a fully transparent pixel maps to, which + // makes shapes that run off the image close exactly on the image edge. + const pw = w + 2; + const ph = h + 2; + const s = new Float32Array(pw * ph); + s.fill(-threshold); + for (let y = 0; y < h; y++) { + const src = y * w; + const dst = (y + 1) * pw + 1; + for (let x = 0; x < w; x++) s[dst + x] = alpha[src + x] / 255 - threshold; + } + const sample = (x, y) => s[y * pw + x]; + + // Crossing points, keyed by the grid edge they sit on. Both cells sharing an + // edge call these with the same sample pair in the same order (top→bottom, + // left→right), so the coordinates come out bit-identical and can be matched + // by key alone. + const points = new Map(); + function crossing(key, a, b, x0, y0, dx, dy) { + let p = points.get(key); + if (p === undefined) { + const t = a / (a - b); + p = { x: x0 + dx * t, y: y0 + dy * t }; + points.set(key, p); + } + return p; + } + // Horizontal edge of the padded grid at row `py`, spanning columns px..px+1. + const hKey = (px, py) => `h:${px}:${py}`; + const hPoint = (px, py) => crossing(hKey(px, py), sample(px, py), sample(px + 1, py), px - 0.5, py - 0.5, 1, 0); + // Vertical edge of the padded grid at column `px`, spanning rows py..py+1. + const vKey = (px, py) => `v:${px}:${py}`; + const vPoint = (px, py) => crossing(vKey(px, py), sample(px, py), sample(px, py + 1), px - 0.5, py - 0.5, 0, 1); + + const edgeKey = [ + (px, py) => hKey(px, py), // EDGE_TOP + (px, py) => vKey(px + 1, py), // EDGE_RIGHT + (px, py) => hKey(px, py + 1), // EDGE_BOTTOM + (px, py) => vKey(px, py), // EDGE_LEFT + ]; + const edgePoint = [ + (px, py) => hPoint(px, py), // EDGE_TOP + (px, py) => vPoint(px + 1, py), // EDGE_RIGHT + (px, py) => hPoint(px, py + 1), // EDGE_BOTTOM + (px, py) => vPoint(px, py), // EDGE_LEFT + ]; + + // Directed segments: `from` -> `to`, inside region on the left of travel. + const fromKeys = []; + const toKeys = []; + const fromPoints = []; + + for (let py = 0; py < ph - 1; py++) { + for (let px = 0; px < pw - 1; px++) { + const tl = sample(px, py); + const tr = sample(px + 1, py); + const br = sample(px + 1, py + 1); + const bl = sample(px, py + 1); + const inside = (v) => (v >= 0 ? 1 : 0); + const code = inside(tl) | (inside(tr) << 1) | (inside(br) << 2) | (inside(bl) << 3); + let segments = CELL_SEGMENTS[code]; + if (code === 5) { + // With the cell centre inside, the two inside corners join through the + // middle; otherwise each is cut off on its own. + segments = (tl + tr + br + bl) / 4 >= 0 ? SADDLE_5_CONNECTED : SADDLE_5_SPLIT; + } else if (code === 10) { + segments = (tl + tr + br + bl) / 4 >= 0 ? SADDLE_10_CONNECTED : SADDLE_10_SPLIT; + } + if (!segments) continue; + for (let i = 0; i < segments.length; i += 2) { + const a = segments[i]; + const b = segments[i + 1]; + if (a < 0 || b < 0) continue; // padding of the single-segment cases + fromKeys.push(edgeKey[a](px, py)); + fromPoints.push(edgePoint[a](px, py)); + toKeys.push(edgeKey[b](px, py)); + edgePoint[b](px, py); // make sure the shared crossing exists + } + } + } + + // Every crossing has exactly one incoming and one outgoing segment, so the + // segments can be walked into closed rings without any ambiguity. + const outgoing = new Map(); + for (let i = 0; i < fromKeys.length; i++) outgoing.set(fromKeys[i], i); + + const segmentCount = fromKeys.length; + const used = new Uint8Array(segmentCount); + const contours = []; + + for (let start = 0; start < segmentCount; start++) { + if (used[start]) continue; + const ring = []; + let current = start; + for (let guard = 0; guard <= segmentCount; guard++) { + used[current] = 1; + ring.push(fromPoints[current]); + const next = outgoing.get(toKeys[current]); + if (next === undefined || next === start) break; + if (used[next]) break; + current = next; + } + if (ring.length >= 3) contours.push(ring); + } + + const result = []; + for (let i = 0; i < contours.length; i++) { + let ring = removeConsecutiveDuplicates(contours[i]); + ring = simplifyClosedRing(ring, tolerance); + ring = removeCollinear(ring); + if (ring.length < 3) continue; + if (Math.abs(contourArea(ring)) < minArea) continue; + result.push(ring); + } + return result; +} \ No newline at end of file diff --git a/bluebey-studio/src/ui.js b/bluebey-studio/src/ui.js new file mode 100644 index 0000000..91e852b --- /dev/null +++ b/bluebey-studio/src/ui.js @@ -0,0 +1,367 @@ +/** + * Small DOM widget kit for the control panel: hyperscript, collapsible sections + * and a handful of labelled controls. Everything returns `{ el, set, get }` so + * callers can push state back into the widgets when presets are applied. + */ + +export function h(tag, props = {}, ...children) { + const node = document.createElement(tag); + for (const [key, value] of Object.entries(props ?? {})) { + if (value == null || value === false) continue; + if (key === 'class') node.className = value; + else if (key === 'text') node.textContent = value; + else if (key === 'style' && typeof value === 'object') Object.assign(node.style, value); + else if (key === 'dataset' && typeof value === 'object') Object.assign(node.dataset, value); + else if (key.startsWith('on') && typeof value === 'function') node.addEventListener(key.slice(2).toLowerCase(), value); + else if (value === true) node.setAttribute(key, ''); + else node.setAttribute(key, String(value)); + } + for (const child of children.flat()) { + if (child == null || child === false) continue; + node.append(child instanceof Node ? child : document.createTextNode(String(child))); + } + return node; +} + +const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v)); + +let toastTimer = 0; + +export function toast(message) { + const node = document.getElementById('toast'); + if (!node) return; + node.textContent = message; + node.classList.add('show'); + clearTimeout(toastTimer); + toastTimer = setTimeout(() => node.classList.remove('show'), 2400); +} + +export function section(parent, title, { open = false, icon = null } = {}) { + const body = h('div', { class: 'sec-body' }); + const head = h('button', { type: 'button', class: 'sec-head' }, + h('span', { class: 'sec-title' }, + icon ? secIcon(icon) : null, + h('span', { text: title })), + h('span', { class: 'chev', text: '▾' })); + const el = h('section', { class: `sec${open ? '' : ' closed'}` }, head, body); + head.addEventListener('click', () => el.classList.toggle('closed')); + parent.append(el); + // `add` accepts either an element or a widget object (`{ el }`), so callers + // cannot accidentally append `[object Object]`. + return { el, body, add: (child) => (body.append(child?.el ?? child), child), setOpen: (open) => el.classList.toggle('closed', !open) }; +} + +/** A label + control row. Pass `label` as null for a full-width control. */ +export function controlRow(label, control, { wide = false } = {}) { + if (label == null || wide) return h('div', { class: 'row wide' }, label ? h('span', { class: 'label', text: label }) : null, control); + return h('div', { class: 'row' }, + h('span', { class: 'label', text: label, title: label }), + control); +} + +/** + * A tab's optional icon: one 24x24 stroke path, drawn in `currentColor` so it + * follows the tab's text colour (and turns white when the tab is active). + */ +function tabIcon(d) { + const SVG_NS = 'http://www.w3.org/2000/svg'; + const svg = document.createElementNS(SVG_NS, 'svg'); + svg.setAttribute('viewBox', '0 0 24 24'); + svg.setAttribute('width', '18'); + svg.setAttribute('height', '18'); + svg.setAttribute('fill', 'none'); + svg.setAttribute('stroke', 'currentColor'); + svg.setAttribute('stroke-width', '1.8'); + svg.setAttribute('stroke-linecap', 'round'); + svg.setAttribute('stroke-linejoin', 'round'); + svg.style.verticalAlign = 'baseline'; + svg.style.flex = '0 0 auto'; + const path = document.createElementNS(SVG_NS, 'path'); + path.setAttribute('d', d); + svg.append(path); + return svg; +} + +/** A small stroke icon built from raw SVG markup (see the icons in panel.js). */ +export function svgIcon(inner, { size = 16, viewBox = '0 0 24 24', className = 'grp-icon' } = {}) { + const SVG_NS = 'http://www.w3.org/2000/svg'; + const svg = document.createElementNS(SVG_NS, 'svg'); + svg.setAttribute('viewBox', viewBox); + svg.setAttribute('width', String(size)); + svg.setAttribute('height', String(size)); + svg.setAttribute('fill', 'none'); + svg.setAttribute('stroke', 'currentColor'); + svg.setAttribute('stroke-width', '1.8'); + svg.setAttribute('stroke-linecap', 'round'); + svg.setAttribute('stroke-linejoin', 'round'); + svg.setAttribute('class', className); + svg.innerHTML = inner; + return svg; +} + +function secIcon(d) { + const svg = tabIcon(d); + svg.setAttribute('class', 'sec-icon'); + svg.setAttribute('width', '16'); + svg.setAttribute('height', '16'); + svg.style.verticalAlign = 'middle'; + return svg; +} + +/** + * A standalone 24x24 stroke icon (the same drawing as a tab's), for a plain + * button that has no label of its own. + */ +export function icon(d, size = 18) { + const svg = tabIcon(d); + svg.setAttribute('width', String(size)); + svg.setAttribute('height', String(size)); + return svg; +} + +/** + * Tabbed container: returns the per-tab panels to fill in. When a definition + * carries an `icon` (an SVG path `d`) the tab shows only that icon, and the + * label becomes its tooltip and accessible name; without one the label shows. + */ +export function tabs(parent, definitions) { + const bar = h('div', { class: 'tabs' }); + const buttons = new Map(); + const panels = {}; + let active = definitions[0]?.id ?? null; + + const select = (id) => { + if (!panels[id]) return; + active = id; + for (const [key, button] of buttons) button.classList.toggle('active', key === id); + for (const [key, panel] of Object.entries(panels)) panel.hidden = key !== id; + }; + + for (const definition of definitions) { + const button = h('button', { type: 'button', class: 'tab' }); + if (definition.icon) { + button.append(tabIcon(definition.icon)); + button.title = definition.label; + button.setAttribute('aria-label', definition.label); + } else { + button.append(h('span', { class: 'tab-label', text: definition.label })); + } + button.addEventListener('click', () => select(definition.id)); + buttons.set(definition.id, button); + bar.append(button); + panels[definition.id] = h('div', { class: 'tab-panel' }); + } + + parent.append(bar); + for (const definition of definitions) parent.append(panels[definition.id]); + select(active); + return { select, panels, get active() { return active; } }; +} + +/** A collapsed "more options" block, using the native details element. */ +export function details(parent, summary, { open = false } = {}) { + const body = h('div', { class: 'details-body' }); + const el = h('details', { class: 'details' }, h('summary', { text: summary }), body); + if (open) el.open = true; + parent.append(el); + return { el, body, add: (child) => (body.append(child?.el ?? child), child) }; +} + +export function subhead(text) { + return h('div', { class: 'subhead', text }); +} + +export function hint(...lines) { + return h('p', { class: 'hint' }, ...lines.flat().map((line) => (line instanceof Node ? line : line))); +} + +export function slider({ label, min = 0, max = 1, step = 0.01, value = 0, format, onInput, onCommit, wide = false }) { + const input = h('input', { type: 'range', min, max, step, value }); + const num = h('span', { class: 'num' }); + const fmt = format ?? ((v) => (step >= 1 ? String(Math.round(v)) : v.toFixed(2))); + const sync = () => { num.textContent = fmt(Number(input.value)); }; + input.addEventListener('input', () => { sync(); onInput?.(Number(input.value)); }); + input.addEventListener('change', () => onCommit?.(Number(input.value))); + sync(); + const control = h('div', { class: 'control' }, input, num); + return { + el: controlRow(label, control, { wide }), + set(v) { input.value = String(v); sync(); }, + get: () => Number(input.value), + }; +} + +export function check({ label, value = false, onChange, title }) { + const input = h('input', { type: 'checkbox' }); + input.checked = !!value; + input.addEventListener('change', () => onChange?.(input.checked)); + const el = h('label', { class: 'chk', title: title ?? '' }, input, h('span', { text: label })); + return { el, set: (v) => { input.checked = !!v; }, get: () => input.checked }; +} + +export function segmented({ label, options, value, onChange, wide = false }) { + const el = h('div', { class: 'seg' }); + const nodes = new Map(); + let current = value; + const sync = () => { for (const [key, node] of nodes) node.classList.toggle('active', key === current); }; + const build = (list) => { + el.replaceChildren(); + nodes.clear(); + for (const option of list) { + const node = h('button', { type: 'button', title: option.title ?? option.label, text: option.label }); + node.addEventListener('click', () => { + if (current === option.value) return; + current = option.value; + sync(); + onChange?.(option.value); + }); + nodes.set(option.value, node); + el.append(node); + } + sync(); + }; + build(options); + return { + el: controlRow(label, el, { wide }), + set(v) { current = v; sync(); }, + get: () => current, + setOptions: build, + }; +} + +export function buttons({ label, items, wide = true }) { + const el = h('div', { class: 'buttons' }); + const nodes = new Map(); + for (const item of items) { + const node = h('button', { + type: 'button', + class: `btn${item.primary ? ' primary' : ''}`, + title: item.title ?? '', + text: item.label, + }); + node.addEventListener('click', () => item.onClick?.()); + const key = item.id ?? item.label; + nodes.set(key, node); + el.append(node); + } + return { + el: controlRow(label, el, { wide }), + button: (key) => nodes.get(key)?.el, + setDisabled(key, disabled) { const node = nodes.get(key); if (node) node.disabled = disabled; }, + setLabel(key, text) { const node = nodes.get(key); if (node) node.textContent = text; }, + }; +} + +export function colorField({ label, value = '#ffffff', onChange, swatches = [], wide = false }) { + const input = h('input', { type: 'color', value }); + input.addEventListener('input', () => onChange?.(input.value)); + const control = h('div', { class: 'control' }, input); + if (swatches.length) { + const strip = h('div', { class: 'swatches' }); + for (const color of swatches) { + const chip = h('button', { type: 'button', class: 'swatch', title: color, style: { background: color } }); + chip.addEventListener('click', () => { input.value = color; onChange?.(color); }); + strip.append(chip); + } + control.append(strip); + } + return { + el: controlRow(label, control, { wide }), + set(v) { input.value = v; }, + get: () => input.value, + }; +} + +/** + * Two-axis drag pad. `value` is `{ x, y }` with both components in -1..1 and + * `y` positive upwards (screen-like, but flipped so up = up). + */ +export function xyPad({ value = { x: 0, y: 0 }, onChange, onCommit, center = null }) { + const dot = h('span', { class: 'pad-dot' }); + const el = h('div', { class: 'pad' }, center === 'eye' ? h('span', { class: 'pad-eye' }) : null, dot); + let current = { x: value.x ?? 0, y: value.y ?? 0 }; + let dragging = false; + + const place = () => { + dot.style.left = `${((current.x + 1) / 2) * 100}%`; + dot.style.top = `${((1 - (current.y + 1) / 2)) * 100}%`; + }; + const fromEvent = (event) => { + const rect = el.getBoundingClientRect(); + const x = clamp(((event.clientX - rect.left) / rect.width) * 2 - 1, -1, 1); + const y = clamp(1 - ((event.clientY - rect.top) / rect.height) * 2, -1, 1); + current = { x, y }; + place(); + onChange?.({ ...current }); + }; + + el.addEventListener('pointerdown', (event) => { + dragging = true; + el.setPointerCapture(event.pointerId); + fromEvent(event); + }); + el.addEventListener('pointermove', (event) => { if (dragging) fromEvent(event); }); + const end = (event) => { + if (!dragging) return; + dragging = false; + if (el.hasPointerCapture(event.pointerId)) el.releasePointerCapture(event.pointerId); + onCommit?.({ ...current }); + }; + el.addEventListener('pointerup', end); + el.addEventListener('pointercancel', end); + el.addEventListener('dblclick', () => { current = { x: 0, y: 0 }; place(); onChange?.({ ...current }); onCommit?.({ ...current }); }); + + place(); + return { + el, + set(v) { current = { x: v.x ?? 0, y: v.y ?? 0 }; place(); }, + get: () => ({ ...current }), + }; +} + +/** + * Tail-direction picker: a 3x3 grid of dots whose *position* is the direction, + * which reads at a glance in a way a flat row of "左上/右上" buttons does not. + * The centre dot means no tail. Same `{ el, set, get }` contract as the rest. + */ +export function tailPad({ label, value = 'left', onChange }) { + // Row-major, so the array order is what the user sees on screen. + const CELLS = [ + ['topLeft', '左上'], ['top', '上'], ['topRight', '右上'], + ['left', '左'], ['none', 'なし'], ['right', '右'], + ['bottomLeft', '左下'], ['bottom', '下'], ['bottomRight', '右下'], + ]; + const el = h('div', { class: 'tail-pad' }); + const nodes = new Map(); + let current = value; + const sync = () => { for (const [key, node] of nodes) node.classList.toggle('active', key === current); }; + for (const [cell, text] of CELLS) { + const node = h('button', { type: 'button', class: 'tail-dot', title: text, 'aria-label': text }); + node.addEventListener('click', () => { + if (current === cell) return; + current = cell; + sync(); + onChange?.(cell); + }); + nodes.set(cell, node); + el.append(node); + } + sync(); + return { + el: controlRow(label, el), + set(v) { current = v; sync(); }, + get: () => current, + }; +} + +export function selectField({ label, options, value, onChange, wide = false }) { + const select = h('select', { class: 'select' }); + for (const option of options) select.append(h('option', { value: option.value, text: option.label })); + select.value = value; + select.addEventListener('change', () => onChange?.(select.value)); + return { + el: controlRow(label, select, { wide }), + set(v) { select.value = v; }, + get: () => select.value, + }; +} diff --git a/bluebey-studio/src/urlState.js b/bluebey-studio/src/urlState.js new file mode 100644 index 0000000..d6fb6bd --- /dev/null +++ b/bluebey-studio/src/urlState.js @@ -0,0 +1,237 @@ +/** + * Shareable links: the whole look, packed into the URL fragment. + * + * A studio session is a lot of state, and "save a JSON file and send it" is a + * poor answer to "how do I show you what I made" - one link you can paste into + * chat is much better. So the state is JSON-encoded, deflated and + * base64url-encoded into something short enough to sit in a `#` fragment. + * + * Three details make it survive the trip: + * + * - `view.backgroundImage` can be a multi-megabyte data URL (a photo the user + * loaded). No link can carry that, so `stripForUrl` replaces just that one + * field with `null` and keeps everything else - caption text, story panels, + * props. Nothing else is ever dropped. + * + * - The payload starts with a version tag ('1' = raw deflate, '0' = plain + * bytes) so the decoder knows whether to inflate. A browser without + * `CompressionStream` falls back to the uncompressed form rather than + * failing to produce a link at all. + * + * - base64url uses `-` and `_` and carries no `=` padding, so the fragment is + * safe to paste into chat, Markdown or HTML without being mangled or escaped. + * + * `decodeState` is deliberately total: any malformed, truncated or hostile input + * returns `null` rather than throwing, because it is fed whatever came out of + * the address bar. + * + * Most of a session is still at its default, and a default costs bytes on every + * link. `pruneDefaults` drops exactly the fields that equal `defaultState()`, and + * `restoreDefaults` merges what is left back onto a fresh default, so the link + * carries only what the user actually changed. The pruning is lossless and the + * decoder still accepts the older, full-state links. + */ + +import { applyPatch, defaultState } from './presets.js'; + +/** Above this length a `data:` background image is a photo, not a link. */ +const MAX_INLINE_IMAGE = 2048; + +/** Version tags. '1' is the deflated body, '0' the fallback plain body. */ +const TAG_DEFLATE = '1'; +const TAG_PLAIN = '0'; + +const BASE64URL = /^[A-Za-z0-9_-]+$/; + +/** + * A copy of `state` that is safe to put in a URL. Only the inline background + * image is dropped (replaced with `null`), and only when it is a `data:` URL + * long enough to blow up the link. + */ +export function stripForUrl(state) { + // A JSON round-trip gives the copy for free and drops anything that could not + // be serialised anyway, so the link and the live state cannot diverge. + const copy = JSON.parse(JSON.stringify(state ?? null)); + if (!copy || typeof copy !== 'object' || Array.isArray(copy)) return copy; + + const image = copy.view && copy.view.backgroundImage; + if (typeof image === 'string' && image.startsWith('data:') && image.length > MAX_INLINE_IMAGE) { + copy.view.backgroundImage = null; + } + return copy; +} + +/** Plain objects only: not `null`, not an array. */ +function isPlainObject(value) { + return value !== null && typeof value === 'object' && !Array.isArray(value); +} + +/** Structural equality for the JSON-shaped values this module deals in. */ +function deepEqual(a, b) { + if (a === b) return true; + if (typeof a !== typeof b || a === null || b === null) return false; + if (typeof a !== 'object') return Number.isNaN(a) && Number.isNaN(b); + if (Array.isArray(a) !== Array.isArray(b)) return false; + if (Array.isArray(a)) { + return a.length === b.length && a.every((item, i) => deepEqual(item, b[i])); + } + const aKeys = Object.keys(a); + const bKeys = Object.keys(b); + if (aKeys.length !== bKeys.length) return false; + return aKeys.every((key) => Object.prototype.hasOwnProperty.call(b, key) && deepEqual(a[key], b[key])); +} + +/** A detached copy of a JSON-shaped value. */ +function cloneValue(value) { + return value === undefined ? undefined : JSON.parse(JSON.stringify(value)); +} + +/** Marks a value that equals its default, so its key can be left out entirely. */ +const OMIT = Symbol('urlState.omit'); + +/** + * `value` with every sub-tree that deep-equals the matching `def` removed. + * Arrays are kept whole - never pruned element by element - because that is how + * `applyPatch` replaces them; objects are pruned key by key. `OMIT` means the + * value matched its default and can be dropped from the parent. + */ +function pruneValue(value, def) { + if (deepEqual(value, def)) return OMIT; + if (isPlainObject(value)) { + if (!isPlainObject(def)) return cloneValue(value); + const out = {}; + for (const [key, child] of Object.entries(value)) { + const pruned = pruneValue(child, def[key]); + if (pruned !== OMIT) out[key] = pruned; + } + return Object.keys(out).length === 0 ? OMIT : out; + } + return Array.isArray(value) ? cloneValue(value) : value; +} + +/** + * A copy of `state` with every value equal to `defaultState()` omitted. Lossless: + * `restoreDefaults` merges the result onto a fresh default. Arrays that differ + * from the default are carried whole so `applyPatch` can replace them. + */ +export function pruneDefaults(state) { + const pruned = pruneValue(state, defaultState()); + return pruned === OMIT ? {} : pruned; +} + +/** + * The inverse of `pruneDefaults`: a full state, with every field the partial does + * not mention left at its default. Merging a previously full state is idempotent, + * so links made by the older encoder still decode. + */ +export function restoreDefaults(partial) { + return applyPatch(defaultState(), partial); +} + +/** True when the encoded fragment is bigger than a URL can comfortably hold. */ +export function isTooLong(text, limit = 1800) { + return typeof text === 'string' && text.length > limit; +} + +/** + * base64url, without padding. Chunked so a large payload does not blow the + * argument limit of `String.fromCharCode`. + */ +function toBase64Url(bytes) { + let binary = ''; + const chunk = 0x8000; + for (let i = 0; i < bytes.length; i += chunk) { + binary += String.fromCharCode(...bytes.subarray(i, i + chunk)); + } + return btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, ''); +} + +/** The inverse of `toBase64Url`. Throws on text that is not valid base64. */ +function fromBase64Url(text) { + const base64 = text.replace(/-/g, '+').replace(/_/g, '/'); + const pad = (4 - (base64.length % 4)) % 4; + const binary = atob(base64 + '='.repeat(pad)); + const bytes = new Uint8Array(binary.length); + for (let i = 0; i < binary.length; i += 1) bytes[i] = binary.charCodeAt(i); + return bytes; +} + +/** Read a whole ReadableStream into one Uint8Array. */ +async function drain(stream) { + const chunks = []; + let length = 0; + for await (const chunk of stream) { + const bytes = chunk instanceof Uint8Array ? chunk : new Uint8Array(chunk); + chunks.push(bytes); + length += bytes.length; + } + const out = new Uint8Array(length); + let offset = 0; + for (const bytes of chunks) { + out.set(bytes, offset); + offset += bytes.length; + } + return out; +} + +async function deflateRaw(bytes) { + const stream = new Blob([bytes]).stream().pipeThrough(new CompressionStream('deflate-raw')); + return drain(stream); +} + +async function inflateRaw(bytes) { + const stream = new Blob([bytes]).stream().pipeThrough(new DecompressionStream('deflate-raw')); + return drain(stream); +} + +/** + * Serialise, deflate and base64url-encode a state. The result is a fragment + * payload: it survives a URL, a chat message and an HTML attribute. + * + * @param {object} state the studio state + * @returns {Promise} a URL-safe string (tag + base64url) + */ +export async function encodeState(state) { + const json = JSON.stringify(pruneDefaults(stripForUrl(state))); + const bytes = new TextEncoder().encode(json); + + if (typeof CompressionStream === 'function') { + try { + return TAG_DEFLATE + toBase64Url(await deflateRaw(bytes)); + } catch { + // Fall through: an unusable compressing stream should not cost the link. + } + } + return TAG_PLAIN + toBase64Url(bytes); +} + +/** + * The inverse of `encodeState`. Never throws: a bad tag, bad base64, a failed + * inflate or JSON that is not a plain object all come back as `null`. + * + * @param {string} text the fragment payload + * @returns {Promise<{ state: object } | null>} + */ +export async function decodeState(text) { + try { + if (typeof text !== 'string' || text.length < 2) return null; + + const tag = text[0]; + if (tag !== TAG_DEFLATE && tag !== TAG_PLAIN) return null; + + const body = text.slice(1); + if (!BASE64URL.test(body)) return null; + + let bytes = fromBase64Url(body); + if (tag === TAG_DEFLATE) { + if (typeof DecompressionStream !== 'function') return null; + bytes = await inflateRaw(bytes); + } + + const parsed = JSON.parse(new TextDecoder().decode(bytes)); + if (parsed === null || typeof parsed !== 'object' || Array.isArray(parsed)) return null; + return { state: restoreDefaults(parsed) }; + } catch { + return null; + } +} diff --git a/bluebey-studio/src/zip.js b/bluebey-studio/src/zip.js new file mode 100644 index 0000000..21a1955 --- /dev/null +++ b/bluebey-studio/src/zip.js @@ -0,0 +1,218 @@ +/** + * Store-only ZIP writer. + * + * The studio exports a whole batch of images at once (one PNG per comic panel + * or sticker), and a single download is far nicer to handle than a dozen files, + * so the batch is packed into one archive here. + * + * PNG payloads are already DEFLATE-compressed, so running deflate over them a + * second time costs time and saves nothing measurable: every entry is stored + * verbatim (compression method 0, `compressedSize === uncompressedSize`) and no + * data descriptor is needed. + * + * The module has no imports, never touches the DOM beyond `Blob`, and stamps + * entries with a fixed DOS date unless one is passed in, so the same input + * always produces a byte-for-byte identical archive. That keeps the output safe + * to cache, diff, hash and test. + * + * Archive layout (every integer little-endian, no extra fields, no comments, no + * directory entries): + * + * [local file header + stored data] one per file + * [central directory entry] one per file + * [end of central directory record] + */ + +/** Signature of a local file header ("PK\x03\x04"). */ +const LOCAL_SIGNATURE = 0x04034b50; +/** Signature of a central directory entry ("PK\x01\x02"). */ +const CENTRAL_SIGNATURE = 0x02014b50; +/** Signature of the end of central directory record ("PK\x05\x06"). */ +const EOCD_SIGNATURE = 0x06054b50; + +/** ZIP 2.0 is the oldest version that covers everything this writer emits. */ +const VERSION_NEEDED = 20; +/** General purpose bit 11: the entry name is UTF-8, not CP437. */ +const FLAG_UTF8 = 0x0800; +/** Compression method 0: stored. */ +const METHOD_STORE = 0; + +/** Largest value a 32-bit ZIP field can hold. Nothing may reach 4 GiB. */ +const MAX_FIELD = 0xffffffff; +/** Largest value a 16-bit ZIP field can hold (entry count, name length). */ +const MAX_SHORT = 0xffff; + +const LOCAL_HEADER_SIZE = 30; +const CENTRAL_HEADER_SIZE = 46; +const EOCD_SIZE = 22; + +/** 1980-01-01 00:00 in DOS form: year offset 0, month 1, day 1, midnight. */ +const DEFAULT_TIME = 0; +const DEFAULT_DATE = (1 << 5) | 1; + +/** + * CRC-32 (polynomial 0xEDB88320, reflected), the checksum every ZIP entry must + * carry. The table is built once at module load; eight table-driven bits per + * byte is fast enough that a several-megabyte PNG batch stays imperceptible. + */ +const CRC_TABLE = (() => { + const table = new Uint32Array(256); + for (let i = 0; i < 256; i++) { + let c = i; + for (let bit = 0; bit < 8; bit++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1; + table[i] = c >>> 0; + } + return table; +})(); + +/** + * @param {Uint8Array} bytes + * @returns {number} unsigned 32-bit CRC-32 + */ +export function crc32(bytes) { + let c = 0xffffffff; + for (let i = 0; i < bytes.length; i++) c = CRC_TABLE[(c ^ bytes[i]) & 0xff] ^ (c >>> 8); + return (c ^ 0xffffffff) >>> 0; +} + +/** Clip a Date into the DOS date/time pair stored in the headers. */ +function toDosDateTime(date) { + const year = date.getFullYear(); + // The DOS epoch starts in 1980; anything older is clamped to the epoch. + if (year < 1980) return { time: DEFAULT_TIME, date: DEFAULT_DATE }; + const time = (date.getHours() << 11) | (date.getMinutes() << 5) | (date.getSeconds() >> 1); + const day = ((year - 1980) << 9) | ((date.getMonth() + 1) << 5) | date.getDate(); + return { time: time & MAX_SHORT, date: day & MAX_SHORT }; +} + +/** + * Entry names live inside the archive, where the separator is always "/": a + * backslash (what Windows paths use) would be taken as part of the name, and a + * leading slash would look like an absolute path to some extractors. + */ +function normalizeName(name) { + return String(name ?? '') + .replace(/\\/g, '/') + .replace(/^\/+/, ''); +} + +/** Accept any byte source, plus plain strings meaning UTF-8 text. */ +function toBytes(data, encoder) { + if (typeof data === 'string') return encoder.encode(data); + if (data instanceof Uint8Array) return data; + if (ArrayBuffer.isView(data)) { + return new Uint8Array(data.buffer, data.byteOffset, data.byteLength); + } + if (data instanceof ArrayBuffer) return new Uint8Array(data); + throw new TypeError('ZIP: file data must be a Uint8Array, an ArrayBuffer or a string'); +} + +function writeU16(view, offset, value) { + view.setUint16(offset, value & MAX_SHORT, true); +} + +function writeU32(view, offset, value) { + view.setUint32(offset, value >>> 0, true); +} + +/** + * Pack `files` into a stored (uncompressed) ZIP archive. + * + * @param {Array<{name: string, data: Uint8Array | string}>} files + * a string `data` is encoded as UTF-8 text + * @param {object} [options] + * @param {Date} [options.date] + * timestamp for every entry; defaults to 1980-01-01 00:00 so that the same + * input always yields the same bytes + * @returns {Blob} an `application/zip` blob + */ +export function createZip(files, { date } = {}) { + const encoder = new TextEncoder(); + const stamp = date ? toDosDateTime(date) : { time: DEFAULT_TIME, date: DEFAULT_DATE }; + + // First pass: normalise the input and measure it, so the output buffer can be + // allocated exactly once instead of being grown and copied. + const entries = []; + let localTotal = 0; + let centralTotal = 0; + + for (const file of files ?? []) { + const nameBytes = encoder.encode(normalizeName(file.name)); + const data = toBytes(file.data, encoder); + + if (data.length > MAX_FIELD) { + throw new Error('ZIP: a file is 4 GiB or larger; zip64 is not supported'); + } + if (nameBytes.length > MAX_SHORT) { + throw new Error('ZIP: a file name is longer than 65535 bytes'); + } + + const length = LOCAL_HEADER_SIZE + nameBytes.length + data.length; + localTotal += length; + centralTotal += CENTRAL_HEADER_SIZE + nameBytes.length; + entries.push({ nameBytes, data, crc: crc32(data), length, offset: 0 }); + } + + if (entries.length > MAX_SHORT) { + throw new Error('ZIP: more than 65535 files; zip64 is not supported'); + } + if (localTotal + centralTotal + EOCD_SIZE > MAX_FIELD) { + throw new Error('ZIP: the archive is 4 GiB or larger; zip64 is not supported'); + } + + const bytes = new Uint8Array(localTotal + centralTotal + EOCD_SIZE); + const view = new DataView(bytes.buffer); + + let offset = 0; + for (const entry of entries) { + entry.offset = offset; + writeU32(view, offset + 0, LOCAL_SIGNATURE); + writeU16(view, offset + 4, VERSION_NEEDED); + writeU16(view, offset + 6, FLAG_UTF8); + writeU16(view, offset + 8, METHOD_STORE); + writeU16(view, offset + 10, stamp.time); + writeU16(view, offset + 12, stamp.date); + writeU32(view, offset + 14, entry.crc); + writeU32(view, offset + 18, entry.data.length); + writeU32(view, offset + 22, entry.data.length); + writeU16(view, offset + 26, entry.nameBytes.length); + writeU16(view, offset + 28, 0); // extra field length + bytes.set(entry.nameBytes, offset + LOCAL_HEADER_SIZE); + bytes.set(entry.data, offset + LOCAL_HEADER_SIZE + entry.nameBytes.length); + offset += entry.length; + } + + const centralOffset = offset; + for (const entry of entries) { + writeU32(view, offset + 0, CENTRAL_SIGNATURE); + writeU16(view, offset + 4, VERSION_NEEDED); // version made by (host 0 = MS-DOS) + writeU16(view, offset + 6, VERSION_NEEDED); + writeU16(view, offset + 8, FLAG_UTF8); + writeU16(view, offset + 10, METHOD_STORE); + writeU16(view, offset + 12, stamp.time); + writeU16(view, offset + 14, stamp.date); + writeU32(view, offset + 16, entry.crc); + writeU32(view, offset + 20, entry.data.length); + writeU32(view, offset + 24, entry.data.length); + writeU16(view, offset + 28, entry.nameBytes.length); + writeU16(view, offset + 30, 0); // extra field length + writeU16(view, offset + 32, 0); // file comment length + writeU16(view, offset + 34, 0); // disk number start + writeU16(view, offset + 36, 0); // internal attributes + writeU32(view, offset + 38, 0); // external attributes + writeU32(view, offset + 42, entry.offset); + bytes.set(entry.nameBytes, offset + CENTRAL_HEADER_SIZE); + offset += CENTRAL_HEADER_SIZE + entry.nameBytes.length; + } + + writeU32(view, offset + 0, EOCD_SIGNATURE); + writeU16(view, offset + 4, 0); // number of this disk + writeU16(view, offset + 6, 0); // disk holding the central directory + writeU16(view, offset + 8, entries.length); + writeU16(view, offset + 10, entries.length); + writeU32(view, offset + 12, offset - centralOffset); + writeU32(view, offset + 16, centralOffset); + writeU16(view, offset + 20, 0); // archive comment length + + return new Blob([bytes], { type: 'application/zip' }); +} diff --git a/bluebey-studio/vendor/lib/opentype.module.js b/bluebey-studio/vendor/lib/opentype.module.js new file mode 100644 index 0000000..3bbee16 --- /dev/null +++ b/bluebey-studio/vendor/lib/opentype.module.js @@ -0,0 +1,14460 @@ +/** + * https://opentype.js.org v1.3.4 | (c) Frederik De Bleser and other contributors | MIT License | Uses tiny-inflate by Devon Govett and string.prototype.codepointat polyfill by Mathias Bynens + */ + +/*! https://mths.be/codepointat v0.2.0 by @mathias */ +if (!String.prototype.codePointAt) { + (function() { + var defineProperty = (function() { + // IE 8 only supports `Object.defineProperty` on DOM elements + try { + var object = {}; + var $defineProperty = Object.defineProperty; + var result = $defineProperty(object, object, object) && $defineProperty; + } catch(error) {} + return result; + }()); + var codePointAt = function(position) { + if (this == null) { + throw TypeError(); + } + var string = String(this); + var size = string.length; + // `ToInteger` + var index = position ? Number(position) : 0; + if (index != index) { // better `isNaN` + index = 0; + } + // Account for out-of-bounds indices: + if (index < 0 || index >= size) { + return undefined; + } + // Get the first code unit + var first = string.charCodeAt(index); + var second; + if ( // check if it’s the start of a surrogate pair + first >= 0xD800 && first <= 0xDBFF && // high surrogate + size > index + 1 // there is a next code unit + ) { + second = string.charCodeAt(index + 1); + if (second >= 0xDC00 && second <= 0xDFFF) { // low surrogate + // https://mathiasbynens.be/notes/javascript-encoding#surrogate-formulae + return (first - 0xD800) * 0x400 + second - 0xDC00 + 0x10000; + } + } + return first; + }; + if (defineProperty) { + defineProperty(String.prototype, 'codePointAt', { + 'value': codePointAt, + 'configurable': true, + 'writable': true + }); + } else { + String.prototype.codePointAt = codePointAt; + } + }()); +} + +var TINF_OK = 0; +var TINF_DATA_ERROR = -3; + +function Tree() { + this.table = new Uint16Array(16); /* table of code length counts */ + this.trans = new Uint16Array(288); /* code -> symbol translation table */ +} + +function Data(source, dest) { + this.source = source; + this.sourceIndex = 0; + this.tag = 0; + this.bitcount = 0; + + this.dest = dest; + this.destLen = 0; + + this.ltree = new Tree(); /* dynamic length/symbol tree */ + this.dtree = new Tree(); /* dynamic distance tree */ +} + +/* --------------------------------------------------- * + * -- uninitialized global data (static structures) -- * + * --------------------------------------------------- */ + +var sltree = new Tree(); +var sdtree = new Tree(); + +/* extra bits and base tables for length codes */ +var length_bits = new Uint8Array(30); +var length_base = new Uint16Array(30); + +/* extra bits and base tables for distance codes */ +var dist_bits = new Uint8Array(30); +var dist_base = new Uint16Array(30); + +/* special ordering of code length codes */ +var clcidx = new Uint8Array([ + 16, 17, 18, 0, 8, 7, 9, 6, + 10, 5, 11, 4, 12, 3, 13, 2, + 14, 1, 15 +]); + +/* used by tinf_decode_trees, avoids allocations every call */ +var code_tree = new Tree(); +var lengths = new Uint8Array(288 + 32); + +/* ----------------------- * + * -- utility functions -- * + * ----------------------- */ + +/* build extra bits and base tables */ +function tinf_build_bits_base(bits, base, delta, first) { + var i, sum; + + /* build bits table */ + for (i = 0; i < delta; ++i) { bits[i] = 0; } + for (i = 0; i < 30 - delta; ++i) { bits[i + delta] = i / delta | 0; } + + /* build base table */ + for (sum = first, i = 0; i < 30; ++i) { + base[i] = sum; + sum += 1 << bits[i]; + } +} + +/* build the fixed huffman trees */ +function tinf_build_fixed_trees(lt, dt) { + var i; + + /* build fixed length tree */ + for (i = 0; i < 7; ++i) { lt.table[i] = 0; } + + lt.table[7] = 24; + lt.table[8] = 152; + lt.table[9] = 112; + + for (i = 0; i < 24; ++i) { lt.trans[i] = 256 + i; } + for (i = 0; i < 144; ++i) { lt.trans[24 + i] = i; } + for (i = 0; i < 8; ++i) { lt.trans[24 + 144 + i] = 280 + i; } + for (i = 0; i < 112; ++i) { lt.trans[24 + 144 + 8 + i] = 144 + i; } + + /* build fixed distance tree */ + for (i = 0; i < 5; ++i) { dt.table[i] = 0; } + + dt.table[5] = 32; + + for (i = 0; i < 32; ++i) { dt.trans[i] = i; } +} + +/* given an array of code lengths, build a tree */ +var offs = new Uint16Array(16); + +function tinf_build_tree(t, lengths, off, num) { + var i, sum; + + /* clear code length count table */ + for (i = 0; i < 16; ++i) { t.table[i] = 0; } + + /* scan symbol lengths, and sum code length counts */ + for (i = 0; i < num; ++i) { t.table[lengths[off + i]]++; } + + t.table[0] = 0; + + /* compute offset table for distribution sort */ + for (sum = 0, i = 0; i < 16; ++i) { + offs[i] = sum; + sum += t.table[i]; + } + + /* create code->symbol translation table (symbols sorted by code) */ + for (i = 0; i < num; ++i) { + if (lengths[off + i]) { t.trans[offs[lengths[off + i]]++] = i; } + } +} + +/* ---------------------- * + * -- decode functions -- * + * ---------------------- */ + +/* get one bit from source stream */ +function tinf_getbit(d) { + /* check if tag is empty */ + if (!d.bitcount--) { + /* load next tag */ + d.tag = d.source[d.sourceIndex++]; + d.bitcount = 7; + } + + /* shift bit out of tag */ + var bit = d.tag & 1; + d.tag >>>= 1; + + return bit; +} + +/* read a num bit value from a stream and add base */ +function tinf_read_bits(d, num, base) { + if (!num) + { return base; } + + while (d.bitcount < 24) { + d.tag |= d.source[d.sourceIndex++] << d.bitcount; + d.bitcount += 8; + } + + var val = d.tag & (0xffff >>> (16 - num)); + d.tag >>>= num; + d.bitcount -= num; + return val + base; +} + +/* given a data stream and a tree, decode a symbol */ +function tinf_decode_symbol(d, t) { + while (d.bitcount < 24) { + d.tag |= d.source[d.sourceIndex++] << d.bitcount; + d.bitcount += 8; + } + + var sum = 0, cur = 0, len = 0; + var tag = d.tag; + + /* get more bits while code value is above sum */ + do { + cur = 2 * cur + (tag & 1); + tag >>>= 1; + ++len; + + sum += t.table[len]; + cur -= t.table[len]; + } while (cur >= 0); + + d.tag = tag; + d.bitcount -= len; + + return t.trans[sum + cur]; +} + +/* given a data stream, decode dynamic trees from it */ +function tinf_decode_trees(d, lt, dt) { + var hlit, hdist, hclen; + var i, num, length; + + /* get 5 bits HLIT (257-286) */ + hlit = tinf_read_bits(d, 5, 257); + + /* get 5 bits HDIST (1-32) */ + hdist = tinf_read_bits(d, 5, 1); + + /* get 4 bits HCLEN (4-19) */ + hclen = tinf_read_bits(d, 4, 4); + + for (i = 0; i < 19; ++i) { lengths[i] = 0; } + + /* read code lengths for code length alphabet */ + for (i = 0; i < hclen; ++i) { + /* get 3 bits code length (0-7) */ + var clen = tinf_read_bits(d, 3, 0); + lengths[clcidx[i]] = clen; + } + + /* build code length tree */ + tinf_build_tree(code_tree, lengths, 0, 19); + + /* decode code lengths for the dynamic trees */ + for (num = 0; num < hlit + hdist;) { + var sym = tinf_decode_symbol(d, code_tree); + + switch (sym) { + case 16: + /* copy previous code length 3-6 times (read 2 bits) */ + var prev = lengths[num - 1]; + for (length = tinf_read_bits(d, 2, 3); length; --length) { + lengths[num++] = prev; + } + break; + case 17: + /* repeat code length 0 for 3-10 times (read 3 bits) */ + for (length = tinf_read_bits(d, 3, 3); length; --length) { + lengths[num++] = 0; + } + break; + case 18: + /* repeat code length 0 for 11-138 times (read 7 bits) */ + for (length = tinf_read_bits(d, 7, 11); length; --length) { + lengths[num++] = 0; + } + break; + default: + /* values 0-15 represent the actual code lengths */ + lengths[num++] = sym; + break; + } + } + + /* build dynamic trees */ + tinf_build_tree(lt, lengths, 0, hlit); + tinf_build_tree(dt, lengths, hlit, hdist); +} + +/* ----------------------------- * + * -- block inflate functions -- * + * ----------------------------- */ + +/* given a stream and two trees, inflate a block of data */ +function tinf_inflate_block_data(d, lt, dt) { + while (1) { + var sym = tinf_decode_symbol(d, lt); + + /* check for end of block */ + if (sym === 256) { + return TINF_OK; + } + + if (sym < 256) { + d.dest[d.destLen++] = sym; + } else { + var length, dist, offs; + var i; + + sym -= 257; + + /* possibly get more bits from length code */ + length = tinf_read_bits(d, length_bits[sym], length_base[sym]); + + dist = tinf_decode_symbol(d, dt); + + /* possibly get more bits from distance code */ + offs = d.destLen - tinf_read_bits(d, dist_bits[dist], dist_base[dist]); + + /* copy match */ + for (i = offs; i < offs + length; ++i) { + d.dest[d.destLen++] = d.dest[i]; + } + } + } +} + +/* inflate an uncompressed block of data */ +function tinf_inflate_uncompressed_block(d) { + var length, invlength; + var i; + + /* unread from bitbuffer */ + while (d.bitcount > 8) { + d.sourceIndex--; + d.bitcount -= 8; + } + + /* get length */ + length = d.source[d.sourceIndex + 1]; + length = 256 * length + d.source[d.sourceIndex]; + + /* get one's complement of length */ + invlength = d.source[d.sourceIndex + 3]; + invlength = 256 * invlength + d.source[d.sourceIndex + 2]; + + /* check length */ + if (length !== (~invlength & 0x0000ffff)) + { return TINF_DATA_ERROR; } + + d.sourceIndex += 4; + + /* copy block */ + for (i = length; i; --i) + { d.dest[d.destLen++] = d.source[d.sourceIndex++]; } + + /* make sure we start next block on a byte boundary */ + d.bitcount = 0; + + return TINF_OK; +} + +/* inflate stream from source to dest */ +function tinf_uncompress(source, dest) { + var d = new Data(source, dest); + var bfinal, btype, res; + + do { + /* read final block flag */ + bfinal = tinf_getbit(d); + + /* read block type (2 bits) */ + btype = tinf_read_bits(d, 2, 0); + + /* decompress block */ + switch (btype) { + case 0: + /* decompress uncompressed block */ + res = tinf_inflate_uncompressed_block(d); + break; + case 1: + /* decompress block with fixed huffman trees */ + res = tinf_inflate_block_data(d, sltree, sdtree); + break; + case 2: + /* decompress block with dynamic huffman trees */ + tinf_decode_trees(d, d.ltree, d.dtree); + res = tinf_inflate_block_data(d, d.ltree, d.dtree); + break; + default: + res = TINF_DATA_ERROR; + } + + if (res !== TINF_OK) + { throw new Error('Data error'); } + + } while (!bfinal); + + if (d.destLen < d.dest.length) { + if (typeof d.dest.slice === 'function') + { return d.dest.slice(0, d.destLen); } + else + { return d.dest.subarray(0, d.destLen); } + } + + return d.dest; +} + +/* -------------------- * + * -- initialization -- * + * -------------------- */ + +/* build fixed huffman trees */ +tinf_build_fixed_trees(sltree, sdtree); + +/* build extra bits and base tables */ +tinf_build_bits_base(length_bits, length_base, 4, 3); +tinf_build_bits_base(dist_bits, dist_base, 2, 1); + +/* fix a special case */ +length_bits[28] = 0; +length_base[28] = 258; + +var tinyInflate = tinf_uncompress; + +// The Bounding Box object + +function derive(v0, v1, v2, v3, t) { + return Math.pow(1 - t, 3) * v0 + + 3 * Math.pow(1 - t, 2) * t * v1 + + 3 * (1 - t) * Math.pow(t, 2) * v2 + + Math.pow(t, 3) * v3; +} +/** + * A bounding box is an enclosing box that describes the smallest measure within which all the points lie. + * It is used to calculate the bounding box of a glyph or text path. + * + * On initialization, x1/y1/x2/y2 will be NaN. Check if the bounding box is empty using `isEmpty()`. + * + * @exports opentype.BoundingBox + * @class + * @constructor + */ +function BoundingBox() { + this.x1 = Number.NaN; + this.y1 = Number.NaN; + this.x2 = Number.NaN; + this.y2 = Number.NaN; +} + +/** + * Returns true if the bounding box is empty, that is, no points have been added to the box yet. + */ +BoundingBox.prototype.isEmpty = function() { + return isNaN(this.x1) || isNaN(this.y1) || isNaN(this.x2) || isNaN(this.y2); +}; + +/** + * Add the point to the bounding box. + * The x1/y1/x2/y2 coordinates of the bounding box will now encompass the given point. + * @param {number} x - The X coordinate of the point. + * @param {number} y - The Y coordinate of the point. + */ +BoundingBox.prototype.addPoint = function(x, y) { + if (typeof x === 'number') { + if (isNaN(this.x1) || isNaN(this.x2)) { + this.x1 = x; + this.x2 = x; + } + if (x < this.x1) { + this.x1 = x; + } + if (x > this.x2) { + this.x2 = x; + } + } + if (typeof y === 'number') { + if (isNaN(this.y1) || isNaN(this.y2)) { + this.y1 = y; + this.y2 = y; + } + if (y < this.y1) { + this.y1 = y; + } + if (y > this.y2) { + this.y2 = y; + } + } +}; + +/** + * Add a X coordinate to the bounding box. + * This extends the bounding box to include the X coordinate. + * This function is used internally inside of addBezier. + * @param {number} x - The X coordinate of the point. + */ +BoundingBox.prototype.addX = function(x) { + this.addPoint(x, null); +}; + +/** + * Add a Y coordinate to the bounding box. + * This extends the bounding box to include the Y coordinate. + * This function is used internally inside of addBezier. + * @param {number} y - The Y coordinate of the point. + */ +BoundingBox.prototype.addY = function(y) { + this.addPoint(null, y); +}; + +/** + * Add a Bézier curve to the bounding box. + * This extends the bounding box to include the entire Bézier. + * @param {number} x0 - The starting X coordinate. + * @param {number} y0 - The starting Y coordinate. + * @param {number} x1 - The X coordinate of the first control point. + * @param {number} y1 - The Y coordinate of the first control point. + * @param {number} x2 - The X coordinate of the second control point. + * @param {number} y2 - The Y coordinate of the second control point. + * @param {number} x - The ending X coordinate. + * @param {number} y - The ending Y coordinate. + */ +BoundingBox.prototype.addBezier = function(x0, y0, x1, y1, x2, y2, x, y) { + // This code is based on http://nishiohirokazu.blogspot.com/2009/06/how-to-calculate-bezier-curves-bounding.html + // and https://github.com/icons8/svg-path-bounding-box + + var p0 = [x0, y0]; + var p1 = [x1, y1]; + var p2 = [x2, y2]; + var p3 = [x, y]; + + this.addPoint(x0, y0); + this.addPoint(x, y); + + for (var i = 0; i <= 1; i++) { + var b = 6 * p0[i] - 12 * p1[i] + 6 * p2[i]; + var a = -3 * p0[i] + 9 * p1[i] - 9 * p2[i] + 3 * p3[i]; + var c = 3 * p1[i] - 3 * p0[i]; + + if (a === 0) { + if (b === 0) { continue; } + var t = -c / b; + if (0 < t && t < 1) { + if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t)); } + if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t)); } + } + continue; + } + + var b2ac = Math.pow(b, 2) - 4 * c * a; + if (b2ac < 0) { continue; } + var t1 = (-b + Math.sqrt(b2ac)) / (2 * a); + if (0 < t1 && t1 < 1) { + if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t1)); } + if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t1)); } + } + var t2 = (-b - Math.sqrt(b2ac)) / (2 * a); + if (0 < t2 && t2 < 1) { + if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t2)); } + if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t2)); } + } + } +}; + +/** + * Add a quadratic curve to the bounding box. + * This extends the bounding box to include the entire quadratic curve. + * @param {number} x0 - The starting X coordinate. + * @param {number} y0 - The starting Y coordinate. + * @param {number} x1 - The X coordinate of the control point. + * @param {number} y1 - The Y coordinate of the control point. + * @param {number} x - The ending X coordinate. + * @param {number} y - The ending Y coordinate. + */ +BoundingBox.prototype.addQuad = function(x0, y0, x1, y1, x, y) { + var cp1x = x0 + 2 / 3 * (x1 - x0); + var cp1y = y0 + 2 / 3 * (y1 - y0); + var cp2x = cp1x + 1 / 3 * (x - x0); + var cp2y = cp1y + 1 / 3 * (y - y0); + this.addBezier(x0, y0, cp1x, cp1y, cp2x, cp2y, x, y); +}; + +// Geometric objects + +/** + * A bézier path containing a set of path commands similar to a SVG path. + * Paths can be drawn on a context using `draw`. + * @exports opentype.Path + * @class + * @constructor + */ +function Path() { + this.commands = []; + this.fill = 'black'; + this.stroke = null; + this.strokeWidth = 1; +} + +/** + * @param {number} x + * @param {number} y + */ +Path.prototype.moveTo = function(x, y) { + this.commands.push({ + type: 'M', + x: x, + y: y + }); +}; + +/** + * @param {number} x + * @param {number} y + */ +Path.prototype.lineTo = function(x, y) { + this.commands.push({ + type: 'L', + x: x, + y: y + }); +}; + +/** + * Draws cubic curve + * @function + * curveTo + * @memberof opentype.Path.prototype + * @param {number} x1 - x of control 1 + * @param {number} y1 - y of control 1 + * @param {number} x2 - x of control 2 + * @param {number} y2 - y of control 2 + * @param {number} x - x of path point + * @param {number} y - y of path point + */ + +/** + * Draws cubic curve + * @function + * bezierCurveTo + * @memberof opentype.Path.prototype + * @param {number} x1 - x of control 1 + * @param {number} y1 - y of control 1 + * @param {number} x2 - x of control 2 + * @param {number} y2 - y of control 2 + * @param {number} x - x of path point + * @param {number} y - y of path point + * @see curveTo + */ +Path.prototype.curveTo = Path.prototype.bezierCurveTo = function(x1, y1, x2, y2, x, y) { + this.commands.push({ + type: 'C', + x1: x1, + y1: y1, + x2: x2, + y2: y2, + x: x, + y: y + }); +}; + +/** + * Draws quadratic curve + * @function + * quadraticCurveTo + * @memberof opentype.Path.prototype + * @param {number} x1 - x of control + * @param {number} y1 - y of control + * @param {number} x - x of path point + * @param {number} y - y of path point + */ + +/** + * Draws quadratic curve + * @function + * quadTo + * @memberof opentype.Path.prototype + * @param {number} x1 - x of control + * @param {number} y1 - y of control + * @param {number} x - x of path point + * @param {number} y - y of path point + */ +Path.prototype.quadTo = Path.prototype.quadraticCurveTo = function(x1, y1, x, y) { + this.commands.push({ + type: 'Q', + x1: x1, + y1: y1, + x: x, + y: y + }); +}; + +/** + * Closes the path + * @function closePath + * @memberof opentype.Path.prototype + */ + +/** + * Close the path + * @function close + * @memberof opentype.Path.prototype + */ +Path.prototype.close = Path.prototype.closePath = function() { + this.commands.push({ + type: 'Z' + }); +}; + +/** + * Add the given path or list of commands to the commands of this path. + * @param {Array} pathOrCommands - another opentype.Path, an opentype.BoundingBox, or an array of commands. + */ +Path.prototype.extend = function(pathOrCommands) { + if (pathOrCommands.commands) { + pathOrCommands = pathOrCommands.commands; + } else if (pathOrCommands instanceof BoundingBox) { + var box = pathOrCommands; + this.moveTo(box.x1, box.y1); + this.lineTo(box.x2, box.y1); + this.lineTo(box.x2, box.y2); + this.lineTo(box.x1, box.y2); + this.close(); + return; + } + + Array.prototype.push.apply(this.commands, pathOrCommands); +}; + +/** + * Calculate the bounding box of the path. + * @returns {opentype.BoundingBox} + */ +Path.prototype.getBoundingBox = function() { + var box = new BoundingBox(); + + var startX = 0; + var startY = 0; + var prevX = 0; + var prevY = 0; + for (var i = 0; i < this.commands.length; i++) { + var cmd = this.commands[i]; + switch (cmd.type) { + case 'M': + box.addPoint(cmd.x, cmd.y); + startX = prevX = cmd.x; + startY = prevY = cmd.y; + break; + case 'L': + box.addPoint(cmd.x, cmd.y); + prevX = cmd.x; + prevY = cmd.y; + break; + case 'Q': + box.addQuad(prevX, prevY, cmd.x1, cmd.y1, cmd.x, cmd.y); + prevX = cmd.x; + prevY = cmd.y; + break; + case 'C': + box.addBezier(prevX, prevY, cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); + prevX = cmd.x; + prevY = cmd.y; + break; + case 'Z': + prevX = startX; + prevY = startY; + break; + default: + throw new Error('Unexpected path command ' + cmd.type); + } + } + if (box.isEmpty()) { + box.addPoint(0, 0); + } + return box; +}; + +/** + * Draw the path to a 2D context. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context. + */ +Path.prototype.draw = function(ctx) { + ctx.beginPath(); + for (var i = 0; i < this.commands.length; i += 1) { + var cmd = this.commands[i]; + if (cmd.type === 'M') { + ctx.moveTo(cmd.x, cmd.y); + } else if (cmd.type === 'L') { + ctx.lineTo(cmd.x, cmd.y); + } else if (cmd.type === 'C') { + ctx.bezierCurveTo(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); + } else if (cmd.type === 'Q') { + ctx.quadraticCurveTo(cmd.x1, cmd.y1, cmd.x, cmd.y); + } else if (cmd.type === 'Z') { + ctx.closePath(); + } + } + + if (this.fill) { + ctx.fillStyle = this.fill; + ctx.fill(); + } + + if (this.stroke) { + ctx.strokeStyle = this.stroke; + ctx.lineWidth = this.strokeWidth; + ctx.stroke(); + } +}; + +/** + * Convert the Path to a string of path data instructions + * See http://www.w3.org/TR/SVG/paths.html#PathData + * @param {number} [decimalPlaces=2] - The amount of decimal places for floating-point values + * @return {string} + */ +Path.prototype.toPathData = function(decimalPlaces) { + decimalPlaces = decimalPlaces !== undefined ? decimalPlaces : 2; + + function floatToString(v) { + if (Math.round(v) === v) { + return '' + Math.round(v); + } else { + return v.toFixed(decimalPlaces); + } + } + + function packValues() { + var arguments$1 = arguments; + + var s = ''; + for (var i = 0; i < arguments.length; i += 1) { + var v = arguments$1[i]; + if (v >= 0 && i > 0) { + s += ' '; + } + + s += floatToString(v); + } + + return s; + } + + var d = ''; + for (var i = 0; i < this.commands.length; i += 1) { + var cmd = this.commands[i]; + if (cmd.type === 'M') { + d += 'M' + packValues(cmd.x, cmd.y); + } else if (cmd.type === 'L') { + d += 'L' + packValues(cmd.x, cmd.y); + } else if (cmd.type === 'C') { + d += 'C' + packValues(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); + } else if (cmd.type === 'Q') { + d += 'Q' + packValues(cmd.x1, cmd.y1, cmd.x, cmd.y); + } else if (cmd.type === 'Z') { + d += 'Z'; + } + } + + return d; +}; + +/** + * Convert the path to an SVG element, as a string. + * @param {number} [decimalPlaces=2] - The amount of decimal places for floating-point values + * @return {string} + */ +Path.prototype.toSVG = function(decimalPlaces) { + var svg = '= 0 && v <= 255, 'Byte value should be between 0 and 255.'); + return [v]; +}; +/** + * @constant + * @type {number} + */ +sizeOf.BYTE = constant(1); + +/** + * Convert a 8-bit signed integer to a list of 1 byte. + * @param {string} + * @returns {Array} + */ +encode.CHAR = function(v) { + return [v.charCodeAt(0)]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.CHAR = constant(1); + +/** + * Convert an ASCII string to a list of bytes. + * @param {string} + * @returns {Array} + */ +encode.CHARARRAY = function(v) { + if (typeof v === 'undefined') { + v = ''; + console.warn('Undefined CHARARRAY encountered and treated as an empty string. This is probably caused by a missing glyph name.'); + } + var b = []; + for (var i = 0; i < v.length; i += 1) { + b[i] = v.charCodeAt(i); + } + + return b; +}; + +/** + * @param {Array} + * @returns {number} + */ +sizeOf.CHARARRAY = function(v) { + if (typeof v === 'undefined') { + return 0; + } + return v.length; +}; + +/** + * Convert a 16-bit unsigned integer to a list of 2 bytes. + * @param {number} + * @returns {Array} + */ +encode.USHORT = function(v) { + return [(v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.USHORT = constant(2); + +/** + * Convert a 16-bit signed integer to a list of 2 bytes. + * @param {number} + * @returns {Array} + */ +encode.SHORT = function(v) { + // Two's complement + if (v >= LIMIT16) { + v = -(2 * LIMIT16 - v); + } + + return [(v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.SHORT = constant(2); + +/** + * Convert a 24-bit unsigned integer to a list of 3 bytes. + * @param {number} + * @returns {Array} + */ +encode.UINT24 = function(v) { + return [(v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.UINT24 = constant(3); + +/** + * Convert a 32-bit unsigned integer to a list of 4 bytes. + * @param {number} + * @returns {Array} + */ +encode.ULONG = function(v) { + return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.ULONG = constant(4); + +/** + * Convert a 32-bit unsigned integer to a list of 4 bytes. + * @param {number} + * @returns {Array} + */ +encode.LONG = function(v) { + // Two's complement + if (v >= LIMIT32) { + v = -(2 * LIMIT32 - v); + } + + return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.LONG = constant(4); + +encode.FIXED = encode.ULONG; +sizeOf.FIXED = sizeOf.ULONG; + +encode.FWORD = encode.SHORT; +sizeOf.FWORD = sizeOf.SHORT; + +encode.UFWORD = encode.USHORT; +sizeOf.UFWORD = sizeOf.USHORT; + +/** + * Convert a 32-bit Apple Mac timestamp integer to a list of 8 bytes, 64-bit timestamp. + * @param {number} + * @returns {Array} + */ +encode.LONGDATETIME = function(v) { + return [0, 0, 0, 0, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.LONGDATETIME = constant(8); + +/** + * Convert a 4-char tag to a list of 4 bytes. + * @param {string} + * @returns {Array} + */ +encode.TAG = function(v) { + check.argument(v.length === 4, 'Tag should be exactly 4 ASCII characters.'); + return [v.charCodeAt(0), + v.charCodeAt(1), + v.charCodeAt(2), + v.charCodeAt(3)]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.TAG = constant(4); + +// CFF data types /////////////////////////////////////////////////////////// + +encode.Card8 = encode.BYTE; +sizeOf.Card8 = sizeOf.BYTE; + +encode.Card16 = encode.USHORT; +sizeOf.Card16 = sizeOf.USHORT; + +encode.OffSize = encode.BYTE; +sizeOf.OffSize = sizeOf.BYTE; + +encode.SID = encode.USHORT; +sizeOf.SID = sizeOf.USHORT; + +// Convert a numeric operand or charstring number to a variable-size list of bytes. +/** + * Convert a numeric operand or charstring number to a variable-size list of bytes. + * @param {number} + * @returns {Array} + */ +encode.NUMBER = function(v) { + if (v >= -107 && v <= 107) { + return [v + 139]; + } else if (v >= 108 && v <= 1131) { + v = v - 108; + return [(v >> 8) + 247, v & 0xFF]; + } else if (v >= -1131 && v <= -108) { + v = -v - 108; + return [(v >> 8) + 251, v & 0xFF]; + } else if (v >= -32768 && v <= 32767) { + return encode.NUMBER16(v); + } else { + return encode.NUMBER32(v); + } +}; + +/** + * @param {number} + * @returns {number} + */ +sizeOf.NUMBER = function(v) { + return encode.NUMBER(v).length; +}; + +/** + * Convert a signed number between -32768 and +32767 to a three-byte value. + * This ensures we always use three bytes, but is not the most compact format. + * @param {number} + * @returns {Array} + */ +encode.NUMBER16 = function(v) { + return [28, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.NUMBER16 = constant(3); + +/** + * Convert a signed number between -(2^31) and +(2^31-1) to a five-byte value. + * This is useful if you want to be sure you always use four bytes, + * at the expense of wasting a few bytes for smaller numbers. + * @param {number} + * @returns {Array} + */ +encode.NUMBER32 = function(v) { + return [29, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; +}; + +/** + * @constant + * @type {number} + */ +sizeOf.NUMBER32 = constant(5); + +/** + * @param {number} + * @returns {Array} + */ +encode.REAL = function(v) { + var value = v.toString(); + + // Some numbers use an epsilon to encode the value. (e.g. JavaScript will store 0.0000001 as 1e-7) + // This code converts it back to a number without the epsilon. + var m = /\.(\d*?)(?:9{5,20}|0{5,20})\d{0,2}(?:e(.+)|$)/.exec(value); + if (m) { + var epsilon = parseFloat('1e' + ((m[2] ? +m[2] : 0) + m[1].length)); + value = (Math.round(v * epsilon) / epsilon).toString(); + } + + var nibbles = ''; + for (var i = 0, ii = value.length; i < ii; i += 1) { + var c = value[i]; + if (c === 'e') { + nibbles += value[++i] === '-' ? 'c' : 'b'; + } else if (c === '.') { + nibbles += 'a'; + } else if (c === '-') { + nibbles += 'e'; + } else { + nibbles += c; + } + } + + nibbles += (nibbles.length & 1) ? 'f' : 'ff'; + var out = [30]; + for (var i$1 = 0, ii$1 = nibbles.length; i$1 < ii$1; i$1 += 2) { + out.push(parseInt(nibbles.substr(i$1, 2), 16)); + } + + return out; +}; + +/** + * @param {number} + * @returns {number} + */ +sizeOf.REAL = function(v) { + return encode.REAL(v).length; +}; + +encode.NAME = encode.CHARARRAY; +sizeOf.NAME = sizeOf.CHARARRAY; + +encode.STRING = encode.CHARARRAY; +sizeOf.STRING = sizeOf.CHARARRAY; + +/** + * @param {DataView} data + * @param {number} offset + * @param {number} numBytes + * @returns {string} + */ +decode.UTF8 = function(data, offset, numBytes) { + var codePoints = []; + var numChars = numBytes; + for (var j = 0; j < numChars; j++, offset += 1) { + codePoints[j] = data.getUint8(offset); + } + + return String.fromCharCode.apply(null, codePoints); +}; + +/** + * @param {DataView} data + * @param {number} offset + * @param {number} numBytes + * @returns {string} + */ +decode.UTF16 = function(data, offset, numBytes) { + var codePoints = []; + var numChars = numBytes / 2; + for (var j = 0; j < numChars; j++, offset += 2) { + codePoints[j] = data.getUint16(offset); + } + + return String.fromCharCode.apply(null, codePoints); +}; + +/** + * Convert a JavaScript string to UTF16-BE. + * @param {string} + * @returns {Array} + */ +encode.UTF16 = function(v) { + var b = []; + for (var i = 0; i < v.length; i += 1) { + var codepoint = v.charCodeAt(i); + b[b.length] = (codepoint >> 8) & 0xFF; + b[b.length] = codepoint & 0xFF; + } + + return b; +}; + +/** + * @param {string} + * @returns {number} + */ +sizeOf.UTF16 = function(v) { + return v.length * 2; +}; + +// Data for converting old eight-bit Macintosh encodings to Unicode. +// This representation is optimized for decoding; encoding is slower +// and needs more memory. The assumption is that all opentype.js users +// want to open fonts, but saving a font will be comparatively rare +// so it can be more expensive. Keyed by IANA character set name. +// +// Python script for generating these strings: +// +// s = u''.join([chr(c).decode('mac_greek') for c in range(128, 256)]) +// print(s.encode('utf-8')) +/** + * @private + */ +var eightBitMacEncodings = { + 'x-mac-croatian': // Python: 'mac_croatian' + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®Š™´¨≠ŽØ∞±≤≥∆µ∂∑∏š∫ªºΩžø' + + '¿¡¬√ƒ≈ƫȅ ÀÃÕŒœĐ—“”‘’÷◊©⁄€‹›Æ»–·‚„‰ÂćÁčÈÍÎÏÌÓÔđÒÚÛÙıˆ˜¯πË˚¸Êæˇ', + 'x-mac-cyrillic': // Python: 'mac_cyrillic' + 'АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ†°Ґ£§•¶І®©™Ђђ≠Ѓѓ∞±≤≥іµґЈЄєЇїЉљЊњ' + + 'јЅ¬√ƒ≈∆«»… ЋћЌќѕ–—“”‘’÷„ЎўЏџ№Ёёяабвгдежзийклмнопрстуфхцчшщъыьэю', + 'x-mac-gaelic': // http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/GAELIC.TXT + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØḂ±≤≥ḃĊċḊḋḞḟĠġṀæø' + + 'ṁṖṗɼƒſṠ«»… ÀÃÕŒœ–—“”‘’ṡẛÿŸṪ€‹›Ŷŷṫ·Ỳỳ⁊ÂÊÁËÈÍÎÏÌÓÔ♣ÒÚÛÙıÝýŴŵẄẅẀẁẂẃ', + 'x-mac-greek': // Python: 'mac_greek' + 'Ĺ²É³ÖÜ΅àâä΄¨çéèê룙î‰ôö¦€ùûü†ΓΔΘΛΞΠß®©ΣΪ§≠°·Α±≤≥¥ΒΕΖΗΙΚΜΦΫΨΩ' + + 'άΝ¬ΟΡ≈Τ«»… ΥΧΆΈœ–―“”‘’÷ΉΊΌΎέήίόΏύαβψδεφγηιξκλμνοπώρστθωςχυζϊϋΐΰ\u00AD', + 'x-mac-icelandic': // Python: 'mac_iceland' + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûüݰ¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + + '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€ÐðÞþý·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', + 'x-mac-inuit': // http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/INUIT.TXT + 'ᐃᐄᐅᐆᐊᐋᐱᐲᐳᐴᐸᐹᑉᑎᑏᑐᑑᑕᑖᑦᑭᑮᑯᑰᑲᑳᒃᒋᒌᒍᒎᒐᒑ°ᒡᒥᒦ•¶ᒧ®©™ᒨᒪᒫᒻᓂᓃᓄᓅᓇᓈᓐᓯᓰᓱᓲᓴᓵᔅᓕᓖᓗ' + + 'ᓘᓚᓛᓪᔨᔩᔪᔫᔭ… ᔮᔾᕕᕖᕗ–—“”‘’ᕘᕙᕚᕝᕆᕇᕈᕉᕋᕌᕐᕿᖀᖁᖂᖃᖄᖅᖏᖐᖑᖒᖓᖔᖕᙱᙲᙳᙴᙵᙶᖖᖠᖡᖢᖣᖤᖥᖦᕼŁł', + 'x-mac-ce': // Python: 'mac_latin2' + 'ÄĀāÉĄÖÜáąČäčĆć鏟ĎíďĒēĖóėôöõúĚěü†°Ę£§•¶ß®©™ę¨≠ģĮįĪ≤≥īĶ∂∑łĻļĽľĹĺŅ' + + 'ņѬ√ńŇ∆«»… ňŐÕőŌ–—“”‘’÷◊ōŔŕŘ‹›řŖŗŠ‚„šŚśÁŤťÍŽžŪÓÔūŮÚůŰűŲųÝýķŻŁżĢˇ', + macintosh: // Python: 'mac_roman' + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + + '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›fifl‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', + 'x-mac-romanian': // Python: 'mac_romanian' + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ĂȘ∞±≤≥¥µ∂∑∏π∫ªºΩăș' + + '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›Țț‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', + 'x-mac-turkish': // Python: 'mac_turkish' + 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + + '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸĞğİıŞş‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙˆ˜¯˘˙˚¸˝˛ˇ' +}; + +/** + * Decodes an old-style Macintosh string. Returns either a Unicode JavaScript + * string, or 'undefined' if the encoding is unsupported. For example, we do + * not support Chinese, Japanese or Korean because these would need large + * mapping tables. + * @param {DataView} dataView + * @param {number} offset + * @param {number} dataLength + * @param {string} encoding + * @returns {string} + */ +decode.MACSTRING = function(dataView, offset, dataLength, encoding) { + var table = eightBitMacEncodings[encoding]; + if (table === undefined) { + return undefined; + } + + var result = ''; + for (var i = 0; i < dataLength; i++) { + var c = dataView.getUint8(offset + i); + // In all eight-bit Mac encodings, the characters 0x00..0x7F are + // mapped to U+0000..U+007F; we only need to look up the others. + if (c <= 0x7F) { + result += String.fromCharCode(c); + } else { + result += table[c & 0x7F]; + } + } + + return result; +}; + +// Helper function for encode.MACSTRING. Returns a dictionary for mapping +// Unicode character codes to their 8-bit MacOS equivalent. This table +// is not exactly a super cheap data structure, but we do not care because +// encoding Macintosh strings is only rarely needed in typical applications. +var macEncodingTableCache = typeof WeakMap === 'function' && new WeakMap(); +var macEncodingCacheKeys; +var getMacEncodingTable = function (encoding) { + // Since we use encoding as a cache key for WeakMap, it has to be + // a String object and not a literal. And at least on NodeJS 2.10.1, + // WeakMap requires that the same String instance is passed for cache hits. + if (!macEncodingCacheKeys) { + macEncodingCacheKeys = {}; + for (var e in eightBitMacEncodings) { + /*jshint -W053 */ // Suppress "Do not use String as a constructor." + macEncodingCacheKeys[e] = new String(e); + } + } + + var cacheKey = macEncodingCacheKeys[encoding]; + if (cacheKey === undefined) { + return undefined; + } + + // We can't do "if (cache.has(key)) {return cache.get(key)}" here: + // since garbage collection may run at any time, it could also kick in + // between the calls to cache.has() and cache.get(). In that case, + // we would return 'undefined' even though we do support the encoding. + if (macEncodingTableCache) { + var cachedTable = macEncodingTableCache.get(cacheKey); + if (cachedTable !== undefined) { + return cachedTable; + } + } + + var decodingTable = eightBitMacEncodings[encoding]; + if (decodingTable === undefined) { + return undefined; + } + + var encodingTable = {}; + for (var i = 0; i < decodingTable.length; i++) { + encodingTable[decodingTable.charCodeAt(i)] = i + 0x80; + } + + if (macEncodingTableCache) { + macEncodingTableCache.set(cacheKey, encodingTable); + } + + return encodingTable; +}; + +/** + * Encodes an old-style Macintosh string. Returns a byte array upon success. + * If the requested encoding is unsupported, or if the input string contains + * a character that cannot be expressed in the encoding, the function returns + * 'undefined'. + * @param {string} str + * @param {string} encoding + * @returns {Array} + */ +encode.MACSTRING = function(str, encoding) { + var table = getMacEncodingTable(encoding); + if (table === undefined) { + return undefined; + } + + var result = []; + for (var i = 0; i < str.length; i++) { + var c = str.charCodeAt(i); + + // In all eight-bit Mac encodings, the characters 0x00..0x7F are + // mapped to U+0000..U+007F; we only need to look up the others. + if (c >= 0x80) { + c = table[c]; + if (c === undefined) { + // str contains a Unicode character that cannot be encoded + // in the requested encoding. + return undefined; + } + } + result[i] = c; + // result.push(c); + } + + return result; +}; + +/** + * @param {string} str + * @param {string} encoding + * @returns {number} + */ +sizeOf.MACSTRING = function(str, encoding) { + var b = encode.MACSTRING(str, encoding); + if (b !== undefined) { + return b.length; + } else { + return 0; + } +}; + +// Helper for encode.VARDELTAS +function isByteEncodable(value) { + return value >= -128 && value <= 127; +} + +// Helper for encode.VARDELTAS +function encodeVarDeltaRunAsZeroes(deltas, pos, result) { + var runLength = 0; + var numDeltas = deltas.length; + while (pos < numDeltas && runLength < 64 && deltas[pos] === 0) { + ++pos; + ++runLength; + } + result.push(0x80 | (runLength - 1)); + return pos; +} + +// Helper for encode.VARDELTAS +function encodeVarDeltaRunAsBytes(deltas, offset, result) { + var runLength = 0; + var numDeltas = deltas.length; + var pos = offset; + while (pos < numDeltas && runLength < 64) { + var value = deltas[pos]; + if (!isByteEncodable(value)) { + break; + } + + // Within a byte-encoded run of deltas, a single zero is best + // stored literally as 0x00 value. However, if we have two or + // more zeroes in a sequence, it is better to start a new run. + // Fore example, the sequence of deltas [15, 15, 0, 15, 15] + // becomes 6 bytes (04 0F 0F 00 0F 0F) when storing the zero + // within the current run, but 7 bytes (01 0F 0F 80 01 0F 0F) + // when starting a new run. + if (value === 0 && pos + 1 < numDeltas && deltas[pos + 1] === 0) { + break; + } + + ++pos; + ++runLength; + } + result.push(runLength - 1); + for (var i = offset; i < pos; ++i) { + result.push((deltas[i] + 256) & 0xff); + } + return pos; +} + +// Helper for encode.VARDELTAS +function encodeVarDeltaRunAsWords(deltas, offset, result) { + var runLength = 0; + var numDeltas = deltas.length; + var pos = offset; + while (pos < numDeltas && runLength < 64) { + var value = deltas[pos]; + + // Within a word-encoded run of deltas, it is easiest to start + // a new run (with a different encoding) whenever we encounter + // a zero value. For example, the sequence [0x6666, 0, 0x7777] + // needs 7 bytes when storing the zero inside the current run + // (42 66 66 00 00 77 77), and equally 7 bytes when starting a + // new run (40 66 66 80 40 77 77). + if (value === 0) { + break; + } + + // Within a word-encoded run of deltas, a single value in the + // range (-128..127) should be encoded within the current run + // because it is more compact. For example, the sequence + // [0x6666, 2, 0x7777] becomes 7 bytes when storing the value + // literally (42 66 66 00 02 77 77), but 8 bytes when starting + // a new run (40 66 66 00 02 40 77 77). + if (isByteEncodable(value) && pos + 1 < numDeltas && isByteEncodable(deltas[pos + 1])) { + break; + } + + ++pos; + ++runLength; + } + result.push(0x40 | (runLength - 1)); + for (var i = offset; i < pos; ++i) { + var val = deltas[i]; + result.push(((val + 0x10000) >> 8) & 0xff, (val + 0x100) & 0xff); + } + return pos; +} + +/** + * Encode a list of variation adjustment deltas. + * + * Variation adjustment deltas are used in ‘gvar’ and ‘cvar’ tables. + * They indicate how points (in ‘gvar’) or values (in ‘cvar’) get adjusted + * when generating instances of variation fonts. + * + * @see https://www.microsoft.com/typography/otspec/gvar.htm + * @see https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6gvar.html + * @param {Array} + * @return {Array} + */ +encode.VARDELTAS = function(deltas) { + var pos = 0; + var result = []; + while (pos < deltas.length) { + var value = deltas[pos]; + if (value === 0) { + pos = encodeVarDeltaRunAsZeroes(deltas, pos, result); + } else if (value >= -128 && value <= 127) { + pos = encodeVarDeltaRunAsBytes(deltas, pos, result); + } else { + pos = encodeVarDeltaRunAsWords(deltas, pos, result); + } + } + return result; +}; + +// Convert a list of values to a CFF INDEX structure. +// The values should be objects containing name / type / value. +/** + * @param {Array} l + * @returns {Array} + */ +encode.INDEX = function(l) { + //var offset, offsets, offsetEncoder, encodedOffsets, encodedOffset, data, + // i, v; + // Because we have to know which data type to use to encode the offsets, + // we have to go through the values twice: once to encode the data and + // calculate the offsets, then again to encode the offsets using the fitting data type. + var offset = 1; // First offset is always 1. + var offsets = [offset]; + var data = []; + for (var i = 0; i < l.length; i += 1) { + var v = encode.OBJECT(l[i]); + Array.prototype.push.apply(data, v); + offset += v.length; + offsets.push(offset); + } + + if (data.length === 0) { + return [0, 0]; + } + + var encodedOffsets = []; + var offSize = (1 + Math.floor(Math.log(offset) / Math.log(2)) / 8) | 0; + var offsetEncoder = [undefined, encode.BYTE, encode.USHORT, encode.UINT24, encode.ULONG][offSize]; + for (var i$1 = 0; i$1 < offsets.length; i$1 += 1) { + var encodedOffset = offsetEncoder(offsets[i$1]); + Array.prototype.push.apply(encodedOffsets, encodedOffset); + } + + return Array.prototype.concat(encode.Card16(l.length), + encode.OffSize(offSize), + encodedOffsets, + data); +}; + +/** + * @param {Array} + * @returns {number} + */ +sizeOf.INDEX = function(v) { + return encode.INDEX(v).length; +}; + +/** + * Convert an object to a CFF DICT structure. + * The keys should be numeric. + * The values should be objects containing name / type / value. + * @param {Object} m + * @returns {Array} + */ +encode.DICT = function(m) { + var d = []; + var keys = Object.keys(m); + var length = keys.length; + + for (var i = 0; i < length; i += 1) { + // Object.keys() return string keys, but our keys are always numeric. + var k = parseInt(keys[i], 0); + var v = m[k]; + // Value comes before the key. + d = d.concat(encode.OPERAND(v.value, v.type)); + d = d.concat(encode.OPERATOR(k)); + } + + return d; +}; + +/** + * @param {Object} + * @returns {number} + */ +sizeOf.DICT = function(m) { + return encode.DICT(m).length; +}; + +/** + * @param {number} + * @returns {Array} + */ +encode.OPERATOR = function(v) { + if (v < 1200) { + return [v]; + } else { + return [12, v - 1200]; + } +}; + +/** + * @param {Array} v + * @param {string} + * @returns {Array} + */ +encode.OPERAND = function(v, type) { + var d = []; + if (Array.isArray(type)) { + for (var i = 0; i < type.length; i += 1) { + check.argument(v.length === type.length, 'Not enough arguments given for type' + type); + d = d.concat(encode.OPERAND(v[i], type[i])); + } + } else { + if (type === 'SID') { + d = d.concat(encode.NUMBER(v)); + } else if (type === 'offset') { + // We make it easy for ourselves and always encode offsets as + // 4 bytes. This makes offset calculation for the top dict easier. + d = d.concat(encode.NUMBER32(v)); + } else if (type === 'number') { + d = d.concat(encode.NUMBER(v)); + } else if (type === 'real') { + d = d.concat(encode.REAL(v)); + } else { + throw new Error('Unknown operand type ' + type); + // FIXME Add support for booleans + } + } + + return d; +}; + +encode.OP = encode.BYTE; +sizeOf.OP = sizeOf.BYTE; + +// memoize charstring encoding using WeakMap if available +var wmm = typeof WeakMap === 'function' && new WeakMap(); + +/** + * Convert a list of CharString operations to bytes. + * @param {Array} + * @returns {Array} + */ +encode.CHARSTRING = function(ops) { + // See encode.MACSTRING for why we don't do "if (wmm && wmm.has(ops))". + if (wmm) { + var cachedValue = wmm.get(ops); + if (cachedValue !== undefined) { + return cachedValue; + } + } + + var d = []; + var length = ops.length; + + for (var i = 0; i < length; i += 1) { + var op = ops[i]; + d = d.concat(encode[op.type](op.value)); + } + + if (wmm) { + wmm.set(ops, d); + } + + return d; +}; + +/** + * @param {Array} + * @returns {number} + */ +sizeOf.CHARSTRING = function(ops) { + return encode.CHARSTRING(ops).length; +}; + +// Utility functions //////////////////////////////////////////////////////// + +/** + * Convert an object containing name / type / value to bytes. + * @param {Object} + * @returns {Array} + */ +encode.OBJECT = function(v) { + var encodingFunction = encode[v.type]; + check.argument(encodingFunction !== undefined, 'No encoding function for type ' + v.type); + return encodingFunction(v.value); +}; + +/** + * @param {Object} + * @returns {number} + */ +sizeOf.OBJECT = function(v) { + var sizeOfFunction = sizeOf[v.type]; + check.argument(sizeOfFunction !== undefined, 'No sizeOf function for type ' + v.type); + return sizeOfFunction(v.value); +}; + +/** + * Convert a table object to bytes. + * A table contains a list of fields containing the metadata (name, type and default value). + * The table itself has the field values set as attributes. + * @param {opentype.Table} + * @returns {Array} + */ +encode.TABLE = function(table) { + var d = []; + var length = table.fields.length; + var subtables = []; + var subtableOffsets = []; + + for (var i = 0; i < length; i += 1) { + var field = table.fields[i]; + var encodingFunction = encode[field.type]; + check.argument(encodingFunction !== undefined, 'No encoding function for field type ' + field.type + ' (' + field.name + ')'); + var value = table[field.name]; + if (value === undefined) { + value = field.value; + } + + var bytes = encodingFunction(value); + + if (field.type === 'TABLE') { + subtableOffsets.push(d.length); + d = d.concat([0, 0]); + subtables.push(bytes); + } else { + d = d.concat(bytes); + } + } + + for (var i$1 = 0; i$1 < subtables.length; i$1 += 1) { + var o = subtableOffsets[i$1]; + var offset = d.length; + check.argument(offset < 65536, 'Table ' + table.tableName + ' too big.'); + d[o] = offset >> 8; + d[o + 1] = offset & 0xff; + d = d.concat(subtables[i$1]); + } + + return d; +}; + +/** + * @param {opentype.Table} + * @returns {number} + */ +sizeOf.TABLE = function(table) { + var numBytes = 0; + var length = table.fields.length; + + for (var i = 0; i < length; i += 1) { + var field = table.fields[i]; + var sizeOfFunction = sizeOf[field.type]; + check.argument(sizeOfFunction !== undefined, 'No sizeOf function for field type ' + field.type + ' (' + field.name + ')'); + var value = table[field.name]; + if (value === undefined) { + value = field.value; + } + + numBytes += sizeOfFunction(value); + + // Subtables take 2 more bytes for offsets. + if (field.type === 'TABLE') { + numBytes += 2; + } + } + + return numBytes; +}; + +encode.RECORD = encode.TABLE; +sizeOf.RECORD = sizeOf.TABLE; + +// Merge in a list of bytes. +encode.LITERAL = function(v) { + return v; +}; + +sizeOf.LITERAL = function(v) { + return v.length; +}; + +// Table metadata + +/** + * @exports opentype.Table + * @class + * @param {string} tableName + * @param {Array} fields + * @param {Object} options + * @constructor + */ +function Table(tableName, fields, options) { + // For coverage tables with coverage format 2, we do not want to add the coverage data directly to the table object, + // as this will result in wrong encoding order of the coverage data on serialization to bytes. + // The fallback of using the field values directly when not present on the table is handled in types.encode.TABLE() already. + if (fields.length && (fields[0].name !== 'coverageFormat' || fields[0].value === 1)) { + for (var i = 0; i < fields.length; i += 1) { + var field = fields[i]; + this[field.name] = field.value; + } + } + + this.tableName = tableName; + this.fields = fields; + if (options) { + var optionKeys = Object.keys(options); + for (var i$1 = 0; i$1 < optionKeys.length; i$1 += 1) { + var k = optionKeys[i$1]; + var v = options[k]; + if (this[k] !== undefined) { + this[k] = v; + } + } + } +} + +/** + * Encodes the table and returns an array of bytes + * @return {Array} + */ +Table.prototype.encode = function() { + return encode.TABLE(this); +}; + +/** + * Get the size of the table. + * @return {number} + */ +Table.prototype.sizeOf = function() { + return sizeOf.TABLE(this); +}; + +/** + * @private + */ +function ushortList(itemName, list, count) { + if (count === undefined) { + count = list.length; + } + var fields = new Array(list.length + 1); + fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; + for (var i = 0; i < list.length; i++) { + fields[i + 1] = {name: itemName + i, type: 'USHORT', value: list[i]}; + } + return fields; +} + +/** + * @private + */ +function tableList(itemName, records, itemCallback) { + var count = records.length; + var fields = new Array(count + 1); + fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; + for (var i = 0; i < count; i++) { + fields[i + 1] = {name: itemName + i, type: 'TABLE', value: itemCallback(records[i], i)}; + } + return fields; +} + +/** + * @private + */ +function recordList(itemName, records, itemCallback) { + var count = records.length; + var fields = []; + fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; + for (var i = 0; i < count; i++) { + fields = fields.concat(itemCallback(records[i], i)); + } + return fields; +} + +// Common Layout Tables + +/** + * @exports opentype.Coverage + * @class + * @param {opentype.Table} + * @constructor + * @extends opentype.Table + */ +function Coverage(coverageTable) { + if (coverageTable.format === 1) { + Table.call(this, 'coverageTable', + [{name: 'coverageFormat', type: 'USHORT', value: 1}] + .concat(ushortList('glyph', coverageTable.glyphs)) + ); + } else if (coverageTable.format === 2) { + Table.call(this, 'coverageTable', + [{name: 'coverageFormat', type: 'USHORT', value: 2}] + .concat(recordList('rangeRecord', coverageTable.ranges, function(RangeRecord) { + return [ + {name: 'startGlyphID', type: 'USHORT', value: RangeRecord.start}, + {name: 'endGlyphID', type: 'USHORT', value: RangeRecord.end}, + {name: 'startCoverageIndex', type: 'USHORT', value: RangeRecord.index} ]; + })) + ); + } else { + check.assert(false, 'Coverage format must be 1 or 2.'); + } +} +Coverage.prototype = Object.create(Table.prototype); +Coverage.prototype.constructor = Coverage; + +function ScriptList(scriptListTable) { + Table.call(this, 'scriptListTable', + recordList('scriptRecord', scriptListTable, function(scriptRecord, i) { + var script = scriptRecord.script; + var defaultLangSys = script.defaultLangSys; + check.assert(!!defaultLangSys, 'Unable to write GSUB: script ' + scriptRecord.tag + ' has no default language system.'); + return [ + {name: 'scriptTag' + i, type: 'TAG', value: scriptRecord.tag}, + {name: 'script' + i, type: 'TABLE', value: new Table('scriptTable', [ + {name: 'defaultLangSys', type: 'TABLE', value: new Table('defaultLangSys', [ + {name: 'lookupOrder', type: 'USHORT', value: 0}, + {name: 'reqFeatureIndex', type: 'USHORT', value: defaultLangSys.reqFeatureIndex}] + .concat(ushortList('featureIndex', defaultLangSys.featureIndexes)))} + ].concat(recordList('langSys', script.langSysRecords, function(langSysRecord, i) { + var langSys = langSysRecord.langSys; + return [ + {name: 'langSysTag' + i, type: 'TAG', value: langSysRecord.tag}, + {name: 'langSys' + i, type: 'TABLE', value: new Table('langSys', [ + {name: 'lookupOrder', type: 'USHORT', value: 0}, + {name: 'reqFeatureIndex', type: 'USHORT', value: langSys.reqFeatureIndex} + ].concat(ushortList('featureIndex', langSys.featureIndexes)))} + ]; + })))} + ]; + }) + ); +} +ScriptList.prototype = Object.create(Table.prototype); +ScriptList.prototype.constructor = ScriptList; + +/** + * @exports opentype.FeatureList + * @class + * @param {opentype.Table} + * @constructor + * @extends opentype.Table + */ +function FeatureList(featureListTable) { + Table.call(this, 'featureListTable', + recordList('featureRecord', featureListTable, function(featureRecord, i) { + var feature = featureRecord.feature; + return [ + {name: 'featureTag' + i, type: 'TAG', value: featureRecord.tag}, + {name: 'feature' + i, type: 'TABLE', value: new Table('featureTable', [ + {name: 'featureParams', type: 'USHORT', value: feature.featureParams} ].concat(ushortList('lookupListIndex', feature.lookupListIndexes)))} + ]; + }) + ); +} +FeatureList.prototype = Object.create(Table.prototype); +FeatureList.prototype.constructor = FeatureList; + +/** + * @exports opentype.LookupList + * @class + * @param {opentype.Table} + * @param {Object} + * @constructor + * @extends opentype.Table + */ +function LookupList(lookupListTable, subtableMakers) { + Table.call(this, 'lookupListTable', tableList('lookup', lookupListTable, function(lookupTable) { + var subtableCallback = subtableMakers[lookupTable.lookupType]; + check.assert(!!subtableCallback, 'Unable to write GSUB lookup type ' + lookupTable.lookupType + ' tables.'); + return new Table('lookupTable', [ + {name: 'lookupType', type: 'USHORT', value: lookupTable.lookupType}, + {name: 'lookupFlag', type: 'USHORT', value: lookupTable.lookupFlag} + ].concat(tableList('subtable', lookupTable.subtables, subtableCallback))); + })); +} +LookupList.prototype = Object.create(Table.prototype); +LookupList.prototype.constructor = LookupList; + +// Record = same as Table, but inlined (a Table has an offset and its data is further in the stream) +// Don't use offsets inside Records (probable bug), only in Tables. +var table = { + Table: Table, + Record: Table, + Coverage: Coverage, + ScriptList: ScriptList, + FeatureList: FeatureList, + LookupList: LookupList, + ushortList: ushortList, + tableList: tableList, + recordList: recordList, +}; + +// Parsing utility functions + +// Retrieve an unsigned byte from the DataView. +function getByte(dataView, offset) { + return dataView.getUint8(offset); +} + +// Retrieve an unsigned 16-bit short from the DataView. +// The value is stored in big endian. +function getUShort(dataView, offset) { + return dataView.getUint16(offset, false); +} + +// Retrieve a signed 16-bit short from the DataView. +// The value is stored in big endian. +function getShort(dataView, offset) { + return dataView.getInt16(offset, false); +} + +// Retrieve an unsigned 32-bit long from the DataView. +// The value is stored in big endian. +function getULong(dataView, offset) { + return dataView.getUint32(offset, false); +} + +// Retrieve a 32-bit signed fixed-point number (16.16) from the DataView. +// The value is stored in big endian. +function getFixed(dataView, offset) { + var decimal = dataView.getInt16(offset, false); + var fraction = dataView.getUint16(offset + 2, false); + return decimal + fraction / 65535; +} + +// Retrieve a 4-character tag from the DataView. +// Tags are used to identify tables. +function getTag(dataView, offset) { + var tag = ''; + for (var i = offset; i < offset + 4; i += 1) { + tag += String.fromCharCode(dataView.getInt8(i)); + } + + return tag; +} + +// Retrieve an offset from the DataView. +// Offsets are 1 to 4 bytes in length, depending on the offSize argument. +function getOffset(dataView, offset, offSize) { + var v = 0; + for (var i = 0; i < offSize; i += 1) { + v <<= 8; + v += dataView.getUint8(offset + i); + } + + return v; +} + +// Retrieve a number of bytes from start offset to the end offset from the DataView. +function getBytes(dataView, startOffset, endOffset) { + var bytes = []; + for (var i = startOffset; i < endOffset; i += 1) { + bytes.push(dataView.getUint8(i)); + } + + return bytes; +} + +// Convert the list of bytes to a string. +function bytesToString(bytes) { + var s = ''; + for (var i = 0; i < bytes.length; i += 1) { + s += String.fromCharCode(bytes[i]); + } + + return s; +} + +var typeOffsets = { + byte: 1, + uShort: 2, + short: 2, + uLong: 4, + fixed: 4, + longDateTime: 8, + tag: 4 +}; + +// A stateful parser that changes the offset whenever a value is retrieved. +// The data is a DataView. +function Parser(data, offset) { + this.data = data; + this.offset = offset; + this.relativeOffset = 0; +} + +Parser.prototype.parseByte = function() { + var v = this.data.getUint8(this.offset + this.relativeOffset); + this.relativeOffset += 1; + return v; +}; + +Parser.prototype.parseChar = function() { + var v = this.data.getInt8(this.offset + this.relativeOffset); + this.relativeOffset += 1; + return v; +}; + +Parser.prototype.parseCard8 = Parser.prototype.parseByte; + +Parser.prototype.parseUShort = function() { + var v = this.data.getUint16(this.offset + this.relativeOffset); + this.relativeOffset += 2; + return v; +}; + +Parser.prototype.parseCard16 = Parser.prototype.parseUShort; +Parser.prototype.parseSID = Parser.prototype.parseUShort; +Parser.prototype.parseOffset16 = Parser.prototype.parseUShort; + +Parser.prototype.parseShort = function() { + var v = this.data.getInt16(this.offset + this.relativeOffset); + this.relativeOffset += 2; + return v; +}; + +Parser.prototype.parseF2Dot14 = function() { + var v = this.data.getInt16(this.offset + this.relativeOffset) / 16384; + this.relativeOffset += 2; + return v; +}; + +Parser.prototype.parseULong = function() { + var v = getULong(this.data, this.offset + this.relativeOffset); + this.relativeOffset += 4; + return v; +}; + +Parser.prototype.parseOffset32 = Parser.prototype.parseULong; + +Parser.prototype.parseFixed = function() { + var v = getFixed(this.data, this.offset + this.relativeOffset); + this.relativeOffset += 4; + return v; +}; + +Parser.prototype.parseString = function(length) { + var dataView = this.data; + var offset = this.offset + this.relativeOffset; + var string = ''; + this.relativeOffset += length; + for (var i = 0; i < length; i++) { + string += String.fromCharCode(dataView.getUint8(offset + i)); + } + + return string; +}; + +Parser.prototype.parseTag = function() { + return this.parseString(4); +}; + +// LONGDATETIME is a 64-bit integer. +// JavaScript and unix timestamps traditionally use 32 bits, so we +// only take the last 32 bits. +// + Since until 2038 those bits will be filled by zeros we can ignore them. +Parser.prototype.parseLongDateTime = function() { + var v = getULong(this.data, this.offset + this.relativeOffset + 4); + // Subtract seconds between 01/01/1904 and 01/01/1970 + // to convert Apple Mac timestamp to Standard Unix timestamp + v -= 2082844800; + this.relativeOffset += 8; + return v; +}; + +Parser.prototype.parseVersion = function(minorBase) { + var major = getUShort(this.data, this.offset + this.relativeOffset); + + // How to interpret the minor version is very vague in the spec. 0x5000 is 5, 0x1000 is 1 + // Default returns the correct number if minor = 0xN000 where N is 0-9 + // Set minorBase to 1 for tables that use minor = N where N is 0-9 + var minor = getUShort(this.data, this.offset + this.relativeOffset + 2); + this.relativeOffset += 4; + if (minorBase === undefined) { minorBase = 0x1000; } + return major + minor / minorBase / 10; +}; + +Parser.prototype.skip = function(type, amount) { + if (amount === undefined) { + amount = 1; + } + + this.relativeOffset += typeOffsets[type] * amount; +}; + +///// Parsing lists and records /////////////////////////////// + +// Parse a list of 32 bit unsigned integers. +Parser.prototype.parseULongList = function(count) { + if (count === undefined) { count = this.parseULong(); } + var offsets = new Array(count); + var dataView = this.data; + var offset = this.offset + this.relativeOffset; + for (var i = 0; i < count; i++) { + offsets[i] = dataView.getUint32(offset); + offset += 4; + } + + this.relativeOffset += count * 4; + return offsets; +}; + +// Parse a list of 16 bit unsigned integers. The length of the list can be read on the stream +// or provided as an argument. +Parser.prototype.parseOffset16List = +Parser.prototype.parseUShortList = function(count) { + if (count === undefined) { count = this.parseUShort(); } + var offsets = new Array(count); + var dataView = this.data; + var offset = this.offset + this.relativeOffset; + for (var i = 0; i < count; i++) { + offsets[i] = dataView.getUint16(offset); + offset += 2; + } + + this.relativeOffset += count * 2; + return offsets; +}; + +// Parses a list of 16 bit signed integers. +Parser.prototype.parseShortList = function(count) { + var list = new Array(count); + var dataView = this.data; + var offset = this.offset + this.relativeOffset; + for (var i = 0; i < count; i++) { + list[i] = dataView.getInt16(offset); + offset += 2; + } + + this.relativeOffset += count * 2; + return list; +}; + +// Parses a list of bytes. +Parser.prototype.parseByteList = function(count) { + var list = new Array(count); + var dataView = this.data; + var offset = this.offset + this.relativeOffset; + for (var i = 0; i < count; i++) { + list[i] = dataView.getUint8(offset++); + } + + this.relativeOffset += count; + return list; +}; + +/** + * Parse a list of items. + * Record count is optional, if omitted it is read from the stream. + * itemCallback is one of the Parser methods. + */ +Parser.prototype.parseList = function(count, itemCallback) { + if (!itemCallback) { + itemCallback = count; + count = this.parseUShort(); + } + var list = new Array(count); + for (var i = 0; i < count; i++) { + list[i] = itemCallback.call(this); + } + return list; +}; + +Parser.prototype.parseList32 = function(count, itemCallback) { + if (!itemCallback) { + itemCallback = count; + count = this.parseULong(); + } + var list = new Array(count); + for (var i = 0; i < count; i++) { + list[i] = itemCallback.call(this); + } + return list; +}; + +/** + * Parse a list of records. + * Record count is optional, if omitted it is read from the stream. + * Example of recordDescription: { sequenceIndex: Parser.uShort, lookupListIndex: Parser.uShort } + */ +Parser.prototype.parseRecordList = function(count, recordDescription) { + // If the count argument is absent, read it in the stream. + if (!recordDescription) { + recordDescription = count; + count = this.parseUShort(); + } + var records = new Array(count); + var fields = Object.keys(recordDescription); + for (var i = 0; i < count; i++) { + var rec = {}; + for (var j = 0; j < fields.length; j++) { + var fieldName = fields[j]; + var fieldType = recordDescription[fieldName]; + rec[fieldName] = fieldType.call(this); + } + records[i] = rec; + } + return records; +}; + +Parser.prototype.parseRecordList32 = function(count, recordDescription) { + // If the count argument is absent, read it in the stream. + if (!recordDescription) { + recordDescription = count; + count = this.parseULong(); + } + var records = new Array(count); + var fields = Object.keys(recordDescription); + for (var i = 0; i < count; i++) { + var rec = {}; + for (var j = 0; j < fields.length; j++) { + var fieldName = fields[j]; + var fieldType = recordDescription[fieldName]; + rec[fieldName] = fieldType.call(this); + } + records[i] = rec; + } + return records; +}; + +// Parse a data structure into an object +// Example of description: { sequenceIndex: Parser.uShort, lookupListIndex: Parser.uShort } +Parser.prototype.parseStruct = function(description) { + if (typeof description === 'function') { + return description.call(this); + } else { + var fields = Object.keys(description); + var struct = {}; + for (var j = 0; j < fields.length; j++) { + var fieldName = fields[j]; + var fieldType = description[fieldName]; + struct[fieldName] = fieldType.call(this); + } + return struct; + } +}; + +/** + * Parse a GPOS valueRecord + * https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#value-record + * valueFormat is optional, if omitted it is read from the stream. + */ +Parser.prototype.parseValueRecord = function(valueFormat) { + if (valueFormat === undefined) { + valueFormat = this.parseUShort(); + } + if (valueFormat === 0) { + // valueFormat2 in kerning pairs is most often 0 + // in this case return undefined instead of an empty object, to save space + return; + } + var valueRecord = {}; + + if (valueFormat & 0x0001) { valueRecord.xPlacement = this.parseShort(); } + if (valueFormat & 0x0002) { valueRecord.yPlacement = this.parseShort(); } + if (valueFormat & 0x0004) { valueRecord.xAdvance = this.parseShort(); } + if (valueFormat & 0x0008) { valueRecord.yAdvance = this.parseShort(); } + + // Device table (non-variable font) / VariationIndex table (variable font) not supported + // https://docs.microsoft.com/fr-fr/typography/opentype/spec/chapter2#devVarIdxTbls + if (valueFormat & 0x0010) { valueRecord.xPlaDevice = undefined; this.parseShort(); } + if (valueFormat & 0x0020) { valueRecord.yPlaDevice = undefined; this.parseShort(); } + if (valueFormat & 0x0040) { valueRecord.xAdvDevice = undefined; this.parseShort(); } + if (valueFormat & 0x0080) { valueRecord.yAdvDevice = undefined; this.parseShort(); } + + return valueRecord; +}; + +/** + * Parse a list of GPOS valueRecords + * https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#value-record + * valueFormat and valueCount are read from the stream. + */ +Parser.prototype.parseValueRecordList = function() { + var valueFormat = this.parseUShort(); + var valueCount = this.parseUShort(); + var values = new Array(valueCount); + for (var i = 0; i < valueCount; i++) { + values[i] = this.parseValueRecord(valueFormat); + } + return values; +}; + +Parser.prototype.parsePointer = function(description) { + var structOffset = this.parseOffset16(); + if (structOffset > 0) { + // NULL offset => return undefined + return new Parser(this.data, this.offset + structOffset).parseStruct(description); + } + return undefined; +}; + +Parser.prototype.parsePointer32 = function(description) { + var structOffset = this.parseOffset32(); + if (structOffset > 0) { + // NULL offset => return undefined + return new Parser(this.data, this.offset + structOffset).parseStruct(description); + } + return undefined; +}; + +/** + * Parse a list of offsets to lists of 16-bit integers, + * or a list of offsets to lists of offsets to any kind of items. + * If itemCallback is not provided, a list of list of UShort is assumed. + * If provided, itemCallback is called on each item and must parse the item. + * See examples in tables/gsub.js + */ +Parser.prototype.parseListOfLists = function(itemCallback) { + var offsets = this.parseOffset16List(); + var count = offsets.length; + var relativeOffset = this.relativeOffset; + var list = new Array(count); + for (var i = 0; i < count; i++) { + var start = offsets[i]; + if (start === 0) { + // NULL offset + // Add i as owned property to list. Convenient with assert. + list[i] = undefined; + continue; + } + this.relativeOffset = start; + if (itemCallback) { + var subOffsets = this.parseOffset16List(); + var subList = new Array(subOffsets.length); + for (var j = 0; j < subOffsets.length; j++) { + this.relativeOffset = start + subOffsets[j]; + subList[j] = itemCallback.call(this); + } + list[i] = subList; + } else { + list[i] = this.parseUShortList(); + } + } + this.relativeOffset = relativeOffset; + return list; +}; + +///// Complex tables parsing ////////////////////////////////// + +// Parse a coverage table in a GSUB, GPOS or GDEF table. +// https://www.microsoft.com/typography/OTSPEC/chapter2.htm +// parser.offset must point to the start of the table containing the coverage. +Parser.prototype.parseCoverage = function() { + var startOffset = this.offset + this.relativeOffset; + var format = this.parseUShort(); + var count = this.parseUShort(); + if (format === 1) { + return { + format: 1, + glyphs: this.parseUShortList(count) + }; + } else if (format === 2) { + var ranges = new Array(count); + for (var i = 0; i < count; i++) { + ranges[i] = { + start: this.parseUShort(), + end: this.parseUShort(), + index: this.parseUShort() + }; + } + return { + format: 2, + ranges: ranges + }; + } + throw new Error('0x' + startOffset.toString(16) + ': Coverage format must be 1 or 2.'); +}; + +// Parse a Class Definition Table in a GSUB, GPOS or GDEF table. +// https://www.microsoft.com/typography/OTSPEC/chapter2.htm +Parser.prototype.parseClassDef = function() { + var startOffset = this.offset + this.relativeOffset; + var format = this.parseUShort(); + if (format === 1) { + return { + format: 1, + startGlyph: this.parseUShort(), + classes: this.parseUShortList() + }; + } else if (format === 2) { + return { + format: 2, + ranges: this.parseRecordList({ + start: Parser.uShort, + end: Parser.uShort, + classId: Parser.uShort + }) + }; + } + throw new Error('0x' + startOffset.toString(16) + ': ClassDef format must be 1 or 2.'); +}; + +///// Static methods /////////////////////////////////// +// These convenience methods can be used as callbacks and should be called with "this" context set to a Parser instance. + +Parser.list = function(count, itemCallback) { + return function() { + return this.parseList(count, itemCallback); + }; +}; + +Parser.list32 = function(count, itemCallback) { + return function() { + return this.parseList32(count, itemCallback); + }; +}; + +Parser.recordList = function(count, recordDescription) { + return function() { + return this.parseRecordList(count, recordDescription); + }; +}; + +Parser.recordList32 = function(count, recordDescription) { + return function() { + return this.parseRecordList32(count, recordDescription); + }; +}; + +Parser.pointer = function(description) { + return function() { + return this.parsePointer(description); + }; +}; + +Parser.pointer32 = function(description) { + return function() { + return this.parsePointer32(description); + }; +}; + +Parser.tag = Parser.prototype.parseTag; +Parser.byte = Parser.prototype.parseByte; +Parser.uShort = Parser.offset16 = Parser.prototype.parseUShort; +Parser.uShortList = Parser.prototype.parseUShortList; +Parser.uLong = Parser.offset32 = Parser.prototype.parseULong; +Parser.uLongList = Parser.prototype.parseULongList; +Parser.struct = Parser.prototype.parseStruct; +Parser.coverage = Parser.prototype.parseCoverage; +Parser.classDef = Parser.prototype.parseClassDef; + +///// Script, Feature, Lookup lists /////////////////////////////////////////////// +// https://www.microsoft.com/typography/OTSPEC/chapter2.htm + +var langSysTable = { + reserved: Parser.uShort, + reqFeatureIndex: Parser.uShort, + featureIndexes: Parser.uShortList +}; + +Parser.prototype.parseScriptList = function() { + return this.parsePointer(Parser.recordList({ + tag: Parser.tag, + script: Parser.pointer({ + defaultLangSys: Parser.pointer(langSysTable), + langSysRecords: Parser.recordList({ + tag: Parser.tag, + langSys: Parser.pointer(langSysTable) + }) + }) + })) || []; +}; + +Parser.prototype.parseFeatureList = function() { + return this.parsePointer(Parser.recordList({ + tag: Parser.tag, + feature: Parser.pointer({ + featureParams: Parser.offset16, + lookupListIndexes: Parser.uShortList + }) + })) || []; +}; + +Parser.prototype.parseLookupList = function(lookupTableParsers) { + return this.parsePointer(Parser.list(Parser.pointer(function() { + var lookupType = this.parseUShort(); + check.argument(1 <= lookupType && lookupType <= 9, 'GPOS/GSUB lookup type ' + lookupType + ' unknown.'); + var lookupFlag = this.parseUShort(); + var useMarkFilteringSet = lookupFlag & 0x10; + return { + lookupType: lookupType, + lookupFlag: lookupFlag, + subtables: this.parseList(Parser.pointer(lookupTableParsers[lookupType])), + markFilteringSet: useMarkFilteringSet ? this.parseUShort() : undefined + }; + }))) || []; +}; + +Parser.prototype.parseFeatureVariationsList = function() { + return this.parsePointer32(function() { + var majorVersion = this.parseUShort(); + var minorVersion = this.parseUShort(); + check.argument(majorVersion === 1 && minorVersion < 1, 'GPOS/GSUB feature variations table unknown.'); + var featureVariations = this.parseRecordList32({ + conditionSetOffset: Parser.offset32, + featureTableSubstitutionOffset: Parser.offset32 + }); + return featureVariations; + }) || []; +}; + +var parse = { + getByte: getByte, + getCard8: getByte, + getUShort: getUShort, + getCard16: getUShort, + getShort: getShort, + getULong: getULong, + getFixed: getFixed, + getTag: getTag, + getOffset: getOffset, + getBytes: getBytes, + bytesToString: bytesToString, + Parser: Parser, +}; + +// The `cmap` table stores the mappings from characters to glyphs. + +function parseCmapTableFormat12(cmap, p) { + //Skip reserved. + p.parseUShort(); + + // Length in bytes of the sub-tables. + cmap.length = p.parseULong(); + cmap.language = p.parseULong(); + + var groupCount; + cmap.groupCount = groupCount = p.parseULong(); + cmap.glyphIndexMap = {}; + + for (var i = 0; i < groupCount; i += 1) { + var startCharCode = p.parseULong(); + var endCharCode = p.parseULong(); + var startGlyphId = p.parseULong(); + + for (var c = startCharCode; c <= endCharCode; c += 1) { + cmap.glyphIndexMap[c] = startGlyphId; + startGlyphId++; + } + } +} + +function parseCmapTableFormat4(cmap, p, data, start, offset) { + // Length in bytes of the sub-tables. + cmap.length = p.parseUShort(); + cmap.language = p.parseUShort(); + + // segCount is stored x 2. + var segCount; + cmap.segCount = segCount = p.parseUShort() >> 1; + + // Skip searchRange, entrySelector, rangeShift. + p.skip('uShort', 3); + + // The "unrolled" mapping from character codes to glyph indices. + cmap.glyphIndexMap = {}; + var endCountParser = new parse.Parser(data, start + offset + 14); + var startCountParser = new parse.Parser(data, start + offset + 16 + segCount * 2); + var idDeltaParser = new parse.Parser(data, start + offset + 16 + segCount * 4); + var idRangeOffsetParser = new parse.Parser(data, start + offset + 16 + segCount * 6); + var glyphIndexOffset = start + offset + 16 + segCount * 8; + for (var i = 0; i < segCount - 1; i += 1) { + var glyphIndex = (void 0); + var endCount = endCountParser.parseUShort(); + var startCount = startCountParser.parseUShort(); + var idDelta = idDeltaParser.parseShort(); + var idRangeOffset = idRangeOffsetParser.parseUShort(); + for (var c = startCount; c <= endCount; c += 1) { + if (idRangeOffset !== 0) { + // The idRangeOffset is relative to the current position in the idRangeOffset array. + // Take the current offset in the idRangeOffset array. + glyphIndexOffset = (idRangeOffsetParser.offset + idRangeOffsetParser.relativeOffset - 2); + + // Add the value of the idRangeOffset, which will move us into the glyphIndex array. + glyphIndexOffset += idRangeOffset; + + // Then add the character index of the current segment, multiplied by 2 for USHORTs. + glyphIndexOffset += (c - startCount) * 2; + glyphIndex = parse.getUShort(data, glyphIndexOffset); + if (glyphIndex !== 0) { + glyphIndex = (glyphIndex + idDelta) & 0xFFFF; + } + } else { + glyphIndex = (c + idDelta) & 0xFFFF; + } + + cmap.glyphIndexMap[c] = glyphIndex; + } + } +} + +// Parse the `cmap` table. This table stores the mappings from characters to glyphs. +// There are many available formats, but we only support the Windows format 4 and 12. +// This function returns a `CmapEncoding` object or null if no supported format could be found. +function parseCmapTable(data, start) { + var cmap = {}; + cmap.version = parse.getUShort(data, start); + check.argument(cmap.version === 0, 'cmap table version should be 0.'); + + // The cmap table can contain many sub-tables, each with their own format. + // We're only interested in a "platform 0" (Unicode format) and "platform 3" (Windows format) table. + cmap.numTables = parse.getUShort(data, start + 2); + var offset = -1; + for (var i = cmap.numTables - 1; i >= 0; i -= 1) { + var platformId = parse.getUShort(data, start + 4 + (i * 8)); + var encodingId = parse.getUShort(data, start + 4 + (i * 8) + 2); + if ((platformId === 3 && (encodingId === 0 || encodingId === 1 || encodingId === 10)) || + (platformId === 0 && (encodingId === 0 || encodingId === 1 || encodingId === 2 || encodingId === 3 || encodingId === 4))) { + offset = parse.getULong(data, start + 4 + (i * 8) + 4); + break; + } + } + + if (offset === -1) { + // There is no cmap table in the font that we support. + throw new Error('No valid cmap sub-tables found.'); + } + + var p = new parse.Parser(data, start + offset); + cmap.format = p.parseUShort(); + + if (cmap.format === 12) { + parseCmapTableFormat12(cmap, p); + } else if (cmap.format === 4) { + parseCmapTableFormat4(cmap, p, data, start, offset); + } else { + throw new Error('Only format 4 and 12 cmap tables are supported (found format ' + cmap.format + ').'); + } + + return cmap; +} + +function addSegment(t, code, glyphIndex) { + t.segments.push({ + end: code, + start: code, + delta: -(code - glyphIndex), + offset: 0, + glyphIndex: glyphIndex + }); +} + +function addTerminatorSegment(t) { + t.segments.push({ + end: 0xFFFF, + start: 0xFFFF, + delta: 1, + offset: 0 + }); +} + +// Make cmap table, format 4 by default, 12 if needed only +function makeCmapTable(glyphs) { + // Plan 0 is the base Unicode Plan but emojis, for example are on another plan, and needs cmap 12 format (with 32bit) + var isPlan0Only = true; + var i; + + // Check if we need to add cmap format 12 or if format 4 only is fine + for (i = glyphs.length - 1; i > 0; i -= 1) { + var g = glyphs.get(i); + if (g.unicode > 65535) { + console.log('Adding CMAP format 12 (needed!)'); + isPlan0Only = false; + break; + } + } + + var cmapTable = [ + {name: 'version', type: 'USHORT', value: 0}, + {name: 'numTables', type: 'USHORT', value: isPlan0Only ? 1 : 2}, + + // CMAP 4 header + {name: 'platformID', type: 'USHORT', value: 3}, + {name: 'encodingID', type: 'USHORT', value: 1}, + {name: 'offset', type: 'ULONG', value: isPlan0Only ? 12 : (12 + 8)} + ]; + + if (!isPlan0Only) + { cmapTable = cmapTable.concat([ + // CMAP 12 header + {name: 'cmap12PlatformID', type: 'USHORT', value: 3}, // We encode only for PlatformID = 3 (Windows) because it is supported everywhere + {name: 'cmap12EncodingID', type: 'USHORT', value: 10}, + {name: 'cmap12Offset', type: 'ULONG', value: 0} + ]); } + + cmapTable = cmapTable.concat([ + // CMAP 4 Subtable + {name: 'format', type: 'USHORT', value: 4}, + {name: 'cmap4Length', type: 'USHORT', value: 0}, + {name: 'language', type: 'USHORT', value: 0}, + {name: 'segCountX2', type: 'USHORT', value: 0}, + {name: 'searchRange', type: 'USHORT', value: 0}, + {name: 'entrySelector', type: 'USHORT', value: 0}, + {name: 'rangeShift', type: 'USHORT', value: 0} + ]); + + var t = new table.Table('cmap', cmapTable); + + t.segments = []; + for (i = 0; i < glyphs.length; i += 1) { + var glyph = glyphs.get(i); + for (var j = 0; j < glyph.unicodes.length; j += 1) { + addSegment(t, glyph.unicodes[j], i); + } + + t.segments = t.segments.sort(function (a, b) { + return a.start - b.start; + }); + } + + addTerminatorSegment(t); + + var segCount = t.segments.length; + var segCountToRemove = 0; + + // CMAP 4 + // Set up parallel segment arrays. + var endCounts = []; + var startCounts = []; + var idDeltas = []; + var idRangeOffsets = []; + var glyphIds = []; + + // CMAP 12 + var cmap12Groups = []; + + // Reminder this loop is not following the specification at 100% + // The specification -> find suites of characters and make a group + // Here we're doing one group for each letter + // Doing as the spec can save 8 times (or more) space + for (i = 0; i < segCount; i += 1) { + var segment = t.segments[i]; + + // CMAP 4 + if (segment.end <= 65535 && segment.start <= 65535) { + endCounts = endCounts.concat({name: 'end_' + i, type: 'USHORT', value: segment.end}); + startCounts = startCounts.concat({name: 'start_' + i, type: 'USHORT', value: segment.start}); + idDeltas = idDeltas.concat({name: 'idDelta_' + i, type: 'SHORT', value: segment.delta}); + idRangeOffsets = idRangeOffsets.concat({name: 'idRangeOffset_' + i, type: 'USHORT', value: segment.offset}); + if (segment.glyphId !== undefined) { + glyphIds = glyphIds.concat({name: 'glyph_' + i, type: 'USHORT', value: segment.glyphId}); + } + } else { + // Skip Unicode > 65535 (16bit unsigned max) for CMAP 4, will be added in CMAP 12 + segCountToRemove += 1; + } + + // CMAP 12 + // Skip Terminator Segment + if (!isPlan0Only && segment.glyphIndex !== undefined) { + cmap12Groups = cmap12Groups.concat({name: 'cmap12Start_' + i, type: 'ULONG', value: segment.start}); + cmap12Groups = cmap12Groups.concat({name: 'cmap12End_' + i, type: 'ULONG', value: segment.end}); + cmap12Groups = cmap12Groups.concat({name: 'cmap12Glyph_' + i, type: 'ULONG', value: segment.glyphIndex}); + } + } + + // CMAP 4 Subtable + t.segCountX2 = (segCount - segCountToRemove) * 2; + t.searchRange = Math.pow(2, Math.floor(Math.log((segCount - segCountToRemove)) / Math.log(2))) * 2; + t.entrySelector = Math.log(t.searchRange / 2) / Math.log(2); + t.rangeShift = t.segCountX2 - t.searchRange; + + t.fields = t.fields.concat(endCounts); + t.fields.push({name: 'reservedPad', type: 'USHORT', value: 0}); + t.fields = t.fields.concat(startCounts); + t.fields = t.fields.concat(idDeltas); + t.fields = t.fields.concat(idRangeOffsets); + t.fields = t.fields.concat(glyphIds); + + t.cmap4Length = 14 + // Subtable header + endCounts.length * 2 + + 2 + // reservedPad + startCounts.length * 2 + + idDeltas.length * 2 + + idRangeOffsets.length * 2 + + glyphIds.length * 2; + + if (!isPlan0Only) { + // CMAP 12 Subtable + var cmap12Length = 16 + // Subtable header + cmap12Groups.length * 4; + + t.cmap12Offset = 12 + (2 * 2) + 4 + t.cmap4Length; + t.fields = t.fields.concat([ + {name: 'cmap12Format', type: 'USHORT', value: 12}, + {name: 'cmap12Reserved', type: 'USHORT', value: 0}, + {name: 'cmap12Length', type: 'ULONG', value: cmap12Length}, + {name: 'cmap12Language', type: 'ULONG', value: 0}, + {name: 'cmap12nGroups', type: 'ULONG', value: cmap12Groups.length / 3} + ]); + + t.fields = t.fields.concat(cmap12Groups); + } + + return t; +} + +var cmap = { parse: parseCmapTable, make: makeCmapTable }; + +// Glyph encoding + +var cffStandardStrings = [ + '.notdef', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright', + 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two', + 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater', + 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', + 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore', + 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', + 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', 'exclamdown', 'cent', 'sterling', + 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', 'quotedblleft', 'guillemotleft', + 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'endash', 'dagger', 'daggerdbl', 'periodcentered', 'paragraph', + 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', 'guillemotright', 'ellipsis', 'perthousand', + 'questiondown', 'grave', 'acute', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'dieresis', 'ring', + 'cedilla', 'hungarumlaut', 'ogonek', 'caron', 'emdash', 'AE', 'ordfeminine', 'Lslash', 'Oslash', 'OE', + 'ordmasculine', 'ae', 'dotlessi', 'lslash', 'oslash', 'oe', 'germandbls', 'onesuperior', 'logicalnot', 'mu', + 'trademark', 'Eth', 'onehalf', 'plusminus', 'Thorn', 'onequarter', 'divide', 'brokenbar', 'degree', 'thorn', + 'threequarters', 'twosuperior', 'registered', 'minus', 'eth', 'multiply', 'threesuperior', 'copyright', + 'Aacute', 'Acircumflex', 'Adieresis', 'Agrave', 'Aring', 'Atilde', 'Ccedilla', 'Eacute', 'Ecircumflex', + 'Edieresis', 'Egrave', 'Iacute', 'Icircumflex', 'Idieresis', 'Igrave', 'Ntilde', 'Oacute', 'Ocircumflex', + 'Odieresis', 'Ograve', 'Otilde', 'Scaron', 'Uacute', 'Ucircumflex', 'Udieresis', 'Ugrave', 'Yacute', + 'Ydieresis', 'Zcaron', 'aacute', 'acircumflex', 'adieresis', 'agrave', 'aring', 'atilde', 'ccedilla', 'eacute', + 'ecircumflex', 'edieresis', 'egrave', 'iacute', 'icircumflex', 'idieresis', 'igrave', 'ntilde', 'oacute', + 'ocircumflex', 'odieresis', 'ograve', 'otilde', 'scaron', 'uacute', 'ucircumflex', 'udieresis', 'ugrave', + 'yacute', 'ydieresis', 'zcaron', 'exclamsmall', 'Hungarumlautsmall', 'dollaroldstyle', 'dollarsuperior', + 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', '266 ff', 'onedotenleader', + 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', + 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'commasuperior', 'threequartersemdash', 'periodsuperior', + 'questionsmall', 'asuperior', 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', 'isuperior', 'lsuperior', + 'msuperior', 'nsuperior', 'osuperior', 'rsuperior', 'ssuperior', 'tsuperior', 'ff', 'ffi', 'ffl', + 'parenleftinferior', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall', + 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall', + 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall', + 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', 'exclamdownsmall', + 'centoldstyle', 'Lslashsmall', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', 'Brevesmall', 'Caronsmall', + 'Dotaccentsmall', 'Macronsmall', 'figuredash', 'hypheninferior', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', + 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', + 'zerosuperior', 'foursuperior', 'fivesuperior', 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', + 'zeroinferior', 'oneinferior', 'twoinferior', 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', + 'seveninferior', 'eightinferior', 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', + 'commainferior', 'Agravesmall', 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', + 'Aringsmall', 'AEsmall', 'Ccedillasmall', 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', + 'Igravesmall', 'Iacutesmall', 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', + 'Oacutesmall', 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', + 'Uacutesmall', 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall', '001.000', + '001.001', '001.002', '001.003', 'Black', 'Bold', 'Book', 'Light', 'Medium', 'Regular', 'Roman', 'Semibold']; + +var cffStandardEncoding = [ + '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', + '', '', '', '', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright', + 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two', + 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater', + 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', + 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore', + 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', + 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', '', '', '', '', '', '', '', '', + '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', + 'exclamdown', 'cent', 'sterling', 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', + 'quotedblleft', 'guillemotleft', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', '', 'endash', 'dagger', + 'daggerdbl', 'periodcentered', '', 'paragraph', 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', + 'guillemotright', 'ellipsis', 'perthousand', '', 'questiondown', '', 'grave', 'acute', 'circumflex', 'tilde', + 'macron', 'breve', 'dotaccent', 'dieresis', '', 'ring', 'cedilla', '', 'hungarumlaut', 'ogonek', 'caron', + 'emdash', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', 'AE', '', 'ordfeminine', '', '', '', + '', 'Lslash', 'Oslash', 'OE', 'ordmasculine', '', '', '', '', '', 'ae', '', '', '', 'dotlessi', '', '', + 'lslash', 'oslash', 'oe', 'germandbls']; + +var cffExpertEncoding = [ + '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', + '', '', '', '', 'space', 'exclamsmall', 'Hungarumlautsmall', '', 'dollaroldstyle', 'dollarsuperior', + 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', 'twodotenleader', 'onedotenleader', + 'comma', 'hyphen', 'period', 'fraction', 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', + 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'colon', + 'semicolon', 'commasuperior', 'threequartersemdash', 'periodsuperior', 'questionsmall', '', 'asuperior', + 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', '', '', 'isuperior', '', '', 'lsuperior', 'msuperior', + 'nsuperior', 'osuperior', '', '', 'rsuperior', 'ssuperior', 'tsuperior', '', 'ff', 'fi', 'fl', 'ffi', 'ffl', + 'parenleftinferior', '', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall', + 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall', + 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall', + 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', '', '', '', '', '', '', '', + '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', + 'exclamdownsmall', 'centoldstyle', 'Lslashsmall', '', '', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', + 'Brevesmall', 'Caronsmall', '', 'Dotaccentsmall', '', '', 'Macronsmall', '', '', 'figuredash', 'hypheninferior', + '', '', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', '', '', '', 'onequarter', 'onehalf', 'threequarters', + 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', '', + '', 'zerosuperior', 'onesuperior', 'twosuperior', 'threesuperior', 'foursuperior', 'fivesuperior', + 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', 'zeroinferior', 'oneinferior', 'twoinferior', + 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', 'seveninferior', 'eightinferior', + 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', 'commainferior', 'Agravesmall', + 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', 'Aringsmall', 'AEsmall', 'Ccedillasmall', + 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', 'Igravesmall', 'Iacutesmall', + 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', 'Oacutesmall', + 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', 'Uacutesmall', + 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall']; + +var standardNames = [ + '.notdef', '.null', 'nonmarkingreturn', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', + 'ampersand', 'quotesingle', 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', + 'zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', + 'equal', 'greater', 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', + 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', + 'asciicircum', 'underscore', 'grave', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', + 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', + 'Adieresis', 'Aring', 'Ccedilla', 'Eacute', 'Ntilde', 'Odieresis', 'Udieresis', 'aacute', 'agrave', + 'acircumflex', 'adieresis', 'atilde', 'aring', 'ccedilla', 'eacute', 'egrave', 'ecircumflex', 'edieresis', + 'iacute', 'igrave', 'icircumflex', 'idieresis', 'ntilde', 'oacute', 'ograve', 'ocircumflex', 'odieresis', + 'otilde', 'uacute', 'ugrave', 'ucircumflex', 'udieresis', 'dagger', 'degree', 'cent', 'sterling', 'section', + 'bullet', 'paragraph', 'germandbls', 'registered', 'copyright', 'trademark', 'acute', 'dieresis', 'notequal', + 'AE', 'Oslash', 'infinity', 'plusminus', 'lessequal', 'greaterequal', 'yen', 'mu', 'partialdiff', 'summation', + 'product', 'pi', 'integral', 'ordfeminine', 'ordmasculine', 'Omega', 'ae', 'oslash', 'questiondown', + 'exclamdown', 'logicalnot', 'radical', 'florin', 'approxequal', 'Delta', 'guillemotleft', 'guillemotright', + 'ellipsis', 'nonbreakingspace', 'Agrave', 'Atilde', 'Otilde', 'OE', 'oe', 'endash', 'emdash', 'quotedblleft', + 'quotedblright', 'quoteleft', 'quoteright', 'divide', 'lozenge', 'ydieresis', 'Ydieresis', 'fraction', + 'currency', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'daggerdbl', 'periodcentered', 'quotesinglbase', + 'quotedblbase', 'perthousand', 'Acircumflex', 'Ecircumflex', 'Aacute', 'Edieresis', 'Egrave', 'Iacute', + 'Icircumflex', 'Idieresis', 'Igrave', 'Oacute', 'Ocircumflex', 'apple', 'Ograve', 'Uacute', 'Ucircumflex', + 'Ugrave', 'dotlessi', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'ring', 'cedilla', 'hungarumlaut', + 'ogonek', 'caron', 'Lslash', 'lslash', 'Scaron', 'scaron', 'Zcaron', 'zcaron', 'brokenbar', 'Eth', 'eth', + 'Yacute', 'yacute', 'Thorn', 'thorn', 'minus', 'multiply', 'onesuperior', 'twosuperior', 'threesuperior', + 'onehalf', 'onequarter', 'threequarters', 'franc', 'Gbreve', 'gbreve', 'Idotaccent', 'Scedilla', 'scedilla', + 'Cacute', 'cacute', 'Ccaron', 'ccaron', 'dcroat']; + +/** + * This is the encoding used for fonts created from scratch. + * It loops through all glyphs and finds the appropriate unicode value. + * Since it's linear time, other encodings will be faster. + * @exports opentype.DefaultEncoding + * @class + * @constructor + * @param {opentype.Font} + */ +function DefaultEncoding(font) { + this.font = font; +} + +DefaultEncoding.prototype.charToGlyphIndex = function(c) { + var code = c.codePointAt(0); + var glyphs = this.font.glyphs; + if (glyphs) { + for (var i = 0; i < glyphs.length; i += 1) { + var glyph = glyphs.get(i); + for (var j = 0; j < glyph.unicodes.length; j += 1) { + if (glyph.unicodes[j] === code) { + return i; + } + } + } + } + return null; +}; + +/** + * @exports opentype.CmapEncoding + * @class + * @constructor + * @param {Object} cmap - a object with the cmap encoded data + */ +function CmapEncoding(cmap) { + this.cmap = cmap; +} + +/** + * @param {string} c - the character + * @return {number} The glyph index. + */ +CmapEncoding.prototype.charToGlyphIndex = function(c) { + return this.cmap.glyphIndexMap[c.codePointAt(0)] || 0; +}; + +/** + * @exports opentype.CffEncoding + * @class + * @constructor + * @param {string} encoding - The encoding + * @param {Array} charset - The character set. + */ +function CffEncoding(encoding, charset) { + this.encoding = encoding; + this.charset = charset; +} + +/** + * @param {string} s - The character + * @return {number} The index. + */ +CffEncoding.prototype.charToGlyphIndex = function(s) { + var code = s.codePointAt(0); + var charName = this.encoding[code]; + return this.charset.indexOf(charName); +}; + +/** + * @exports opentype.GlyphNames + * @class + * @constructor + * @param {Object} post + */ +function GlyphNames(post) { + switch (post.version) { + case 1: + this.names = standardNames.slice(); + break; + case 2: + this.names = new Array(post.numberOfGlyphs); + for (var i = 0; i < post.numberOfGlyphs; i++) { + if (post.glyphNameIndex[i] < standardNames.length) { + this.names[i] = standardNames[post.glyphNameIndex[i]]; + } else { + this.names[i] = post.names[post.glyphNameIndex[i] - standardNames.length]; + } + } + + break; + case 2.5: + this.names = new Array(post.numberOfGlyphs); + for (var i$1 = 0; i$1 < post.numberOfGlyphs; i$1++) { + this.names[i$1] = standardNames[i$1 + post.glyphNameIndex[i$1]]; + } + + break; + case 3: + this.names = []; + break; + default: + this.names = []; + break; + } +} + +/** + * Gets the index of a glyph by name. + * @param {string} name - The glyph name + * @return {number} The index + */ +GlyphNames.prototype.nameToGlyphIndex = function(name) { + return this.names.indexOf(name); +}; + +/** + * @param {number} gid + * @return {string} + */ +GlyphNames.prototype.glyphIndexToName = function(gid) { + return this.names[gid]; +}; + +function addGlyphNamesAll(font) { + var glyph; + var glyphIndexMap = font.tables.cmap.glyphIndexMap; + var charCodes = Object.keys(glyphIndexMap); + + for (var i = 0; i < charCodes.length; i += 1) { + var c = charCodes[i]; + var glyphIndex = glyphIndexMap[c]; + glyph = font.glyphs.get(glyphIndex); + glyph.addUnicode(parseInt(c)); + } + + for (var i$1 = 0; i$1 < font.glyphs.length; i$1 += 1) { + glyph = font.glyphs.get(i$1); + if (font.cffEncoding) { + if (font.isCIDFont) { + glyph.name = 'gid' + i$1; + } else { + glyph.name = font.cffEncoding.charset[i$1]; + } + } else if (font.glyphNames.names) { + glyph.name = font.glyphNames.glyphIndexToName(i$1); + } + } +} + +function addGlyphNamesToUnicodeMap(font) { + font._IndexToUnicodeMap = {}; + + var glyphIndexMap = font.tables.cmap.glyphIndexMap; + var charCodes = Object.keys(glyphIndexMap); + + for (var i = 0; i < charCodes.length; i += 1) { + var c = charCodes[i]; + var glyphIndex = glyphIndexMap[c]; + if (font._IndexToUnicodeMap[glyphIndex] === undefined) { + font._IndexToUnicodeMap[glyphIndex] = { + unicodes: [parseInt(c)] + }; + } else { + font._IndexToUnicodeMap[glyphIndex].unicodes.push(parseInt(c)); + } + } +} + +/** + * @alias opentype.addGlyphNames + * @param {opentype.Font} + * @param {Object} + */ +function addGlyphNames(font, opt) { + if (opt.lowMemory) { + addGlyphNamesToUnicodeMap(font); + } else { + addGlyphNamesAll(font); + } +} + +// Drawing utility functions. + +// Draw a line on the given context from point `x1,y1` to point `x2,y2`. +function line(ctx, x1, y1, x2, y2) { + ctx.beginPath(); + ctx.moveTo(x1, y1); + ctx.lineTo(x2, y2); + ctx.stroke(); +} + +var draw = { line: line }; + +// The Glyph object +// import glyf from './tables/glyf' Can't be imported here, because it's a circular dependency + +function getPathDefinition(glyph, path) { + var _path = path || new Path(); + return { + configurable: true, + + get: function() { + if (typeof _path === 'function') { + _path = _path(); + } + + return _path; + }, + + set: function(p) { + _path = p; + } + }; +} +/** + * @typedef GlyphOptions + * @type Object + * @property {string} [name] - The glyph name + * @property {number} [unicode] + * @property {Array} [unicodes] + * @property {number} [xMin] + * @property {number} [yMin] + * @property {number} [xMax] + * @property {number} [yMax] + * @property {number} [advanceWidth] + */ + +// A Glyph is an individual mark that often corresponds to a character. +// Some glyphs, such as ligatures, are a combination of many characters. +// Glyphs are the basic building blocks of a font. +// +// The `Glyph` class contains utility methods for drawing the path and its points. +/** + * @exports opentype.Glyph + * @class + * @param {GlyphOptions} + * @constructor + */ +function Glyph(options) { + // By putting all the code on a prototype function (which is only declared once) + // we reduce the memory requirements for larger fonts by some 2% + this.bindConstructorValues(options); +} + +/** + * @param {GlyphOptions} + */ +Glyph.prototype.bindConstructorValues = function(options) { + this.index = options.index || 0; + + // These three values cannot be deferred for memory optimization: + this.name = options.name || null; + this.unicode = options.unicode || undefined; + this.unicodes = options.unicodes || options.unicode !== undefined ? [options.unicode] : []; + + // But by binding these values only when necessary, we reduce can + // the memory requirements by almost 3% for larger fonts. + if ('xMin' in options) { + this.xMin = options.xMin; + } + + if ('yMin' in options) { + this.yMin = options.yMin; + } + + if ('xMax' in options) { + this.xMax = options.xMax; + } + + if ('yMax' in options) { + this.yMax = options.yMax; + } + + if ('advanceWidth' in options) { + this.advanceWidth = options.advanceWidth; + } + + // The path for a glyph is the most memory intensive, and is bound as a value + // with a getter/setter to ensure we actually do path parsing only once the + // path is actually needed by anything. + Object.defineProperty(this, 'path', getPathDefinition(this, options.path)); +}; + +/** + * @param {number} + */ +Glyph.prototype.addUnicode = function(unicode) { + if (this.unicodes.length === 0) { + this.unicode = unicode; + } + + this.unicodes.push(unicode); +}; + +/** + * Calculate the minimum bounding box for this glyph. + * @return {opentype.BoundingBox} + */ +Glyph.prototype.getBoundingBox = function() { + return this.path.getBoundingBox(); +}; + +/** + * Convert the glyph to a Path we can draw on a drawing context. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {Object=} options - xScale, yScale to stretch the glyph. + * @param {opentype.Font} if hinting is to be used, the font + * @return {opentype.Path} + */ +Glyph.prototype.getPath = function(x, y, fontSize, options, font) { + x = x !== undefined ? x : 0; + y = y !== undefined ? y : 0; + fontSize = fontSize !== undefined ? fontSize : 72; + var commands; + var hPoints; + if (!options) { options = { }; } + var xScale = options.xScale; + var yScale = options.yScale; + + if (options.hinting && font && font.hinting) { + // in case of hinting, the hinting engine takes care + // of scaling the points (not the path) before hinting. + hPoints = this.path && font.hinting.exec(this, fontSize); + // in case the hinting engine failed hPoints is undefined + // and thus reverts to plain rending + } + + if (hPoints) { + // Call font.hinting.getCommands instead of `glyf.getPath(hPoints).commands` to avoid a circular dependency + commands = font.hinting.getCommands(hPoints); + x = Math.round(x); + y = Math.round(y); + // TODO in case of hinting xyScaling is not yet supported + xScale = yScale = 1; + } else { + commands = this.path.commands; + var scale = 1 / (this.path.unitsPerEm || 1000) * fontSize; + if (xScale === undefined) { xScale = scale; } + if (yScale === undefined) { yScale = scale; } + } + + var p = new Path(); + for (var i = 0; i < commands.length; i += 1) { + var cmd = commands[i]; + if (cmd.type === 'M') { + p.moveTo(x + (cmd.x * xScale), y + (-cmd.y * yScale)); + } else if (cmd.type === 'L') { + p.lineTo(x + (cmd.x * xScale), y + (-cmd.y * yScale)); + } else if (cmd.type === 'Q') { + p.quadraticCurveTo(x + (cmd.x1 * xScale), y + (-cmd.y1 * yScale), + x + (cmd.x * xScale), y + (-cmd.y * yScale)); + } else if (cmd.type === 'C') { + p.curveTo(x + (cmd.x1 * xScale), y + (-cmd.y1 * yScale), + x + (cmd.x2 * xScale), y + (-cmd.y2 * yScale), + x + (cmd.x * xScale), y + (-cmd.y * yScale)); + } else if (cmd.type === 'Z') { + p.closePath(); + } + } + + return p; +}; + +/** + * Split the glyph into contours. + * This function is here for backwards compatibility, and to + * provide raw access to the TrueType glyph outlines. + * @return {Array} + */ +Glyph.prototype.getContours = function() { + if (this.points === undefined) { + return []; + } + + var contours = []; + var currentContour = []; + for (var i = 0; i < this.points.length; i += 1) { + var pt = this.points[i]; + currentContour.push(pt); + if (pt.lastPointOfContour) { + contours.push(currentContour); + currentContour = []; + } + } + + check.argument(currentContour.length === 0, 'There are still points left in the current contour.'); + return contours; +}; + +/** + * Calculate the xMin/yMin/xMax/yMax/lsb/rsb for a Glyph. + * @return {Object} + */ +Glyph.prototype.getMetrics = function() { + var commands = this.path.commands; + var xCoords = []; + var yCoords = []; + for (var i = 0; i < commands.length; i += 1) { + var cmd = commands[i]; + if (cmd.type !== 'Z') { + xCoords.push(cmd.x); + yCoords.push(cmd.y); + } + + if (cmd.type === 'Q' || cmd.type === 'C') { + xCoords.push(cmd.x1); + yCoords.push(cmd.y1); + } + + if (cmd.type === 'C') { + xCoords.push(cmd.x2); + yCoords.push(cmd.y2); + } + } + + var metrics = { + xMin: Math.min.apply(null, xCoords), + yMin: Math.min.apply(null, yCoords), + xMax: Math.max.apply(null, xCoords), + yMax: Math.max.apply(null, yCoords), + leftSideBearing: this.leftSideBearing + }; + + if (!isFinite(metrics.xMin)) { + metrics.xMin = 0; + } + + if (!isFinite(metrics.xMax)) { + metrics.xMax = this.advanceWidth; + } + + if (!isFinite(metrics.yMin)) { + metrics.yMin = 0; + } + + if (!isFinite(metrics.yMax)) { + metrics.yMax = 0; + } + + metrics.rightSideBearing = this.advanceWidth - metrics.leftSideBearing - (metrics.xMax - metrics.xMin); + return metrics; +}; + +/** + * Draw the glyph on the given context. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {Object=} options - xScale, yScale to stretch the glyph. + */ +Glyph.prototype.draw = function(ctx, x, y, fontSize, options) { + this.getPath(x, y, fontSize, options).draw(ctx); +}; + +/** + * Draw the points of the glyph. + * On-curve points will be drawn in blue, off-curve points will be drawn in red. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + */ +Glyph.prototype.drawPoints = function(ctx, x, y, fontSize) { + function drawCircles(l, x, y, scale) { + ctx.beginPath(); + for (var j = 0; j < l.length; j += 1) { + ctx.moveTo(x + (l[j].x * scale), y + (l[j].y * scale)); + ctx.arc(x + (l[j].x * scale), y + (l[j].y * scale), 2, 0, Math.PI * 2, false); + } + + ctx.closePath(); + ctx.fill(); + } + + x = x !== undefined ? x : 0; + y = y !== undefined ? y : 0; + fontSize = fontSize !== undefined ? fontSize : 24; + var scale = 1 / this.path.unitsPerEm * fontSize; + + var blueCircles = []; + var redCircles = []; + var path = this.path; + for (var i = 0; i < path.commands.length; i += 1) { + var cmd = path.commands[i]; + if (cmd.x !== undefined) { + blueCircles.push({x: cmd.x, y: -cmd.y}); + } + + if (cmd.x1 !== undefined) { + redCircles.push({x: cmd.x1, y: -cmd.y1}); + } + + if (cmd.x2 !== undefined) { + redCircles.push({x: cmd.x2, y: -cmd.y2}); + } + } + + ctx.fillStyle = 'blue'; + drawCircles(blueCircles, x, y, scale); + ctx.fillStyle = 'red'; + drawCircles(redCircles, x, y, scale); +}; + +/** + * Draw lines indicating important font measurements. + * Black lines indicate the origin of the coordinate system (point 0,0). + * Blue lines indicate the glyph bounding box. + * Green line indicates the advance width of the glyph. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + */ +Glyph.prototype.drawMetrics = function(ctx, x, y, fontSize) { + var scale; + x = x !== undefined ? x : 0; + y = y !== undefined ? y : 0; + fontSize = fontSize !== undefined ? fontSize : 24; + scale = 1 / this.path.unitsPerEm * fontSize; + ctx.lineWidth = 1; + + // Draw the origin + ctx.strokeStyle = 'black'; + draw.line(ctx, x, -10000, x, 10000); + draw.line(ctx, -10000, y, 10000, y); + + // This code is here due to memory optimization: by not using + // defaults in the constructor, we save a notable amount of memory. + var xMin = this.xMin || 0; + var yMin = this.yMin || 0; + var xMax = this.xMax || 0; + var yMax = this.yMax || 0; + var advanceWidth = this.advanceWidth || 0; + + // Draw the glyph box + ctx.strokeStyle = 'blue'; + draw.line(ctx, x + (xMin * scale), -10000, x + (xMin * scale), 10000); + draw.line(ctx, x + (xMax * scale), -10000, x + (xMax * scale), 10000); + draw.line(ctx, -10000, y + (-yMin * scale), 10000, y + (-yMin * scale)); + draw.line(ctx, -10000, y + (-yMax * scale), 10000, y + (-yMax * scale)); + + // Draw the advance width + ctx.strokeStyle = 'green'; + draw.line(ctx, x + (advanceWidth * scale), -10000, x + (advanceWidth * scale), 10000); +}; + +// The GlyphSet object + +// Define a property on the glyph that depends on the path being loaded. +function defineDependentProperty(glyph, externalName, internalName) { + Object.defineProperty(glyph, externalName, { + get: function() { + // Request the path property to make sure the path is loaded. + glyph.path; // jshint ignore:line + return glyph[internalName]; + }, + set: function(newValue) { + glyph[internalName] = newValue; + }, + enumerable: true, + configurable: true + }); +} + +/** + * A GlyphSet represents all glyphs available in the font, but modelled using + * a deferred glyph loader, for retrieving glyphs only once they are absolutely + * necessary, to keep the memory footprint down. + * @exports opentype.GlyphSet + * @class + * @param {opentype.Font} + * @param {Array} + */ +function GlyphSet(font, glyphs) { + this.font = font; + this.glyphs = {}; + if (Array.isArray(glyphs)) { + for (var i = 0; i < glyphs.length; i++) { + var glyph = glyphs[i]; + glyph.path.unitsPerEm = font.unitsPerEm; + this.glyphs[i] = glyph; + } + } + + this.length = (glyphs && glyphs.length) || 0; +} + +/** + * @param {number} index + * @return {opentype.Glyph} + */ +GlyphSet.prototype.get = function(index) { + // this.glyphs[index] is 'undefined' when low memory mode is on. glyph is pushed on request only. + if (this.glyphs[index] === undefined) { + this.font._push(index); + if (typeof this.glyphs[index] === 'function') { + this.glyphs[index] = this.glyphs[index](); + } + + var glyph = this.glyphs[index]; + var unicodeObj = this.font._IndexToUnicodeMap[index]; + + if (unicodeObj) { + for (var j = 0; j < unicodeObj.unicodes.length; j++) + { glyph.addUnicode(unicodeObj.unicodes[j]); } + } + + if (this.font.cffEncoding) { + if (this.font.isCIDFont) { + glyph.name = 'gid' + index; + } else { + glyph.name = this.font.cffEncoding.charset[index]; + } + } else if (this.font.glyphNames.names) { + glyph.name = this.font.glyphNames.glyphIndexToName(index); + } + + this.glyphs[index].advanceWidth = this.font._hmtxTableData[index].advanceWidth; + this.glyphs[index].leftSideBearing = this.font._hmtxTableData[index].leftSideBearing; + } else { + if (typeof this.glyphs[index] === 'function') { + this.glyphs[index] = this.glyphs[index](); + } + } + + return this.glyphs[index]; +}; + +/** + * @param {number} index + * @param {Object} + */ +GlyphSet.prototype.push = function(index, loader) { + this.glyphs[index] = loader; + this.length++; +}; + +/** + * @alias opentype.glyphLoader + * @param {opentype.Font} font + * @param {number} index + * @return {opentype.Glyph} + */ +function glyphLoader(font, index) { + return new Glyph({index: index, font: font}); +} + +/** + * Generate a stub glyph that can be filled with all metadata *except* + * the "points" and "path" properties, which must be loaded only once + * the glyph's path is actually requested for text shaping. + * @alias opentype.ttfGlyphLoader + * @param {opentype.Font} font + * @param {number} index + * @param {Function} parseGlyph + * @param {Object} data + * @param {number} position + * @param {Function} buildPath + * @return {opentype.Glyph} + */ +function ttfGlyphLoader(font, index, parseGlyph, data, position, buildPath) { + return function() { + var glyph = new Glyph({index: index, font: font}); + + glyph.path = function() { + parseGlyph(glyph, data, position); + var path = buildPath(font.glyphs, glyph); + path.unitsPerEm = font.unitsPerEm; + return path; + }; + + defineDependentProperty(glyph, 'xMin', '_xMin'); + defineDependentProperty(glyph, 'xMax', '_xMax'); + defineDependentProperty(glyph, 'yMin', '_yMin'); + defineDependentProperty(glyph, 'yMax', '_yMax'); + + return glyph; + }; +} +/** + * @alias opentype.cffGlyphLoader + * @param {opentype.Font} font + * @param {number} index + * @param {Function} parseCFFCharstring + * @param {string} charstring + * @return {opentype.Glyph} + */ +function cffGlyphLoader(font, index, parseCFFCharstring, charstring) { + return function() { + var glyph = new Glyph({index: index, font: font}); + + glyph.path = function() { + var path = parseCFFCharstring(font, glyph, charstring); + path.unitsPerEm = font.unitsPerEm; + return path; + }; + + return glyph; + }; +} + +var glyphset = { GlyphSet: GlyphSet, glyphLoader: glyphLoader, ttfGlyphLoader: ttfGlyphLoader, cffGlyphLoader: cffGlyphLoader }; + +// The `CFF` table contains the glyph outlines in PostScript format. + +// Custom equals function that can also check lists. +function equals(a, b) { + if (a === b) { + return true; + } else if (Array.isArray(a) && Array.isArray(b)) { + if (a.length !== b.length) { + return false; + } + + for (var i = 0; i < a.length; i += 1) { + if (!equals(a[i], b[i])) { + return false; + } + } + + return true; + } else { + return false; + } +} + +// Subroutines are encoded using the negative half of the number space. +// See type 2 chapter 4.7 "Subroutine operators". +function calcCFFSubroutineBias(subrs) { + var bias; + if (subrs.length < 1240) { + bias = 107; + } else if (subrs.length < 33900) { + bias = 1131; + } else { + bias = 32768; + } + + return bias; +} + +// Parse a `CFF` INDEX array. +// An index array consists of a list of offsets, then a list of objects at those offsets. +function parseCFFIndex(data, start, conversionFn) { + var offsets = []; + var objects = []; + var count = parse.getCard16(data, start); + var objectOffset; + var endOffset; + if (count !== 0) { + var offsetSize = parse.getByte(data, start + 2); + objectOffset = start + ((count + 1) * offsetSize) + 2; + var pos = start + 3; + for (var i = 0; i < count + 1; i += 1) { + offsets.push(parse.getOffset(data, pos, offsetSize)); + pos += offsetSize; + } + + // The total size of the index array is 4 header bytes + the value of the last offset. + endOffset = objectOffset + offsets[count]; + } else { + endOffset = start + 2; + } + + for (var i$1 = 0; i$1 < offsets.length - 1; i$1 += 1) { + var value = parse.getBytes(data, objectOffset + offsets[i$1], objectOffset + offsets[i$1 + 1]); + if (conversionFn) { + value = conversionFn(value); + } + + objects.push(value); + } + + return {objects: objects, startOffset: start, endOffset: endOffset}; +} + +function parseCFFIndexLowMemory(data, start) { + var offsets = []; + var count = parse.getCard16(data, start); + var objectOffset; + var endOffset; + if (count !== 0) { + var offsetSize = parse.getByte(data, start + 2); + objectOffset = start + ((count + 1) * offsetSize) + 2; + var pos = start + 3; + for (var i = 0; i < count + 1; i += 1) { + offsets.push(parse.getOffset(data, pos, offsetSize)); + pos += offsetSize; + } + + // The total size of the index array is 4 header bytes + the value of the last offset. + endOffset = objectOffset + offsets[count]; + } else { + endOffset = start + 2; + } + + return {offsets: offsets, startOffset: start, endOffset: endOffset}; +} +function getCffIndexObject(i, offsets, data, start, conversionFn) { + var count = parse.getCard16(data, start); + var objectOffset = 0; + if (count !== 0) { + var offsetSize = parse.getByte(data, start + 2); + objectOffset = start + ((count + 1) * offsetSize) + 2; + } + + var value = parse.getBytes(data, objectOffset + offsets[i], objectOffset + offsets[i + 1]); + if (conversionFn) { + value = conversionFn(value); + } + return value; +} + +// Parse a `CFF` DICT real value. +function parseFloatOperand(parser) { + var s = ''; + var eof = 15; + var lookup = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', 'E', 'E-', null, '-']; + while (true) { + var b = parser.parseByte(); + var n1 = b >> 4; + var n2 = b & 15; + + if (n1 === eof) { + break; + } + + s += lookup[n1]; + + if (n2 === eof) { + break; + } + + s += lookup[n2]; + } + + return parseFloat(s); +} + +// Parse a `CFF` DICT operand. +function parseOperand(parser, b0) { + var b1; + var b2; + var b3; + var b4; + if (b0 === 28) { + b1 = parser.parseByte(); + b2 = parser.parseByte(); + return b1 << 8 | b2; + } + + if (b0 === 29) { + b1 = parser.parseByte(); + b2 = parser.parseByte(); + b3 = parser.parseByte(); + b4 = parser.parseByte(); + return b1 << 24 | b2 << 16 | b3 << 8 | b4; + } + + if (b0 === 30) { + return parseFloatOperand(parser); + } + + if (b0 >= 32 && b0 <= 246) { + return b0 - 139; + } + + if (b0 >= 247 && b0 <= 250) { + b1 = parser.parseByte(); + return (b0 - 247) * 256 + b1 + 108; + } + + if (b0 >= 251 && b0 <= 254) { + b1 = parser.parseByte(); + return -(b0 - 251) * 256 - b1 - 108; + } + + throw new Error('Invalid b0 ' + b0); +} + +// Convert the entries returned by `parseDict` to a proper dictionary. +// If a value is a list of one, it is unpacked. +function entriesToObject(entries) { + var o = {}; + for (var i = 0; i < entries.length; i += 1) { + var key = entries[i][0]; + var values = entries[i][1]; + var value = (void 0); + if (values.length === 1) { + value = values[0]; + } else { + value = values; + } + + if (o.hasOwnProperty(key) && !isNaN(o[key])) { + throw new Error('Object ' + o + ' already has key ' + key); + } + + o[key] = value; + } + + return o; +} + +// Parse a `CFF` DICT object. +// A dictionary contains key-value pairs in a compact tokenized format. +function parseCFFDict(data, start, size) { + start = start !== undefined ? start : 0; + var parser = new parse.Parser(data, start); + var entries = []; + var operands = []; + size = size !== undefined ? size : data.length; + + while (parser.relativeOffset < size) { + var op = parser.parseByte(); + + // The first byte for each dict item distinguishes between operator (key) and operand (value). + // Values <= 21 are operators. + if (op <= 21) { + // Two-byte operators have an initial escape byte of 12. + if (op === 12) { + op = 1200 + parser.parseByte(); + } + + entries.push([op, operands]); + operands = []; + } else { + // Since the operands (values) come before the operators (keys), we store all operands in a list + // until we encounter an operator. + operands.push(parseOperand(parser, op)); + } + } + + return entriesToObject(entries); +} + +// Given a String Index (SID), return the value of the string. +// Strings below index 392 are standard CFF strings and are not encoded in the font. +function getCFFString(strings, index) { + if (index <= 390) { + index = cffStandardStrings[index]; + } else { + index = strings[index - 391]; + } + + return index; +} + +// Interpret a dictionary and return a new dictionary with readable keys and values for missing entries. +// This function takes `meta` which is a list of objects containing `operand`, `name` and `default`. +function interpretDict(dict, meta, strings) { + var newDict = {}; + var value; + + // Because we also want to include missing values, we start out from the meta list + // and lookup values in the dict. + for (var i = 0; i < meta.length; i += 1) { + var m = meta[i]; + + if (Array.isArray(m.type)) { + var values = []; + values.length = m.type.length; + for (var j = 0; j < m.type.length; j++) { + value = dict[m.op] !== undefined ? dict[m.op][j] : undefined; + if (value === undefined) { + value = m.value !== undefined && m.value[j] !== undefined ? m.value[j] : null; + } + if (m.type[j] === 'SID') { + value = getCFFString(strings, value); + } + values[j] = value; + } + newDict[m.name] = values; + } else { + value = dict[m.op]; + if (value === undefined) { + value = m.value !== undefined ? m.value : null; + } + + if (m.type === 'SID') { + value = getCFFString(strings, value); + } + newDict[m.name] = value; + } + } + + return newDict; +} + +// Parse the CFF header. +function parseCFFHeader(data, start) { + var header = {}; + header.formatMajor = parse.getCard8(data, start); + header.formatMinor = parse.getCard8(data, start + 1); + header.size = parse.getCard8(data, start + 2); + header.offsetSize = parse.getCard8(data, start + 3); + header.startOffset = start; + header.endOffset = start + 4; + return header; +} + +var TOP_DICT_META = [ + {name: 'version', op: 0, type: 'SID'}, + {name: 'notice', op: 1, type: 'SID'}, + {name: 'copyright', op: 1200, type: 'SID'}, + {name: 'fullName', op: 2, type: 'SID'}, + {name: 'familyName', op: 3, type: 'SID'}, + {name: 'weight', op: 4, type: 'SID'}, + {name: 'isFixedPitch', op: 1201, type: 'number', value: 0}, + {name: 'italicAngle', op: 1202, type: 'number', value: 0}, + {name: 'underlinePosition', op: 1203, type: 'number', value: -100}, + {name: 'underlineThickness', op: 1204, type: 'number', value: 50}, + {name: 'paintType', op: 1205, type: 'number', value: 0}, + {name: 'charstringType', op: 1206, type: 'number', value: 2}, + { + name: 'fontMatrix', + op: 1207, + type: ['real', 'real', 'real', 'real', 'real', 'real'], + value: [0.001, 0, 0, 0.001, 0, 0] + }, + {name: 'uniqueId', op: 13, type: 'number'}, + {name: 'fontBBox', op: 5, type: ['number', 'number', 'number', 'number'], value: [0, 0, 0, 0]}, + {name: 'strokeWidth', op: 1208, type: 'number', value: 0}, + {name: 'xuid', op: 14, type: [], value: null}, + {name: 'charset', op: 15, type: 'offset', value: 0}, + {name: 'encoding', op: 16, type: 'offset', value: 0}, + {name: 'charStrings', op: 17, type: 'offset', value: 0}, + {name: 'private', op: 18, type: ['number', 'offset'], value: [0, 0]}, + {name: 'ros', op: 1230, type: ['SID', 'SID', 'number']}, + {name: 'cidFontVersion', op: 1231, type: 'number', value: 0}, + {name: 'cidFontRevision', op: 1232, type: 'number', value: 0}, + {name: 'cidFontType', op: 1233, type: 'number', value: 0}, + {name: 'cidCount', op: 1234, type: 'number', value: 8720}, + {name: 'uidBase', op: 1235, type: 'number'}, + {name: 'fdArray', op: 1236, type: 'offset'}, + {name: 'fdSelect', op: 1237, type: 'offset'}, + {name: 'fontName', op: 1238, type: 'SID'} +]; + +var PRIVATE_DICT_META = [ + {name: 'subrs', op: 19, type: 'offset', value: 0}, + {name: 'defaultWidthX', op: 20, type: 'number', value: 0}, + {name: 'nominalWidthX', op: 21, type: 'number', value: 0} +]; + +// Parse the CFF top dictionary. A CFF table can contain multiple fonts, each with their own top dictionary. +// The top dictionary contains the essential metadata for the font, together with the private dictionary. +function parseCFFTopDict(data, strings) { + var dict = parseCFFDict(data, 0, data.byteLength); + return interpretDict(dict, TOP_DICT_META, strings); +} + +// Parse the CFF private dictionary. We don't fully parse out all the values, only the ones we need. +function parseCFFPrivateDict(data, start, size, strings) { + var dict = parseCFFDict(data, start, size); + return interpretDict(dict, PRIVATE_DICT_META, strings); +} + +// Returns a list of "Top DICT"s found using an INDEX list. +// Used to read both the usual high-level Top DICTs and also the FDArray +// discovered inside CID-keyed fonts. When a Top DICT has a reference to +// a Private DICT that is read and saved into the Top DICT. +// +// In addition to the expected/optional values as outlined in TOP_DICT_META +// the following values might be saved into the Top DICT. +// +// _subrs [] array of local CFF subroutines from Private DICT +// _subrsBias bias value computed from number of subroutines +// (see calcCFFSubroutineBias() and parseCFFCharstring()) +// _defaultWidthX default widths for CFF characters +// _nominalWidthX bias added to width embedded within glyph description +// +// _privateDict saved copy of parsed Private DICT from Top DICT +function gatherCFFTopDicts(data, start, cffIndex, strings) { + var topDictArray = []; + for (var iTopDict = 0; iTopDict < cffIndex.length; iTopDict += 1) { + var topDictData = new DataView(new Uint8Array(cffIndex[iTopDict]).buffer); + var topDict = parseCFFTopDict(topDictData, strings); + topDict._subrs = []; + topDict._subrsBias = 0; + topDict._defaultWidthX = 0; + topDict._nominalWidthX = 0; + var privateSize = topDict.private[0]; + var privateOffset = topDict.private[1]; + if (privateSize !== 0 && privateOffset !== 0) { + var privateDict = parseCFFPrivateDict(data, privateOffset + start, privateSize, strings); + topDict._defaultWidthX = privateDict.defaultWidthX; + topDict._nominalWidthX = privateDict.nominalWidthX; + if (privateDict.subrs !== 0) { + var subrOffset = privateOffset + privateDict.subrs; + var subrIndex = parseCFFIndex(data, subrOffset + start); + topDict._subrs = subrIndex.objects; + topDict._subrsBias = calcCFFSubroutineBias(topDict._subrs); + } + topDict._privateDict = privateDict; + } + topDictArray.push(topDict); + } + return topDictArray; +} + +// Parse the CFF charset table, which contains internal names for all the glyphs. +// This function will return a list of glyph names. +// See Adobe TN #5176 chapter 13, "Charsets". +function parseCFFCharset(data, start, nGlyphs, strings) { + var sid; + var count; + var parser = new parse.Parser(data, start); + + // The .notdef glyph is not included, so subtract 1. + nGlyphs -= 1; + var charset = ['.notdef']; + + var format = parser.parseCard8(); + if (format === 0) { + for (var i = 0; i < nGlyphs; i += 1) { + sid = parser.parseSID(); + charset.push(getCFFString(strings, sid)); + } + } else if (format === 1) { + while (charset.length <= nGlyphs) { + sid = parser.parseSID(); + count = parser.parseCard8(); + for (var i$1 = 0; i$1 <= count; i$1 += 1) { + charset.push(getCFFString(strings, sid)); + sid += 1; + } + } + } else if (format === 2) { + while (charset.length <= nGlyphs) { + sid = parser.parseSID(); + count = parser.parseCard16(); + for (var i$2 = 0; i$2 <= count; i$2 += 1) { + charset.push(getCFFString(strings, sid)); + sid += 1; + } + } + } else { + throw new Error('Unknown charset format ' + format); + } + + return charset; +} + +// Parse the CFF encoding data. Only one encoding can be specified per font. +// See Adobe TN #5176 chapter 12, "Encodings". +function parseCFFEncoding(data, start, charset) { + var code; + var enc = {}; + var parser = new parse.Parser(data, start); + var format = parser.parseCard8(); + if (format === 0) { + var nCodes = parser.parseCard8(); + for (var i = 0; i < nCodes; i += 1) { + code = parser.parseCard8(); + enc[code] = i; + } + } else if (format === 1) { + var nRanges = parser.parseCard8(); + code = 1; + for (var i$1 = 0; i$1 < nRanges; i$1 += 1) { + var first = parser.parseCard8(); + var nLeft = parser.parseCard8(); + for (var j = first; j <= first + nLeft; j += 1) { + enc[j] = code; + code += 1; + } + } + } else { + throw new Error('Unknown encoding format ' + format); + } + + return new CffEncoding(enc, charset); +} + +// Take in charstring code and return a Glyph object. +// The encoding is described in the Type 2 Charstring Format +// https://www.microsoft.com/typography/OTSPEC/charstr2.htm +function parseCFFCharstring(font, glyph, code) { + var c1x; + var c1y; + var c2x; + var c2y; + var p = new Path(); + var stack = []; + var nStems = 0; + var haveWidth = false; + var open = false; + var x = 0; + var y = 0; + var subrs; + var subrsBias; + var defaultWidthX; + var nominalWidthX; + if (font.isCIDFont) { + var fdIndex = font.tables.cff.topDict._fdSelect[glyph.index]; + var fdDict = font.tables.cff.topDict._fdArray[fdIndex]; + subrs = fdDict._subrs; + subrsBias = fdDict._subrsBias; + defaultWidthX = fdDict._defaultWidthX; + nominalWidthX = fdDict._nominalWidthX; + } else { + subrs = font.tables.cff.topDict._subrs; + subrsBias = font.tables.cff.topDict._subrsBias; + defaultWidthX = font.tables.cff.topDict._defaultWidthX; + nominalWidthX = font.tables.cff.topDict._nominalWidthX; + } + var width = defaultWidthX; + + function newContour(x, y) { + if (open) { + p.closePath(); + } + + p.moveTo(x, y); + open = true; + } + + function parseStems() { + var hasWidthArg; + + // The number of stem operators on the stack is always even. + // If the value is uneven, that means a width is specified. + hasWidthArg = stack.length % 2 !== 0; + if (hasWidthArg && !haveWidth) { + width = stack.shift() + nominalWidthX; + } + + nStems += stack.length >> 1; + stack.length = 0; + haveWidth = true; + } + + function parse(code) { + var b1; + var b2; + var b3; + var b4; + var codeIndex; + var subrCode; + var jpx; + var jpy; + var c3x; + var c3y; + var c4x; + var c4y; + + var i = 0; + while (i < code.length) { + var v = code[i]; + i += 1; + switch (v) { + case 1: // hstem + parseStems(); + break; + case 3: // vstem + parseStems(); + break; + case 4: // vmoveto + if (stack.length > 1 && !haveWidth) { + width = stack.shift() + nominalWidthX; + haveWidth = true; + } + + y += stack.pop(); + newContour(x, y); + break; + case 5: // rlineto + while (stack.length > 0) { + x += stack.shift(); + y += stack.shift(); + p.lineTo(x, y); + } + + break; + case 6: // hlineto + while (stack.length > 0) { + x += stack.shift(); + p.lineTo(x, y); + if (stack.length === 0) { + break; + } + + y += stack.shift(); + p.lineTo(x, y); + } + + break; + case 7: // vlineto + while (stack.length > 0) { + y += stack.shift(); + p.lineTo(x, y); + if (stack.length === 0) { + break; + } + + x += stack.shift(); + p.lineTo(x, y); + } + + break; + case 8: // rrcurveto + while (stack.length > 0) { + c1x = x + stack.shift(); + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y + stack.shift(); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + break; + case 10: // callsubr + codeIndex = stack.pop() + subrsBias; + subrCode = subrs[codeIndex]; + if (subrCode) { + parse(subrCode); + } + + break; + case 11: // return + return; + case 12: // flex operators + v = code[i]; + i += 1; + switch (v) { + case 35: // flex + // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 dx6 dy6 fd flex (12 35) |- + c1x = x + stack.shift(); // dx1 + c1y = y + stack.shift(); // dy1 + c2x = c1x + stack.shift(); // dx2 + c2y = c1y + stack.shift(); // dy2 + jpx = c2x + stack.shift(); // dx3 + jpy = c2y + stack.shift(); // dy3 + c3x = jpx + stack.shift(); // dx4 + c3y = jpy + stack.shift(); // dy4 + c4x = c3x + stack.shift(); // dx5 + c4y = c3y + stack.shift(); // dy5 + x = c4x + stack.shift(); // dx6 + y = c4y + stack.shift(); // dy6 + stack.shift(); // flex depth + p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); + p.curveTo(c3x, c3y, c4x, c4y, x, y); + break; + case 34: // hflex + // |- dx1 dx2 dy2 dx3 dx4 dx5 dx6 hflex (12 34) |- + c1x = x + stack.shift(); // dx1 + c1y = y; // dy1 + c2x = c1x + stack.shift(); // dx2 + c2y = c1y + stack.shift(); // dy2 + jpx = c2x + stack.shift(); // dx3 + jpy = c2y; // dy3 + c3x = jpx + stack.shift(); // dx4 + c3y = c2y; // dy4 + c4x = c3x + stack.shift(); // dx5 + c4y = y; // dy5 + x = c4x + stack.shift(); // dx6 + p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); + p.curveTo(c3x, c3y, c4x, c4y, x, y); + break; + case 36: // hflex1 + // |- dx1 dy1 dx2 dy2 dx3 dx4 dx5 dy5 dx6 hflex1 (12 36) |- + c1x = x + stack.shift(); // dx1 + c1y = y + stack.shift(); // dy1 + c2x = c1x + stack.shift(); // dx2 + c2y = c1y + stack.shift(); // dy2 + jpx = c2x + stack.shift(); // dx3 + jpy = c2y; // dy3 + c3x = jpx + stack.shift(); // dx4 + c3y = c2y; // dy4 + c4x = c3x + stack.shift(); // dx5 + c4y = c3y + stack.shift(); // dy5 + x = c4x + stack.shift(); // dx6 + p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); + p.curveTo(c3x, c3y, c4x, c4y, x, y); + break; + case 37: // flex1 + // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 d6 flex1 (12 37) |- + c1x = x + stack.shift(); // dx1 + c1y = y + stack.shift(); // dy1 + c2x = c1x + stack.shift(); // dx2 + c2y = c1y + stack.shift(); // dy2 + jpx = c2x + stack.shift(); // dx3 + jpy = c2y + stack.shift(); // dy3 + c3x = jpx + stack.shift(); // dx4 + c3y = jpy + stack.shift(); // dy4 + c4x = c3x + stack.shift(); // dx5 + c4y = c3y + stack.shift(); // dy5 + if (Math.abs(c4x - x) > Math.abs(c4y - y)) { + x = c4x + stack.shift(); + } else { + y = c4y + stack.shift(); + } + + p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); + p.curveTo(c3x, c3y, c4x, c4y, x, y); + break; + default: + console.log('Glyph ' + glyph.index + ': unknown operator ' + 1200 + v); + stack.length = 0; + } + break; + case 14: // endchar + if (stack.length > 0 && !haveWidth) { + width = stack.shift() + nominalWidthX; + haveWidth = true; + } + + if (open) { + p.closePath(); + open = false; + } + + break; + case 18: // hstemhm + parseStems(); + break; + case 19: // hintmask + case 20: // cntrmask + parseStems(); + i += (nStems + 7) >> 3; + break; + case 21: // rmoveto + if (stack.length > 2 && !haveWidth) { + width = stack.shift() + nominalWidthX; + haveWidth = true; + } + + y += stack.pop(); + x += stack.pop(); + newContour(x, y); + break; + case 22: // hmoveto + if (stack.length > 1 && !haveWidth) { + width = stack.shift() + nominalWidthX; + haveWidth = true; + } + + x += stack.pop(); + newContour(x, y); + break; + case 23: // vstemhm + parseStems(); + break; + case 24: // rcurveline + while (stack.length > 2) { + c1x = x + stack.shift(); + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y + stack.shift(); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + x += stack.shift(); + y += stack.shift(); + p.lineTo(x, y); + break; + case 25: // rlinecurve + while (stack.length > 6) { + x += stack.shift(); + y += stack.shift(); + p.lineTo(x, y); + } + + c1x = x + stack.shift(); + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y + stack.shift(); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + break; + case 26: // vvcurveto + if (stack.length % 2) { + x += stack.shift(); + } + + while (stack.length > 0) { + c1x = x; + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x; + y = c2y + stack.shift(); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + break; + case 27: // hhcurveto + if (stack.length % 2) { + y += stack.shift(); + } + + while (stack.length > 0) { + c1x = x + stack.shift(); + c1y = y; + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y; + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + break; + case 28: // shortint + b1 = code[i]; + b2 = code[i + 1]; + stack.push(((b1 << 24) | (b2 << 16)) >> 16); + i += 2; + break; + case 29: // callgsubr + codeIndex = stack.pop() + font.gsubrsBias; + subrCode = font.gsubrs[codeIndex]; + if (subrCode) { + parse(subrCode); + } + + break; + case 30: // vhcurveto + while (stack.length > 0) { + c1x = x; + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y + (stack.length === 1 ? stack.shift() : 0); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + if (stack.length === 0) { + break; + } + + c1x = x + stack.shift(); + c1y = y; + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + y = c2y + stack.shift(); + x = c2x + (stack.length === 1 ? stack.shift() : 0); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + break; + case 31: // hvcurveto + while (stack.length > 0) { + c1x = x + stack.shift(); + c1y = y; + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + y = c2y + stack.shift(); + x = c2x + (stack.length === 1 ? stack.shift() : 0); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + if (stack.length === 0) { + break; + } + + c1x = x; + c1y = y + stack.shift(); + c2x = c1x + stack.shift(); + c2y = c1y + stack.shift(); + x = c2x + stack.shift(); + y = c2y + (stack.length === 1 ? stack.shift() : 0); + p.curveTo(c1x, c1y, c2x, c2y, x, y); + } + + break; + default: + if (v < 32) { + console.log('Glyph ' + glyph.index + ': unknown operator ' + v); + } else if (v < 247) { + stack.push(v - 139); + } else if (v < 251) { + b1 = code[i]; + i += 1; + stack.push((v - 247) * 256 + b1 + 108); + } else if (v < 255) { + b1 = code[i]; + i += 1; + stack.push(-(v - 251) * 256 - b1 - 108); + } else { + b1 = code[i]; + b2 = code[i + 1]; + b3 = code[i + 2]; + b4 = code[i + 3]; + i += 4; + stack.push(((b1 << 24) | (b2 << 16) | (b3 << 8) | b4) / 65536); + } + } + } + } + + parse(code); + + glyph.advanceWidth = width; + return p; +} + +function parseCFFFDSelect(data, start, nGlyphs, fdArrayCount) { + var fdSelect = []; + var fdIndex; + var parser = new parse.Parser(data, start); + var format = parser.parseCard8(); + if (format === 0) { + // Simple list of nGlyphs elements + for (var iGid = 0; iGid < nGlyphs; iGid++) { + fdIndex = parser.parseCard8(); + if (fdIndex >= fdArrayCount) { + throw new Error('CFF table CID Font FDSelect has bad FD index value ' + fdIndex + ' (FD count ' + fdArrayCount + ')'); + } + fdSelect.push(fdIndex); + } + } else if (format === 3) { + // Ranges + var nRanges = parser.parseCard16(); + var first = parser.parseCard16(); + if (first !== 0) { + throw new Error('CFF Table CID Font FDSelect format 3 range has bad initial GID ' + first); + } + var next; + for (var iRange = 0; iRange < nRanges; iRange++) { + fdIndex = parser.parseCard8(); + next = parser.parseCard16(); + if (fdIndex >= fdArrayCount) { + throw new Error('CFF table CID Font FDSelect has bad FD index value ' + fdIndex + ' (FD count ' + fdArrayCount + ')'); + } + if (next > nGlyphs) { + throw new Error('CFF Table CID Font FDSelect format 3 range has bad GID ' + next); + } + for (; first < next; first++) { + fdSelect.push(fdIndex); + } + first = next; + } + if (next !== nGlyphs) { + throw new Error('CFF Table CID Font FDSelect format 3 range has bad final GID ' + next); + } + } else { + throw new Error('CFF Table CID Font FDSelect table has unsupported format ' + format); + } + return fdSelect; +} + +// Parse the `CFF` table, which contains the glyph outlines in PostScript format. +function parseCFFTable(data, start, font, opt) { + font.tables.cff = {}; + var header = parseCFFHeader(data, start); + var nameIndex = parseCFFIndex(data, header.endOffset, parse.bytesToString); + var topDictIndex = parseCFFIndex(data, nameIndex.endOffset); + var stringIndex = parseCFFIndex(data, topDictIndex.endOffset, parse.bytesToString); + var globalSubrIndex = parseCFFIndex(data, stringIndex.endOffset); + font.gsubrs = globalSubrIndex.objects; + font.gsubrsBias = calcCFFSubroutineBias(font.gsubrs); + + var topDictArray = gatherCFFTopDicts(data, start, topDictIndex.objects, stringIndex.objects); + if (topDictArray.length !== 1) { + throw new Error('CFF table has too many fonts in \'FontSet\' - count of fonts NameIndex.length = ' + topDictArray.length); + } + + var topDict = topDictArray[0]; + font.tables.cff.topDict = topDict; + + if (topDict._privateDict) { + font.defaultWidthX = topDict._privateDict.defaultWidthX; + font.nominalWidthX = topDict._privateDict.nominalWidthX; + } + + if (topDict.ros[0] !== undefined && topDict.ros[1] !== undefined) { + font.isCIDFont = true; + } + + if (font.isCIDFont) { + var fdArrayOffset = topDict.fdArray; + var fdSelectOffset = topDict.fdSelect; + if (fdArrayOffset === 0 || fdSelectOffset === 0) { + throw new Error('Font is marked as a CID font, but FDArray and/or FDSelect information is missing'); + } + fdArrayOffset += start; + var fdArrayIndex = parseCFFIndex(data, fdArrayOffset); + var fdArray = gatherCFFTopDicts(data, start, fdArrayIndex.objects, stringIndex.objects); + topDict._fdArray = fdArray; + fdSelectOffset += start; + topDict._fdSelect = parseCFFFDSelect(data, fdSelectOffset, font.numGlyphs, fdArray.length); + } + + var privateDictOffset = start + topDict.private[1]; + var privateDict = parseCFFPrivateDict(data, privateDictOffset, topDict.private[0], stringIndex.objects); + font.defaultWidthX = privateDict.defaultWidthX; + font.nominalWidthX = privateDict.nominalWidthX; + + if (privateDict.subrs !== 0) { + var subrOffset = privateDictOffset + privateDict.subrs; + var subrIndex = parseCFFIndex(data, subrOffset); + font.subrs = subrIndex.objects; + font.subrsBias = calcCFFSubroutineBias(font.subrs); + } else { + font.subrs = []; + font.subrsBias = 0; + } + + // Offsets in the top dict are relative to the beginning of the CFF data, so add the CFF start offset. + var charStringsIndex; + if (opt.lowMemory) { + charStringsIndex = parseCFFIndexLowMemory(data, start + topDict.charStrings); + font.nGlyphs = charStringsIndex.offsets.length; + } else { + charStringsIndex = parseCFFIndex(data, start + topDict.charStrings); + font.nGlyphs = charStringsIndex.objects.length; + } + + var charset = parseCFFCharset(data, start + topDict.charset, font.nGlyphs, stringIndex.objects); + if (topDict.encoding === 0) { + // Standard encoding + font.cffEncoding = new CffEncoding(cffStandardEncoding, charset); + } else if (topDict.encoding === 1) { + // Expert encoding + font.cffEncoding = new CffEncoding(cffExpertEncoding, charset); + } else { + font.cffEncoding = parseCFFEncoding(data, start + topDict.encoding, charset); + } + + // Prefer the CMAP encoding to the CFF encoding. + font.encoding = font.encoding || font.cffEncoding; + + font.glyphs = new glyphset.GlyphSet(font); + if (opt.lowMemory) { + font._push = function(i) { + var charString = getCffIndexObject(i, charStringsIndex.offsets, data, start + topDict.charStrings); + font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString)); + }; + } else { + for (var i = 0; i < font.nGlyphs; i += 1) { + var charString = charStringsIndex.objects[i]; + font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString)); + } + } +} + +// Convert a string to a String ID (SID). +// The list of strings is modified in place. +function encodeString(s, strings) { + var sid; + + // Is the string in the CFF standard strings? + var i = cffStandardStrings.indexOf(s); + if (i >= 0) { + sid = i; + } + + // Is the string already in the string index? + i = strings.indexOf(s); + if (i >= 0) { + sid = i + cffStandardStrings.length; + } else { + sid = cffStandardStrings.length + strings.length; + strings.push(s); + } + + return sid; +} + +function makeHeader() { + return new table.Record('Header', [ + {name: 'major', type: 'Card8', value: 1}, + {name: 'minor', type: 'Card8', value: 0}, + {name: 'hdrSize', type: 'Card8', value: 4}, + {name: 'major', type: 'Card8', value: 1} + ]); +} + +function makeNameIndex(fontNames) { + var t = new table.Record('Name INDEX', [ + {name: 'names', type: 'INDEX', value: []} + ]); + t.names = []; + for (var i = 0; i < fontNames.length; i += 1) { + t.names.push({name: 'name_' + i, type: 'NAME', value: fontNames[i]}); + } + + return t; +} + +// Given a dictionary's metadata, create a DICT structure. +function makeDict(meta, attrs, strings) { + var m = {}; + for (var i = 0; i < meta.length; i += 1) { + var entry = meta[i]; + var value = attrs[entry.name]; + if (value !== undefined && !equals(value, entry.value)) { + if (entry.type === 'SID') { + value = encodeString(value, strings); + } + + m[entry.op] = {name: entry.name, type: entry.type, value: value}; + } + } + + return m; +} + +// The Top DICT houses the global font attributes. +function makeTopDict(attrs, strings) { + var t = new table.Record('Top DICT', [ + {name: 'dict', type: 'DICT', value: {}} + ]); + t.dict = makeDict(TOP_DICT_META, attrs, strings); + return t; +} + +function makeTopDictIndex(topDict) { + var t = new table.Record('Top DICT INDEX', [ + {name: 'topDicts', type: 'INDEX', value: []} + ]); + t.topDicts = [{name: 'topDict_0', type: 'TABLE', value: topDict}]; + return t; +} + +function makeStringIndex(strings) { + var t = new table.Record('String INDEX', [ + {name: 'strings', type: 'INDEX', value: []} + ]); + t.strings = []; + for (var i = 0; i < strings.length; i += 1) { + t.strings.push({name: 'string_' + i, type: 'STRING', value: strings[i]}); + } + + return t; +} + +function makeGlobalSubrIndex() { + // Currently we don't use subroutines. + return new table.Record('Global Subr INDEX', [ + {name: 'subrs', type: 'INDEX', value: []} + ]); +} + +function makeCharsets(glyphNames, strings) { + var t = new table.Record('Charsets', [ + {name: 'format', type: 'Card8', value: 0} + ]); + for (var i = 0; i < glyphNames.length; i += 1) { + var glyphName = glyphNames[i]; + var glyphSID = encodeString(glyphName, strings); + t.fields.push({name: 'glyph_' + i, type: 'SID', value: glyphSID}); + } + + return t; +} + +function glyphToOps(glyph) { + var ops = []; + var path = glyph.path; + ops.push({name: 'width', type: 'NUMBER', value: glyph.advanceWidth}); + var x = 0; + var y = 0; + for (var i = 0; i < path.commands.length; i += 1) { + var dx = (void 0); + var dy = (void 0); + var cmd = path.commands[i]; + if (cmd.type === 'Q') { + // CFF only supports bézier curves, so convert the quad to a bézier. + var _13 = 1 / 3; + var _23 = 2 / 3; + + // We're going to create a new command so we don't change the original path. + // Since all coordinates are relative, we round() them ASAP to avoid propagating errors. + cmd = { + type: 'C', + x: cmd.x, + y: cmd.y, + x1: Math.round(_13 * x + _23 * cmd.x1), + y1: Math.round(_13 * y + _23 * cmd.y1), + x2: Math.round(_13 * cmd.x + _23 * cmd.x1), + y2: Math.round(_13 * cmd.y + _23 * cmd.y1) + }; + } + + if (cmd.type === 'M') { + dx = Math.round(cmd.x - x); + dy = Math.round(cmd.y - y); + ops.push({name: 'dx', type: 'NUMBER', value: dx}); + ops.push({name: 'dy', type: 'NUMBER', value: dy}); + ops.push({name: 'rmoveto', type: 'OP', value: 21}); + x = Math.round(cmd.x); + y = Math.round(cmd.y); + } else if (cmd.type === 'L') { + dx = Math.round(cmd.x - x); + dy = Math.round(cmd.y - y); + ops.push({name: 'dx', type: 'NUMBER', value: dx}); + ops.push({name: 'dy', type: 'NUMBER', value: dy}); + ops.push({name: 'rlineto', type: 'OP', value: 5}); + x = Math.round(cmd.x); + y = Math.round(cmd.y); + } else if (cmd.type === 'C') { + var dx1 = Math.round(cmd.x1 - x); + var dy1 = Math.round(cmd.y1 - y); + var dx2 = Math.round(cmd.x2 - cmd.x1); + var dy2 = Math.round(cmd.y2 - cmd.y1); + dx = Math.round(cmd.x - cmd.x2); + dy = Math.round(cmd.y - cmd.y2); + ops.push({name: 'dx1', type: 'NUMBER', value: dx1}); + ops.push({name: 'dy1', type: 'NUMBER', value: dy1}); + ops.push({name: 'dx2', type: 'NUMBER', value: dx2}); + ops.push({name: 'dy2', type: 'NUMBER', value: dy2}); + ops.push({name: 'dx', type: 'NUMBER', value: dx}); + ops.push({name: 'dy', type: 'NUMBER', value: dy}); + ops.push({name: 'rrcurveto', type: 'OP', value: 8}); + x = Math.round(cmd.x); + y = Math.round(cmd.y); + } + + // Contours are closed automatically. + } + + ops.push({name: 'endchar', type: 'OP', value: 14}); + return ops; +} + +function makeCharStringsIndex(glyphs) { + var t = new table.Record('CharStrings INDEX', [ + {name: 'charStrings', type: 'INDEX', value: []} + ]); + + for (var i = 0; i < glyphs.length; i += 1) { + var glyph = glyphs.get(i); + var ops = glyphToOps(glyph); + t.charStrings.push({name: glyph.name, type: 'CHARSTRING', value: ops}); + } + + return t; +} + +function makePrivateDict(attrs, strings) { + var t = new table.Record('Private DICT', [ + {name: 'dict', type: 'DICT', value: {}} + ]); + t.dict = makeDict(PRIVATE_DICT_META, attrs, strings); + return t; +} + +function makeCFFTable(glyphs, options) { + var t = new table.Table('CFF ', [ + {name: 'header', type: 'RECORD'}, + {name: 'nameIndex', type: 'RECORD'}, + {name: 'topDictIndex', type: 'RECORD'}, + {name: 'stringIndex', type: 'RECORD'}, + {name: 'globalSubrIndex', type: 'RECORD'}, + {name: 'charsets', type: 'RECORD'}, + {name: 'charStringsIndex', type: 'RECORD'}, + {name: 'privateDict', type: 'RECORD'} + ]); + + var fontScale = 1 / options.unitsPerEm; + // We use non-zero values for the offsets so that the DICT encodes them. + // This is important because the size of the Top DICT plays a role in offset calculation, + // and the size shouldn't change after we've written correct offsets. + var attrs = { + version: options.version, + fullName: options.fullName, + familyName: options.familyName, + weight: options.weightName, + fontBBox: options.fontBBox || [0, 0, 0, 0], + fontMatrix: [fontScale, 0, 0, fontScale, 0, 0], + charset: 999, + encoding: 0, + charStrings: 999, + private: [0, 999] + }; + + var privateAttrs = {}; + + var glyphNames = []; + var glyph; + + // Skip first glyph (.notdef) + for (var i = 1; i < glyphs.length; i += 1) { + glyph = glyphs.get(i); + glyphNames.push(glyph.name); + } + + var strings = []; + + t.header = makeHeader(); + t.nameIndex = makeNameIndex([options.postScriptName]); + var topDict = makeTopDict(attrs, strings); + t.topDictIndex = makeTopDictIndex(topDict); + t.globalSubrIndex = makeGlobalSubrIndex(); + t.charsets = makeCharsets(glyphNames, strings); + t.charStringsIndex = makeCharStringsIndex(glyphs); + t.privateDict = makePrivateDict(privateAttrs, strings); + + // Needs to come at the end, to encode all custom strings used in the font. + t.stringIndex = makeStringIndex(strings); + + var startOffset = t.header.sizeOf() + + t.nameIndex.sizeOf() + + t.topDictIndex.sizeOf() + + t.stringIndex.sizeOf() + + t.globalSubrIndex.sizeOf(); + attrs.charset = startOffset; + + // We use the CFF standard encoding; proper encoding will be handled in cmap. + attrs.encoding = 0; + attrs.charStrings = attrs.charset + t.charsets.sizeOf(); + attrs.private[1] = attrs.charStrings + t.charStringsIndex.sizeOf(); + + // Recreate the Top DICT INDEX with the correct offsets. + topDict = makeTopDict(attrs, strings); + t.topDictIndex = makeTopDictIndex(topDict); + + return t; +} + +var cff = { parse: parseCFFTable, make: makeCFFTable }; + +// The `head` table contains global information about the font. + +// Parse the header `head` table +function parseHeadTable(data, start) { + var head = {}; + var p = new parse.Parser(data, start); + head.version = p.parseVersion(); + head.fontRevision = Math.round(p.parseFixed() * 1000) / 1000; + head.checkSumAdjustment = p.parseULong(); + head.magicNumber = p.parseULong(); + check.argument(head.magicNumber === 0x5F0F3CF5, 'Font header has wrong magic number.'); + head.flags = p.parseUShort(); + head.unitsPerEm = p.parseUShort(); + head.created = p.parseLongDateTime(); + head.modified = p.parseLongDateTime(); + head.xMin = p.parseShort(); + head.yMin = p.parseShort(); + head.xMax = p.parseShort(); + head.yMax = p.parseShort(); + head.macStyle = p.parseUShort(); + head.lowestRecPPEM = p.parseUShort(); + head.fontDirectionHint = p.parseShort(); + head.indexToLocFormat = p.parseShort(); + head.glyphDataFormat = p.parseShort(); + return head; +} + +function makeHeadTable(options) { + // Apple Mac timestamp epoch is 01/01/1904 not 01/01/1970 + var timestamp = Math.round(new Date().getTime() / 1000) + 2082844800; + var createdTimestamp = timestamp; + + if (options.createdTimestamp) { + createdTimestamp = options.createdTimestamp + 2082844800; + } + + return new table.Table('head', [ + {name: 'version', type: 'FIXED', value: 0x00010000}, + {name: 'fontRevision', type: 'FIXED', value: 0x00010000}, + {name: 'checkSumAdjustment', type: 'ULONG', value: 0}, + {name: 'magicNumber', type: 'ULONG', value: 0x5F0F3CF5}, + {name: 'flags', type: 'USHORT', value: 0}, + {name: 'unitsPerEm', type: 'USHORT', value: 1000}, + {name: 'created', type: 'LONGDATETIME', value: createdTimestamp}, + {name: 'modified', type: 'LONGDATETIME', value: timestamp}, + {name: 'xMin', type: 'SHORT', value: 0}, + {name: 'yMin', type: 'SHORT', value: 0}, + {name: 'xMax', type: 'SHORT', value: 0}, + {name: 'yMax', type: 'SHORT', value: 0}, + {name: 'macStyle', type: 'USHORT', value: 0}, + {name: 'lowestRecPPEM', type: 'USHORT', value: 0}, + {name: 'fontDirectionHint', type: 'SHORT', value: 2}, + {name: 'indexToLocFormat', type: 'SHORT', value: 0}, + {name: 'glyphDataFormat', type: 'SHORT', value: 0} + ], options); +} + +var head = { parse: parseHeadTable, make: makeHeadTable }; + +// The `hhea` table contains information for horizontal layout. + +// Parse the horizontal header `hhea` table +function parseHheaTable(data, start) { + var hhea = {}; + var p = new parse.Parser(data, start); + hhea.version = p.parseVersion(); + hhea.ascender = p.parseShort(); + hhea.descender = p.parseShort(); + hhea.lineGap = p.parseShort(); + hhea.advanceWidthMax = p.parseUShort(); + hhea.minLeftSideBearing = p.parseShort(); + hhea.minRightSideBearing = p.parseShort(); + hhea.xMaxExtent = p.parseShort(); + hhea.caretSlopeRise = p.parseShort(); + hhea.caretSlopeRun = p.parseShort(); + hhea.caretOffset = p.parseShort(); + p.relativeOffset += 8; + hhea.metricDataFormat = p.parseShort(); + hhea.numberOfHMetrics = p.parseUShort(); + return hhea; +} + +function makeHheaTable(options) { + return new table.Table('hhea', [ + {name: 'version', type: 'FIXED', value: 0x00010000}, + {name: 'ascender', type: 'FWORD', value: 0}, + {name: 'descender', type: 'FWORD', value: 0}, + {name: 'lineGap', type: 'FWORD', value: 0}, + {name: 'advanceWidthMax', type: 'UFWORD', value: 0}, + {name: 'minLeftSideBearing', type: 'FWORD', value: 0}, + {name: 'minRightSideBearing', type: 'FWORD', value: 0}, + {name: 'xMaxExtent', type: 'FWORD', value: 0}, + {name: 'caretSlopeRise', type: 'SHORT', value: 1}, + {name: 'caretSlopeRun', type: 'SHORT', value: 0}, + {name: 'caretOffset', type: 'SHORT', value: 0}, + {name: 'reserved1', type: 'SHORT', value: 0}, + {name: 'reserved2', type: 'SHORT', value: 0}, + {name: 'reserved3', type: 'SHORT', value: 0}, + {name: 'reserved4', type: 'SHORT', value: 0}, + {name: 'metricDataFormat', type: 'SHORT', value: 0}, + {name: 'numberOfHMetrics', type: 'USHORT', value: 0} + ], options); +} + +var hhea = { parse: parseHheaTable, make: makeHheaTable }; + +// The `hmtx` table contains the horizontal metrics for all glyphs. + +function parseHmtxTableAll(data, start, numMetrics, numGlyphs, glyphs) { + var advanceWidth; + var leftSideBearing; + var p = new parse.Parser(data, start); + for (var i = 0; i < numGlyphs; i += 1) { + // If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs. + if (i < numMetrics) { + advanceWidth = p.parseUShort(); + leftSideBearing = p.parseShort(); + } + + var glyph = glyphs.get(i); + glyph.advanceWidth = advanceWidth; + glyph.leftSideBearing = leftSideBearing; + } +} + +function parseHmtxTableOnLowMemory(font, data, start, numMetrics, numGlyphs) { + font._hmtxTableData = {}; + + var advanceWidth; + var leftSideBearing; + var p = new parse.Parser(data, start); + for (var i = 0; i < numGlyphs; i += 1) { + // If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs. + if (i < numMetrics) { + advanceWidth = p.parseUShort(); + leftSideBearing = p.parseShort(); + } + + font._hmtxTableData[i] = { + advanceWidth: advanceWidth, + leftSideBearing: leftSideBearing + }; + } +} + +// Parse the `hmtx` table, which contains the horizontal metrics for all glyphs. +// This function augments the glyph array, adding the advanceWidth and leftSideBearing to each glyph. +function parseHmtxTable(font, data, start, numMetrics, numGlyphs, glyphs, opt) { + if (opt.lowMemory) + { parseHmtxTableOnLowMemory(font, data, start, numMetrics, numGlyphs); } + else + { parseHmtxTableAll(data, start, numMetrics, numGlyphs, glyphs); } +} + +function makeHmtxTable(glyphs) { + var t = new table.Table('hmtx', []); + for (var i = 0; i < glyphs.length; i += 1) { + var glyph = glyphs.get(i); + var advanceWidth = glyph.advanceWidth || 0; + var leftSideBearing = glyph.leftSideBearing || 0; + t.fields.push({name: 'advanceWidth_' + i, type: 'USHORT', value: advanceWidth}); + t.fields.push({name: 'leftSideBearing_' + i, type: 'SHORT', value: leftSideBearing}); + } + + return t; +} + +var hmtx = { parse: parseHmtxTable, make: makeHmtxTable }; + +// The `ltag` table stores IETF BCP-47 language tags. It allows supporting + +function makeLtagTable(tags) { + var result = new table.Table('ltag', [ + {name: 'version', type: 'ULONG', value: 1}, + {name: 'flags', type: 'ULONG', value: 0}, + {name: 'numTags', type: 'ULONG', value: tags.length} + ]); + + var stringPool = ''; + var stringPoolOffset = 12 + tags.length * 4; + for (var i = 0; i < tags.length; ++i) { + var pos = stringPool.indexOf(tags[i]); + if (pos < 0) { + pos = stringPool.length; + stringPool += tags[i]; + } + + result.fields.push({name: 'offset ' + i, type: 'USHORT', value: stringPoolOffset + pos}); + result.fields.push({name: 'length ' + i, type: 'USHORT', value: tags[i].length}); + } + + result.fields.push({name: 'stringPool', type: 'CHARARRAY', value: stringPool}); + return result; +} + +function parseLtagTable(data, start) { + var p = new parse.Parser(data, start); + var tableVersion = p.parseULong(); + check.argument(tableVersion === 1, 'Unsupported ltag table version.'); + // The 'ltag' specification does not define any flags; skip the field. + p.skip('uLong', 1); + var numTags = p.parseULong(); + + var tags = []; + for (var i = 0; i < numTags; i++) { + var tag = ''; + var offset = start + p.parseUShort(); + var length = p.parseUShort(); + for (var j = offset; j < offset + length; ++j) { + tag += String.fromCharCode(data.getInt8(j)); + } + + tags.push(tag); + } + + return tags; +} + +var ltag = { make: makeLtagTable, parse: parseLtagTable }; + +// The `maxp` table establishes the memory requirements for the font. + +// Parse the maximum profile `maxp` table. +function parseMaxpTable(data, start) { + var maxp = {}; + var p = new parse.Parser(data, start); + maxp.version = p.parseVersion(); + maxp.numGlyphs = p.parseUShort(); + if (maxp.version === 1.0) { + maxp.maxPoints = p.parseUShort(); + maxp.maxContours = p.parseUShort(); + maxp.maxCompositePoints = p.parseUShort(); + maxp.maxCompositeContours = p.parseUShort(); + maxp.maxZones = p.parseUShort(); + maxp.maxTwilightPoints = p.parseUShort(); + maxp.maxStorage = p.parseUShort(); + maxp.maxFunctionDefs = p.parseUShort(); + maxp.maxInstructionDefs = p.parseUShort(); + maxp.maxStackElements = p.parseUShort(); + maxp.maxSizeOfInstructions = p.parseUShort(); + maxp.maxComponentElements = p.parseUShort(); + maxp.maxComponentDepth = p.parseUShort(); + } + + return maxp; +} + +function makeMaxpTable(numGlyphs) { + return new table.Table('maxp', [ + {name: 'version', type: 'FIXED', value: 0x00005000}, + {name: 'numGlyphs', type: 'USHORT', value: numGlyphs} + ]); +} + +var maxp = { parse: parseMaxpTable, make: makeMaxpTable }; + +// The `name` naming table. + +// NameIDs for the name table. +var nameTableNames = [ + 'copyright', // 0 + 'fontFamily', // 1 + 'fontSubfamily', // 2 + 'uniqueID', // 3 + 'fullName', // 4 + 'version', // 5 + 'postScriptName', // 6 + 'trademark', // 7 + 'manufacturer', // 8 + 'designer', // 9 + 'description', // 10 + 'manufacturerURL', // 11 + 'designerURL', // 12 + 'license', // 13 + 'licenseURL', // 14 + 'reserved', // 15 + 'preferredFamily', // 16 + 'preferredSubfamily', // 17 + 'compatibleFullName', // 18 + 'sampleText', // 19 + 'postScriptFindFontName', // 20 + 'wwsFamily', // 21 + 'wwsSubfamily' // 22 +]; + +var macLanguages = { + 0: 'en', + 1: 'fr', + 2: 'de', + 3: 'it', + 4: 'nl', + 5: 'sv', + 6: 'es', + 7: 'da', + 8: 'pt', + 9: 'no', + 10: 'he', + 11: 'ja', + 12: 'ar', + 13: 'fi', + 14: 'el', + 15: 'is', + 16: 'mt', + 17: 'tr', + 18: 'hr', + 19: 'zh-Hant', + 20: 'ur', + 21: 'hi', + 22: 'th', + 23: 'ko', + 24: 'lt', + 25: 'pl', + 26: 'hu', + 27: 'es', + 28: 'lv', + 29: 'se', + 30: 'fo', + 31: 'fa', + 32: 'ru', + 33: 'zh', + 34: 'nl-BE', + 35: 'ga', + 36: 'sq', + 37: 'ro', + 38: 'cz', + 39: 'sk', + 40: 'si', + 41: 'yi', + 42: 'sr', + 43: 'mk', + 44: 'bg', + 45: 'uk', + 46: 'be', + 47: 'uz', + 48: 'kk', + 49: 'az-Cyrl', + 50: 'az-Arab', + 51: 'hy', + 52: 'ka', + 53: 'mo', + 54: 'ky', + 55: 'tg', + 56: 'tk', + 57: 'mn-CN', + 58: 'mn', + 59: 'ps', + 60: 'ks', + 61: 'ku', + 62: 'sd', + 63: 'bo', + 64: 'ne', + 65: 'sa', + 66: 'mr', + 67: 'bn', + 68: 'as', + 69: 'gu', + 70: 'pa', + 71: 'or', + 72: 'ml', + 73: 'kn', + 74: 'ta', + 75: 'te', + 76: 'si', + 77: 'my', + 78: 'km', + 79: 'lo', + 80: 'vi', + 81: 'id', + 82: 'tl', + 83: 'ms', + 84: 'ms-Arab', + 85: 'am', + 86: 'ti', + 87: 'om', + 88: 'so', + 89: 'sw', + 90: 'rw', + 91: 'rn', + 92: 'ny', + 93: 'mg', + 94: 'eo', + 128: 'cy', + 129: 'eu', + 130: 'ca', + 131: 'la', + 132: 'qu', + 133: 'gn', + 134: 'ay', + 135: 'tt', + 136: 'ug', + 137: 'dz', + 138: 'jv', + 139: 'su', + 140: 'gl', + 141: 'af', + 142: 'br', + 143: 'iu', + 144: 'gd', + 145: 'gv', + 146: 'ga', + 147: 'to', + 148: 'el-polyton', + 149: 'kl', + 150: 'az', + 151: 'nn' +}; + +// MacOS language ID → MacOS script ID +// +// Note that the script ID is not sufficient to determine what encoding +// to use in TrueType files. For some languages, MacOS used a modification +// of a mainstream script. For example, an Icelandic name would be stored +// with smRoman in the TrueType naming table, but the actual encoding +// is a special Icelandic version of the normal Macintosh Roman encoding. +// As another example, Inuktitut uses an 8-bit encoding for Canadian Aboriginal +// Syllables but MacOS had run out of available script codes, so this was +// done as a (pretty radical) "modification" of Ethiopic. +// +// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt +var macLanguageToScript = { + 0: 0, // langEnglish → smRoman + 1: 0, // langFrench → smRoman + 2: 0, // langGerman → smRoman + 3: 0, // langItalian → smRoman + 4: 0, // langDutch → smRoman + 5: 0, // langSwedish → smRoman + 6: 0, // langSpanish → smRoman + 7: 0, // langDanish → smRoman + 8: 0, // langPortuguese → smRoman + 9: 0, // langNorwegian → smRoman + 10: 5, // langHebrew → smHebrew + 11: 1, // langJapanese → smJapanese + 12: 4, // langArabic → smArabic + 13: 0, // langFinnish → smRoman + 14: 6, // langGreek → smGreek + 15: 0, // langIcelandic → smRoman (modified) + 16: 0, // langMaltese → smRoman + 17: 0, // langTurkish → smRoman (modified) + 18: 0, // langCroatian → smRoman (modified) + 19: 2, // langTradChinese → smTradChinese + 20: 4, // langUrdu → smArabic + 21: 9, // langHindi → smDevanagari + 22: 21, // langThai → smThai + 23: 3, // langKorean → smKorean + 24: 29, // langLithuanian → smCentralEuroRoman + 25: 29, // langPolish → smCentralEuroRoman + 26: 29, // langHungarian → smCentralEuroRoman + 27: 29, // langEstonian → smCentralEuroRoman + 28: 29, // langLatvian → smCentralEuroRoman + 29: 0, // langSami → smRoman + 30: 0, // langFaroese → smRoman (modified) + 31: 4, // langFarsi → smArabic (modified) + 32: 7, // langRussian → smCyrillic + 33: 25, // langSimpChinese → smSimpChinese + 34: 0, // langFlemish → smRoman + 35: 0, // langIrishGaelic → smRoman (modified) + 36: 0, // langAlbanian → smRoman + 37: 0, // langRomanian → smRoman (modified) + 38: 29, // langCzech → smCentralEuroRoman + 39: 29, // langSlovak → smCentralEuroRoman + 40: 0, // langSlovenian → smRoman (modified) + 41: 5, // langYiddish → smHebrew + 42: 7, // langSerbian → smCyrillic + 43: 7, // langMacedonian → smCyrillic + 44: 7, // langBulgarian → smCyrillic + 45: 7, // langUkrainian → smCyrillic (modified) + 46: 7, // langByelorussian → smCyrillic + 47: 7, // langUzbek → smCyrillic + 48: 7, // langKazakh → smCyrillic + 49: 7, // langAzerbaijani → smCyrillic + 50: 4, // langAzerbaijanAr → smArabic + 51: 24, // langArmenian → smArmenian + 52: 23, // langGeorgian → smGeorgian + 53: 7, // langMoldavian → smCyrillic + 54: 7, // langKirghiz → smCyrillic + 55: 7, // langTajiki → smCyrillic + 56: 7, // langTurkmen → smCyrillic + 57: 27, // langMongolian → smMongolian + 58: 7, // langMongolianCyr → smCyrillic + 59: 4, // langPashto → smArabic + 60: 4, // langKurdish → smArabic + 61: 4, // langKashmiri → smArabic + 62: 4, // langSindhi → smArabic + 63: 26, // langTibetan → smTibetan + 64: 9, // langNepali → smDevanagari + 65: 9, // langSanskrit → smDevanagari + 66: 9, // langMarathi → smDevanagari + 67: 13, // langBengali → smBengali + 68: 13, // langAssamese → smBengali + 69: 11, // langGujarati → smGujarati + 70: 10, // langPunjabi → smGurmukhi + 71: 12, // langOriya → smOriya + 72: 17, // langMalayalam → smMalayalam + 73: 16, // langKannada → smKannada + 74: 14, // langTamil → smTamil + 75: 15, // langTelugu → smTelugu + 76: 18, // langSinhalese → smSinhalese + 77: 19, // langBurmese → smBurmese + 78: 20, // langKhmer → smKhmer + 79: 22, // langLao → smLao + 80: 30, // langVietnamese → smVietnamese + 81: 0, // langIndonesian → smRoman + 82: 0, // langTagalog → smRoman + 83: 0, // langMalayRoman → smRoman + 84: 4, // langMalayArabic → smArabic + 85: 28, // langAmharic → smEthiopic + 86: 28, // langTigrinya → smEthiopic + 87: 28, // langOromo → smEthiopic + 88: 0, // langSomali → smRoman + 89: 0, // langSwahili → smRoman + 90: 0, // langKinyarwanda → smRoman + 91: 0, // langRundi → smRoman + 92: 0, // langNyanja → smRoman + 93: 0, // langMalagasy → smRoman + 94: 0, // langEsperanto → smRoman + 128: 0, // langWelsh → smRoman (modified) + 129: 0, // langBasque → smRoman + 130: 0, // langCatalan → smRoman + 131: 0, // langLatin → smRoman + 132: 0, // langQuechua → smRoman + 133: 0, // langGuarani → smRoman + 134: 0, // langAymara → smRoman + 135: 7, // langTatar → smCyrillic + 136: 4, // langUighur → smArabic + 137: 26, // langDzongkha → smTibetan + 138: 0, // langJavaneseRom → smRoman + 139: 0, // langSundaneseRom → smRoman + 140: 0, // langGalician → smRoman + 141: 0, // langAfrikaans → smRoman + 142: 0, // langBreton → smRoman (modified) + 143: 28, // langInuktitut → smEthiopic (modified) + 144: 0, // langScottishGaelic → smRoman (modified) + 145: 0, // langManxGaelic → smRoman (modified) + 146: 0, // langIrishGaelicScript → smRoman (modified) + 147: 0, // langTongan → smRoman + 148: 6, // langGreekAncient → smRoman + 149: 0, // langGreenlandic → smRoman + 150: 0, // langAzerbaijanRoman → smRoman + 151: 0 // langNynorsk → smRoman +}; + +// While Microsoft indicates a region/country for all its language +// IDs, we omit the region code if it's equal to the "most likely +// region subtag" according to Unicode CLDR. For scripts, we omit +// the subtag if it is equal to the Suppress-Script entry in the +// IANA language subtag registry for IETF BCP 47. +// +// For example, Microsoft states that its language code 0x041A is +// Croatian in Croatia. We transform this to the BCP 47 language code 'hr' +// and not 'hr-HR' because Croatia is the default country for Croatian, +// according to Unicode CLDR. As another example, Microsoft states +// that 0x101A is Croatian (Latin) in Bosnia-Herzegovina. We transform +// this to 'hr-BA' and not 'hr-Latn-BA' because Latin is the default script +// for the Croatian language, according to IANA. +// +// http://www.unicode.org/cldr/charts/latest/supplemental/likely_subtags.html +// http://www.iana.org/assignments/language-subtag-registry/language-subtag-registry +var windowsLanguages = { + 0x0436: 'af', + 0x041C: 'sq', + 0x0484: 'gsw', + 0x045E: 'am', + 0x1401: 'ar-DZ', + 0x3C01: 'ar-BH', + 0x0C01: 'ar', + 0x0801: 'ar-IQ', + 0x2C01: 'ar-JO', + 0x3401: 'ar-KW', + 0x3001: 'ar-LB', + 0x1001: 'ar-LY', + 0x1801: 'ary', + 0x2001: 'ar-OM', + 0x4001: 'ar-QA', + 0x0401: 'ar-SA', + 0x2801: 'ar-SY', + 0x1C01: 'aeb', + 0x3801: 'ar-AE', + 0x2401: 'ar-YE', + 0x042B: 'hy', + 0x044D: 'as', + 0x082C: 'az-Cyrl', + 0x042C: 'az', + 0x046D: 'ba', + 0x042D: 'eu', + 0x0423: 'be', + 0x0845: 'bn', + 0x0445: 'bn-IN', + 0x201A: 'bs-Cyrl', + 0x141A: 'bs', + 0x047E: 'br', + 0x0402: 'bg', + 0x0403: 'ca', + 0x0C04: 'zh-HK', + 0x1404: 'zh-MO', + 0x0804: 'zh', + 0x1004: 'zh-SG', + 0x0404: 'zh-TW', + 0x0483: 'co', + 0x041A: 'hr', + 0x101A: 'hr-BA', + 0x0405: 'cs', + 0x0406: 'da', + 0x048C: 'prs', + 0x0465: 'dv', + 0x0813: 'nl-BE', + 0x0413: 'nl', + 0x0C09: 'en-AU', + 0x2809: 'en-BZ', + 0x1009: 'en-CA', + 0x2409: 'en-029', + 0x4009: 'en-IN', + 0x1809: 'en-IE', + 0x2009: 'en-JM', + 0x4409: 'en-MY', + 0x1409: 'en-NZ', + 0x3409: 'en-PH', + 0x4809: 'en-SG', + 0x1C09: 'en-ZA', + 0x2C09: 'en-TT', + 0x0809: 'en-GB', + 0x0409: 'en', + 0x3009: 'en-ZW', + 0x0425: 'et', + 0x0438: 'fo', + 0x0464: 'fil', + 0x040B: 'fi', + 0x080C: 'fr-BE', + 0x0C0C: 'fr-CA', + 0x040C: 'fr', + 0x140C: 'fr-LU', + 0x180C: 'fr-MC', + 0x100C: 'fr-CH', + 0x0462: 'fy', + 0x0456: 'gl', + 0x0437: 'ka', + 0x0C07: 'de-AT', + 0x0407: 'de', + 0x1407: 'de-LI', + 0x1007: 'de-LU', + 0x0807: 'de-CH', + 0x0408: 'el', + 0x046F: 'kl', + 0x0447: 'gu', + 0x0468: 'ha', + 0x040D: 'he', + 0x0439: 'hi', + 0x040E: 'hu', + 0x040F: 'is', + 0x0470: 'ig', + 0x0421: 'id', + 0x045D: 'iu', + 0x085D: 'iu-Latn', + 0x083C: 'ga', + 0x0434: 'xh', + 0x0435: 'zu', + 0x0410: 'it', + 0x0810: 'it-CH', + 0x0411: 'ja', + 0x044B: 'kn', + 0x043F: 'kk', + 0x0453: 'km', + 0x0486: 'quc', + 0x0487: 'rw', + 0x0441: 'sw', + 0x0457: 'kok', + 0x0412: 'ko', + 0x0440: 'ky', + 0x0454: 'lo', + 0x0426: 'lv', + 0x0427: 'lt', + 0x082E: 'dsb', + 0x046E: 'lb', + 0x042F: 'mk', + 0x083E: 'ms-BN', + 0x043E: 'ms', + 0x044C: 'ml', + 0x043A: 'mt', + 0x0481: 'mi', + 0x047A: 'arn', + 0x044E: 'mr', + 0x047C: 'moh', + 0x0450: 'mn', + 0x0850: 'mn-CN', + 0x0461: 'ne', + 0x0414: 'nb', + 0x0814: 'nn', + 0x0482: 'oc', + 0x0448: 'or', + 0x0463: 'ps', + 0x0415: 'pl', + 0x0416: 'pt', + 0x0816: 'pt-PT', + 0x0446: 'pa', + 0x046B: 'qu-BO', + 0x086B: 'qu-EC', + 0x0C6B: 'qu', + 0x0418: 'ro', + 0x0417: 'rm', + 0x0419: 'ru', + 0x243B: 'smn', + 0x103B: 'smj-NO', + 0x143B: 'smj', + 0x0C3B: 'se-FI', + 0x043B: 'se', + 0x083B: 'se-SE', + 0x203B: 'sms', + 0x183B: 'sma-NO', + 0x1C3B: 'sms', + 0x044F: 'sa', + 0x1C1A: 'sr-Cyrl-BA', + 0x0C1A: 'sr', + 0x181A: 'sr-Latn-BA', + 0x081A: 'sr-Latn', + 0x046C: 'nso', + 0x0432: 'tn', + 0x045B: 'si', + 0x041B: 'sk', + 0x0424: 'sl', + 0x2C0A: 'es-AR', + 0x400A: 'es-BO', + 0x340A: 'es-CL', + 0x240A: 'es-CO', + 0x140A: 'es-CR', + 0x1C0A: 'es-DO', + 0x300A: 'es-EC', + 0x440A: 'es-SV', + 0x100A: 'es-GT', + 0x480A: 'es-HN', + 0x080A: 'es-MX', + 0x4C0A: 'es-NI', + 0x180A: 'es-PA', + 0x3C0A: 'es-PY', + 0x280A: 'es-PE', + 0x500A: 'es-PR', + + // Microsoft has defined two different language codes for + // “Spanish with modern sorting” and “Spanish with traditional + // sorting”. This makes sense for collation APIs, and it would be + // possible to express this in BCP 47 language tags via Unicode + // extensions (eg., es-u-co-trad is Spanish with traditional + // sorting). However, for storing names in fonts, the distinction + // does not make sense, so we give “es” in both cases. + 0x0C0A: 'es', + 0x040A: 'es', + + 0x540A: 'es-US', + 0x380A: 'es-UY', + 0x200A: 'es-VE', + 0x081D: 'sv-FI', + 0x041D: 'sv', + 0x045A: 'syr', + 0x0428: 'tg', + 0x085F: 'tzm', + 0x0449: 'ta', + 0x0444: 'tt', + 0x044A: 'te', + 0x041E: 'th', + 0x0451: 'bo', + 0x041F: 'tr', + 0x0442: 'tk', + 0x0480: 'ug', + 0x0422: 'uk', + 0x042E: 'hsb', + 0x0420: 'ur', + 0x0843: 'uz-Cyrl', + 0x0443: 'uz', + 0x042A: 'vi', + 0x0452: 'cy', + 0x0488: 'wo', + 0x0485: 'sah', + 0x0478: 'ii', + 0x046A: 'yo' +}; + +// Returns a IETF BCP 47 language code, for example 'zh-Hant' +// for 'Chinese in the traditional script'. +function getLanguageCode(platformID, languageID, ltag) { + switch (platformID) { + case 0: // Unicode + if (languageID === 0xFFFF) { + return 'und'; + } else if (ltag) { + return ltag[languageID]; + } + + break; + + case 1: // Macintosh + return macLanguages[languageID]; + + case 3: // Windows + return windowsLanguages[languageID]; + } + + return undefined; +} + +var utf16 = 'utf-16'; + +// MacOS script ID → encoding. This table stores the default case, +// which can be overridden by macLanguageEncodings. +var macScriptEncodings = { + 0: 'macintosh', // smRoman + 1: 'x-mac-japanese', // smJapanese + 2: 'x-mac-chinesetrad', // smTradChinese + 3: 'x-mac-korean', // smKorean + 6: 'x-mac-greek', // smGreek + 7: 'x-mac-cyrillic', // smCyrillic + 9: 'x-mac-devanagai', // smDevanagari + 10: 'x-mac-gurmukhi', // smGurmukhi + 11: 'x-mac-gujarati', // smGujarati + 12: 'x-mac-oriya', // smOriya + 13: 'x-mac-bengali', // smBengali + 14: 'x-mac-tamil', // smTamil + 15: 'x-mac-telugu', // smTelugu + 16: 'x-mac-kannada', // smKannada + 17: 'x-mac-malayalam', // smMalayalam + 18: 'x-mac-sinhalese', // smSinhalese + 19: 'x-mac-burmese', // smBurmese + 20: 'x-mac-khmer', // smKhmer + 21: 'x-mac-thai', // smThai + 22: 'x-mac-lao', // smLao + 23: 'x-mac-georgian', // smGeorgian + 24: 'x-mac-armenian', // smArmenian + 25: 'x-mac-chinesesimp', // smSimpChinese + 26: 'x-mac-tibetan', // smTibetan + 27: 'x-mac-mongolian', // smMongolian + 28: 'x-mac-ethiopic', // smEthiopic + 29: 'x-mac-ce', // smCentralEuroRoman + 30: 'x-mac-vietnamese', // smVietnamese + 31: 'x-mac-extarabic' // smExtArabic +}; + +// MacOS language ID → encoding. This table stores the exceptional +// cases, which override macScriptEncodings. For writing MacOS naming +// tables, we need to emit a MacOS script ID. Therefore, we cannot +// merge macScriptEncodings into macLanguageEncodings. +// +// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt +var macLanguageEncodings = { + 15: 'x-mac-icelandic', // langIcelandic + 17: 'x-mac-turkish', // langTurkish + 18: 'x-mac-croatian', // langCroatian + 24: 'x-mac-ce', // langLithuanian + 25: 'x-mac-ce', // langPolish + 26: 'x-mac-ce', // langHungarian + 27: 'x-mac-ce', // langEstonian + 28: 'x-mac-ce', // langLatvian + 30: 'x-mac-icelandic', // langFaroese + 37: 'x-mac-romanian', // langRomanian + 38: 'x-mac-ce', // langCzech + 39: 'x-mac-ce', // langSlovak + 40: 'x-mac-ce', // langSlovenian + 143: 'x-mac-inuit', // langInuktitut + 146: 'x-mac-gaelic' // langIrishGaelicScript +}; + +function getEncoding(platformID, encodingID, languageID) { + switch (platformID) { + case 0: // Unicode + return utf16; + + case 1: // Apple Macintosh + return macLanguageEncodings[languageID] || macScriptEncodings[encodingID]; + + case 3: // Microsoft Windows + if (encodingID === 1 || encodingID === 10) { + return utf16; + } + + break; + } + + return undefined; +} + +// Parse the naming `name` table. +// FIXME: Format 1 additional fields are not supported yet. +// ltag is the content of the `ltag' table, such as ['en', 'zh-Hans', 'de-CH-1904']. +function parseNameTable(data, start, ltag) { + var name = {}; + var p = new parse.Parser(data, start); + var format = p.parseUShort(); + var count = p.parseUShort(); + var stringOffset = p.offset + p.parseUShort(); + for (var i = 0; i < count; i++) { + var platformID = p.parseUShort(); + var encodingID = p.parseUShort(); + var languageID = p.parseUShort(); + var nameID = p.parseUShort(); + var property = nameTableNames[nameID] || nameID; + var byteLength = p.parseUShort(); + var offset = p.parseUShort(); + var language = getLanguageCode(platformID, languageID, ltag); + var encoding = getEncoding(platformID, encodingID, languageID); + if (encoding !== undefined && language !== undefined) { + var text = (void 0); + if (encoding === utf16) { + text = decode.UTF16(data, stringOffset + offset, byteLength); + } else { + text = decode.MACSTRING(data, stringOffset + offset, byteLength, encoding); + } + + if (text) { + var translations = name[property]; + if (translations === undefined) { + translations = name[property] = {}; + } + + translations[language] = text; + } + } + } + + var langTagCount = 0; + if (format === 1) { + // FIXME: Also handle Microsoft's 'name' table 1. + langTagCount = p.parseUShort(); + } + + return name; +} + +// {23: 'foo'} → {'foo': 23} +// ['bar', 'baz'] → {'bar': 0, 'baz': 1} +function reverseDict(dict) { + var result = {}; + for (var key in dict) { + result[dict[key]] = parseInt(key); + } + + return result; +} + +function makeNameRecord(platformID, encodingID, languageID, nameID, length, offset) { + return new table.Record('NameRecord', [ + {name: 'platformID', type: 'USHORT', value: platformID}, + {name: 'encodingID', type: 'USHORT', value: encodingID}, + {name: 'languageID', type: 'USHORT', value: languageID}, + {name: 'nameID', type: 'USHORT', value: nameID}, + {name: 'length', type: 'USHORT', value: length}, + {name: 'offset', type: 'USHORT', value: offset} + ]); +} + +// Finds the position of needle in haystack, or -1 if not there. +// Like String.indexOf(), but for arrays. +function findSubArray(needle, haystack) { + var needleLength = needle.length; + var limit = haystack.length - needleLength + 1; + + loop: + for (var pos = 0; pos < limit; pos++) { + for (; pos < limit; pos++) { + for (var k = 0; k < needleLength; k++) { + if (haystack[pos + k] !== needle[k]) { + continue loop; + } + } + + return pos; + } + } + + return -1; +} + +function addStringToPool(s, pool) { + var offset = findSubArray(s, pool); + if (offset < 0) { + offset = pool.length; + var i = 0; + var len = s.length; + for (; i < len; ++i) { + pool.push(s[i]); + } + + } + + return offset; +} + +function makeNameTable(names, ltag) { + var nameID; + var nameIDs = []; + + var namesWithNumericKeys = {}; + var nameTableIds = reverseDict(nameTableNames); + for (var key in names) { + var id = nameTableIds[key]; + if (id === undefined) { + id = key; + } + + nameID = parseInt(id); + + if (isNaN(nameID)) { + throw new Error('Name table entry "' + key + '" does not exist, see nameTableNames for complete list.'); + } + + namesWithNumericKeys[nameID] = names[key]; + nameIDs.push(nameID); + } + + var macLanguageIds = reverseDict(macLanguages); + var windowsLanguageIds = reverseDict(windowsLanguages); + + var nameRecords = []; + var stringPool = []; + + for (var i = 0; i < nameIDs.length; i++) { + nameID = nameIDs[i]; + var translations = namesWithNumericKeys[nameID]; + for (var lang in translations) { + var text = translations[lang]; + + // For MacOS, we try to emit the name in the form that was introduced + // in the initial version of the TrueType spec (in the late 1980s). + // However, this can fail for various reasons: the requested BCP 47 + // language code might not have an old-style Mac equivalent; + // we might not have a codec for the needed character encoding; + // or the name might contain characters that cannot be expressed + // in the old-style Macintosh encoding. In case of failure, we emit + // the name in a more modern fashion (Unicode encoding with BCP 47 + // language tags) that is recognized by MacOS 10.5, released in 2009. + // If fonts were only read by operating systems, we could simply + // emit all names in the modern form; this would be much easier. + // However, there are many applications and libraries that read + // 'name' tables directly, and these will usually only recognize + // the ancient form (silently skipping the unrecognized names). + var macPlatform = 1; // Macintosh + var macLanguage = macLanguageIds[lang]; + var macScript = macLanguageToScript[macLanguage]; + var macEncoding = getEncoding(macPlatform, macScript, macLanguage); + var macName = encode.MACSTRING(text, macEncoding); + if (macName === undefined) { + macPlatform = 0; // Unicode + macLanguage = ltag.indexOf(lang); + if (macLanguage < 0) { + macLanguage = ltag.length; + ltag.push(lang); + } + + macScript = 4; // Unicode 2.0 and later + macName = encode.UTF16(text); + } + + var macNameOffset = addStringToPool(macName, stringPool); + nameRecords.push(makeNameRecord(macPlatform, macScript, macLanguage, + nameID, macName.length, macNameOffset)); + + var winLanguage = windowsLanguageIds[lang]; + if (winLanguage !== undefined) { + var winName = encode.UTF16(text); + var winNameOffset = addStringToPool(winName, stringPool); + nameRecords.push(makeNameRecord(3, 1, winLanguage, + nameID, winName.length, winNameOffset)); + } + } + } + + nameRecords.sort(function(a, b) { + return ((a.platformID - b.platformID) || + (a.encodingID - b.encodingID) || + (a.languageID - b.languageID) || + (a.nameID - b.nameID)); + }); + + var t = new table.Table('name', [ + {name: 'format', type: 'USHORT', value: 0}, + {name: 'count', type: 'USHORT', value: nameRecords.length}, + {name: 'stringOffset', type: 'USHORT', value: 6 + nameRecords.length * 12} + ]); + + for (var r = 0; r < nameRecords.length; r++) { + t.fields.push({name: 'record_' + r, type: 'RECORD', value: nameRecords[r]}); + } + + t.fields.push({name: 'strings', type: 'LITERAL', value: stringPool}); + return t; +} + +var _name = { parse: parseNameTable, make: makeNameTable }; + +// The `OS/2` table contains metrics required in OpenType fonts. + +var unicodeRanges = [ + {begin: 0x0000, end: 0x007F}, // Basic Latin + {begin: 0x0080, end: 0x00FF}, // Latin-1 Supplement + {begin: 0x0100, end: 0x017F}, // Latin Extended-A + {begin: 0x0180, end: 0x024F}, // Latin Extended-B + {begin: 0x0250, end: 0x02AF}, // IPA Extensions + {begin: 0x02B0, end: 0x02FF}, // Spacing Modifier Letters + {begin: 0x0300, end: 0x036F}, // Combining Diacritical Marks + {begin: 0x0370, end: 0x03FF}, // Greek and Coptic + {begin: 0x2C80, end: 0x2CFF}, // Coptic + {begin: 0x0400, end: 0x04FF}, // Cyrillic + {begin: 0x0530, end: 0x058F}, // Armenian + {begin: 0x0590, end: 0x05FF}, // Hebrew + {begin: 0xA500, end: 0xA63F}, // Vai + {begin: 0x0600, end: 0x06FF}, // Arabic + {begin: 0x07C0, end: 0x07FF}, // NKo + {begin: 0x0900, end: 0x097F}, // Devanagari + {begin: 0x0980, end: 0x09FF}, // Bengali + {begin: 0x0A00, end: 0x0A7F}, // Gurmukhi + {begin: 0x0A80, end: 0x0AFF}, // Gujarati + {begin: 0x0B00, end: 0x0B7F}, // Oriya + {begin: 0x0B80, end: 0x0BFF}, // Tamil + {begin: 0x0C00, end: 0x0C7F}, // Telugu + {begin: 0x0C80, end: 0x0CFF}, // Kannada + {begin: 0x0D00, end: 0x0D7F}, // Malayalam + {begin: 0x0E00, end: 0x0E7F}, // Thai + {begin: 0x0E80, end: 0x0EFF}, // Lao + {begin: 0x10A0, end: 0x10FF}, // Georgian + {begin: 0x1B00, end: 0x1B7F}, // Balinese + {begin: 0x1100, end: 0x11FF}, // Hangul Jamo + {begin: 0x1E00, end: 0x1EFF}, // Latin Extended Additional + {begin: 0x1F00, end: 0x1FFF}, // Greek Extended + {begin: 0x2000, end: 0x206F}, // General Punctuation + {begin: 0x2070, end: 0x209F}, // Superscripts And Subscripts + {begin: 0x20A0, end: 0x20CF}, // Currency Symbol + {begin: 0x20D0, end: 0x20FF}, // Combining Diacritical Marks For Symbols + {begin: 0x2100, end: 0x214F}, // Letterlike Symbols + {begin: 0x2150, end: 0x218F}, // Number Forms + {begin: 0x2190, end: 0x21FF}, // Arrows + {begin: 0x2200, end: 0x22FF}, // Mathematical Operators + {begin: 0x2300, end: 0x23FF}, // Miscellaneous Technical + {begin: 0x2400, end: 0x243F}, // Control Pictures + {begin: 0x2440, end: 0x245F}, // Optical Character Recognition + {begin: 0x2460, end: 0x24FF}, // Enclosed Alphanumerics + {begin: 0x2500, end: 0x257F}, // Box Drawing + {begin: 0x2580, end: 0x259F}, // Block Elements + {begin: 0x25A0, end: 0x25FF}, // Geometric Shapes + {begin: 0x2600, end: 0x26FF}, // Miscellaneous Symbols + {begin: 0x2700, end: 0x27BF}, // Dingbats + {begin: 0x3000, end: 0x303F}, // CJK Symbols And Punctuation + {begin: 0x3040, end: 0x309F}, // Hiragana + {begin: 0x30A0, end: 0x30FF}, // Katakana + {begin: 0x3100, end: 0x312F}, // Bopomofo + {begin: 0x3130, end: 0x318F}, // Hangul Compatibility Jamo + {begin: 0xA840, end: 0xA87F}, // Phags-pa + {begin: 0x3200, end: 0x32FF}, // Enclosed CJK Letters And Months + {begin: 0x3300, end: 0x33FF}, // CJK Compatibility + {begin: 0xAC00, end: 0xD7AF}, // Hangul Syllables + {begin: 0xD800, end: 0xDFFF}, // Non-Plane 0 * + {begin: 0x10900, end: 0x1091F}, // Phoenicia + {begin: 0x4E00, end: 0x9FFF}, // CJK Unified Ideographs + {begin: 0xE000, end: 0xF8FF}, // Private Use Area (plane 0) + {begin: 0x31C0, end: 0x31EF}, // CJK Strokes + {begin: 0xFB00, end: 0xFB4F}, // Alphabetic Presentation Forms + {begin: 0xFB50, end: 0xFDFF}, // Arabic Presentation Forms-A + {begin: 0xFE20, end: 0xFE2F}, // Combining Half Marks + {begin: 0xFE10, end: 0xFE1F}, // Vertical Forms + {begin: 0xFE50, end: 0xFE6F}, // Small Form Variants + {begin: 0xFE70, end: 0xFEFF}, // Arabic Presentation Forms-B + {begin: 0xFF00, end: 0xFFEF}, // Halfwidth And Fullwidth Forms + {begin: 0xFFF0, end: 0xFFFF}, // Specials + {begin: 0x0F00, end: 0x0FFF}, // Tibetan + {begin: 0x0700, end: 0x074F}, // Syriac + {begin: 0x0780, end: 0x07BF}, // Thaana + {begin: 0x0D80, end: 0x0DFF}, // Sinhala + {begin: 0x1000, end: 0x109F}, // Myanmar + {begin: 0x1200, end: 0x137F}, // Ethiopic + {begin: 0x13A0, end: 0x13FF}, // Cherokee + {begin: 0x1400, end: 0x167F}, // Unified Canadian Aboriginal Syllabics + {begin: 0x1680, end: 0x169F}, // Ogham + {begin: 0x16A0, end: 0x16FF}, // Runic + {begin: 0x1780, end: 0x17FF}, // Khmer + {begin: 0x1800, end: 0x18AF}, // Mongolian + {begin: 0x2800, end: 0x28FF}, // Braille Patterns + {begin: 0xA000, end: 0xA48F}, // Yi Syllables + {begin: 0x1700, end: 0x171F}, // Tagalog + {begin: 0x10300, end: 0x1032F}, // Old Italic + {begin: 0x10330, end: 0x1034F}, // Gothic + {begin: 0x10400, end: 0x1044F}, // Deseret + {begin: 0x1D000, end: 0x1D0FF}, // Byzantine Musical Symbols + {begin: 0x1D400, end: 0x1D7FF}, // Mathematical Alphanumeric Symbols + {begin: 0xFF000, end: 0xFFFFD}, // Private Use (plane 15) + {begin: 0xFE00, end: 0xFE0F}, // Variation Selectors + {begin: 0xE0000, end: 0xE007F}, // Tags + {begin: 0x1900, end: 0x194F}, // Limbu + {begin: 0x1950, end: 0x197F}, // Tai Le + {begin: 0x1980, end: 0x19DF}, // New Tai Lue + {begin: 0x1A00, end: 0x1A1F}, // Buginese + {begin: 0x2C00, end: 0x2C5F}, // Glagolitic + {begin: 0x2D30, end: 0x2D7F}, // Tifinagh + {begin: 0x4DC0, end: 0x4DFF}, // Yijing Hexagram Symbols + {begin: 0xA800, end: 0xA82F}, // Syloti Nagri + {begin: 0x10000, end: 0x1007F}, // Linear B Syllabary + {begin: 0x10140, end: 0x1018F}, // Ancient Greek Numbers + {begin: 0x10380, end: 0x1039F}, // Ugaritic + {begin: 0x103A0, end: 0x103DF}, // Old Persian + {begin: 0x10450, end: 0x1047F}, // Shavian + {begin: 0x10480, end: 0x104AF}, // Osmanya + {begin: 0x10800, end: 0x1083F}, // Cypriot Syllabary + {begin: 0x10A00, end: 0x10A5F}, // Kharoshthi + {begin: 0x1D300, end: 0x1D35F}, // Tai Xuan Jing Symbols + {begin: 0x12000, end: 0x123FF}, // Cuneiform + {begin: 0x1D360, end: 0x1D37F}, // Counting Rod Numerals + {begin: 0x1B80, end: 0x1BBF}, // Sundanese + {begin: 0x1C00, end: 0x1C4F}, // Lepcha + {begin: 0x1C50, end: 0x1C7F}, // Ol Chiki + {begin: 0xA880, end: 0xA8DF}, // Saurashtra + {begin: 0xA900, end: 0xA92F}, // Kayah Li + {begin: 0xA930, end: 0xA95F}, // Rejang + {begin: 0xAA00, end: 0xAA5F}, // Cham + {begin: 0x10190, end: 0x101CF}, // Ancient Symbols + {begin: 0x101D0, end: 0x101FF}, // Phaistos Disc + {begin: 0x102A0, end: 0x102DF}, // Carian + {begin: 0x1F030, end: 0x1F09F} // Domino Tiles +]; + +function getUnicodeRange(unicode) { + for (var i = 0; i < unicodeRanges.length; i += 1) { + var range = unicodeRanges[i]; + if (unicode >= range.begin && unicode < range.end) { + return i; + } + } + + return -1; +} + +// Parse the OS/2 and Windows metrics `OS/2` table +function parseOS2Table(data, start) { + var os2 = {}; + var p = new parse.Parser(data, start); + os2.version = p.parseUShort(); + os2.xAvgCharWidth = p.parseShort(); + os2.usWeightClass = p.parseUShort(); + os2.usWidthClass = p.parseUShort(); + os2.fsType = p.parseUShort(); + os2.ySubscriptXSize = p.parseShort(); + os2.ySubscriptYSize = p.parseShort(); + os2.ySubscriptXOffset = p.parseShort(); + os2.ySubscriptYOffset = p.parseShort(); + os2.ySuperscriptXSize = p.parseShort(); + os2.ySuperscriptYSize = p.parseShort(); + os2.ySuperscriptXOffset = p.parseShort(); + os2.ySuperscriptYOffset = p.parseShort(); + os2.yStrikeoutSize = p.parseShort(); + os2.yStrikeoutPosition = p.parseShort(); + os2.sFamilyClass = p.parseShort(); + os2.panose = []; + for (var i = 0; i < 10; i++) { + os2.panose[i] = p.parseByte(); + } + + os2.ulUnicodeRange1 = p.parseULong(); + os2.ulUnicodeRange2 = p.parseULong(); + os2.ulUnicodeRange3 = p.parseULong(); + os2.ulUnicodeRange4 = p.parseULong(); + os2.achVendID = String.fromCharCode(p.parseByte(), p.parseByte(), p.parseByte(), p.parseByte()); + os2.fsSelection = p.parseUShort(); + os2.usFirstCharIndex = p.parseUShort(); + os2.usLastCharIndex = p.parseUShort(); + os2.sTypoAscender = p.parseShort(); + os2.sTypoDescender = p.parseShort(); + os2.sTypoLineGap = p.parseShort(); + os2.usWinAscent = p.parseUShort(); + os2.usWinDescent = p.parseUShort(); + if (os2.version >= 1) { + os2.ulCodePageRange1 = p.parseULong(); + os2.ulCodePageRange2 = p.parseULong(); + } + + if (os2.version >= 2) { + os2.sxHeight = p.parseShort(); + os2.sCapHeight = p.parseShort(); + os2.usDefaultChar = p.parseUShort(); + os2.usBreakChar = p.parseUShort(); + os2.usMaxContent = p.parseUShort(); + } + + return os2; +} + +function makeOS2Table(options) { + return new table.Table('OS/2', [ + {name: 'version', type: 'USHORT', value: 0x0003}, + {name: 'xAvgCharWidth', type: 'SHORT', value: 0}, + {name: 'usWeightClass', type: 'USHORT', value: 0}, + {name: 'usWidthClass', type: 'USHORT', value: 0}, + {name: 'fsType', type: 'USHORT', value: 0}, + {name: 'ySubscriptXSize', type: 'SHORT', value: 650}, + {name: 'ySubscriptYSize', type: 'SHORT', value: 699}, + {name: 'ySubscriptXOffset', type: 'SHORT', value: 0}, + {name: 'ySubscriptYOffset', type: 'SHORT', value: 140}, + {name: 'ySuperscriptXSize', type: 'SHORT', value: 650}, + {name: 'ySuperscriptYSize', type: 'SHORT', value: 699}, + {name: 'ySuperscriptXOffset', type: 'SHORT', value: 0}, + {name: 'ySuperscriptYOffset', type: 'SHORT', value: 479}, + {name: 'yStrikeoutSize', type: 'SHORT', value: 49}, + {name: 'yStrikeoutPosition', type: 'SHORT', value: 258}, + {name: 'sFamilyClass', type: 'SHORT', value: 0}, + {name: 'bFamilyType', type: 'BYTE', value: 0}, + {name: 'bSerifStyle', type: 'BYTE', value: 0}, + {name: 'bWeight', type: 'BYTE', value: 0}, + {name: 'bProportion', type: 'BYTE', value: 0}, + {name: 'bContrast', type: 'BYTE', value: 0}, + {name: 'bStrokeVariation', type: 'BYTE', value: 0}, + {name: 'bArmStyle', type: 'BYTE', value: 0}, + {name: 'bLetterform', type: 'BYTE', value: 0}, + {name: 'bMidline', type: 'BYTE', value: 0}, + {name: 'bXHeight', type: 'BYTE', value: 0}, + {name: 'ulUnicodeRange1', type: 'ULONG', value: 0}, + {name: 'ulUnicodeRange2', type: 'ULONG', value: 0}, + {name: 'ulUnicodeRange3', type: 'ULONG', value: 0}, + {name: 'ulUnicodeRange4', type: 'ULONG', value: 0}, + {name: 'achVendID', type: 'CHARARRAY', value: 'XXXX'}, + {name: 'fsSelection', type: 'USHORT', value: 0}, + {name: 'usFirstCharIndex', type: 'USHORT', value: 0}, + {name: 'usLastCharIndex', type: 'USHORT', value: 0}, + {name: 'sTypoAscender', type: 'SHORT', value: 0}, + {name: 'sTypoDescender', type: 'SHORT', value: 0}, + {name: 'sTypoLineGap', type: 'SHORT', value: 0}, + {name: 'usWinAscent', type: 'USHORT', value: 0}, + {name: 'usWinDescent', type: 'USHORT', value: 0}, + {name: 'ulCodePageRange1', type: 'ULONG', value: 0}, + {name: 'ulCodePageRange2', type: 'ULONG', value: 0}, + {name: 'sxHeight', type: 'SHORT', value: 0}, + {name: 'sCapHeight', type: 'SHORT', value: 0}, + {name: 'usDefaultChar', type: 'USHORT', value: 0}, + {name: 'usBreakChar', type: 'USHORT', value: 0}, + {name: 'usMaxContext', type: 'USHORT', value: 0} + ], options); +} + +var os2 = { parse: parseOS2Table, make: makeOS2Table, unicodeRanges: unicodeRanges, getUnicodeRange: getUnicodeRange }; + +// The `post` table stores additional PostScript information, such as glyph names. + +// Parse the PostScript `post` table +function parsePostTable(data, start) { + var post = {}; + var p = new parse.Parser(data, start); + post.version = p.parseVersion(); + post.italicAngle = p.parseFixed(); + post.underlinePosition = p.parseShort(); + post.underlineThickness = p.parseShort(); + post.isFixedPitch = p.parseULong(); + post.minMemType42 = p.parseULong(); + post.maxMemType42 = p.parseULong(); + post.minMemType1 = p.parseULong(); + post.maxMemType1 = p.parseULong(); + switch (post.version) { + case 1: + post.names = standardNames.slice(); + break; + case 2: + post.numberOfGlyphs = p.parseUShort(); + post.glyphNameIndex = new Array(post.numberOfGlyphs); + for (var i = 0; i < post.numberOfGlyphs; i++) { + post.glyphNameIndex[i] = p.parseUShort(); + } + + post.names = []; + for (var i$1 = 0; i$1 < post.numberOfGlyphs; i$1++) { + if (post.glyphNameIndex[i$1] >= standardNames.length) { + var nameLength = p.parseChar(); + post.names.push(p.parseString(nameLength)); + } + } + + break; + case 2.5: + post.numberOfGlyphs = p.parseUShort(); + post.offset = new Array(post.numberOfGlyphs); + for (var i$2 = 0; i$2 < post.numberOfGlyphs; i$2++) { + post.offset[i$2] = p.parseChar(); + } + + break; + } + return post; +} + +function makePostTable() { + return new table.Table('post', [ + {name: 'version', type: 'FIXED', value: 0x00030000}, + {name: 'italicAngle', type: 'FIXED', value: 0}, + {name: 'underlinePosition', type: 'FWORD', value: 0}, + {name: 'underlineThickness', type: 'FWORD', value: 0}, + {name: 'isFixedPitch', type: 'ULONG', value: 0}, + {name: 'minMemType42', type: 'ULONG', value: 0}, + {name: 'maxMemType42', type: 'ULONG', value: 0}, + {name: 'minMemType1', type: 'ULONG', value: 0}, + {name: 'maxMemType1', type: 'ULONG', value: 0} + ]); +} + +var post = { parse: parsePostTable, make: makePostTable }; + +// The `GSUB` table contains ligatures, among other things. + +var subtableParsers = new Array(9); // subtableParsers[0] is unused + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#SS +subtableParsers[1] = function parseLookup1() { + var start = this.offset + this.relativeOffset; + var substFormat = this.parseUShort(); + if (substFormat === 1) { + return { + substFormat: 1, + coverage: this.parsePointer(Parser.coverage), + deltaGlyphId: this.parseUShort() + }; + } else if (substFormat === 2) { + return { + substFormat: 2, + coverage: this.parsePointer(Parser.coverage), + substitute: this.parseOffset16List() + }; + } + check.assert(false, '0x' + start.toString(16) + ': lookup type 1 format must be 1 or 2.'); +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#MS +subtableParsers[2] = function parseLookup2() { + var substFormat = this.parseUShort(); + check.argument(substFormat === 1, 'GSUB Multiple Substitution Subtable identifier-format must be 1'); + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + sequences: this.parseListOfLists() + }; +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#AS +subtableParsers[3] = function parseLookup3() { + var substFormat = this.parseUShort(); + check.argument(substFormat === 1, 'GSUB Alternate Substitution Subtable identifier-format must be 1'); + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + alternateSets: this.parseListOfLists() + }; +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#LS +subtableParsers[4] = function parseLookup4() { + var substFormat = this.parseUShort(); + check.argument(substFormat === 1, 'GSUB ligature table identifier-format must be 1'); + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + ligatureSets: this.parseListOfLists(function() { + return { + ligGlyph: this.parseUShort(), + components: this.parseUShortList(this.parseUShort() - 1) + }; + }) + }; +}; + +var lookupRecordDesc = { + sequenceIndex: Parser.uShort, + lookupListIndex: Parser.uShort +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#CSF +subtableParsers[5] = function parseLookup5() { + var start = this.offset + this.relativeOffset; + var substFormat = this.parseUShort(); + + if (substFormat === 1) { + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + ruleSets: this.parseListOfLists(function() { + var glyphCount = this.parseUShort(); + var substCount = this.parseUShort(); + return { + input: this.parseUShortList(glyphCount - 1), + lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) + }; + }) + }; + } else if (substFormat === 2) { + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + classDef: this.parsePointer(Parser.classDef), + classSets: this.parseListOfLists(function() { + var glyphCount = this.parseUShort(); + var substCount = this.parseUShort(); + return { + classes: this.parseUShortList(glyphCount - 1), + lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) + }; + }) + }; + } else if (substFormat === 3) { + var glyphCount = this.parseUShort(); + var substCount = this.parseUShort(); + return { + substFormat: substFormat, + coverages: this.parseList(glyphCount, Parser.pointer(Parser.coverage)), + lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) + }; + } + check.assert(false, '0x' + start.toString(16) + ': lookup type 5 format must be 1, 2 or 3.'); +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#CC +subtableParsers[6] = function parseLookup6() { + var start = this.offset + this.relativeOffset; + var substFormat = this.parseUShort(); + if (substFormat === 1) { + return { + substFormat: 1, + coverage: this.parsePointer(Parser.coverage), + chainRuleSets: this.parseListOfLists(function() { + return { + backtrack: this.parseUShortList(), + input: this.parseUShortList(this.parseShort() - 1), + lookahead: this.parseUShortList(), + lookupRecords: this.parseRecordList(lookupRecordDesc) + }; + }) + }; + } else if (substFormat === 2) { + return { + substFormat: 2, + coverage: this.parsePointer(Parser.coverage), + backtrackClassDef: this.parsePointer(Parser.classDef), + inputClassDef: this.parsePointer(Parser.classDef), + lookaheadClassDef: this.parsePointer(Parser.classDef), + chainClassSet: this.parseListOfLists(function() { + return { + backtrack: this.parseUShortList(), + input: this.parseUShortList(this.parseShort() - 1), + lookahead: this.parseUShortList(), + lookupRecords: this.parseRecordList(lookupRecordDesc) + }; + }) + }; + } else if (substFormat === 3) { + return { + substFormat: 3, + backtrackCoverage: this.parseList(Parser.pointer(Parser.coverage)), + inputCoverage: this.parseList(Parser.pointer(Parser.coverage)), + lookaheadCoverage: this.parseList(Parser.pointer(Parser.coverage)), + lookupRecords: this.parseRecordList(lookupRecordDesc) + }; + } + check.assert(false, '0x' + start.toString(16) + ': lookup type 6 format must be 1, 2 or 3.'); +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#ES +subtableParsers[7] = function parseLookup7() { + // Extension Substitution subtable + var substFormat = this.parseUShort(); + check.argument(substFormat === 1, 'GSUB Extension Substitution subtable identifier-format must be 1'); + var extensionLookupType = this.parseUShort(); + var extensionParser = new Parser(this.data, this.offset + this.parseULong()); + return { + substFormat: 1, + lookupType: extensionLookupType, + extension: subtableParsers[extensionLookupType].call(extensionParser) + }; +}; + +// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#RCCS +subtableParsers[8] = function parseLookup8() { + var substFormat = this.parseUShort(); + check.argument(substFormat === 1, 'GSUB Reverse Chaining Contextual Single Substitution Subtable identifier-format must be 1'); + return { + substFormat: substFormat, + coverage: this.parsePointer(Parser.coverage), + backtrackCoverage: this.parseList(Parser.pointer(Parser.coverage)), + lookaheadCoverage: this.parseList(Parser.pointer(Parser.coverage)), + substitutes: this.parseUShortList() + }; +}; + +// https://www.microsoft.com/typography/OTSPEC/gsub.htm +function parseGsubTable(data, start) { + start = start || 0; + var p = new Parser(data, start); + var tableVersion = p.parseVersion(1); + check.argument(tableVersion === 1 || tableVersion === 1.1, 'Unsupported GSUB table version.'); + if (tableVersion === 1) { + return { + version: tableVersion, + scripts: p.parseScriptList(), + features: p.parseFeatureList(), + lookups: p.parseLookupList(subtableParsers) + }; + } else { + return { + version: tableVersion, + scripts: p.parseScriptList(), + features: p.parseFeatureList(), + lookups: p.parseLookupList(subtableParsers), + variations: p.parseFeatureVariationsList() + }; + } + +} + +// GSUB Writing ////////////////////////////////////////////// +var subtableMakers = new Array(9); + +subtableMakers[1] = function makeLookup1(subtable) { + if (subtable.substFormat === 1) { + return new table.Table('substitutionTable', [ + {name: 'substFormat', type: 'USHORT', value: 1}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)}, + {name: 'deltaGlyphID', type: 'USHORT', value: subtable.deltaGlyphId} + ]); + } else { + return new table.Table('substitutionTable', [ + {name: 'substFormat', type: 'USHORT', value: 2}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} + ].concat(table.ushortList('substitute', subtable.substitute))); + } +}; + +subtableMakers[2] = function makeLookup2(subtable) { + check.assert(subtable.substFormat === 1, 'Lookup type 2 substFormat must be 1.'); + return new table.Table('substitutionTable', [ + {name: 'substFormat', type: 'USHORT', value: 1}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} + ].concat(table.tableList('seqSet', subtable.sequences, function(sequenceSet) { + return new table.Table('sequenceSetTable', table.ushortList('sequence', sequenceSet)); + }))); +}; + +subtableMakers[3] = function makeLookup3(subtable) { + check.assert(subtable.substFormat === 1, 'Lookup type 3 substFormat must be 1.'); + return new table.Table('substitutionTable', [ + {name: 'substFormat', type: 'USHORT', value: 1}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} + ].concat(table.tableList('altSet', subtable.alternateSets, function(alternateSet) { + return new table.Table('alternateSetTable', table.ushortList('alternate', alternateSet)); + }))); +}; + +subtableMakers[4] = function makeLookup4(subtable) { + check.assert(subtable.substFormat === 1, 'Lookup type 4 substFormat must be 1.'); + return new table.Table('substitutionTable', [ + {name: 'substFormat', type: 'USHORT', value: 1}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} + ].concat(table.tableList('ligSet', subtable.ligatureSets, function(ligatureSet) { + return new table.Table('ligatureSetTable', table.tableList('ligature', ligatureSet, function(ligature) { + return new table.Table('ligatureTable', + [{name: 'ligGlyph', type: 'USHORT', value: ligature.ligGlyph}] + .concat(table.ushortList('component', ligature.components, ligature.components.length + 1)) + ); + })); + }))); +}; + +subtableMakers[6] = function makeLookup6(subtable) { + if (subtable.substFormat === 1) { + var returnTable = new table.Table('chainContextTable', [ + {name: 'substFormat', type: 'USHORT', value: subtable.substFormat}, + {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} + ].concat(table.tableList('chainRuleSet', subtable.chainRuleSets, function(chainRuleSet) { + return new table.Table('chainRuleSetTable', table.tableList('chainRule', chainRuleSet, function(chainRule) { + var tableData = table.ushortList('backtrackGlyph', chainRule.backtrack, chainRule.backtrack.length) + .concat(table.ushortList('inputGlyph', chainRule.input, chainRule.input.length + 1)) + .concat(table.ushortList('lookaheadGlyph', chainRule.lookahead, chainRule.lookahead.length)) + .concat(table.ushortList('substitution', [], chainRule.lookupRecords.length)); + + chainRule.lookupRecords.forEach(function (record, i) { + tableData = tableData + .concat({name: 'sequenceIndex' + i, type: 'USHORT', value: record.sequenceIndex}) + .concat({name: 'lookupListIndex' + i, type: 'USHORT', value: record.lookupListIndex}); + }); + return new table.Table('chainRuleTable', tableData); + })); + }))); + return returnTable; + } else if (subtable.substFormat === 2) { + check.assert(false, 'lookup type 6 format 2 is not yet supported.'); + } else if (subtable.substFormat === 3) { + var tableData = [ + {name: 'substFormat', type: 'USHORT', value: subtable.substFormat} ]; + + tableData.push({name: 'backtrackGlyphCount', type: 'USHORT', value: subtable.backtrackCoverage.length}); + subtable.backtrackCoverage.forEach(function (coverage, i) { + tableData.push({name: 'backtrackCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); + }); + tableData.push({name: 'inputGlyphCount', type: 'USHORT', value: subtable.inputCoverage.length}); + subtable.inputCoverage.forEach(function (coverage, i) { + tableData.push({name: 'inputCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); + }); + tableData.push({name: 'lookaheadGlyphCount', type: 'USHORT', value: subtable.lookaheadCoverage.length}); + subtable.lookaheadCoverage.forEach(function (coverage, i) { + tableData.push({name: 'lookaheadCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); + }); + + tableData.push({name: 'substitutionCount', type: 'USHORT', value: subtable.lookupRecords.length}); + subtable.lookupRecords.forEach(function (record, i) { + tableData = tableData + .concat({name: 'sequenceIndex' + i, type: 'USHORT', value: record.sequenceIndex}) + .concat({name: 'lookupListIndex' + i, type: 'USHORT', value: record.lookupListIndex}); + }); + + var returnTable$1 = new table.Table('chainContextTable', tableData); + + return returnTable$1; + } + + check.assert(false, 'lookup type 6 format must be 1, 2 or 3.'); +}; + +function makeGsubTable(gsub) { + return new table.Table('GSUB', [ + {name: 'version', type: 'ULONG', value: 0x10000}, + {name: 'scripts', type: 'TABLE', value: new table.ScriptList(gsub.scripts)}, + {name: 'features', type: 'TABLE', value: new table.FeatureList(gsub.features)}, + {name: 'lookups', type: 'TABLE', value: new table.LookupList(gsub.lookups, subtableMakers)} + ]); +} + +var gsub = { parse: parseGsubTable, make: makeGsubTable }; + +// The `GPOS` table contains kerning pairs, among other things. + +// Parse the metadata `meta` table. +// https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6meta.html +function parseMetaTable(data, start) { + var p = new parse.Parser(data, start); + var tableVersion = p.parseULong(); + check.argument(tableVersion === 1, 'Unsupported META table version.'); + p.parseULong(); // flags - currently unused and set to 0 + p.parseULong(); // tableOffset + var numDataMaps = p.parseULong(); + + var tags = {}; + for (var i = 0; i < numDataMaps; i++) { + var tag = p.parseTag(); + var dataOffset = p.parseULong(); + var dataLength = p.parseULong(); + var text = decode.UTF8(data, start + dataOffset, dataLength); + + tags[tag] = text; + } + return tags; +} + +function makeMetaTable(tags) { + var numTags = Object.keys(tags).length; + var stringPool = ''; + var stringPoolOffset = 16 + numTags * 12; + + var result = new table.Table('meta', [ + {name: 'version', type: 'ULONG', value: 1}, + {name: 'flags', type: 'ULONG', value: 0}, + {name: 'offset', type: 'ULONG', value: stringPoolOffset}, + {name: 'numTags', type: 'ULONG', value: numTags} + ]); + + for (var tag in tags) { + var pos = stringPool.length; + stringPool += tags[tag]; + + result.fields.push({name: 'tag ' + tag, type: 'TAG', value: tag}); + result.fields.push({name: 'offset ' + tag, type: 'ULONG', value: stringPoolOffset + pos}); + result.fields.push({name: 'length ' + tag, type: 'ULONG', value: tags[tag].length}); + } + + result.fields.push({name: 'stringPool', type: 'CHARARRAY', value: stringPool}); + + return result; +} + +var meta = { parse: parseMetaTable, make: makeMetaTable }; + +// The `sfnt` wrapper provides organization for the tables in the font. + +function log2(v) { + return Math.log(v) / Math.log(2) | 0; +} + +function computeCheckSum(bytes) { + while (bytes.length % 4 !== 0) { + bytes.push(0); + } + + var sum = 0; + for (var i = 0; i < bytes.length; i += 4) { + sum += (bytes[i] << 24) + + (bytes[i + 1] << 16) + + (bytes[i + 2] << 8) + + (bytes[i + 3]); + } + + sum %= Math.pow(2, 32); + return sum; +} + +function makeTableRecord(tag, checkSum, offset, length) { + return new table.Record('Table Record', [ + {name: 'tag', type: 'TAG', value: tag !== undefined ? tag : ''}, + {name: 'checkSum', type: 'ULONG', value: checkSum !== undefined ? checkSum : 0}, + {name: 'offset', type: 'ULONG', value: offset !== undefined ? offset : 0}, + {name: 'length', type: 'ULONG', value: length !== undefined ? length : 0} + ]); +} + +function makeSfntTable(tables) { + var sfnt = new table.Table('sfnt', [ + {name: 'version', type: 'TAG', value: 'OTTO'}, + {name: 'numTables', type: 'USHORT', value: 0}, + {name: 'searchRange', type: 'USHORT', value: 0}, + {name: 'entrySelector', type: 'USHORT', value: 0}, + {name: 'rangeShift', type: 'USHORT', value: 0} + ]); + sfnt.tables = tables; + sfnt.numTables = tables.length; + var highestPowerOf2 = Math.pow(2, log2(sfnt.numTables)); + sfnt.searchRange = 16 * highestPowerOf2; + sfnt.entrySelector = log2(highestPowerOf2); + sfnt.rangeShift = sfnt.numTables * 16 - sfnt.searchRange; + + var recordFields = []; + var tableFields = []; + + var offset = sfnt.sizeOf() + (makeTableRecord().sizeOf() * sfnt.numTables); + while (offset % 4 !== 0) { + offset += 1; + tableFields.push({name: 'padding', type: 'BYTE', value: 0}); + } + + for (var i = 0; i < tables.length; i += 1) { + var t = tables[i]; + check.argument(t.tableName.length === 4, 'Table name' + t.tableName + ' is invalid.'); + var tableLength = t.sizeOf(); + var tableRecord = makeTableRecord(t.tableName, computeCheckSum(t.encode()), offset, tableLength); + recordFields.push({name: tableRecord.tag + ' Table Record', type: 'RECORD', value: tableRecord}); + tableFields.push({name: t.tableName + ' table', type: 'RECORD', value: t}); + offset += tableLength; + check.argument(!isNaN(offset), 'Something went wrong calculating the offset.'); + while (offset % 4 !== 0) { + offset += 1; + tableFields.push({name: 'padding', type: 'BYTE', value: 0}); + } + } + + // Table records need to be sorted alphabetically. + recordFields.sort(function(r1, r2) { + if (r1.value.tag > r2.value.tag) { + return 1; + } else { + return -1; + } + }); + + sfnt.fields = sfnt.fields.concat(recordFields); + sfnt.fields = sfnt.fields.concat(tableFields); + return sfnt; +} + +// Get the metrics for a character. If the string has more than one character +// this function returns metrics for the first available character. +// You can provide optional fallback metrics if no characters are available. +function metricsForChar(font, chars, notFoundMetrics) { + for (var i = 0; i < chars.length; i += 1) { + var glyphIndex = font.charToGlyphIndex(chars[i]); + if (glyphIndex > 0) { + var glyph = font.glyphs.get(glyphIndex); + return glyph.getMetrics(); + } + } + + return notFoundMetrics; +} + +function average(vs) { + var sum = 0; + for (var i = 0; i < vs.length; i += 1) { + sum += vs[i]; + } + + return sum / vs.length; +} + +// Convert the font object to a SFNT data structure. +// This structure contains all the necessary tables and metadata to create a binary OTF file. +function fontToSfntTable(font) { + var xMins = []; + var yMins = []; + var xMaxs = []; + var yMaxs = []; + var advanceWidths = []; + var leftSideBearings = []; + var rightSideBearings = []; + var firstCharIndex; + var lastCharIndex = 0; + var ulUnicodeRange1 = 0; + var ulUnicodeRange2 = 0; + var ulUnicodeRange3 = 0; + var ulUnicodeRange4 = 0; + + for (var i = 0; i < font.glyphs.length; i += 1) { + var glyph = font.glyphs.get(i); + var unicode = glyph.unicode | 0; + + if (isNaN(glyph.advanceWidth)) { + throw new Error('Glyph ' + glyph.name + ' (' + i + '): advanceWidth is not a number.'); + } + + if (firstCharIndex > unicode || firstCharIndex === undefined) { + // ignore .notdef char + if (unicode > 0) { + firstCharIndex = unicode; + } + } + + if (lastCharIndex < unicode) { + lastCharIndex = unicode; + } + + var position = os2.getUnicodeRange(unicode); + if (position < 32) { + ulUnicodeRange1 |= 1 << position; + } else if (position < 64) { + ulUnicodeRange2 |= 1 << position - 32; + } else if (position < 96) { + ulUnicodeRange3 |= 1 << position - 64; + } else if (position < 123) { + ulUnicodeRange4 |= 1 << position - 96; + } else { + throw new Error('Unicode ranges bits > 123 are reserved for internal usage'); + } + // Skip non-important characters. + if (glyph.name === '.notdef') { continue; } + var metrics = glyph.getMetrics(); + xMins.push(metrics.xMin); + yMins.push(metrics.yMin); + xMaxs.push(metrics.xMax); + yMaxs.push(metrics.yMax); + leftSideBearings.push(metrics.leftSideBearing); + rightSideBearings.push(metrics.rightSideBearing); + advanceWidths.push(glyph.advanceWidth); + } + + var globals = { + xMin: Math.min.apply(null, xMins), + yMin: Math.min.apply(null, yMins), + xMax: Math.max.apply(null, xMaxs), + yMax: Math.max.apply(null, yMaxs), + advanceWidthMax: Math.max.apply(null, advanceWidths), + advanceWidthAvg: average(advanceWidths), + minLeftSideBearing: Math.min.apply(null, leftSideBearings), + maxLeftSideBearing: Math.max.apply(null, leftSideBearings), + minRightSideBearing: Math.min.apply(null, rightSideBearings) + }; + globals.ascender = font.ascender; + globals.descender = font.descender; + + var headTable = head.make({ + flags: 3, // 00000011 (baseline for font at y=0; left sidebearing point at x=0) + unitsPerEm: font.unitsPerEm, + xMin: globals.xMin, + yMin: globals.yMin, + xMax: globals.xMax, + yMax: globals.yMax, + lowestRecPPEM: 3, + createdTimestamp: font.createdTimestamp + }); + + var hheaTable = hhea.make({ + ascender: globals.ascender, + descender: globals.descender, + advanceWidthMax: globals.advanceWidthMax, + minLeftSideBearing: globals.minLeftSideBearing, + minRightSideBearing: globals.minRightSideBearing, + xMaxExtent: globals.maxLeftSideBearing + (globals.xMax - globals.xMin), + numberOfHMetrics: font.glyphs.length + }); + + var maxpTable = maxp.make(font.glyphs.length); + + var os2Table = os2.make(Object.assign({ + xAvgCharWidth: Math.round(globals.advanceWidthAvg), + usFirstCharIndex: firstCharIndex, + usLastCharIndex: lastCharIndex, + ulUnicodeRange1: ulUnicodeRange1, + ulUnicodeRange2: ulUnicodeRange2, + ulUnicodeRange3: ulUnicodeRange3, + ulUnicodeRange4: ulUnicodeRange4, + // See http://typophile.com/node/13081 for more info on vertical metrics. + // We get metrics for typical characters (such as "x" for xHeight). + // We provide some fallback characters if characters are unavailable: their + // ordering was chosen experimentally. + sTypoAscender: globals.ascender, + sTypoDescender: globals.descender, + sTypoLineGap: 0, + usWinAscent: globals.yMax, + usWinDescent: Math.abs(globals.yMin), + ulCodePageRange1: 1, // FIXME: hard-code Latin 1 support for now + sxHeight: metricsForChar(font, 'xyvw', {yMax: Math.round(globals.ascender / 2)}).yMax, + sCapHeight: metricsForChar(font, 'HIKLEFJMNTZBDPRAGOQSUVWXY', globals).yMax, + usDefaultChar: font.hasChar(' ') ? 32 : 0, // Use space as the default character, if available. + usBreakChar: font.hasChar(' ') ? 32 : 0, // Use space as the break character, if available. + }, font.tables.os2)); + + var hmtxTable = hmtx.make(font.glyphs); + var cmapTable = cmap.make(font.glyphs); + + var englishFamilyName = font.getEnglishName('fontFamily'); + var englishStyleName = font.getEnglishName('fontSubfamily'); + var englishFullName = englishFamilyName + ' ' + englishStyleName; + var postScriptName = font.getEnglishName('postScriptName'); + if (!postScriptName) { + postScriptName = englishFamilyName.replace(/\s/g, '') + '-' + englishStyleName; + } + + var names = {}; + for (var n in font.names) { + names[n] = font.names[n]; + } + + if (!names.uniqueID) { + names.uniqueID = {en: font.getEnglishName('manufacturer') + ':' + englishFullName}; + } + + if (!names.postScriptName) { + names.postScriptName = {en: postScriptName}; + } + + if (!names.preferredFamily) { + names.preferredFamily = font.names.fontFamily; + } + + if (!names.preferredSubfamily) { + names.preferredSubfamily = font.names.fontSubfamily; + } + + var languageTags = []; + var nameTable = _name.make(names, languageTags); + var ltagTable = (languageTags.length > 0 ? ltag.make(languageTags) : undefined); + + var postTable = post.make(); + var cffTable = cff.make(font.glyphs, { + version: font.getEnglishName('version'), + fullName: englishFullName, + familyName: englishFamilyName, + weightName: englishStyleName, + postScriptName: postScriptName, + unitsPerEm: font.unitsPerEm, + fontBBox: [0, globals.yMin, globals.ascender, globals.advanceWidthMax] + }); + + var metaTable = (font.metas && Object.keys(font.metas).length > 0) ? meta.make(font.metas) : undefined; + + // The order does not matter because makeSfntTable() will sort them. + var tables = [headTable, hheaTable, maxpTable, os2Table, nameTable, cmapTable, postTable, cffTable, hmtxTable]; + if (ltagTable) { + tables.push(ltagTable); + } + // Optional tables + if (font.tables.gsub) { + tables.push(gsub.make(font.tables.gsub)); + } + if (metaTable) { + tables.push(metaTable); + } + + var sfntTable = makeSfntTable(tables); + + // Compute the font's checkSum and store it in head.checkSumAdjustment. + var bytes = sfntTable.encode(); + var checkSum = computeCheckSum(bytes); + var tableFields = sfntTable.fields; + var checkSumAdjusted = false; + for (var i$1 = 0; i$1 < tableFields.length; i$1 += 1) { + if (tableFields[i$1].name === 'head table') { + tableFields[i$1].value.checkSumAdjustment = 0xB1B0AFBA - checkSum; + checkSumAdjusted = true; + break; + } + } + + if (!checkSumAdjusted) { + throw new Error('Could not find head table with checkSum to adjust.'); + } + + return sfntTable; +} + +var sfnt = { make: makeSfntTable, fontToTable: fontToSfntTable, computeCheckSum: computeCheckSum }; + +// The Layout object is the prototype of Substitution objects, and provides + +function searchTag(arr, tag) { + /* jshint bitwise: false */ + var imin = 0; + var imax = arr.length - 1; + while (imin <= imax) { + var imid = (imin + imax) >>> 1; + var val = arr[imid].tag; + if (val === tag) { + return imid; + } else if (val < tag) { + imin = imid + 1; + } else { imax = imid - 1; } + } + // Not found: return -1-insertion point + return -imin - 1; +} + +function binSearch(arr, value) { + /* jshint bitwise: false */ + var imin = 0; + var imax = arr.length - 1; + while (imin <= imax) { + var imid = (imin + imax) >>> 1; + var val = arr[imid]; + if (val === value) { + return imid; + } else if (val < value) { + imin = imid + 1; + } else { imax = imid - 1; } + } + // Not found: return -1-insertion point + return -imin - 1; +} + +// binary search in a list of ranges (coverage, class definition) +function searchRange(ranges, value) { + // jshint bitwise: false + var range; + var imin = 0; + var imax = ranges.length - 1; + while (imin <= imax) { + var imid = (imin + imax) >>> 1; + range = ranges[imid]; + var start = range.start; + if (start === value) { + return range; + } else if (start < value) { + imin = imid + 1; + } else { imax = imid - 1; } + } + if (imin > 0) { + range = ranges[imin - 1]; + if (value > range.end) { return 0; } + return range; + } +} + +/** + * @exports opentype.Layout + * @class + */ +function Layout(font, tableName) { + this.font = font; + this.tableName = tableName; +} + +Layout.prototype = { + + /** + * Binary search an object by "tag" property + * @instance + * @function searchTag + * @memberof opentype.Layout + * @param {Array} arr + * @param {string} tag + * @return {number} + */ + searchTag: searchTag, + + /** + * Binary search in a list of numbers + * @instance + * @function binSearch + * @memberof opentype.Layout + * @param {Array} arr + * @param {number} value + * @return {number} + */ + binSearch: binSearch, + + /** + * Get or create the Layout table (GSUB, GPOS etc). + * @param {boolean} create - Whether to create a new one. + * @return {Object} The GSUB or GPOS table. + */ + getTable: function(create) { + var layout = this.font.tables[this.tableName]; + if (!layout && create) { + layout = this.font.tables[this.tableName] = this.createDefaultTable(); + } + return layout; + }, + + /** + * Returns all scripts in the substitution table. + * @instance + * @return {Array} + */ + getScriptNames: function() { + var layout = this.getTable(); + if (!layout) { return []; } + return layout.scripts.map(function(script) { + return script.tag; + }); + }, + + /** + * Returns the best bet for a script name. + * Returns 'DFLT' if it exists. + * If not, returns 'latn' if it exists. + * If neither exist, returns undefined. + */ + getDefaultScriptName: function() { + var layout = this.getTable(); + if (!layout) { return; } + var hasLatn = false; + for (var i = 0; i < layout.scripts.length; i++) { + var name = layout.scripts[i].tag; + if (name === 'DFLT') { return name; } + if (name === 'latn') { hasLatn = true; } + } + if (hasLatn) { return 'latn'; } + }, + + /** + * Returns all LangSysRecords in the given script. + * @instance + * @param {string} [script='DFLT'] + * @param {boolean} create - forces the creation of this script table if it doesn't exist. + * @return {Object} An object with tag and script properties. + */ + getScriptTable: function(script, create) { + var layout = this.getTable(create); + if (layout) { + script = script || 'DFLT'; + var scripts = layout.scripts; + var pos = searchTag(layout.scripts, script); + if (pos >= 0) { + return scripts[pos].script; + } else if (create) { + var scr = { + tag: script, + script: { + defaultLangSys: {reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: []}, + langSysRecords: [] + } + }; + scripts.splice(-1 - pos, 0, scr); + return scr.script; + } + } + }, + + /** + * Returns a language system table + * @instance + * @param {string} [script='DFLT'] + * @param {string} [language='dlft'] + * @param {boolean} create - forces the creation of this langSysTable if it doesn't exist. + * @return {Object} + */ + getLangSysTable: function(script, language, create) { + var scriptTable = this.getScriptTable(script, create); + if (scriptTable) { + if (!language || language === 'dflt' || language === 'DFLT') { + return scriptTable.defaultLangSys; + } + var pos = searchTag(scriptTable.langSysRecords, language); + if (pos >= 0) { + return scriptTable.langSysRecords[pos].langSys; + } else if (create) { + var langSysRecord = { + tag: language, + langSys: {reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: []} + }; + scriptTable.langSysRecords.splice(-1 - pos, 0, langSysRecord); + return langSysRecord.langSys; + } + } + }, + + /** + * Get a specific feature table. + * @instance + * @param {string} [script='DFLT'] + * @param {string} [language='dlft'] + * @param {string} feature - One of the codes listed at https://www.microsoft.com/typography/OTSPEC/featurelist.htm + * @param {boolean} create - forces the creation of the feature table if it doesn't exist. + * @return {Object} + */ + getFeatureTable: function(script, language, feature, create) { + var langSysTable = this.getLangSysTable(script, language, create); + if (langSysTable) { + var featureRecord; + var featIndexes = langSysTable.featureIndexes; + var allFeatures = this.font.tables[this.tableName].features; + // The FeatureIndex array of indices is in arbitrary order, + // even if allFeatures is sorted alphabetically by feature tag. + for (var i = 0; i < featIndexes.length; i++) { + featureRecord = allFeatures[featIndexes[i]]; + if (featureRecord.tag === feature) { + return featureRecord.feature; + } + } + if (create) { + var index = allFeatures.length; + // Automatic ordering of features would require to shift feature indexes in the script list. + check.assert(index === 0 || feature >= allFeatures[index - 1].tag, 'Features must be added in alphabetical order.'); + featureRecord = { + tag: feature, + feature: { params: 0, lookupListIndexes: [] } + }; + allFeatures.push(featureRecord); + featIndexes.push(index); + return featureRecord.feature; + } + } + }, + + /** + * Get the lookup tables of a given type for a script/language/feature. + * @instance + * @param {string} [script='DFLT'] + * @param {string} [language='dlft'] + * @param {string} feature - 4-letter feature code + * @param {number} lookupType - 1 to 9 + * @param {boolean} create - forces the creation of the lookup table if it doesn't exist, with no subtables. + * @return {Object[]} + */ + getLookupTables: function(script, language, feature, lookupType, create) { + var featureTable = this.getFeatureTable(script, language, feature, create); + var tables = []; + if (featureTable) { + var lookupTable; + var lookupListIndexes = featureTable.lookupListIndexes; + var allLookups = this.font.tables[this.tableName].lookups; + // lookupListIndexes are in no particular order, so use naive search. + for (var i = 0; i < lookupListIndexes.length; i++) { + lookupTable = allLookups[lookupListIndexes[i]]; + if (lookupTable.lookupType === lookupType) { + tables.push(lookupTable); + } + } + if (tables.length === 0 && create) { + lookupTable = { + lookupType: lookupType, + lookupFlag: 0, + subtables: [], + markFilteringSet: undefined + }; + var index = allLookups.length; + allLookups.push(lookupTable); + lookupListIndexes.push(index); + return [lookupTable]; + } + } + return tables; + }, + + /** + * Find a glyph in a class definition table + * https://docs.microsoft.com/en-us/typography/opentype/spec/chapter2#class-definition-table + * @param {object} classDefTable - an OpenType Layout class definition table + * @param {number} glyphIndex - the index of the glyph to find + * @returns {number} -1 if not found + */ + getGlyphClass: function(classDefTable, glyphIndex) { + switch (classDefTable.format) { + case 1: + if (classDefTable.startGlyph <= glyphIndex && glyphIndex < classDefTable.startGlyph + classDefTable.classes.length) { + return classDefTable.classes[glyphIndex - classDefTable.startGlyph]; + } + return 0; + case 2: + var range = searchRange(classDefTable.ranges, glyphIndex); + return range ? range.classId : 0; + } + }, + + /** + * Find a glyph in a coverage table + * https://docs.microsoft.com/en-us/typography/opentype/spec/chapter2#coverage-table + * @param {object} coverageTable - an OpenType Layout coverage table + * @param {number} glyphIndex - the index of the glyph to find + * @returns {number} -1 if not found + */ + getCoverageIndex: function(coverageTable, glyphIndex) { + switch (coverageTable.format) { + case 1: + var index = binSearch(coverageTable.glyphs, glyphIndex); + return index >= 0 ? index : -1; + case 2: + var range = searchRange(coverageTable.ranges, glyphIndex); + return range ? range.index + glyphIndex - range.start : -1; + } + }, + + /** + * Returns the list of glyph indexes of a coverage table. + * Format 1: the list is stored raw + * Format 2: compact list as range records. + * @instance + * @param {Object} coverageTable + * @return {Array} + */ + expandCoverage: function(coverageTable) { + if (coverageTable.format === 1) { + return coverageTable.glyphs; + } else { + var glyphs = []; + var ranges = coverageTable.ranges; + for (var i = 0; i < ranges.length; i++) { + var range = ranges[i]; + var start = range.start; + var end = range.end; + for (var j = start; j <= end; j++) { + glyphs.push(j); + } + } + return glyphs; + } + } + +}; + +// The Position object provides utility methods to manipulate + +/** + * @exports opentype.Position + * @class + * @extends opentype.Layout + * @param {opentype.Font} + * @constructor + */ +function Position(font) { + Layout.call(this, font, 'gpos'); +} + +Position.prototype = Layout.prototype; + +/** + * Init some data for faster and easier access later. + */ +Position.prototype.init = function() { + var script = this.getDefaultScriptName(); + this.defaultKerningTables = this.getKerningTables(script); +}; + +/** + * Find a glyph pair in a list of lookup tables of type 2 and retrieve the xAdvance kerning value. + * + * @param {integer} leftIndex - left glyph index + * @param {integer} rightIndex - right glyph index + * @returns {integer} + */ +Position.prototype.getKerningValue = function(kerningLookups, leftIndex, rightIndex) { + for (var i = 0; i < kerningLookups.length; i++) { + var subtables = kerningLookups[i].subtables; + for (var j = 0; j < subtables.length; j++) { + var subtable = subtables[j]; + var covIndex = this.getCoverageIndex(subtable.coverage, leftIndex); + if (covIndex < 0) { continue; } + switch (subtable.posFormat) { + case 1: + // Search Pair Adjustment Positioning Format 1 + var pairSet = subtable.pairSets[covIndex]; + for (var k = 0; k < pairSet.length; k++) { + var pair = pairSet[k]; + if (pair.secondGlyph === rightIndex) { + return pair.value1 && pair.value1.xAdvance || 0; + } + } + break; // left glyph found, not right glyph - try next subtable + case 2: + // Search Pair Adjustment Positioning Format 2 + var class1 = this.getGlyphClass(subtable.classDef1, leftIndex); + var class2 = this.getGlyphClass(subtable.classDef2, rightIndex); + var pair$1 = subtable.classRecords[class1][class2]; + return pair$1.value1 && pair$1.value1.xAdvance || 0; + } + } + } + return 0; +}; + +/** + * List all kerning lookup tables. + * + * @param {string} [script='DFLT'] - use font.position.getDefaultScriptName() for a better default value + * @param {string} [language='dflt'] + * @return {object[]} The list of kerning lookup tables (may be empty), or undefined if there is no GPOS table (and we should use the kern table) + */ +Position.prototype.getKerningTables = function(script, language) { + if (this.font.tables.gpos) { + return this.getLookupTables(script, language, 'kern', 2); + } +}; + +// The Substitution object provides utility methods to manipulate + +/** + * @exports opentype.Substitution + * @class + * @extends opentype.Layout + * @param {opentype.Font} + * @constructor + */ +function Substitution(font) { + Layout.call(this, font, 'gsub'); +} + +// Check if 2 arrays of primitives are equal. +function arraysEqual(ar1, ar2) { + var n = ar1.length; + if (n !== ar2.length) { return false; } + for (var i = 0; i < n; i++) { + if (ar1[i] !== ar2[i]) { return false; } + } + return true; +} + +// Find the first subtable of a lookup table in a particular format. +function getSubstFormat(lookupTable, format, defaultSubtable) { + var subtables = lookupTable.subtables; + for (var i = 0; i < subtables.length; i++) { + var subtable = subtables[i]; + if (subtable.substFormat === format) { + return subtable; + } + } + if (defaultSubtable) { + subtables.push(defaultSubtable); + return defaultSubtable; + } + return undefined; +} + +Substitution.prototype = Layout.prototype; + +/** + * Create a default GSUB table. + * @return {Object} gsub - The GSUB table. + */ +Substitution.prototype.createDefaultTable = function() { + // Generate a default empty GSUB table with just a DFLT script and dflt lang sys. + return { + version: 1, + scripts: [{ + tag: 'DFLT', + script: { + defaultLangSys: { reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: [] }, + langSysRecords: [] + } + }], + features: [], + lookups: [] + }; +}; + +/** + * List all single substitutions (lookup type 1) for a given script, language, and feature. + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + * @param {string} feature - 4-character feature name ('aalt', 'salt', 'ss01'...) + * @return {Array} substitutions - The list of substitutions. + */ +Substitution.prototype.getSingle = function(feature, script, language) { + var substitutions = []; + var lookupTables = this.getLookupTables(script, language, feature, 1); + for (var idx = 0; idx < lookupTables.length; idx++) { + var subtables = lookupTables[idx].subtables; + for (var i = 0; i < subtables.length; i++) { + var subtable = subtables[i]; + var glyphs = this.expandCoverage(subtable.coverage); + var j = (void 0); + if (subtable.substFormat === 1) { + var delta = subtable.deltaGlyphId; + for (j = 0; j < glyphs.length; j++) { + var glyph = glyphs[j]; + substitutions.push({ sub: glyph, by: glyph + delta }); + } + } else { + var substitute = subtable.substitute; + for (j = 0; j < glyphs.length; j++) { + substitutions.push({ sub: glyphs[j], by: substitute[j] }); + } + } + } + } + return substitutions; +}; + +/** + * List all multiple substitutions (lookup type 2) for a given script, language, and feature. + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + * @param {string} feature - 4-character feature name ('ccmp', 'stch') + * @return {Array} substitutions - The list of substitutions. + */ +Substitution.prototype.getMultiple = function(feature, script, language) { + var substitutions = []; + var lookupTables = this.getLookupTables(script, language, feature, 2); + for (var idx = 0; idx < lookupTables.length; idx++) { + var subtables = lookupTables[idx].subtables; + for (var i = 0; i < subtables.length; i++) { + var subtable = subtables[i]; + var glyphs = this.expandCoverage(subtable.coverage); + var j = (void 0); + + for (j = 0; j < glyphs.length; j++) { + var glyph = glyphs[j]; + var replacements = subtable.sequences[j]; + substitutions.push({ sub: glyph, by: replacements }); + } + } + } + return substitutions; +}; + +/** + * List all alternates (lookup type 3) for a given script, language, and feature. + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + * @param {string} feature - 4-character feature name ('aalt', 'salt'...) + * @return {Array} alternates - The list of alternates + */ +Substitution.prototype.getAlternates = function(feature, script, language) { + var alternates = []; + var lookupTables = this.getLookupTables(script, language, feature, 3); + for (var idx = 0; idx < lookupTables.length; idx++) { + var subtables = lookupTables[idx].subtables; + for (var i = 0; i < subtables.length; i++) { + var subtable = subtables[i]; + var glyphs = this.expandCoverage(subtable.coverage); + var alternateSets = subtable.alternateSets; + for (var j = 0; j < glyphs.length; j++) { + alternates.push({ sub: glyphs[j], by: alternateSets[j] }); + } + } + } + return alternates; +}; + +/** + * List all ligatures (lookup type 4) for a given script, language, and feature. + * The result is an array of ligature objects like { sub: [ids], by: id } + * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + * @return {Array} ligatures - The list of ligatures. + */ +Substitution.prototype.getLigatures = function(feature, script, language) { + var ligatures = []; + var lookupTables = this.getLookupTables(script, language, feature, 4); + for (var idx = 0; idx < lookupTables.length; idx++) { + var subtables = lookupTables[idx].subtables; + for (var i = 0; i < subtables.length; i++) { + var subtable = subtables[i]; + var glyphs = this.expandCoverage(subtable.coverage); + var ligatureSets = subtable.ligatureSets; + for (var j = 0; j < glyphs.length; j++) { + var startGlyph = glyphs[j]; + var ligSet = ligatureSets[j]; + for (var k = 0; k < ligSet.length; k++) { + var lig = ligSet[k]; + ligatures.push({ + sub: [startGlyph].concat(lig.components), + by: lig.ligGlyph + }); + } + } + } + } + return ligatures; +}; + +/** + * Add or modify a single substitution (lookup type 1) + * Format 2, more flexible, is always used. + * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) + * @param {Object} substitution - { sub: id, by: id } (format 1 is not supported) + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + */ +Substitution.prototype.addSingle = function(feature, substitution, script, language) { + var lookupTable = this.getLookupTables(script, language, feature, 1, true)[0]; + var subtable = getSubstFormat(lookupTable, 2, { // lookup type 1 subtable, format 2, coverage format 1 + substFormat: 2, + coverage: {format: 1, glyphs: []}, + substitute: [] + }); + check.assert(subtable.coverage.format === 1, 'Single: unable to modify coverage table format ' + subtable.coverage.format); + var coverageGlyph = substitution.sub; + var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); + if (pos < 0) { + pos = -1 - pos; + subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); + subtable.substitute.splice(pos, 0, 0); + } + subtable.substitute[pos] = substitution.by; +}; + +/** + * Add or modify a multiple substitution (lookup type 2) + * @param {string} feature - 4-letter feature name ('ccmp', 'stch') + * @param {Object} substitution - { sub: id, by: [id] } for format 2. + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + */ +Substitution.prototype.addMultiple = function(feature, substitution, script, language) { + check.assert(substitution.by instanceof Array && substitution.by.length > 1, 'Multiple: "by" must be an array of two or more ids'); + var lookupTable = this.getLookupTables(script, language, feature, 2, true)[0]; + var subtable = getSubstFormat(lookupTable, 1, { // lookup type 2 subtable, format 1, coverage format 1 + substFormat: 1, + coverage: {format: 1, glyphs: []}, + sequences: [] + }); + check.assert(subtable.coverage.format === 1, 'Multiple: unable to modify coverage table format ' + subtable.coverage.format); + var coverageGlyph = substitution.sub; + var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); + if (pos < 0) { + pos = -1 - pos; + subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); + subtable.sequences.splice(pos, 0, 0); + } + subtable.sequences[pos] = substitution.by; +}; + +/** + * Add or modify an alternate substitution (lookup type 3) + * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) + * @param {Object} substitution - { sub: id, by: [ids] } + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + */ +Substitution.prototype.addAlternate = function(feature, substitution, script, language) { + var lookupTable = this.getLookupTables(script, language, feature, 3, true)[0]; + var subtable = getSubstFormat(lookupTable, 1, { // lookup type 3 subtable, format 1, coverage format 1 + substFormat: 1, + coverage: {format: 1, glyphs: []}, + alternateSets: [] + }); + check.assert(subtable.coverage.format === 1, 'Alternate: unable to modify coverage table format ' + subtable.coverage.format); + var coverageGlyph = substitution.sub; + var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); + if (pos < 0) { + pos = -1 - pos; + subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); + subtable.alternateSets.splice(pos, 0, 0); + } + subtable.alternateSets[pos] = substitution.by; +}; + +/** + * Add a ligature (lookup type 4) + * Ligatures with more components must be stored ahead of those with fewer components in order to be found + * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) + * @param {Object} ligature - { sub: [ids], by: id } + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + */ +Substitution.prototype.addLigature = function(feature, ligature, script, language) { + var lookupTable = this.getLookupTables(script, language, feature, 4, true)[0]; + var subtable = lookupTable.subtables[0]; + if (!subtable) { + subtable = { // lookup type 4 subtable, format 1, coverage format 1 + substFormat: 1, + coverage: { format: 1, glyphs: [] }, + ligatureSets: [] + }; + lookupTable.subtables[0] = subtable; + } + check.assert(subtable.coverage.format === 1, 'Ligature: unable to modify coverage table format ' + subtable.coverage.format); + var coverageGlyph = ligature.sub[0]; + var ligComponents = ligature.sub.slice(1); + var ligatureTable = { + ligGlyph: ligature.by, + components: ligComponents + }; + var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); + if (pos >= 0) { + // ligatureSet already exists + var ligatureSet = subtable.ligatureSets[pos]; + for (var i = 0; i < ligatureSet.length; i++) { + // If ligature already exists, return. + if (arraysEqual(ligatureSet[i].components, ligComponents)) { + return; + } + } + // ligature does not exist: add it. + ligatureSet.push(ligatureTable); + } else { + // Create a new ligatureSet and add coverage for the first glyph. + pos = -1 - pos; + subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); + subtable.ligatureSets.splice(pos, 0, [ligatureTable]); + } +}; + +/** + * List all feature data for a given script and language. + * @param {string} feature - 4-letter feature name + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + * @return {Array} substitutions - The list of substitutions. + */ +Substitution.prototype.getFeature = function(feature, script, language) { + if (/ss\d\d/.test(feature)) { + // ss01 - ss20 + return this.getSingle(feature, script, language); + } + switch (feature) { + case 'aalt': + case 'salt': + return this.getSingle(feature, script, language) + .concat(this.getAlternates(feature, script, language)); + case 'dlig': + case 'liga': + case 'rlig': + return this.getLigatures(feature, script, language); + case 'ccmp': + return this.getMultiple(feature, script, language) + .concat(this.getLigatures(feature, script, language)); + case 'stch': + return this.getMultiple(feature, script, language); + } + return undefined; +}; + +/** + * Add a substitution to a feature for a given script and language. + * @param {string} feature - 4-letter feature name + * @param {Object} sub - the substitution to add (an object like { sub: id or [ids], by: id or [ids] }) + * @param {string} [script='DFLT'] + * @param {string} [language='dflt'] + */ +Substitution.prototype.add = function(feature, sub, script, language) { + if (/ss\d\d/.test(feature)) { + // ss01 - ss20 + return this.addSingle(feature, sub, script, language); + } + switch (feature) { + case 'aalt': + case 'salt': + if (typeof sub.by === 'number') { + return this.addSingle(feature, sub, script, language); + } + return this.addAlternate(feature, sub, script, language); + case 'dlig': + case 'liga': + case 'rlig': + return this.addLigature(feature, sub, script, language); + case 'ccmp': + if (sub.by instanceof Array) { + return this.addMultiple(feature, sub, script, language); + } + return this.addLigature(feature, sub, script, language); + } + return undefined; +}; + +function isBrowser() { + return typeof window !== 'undefined'; +} + +function nodeBufferToArrayBuffer(buffer) { + var ab = new ArrayBuffer(buffer.length); + var view = new Uint8Array(ab); + for (var i = 0; i < buffer.length; ++i) { + view[i] = buffer[i]; + } + + return ab; +} + +function arrayBufferToNodeBuffer(ab) { + var buffer = new Buffer(ab.byteLength); + var view = new Uint8Array(ab); + for (var i = 0; i < buffer.length; ++i) { + buffer[i] = view[i]; + } + + return buffer; +} + +function checkArgument(expression, message) { + if (!expression) { + throw message; + } +} + +// The `glyf` table describes the glyphs in TrueType outline format. + +// Parse the coordinate data for a glyph. +function parseGlyphCoordinate(p, flag, previousValue, shortVectorBitMask, sameBitMask) { + var v; + if ((flag & shortVectorBitMask) > 0) { + // The coordinate is 1 byte long. + v = p.parseByte(); + // The `same` bit is re-used for short values to signify the sign of the value. + if ((flag & sameBitMask) === 0) { + v = -v; + } + + v = previousValue + v; + } else { + // The coordinate is 2 bytes long. + // If the `same` bit is set, the coordinate is the same as the previous coordinate. + if ((flag & sameBitMask) > 0) { + v = previousValue; + } else { + // Parse the coordinate as a signed 16-bit delta value. + v = previousValue + p.parseShort(); + } + } + + return v; +} + +// Parse a TrueType glyph. +function parseGlyph(glyph, data, start) { + var p = new parse.Parser(data, start); + glyph.numberOfContours = p.parseShort(); + glyph._xMin = p.parseShort(); + glyph._yMin = p.parseShort(); + glyph._xMax = p.parseShort(); + glyph._yMax = p.parseShort(); + var flags; + var flag; + + if (glyph.numberOfContours > 0) { + // This glyph is not a composite. + var endPointIndices = glyph.endPointIndices = []; + for (var i = 0; i < glyph.numberOfContours; i += 1) { + endPointIndices.push(p.parseUShort()); + } + + glyph.instructionLength = p.parseUShort(); + glyph.instructions = []; + for (var i$1 = 0; i$1 < glyph.instructionLength; i$1 += 1) { + glyph.instructions.push(p.parseByte()); + } + + var numberOfCoordinates = endPointIndices[endPointIndices.length - 1] + 1; + flags = []; + for (var i$2 = 0; i$2 < numberOfCoordinates; i$2 += 1) { + flag = p.parseByte(); + flags.push(flag); + // If bit 3 is set, we repeat this flag n times, where n is the next byte. + if ((flag & 8) > 0) { + var repeatCount = p.parseByte(); + for (var j = 0; j < repeatCount; j += 1) { + flags.push(flag); + i$2 += 1; + } + } + } + + check.argument(flags.length === numberOfCoordinates, 'Bad flags.'); + + if (endPointIndices.length > 0) { + var points = []; + var point; + // X/Y coordinates are relative to the previous point, except for the first point which is relative to 0,0. + if (numberOfCoordinates > 0) { + for (var i$3 = 0; i$3 < numberOfCoordinates; i$3 += 1) { + flag = flags[i$3]; + point = {}; + point.onCurve = !!(flag & 1); + point.lastPointOfContour = endPointIndices.indexOf(i$3) >= 0; + points.push(point); + } + + var px = 0; + for (var i$4 = 0; i$4 < numberOfCoordinates; i$4 += 1) { + flag = flags[i$4]; + point = points[i$4]; + point.x = parseGlyphCoordinate(p, flag, px, 2, 16); + px = point.x; + } + + var py = 0; + for (var i$5 = 0; i$5 < numberOfCoordinates; i$5 += 1) { + flag = flags[i$5]; + point = points[i$5]; + point.y = parseGlyphCoordinate(p, flag, py, 4, 32); + py = point.y; + } + } + + glyph.points = points; + } else { + glyph.points = []; + } + } else if (glyph.numberOfContours === 0) { + glyph.points = []; + } else { + glyph.isComposite = true; + glyph.points = []; + glyph.components = []; + var moreComponents = true; + while (moreComponents) { + flags = p.parseUShort(); + var component = { + glyphIndex: p.parseUShort(), + xScale: 1, + scale01: 0, + scale10: 0, + yScale: 1, + dx: 0, + dy: 0 + }; + if ((flags & 1) > 0) { + // The arguments are words + if ((flags & 2) > 0) { + // values are offset + component.dx = p.parseShort(); + component.dy = p.parseShort(); + } else { + // values are matched points + component.matchedPoints = [p.parseUShort(), p.parseUShort()]; + } + + } else { + // The arguments are bytes + if ((flags & 2) > 0) { + // values are offset + component.dx = p.parseChar(); + component.dy = p.parseChar(); + } else { + // values are matched points + component.matchedPoints = [p.parseByte(), p.parseByte()]; + } + } + + if ((flags & 8) > 0) { + // We have a scale + component.xScale = component.yScale = p.parseF2Dot14(); + } else if ((flags & 64) > 0) { + // We have an X / Y scale + component.xScale = p.parseF2Dot14(); + component.yScale = p.parseF2Dot14(); + } else if ((flags & 128) > 0) { + // We have a 2x2 transformation + component.xScale = p.parseF2Dot14(); + component.scale01 = p.parseF2Dot14(); + component.scale10 = p.parseF2Dot14(); + component.yScale = p.parseF2Dot14(); + } + + glyph.components.push(component); + moreComponents = !!(flags & 32); + } + if (flags & 0x100) { + // We have instructions + glyph.instructionLength = p.parseUShort(); + glyph.instructions = []; + for (var i$6 = 0; i$6 < glyph.instructionLength; i$6 += 1) { + glyph.instructions.push(p.parseByte()); + } + } + } +} + +// Transform an array of points and return a new array. +function transformPoints(points, transform) { + var newPoints = []; + for (var i = 0; i < points.length; i += 1) { + var pt = points[i]; + var newPt = { + x: transform.xScale * pt.x + transform.scale01 * pt.y + transform.dx, + y: transform.scale10 * pt.x + transform.yScale * pt.y + transform.dy, + onCurve: pt.onCurve, + lastPointOfContour: pt.lastPointOfContour + }; + newPoints.push(newPt); + } + + return newPoints; +} + +function getContours(points) { + var contours = []; + var currentContour = []; + for (var i = 0; i < points.length; i += 1) { + var pt = points[i]; + currentContour.push(pt); + if (pt.lastPointOfContour) { + contours.push(currentContour); + currentContour = []; + } + } + + check.argument(currentContour.length === 0, 'There are still points left in the current contour.'); + return contours; +} + +// Convert the TrueType glyph outline to a Path. +function getPath(points) { + var p = new Path(); + if (!points) { + return p; + } + + var contours = getContours(points); + + for (var contourIndex = 0; contourIndex < contours.length; ++contourIndex) { + var contour = contours[contourIndex]; + + var prev = null; + var curr = contour[contour.length - 1]; + var next = contour[0]; + + if (curr.onCurve) { + p.moveTo(curr.x, curr.y); + } else { + if (next.onCurve) { + p.moveTo(next.x, next.y); + } else { + // If both first and last points are off-curve, start at their middle. + var start = {x: (curr.x + next.x) * 0.5, y: (curr.y + next.y) * 0.5}; + p.moveTo(start.x, start.y); + } + } + + for (var i = 0; i < contour.length; ++i) { + prev = curr; + curr = next; + next = contour[(i + 1) % contour.length]; + + if (curr.onCurve) { + // This is a straight line. + p.lineTo(curr.x, curr.y); + } else { + var prev2 = prev; + var next2 = next; + + if (!prev.onCurve) { + prev2 = { x: (curr.x + prev.x) * 0.5, y: (curr.y + prev.y) * 0.5 }; + } + + if (!next.onCurve) { + next2 = { x: (curr.x + next.x) * 0.5, y: (curr.y + next.y) * 0.5 }; + } + + p.quadraticCurveTo(curr.x, curr.y, next2.x, next2.y); + } + } + + p.closePath(); + } + return p; +} + +function buildPath(glyphs, glyph) { + if (glyph.isComposite) { + for (var j = 0; j < glyph.components.length; j += 1) { + var component = glyph.components[j]; + var componentGlyph = glyphs.get(component.glyphIndex); + // Force the ttfGlyphLoader to parse the glyph. + componentGlyph.getPath(); + if (componentGlyph.points) { + var transformedPoints = (void 0); + if (component.matchedPoints === undefined) { + // component positioned by offset + transformedPoints = transformPoints(componentGlyph.points, component); + } else { + // component positioned by matched points + if ((component.matchedPoints[0] > glyph.points.length - 1) || + (component.matchedPoints[1] > componentGlyph.points.length - 1)) { + throw Error('Matched points out of range in ' + glyph.name); + } + var firstPt = glyph.points[component.matchedPoints[0]]; + var secondPt = componentGlyph.points[component.matchedPoints[1]]; + var transform = { + xScale: component.xScale, scale01: component.scale01, + scale10: component.scale10, yScale: component.yScale, + dx: 0, dy: 0 + }; + secondPt = transformPoints([secondPt], transform)[0]; + transform.dx = firstPt.x - secondPt.x; + transform.dy = firstPt.y - secondPt.y; + transformedPoints = transformPoints(componentGlyph.points, transform); + } + glyph.points = glyph.points.concat(transformedPoints); + } + } + } + + return getPath(glyph.points); +} + +function parseGlyfTableAll(data, start, loca, font) { + var glyphs = new glyphset.GlyphSet(font); + + // The last element of the loca table is invalid. + for (var i = 0; i < loca.length - 1; i += 1) { + var offset = loca[i]; + var nextOffset = loca[i + 1]; + if (offset !== nextOffset) { + glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath)); + } else { + glyphs.push(i, glyphset.glyphLoader(font, i)); + } + } + + return glyphs; +} + +function parseGlyfTableOnLowMemory(data, start, loca, font) { + var glyphs = new glyphset.GlyphSet(font); + + font._push = function(i) { + var offset = loca[i]; + var nextOffset = loca[i + 1]; + if (offset !== nextOffset) { + glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath)); + } else { + glyphs.push(i, glyphset.glyphLoader(font, i)); + } + }; + + return glyphs; +} + +// Parse all the glyphs according to the offsets from the `loca` table. +function parseGlyfTable(data, start, loca, font, opt) { + if (opt.lowMemory) + { return parseGlyfTableOnLowMemory(data, start, loca, font); } + else + { return parseGlyfTableAll(data, start, loca, font); } +} + +var glyf = { getPath: getPath, parse: parseGlyfTable}; + +/* A TrueType font hinting interpreter. +* +* (c) 2017 Axel Kittenberger +* +* This interpreter has been implemented according to this documentation: +* https://developer.apple.com/fonts/TrueType-Reference-Manual/RM05/Chap5.html +* +* According to the documentation F24DOT6 values are used for pixels. +* That means calculation is 1/64 pixel accurate and uses integer operations. +* However, Javascript has floating point operations by default and only +* those are available. One could make a case to simulate the 1/64 accuracy +* exactly by truncating after every division operation +* (for example with << 0) to get pixel exactly results as other TrueType +* implementations. It may make sense since some fonts are pixel optimized +* by hand using DELTAP instructions. The current implementation doesn't +* and rather uses full floating point precision. +* +* xScale, yScale and rotation is currently ignored. +* +* A few non-trivial instructions are missing as I didn't encounter yet +* a font that used them to test a possible implementation. +* +* Some fonts seem to use undocumented features regarding the twilight zone. +* Only some of them are implemented as they were encountered. +* +* The exports.DEBUG statements are removed on the minified distribution file. +*/ + +var instructionTable; +var exec; +var execGlyph; +var execComponent; + +/* +* Creates a hinting object. +* +* There ought to be exactly one +* for each truetype font that is used for hinting. +*/ +function Hinting(font) { + // the font this hinting object is for + this.font = font; + + this.getCommands = function (hPoints) { + return glyf.getPath(hPoints).commands; + }; + + // cached states + this._fpgmState = + this._prepState = + undefined; + + // errorState + // 0 ... all okay + // 1 ... had an error in a glyf, + // continue working but stop spamming + // the console + // 2 ... error at prep, stop hinting at this ppem + // 3 ... error at fpeg, stop hinting for this font at all + this._errorState = 0; +} + +/* +* Not rounding. +*/ +function roundOff(v) { + return v; +} + +/* +* Rounding to grid. +*/ +function roundToGrid(v) { + //Rounding in TT is supposed to "symmetrical around zero" + return Math.sign(v) * Math.round(Math.abs(v)); +} + +/* +* Rounding to double grid. +*/ +function roundToDoubleGrid(v) { + return Math.sign(v) * Math.round(Math.abs(v * 2)) / 2; +} + +/* +* Rounding to half grid. +*/ +function roundToHalfGrid(v) { + return Math.sign(v) * (Math.round(Math.abs(v) + 0.5) - 0.5); +} + +/* +* Rounding to up to grid. +*/ +function roundUpToGrid(v) { + return Math.sign(v) * Math.ceil(Math.abs(v)); +} + +/* +* Rounding to down to grid. +*/ +function roundDownToGrid(v) { + return Math.sign(v) * Math.floor(Math.abs(v)); +} + +/* +* Super rounding. +*/ +var roundSuper = function (v) { + var period = this.srPeriod; + var phase = this.srPhase; + var threshold = this.srThreshold; + var sign = 1; + + if (v < 0) { + v = -v; + sign = -1; + } + + v += threshold - phase; + + v = Math.trunc(v / period) * period; + + v += phase; + + // according to http://xgridfit.sourceforge.net/round.html + if (v < 0) { return phase * sign; } + + return v * sign; +}; + +/* +* Unit vector of x-axis. +*/ +var xUnitVector = { + x: 1, + + y: 0, + + axis: 'x', + + // Gets the projected distance between two points. + // o1/o2 ... if true, respective original position is used. + distance: function (p1, p2, o1, o2) { + return (o1 ? p1.xo : p1.x) - (o2 ? p2.xo : p2.x); + }, + + // Moves point p so the moved position has the same relative + // position to the moved positions of rp1 and rp2 than the + // original positions had. + // + // See APPENDIX on INTERPOLATE at the bottom of this file. + interpolate: function (p, rp1, rp2, pv) { + var do1; + var do2; + var doa1; + var doa2; + var dm1; + var dm2; + var dt; + + if (!pv || pv === this) { + do1 = p.xo - rp1.xo; + do2 = p.xo - rp2.xo; + dm1 = rp1.x - rp1.xo; + dm2 = rp2.x - rp2.xo; + doa1 = Math.abs(do1); + doa2 = Math.abs(do2); + dt = doa1 + doa2; + + if (dt === 0) { + p.x = p.xo + (dm1 + dm2) / 2; + return; + } + + p.x = p.xo + (dm1 * doa2 + dm2 * doa1) / dt; + return; + } + + do1 = pv.distance(p, rp1, true, true); + do2 = pv.distance(p, rp2, true, true); + dm1 = pv.distance(rp1, rp1, false, true); + dm2 = pv.distance(rp2, rp2, false, true); + doa1 = Math.abs(do1); + doa2 = Math.abs(do2); + dt = doa1 + doa2; + + if (dt === 0) { + xUnitVector.setRelative(p, p, (dm1 + dm2) / 2, pv, true); + return; + } + + xUnitVector.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); + }, + + // Slope of line normal to this + normalSlope: Number.NEGATIVE_INFINITY, + + // Sets the point 'p' relative to point 'rp' + // by the distance 'd'. + // + // See APPENDIX on SETRELATIVE at the bottom of this file. + // + // p ... point to set + // rp ... reference point + // d ... distance on projection vector + // pv ... projection vector (undefined = this) + // org ... if true, uses the original position of rp as reference. + setRelative: function (p, rp, d, pv, org) { + if (!pv || pv === this) { + p.x = (org ? rp.xo : rp.x) + d; + return; + } + + var rpx = org ? rp.xo : rp.x; + var rpy = org ? rp.yo : rp.y; + var rpdx = rpx + d * pv.x; + var rpdy = rpy + d * pv.y; + + p.x = rpdx + (p.y - rpdy) / pv.normalSlope; + }, + + // Slope of vector line. + slope: 0, + + // Touches the point p. + touch: function (p) { + p.xTouched = true; + }, + + // Tests if a point p is touched. + touched: function (p) { + return p.xTouched; + }, + + // Untouches the point p. + untouch: function (p) { + p.xTouched = false; + } +}; + +/* +* Unit vector of y-axis. +*/ +var yUnitVector = { + x: 0, + + y: 1, + + axis: 'y', + + // Gets the projected distance between two points. + // o1/o2 ... if true, respective original position is used. + distance: function (p1, p2, o1, o2) { + return (o1 ? p1.yo : p1.y) - (o2 ? p2.yo : p2.y); + }, + + // Moves point p so the moved position has the same relative + // position to the moved positions of rp1 and rp2 than the + // original positions had. + // + // See APPENDIX on INTERPOLATE at the bottom of this file. + interpolate: function (p, rp1, rp2, pv) { + var do1; + var do2; + var doa1; + var doa2; + var dm1; + var dm2; + var dt; + + if (!pv || pv === this) { + do1 = p.yo - rp1.yo; + do2 = p.yo - rp2.yo; + dm1 = rp1.y - rp1.yo; + dm2 = rp2.y - rp2.yo; + doa1 = Math.abs(do1); + doa2 = Math.abs(do2); + dt = doa1 + doa2; + + if (dt === 0) { + p.y = p.yo + (dm1 + dm2) / 2; + return; + } + + p.y = p.yo + (dm1 * doa2 + dm2 * doa1) / dt; + return; + } + + do1 = pv.distance(p, rp1, true, true); + do2 = pv.distance(p, rp2, true, true); + dm1 = pv.distance(rp1, rp1, false, true); + dm2 = pv.distance(rp2, rp2, false, true); + doa1 = Math.abs(do1); + doa2 = Math.abs(do2); + dt = doa1 + doa2; + + if (dt === 0) { + yUnitVector.setRelative(p, p, (dm1 + dm2) / 2, pv, true); + return; + } + + yUnitVector.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); + }, + + // Slope of line normal to this. + normalSlope: 0, + + // Sets the point 'p' relative to point 'rp' + // by the distance 'd' + // + // See APPENDIX on SETRELATIVE at the bottom of this file. + // + // p ... point to set + // rp ... reference point + // d ... distance on projection vector + // pv ... projection vector (undefined = this) + // org ... if true, uses the original position of rp as reference. + setRelative: function (p, rp, d, pv, org) { + if (!pv || pv === this) { + p.y = (org ? rp.yo : rp.y) + d; + return; + } + + var rpx = org ? rp.xo : rp.x; + var rpy = org ? rp.yo : rp.y; + var rpdx = rpx + d * pv.x; + var rpdy = rpy + d * pv.y; + + p.y = rpdy + pv.normalSlope * (p.x - rpdx); + }, + + // Slope of vector line. + slope: Number.POSITIVE_INFINITY, + + // Touches the point p. + touch: function (p) { + p.yTouched = true; + }, + + // Tests if a point p is touched. + touched: function (p) { + return p.yTouched; + }, + + // Untouches the point p. + untouch: function (p) { + p.yTouched = false; + } +}; + +Object.freeze(xUnitVector); +Object.freeze(yUnitVector); + +/* +* Creates a unit vector that is not x- or y-axis. +*/ +function UnitVector(x, y) { + this.x = x; + this.y = y; + this.axis = undefined; + this.slope = y / x; + this.normalSlope = -x / y; + Object.freeze(this); +} + +/* +* Gets the projected distance between two points. +* o1/o2 ... if true, respective original position is used. +*/ +UnitVector.prototype.distance = function(p1, p2, o1, o2) { + return ( + this.x * xUnitVector.distance(p1, p2, o1, o2) + + this.y * yUnitVector.distance(p1, p2, o1, o2) + ); +}; + +/* +* Moves point p so the moved position has the same relative +* position to the moved positions of rp1 and rp2 than the +* original positions had. +* +* See APPENDIX on INTERPOLATE at the bottom of this file. +*/ +UnitVector.prototype.interpolate = function(p, rp1, rp2, pv) { + var dm1; + var dm2; + var do1; + var do2; + var doa1; + var doa2; + var dt; + + do1 = pv.distance(p, rp1, true, true); + do2 = pv.distance(p, rp2, true, true); + dm1 = pv.distance(rp1, rp1, false, true); + dm2 = pv.distance(rp2, rp2, false, true); + doa1 = Math.abs(do1); + doa2 = Math.abs(do2); + dt = doa1 + doa2; + + if (dt === 0) { + this.setRelative(p, p, (dm1 + dm2) / 2, pv, true); + return; + } + + this.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); +}; + +/* +* Sets the point 'p' relative to point 'rp' +* by the distance 'd' +* +* See APPENDIX on SETRELATIVE at the bottom of this file. +* +* p ... point to set +* rp ... reference point +* d ... distance on projection vector +* pv ... projection vector (undefined = this) +* org ... if true, uses the original position of rp as reference. +*/ +UnitVector.prototype.setRelative = function(p, rp, d, pv, org) { + pv = pv || this; + + var rpx = org ? rp.xo : rp.x; + var rpy = org ? rp.yo : rp.y; + var rpdx = rpx + d * pv.x; + var rpdy = rpy + d * pv.y; + + var pvns = pv.normalSlope; + var fvs = this.slope; + + var px = p.x; + var py = p.y; + + p.x = (fvs * px - pvns * rpdx + rpdy - py) / (fvs - pvns); + p.y = fvs * (p.x - px) + py; +}; + +/* +* Touches the point p. +*/ +UnitVector.prototype.touch = function(p) { + p.xTouched = true; + p.yTouched = true; +}; + +/* +* Returns a unit vector with x/y coordinates. +*/ +function getUnitVector(x, y) { + var d = Math.sqrt(x * x + y * y); + + x /= d; + y /= d; + + if (x === 1 && y === 0) { return xUnitVector; } + else if (x === 0 && y === 1) { return yUnitVector; } + else { return new UnitVector(x, y); } +} + +/* +* Creates a point in the hinting engine. +*/ +function HPoint( + x, + y, + lastPointOfContour, + onCurve +) { + this.x = this.xo = Math.round(x * 64) / 64; // hinted x value and original x-value + this.y = this.yo = Math.round(y * 64) / 64; // hinted y value and original y-value + + this.lastPointOfContour = lastPointOfContour; + this.onCurve = onCurve; + this.prevPointOnContour = undefined; + this.nextPointOnContour = undefined; + this.xTouched = false; + this.yTouched = false; + + Object.preventExtensions(this); +} + +/* +* Returns the next touched point on the contour. +* +* v ... unit vector to test touch axis. +*/ +HPoint.prototype.nextTouched = function(v) { + var p = this.nextPointOnContour; + + while (!v.touched(p) && p !== this) { p = p.nextPointOnContour; } + + return p; +}; + +/* +* Returns the previous touched point on the contour +* +* v ... unit vector to test touch axis. +*/ +HPoint.prototype.prevTouched = function(v) { + var p = this.prevPointOnContour; + + while (!v.touched(p) && p !== this) { p = p.prevPointOnContour; } + + return p; +}; + +/* +* The zero point. +*/ +var HPZero = Object.freeze(new HPoint(0, 0)); + +/* +* The default state of the interpreter. +* +* Note: Freezing the defaultState and then deriving from it +* makes the V8 Javascript engine going awkward, +* so this is avoided, albeit the defaultState shouldn't +* ever change. +*/ +var defaultState = { + cvCutIn: 17 / 16, // control value cut in + deltaBase: 9, + deltaShift: 0.125, + loop: 1, // loops some instructions + minDis: 1, // minimum distance + autoFlip: true +}; + +/* +* The current state of the interpreter. +* +* env ... 'fpgm' or 'prep' or 'glyf' +* prog ... the program +*/ +function State(env, prog) { + this.env = env; + this.stack = []; + this.prog = prog; + + switch (env) { + case 'glyf' : + this.zp0 = this.zp1 = this.zp2 = 1; + this.rp0 = this.rp1 = this.rp2 = 0; + /* fall through */ + case 'prep' : + this.fv = this.pv = this.dpv = xUnitVector; + this.round = roundToGrid; + } +} + +/* +* Executes a glyph program. +* +* This does the hinting for each glyph. +* +* Returns an array of moved points. +* +* glyph: the glyph to hint +* ppem: the size the glyph is rendered for +*/ +Hinting.prototype.exec = function(glyph, ppem) { + if (typeof ppem !== 'number') { + throw new Error('Point size is not a number!'); + } + + // Received a fatal error, don't do any hinting anymore. + if (this._errorState > 2) { return; } + + var font = this.font; + var prepState = this._prepState; + + if (!prepState || prepState.ppem !== ppem) { + var fpgmState = this._fpgmState; + + if (!fpgmState) { + // Executes the fpgm state. + // This is used by fonts to define functions. + State.prototype = defaultState; + + fpgmState = + this._fpgmState = + new State('fpgm', font.tables.fpgm); + + fpgmState.funcs = [ ]; + fpgmState.font = font; + + if (exports.DEBUG) { + console.log('---EXEC FPGM---'); + fpgmState.step = -1; + } + + try { + exec(fpgmState); + } catch (e) { + console.log('Hinting error in FPGM:' + e); + this._errorState = 3; + return; + } + } + + // Executes the prep program for this ppem setting. + // This is used by fonts to set cvt values + // depending on to be rendered font size. + + State.prototype = fpgmState; + prepState = + this._prepState = + new State('prep', font.tables.prep); + + prepState.ppem = ppem; + + // Creates a copy of the cvt table + // and scales it to the current ppem setting. + var oCvt = font.tables.cvt; + if (oCvt) { + var cvt = prepState.cvt = new Array(oCvt.length); + var scale = ppem / font.unitsPerEm; + for (var c = 0; c < oCvt.length; c++) { + cvt[c] = oCvt[c] * scale; + } + } else { + prepState.cvt = []; + } + + if (exports.DEBUG) { + console.log('---EXEC PREP---'); + prepState.step = -1; + } + + try { + exec(prepState); + } catch (e) { + if (this._errorState < 2) { + console.log('Hinting error in PREP:' + e); + } + this._errorState = 2; + } + } + + if (this._errorState > 1) { return; } + + try { + return execGlyph(glyph, prepState); + } catch (e) { + if (this._errorState < 1) { + console.log('Hinting error:' + e); + console.log('Note: further hinting errors are silenced'); + } + this._errorState = 1; + return undefined; + } +}; + +/* +* Executes the hinting program for a glyph. +*/ +execGlyph = function(glyph, prepState) { + // original point positions + var xScale = prepState.ppem / prepState.font.unitsPerEm; + var yScale = xScale; + var components = glyph.components; + var contours; + var gZone; + var state; + + State.prototype = prepState; + if (!components) { + state = new State('glyf', glyph.instructions); + if (exports.DEBUG) { + console.log('---EXEC GLYPH---'); + state.step = -1; + } + execComponent(glyph, state, xScale, yScale); + gZone = state.gZone; + } else { + var font = prepState.font; + gZone = []; + contours = []; + for (var i = 0; i < components.length; i++) { + var c = components[i]; + var cg = font.glyphs.get(c.glyphIndex); + + state = new State('glyf', cg.instructions); + + if (exports.DEBUG) { + console.log('---EXEC COMP ' + i + '---'); + state.step = -1; + } + + execComponent(cg, state, xScale, yScale); + // appends the computed points to the result array + // post processes the component points + var dx = Math.round(c.dx * xScale); + var dy = Math.round(c.dy * yScale); + var gz = state.gZone; + var cc = state.contours; + for (var pi = 0; pi < gz.length; pi++) { + var p = gz[pi]; + p.xTouched = p.yTouched = false; + p.xo = p.x = p.x + dx; + p.yo = p.y = p.y + dy; + } + + var gLen = gZone.length; + gZone.push.apply(gZone, gz); + for (var j = 0; j < cc.length; j++) { + contours.push(cc[j] + gLen); + } + } + + if (glyph.instructions && !state.inhibitGridFit) { + // the composite has instructions on its own + state = new State('glyf', glyph.instructions); + + state.gZone = state.z0 = state.z1 = state.z2 = gZone; + + state.contours = contours; + + // note: HPZero cannot be used here, since + // the point might be modified + gZone.push( + new HPoint(0, 0), + new HPoint(Math.round(glyph.advanceWidth * xScale), 0) + ); + + if (exports.DEBUG) { + console.log('---EXEC COMPOSITE---'); + state.step = -1; + } + + exec(state); + + gZone.length -= 2; + } + } + + return gZone; +}; + +/* +* Executes the hinting program for a component of a multi-component glyph +* or of the glyph itself for a non-component glyph. +*/ +execComponent = function(glyph, state, xScale, yScale) +{ + var points = glyph.points || []; + var pLen = points.length; + var gZone = state.gZone = state.z0 = state.z1 = state.z2 = []; + var contours = state.contours = []; + + // Scales the original points and + // makes copies for the hinted points. + var cp; // current point + for (var i = 0; i < pLen; i++) { + cp = points[i]; + + gZone[i] = new HPoint( + cp.x * xScale, + cp.y * yScale, + cp.lastPointOfContour, + cp.onCurve + ); + } + + // Chain links the contours. + var sp; // start point + var np; // next point + + for (var i$1 = 0; i$1 < pLen; i$1++) { + cp = gZone[i$1]; + + if (!sp) { + sp = cp; + contours.push(i$1); + } + + if (cp.lastPointOfContour) { + cp.nextPointOnContour = sp; + sp.prevPointOnContour = cp; + sp = undefined; + } else { + np = gZone[i$1 + 1]; + cp.nextPointOnContour = np; + np.prevPointOnContour = cp; + } + } + + if (state.inhibitGridFit) { return; } + + if (exports.DEBUG) { + console.log('PROCESSING GLYPH', state.stack); + for (var i$2 = 0; i$2 < pLen; i$2++) { + console.log(i$2, gZone[i$2].x, gZone[i$2].y); + } + } + + gZone.push( + new HPoint(0, 0), + new HPoint(Math.round(glyph.advanceWidth * xScale), 0) + ); + + exec(state); + + // Removes the extra points. + gZone.length -= 2; + + if (exports.DEBUG) { + console.log('FINISHED GLYPH', state.stack); + for (var i$3 = 0; i$3 < pLen; i$3++) { + console.log(i$3, gZone[i$3].x, gZone[i$3].y); + } + } +}; + +/* +* Executes the program loaded in state. +*/ +exec = function(state) { + var prog = state.prog; + + if (!prog) { return; } + + var pLen = prog.length; + var ins; + + for (state.ip = 0; state.ip < pLen; state.ip++) { + if (exports.DEBUG) { state.step++; } + ins = instructionTable[prog[state.ip]]; + + if (!ins) { + throw new Error( + 'unknown instruction: 0x' + + Number(prog[state.ip]).toString(16) + ); + } + + ins(state); + + // very extensive debugging for each step + /* + if (exports.DEBUG) { + var da; + if (state.gZone) { + da = []; + for (let i = 0; i < state.gZone.length; i++) + { + da.push(i + ' ' + + state.gZone[i].x * 64 + ' ' + + state.gZone[i].y * 64 + ' ' + + (state.gZone[i].xTouched ? 'x' : '') + + (state.gZone[i].yTouched ? 'y' : '') + ); + } + console.log('GZ', da); + } + + if (state.tZone) { + da = []; + for (let i = 0; i < state.tZone.length; i++) { + da.push(i + ' ' + + state.tZone[i].x * 64 + ' ' + + state.tZone[i].y * 64 + ' ' + + (state.tZone[i].xTouched ? 'x' : '') + + (state.tZone[i].yTouched ? 'y' : '') + ); + } + console.log('TZ', da); + } + + if (state.stack.length > 10) { + console.log( + state.stack.length, + '...', state.stack.slice(state.stack.length - 10) + ); + } else { + console.log(state.stack.length, state.stack); + } + } + */ + } +}; + +/* +* Initializes the twilight zone. +* +* This is only done if a SZPx instruction +* refers to the twilight zone. +*/ +function initTZone(state) +{ + var tZone = state.tZone = new Array(state.gZone.length); + + // no idea if this is actually correct... + for (var i = 0; i < tZone.length; i++) + { + tZone[i] = new HPoint(0, 0); + } +} + +/* +* Skips the instruction pointer ahead over an IF/ELSE block. +* handleElse .. if true breaks on matching ELSE +*/ +function skip(state, handleElse) +{ + var prog = state.prog; + var ip = state.ip; + var nesting = 1; + var ins; + + do { + ins = prog[++ip]; + if (ins === 0x58) // IF + { nesting++; } + else if (ins === 0x59) // EIF + { nesting--; } + else if (ins === 0x40) // NPUSHB + { ip += prog[ip + 1] + 1; } + else if (ins === 0x41) // NPUSHW + { ip += 2 * prog[ip + 1] + 1; } + else if (ins >= 0xB0 && ins <= 0xB7) // PUSHB + { ip += ins - 0xB0 + 1; } + else if (ins >= 0xB8 && ins <= 0xBF) // PUSHW + { ip += (ins - 0xB8 + 1) * 2; } + else if (handleElse && nesting === 1 && ins === 0x1B) // ELSE + { break; } + } while (nesting > 0); + + state.ip = ip; +} + +/*----------------------------------------------------------* +* And then a lot of instructions... * +*----------------------------------------------------------*/ + +// SVTCA[a] Set freedom and projection Vectors To Coordinate Axis +// 0x00-0x01 +function SVTCA(v, state) { + if (exports.DEBUG) { console.log(state.step, 'SVTCA[' + v.axis + ']'); } + + state.fv = state.pv = state.dpv = v; +} + +// SPVTCA[a] Set Projection Vector to Coordinate Axis +// 0x02-0x03 +function SPVTCA(v, state) { + if (exports.DEBUG) { console.log(state.step, 'SPVTCA[' + v.axis + ']'); } + + state.pv = state.dpv = v; +} + +// SFVTCA[a] Set Freedom Vector to Coordinate Axis +// 0x04-0x05 +function SFVTCA(v, state) { + if (exports.DEBUG) { console.log(state.step, 'SFVTCA[' + v.axis + ']'); } + + state.fv = v; +} + +// SPVTL[a] Set Projection Vector To Line +// 0x06-0x07 +function SPVTL(a, state) { + var stack = state.stack; + var p2i = stack.pop(); + var p1i = stack.pop(); + var p2 = state.z2[p2i]; + var p1 = state.z1[p1i]; + + if (exports.DEBUG) { console.log('SPVTL[' + a + ']', p2i, p1i); } + + var dx; + var dy; + + if (!a) { + dx = p1.x - p2.x; + dy = p1.y - p2.y; + } else { + dx = p2.y - p1.y; + dy = p1.x - p2.x; + } + + state.pv = state.dpv = getUnitVector(dx, dy); +} + +// SFVTL[a] Set Freedom Vector To Line +// 0x08-0x09 +function SFVTL(a, state) { + var stack = state.stack; + var p2i = stack.pop(); + var p1i = stack.pop(); + var p2 = state.z2[p2i]; + var p1 = state.z1[p1i]; + + if (exports.DEBUG) { console.log('SFVTL[' + a + ']', p2i, p1i); } + + var dx; + var dy; + + if (!a) { + dx = p1.x - p2.x; + dy = p1.y - p2.y; + } else { + dx = p2.y - p1.y; + dy = p1.x - p2.x; + } + + state.fv = getUnitVector(dx, dy); +} + +// SPVFS[] Set Projection Vector From Stack +// 0x0A +function SPVFS(state) { + var stack = state.stack; + var y = stack.pop(); + var x = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SPVFS[]', y, x); } + + state.pv = state.dpv = getUnitVector(x, y); +} + +// SFVFS[] Set Freedom Vector From Stack +// 0x0B +function SFVFS(state) { + var stack = state.stack; + var y = stack.pop(); + var x = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SPVFS[]', y, x); } + + state.fv = getUnitVector(x, y); +} + +// GPV[] Get Projection Vector +// 0x0C +function GPV(state) { + var stack = state.stack; + var pv = state.pv; + + if (exports.DEBUG) { console.log(state.step, 'GPV[]'); } + + stack.push(pv.x * 0x4000); + stack.push(pv.y * 0x4000); +} + +// GFV[] Get Freedom Vector +// 0x0C +function GFV(state) { + var stack = state.stack; + var fv = state.fv; + + if (exports.DEBUG) { console.log(state.step, 'GFV[]'); } + + stack.push(fv.x * 0x4000); + stack.push(fv.y * 0x4000); +} + +// SFVTPV[] Set Freedom Vector To Projection Vector +// 0x0E +function SFVTPV(state) { + state.fv = state.pv; + + if (exports.DEBUG) { console.log(state.step, 'SFVTPV[]'); } +} + +// ISECT[] moves point p to the InterSECTion of two lines +// 0x0F +function ISECT(state) +{ + var stack = state.stack; + var pa0i = stack.pop(); + var pa1i = stack.pop(); + var pb0i = stack.pop(); + var pb1i = stack.pop(); + var pi = stack.pop(); + var z0 = state.z0; + var z1 = state.z1; + var pa0 = z0[pa0i]; + var pa1 = z0[pa1i]; + var pb0 = z1[pb0i]; + var pb1 = z1[pb1i]; + var p = state.z2[pi]; + + if (exports.DEBUG) { console.log('ISECT[], ', pa0i, pa1i, pb0i, pb1i, pi); } + + // math from + // en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line + + var x1 = pa0.x; + var y1 = pa0.y; + var x2 = pa1.x; + var y2 = pa1.y; + var x3 = pb0.x; + var y3 = pb0.y; + var x4 = pb1.x; + var y4 = pb1.y; + + var div = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); + var f1 = x1 * y2 - y1 * x2; + var f2 = x3 * y4 - y3 * x4; + + p.x = (f1 * (x3 - x4) - f2 * (x1 - x2)) / div; + p.y = (f1 * (y3 - y4) - f2 * (y1 - y2)) / div; +} + +// SRP0[] Set Reference Point 0 +// 0x10 +function SRP0(state) { + state.rp0 = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SRP0[]', state.rp0); } +} + +// SRP1[] Set Reference Point 1 +// 0x11 +function SRP1(state) { + state.rp1 = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SRP1[]', state.rp1); } +} + +// SRP1[] Set Reference Point 2 +// 0x12 +function SRP2(state) { + state.rp2 = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SRP2[]', state.rp2); } +} + +// SZP0[] Set Zone Pointer 0 +// 0x13 +function SZP0(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SZP0[]', n); } + + state.zp0 = n; + + switch (n) { + case 0: + if (!state.tZone) { initTZone(state); } + state.z0 = state.tZone; + break; + case 1 : + state.z0 = state.gZone; + break; + default : + throw new Error('Invalid zone pointer'); + } +} + +// SZP1[] Set Zone Pointer 1 +// 0x14 +function SZP1(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SZP1[]', n); } + + state.zp1 = n; + + switch (n) { + case 0: + if (!state.tZone) { initTZone(state); } + state.z1 = state.tZone; + break; + case 1 : + state.z1 = state.gZone; + break; + default : + throw new Error('Invalid zone pointer'); + } +} + +// SZP2[] Set Zone Pointer 2 +// 0x15 +function SZP2(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SZP2[]', n); } + + state.zp2 = n; + + switch (n) { + case 0: + if (!state.tZone) { initTZone(state); } + state.z2 = state.tZone; + break; + case 1 : + state.z2 = state.gZone; + break; + default : + throw new Error('Invalid zone pointer'); + } +} + +// SZPS[] Set Zone PointerS +// 0x16 +function SZPS(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SZPS[]', n); } + + state.zp0 = state.zp1 = state.zp2 = n; + + switch (n) { + case 0: + if (!state.tZone) { initTZone(state); } + state.z0 = state.z1 = state.z2 = state.tZone; + break; + case 1 : + state.z0 = state.z1 = state.z2 = state.gZone; + break; + default : + throw new Error('Invalid zone pointer'); + } +} + +// SLOOP[] Set LOOP variable +// 0x17 +function SLOOP(state) { + state.loop = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SLOOP[]', state.loop); } +} + +// RTG[] Round To Grid +// 0x18 +function RTG(state) { + if (exports.DEBUG) { console.log(state.step, 'RTG[]'); } + + state.round = roundToGrid; +} + +// RTHG[] Round To Half Grid +// 0x19 +function RTHG(state) { + if (exports.DEBUG) { console.log(state.step, 'RTHG[]'); } + + state.round = roundToHalfGrid; +} + +// SMD[] Set Minimum Distance +// 0x1A +function SMD(state) { + var d = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SMD[]', d); } + + state.minDis = d / 0x40; +} + +// ELSE[] ELSE clause +// 0x1B +function ELSE(state) { + // This instruction has been reached by executing a then branch + // so it just skips ahead until matching EIF. + // + // In case the IF was negative the IF[] instruction already + // skipped forward over the ELSE[] + + if (exports.DEBUG) { console.log(state.step, 'ELSE[]'); } + + skip(state, false); +} + +// JMPR[] JuMP Relative +// 0x1C +function JMPR(state) { + var o = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'JMPR[]', o); } + + // A jump by 1 would do nothing. + state.ip += o - 1; +} + +// SCVTCI[] Set Control Value Table Cut-In +// 0x1D +function SCVTCI(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SCVTCI[]', n); } + + state.cvCutIn = n / 0x40; +} + +// DUP[] DUPlicate top stack element +// 0x20 +function DUP(state) { + var stack = state.stack; + + if (exports.DEBUG) { console.log(state.step, 'DUP[]'); } + + stack.push(stack[stack.length - 1]); +} + +// POP[] POP top stack element +// 0x21 +function POP(state) { + if (exports.DEBUG) { console.log(state.step, 'POP[]'); } + + state.stack.pop(); +} + +// CLEAR[] CLEAR the stack +// 0x22 +function CLEAR(state) { + if (exports.DEBUG) { console.log(state.step, 'CLEAR[]'); } + + state.stack.length = 0; +} + +// SWAP[] SWAP the top two elements on the stack +// 0x23 +function SWAP(state) { + var stack = state.stack; + + var a = stack.pop(); + var b = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SWAP[]'); } + + stack.push(a); + stack.push(b); +} + +// DEPTH[] DEPTH of the stack +// 0x24 +function DEPTH(state) { + var stack = state.stack; + + if (exports.DEBUG) { console.log(state.step, 'DEPTH[]'); } + + stack.push(stack.length); +} + +// LOOPCALL[] LOOPCALL function +// 0x2A +function LOOPCALL(state) { + var stack = state.stack; + var fn = stack.pop(); + var c = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'LOOPCALL[]', fn, c); } + + // saves callers program + var cip = state.ip; + var cprog = state.prog; + + state.prog = state.funcs[fn]; + + // executes the function + for (var i = 0; i < c; i++) { + exec(state); + + if (exports.DEBUG) { console.log( + ++state.step, + i + 1 < c ? 'next loopcall' : 'done loopcall', + i + ); } + } + + // restores the callers program + state.ip = cip; + state.prog = cprog; +} + +// CALL[] CALL function +// 0x2B +function CALL(state) { + var fn = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'CALL[]', fn); } + + // saves callers program + var cip = state.ip; + var cprog = state.prog; + + state.prog = state.funcs[fn]; + + // executes the function + exec(state); + + // restores the callers program + state.ip = cip; + state.prog = cprog; + + if (exports.DEBUG) { console.log(++state.step, 'returning from', fn); } +} + +// CINDEX[] Copy the INDEXed element to the top of the stack +// 0x25 +function CINDEX(state) { + var stack = state.stack; + var k = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'CINDEX[]', k); } + + // In case of k == 1, it copies the last element after popping + // thus stack.length - k. + stack.push(stack[stack.length - k]); +} + +// MINDEX[] Move the INDEXed element to the top of the stack +// 0x26 +function MINDEX(state) { + var stack = state.stack; + var k = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'MINDEX[]', k); } + + stack.push(stack.splice(stack.length - k, 1)[0]); +} + +// FDEF[] Function DEFinition +// 0x2C +function FDEF(state) { + if (state.env !== 'fpgm') { throw new Error('FDEF not allowed here'); } + var stack = state.stack; + var prog = state.prog; + var ip = state.ip; + + var fn = stack.pop(); + var ipBegin = ip; + + if (exports.DEBUG) { console.log(state.step, 'FDEF[]', fn); } + + while (prog[++ip] !== 0x2D){ } + + state.ip = ip; + state.funcs[fn] = prog.slice(ipBegin + 1, ip); +} + +// MDAP[a] Move Direct Absolute Point +// 0x2E-0x2F +function MDAP(round, state) { + var pi = state.stack.pop(); + var p = state.z0[pi]; + var fv = state.fv; + var pv = state.pv; + + if (exports.DEBUG) { console.log(state.step, 'MDAP[' + round + ']', pi); } + + var d = pv.distance(p, HPZero); + + if (round) { d = state.round(d); } + + fv.setRelative(p, HPZero, d, pv); + fv.touch(p); + + state.rp0 = state.rp1 = pi; +} + +// IUP[a] Interpolate Untouched Points through the outline +// 0x30 +function IUP(v, state) { + var z2 = state.z2; + var pLen = z2.length - 2; + var cp; + var pp; + var np; + + if (exports.DEBUG) { console.log(state.step, 'IUP[' + v.axis + ']'); } + + for (var i = 0; i < pLen; i++) { + cp = z2[i]; // current point + + // if this point has been touched go on + if (v.touched(cp)) { continue; } + + pp = cp.prevTouched(v); + + // no point on the contour has been touched? + if (pp === cp) { continue; } + + np = cp.nextTouched(v); + + if (pp === np) { + // only one point on the contour has been touched + // so simply moves the point like that + + v.setRelative(cp, cp, v.distance(pp, pp, false, true), v, true); + } + + v.interpolate(cp, pp, np, v); + } +} + +// SHP[] SHift Point using reference point +// 0x32-0x33 +function SHP(a, state) { + var stack = state.stack; + var rpi = a ? state.rp1 : state.rp2; + var rp = (a ? state.z0 : state.z1)[rpi]; + var fv = state.fv; + var pv = state.pv; + var loop = state.loop; + var z2 = state.z2; + + while (loop--) + { + var pi = stack.pop(); + var p = z2[pi]; + + var d = pv.distance(rp, rp, false, true); + fv.setRelative(p, p, d, pv); + fv.touch(p); + + if (exports.DEBUG) { + console.log( + state.step, + (state.loop > 1 ? + 'loop ' + (state.loop - loop) + ': ' : + '' + ) + + 'SHP[' + (a ? 'rp1' : 'rp2') + ']', pi + ); + } + } + + state.loop = 1; +} + +// SHC[] SHift Contour using reference point +// 0x36-0x37 +function SHC(a, state) { + var stack = state.stack; + var rpi = a ? state.rp1 : state.rp2; + var rp = (a ? state.z0 : state.z1)[rpi]; + var fv = state.fv; + var pv = state.pv; + var ci = stack.pop(); + var sp = state.z2[state.contours[ci]]; + var p = sp; + + if (exports.DEBUG) { console.log(state.step, 'SHC[' + a + ']', ci); } + + var d = pv.distance(rp, rp, false, true); + + do { + if (p !== rp) { fv.setRelative(p, p, d, pv); } + p = p.nextPointOnContour; + } while (p !== sp); +} + +// SHZ[] SHift Zone using reference point +// 0x36-0x37 +function SHZ(a, state) { + var stack = state.stack; + var rpi = a ? state.rp1 : state.rp2; + var rp = (a ? state.z0 : state.z1)[rpi]; + var fv = state.fv; + var pv = state.pv; + + var e = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SHZ[' + a + ']', e); } + + var z; + switch (e) { + case 0 : z = state.tZone; break; + case 1 : z = state.gZone; break; + default : throw new Error('Invalid zone'); + } + + var p; + var d = pv.distance(rp, rp, false, true); + var pLen = z.length - 2; + for (var i = 0; i < pLen; i++) + { + p = z[i]; + fv.setRelative(p, p, d, pv); + //if (p !== rp) fv.setRelative(p, p, d, pv); + } +} + +// SHPIX[] SHift point by a PIXel amount +// 0x38 +function SHPIX(state) { + var stack = state.stack; + var loop = state.loop; + var fv = state.fv; + var d = stack.pop() / 0x40; + var z2 = state.z2; + + while (loop--) { + var pi = stack.pop(); + var p = z2[pi]; + + if (exports.DEBUG) { + console.log( + state.step, + (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + + 'SHPIX[]', pi, d + ); + } + + fv.setRelative(p, p, d); + fv.touch(p); + } + + state.loop = 1; +} + +// IP[] Interpolate Point +// 0x39 +function IP(state) { + var stack = state.stack; + var rp1i = state.rp1; + var rp2i = state.rp2; + var loop = state.loop; + var rp1 = state.z0[rp1i]; + var rp2 = state.z1[rp2i]; + var fv = state.fv; + var pv = state.dpv; + var z2 = state.z2; + + while (loop--) { + var pi = stack.pop(); + var p = z2[pi]; + + if (exports.DEBUG) { + console.log( + state.step, + (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + + 'IP[]', pi, rp1i, '<->', rp2i + ); + } + + fv.interpolate(p, rp1, rp2, pv); + + fv.touch(p); + } + + state.loop = 1; +} + +// MSIRP[a] Move Stack Indirect Relative Point +// 0x3A-0x3B +function MSIRP(a, state) { + var stack = state.stack; + var d = stack.pop() / 64; + var pi = stack.pop(); + var p = state.z1[pi]; + var rp0 = state.z0[state.rp0]; + var fv = state.fv; + var pv = state.pv; + + fv.setRelative(p, rp0, d, pv); + fv.touch(p); + + if (exports.DEBUG) { console.log(state.step, 'MSIRP[' + a + ']', d, pi); } + + state.rp1 = state.rp0; + state.rp2 = pi; + if (a) { state.rp0 = pi; } +} + +// ALIGNRP[] Align to reference point. +// 0x3C +function ALIGNRP(state) { + var stack = state.stack; + var rp0i = state.rp0; + var rp0 = state.z0[rp0i]; + var loop = state.loop; + var fv = state.fv; + var pv = state.pv; + var z1 = state.z1; + + while (loop--) { + var pi = stack.pop(); + var p = z1[pi]; + + if (exports.DEBUG) { + console.log( + state.step, + (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + + 'ALIGNRP[]', pi + ); + } + + fv.setRelative(p, rp0, 0, pv); + fv.touch(p); + } + + state.loop = 1; +} + +// RTG[] Round To Double Grid +// 0x3D +function RTDG(state) { + if (exports.DEBUG) { console.log(state.step, 'RTDG[]'); } + + state.round = roundToDoubleGrid; +} + +// MIAP[a] Move Indirect Absolute Point +// 0x3E-0x3F +function MIAP(round, state) { + var stack = state.stack; + var n = stack.pop(); + var pi = stack.pop(); + var p = state.z0[pi]; + var fv = state.fv; + var pv = state.pv; + var cv = state.cvt[n]; + + if (exports.DEBUG) { + console.log( + state.step, + 'MIAP[' + round + ']', + n, '(', cv, ')', pi + ); + } + + var d = pv.distance(p, HPZero); + + if (round) { + if (Math.abs(d - cv) < state.cvCutIn) { d = cv; } + + d = state.round(d); + } + + fv.setRelative(p, HPZero, d, pv); + + if (state.zp0 === 0) { + p.xo = p.x; + p.yo = p.y; + } + + fv.touch(p); + + state.rp0 = state.rp1 = pi; +} + +// NPUSB[] PUSH N Bytes +// 0x40 +function NPUSHB(state) { + var prog = state.prog; + var ip = state.ip; + var stack = state.stack; + + var n = prog[++ip]; + + if (exports.DEBUG) { console.log(state.step, 'NPUSHB[]', n); } + + for (var i = 0; i < n; i++) { stack.push(prog[++ip]); } + + state.ip = ip; +} + +// NPUSHW[] PUSH N Words +// 0x41 +function NPUSHW(state) { + var ip = state.ip; + var prog = state.prog; + var stack = state.stack; + var n = prog[++ip]; + + if (exports.DEBUG) { console.log(state.step, 'NPUSHW[]', n); } + + for (var i = 0; i < n; i++) { + var w = (prog[++ip] << 8) | prog[++ip]; + if (w & 0x8000) { w = -((w ^ 0xffff) + 1); } + stack.push(w); + } + + state.ip = ip; +} + +// WS[] Write Store +// 0x42 +function WS(state) { + var stack = state.stack; + var store = state.store; + + if (!store) { store = state.store = []; } + + var v = stack.pop(); + var l = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'WS', v, l); } + + store[l] = v; +} + +// RS[] Read Store +// 0x43 +function RS(state) { + var stack = state.stack; + var store = state.store; + + var l = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'RS', l); } + + var v = (store && store[l]) || 0; + + stack.push(v); +} + +// WCVTP[] Write Control Value Table in Pixel units +// 0x44 +function WCVTP(state) { + var stack = state.stack; + + var v = stack.pop(); + var l = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'WCVTP', v, l); } + + state.cvt[l] = v / 0x40; +} + +// RCVT[] Read Control Value Table entry +// 0x45 +function RCVT(state) { + var stack = state.stack; + var cvte = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'RCVT', cvte); } + + stack.push(state.cvt[cvte] * 0x40); +} + +// GC[] Get Coordinate projected onto the projection vector +// 0x46-0x47 +function GC(a, state) { + var stack = state.stack; + var pi = stack.pop(); + var p = state.z2[pi]; + + if (exports.DEBUG) { console.log(state.step, 'GC[' + a + ']', pi); } + + stack.push(state.dpv.distance(p, HPZero, a, false) * 0x40); +} + +// MD[a] Measure Distance +// 0x49-0x4A +function MD(a, state) { + var stack = state.stack; + var pi2 = stack.pop(); + var pi1 = stack.pop(); + var p2 = state.z1[pi2]; + var p1 = state.z0[pi1]; + var d = state.dpv.distance(p1, p2, a, a); + + if (exports.DEBUG) { console.log(state.step, 'MD[' + a + ']', pi2, pi1, '->', d); } + + state.stack.push(Math.round(d * 64)); +} + +// MPPEM[] Measure Pixels Per EM +// 0x4B +function MPPEM(state) { + if (exports.DEBUG) { console.log(state.step, 'MPPEM[]'); } + state.stack.push(state.ppem); +} + +// FLIPON[] set the auto FLIP Boolean to ON +// 0x4D +function FLIPON(state) { + if (exports.DEBUG) { console.log(state.step, 'FLIPON[]'); } + state.autoFlip = true; +} + +// LT[] Less Than +// 0x50 +function LT(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'LT[]', e2, e1); } + + stack.push(e1 < e2 ? 1 : 0); +} + +// LTEQ[] Less Than or EQual +// 0x53 +function LTEQ(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'LTEQ[]', e2, e1); } + + stack.push(e1 <= e2 ? 1 : 0); +} + +// GTEQ[] Greater Than +// 0x52 +function GT(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'GT[]', e2, e1); } + + stack.push(e1 > e2 ? 1 : 0); +} + +// GTEQ[] Greater Than or EQual +// 0x53 +function GTEQ(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'GTEQ[]', e2, e1); } + + stack.push(e1 >= e2 ? 1 : 0); +} + +// EQ[] EQual +// 0x54 +function EQ(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'EQ[]', e2, e1); } + + stack.push(e2 === e1 ? 1 : 0); +} + +// NEQ[] Not EQual +// 0x55 +function NEQ(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'NEQ[]', e2, e1); } + + stack.push(e2 !== e1 ? 1 : 0); +} + +// ODD[] ODD +// 0x56 +function ODD(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'ODD[]', n); } + + stack.push(Math.trunc(n) % 2 ? 1 : 0); +} + +// EVEN[] EVEN +// 0x57 +function EVEN(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'EVEN[]', n); } + + stack.push(Math.trunc(n) % 2 ? 0 : 1); +} + +// IF[] IF test +// 0x58 +function IF(state) { + var test = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'IF[]', test); } + + // if test is true it just continues + // if not the ip is skipped until matching ELSE or EIF + if (!test) { + skip(state, true); + + if (exports.DEBUG) { console.log(state.step, 'EIF[]'); } + } +} + +// EIF[] End IF +// 0x59 +function EIF(state) { + // this can be reached normally when + // executing an else branch. + // -> just ignore it + + if (exports.DEBUG) { console.log(state.step, 'EIF[]'); } +} + +// AND[] logical AND +// 0x5A +function AND(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'AND[]', e2, e1); } + + stack.push(e2 && e1 ? 1 : 0); +} + +// OR[] logical OR +// 0x5B +function OR(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'OR[]', e2, e1); } + + stack.push(e2 || e1 ? 1 : 0); +} + +// NOT[] logical NOT +// 0x5C +function NOT(state) { + var stack = state.stack; + var e = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'NOT[]', e); } + + stack.push(e ? 0 : 1); +} + +// DELTAP1[] DELTA exception P1 +// DELTAP2[] DELTA exception P2 +// DELTAP3[] DELTA exception P3 +// 0x5D, 0x71, 0x72 +function DELTAP123(b, state) { + var stack = state.stack; + var n = stack.pop(); + var fv = state.fv; + var pv = state.pv; + var ppem = state.ppem; + var base = state.deltaBase + (b - 1) * 16; + var ds = state.deltaShift; + var z0 = state.z0; + + if (exports.DEBUG) { console.log(state.step, 'DELTAP[' + b + ']', n, stack); } + + for (var i = 0; i < n; i++) { + var pi = stack.pop(); + var arg = stack.pop(); + var appem = base + ((arg & 0xF0) >> 4); + if (appem !== ppem) { continue; } + + var mag = (arg & 0x0F) - 8; + if (mag >= 0) { mag++; } + if (exports.DEBUG) { console.log(state.step, 'DELTAPFIX', pi, 'by', mag * ds); } + + var p = z0[pi]; + fv.setRelative(p, p, mag * ds, pv); + } +} + +// SDB[] Set Delta Base in the graphics state +// 0x5E +function SDB(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SDB[]', n); } + + state.deltaBase = n; +} + +// SDS[] Set Delta Shift in the graphics state +// 0x5F +function SDS(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SDS[]', n); } + + state.deltaShift = Math.pow(0.5, n); +} + +// ADD[] ADD +// 0x60 +function ADD(state) { + var stack = state.stack; + var n2 = stack.pop(); + var n1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'ADD[]', n2, n1); } + + stack.push(n1 + n2); +} + +// SUB[] SUB +// 0x61 +function SUB(state) { + var stack = state.stack; + var n2 = stack.pop(); + var n1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SUB[]', n2, n1); } + + stack.push(n1 - n2); +} + +// DIV[] DIV +// 0x62 +function DIV(state) { + var stack = state.stack; + var n2 = stack.pop(); + var n1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'DIV[]', n2, n1); } + + stack.push(n1 * 64 / n2); +} + +// MUL[] MUL +// 0x63 +function MUL(state) { + var stack = state.stack; + var n2 = stack.pop(); + var n1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'MUL[]', n2, n1); } + + stack.push(n1 * n2 / 64); +} + +// ABS[] ABSolute value +// 0x64 +function ABS(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'ABS[]', n); } + + stack.push(Math.abs(n)); +} + +// NEG[] NEGate +// 0x65 +function NEG(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'NEG[]', n); } + + stack.push(-n); +} + +// FLOOR[] FLOOR +// 0x66 +function FLOOR(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'FLOOR[]', n); } + + stack.push(Math.floor(n / 0x40) * 0x40); +} + +// CEILING[] CEILING +// 0x67 +function CEILING(state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'CEILING[]', n); } + + stack.push(Math.ceil(n / 0x40) * 0x40); +} + +// ROUND[ab] ROUND value +// 0x68-0x6B +function ROUND(dt, state) { + var stack = state.stack; + var n = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'ROUND[]'); } + + stack.push(state.round(n / 0x40) * 0x40); +} + +// WCVTF[] Write Control Value Table in Funits +// 0x70 +function WCVTF(state) { + var stack = state.stack; + var v = stack.pop(); + var l = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'WCVTF[]', v, l); } + + state.cvt[l] = v * state.ppem / state.font.unitsPerEm; +} + +// DELTAC1[] DELTA exception C1 +// DELTAC2[] DELTA exception C2 +// DELTAC3[] DELTA exception C3 +// 0x73, 0x74, 0x75 +function DELTAC123(b, state) { + var stack = state.stack; + var n = stack.pop(); + var ppem = state.ppem; + var base = state.deltaBase + (b - 1) * 16; + var ds = state.deltaShift; + + if (exports.DEBUG) { console.log(state.step, 'DELTAC[' + b + ']', n, stack); } + + for (var i = 0; i < n; i++) { + var c = stack.pop(); + var arg = stack.pop(); + var appem = base + ((arg & 0xF0) >> 4); + if (appem !== ppem) { continue; } + + var mag = (arg & 0x0F) - 8; + if (mag >= 0) { mag++; } + + var delta = mag * ds; + + if (exports.DEBUG) { console.log(state.step, 'DELTACFIX', c, 'by', delta); } + + state.cvt[c] += delta; + } +} + +// SROUND[] Super ROUND +// 0x76 +function SROUND(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'SROUND[]', n); } + + state.round = roundSuper; + + var period; + + switch (n & 0xC0) { + case 0x00: + period = 0.5; + break; + case 0x40: + period = 1; + break; + case 0x80: + period = 2; + break; + default: + throw new Error('invalid SROUND value'); + } + + state.srPeriod = period; + + switch (n & 0x30) { + case 0x00: + state.srPhase = 0; + break; + case 0x10: + state.srPhase = 0.25 * period; + break; + case 0x20: + state.srPhase = 0.5 * period; + break; + case 0x30: + state.srPhase = 0.75 * period; + break; + default: throw new Error('invalid SROUND value'); + } + + n &= 0x0F; + + if (n === 0) { state.srThreshold = 0; } + else { state.srThreshold = (n / 8 - 0.5) * period; } +} + +// S45ROUND[] Super ROUND 45 degrees +// 0x77 +function S45ROUND(state) { + var n = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'S45ROUND[]', n); } + + state.round = roundSuper; + + var period; + + switch (n & 0xC0) { + case 0x00: + period = Math.sqrt(2) / 2; + break; + case 0x40: + period = Math.sqrt(2); + break; + case 0x80: + period = 2 * Math.sqrt(2); + break; + default: + throw new Error('invalid S45ROUND value'); + } + + state.srPeriod = period; + + switch (n & 0x30) { + case 0x00: + state.srPhase = 0; + break; + case 0x10: + state.srPhase = 0.25 * period; + break; + case 0x20: + state.srPhase = 0.5 * period; + break; + case 0x30: + state.srPhase = 0.75 * period; + break; + default: + throw new Error('invalid S45ROUND value'); + } + + n &= 0x0F; + + if (n === 0) { state.srThreshold = 0; } + else { state.srThreshold = (n / 8 - 0.5) * period; } +} + +// ROFF[] Round Off +// 0x7A +function ROFF(state) { + if (exports.DEBUG) { console.log(state.step, 'ROFF[]'); } + + state.round = roundOff; +} + +// RUTG[] Round Up To Grid +// 0x7C +function RUTG(state) { + if (exports.DEBUG) { console.log(state.step, 'RUTG[]'); } + + state.round = roundUpToGrid; +} + +// RDTG[] Round Down To Grid +// 0x7D +function RDTG(state) { + if (exports.DEBUG) { console.log(state.step, 'RDTG[]'); } + + state.round = roundDownToGrid; +} + +// SCANCTRL[] SCAN conversion ConTRoL +// 0x85 +function SCANCTRL(state) { + var n = state.stack.pop(); + + // ignored by opentype.js + + if (exports.DEBUG) { console.log(state.step, 'SCANCTRL[]', n); } +} + +// SDPVTL[a] Set Dual Projection Vector To Line +// 0x86-0x87 +function SDPVTL(a, state) { + var stack = state.stack; + var p2i = stack.pop(); + var p1i = stack.pop(); + var p2 = state.z2[p2i]; + var p1 = state.z1[p1i]; + + if (exports.DEBUG) { console.log(state.step, 'SDPVTL[' + a + ']', p2i, p1i); } + + var dx; + var dy; + + if (!a) { + dx = p1.x - p2.x; + dy = p1.y - p2.y; + } else { + dx = p2.y - p1.y; + dy = p1.x - p2.x; + } + + state.dpv = getUnitVector(dx, dy); +} + +// GETINFO[] GET INFOrmation +// 0x88 +function GETINFO(state) { + var stack = state.stack; + var sel = stack.pop(); + var r = 0; + + if (exports.DEBUG) { console.log(state.step, 'GETINFO[]', sel); } + + // v35 as in no subpixel hinting + if (sel & 0x01) { r = 35; } + + // TODO rotation and stretch currently not supported + // and thus those GETINFO are always 0. + + // opentype.js is always gray scaling + if (sel & 0x20) { r |= 0x1000; } + + stack.push(r); +} + +// ROLL[] ROLL the top three stack elements +// 0x8A +function ROLL(state) { + var stack = state.stack; + var a = stack.pop(); + var b = stack.pop(); + var c = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'ROLL[]'); } + + stack.push(b); + stack.push(a); + stack.push(c); +} + +// MAX[] MAXimum of top two stack elements +// 0x8B +function MAX(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'MAX[]', e2, e1); } + + stack.push(Math.max(e1, e2)); +} + +// MIN[] MINimum of top two stack elements +// 0x8C +function MIN(state) { + var stack = state.stack; + var e2 = stack.pop(); + var e1 = stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'MIN[]', e2, e1); } + + stack.push(Math.min(e1, e2)); +} + +// SCANTYPE[] SCANTYPE +// 0x8D +function SCANTYPE(state) { + var n = state.stack.pop(); + // ignored by opentype.js + if (exports.DEBUG) { console.log(state.step, 'SCANTYPE[]', n); } +} + +// INSTCTRL[] INSTCTRL +// 0x8D +function INSTCTRL(state) { + var s = state.stack.pop(); + var v = state.stack.pop(); + + if (exports.DEBUG) { console.log(state.step, 'INSTCTRL[]', s, v); } + + switch (s) { + case 1 : state.inhibitGridFit = !!v; return; + case 2 : state.ignoreCvt = !!v; return; + default: throw new Error('invalid INSTCTRL[] selector'); + } +} + +// PUSHB[abc] PUSH Bytes +// 0xB0-0xB7 +function PUSHB(n, state) { + var stack = state.stack; + var prog = state.prog; + var ip = state.ip; + + if (exports.DEBUG) { console.log(state.step, 'PUSHB[' + n + ']'); } + + for (var i = 0; i < n; i++) { stack.push(prog[++ip]); } + + state.ip = ip; +} + +// PUSHW[abc] PUSH Words +// 0xB8-0xBF +function PUSHW(n, state) { + var ip = state.ip; + var prog = state.prog; + var stack = state.stack; + + if (exports.DEBUG) { console.log(state.ip, 'PUSHW[' + n + ']'); } + + for (var i = 0; i < n; i++) { + var w = (prog[++ip] << 8) | prog[++ip]; + if (w & 0x8000) { w = -((w ^ 0xffff) + 1); } + stack.push(w); + } + + state.ip = ip; +} + +// MDRP[abcde] Move Direct Relative Point +// 0xD0-0xEF +// (if indirect is 0) +// +// and +// +// MIRP[abcde] Move Indirect Relative Point +// 0xE0-0xFF +// (if indirect is 1) + +function MDRP_MIRP(indirect, setRp0, keepD, ro, dt, state) { + var stack = state.stack; + var cvte = indirect && stack.pop(); + var pi = stack.pop(); + var rp0i = state.rp0; + var rp = state.z0[rp0i]; + var p = state.z1[pi]; + + var md = state.minDis; + var fv = state.fv; + var pv = state.dpv; + var od; // original distance + var d; // moving distance + var sign; // sign of distance + var cv; + + d = od = pv.distance(p, rp, true, true); + sign = d >= 0 ? 1 : -1; // Math.sign would be 0 in case of 0 + + // TODO consider autoFlip + d = Math.abs(d); + + if (indirect) { + cv = state.cvt[cvte]; + + if (ro && Math.abs(d - cv) < state.cvCutIn) { d = cv; } + } + + if (keepD && d < md) { d = md; } + + if (ro) { d = state.round(d); } + + fv.setRelative(p, rp, sign * d, pv); + fv.touch(p); + + if (exports.DEBUG) { + console.log( + state.step, + (indirect ? 'MIRP[' : 'MDRP[') + + (setRp0 ? 'M' : 'm') + + (keepD ? '>' : '_') + + (ro ? 'R' : '_') + + (dt === 0 ? 'Gr' : (dt === 1 ? 'Bl' : (dt === 2 ? 'Wh' : ''))) + + ']', + indirect ? + cvte + '(' + state.cvt[cvte] + ',' + cv + ')' : + '', + pi, + '(d =', od, '->', sign * d, ')' + ); + } + + state.rp1 = state.rp0; + state.rp2 = pi; + if (setRp0) { state.rp0 = pi; } +} + +/* +* The instruction table. +*/ +instructionTable = [ + /* 0x00 */ SVTCA.bind(undefined, yUnitVector), + /* 0x01 */ SVTCA.bind(undefined, xUnitVector), + /* 0x02 */ SPVTCA.bind(undefined, yUnitVector), + /* 0x03 */ SPVTCA.bind(undefined, xUnitVector), + /* 0x04 */ SFVTCA.bind(undefined, yUnitVector), + /* 0x05 */ SFVTCA.bind(undefined, xUnitVector), + /* 0x06 */ SPVTL.bind(undefined, 0), + /* 0x07 */ SPVTL.bind(undefined, 1), + /* 0x08 */ SFVTL.bind(undefined, 0), + /* 0x09 */ SFVTL.bind(undefined, 1), + /* 0x0A */ SPVFS, + /* 0x0B */ SFVFS, + /* 0x0C */ GPV, + /* 0x0D */ GFV, + /* 0x0E */ SFVTPV, + /* 0x0F */ ISECT, + /* 0x10 */ SRP0, + /* 0x11 */ SRP1, + /* 0x12 */ SRP2, + /* 0x13 */ SZP0, + /* 0x14 */ SZP1, + /* 0x15 */ SZP2, + /* 0x16 */ SZPS, + /* 0x17 */ SLOOP, + /* 0x18 */ RTG, + /* 0x19 */ RTHG, + /* 0x1A */ SMD, + /* 0x1B */ ELSE, + /* 0x1C */ JMPR, + /* 0x1D */ SCVTCI, + /* 0x1E */ undefined, // TODO SSWCI + /* 0x1F */ undefined, // TODO SSW + /* 0x20 */ DUP, + /* 0x21 */ POP, + /* 0x22 */ CLEAR, + /* 0x23 */ SWAP, + /* 0x24 */ DEPTH, + /* 0x25 */ CINDEX, + /* 0x26 */ MINDEX, + /* 0x27 */ undefined, // TODO ALIGNPTS + /* 0x28 */ undefined, + /* 0x29 */ undefined, // TODO UTP + /* 0x2A */ LOOPCALL, + /* 0x2B */ CALL, + /* 0x2C */ FDEF, + /* 0x2D */ undefined, // ENDF (eaten by FDEF) + /* 0x2E */ MDAP.bind(undefined, 0), + /* 0x2F */ MDAP.bind(undefined, 1), + /* 0x30 */ IUP.bind(undefined, yUnitVector), + /* 0x31 */ IUP.bind(undefined, xUnitVector), + /* 0x32 */ SHP.bind(undefined, 0), + /* 0x33 */ SHP.bind(undefined, 1), + /* 0x34 */ SHC.bind(undefined, 0), + /* 0x35 */ SHC.bind(undefined, 1), + /* 0x36 */ SHZ.bind(undefined, 0), + /* 0x37 */ SHZ.bind(undefined, 1), + /* 0x38 */ SHPIX, + /* 0x39 */ IP, + /* 0x3A */ MSIRP.bind(undefined, 0), + /* 0x3B */ MSIRP.bind(undefined, 1), + /* 0x3C */ ALIGNRP, + /* 0x3D */ RTDG, + /* 0x3E */ MIAP.bind(undefined, 0), + /* 0x3F */ MIAP.bind(undefined, 1), + /* 0x40 */ NPUSHB, + /* 0x41 */ NPUSHW, + /* 0x42 */ WS, + /* 0x43 */ RS, + /* 0x44 */ WCVTP, + /* 0x45 */ RCVT, + /* 0x46 */ GC.bind(undefined, 0), + /* 0x47 */ GC.bind(undefined, 1), + /* 0x48 */ undefined, // TODO SCFS + /* 0x49 */ MD.bind(undefined, 0), + /* 0x4A */ MD.bind(undefined, 1), + /* 0x4B */ MPPEM, + /* 0x4C */ undefined, // TODO MPS + /* 0x4D */ FLIPON, + /* 0x4E */ undefined, // TODO FLIPOFF + /* 0x4F */ undefined, // TODO DEBUG + /* 0x50 */ LT, + /* 0x51 */ LTEQ, + /* 0x52 */ GT, + /* 0x53 */ GTEQ, + /* 0x54 */ EQ, + /* 0x55 */ NEQ, + /* 0x56 */ ODD, + /* 0x57 */ EVEN, + /* 0x58 */ IF, + /* 0x59 */ EIF, + /* 0x5A */ AND, + /* 0x5B */ OR, + /* 0x5C */ NOT, + /* 0x5D */ DELTAP123.bind(undefined, 1), + /* 0x5E */ SDB, + /* 0x5F */ SDS, + /* 0x60 */ ADD, + /* 0x61 */ SUB, + /* 0x62 */ DIV, + /* 0x63 */ MUL, + /* 0x64 */ ABS, + /* 0x65 */ NEG, + /* 0x66 */ FLOOR, + /* 0x67 */ CEILING, + /* 0x68 */ ROUND.bind(undefined, 0), + /* 0x69 */ ROUND.bind(undefined, 1), + /* 0x6A */ ROUND.bind(undefined, 2), + /* 0x6B */ ROUND.bind(undefined, 3), + /* 0x6C */ undefined, // TODO NROUND[ab] + /* 0x6D */ undefined, // TODO NROUND[ab] + /* 0x6E */ undefined, // TODO NROUND[ab] + /* 0x6F */ undefined, // TODO NROUND[ab] + /* 0x70 */ WCVTF, + /* 0x71 */ DELTAP123.bind(undefined, 2), + /* 0x72 */ DELTAP123.bind(undefined, 3), + /* 0x73 */ DELTAC123.bind(undefined, 1), + /* 0x74 */ DELTAC123.bind(undefined, 2), + /* 0x75 */ DELTAC123.bind(undefined, 3), + /* 0x76 */ SROUND, + /* 0x77 */ S45ROUND, + /* 0x78 */ undefined, // TODO JROT[] + /* 0x79 */ undefined, // TODO JROF[] + /* 0x7A */ ROFF, + /* 0x7B */ undefined, + /* 0x7C */ RUTG, + /* 0x7D */ RDTG, + /* 0x7E */ POP, // actually SANGW, supposed to do only a pop though + /* 0x7F */ POP, // actually AA, supposed to do only a pop though + /* 0x80 */ undefined, // TODO FLIPPT + /* 0x81 */ undefined, // TODO FLIPRGON + /* 0x82 */ undefined, // TODO FLIPRGOFF + /* 0x83 */ undefined, + /* 0x84 */ undefined, + /* 0x85 */ SCANCTRL, + /* 0x86 */ SDPVTL.bind(undefined, 0), + /* 0x87 */ SDPVTL.bind(undefined, 1), + /* 0x88 */ GETINFO, + /* 0x89 */ undefined, // TODO IDEF + /* 0x8A */ ROLL, + /* 0x8B */ MAX, + /* 0x8C */ MIN, + /* 0x8D */ SCANTYPE, + /* 0x8E */ INSTCTRL, + /* 0x8F */ undefined, + /* 0x90 */ undefined, + /* 0x91 */ undefined, + /* 0x92 */ undefined, + /* 0x93 */ undefined, + /* 0x94 */ undefined, + /* 0x95 */ undefined, + /* 0x96 */ undefined, + /* 0x97 */ undefined, + /* 0x98 */ undefined, + /* 0x99 */ undefined, + /* 0x9A */ undefined, + /* 0x9B */ undefined, + /* 0x9C */ undefined, + /* 0x9D */ undefined, + /* 0x9E */ undefined, + /* 0x9F */ undefined, + /* 0xA0 */ undefined, + /* 0xA1 */ undefined, + /* 0xA2 */ undefined, + /* 0xA3 */ undefined, + /* 0xA4 */ undefined, + /* 0xA5 */ undefined, + /* 0xA6 */ undefined, + /* 0xA7 */ undefined, + /* 0xA8 */ undefined, + /* 0xA9 */ undefined, + /* 0xAA */ undefined, + /* 0xAB */ undefined, + /* 0xAC */ undefined, + /* 0xAD */ undefined, + /* 0xAE */ undefined, + /* 0xAF */ undefined, + /* 0xB0 */ PUSHB.bind(undefined, 1), + /* 0xB1 */ PUSHB.bind(undefined, 2), + /* 0xB2 */ PUSHB.bind(undefined, 3), + /* 0xB3 */ PUSHB.bind(undefined, 4), + /* 0xB4 */ PUSHB.bind(undefined, 5), + /* 0xB5 */ PUSHB.bind(undefined, 6), + /* 0xB6 */ PUSHB.bind(undefined, 7), + /* 0xB7 */ PUSHB.bind(undefined, 8), + /* 0xB8 */ PUSHW.bind(undefined, 1), + /* 0xB9 */ PUSHW.bind(undefined, 2), + /* 0xBA */ PUSHW.bind(undefined, 3), + /* 0xBB */ PUSHW.bind(undefined, 4), + /* 0xBC */ PUSHW.bind(undefined, 5), + /* 0xBD */ PUSHW.bind(undefined, 6), + /* 0xBE */ PUSHW.bind(undefined, 7), + /* 0xBF */ PUSHW.bind(undefined, 8), + /* 0xC0 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 0), + /* 0xC1 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 1), + /* 0xC2 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 2), + /* 0xC3 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 3), + /* 0xC4 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 0), + /* 0xC5 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 1), + /* 0xC6 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 2), + /* 0xC7 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 3), + /* 0xC8 */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 0), + /* 0xC9 */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 1), + /* 0xCA */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 2), + /* 0xCB */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 3), + /* 0xCC */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 0), + /* 0xCD */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 1), + /* 0xCE */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 2), + /* 0xCF */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 3), + /* 0xD0 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 0), + /* 0xD1 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 1), + /* 0xD2 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 2), + /* 0xD3 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 3), + /* 0xD4 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 0), + /* 0xD5 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 1), + /* 0xD6 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 2), + /* 0xD7 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 3), + /* 0xD8 */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 0), + /* 0xD9 */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 1), + /* 0xDA */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 2), + /* 0xDB */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 3), + /* 0xDC */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 0), + /* 0xDD */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 1), + /* 0xDE */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 2), + /* 0xDF */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 3), + /* 0xE0 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 0), + /* 0xE1 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 1), + /* 0xE2 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 2), + /* 0xE3 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 3), + /* 0xE4 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 0), + /* 0xE5 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 1), + /* 0xE6 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 2), + /* 0xE7 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 3), + /* 0xE8 */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 0), + /* 0xE9 */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 1), + /* 0xEA */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 2), + /* 0xEB */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 3), + /* 0xEC */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 0), + /* 0xED */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 1), + /* 0xEE */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 2), + /* 0xEF */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 3), + /* 0xF0 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 0), + /* 0xF1 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 1), + /* 0xF2 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 2), + /* 0xF3 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 3), + /* 0xF4 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 0), + /* 0xF5 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 1), + /* 0xF6 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 2), + /* 0xF7 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 3), + /* 0xF8 */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 0), + /* 0xF9 */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 1), + /* 0xFA */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 2), + /* 0xFB */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 3), + /* 0xFC */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 0), + /* 0xFD */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 1), + /* 0xFE */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 2), + /* 0xFF */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 3) +]; + +/***************************** + Mathematical Considerations +****************************** + +fv ... refers to freedom vector +pv ... refers to projection vector +rp ... refers to reference point +p ... refers to to point being operated on +d ... refers to distance + +SETRELATIVE: +============ + +case freedom vector == x-axis: +------------------------------ + + (pv) + .-' + rpd .-' + .-* + d .-'90°' + .-' ' + .-' ' + *-' ' b + rp ' + ' + ' + p *----------*-------------- (fv) + pm + + rpdx = rpx + d * pv.x + rpdy = rpy + d * pv.y + + equation of line b + + y - rpdy = pvns * (x- rpdx) + + y = p.y + + x = rpdx + ( p.y - rpdy ) / pvns + + +case freedom vector == y-axis: +------------------------------ + + * pm + |\ + | \ + | \ + | \ + | \ + | \ + | \ + | \ + | \ + | \ b + | \ + | \ + | \ .-' (pv) + | 90° \.-' + | .-'* rpd + | .-' + * *-' d + p rp + + rpdx = rpx + d * pv.x + rpdy = rpy + d * pv.y + + equation of line b: + pvns ... normal slope to pv + + y - rpdy = pvns * (x - rpdx) + + x = p.x + + y = rpdy + pvns * (p.x - rpdx) + + + +generic case: +------------- + + + .'(fv) + .' + .* pm + .' ! + .' . + .' ! + .' . b + .' ! + * . + p ! + 90° . ... (pv) + ...-*-''' + ...---''' rpd + ...---''' d + *--''' + rp + + rpdx = rpx + d * pv.x + rpdy = rpy + d * pv.y + + equation of line b: + pvns... normal slope to pv + + y - rpdy = pvns * (x - rpdx) + + equation of freedom vector line: + fvs ... slope of freedom vector (=fy/fx) + + y - py = fvs * (x - px) + + + on pm both equations are true for same x/y + + y - rpdy = pvns * (x - rpdx) + + y - py = fvs * (x - px) + + form to y and set equal: + + pvns * (x - rpdx) + rpdy = fvs * (x - px) + py + + expand: + + pvns * x - pvns * rpdx + rpdy = fvs * x - fvs * px + py + + switch: + + fvs * x - fvs * px + py = pvns * x - pvns * rpdx + rpdy + + solve for x: + + fvs * x - pvns * x = fvs * px - pvns * rpdx - py + rpdy + + + + fvs * px - pvns * rpdx + rpdy - py + x = ----------------------------------- + fvs - pvns + + and: + + y = fvs * (x - px) + py + + + +INTERPOLATE: +============ + +Examples of point interpolation. + +The weight of the movement of the reference point gets bigger +the further the other reference point is away, thus the safest +option (that is avoiding 0/0 divisions) is to weight the +original distance of the other point by the sum of both distances. + +If the sum of both distances is 0, then move the point by the +arithmetic average of the movement of both reference points. + + + + + (+6) + rp1o *---->*rp1 + . . (+12) + . . rp2o *---------->* rp2 + . . . . + . . . . + . 10 20 . . + |.........|...................| . + . . . + . . (+8) . + po *------>*p . + . . . + . 12 . 24 . + |...........|.......................| + 36 + + +------- + + + + (+10) + rp1o *-------->*rp1 + . . (-10) + . . rp2 *<---------* rpo2 + . . . . + . . . . + . 10 . 30 . . + |.........|.............................| + . . + . (+5) . + po *--->* p . + . . . + . . 20 . + |....|..............| + 5 15 + + +------- + + + (+10) + rp1o *-------->*rp1 + . . + . . + rp2o *-------->*rp2 + + + (+10) + po *-------->* p + +------- + + + (+10) + rp1o *-------->*rp1 + . . + . .(+30) + rp2o *---------------------------->*rp2 + + + (+25) + po *----------------------->* p + + + +vim: set ts=4 sw=4 expandtab: +*****/ + +/** + * Converts a string into a list of tokens. + */ + +/** + * Create a new token + * @param {string} char a single char + */ +function Token(char) { + this.char = char; + this.state = {}; + this.activeState = null; +} + +/** + * Create a new context range + * @param {number} startIndex range start index + * @param {number} endOffset range end index offset + * @param {string} contextName owner context name + */ +function ContextRange(startIndex, endOffset, contextName) { + this.contextName = contextName; + this.startIndex = startIndex; + this.endOffset = endOffset; +} + +/** + * Check context start and end + * @param {string} contextName a unique context name + * @param {function} checkStart a predicate function the indicates a context's start + * @param {function} checkEnd a predicate function the indicates a context's end + */ +function ContextChecker(contextName, checkStart, checkEnd) { + this.contextName = contextName; + this.openRange = null; + this.ranges = []; + this.checkStart = checkStart; + this.checkEnd = checkEnd; +} + +/** + * @typedef ContextParams + * @type Object + * @property {array} context context items + * @property {number} currentIndex current item index + */ + +/** + * Create a context params + * @param {array} context a list of items + * @param {number} currentIndex current item index + */ +function ContextParams(context, currentIndex) { + this.context = context; + this.index = currentIndex; + this.length = context.length; + this.current = context[currentIndex]; + this.backtrack = context.slice(0, currentIndex); + this.lookahead = context.slice(currentIndex + 1); +} + +/** + * Create an event instance + * @param {string} eventId event unique id + */ +function Event(eventId) { + this.eventId = eventId; + this.subscribers = []; +} + +/** + * Initialize a core events and auto subscribe required event handlers + * @param {any} events an object that enlists core events handlers + */ +function initializeCoreEvents(events) { + var this$1 = this; + + var coreEvents = [ + 'start', 'end', 'next', 'newToken', 'contextStart', + 'contextEnd', 'insertToken', 'removeToken', 'removeRange', + 'replaceToken', 'replaceRange', 'composeRUD', 'updateContextsRanges' + ]; + + coreEvents.forEach(function (eventId) { + Object.defineProperty(this$1.events, eventId, { + value: new Event(eventId) + }); + }); + + if (!!events) { + coreEvents.forEach(function (eventId) { + var event = events[eventId]; + if (typeof event === 'function') { + this$1.events[eventId].subscribe(event); + } + }); + } + var requiresContextUpdate = [ + 'insertToken', 'removeToken', 'removeRange', + 'replaceToken', 'replaceRange', 'composeRUD' + ]; + requiresContextUpdate.forEach(function (eventId) { + this$1.events[eventId].subscribe( + this$1.updateContextsRanges + ); + }); +} + +/** + * Converts a string into a list of tokens + * @param {any} events tokenizer core events + */ +function Tokenizer(events) { + this.tokens = []; + this.registeredContexts = {}; + this.contextCheckers = []; + this.events = {}; + this.registeredModifiers = []; + + initializeCoreEvents.call(this, events); +} + +/** + * Sets the state of a token, usually called by a state modifier. + * @param {string} key state item key + * @param {any} value state item value + */ +Token.prototype.setState = function(key, value) { + this.state[key] = value; + this.activeState = { key: key, value: this.state[key] }; + return this.activeState; +}; + +Token.prototype.getState = function (stateId) { + return this.state[stateId] || null; +}; + +/** + * Checks if an index exists in the tokens list. + * @param {number} index token index + */ +Tokenizer.prototype.inboundIndex = function(index) { + return index >= 0 && index < this.tokens.length; +}; + +/** + * Compose and apply a list of operations (replace, update, delete) + * @param {array} RUDs replace, update and delete operations + * TODO: Perf. Optimization (lengthBefore === lengthAfter ? dispatch once) + */ +Tokenizer.prototype.composeRUD = function (RUDs) { + var this$1 = this; + + var silent = true; + var state = RUDs.map(function (RUD) { return ( + this$1[RUD[0]].apply(this$1, RUD.slice(1).concat(silent)) + ); }); + var hasFAILObject = function (obj) { return ( + typeof obj === 'object' && + obj.hasOwnProperty('FAIL') + ); }; + if (state.every(hasFAILObject)) { + return { + FAIL: "composeRUD: one or more operations hasn't completed successfully", + report: state.filter(hasFAILObject) + }; + } + this.dispatch('composeRUD', [state.filter(function (op) { return !hasFAILObject(op); })]); +}; + +/** + * Replace a range of tokens with a list of tokens + * @param {number} startIndex range start index + * @param {number} offset range offset + * @param {token} tokens a list of tokens to replace + * @param {boolean} silent dispatch events and update context ranges + */ +Tokenizer.prototype.replaceRange = function (startIndex, offset, tokens, silent) { + offset = offset !== null ? offset : this.tokens.length; + var isTokenType = tokens.every(function (token) { return token instanceof Token; }); + if (!isNaN(startIndex) && this.inboundIndex(startIndex) && isTokenType) { + var replaced = this.tokens.splice.apply( + this.tokens, [startIndex, offset].concat(tokens) + ); + if (!silent) { this.dispatch('replaceToken', [startIndex, offset, tokens]); } + return [replaced, tokens]; + } else { + return { FAIL: 'replaceRange: invalid tokens or startIndex.' }; + } +}; + +/** + * Replace a token with another token + * @param {number} index token index + * @param {token} token a token to replace + * @param {boolean} silent dispatch events and update context ranges + */ +Tokenizer.prototype.replaceToken = function (index, token, silent) { + if (!isNaN(index) && this.inboundIndex(index) && token instanceof Token) { + var replaced = this.tokens.splice(index, 1, token); + if (!silent) { this.dispatch('replaceToken', [index, token]); } + return [replaced[0], token]; + } else { + return { FAIL: 'replaceToken: invalid token or index.' }; + } +}; + +/** + * Removes a range of tokens + * @param {number} startIndex range start index + * @param {number} offset range offset + * @param {boolean} silent dispatch events and update context ranges + */ +Tokenizer.prototype.removeRange = function(startIndex, offset, silent) { + offset = !isNaN(offset) ? offset : this.tokens.length; + var tokens = this.tokens.splice(startIndex, offset); + if (!silent) { this.dispatch('removeRange', [tokens, startIndex, offset]); } + return tokens; +}; + +/** + * Remove a token at a certain index + * @param {number} index token index + * @param {boolean} silent dispatch events and update context ranges + */ +Tokenizer.prototype.removeToken = function(index, silent) { + if (!isNaN(index) && this.inboundIndex(index)) { + var token = this.tokens.splice(index, 1); + if (!silent) { this.dispatch('removeToken', [token, index]); } + return token; + } else { + return { FAIL: 'removeToken: invalid token index.' }; + } +}; + +/** + * Insert a list of tokens at a certain index + * @param {array} tokens a list of tokens to insert + * @param {number} index insert the list of tokens at index + * @param {boolean} silent dispatch events and update context ranges + */ +Tokenizer.prototype.insertToken = function (tokens, index, silent) { + var tokenType = tokens.every( + function (token) { return token instanceof Token; } + ); + if (tokenType) { + this.tokens.splice.apply( + this.tokens, [index, 0].concat(tokens) + ); + if (!silent) { this.dispatch('insertToken', [tokens, index]); } + return tokens; + } else { + return { FAIL: 'insertToken: invalid token(s).' }; + } +}; + +/** + * A state modifier that is called on 'newToken' event + * @param {string} modifierId state modifier id + * @param {function} condition a predicate function that returns true or false + * @param {function} modifier a function to update token state + */ +Tokenizer.prototype.registerModifier = function(modifierId, condition, modifier) { + this.events.newToken.subscribe(function(token, contextParams) { + var conditionParams = [token, contextParams]; + var canApplyModifier = ( + condition === null || + condition.apply(this, conditionParams) === true + ); + var modifierParams = [token, contextParams]; + if (canApplyModifier) { + var newStateValue = modifier.apply(this, modifierParams); + token.setState(modifierId, newStateValue); + } + }); + this.registeredModifiers.push(modifierId); +}; + +/** + * Subscribe a handler to an event + * @param {function} eventHandler an event handler function + */ +Event.prototype.subscribe = function (eventHandler) { + if (typeof eventHandler === 'function') { + return ((this.subscribers.push(eventHandler)) - 1); + } else { + return { FAIL: ("invalid '" + (this.eventId) + "' event handler")}; + } +}; + +/** + * Unsubscribe an event handler + * @param {string} subsId subscription id + */ +Event.prototype.unsubscribe = function (subsId) { + this.subscribers.splice(subsId, 1); +}; + +/** + * Sets context params current value index + * @param {number} index context params current value index + */ +ContextParams.prototype.setCurrentIndex = function(index) { + this.index = index; + this.current = this.context[index]; + this.backtrack = this.context.slice(0, index); + this.lookahead = this.context.slice(index + 1); +}; + +/** + * Get an item at an offset from the current value + * example (current value is 3): + * 1 2 [3] 4 5 | items values + * -2 -1 0 1 2 | offset values + * @param {number} offset an offset from current value index + */ +ContextParams.prototype.get = function (offset) { + switch (true) { + case (offset === 0): + return this.current; + case (offset < 0 && Math.abs(offset) <= this.backtrack.length): + return this.backtrack.slice(offset)[0]; + case (offset > 0 && offset <= this.lookahead.length): + return this.lookahead[offset - 1]; + default: + return null; + } +}; + +/** + * Converts a context range into a string value + * @param {contextRange} range a context range + */ +Tokenizer.prototype.rangeToText = function (range) { + if (range instanceof ContextRange) { + return ( + this.getRangeTokens(range) + .map(function (token) { return token.char; }).join('') + ); + } +}; + +/** + * Converts all tokens into a string + */ +Tokenizer.prototype.getText = function () { + return this.tokens.map(function (token) { return token.char; }).join(''); +}; + +/** + * Get a context by name + * @param {string} contextName context name to get + */ +Tokenizer.prototype.getContext = function (contextName) { + var context = this.registeredContexts[contextName]; + return !!context ? context : null; +}; + +/** + * Subscribes a new event handler to an event + * @param {string} eventName event name to subscribe to + * @param {function} eventHandler a function to be invoked on event + */ +Tokenizer.prototype.on = function(eventName, eventHandler) { + var event = this.events[eventName]; + if (!!event) { + return event.subscribe(eventHandler); + } else { + return null; + } +}; + +/** + * Dispatches an event + * @param {string} eventName event name + * @param {any} args event handler arguments + */ +Tokenizer.prototype.dispatch = function(eventName, args) { + var this$1 = this; + + var event = this.events[eventName]; + if (event instanceof Event) { + event.subscribers.forEach(function (subscriber) { + subscriber.apply(this$1, args || []); + }); + } +}; + +/** + * Register a new context checker + * @param {string} contextName a unique context name + * @param {function} contextStartCheck a predicate function that returns true on context start + * @param {function} contextEndCheck a predicate function that returns true on context end + * TODO: call tokenize on registration to update context ranges with the new context. + */ +Tokenizer.prototype.registerContextChecker = function(contextName, contextStartCheck, contextEndCheck) { + if (!!this.getContext(contextName)) { return { + FAIL: + ("context name '" + contextName + "' is already registered.") + }; } + if (typeof contextStartCheck !== 'function') { return { + FAIL: + "missing context start check." + }; } + if (typeof contextEndCheck !== 'function') { return { + FAIL: + "missing context end check." + }; } + var contextCheckers = new ContextChecker( + contextName, contextStartCheck, contextEndCheck + ); + this.registeredContexts[contextName] = contextCheckers; + this.contextCheckers.push(contextCheckers); + return contextCheckers; +}; + +/** + * Gets a context range tokens + * @param {contextRange} range a context range + */ +Tokenizer.prototype.getRangeTokens = function(range) { + var endIndex = range.startIndex + range.endOffset; + return [].concat( + this.tokens + .slice(range.startIndex, endIndex) + ); +}; + +/** + * Gets the ranges of a context + * @param {string} contextName context name + */ +Tokenizer.prototype.getContextRanges = function(contextName) { + var context = this.getContext(contextName); + if (!!context) { + return context.ranges; + } else { + return { FAIL: ("context checker '" + contextName + "' is not registered.") }; + } +}; + +/** + * Resets context ranges to run context update + */ +Tokenizer.prototype.resetContextsRanges = function () { + var registeredContexts = this.registeredContexts; + for (var contextName in registeredContexts) { + if (registeredContexts.hasOwnProperty(contextName)) { + var context = registeredContexts[contextName]; + context.ranges = []; + } + } +}; + +/** + * Updates context ranges + */ +Tokenizer.prototype.updateContextsRanges = function () { + this.resetContextsRanges(); + var chars = this.tokens.map(function (token) { return token.char; }); + for (var i = 0; i < chars.length; i++) { + var contextParams = new ContextParams(chars, i); + this.runContextCheck(contextParams); + } + this.dispatch('updateContextsRanges', [this.registeredContexts]); +}; + +/** + * Sets the end offset of an open range + * @param {number} offset range end offset + * @param {string} contextName context name + */ +Tokenizer.prototype.setEndOffset = function (offset, contextName) { + var startIndex = this.getContext(contextName).openRange.startIndex; + var range = new ContextRange(startIndex, offset, contextName); + var ranges = this.getContext(contextName).ranges; + range.rangeId = contextName + "." + (ranges.length); + ranges.push(range); + this.getContext(contextName).openRange = null; + return range; +}; + +/** + * Runs a context check on the current context + * @param {contextParams} contextParams current context params + */ +Tokenizer.prototype.runContextCheck = function(contextParams) { + var this$1 = this; + + var index = contextParams.index; + this.contextCheckers.forEach(function (contextChecker) { + var contextName = contextChecker.contextName; + var openRange = this$1.getContext(contextName).openRange; + if (!openRange && contextChecker.checkStart(contextParams)) { + openRange = new ContextRange(index, null, contextName); + this$1.getContext(contextName).openRange = openRange; + this$1.dispatch('contextStart', [contextName, index]); + } + if (!!openRange && contextChecker.checkEnd(contextParams)) { + var offset = (index - openRange.startIndex) + 1; + var range = this$1.setEndOffset(offset, contextName); + this$1.dispatch('contextEnd', [contextName, range]); + } + }); +}; + +/** + * Converts a text into a list of tokens + * @param {string} text a text to tokenize + */ +Tokenizer.prototype.tokenize = function (text) { + this.tokens = []; + this.resetContextsRanges(); + var chars = Array.from(text); + this.dispatch('start'); + for (var i = 0; i < chars.length; i++) { + var char = chars[i]; + var contextParams = new ContextParams(chars, i); + this.dispatch('next', [contextParams]); + this.runContextCheck(contextParams); + var token = new Token(char); + this.tokens.push(token); + this.dispatch('newToken', [token, contextParams]); + } + this.dispatch('end', [this.tokens]); + return this.tokens; +}; + +// ╭─┄┄┄────────────────────────┄─────────────────────────────────────────────╮ +// ┊ Character Class Assertions ┊ Checks if a char belongs to a certain class ┊ +// ╰─╾──────────────────────────┄─────────────────────────────────────────────╯ +// jscs:disable maximumLineLength +/** + * Check if a char is Arabic + * @param {string} c a single char + */ +function isArabicChar(c) { + return /[\u0600-\u065F\u066A-\u06D2\u06FA-\u06FF]/.test(c); +} + +/** + * Check if a char is an isolated arabic char + * @param {string} c a single char + */ +function isIsolatedArabicChar(char) { + return /[\u0630\u0690\u0621\u0631\u0661\u0671\u0622\u0632\u0672\u0692\u06C2\u0623\u0673\u0693\u06C3\u0624\u0694\u06C4\u0625\u0675\u0695\u06C5\u06E5\u0676\u0696\u06C6\u0627\u0677\u0697\u06C7\u0648\u0688\u0698\u06C8\u0689\u0699\u06C9\u068A\u06CA\u066B\u068B\u06CB\u068C\u068D\u06CD\u06FD\u068E\u06EE\u06FE\u062F\u068F\u06CF\u06EF]/.test(char); +} + +/** + * Check if a char is an Arabic Tashkeel char + * @param {string} c a single char + */ +function isTashkeelArabicChar(char) { + return /[\u0600-\u0605\u060C-\u060E\u0610-\u061B\u061E\u064B-\u065F\u0670\u06D6-\u06DC\u06DF-\u06E4\u06E7\u06E8\u06EA-\u06ED]/.test(char); +} + +/** + * Check if a char is Latin + * @param {string} c a single char + */ +function isLatinChar(c) { + return /[A-z]/.test(c); +} + +/** + * Check if a char is whitespace char + * @param {string} c a single char + */ +function isWhiteSpace(c) { + return /\s/.test(c); +} + +/** + * Query a feature by some of it's properties to lookup a glyph substitution. + */ + +/** + * Create feature query instance + * @param {Font} font opentype font instance + */ +function FeatureQuery(font) { + this.font = font; + this.features = {}; +} + +/** + * @typedef SubstitutionAction + * @type Object + * @property {number} id substitution type + * @property {string} tag feature tag + * @property {any} substitution substitution value(s) + */ + +/** + * Create a substitution action instance + * @param {SubstitutionAction} action + */ +function SubstitutionAction(action) { + this.id = action.id; + this.tag = action.tag; + this.substitution = action.substitution; +} + +/** + * Lookup a coverage table + * @param {number} glyphIndex glyph index + * @param {CoverageTable} coverage coverage table + */ +function lookupCoverage(glyphIndex, coverage) { + if (!glyphIndex) { return -1; } + switch (coverage.format) { + case 1: + return coverage.glyphs.indexOf(glyphIndex); + + case 2: + var ranges = coverage.ranges; + for (var i = 0; i < ranges.length; i++) { + var range = ranges[i]; + if (glyphIndex >= range.start && glyphIndex <= range.end) { + var offset = glyphIndex - range.start; + return range.index + offset; + } + } + break; + default: + return -1; // not found + } + return -1; +} + +/** + * Handle a single substitution - format 1 + * @param {ContextParams} contextParams context params to lookup + */ +function singleSubstitutionFormat1(glyphIndex, subtable) { + var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); + if (substituteIndex === -1) { return null; } + return glyphIndex + subtable.deltaGlyphId; +} + +/** + * Handle a single substitution - format 2 + * @param {ContextParams} contextParams context params to lookup + */ +function singleSubstitutionFormat2(glyphIndex, subtable) { + var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); + if (substituteIndex === -1) { return null; } + return subtable.substitute[substituteIndex]; +} + +/** + * Lookup a list of coverage tables + * @param {any} coverageList a list of coverage tables + * @param {ContextParams} contextParams context params to lookup + */ +function lookupCoverageList(coverageList, contextParams) { + var lookupList = []; + for (var i = 0; i < coverageList.length; i++) { + var coverage = coverageList[i]; + var glyphIndex = contextParams.current; + glyphIndex = Array.isArray(glyphIndex) ? glyphIndex[0] : glyphIndex; + var lookupIndex = lookupCoverage(glyphIndex, coverage); + if (lookupIndex !== -1) { + lookupList.push(lookupIndex); + } + } + if (lookupList.length !== coverageList.length) { return -1; } + return lookupList; +} + +/** + * Handle chaining context substitution - format 3 + * @param {ContextParams} contextParams context params to lookup + */ +function chainingSubstitutionFormat3(contextParams, subtable) { + var lookupsCount = ( + subtable.inputCoverage.length + + subtable.lookaheadCoverage.length + + subtable.backtrackCoverage.length + ); + if (contextParams.context.length < lookupsCount) { return []; } + // INPUT LOOKUP // + var inputLookups = lookupCoverageList( + subtable.inputCoverage, contextParams + ); + if (inputLookups === -1) { return []; } + // LOOKAHEAD LOOKUP // + var lookaheadOffset = subtable.inputCoverage.length - 1; + if (contextParams.lookahead.length < subtable.lookaheadCoverage.length) { return []; } + var lookaheadContext = contextParams.lookahead.slice(lookaheadOffset); + while (lookaheadContext.length && isTashkeelArabicChar(lookaheadContext[0].char)) { + lookaheadContext.shift(); + } + var lookaheadParams = new ContextParams(lookaheadContext, 0); + var lookaheadLookups = lookupCoverageList( + subtable.lookaheadCoverage, lookaheadParams + ); + // BACKTRACK LOOKUP // + var backtrackContext = [].concat(contextParams.backtrack); + backtrackContext.reverse(); + while (backtrackContext.length && isTashkeelArabicChar(backtrackContext[0].char)) { + backtrackContext.shift(); + } + if (backtrackContext.length < subtable.backtrackCoverage.length) { return []; } + var backtrackParams = new ContextParams(backtrackContext, 0); + var backtrackLookups = lookupCoverageList( + subtable.backtrackCoverage, backtrackParams + ); + var contextRulesMatch = ( + inputLookups.length === subtable.inputCoverage.length && + lookaheadLookups.length === subtable.lookaheadCoverage.length && + backtrackLookups.length === subtable.backtrackCoverage.length + ); + var substitutions = []; + if (contextRulesMatch) { + for (var i = 0; i < subtable.lookupRecords.length; i++) { + var lookupRecord = subtable.lookupRecords[i]; + var lookupListIndex = lookupRecord.lookupListIndex; + var lookupTable = this.getLookupByIndex(lookupListIndex); + for (var s = 0; s < lookupTable.subtables.length; s++) { + var subtable$1 = lookupTable.subtables[s]; + var lookup = this.getLookupMethod(lookupTable, subtable$1); + var substitutionType = this.getSubstitutionType(lookupTable, subtable$1); + if (substitutionType === '12') { + for (var n = 0; n < inputLookups.length; n++) { + var glyphIndex = contextParams.get(n); + var substitution = lookup(glyphIndex); + if (substitution) { substitutions.push(substitution); } + } + } + } + } + } + return substitutions; +} + +/** + * Handle ligature substitution - format 1 + * @param {ContextParams} contextParams context params to lookup + */ +function ligatureSubstitutionFormat1(contextParams, subtable) { + // COVERAGE LOOKUP // + var glyphIndex = contextParams.current; + var ligSetIndex = lookupCoverage(glyphIndex, subtable.coverage); + if (ligSetIndex === -1) { return null; } + // COMPONENTS LOOKUP + // (!) note, components are ordered in the written direction. + var ligature; + var ligatureSet = subtable.ligatureSets[ligSetIndex]; + for (var s = 0; s < ligatureSet.length; s++) { + ligature = ligatureSet[s]; + for (var l = 0; l < ligature.components.length; l++) { + var lookaheadItem = contextParams.lookahead[l]; + var component = ligature.components[l]; + if (lookaheadItem !== component) { break; } + if (l === ligature.components.length - 1) { return ligature; } + } + } + return null; +} + +/** + * Handle decomposition substitution - format 1 + * @param {number} glyphIndex glyph index + * @param {any} subtable subtable + */ +function decompositionSubstitutionFormat1(glyphIndex, subtable) { + var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); + if (substituteIndex === -1) { return null; } + return subtable.sequences[substituteIndex]; +} + +/** + * Get default script features indexes + */ +FeatureQuery.prototype.getDefaultScriptFeaturesIndexes = function () { + var scripts = this.font.tables.gsub.scripts; + for (var s = 0; s < scripts.length; s++) { + var script = scripts[s]; + if (script.tag === 'DFLT') { return ( + script.script.defaultLangSys.featureIndexes + ); } + } + return []; +}; + +/** + * Get feature indexes of a specific script + * @param {string} scriptTag script tag + */ +FeatureQuery.prototype.getScriptFeaturesIndexes = function(scriptTag) { + var tables = this.font.tables; + if (!tables.gsub) { return []; } + if (!scriptTag) { return this.getDefaultScriptFeaturesIndexes(); } + var scripts = this.font.tables.gsub.scripts; + for (var i = 0; i < scripts.length; i++) { + var script = scripts[i]; + if (script.tag === scriptTag && script.script.defaultLangSys) { + return script.script.defaultLangSys.featureIndexes; + } else { + var langSysRecords = script.langSysRecords; + if (!!langSysRecords) { + for (var j = 0; j < langSysRecords.length; j++) { + var langSysRecord = langSysRecords[j]; + if (langSysRecord.tag === scriptTag) { + var langSys = langSysRecord.langSys; + return langSys.featureIndexes; + } + } + } + } + } + return this.getDefaultScriptFeaturesIndexes(); +}; + +/** + * Map a feature tag to a gsub feature + * @param {any} features gsub features + * @param {string} scriptTag script tag + */ +FeatureQuery.prototype.mapTagsToFeatures = function (features, scriptTag) { + var tags = {}; + for (var i = 0; i < features.length; i++) { + var tag = features[i].tag; + var feature = features[i].feature; + tags[tag] = feature; + } + this.features[scriptTag].tags = tags; +}; + +/** + * Get features of a specific script + * @param {string} scriptTag script tag + */ +FeatureQuery.prototype.getScriptFeatures = function (scriptTag) { + var features = this.features[scriptTag]; + if (this.features.hasOwnProperty(scriptTag)) { return features; } + var featuresIndexes = this.getScriptFeaturesIndexes(scriptTag); + if (!featuresIndexes) { return null; } + var gsub = this.font.tables.gsub; + features = featuresIndexes.map(function (index) { return gsub.features[index]; }); + this.features[scriptTag] = features; + this.mapTagsToFeatures(features, scriptTag); + return features; +}; + +/** + * Get substitution type + * @param {any} lookupTable lookup table + * @param {any} subtable subtable + */ +FeatureQuery.prototype.getSubstitutionType = function(lookupTable, subtable) { + var lookupType = lookupTable.lookupType.toString(); + var substFormat = subtable.substFormat.toString(); + return lookupType + substFormat; +}; + +/** + * Get lookup method + * @param {any} lookupTable lookup table + * @param {any} subtable subtable + */ +FeatureQuery.prototype.getLookupMethod = function(lookupTable, subtable) { + var this$1 = this; + + var substitutionType = this.getSubstitutionType(lookupTable, subtable); + switch (substitutionType) { + case '11': + return function (glyphIndex) { return singleSubstitutionFormat1.apply( + this$1, [glyphIndex, subtable] + ); }; + case '12': + return function (glyphIndex) { return singleSubstitutionFormat2.apply( + this$1, [glyphIndex, subtable] + ); }; + case '63': + return function (contextParams) { return chainingSubstitutionFormat3.apply( + this$1, [contextParams, subtable] + ); }; + case '41': + return function (contextParams) { return ligatureSubstitutionFormat1.apply( + this$1, [contextParams, subtable] + ); }; + case '21': + return function (glyphIndex) { return decompositionSubstitutionFormat1.apply( + this$1, [glyphIndex, subtable] + ); }; + default: + throw new Error( + "lookupType: " + (lookupTable.lookupType) + " - " + + "substFormat: " + (subtable.substFormat) + " " + + "is not yet supported" + ); + } +}; + +/** + * [ LOOKUP TYPES ] + * ------------------------------- + * Single 1; + * Multiple 2; + * Alternate 3; + * Ligature 4; + * Context 5; + * ChainingContext 6; + * ExtensionSubstitution 7; + * ReverseChainingContext 8; + * ------------------------------- + * + */ + +/** + * @typedef FQuery + * @type Object + * @param {string} tag feature tag + * @param {string} script feature script + * @param {ContextParams} contextParams context params + */ + +/** + * Lookup a feature using a query parameters + * @param {FQuery} query feature query + */ +FeatureQuery.prototype.lookupFeature = function (query) { + var contextParams = query.contextParams; + var currentIndex = contextParams.index; + var feature = this.getFeature({ + tag: query.tag, script: query.script + }); + if (!feature) { return new Error( + "font '" + (this.font.names.fullName.en) + "' " + + "doesn't support feature '" + (query.tag) + "' " + + "for script '" + (query.script) + "'." + ); } + var lookups = this.getFeatureLookups(feature); + var substitutions = [].concat(contextParams.context); + for (var l = 0; l < lookups.length; l++) { + var lookupTable = lookups[l]; + var subtables = this.getLookupSubtables(lookupTable); + for (var s = 0; s < subtables.length; s++) { + var subtable = subtables[s]; + var substType = this.getSubstitutionType(lookupTable, subtable); + var lookup = this.getLookupMethod(lookupTable, subtable); + var substitution = (void 0); + switch (substType) { + case '11': + substitution = lookup(contextParams.current); + if (substitution) { + substitutions.splice(currentIndex, 1, new SubstitutionAction({ + id: 11, tag: query.tag, substitution: substitution + })); + } + break; + case '12': + substitution = lookup(contextParams.current); + if (substitution) { + substitutions.splice(currentIndex, 1, new SubstitutionAction({ + id: 12, tag: query.tag, substitution: substitution + })); + } + break; + case '63': + substitution = lookup(contextParams); + if (Array.isArray(substitution) && substitution.length) { + substitutions.splice(currentIndex, 1, new SubstitutionAction({ + id: 63, tag: query.tag, substitution: substitution + })); + } + break; + case '41': + substitution = lookup(contextParams); + if (substitution) { + substitutions.splice(currentIndex, 1, new SubstitutionAction({ + id: 41, tag: query.tag, substitution: substitution + })); + } + break; + case '21': + substitution = lookup(contextParams.current); + if (substitution) { + substitutions.splice(currentIndex, 1, new SubstitutionAction({ + id: 21, tag: query.tag, substitution: substitution + })); + } + break; + } + contextParams = new ContextParams(substitutions, currentIndex); + if (Array.isArray(substitution) && !substitution.length) { continue; } + substitution = null; + } + } + return substitutions.length ? substitutions : null; +}; + +/** + * Checks if a font supports a specific features + * @param {FQuery} query feature query object + */ +FeatureQuery.prototype.supports = function (query) { + if (!query.script) { return false; } + this.getScriptFeatures(query.script); + var supportedScript = this.features.hasOwnProperty(query.script); + if (!query.tag) { return supportedScript; } + var supportedFeature = ( + this.features[query.script].some(function (feature) { return feature.tag === query.tag; }) + ); + return supportedScript && supportedFeature; +}; + +/** + * Get lookup table subtables + * @param {any} lookupTable lookup table + */ +FeatureQuery.prototype.getLookupSubtables = function (lookupTable) { + return lookupTable.subtables || null; +}; + +/** + * Get lookup table by index + * @param {number} index lookup table index + */ +FeatureQuery.prototype.getLookupByIndex = function (index) { + var lookups = this.font.tables.gsub.lookups; + return lookups[index] || null; +}; + +/** + * Get lookup tables for a feature + * @param {string} feature + */ +FeatureQuery.prototype.getFeatureLookups = function (feature) { + // TODO: memoize + return feature.lookupListIndexes.map(this.getLookupByIndex.bind(this)); +}; + +/** + * Query a feature by it's properties + * @param {any} query an object that describes the properties of a query + */ +FeatureQuery.prototype.getFeature = function getFeature(query) { + if (!this.font) { return { FAIL: "No font was found"}; } + if (!this.features.hasOwnProperty(query.script)) { + this.getScriptFeatures(query.script); + } + var scriptFeatures = this.features[query.script]; + if (!scriptFeatures) { return ( + { FAIL: ("No feature for script " + (query.script))} + ); } + if (!scriptFeatures.tags[query.tag]) { return null; } + return this.features[query.script].tags[query.tag]; +}; + +/** + * Arabic word context checkers + */ + +function arabicWordStartCheck(contextParams) { + var char = contextParams.current; + var prevChar = contextParams.get(-1); + return ( + // ? arabic first char + (prevChar === null && isArabicChar(char)) || + // ? arabic char preceded with a non arabic char + (!isArabicChar(prevChar) && isArabicChar(char)) + ); +} + +function arabicWordEndCheck(contextParams) { + var nextChar = contextParams.get(1); + return ( + // ? last arabic char + (nextChar === null) || + // ? next char is not arabic + (!isArabicChar(nextChar)) + ); +} + +var arabicWordCheck = { + startCheck: arabicWordStartCheck, + endCheck: arabicWordEndCheck +}; + +/** + * Arabic sentence context checkers + */ + +function arabicSentenceStartCheck(contextParams) { + var char = contextParams.current; + var prevChar = contextParams.get(-1); + return ( + // ? an arabic char preceded with a non arabic char + (isArabicChar(char) || isTashkeelArabicChar(char)) && + !isArabicChar(prevChar) + ); +} + +function arabicSentenceEndCheck(contextParams) { + var nextChar = contextParams.get(1); + switch (true) { + case nextChar === null: + return true; + case (!isArabicChar(nextChar) && !isTashkeelArabicChar(nextChar)): + var nextIsWhitespace = isWhiteSpace(nextChar); + if (!nextIsWhitespace) { return true; } + if (nextIsWhitespace) { + var arabicCharAhead = false; + arabicCharAhead = ( + contextParams.lookahead.some( + function (c) { return isArabicChar(c) || isTashkeelArabicChar(c); } + ) + ); + if (!arabicCharAhead) { return true; } + } + break; + default: + return false; + } +} + +var arabicSentenceCheck = { + startCheck: arabicSentenceStartCheck, + endCheck: arabicSentenceEndCheck +}; + +/** + * Apply single substitution format 1 + * @param {Array} substitutions substitutions + * @param {any} tokens a list of tokens + * @param {number} index token index + */ +function singleSubstitutionFormat1$1(action, tokens, index) { + tokens[index].setState(action.tag, action.substitution); +} + +/** + * Apply single substitution format 2 + * @param {Array} substitutions substitutions + * @param {any} tokens a list of tokens + * @param {number} index token index + */ +function singleSubstitutionFormat2$1(action, tokens, index) { + tokens[index].setState(action.tag, action.substitution); +} + +/** + * Apply chaining context substitution format 3 + * @param {Array} substitutions substitutions + * @param {any} tokens a list of tokens + * @param {number} index token index + */ +function chainingSubstitutionFormat3$1(action, tokens, index) { + action.substitution.forEach(function (subst, offset) { + var token = tokens[index + offset]; + token.setState(action.tag, subst); + }); +} + +/** + * Apply ligature substitution format 1 + * @param {Array} substitutions substitutions + * @param {any} tokens a list of tokens + * @param {number} index token index + */ +function ligatureSubstitutionFormat1$1(action, tokens, index) { + var token = tokens[index]; + token.setState(action.tag, action.substitution.ligGlyph); + var compsCount = action.substitution.components.length; + for (var i = 0; i < compsCount; i++) { + token = tokens[index + i + 1]; + token.setState('deleted', true); + } +} + +/** + * Supported substitutions + */ +var SUBSTITUTIONS = { + 11: singleSubstitutionFormat1$1, + 12: singleSubstitutionFormat2$1, + 63: chainingSubstitutionFormat3$1, + 41: ligatureSubstitutionFormat1$1 +}; + +/** + * Apply substitutions to a list of tokens + * @param {Array} substitutions substitutions + * @param {any} tokens a list of tokens + * @param {number} index token index + */ +function applySubstitution(action, tokens, index) { + if (action instanceof SubstitutionAction && SUBSTITUTIONS[action.id]) { + SUBSTITUTIONS[action.id](action, tokens, index); + } +} + +/** + * Apply Arabic presentation forms to a range of tokens + */ + +/** + * Check if a char can be connected to it's preceding char + * @param {ContextParams} charContextParams context params of a char + */ +function willConnectPrev(charContextParams) { + var backtrack = [].concat(charContextParams.backtrack); + for (var i = backtrack.length - 1; i >= 0; i--) { + var prevChar = backtrack[i]; + var isolated = isIsolatedArabicChar(prevChar); + var tashkeel = isTashkeelArabicChar(prevChar); + if (!isolated && !tashkeel) { return true; } + if (isolated) { return false; } + } + return false; +} + +/** + * Check if a char can be connected to it's proceeding char + * @param {ContextParams} charContextParams context params of a char + */ +function willConnectNext(charContextParams) { + if (isIsolatedArabicChar(charContextParams.current)) { return false; } + for (var i = 0; i < charContextParams.lookahead.length; i++) { + var nextChar = charContextParams.lookahead[i]; + var tashkeel = isTashkeelArabicChar(nextChar); + if (!tashkeel) { return true; } + } + return false; +} + +/** + * Apply arabic presentation forms to a list of tokens + * @param {ContextRange} range a range of tokens + */ +function arabicPresentationForms(range) { + var this$1 = this; + + var script = 'arab'; + var tags = this.featuresTags[script]; + var tokens = this.tokenizer.getRangeTokens(range); + if (tokens.length === 1) { return; } + var contextParams = new ContextParams( + tokens.map(function (token) { return token.getState('glyphIndex'); } + ), 0); + var charContextParams = new ContextParams( + tokens.map(function (token) { return token.char; } + ), 0); + tokens.forEach(function (token, index) { + if (isTashkeelArabicChar(token.char)) { return; } + contextParams.setCurrentIndex(index); + charContextParams.setCurrentIndex(index); + var CONNECT = 0; // 2 bits 00 (10: can connect next) (01: can connect prev) + if (willConnectPrev(charContextParams)) { CONNECT |= 1; } + if (willConnectNext(charContextParams)) { CONNECT |= 2; } + var tag; + switch (CONNECT) { + case 1: (tag = 'fina'); break; + case 2: (tag = 'init'); break; + case 3: (tag = 'medi'); break; + } + if (tags.indexOf(tag) === -1) { return; } + var substitutions = this$1.query.lookupFeature({ + tag: tag, script: script, contextParams: contextParams + }); + if (substitutions instanceof Error) { return console.info(substitutions.message); } + substitutions.forEach(function (action, index) { + if (action instanceof SubstitutionAction) { + applySubstitution(action, tokens, index); + contextParams.context[index] = action.substitution; + } + }); + }); +} + +/** + * Apply Arabic required ligatures feature to a range of tokens + */ + +/** + * Update context params + * @param {any} tokens a list of tokens + * @param {number} index current item index + */ +function getContextParams(tokens, index) { + var context = tokens.map(function (token) { return token.activeState.value; }); + return new ContextParams(context, index || 0); +} + +/** + * Apply Arabic required ligatures to a context range + * @param {ContextRange} range a range of tokens + */ +function arabicRequiredLigatures(range) { + var this$1 = this; + + var script = 'arab'; + var tokens = this.tokenizer.getRangeTokens(range); + var contextParams = getContextParams(tokens); + contextParams.context.forEach(function (glyphIndex, index) { + contextParams.setCurrentIndex(index); + var substitutions = this$1.query.lookupFeature({ + tag: 'rlig', script: script, contextParams: contextParams + }); + if (substitutions.length) { + substitutions.forEach( + function (action) { return applySubstitution(action, tokens, index); } + ); + contextParams = getContextParams(tokens); + } + }); +} + +/** + * Latin word context checkers + */ + +function latinWordStartCheck(contextParams) { + var char = contextParams.current; + var prevChar = contextParams.get(-1); + return ( + // ? latin first char + (prevChar === null && isLatinChar(char)) || + // ? latin char preceded with a non latin char + (!isLatinChar(prevChar) && isLatinChar(char)) + ); +} + +function latinWordEndCheck(contextParams) { + var nextChar = contextParams.get(1); + return ( + // ? last latin char + (nextChar === null) || + // ? next char is not latin + (!isLatinChar(nextChar)) + ); +} + +var latinWordCheck = { + startCheck: latinWordStartCheck, + endCheck: latinWordEndCheck +}; + +/** + * Apply Latin ligature feature to a range of tokens + */ + +/** + * Update context params + * @param {any} tokens a list of tokens + * @param {number} index current item index + */ +function getContextParams$1(tokens, index) { + var context = tokens.map(function (token) { return token.activeState.value; }); + return new ContextParams(context, index || 0); +} + +/** + * Apply Arabic required ligatures to a context range + * @param {ContextRange} range a range of tokens + */ +function latinLigature(range) { + var this$1 = this; + + var script = 'latn'; + var tokens = this.tokenizer.getRangeTokens(range); + var contextParams = getContextParams$1(tokens); + contextParams.context.forEach(function (glyphIndex, index) { + contextParams.setCurrentIndex(index); + var substitutions = this$1.query.lookupFeature({ + tag: 'liga', script: script, contextParams: contextParams + }); + if (substitutions.length) { + substitutions.forEach( + function (action) { return applySubstitution(action, tokens, index); } + ); + contextParams = getContextParams$1(tokens); + } + }); +} + +/** + * Infer bidirectional properties for a given text and apply + * the corresponding layout rules. + */ + +/** + * Create Bidi. features + * @param {string} baseDir text base direction. value either 'ltr' or 'rtl' + */ +function Bidi(baseDir) { + this.baseDir = baseDir || 'ltr'; + this.tokenizer = new Tokenizer(); + this.featuresTags = {}; +} + +/** + * Sets Bidi text + * @param {string} text a text input + */ +Bidi.prototype.setText = function (text) { + this.text = text; +}; + +/** + * Store essential context checks: + * arabic word check for applying gsub features + * arabic sentence check for adjusting arabic layout + */ +Bidi.prototype.contextChecks = ({ + latinWordCheck: latinWordCheck, + arabicWordCheck: arabicWordCheck, + arabicSentenceCheck: arabicSentenceCheck +}); + +/** + * Register arabic word check + */ +function registerContextChecker(checkId) { + var check = this.contextChecks[(checkId + "Check")]; + return this.tokenizer.registerContextChecker( + checkId, check.startCheck, check.endCheck + ); +} + +/** + * Perform pre tokenization procedure then + * tokenize text input + */ +function tokenizeText() { + registerContextChecker.call(this, 'latinWord'); + registerContextChecker.call(this, 'arabicWord'); + registerContextChecker.call(this, 'arabicSentence'); + return this.tokenizer.tokenize(this.text); +} + +/** + * Reverse arabic sentence layout + * TODO: check base dir before applying adjustments - priority low + */ +function reverseArabicSentences() { + var this$1 = this; + + var ranges = this.tokenizer.getContextRanges('arabicSentence'); + ranges.forEach(function (range) { + var rangeTokens = this$1.tokenizer.getRangeTokens(range); + this$1.tokenizer.replaceRange( + range.startIndex, + range.endOffset, + rangeTokens.reverse() + ); + }); +} + +/** + * Register supported features tags + * @param {script} script script tag + * @param {Array} tags features tags list + */ +Bidi.prototype.registerFeatures = function (script, tags) { + var this$1 = this; + + var supportedTags = tags.filter( + function (tag) { return this$1.query.supports({script: script, tag: tag}); } + ); + if (!this.featuresTags.hasOwnProperty(script)) { + this.featuresTags[script] = supportedTags; + } else { + this.featuresTags[script] = + this.featuresTags[script].concat(supportedTags); + } +}; + +/** + * Apply GSUB features + * @param {Array} tagsList a list of features tags + * @param {string} script a script tag + * @param {Font} font opentype font instance + */ +Bidi.prototype.applyFeatures = function (font, features) { + if (!font) { throw new Error( + 'No valid font was provided to apply features' + ); } + if (!this.query) { this.query = new FeatureQuery(font); } + for (var f = 0; f < features.length; f++) { + var feature = features[f]; + if (!this.query.supports({script: feature.script})) { continue; } + this.registerFeatures(feature.script, feature.tags); + } +}; + +/** + * Register a state modifier + * @param {string} modifierId state modifier id + * @param {function} condition a predicate function that returns true or false + * @param {function} modifier a modifier function to set token state + */ +Bidi.prototype.registerModifier = function (modifierId, condition, modifier) { + this.tokenizer.registerModifier(modifierId, condition, modifier); +}; + +/** + * Check if 'glyphIndex' is registered + */ +function checkGlyphIndexStatus() { + if (this.tokenizer.registeredModifiers.indexOf('glyphIndex') === -1) { + throw new Error( + 'glyphIndex modifier is required to apply ' + + 'arabic presentation features.' + ); + } +} + +/** + * Apply arabic presentation forms features + */ +function applyArabicPresentationForms() { + var this$1 = this; + + var script = 'arab'; + if (!this.featuresTags.hasOwnProperty(script)) { return; } + checkGlyphIndexStatus.call(this); + var ranges = this.tokenizer.getContextRanges('arabicWord'); + ranges.forEach(function (range) { + arabicPresentationForms.call(this$1, range); + }); +} + +/** + * Apply required arabic ligatures + */ +function applyArabicRequireLigatures() { + var this$1 = this; + + var script = 'arab'; + if (!this.featuresTags.hasOwnProperty(script)) { return; } + var tags = this.featuresTags[script]; + if (tags.indexOf('rlig') === -1) { return; } + checkGlyphIndexStatus.call(this); + var ranges = this.tokenizer.getContextRanges('arabicWord'); + ranges.forEach(function (range) { + arabicRequiredLigatures.call(this$1, range); + }); +} + +/** + * Apply required arabic ligatures + */ +function applyLatinLigatures() { + var this$1 = this; + + var script = 'latn'; + if (!this.featuresTags.hasOwnProperty(script)) { return; } + var tags = this.featuresTags[script]; + if (tags.indexOf('liga') === -1) { return; } + checkGlyphIndexStatus.call(this); + var ranges = this.tokenizer.getContextRanges('latinWord'); + ranges.forEach(function (range) { + latinLigature.call(this$1, range); + }); +} + +/** + * Check if a context is registered + * @param {string} contextId context id + */ +Bidi.prototype.checkContextReady = function (contextId) { + return !!this.tokenizer.getContext(contextId); +}; + +/** + * Apply features to registered contexts + */ +Bidi.prototype.applyFeaturesToContexts = function () { + if (this.checkContextReady('arabicWord')) { + applyArabicPresentationForms.call(this); + applyArabicRequireLigatures.call(this); + } + if (this.checkContextReady('latinWord')) { + applyLatinLigatures.call(this); + } + if (this.checkContextReady('arabicSentence')) { + reverseArabicSentences.call(this); + } +}; + +/** + * process text input + * @param {string} text an input text + */ +Bidi.prototype.processText = function(text) { + if (!this.text || this.text !== text) { + this.setText(text); + tokenizeText.call(this); + this.applyFeaturesToContexts(); + } +}; + +/** + * Process a string of text to identify and adjust + * bidirectional text entities. + * @param {string} text input text + */ +Bidi.prototype.getBidiText = function (text) { + this.processText(text); + return this.tokenizer.getText(); +}; + +/** + * Get the current state index of each token + * @param {text} text an input text + */ +Bidi.prototype.getTextGlyphs = function (text) { + this.processText(text); + var indexes = []; + for (var i = 0; i < this.tokenizer.tokens.length; i++) { + var token = this.tokenizer.tokens[i]; + if (token.state.deleted) { continue; } + var index = token.activeState.value; + indexes.push(Array.isArray(index) ? index[0] : index); + } + return indexes; +}; + +// The Font object + +/** + * @typedef FontOptions + * @type Object + * @property {Boolean} empty - whether to create a new empty font + * @property {string} familyName + * @property {string} styleName + * @property {string=} fullName + * @property {string=} postScriptName + * @property {string=} designer + * @property {string=} designerURL + * @property {string=} manufacturer + * @property {string=} manufacturerURL + * @property {string=} license + * @property {string=} licenseURL + * @property {string=} version + * @property {string=} description + * @property {string=} copyright + * @property {string=} trademark + * @property {Number} unitsPerEm + * @property {Number} ascender + * @property {Number} descender + * @property {Number} createdTimestamp + * @property {string=} weightClass + * @property {string=} widthClass + * @property {string=} fsSelection + */ + +/** + * A Font represents a loaded OpenType font file. + * It contains a set of glyphs and methods to draw text on a drawing context, + * or to get a path representing the text. + * @exports opentype.Font + * @class + * @param {FontOptions} + * @constructor + */ +function Font(options) { + options = options || {}; + options.tables = options.tables || {}; + + if (!options.empty) { + // Check that we've provided the minimum set of names. + checkArgument(options.familyName, 'When creating a new Font object, familyName is required.'); + checkArgument(options.styleName, 'When creating a new Font object, styleName is required.'); + checkArgument(options.unitsPerEm, 'When creating a new Font object, unitsPerEm is required.'); + checkArgument(options.ascender, 'When creating a new Font object, ascender is required.'); + checkArgument(options.descender <= 0, 'When creating a new Font object, negative descender value is required.'); + + // OS X will complain if the names are empty, so we put a single space everywhere by default. + this.names = { + fontFamily: {en: options.familyName || ' '}, + fontSubfamily: {en: options.styleName || ' '}, + fullName: {en: options.fullName || options.familyName + ' ' + options.styleName}, + // postScriptName may not contain any whitespace + postScriptName: {en: options.postScriptName || (options.familyName + options.styleName).replace(/\s/g, '')}, + designer: {en: options.designer || ' '}, + designerURL: {en: options.designerURL || ' '}, + manufacturer: {en: options.manufacturer || ' '}, + manufacturerURL: {en: options.manufacturerURL || ' '}, + license: {en: options.license || ' '}, + licenseURL: {en: options.licenseURL || ' '}, + version: {en: options.version || 'Version 0.1'}, + description: {en: options.description || ' '}, + copyright: {en: options.copyright || ' '}, + trademark: {en: options.trademark || ' '} + }; + this.unitsPerEm = options.unitsPerEm || 1000; + this.ascender = options.ascender; + this.descender = options.descender; + this.createdTimestamp = options.createdTimestamp; + this.tables = Object.assign(options.tables, { + os2: Object.assign({ + usWeightClass: options.weightClass || this.usWeightClasses.MEDIUM, + usWidthClass: options.widthClass || this.usWidthClasses.MEDIUM, + fsSelection: options.fsSelection || this.fsSelectionValues.REGULAR, + }, options.tables.os2) + }); + } + + this.supported = true; // Deprecated: parseBuffer will throw an error if font is not supported. + this.glyphs = new glyphset.GlyphSet(this, options.glyphs || []); + this.encoding = new DefaultEncoding(this); + this.position = new Position(this); + this.substitution = new Substitution(this); + this.tables = this.tables || {}; + + // needed for low memory mode only. + this._push = null; + this._hmtxTableData = {}; + + Object.defineProperty(this, 'hinting', { + get: function() { + if (this._hinting) { return this._hinting; } + if (this.outlinesFormat === 'truetype') { + return (this._hinting = new Hinting(this)); + } + } + }); +} + +/** + * Check if the font has a glyph for the given character. + * @param {string} + * @return {Boolean} + */ +Font.prototype.hasChar = function(c) { + return this.encoding.charToGlyphIndex(c) !== null; +}; + +/** + * Convert the given character to a single glyph index. + * Note that this function assumes that there is a one-to-one mapping between + * the given character and a glyph; for complex scripts this might not be the case. + * @param {string} + * @return {Number} + */ +Font.prototype.charToGlyphIndex = function(s) { + return this.encoding.charToGlyphIndex(s); +}; + +/** + * Convert the given character to a single Glyph object. + * Note that this function assumes that there is a one-to-one mapping between + * the given character and a glyph; for complex scripts this might not be the case. + * @param {string} + * @return {opentype.Glyph} + */ +Font.prototype.charToGlyph = function(c) { + var glyphIndex = this.charToGlyphIndex(c); + var glyph = this.glyphs.get(glyphIndex); + if (!glyph) { + // .notdef + glyph = this.glyphs.get(0); + } + + return glyph; +}; + +/** + * Update features + * @param {any} options features options + */ +Font.prototype.updateFeatures = function (options) { + // TODO: update all features options not only 'latn'. + return this.defaultRenderOptions.features.map(function (feature) { + if (feature.script === 'latn') { + return { + script: 'latn', + tags: feature.tags.filter(function (tag) { return options[tag]; }) + }; + } else { + return feature; + } + }); +}; + +/** + * Convert the given text to a list of Glyph objects. + * Note that there is no strict one-to-one mapping between characters and + * glyphs, so the list of returned glyphs can be larger or smaller than the + * length of the given string. + * @param {string} + * @param {GlyphRenderOptions} [options] + * @return {opentype.Glyph[]} + */ +Font.prototype.stringToGlyphs = function(s, options) { + var this$1 = this; + + + var bidi = new Bidi(); + + // Create and register 'glyphIndex' state modifier + var charToGlyphIndexMod = function (token) { return this$1.charToGlyphIndex(token.char); }; + bidi.registerModifier('glyphIndex', null, charToGlyphIndexMod); + + // roll-back to default features + var features = options ? + this.updateFeatures(options.features) : + this.defaultRenderOptions.features; + + bidi.applyFeatures(this, features); + + var indexes = bidi.getTextGlyphs(s); + + var length = indexes.length; + + // convert glyph indexes to glyph objects + var glyphs = new Array(length); + var notdef = this.glyphs.get(0); + for (var i = 0; i < length; i += 1) { + glyphs[i] = this.glyphs.get(indexes[i]) || notdef; + } + return glyphs; +}; + +/** + * @param {string} + * @return {Number} + */ +Font.prototype.nameToGlyphIndex = function(name) { + return this.glyphNames.nameToGlyphIndex(name); +}; + +/** + * @param {string} + * @return {opentype.Glyph} + */ +Font.prototype.nameToGlyph = function(name) { + var glyphIndex = this.nameToGlyphIndex(name); + var glyph = this.glyphs.get(glyphIndex); + if (!glyph) { + // .notdef + glyph = this.glyphs.get(0); + } + + return glyph; +}; + +/** + * @param {Number} + * @return {String} + */ +Font.prototype.glyphIndexToName = function(gid) { + if (!this.glyphNames.glyphIndexToName) { + return ''; + } + + return this.glyphNames.glyphIndexToName(gid); +}; + +/** + * Retrieve the value of the kerning pair between the left glyph (or its index) + * and the right glyph (or its index). If no kerning pair is found, return 0. + * The kerning value gets added to the advance width when calculating the spacing + * between glyphs. + * For GPOS kerning, this method uses the default script and language, which covers + * most use cases. To have greater control, use font.position.getKerningValue . + * @param {opentype.Glyph} leftGlyph + * @param {opentype.Glyph} rightGlyph + * @return {Number} + */ +Font.prototype.getKerningValue = function(leftGlyph, rightGlyph) { + leftGlyph = leftGlyph.index || leftGlyph; + rightGlyph = rightGlyph.index || rightGlyph; + var gposKerning = this.position.defaultKerningTables; + if (gposKerning) { + return this.position.getKerningValue(gposKerning, leftGlyph, rightGlyph); + } + // "kern" table + return this.kerningPairs[leftGlyph + ',' + rightGlyph] || 0; +}; + +/** + * @typedef GlyphRenderOptions + * @type Object + * @property {string} [script] - script used to determine which features to apply. By default, 'DFLT' or 'latn' is used. + * See https://www.microsoft.com/typography/otspec/scripttags.htm + * @property {string} [language='dflt'] - language system used to determine which features to apply. + * See https://www.microsoft.com/typography/developers/opentype/languagetags.aspx + * @property {boolean} [kerning=true] - whether to include kerning values + * @property {object} [features] - OpenType Layout feature tags. Used to enable or disable the features of the given script/language system. + * See https://www.microsoft.com/typography/otspec/featuretags.htm + */ +Font.prototype.defaultRenderOptions = { + kerning: true, + features: [ + /** + * these 4 features are required to render Arabic text properly + * and shouldn't be turned off when rendering arabic text. + */ + { script: 'arab', tags: ['init', 'medi', 'fina', 'rlig'] }, + { script: 'latn', tags: ['liga', 'rlig'] } + ] +}; + +/** + * Helper function that invokes the given callback for each glyph in the given text. + * The callback gets `(glyph, x, y, fontSize, options)`.* @param {string} text + * @param {string} text - The text to apply. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + * @param {Function} callback + */ +Font.prototype.forEachGlyph = function(text, x, y, fontSize, options, callback) { + x = x !== undefined ? x : 0; + y = y !== undefined ? y : 0; + fontSize = fontSize !== undefined ? fontSize : 72; + options = Object.assign({}, this.defaultRenderOptions, options); + var fontScale = 1 / this.unitsPerEm * fontSize; + var glyphs = this.stringToGlyphs(text, options); + var kerningLookups; + if (options.kerning) { + var script = options.script || this.position.getDefaultScriptName(); + kerningLookups = this.position.getKerningTables(script, options.language); + } + for (var i = 0; i < glyphs.length; i += 1) { + var glyph = glyphs[i]; + callback.call(this, glyph, x, y, fontSize, options); + if (glyph.advanceWidth) { + x += glyph.advanceWidth * fontScale; + } + + if (options.kerning && i < glyphs.length - 1) { + // We should apply position adjustment lookups in a more generic way. + // Here we only use the xAdvance value. + var kerningValue = kerningLookups ? + this.position.getKerningValue(kerningLookups, glyph.index, glyphs[i + 1].index) : + this.getKerningValue(glyph, glyphs[i + 1]); + x += kerningValue * fontScale; + } + + if (options.letterSpacing) { + x += options.letterSpacing * fontSize; + } else if (options.tracking) { + x += (options.tracking / 1000) * fontSize; + } + } + return x; +}; + +/** + * Create a Path object that represents the given text. + * @param {string} text - The text to create. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + * @return {opentype.Path} + */ +Font.prototype.getPath = function(text, x, y, fontSize, options) { + var fullPath = new Path(); + this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { + var glyphPath = glyph.getPath(gX, gY, gFontSize, options, this); + fullPath.extend(glyphPath); + }); + return fullPath; +}; + +/** + * Create an array of Path objects that represent the glyphs of a given text. + * @param {string} text - The text to create. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + * @return {opentype.Path[]} + */ +Font.prototype.getPaths = function(text, x, y, fontSize, options) { + var glyphPaths = []; + this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { + var glyphPath = glyph.getPath(gX, gY, gFontSize, options, this); + glyphPaths.push(glyphPath); + }); + + return glyphPaths; +}; + +/** + * Returns the advance width of a text. + * + * This is something different than Path.getBoundingBox() as for example a + * suffixed whitespace increases the advanceWidth but not the bounding box + * or an overhanging letter like a calligraphic 'f' might have a quite larger + * bounding box than its advance width. + * + * This corresponds to canvas2dContext.measureText(text).width + * + * @param {string} text - The text to create. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + * @return advance width + */ +Font.prototype.getAdvanceWidth = function(text, fontSize, options) { + return this.forEachGlyph(text, 0, 0, fontSize, options, function() {}); +}; + +/** + * Draw the text on the given drawing context. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {string} text - The text to create. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + */ +Font.prototype.draw = function(ctx, text, x, y, fontSize, options) { + this.getPath(text, x, y, fontSize, options).draw(ctx); +}; + +/** + * Draw the points of all glyphs in the text. + * On-curve points will be drawn in blue, off-curve points will be drawn in red. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {string} text - The text to create. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + */ +Font.prototype.drawPoints = function(ctx, text, x, y, fontSize, options) { + this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { + glyph.drawPoints(ctx, gX, gY, gFontSize); + }); +}; + +/** + * Draw lines indicating important font measurements for all glyphs in the text. + * Black lines indicate the origin of the coordinate system (point 0,0). + * Blue lines indicate the glyph bounding box. + * Green line indicates the advance width of the glyph. + * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. + * @param {string} text - The text to create. + * @param {number} [x=0] - Horizontal position of the beginning of the text. + * @param {number} [y=0] - Vertical position of the *baseline* of the text. + * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. + * @param {GlyphRenderOptions=} options + */ +Font.prototype.drawMetrics = function(ctx, text, x, y, fontSize, options) { + this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { + glyph.drawMetrics(ctx, gX, gY, gFontSize); + }); +}; + +/** + * @param {string} + * @return {string} + */ +Font.prototype.getEnglishName = function(name) { + var translations = this.names[name]; + if (translations) { + return translations.en; + } +}; + +/** + * Validate + */ +Font.prototype.validate = function() { + var _this = this; + + function assert(predicate, message) { + } + + function assertNamePresent(name) { + var englishName = _this.getEnglishName(name); + assert(englishName && englishName.trim().length > 0); + } + + // Identification information + assertNamePresent('fontFamily'); + assertNamePresent('weightName'); + assertNamePresent('manufacturer'); + assertNamePresent('copyright'); + assertNamePresent('version'); + + // Dimension information + assert(this.unitsPerEm > 0); +}; + +/** + * Convert the font object to a SFNT data structure. + * This structure contains all the necessary tables and metadata to create a binary OTF file. + * @return {opentype.Table} + */ +Font.prototype.toTables = function() { + return sfnt.fontToTable(this); +}; +/** + * @deprecated Font.toBuffer is deprecated. Use Font.toArrayBuffer instead. + */ +Font.prototype.toBuffer = function() { + console.warn('Font.toBuffer is deprecated. Use Font.toArrayBuffer instead.'); + return this.toArrayBuffer(); +}; +/** + * Converts a `opentype.Font` into an `ArrayBuffer` + * @return {ArrayBuffer} + */ +Font.prototype.toArrayBuffer = function() { + var sfntTable = this.toTables(); + var bytes = sfntTable.encode(); + var buffer = new ArrayBuffer(bytes.length); + var intArray = new Uint8Array(buffer); + for (var i = 0; i < bytes.length; i++) { + intArray[i] = bytes[i]; + } + + return buffer; +}; + +/** + * Initiate a download of the OpenType font. + */ +Font.prototype.download = function(fileName) { + var familyName = this.getEnglishName('fontFamily'); + var styleName = this.getEnglishName('fontSubfamily'); + fileName = fileName || familyName.replace(/\s/g, '') + '-' + styleName + '.otf'; + var arrayBuffer = this.toArrayBuffer(); + + if (isBrowser()) { + window.URL = window.URL || window.webkitURL; + + if (window.URL) { + var dataView = new DataView(arrayBuffer); + var blob = new Blob([dataView], {type: 'font/opentype'}); + + var link = document.createElement('a'); + link.href = window.URL.createObjectURL(blob); + link.download = fileName; + + var event = document.createEvent('MouseEvents'); + event.initEvent('click', true, false); + link.dispatchEvent(event); + } else { + console.warn('Font file could not be downloaded. Try using a different browser.'); + } + } else { + var fs = require('fs'); + var buffer = arrayBufferToNodeBuffer(arrayBuffer); + fs.writeFileSync(fileName, buffer); + } +}; +/** + * @private + */ +Font.prototype.fsSelectionValues = { + ITALIC: 0x001, //1 + UNDERSCORE: 0x002, //2 + NEGATIVE: 0x004, //4 + OUTLINED: 0x008, //8 + STRIKEOUT: 0x010, //16 + BOLD: 0x020, //32 + REGULAR: 0x040, //64 + USER_TYPO_METRICS: 0x080, //128 + WWS: 0x100, //256 + OBLIQUE: 0x200 //512 +}; + +/** + * @private + */ +Font.prototype.usWidthClasses = { + ULTRA_CONDENSED: 1, + EXTRA_CONDENSED: 2, + CONDENSED: 3, + SEMI_CONDENSED: 4, + MEDIUM: 5, + SEMI_EXPANDED: 6, + EXPANDED: 7, + EXTRA_EXPANDED: 8, + ULTRA_EXPANDED: 9 +}; + +/** + * @private + */ +Font.prototype.usWeightClasses = { + THIN: 100, + EXTRA_LIGHT: 200, + LIGHT: 300, + NORMAL: 400, + MEDIUM: 500, + SEMI_BOLD: 600, + BOLD: 700, + EXTRA_BOLD: 800, + BLACK: 900 +}; + +// The `fvar` table stores font variation axes and instances. + +function addName(name, names) { + var nameString = JSON.stringify(name); + var nameID = 256; + for (var nameKey in names) { + var n = parseInt(nameKey); + if (!n || n < 256) { + continue; + } + + if (JSON.stringify(names[nameKey]) === nameString) { + return n; + } + + if (nameID <= n) { + nameID = n + 1; + } + } + + names[nameID] = name; + return nameID; +} + +function makeFvarAxis(n, axis, names) { + var nameID = addName(axis.name, names); + return [ + {name: 'tag_' + n, type: 'TAG', value: axis.tag}, + {name: 'minValue_' + n, type: 'FIXED', value: axis.minValue << 16}, + {name: 'defaultValue_' + n, type: 'FIXED', value: axis.defaultValue << 16}, + {name: 'maxValue_' + n, type: 'FIXED', value: axis.maxValue << 16}, + {name: 'flags_' + n, type: 'USHORT', value: 0}, + {name: 'nameID_' + n, type: 'USHORT', value: nameID} + ]; +} + +function parseFvarAxis(data, start, names) { + var axis = {}; + var p = new parse.Parser(data, start); + axis.tag = p.parseTag(); + axis.minValue = p.parseFixed(); + axis.defaultValue = p.parseFixed(); + axis.maxValue = p.parseFixed(); + p.skip('uShort', 1); // reserved for flags; no values defined + axis.name = names[p.parseUShort()] || {}; + return axis; +} + +function makeFvarInstance(n, inst, axes, names) { + var nameID = addName(inst.name, names); + var fields = [ + {name: 'nameID_' + n, type: 'USHORT', value: nameID}, + {name: 'flags_' + n, type: 'USHORT', value: 0} + ]; + + for (var i = 0; i < axes.length; ++i) { + var axisTag = axes[i].tag; + fields.push({ + name: 'axis_' + n + ' ' + axisTag, + type: 'FIXED', + value: inst.coordinates[axisTag] << 16 + }); + } + + return fields; +} + +function parseFvarInstance(data, start, axes, names) { + var inst = {}; + var p = new parse.Parser(data, start); + inst.name = names[p.parseUShort()] || {}; + p.skip('uShort', 1); // reserved for flags; no values defined + + inst.coordinates = {}; + for (var i = 0; i < axes.length; ++i) { + inst.coordinates[axes[i].tag] = p.parseFixed(); + } + + return inst; +} + +function makeFvarTable(fvar, names) { + var result = new table.Table('fvar', [ + {name: 'version', type: 'ULONG', value: 0x10000}, + {name: 'offsetToData', type: 'USHORT', value: 0}, + {name: 'countSizePairs', type: 'USHORT', value: 2}, + {name: 'axisCount', type: 'USHORT', value: fvar.axes.length}, + {name: 'axisSize', type: 'USHORT', value: 20}, + {name: 'instanceCount', type: 'USHORT', value: fvar.instances.length}, + {name: 'instanceSize', type: 'USHORT', value: 4 + fvar.axes.length * 4} + ]); + result.offsetToData = result.sizeOf(); + + for (var i = 0; i < fvar.axes.length; i++) { + result.fields = result.fields.concat(makeFvarAxis(i, fvar.axes[i], names)); + } + + for (var j = 0; j < fvar.instances.length; j++) { + result.fields = result.fields.concat(makeFvarInstance(j, fvar.instances[j], fvar.axes, names)); + } + + return result; +} + +function parseFvarTable(data, start, names) { + var p = new parse.Parser(data, start); + var tableVersion = p.parseULong(); + check.argument(tableVersion === 0x00010000, 'Unsupported fvar table version.'); + var offsetToData = p.parseOffset16(); + // Skip countSizePairs. + p.skip('uShort', 1); + var axisCount = p.parseUShort(); + var axisSize = p.parseUShort(); + var instanceCount = p.parseUShort(); + var instanceSize = p.parseUShort(); + + var axes = []; + for (var i = 0; i < axisCount; i++) { + axes.push(parseFvarAxis(data, start + offsetToData + i * axisSize, names)); + } + + var instances = []; + var instanceStart = start + offsetToData + axisCount * axisSize; + for (var j = 0; j < instanceCount; j++) { + instances.push(parseFvarInstance(data, instanceStart + j * instanceSize, axes, names)); + } + + return {axes: axes, instances: instances}; +} + +var fvar = { make: makeFvarTable, parse: parseFvarTable }; + +// The `GDEF` table contains various glyph properties + +var attachList = function() { + return { + coverage: this.parsePointer(Parser.coverage), + attachPoints: this.parseList(Parser.pointer(Parser.uShortList)) + }; +}; + +var caretValue = function() { + var format = this.parseUShort(); + check.argument(format === 1 || format === 2 || format === 3, + 'Unsupported CaretValue table version.'); + if (format === 1) { + return { coordinate: this.parseShort() }; + } else if (format === 2) { + return { pointindex: this.parseShort() }; + } else if (format === 3) { + // Device / Variation Index tables unsupported + return { coordinate: this.parseShort() }; + } +}; + +var ligGlyph = function() { + return this.parseList(Parser.pointer(caretValue)); +}; + +var ligCaretList = function() { + return { + coverage: this.parsePointer(Parser.coverage), + ligGlyphs: this.parseList(Parser.pointer(ligGlyph)) + }; +}; + +var markGlyphSets = function() { + this.parseUShort(); // Version + return this.parseList(Parser.pointer(Parser.coverage)); +}; + +function parseGDEFTable(data, start) { + start = start || 0; + var p = new Parser(data, start); + var tableVersion = p.parseVersion(1); + check.argument(tableVersion === 1 || tableVersion === 1.2 || tableVersion === 1.3, + 'Unsupported GDEF table version.'); + var gdef = { + version: tableVersion, + classDef: p.parsePointer(Parser.classDef), + attachList: p.parsePointer(attachList), + ligCaretList: p.parsePointer(ligCaretList), + markAttachClassDef: p.parsePointer(Parser.classDef) + }; + if (tableVersion >= 1.2) { + gdef.markGlyphSets = p.parsePointer(markGlyphSets); + } + return gdef; +} +var gdef = { parse: parseGDEFTable }; + +// The `GPOS` table contains kerning pairs, among other things. + +var subtableParsers$1 = new Array(10); // subtableParsers[0] is unused + +// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#lookup-type-1-single-adjustment-positioning-subtable +// this = Parser instance +subtableParsers$1[1] = function parseLookup1() { + var start = this.offset + this.relativeOffset; + var posformat = this.parseUShort(); + if (posformat === 1) { + return { + posFormat: 1, + coverage: this.parsePointer(Parser.coverage), + value: this.parseValueRecord() + }; + } else if (posformat === 2) { + return { + posFormat: 2, + coverage: this.parsePointer(Parser.coverage), + values: this.parseValueRecordList() + }; + } + check.assert(false, '0x' + start.toString(16) + ': GPOS lookup type 1 format must be 1 or 2.'); +}; + +// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#lookup-type-2-pair-adjustment-positioning-subtable +subtableParsers$1[2] = function parseLookup2() { + var start = this.offset + this.relativeOffset; + var posFormat = this.parseUShort(); + check.assert(posFormat === 1 || posFormat === 2, '0x' + start.toString(16) + ': GPOS lookup type 2 format must be 1 or 2.'); + var coverage = this.parsePointer(Parser.coverage); + var valueFormat1 = this.parseUShort(); + var valueFormat2 = this.parseUShort(); + if (posFormat === 1) { + // Adjustments for Glyph Pairs + return { + posFormat: posFormat, + coverage: coverage, + valueFormat1: valueFormat1, + valueFormat2: valueFormat2, + pairSets: this.parseList(Parser.pointer(Parser.list(function() { + return { // pairValueRecord + secondGlyph: this.parseUShort(), + value1: this.parseValueRecord(valueFormat1), + value2: this.parseValueRecord(valueFormat2) + }; + }))) + }; + } else if (posFormat === 2) { + var classDef1 = this.parsePointer(Parser.classDef); + var classDef2 = this.parsePointer(Parser.classDef); + var class1Count = this.parseUShort(); + var class2Count = this.parseUShort(); + return { + // Class Pair Adjustment + posFormat: posFormat, + coverage: coverage, + valueFormat1: valueFormat1, + valueFormat2: valueFormat2, + classDef1: classDef1, + classDef2: classDef2, + class1Count: class1Count, + class2Count: class2Count, + classRecords: this.parseList(class1Count, Parser.list(class2Count, function() { + return { + value1: this.parseValueRecord(valueFormat1), + value2: this.parseValueRecord(valueFormat2) + }; + })) + }; + } +}; + +subtableParsers$1[3] = function parseLookup3() { return { error: 'GPOS Lookup 3 not supported' }; }; +subtableParsers$1[4] = function parseLookup4() { return { error: 'GPOS Lookup 4 not supported' }; }; +subtableParsers$1[5] = function parseLookup5() { return { error: 'GPOS Lookup 5 not supported' }; }; +subtableParsers$1[6] = function parseLookup6() { return { error: 'GPOS Lookup 6 not supported' }; }; +subtableParsers$1[7] = function parseLookup7() { return { error: 'GPOS Lookup 7 not supported' }; }; +subtableParsers$1[8] = function parseLookup8() { return { error: 'GPOS Lookup 8 not supported' }; }; +subtableParsers$1[9] = function parseLookup9() { return { error: 'GPOS Lookup 9 not supported' }; }; + +// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos +function parseGposTable(data, start) { + start = start || 0; + var p = new Parser(data, start); + var tableVersion = p.parseVersion(1); + check.argument(tableVersion === 1 || tableVersion === 1.1, 'Unsupported GPOS table version ' + tableVersion); + + if (tableVersion === 1) { + return { + version: tableVersion, + scripts: p.parseScriptList(), + features: p.parseFeatureList(), + lookups: p.parseLookupList(subtableParsers$1) + }; + } else { + return { + version: tableVersion, + scripts: p.parseScriptList(), + features: p.parseFeatureList(), + lookups: p.parseLookupList(subtableParsers$1), + variations: p.parseFeatureVariationsList() + }; + } + +} + +// GPOS Writing ////////////////////////////////////////////// +// NOT SUPPORTED +var subtableMakers$1 = new Array(10); + +function makeGposTable(gpos) { + return new table.Table('GPOS', [ + {name: 'version', type: 'ULONG', value: 0x10000}, + {name: 'scripts', type: 'TABLE', value: new table.ScriptList(gpos.scripts)}, + {name: 'features', type: 'TABLE', value: new table.FeatureList(gpos.features)}, + {name: 'lookups', type: 'TABLE', value: new table.LookupList(gpos.lookups, subtableMakers$1)} + ]); +} + +var gpos = { parse: parseGposTable, make: makeGposTable }; + +// The `kern` table contains kerning pairs. + +function parseWindowsKernTable(p) { + var pairs = {}; + // Skip nTables. + p.skip('uShort'); + var subtableVersion = p.parseUShort(); + check.argument(subtableVersion === 0, 'Unsupported kern sub-table version.'); + // Skip subtableLength, subtableCoverage + p.skip('uShort', 2); + var nPairs = p.parseUShort(); + // Skip searchRange, entrySelector, rangeShift. + p.skip('uShort', 3); + for (var i = 0; i < nPairs; i += 1) { + var leftIndex = p.parseUShort(); + var rightIndex = p.parseUShort(); + var value = p.parseShort(); + pairs[leftIndex + ',' + rightIndex] = value; + } + return pairs; +} + +function parseMacKernTable(p) { + var pairs = {}; + // The Mac kern table stores the version as a fixed (32 bits) but we only loaded the first 16 bits. + // Skip the rest. + p.skip('uShort'); + var nTables = p.parseULong(); + //check.argument(nTables === 1, 'Only 1 subtable is supported (got ' + nTables + ').'); + if (nTables > 1) { + console.warn('Only the first kern subtable is supported.'); + } + p.skip('uLong'); + var coverage = p.parseUShort(); + var subtableVersion = coverage & 0xFF; + p.skip('uShort'); + if (subtableVersion === 0) { + var nPairs = p.parseUShort(); + // Skip searchRange, entrySelector, rangeShift. + p.skip('uShort', 3); + for (var i = 0; i < nPairs; i += 1) { + var leftIndex = p.parseUShort(); + var rightIndex = p.parseUShort(); + var value = p.parseShort(); + pairs[leftIndex + ',' + rightIndex] = value; + } + } + return pairs; +} + +// Parse the `kern` table which contains kerning pairs. +function parseKernTable(data, start) { + var p = new parse.Parser(data, start); + var tableVersion = p.parseUShort(); + if (tableVersion === 0) { + return parseWindowsKernTable(p); + } else if (tableVersion === 1) { + return parseMacKernTable(p); + } else { + throw new Error('Unsupported kern table version (' + tableVersion + ').'); + } +} + +var kern = { parse: parseKernTable }; + +// The `loca` table stores the offsets to the locations of the glyphs in the font. + +// Parse the `loca` table. This table stores the offsets to the locations of the glyphs in the font, +// relative to the beginning of the glyphData table. +// The number of glyphs stored in the `loca` table is specified in the `maxp` table (under numGlyphs) +// The loca table has two versions: a short version where offsets are stored as uShorts, and a long +// version where offsets are stored as uLongs. The `head` table specifies which version to use +// (under indexToLocFormat). +function parseLocaTable(data, start, numGlyphs, shortVersion) { + var p = new parse.Parser(data, start); + var parseFn = shortVersion ? p.parseUShort : p.parseULong; + // There is an extra entry after the last index element to compute the length of the last glyph. + // That's why we use numGlyphs + 1. + var glyphOffsets = []; + for (var i = 0; i < numGlyphs + 1; i += 1) { + var glyphOffset = parseFn.call(p); + if (shortVersion) { + // The short table version stores the actual offset divided by 2. + glyphOffset *= 2; + } + + glyphOffsets.push(glyphOffset); + } + + return glyphOffsets; +} + +var loca = { parse: parseLocaTable }; + +// opentype.js + +/** + * The opentype library. + * @namespace opentype + */ + +// File loaders ///////////////////////////////////////////////////////// +/** + * Loads a font from a file. The callback throws an error message as the first parameter if it fails + * and the font as an ArrayBuffer in the second parameter if it succeeds. + * @param {string} path - The path of the file + * @param {Function} callback - The function to call when the font load completes + */ +function loadFromFile(path, callback) { + var fs = require('fs'); + fs.readFile(path, function(err, buffer) { + if (err) { + return callback(err.message); + } + + callback(null, nodeBufferToArrayBuffer(buffer)); + }); +} +/** + * Loads a font from a URL. The callback throws an error message as the first parameter if it fails + * and the font as an ArrayBuffer in the second parameter if it succeeds. + * @param {string} url - The URL of the font file. + * @param {Function} callback - The function to call when the font load completes + */ +function loadFromUrl(url, callback) { + var request = new XMLHttpRequest(); + request.open('get', url, true); + request.responseType = 'arraybuffer'; + request.onload = function() { + if (request.response) { + return callback(null, request.response); + } else { + return callback('Font could not be loaded: ' + request.statusText); + } + }; + + request.onerror = function () { + callback('Font could not be loaded'); + }; + + request.send(); +} + +// Table Directory Entries ////////////////////////////////////////////// +/** + * Parses OpenType table entries. + * @param {DataView} + * @param {Number} + * @return {Object[]} + */ +function parseOpenTypeTableEntries(data, numTables) { + var tableEntries = []; + var p = 12; + for (var i = 0; i < numTables; i += 1) { + var tag = parse.getTag(data, p); + var checksum = parse.getULong(data, p + 4); + var offset = parse.getULong(data, p + 8); + var length = parse.getULong(data, p + 12); + tableEntries.push({tag: tag, checksum: checksum, offset: offset, length: length, compression: false}); + p += 16; + } + + return tableEntries; +} + +/** + * Parses WOFF table entries. + * @param {DataView} + * @param {Number} + * @return {Object[]} + */ +function parseWOFFTableEntries(data, numTables) { + var tableEntries = []; + var p = 44; // offset to the first table directory entry. + for (var i = 0; i < numTables; i += 1) { + var tag = parse.getTag(data, p); + var offset = parse.getULong(data, p + 4); + var compLength = parse.getULong(data, p + 8); + var origLength = parse.getULong(data, p + 12); + var compression = (void 0); + if (compLength < origLength) { + compression = 'WOFF'; + } else { + compression = false; + } + + tableEntries.push({tag: tag, offset: offset, compression: compression, + compressedLength: compLength, length: origLength}); + p += 20; + } + + return tableEntries; +} + +/** + * @typedef TableData + * @type Object + * @property {DataView} data - The DataView + * @property {number} offset - The data offset. + */ + +/** + * @param {DataView} + * @param {Object} + * @return {TableData} + */ +function uncompressTable(data, tableEntry) { + if (tableEntry.compression === 'WOFF') { + var inBuffer = new Uint8Array(data.buffer, tableEntry.offset + 2, tableEntry.compressedLength - 2); + var outBuffer = new Uint8Array(tableEntry.length); + tinyInflate(inBuffer, outBuffer); + if (outBuffer.byteLength !== tableEntry.length) { + throw new Error('Decompression error: ' + tableEntry.tag + ' decompressed length doesn\'t match recorded length'); + } + + var view = new DataView(outBuffer.buffer, 0); + return {data: view, offset: 0}; + } else { + return {data: data, offset: tableEntry.offset}; + } +} + +// Public API /////////////////////////////////////////////////////////// + +/** + * Parse the OpenType file data (as an ArrayBuffer) and return a Font object. + * Throws an error if the font could not be parsed. + * @param {ArrayBuffer} + * @param {Object} opt - options for parsing + * @return {opentype.Font} + */ +function parseBuffer(buffer, opt) { + opt = (opt === undefined || opt === null) ? {} : opt; + + var indexToLocFormat; + var ltagTable; + + // Since the constructor can also be called to create new fonts from scratch, we indicate this + // should be an empty font that we'll fill with our own data. + var font = new Font({empty: true}); + + // OpenType fonts use big endian byte ordering. + // We can't rely on typed array view types, because they operate with the endianness of the host computer. + // Instead we use DataViews where we can specify endianness. + var data = new DataView(buffer, 0); + var numTables; + var tableEntries = []; + var signature = parse.getTag(data, 0); + if (signature === String.fromCharCode(0, 1, 0, 0) || signature === 'true' || signature === 'typ1') { + font.outlinesFormat = 'truetype'; + numTables = parse.getUShort(data, 4); + tableEntries = parseOpenTypeTableEntries(data, numTables); + } else if (signature === 'OTTO') { + font.outlinesFormat = 'cff'; + numTables = parse.getUShort(data, 4); + tableEntries = parseOpenTypeTableEntries(data, numTables); + } else if (signature === 'wOFF') { + var flavor = parse.getTag(data, 4); + if (flavor === String.fromCharCode(0, 1, 0, 0)) { + font.outlinesFormat = 'truetype'; + } else if (flavor === 'OTTO') { + font.outlinesFormat = 'cff'; + } else { + throw new Error('Unsupported OpenType flavor ' + signature); + } + + numTables = parse.getUShort(data, 12); + tableEntries = parseWOFFTableEntries(data, numTables); + } else { + throw new Error('Unsupported OpenType signature ' + signature); + } + + var cffTableEntry; + var fvarTableEntry; + var glyfTableEntry; + var gdefTableEntry; + var gposTableEntry; + var gsubTableEntry; + var hmtxTableEntry; + var kernTableEntry; + var locaTableEntry; + var nameTableEntry; + var metaTableEntry; + var p; + + for (var i = 0; i < numTables; i += 1) { + var tableEntry = tableEntries[i]; + var table = (void 0); + switch (tableEntry.tag) { + case 'cmap': + table = uncompressTable(data, tableEntry); + font.tables.cmap = cmap.parse(table.data, table.offset); + font.encoding = new CmapEncoding(font.tables.cmap); + break; + case 'cvt ' : + table = uncompressTable(data, tableEntry); + p = new parse.Parser(table.data, table.offset); + font.tables.cvt = p.parseShortList(tableEntry.length / 2); + break; + case 'fvar': + fvarTableEntry = tableEntry; + break; + case 'fpgm' : + table = uncompressTable(data, tableEntry); + p = new parse.Parser(table.data, table.offset); + font.tables.fpgm = p.parseByteList(tableEntry.length); + break; + case 'head': + table = uncompressTable(data, tableEntry); + font.tables.head = head.parse(table.data, table.offset); + font.unitsPerEm = font.tables.head.unitsPerEm; + indexToLocFormat = font.tables.head.indexToLocFormat; + break; + case 'hhea': + table = uncompressTable(data, tableEntry); + font.tables.hhea = hhea.parse(table.data, table.offset); + font.ascender = font.tables.hhea.ascender; + font.descender = font.tables.hhea.descender; + font.numberOfHMetrics = font.tables.hhea.numberOfHMetrics; + break; + case 'hmtx': + hmtxTableEntry = tableEntry; + break; + case 'ltag': + table = uncompressTable(data, tableEntry); + ltagTable = ltag.parse(table.data, table.offset); + break; + case 'maxp': + table = uncompressTable(data, tableEntry); + font.tables.maxp = maxp.parse(table.data, table.offset); + font.numGlyphs = font.tables.maxp.numGlyphs; + break; + case 'name': + nameTableEntry = tableEntry; + break; + case 'OS/2': + table = uncompressTable(data, tableEntry); + font.tables.os2 = os2.parse(table.data, table.offset); + break; + case 'post': + table = uncompressTable(data, tableEntry); + font.tables.post = post.parse(table.data, table.offset); + font.glyphNames = new GlyphNames(font.tables.post); + break; + case 'prep' : + table = uncompressTable(data, tableEntry); + p = new parse.Parser(table.data, table.offset); + font.tables.prep = p.parseByteList(tableEntry.length); + break; + case 'glyf': + glyfTableEntry = tableEntry; + break; + case 'loca': + locaTableEntry = tableEntry; + break; + case 'CFF ': + cffTableEntry = tableEntry; + break; + case 'kern': + kernTableEntry = tableEntry; + break; + case 'GDEF': + gdefTableEntry = tableEntry; + break; + case 'GPOS': + gposTableEntry = tableEntry; + break; + case 'GSUB': + gsubTableEntry = tableEntry; + break; + case 'meta': + metaTableEntry = tableEntry; + break; + } + } + + var nameTable = uncompressTable(data, nameTableEntry); + font.tables.name = _name.parse(nameTable.data, nameTable.offset, ltagTable); + font.names = font.tables.name; + + if (glyfTableEntry && locaTableEntry) { + var shortVersion = indexToLocFormat === 0; + var locaTable = uncompressTable(data, locaTableEntry); + var locaOffsets = loca.parse(locaTable.data, locaTable.offset, font.numGlyphs, shortVersion); + var glyfTable = uncompressTable(data, glyfTableEntry); + font.glyphs = glyf.parse(glyfTable.data, glyfTable.offset, locaOffsets, font, opt); + } else if (cffTableEntry) { + var cffTable = uncompressTable(data, cffTableEntry); + cff.parse(cffTable.data, cffTable.offset, font, opt); + } else { + throw new Error('Font doesn\'t contain TrueType or CFF outlines.'); + } + + var hmtxTable = uncompressTable(data, hmtxTableEntry); + hmtx.parse(font, hmtxTable.data, hmtxTable.offset, font.numberOfHMetrics, font.numGlyphs, font.glyphs, opt); + addGlyphNames(font, opt); + + if (kernTableEntry) { + var kernTable = uncompressTable(data, kernTableEntry); + font.kerningPairs = kern.parse(kernTable.data, kernTable.offset); + } else { + font.kerningPairs = {}; + } + + if (gdefTableEntry) { + var gdefTable = uncompressTable(data, gdefTableEntry); + font.tables.gdef = gdef.parse(gdefTable.data, gdefTable.offset); + } + + if (gposTableEntry) { + var gposTable = uncompressTable(data, gposTableEntry); + font.tables.gpos = gpos.parse(gposTable.data, gposTable.offset); + font.position.init(); + } + + if (gsubTableEntry) { + var gsubTable = uncompressTable(data, gsubTableEntry); + font.tables.gsub = gsub.parse(gsubTable.data, gsubTable.offset); + } + + if (fvarTableEntry) { + var fvarTable = uncompressTable(data, fvarTableEntry); + font.tables.fvar = fvar.parse(fvarTable.data, fvarTable.offset, font.names); + } + + if (metaTableEntry) { + var metaTable = uncompressTable(data, metaTableEntry); + font.tables.meta = meta.parse(metaTable.data, metaTable.offset); + font.metas = font.tables.meta; + } + + return font; +} + +/** + * Asynchronously load the font from a URL or a filesystem. When done, call the callback + * with two arguments `(err, font)`. The `err` will be null on success, + * the `font` is a Font object. + * We use the node.js callback convention so that + * opentype.js can integrate with frameworks like async.js. + * @alias opentype.load + * @param {string} url - The URL of the font to load. + * @param {Function} callback - The callback. + */ +function load(url, callback, opt) { + opt = (opt === undefined || opt === null) ? {} : opt; + var isNode = typeof window === 'undefined'; + var loadFn = isNode && !opt.isUrl ? loadFromFile : loadFromUrl; + + return new Promise(function (resolve, reject) { + loadFn(url, function(err, arrayBuffer) { + if (err) { + if (callback) { + return callback(err); + } else { + reject(err); + } + } + var font; + try { + font = parseBuffer(arrayBuffer, opt); + } catch (e) { + if (callback) { + return callback(e, null); + } else { + reject(e); + } + } + if (callback) { + return callback(null, font); + } else { + resolve(font); + } + }); + }); +} + +/** + * Synchronously load the font from a URL or file. + * When done, returns the font object or throws an error. + * @alias opentype.loadSync + * @param {string} url - The URL of the font to load. + * @param {Object} opt - opt.lowMemory + * @return {opentype.Font} + */ +function loadSync(url, opt) { + var fs = require('fs'); + var buffer = fs.readFileSync(url); + return parseBuffer(nodeBufferToArrayBuffer(buffer), opt); +} + +var opentype = /*#__PURE__*/Object.freeze({ + __proto__: null, + Font: Font, + Glyph: Glyph, + Path: Path, + BoundingBox: BoundingBox, + _parse: parse, + parse: parseBuffer, + load: load, + loadSync: loadSync +}); + +export default opentype; +export { BoundingBox, Font, Glyph, Path, parse as _parse, load, loadSync, parseBuffer as parse }; +//# sourceMappingURL=opentype.module.js.map diff --git a/bluebey-studio/vendor/lib/opentype.module.js.LICENSE b/bluebey-studio/vendor/lib/opentype.module.js.LICENSE new file mode 100644 index 0000000..023e618 --- /dev/null +++ b/bluebey-studio/vendor/lib/opentype.module.js.LICENSE @@ -0,0 +1,20 @@ +The MIT License (MIT) + +Copyright (c) 2020 Frederik De Bleser + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of +the Software, and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS +FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR +COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER +IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN +CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/bluebey-studio/vendor/lib/opentype.module.js.VERSION b/bluebey-studio/vendor/lib/opentype.module.js.VERSION new file mode 100644 index 0000000..a0023af --- /dev/null +++ b/bluebey-studio/vendor/lib/opentype.module.js.VERSION @@ -0,0 +1 @@ +opentype.js 1.3.4 diff --git a/bluebey-studio/vendor/three/LICENSE b/bluebey-studio/vendor/three/LICENSE new file mode 100644 index 0000000..8ada2a5 --- /dev/null +++ b/bluebey-studio/vendor/three/LICENSE @@ -0,0 +1,21 @@ +The MIT License + +Copyright © 2010-2026 three.js authors + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/bluebey-studio/vendor/three/VERSION b/bluebey-studio/vendor/three/VERSION new file mode 100644 index 0000000..3ec66c8 --- /dev/null +++ b/bluebey-studio/vendor/three/VERSION @@ -0,0 +1 @@ +0.186.0 diff --git a/bluebey-studio/vendor/three/build/three.core.js b/bluebey-studio/vendor/three/build/three.core.js new file mode 100644 index 0000000..0a1d6cb --- /dev/null +++ b/bluebey-studio/vendor/three/build/three.core.js @@ -0,0 +1,60586 @@ +/** + * @license + * Copyright 2010-2026 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '186'; + +/** + * Represents mouse buttons and interaction types in context of controls. + * + * @type {ConstantsMouse} + * @constant + */ +const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; + +/** + * Represents touch interaction types in context of controls. + * + * @type {ConstantsTouch} + * @constant + */ +const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; + +/** + * Disables face culling. + * + * @type {number} + * @constant + */ +const CullFaceNone = 0; + +/** + * Culls back faces. + * + * @type {number} + * @constant + */ +const CullFaceBack = 1; + +/** + * Culls front faces. + * + * @type {number} + * @constant + */ +const CullFaceFront = 2; + +/** + * Culls both front and back faces. + * + * @type {number} + * @constant + */ +const CullFaceFrontBack = 3; + +/** + * Gives unfiltered shadow maps - fastest, but lowest quality. + * + * @type {number} + * @constant + */ +const BasicShadowMap = 0; + +/** + * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm. + * + * @type {number} + * @constant + */ +const PCFShadowMap = 1; + +/** + * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with + * better soft shadows especially when using low-resolution shadow maps. + * + * @type {number} + * @constant + * @deprecated since r186. Use `PCFShadowMap` instead. + */ +const PCFSoftShadowMap = 2; + +/** + * Filters shadow maps using the Variance Shadow Map (VSM) algorithm. + * When using VSMShadowMap all shadow receivers will also cast shadows. + * + * @type {number} + * @constant + */ +const VSMShadowMap = 3; + +/** + * Only front faces are rendered. + * + * @type {number} + * @constant + */ +const FrontSide = 0; + +/** + * Only back faces are rendered. + * + * @type {number} + * @constant + */ +const BackSide = 1; + +/** + * Both front and back faces are rendered. + * + * @type {number} + * @constant + */ +const DoubleSide = 2; + +/** + * No blending is performed which effectively disables + * alpha transparency. + * + * @type {number} + * @constant + */ +const NoBlending = 0; + +/** + * The default blending. + * + * @type {number} + * @constant + */ +const NormalBlending = 1; + +/** + * Represents additive blending. + * + * @type {number} + * @constant + */ +const AdditiveBlending = 2; + +/** + * Represents subtractive blending. + * + * @type {number} + * @constant + */ +const SubtractiveBlending = 3; + +/** + * Represents multiply blending. + * + * @type {number} + * @constant + */ +const MultiplyBlending = 4; + +/** + * Represents custom blending. + * + * @type {number} + * @constant + */ +const CustomBlending = 5; + +/** + * Represents material blending. + * + * @type {number} + * @constant + */ +const MaterialBlending = 6; + +/** + * A `source + destination` blending equation. + * + * @type {number} + * @constant + */ +const AddEquation = 100; + +/** + * A `source - destination` blending equation. + * + * @type {number} + * @constant + */ +const SubtractEquation = 101; + +/** + * A `destination - source` blending equation. + * + * @type {number} + * @constant + */ +const ReverseSubtractEquation = 102; + +/** + * A blend equation that uses the minimum of source and destination. + * + * @type {number} + * @constant + */ +const MinEquation = 103; + +/** + * A blend equation that uses the maximum of source and destination. + * + * @type {number} + * @constant + */ +const MaxEquation = 104; + +/** + * Multiplies all colors by `0`. + * + * @type {number} + * @constant + */ +const ZeroFactor = 200; + +/** + * Multiplies all colors by `1`. + * + * @type {number} + * @constant + */ +const OneFactor = 201; + +/** + * Multiplies all colors by the source colors. + * + * @type {number} + * @constant + */ +const SrcColorFactor = 202; + +/** + * Multiplies all colors by `1` minus each source color. + * + * @type {number} + * @constant + */ +const OneMinusSrcColorFactor = 203; + +/** + * Multiplies all colors by the source alpha value. + * + * @type {number} + * @constant + */ +const SrcAlphaFactor = 204; + +/** + * Multiplies all colors by 1 minus the source alpha value. + * + * @type {number} + * @constant + */ +const OneMinusSrcAlphaFactor = 205; + +/** + * Multiplies all colors by the destination alpha value. + * + * @type {number} + * @constant + */ +const DstAlphaFactor = 206; + +/** + * Multiplies all colors by `1` minus the destination alpha value. + * + * @type {number} + * @constant + */ +const OneMinusDstAlphaFactor = 207; + +/** + * Multiplies all colors by the destination color. + * + * @type {number} + * @constant + */ +const DstColorFactor = 208; + +/** + * Multiplies all colors by `1` minus each destination color. + * + * @type {number} + * @constant + */ +const OneMinusDstColorFactor = 209; + +/** + * Multiplies the RGB colors by the smaller of either the source alpha + * value or the value of `1` minus the destination alpha value. The alpha + * value is multiplied by `1`. + * + * @type {number} + * @constant + */ +const SrcAlphaSaturateFactor = 210; + +/** + * Multiplies all colors by a constant color. + * + * @type {number} + * @constant + */ +const ConstantColorFactor = 211; + +/** + * Multiplies all colors by `1` minus a constant color. + * + * @type {number} + * @constant + */ +const OneMinusConstantColorFactor = 212; + +/** + * Multiplies all colors by a constant alpha value. + * + * @type {number} + * @constant + */ +const ConstantAlphaFactor = 213; + +/** + * Multiplies all colors by 1 minus a constant alpha value. + * + * @type {number} + * @constant + */ +const OneMinusConstantAlphaFactor = 214; + +/** + * Never pass. + * + * @type {number} + * @constant + */ +const NeverDepth = 0; + +/** + * Always pass. + * + * @type {number} + * @constant + */ +const AlwaysDepth = 1; + +/** + * Pass if the incoming value is less than the depth buffer value. + * + * @type {number} + * @constant + */ +const LessDepth = 2; + +/** + * Pass if the incoming value is less than or equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const LessEqualDepth = 3; + +/** + * Pass if the incoming value equals the depth buffer value. + * + * @type {number} + * @constant + */ +const EqualDepth = 4; + +/** + * Pass if the incoming value is greater than or equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const GreaterEqualDepth = 5; + +/** + * Pass if the incoming value is greater than the depth buffer value. + * + * @type {number} + * @constant + */ +const GreaterDepth = 6; + +/** + * Pass if the incoming value is not equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const NotEqualDepth = 7; + +/** + * Multiplies the environment map color with the surface color. + * + * @type {number} + * @constant + */ +const MultiplyOperation = 0; + +/** + * Uses reflectivity to blend between the two colors. + * + * @type {number} + * @constant + */ +const MixOperation = 1; + +/** + * Adds the two colors. + * + * @type {number} + * @constant + */ +const AddOperation = 2; + +/** + * No tone mapping is applied. + * + * @type {number} + * @constant + */ +const NoToneMapping = 0; + +/** + * Linear tone mapping. + * + * @type {number} + * @constant + */ +const LinearToneMapping = 1; + +/** + * Reinhard tone mapping. + * + * @type {number} + * @constant + */ +const ReinhardToneMapping = 2; + +/** + * Cineon tone mapping. + * + * @type {number} + * @constant + */ +const CineonToneMapping = 3; + +/** + * ACES Filmic tone mapping. + * + * @type {number} + * @constant + */ +const ACESFilmicToneMapping = 4; + +/** + * Custom tone mapping. + * + * Expects a custom implementation by modifying shader code of the material's fragment shader. + * + * @type {number} + * @constant + */ +const CustomToneMapping = 5; + +/** + * AgX tone mapping. + * + * @type {number} + * @constant + */ +const AgXToneMapping = 6; + +/** + * Neutral tone mapping. + * + * Implementation based on the Khronos 3D Commerce Group standard tone mapping. + * + * @type {number} + * @constant + */ +const NeutralToneMapping = 7; + +/** + * The skinned mesh shares the same world space as the skeleton. + * + * @type {string} + * @constant + */ +const AttachedBindMode = 'attached'; + +/** + * The skinned mesh does not share the same world space as the skeleton. + * This is useful when a skeleton is shared across multiple skinned meshes. + * + * @type {string} + * @constant + */ +const DetachedBindMode = 'detached'; + +/** + * Maps textures using the geometry's UV coordinates. + * + * @type {number} + * @constant + */ +const UVMapping = 300; + +/** + * Reflection mapping for cube textures. + * + * @type {number} + * @constant + */ +const CubeReflectionMapping = 301; + +/** + * Refraction mapping for cube textures. + * + * @type {number} + * @constant + */ +const CubeRefractionMapping = 302; + +/** + * Reflection mapping for equirectangular textures. + * + * @type {number} + * @constant + */ +const EquirectangularReflectionMapping = 303; + +/** + * Refraction mapping for equirectangular textures. + * + * @type {number} + * @constant + */ +const EquirectangularRefractionMapping = 304; + +/** + * Reflection mapping for PMREM textures. + * + * @type {number} + * @constant + */ +const CubeUVReflectionMapping = 306; + +/** + * The texture will simply repeat to infinity. + * + * @type {number} + * @constant + */ +const RepeatWrapping = 1000; + +/** + * The last pixel of the texture stretches to the edge of the mesh. + * + * @type {number} + * @constant + */ +const ClampToEdgeWrapping = 1001; + +/** + * The texture will repeats to infinity, mirroring on each repeat. + * + * @type {number} + * @constant + */ +const MirroredRepeatWrapping = 1002; + +/** + * Returns the value of the texture element that is nearest (in Manhattan distance) + * to the specified texture coordinates. + * + * @type {number} + * @constant + */ +const NearestFilter = 1003; + +/** + * Chooses the mipmap that most closely matches the size of the pixel being textured + * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel) + * to produce a texture value. + * + * @type {number} + * @constant + */ +const NearestMipmapNearestFilter = 1004; +const NearestMipMapNearestFilter = 1004; // legacy + +/** + * Chooses the two mipmaps that most closely match the size of the pixel being textured and + * uses the `NearestFilter` criterion to produce a texture value from each mipmap. + * The final texture value is a weighted average of those two values. + * + * @type {number} + * @constant + */ +const NearestMipmapLinearFilter = 1005; +const NearestMipMapLinearFilter = 1005; // legacy + +/** + * Returns the weighted average of the four texture elements that are closest to the specified + * texture coordinates, and can include items wrapped or repeated from other parts of a texture, + * depending on the values of `wrapS` and `wrapT`, and on the exact mapping. + * + * @type {number} + * @constant + */ +const LinearFilter = 1006; + +/** + * Chooses the mipmap that most closely matches the size of the pixel being textured and uses + * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the + * center of the pixel) to produce a texture value. + * + * @type {number} + * @constant + */ +const LinearMipmapNearestFilter = 1007; +const LinearMipMapNearestFilter = 1007; // legacy + +/** + * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses + * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value + * is a weighted average of those two values. + * + * @type {number} + * @constant + */ +const LinearMipmapLinearFilter = 1008; +const LinearMipMapLinearFilter = 1008; // legacy + +/** + * An unsigned byte data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedByteType = 1009; + +/** + * A byte data type for textures. + * + * @type {number} + * @constant + */ +const ByteType = 1010; + +/** + * A short data type for textures. + * + * @type {number} + * @constant + */ +const ShortType = 1011; + +/** + * An unsigned short data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShortType = 1012; + +/** + * An int data type for textures. + * + * @type {number} + * @constant + */ +const IntType = 1013; + +/** + * An unsigned int data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedIntType = 1014; + +/** + * A float data type for textures. + * + * @type {number} + * @constant + */ +const FloatType = 1015; + +/** + * A half float data type for textures. + * + * @type {number} + * @constant + */ +const HalfFloatType = 1016; + +/** + * An unsigned short 4_4_4_4 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShort4444Type = 1017; + +/** + * An unsigned short 5_5_5_1 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShort5551Type = 1018; + +/** + * An unsigned int 24_8 data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt248Type = 1020; + +/** + * An unsigned int 5_9_9_9 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt5999Type = 35902; + +/** + * An unsigned int 10_11_11 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt101111Type = 35899; + +/** + * Discards the red, green and blue components and reads just the alpha component. + * + * @type {number} + * @constant + */ +const AlphaFormat = 1021; + +/** + * Discards the alpha component and reads the red, green and blue component. + * + * @type {number} + * @constant + */ +const RGBFormat = 1022; + +/** + * Reads the red, green, blue and alpha components. + * + * @type {number} + * @constant + */ +const RGBAFormat = 1023; + +/** + * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`. + * + * @type {number} + * @constant + */ +const DepthFormat = 1026; + +/** + * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as + * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format. + * + * @type {number} + * @constant + */ +const DepthStencilFormat = 1027; + +/** + * Discards the green, blue and alpha components and reads just the red component. + * + * @type {number} + * @constant + */ +const RedFormat = 1028; + +/** + * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RedIntegerFormat = 1029; + +/** + * Discards the alpha, and blue components and reads the red, and green components. + * + * @type {number} + * @constant + */ +const RGFormat = 1030; + +/** + * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGIntegerFormat = 1031; + +/** + * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGBIntegerFormat = 1032; + +/** + * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGBAIntegerFormat = 1033; + +/** + * A DXT1-compressed image in an RGB image format. + * + * @type {number} + * @constant + */ +const RGB_S3TC_DXT1_Format = 33776; + +/** + * A DXT1-compressed image in an RGB image format with a simple on/off alpha value. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT1_Format = 33777; + +/** + * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT3_Format = 33778; + +/** + * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 + * compression in how the alpha compression is done. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT5_Format = 33779; + +/** + * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels. + * + * @type {number} + * @constant + */ +const RGB_PVRTC_4BPPV1_Format = 35840; + +/** + * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels. + * + * @type {number} + * @constant + */ +const RGB_PVRTC_2BPPV1_Format = 35841; + +/** + * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels. + * + * @type {number} + * @constant + */ +const RGBA_PVRTC_4BPPV1_Format = 35842; + +/** + * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels. + * + * @type {number} + * @constant + */ +const RGBA_PVRTC_2BPPV1_Format = 35843; + +/** + * ETC1 RGB format. + * + * @type {number} + * @constant + */ +const RGB_ETC1_Format = 36196; + +/** + * ETC2 RGB format. + * + * @type {number} + * @constant + */ +const RGB_ETC2_Format = 37492; + +/** + * ETC2 RGBA format. + * + * @type {number} + * @constant + */ +const RGBA_ETC2_EAC_Format = 37496; + +/** + * EAC R11 UNORM format. + * + * @type {number} + * @constant + */ +const R11_EAC_Format = 37488; // 0x9270 + +/** + * EAC R11 SNORM format. + * + * @type {number} + * @constant + */ +const SIGNED_R11_EAC_Format = 37489; // 0x9271 + +/** + * EAC RG11 UNORM format. + * + * @type {number} + * @constant + */ +const RG11_EAC_Format = 37490; // 0x9272 + +/** + * EAC RG11 SNORM format. + * + * @type {number} + * @constant + */ +const SIGNED_RG11_EAC_Format = 37491; // 0x9273 + +/** + * ASTC RGBA 4x4 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_4x4_Format = 37808; + +/** + * ASTC RGBA 5x4 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_5x4_Format = 37809; + +/** + * ASTC RGBA 5x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_5x5_Format = 37810; + +/** + * ASTC RGBA 6x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_6x5_Format = 37811; + +/** + * ASTC RGBA 6x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_6x6_Format = 37812; + +/** + * ASTC RGBA 8x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x5_Format = 37813; + +/** + * ASTC RGBA 8x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x6_Format = 37814; + +/** + * ASTC RGBA 8x8 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x8_Format = 37815; + +/** + * ASTC RGBA 10x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x5_Format = 37816; + +/** + * ASTC RGBA 10x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x6_Format = 37817; + +/** + * ASTC RGBA 10x8 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x8_Format = 37818; + +/** + * ASTC RGBA 10x10 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x10_Format = 37819; + +/** + * ASTC RGBA 12x10 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_12x10_Format = 37820; + +/** + * ASTC RGBA 12x12 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_12x12_Format = 37821; + +/** + * BPTC RGBA format. + * + * @type {number} + * @constant + */ +const RGBA_BPTC_Format = 36492; + +/** + * BPTC Signed RGB format. + * + * @type {number} + * @constant + */ +const RGB_BPTC_SIGNED_Format = 36494; + +/** + * BPTC Unsigned RGB format. + * + * @type {number} + * @constant + */ +const RGB_BPTC_UNSIGNED_Format = 36495; + +/** + * RGTC1 Red format. + * + * @type {number} + * @constant + */ +const RED_RGTC1_Format = 36283; + +/** + * RGTC1 Signed Red format. + * + * @type {number} + * @constant + */ +const SIGNED_RED_RGTC1_Format = 36284; + +/** + * RGTC2 Red Green format. + * + * @type {number} + * @constant + */ +const RED_GREEN_RGTC2_Format = 36285; + +/** + * RGTC2 Signed Red Green format. + * + * @type {number} + * @constant + */ +const SIGNED_RED_GREEN_RGTC2_Format = 36286; + +/** + * Animations are played once. + * + * @type {number} + * @constant + */ +const LoopOnce = 2200; + +/** + * Animations are played with a chosen number of repetitions, each time jumping from + * the end of the clip directly to its beginning. + * + * @type {number} + * @constant + */ +const LoopRepeat = 2201; + +/** + * Animations are played with a chosen number of repetitions, alternately playing forward + * and backward. + * + * @type {number} + * @constant + */ +const LoopPingPong = 2202; + +/** + * Discrete interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateDiscrete = 2300; + +/** + * Linear interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateLinear = 2301; + +/** + * Smooth interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateSmooth = 2302; + +/** + * Bezier interpolation mode for keyframe tracks. + * + * Uses cubic Bezier curves with explicit 2D control points. + * Requires tangent data to be set on the track. + * + * @type {number} + * @constant + */ +const InterpolateBezier = 2303; + +/** + * Zero curvature ending for animations. + * + * @type {number} + * @constant + */ +const ZeroCurvatureEnding = 2400; + +/** + * Zero slope ending for animations. + * + * @type {number} + * @constant + */ +const ZeroSlopeEnding = 2401; + +/** + * Wrap around ending for animations. + * + * @type {number} + * @constant + */ +const WrapAroundEnding = 2402; + +/** + * Default animation blend mode. + * + * @type {number} + * @constant + */ +const NormalAnimationBlendMode = 2500; + +/** + * Additive animation blend mode. Can be used to layer motions on top of + * each other to build complex performances from smaller re-usable assets. + * + * @type {number} + * @constant + */ +const AdditiveAnimationBlendMode = 2501; + +/** + * For every three vertices draw a single triangle. + * + * @type {number} + * @constant + */ +const TrianglesDrawMode = 0; + +/** + * For each vertex draw a triangle from the last three vertices. + * + * @type {number} + * @constant + */ +const TriangleStripDrawMode = 1; + +/** + * For each vertex draw a triangle from the first vertex and the last two vertices. + * + * @type {number} + * @constant + */ +const TriangleFanDrawMode = 2; + +/** + * The depth value is inverted (1.0 - z) for visualization purposes. + * + * @type {number} + * @constant + */ +const BasicDepthPacking = 3200; + +/** + * The depth value is packed into 32 bit RGBA. + * + * @type {number} + * @constant + */ +const RGBADepthPacking = 3201; + +/** + * The depth value is packed into 24 bit RGB. + * + * @type {number} + * @constant + */ +const RGBDepthPacking = 3202; + +/** + * The depth value is packed into 16 bit RG. + * + * @type {number} + * @constant + */ +const RGDepthPacking = 3203; + +/** + * Normal information is relative to the underlying surface. + * + * @type {number} + * @constant + */ +const TangentSpaceNormalMap = 0; + +/** + * Normal information is relative to the object orientation. + * + * @type {number} + * @constant + */ +const ObjectSpaceNormalMap = 1; + +// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. + +/** + * No color space. + * + * @type {string} + * @constant + */ +const NoColorSpace = ''; + +/** + * sRGB color space. + * + * @type {string} + * @constant + */ +const SRGBColorSpace = 'srgb'; + +/** + * sRGB-linear color space. + * + * @type {string} + * @constant + */ +const LinearSRGBColorSpace = 'srgb-linear'; + +/** + * Linear transfer function. + * + * @type {string} + * @constant + */ +const LinearTransfer = 'linear'; + +/** + * sRGB transfer function. + * + * @type {string} + * @constant + */ +const SRGBTransfer = 'srgb'; + +/** + * No normal map packing. + * + * @type {string} + * @constant + */ +const NoNormalPacking = ''; + +/** + * Normal RG packing. + * + * @type {string} + * @constant + */ +const NormalRGPacking = 'rg'; + +/** + * Normal GA packing. + * + * @type {string} + * @constant + */ +const NormalGAPacking = 'ga'; + +/** + * Sets the stencil buffer value to `0`. + * + * @type {number} + * @constant + */ +const ZeroStencilOp = 0; + +/** + * Keeps the current value. + * + * @type {number} + * @constant + */ +const KeepStencilOp = 7680; + +/** + * Sets the stencil buffer value to the specified reference value. + * + * @type {number} + * @constant + */ +const ReplaceStencilOp = 7681; + +/** + * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + * + * @type {number} + * @constant + */ +const IncrementStencilOp = 7682; + +/** + * Decrements the current stencil buffer value. Clamps to `0`. + * + * @type {number} + * @constant + */ +const DecrementStencilOp = 7683; + +/** + * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing + * the maximum representable unsigned value. + * + * @type {number} + * @constant + */ +const IncrementWrapStencilOp = 34055; + +/** + * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable + * unsigned value when decrementing a stencil buffer value of `0`. + * + * @type {number} + * @constant + */ +const DecrementWrapStencilOp = 34056; + +/** + * Inverts the current stencil buffer value bitwise. + * + * @type {number} + * @constant + */ +const InvertStencilOp = 5386; + +/** + * Will never return true. + * + * @type {number} + * @constant + */ +const NeverStencilFunc = 512; + +/** + * Will return true if the stencil reference value is less than the current stencil value. + * + * @type {number} + * @constant + */ +const LessStencilFunc = 513; + +/** + * Will return true if the stencil reference value is equal to the current stencil value. + * + * @type {number} + * @constant + */ +const EqualStencilFunc = 514; + +/** + * Will return true if the stencil reference value is less than or equal to the current stencil value. + * + * @type {number} + * @constant + */ +const LessEqualStencilFunc = 515; + +/** + * Will return true if the stencil reference value is greater than the current stencil value. + * + * @type {number} + * @constant + */ +const GreaterStencilFunc = 516; + +/** + * Will return true if the stencil reference value is not equal to the current stencil value. + * + * @type {number} + * @constant + */ +const NotEqualStencilFunc = 517; + +/** + * Will return true if the stencil reference value is greater than or equal to the current stencil value. + * + * @type {number} + * @constant + */ +const GreaterEqualStencilFunc = 518; + +/** + * Will always return true. + * + * @type {number} + * @constant + */ +const AlwaysStencilFunc = 519; + +/** + * Never pass. + * + * @type {number} + * @constant + */ +const NeverCompare = 512; + +/** + * Pass if the incoming value is less than the texture value. + * + * @type {number} + * @constant + */ +const LessCompare = 513; + +/** + * Pass if the incoming value equals the texture value. + * + * @type {number} + * @constant + */ +const EqualCompare = 514; + +/** + * Pass if the incoming value is less than or equal to the texture value. + * + * @type {number} + * @constant + */ +const LessEqualCompare = 515; + +/** + * Pass if the incoming value is greater than the texture value. + * + * @type {number} + * @constant + */ +const GreaterCompare = 516; + +/** + * Pass if the incoming value is not equal to the texture value. + * + * @type {number} + * @constant + */ +const NotEqualCompare = 517; + +/** + * Pass if the incoming value is greater than or equal to the texture value. + * + * @type {number} + * @constant + */ +const GreaterEqualCompare = 518; + +/** + * Always pass. + * + * @type {number} + * @constant + */ +const AlwaysCompare = 519; + +/** + * The contents are intended to be specified once by the application, and used many + * times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StaticDrawUsage = 35044; + +/** + * The contents are intended to be respecified repeatedly by the application, and + * used many times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const DynamicDrawUsage = 35048; + +/** + * The contents are intended to be specified once by the application, and used at most + * a few times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StreamDrawUsage = 35040; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and queried + * many times by the application. + * + * @type {number} + * @constant + */ +const StaticReadUsage = 35045; + +/** + * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried + * many times by the application. + * + * @type {number} + * @constant + */ +const DynamicReadUsage = 35049; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and queried at most + * a few times by the application + * + * @type {number} + * @constant + */ +const StreamReadUsage = 35041; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and used many times as + * the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StaticCopyUsage = 35046; + +/** + * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times + * as the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const DynamicCopyUsage = 35050; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times + * as the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StreamCopyUsage = 35042; + +/** + * GLSL 1 shader code. + * + * @type {string} + * @constant + */ +const GLSL1 = '100'; + +/** + * GLSL 3 shader code. + * + * @type {string} + * @constant + */ +const GLSL3 = '300 es'; + +/** + * WebGL coordinate system. + * + * @type {number} + * @constant + */ +const WebGLCoordinateSystem = 2000; + +/** + * WebGPU coordinate system. + * + * @type {number} + * @constant + */ +const WebGPUCoordinateSystem = 2001; + +/** + * Represents the different timestamp query types. + * + * @type {ConstantsTimestampQuery} + * @constant + */ +const TimestampQuery = { + COMPUTE: 'compute', + RENDER: 'render' +}; + +/** + * Represents mouse buttons and interaction types in context of controls. + * + * @type {ConstantsInterpolationSamplingType} + * @constant + */ +const InterpolationSamplingType = { + PERSPECTIVE: 'perspective', + LINEAR: 'linear', + FLAT: 'flat' +}; + +/** + * Represents the different interpolation sampling modes. + * + * @type {ConstantsInterpolationSamplingMode} + * @constant + */ +const InterpolationSamplingMode = { + NORMAL: 'normal', + CENTROID: 'centroid', + SAMPLE: 'sample', + FIRST: 'first', + EITHER: 'either' +}; + +/** + * Compatibility flags for features that may not be supported across all platforms. + * + * @type {Object} + * @constant + */ +const Compatibility = { + TEXTURE_COMPARE: 'depthTextureCompare' +}; + +/** + * Represents the refresh types of render objects. + * + * @type {ConstantsRenderObjectRefreshType} + * @constant + */ +const RenderObjectRefreshType = { + NONE: 0, + SHARED: 1, + FULL: 2 +}; + +/** + * This type represents mouse buttons and interaction types in context of controls. + * + * @typedef {Object} ConstantsMouse + * @property {number} MIDDLE - The left mouse button. + * @property {number} LEFT - The middle mouse button. + * @property {number} RIGHT - The right mouse button. + * @property {number} ROTATE - A rotate interaction. + * @property {number} DOLLY - A dolly interaction. + * @property {number} PAN - A pan interaction. + **/ + +/** + * This type represents touch interaction types in context of controls. + * + * @typedef {Object} ConstantsTouch + * @property {number} ROTATE - A rotate interaction. + * @property {number} PAN - A pan interaction. + * @property {number} DOLLY_PAN - The dolly-pan interaction. + * @property {number} DOLLY_ROTATE - A dolly-rotate interaction. + **/ + +/** + * This type represents the different timestamp query types. + * + * @typedef {Object} ConstantsTimestampQuery + * @property {string} COMPUTE - A `compute` timestamp query. + * @property {string} RENDER - A `render` timestamp query. + **/ + +/** + * Represents the different interpolation sampling types. + * + * @typedef {Object} ConstantsInterpolationSamplingType + * @property {string} PERSPECTIVE - Perspective-correct interpolation. + * @property {string} LINEAR - Linear interpolation. + * @property {string} FLAT - Flat interpolation. + */ + +/** + * Represents the different interpolation sampling modes. + * + * @typedef {Object} ConstantsInterpolationSamplingMode + * @property {string} NORMAL - Normal sampling mode. + * @property {string} CENTROID - Centroid sampling mode. + * @property {string} SAMPLE - Sample-specific sampling mode. + * @property {string} FIRST - Flat interpolation using the first vertex. + * @property {string} EITHER - Flat interpolation using either vertex. + */ + +/** + * Represents the refresh types of render objects. + * + * @typedef {Object} ConstantsRenderObjectRefreshType + * @property {number} NONE - No refresh required. + * @property {number} SHARED - Only shared uniform buffers require an update. + * @property {number} FULL - The render object requires a full refresh. + */ + +/** + * Checks if an array contains values that require Uint32 representation. + * + * This function determines whether the array contains any values >= 65535, + * which would require a Uint32Array rather than a Uint16Array for proper storage. + * The function iterates from the end of the array, assuming larger values are + * typically located at the end. + * + * @private + * @param {Array} array - The array to check. + * @return {boolean} True if the array contains values >= 65535, false otherwise. + */ +function arrayNeedsUint32( array ) { + + // assumes larger values usually on last + + for ( let i = array.length - 1; i >= 0; -- i ) { + + if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + + } + + return false; + +} + +/** + * Map of typed array constructor names to their constructors. + * This mapping enables dynamic creation of typed arrays based on string type names. + * + * @private + * @constant + * @type {Object} + */ +const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +/** + * Creates a typed array of the specified type from the given buffer. + * + * @private + * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array'). + * @param {ArrayBuffer} buffer - The buffer to create the typed array from. + * @return {TypedArray} A new typed array of the specified type. + */ +function getTypedArray( type, buffer ) { + + return new TYPED_ARRAYS[ type ]( buffer ); + +} + +/** + * Returns `true` if the given object is a typed array. + * + * @param {any} array - The object to check. + * @return {boolean} Whether the given object is a typed array. + */ +function isTypedArray( array ) { + + return ArrayBuffer.isView( array ) && ! ( array instanceof DataView ); + +} + +/** + * Creates an XHTML element with the specified tag name. + * + * This function uses the XHTML namespace to create DOM elements, + * ensuring proper element creation in XML-based contexts. + * + * @private + * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div'). + * @return {HTMLElement} The created XHTML element. + */ +function createElementNS( name ) { + + return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); + +} + +/** + * Creates a canvas element configured for block display. + * + * This is a convenience function that creates a canvas element with + * display style set to 'block', which is commonly used in three.js + * rendering contexts to avoid inline element spacing issues. + * + * @return {HTMLCanvasElement} A canvas element with display set to 'block'. + */ +function createCanvasElement() { + + const canvas = createElementNS( 'canvas' ); + canvas.style.display = 'block'; + return canvas; + +} + +/** + * Internal cache for tracking warning messages to prevent duplicate warnings. + * + * @private + * @type {Object} + */ +const _cache = {}; + +/** + * Custom console function handler for intercepting log, warn, and error calls. + * + * @private + * @type {Function|null} + */ +let _setConsoleFunction = null; + +/** + * Sets a custom function to handle console output. + * + * This allows external code to intercept and handle console.log, console.warn, + * and console.error calls made by three.js, which is useful for custom logging, + * testing, or debugging workflows. + * + * @param {Function} fn - The function to handle console output. Should accept + * (type, message, ...params) where type is 'log', 'warn', or 'error'. + */ +function setConsoleFunction( fn ) { + + _setConsoleFunction = fn; + +} + +/** + * Gets the currently set custom console function. + * + * @return {Function|null} The custom console function, or null if not set. + */ +function getConsoleFunction() { + + return _setConsoleFunction; + +} + +/** + * Logs an informational message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.log. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function log( ...params ) { + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'log', message, ...params ); + + } else { + + console.log( message, ...params ); + + } + +} + +/** + * Enhances log/warn/error messages related to TSL. + * + * @param {Array} params - The original message parameters. + * @returns {Array} The filtered and enhanced message parameters. + */ +function enhanceLogMessage( params ) { + + const message = params[ 0 ]; + + if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) { + + const stackTrace = params[ 1 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + params[ 0 ] += ' ' + stackTrace.getLocation(); + + } else { + + params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.'; + + } + + } + + return params; + +} + +/** + * Logs a warning message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.warn. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function warn( ...params ) { + + params = enhanceLogMessage( params ); + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'warn', message, ...params ); + + } else { + + const stackTrace = params[ 0 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + console.warn( stackTrace.getError( message ) ); + + } else { + + console.warn( message, ...params ); + + } + + } + +} + +/** + * Logs an error message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.error. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function error( ...params ) { + + params = enhanceLogMessage( params ); + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'error', message, ...params ); + + } else { + + const stackTrace = params[ 0 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + console.error( stackTrace.getError( message ) ); + + } else { + + console.error( message, ...params ); + + } + + } + +} + +/** + * Logs a warning message only once, preventing duplicate warnings. + * + * This function maintains an internal cache of warning messages and will only + * output each unique warning message once. Useful for warnings that may be + * triggered repeatedly but should only be shown to the user once. + * + * @param {...any} params - The warning message components. + */ +function warnOnce( ...params ) { + + const message = params.join( ' ' ); + + if ( message in _cache ) return; + + _cache[ message ] = true; + + warn( ...params ); + +} + +/** + * Yields execution to the main thread to allow rendering and other tasks. + * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame. + * + * @return {Promise} + */ +function yieldToMain() { + + if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) { + + return self.scheduler.yield(); + + } + + return new Promise( resolve => { + + requestAnimationFrame( resolve ); + + } ); + +} + +/** + * Asynchronously probes for WebGL sync object completion. + * + * This function creates a promise that resolves when the WebGL sync object + * signals completion or rejects if the sync operation fails. It uses polling + * at the specified interval to check the sync status without blocking the + * main thread. This is useful for GPU-CPU synchronization in WebGL contexts. + * + * @private + * @param {WebGL2RenderingContext} gl - The WebGL rendering context. + * @param {WebGLSync} sync - The WebGL sync object to wait for. + * @param {number} interval - The polling interval in milliseconds. + * @return {Promise} A promise that resolves when the sync completes or rejects if it fails. + */ +function probeAsync( gl, sync, interval ) { + + return new Promise( function ( resolve, reject ) { + + function probe() { + + switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) { + + case gl.WAIT_FAILED: + reject(); + break; + + case gl.TIMEOUT_EXPIRED: + setTimeout( probe, interval ); + break; + + default: + resolve(); + + } + + } + + setTimeout( probe, interval ); + + } ); + +} + +/** + * Used to select the correct depth functions + * when reversed depth buffer is used. + * + * @private + * @type {Object} + */ +const ReversedDepthFuncs = { + [ NeverDepth ]: AlwaysDepth, + [ LessDepth ]: GreaterDepth, + [ EqualDepth ]: NotEqualDepth, + [ LessEqualDepth ]: GreaterEqualDepth, + + [ AlwaysDepth ]: NeverDepth, + [ GreaterDepth ]: LessDepth, + [ NotEqualDepth ]: EqualDepth, + [ GreaterEqualDepth ]: LessEqualDepth, +}; + +/** + * This modules allows to dispatch event objects on custom JavaScript objects. + * + * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/) + * + * Code Example: + * ```js + * class Car extends EventDispatcher { + * start() { + * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } ); + * } + *}; + * + * // Using events with the custom object + * const car = new Car(); + * car.addEventListener( 'start', function ( event ) { + * alert( event.message ); + * } ); + * + * car.start(); + * ``` + */ +class EventDispatcher { + + /** + * Adds the given event listener to the given event type. + * + * @param {string} type - The type of event to listen to. + * @param {Function} listener - The function that gets called when the event is fired. + */ + addEventListener( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + const listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === -1 ) { + + listeners[ type ].push( listener ); + + } + + } + + /** + * Returns `true` if the given event listener has been added to the given event type. + * + * @param {string} type - The type of event. + * @param {Function} listener - The listener to check. + * @return {boolean} Whether the given event listener has been added to the given event type. + */ + hasEventListener( type, listener ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return false; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1; + + } + + /** + * Removes the given event listener from the given event type. + * + * @param {string} type - The type of event. + * @param {Function} listener - The listener to remove. + */ + removeEventListener( type, listener ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return; + + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== -1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + /** + * Dispatches an event object. + * + * @param {Object} event - The event that gets fired. + */ + dispatchEvent( event ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return; + + const listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + const array = listenerArray.slice( 0 ); + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + event.target = null; + + } + + } + +} + +const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; + +let _seed = 1234567; + + +const DEG2RAD = Math.PI / 180; +const RAD2DEG = 180 / Math.PI; + +/** + * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) + * (universally unique identifier). + * + * @return {string} The UUID. + */ +function generateUUID() { + + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; + + // .toLowerCase() here flattens concatenated strings to save heap memory space. + return uuid.toLowerCase(); + +} + +/** + * Clamps the given value between min and max. + * + * @param {number} value - The value to clamp. + * @param {number} min - The min value. + * @param {number} max - The max value. + * @return {number} The clamped value. + */ +function clamp( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + +} + +/** + * Computes the Euclidean modulo of the given parameters that + * is `( ( n % m ) + m ) % m`. + * + * @param {number} n - The first parameter. + * @param {number} m - The second parameter. + * @return {number} The Euclidean modulo. + */ +function euclideanModulo( n, m ) { + + // https://en.wikipedia.org/wiki/Modulo_operation + + return ( ( n % m ) + m ) % m; + +} + +/** + * Performs a linear mapping from range `` to range `` + * for the given value. `a2` must be greater than `a1`. + * + * @param {number} x - The value to be mapped. + * @param {number} a1 - Minimum value for range A. + * @param {number} a2 - Maximum value for range A. + * @param {number} b1 - Minimum value for range B. + * @param {number} b2 - Maximum value for range B. + * @return {number} The mapped value. + */ +function mapLinear( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + +} + +/** + * Returns the percentage in the closed interval `[0, 1]` of the given value + * between the start and end point. + * + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} value - A value between start and end. + * @return {number} The interpolation factor. + */ +function inverseLerp( x, y, value ) { + + // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + +} + +/** + * Returns a value linearly interpolated from two known points based on the given interval - + * `t = 0` will return `x` and `t = 1` will return `y`. + * + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {number} The interpolated value. + */ +function lerp( x, y, t ) { + + return ( 1 - t ) * x + t * y; + +} + +/** + * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta + * time to maintain frame rate independent movement. For details, see + * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). + * + * @param {number} x - The current point. + * @param {number} y - The target point. + * @param {number} lambda - A higher lambda value will make the movement more sudden, + * and a lower value will make the movement more gradual. + * @param {number} dt - Delta time in seconds. + * @return {number} The interpolated value. + */ +function damp( x, y, lambda, dt ) { + + return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + +} + +/** + * Returns a value that alternates between `0` and the given `length` parameter. + * + * @param {number} x - The value to pingpong. + * @param {number} [length=1] - The positive value the function will pingpong to. + * @return {number} The alternated value. + */ +function pingpong( x, length = 1 ) { + + // https://www.desmos.com/calculator/vcsjnyz7x4 + + return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); + +} + +/** + * Returns a value in the range `[0,1]` that represents the percentage that `x` has + * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to + * the `min` and `max`. + * + * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. + * + * @param {number} x - The value to evaluate based on its position between `min` and `max`. + * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. + * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. + * @return {number} The alternated value. + */ +function smoothstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + +} + +/** + * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) + * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`. + * + * @param {number} x - The value to evaluate based on its position between `min` and `max`. + * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. + * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. + * @return {number} The alternated value. + */ +function smootherstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + +} + +/** + * Returns a random integer from `` interval. + * + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random integer. + */ +function randInt( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + +} + +/** + * Returns a random float from `` interval. + * + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random float. + */ +function randFloat( low, high ) { + + return low + Math.random() * ( high - low ); + +} + +/** + * Returns a random integer from `<-range/2, range/2>` interval. + * + * @param {number} range - Defines the value range. + * @return {number} A random float. + */ +function randFloatSpread( range ) { + + return range * ( 0.5 - Math.random() ); + +} + +/** + * Returns a deterministic pseudo-random float in the interval `[0, 1]`. + * + * @param {number} [s] - The integer seed. + * @return {number} A random float. + */ +function seededRandom( s ) { + + if ( s !== undefined ) _seed = s; + + // Mulberry32 generator + + let t = _seed += 0x6D2B79F5; + + t = Math.imul( t ^ t >>> 15, t | 1 ); + + t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); + + return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; + +} + +/** + * Converts degrees to radians. + * + * @param {number} degrees - A value in degrees. + * @return {number} The converted value in radians. + */ +function degToRad( degrees ) { + + return degrees * DEG2RAD; + +} + +/** + * Converts radians to degrees. + * + * @param {number} radians - A value in radians. + * @return {number} The converted value in degrees. + */ +function radToDeg( radians ) { + + return radians * RAD2DEG; + +} + +/** + * Returns `true` if the given integer is a power of two. + * + * @param {number} value - The value to check. + * @return {boolean} Whether the given integer is a power of two or not. + */ +function isPowerOfTwo( value ) { + + return value > 0 && Number.isInteger( value ) && 2 ** Math.round( Math.log2( value ) ) === value; + +} + +/** + * Returns the smallest power of two that is greater than or equal to the given number. + * + * @param {number} value - The value to find a POT for. Must be greater than `0`. + * @return {number} The smallest power of two that is greater than or equal to the given number. + */ +function ceilPowerOfTwo( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + +} + +/** + * Returns the largest power of two that is less than or equal to the given number. + * + * @param {number} value - The value to find a POT for. Must be greater than `0`. + * @return {number} The largest power of two that is less than or equal to the given number. + */ +function floorPowerOfTwo( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + +} + +/** + * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) + * defined by the given angles and order. + * + * Rotations are applied to the axes in the order specified by order: + * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`. + * + * @param {Quaternion} q - The quaternion to set. + * @param {number} a - The rotation applied to the first axis, in radians. + * @param {number} b - The rotation applied to the second axis, in radians. + * @param {number} c - The rotation applied to the third axis, in radians. + * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. + */ +function setQuaternionFromProperEuler( q, a, b, c, order ) { + + const cos = Math.cos; + const sin = Math.sin; + + const c2 = cos( b / 2 ); + const s2 = sin( b / 2 ); + + const c13 = cos( ( a + c ) / 2 ); + const s13 = sin( ( a + c ) / 2 ); + + const c1_3 = cos( ( a - c ) / 2 ); + const s1_3 = sin( ( a - c ) / 2 ); + + const c3_1 = cos( ( c - a ) / 2 ); + const s3_1 = sin( ( c - a ) / 2 ); + + switch ( order ) { + + case 'XYX': + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + break; + + case 'YZY': + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + break; + + case 'ZXZ': + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); + break; + + case 'XZX': + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + break; + + case 'YXY': + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + break; + + case 'ZYZ': + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + break; + + default: + warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); + + } + +} + +/** + * Denormalizes the given value according to the given typed array. + * + * @param {number} value - The value to denormalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The denormalize (float) value in the range `[0,1]`. + */ +function denormalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return value / 4294967295.0; + + case Uint16Array: + + return value / 65535.0; + + case Uint8Array: + case Uint8ClampedArray: + + return value / 255.0; + + case Int32Array: + + return Math.max( value / 2147483647.0, -1 ); + + case Int16Array: + + return Math.max( value / 32767.0, -1 ); + + case Int8Array: + + return Math.max( value / 127.0, -1 ); + + default: + + throw new Error( 'THREE.MathUtils: Invalid component type.' ); + + } + +} + +/** + * Normalizes the given value according to the given typed array. + * + * @param {number} value - The float value in the range `[0,1]` to normalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The normalize value. + */ +function normalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return Math.round( value * 4294967295.0 ); + + case Uint16Array: + + return Math.round( value * 65535.0 ); + + case Uint8Array: + case Uint8ClampedArray: + + return Math.round( value * 255.0 ); + + case Int32Array: + + return Math.round( value * 2147483647.0 ); + + case Int16Array: + + return Math.round( value * 32767.0 ); + + case Int8Array: + + return Math.round( value * 127.0 ); + + default: + + throw new Error( 'THREE.MathUtils: Invalid component type.' ); + + } + +} + +/** + * @class + * @classdesc A collection of math utility functions. + * @hideconstructor + */ +const MathUtils = { + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + /** + * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) + * (universally unique identifier). + * + * @static + * @method + * @return {string} The UUID. + */ + generateUUID: generateUUID, + /** + * Clamps the given value between min and max. + * + * @static + * @method + * @param {number} value - The value to clamp. + * @param {number} min - The min value. + * @param {number} max - The max value. + * @return {number} The clamped value. + */ + clamp: clamp, + /** + * Computes the Euclidean modulo of the given parameters that + * is `( ( n % m ) + m ) % m`. + * + * @static + * @method + * @param {number} n - The first parameter. + * @param {number} m - The second parameter. + * @return {number} The Euclidean modulo. + */ + euclideanModulo: euclideanModulo, + /** + * Performs a linear mapping from range `` to range `` + * for the given value. + * + * @static + * @method + * @param {number} x - The value to be mapped. + * @param {number} a1 - Minimum value for range A. + * @param {number} a2 - Maximum value for range A. + * @param {number} b1 - Minimum value for range B. + * @param {number} b2 - Maximum value for range B. + * @return {number} The mapped value. + */ + mapLinear: mapLinear, + /** + * Returns the percentage in the closed interval `[0, 1]` of the given value + * between the start and end point. + * + * @static + * @method + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} value - A value between start and end. + * @return {number} The interpolation factor. + */ + inverseLerp: inverseLerp, + /** + * Returns a value linearly interpolated from two known points based on the given interval - + * `t = 0` will return `x` and `t = 1` will return `y`. + * + * @static + * @method + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {number} The interpolated value. + */ + lerp: lerp, + /** + * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta + * time to maintain frame rate independent movement. For details, see + * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). + * + * @static + * @method + * @param {number} x - The current point. + * @param {number} y - The target point. + * @param {number} lambda - A higher lambda value will make the movement more sudden, + * and a lower value will make the movement more gradual. + * @param {number} dt - Delta time in seconds. + * @return {number} The interpolated value. + */ + damp: damp, + /** + * Returns a value that alternates between `0` and the given `length` parameter. + * + * @static + * @method + * @param {number} x - The value to pingpong. + * @param {number} [length=1] - The positive value the function will pingpong to. + * @return {number} The alternated value. + */ + pingpong: pingpong, + /** + * Returns a value in the range `[0,1]` that represents the percentage that `x` has + * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to + * the `min` and `max`. + * + * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. + * + * @static + * @method + * @param {number} x - The value to evaluate based on its position between min and max. + * @param {number} min - The min value. Any x value below min will be `0`. + * @param {number} max - The max value. Any x value above max will be `1`. + * @return {number} The alternated value. + */ + smoothstep: smoothstep, + /** + * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) + * that has zero 1st and 2nd order derivatives at x=0 and x=1. + * + * @static + * @method + * @param {number} x - The value to evaluate based on its position between min and max. + * @param {number} min - The min value. Any x value below min will be `0`. + * @param {number} max - The max value. Any x value above max will be `1`. + * @return {number} The alternated value. + */ + smootherstep: smootherstep, + /** + * Returns a random integer from `` interval. + * + * @static + * @method + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random integer. + */ + randInt: randInt, + /** + * Returns a random float from `` interval. + * + * @static + * @method + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random float. + */ + randFloat: randFloat, + /** + * Returns a random integer from `<-range/2, range/2>` interval. + * + * @static + * @method + * @param {number} range - Defines the value range. + * @return {number} A random float. + */ + randFloatSpread: randFloatSpread, + /** + * Returns a deterministic pseudo-random float in the interval `[0, 1]`. + * + * @static + * @method + * @param {number} [s] - The integer seed. + * @return {number} A random float. + */ + seededRandom: seededRandom, + /** + * Converts degrees to radians. + * + * @static + * @method + * @param {number} degrees - A value in degrees. + * @return {number} The converted value in radians. + */ + degToRad: degToRad, + /** + * Converts radians to degrees. + * + * @static + * @method + * @param {number} radians - A value in radians. + * @return {number} The converted value in degrees. + */ + radToDeg: radToDeg, + /** + * Returns `true` if the given number is a power of two. + * + * @static + * @method + * @param {number} value - The value to check. + * @return {boolean} Whether the given number is a power of two or not. + */ + isPowerOfTwo: isPowerOfTwo, + /** + * Returns the smallest power of two that is greater than or equal to the given number. + * + * @static + * @method + * @param {number} value - The value to find a POT for. + * @return {number} The smallest power of two that is greater than or equal to the given number. + */ + ceilPowerOfTwo: ceilPowerOfTwo, + /** + * Returns the largest power of two that is less than or equal to the given number. + * + * @static + * @method + * @param {number} value - The value to find a POT for. + * @return {number} The largest power of two that is less than or equal to the given number. + */ + floorPowerOfTwo: floorPowerOfTwo, + /** + * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) + * defined by the given angles and order. + * + * Rotations are applied to the axes in the order specified by order: + * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`. + * + * @static + * @method + * @param {Quaternion} q - The quaternion to set. + * @param {number} a - The rotation applied to the first axis, in radians. + * @param {number} b - The rotation applied to the second axis, in radians. + * @param {number} c - The rotation applied to the third axis, in radians. + * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. + */ + setQuaternionFromProperEuler: setQuaternionFromProperEuler, + /** + * Normalizes the given value according to the given typed array. + * + * @static + * @method + * @param {number} value - The float value in the range `[0,1]` to normalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The normalize value. + */ + normalize: normalize, + /** + * Denormalizes the given value according to the given typed array. + * + * @static + * @method + * @param {number} value - The value to denormalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The denormalize (float) value in the range `[0,1]`. + */ + denormalize: denormalize +}; + +/** + * Class representing a 2D vector. A 2D vector is an ordered pair of numbers + * (labeled x and y), which can be used to represent a number of things, such as: + * + * - A point in 2D space (i.e. a position on a plane). + * - A direction and length across a plane. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)` + * and the direction is also measured from `(0, 0)` towards `(x, y)`. + * - Any arbitrary ordered pair of numbers. + * + * There are other things a 2D vector can be used to represent, such as + * momentum vectors, complex numbers and so on, however these are the most + * common uses in three.js. + * + * Iterating through a vector instance will yield its components `(x, y)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector2( 0, 1 ); + * + * //no arguments; will be initialised to (0, 0) + * const b = new THREE.Vector2( ); + * + * const d = a.distanceTo( b ); + * ``` + */ +class Vector2 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector2.prototype.isVector2 = true; + + } + + /** + * Constructs a new 2D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + */ + constructor( x = 0, y = 0 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + } + + /** + * Alias for {@link Vector2#x}. + * + * @type {number} + */ + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + /** + * Alias for {@link Vector2#y}. + * + * @type {number} + */ + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @return {Vector2} A reference to this vector. + */ + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector2} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value + * + * @param {number} x - The value to set. + * @return {Vector2} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value + * + * @param {number} y - The value to set. + * @return {Vector2} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y. + * @param {number} value - The value to set. + * @return {Vector2} A reference to this vector. + */ + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'THREE.Vector2: index is out of range: ' + index ); + + } + + return this; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y. + * @return {number} A vector component value. + */ + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'THREE.Vector2: index is out of range: ' + index ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector2} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector2} v - The vector to copy. + * @return {Vector2} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector2} v - The vector to add. + * @return {Vector2} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector2} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector2} a - The first vector. + * @param {Vector2} b - The second vector. + * @return {Vector2} A reference to this vector. + */ + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector2} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector2} A reference to this vector. + */ + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector2} v - The vector to subtract. + * @return {Vector2} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector2} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector2} a - The first vector. + * @param {Vector2} b - The second vector. + * @return {Vector2} A reference to this vector. + */ + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector2} v - The vector to multiply. + * @return {Vector2} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector2} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector2} v - The vector to divide. + * @return {Vector2} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector2} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * Multiplies this vector (with an implicit 1 as the 3rd component) by + * the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to apply. + * @return {Vector2} A reference to this vector. + */ + applyMatrix3( m ) { + + const x = this.x, y = this.y; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + } + + /** + * If this vector's x or y value is greater than the given vector's x or y + * value, replace that value with the corresponding min value. + * + * @param {Vector2} v - The vector. + * @return {Vector2} A reference to this vector. + */ + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + /** + * If this vector's x or y value is less than the given vector's x or y + * value, replace that value with the corresponding max value. + * + * @param {Vector2} v - The vector. + * @return {Vector2} A reference to this vector. + */ + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + /** + * If this vector's x or y value is greater than the max vector's x or y + * value, it is replaced by the corresponding value. + * If this vector's x or y value is less than the min vector's x or y value, + * it is replaced by the corresponding value. + * + * @param {Vector2} min - The minimum x and y values. + * @param {Vector2} max - The maximum x and y values in the desired range. + * @return {Vector2} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + + return this; + + } + + /** + * If this vector's x or y values are greater than the max value, they are + * replaced by the max value. + * If this vector's x or y values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector2} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector2} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector2} A reference to this vector. + */ + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector2} A reference to this vector. + */ + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector2} A reference to this vector. + */ + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector2} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x and y = -y. + * + * @return {Vector2} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector2} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + /** + * Calculates the cross product of the given vector with this instance. + * + * @param {Vector2} v - The vector to compute the cross product with. + * @return {number} The result of the cross product. + */ + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector2} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Computes the angle in radians of this vector with respect to the positive x-axis. + * + * @return {number} The angle in radians. + */ + angle() { + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + /** + * Returns the angle between the given vector and this instance in radians. + * + * @param {Vector2} v - The vector to compute the angle with. + * @return {number} The angle in radians. + */ + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, -1, 1 ) ); + + } + + /** + * Computes the distance from the given vector to this instance. + * + * @param {Vector2} v - The vector to compute the distance to. + * @return {number} The distance. + */ + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + /** + * Computes the squared distance from the given vector to this instance. + * If you are just comparing the distance with another distance, you should compare + * the distance squared instead as it is slightly more efficient to calculate. + * + * @param {Vector2} v - The vector to compute the squared distance to. + * @return {number} The squared distance. + */ + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + /** + * Computes the Manhattan distance from the given vector to this instance. + * + * @param {Vector2} v - The vector to compute the Manhattan distance to. + * @return {number} The Manhattan distance. + */ + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector2} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector2} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector2} A reference to this vector. + */ + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector2} v1 - The first vector. + * @param {Vector2} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector2} A reference to this vector. + */ + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector2} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]` and y + * value to be `array[ offset + 1 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector2} A reference to this vector. + */ + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector2} A reference to this vector. + */ + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + /** + * Rotates this vector around the given center by the given angle. + * + * @param {Vector2} center - The point around which to rotate. + * @param {number} angle - The angle to rotate, in radians. + * @return {Vector2} A reference to this vector. + */ + rotateAround( center, angle ) { + + const c = Math.cos( angle ), s = Math.sin( angle ); + + const x = this.x - center.x; + const y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector2} A reference to this vector. + */ + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + + } + +} + +/** + * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations. + * + * Iterating through a vector instance will yield its components `(x, y, z, w)` in + * the corresponding order. + * + * Note that three.js expects Quaternions to be normalized. + * ```js + * const quaternion = new THREE.Quaternion(); + * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); + * + * const vector = new THREE.Vector3( 1, 0, 0 ); + * vector.applyQuaternion( quaternion ); + * ``` + */ +class Quaternion { + + /** + * Constructs a new quaternion. + * + * @param {number} [x=0] - The x value of this quaternion. + * @param {number} [y=0] - The y value of this quaternion. + * @param {number} [z=0] - The z value of this quaternion. + * @param {number} [w=1] - The w value of this quaternion. + */ + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuaternion = true; + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + /** + * Interpolates between two quaternions via SLERP. This implementation assumes the + * quaternion data are managed in flat arrays. + * + * @param {Array} dst - The destination array. + * @param {number} dstOffset - An offset into the destination array. + * @param {Array} src0 - The source array of the first quaternion. + * @param {number} srcOffset0 - An offset into the first source array. + * @param {Array} src1 - The source array of the second quaternion. + * @param {number} srcOffset1 - An offset into the second source array. + * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. + * @see {@link Quaternion#slerp} + */ + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + let x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1; + + if ( dot < 0 ) { + + x1 = - x1; + y1 = - y1; + z1 = - z1; + w1 = - w1; + + dot = - dot; + + } + + let s = 1 - t; + + if ( dot < 0.9995 ) { + + // slerp + + const theta = Math.acos( dot ); + const sin = Math.sin( theta ); + + s = Math.sin( s * theta ) / sin; + t = Math.sin( t * theta ) / sin; + + x0 = x0 * s + x1 * t; + y0 = y0 * s + y1 * t; + z0 = z0 * s + z1 * t; + w0 = w0 * s + w1 * t; + + } else { + + // for small angles, lerp then normalize + + x0 = x0 * s + x1 * t; + y0 = y0 * s + y1 * t; + z0 = z0 * s + z1 * t; + w0 = w0 * s + w1 * t; + + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + /** + * Multiplies two quaternions. This implementation assumes the quaternion data are managed + * in flat arrays. + * + * @param {Array} dst - The destination array. + * @param {number} dstOffset - An offset into the destination array. + * @param {Array} src0 - The source array of the first quaternion. + * @param {number} srcOffset0 - An offset into the first source array. + * @param {Array} src1 - The source array of the second quaternion. + * @param {number} srcOffset1 - An offset into the second source array. + * @return {Array} The destination array. + * @see {@link Quaternion#multiplyQuaternions}. + */ + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { + + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; + + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + + return dst; + + } + + /** + * The x value of this quaternion. + * + * @type {number} + * @default 0 + */ + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + /** + * The y value of this quaternion. + * + * @type {number} + * @default 0 + */ + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + /** + * The z value of this quaternion. + * + * @type {number} + * @default 0 + */ + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + /** + * The w value of this quaternion. + * + * @type {number} + * @default 1 + */ + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + /** + * Sets the quaternion components. + * + * @param {number} x - The x value of this quaternion. + * @param {number} y - The y value of this quaternion. + * @param {number} z - The z value of this quaternion. + * @param {number} w - The w value of this quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + /** + * Returns a new quaternion with copied values from this instance. + * + * @return {Quaternion} A clone of this instance. + */ + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + /** + * Copies the values of the given quaternion to this instance. + * + * @param {Quaternion} quaternion - The quaternion to copy. + * @return {Quaternion} A reference to this quaternion. + */ + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion from the rotation specified by the given + * Euler angles. + * + * @param {Euler} euler - The Euler angles. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Quaternion} A reference to this quaternion. + */ + setFromEuler( euler, update = true ) { + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion from the given axis and angle. + * + * @param {Vector3} axis - The normalized axis. + * @param {number} angle - The angle in radians. + * @return {Quaternion} A reference to this quaternion. + */ + setFromAxisAngle( axis, angle ) { + + const halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion from the given rotation matrix. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). + * @return {Quaternion} A reference to this quaternion. + */ + setFromRotationMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33; + + if ( trace > 0 ) { + + const s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion to the rotation required to rotate the direction vector + * `vFrom` to the direction vector `vTo`. + * + * @param {Vector3} vFrom - The first (normalized) direction vector. + * @param {Vector3} vTo - The second (normalized) direction vector. + * @return {Quaternion} A reference to this quaternion. + */ + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286 + + // vFrom and vTo point in opposite directions + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + } + + /** + * Returns the angle between this quaternion and the given one in radians. + * + * @param {Quaternion} q - The quaternion to compute the angle with. + * @return {number} The angle in radians. + */ + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) ); + + } + + /** + * Rotates this quaternion by a given angular step to the given quaternion. + * The method ensures that the final quaternion will not overshoot `q`. + * + * @param {Quaternion} q - The target quaternion. + * @param {number} step - The angular step in radians. + * @return {Quaternion} A reference to this quaternion. + */ + rotateTowards( q, step ) { + + const angle = this.angleTo( q ); + + if ( angle === 0 ) return this; + + const t = Math.min( 1, step / angle ); + + this.slerp( q, t ); + + return this; + + } + + /** + * Sets this quaternion to the identity quaternion; that is, to the + * quaternion that represents "no rotation". + * + * @return {Quaternion} A reference to this quaternion. + */ + identity() { + + return this.set( 0, 0, 0, 1 ); + + } + + /** + * Inverts this quaternion via {@link Quaternion#conjugate}. The + * quaternion is assumed to have unit length. + * + * @return {Quaternion} A reference to this quaternion. + */ + invert() { + + return this.conjugate(); + + } + + /** + * Returns the rotational conjugate of this quaternion. The conjugate of a + * quaternion represents the same rotation in the opposite direction about + * the rotational axis. + * + * @return {Quaternion} A reference to this quaternion. + */ + conjugate() { + + this._x *= -1; + this._y *= -1; + this._z *= -1; + + this._onChangeCallback(); + + return this; + + } + + /** + * Calculates the dot product of this quaternion and the given one. + * + * @param {Quaternion} v - The quaternion to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + } + + /** + * Computes the squared Euclidean length (straight-line length) of this quaternion, + * considered as a 4 dimensional vector. This can be useful if you are comparing the + * lengths of two quaternions, as this is a slightly more efficient calculation than + * {@link Quaternion#length}. + * + * @return {number} The squared Euclidean length. + */ + lengthSq() { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + } + + /** + * Computes the Euclidean length (straight-line length) of this quaternion, + * considered as a 4 dimensional vector. + * + * @return {number} The Euclidean length. + */ + length() { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + } + + /** + * Normalizes this quaternion - that is, calculated the quaternion that performs + * the same rotation as this one, but has a length equal to `1`. + * + * @return {Quaternion} A reference to this quaternion. + */ + normalize() { + + let l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this._onChangeCallback(); + + return this; + + } + + /** + * Multiplies this quaternion by the given one. + * + * @param {Quaternion} q - The quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + multiply( q ) { + + return this.multiplyQuaternions( this, q ); + + } + + /** + * Pre-multiplies this quaternion by the given one. + * + * @param {Quaternion} q - The quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + /** + * Multiplies the given quaternions and stores the result in this instance. + * + * @param {Quaternion} a - The first quaternion. + * @param {Quaternion} b - The second quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + multiplyQuaternions( a, b ) { + + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + } + + /** + * Performs a spherical linear interpolation between this quaternion and the target quaternion. + * + * @param {Quaternion} qb - The target quaternion. + * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. + * @return {Quaternion} A reference to this quaternion. + */ + slerp( qb, t ) { + + let x = qb._x, y = qb._y, z = qb._z, w = qb._w; + + let dot = this.dot( qb ); + + if ( dot < 0 ) { + + x = - x; + y = - y; + z = - z; + w = - w; + + dot = - dot; + + } + + let s = 1 - t; + + if ( dot < 0.9995 ) { + + // slerp + + const theta = Math.acos( dot ); + const sin = Math.sin( theta ); + + s = Math.sin( s * theta ) / sin; + t = Math.sin( t * theta ) / sin; + + this._x = this._x * s + x * t; + this._y = this._y * s + y * t; + this._z = this._z * s + z * t; + this._w = this._w * s + w * t; + + this._onChangeCallback(); + + } else { + + // for small angles, lerp then normalize + + this._x = this._x * s + x * t; + this._y = this._y * s + y * t; + this._z = this._z * s + z * t; + this._w = this._w * s + w * t; + + this.normalize(); // normalize calls _onChangeCallback() + + } + + return this; + + } + + /** + * Performs a spherical linear interpolation between the given quaternions + * and stores the result in this quaternion. + * + * @param {Quaternion} qa - The source quaternion. + * @param {Quaternion} qb - The target quaternion. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {Quaternion} A reference to this quaternion. + */ + slerpQuaternions( qa, qb, t ) { + + return this.copy( qa ).slerp( qb, t ); + + } + + /** + * Sets this quaternion to a uniformly random, normalized quaternion. + * + * @return {Quaternion} A reference to this quaternion. + */ + random() { + + // Ken Shoemake + // Uniform random rotations + // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. + + const theta1 = 2 * Math.PI * Math.random(); + const theta2 = 2 * Math.PI * Math.random(); + + const x0 = Math.random(); + const r1 = Math.sqrt( 1 - x0 ); + const r2 = Math.sqrt( x0 ); + + return this.set( + r1 * Math.sin( theta1 ), + r1 * Math.cos( theta1 ), + r2 * Math.sin( theta2 ), + r2 * Math.cos( theta2 ), + ); + + } + + /** + * Returns `true` if this quaternion is equal with the given one. + * + * @param {Quaternion} quaternion - The quaternion to test for equality. + * @return {boolean} Whether this quaternion is equal with the given one. + */ + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + /** + * Sets this quaternion's components from the given array. + * + * @param {Array} array - An array holding the quaternion component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Quaternion} A reference to this quaternion. + */ + fromArray( array, offset = 0 ) { + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + } + + /** + * Writes the components of this quaternion to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the quaternion components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The quaternion components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + } + + /** + * Sets the components of this quaternion from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data. + * @param {number} index - The index into the attribute. + * @return {Quaternion} A reference to this quaternion. + */ + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + this._onChangeCallback(); + + return this; + + } + + /** + * This methods defines the serialization result of this class. Returns the + * numerical elements of this quaternion in an array of format `[x, y, z, w]`. + * + * @return {Array} The serialized quaternion. + */ + toJSON() { + + return this.toArray(); + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._w; + + } + +} + +/** + * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers + * (labeled x, y and z), which can be used to represent a number of things, such as: + * + * - A point in 3D space. + * - A direction and length in 3D space. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)` + * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`. + * - Any arbitrary ordered triplet of numbers. + * + * There are other things a 3D vector can be used to represent, such as + * momentum vectors and so on, however these are the most + * common uses in three.js. + * + * Iterating through a vector instance will yield its components `(x, y, z)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector3( 0, 1, 0 ); + * + * //no arguments; will be initialised to (0, 0, 0) + * const b = new THREE.Vector3( ); + * + * const d = a.distanceTo( b ); + * ``` + */ +class Vector3 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector3.prototype.isVector3 = true; + + } + + /** + * Constructs a new 3D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + * @param {number} [z=0] - The z value of this vector. + */ + constructor( x = 0, y = 0, z = 0 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + /** + * The z value of this vector. + * + * @type {number} + */ + this.z = z; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @param {number} z - The value of the z component. + * @return {Vector3} A reference to this vector. + */ + set( x, y, z ) { + + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) + + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector3} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value. + * + * @param {number} x - The value to set. + * @return {Vector3} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value. + * + * @param {number} y - The value to set. + * @return {Vector3} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Sets the vector's z component to the given value. + * + * @param {number} z - The value to set. + * @return {Vector3} A reference to this vector. + */ + setZ( z ) { + + this.z = z; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. + * @param {number} value - The value to set. + * @return {Vector3} A reference to this vector. + */ + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'THREE.Vector3: index is out of range: ' + index ); + + } + + return this; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. + * @return {number} A vector component value. + */ + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'THREE.Vector3: index is out of range: ' + index ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector3} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector3} v - The vector to copy. + * @return {Vector3} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector3} v - The vector to add. + * @return {Vector3} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector3} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector3|Vector4} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector3} A reference to this vector. + */ + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector3} v - The vector to subtract. + * @return {Vector3} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector3} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector3} v - The vector to multiply. + * @return {Vector3} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector3} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + /** + * Multiplies the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + /** + * Applies the given Euler rotation to this vector. + * + * @param {Euler} euler - The Euler angles. + * @return {Vector3} A reference to this vector. + */ + applyEuler( euler ) { + + return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) ); + + } + + /** + * Applies a rotation specified by an axis and an angle to this vector. + * + * @param {Vector3} axis - A normalized vector representing the rotation axis. + * @param {number} angle - The angle in radians. + * @return {Vector3} A reference to this vector. + */ + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) ); + + } + + /** + * Multiplies this vector with the given 3x3 matrix. + * + * @param {Matrix3} m - The 3x3 matrix. + * @return {Vector3} A reference to this vector. + */ + applyMatrix3( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + } + + /** + * Multiplies this vector by the given normal matrix and normalizes + * the result. + * + * @param {Matrix3} m - The normal matrix. + * @return {Vector3} A reference to this vector. + */ + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + /** + * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and + * divides by perspective. + * + * @param {Matrix4} m - The matrix to apply. + * @return {Vector3} A reference to this vector. + */ + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + } + + /** + * Applies the given Quaternion to this vector. + * + * @param {Quaternion} q - The Quaternion. + * @return {Vector3} A reference to this vector. + */ + applyQuaternion( q ) { + + // quaternion q is assumed to have unit length + + const vx = this.x, vy = this.y, vz = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // t = 2 * cross( q.xyz, v ); + const tx = 2 * ( qy * vz - qz * vy ); + const ty = 2 * ( qz * vx - qx * vz ); + const tz = 2 * ( qx * vy - qy * vx ); + + // v + q.w * t + cross( q.xyz, t ); + this.x = vx + qw * tx + qy * tz - qz * ty; + this.y = vy + qw * ty + qz * tx - qx * tz; + this.z = vz + qw * tz + qx * ty - qy * tx; + + return this; + + } + + /** + * Projects this vector from world space into the camera's normalized + * device coordinate (NDC) space. + * + * @param {Camera} camera - The camera. + * @return {Vector3} A reference to this vector. + */ + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + /** + * Unprojects this vector from the camera's normalized device coordinate (NDC) + * space into world space. + * + * @param {Camera} camera - The camera. + * @return {Vector3} A reference to this vector. + */ + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + /** + * Transforms this vector by the upper left 3x3 sub-matrix of the given 4x4 matrix, + * and normalizes the result. + * + * @param {Matrix4} m - The matrix. + * @return {Vector3} A reference to this vector. + */ + transformDirection( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector3} v - The vector to divide. + * @return {Vector3} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector3} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * If this vector's x, y or z value is greater than the given vector's x, y or z + * value, replace that value with the corresponding min value. + * + * @param {Vector3} v - The vector. + * @return {Vector3} A reference to this vector. + */ + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + } + + /** + * If this vector's x, y or z value is less than the given vector's x, y or z + * value, replace that value with the corresponding max value. + * + * @param {Vector3} v - The vector. + * @return {Vector3} A reference to this vector. + */ + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + } + + /** + * If this vector's x, y or z value is greater than the max vector's x, y or z + * value, it is replaced by the corresponding value. + * If this vector's x, y or z value is less than the min vector's x, y or z value, + * it is replaced by the corresponding value. + * + * @param {Vector3} min - The minimum x, y and z values. + * @param {Vector3} max - The maximum x, y and z values in the desired range. + * @return {Vector3} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + this.z = clamp( this.z, min.z, max.z ); + + return this; + + } + + /** + * If this vector's x, y or z values are greater than the max value, they are + * replaced by the max value. + * If this vector's x, y or z values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector3} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + this.z = clamp( this.z, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector3} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector3} A reference to this vector. + */ + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector3} A reference to this vector. + */ + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector3} A reference to this vector. + */ + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector3} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x, y = -y and z = -z. + * + * @return {Vector3} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector3} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector3} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector3} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector3} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector3} A reference to this vector. + */ + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector3} v1 - The first vector. + * @param {Vector3} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector3} A reference to this vector. + */ + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + + return this; + + } + + /** + * Calculates the cross product of the given vector with this instance. + * + * @param {Vector3} v - The vector to compute the cross product with. + * @return {Vector3} The result of the cross product. + */ + cross( v ) { + + return this.crossVectors( this, v ); + + } + + /** + * Calculates the cross product of the given vectors and stores the result + * in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + crossVectors( a, b ) { + + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + } + + /** + * Projects this vector onto the given one. + * + * @param {Vector3} v - The vector to project to. + * @return {Vector3} A reference to this vector. + */ + projectOnVector( v ) { + + const denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + const scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + } + + /** + * Projects this vector onto a plane by subtracting this + * vector projected onto the plane's normal from this vector. + * + * @param {Vector3} planeNormal - The plane normal. + * @return {Vector3} A reference to this vector. + */ + projectOnPlane( planeNormal ) { + + _vector$c.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$c ); + + } + + /** + * Reflects this vector off a plane orthogonal to the given normal vector. + * + * @param {Vector3} normal - The (normalized) normal vector. + * @return {Vector3} A reference to this vector. + */ + reflect( normal ) { + + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + /** + * Returns the angle between the given vector and this instance in radians. + * + * @param {Vector3} v - The vector to compute the angle with. + * @return {number} The angle in radians. + */ + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, -1, 1 ) ); + + } + + /** + * Computes the distance from the given vector to this instance. + * + * @param {Vector3} v - The vector to compute the distance to. + * @return {number} The distance. + */ + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + /** + * Computes the squared distance from the given vector to this instance. + * If you are just comparing the distance with another distance, you should compare + * the distance squared instead as it is slightly more efficient to calculate. + * + * @param {Vector3} v - The vector to compute the squared distance to. + * @return {number} The squared distance. + */ + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + } + + /** + * Computes the Manhattan distance from the given vector to this instance. + * + * @param {Vector3} v - The vector to compute the Manhattan distance to. + * @return {number} The Manhattan distance. + */ + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + } + + /** + * Sets the vector components from the given spherical coordinates. + * + * @param {Spherical} s - The spherical coordinates. + * @return {Vector3} A reference to this vector. + */ + setFromSpherical( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + } + + /** + * Sets the vector components from the given spherical coordinates. + * + * @param {number} radius - The radius. + * @param {number} phi - The phi angle in radians. + * @param {number} theta - The theta angle in radians. + * @return {Vector3} A reference to this vector. + */ + setFromSphericalCoords( radius, phi, theta ) { + + const sinPhiRadius = Math.sin( phi ) * radius; + + this.x = sinPhiRadius * Math.sin( theta ); + this.y = Math.cos( phi ) * radius; + this.z = sinPhiRadius * Math.cos( theta ); + + return this; + + } + + /** + * Sets the vector components from the given cylindrical coordinates. + * + * @param {Cylindrical} c - The cylindrical coordinates. + * @return {Vector3} A reference to this vector. + */ + setFromCylindrical( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + } + + /** + * Sets the vector components from the given cylindrical coordinates. + * + * @param {number} radius - The radius. + * @param {number} theta - The theta angle in radians. + * @param {number} y - The y value. + * @return {Vector3} A reference to this vector. + */ + setFromCylindricalCoords( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + } + + /** + * Sets the vector components to the position elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector3} A reference to this vector. + */ + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + } + + /** + * Sets the vector components to the scale elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector3} A reference to this vector. + */ + setFromMatrixScale( m ) { + + const sx = this.setFromMatrixColumn( m, 0 ).length(); + const sy = this.setFromMatrixColumn( m, 1 ).length(); + const sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + } + + /** + * Sets the vector components from the specified matrix column. + * + * @param {Matrix4} m - The 4x4 matrix. + * @param {number} index - The column index. + * @return {Vector3} A reference to this vector. + */ + setFromMatrixColumn( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + } + + /** + * Sets the vector components from the specified matrix column. + * + * @param {Matrix3} m - The 3x3 matrix. + * @param {number} index - The column index. + * @return {Vector3} A reference to this vector. + */ + setFromMatrix3Column( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + } + + /** + * Sets the vector components from the given Euler angles. + * + * @param {Euler} e - The Euler angles to set. + * @return {Vector3} A reference to this vector. + */ + setFromEuler( e ) { + + this.x = e._x; + this.y = e._y; + this.z = e._z; + + return this; + + } + + /** + * Sets the vector components from the RGB components of the + * given color. + * + * @param {Color} c - The color to set. + * @return {Vector3} A reference to this vector. + */ + setFromColor( c ) { + + this.x = c.r; + this.y = c.g; + this.z = c.b; + + return this; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector3} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]` + * and z value to be `array[ offset + 2 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector3} A reference to this vector. + */ + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector3} A reference to this vector. + */ + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector3} A reference to this vector. + */ + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + + /** + * Sets this vector to a uniformly random point on a unit sphere. + * + * @return {Vector3} A reference to this vector. + */ + randomDirection() { + + // https://mathworld.wolfram.com/SpherePointPicking.html + + const theta = Math.random() * Math.PI * 2; + const u = Math.random() * 2 - 1; + const c = Math.sqrt( 1 - u * u ); + + this.x = c * Math.cos( theta ); + this.y = u; + this.z = c * Math.sin( theta ); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + + } + +} + +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$5 = /*@__PURE__*/ new Quaternion(); + +/** + * Represents a 3x3 matrix. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix3#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix(); + * m.set( 11, 12, 13, + * 21, 22, 23, + * 31, 32, 33 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, 31, + * 12, 22, 32, + * 13, 23, 33 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix3 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix3.prototype.isMatrix3 = true; + + } + + /** + * Constructs a new 3x3 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + */ + constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ); + + } + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @return {Matrix3} A reference to this matrix. + */ + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + } + + /** + * Sets this matrix to the 3x3 identity matrix. + * + * @return {Matrix3} A reference to this matrix. + */ + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + /** + * Copies the values of the given matrix to this instance. + * + * @param {Matrix3} m - The matrix to copy. + * @return {Matrix3} A reference to this matrix. + */ + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + } + + /** + * Extracts the basis of this matrix into the three axis vectors provided. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix3} A reference to this matrix. + */ + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + /** + * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Matrix3} A reference to this matrix. + */ + setFromMatrix4( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + } + + /** + * Post-multiplies this matrix by the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to multiply with. + * @return {Matrix3} A reference to this matrix. + */ + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + /** + * Pre-multiplies this matrix by the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to multiply with. + * @return {Matrix3} A reference to this matrix. + */ + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + /** + * Multiples the given 3x3 matrices and stores the result + * in this matrix. + * + * @param {Matrix3} a - The first matrix. + * @param {Matrix3} b - The second matrix. + * @return {Matrix3} A reference to this matrix. + */ + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + } + + /** + * Multiplies every component of the matrix by the given scalar. + * + * @param {number} s - The scalar. + * @return {Matrix3} A reference to this matrix. + */ + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + } + + /** + * Computes and returns the determinant of this matrix. + * + * @return {number} The determinant. + */ + determinant() { + + const te = this.elements; + + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + } + + /** + * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). + * You can not invert with a determinant of zero. If you attempt this, the method produces + * a zero matrix instead. + * + * @return {Matrix3} A reference to this matrix. + */ + invert() { + + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + } + + /** + * Transposes this matrix in place. + * + * @return {Matrix3} A reference to this matrix. + */ + transpose() { + + let tmp; + const m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + } + + /** + * Computes the normal matrix which is the inverse transpose of the upper + * left 3x3 portion of the given 4x4 matrix. + * + * @param {Matrix4} matrix4 - The 4x4 matrix. + * @return {Matrix3} A reference to this matrix. + */ + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + /** + * Transposes this matrix into the supplied array, and returns itself unchanged. + * + * @param {Array} r - An array to store the transposed matrix elements. + * @return {Matrix3} A reference to this matrix. + */ + transposeIntoArray( r ) { + + const m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + + /** + * Sets the UV transform matrix from offset, repeat, rotation, and center. + * + * @param {number} tx - Offset x. + * @param {number} ty - Offset y. + * @param {number} sx - Repeat x. + * @param {number} sy - Repeat y. + * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise. + * @param {number} cx - Center x of rotation. + * @param {number} cy - Center y of rotation + * @return {Matrix3} A reference to this matrix. + */ + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { + + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + return this; + + } + + /** + * Scales this matrix with the given scalar values. + * + * @deprecated + * @param {number} sx - The amount to scale in the X axis. + * @param {number} sy - The amount to scale in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + scale( sx, sy ) { + + warnOnce( 'Matrix3: .scale() is deprecated. Use .makeScale() instead.' ); // @deprecated r185 + + this.premultiply( _m3.makeScale( sx, sy ) ); + + return this; + + } + + /** + * Rotates this matrix by the given angle. + * + * @deprecated + * @param {number} theta - The rotation in radians. + * @return {Matrix3} A reference to this matrix. + */ + rotate( theta ) { + + warnOnce( 'Matrix3: .rotate() is deprecated. Use .makeRotation() instead.' ); // @deprecated r185 + + this.premultiply( _m3.makeRotation( - theta ) ); + + return this; + + } + + /** + * Translates this matrix by the given scalar values. + * + * @deprecated + * @param {number} tx - The amount to translate in the X axis. + * @param {number} ty - The amount to translate in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + translate( tx, ty ) { + + warnOnce( 'Matrix3: .translate() is deprecated. Use .makeTranslation() instead.' ); // @deprecated r185 + + this.premultiply( _m3.makeTranslation( tx, ty ) ); + + return this; + + } + + // for 2D Transforms + + /** + * Sets this matrix as a 2D translation transform. + * + * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector. + * @param {number} y - The amount to translate in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + makeTranslation( x, y ) { + + if ( x.isVector2 ) { + + this.set( + + 1, 0, x.x, + 0, 1, x.y, + 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, x, + 0, 1, y, + 0, 0, 1 + + ); + + } + + return this; + + } + + /** + * Sets this matrix as a 2D rotational transformation. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix3} A reference to this matrix. + */ + makeRotation( theta ) { + + // counterclockwise + + const c = Math.cos( theta ); + const s = Math.sin( theta ); + + this.set( + + c, - s, 0, + s, c, 0, + 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a 2D scale transform. + * + * @param {number} x - The amount to scale in the X axis. + * @param {number} y - The amount to scale in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + makeScale( x, y ) { + + this.set( + + x, 0, 0, + 0, y, 0, + 0, 0, 1 + + ); + + return this; + + } + + /** + * Returns `true` if this matrix is equal with the given one. + * + * @param {Matrix3} matrix - The matrix to test for equality. + * @return {boolean} Whether this matrix is equal with the given one. + */ + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix3} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Writes the elements of this matrix to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The matrix elements in column-major order. + */ + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + /** + * Returns a matrix with copied values from this instance. + * + * @return {Matrix3} A clone of this instance. + */ + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + +} + +const _m3 = /*@__PURE__*/ new Matrix3(); + +const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set( + 0.4123908, 0.3575843, 0.1804808, + 0.2126390, 0.7151687, 0.0721923, + 0.0193308, 0.1191948, 0.9505322 +); + +const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set( + 3.2409699, -1.5373832, -0.4986108, + -0.9692436, 1.8759675, 0.0415551, + 0.0556301, -0.203977, 1.0569715 +); + +function createColorManagement() { + + const ColorManagement = { + + enabled: true, + + workingColorSpace: LinearSRGBColorSpace, + + /** + * Implementations of supported color spaces. + * + * Required: + * - primaries: chromaticity coordinates [ rx ry gx gy bx by ] + * - whitePoint: reference white [ x y ] + * - transfer: transfer function (pre-defined) + * - toXYZ: Matrix3 RGB to XYZ transform + * - fromXYZ: Matrix3 XYZ to RGB transform + * - luminanceCoefficients: RGB luminance coefficients + * + * Optional: + * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' } + * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace } + * + * Reference: + * - https://www.russellcottrell.com/photo/matrixCalculator.htm + */ + spaces: {}, + + convert: function ( color, sourceColorSpace, targetColorSpace ) { + + if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { + + return color; + + } + + if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) { + + color.r = SRGBToLinear( color.r ); + color.g = SRGBToLinear( color.g ); + color.b = SRGBToLinear( color.b ); + + } + + if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) { + + color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ ); + color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ ); + + } + + if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) { + + color.r = LinearToSRGB( color.r ); + color.g = LinearToSRGB( color.g ); + color.b = LinearToSRGB( color.b ); + + } + + return color; + + }, + + workingToColorSpace: function ( color, targetColorSpace ) { + + return this.convert( color, this.workingColorSpace, targetColorSpace ); + + }, + + colorSpaceToWorking: function ( color, sourceColorSpace ) { + + return this.convert( color, sourceColorSpace, this.workingColorSpace ); + + }, + + getPrimaries: function ( colorSpace ) { + + return this.spaces[ colorSpace ].primaries; + + }, + + getTransfer: function ( colorSpace ) { + + if ( colorSpace === NoColorSpace ) return LinearTransfer; + + return this.spaces[ colorSpace ].transfer; + + }, + + getToneMappingMode: function ( colorSpace ) { + + return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard'; + + }, + + getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) { + + return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients ); + + }, + + define: function ( colorSpaces ) { + + Object.assign( this.spaces, colorSpaces ); + + }, + + // Internal APIs + + _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) { + + return targetMatrix + .copy( this.spaces[ sourceColorSpace ].toXYZ ) + .multiply( this.spaces[ targetColorSpace ].fromXYZ ); + + }, + + _getDrawingBufferColorSpace: function ( colorSpace ) { + + return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace; + + }, + + _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) { + + return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace; + + }, + + // Deprecated + + fromWorkingColorSpace: function ( color, targetColorSpace ) { + + warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177 + + return ColorManagement.workingToColorSpace( color, targetColorSpace ); + + }, + + toWorkingColorSpace: function ( color, sourceColorSpace ) { + + warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177 + + return ColorManagement.colorSpaceToWorking( color, sourceColorSpace ); + + }, + + }; + + /****************************************************************************** + * sRGB definitions + */ + + const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ]; + const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ]; + const D65 = [ 0.3127, 0.3290 ]; + + ColorManagement.define( { + + [ LinearSRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: LinearTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace }, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + + [ SRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: SRGBTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + + } ); + + return ColorManagement; + +} + +const ColorManagement = /*@__PURE__*/ createColorManagement(); + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +let _canvas; + +/** + * A class containing utility functions for images. + * + * @hideconstructor + */ +class ImageUtils { + + /** + * Returns a data URI containing a representation of the given image. + * + * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object. + * @param {string} [type='image/png'] - Indicates the image format. + * @return {string} The data URI. + */ + static getDataURL( image, type = 'image/png' ) { + + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } + + if ( typeof HTMLCanvasElement === 'undefined' ) { + + return image.src; + + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + const context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + return canvas.toDataURL( type ); + + } + + /** + * Converts the given sRGB image data to linear color space. + * + * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object. + * @return {HTMLCanvasElement|Object} The converted image. + */ + static sRGBToLinear( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const canvas = createElementNS( 'canvas' ); + + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height ); + + const imageData = context.getImageData( 0, 0, image.width, image.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i ++ ) { + + data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + } else if ( image.data ) { + + const data = image.data.slice( 0 ); + + for ( let i = 0; i < data.length; i ++ ) { + + if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { + + data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); + + } else { + + // assuming float + + data[ i ] = SRGBToLinear( data[ i ] ); + + } + + } + + return { + data: data, + width: image.width, + height: image.height + }; + + } else { + + warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); + return image; + + } + + } + +} + +let _sourceId = 0; + +/** + * Represents the data source of a texture. + * + * The main purpose of this class is to decouple the data definition from the texture + * definition so the same data can be used with multiple texture instances. + */ +class TextureSource { + + /** + * Constructs a new texture source. + * + * @param {any} [data=null] - The data definition of a texture. + */ + constructor( data = null ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isTextureSource = true; + + /** + * The ID of the source. + * + * @name TextureSource#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _sourceId ++ } ); + + /** + * The UUID of the source. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The data definition of a texture. + * + * @type {any} + */ + this.data = data; + + /** + * This property is only relevant when {@link TextureSource#needsUpdate} is set to `true` and + * provides more control on how texture data should be processed. When `dataReady` is set + * to `false`, the engine performs the memory allocation (if necessary) but does not transfer + * the data into the GPU memory. + * + * @type {boolean} + * @default true + */ + this.dataReady = true; + + /** + * This starts at `0` and counts how many times {@link TextureSource#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + } + + /** + * Returns the dimensions of the source into the given target vector. + * + * @param {(Vector2|Vector3)} target - The target object the result is written into. + * @return {(Vector2|Vector3)} The dimensions of the source. + */ + getSize( target ) { + + const data = this.data; + + if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) { + + target.set( data.videoWidth, data.videoHeight, 0 ); + + } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) { + + target.set( data.displayWidth, data.displayHeight, 0 ); + + } else if ( data !== null ) { + + target.set( data.width, data.height, data.depth || 0 ); + + } else { + + target.set( 0, 0, 0 ); + + } + + return target; + + } + + /** + * When the property is set to `true`, the engine allocates the memory + * for the texture (if necessary) and triggers the actual texture upload + * to the GPU next time the source is used. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Serializes the source into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized source. + * @see {@link ObjectLoader#parse} + */ + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { + + return meta.images[ this.uuid ]; + + } + + const output = { + uuid: this.uuid, + url: '' + }; + + const data = this.data; + + if ( data !== null ) { + + let url; + + if ( Array.isArray( data ) ) { + + // cube texture + + url = []; + + for ( let i = 0, l = data.length; i < l; i ++ ) { + + if ( data[ i ].isDataTexture ) { + + url.push( serializeImage( data[ i ].image ) ); + + } else { + + url.push( serializeImage( data[ i ] ) ); + + } + + } + + } else { + + // texture + + url = serializeImage( data ); + + } + + output.url = url; + + } + + if ( ! isRootObject ) { + + meta.images[ this.uuid ] = output; + + } + + return output; + + } + +} + +function serializeImage( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + // default images + + return ImageUtils.getDataURL( image ); + + } else { + + if ( image.data ) { + + // images of DataTexture + + return { + data: Array.from( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { + + warn( 'Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + +} + +/** + * @deprecated since r186. Use {@link TextureSource} instead. `Source` has been renamed to `TextureSource`. + */ +class Source extends TextureSource { + + /** + * Constructs a new texture source. + * + * @param {any} [data=null] - The data definition of a texture. + * @deprecated since r186. Use {@link TextureSource} instead. + */ + constructor( data = null ) { + + warnOnce( 'Source: "Source" has been renamed to "TextureSource". Please update your code to use "THREE.TextureSource" instead.' ); // @deprecated, r186 + + super( data ); + + /** + * This flag can be used for type testing. + * + * @deprecated since r186. Use {@link TextureSource#isTextureSource} instead. + * @type {boolean} + * @readonly + * @default true + */ + this.isSource = true; + + } + +} + +let _textureId = 0; + +const _tempVec3 = /*@__PURE__*/ new Vector3(); + +/** + * Base class for all textures. + * + * Note: After the initial use of a texture, its dimensions, format, and type + * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. + * + * @augments EventDispatcher + */ +class Texture extends EventDispatcher { + + /** + * Constructs a new texture. + * + * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isTexture = true; + + /** + * The ID of the texture. + * + * @name Texture#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _textureId ++ } ); + + /** + * The UUID of the texture. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the texture. + * + * @type {string} + */ + this.name = ''; + + /** + * The data definition of a texture. A reference to the data source can be + * shared across textures. This is often useful in context of spritesheets + * where multiple textures render the same data but with different texture + * transformations. + * + * @type {TextureSource} + */ + this.source = new TextureSource( image ); + + /** + * An array holding user-defined mipmaps. + * + * @type {Array} + */ + this.mipmaps = []; + + /** + * How the texture is applied to the object. The value `UVMapping` + * is the default, where texture or uv coordinates are used to apply the map. + * + * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)} + * @default UVMapping + */ + this.mapping = mapping; + + /** + * Lets you select the uv attribute to map the texture to. `0` for `uv`, + * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`. + * + * @type {number} + * @default 0 + */ + this.channel = 0; + + /** + * This defines how the texture is wrapped horizontally and corresponds to + * *U* in UV mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapS = wrapS; + + /** + * This defines how the texture is wrapped horizontally and corresponds to + * *V* in UV mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapT = wrapT; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default LinearFilter + */ + this.magFilter = magFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default LinearMipmapLinearFilter + */ + this.minFilter = minFilter; + + /** + * The number of samples taken along the axis through the pixel that has the + * highest density of texels. By default, this value is `1`. A higher value + * gives a less blurry result than a basic mipmap, at the cost of more + * texture samples being used. + * + * @type {number} + * @default Texture.DEFAULT_ANISOTROPY + */ + this.anisotropy = anisotropy; + + /** + * The format of the texture. + * + * @type {number} + * @default RGBAFormat + */ + this.format = format; + + /** + * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and + * defines how the texture data is going to be stored on the GPU. + * + * This property allows to overwrite the default format. + * + * @type {?string} + * @default null + */ + this.internalFormat = null; + + /** + * The data type of the texture. + * + * @type {number} + * @default UnsignedByteType + */ + this.type = type; + + /** + * How much a single repetition of the texture is offset from the beginning, + * in each direction U and V. Typical range is `0.0` to `1.0`. + * + * @type {Vector2} + * @default (0,0) + */ + this.offset = new Vector2( 0, 0 ); + + /** + * How many times the texture is repeated across the surface, in each + * direction U and V. If repeat is set greater than `1` in either direction, + * the corresponding wrap parameter should also be set to `RepeatWrapping` + * or `MirroredRepeatWrapping` to achieve the desired tiling effect. + * + * @type {Vector2} + * @default (1,1) + */ + this.repeat = new Vector2( 1, 1 ); + + /** + * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds + * to the center of the texture. Default is `(0, 0)`, the lower left. + * + * @type {Vector2} + * @default (0,0) + */ + this.center = new Vector2( 0, 0 ); + + /** + * How much the texture is rotated around the center point, in radians. + * Positive values are counter-clockwise. + * + * @type {number} + * @default 0 + */ + this.rotation = 0; + + /** + * Whether to update the texture's uv-transformation {@link Texture#matrix} + * from the properties {@link Texture#offset}, {@link Texture#repeat}, + * {@link Texture#rotation}, and {@link Texture#center}. + * + * Set this to `false` if you are specifying the uv-transform matrix directly. + * + * @type {boolean} + * @default true + */ + this.matrixAutoUpdate = true; + + /** + * The uv-transformation matrix of the texture. + * + * @type {Matrix3} + */ + this.matrix = new Matrix3(); + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Set this to `false` if you are creating mipmaps manually. + * + * @type {boolean} + * @default true + */ + this.generateMipmaps = true; + + /** + * If set to `true`, the alpha channel, if present, is multiplied into the + * color channels when the texture is uploaded to the GPU. + * + * Note that this property has no effect when using `ImageBitmap`. You need to + * configure premultiply alpha on bitmap creation instead. + * + * @type {boolean} + * @default false + */ + this.premultiplyAlpha = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Note that this property has no effect when using `ImageBitmap`. You need to + * configure the flip on bitmap creation instead. + * + * @type {boolean} + * @default true + */ + this.flipY = true; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes), + * `4` (word-alignment), and `8` (rows start on double-word boundaries). + * + * @type {number} + * @default 4 + */ + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + /** + * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`. + * + * @type {string} + * @default NoColorSpace + */ + this.colorSpace = colorSpace; + + /** + * An object that can be used to store custom data about the texture. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * This can be used to only update a subregion or specific rows of the texture (for example, just the + * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + /** + * A callback function, called when the texture is updated (e.g., when + * {@link Texture#needsUpdate} has been set to true and then the texture is used). + * + * @type {?Function} + * @default null + */ + this.onUpdate = null; + + /** + * An optional back reference to the textures render target. + * + * @type {?(RenderTarget|WebGLRenderTarget)} + * @default null + */ + this.renderTarget = null; + + /** + * Indicates whether a texture belongs to a render target or not. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isRenderTargetTexture = false; + + /** + * Indicates if a texture should be handled like a texture array. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false; + + /** + * Indicates whether this texture should be processed by `PMREMGenerator` or not + * (only relevant for render target textures). + * + * @type {number} + * @readonly + * @default 0 + */ + this.pmremVersion = 0; + + /** + * Whether the texture should use one of the 16 bit integer formats which are normalized + * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled. + * + * @type {boolean} + * @default false + */ + this.normalized = false; + + } + + /** + * The width of the texture in pixels. + */ + get width() { + + return this.source.getSize( _tempVec3 ).x; + + } + + /** + * The height of the texture in pixels. + */ + get height() { + + return this.source.getSize( _tempVec3 ).y; + + } + + /** + * The depth of the texture in pixels. + */ + get depth() { + + return this.source.getSize( _tempVec3 ).z; + + } + + /** + * The image object holding the texture data. + * + * @type {?Object} + */ + get image() { + + return this.source.data; + + } + + set image( value ) { + + this.source.data = value; + + } + + /** + * Updates the texture transformation matrix from the properties {@link Texture#offset}, + * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}. + */ + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + /** + * Adds a range of data in the data texture to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Returns a new texture with copied values from this instance. + * + * @return {Texture} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given texture to this instance. + * + * @param {Texture} source - The texture to copy. + * @return {Texture} A reference to this instance. + */ + copy( source ) { + + this.name = source.name; + + this.source = source.source; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + this.channel = source.channel; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + this.normalized = source.normalized; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.colorSpace = source.colorSpace; + + this.renderTarget = source.renderTarget; + this.isRenderTargetTexture = source.isRenderTargetTexture; + this.isArrayTexture = source.isArrayTexture; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.needsUpdate = true; + + return this; + + } + + /** + * Sets this texture's properties based on `values`. + * @param {Object} values - A container with texture parameters. + */ + setValues( values ) { + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + warn( `Texture.setValues(): property '${ key }' does not exist.` ); + continue; + + } + + if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) { + + currentValue.copy( newValue ); + + } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + /** + * Serializes the texture into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized texture. + * @see {@link ObjectLoader#parse} + */ + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + const output = { + + metadata: { + version: 4.7, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + image: this.source.toJSON( meta ).uuid, + + mapping: this.mapping, + channel: this.channel, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + format: this.format, + internalFormat: this.internalFormat, + type: this.type, + normalized: this.normalized, + colorSpace: this.colorSpace, + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY, + + generateMipmaps: this.generateMipmaps, + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + + }; + + if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Texture#dispose + */ + dispose() { + + /** + * Fires when the texture has been disposed of. + * + * @event Texture#dispose + * @type {Object} + */ + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Transforms the given uv vector with the textures uv transformation matrix. + * + * @param {Vector2} uv - The uv vector. + * @return {Vector2} The transformed uv vector. + */ + transformUv( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + + /** + * Setting this property to `true` indicates the engine the texture + * must be updated in the next render. This triggers a texture upload + * to the GPU and ensures correct texture parameter configuration. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) { + + this.version ++; + this.source.needsUpdate = true; + + } + + } + + /** + * Setting this property to `true` indicates the engine the PMREM + * must be regenerated. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsPMREMUpdate( value ) { + + if ( value === true ) { + + this.pmremVersion ++; + + } + + } + +} + +/** + * The default image for all textures. + * + * @static + * @type {?Image} + * @default null + */ +Texture.DEFAULT_IMAGE = null; + +/** + * The default mapping for all textures. + * + * @static + * @type {number} + * @default UVMapping + */ +Texture.DEFAULT_MAPPING = UVMapping; + +/** + * The default anisotropy value for all textures. + * + * @static + * @type {number} + * @default 1 + */ +Texture.DEFAULT_ANISOTROPY = 1; + +/** + * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers + * (labeled x, y, z and w), which can be used to represent a number of things, such as: + * + * - A point in 4D space. + * - A direction and length in 4D space. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` + * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`. + * - Any arbitrary ordered quadruplet of numbers. + * + * There are other things a 4D vector can be used to represent, however these + * are the most common uses in *three.js*. + * + * Iterating through a vector instance will yield its components `(x, y, z, w)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector4( 0, 1, 0, 0 ); + * + * //no arguments; will be initialised to (0, 0, 0, 1) + * const b = new THREE.Vector4( ); + * + * const d = a.dot( b ); + * ``` + */ +class Vector4 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector4.prototype.isVector4 = true; + + } + + /** + * Constructs a new 4D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + * @param {number} [z=0] - The z value of this vector. + * @param {number} [w=1] - The w value of this vector. + */ + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + /** + * The z value of this vector. + * + * @type {number} + */ + this.z = z; + + /** + * The w value of this vector. + * + * @type {number} + */ + this.w = w; + + } + + /** + * Alias for {@link Vector4#z}. + * + * @type {number} + */ + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + /** + * Alias for {@link Vector4#w}. + * + * @type {number} + */ + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @param {number} z - The value of the z component. + * @param {number} w - The value of the w component. + * @return {Vector4} A reference to this vector. + */ + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector4} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value + * + * @param {number} x - The value to set. + * @return {Vector4} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value + * + * @param {number} y - The value to set. + * @return {Vector4} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Sets the vector's z component to the given value + * + * @param {number} z - The value to set. + * @return {Vector4} A reference to this vector. + */ + setZ( z ) { + + this.z = z; + + return this; + + } + + /** + * Sets the vector's w component to the given value + * + * @param {number} w - The value to set. + * @return {Vector4} A reference to this vector. + */ + setW( w ) { + + this.w = w; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, + * `2` equals to z, `3` equals to w. + * @param {number} value - The value to set. + * @return {Vector4} A reference to this vector. + */ + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'THREE.Vector4: index is out of range: ' + index ); + + } + + return this; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, + * `2` equals to z, `3` equals to w. + * @return {number} A vector component value. + */ + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'THREE.Vector4: index is out of range: ' + index ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector4} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector3|Vector4} v - The vector to copy. + * @return {Vector4} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector4} v - The vector to add. + * @return {Vector4} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector4} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector4} a - The first vector. + * @param {Vector4} b - The second vector. + * @return {Vector4} A reference to this vector. + */ + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector4} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector4} A reference to this vector. + */ + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector4} v - The vector to subtract. + * @return {Vector4} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector4} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector4} a - The first vector. + * @param {Vector4} b - The second vector. + * @return {Vector4} A reference to this vector. + */ + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector4} v - The vector to multiply. + * @return {Vector4} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector4} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + /** + * Multiplies this vector with the given 4x4 matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector4} A reference to this vector. + */ + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector4} v - The vector to divide. + * @return {Vector4} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + this.w /= v.w; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector4} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * Sets the x, y and z components of this + * vector to the quaternion's axis and w to the angle. + * + * @param {Quaternion} q - The Quaternion to set. + * @return {Vector4} A reference to this vector. + */ + setAxisAngleFromQuaternion( q ) { + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + const s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + } + + /** + * Sets the x, y and z components of this + * vector to the axis of rotation and w to the angle. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix. + * @return {Vector4} A reference to this vector. + */ + setAxisAngleFromRotationMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + + /** + * Sets the vector components to the position elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector4} A reference to this vector. + */ + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + this.w = e[ 15 ]; + + return this; + + } + + /** + * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w + * value, replace that value with the corresponding min value. + * + * @param {Vector4} v - The vector. + * @return {Vector4} A reference to this vector. + */ + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + } + + /** + * If this vector's x, y, z or w value is less than the given vector's x, y, z or w + * value, replace that value with the corresponding max value. + * + * @param {Vector4} v - The vector. + * @return {Vector4} A reference to this vector. + */ + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + } + + /** + * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w + * value, it is replaced by the corresponding value. + * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, + * it is replaced by the corresponding value. + * + * @param {Vector4} min - The minimum x, y and z values. + * @param {Vector4} max - The maximum x, y and z values in the desired range. + * @return {Vector4} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + this.z = clamp( this.z, min.z, max.z ); + this.w = clamp( this.w, min.w, max.w ); + + return this; + + } + + /** + * If this vector's x, y, z or w values are greater than the max value, they are + * replaced by the max value. + * If this vector's x, y, z or w values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector4} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + this.z = clamp( this.z, minVal, maxVal ); + this.w = clamp( this.w, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector4} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector4} A reference to this vector. + */ + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector4} A reference to this vector. + */ + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector4} A reference to this vector. + */ + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector4} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + this.w = Math.trunc( this.w ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w. + * + * @return {Vector4} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector4} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector4} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector4} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector4} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector4} A reference to this vector. + */ + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector4} v1 - The first vector. + * @param {Vector4} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector4} A reference to this vector. + */ + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; + + return this; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector4} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`, + * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector4} A reference to this vector. + */ + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector4} A reference to this vector. + */ + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector4} A reference to this vector. + */ + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + yield this.w; + + } + +} + +/** + * A render target is a buffer where the video card draws pixels for a scene + * that is being rendered in the background. It is used in different effects, + * such as applying postprocessing to a rendered image before displaying it + * on the screen. + * + * @augments EventDispatcher + */ +class RenderTarget extends EventDispatcher { + + /** + * Render target options. + * + * @typedef {Object} RenderTarget~Options + * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not. + * @property {number} [magFilter=LinearFilter] - The mag filter. + * @property {number} [minFilter=LinearFilter] - The min filter. + * @property {number} [format=RGBAFormat] - The texture format. + * @property {number} [type=UnsignedByteType] - The texture type. + * @property {?string} [internalFormat=null] - The texture's internal format. + * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode. + * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode. + * @property {number} [anisotropy=1] - The texture's anisotropy value. + * @property {string} [colorSpace=NoColorSpace] - The texture's color space. + * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not. + * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not. + * @property {boolean} [resolveColorBuffer=true] - Whether to resolve the color buffer or not. Only relevant for multisampled render targets. + * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not. Only relevant for multisampled render targets. + * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not. Only relevant for multisampled render targets. + * @property {boolean} [storeMultisampledColorBuffer=true] - Whether to store the multisampled color buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. + * @property {boolean} [storeMultisampledDepthBuffer=true] - Whether to store the multisampled depth buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. + * @property {boolean} [storeMultisampledStencilBuffer=true] - Whether to store the multisampled stencil buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. + * @property {?Texture} [depthTexture=null] - Reference to a depth texture. + * @property {number} [samples=0] - The MSAA samples count. + * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`. + * @property {number} [depth=1] - The texture depth. + * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering (WebGL OVR_multiview2 extension). + * @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension. + */ + + /** + * Constructs a new render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, options = {} ) { + + super(); + + options = Object.assign( { + generateMipmaps: false, + internalFormat: null, + minFilter: LinearFilter, + depthBuffer: true, + stencilBuffer: false, + resolveColorBuffer: true, + resolveDepthBuffer: true, + resolveStencilBuffer: true, + storeMultisampledColorBuffer: true, + storeMultisampledDepthBuffer: true, + storeMultisampledStencilBuffer: true, + depthTexture: null, + samples: 0, + count: 1, + depth: 1, + multiview: false, + useArrayDepthTexture: false + }, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRenderTarget = true; + + /** + * The width of the render target. + * + * @type {number} + * @default 1 + */ + this.width = width; + + /** + * The height of the render target. + * + * @type {number} + * @default 1 + */ + this.height = height; + + /** + * The depth of the render target. + * + * @type {number} + * @default 1 + */ + this.depth = options.depth; + + /** + * A rectangular area inside the render target's viewport. Fragments that are + * outside the area will be discarded. + * + * @type {Vector4} + * @default (0,0,width,height) + */ + this.scissor = new Vector4( 0, 0, width, height ); + + /** + * Indicates whether the scissor test should be enabled when rendering into + * this render target or not. + * + * @type {boolean} + * @default false + */ + this.scissorTest = false; + + /** + * A rectangular area representing the render target's viewport. + * + * @type {Vector4} + * @default (0,0,width,height) + */ + this.viewport = new Vector4( 0, 0, width, height ); + + /** + * An array of textures. Each color attachment is represented as a separate texture. + * Has at least a single entry for the default color attachment. + * + * @type {Array} + */ + this.textures = []; + + const image = { width: width, height: height, depth: options.depth }; + const texture = new Texture( image ); + + const count = options.count; + for ( let i = 0; i < count; i ++ ) { + + this.textures[ i ] = texture.clone(); + this.textures[ i ].isRenderTargetTexture = true; + this.textures[ i ].renderTarget = this; + + } + + this._setTextureOptions( options ); + + /** + * Whether to allocate a depth buffer or not. + * + * @type {boolean} + * @default true + */ + this.depthBuffer = options.depthBuffer; + + /** + * Whether to allocate a stencil buffer or not. + * + * @type {boolean} + * @default false + */ + this.stencilBuffer = options.stencilBuffer; + + /** + * Whether to resolve the color buffer or not. When set to `false`, the color + * attachments do not receive the resolved (single-sampled) output of a render + * pass and the render target's textures are left untouched. The rendered + * content is then only accessible within the render pass itself. + * + * Only relevant for multisampled render targets. + * + * @type {boolean} + * @default true + */ + this.resolveColorBuffer = options.resolveColorBuffer; + + /** + * Whether to resolve the depth buffer or not. When set to `false`, the depth + * texture does not receive the resolved depth output of a render pass which + * saves memory bandwidth. Use this setting when the depth data of a render + * pass are not required afterwards. + * + * Only relevant for multisampled render targets in WebGL. WebGPU does not + * support depth resolves; sampling the depth texture of a multisampled render + * target accesses the multisampled data directly, see + * {@link RenderTarget#storeMultisampledDepthBuffer}. + * + * @type {boolean} + * @default true + */ + this.resolveDepthBuffer = options.resolveDepthBuffer; + + /** + * Whether to resolve the stencil buffer or not. Analogous to + * {@link RenderTarget#resolveDepthBuffer} but for the stencil aspect. + * + * @type {boolean} + * @default true + */ + this.resolveStencilBuffer = options.resolveStencilBuffer; + + /** + * Whether to store the multisampled color buffer or not. When set to `false`, + * the multisampled data are discarded at the end of a render pass, right after + * they have been resolved. This saves memory bandwidth, especially on tile-based + * GPUs, and is the recommended setting for render targets that are fully redrawn + * each frame and whose output is only accessed via the resolved textures (e.g. + * scene passes in post-processing chains). + * + * Must be kept `true` when the multisampled data are needed after the render + * pass ends, e.g. when rendering into the target without clearing or when the + * scene contains transmissive objects which require a mid-pass framebuffer copy. + * + * @type {boolean} + * @default true + */ + this.storeMultisampledColorBuffer = options.storeMultisampledColorBuffer; + + /** + * Whether to store the multisampled depth buffer or not. When set to `false`, + * the multisampled depth data are discarded at the end of a render pass which + * saves memory bandwidth. + * + * Must be kept `true` in WebGPU when the depth texture of a multisampled render + * target is sampled (e.g. by depth-based post-processing effects) since depth + * is read directly from the multisampled data. + * + * @type {boolean} + * @default true + */ + this.storeMultisampledDepthBuffer = options.storeMultisampledDepthBuffer; + + /** + * Whether to store the multisampled stencil buffer or not. Analogous to + * {@link RenderTarget#storeMultisampledDepthBuffer} but for the stencil aspect. + * + * @type {boolean} + * @default true + */ + this.storeMultisampledStencilBuffer = options.storeMultisampledStencilBuffer; + + this._depthTexture = null; + this.depthTexture = options.depthTexture; + + /** + * The number of MSAA samples. + * + * A value of `0` disables MSAA. + * + * @type {number} + * @default 0 + */ + this.samples = options.samples; + + /** + * Whether to this target is used in multiview rendering. + * + * @type {boolean} + * @default false + */ + this.multiview = options.multiview; + + /** + * Whether to create the depth texture as an array texture for per-layer depth testing. + * This is separate from multiview so layered render targets can use array depth without + * the multiview extension. + * + * @type {boolean} + * @default false + */ + this.useArrayDepthTexture = options.useArrayDepthTexture; + + } + + _setTextureOptions( options = {} ) { + + const values = { + minFilter: LinearFilter, + generateMipmaps: false, + flipY: false, + internalFormat: null + }; + + if ( options.mapping !== undefined ) values.mapping = options.mapping; + if ( options.wrapS !== undefined ) values.wrapS = options.wrapS; + if ( options.wrapT !== undefined ) values.wrapT = options.wrapT; + if ( options.wrapR !== undefined ) values.wrapR = options.wrapR; + if ( options.magFilter !== undefined ) values.magFilter = options.magFilter; + if ( options.minFilter !== undefined ) values.minFilter = options.minFilter; + if ( options.format !== undefined ) values.format = options.format; + if ( options.type !== undefined ) values.type = options.type; + if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy; + if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace; + if ( options.flipY !== undefined ) values.flipY = options.flipY; + if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps; + if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat; + + for ( let i = 0; i < this.textures.length; i ++ ) { + + const texture = this.textures[ i ]; + texture.setValues( values ); + + } + + } + + /** + * The texture representing the default color attachment. + * + * @type {Texture} + */ + get texture() { + + return this.textures[ 0 ]; + + } + + set texture( value ) { + + this.textures[ 0 ] = value; + + } + + set depthTexture( current ) { + + if ( this._depthTexture !== null && this._depthTexture.renderTarget === this ) this._depthTexture.renderTarget = null; + if ( current !== null && current.renderTarget === null ) current.renderTarget = this; + + this._depthTexture = current; + + } + + /** + * Instead of saving the depth in a renderbuffer, a texture + * can be used instead which is useful for further processing + * e.g. in context of post-processing. + * + * @type {?DepthTexture} + * @default null + */ + get depthTexture() { + + return this._depthTexture; + + } + + /** + * Sets the size of this render target. + * + * @param {number} width - The width. + * @param {number} height - The height. + * @param {number} [depth=1] - The depth. + */ + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + for ( let i = 0, il = this.textures.length; i < il; i ++ ) { + + this.textures[ i ].image.width = width; + this.textures[ i ].image.height = height; + this.textures[ i ].image.depth = depth; + + if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693 + + // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture. + // Maybe a method `isArrayTexture()` or just a getter could replace a flag since + // both are evaluated on each call? + + this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1; + + } + + } + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + /** + * Returns a new render target with copied values from this instance. + * + * @return {RenderTarget} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the settings of the given render target. This is a structural copy so + * no resources are shared between render targets after the copy. That includes + * all MRT textures and the depth texture. + * + * @param {RenderTarget} source - The render target to copy. + * @return {RenderTarget} A reference to this instance. + */ + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.textures.length = 0; + + for ( let i = 0, il = source.textures.length; i < il; i ++ ) { + + this.textures[ i ] = source.textures[ i ].clone(); + this.textures[ i ].isRenderTargetTexture = true; + this.textures[ i ].renderTarget = this; + + // ensure image object is not shared, see #20328 + + const image = Object.assign( {}, source.textures[ i ].image ); + this.textures[ i ].source = new TextureSource( image ); + + } + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + this.resolveColorBuffer = source.resolveColorBuffer; + this.resolveDepthBuffer = source.resolveDepthBuffer; + this.resolveStencilBuffer = source.resolveStencilBuffer; + + this.storeMultisampledColorBuffer = source.storeMultisampledColorBuffer; + this.storeMultisampledDepthBuffer = source.storeMultisampledDepthBuffer; + this.storeMultisampledStencilBuffer = source.storeMultisampledStencilBuffer; + + if ( source.depthTexture !== null ) { + + if ( source.depthTexture.renderTarget === source ) { + + const depthTexture = source.depthTexture.clone(); + depthTexture.renderTarget = null; + + this.depthTexture = depthTexture; + + } else { + + this.depthTexture = source.depthTexture; + + } + + } + + this.samples = source.samples; + this.multiview = source.multiview; + this.useArrayDepthTexture = source.useArrayDepthTexture; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires RenderTarget#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * A render target used in context of {@link WebGLRenderer}. + * + * @augments RenderTarget + */ +class WebGLRenderTarget extends RenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLRenderTarget = true; + + } + +} + +/** + * Creates an array of textures directly from raw buffer data. + * + * @augments Texture + */ +class DataArrayTexture extends Texture { + + /** + * Constructs a new data array texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [depth=1] - The depth of the texture. + */ + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDataArrayTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number,depth:number}} + */ + this.image = { data, width, height, depth }; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + /** + * A set of all layers which need to be updated in the texture. + * + * @type {Set} + */ + this.layerUpdates = new Set(); + + } + + /** + * Copies the values of the given texture to this instance. + * + * @param {DataArrayTexture} source - The texture to copy. + * @return {DataArrayTexture} A reference to this instance. + */ + copy( source ) { + + super.copy( source ); + + this.wrapR = source.wrapR; + + return this; + + } + + /** + * Describes that a specific layer of the texture needs to be updated. + * Normally when {@link Texture#needsUpdate} is set to `true`, the + * entire data texture array is sent to the GPU. Marking specific + * layers will only transmit subsets of all mipmaps associated with a + * specific depth in the array which is often much more performant. + * + * @param {number} layerIndex - The layer index that should be updated. + */ + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + /** + * Resets the layer updates registry. + */ + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +/** + * An array render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGLArrayRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new array render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLArrayRenderTarget = true; + + this.depth = depth; + + /** + * Overwritten with a different texture type. + * + * @type {DataArrayTexture} + */ + this.texture = new DataArrayTexture( null, width, height, depth ); + this._setTextureOptions( options ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +/** + * Creates a three-dimensional texture from raw data, with parameters to + * divide it into width, height, and depth. + * + * @augments Texture + */ +class Data3DTexture extends Texture { + + /** + * Constructs a new data array texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [depth=1] - The depth of the texture. + */ + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in Data3DTexture directly. + // + // const texture = new THREE.Data3DTexture( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isData3DTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number,depth:number}} + */ + this.image = { data, width, height, depth }; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + } + + /** + * Copies the values of the given texture to this instance. + * + * @param {Data3DTexture} source - The texture to copy. + * @return {Data3DTexture} A reference to this instance. + */ + copy( source ) { + + super.copy( source ); + + this.wrapR = source.wrapR; + + return this; + + } + +} + +/** + * A 3D render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGL3DRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGL3DRenderTarget = true; + + this.depth = depth; + + /** + * Overwritten with a different texture type. + * + * @type {Data3DTexture} + */ + this.texture = new Data3DTexture( null, width, height, depth ); + this._setTextureOptions( options ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +/** + * Represents a 4x4 matrix. + * + * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix. + * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices) + * + * This allows a 3D vector representing a point in 3D space to undergo + * transformations such as translation, rotation, shear, scale, reflection, + * orthogonal or perspective projection and so on, by being multiplied by the + * matrix. This is known as `applying` the matrix to the vector. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix3#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix4(); + * m.set( 11, 12, 13, 14, + * 21, 22, 23, 24, + * 31, 32, 33, 34, + * 41, 42, 43, 44 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, 31, 41, + * 12, 22, 32, 42, + * 13, 23, 33, 43, + * 14, 24, 34, 44 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix4 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix4.prototype.isMatrix4 = true; + + } + + /** + * Constructs a new 4x4 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n14] - 1-4 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n24] - 2-4 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @param {number} [n34] - 3-4 matrix element. + * @param {number} [n41] - 4-1 matrix element. + * @param {number} [n42] - 4-2 matrix element. + * @param {number} [n43] - 4-3 matrix element. + * @param {number} [n44] - 4-4 matrix element. + */ + constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); + + } + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n14] - 1-4 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n24] - 2-4 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @param {number} [n34] - 3-4 matrix element. + * @param {number} [n41] - 4-1 matrix element. + * @param {number} [n42] - 4-2 matrix element. + * @param {number} [n43] - 4-3 matrix element. + * @param {number} [n44] - 4-4 matrix element. + * @return {Matrix4} A reference to this matrix. + */ + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + } + + /** + * Sets this matrix to the 4x4 identity matrix. + * + * @return {Matrix4} A reference to this matrix. + */ + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Returns a matrix with copied values from this instance. + * + * @return {Matrix4} A clone of this instance. + */ + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + /** + * Copies the values of the given matrix to this instance. + * + * @param {Matrix4} m - The matrix to copy. + * @return {Matrix4} A reference to this matrix. + */ + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + } + + /** + * Copies the translation component of the given matrix + * into this matrix's translation component. + * + * @param {Matrix4} m - The matrix to copy the translation component. + * @return {Matrix4} A reference to this matrix. + */ + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + /** + * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix. + * + * @param {Matrix3} m - The 3x3 matrix. + * @return {Matrix4} A reference to this matrix. + */ + setFromMatrix3( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Extracts the basis vectors of this matrix into the three vectors provided. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix4} A reference to this matrix. + */ + extractBasis( xAxis, yAxis, zAxis ) { + + if ( this.determinantAffine() === 0 ) { + + xAxis.set( 1, 0, 0 ); + yAxis.set( 0, 1, 0 ); + zAxis.set( 0, 0, 1 ); + + return this; + + } + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + /** + * Sets the given basis vectors to this matrix. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix4} A reference to this matrix. + */ + makeBasis( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + } + + /** + * Extracts the rotation component of the given matrix + * into this matrix's rotation component. + * + * Note: This method does not support reflection matrices. + * + * @param {Matrix4} m - The matrix. + * @return {Matrix4} A reference to this matrix. + */ + extractRotation( m ) { + + if ( m.determinantAffine() === 0 ) { + + return this.identity(); + + } + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + /** + * Sets the rotation component (the upper left 3x3 matrix) of this matrix to + * the rotation specified by the given Euler angles. The rest of + * the matrix is set to the identity. Depending on the {@link Euler#order}, + * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix) + * for a complete list. + * + * @param {Euler} euler - The Euler angles. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationFromEuler( euler ) { + + const te = this.elements; + + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + /** + * Sets the rotation component of this matrix to the rotation specified by + * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion) + * The rest of the matrix is set to the identity. + * + * @param {Quaternion} q - The Quaternion. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + /** + * Sets the rotation component of the transformation matrix, looking from `eye` towards + * `target`, and oriented by the up-direction. + * + * @param {Vector3} eye - The eye vector. + * @param {Vector3} target - The target vector. + * @param {Vector3} up - The up vector. + * @return {Matrix4} A reference to this matrix. + */ + lookAt( eye, target, up ) { + + const te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + } + + /** + * Post-multiplies this matrix by the given 4x4 matrix. + * + * @param {Matrix4} m - The matrix to multiply with. + * @return {Matrix4} A reference to this matrix. + */ + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + /** + * Pre-multiplies this matrix by the given 4x4 matrix. + * + * @param {Matrix4} m - The matrix to multiply with. + * @return {Matrix4} A reference to this matrix. + */ + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + /** + * Multiples the given 4x4 matrices and stores the result + * in this matrix. + * + * @param {Matrix4} a - The first matrix. + * @param {Matrix4} b - The second matrix. + * @return {Matrix4} A reference to this matrix. + */ + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + } + + /** + * Multiplies every component of the matrix by the given scalar. + * + * @param {number} s - The scalar. + * @return {Matrix4} A reference to this matrix. + */ + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + } + + /** + * Computes and returns the determinant of this matrix. + * + * @return {number} The determinant. + */ + determinant() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + const t11 = n23 * n34 - n24 * n33; + const t12 = n22 * n34 - n24 * n32; + const t13 = n22 * n33 - n23 * n32; + + const t21 = n21 * n34 - n24 * n31; + const t22 = n21 * n33 - n23 * n31; + const t23 = n21 * n32 - n22 * n31; + + return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) - + n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) + + n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) - + n14 * ( n41 * t13 - n42 * t22 + n43 * t23 ); + + } + + /** + * Computes and returns the determinant of the 4x4 matrix, but assumes the + * matrix is affine, saving some computations. + * + * For affine matrices (like an object's world matrix), this value equals the + * full 4x4 {@link Matrix4#determinant} but is cheaper to compute. + * + * Assumes the bottom row is [0, 0, 0, 1]. + * + * @return {number} The determinant of the matrix. + */ + determinantAffine() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ]; + + return n11 * ( n22 * n33 - n23 * n32 ) - + n12 * ( n21 * n33 - n23 * n31 ) + + n13 * ( n21 * n32 - n22 * n31 ); + + } + + /** + * Transposes this matrix in place. + * + * @return {Matrix4} A reference to this matrix. + */ + transpose() { + + const te = this.elements; + let tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + } + + /** + * Sets the position component for this matrix from the given vector, + * without affecting the rest of the matrix. + * + * @param {number|Vector3} x - The x component of the vector or alternatively the vector object. + * @param {number} y - The y component of the vector. + * @param {number} z - The z component of the vector. + * @return {Matrix4} A reference to this matrix. + */ + setPosition( x, y, z ) { + + const te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + } + + /** + * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). + * You can not invert with a determinant of zero. If you attempt this, the method produces + * a zero matrix instead. + * + * @return {Matrix4} A reference to this matrix. + */ + invert() { + + // based on https://github.com/toji/gl-matrix + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], + + t1 = n11 * n22 - n21 * n12, + t2 = n11 * n32 - n31 * n12, + t3 = n11 * n42 - n41 * n12, + t4 = n21 * n32 - n31 * n22, + t5 = n21 * n42 - n41 * n22, + t6 = n31 * n42 - n41 * n32, + t7 = n13 * n24 - n23 * n14, + t8 = n13 * n34 - n33 * n14, + t9 = n13 * n44 - n43 * n14, + t10 = n23 * n34 - n33 * n24, + t11 = n23 * n44 - n43 * n24, + t12 = n33 * n44 - n43 * n34; + + const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv; + te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv; + te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv; + te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv; + + te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv; + te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv; + te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv; + te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv; + + te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv; + te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv; + te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv; + te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv; + + te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv; + te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv; + te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv; + te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv; + + return this; + + } + + /** + * Scales each of the first three columns of this matrix by the corresponding component of the given vector. + * + * @param {Vector3} v - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + scale( v ) { + + const te = this.elements; + const x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + } + + /** + * Gets the maximum scale value of the three axes. + * + * @return {number} The maximum scale. + */ + getMaxScaleOnAxis() { + + const te = this.elements; + + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + } + + /** + * Sets this matrix as a translation transform from the given vector. + * + * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector. + * @param {number} y - The amount to translate in the Y axis. + * @param {number} z - The amount to translate in the z axis. + * @return {Matrix4} A reference to this matrix. + */ + makeTranslation( x, y, z ) { + + if ( x.isVector3 ) { + + this.set( + + 1, 0, 0, x.x, + 0, 1, 0, x.y, + 0, 0, 1, x.z, + 0, 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + } + + return this; + + } + + /** + * Sets this matrix as a rotational transformation around the X axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationX( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a rotational transformation around the Y axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationY( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a rotational transformation around the Z axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationZ( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a rotational transformation around the given axis by + * the given angle. + * + * @param {Vector3} axis - The normalized rotation axis. + * @param {number} angle - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationAxis( axis, angle ) { + + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a scale transformation. + * + * @param {number} x - The amount to scale in the X axis. + * @param {number} y - The amount to scale in the Y axis. + * @param {number} z - The amount to scale in the Z axis. + * @return {Matrix4} A reference to this matrix. + */ + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a shear transformation. + * + * @param {number} xy - The amount to shear X by Y. + * @param {number} xz - The amount to shear X by Z. + * @param {number} yx - The amount to shear Y by X. + * @param {number} yz - The amount to shear Y by Z. + * @param {number} zx - The amount to shear Z by X. + * @param {number} zy - The amount to shear Z by Y. + * @return {Matrix4} A reference to this matrix. + */ + makeShear( xy, xz, yx, yz, zx, zy ) { + + this.set( + + 1, yx, zx, 0, + xy, 1, zy, 0, + xz, yz, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix to the transformation composed of the given position, + * rotation (Quaternion) and scale. + * + * @param {Vector3} position - The position vector. + * @param {Quaternion} quaternion - The rotation as a Quaternion. + * @param {Vector3} scale - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + compose( position, quaternion, scale ) { + + const te = this.elements; + + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; + + const sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + } + + /** + * Decomposes this matrix into its position, rotation and scale components + * and provides the result in the given objects. + * + * Note: Not all matrices are decomposable in this way. For example, if an + * object has a non-uniformly scaled parent, then the object's world matrix + * may not be decomposable, and this method may not be appropriate. + * + * @param {Vector3} position - The position vector. + * @param {Quaternion} quaternion - The rotation as a Quaternion. + * @param {Vector3} scale - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + decompose( position, quaternion, scale ) { + + const te = this.elements; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + const det = this.determinantAffine(); + + if ( det === 0 ) { + + scale.set( 1, 1, 1 ); + quaternion.identity(); + + return this; + + } + + let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determinant is negative, we need to invert one scale + if ( det < 0 ) sx = - sx; + + // scale the rotation part + _m1$2.copy( this ); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + + _m1$2.elements[ 0 ] *= invSX; + _m1$2.elements[ 1 ] *= invSX; + _m1$2.elements[ 2 ] *= invSX; + + _m1$2.elements[ 4 ] *= invSY; + _m1$2.elements[ 5 ] *= invSY; + _m1$2.elements[ 6 ] *= invSY; + + _m1$2.elements[ 8 ] *= invSZ; + _m1$2.elements[ 9 ] *= invSZ; + _m1$2.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1$2 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + } + + /** + * Creates a perspective projection matrix. This is used internally by + * {@link PerspectiveCamera#updateProjectionMatrix}. + + * @param {number} left - Left boundary of the viewing frustum at the near plane. + * @param {number} right - Right boundary of the viewing frustum at the near plane. + * @param {number} top - Top boundary of the viewing frustum at the near plane. + * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. + * @param {number} near - The distance from the camera to the near plane. + * @param {number} far - The distance from the camera to the far plane. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Matrix4} A reference to this matrix. + */ + makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + const te = this.elements; + + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); + + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( reversedDepth ) { + + c = near / ( far - near ); + d = ( far * near ) / ( far - near ); + + } else { + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = - ( far + near ) / ( far - near ); + d = ( -2 * far * near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = - far / ( far - near ); + d = ( - far * near ) / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); + + } + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0; + + return this; + + } + + /** + * Creates a orthographic projection matrix. This is used internally by + * {@link OrthographicCamera#updateProjectionMatrix}. + + * @param {number} left - Left boundary of the viewing frustum at the near plane. + * @param {number} right - Right boundary of the viewing frustum at the near plane. + * @param {number} top - Top boundary of the viewing frustum at the near plane. + * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. + * @param {number} near - The distance from the camera to the near plane. + * @param {number} far - The distance from the camera to the far plane. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Matrix4} A reference to this matrix. + */ + makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + const te = this.elements; + + const x = 2 / ( right - left ); + const y = 2 / ( top - bottom ); + + const a = - ( right + left ) / ( right - left ); + const b = - ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( reversedDepth ) { + + c = 1 / ( far - near ); + d = far / ( far - near ); + + } else { + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = -2 / ( far - near ); + d = - ( far + near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = -1 / ( far - near ); + d = - near / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); + + } + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + /** + * Returns `true` if this matrix is equal with the given one. + * + * @param {Matrix4} matrix - The matrix to test for equality. + * @return {boolean} Whether this matrix is equal with the given one. + */ + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix4} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Writes the elements of this matrix to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The matrix elements in column-major order. + */ + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} + +const _v1$7 = /*@__PURE__*/ new Vector3(); +const _m1$2 = /*@__PURE__*/ new Matrix4(); +const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); +const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); +const _x = /*@__PURE__*/ new Vector3(); +const _y = /*@__PURE__*/ new Vector3(); +const _z = /*@__PURE__*/ new Vector3(); + +const _matrix$2 = /*@__PURE__*/ new Matrix4(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + +/** + * A class representing Euler angles. + * + * Euler angles describe a rotational transformation by rotating an object on + * its various axes in specified amounts per axis, and a specified axis + * order. + * + * Iterating through an instance will yield its components (x, y, z, + * order) in the corresponding order. + * + * ```js + * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' ); + * const b = new THREE.Vector3( 1, 0, 1 ); + * b.applyEuler(a); + * ``` + */ +class Euler { + + /** + * Constructs a new euler instance. + * + * @param {number} [x=0] - The angle of the x axis in radians. + * @param {number} [y=0] - The angle of the y axis in radians. + * @param {number} [z=0] - The angle of the z axis in radians. + * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied. + */ + constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isEuler = true; + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + /** + * The angle of the x axis in radians. + * + * @type {number} + * @default 0 + */ + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + /** + * The angle of the y axis in radians. + * + * @type {number} + * @default 0 + */ + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + /** + * The angle of the z axis in radians. + * + * @type {number} + * @default 0 + */ + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + /** + * A string representing the order that the rotations are applied. + * + * @type {string} + * @default 'XYZ' + */ + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + /** + * Sets the Euler components. + * + * @param {number} x - The angle of the x axis in radians. + * @param {number} y - The angle of the y axis in radians. + * @param {number} z - The angle of the z axis in radians. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + set( x, y, z, order = this._order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + this._onChangeCallback(); + + return this; + + } + + /** + * Returns a new Euler instance with copied values from this instance. + * + * @return {Euler} A clone of this instance. + */ + clone() { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + } + + /** + * Copies the values of the given Euler instance to this instance. + * + * @param {Euler} euler - The Euler instance to copy. + * @return {Euler} A reference to this Euler instance. + */ + copy( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets the angles of this Euler instance from a pure rotation matrix. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). + * @param {string} [order] - A string representing the order that the rotations are applied. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Euler} A reference to this Euler instance. + */ + setFromRotationMatrix( m, order = this._order, update = true ) { + + const te = m.elements; + const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + switch ( order ) { + + case 'XYZ': + + this._y = Math.asin( clamp( m13, -1, 1 ) ); + + if ( Math.abs( m13 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + break; + + case 'YXZ': + + this._x = Math.asin( - clamp( m23, -1, 1 ) ); + + if ( Math.abs( m23 ) < 0.9999999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + break; + + case 'ZXY': + + this._x = Math.asin( clamp( m32, -1, 1 ) ); + + if ( Math.abs( m32 ) < 0.9999999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + break; + + case 'ZYX': + + this._y = Math.asin( - clamp( m31, -1, 1 ) ); + + if ( Math.abs( m31 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + break; + + case 'YZX': + + this._z = Math.asin( clamp( m21, -1, 1 ) ); + + if ( Math.abs( m21 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + break; + + case 'XZY': + + this._z = Math.asin( - clamp( m12, -1, 1 ) ); + + if ( Math.abs( m12 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + break; + + default: + + warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); + + } + + this._order = order; + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + /** + * Sets the angles of this Euler instance from a normalized quaternion. + * + * @param {Quaternion} q - A normalized Quaternion. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Euler} A reference to this Euler instance. + */ + setFromQuaternion( q, order, update ) { + + _matrix$2.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix$2, order, update ); + + } + + /** + * Sets the angles of this Euler instance from the given vector. + * + * @param {Vector3} v - The vector. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + setFromVector3( v, order = this._order ) { + + return this.set( v.x, v.y, v.z, order ); + + } + + /** + * Resets the euler angle with a new order by creating a quaternion from this + * euler angle and then setting this euler angle with the quaternion and the + * new order. + * + * Warning: This discards revolution information. + * + * @param {string} [newOrder] - A string representing the new order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + reorder( newOrder ) { + + _quaternion$4.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$4, newOrder ); + + } + + /** + * Returns `true` if this Euler instance is equal with the given one. + * + * @param {Euler} euler - The Euler instance to test for equality. + * @return {boolean} Whether this Euler instance is equal with the given one. + */ + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + /** + * Sets this Euler instance's components to values from the given array. The first three + * entries of the array are assign to the x,y and z components. An optional fourth entry + * defines the Euler order. + * + * @param {Array} array - An array holding the Euler component values. + * @return {Euler} A reference to this Euler instance. + */ + fromArray( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + } + + /** + * Writes the components of this Euler instance to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the Euler components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The Euler components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._order; + + } + +} + +/** + * The default Euler angle order. + * + * @static + * @type {string} + * @default 'XYZ' + */ +Euler.DEFAULT_ORDER = 'XYZ'; + +/** + * A layers object assigns an 3D object to 1 or more of 32 + * layers numbered `0` to `31` - internally the layers are stored as a + * bit mask], and by default all 3D objects are a member of layer `0`. + * + * This can be used to control visibility - an object must share a layer with + * a camera to be visible when that camera's view is + * rendered. + * + * All classes that inherit from {@link Object3D} have an `layers` property which + * is an instance of this class. + */ +class Layers { + + /** + * Constructs a new layers instance, with membership + * initially set to layer `0`. + */ + constructor() { + + /** + * A bit mask storing which of the 32 layers this layers object is currently + * a member of. + * + * @type {number} + */ + this.mask = 1 | 0; + + } + + /** + * Sets membership to the given layer, and remove membership all other layers. + * + * @param {number} layer - The layer to set. + */ + set( layer ) { + + this.mask = ( 1 << layer | 0 ) >>> 0; + + } + + /** + * Adds membership of the given layer. + * + * @param {number} layer - The layer to enable. + */ + enable( layer ) { + + this.mask |= 1 << layer | 0; + + } + + /** + * Adds membership to all layers. + */ + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + /** + * Toggles the membership of the given layer. + * + * @param {number} layer - The layer to toggle. + */ + toggle( layer ) { + + this.mask ^= 1 << layer | 0; + + } + + /** + * Removes membership of the given layer. + * + * @param {number} layer - The layer to enable. + */ + disable( layer ) { + + this.mask &= ~ ( 1 << layer | 0 ); + + } + + /** + * Removes the membership from all layers. + */ + disableAll() { + + this.mask = 0; + + } + + /** + * Returns `true` if this and the given layers object have at least one + * layer in common. + * + * @param {Layers} layers - The layers to test. + * @return {boolean } Whether this and the given layers object have at least one layer in common or not. + */ + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + /** + * Returns `true` if the given layer is enabled. + * + * @param {number} layer - The layer to test. + * @return {boolean } Whether the given layer is enabled or not. + */ + isEnabled( layer ) { + + return ( this.mask & ( 1 << layer | 0 ) ) !== 0; + + } + +} + +let _object3DId = 0; + +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _q1 = /*@__PURE__*/ new Quaternion(); +const _m1$1 = /*@__PURE__*/ new Matrix4(); +const _target = /*@__PURE__*/ new Vector3(); + +const _position$4 = /*@__PURE__*/ new Vector3(); +const _scale$3 = /*@__PURE__*/ new Vector3(); +const _quaternion$3 = /*@__PURE__*/ new Quaternion(); + +const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); +const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); +const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); + +/** + * Fires when the object has been added to its parent object. + * + * @event Object3D#added + * @type {Object} + */ +const _addedEvent = { type: 'added' }; + +/** + * Fires when the object has been removed from its parent object. + * + * @event Object3D#removed + * @type {Object} + */ +const _removedEvent = { type: 'removed' }; + +/** + * Fires when a new child object has been added. + * + * @event Object3D#childadded + * @type {Object} + */ +const _childaddedEvent = { type: 'childadded', child: null }; + +/** + * Fires when a child object has been removed. + * + * @event Object3D#childremoved + * @type {Object} + */ +const _childremovedEvent = { type: 'childremoved', child: null }; + +/** + * This is the base class for most objects in three.js and provides a set of + * properties and methods for manipulating objects in 3D space. + * + * @augments EventDispatcher + */ +class Object3D extends EventDispatcher { + + /** + * Constructs a new 3D object. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isObject3D = true; + + /** + * The ID of the 3D object. + * + * @name Object3D#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + /** + * The UUID of the 3D object. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the 3D object. + * + * @type {string} + */ + this.name = ''; + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Object3D'; + + /** + * A reference to the parent object. + * + * @type {?Object3D} + * @default null + */ + this.parent = null; + + /** + * An array holding the child 3D objects of this instance. + * + * @type {Array} + */ + this.children = []; + + /** + * Defines the `up` direction of the 3D object which influences + * the orientation via methods like {@link Object3D#lookAt}. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`. + * + * @type {Vector3} + */ + this.up = Object3D.DEFAULT_UP.clone(); + + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + /** + * Represents the object's local position. + * + * @name Object3D#position + * @type {Vector3} + * @default (0,0,0) + */ + position: { + configurable: true, + enumerable: true, + value: position + }, + /** + * Represents the object's local rotation as Euler angles, in radians. + * + * @name Object3D#rotation + * @type {Euler} + * @default (0,0,0) + */ + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + /** + * Represents the object's local rotation as Quaternions. + * + * @name Object3D#quaternion + * @type {Quaternion} + */ + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + /** + * Represents the object's local scale. + * + * @name Object3D#scale + * @type {Vector3} + * @default (1,1,1) + */ + scale: { + configurable: true, + enumerable: true, + value: scale + }, + /** + * Represents the object's model-view matrix. + * + * @name Object3D#modelViewMatrix + * @type {Matrix4} + */ + modelViewMatrix: { + value: new Matrix4() + }, + /** + * Represents the object's normal matrix. + * + * @name Object3D#normalMatrix + * @type {Matrix3} + */ + normalMatrix: { + value: new Matrix3() + } + } ); + + /** + * Represents the object's transformation matrix in local space. + * + * @type {Matrix4} + */ + this.matrix = new Matrix4(); + + /** + * Represents the object's transformation matrix in world space. + * If the 3D object has no parent, then it's identical to the local transformation matrix + * + * @type {Matrix4} + */ + this.matrixWorld = new Matrix4(); + + /** + * When set to `true`, the engine automatically computes the local matrix from position, + * rotation and scale every frame. If set to `false`, the app is responsible for recomputing + * the local matrix by calling `updateMatrix()`. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`. + * + * @type {boolean} + * @default true + */ + this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; + + /** + * When set to `true`, the engine automatically computes the world matrix from the current local + * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for + * recomputing the world matrix by directly updating the `matrixWorld` property. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`. + * + * @type {boolean} + * @default true + */ + this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer + + /** + * When set to `true`, it calculates the world matrix in that frame and resets this property + * to `false`. + * + * @type {boolean} + * @default false + */ + this.matrixWorldNeedsUpdate = false; + + /** + * The layer membership of the 3D object. The 3D object is only visible if it has + * at least one layer in common with the camera in use. This property can also be + * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}. + * + * @type {Layers} + */ + this.layers = new Layers(); + + /** + * When set to `true`, the 3D object gets rendered. + * + * @type {boolean} + * @default true + */ + this.visible = true; + + /** + * When set to `true`, the 3D object gets rendered into shadow maps. + * + * @type {boolean} + * @default false + */ + this.castShadow = false; + + /** + * When set to `true`, the 3D object is affected by shadows in the scene. + * + * @type {boolean} + * @default false + */ + this.receiveShadow = false; + + /** + * When set to `true`, the 3D object is honored by view frustum culling. + * + * @type {boolean} + * @default true + */ + this.frustumCulled = true; + + /** + * This value allows the default rendering order of scene graph objects to be + * overridden although opaque and transparent objects remain sorted independently. + * When this property is set for an instance of {@link Group},all descendants + * objects will be sorted and rendered together. Sorting is from lowest to highest + * render order. + * + * @type {number} + * @default 0 + */ + this.renderOrder = 0; + + /** + * An array holding the animation clips of the 3D object. + * + * @type {Array} + */ + this.animations = []; + + /** + * Custom depth material to be used when rendering to the depth map. Can only be used + * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight}, + * if you are modifying vertex positions in the vertex shader you must specify a custom depth + * material for proper shadows. + * + * Only relevant in context of {@link WebGLRenderer}. + * + * @type {(Material|undefined)} + * @default undefined + */ + this.customDepthMaterial = undefined; + + /** + * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}. + * + * Only relevant in context of {@link WebGLRenderer}. + * + * @type {(Material|undefined)} + * @default undefined + */ + this.customDistanceMaterial = undefined; + + /** + * Whether the 3D object is supposed to be static or not. If set to `true`, it means + * the 3D object is not going to be changed after the initial renderer. This includes + * geometry and material settings. A static 3D object can be processed by the renderer + * slightly faster since certain state checks can be bypassed. + * + * Only relevant in context of {@link WebGPURenderer}. + * + * @type {boolean} + * @default false + */ + this.static = false; + + /** + * An object that can be used to store custom data about the 3D object. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * The pivot point for rotation and scale transformations. + * When set, rotation and scale are applied around this point + * instead of the object's origin. + * + * @type {?Vector3} + * @default null + */ + this.pivot = null; + + } + + /** + * A callback that is executed immediately before a 3D object is rendered to a shadow map. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {Camera} shadowCamera - The shadow camera. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} depthMaterial - The depth material. + * @param {Object} group - The geometry group data. + */ + onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + /** + * A callback that is executed immediately after a 3D object is rendered to a shadow map. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {Camera} shadowCamera - The shadow camera. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} depthMaterial - The depth material. + * @param {Object} group - The geometry group data. + */ + onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + /** + * A callback that is executed immediately before a 3D object is rendered. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} material - The 3D object's material. + * @param {Object} group - The geometry group data. + */ + onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + /** + * A callback that is executed immediately after a 3D object is rendered. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} material - The 3D object's material. + * @param {Object} group - The geometry group data. + */ + onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + /** + * Applies the given transformation matrix to the object and updates the object's position, + * rotation and scale. + * + * @param {Matrix4} matrix - The transformation matrix. + */ + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + /** + * Applies a rotation represented by given the quaternion to the 3D object. + * + * @param {Quaternion} q - The quaternion. + * @return {Object3D} A reference to this instance. + */ + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + /** + * Sets the given rotation represented as an axis/angle couple to the 3D object. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + */ + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + /** + * Sets the given rotation represented as Euler angles to the 3D object. + * + * @param {Euler} euler - The Euler angles. + */ + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + /** + * Sets the given rotation represented as rotation matrix to the 3D object. + * + * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be + * a pure rotation matrix (i.e, unscaled). + */ + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + /** + * Sets the given rotation represented as a Quaternion to the 3D object. + * + * @param {Quaternion} q - The Quaternion + */ + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + /** + * Rotates the 3D object along an axis in local space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateOnAxis( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + } + + /** + * Rotates the 3D object along an axis in world space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateOnWorldAxis( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + } + + /** + * Rotates the 3D object around its X axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + /** + * Rotates the 3D object around its Y axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + /** + * Rotates the 3D object around its Z axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + /** + * Translate the 3D object by a distance along the given axis in local space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$6.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$6.multiplyScalar( distance ) ); + + return this; + + } + + /** + * Translate the 3D object by a distance along its X-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + /** + * Translate the 3D object by a distance along its Y-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + /** + * Translate the 3D object by a distance along its Z-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + /** + * Converts the given vector from this 3D object's local space to world space. + * + * @param {Vector3} vector - The vector to convert. + * @return {Vector3} The converted vector. + */ + localToWorld( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( this.matrixWorld ); + + } + + /** + * Converts the given vector from this 3D object's world space to local space. + * + * @param {Vector3} vector - The vector to convert. + * @return {Vector3} The converted vector. + */ + worldToLocal( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); + + } + + /** + * Rotates the object to face a point in world space. + * + * This method does not support objects having non-uniformly-scaled parent(s). + * + * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space + * @param {number} [y] - The y coordinate in world space. + * @param {number} [z] - The z coordinate in world space. + */ + lookAt( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + const parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position$4.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position$4, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position$4, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + /** + * Adds the given 3D object as a child to this 3D object. An arbitrary number of + * objects may be added. Any current parent on an object passed in here will be + * removed, since an object can have at most one parent. + * + * @fires Object3D#added + * @fires Object3D#childadded + * @param {Object3D} object - The 3D object to add. + * @return {Object3D} A reference to this instance. + */ + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + error( 'Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + } else { + + error( 'Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + /** + * Removes the given 3D object as child from this 3D object. + * An arbitrary number of objects may be removed. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @param {Object3D} object - The 3D object to remove. + * @return {Object3D} A reference to this instance. + */ + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== -1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + _childremovedEvent.child = object; + this.dispatchEvent( _childremovedEvent ); + _childremovedEvent.child = null; + + } + + return this; + + } + + /** + * Removes this 3D object from its current parent. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @return {Object3D} A reference to this instance. + */ + removeFromParent() { + + const parent = this.parent; + + if ( parent !== null ) { + + parent.remove( this ); + + } + + return this; + + } + + /** + * Removes all child objects. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @return {Object3D} A reference to this instance. + */ + clear() { + + return this.remove( ... this.children ); + + } + + /** + * Adds the given 3D object as a child of this 3D object, while maintaining the object's world + * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s). + * + * @fires Object3D#added + * @fires Object3D#childadded + * @param {Object3D} object - The 3D object to attach. + * @return {Object3D} A reference to this instance. + */ + attach( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) + + this.updateWorldMatrix( true, false ); + + _m1$1.copy( this.matrixWorld ).invert(); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$1.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$1 ); + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.updateWorldMatrix( false, true ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + return this; + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching ID. + * + * @param {number} id - The id. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching name. + * + * @param {string} name - The name. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching property value. + * + * @param {string} name - The name of the property. + * @param {any} value - The value. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + getObjectByProperty( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns all 3D objects with a matching property value. + * + * @param {string} name - The name of the property. + * @param {any} value - The value. + * @param {Array} result - The method stores the result in this array. + * @return {Array} The found 3D objects. + */ + getObjectsByProperty( name, value, result = [] ) { + + if ( this[ name ] === value ) result.push( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].getObjectsByProperty( name, value, result ); + + } + + return result; + + } + + /** + * Returns a vector representing the position of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's position in world space. + */ + getWorldPosition( target ) { + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + /** + * Returns a Quaternion representing the position of the 3D object in world space. + * + * @param {Quaternion} target - The target Quaternion the result is stored to. + * @return {Quaternion} The 3D object's rotation in world space. + */ + getWorldQuaternion( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$4, target, _scale$3 ); + + return target; + + } + + /** + * Returns a vector representing the scale of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's scale in world space. + */ + getWorldScale( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$4, _quaternion$3, target ); + + return target; + + } + + /** + * Returns a vector representing the ("look") direction of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's direction in world space. + */ + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + /** + * Abstract method to get intersections between a casted ray and this + * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points} + * implement this method in order to use raycasting. + * + * @abstract + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - An array holding the result of the method. + */ + raycast( /* raycaster, intersects */ ) {} + + /** + * Abstract method to test whether this 3D object intersects the given frustum. + * Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points} + * implement this method in order to use frustum culling. + * + * @abstract + * @param {Frustum|FrustumArray} frustum - The frustum to test. + * @return {boolean|undefined} Whether this 3D object intersects the given frustum or not. + */ + intersectsFrustum( /* frustum */ ) {} + + /** + * Executes the callback on this 3D object and all descendants. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + /** + * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects. + * Descendants of invisible 3D objects are not traversed. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + traverseVisible( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + } + + /** + * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + /** + * Updates the transformation matrix in local space by computing it from the current + * position, rotation and scale values. + */ + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + const pivot = this.pivot; + + if ( pivot !== null ) { + + const px = pivot.x, py = pivot.y, pz = pivot.z; + const te = this.matrix.elements; + + te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz; + te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz; + te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz; + + } + + this.matrixWorldNeedsUpdate = true; + + } + + /** + * Updates the transformation matrix in world space of this 3D objects and its descendants. + * + * To ensure correct results, this method also recomputes the 3D object's transformation matrix in + * local space. The computation of the local and world matrix can be controlled with the + * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both + * `true` by default. Set these flags to `false` if you need more control over the update matrix process. + * + * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even + * when {@link Object3D#matrixWorldNeedsUpdate} is `false`. + */ + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // make sure descendants are updated if required + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateMatrixWorld( force ); + + } + + } + + /** + * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the + * update of ancestor and descendant nodes. + * + * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not. + * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not. + * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even + * when {@link Object3D#matrixWorldNeedsUpdate} is `false`. + */ + updateWorldMatrix( updateParents, updateChildren, force = false ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // make sure descendants are updated + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateWorldMatrix( false, true, force ); + + } + + } + + } + + /** + * Serializes the 3D object into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized 3D object. + * @see {@link ObjectLoader#parse} + */ + toJSON( meta ) { + + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + const output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {}, + nodes: {} + }; + + output.metadata = { + version: 4.7, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + const object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + object.name = this.name; + object.castShadow = this.castShadow; + object.receiveShadow = this.receiveShadow; + object.visible = this.visible; + object.frustumCulled = this.frustumCulled; + object.renderOrder = this.renderOrder; + object.static = this.static; + object.matrixAutoUpdate = this.matrixAutoUpdate; + + if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + object.up = this.up.toArray(); + + if ( this.pivot !== null ) object.pivot = this.pivot.toArray(); + + if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary ); + if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice(); + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + if ( this.isBatchedMesh ) { + + object.type = 'BatchedMesh'; + object.perObjectFrustumCulled = this.perObjectFrustumCulled; + object.sortObjects = this.sortObjects; + + object.drawRanges = this._drawRanges; + object.reservedRanges = this._reservedRanges; + + object.geometryInfo = this._geometryInfo.map( info => ( { + ...info, + boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined, + boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined + } ) ); + object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) ); + + object.availableInstanceIds = this._availableInstanceIds.slice(); + object.availableGeometryIds = this._availableGeometryIds.slice(); + + object.nextIndexStart = this._nextIndexStart; + object.nextVertexStart = this._nextVertexStart; + object.geometryCount = this._geometryCount; + + object.maxInstanceCount = this._maxInstanceCount; + object.maxVertexCount = this._maxVertexCount; + object.maxIndexCount = this._maxIndexCount; + + object.geometryInitialized = this._geometryInitialized; + + object.matricesTexture = this._matricesTexture.toJSON( meta ); + + object.indirectTexture = this._indirectTexture.toJSON( meta ); + + if ( this._colorsTexture !== null ) { + + object.colorsTexture = this._colorsTexture.toJSON( meta ); + + } + + if ( this.boundingSphere !== null ) { + + object.boundingSphere = this.boundingSphere.toJSON(); + + } + + if ( this.boundingBox !== null ) { + + object.boundingBox = this.boundingBox.toJSON(); + + } + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isScene ) { + + if ( this.background ) { + + if ( this.background.isColor ) { + + object.background = this.background.toJSON(); + + } else if ( this.background.isTexture ) { + + object.background = this.background.toJSON( meta ).uuid; + + } + + } + + if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { + + object.environment = this.environment.toJSON( meta ).uuid; + + } + + } else if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + const parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + const shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.isSkinnedMesh ) { + + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); + + if ( this.skeleton !== undefined ) { + + serialize( meta.skeletons, this.skeleton ); + + object.skeleton = this.skeleton.uuid; + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + const uuids = []; + + for ( let i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( let i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + // + + if ( this.animations.length > 0 ) { + + object.animations = []; + + for ( let i = 0; i < this.animations.length; i ++ ) { + + const animation = this.animations[ i ]; + + object.animations.push( serialize( meta.animations, animation ) ); + + } + + } + + if ( isRootObject ) { + + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); + const nodes = extractFromCache( meta.nodes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; + if ( nodes.length > 0 ) output.nodes = nodes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + const values = []; + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + } + + /** + * Returns a new 3D object with copied values from this instance. + * + * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned. + * @return {Object3D} A clone of this instance. + */ + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + /** + * Copies the values of the given 3D object to this instance. + * + * @param {Object3D} source - The 3D object to copy. + * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned. + * @return {Object3D} A reference to this instance. + */ + copy( source, recursive = true ) { + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null; + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.static = source.static; + + this.animations = source.animations.slice(); + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * Geometries, materials and textures are potentially shared with other + * 3D objects and must be disposed of separately. + * + * @fires Object3D#dispose + */ + dispose() { + + /** + * Fires when the 3D object has been disposed of. + * + * @event Object3D#dispose + * @type {Object} + */ + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * The default up direction for objects, also used as the default + * position for {@link DirectionalLight} and {@link HemisphereLight}. + * + * @static + * @type {Vector3} + * @default (0,1,0) + */ +Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); + +/** + * The default setting for {@link Object3D#matrixAutoUpdate} for + * newly created 3D objects. + * + * @static + * @type {boolean} + * @default true + */ +Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; + +/** + * The default setting for {@link Object3D#matrixWorldAutoUpdate} for + * newly created 3D objects. + * + * @static + * @type {boolean} + * @default true + */ +Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; + +/** + * This is almost identical to an {@link Object3D}. Its purpose is to + * make working with groups of objects syntactically clearer. + * + * ```js + * // Create a group and add the two cubes. + * // These cubes can now be rotated / scaled etc as a group. + * const group = new THREE.Group(); + * + * group.add( meshA ); + * group.add( meshB ); + * + * scene.add( group ); + * ``` + * + * @augments Object3D + */ +class Group extends Object3D { + + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isGroup = true; + + this.type = 'Group'; + + } + +} + +const _moveEvent = { type: 'move' }; + +/** + * Class for representing a XR controller with its + * different coordinate systems. + * + * @private + */ +class WebXRController { + + /** + * Constructs a new XR controller. + */ + constructor() { + + /** + * A group representing the target ray space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._targetRay = null; + + /** + * A group representing the grip space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._grip = null; + + /** + * A group representing the hand space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._hand = null; + + } + + /** + * Returns a group representing the hand space of the XR controller. + * + * @return {Group} A group representing the hand space of the XR controller. + */ + getHandSpace() { + + if ( this._hand === null ) { + + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; + + this._hand.joints = {}; + this._hand.inputState = { pinching: false }; + + } + + return this._hand; + + } + + /** + * Returns a group representing the target ray space of the XR controller. + * + * @return {Group} A group representing the target ray space of the XR controller. + */ + getTargetRaySpace() { + + if ( this._targetRay === null ) { + + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; + this._targetRay.hasLinearVelocity = false; + this._targetRay.linearVelocity = new Vector3(); + this._targetRay.hasAngularVelocity = false; + this._targetRay.angularVelocity = new Vector3(); + + } + + return this._targetRay; + + } + + /** + * Returns a group representing the grip space of the XR controller. + * + * @return {Group} A group representing the grip space of the XR controller. + */ + getGripSpace() { + + if ( this._grip === null ) { + + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; + this._grip.hasLinearVelocity = false; + this._grip.linearVelocity = new Vector3(); + this._grip.hasAngularVelocity = false; + this._grip.angularVelocity = new Vector3(); + this._grip.eventsEnabled = false; + + } + + return this._grip; + + } + + /** + * Dispatches the given event to the groups representing + * the different coordinate spaces of the XR controller. + * + * @param {Object} event - The event to dispatch. + * @return {WebXRController} A reference to this instance. + */ + dispatchEvent( event ) { + + if ( this._targetRay !== null ) { + + this._targetRay.dispatchEvent( event ); + + } + + if ( this._grip !== null ) { + + this._grip.dispatchEvent( event ); + + } + + if ( this._hand !== null ) { + + this._hand.dispatchEvent( event ); + + } + + return this; + + } + + /** + * Connects the controller with the given XR input source. + * + * @param {XRInputSource} inputSource - The input source. + * @return {WebXRController} A reference to this instance. + */ + connect( inputSource ) { + + if ( inputSource && inputSource.hand ) { + + const hand = this._hand; + + if ( hand ) { + + for ( const inputjoint of inputSource.hand.values() ) { + + // Initialize hand with joints when connected + this._getHandJoint( hand, inputjoint ); + + } + + } + + } + + this.dispatchEvent( { type: 'connected', data: inputSource } ); + + return this; + + } + + /** + * Disconnects the controller from the given XR input source. + * + * @param {XRInputSource} inputSource - The input source. + * @return {WebXRController} A reference to this instance. + */ + disconnect( inputSource ) { + + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + if ( this._targetRay !== null ) { + + this._targetRay.visible = false; + + } + + if ( this._grip !== null ) { + + this._grip.visible = false; + + } + + if ( this._hand !== null ) { + + this._hand.visible = false; + + } + + return this; + + } + + /** + * Updates the controller with the given input source, XR frame and reference space. + * This updates the transformations of the groups that represent the different + * coordinate systems of the controller. + * + * @param {XRInputSource} inputSource - The input source. + * @param {XRFrame} frame - The XR frame. + * @param {XRReferenceSpace} referenceSpace - The reference space. + * @return {WebXRController} A reference to this instance. + */ + update( inputSource, frame, referenceSpace ) { + + let inputPose = null; + let gripPose = null; + let handPose = null; + + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; + + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { + + if ( hand && inputSource.hand ) { + + handPose = true; + + for ( const inputjoint of inputSource.hand.values() ) { + + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); + + // The transform of this joint will be updated with the joint pose on each frame + const joint = this._getHandJoint( hand, inputjoint ); + + if ( jointPose !== null ) { + + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.matrixWorldNeedsUpdate = true; + joint.jointRadius = jointPose.radius; + + } + + joint.visible = jointPose !== null; + + } + + // Custom events + + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); + + const distanceToPinch = 0.02; + const threshold = 0.005; + + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { + + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); + + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { + + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); + + } + + } else { + + if ( grip !== null && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); + grip.matrixWorldNeedsUpdate = true; + + if ( gripPose.linearVelocity ) { + + grip.hasLinearVelocity = true; + grip.linearVelocity.copy( gripPose.linearVelocity ); + + } else { + + grip.hasLinearVelocity = false; + + } + + if ( gripPose.angularVelocity ) { + + grip.hasAngularVelocity = true; + grip.angularVelocity.copy( gripPose.angularVelocity ); + + } else { + + grip.hasAngularVelocity = false; + + } + + // grip update event if enabled + if ( grip.eventsEnabled ) { + + grip.dispatchEvent( { + type: 'gripUpdated', + data: inputSource, + target: this + } ); + + } + + } + + } + + } + + if ( targetRay !== null ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it + if ( inputPose === null && gripPose !== null ) { + + inputPose = gripPose; + + } + + if ( inputPose !== null ) { + + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); + targetRay.matrixWorldNeedsUpdate = true; + + if ( inputPose.linearVelocity ) { + + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy( inputPose.linearVelocity ); + + } else { + + targetRay.hasLinearVelocity = false; + + } + + if ( inputPose.angularVelocity ) { + + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy( inputPose.angularVelocity ); + + } else { + + targetRay.hasAngularVelocity = false; + + } + + this.dispatchEvent( _moveEvent ); + + } + + } + + + } + + if ( targetRay !== null ) { + + targetRay.visible = ( inputPose !== null ); + + } + + if ( grip !== null ) { + + grip.visible = ( gripPose !== null ); + + } + + if ( hand !== null ) { + + hand.visible = ( handPose !== null ); + + } + + return this; + + } + + /** + * Returns a group representing the hand joint for the given input joint. + * + * @private + * @param {Group} hand - The group representing the hand space. + * @param {XRJointSpace} inputjoint - The hand joint data. + * @return {Group} A group representing the hand joint for the given input joint. + */ + _getHandJoint( hand, inputjoint ) { + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + + hand.add( joint ); + + } + + return hand.joints[ inputjoint.jointName ]; + + } + +} + +const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +const _hslA = { h: 0, s: 0, l: 0 }; +const _hslB = { h: 0, s: 0, l: 0 }; + +function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + +} + +/** + * A Color instance is represented by RGB components in the linear working + * color space, which defaults to `LinearSRGBColorSpace`. Inputs + * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS + * strings) are converted to the working color space automatically. + * + * ```js + * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace + * const color = new THREE.Color().setHex( 0x112233 ); + * ``` + * Source color spaces may be specified explicitly, to ensure correct conversions. + * ```js + * // assumed already LinearSRGBColorSpace; no conversion + * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 ); + * + * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace + * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace ); + * ``` + * If THREE.ColorManagement is disabled, no conversions occur. For details, + * see Color management. Iterating through a Color instance will yield + * its components (r, g, b) in the corresponding order. A Color can be initialised + * in any of the following ways: + * ```js + * //empty constructor - will default white + * const color1 = new THREE.Color(); + * + * //Hexadecimal color (recommended) + * const color2 = new THREE.Color( 0xff0000 ); + * + * //RGB string + * const color3 = new THREE.Color("rgb(255, 0, 0)"); + * const color4 = new THREE.Color("rgb(100%, 0%, 0%)"); + * + * //X11 color name - all 140 color names are supported. + * //Note the lack of CamelCase in the name + * const color5 = new THREE.Color( 'skyblue' ); + * //HSL string + * const color6 = new THREE.Color("hsl(0, 100%, 50%)"); + * + * //Separate RGB values between 0 and 1 + * const color7 = new THREE.Color( 1, 0, 0 ); + * ``` + */ +class Color { + + /** + * Constructs a new color. + * + * Note that standard method of specifying color in three.js is with a hexadecimal triplet, + * and that method is used throughout the rest of the documentation. + * + * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are + * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. + * @param {number} [g] - The green component. + * @param {number} [b] - The blue component. + */ + constructor( r, g, b ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isColor = true; + + /** + * The red component. + * + * @type {number} + * @default 1 + */ + this.r = 1; + + /** + * The green component. + * + * @type {number} + * @default 1 + */ + this.g = 1; + + /** + * The blue component. + * + * @type {number} + * @default 1 + */ + this.b = 1; + + return this.set( r, g, b ); + + } + + /** + * Sets the colors's components from the given values. + * + * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are + * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. + * @param {number} [g] - The green component. + * @param {number} [b] - The blue component. + * @return {Color} A reference to this color. + */ + set( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + + const value = r; + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + } else { + + this.setRGB( r, g, b ); + + } + + return this; + + } + + /** + * Sets the colors's components to the given scalar value. + * + * @param {number} scalar - The scalar value. + * @return {Color} A reference to this color. + */ + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + /** + * Sets this color from a hexadecimal value. + * + * @param {number} hex - The hexadecimal value. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setHex( hex, colorSpace = SRGBColorSpace ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + ColorManagement.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from RGB values. + * + * @param {number} r - Red channel value between `0.0` and `1.0`. + * @param {number} g - Green channel value between `0.0` and `1.0`. + * @param {number} b - Blue channel value between `0.0` and `1.0`. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { + + this.r = r; + this.g = g; + this.b = b; + + ColorManagement.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from RGB values. + * + * @param {number} h - Hue value between `0.0` and `1.0`. + * @param {number} s - Saturation value between `0.0` and `1.0`. + * @param {number} l - Lightness value between `0.0` and `1.0`. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo( h, 1 ); + s = clamp( s, 0, 1 ); + l = clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + const q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + ColorManagement.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`, + * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or + * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) - + * all 140 color names are supported). + * + * @param {string} style - Color as a CSS-style string. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setStyle( style, colorSpace = SRGBColorSpace ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + warn( 'Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + let m; + + if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, + colorSpace + ); + + } + + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, + colorSpace + ); + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setHSL( + parseFloat( color[ 1 ] ) / 360, + parseFloat( color[ 2 ] ) / 100, + parseFloat( color[ 3 ] ) / 100, + colorSpace + ); + + } + + break; + + default: + + warn( 'Color: Unknown color model ' + style ); + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { + + // hex color + + const hex = m[ 1 ]; + const size = hex.length; + + if ( size === 3 ) { + + // #ff0 + return this.setRGB( + parseInt( hex.charAt( 0 ), 16 ) / 15, + parseInt( hex.charAt( 1 ), 16 ) / 15, + parseInt( hex.charAt( 2 ), 16 ) / 15, + colorSpace + ); + + } else if ( size === 6 ) { + + // #ff0000 + return this.setHex( parseInt( hex, 16 ), colorSpace ); + + } else { + + warn( 'Color: Invalid hex color ' + style ); + + } + + } else if ( style && style.length > 0 ) { + + return this.setColorName( style, colorSpace ); + + } + + return this; + + } + + /** + * Sets this color from a color name. Faster than {@link Color#setStyle} if + * you don't need the other CSS-style formats. + * + * For convenience, the list of names is exposed in `Color.NAMES` as a hash. + * ```js + * Color.NAMES.aliceblue // returns 0xF0F8FF + * ``` + * + * @param {string} style - The color name. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setColorName( style, colorSpace = SRGBColorSpace ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex, colorSpace ); + + } else { + + // unknown color + warn( 'Color: Unknown color ' + style ); + + } + + return this; + + } + + /** + * Returns a new color with copied values from this instance. + * + * @return {Color} A clone of this instance. + */ + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + /** + * Copies the values of the given color to this instance. + * + * @param {Color} color - The color to copy. + * @return {Color} A reference to this color. + */ + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + /** + * Copies the given color into this color, and then converts this color from + * `SRGBColorSpace` to `LinearSRGBColorSpace`. + * + * @param {Color} color - The color to copy/convert. + * @return {Color} A reference to this color. + */ + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + /** + * Copies the given color into this color, and then converts this color from + * `LinearSRGBColorSpace` to `SRGBColorSpace`. + * + * @param {Color} color - The color to copy/convert. + * @return {Color} A reference to this color. + */ + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + /** + * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`. + * + * @return {Color} A reference to this color. + */ + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + /** + * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`. + * + * @return {Color} A reference to this color. + */ + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + /** + * Returns the hexadecimal value of this color. + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {number} The hexadecimal value. + */ + getHex( colorSpace = SRGBColorSpace ) { + + ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); + + return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); + + } + + /** + * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF'). + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {string} The hexadecimal value as a string. + */ + getHexString( colorSpace = SRGBColorSpace ) { + + return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 ); + + } + + /** + * Converts the colors RGB values into the HSL format and stores them into the + * given target object. + * + * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {{h:number,s:number,l:number}} The HSL representation of this color. + */ + getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + + ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); + + let hue, saturation; + const lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + const delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + } + + /** + * Returns the RGB values of this color and stores them into the given target object. + * + * @param {Color} target - The target color that is used to store the method's result. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} The RGB representation of this color. + */ + getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { + + ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); + + target.r = _color.r; + target.g = _color.g; + target.b = _color.b; + + return target; + + } + + /** + * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`. + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {string} The CSS representation of this color. + */ + getStyle( colorSpace = SRGBColorSpace ) { + + ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + if ( colorSpace !== SRGBColorSpace ) { + + // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). + return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; + + } + + return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; + + } + + /** + * Adds the given HSL values to this color's values. + * Internally, this converts the color's RGB values to HSL, adds HSL + * and then converts the color back to RGB. + * + * @param {number} h - Hue value between `0.0` and `1.0`. + * @param {number} s - Saturation value between `0.0` and `1.0`. + * @param {number} l - Lightness value between `0.0` and `1.0`. + * @return {Color} A reference to this color. + */ + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); + + } + + /** + * Adds the RGB values of the given color to the RGB values of this color. + * + * @param {Color} color - The color to add. + * @return {Color} A reference to this color. + */ + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + /** + * Adds the RGB values of the given colors and stores the result in this instance. + * + * @param {Color} color1 - The first color. + * @param {Color} color2 - The second color. + * @return {Color} A reference to this color. + */ + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + /** + * Adds the given scalar value to the RGB values of this color. + * + * @param {number} s - The scalar to add. + * @return {Color} A reference to this color. + */ + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + /** + * Subtracts the RGB values of the given color from the RGB values of this color. + * + * @param {Color} color - The color to subtract. + * @return {Color} A reference to this color. + */ + sub( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + } + + /** + * Multiplies the RGB values of the given color with the RGB values of this color. + * + * @param {Color} color - The color to multiply. + * @return {Color} A reference to this color. + */ + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + /** + * Multiplies the given scalar value with the RGB values of this color. + * + * @param {number} s - The scalar to multiply. + * @return {Color} A reference to this color. + */ + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + /** + * Linearly interpolates this color's RGB values toward the RGB values of the + * given color. The alpha argument can be thought of as the ratio between + * the two colors, where `0.0` is this color and `1.0` is the first argument. + * + * @param {Color} color - The color to converge on. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + lerp( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + } + + /** + * Linearly interpolates between the given colors and stores the result in this instance. + * The alpha argument can be thought of as the ratio between the two colors, where `0.0` + * is the first and `1.0` is the second color. + * + * @param {Color} color1 - The first color. + * @param {Color} color2 - The second color. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + lerpColors( color1, color2, alpha ) { + + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; + + return this; + + } + + /** + * Linearly interpolates this color's HSL values toward the HSL values of the + * given color. It differs from {@link Color#lerp} by not interpolating straight + * from one color to the other, but instead going through all the hues in between + * those two colors. The alpha argument can be thought of as the ratio between + * the two colors, where 0.0 is this color and 1.0 is the first argument. + * + * @param {Color} color - The color to converge on. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + lerpHSL( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + const h = lerp( _hslA.h, _hslB.h, alpha ); + const s = lerp( _hslA.s, _hslB.s, alpha ); + const l = lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + } + + /** + * Sets the color's RGB components from the given 3D vector. + * + * @param {Vector3} v - The vector to set. + * @return {Color} A reference to this color. + */ + setFromVector3( v ) { + + this.r = v.x; + this.g = v.y; + this.b = v.z; + + return this; + + } + + /** + * Transforms this color with the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix. + * @return {Color} A reference to this color. + */ + applyMatrix3( m ) { + + const r = this.r, g = this.g, b = this.b; + const e = m.elements; + + this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; + this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; + this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; + + return this; + + } + + /** + * Returns `true` if this color is equal with the given one. + * + * @param {Color} c - The color to test for equality. + * @return {boolean} Whether this bounding color is equal with the given one. + */ + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + /** + * Sets this color's RGB components from the given array. + * + * @param {Array} array - An array holding the RGB values. + * @param {number} [offset=0] - The offset into the array. + * @return {Color} A reference to this color. + */ + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + /** + * Writes the RGB components of this color to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the color components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The color components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + /** + * Sets the components of this color from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding color data. + * @param {number} index - The index into the attribute. + * @return {Color} A reference to this color. + */ + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + return this; + + } + + /** + * This methods defines the serialization result of this class. Returns the color + * as a hexadecimal value. + * + * @return {number} The hexadecimal value. + */ + toJSON() { + + return this.getHex(); + + } + + *[ Symbol.iterator ]() { + + yield this.r; + yield this.g; + yield this.b; + + } + +} + +const _color = /*@__PURE__*/ new Color(); + +/** + * A dictionary with X11 color names. + * + * Note that multiple words such as Dark Orange become the string 'darkorange'. + * + * @static + * @type {Object} + */ +Color.NAMES = _colorKeywords; + +/** + * This class can be used to define an exponential squared fog, + * which gives a clear view near the camera and a faster than exponentially + * densening fog farther from the camera. + * + * ```js + * const scene = new THREE.Scene(); + * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 ); + * ``` + */ +class FogExp2 { + + /** + * Constructs a new fog. + * + * @param {number|Color} color - The fog's color. + * @param {number} [density=0.00025] - Defines how fast the fog will grow dense. + */ + constructor( color, density = 0.00025 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFogExp2 = true; + + /** + * The name of the fog. + * + * @type {string} + */ + this.name = ''; + + /** + * The fog's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * Defines how fast the fog will grow dense. + * + * @type {number} + * @default 0.00025 + */ + this.density = density; + + } + + /** + * Returns a new fog with copied values from this instance. + * + * @return {FogExp2} A clone of this instance. + */ + clone() { + + return new FogExp2( this.color, this.density ); + + } + + /** + * Serializes the fog into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized fog + */ + toJSON( /* meta */ ) { + + return { + type: 'FogExp2', + name: this.name, + color: this.color.getHex(), + density: this.density + }; + + } + +} + +/** + * This class can be used to define a linear fog that grows linearly denser + * with the distance. + * + * ```js + * const scene = new THREE.Scene(); + * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 ); + * ``` + */ +class Fog { + + /** + * Constructs a new fog. + * + * @param {number|Color} color - The fog's color. + * @param {number} [near=1] - The minimum distance to start applying fog. + * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied. + */ + constructor( color, near = 1, far = 1000 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFog = true; + + /** + * The name of the fog. + * + * @type {string} + */ + this.name = ''; + + /** + * The fog's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * The minimum distance to start applying fog. Objects that are less than + * `near` units from the active camera won't be affected by fog. + * + * @type {number} + * @default 1 + */ + this.near = near; + + /** + * The maximum distance at which fog stops being calculated and applied. + * Objects that are more than `far` units away from the active camera won't + * be affected by fog. + * + * @type {number} + * @default 1000 + */ + this.far = far; + + } + + /** + * Returns a new fog with copied values from this instance. + * + * @return {Fog} A clone of this instance. + */ + clone() { + + return new Fog( this.color, this.near, this.far ); + + } + + /** + * Serializes the fog into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized fog + */ + toJSON( /* meta */ ) { + + return { + type: 'Fog', + name: this.name, + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + +} + +/** + * Scenes allow you to set up what is to be rendered and where by three.js. + * This is where you place 3D objects like meshes, lines or lights. + * + * @augments Object3D + */ +class Scene extends Object3D { + + /** + * Constructs a new scene. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isScene = true; + + this.type = 'Scene'; + + /** + * Defines the background of the scene. Valid inputs are: + * + * - A color for defining a uniform colored background. + * - A texture for defining a (flat) textured background. + * - Cube textures or equirectangular textures for defining a skybox. + * + * @type {?(Color|Texture)} + * @default null + */ + this.background = null; + + /** + * Sets the environment map for all physical materials in the scene. However, + * it's not possible to overwrite an existing texture assigned to the `envMap` + * material property. + * + * @type {?Texture} + * @default null + */ + this.environment = null; + + /** + * A fog instance defining the type of fog that affects everything + * rendered in the scene. + * + * @type {?(Fog|FogExp2)} + * @default null + */ + this.fog = null; + + /** + * Sets the blurriness of the background. Only influences environment maps + * assigned to {@link Scene#background}. Valid input is a float between `0` + * and `1`. + * + * @type {number} + * @default 0 + */ + this.backgroundBlurriness = 0; + + /** + * Attenuates the color of the background. Only applies to background textures. + * + * @type {number} + * @default 1 + */ + this.backgroundIntensity = 1; + + /** + * The rotation of the background in radians. Only influences environment maps + * assigned to {@link Scene#background}. + * + * @type {Euler} + * @default (0,0,0) + */ + this.backgroundRotation = new Euler(); + + /** + * Attenuates the color of the environment. Only influences environment maps + * assigned to {@link Scene#environment}. + * + * @type {number} + * @default 1 + */ + this.environmentIntensity = 1; + + /** + * The rotation of the environment map in radians. Only influences physical materials + * in the scene when {@link Scene#environment} is used. + * + * @type {Euler} + * @default (0,0,0) + */ + this.environmentRotation = new Euler(); + + /** + * Forces everything in the scene to be rendered with the defined material. It is possible + * to exclude materials from override by setting {@link Material#allowOverride} to `false`. + * + * @type {?Material} + * @default null + */ + this.overrideMaterial = null; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + this.backgroundBlurriness = source.backgroundBlurriness; + this.backgroundIntensity = source.backgroundIntensity; + this.backgroundRotation.copy( source.backgroundRotation ); + + this.environmentIntensity = source.environmentIntensity; + this.environmentRotation.copy( source.environmentRotation ); + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + data.object.backgroundBlurriness = this.backgroundBlurriness; + data.object.backgroundIntensity = this.backgroundIntensity; + data.object.backgroundRotation = this.backgroundRotation.toArray(); + + data.object.environmentIntensity = this.environmentIntensity; + data.object.environmentRotation = this.environmentRotation.toArray(); + + return data; + + } + +} + +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _v2$4 = /*@__PURE__*/ new Vector3(); +const _v3$2 = /*@__PURE__*/ new Vector3(); + +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); + +const _v40 = /*@__PURE__*/ new Vector4(); +const _v41 = /*@__PURE__*/ new Vector4(); +const _v42 = /*@__PURE__*/ new Vector4(); + +/** + * A geometric triangle as defined by three vectors representing its three corners. + */ +class Triangle { + + /** + * Constructs a new triangle. + * + * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle. + * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle. + * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle. + */ + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + /** + * The first corner of the triangle. + * + * @type {Vector3} + */ + this.a = a; + + /** + * The second corner of the triangle. + * + * @type {Vector3} + */ + this.b = b; + + /** + * The third corner of the triangle. + * + * @type {Vector3} + */ + this.c = c; + + } + + /** + * Computes the normal vector of a triangle. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's normal. + */ + static getNormal( a, b, c, target ) { + + target.subVectors( c, b ); + _v0$2.subVectors( a, b ); + target.cross( _v0$2 ); + + const targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + } + + /** + * Computes a barycentric coordinates from the given vector. + * Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The barycentric coordinates for the given point + */ + static getBarycoord( point, a, b, c, target ) { + + _v0$2.subVectors( c, a ); + _v1$5.subVectors( b, a ); + _v2$4.subVectors( point, a ); + + const dot00 = _v0$2.dot( _v0$2 ); + const dot01 = _v0$2.dot( _v1$5 ); + const dot02 = _v0$2.dot( _v2$4 ); + const dot11 = _v1$5.dot( _v1$5 ); + const dot12 = _v1$5.dot( _v2$4 ); + + const denom = ( dot00 * dot11 - dot01 * dot01 ); + + // collinear or singular triangle + if ( denom === 0 ) { + + target.set( 0, 0, 0 ); + return null; + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + /** + * Returns `true` if the given point, when projected onto the plane of the + * triangle, lies within the triangle. + * + * @param {Vector3} point - The point in 3D space to test. + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @return {boolean} Whether the given point, when projected onto the plane of the + * triangle, lies within the triangle or not. + */ + static containsPoint( point, a, b, c ) { + + // if the triangle is degenerate then we can't contain a point + if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { + + return false; + + } + + return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); + + } + + /** + * Computes the value barycentrically interpolated for the given point on the + * triangle. Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - Position of interpolated point. + * @param {Vector3} p1 - The first corner of the triangle. + * @param {Vector3} p2 - The second corner of the triangle. + * @param {Vector3} p3 - The third corner of the triangle. + * @param {Vector3} v1 - Value to interpolate of first vertex. + * @param {Vector3} v2 - Value to interpolate of second vertex. + * @param {Vector3} v3 - Value to interpolate of third vertex. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The interpolated value. + */ + static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { + + if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { + + target.x = 0; + target.y = 0; + if ( 'z' in target ) target.z = 0; + if ( 'w' in target ) target.w = 0; + return null; + + } + + target.setScalar( 0 ); + target.addScaledVector( v1, _v3$2.x ); + target.addScaledVector( v2, _v3$2.y ); + target.addScaledVector( v3, _v3$2.z ); + + return target; + + } + + /** + * Computes the value barycentrically interpolated for the given attribute and indices. + * + * @param {BufferAttribute} attr - The attribute to interpolate. + * @param {number} i1 - Index of first vertex. + * @param {number} i2 - Index of second vertex. + * @param {number} i3 - Index of third vertex. + * @param {Vector3} barycoord - The barycoordinate value to use to interpolate. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The interpolated attribute value. + */ + static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) { + + _v40.setScalar( 0 ); + _v41.setScalar( 0 ); + _v42.setScalar( 0 ); + + _v40.fromBufferAttribute( attr, i1 ); + _v41.fromBufferAttribute( attr, i2 ); + _v42.fromBufferAttribute( attr, i3 ); + + target.setScalar( 0 ); + target.addScaledVector( _v40, barycoord.x ); + target.addScaledVector( _v41, barycoord.y ); + target.addScaledVector( _v42, barycoord.z ); + + return target; + + } + + /** + * Returns `true` if the triangle is oriented towards the given direction. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} direction - The (normalized) direction vector. + * @return {boolean} Whether the triangle is oriented towards the given direction or not. + */ + static isFrontFacing( a, b, c, direction ) { + + _v0$2.subVectors( c, b ); + _v1$5.subVectors( a, b ); + + // strictly front facing + return _v0$2.cross( _v1$5 ).dot( direction ) < 0; + + } + + /** + * Sets the triangle's vertices by copying the given values. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + /** + * Sets the triangle's vertices by copying the given array values. + * + * @param {Array} points - An array with 3D points. + * @param {number} i0 - The array index representing the first corner of the triangle. + * @param {number} i1 - The array index representing the second corner of the triangle. + * @param {number} i2 - The array index representing the third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + /** + * Sets the triangle's vertices by copying the given attribute values. + * + * @param {BufferAttribute} attribute - A buffer attribute with 3D points data. + * @param {number} i0 - The attribute index representing the first corner of the triangle. + * @param {number} i1 - The attribute index representing the second corner of the triangle. + * @param {number} i2 - The attribute index representing the third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + setFromAttributeAndIndices( attribute, i0, i1, i2 ) { + + this.a.fromBufferAttribute( attribute, i0 ); + this.b.fromBufferAttribute( attribute, i1 ); + this.c.fromBufferAttribute( attribute, i2 ); + + return this; + + } + + /** + * Returns a new triangle with copied values from this instance. + * + * @return {Triangle} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given triangle to this instance. + * + * @param {Triangle} triangle - The triangle to copy. + * @return {Triangle} A reference to this triangle. + */ + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + /** + * Computes the area of the triangle. + * + * @return {number} The triangle's area. + */ + getArea() { + + _v0$2.subVectors( this.c, this.b ); + _v1$5.subVectors( this.a, this.b ); + + return _v0$2.cross( _v1$5 ).length() * 0.5; + + } + + /** + * Computes the midpoint of the triangle. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's midpoint. + */ + getMidpoint( target ) { + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + /** + * Computes the normal of the triangle. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's normal. + */ + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + /** + * Computes a plane the triangle lies within. + * + * @param {Plane} target - The target vector that is used to store the method's result. + * @return {Plane} The plane the triangle lies within. + */ + getPlane( target ) { + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + /** + * Computes a barycentric coordinates from the given vector. + * Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The barycentric coordinates for the given point + */ + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + /** + * Computes the value barycentrically interpolated for the given point on the + * triangle. Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - Position of interpolated point. + * @param {Vector3} v1 - Value to interpolate of first vertex. + * @param {Vector3} v2 - Value to interpolate of second vertex. + * @param {Vector3} v3 - Value to interpolate of third vertex. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The interpolated value. + */ + getInterpolation( point, v1, v2, v3, target ) { + + return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); + + } + + /** + * Returns `true` if the given point, when projected onto the plane of the + * triangle, lies within the triangle. + * + * @param {Vector3} point - The point in 3D space to test. + * @return {boolean} Whether the given point, when projected onto the plane of the + * triangle, lies within the triangle or not. + */ + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + /** + * Returns `true` if the triangle is oriented towards the given direction. + * + * @param {Vector3} direction - The (normalized) direction vector. + * @return {boolean} Whether the triangle is oriented towards the given direction or not. + */ + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + /** + * Returns `true` if this triangle intersects with the given box. + * + * @param {Box3} box - The box to intersect. + * @return {boolean} Whether this triangle intersects with the given box or not. + */ + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + /** + * Returns the closest point on the triangle to the given point. + * + * @param {Vector3} p - The point to compute the closest point for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on the triangle. + */ + closestPointToPoint( p, target ) { + + const a = this.a, b = this.b, c = this.c; + let v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + const vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + const vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + const va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + const denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + } + + /** + * Returns `true` if this triangle is equal with the given one. + * + * @param {Triangle} triangle - The triangle to test for equality. + * @return {boolean} Whether this triangle is equal with the given one. + */ + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} + +/** + * Represents an axis-aligned bounding box (AABB) in 3D space. + */ +class Box3 { + + /** + * Constructs a new bounding box. + * + * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box. + * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box. + */ + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBox3 = true; + + /** + * The lower boundary of the box. + * + * @type {Vector3} + */ + this.min = min; + + /** + * The upper boundary of the box. + * + * @type {Vector3} + */ + this.max = max; + + } + + /** + * Sets the lower and upper boundaries of this box. + * Please note that this method only copies the values from the given objects. + * + * @param {Vector3} min - The lower boundary of the box. + * @param {Vector3} max - The upper boundary of the box. + * @return {Box3} A reference to this bounding box. + */ + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} array - An array holding 3D position data. + * @return {Box3} A reference to this bounding box. + */ + setFromArray( array ) { + + this.makeEmpty(); + + for ( let i = 0, il = array.length; i < il; i += 3 ) { + + this.expandByPoint( _vector$b.fromArray( array, i ) ); + + } + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given buffer attribute. + * + * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data. + * @return {Box3} A reference to this bounding box. + */ + setFromBufferAttribute( attribute ) { + + this.makeEmpty(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); + + } + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} points - An array holding 3D position data as instances of {@link Vector3}. + * @return {Box3} A reference to this bounding box. + */ + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + /** + * Centers this box on the given center vector and sets this box's width, height and + * depth to the given size values. + * + * @param {Vector3} center - The center of the box. + * @param {Vector3} size - The x, y and z dimensions of the box. + * @return {Box3} A reference to this bounding box. + */ + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + /** + * Computes the world-axis-aligned bounding box for the given 3D object + * (including its children), accounting for the object's, and children's, + * world transforms. The function may result in a larger box than strictly necessary. + * + * Note: To compute the correct bounding box, make sure the given 3D object + * has an up-to-date world matrix that reflects the current transformation of its + * ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if + * you're unsure. + * + * @param {Object3D} object - The 3D object to compute the bounding box for. + * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest + * world-axis-aligned bounding box at the expense of more computation. + * @return {Box3} A reference to this bounding box. + */ + setFromObject( object, precise = false ) { + + this.makeEmpty(); + + return this.expandByObject( object, precise ); + + } + + /** + * Returns a new box with copied values from this instance. + * + * @return {Box3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given box to this instance. + * + * @param {Box3} box - The box to copy. + * @return {Box3} A reference to this bounding box. + */ + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + /** + * Makes this box empty which means in encloses a zero space in 3D. + * + * @return {Box3} A reference to this bounding box. + */ + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + /** + * Returns true if this box includes zero points within its bounds. + * Note that a box with equal lower and upper bounds still includes one + * point, the one both bounds share. + * + * @return {boolean} Whether this box is empty or not. + */ + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + } + + /** + * Returns the center point of this box. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The center point. + */ + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the dimensions of this box. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The size. + */ + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + /** + * Expands the boundaries of this box to include the given point. + * + * @param {Vector3} point - The point that should be included by the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + /** + * Expands this box equilaterally by the given vector. The width of this + * box will be expanded by the x component of the vector in both + * directions. The height of this box will be expanded by the y component of + * the vector in both directions. The depth of this box will be + * expanded by the z component of the vector in both directions. + * + * @param {Vector3} vector - The vector that should expand the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + /** + * Expands each dimension of the box by the given scalar. If negative, the + * dimensions of the box will be contracted. + * + * @param {number} scalar - The scalar value that should expand the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + /** + * Expands the boundaries of this box to include the given 3D object and + * its children, accounting for the object's, and children's, world + * transforms. The function may result in a larger box than strictly + * necessary (unless the precise parameter is set to true). + * + * @param {Object3D} object - The 3D object that should expand the bounding box. + * @param {boolean} precise - If set to `true`, the method expands the bounding box + * as little as necessary at the expense of more computation. + * @return {Box3} A reference to this bounding box. + */ + expandByObject( object, precise = false ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + + // precise AABB computation based on vertex data requires at least a position attribute. + // instancing isn't supported so far and uses the normal (conservative) code path. + + if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { + + for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { + + if ( object.isMesh === true ) { + + object.getVertexPosition( i, _vector$b ); + + } else { + + _vector$b.fromBufferAttribute( positionAttribute, i ); + + } + + _vector$b.applyMatrix4( object.matrixWorld ); + this.expandByPoint( _vector$b ); + + } + + } else { + + if ( object.boundingBox !== undefined ) { + + // object-level bounding box + + if ( object.boundingBox === null ) { + + object.computeBoundingBox(); + + } + + _box$4.copy( object.boundingBox ); + + + } else { + + // geometry-level bounding box + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$4.copy( geometry.boundingBox ); + + } + + _box$4.applyMatrix4( object.matrixWorld ); + + this.union( _box$4 ); + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ], precise ); + + } + + return this; + + } + + /** + * Returns `true` if the given point lies within or on the boundaries of this box. + * + * @param {Vector3} point - The point to test. + * @return {boolean} Whether the bounding box contains the given point or not. + */ + containsPoint( point ) { + + return point.x >= this.min.x && point.x <= this.max.x && + point.y >= this.min.y && point.y <= this.max.y && + point.z >= this.min.z && point.z <= this.max.z; + + } + + /** + * Returns `true` if this bounding box includes the entirety of the given bounding box. + * If this box and the given one are identical, this function also returns `true`. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the bounding box contains the given bounding box or not. + */ + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + } + + /** + * Returns a point as a proportion of this box's width, height and depth. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} A point as a proportion of this box's width, height and depth. + */ + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + } + + /** + * Returns `true` if the given bounding box intersects with this bounding box. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with this bounding box. + */ + intersectsBox( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x >= this.min.x && box.min.x <= this.max.x && + box.max.y >= this.min.y && box.min.y <= this.max.y && + box.max.z >= this.min.z && box.min.z <= this.max.z; + + } + + /** + * Returns `true` if the given bounding sphere intersects with this bounding box. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the given bounding sphere intersects with this bounding box. + */ + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + /** + * Returns `true` if the given plane intersects with this bounding box. + * + * @param {Plane} plane - The plane to test. + * @return {boolean} Whether the given plane intersects with this bounding box. + */ + intersectsPlane( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + let min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + } + + /** + * Returns `true` if the given triangle intersects with this bounding box. + * + * @param {Triangle} triangle - The triangle to test. + * @return {boolean} Whether the given triangle intersects with this bounding box. + */ + intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0$1.subVectors( triangle.a, _center ); + _v1$4.subVectors( triangle.b, _center ); + _v2$3.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$4, _v0$1 ); + _f1.subVectors( _v2$3, _v1$4 ); + _f2.subVectors( _v0$1, _v2$3 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ); + + } + + /** + * Clamps the given point within the bounds of this box. + * + * @param {Vector3} point - The point to clamp. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The clamped point. + */ + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + /** + * Returns the euclidean distance from any edge of this box to the specified point. If + * the given point lies inside of this box, the distance will be `0`. + * + * @param {Vector3} point - The point to compute the distance to. + * @return {number} The euclidean distance. + */ + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$b ).distanceTo( point ); + + } + + /** + * Returns a bounding sphere that encloses this bounding box. + * + * @param {Sphere} target - The target sphere that is used to store the method's result. + * @return {Sphere} The bounding sphere that encloses this bounding box. + */ + getBoundingSphere( target ) { + + if ( this.isEmpty() ) { + + target.makeEmpty(); + + } else { + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$b ).length() * 0.5; + + } + + return target; + + } + + /** + * Computes the intersection of this bounding box and the given one, setting the upper + * bound of this box to the lesser of the two boxes' upper bounds and the + * lower bound of this box to the greater of the two boxes' lower bounds. If + * there's no overlap, makes this box empty. + * + * @param {Box3} box - The bounding box to intersect with. + * @return {Box3} A reference to this bounding box. + */ + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + /** + * Computes the union of this box and another and the given one, setting the upper + * bound of this box to the greater of the two boxes' upper bounds and the + * lower bound of this box to the lesser of the two boxes' lower bounds. + * + * @param {Box3} box - The bounding box that will be unioned with this instance. + * @return {Box3} A reference to this bounding box. + */ + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + /** + * Transforms this bounding box by the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Box3} A reference to this bounding box. + */ + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + } + + /** + * Adds the given offset to both the upper and lower bounds of this bounding box, + * effectively moving it in 3D space. + * + * @param {Vector3} offset - The offset that should be used to translate the bounding box. + * @return {Box3} A reference to this bounding box. + */ + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + /** + * Returns `true` if this bounding box is equal with the given one. + * + * @param {Box3} box - The box to test for equality. + * @return {boolean} Whether this bounding box is equal with the given one. + */ + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + /** + * Returns a serialized structure of the bounding box. + * + * @return {Object} Serialized structure with fields representing the object state. + */ + toJSON() { + + return { + min: this.min.toArray(), + max: this.max.toArray() + }; + + } + + /** + * Returns a serialized structure of the bounding box. + * + * @param {Object} json - The serialized json to set the box from. + * @return {Box3} A reference to this bounding box. + */ + fromJSON( json ) { + + this.min.fromArray( json.min ); + this.max.fromArray( json.max ); + return this; + + } + +} + +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; + +const _vector$b = /*@__PURE__*/ new Vector3(); + +const _box$4 = /*@__PURE__*/ new Box3(); + +// triangle centered vertices + +const _v0$1 = /*@__PURE__*/ new Vector3(); +const _v1$4 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__PURE__*/ new Vector3(); + +// triangle edge vectors + +const _f0 = /*@__PURE__*/ new Vector3(); +const _f1 = /*@__PURE__*/ new Vector3(); +const _f2 = /*@__PURE__*/ new Vector3(); + +const _center = /*@__PURE__*/ new Vector3(); +const _extents = /*@__PURE__*/ new Vector3(); +const _triangleNormal = /*@__PURE__*/ new Vector3(); +const _testAxis = /*@__PURE__*/ new Vector3(); + +function satForAxes( axes, v0, v1, v2, extents ) { + + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the separating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the separating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is separating and we can exit + return false; + + } + + } + + return true; + +} + +// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf + +const _tables = /*@__PURE__*/ _generateTables(); + +function _generateTables() { + + // float32 to float16 helpers + + const buffer = new ArrayBuffer( 4 ); + const floatView = new Float32Array( buffer ); + const uint32View = new Uint32Array( buffer ); + + const baseTable = new Uint32Array( 512 ); + const shiftTable = new Uint32Array( 512 ); + + for ( let i = 0; i < 256; ++ i ) { + + const e = i - 127; + + // very small number (0, -0) + + if ( e < -27 ) { + + baseTable[ i ] = 0x0000; + baseTable[ i | 0x100 ] = 0x8000; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // small number (denorm) + + } else if ( e < -14 ) { + + baseTable[ i ] = 0x0400 >> ( - e - 14 ); + baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; + shiftTable[ i ] = - e - 1; + shiftTable[ i | 0x100 ] = - e - 1; + + // normal number + + } else if ( e <= 15 ) { + + baseTable[ i ] = ( e + 15 ) << 10; + baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + // large number (Infinity, -Infinity) + + } else if ( e < 128 ) { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // stay (NaN, Infinity, -Infinity) + + } else { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + } + + } + + // float16 to float32 helpers + + const mantissaTable = new Uint32Array( 2048 ); + const exponentTable = new Uint32Array( 64 ); + const offsetTable = new Uint32Array( 64 ); + + for ( let i = 1; i < 1024; ++ i ) { + + let m = i << 13; // zero pad mantissa bits + let e = 0; // zero exponent + + // normalized + while ( ( m & 0x00800000 ) === 0 ) { + + m <<= 1; + e -= 0x00800000; // decrement exponent + + } + + m &= -8388609; // clear leading 1 bit + e += 0x38800000; // adjust bias + + mantissaTable[ i ] = m | e; + + } + + for ( let i = 1024; i < 2048; ++ i ) { + + mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); + + } + + for ( let i = 1; i < 31; ++ i ) { + + exponentTable[ i ] = i << 23; + + } + + exponentTable[ 31 ] = 0x47800000; + exponentTable[ 32 ] = 0x80000000; + + for ( let i = 33; i < 63; ++ i ) { + + exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); + + } + + exponentTable[ 63 ] = 0xc7800000; + + for ( let i = 1; i < 64; ++ i ) { + + if ( i !== 32 ) { + + offsetTable[ i ] = 1024; + + } + + } + + return { + floatView: floatView, + uint32View: uint32View, + baseTable: baseTable, + shiftTable: shiftTable, + mantissaTable: mantissaTable, + exponentTable: exponentTable, + offsetTable: offsetTable + }; + +} + +/** + * Returns a half precision floating point value (FP16) from the given single + * precision floating point value (FP32). + * + * @param {number} val - A single precision floating point value. + * @return {number} The FP16 value. + */ +function toHalfFloat( val ) { + + if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' ); + + val = clamp( val, -65504, 65504 ); + + _tables.floatView[ 0 ] = val; + const f = _tables.uint32View[ 0 ]; + const e = ( f >> 23 ) & 0x1ff; + return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); + +} + +/** + * Returns a single precision floating point value (FP32) from the given half + * precision floating point value (FP16). + * + * @param {number} val - A half precision floating point value. + * @return {number} The FP32 value. + */ +function fromHalfFloat( val ) { + + const m = val >> 10; + _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; + return _tables.floatView[ 0 ]; + +} + +/** + * A class containing utility functions for data. + * + * @hideconstructor + */ +class DataUtils { + + /** + * Returns a half precision floating point value (FP16) from the given single + * precision floating point value (FP32). + * + * @param {number} val - A single precision floating point value. + * @return {number} The FP16 value. + */ + static toHalfFloat( val ) { + + return toHalfFloat( val ); + + } + + /** + * Returns a single precision floating point value (FP32) from the given half + * precision floating point value (FP16). + * + * @param {number} val - A half precision floating point value. + * @return {number} The FP32 value. + */ + static fromHalfFloat( val ) { + + return fromHalfFloat( val ); + + } + +} + +const _vector$a = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector2(); + +let _id$2 = 0; + +/** + * This class stores data for an attribute (such as vertex positions, face + * indices, normals, colors, UVs, and any custom attributes ) associated with + * a geometry, which allows for more efficient passing of data to the GPU. + * + * When working with vector-like data, the `fromBufferAttribute( attribute, index )` + * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}. + */ +class BufferAttribute extends EventDispatcher { + + /** + * Constructs a new buffer attribute. + * + * @param {TypedArray} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized = false ) { + + super(); + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBufferAttribute = true; + + /** + * The ID of the buffer attribute. + * + * @name BufferAttribute#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id$2 ++ } ); + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The array holding the attribute data. It should have `itemSize * numVertices` + * elements, where `numVertices` is the number of vertices in the associated geometry. + * + * @type {TypedArray} + */ + this.array = array; + + /** + * The number of values of the array that should be associated with a particular vertex. + * For instance, if this attribute is storing a 3-component vector (such as a position, + * normal, or color), then the value should be `3`. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * Represents the number of items this buffer attribute stores. It is internally computed + * by dividing the `array` length by the `itemSize`. + * + * @type {number} + * @readonly + */ + this.count = array !== undefined ? array.length / itemSize : 0; + + /** + * Applies to integer data only. Indicates how the underlying data in the buffer maps to + * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`, + * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to + * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted + * to floats unmodified, i.e. `65535` becomes `65535.0f`. + * + * @type {boolean} + */ + this.normalized = normalized; + + /** + * Defines the intended usage pattern of the data store for optimization purposes. + * + * Note: After the initial use of a buffer, its usage cannot be changed. Instead, + * instantiate a new one and set the desired usage before the next render. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * This can be used to only update some components of stored vectors (for example, just the + * component related to color). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * Configures the bound GPU type for use in shaders. + * + * Note: this only has an effect for integer arrays and is not configurable for float arrays. + * For lower precision float types, use `Float16BufferAttribute`. + * + * @type {(FloatType|IntType)} + * @default FloatType + */ + this.gpuType = FloatType; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + } + + /** + * A callback function that is executed after the renderer has transferred the attribute + * array data to the GPU. + */ + onUploadCallback() {} + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the usage of this buffer attribute. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {BufferAttribute} A reference to this buffer attribute. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Adds a range of data in the data array to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Copies the values of the given buffer attribute to this instance. + * + * @param {BufferAttribute} source - The buffer attribute to copy. + * @return {BufferAttribute} A reference to this instance. + */ + copy( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + this.gpuType = source.gpuType; + + return this; + + } + + /** + * Copies a vector from the given buffer attribute to this one. The start + * and destination position in the attribute buffers are represented by the + * given indices. + * + * @param {number} index1 - The destination index into this buffer attribute. + * @param {BufferAttribute} attribute - The buffer attribute to copy from. + * @param {number} index2 - The source index into the given buffer attribute. + * @return {BufferAttribute} A reference to this instance. + */ + copyAt( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + /** + * Copies the given array data into this buffer attribute. + * + * @param {(TypedArray|Array)} array - The array to copy. + * @return {BufferAttribute} A reference to this instance. + */ + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + /** + * Applies the given 3x3 matrix to the given attribute. Works with + * item size `2` and `3`. + * + * @param {Matrix3} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + applyMatrix3( m ) { + + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2$1.fromBufferAttribute( this, i ); + _vector2$1.applyMatrix3( m ); + + this.setXY( i, _vector2$1.x, _vector2$1.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + _vector$a.applyMatrix3( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + } + + return this; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix4} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.applyMatrix4( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Applies the given 3x3 normal matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix3} m - The normal matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3` and with direction vectors. + * + * @param {Matrix4} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.transformDirection( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Sets the given array data in the buffer attribute. + * + * @param {(TypedArray|Array)} value - The array data to set. + * @param {number} [offset=0] - The offset in this buffer attribute's array. + * @return {BufferAttribute} A reference to this instance. + */ + set( value, offset = 0 ) { + + // Matching BufferAttribute constructor, do not normalize the array. + this.array.set( value, offset ); + + return this; + + } + + /** + * Returns the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @return {number} The returned value. + */ + getComponent( index, component ) { + + let value = this.array[ index * this.itemSize + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + /** + * Sets the given value to the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @param {number} value - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.array[ index * this.itemSize + component ] = value; + + return this; + + } + + /** + * Returns the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The x component. + */ + getX( index ) { + + let x = this.array[ index * this.itemSize ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + /** + * Sets the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + /** + * Returns the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The y component. + */ + getY( index ) { + + let y = this.array[ index * this.itemSize + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + /** + * Sets the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} y - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + /** + * Returns the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The z component. + */ + getZ( index ) { + + let z = this.array[ index * this.itemSize + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + /** + * Sets the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} z - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + /** + * Returns the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The w component. + */ + getW( index ) { + + let w = this.array[ index * this.itemSize + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + /** + * Sets the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} w - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + /** + * Sets the x and y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @return {BufferAttribute} A reference to this instance. + */ + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + } + + /** + * Sets the x, y and z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @return {BufferAttribute} A reference to this instance. + */ + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + } + + /** + * Sets the x, y, z and w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @param {number} w - The value for the w component to set. + * @return {BufferAttribute} A reference to this instance. + */ + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + } + + /** + * Sets the given callback function that is executed after the Renderer has transferred + * the attribute array data to the GPU. Can be used to perform clean-up operations after + * the upload when attribute data are not needed anymore on the CPU side. + * + * @param {Function} callback - The `onUpload()` callback. + * @return {BufferAttribute} A reference to this instance. + */ + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + /** + * Returns a new buffer attribute with copied values from this instance. + * + * @return {BufferAttribute} A clone of this instance. + */ + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + /** + * Serializes the buffer attribute into JSON. + * + * @return {Object} A JSON object representing the serialized buffer attribute. + */ + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.from( this.array ), + normalized: this.normalized + }; + + data.name = this.name; + data.usage = this.usage; + data.gpuType = this.gpuType; + + return data; + + } + + /** + * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}. + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int8` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int8BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int8Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int8Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt8` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint8BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint8Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint8Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint8ClampedBufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint8ClampedArray)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint8ClampedArray( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int16` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int16Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt16` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int32Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Float16` buffer attribute with + * a plain `Array` instance. + * + * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array` + * browser support is still problematic. + * + * @augments BufferAttribute + */ +class Float16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + this.isFloat16BufferAttribute = true; + + } + + getX( index ) { + + let x = fromHalfFloat( this.array[ index * this.itemSize ] ); + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = toHalfFloat( x ); + + return this; + + } + + getY( index ) { + + let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); + + return this; + + } + + getZ( index ) { + + let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); + + return this; + + } + + getW( index ) { + + let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + this.array[ index + 3 ] = toHalfFloat( w ); + + return this; + + } + +} + +/** + * Convenient class that can be used when creating a `Float32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Float32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Float32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + +} + +const _box$3 = /*@__PURE__*/ new Box3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); + +/** + * An analytical 3D sphere defined by a center and radius. This class is mainly + * used as a Bounding Sphere for 3D objects. + */ +class Sphere { + + /** + * Constructs a new sphere. + * + * @param {Vector3} [center=(0,0,0)] - The center of the sphere + * @param {number} [radius=-1] - The radius of the sphere. + */ + constructor( center = new Vector3(), radius = -1 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSphere = true; + + /** + * The center of the sphere + * + * @type {Vector3} + */ + this.center = center; + + /** + * The radius of the sphere. + * + * @type {number} + */ + this.radius = radius; + + } + + /** + * Sets the sphere's components by copying the given values. + * + * @param {Vector3} center - The center. + * @param {number} radius - The radius. + * @return {Sphere} A reference to this sphere. + */ + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + /** + * Computes the minimum bounding sphere for list of points. + * If the optional center point is given, it is used as the sphere's + * center. Otherwise, the center of the axis-aligned bounding box + * encompassing the points is calculated. + * + * @param {Array} points - A list of points in 3D space. + * @param {Vector3} [optionalCenter] - The center of the sphere. + * @return {Sphere} A reference to this sphere. + */ + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$3.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + /** + * Copies the values of the given sphere to this instance. + * + * @param {Sphere} sphere - The sphere to copy. + * @return {Sphere} A reference to this sphere. + */ + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + /** + * Returns `true` if the sphere is empty (the radius set to a negative number). + * + * Spheres with a radius of `0` contain only their center point and are not + * considered to be empty. + * + * @return {boolean} Whether this sphere is empty or not. + */ + isEmpty() { + + return ( this.radius < 0 ); + + } + + /** + * Makes this sphere empty which means in encloses a zero space in 3D. + * + * @return {Sphere} A reference to this sphere. + */ + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = -1; + + return this; + + } + + /** + * Returns `true` if this sphere contains the given point inclusive of + * the surface of the sphere. + * + * @param {Vector3} point - The point to check. + * @return {boolean} Whether this sphere contains the given point or not. + */ + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + /** + * Returns the closest distance from the boundary of the sphere to the + * given point. If the sphere contains the point, the distance will + * be negative. + * + * @param {Vector3} point - The point to compute the distance to. + * @return {number} The distance to the point. + */ + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + /** + * Returns `true` if this sphere intersects with the given one. + * + * @param {Sphere} sphere - The sphere to test. + * @return {boolean} Whether this sphere intersects with the given one or not. + */ + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + /** + * Returns `true` if this sphere intersects with the given box. + * + * @param {Box3} box - The box to test. + * @return {boolean} Whether this sphere intersects with the given box or not. + */ + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + /** + * Returns `true` if this sphere intersects with the given plane. + * + * @param {Plane} plane - The plane to test. + * @return {boolean} Whether this sphere intersects with the given plane or not. + */ + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + /** + * Clamps a point within the sphere. If the point is outside the sphere, it + * will clamp it to the closest point on the edge of the sphere. Points + * already inside the sphere will not be affected. + * + * @param {Vector3} point - The plane to clamp. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The clamped point. + */ + clampPoint( point, target ) { + + const deltaLengthSq = this.center.distanceToSquared( point ); + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + } + + /** + * Returns a bounding box that encloses this sphere. + * + * @param {Box3} target - The target box that is used to store the method's result. + * @return {Box3} The bounding box that encloses this sphere. + */ + getBoundingBox( target ) { + + if ( this.isEmpty() ) { + + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + /** + * Transforms this sphere with the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Sphere} A reference to this sphere. + */ + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + /** + * Translates the sphere's center by the given offset. + * + * @param {Vector3} offset - The offset. + * @return {Sphere} A reference to this sphere. + */ + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + /** + * Expands the boundaries of this sphere to include the given point. + * + * @param {Vector3} point - The point to include. + * @return {Sphere} A reference to this sphere. + */ + expandByPoint( point ) { + + if ( this.isEmpty() ) { + + this.center.copy( point ); + + this.radius = 0; + + return this; + + } + + _v1$3.subVectors( point, this.center ); + + const lengthSq = _v1$3.lengthSq(); + + if ( lengthSq > ( this.radius * this.radius ) ) { + + // calculate the minimal sphere + + const length = Math.sqrt( lengthSq ); + + const delta = ( length - this.radius ) * 0.5; + + this.center.addScaledVector( _v1$3, delta / length ); + + this.radius += delta; + + } + + return this; + + } + + /** + * Expands this sphere to enclose both the original sphere and the given sphere. + * + * @param {Sphere} sphere - The sphere to include. + * @return {Sphere} A reference to this sphere. + */ + union( sphere ) { + + if ( sphere.isEmpty() ) { + + return this; + + } + + if ( this.isEmpty() ) { + + this.copy( sphere ); + + return this; + + } + + if ( this.center.equals( sphere.center ) === true ) { + + this.radius = Math.max( this.radius, sphere.radius ); + + } else { + + _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius ); + + this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) ); + + this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) ); + + } + + return this; + + } + + /** + * Returns `true` if this sphere is equal with the given one. + * + * @param {Sphere} sphere - The sphere to test for equality. + * @return {boolean} Whether this bounding sphere is equal with the given one. + */ + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + /** + * Returns a new sphere with copied values from this instance. + * + * @return {Sphere} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Returns a serialized structure of the bounding sphere. + * + * @return {Object} Serialized structure with fields representing the object state. + */ + toJSON() { + + return { + radius: this.radius, + center: this.center.toArray() + }; + + } + + /** + * Returns a serialized structure of the bounding sphere. + * + * @param {Object} json - The serialized json to set the sphere from. + * @return {Sphere} A reference to this bounding sphere. + */ + fromJSON( json ) { + + this.radius = json.radius; + this.center.fromArray( json.center ); + return this; + + } + +} + +let _id$1 = 0; + +const _m1 = /*@__PURE__*/ new Matrix4(); +const _obj = /*@__PURE__*/ new Object3D(); +const _offset = /*@__PURE__*/ new Vector3(); +const _box$2 = /*@__PURE__*/ new Box3(); +const _boxMorphTargets = /*@__PURE__*/ new Box3(); +const _vector$9 = /*@__PURE__*/ new Vector3(); + +/** + * A representation of mesh, line, or point geometry. Includes vertex + * positions, face indices, normals, colors, UVs, and custom attributes + * within buffers, reducing the cost of passing all this data to the GPU. + * + * ```js + * const geometry = new THREE.BufferGeometry(); + * // create a simple square shape. We duplicate the top left and bottom right + * // vertices because each vertex needs to appear once per triangle. + * const vertices = new Float32Array( [ + * -1.0, -1.0, 1.0, // v0 + * 1.0, -1.0, 1.0, // v1 + * 1.0, 1.0, 1.0, // v2 + * + * 1.0, 1.0, 1.0, // v3 + * -1.0, 1.0, 1.0, // v4 + * -1.0, -1.0, 1.0 // v5 + * ] ); + * // itemSize = 3 because there are 3 values (components) per vertex + * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * ``` + * + * @augments EventDispatcher + */ +class BufferGeometry extends EventDispatcher { + + /** + * Constructs a new geometry. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBufferGeometry = true; + + /** + * The ID of the geometry. + * + * @name BufferGeometry#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id$1 ++ } ); + + /** + * The UUID of the geometry. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the geometry. + * + * @type {string} + */ + this.name = ''; + this.type = 'BufferGeometry'; + + /** + * Allows for vertices to be re-used across multiple triangles; this is + * called using "indexed triangles". Each triangle is associated with the + * indices of three vertices. This attribute therefore stores the index of + * each vertex for each triangular face. If this attribute is not set, the + * renderer assumes that each three contiguous positions represent a single triangle. + * + * @type {?BufferAttribute} + * @default null + */ + this.index = null; + + /** + * A (storage) buffer attribute which was generated with a compute shader and + * now defines indirect draw calls. + * + * Can only be used with {@link WebGPURenderer} and a WebGPU backend. + * + * @type {?BufferAttribute} + * @default null + */ + this.indirect = null; + + /** + * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. + * + * Can only be used with {@link WebGPURenderer} and a WebGPU backend. + * + * @type {number|Array} + * @default 0 + */ + this.indirectOffset = 0; + + /** + * This dictionary has as id the name of the attribute to be set and as value + * the buffer attribute to set it to. Rather than accessing this property directly, + * use `setAttribute()` and `getAttribute()` to access attributes of this geometry. + * + * @type {Object} + */ + this.attributes = {}; + + /** + * This dictionary holds the morph targets of the geometry. + * + * Note: Once the geometry has been rendered, the morph attribute data cannot + * be changed. You will have to call `dispose()`, and create a new geometry instance. + * + * @type {Object} + */ + this.morphAttributes = {}; + + /** + * Used to control the morph target behavior; when set to `true`, the morph + * target data is treated as relative offsets, rather than as absolute + * positions/normals. + * + * @type {boolean} + * @default false + */ + this.morphTargetsRelative = false; + + /** + * Split the geometry into groups, each of which will be rendered in a + * separate draw call. This allows an array of materials to be used with the geometry. + * + * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly. + * + * Every vertex and index must belong to exactly one group — groups must not share vertices or + * indices, and must not leave vertices or indices unused. + * + * @type {Array} + */ + this.groups = []; + + /** + * Bounding box for the geometry which can be calculated with `computeBoundingBox()`. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + /** + * Determines the part of the geometry to render. This should not be set directly, + * instead use `setDrawRange()`. + * + * @type {{start:number,count:number}} + */ + this.drawRange = { start: 0, count: Infinity }; + + /** + * An object that can be used to store custom data about the geometry. + * It should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * `true` when the geometry has been transformed since construction + * (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for + * geometry generators (subclasses that populate `parameters`): when set, + * {@link BufferGeometry#toJSON} omits `parameters` since they no longer + * describe the geometry. + * + * @private + * @type {boolean} + * @default false + */ + this._transformed = false; + + } + + /** + * Returns the index of this geometry. + * + * @return {?BufferAttribute} The index. Returns `null` if no index is defined. + */ + getIndex() { + + return this.index; + + } + + /** + * Sets the given index to this geometry. + * + * @param {Array|BufferAttribute} index - The index to set. + * @return {BufferGeometry} A reference to this instance. + */ + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + /** + * Sets the given indirect attribute to this geometry. + * + * @param {BufferAttribute} indirect - The attribute holding indirect draw calls. + * @param {number|Array} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. + * @return {BufferGeometry} A reference to this instance. + */ + setIndirect( indirect, indirectOffset = 0 ) { + + this.indirect = indirect; + this.indirectOffset = indirectOffset; + + return this; + + } + + /** + * Returns the indirect attribute of this geometry. + * + * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined. + */ + getIndirect() { + + return this.indirect; + + } + + /** + * Returns the buffer attribute for the given name. + * + * @param {string} name - The attribute name. + * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute. + * Returns `undefined` if not attribute has been found. + */ + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + /** + * Sets the given attribute for the given name. + * + * @param {string} name - The attribute name. + * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set. + * @return {BufferGeometry} A reference to this instance. + */ + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + /** + * Deletes the attribute for the given name. + * + * @param {string} name - The attribute name to delete. + * @return {BufferGeometry} A reference to this instance. + */ + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + /** + * Returns `true` if this geometry has an attribute for the given name. + * + * @param {string} name - The attribute name. + * @return {boolean} Whether this geometry has an attribute for the given name or not. + */ + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + /** + * Adds a group to this geometry. + * + * @param {number} start - The first element in this draw call. That is the first + * vertex for non-indexed geometry, otherwise the first triangle index. + * @param {number} count - Specifies how many vertices (or indices) are part of this group. + * @param {number} [materialIndex=0] - The material array index to use. + */ + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + /** + * Clears all groups. + */ + clearGroups() { + + this.groups = []; + + } + + /** + * Sets the draw range for this geometry. + * + * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index. + * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render. + * For indexed BufferGeometry, `count` is the number of indices to render. + */ + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + /** + * Applies the given 4x4 transformation matrix to the geometry. + * + * @param {Matrix4} matrix - The matrix to apply. + * @return {BufferGeometry} A reference to this instance. + */ + applyMatrix4( matrix ) { + + const position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + const normal = this.attributes.normal; + + if ( normal !== undefined ) { + + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + const tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this._transformed = true; + + return this; + + } + + /** + * Applies the rotation represented by the Quaternion to the geometry. + * + * @param {Quaternion} q - The Quaternion to apply. + * @return {BufferGeometry} A reference to this instance. + */ + applyQuaternion( q ) { + + _m1.makeRotationFromQuaternion( q ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the X axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateX( angle ) { + + // rotate geometry around world x-axis + + _m1.makeRotationX( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the Y axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateY( angle ) { + + // rotate geometry around world y-axis + + _m1.makeRotationY( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the Z axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateZ( angle ) { + + // rotate geometry around world z-axis + + _m1.makeRotationZ( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Translates the geometry. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#position} for typical + * real-time mesh rotation. + * + * @param {number} x - The x offset. + * @param {number} y - The y offset. + * @param {number} z - The z offset. + * @return {BufferGeometry} A reference to this instance. + */ + translate( x, y, z ) { + + // translate geometry + + _m1.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Scales the geometry. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#scale} for typical + * real-time mesh rotation. + * + * @param {number} x - The x scale. + * @param {number} y - The y scale. + * @param {number} z - The z scale. + * @return {BufferGeometry} A reference to this instance. + */ + scale( x, y, z ) { + + // scale geometry + + _m1.makeScale( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry to face a point in 3D space. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#lookAt} for typical + * real-time mesh rotation. + * + * @param {Vector3} vector - The target point. + * @return {BufferGeometry} A reference to this instance. + */ + lookAt( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + } + + /** + * Center the geometry based on its bounding box. + * + * @return {BufferGeometry} A reference to this instance. + */ + center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + } + + /** + * Defines a geometry by creating a `position` attribute based on the given array of points. The array + * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is + * set to `0`. + * + * If the method is used with an existing `position` attribute, the vertex data are overwritten with the + * data from the array. The length of the array must match the vertex count. + * + * @param {Array|Array} points - The points. + * @return {BufferGeometry} A reference to this instance. + */ + setFromPoints( points ) { + + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute === undefined ) { + + const position = []; + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + } else { + + const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size + + for ( let i = 0; i < l; i ++ ) { + + const point = points[ i ]; + positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 ); + + } + + if ( points.length > positionAttribute.count ) { + + warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' ); + + } + + positionAttribute.needsUpdate = true; + + } + + return this; + + } + + /** + * Computes the bounding box of the geometry, and updates the `boundingBox` member. + * The bounding box is not computed by the engine; it must be computed by your app. + * You may need to recompute the bounding box if the geometry vertices are modified. + */ + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$2.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$9.addVectors( this.boundingBox.min, _box$2.min ); + this.boundingBox.expandByPoint( _vector$9 ); + + _vector$9.addVectors( this.boundingBox.max, _box$2.max ); + this.boundingBox.expandByPoint( _vector$9 ); + + } else { + + this.boundingBox.expandByPoint( _box$2.min ); + this.boundingBox.expandByPoint( _box$2.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + /** + * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member. + * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. + * You may need to recompute the bounding sphere if the geometry vertices are modified. + */ + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$2.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$9.addVectors( _box$2.min, _boxMorphTargets.min ); + _box$2.expandByPoint( _vector$9 ); + + _vector$9.addVectors( _box$2.max, _boxMorphTargets.max ); + _box$2.expandByPoint( _vector$9 ); + + } else { + + _box$2.expandByPoint( _boxMorphTargets.min ); + _box$2.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$2.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$9.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; + + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$9.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$9.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + } + + /** + * Calculates and adds a tangent attribute to this geometry. + * + * The computation is only supported for indexed geometries and if position, normal, and uv attributes + * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by + * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead. + */ + computeTangents() { + + const index = this.index; + const attributes = this.attributes; + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { + + error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const positionAttribute = attributes.position; + const normalAttribute = attributes.normal; + const uvAttribute = attributes.uv; + + let tangentAttribute = this.getAttribute( 'tangent' ); + + if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) { + + tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ); + this.setAttribute( 'tangent', tangentAttribute ); + + } + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromBufferAttribute( positionAttribute, a ); + vB.fromBufferAttribute( positionAttribute, b ); + vC.fromBufferAttribute( positionAttribute, c ); + + uvA.fromBufferAttribute( uvAttribute, a ); + uvB.fromBufferAttribute( uvAttribute, b ); + uvC.fromBufferAttribute( uvAttribute, c ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: index.count + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + index.getX( j + 0 ), + index.getX( j + 1 ), + index.getX( j + 2 ) + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromBufferAttribute( normalAttribute, v ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? -1 : 1.0; + + tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( index.getX( j + 0 ) ); + handleVertex( index.getX( j + 1 ) ); + handleVertex( index.getX( j + 2 ) ); + + } + + } + + this._transformed = true; + + } + + /** + * Computes vertex normals for the given vertex data. For indexed geometries, the method sets + * each vertex normal to be the average of the face normals of the faces that share that vertex. + * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal + * to be the same as the face normal. + */ + computeVertexNormals() { + + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute !== undefined ) { + + let normalAttribute = this.getAttribute( 'normal' ); + + if ( normalAttribute === undefined || normalAttribute.count !== positionAttribute.count ) { + + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); + + } else { + + // reset existing normals to zero + + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { + + normalAttribute.setXYZ( i, 0, 0, 0 ); + + } + + } + + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + for ( let i = 0, il = index.count; i < il; i += 3 ) { + + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); + + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); + + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); + + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { + + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); + + } + + } + + this.normalizeNormals(); + + normalAttribute.needsUpdate = true; + + } + + } + + /** + * Ensures every normal vector in a geometry will have a magnitude of `1`. This will + * correct lighting on the geometry surfaces. + */ + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$9.fromBufferAttribute( normals, i ); + + _vector$9.normalize(); + + normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + } + + /** + * Return a new non-index version of this indexed geometry. If the geometry + * is already non-indexed, the method is a NOOP. + * + * @return {BufferGeometry} The non-indexed version of this indexed geometry. + */ + toNonIndexed() { + + function convertBufferAttribute( attribute, indices ) { + + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array2 = new array.constructor( indices.length * itemSize ); + + let index = 0, index2 = 0; + + for ( let i = 0, l = indices.length; i < l; i ++ ) { + + if ( attribute.isInterleavedBufferAttribute ) { + + index = indices[ i ] * attribute.data.stride + attribute.offset; + + } else { + + index = indices[ i ] * itemSize; + + } + + for ( let j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize, normalized ); + + } + + // + + if ( this.index === null ) { + + warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; + + } + + const geometry2 = new BufferGeometry(); + + const indices = this.index.array; + const attributes = this.attributes; + + // attributes + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + const morphAttributes = this.morphAttributes; + + for ( const name in morphAttributes ) { + + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const attribute = morphAttribute[ i ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + } + + /** + * Serializes the geometry into JSON. + * + * @return {Object} A JSON object representing the serialized geometry. + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = ( this.parameters !== undefined && this._transformed === true ) ? 'BufferGeometry' : this.type; + data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined && this._transformed !== true ) { + + const parameters = this.parameters; + + for ( const key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + // for simplicity the code assumes attributes are not shared across geometries, see #15811 + + data.data = { attributes: {} }; + + const index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + data.data.attributes[ key ] = attribute.toJSON( data.data ); + + } + + const morphAttributes = {}; + let hasMorphAttributes = false; + + for ( const key in this.morphAttributes ) { + + const attributeArray = this.morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + + array.push( attribute.toJSON( data.data ) ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + const groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + const boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = boundingSphere.toJSON(); + + } + + return data; + + } + + /** + * Returns a new geometry with copied values from this instance. + * + * @return {BufferGeometry} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given geometry to this instance. + * + * @param {BufferGeometry} source - The geometry to copy. + * @return {BufferGeometry} A reference to this instance. + */ + copy( source ) { + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // used for storing cloned, shared data + + const data = {}; + + // name + + this.name = source.name; + + // index + + const index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + // attributes + + const attributes = source.attributes; + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); + + } + + // morph attributes + + const morphAttributes = source.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone( data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + const groups = source.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + const boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + const boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + // transformed flag + + this._transformed = source._transformed; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires BufferGeometry#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * "Interleaved" means that multiple attributes, possibly of different types, + * (e.g., position, normal, uv, color) are packed into a single array buffer. + * + * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html) + */ +class InterleavedBuffer { + + /** + * Constructs a new interleaved buffer. + * + * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. + * @param {number} stride - The number of typed-array elements per vertex. + */ + constructor( array, stride ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInterleavedBuffer = true; + + /** + * A typed array with a shared buffer storing attribute data. + * + * @type {TypedArray} + */ + this.array = array; + + /** + * The number of typed-array elements per vertex. + * + * @type {number} + */ + this.stride = stride; + + /** + * The total number of elements in the array + * + * @type {number} + * @readonly + */ + this.count = array !== undefined ? array.length / stride : 0; + + /** + * Defines the intended usage pattern of the data store for optimization purposes. + * + * Note: After the initial use of a buffer, its usage cannot be changed. Instead, + * instantiate a new one and set the desired usage before the next render. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * This can be used to only update some components of stored vectors (for example, just the + * component related to color). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + /** + * The UUID of the interleaved buffer. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + } + + /** + * A callback function that is executed after the renderer has transferred the attribute array + * data to the GPU. + */ + onUploadCallback() {} + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the usage of this interleaved buffer. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {InterleavedBuffer} A reference to this interleaved buffer. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Adds a range of data in the data array to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Copies the values of the given interleaved buffer to this instance. + * + * @param {InterleavedBuffer} source - The interleaved buffer to copy. + * @return {InterleavedBuffer} A reference to this instance. + */ + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + /** + * Copies a vector from the given interleaved buffer to this one. The start + * and destination position in the attribute buffers are represented by the + * given indices. + * + * @param {number} index1 - The destination index into this interleaved buffer. + * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from. + * @param {number} index2 - The source index into the given interleaved buffer. + * @return {InterleavedBuffer} A reference to this instance. + */ + copyAt( index1, interleavedBuffer, index2 ) { + + index1 *= this.stride; + index2 *= interleavedBuffer.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ]; + + } + + return this; + + } + + /** + * Sets the given array data in the interleaved buffer. + * + * @param {(TypedArray|Array)} value - The array data to set. + * @param {number} [offset=0] - The offset in this interleaved buffer's array. + * @return {InterleavedBuffer} A reference to this instance. + */ + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + /** + * Returns a new interleaved buffer with copied values from this instance. + * + * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures. + * @return {InterleavedBuffer} A clone of this instance. + */ + clone( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; + + } + + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new this.constructor( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; + + } + + /** + * Sets the given callback function that is executed after the Renderer has transferred + * the array data to the GPU. Can be used to perform clean-up operations after + * the upload when data are not needed anymore on the CPU side. + * + * @param {Function} callback - The `onUpload()` callback. + * @return {InterleavedBuffer} A reference to this instance. + */ + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + /** + * Serializes the interleaved buffer into JSON. + * + * @param {Object} [data] - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized interleaved buffer. + */ + toJSON( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + // generate UUID for array buffer if necessary + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); + + } + + // + + const json = { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + + json.usage = this.usage; + + return json; + + } + +} + +const _vector$8 = /*@__PURE__*/ new Vector3(); + +/** + * An alternative version of a buffer attribute with interleaved data. Interleaved + * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with + * different offsets into the buffer. + */ +class InterleavedBufferAttribute { + + /** + * Constructs a new interleaved buffer attribute. + * + * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data. + * @param {number} itemSize - The item size. + * @param {number} offset - The attribute offset into the buffer. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( interleavedBuffer, itemSize, offset, normalized = false ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInterleavedBufferAttribute = true; + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The buffer holding the interleaved data. + * + * @type {InterleavedBuffer} + */ + this.data = interleavedBuffer; + + /** + * The item size, see {@link BufferAttribute#itemSize}. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * The attribute offset into the buffer. + * + * @type {number} + */ + this.offset = offset; + + /** + * Whether the data are normalized or not, see {@link BufferAttribute#normalized} + * + * @type {InterleavedBuffer} + */ + this.normalized = normalized; + + } + + /** + * The item count of this buffer attribute. + * + * @type {number} + * @readonly + */ + get count() { + + return this.data.count; + + } + + /** + * The array holding the interleaved buffer attribute data. + * + * @type {TypedArray} + */ + get array() { + + return this.data.array; + + } + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix4} m - The matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.applyMatrix4( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + /** + * Applies the given 3x3 normal matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix3} m - The normal matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3` and with direction vectors. + * + * @param {Matrix4} m - The matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.transformDirection( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + /** + * Returns the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @return {number} The returned value. + */ + getComponent( index, component ) { + + let value = this.array[ index * this.data.stride + this.offset + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + /** + * Sets the given value to the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @param {number} value - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.data.array[ index * this.data.stride + this.offset + component ] = value; + + return this; + + } + + /** + * Sets the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + /** + * Sets the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} y - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + /** + * Sets the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} z - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + /** + * Sets the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} w - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + /** + * Returns the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The x component. + */ + getX( index ) { + + let x = this.data.array[ index * this.data.stride + this.offset ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + /** + * Returns the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The y component. + */ + getY( index ) { + + let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + /** + * Returns the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The z component. + */ + getZ( index ) { + + let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + /** + * Returns the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The w component. + */ + getW( index ) { + + let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + /** + * Sets the x and y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setXY( index, x, y ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + } + + /** + * Sets the x, y and z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setXYZ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + } + + /** + * Sets the x, y, z and w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @param {number} w - The value for the w component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setXYZW( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + /** + * Returns a new buffer attribute with copied values from this instance. + * + * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. + * + * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property. + * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance. + */ + clone( data ) { + + if ( data === undefined ) { + + log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); + + } else { + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } + + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); + + } + + } + + /** + * Serializes the buffer attribute into JSON. + * + * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. + * + * @param {Object} [data] - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized buffer attribute. + */ + toJSON( data ) { + + if ( data === undefined ) { + + log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + // de-interleave data and save it as an ordinary buffer attribute for now + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + + } else { + + // save as true interleaved attribute + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); + + } + + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + + } + + } + +} + +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); + +/** + * A two dimensional surface that extends infinitely in 3D space, represented + * in [Hessian normal form](https://mathworld.wolfram.com/HessianNormalForm.html) + * by a unit length normal vector and a constant. + */ +class Plane { + + /** + * Constructs a new plane. + * + * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane. + * @param {number} [constant=0] - The signed distance from the origin to the plane. + */ + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPlane = true; + + /** + * A unit length vector defining the normal of the plane. + * + * @type {Vector3} + */ + this.normal = normal; + + /** + * The signed distance from the origin to the plane. + * + * @type {number} + * @default 0 + */ + this.constant = constant; + + } + + /** + * Sets the plane components by copying the given values. + * + * @param {Vector3} normal - The normal. + * @param {number} constant - The constant. + * @return {Plane} A reference to this plane. + */ + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + /** + * Sets the plane components by defining `x`, `y`, `z` as the + * plane normal and `w` as the constant. + * + * @param {number} x - The value for the normal's x component. + * @param {number} y - The value for the normal's y component. + * @param {number} z - The value for the normal's z component. + * @param {number} w - The constant value. + * @return {Plane} A reference to this plane. + */ + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + /** + * Sets the plane from the given normal and coplanar point (that is a point + * that lies onto the plane). + * + * @param {Vector3} normal - The normal. + * @param {Vector3} point - A coplanar point. + * @return {Plane} A reference to this plane. + */ + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + /** + * Sets the plane from three coplanar points. The winding order is + * assumed to be counter-clockwise, and determines the direction of + * the plane normal. + * + * @param {Vector3} a - The first coplanar point. + * @param {Vector3} b - The second coplanar point. + * @param {Vector3} c - The third coplanar point. + * @return {Plane} A reference to this plane. + */ + setFromCoplanarPoints( a, b, c ) { + + const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + } + + /** + * Copies the values of the given plane to this instance. + * + * @param {Plane} plane - The plane to copy. + * @return {Plane} A reference to this plane. + */ + copy( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + } + + /** + * Normalizes the plane normal and adjusts the constant accordingly. + * + * @return {Plane} A reference to this plane. + */ + normalize() { + + // Note: will lead to a divide by zero if the plane is invalid. + + const inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + } + + /** + * Negates both the plane normal and the constant. + * + * @return {Plane} A reference to this plane. + */ + negate() { + + this.constant *= -1; + this.normal.negate(); + + return this; + + } + + /** + * Returns the signed distance from the given point to this plane. + * + * @param {Vector3} point - The point to compute the distance for. + * @return {number} The signed distance. + */ + distanceToPoint( point ) { + + return this.normal.dot( point ) + this.constant; + + } + + /** + * Returns the signed distance from the given sphere to this plane. + * + * @param {Sphere} sphere - The sphere to compute the distance for. + * @return {number} The signed distance. + */ + distanceToSphere( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + } + + /** + * Projects a the given point onto the plane. + * + * @param {Vector3} point - The point to project. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The projected point on the plane. + */ + projectPoint( point, target ) { + + return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); + + } + + /** + * Returns the intersection point of the passed line and the plane. Returns + * `null` if the line does not intersect. Returns the line's starting point if + * the line is coplanar with the plane. + * + * @param {Line3} line - The line to compute the intersection for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment. + * @return {?Vector3} The intersection point. Returns `null` if no intersection is detected. + */ + intersectLine( line, target, clampToLine = true ) { + + const direction = line.delta( _vector1 ); + + const denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return null; + + } + + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) { + + return null; + + } + + return target.copy( line.start ).addScaledVector( direction, t ); + + } + + /** + * Returns `true` if the given line segment intersects with (passes through) the plane. + * + * @param {Line3} line - The line to test. + * @return {boolean} Whether the given line segment intersects with the plane or not. + */ + intersectsLine( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + } + + /** + * Returns `true` if the given bounding box intersects with the plane. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with the plane or not. + */ + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + /** + * Returns `true` if the given bounding sphere intersects with the plane. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the given bounding sphere intersects with the plane or not. + */ + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + /** + * Returns a coplanar vector to the plane, by calculating the + * projection of the normal at the origin onto the plane. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The coplanar point. + */ + coplanarPoint( target ) { + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + /** + * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform. + * + * The optional normal matrix can be pre-computed like so: + * ```js + * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + * ``` + * + * @param {Matrix4} matrix - The transformation matrix. + * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix. + * @return {Plane} A reference to this plane. + */ + applyMatrix4( matrix, optionalNormalMatrix ) { + + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + } + + /** + * Translates the plane by the distance defined by the given offset vector. + * Note that this only affects the plane constant and will not affect the normal vector. + * + * @param {Vector3} offset - The offset vector. + * @return {Plane} A reference to this plane. + */ + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + /** + * Returns `true` if this plane is equal with the given one. + * + * @param {Plane} plane - The plane to test for equality. + * @return {boolean} Whether this plane is equal with the given one. + */ + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + /** + * Returns a new plane with copied values from this instance. + * + * @return {Plane} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Returns a serialized structure of the plane. + * + * @return {Object} Serialized structure with fields representing the object state. + */ + toJSON() { + + return { + normal: this.normal.toArray(), + constant: this.constant + }; + + } + + /** + * Sets the plane properties from the given JSON. + * + * @param {Object} json - The serialized json to set the plane from. + * @return {Plane} A reference to this plane. + */ + fromJSON( json ) { + + this.normal.fromArray( json.normal ); + this.constant = json.constant; + + return this; + + } + +} + +let _materialId = 0; + +/** + * Abstract base class for materials. + * + * Materials define the appearance of renderable 3D objects. + * + * @abstract + * @augments EventDispatcher + */ +class Material extends EventDispatcher { + + /** + * Constructs a new material. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMaterial = true; + + /** + * The ID of the material. + * + * @name Material#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _materialId ++ } ); + + /** + * The UUID of the material. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the material. + * + * @type {string} + */ + this.name = ''; + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Material'; + + /** + * Defines the blending type of the material. + * + * It must be set to `CustomBlending` if custom blending properties like + * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation} + * should have any effect. + * + * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)} + * @default NormalBlending + */ + this.blending = NormalBlending; + + /** + * Defines which side of faces will be rendered - front, back or both. + * + * @type {(FrontSide|BackSide|DoubleSide)} + * @default FrontSide + */ + this.side = FrontSide; + + /** + * If set to `true`, vertex colors should be used. + * + * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or + * four (RGBA) component color buffer attribute is used. + * + * @type {boolean} + * @default false + */ + this.vertexColors = false; + + /** + * Defines how transparent the material is. + * A value of `0.0` indicates fully transparent, `1.0` is fully opaque. + * + * If the {@link Material#transparent} is not set to `true`, + * the material will remain fully opaque and this value will only affect its color. + * + * @type {number} + * @default 1 + */ + this.opacity = 1; + + /** + * Defines whether this material is transparent. This has an effect on + * rendering as transparent objects need special treatment and are rendered + * after non-transparent objects. + * + * When set to true, the extent to which the material is transparent is + * controlled by {@link Material#opacity}. + * + * @type {boolean} + * @default false + */ + this.transparent = false; + + /** + * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or + * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than + * a random threshold. Randomization introduces some grain or noise, but approximates alpha + * blending without the associated problems of sorting. Using TAA can reduce the resulting noise. + * + * @type {boolean} + * @default false + */ + this.alphaHash = false; + + /** + * Defines the blending source factor. + * + * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default SrcAlphaFactor + */ + this.blendSrc = SrcAlphaFactor; + + /** + * Defines the blending destination factor. + * + * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default OneMinusSrcAlphaFactor + */ + this.blendDst = OneMinusSrcAlphaFactor; + + /** + * Defines the blending equation. + * + * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} + * @default AddEquation + */ + this.blendEquation = AddEquation; + + /** + * Defines the blending source alpha factor. + * + * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default null + */ + this.blendSrcAlpha = null; + + /** + * Defines the blending destination alpha factor. + * + * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default null + */ + this.blendDstAlpha = null; + + /** + * Defines the blending equation of the alpha channel. + * + * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} + * @default null + */ + this.blendEquationAlpha = null; + + /** + * Represents the RGB values of the constant blend color. + * + * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`. + * + * @type {Color} + * @default (0,0,0) + */ + this.blendColor = new Color( 0, 0, 0 ); + + /** + * Represents the alpha value of the constant blend color. + * + * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`. + * + * @type {number} + * @default 0 + */ + this.blendAlpha = 0; + + /** + * Defines the depth function. + * + * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)} + * @default LessEqualDepth + */ + this.depthFunc = LessEqualDepth; + + /** + * Whether to have depth test enabled when rendering this material. + * When the depth test is disabled, the depth write will also be implicitly disabled. + * + * @type {boolean} + * @default true + */ + this.depthTest = true; + + /** + * Whether rendering this material has any effect on the depth buffer. + * + * When drawing 2D overlays it can be useful to disable the depth writing in + * order to layer several things together without creating z-index artifacts. + * + * @type {boolean} + * @default true + */ + this.depthWrite = true; + + /** + * The bit mask to use when writing to the stencil buffer. + * + * @type {number} + * @default 0xff + */ + this.stencilWriteMask = 0xff; + + /** + * The stencil comparison function to use. + * + * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc} + * @default AlwaysStencilFunc + */ + this.stencilFunc = AlwaysStencilFunc; + + /** + * The value to use when performing stencil comparisons or stencil operations. + * + * @type {number} + * @default 0 + */ + this.stencilRef = 0; + + /** + * The bit mask to use when comparing against the stencil buffer. + * + * @type {number} + * @default 0xff + */ + this.stencilFuncMask = 0xff; + + /** + * Which stencil operation to perform when the comparison function returns `false`. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilFail = KeepStencilOp; + + /** + * Which stencil operation to perform when the comparison function returns + * `true` but the depth test fails. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilZFail = KeepStencilOp; + + /** + * Which stencil operation to perform when the comparison function returns + * `true` and the depth test passes. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilZPass = KeepStencilOp; + + /** + * Whether stencil operations are performed against the stencil buffer. In + * order to perform writes or comparisons against the stencil buffer this + * value must be `true`. + * + * @type {boolean} + * @default false + */ + this.stencilWrite = false; + + /** + * User-defined clipping planes specified as THREE.Plane objects in world + * space. These planes apply to the objects this material is attached to. + * Points in space whose signed distance to the plane is negative are clipped + * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to + * be `true`. + * + * @type {?Array} + * @default null + */ + this.clippingPlanes = null; + + /** + * Changes the behavior of clipping planes so that only their intersection is + * clipped, rather than their union. + * + * @type {boolean} + * @default false + */ + this.clipIntersection = false; + + /** + * Defines whether to clip shadows according to the clipping planes specified + * on this material. + * + * @type {boolean} + * @default false + */ + this.clipShadows = false; + + /** + * Defines which side of faces cast shadows. If `null`, the side casting shadows + * is determined as follows: + * + * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows. + * - When {@link Material#side} is set to `BackSide`, the front side cast shadows. + * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows. + * + * @type {?(FrontSide|BackSide|DoubleSide)} + * @default null + */ + this.shadowSide = null; + + /** + * Whether to render the material's color. + * + * This can be used in conjunction with {@link Object3D#renderOder} to create invisible + * objects that occlude other objects. + * + * @type {boolean} + * @default true + */ + this.colorWrite = true; + + /** + * Override the renderer's default precision for this material. + * + * @type {?('highp'|'mediump'|'lowp')} + * @default null + */ + this.precision = null; + + /** + * Whether to use polygon offset or not. When enabled, each fragment's depth value will + * be offset after it is interpolated from the depth values of the appropriate vertices. + * The offset is added before the depth test is performed and before the value is written + * into the depth buffer. + * + * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for + * rendering solids with highlighted edges. + * + * @type {boolean} + * @default false + */ + this.polygonOffset = false; + + /** + * Specifies a scale factor that is used to create a variable depth offset for each polygon. + * + * @type {number} + * @default 0 + */ + this.polygonOffsetFactor = 0; + + /** + * Is multiplied by an implementation-specific value to create a constant depth offset. + * + * @type {number} + * @default 0 + */ + this.polygonOffsetUnits = 0; + + /** + * Whether to apply dithering to the color to remove the appearance of banding. + * + * @type {boolean} + * @default false + */ + this.dithering = false; + + /** + * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts + * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this + * will smooth aliasing on clip plane edges and alphaTest-clipped edges. + * + * @type {boolean} + * @default false + */ + this.alphaToCoverage = false; + + /** + * Whether to premultiply the alpha (transparency) value. + * + * @type {boolean} + * @default false + */ + this.premultipliedAlpha = false; + + /** + * Whether double-sided, transparent objects should be rendered with a single pass or not. + * + * The engine renders double-sided, transparent objects with two draw calls (back faces first, + * then front faces) to mitigate transparency artifacts. There are scenarios however where this + * approach produces no quality gains but still doubles draw calls e.g. when rendering flat + * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to + * disable the two pass rendering to avoid performance issues. + * + * @type {boolean} + * @default false + */ + this.forceSinglePass = false; + + /** + * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not. + * + * @type {boolean} + * @default true + */ + this.allowOverride = true; + + /** + * Defines whether 3D objects using this material are visible. + * + * @type {boolean} + * @default true + */ + this.visible = true; + + /** + * Defines whether this material is tone mapped according to the renderer's tone mapping setting. + * + * It is ignored when rendering to a render target or using post processing or when using + * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping. + * + * @type {boolean} + * @default true + */ + this.toneMapped = true; + + /** + * An object that can be used to store custom data about the Material. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + this._alphaTest = 0; + + } + + /** + * Sets the alpha value to be used when running an alpha test. The material + * will not be rendered if the opacity is lower than this value. + * + * @type {number} + * @readonly + * @default 0 + */ + get alphaTest() { + + return this._alphaTest; + + } + + set alphaTest( value ) { + + if ( this._alphaTest > 0 !== value > 0 ) { + + this.version ++; + + } + + this._alphaTest = value; + + } + + /** + * An optional callback that is executed immediately before the material is used to render a 3D object. + * + * This method can only be used when rendering with {@link WebGLRenderer}. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {Scene} scene - The scene. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Object3D} object - The 3D object. + * @param {Object} group - The geometry group data. + */ + onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} + + /** + * An optional callback that is executed immediately before the shader + * program is compiled. This function is called with the shader source code + * as a parameter. Useful for the modification of built-in materials. + * + * This method can only be used when rendering with {@link WebGLRenderer}. The + * recommended approach when customizing materials is to use `WebGPURenderer` with the new + * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language). + * + * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source. + * @param {WebGLRenderer} renderer - A reference to the renderer. + */ + onBeforeCompile( /* shaderobject, renderer */ ) {} + + /** + * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify + * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached + * shader or recompile the shader for this material as needed. + * + * This method can only be used when rendering with {@link WebGLRenderer}. + * + * @return {string} The custom program cache key. + */ + customProgramCacheKey() { + + return this.onBeforeCompile.toString(); + + } + + /** + * This method can be used to set default values from parameter objects. + * It is a generic implementation so it can be used with different types + * of materials. + * + * @param {Object} [values] - The material values to set. + */ + setValues( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + warn( `Material: parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( + ( ( currentValue && currentValue.isVector2 ) && ( newValue && newValue.isVector2 ) ) || + ( ( currentValue && currentValue.isEuler ) && ( newValue && newValue.isEuler ) ) || + ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) + ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + /** + * Serializes the material into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized material. + * @see {@link ObjectLoader#parse} + */ + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( isRootObject ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.7, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + + data.uuid = this.uuid; + data.type = this.type; + + data.blending = this.blending; + data.side = this.side; + data.shadowSide = this.shadowSide; + data.vertexColors = this.vertexColors; + + data.opacity = this.opacity; + data.transparent = this.transparent; + + data.blendSrc = this.blendSrc; + data.blendDst = this.blendDst; + data.blendEquation = this.blendEquation; + data.blendSrcAlpha = this.blendSrcAlpha; + data.blendDstAlpha = this.blendDstAlpha; + data.blendEquationAlpha = this.blendEquationAlpha; + data.blendColor = this.blendColor.getHex(); + data.blendAlpha = this.blendAlpha; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + data.colorWrite = this.colorWrite; + + data.clipIntersection = this.clipIntersection; + data.clipShadows = this.clipShadows; + + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; + data.stencilWrite = this.stencilWrite; + + data.polygonOffset = this.polygonOffset; + data.polygonOffsetFactor = this.polygonOffsetFactor; + data.polygonOffsetUnits = this.polygonOffsetUnits; + + data.dithering = this.dithering; + + data.alphaTest = this.alphaTest; + data.alphaHash = this.alphaHash; + data.alphaToCoverage = this.alphaToCoverage; + data.premultipliedAlpha = this.premultipliedAlpha; + data.forceSinglePass = this.forceSinglePass; + data.allowOverride = this.allowOverride; + + data.visible = this.visible; + data.toneMapped = this.toneMapped; + + data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen !== undefined ) data.sheen = this.sheen; + if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); + if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity !== undefined ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; + if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.sheenColorMap && this.sheenColorMap.isTexture ) { + + data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid; + + } + + if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) { + + data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.dispersion !== undefined ) data.dispersion = this.dispersion; + if ( this.retroreflectivity !== undefined ) data.retroreflectivity = this.retroreflectivity; + + if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; + if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; + if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; + + if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { + + data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; + + } + + if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { + + data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; + + } + + if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; + if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; + + if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { + + data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; + if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.transmission !== undefined ) data.transmission = this.transmission; + if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; + if ( this.thickness !== undefined ) data.thickness = this.thickness; + if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; + if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance; + if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( Array.isArray( this.clippingPlanes ) && this.clippingPlanes.length > 0 ) { + + data.clippingPlanes = this.clippingPlanes.map( plane => plane.toJSON() ); + + } + + // rotation (SpriteMaterial) + if ( this.rotation !== undefined ) data.rotation = this.rotation; + + // depthPacking (MeshDepthMaterial) + if ( this.depthPacking !== undefined ) data.depthPacking = this.depthPacking; + + if ( this.linewidth !== undefined ) data.linewidth = this.linewidth; + if ( this.linecap !== undefined ) data.linecap = this.linecap; + if ( this.linejoin !== undefined ) data.linejoin = this.linejoin; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.wireframe !== undefined ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth !== undefined ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== undefined ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== undefined ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.flatShading !== undefined ) data.flatShading = this.flatShading; + + if ( this.fog !== undefined ) data.fog = this.fog; + + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRootObject ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + } + + /** + * Deserializes the material from the given JSON. + * + * @param {Object} json - The JSON holding the serialized material. + * @param {Object} textures - A dictionary holding textures referenced by the material. + * @return {Material} A reference to this material. + */ + fromJSON( json, textures ) { + + if ( json.uuid !== undefined ) this.uuid = json.uuid; + if ( json.name !== undefined ) this.name = json.name; + if ( json.color !== undefined && this.color !== undefined ) this.color.setHex( json.color ); + if ( json.roughness !== undefined ) this.roughness = json.roughness; + if ( json.metalness !== undefined ) this.metalness = json.metalness; + if ( json.sheen !== undefined ) this.sheen = json.sheen; + if ( json.sheenColor !== undefined ) this.sheenColor = new Color().setHex( json.sheenColor ); + if ( json.sheenRoughness !== undefined ) this.sheenRoughness = json.sheenRoughness; + if ( json.emissive !== undefined && this.emissive !== undefined ) this.emissive.setHex( json.emissive ); + if ( json.specular !== undefined && this.specular !== undefined ) this.specular.setHex( json.specular ); + if ( json.specularIntensity !== undefined ) this.specularIntensity = json.specularIntensity; + if ( json.specularColor !== undefined && this.specularColor !== undefined ) this.specularColor.setHex( json.specularColor ); + if ( json.shininess !== undefined ) this.shininess = json.shininess; + if ( json.clearcoat !== undefined ) this.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) this.clearcoatRoughness = json.clearcoatRoughness; + if ( json.dispersion !== undefined ) this.dispersion = json.dispersion; + if ( json.retroreflectivity !== undefined ) this.retroreflectivity = json.retroreflectivity; + if ( json.iridescence !== undefined ) this.iridescence = json.iridescence; + if ( json.iridescenceIOR !== undefined ) this.iridescenceIOR = json.iridescenceIOR; + if ( json.iridescenceThicknessRange !== undefined ) this.iridescenceThicknessRange = json.iridescenceThicknessRange; + if ( json.transmission !== undefined ) this.transmission = json.transmission; + if ( json.thickness !== undefined ) this.thickness = json.thickness; + if ( json.attenuationDistance !== undefined ) this.attenuationDistance = json.attenuationDistance; + if ( json.attenuationColor !== undefined && this.attenuationColor !== undefined ) this.attenuationColor.setHex( json.attenuationColor ); + if ( json.anisotropy !== undefined ) this.anisotropy = json.anisotropy; + if ( json.anisotropyRotation !== undefined ) this.anisotropyRotation = json.anisotropyRotation; + if ( json.fog !== undefined ) this.fog = json.fog; + if ( json.flatShading !== undefined ) this.flatShading = json.flatShading; + if ( json.blending !== undefined ) this.blending = json.blending; + if ( json.combine !== undefined ) this.combine = json.combine; + if ( json.side !== undefined ) this.side = json.side; + if ( json.shadowSide !== undefined ) this.shadowSide = json.shadowSide; + if ( json.opacity !== undefined ) this.opacity = json.opacity; + if ( json.transparent !== undefined ) this.transparent = json.transparent; + if ( json.alphaTest !== undefined ) this.alphaTest = json.alphaTest; + if ( json.alphaHash !== undefined ) this.alphaHash = json.alphaHash; + if ( json.depthFunc !== undefined ) this.depthFunc = json.depthFunc; + if ( json.depthTest !== undefined ) this.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) this.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) this.colorWrite = json.colorWrite; + if ( json.clippingPlanes !== undefined ) this.clippingPlanes = json.clippingPlanes.map( plane => new Plane().fromJSON( plane ) ); + if ( json.clipIntersection !== undefined ) this.clipIntersection = json.clipIntersection; + if ( json.clipShadows !== undefined ) this.clipShadows = json.clipShadows; + if ( json.depthPacking !== undefined ) this.depthPacking = json.depthPacking; + if ( json.blendSrc !== undefined ) this.blendSrc = json.blendSrc; + if ( json.blendDst !== undefined ) this.blendDst = json.blendDst; + if ( json.blendEquation !== undefined ) this.blendEquation = json.blendEquation; + if ( json.blendSrcAlpha !== undefined ) this.blendSrcAlpha = json.blendSrcAlpha; + if ( json.blendDstAlpha !== undefined ) this.blendDstAlpha = json.blendDstAlpha; + if ( json.blendEquationAlpha !== undefined ) this.blendEquationAlpha = json.blendEquationAlpha; + if ( json.blendColor !== undefined && this.blendColor !== undefined ) this.blendColor.setHex( json.blendColor ); + if ( json.blendAlpha !== undefined ) this.blendAlpha = json.blendAlpha; + if ( json.stencilWriteMask !== undefined ) this.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) this.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) this.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) this.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) this.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) this.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) this.stencilZPass = json.stencilZPass; + if ( json.stencilWrite !== undefined ) this.stencilWrite = json.stencilWrite; + + if ( json.wireframe !== undefined ) this.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) this.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) this.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) this.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) this.rotation = json.rotation; + + if ( json.linewidth !== undefined ) this.linewidth = json.linewidth; + if ( json.linecap !== undefined ) this.linecap = json.linecap; + if ( json.linejoin !== undefined ) this.linejoin = json.linejoin; + if ( json.dashSize !== undefined ) this.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) this.gapSize = json.gapSize; + if ( json.scale !== undefined ) this.scale = json.scale; + + if ( json.polygonOffset !== undefined ) this.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) this.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) this.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.dithering !== undefined ) this.dithering = json.dithering; + + if ( json.alphaToCoverage !== undefined ) this.alphaToCoverage = json.alphaToCoverage; + if ( json.premultipliedAlpha !== undefined ) this.premultipliedAlpha = json.premultipliedAlpha; + if ( json.forceSinglePass !== undefined ) this.forceSinglePass = json.forceSinglePass; + if ( json.allowOverride !== undefined ) this.allowOverride = json.allowOverride; + + if ( json.visible !== undefined ) this.visible = json.visible; + + if ( json.toneMapped !== undefined ) this.toneMapped = json.toneMapped; + + if ( json.userData !== undefined ) this.userData = json.userData; + + if ( json.vertexColors !== undefined ) { + + if ( typeof json.vertexColors === 'number' ) { + + this.vertexColors = json.vertexColors > 0; + + } else { + + this.vertexColors = json.vertexColors; + + } + + } + + // for PointsMaterial + + if ( json.size !== undefined ) this.size = json.size; + if ( json.sizeAttenuation !== undefined ) this.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) this.map = textures[ json.map ] || null; + if ( json.matcap !== undefined ) this.matcap = textures[ json.matcap ] || null; + + if ( json.alphaMap !== undefined ) this.alphaMap = textures[ json.alphaMap ] || null; + + if ( json.bumpMap !== undefined ) this.bumpMap = textures[ json.bumpMap ] || null; + if ( json.bumpScale !== undefined ) this.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) this.normalMap = textures[ json.normalMap ] || null; + if ( json.normalMapType !== undefined ) this.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + let normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + this.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) this.displacementMap = textures[ json.displacementMap ] || null; + if ( json.displacementScale !== undefined ) this.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) this.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) this.roughnessMap = textures[ json.roughnessMap ] || null; + if ( json.metalnessMap !== undefined ) this.metalnessMap = textures[ json.metalnessMap ] || null; + + if ( json.emissiveMap !== undefined ) this.emissiveMap = textures[ json.emissiveMap ] || null; + if ( json.emissiveIntensity !== undefined ) this.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) this.specularMap = textures[ json.specularMap ] || null; + if ( json.specularIntensityMap !== undefined ) this.specularIntensityMap = textures[ json.specularIntensityMap ] || null; + if ( json.specularColorMap !== undefined ) this.specularColorMap = textures[ json.specularColorMap ] || null; + + if ( json.envMap !== undefined ) this.envMap = textures[ json.envMap ] || null; + if ( json.envMapRotation !== undefined ) this.envMapRotation.fromArray( json.envMapRotation ); + if ( json.envMapIntensity !== undefined ) this.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) this.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) this.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) this.lightMap = textures[ json.lightMap ] || null; + if ( json.lightMapIntensity !== undefined ) this.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) this.aoMap = textures[ json.aoMap ] || null; + if ( json.aoMapIntensity !== undefined ) this.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) this.gradientMap = textures[ json.gradientMap ] || null; + + if ( json.clearcoatMap !== undefined ) this.clearcoatMap = textures[ json.clearcoatMap ] || null; + if ( json.clearcoatRoughnessMap !== undefined ) this.clearcoatRoughnessMap = textures[ json.clearcoatRoughnessMap ] || null; + if ( json.clearcoatNormalMap !== undefined ) this.clearcoatNormalMap = textures[ json.clearcoatNormalMap ] || null; + if ( json.clearcoatNormalScale !== undefined ) this.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + if ( json.iridescenceMap !== undefined ) this.iridescenceMap = textures[ json.iridescenceMap ] || null; + if ( json.iridescenceThicknessMap !== undefined ) this.iridescenceThicknessMap = textures[ json.iridescenceThicknessMap ] || null; + + if ( json.transmissionMap !== undefined ) this.transmissionMap = textures[ json.transmissionMap ] || null; + if ( json.thicknessMap !== undefined ) this.thicknessMap = textures[ json.thicknessMap ] || null; + + if ( json.anisotropyMap !== undefined ) this.anisotropyMap = textures[ json.anisotropyMap ] || null; + + if ( json.sheenColorMap !== undefined ) this.sheenColorMap = textures[ json.sheenColorMap ] || null; + if ( json.sheenRoughnessMap !== undefined ) this.sheenRoughnessMap = textures[ json.sheenRoughnessMap ] || null; + + return this; + + } + + /** + * Returns a new material with copied values from this instance. + * + * @return {Material} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given material to this instance. + * + * @param {Material} source - The material to copy. + * @return {Material} A reference to this instance. + */ + copy( source ) { + + this.name = source.name; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + this.blendColor.copy( source.blendColor ); + this.blendAlpha = source.blendAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaHash = source.alphaHash; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.forceSinglePass = source.forceSinglePass; + this.allowOverride = source.allowOverride; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Material#dispose + */ + dispose() { + + /** + * Fires when the material has been disposed of. + * + * @event Material#dispose + * @type {Object} + */ + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Setting this property to `true` indicates the engine the material + * needs to be recompiled. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + +} + +/** + * A material for rendering instances of {@link Sprite}. + * + * ```js + * const map = new THREE.TextureLoader().load( 'textures/sprite.png' ); + * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } ); + * + * const sprite = new THREE.Sprite( material ); + * sprite.scale.set(200, 200, 1) + * scene.add( sprite ); + * ``` + * + * @augments Material + */ +class SpriteMaterial extends Material { + + /** + * Constructs a new sprite material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpriteMaterial = true; + + this.type = 'SpriteMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The rotation of the sprite in radians. + * + * @type {number} + * @default 0 + */ + this.rotation = 0; + + /** + * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only). + * + * @type {boolean} + * @default true + */ + this.sizeAttenuation = true; + + /** + * Overwritten since sprite materials are transparent + * by default. + * + * @type {boolean} + * @default true + */ + this.transparent = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.rotation = source.rotation; + + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +let _geometry; + +const _intersectPoint = /*@__PURE__*/ new Vector3(); +const _worldScale = /*@__PURE__*/ new Vector3(); +const _mvPosition = /*@__PURE__*/ new Vector3(); + +const _alignedPosition = /*@__PURE__*/ new Vector2(); +const _rotatedPosition = /*@__PURE__*/ new Vector2(); +const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _vA$1 = /*@__PURE__*/ new Vector3(); +const _vB$1 = /*@__PURE__*/ new Vector3(); +const _vC$1 = /*@__PURE__*/ new Vector3(); + +const _uvA = /*@__PURE__*/ new Vector2(); +const _uvB = /*@__PURE__*/ new Vector2(); +const _uvC = /*@__PURE__*/ new Vector2(); + +/** + * A sprite is a plane that always faces towards the camera, generally with a + * partially transparent texture applied. + * + * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will + * have no effect. + * + * ```js + * const map = new THREE.TextureLoader().load( 'sprite.png' ); + * const material = new THREE.SpriteMaterial( { map: map } ); + * + * const sprite = new THREE.Sprite( material ); + * scene.add( sprite ); + * ``` + * + * @augments Object3D + */ +class Sprite extends Object3D { + + /** + * Constructs a new sprite. + * + * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material. + */ + constructor( material = new SpriteMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSprite = true; + + this.type = 'Sprite'; + + if ( _geometry === undefined ) { + + _geometry = new BufferGeometry(); + + const float32Array = new Float32Array( [ + -0.5, -0.5, 0, 0, 0, + 0.5, -0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + -0.5, 0.5, 0, 0, 1 + ] ); + + const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + + _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + + } + + /** + * The sprite geometry. + * + * @type {BufferGeometry} + */ + this.geometry = _geometry; + + /** + * The sprite material. + * + * @type {(SpriteMaterial|SpriteNodeMaterial)} + */ + this.material = material; + + /** + * The sprite's anchor point, and the point around which the sprite rotates. + * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value + * of `(0, 0)` corresponds to the lower left corner of the sprite. + * + * @type {Vector2} + * @default (0.5,0.5) + */ + this.center = new Vector2( 0.5, 0.5 ); + + /** + * The number of instances of this sprite. + * Can only be used with {@link WebGPURenderer}. + * + * @type {number} + * @default 1 + */ + this.count = 1; + + } + + /** + * Returns `true` if this sprite intersects the given frustum. + * + * @param {Frustum|FrustumArray} frustum - The frustum to test. + * @return {boolean} Whether this sprite intersects the given frustum or not. + */ + intersectsFrustum( frustum ) { + + return frustum.intersectsSprite( this ); + + } + + /** + * Computes intersection points between a casted ray and this sprite. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); + + } + + _worldScale.setFromMatrixScale( this.matrixWorld ); + + _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); + this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); + + _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { + + _worldScale.multiplyScalar( - _mvPosition.z ); + + } + + const rotation = this.material.rotation; + let sin, cos; + + if ( rotation !== 0 ) { + + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); + + } + + const center = this.center; + + transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + + _uvA.set( 0, 0 ); + _uvB.set( 1, 0 ); + _uvC.set( 1, 1 ); + + // check first triangle + let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint ); + if ( intersect === null ) { + + return; + + } + + } + + const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ), + face: null, + object: this + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + this.material = source.material; + + return this; + + } + +} + +function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + + // compute position in camera space + _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + + // to check if rotation is not zero + if ( sin !== undefined ) { + + _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); + _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); + + } else { + + _rotatedPosition.copy( _alignedPosition ); + + } + + + vertexPosition.copy( mvPosition ); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; + + // transform to world space + vertexPosition.applyMatrix4( _viewWorldMatrix ); + +} + +const _v1$2 = /*@__PURE__*/ new Vector3(); +const _v2$1 = /*@__PURE__*/ new Vector3(); + +/** + * A component for providing a basic Level of Detail (LOD) mechanism. + * + * Every LOD level is associated with an object, and rendering can be switched + * between them at the distances specified. Typically you would create, say, + * three meshes, one for far away (low detail), one for mid range (medium + * detail) and one for close up (high detail). + * + * ```js + * const lod = new THREE.LOD(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * + * //Create spheres with 3 levels of detail and create new LOD levels for them + * for( let i = 0; i < 3; i++ ) { + * + * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i ); + * const mesh = new THREE.Mesh( geometry, material ); + * lod.addLevel( mesh, i * 75 ); + * + * } + * + * scene.add( lod ); + * ``` + * + * @augments Object3D + */ +class LOD extends Object3D { + + /** + * Constructs a new LOD. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLOD = true; + + /** + * The current LOD index. + * + * @private + * @type {number} + * @default 0 + */ + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + /** + * This array holds the LOD levels. + * + * @name LOD#levels + * @type {Array<{object:Object3D,distance:number,hysteresis:number}>} + */ + levels: { + enumerable: true, + value: [] + } + } ); + + /** + * Whether the LOD object is updated automatically by the renderer per frame + * or not. If set to `false`, you have to call {@link LOD#update} in the + * render loop by yourself. + * + * @type {boolean} + * @default true + */ + this.autoUpdate = true; + + } + + copy( source ) { + + super.copy( source, false ); + + const levels = source.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance, level.hysteresis ); + + } + + this.autoUpdate = source.autoUpdate; + + return this; + + } + + /** + * Adds a mesh that will display at a certain distance and greater. Typically + * the further away the distance, the lower the detail on the mesh. + * + * @param {Object3D} object - The 3D object to display at this level. + * @param {number} [distance=0] - The distance at which to display this level of detail. + * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. + * @return {LOD} A reference to this instance. + */ + addLevel( object, distance = 0, hysteresis = 0 ) { + + distance = Math.abs( distance ); + + const levels = this.levels; + + let l; + + for ( l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); + + this.add( object ); + + return this; + + } + + /** + * Removes an existing level, based on the distance from the camera. + * Returns `true` when the level has been removed. Otherwise `false`. + * + * @param {number} distance - Distance of the level to remove. + * @return {boolean} Whether the level has been removed or not. + */ + removeLevel( distance ) { + + const levels = this.levels; + + for ( let i = 0; i < levels.length; i ++ ) { + + if ( levels[ i ].distance === distance ) { + + const removedElements = levels.splice( i, 1 ); + this.remove( removedElements[ 0 ].object ); + + return true; + + } + + } + + return false; + + } + + /** + * Returns the currently active LOD level index. + * + * @return {number} The current active LOD level index. + */ + getCurrentLevel() { + + return this._currentLevel; + + } + + /** + * Returns a reference to the first 3D object that is greater than + * the given distance. + * + * @param {number} distance - The LOD distance. + * @return {?Object3D} The found 3D object. `null` if no 3D object has been found. + */ + getObjectForDistance( distance ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance < levelDistance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + } + + return null; + + } + + /** + * Computes intersection points between a casted ray and this LOD. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + _v1$2.setFromMatrixPosition( this.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _v1$2 ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + } + + } + + /** + * Updates the LOD by computing which LOD level should be visible according + * to the current distance of the given camera. + * + * @param {Camera} camera - The camera the scene is rendered with. + */ + update( camera ) { + + const levels = this.levels; + + if ( levels.length > 1 ) { + + _v1$2.setFromMatrixPosition( camera.matrixWorld ); + _v2$1.setFromMatrixPosition( this.matrixWorld ); + + const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; + + levels[ 0 ].object.visible = true; + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance >= levelDistance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + this._currentLevel = i - 1; + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.autoUpdate = this.autoUpdate; + + data.object.levels = []; + + const levels = this.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance, + hysteresis: level.hysteresis + } ); + + } + + return data; + + } + +} + +const _vector$7 = /*@__PURE__*/ new Vector3(); +const _segCenter = /*@__PURE__*/ new Vector3(); +const _segDir = /*@__PURE__*/ new Vector3(); +const _diff = /*@__PURE__*/ new Vector3(); + +/** + * A ray that emits from an origin in a certain direction. The class is used by + * {@link Raycaster} to assist with raycasting. Raycasting is used for + * mouse picking (working out what objects in the 3D space the mouse is over) + * amongst other things. + */ +class Ray { + + /** + * Constructs a new ray. + * + * @param {Vector3} [origin=(0,0,0)] - The origin of the ray. + * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray. + */ + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) { + + /** + * The origin of the ray. + * + * @type {Vector3} + */ + this.origin = origin; + + /** + * The (normalized) direction of the ray. + * + * @type {Vector3} + */ + this.direction = direction; + + } + + /** + * Sets the ray's components by copying the given values. + * + * @param {Vector3} origin - The origin. + * @param {Vector3} direction - The direction. + * @return {Ray} A reference to this ray. + */ + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + /** + * Copies the values of the given ray to this instance. + * + * @param {Ray} ray - The ray to copy. + * @return {Ray} A reference to this ray. + */ + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + /** + * Returns a vector that is located at a given distance along this ray. + * + * @param {number} t - The distance along the ray to retrieve a position for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} A position on the ray. + */ + at( t, target ) { + + return target.copy( this.origin ).addScaledVector( this.direction, t ); + + } + + /** + * Adjusts the direction of the ray to point at the given vector in world space. + * + * @param {Vector3} v - The target position. + * @return {Ray} A reference to this ray. + */ + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + /** + * Shift the origin of this ray along its direction by the given distance. + * + * @param {number} t - The distance along the ray to interpolate. + * @return {Ray} A reference to this ray. + */ + recast( t ) { + + this.origin.copy( this.at( t, _vector$7 ) ); + + return this; + + } + + /** + * Returns the point along this ray that is closest to the given point. + * + * @param {Vector3} point - A point in 3D space to get the closet location on the ray for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on this ray. + */ + closestPointToPoint( point, target ) { + + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + } + + /** + * Returns the distance of the closest approach between this ray and the given point. + * + * @param {Vector3} point - A point in 3D space to compute the distance to. + * @return {number} The distance. + */ + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + /** + * Returns the squared distance of the closest approach between this ray and the given point. + * + * @param {Vector3} point - A point in 3D space to compute the distance to. + * @return {number} The squared distance. + */ + distanceSqToPoint( point ) { + + const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + return _vector$7.distanceToSquared( point ); + + } + + /** + * Returns the squared distance between this ray and the given line segment. + * + * @param {Vector3} v0 - The start point of the line segment. + * @param {Vector3} v1 - The end point of the line segment. + * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment. + * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray. + * @return {number} The squared distance. + */ + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); + + } + + return sqrDist; + + } + + /** + * Intersects this ray with the given sphere, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Sphere} sphere - The sphere to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectSphere( sphere, target ) { + + if ( sphere.radius < 0 ) return null; // handle empty spheres, see #31187 + + _vector$7.subVectors( sphere.center, this.origin ); + const tca = _vector$7.dot( this.direction ); + const d2 = _vector$7.dot( _vector$7 ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + const thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; + + // test to see if t1 is behind the ray - if so, return null + if ( t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + } + + /** + * Returns `true` if this ray intersects with the given sphere. + * + * @param {Sphere} sphere - The sphere to intersect. + * @return {boolean} Whether this ray intersects with the given sphere or not. + */ + intersectsSphere( sphere ) { + + if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187 + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + /** + * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray + * does not intersect with the plane. + * + * @param {Plane} plane - The plane to compute the distance to. + * @return {?number} Whether this ray intersects with the given sphere or not. + */ + distanceToPlane( plane ) { + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + } + + /** + * Intersects this ray with the given plane, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Plane} plane - The plane to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + /** + * Returns `true` if this ray intersects with the given plane. + * + * @param {Plane} plane - The plane to intersect. + * @return {boolean} Whether this ray intersects with the given plane or not. + */ + intersectsPlane( plane ) { + + // check if the ray lies on the plane first + + const distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + } + + /** + * Intersects this ray with the given bounding box, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Box3} box - The box to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectBox( box, target ) { + + let tmin, tmax, tymin, tymax, tzmin, tzmax; + + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + const origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; + + if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + } + + /** + * Returns `true` if this ray intersects with the given box. + * + * @param {Box3} box - The box to intersect. + * @return {boolean} Whether this ray intersects with the given box or not. + */ + intersectsBox( box ) { + + return this.intersectBox( box, _vector$7 ) !== null; + + } + + /** + * Intersects this ray with the given triangle, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Vector3} a - The first vertex of the triangle. + * @param {Vector3} b - The second vertex of the triangle. + * @param {Vector3} c - The third vertex of the triangle. + * @param {boolean} backfaceCulling - Whether to use backface culling or not. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectTriangle( a, b, c, backfaceCulling, target ) { + + // Watertight ray/triangle intersection. Reference: Woop, Benthin, Wald, + // "Watertight Ray/Triangle Intersection", JCGT vol. 2 no. 1 (2013), Appendix A. + // https://jcgt.org/published/0002/01/05/ + + const origin = this.origin; + const direction = this.direction; + + const dx = direction.x; + const dy = direction.y; + const dz = direction.z; + + // triangle vertices relative to the ray origin + + const aox = a.x - origin.x, aoy = a.y - origin.y, aoz = a.z - origin.z; + const box = b.x - origin.x, boy = b.y - origin.y, boz = b.z - origin.z; + const cox = c.x - origin.x, coy = c.y - origin.y, coz = c.z - origin.z; + + // Use the dimension where the ray direction is maximal as the projection + // axis (kz) and read every component already permuted into (kx, ky, kz). + // kx and ky are swapped when the direction's kz component is negative, to + // preserve the winding order of triangles. + + const adx = Math.abs( dx ), ady = Math.abs( dy ), adz = Math.abs( dz ); + + let dkx, dky, dkz; + let akx, aky, akz, bkx, bky, bkz, ckx, cky, ckz; + + if ( adx >= ady && adx >= adz ) { + + dkz = dx; akz = aox; bkz = box; ckz = cox; + + if ( dx >= 0 ) { + + dkx = dy; dky = dz; + akx = aoy; aky = aoz; bkx = boy; bky = boz; ckx = coy; cky = coz; + + } else { + + dkx = dz; dky = dy; + akx = aoz; aky = aoy; bkx = boz; bky = boy; ckx = coz; cky = coy; + + } + + } else if ( ady >= adz ) { + + dkz = dy; akz = aoy; bkz = boy; ckz = coy; + + if ( dy >= 0 ) { + + dkx = dz; dky = dx; + akx = aoz; aky = aox; bkx = boz; bky = box; ckx = coz; cky = cox; + + } else { + + dkx = dx; dky = dz; + akx = aox; aky = aoz; bkx = box; bky = boz; ckx = cox; cky = coz; + + } + + } else { + + dkz = dz; akz = aoz; bkz = boz; ckz = coz; + + if ( dz >= 0 ) { + + dkx = dx; dky = dy; + akx = aox; aky = aoy; bkx = box; bky = boy; ckx = cox; cky = coy; + + } else { + + dkx = dy; dky = dx; + akx = aoy; aky = aox; bkx = boy; bky = box; ckx = coy; cky = cox; + + } + + } + + // a zero direction has no maximal axis and cannot intersect + + if ( dkz === 0 ) return null; + + // shear constants that align the ray with the +kz axis + + const sx = dkx / dkz, sy = dky / dkz, sz = 1 / dkz; + + // sheared and scaled vertices + + const ax = akx - sx * akz, ay = aky - sy * akz; + const bx = bkx - sx * bkz, by = bky - sy * bkz; + const cx = ckx - sx * ckz, cy = cky - sy * ckz; + + // scaled barycentric coordinates (signed edge functions); the shear makes a + // shared edge evaluate identically for both adjacent triangles, so the ray + // can never fall between them + + const u = cx * by - cy * bx; + const v = ax * cy - ay * cx; + const w = bx * ay - by * ax; + + if ( backfaceCulling ) { + + if ( u < 0 || v < 0 || w < 0 ) return null; + + } else { + + if ( ( u < 0 || v < 0 || w < 0 ) && ( u > 0 || v > 0 || w > 0 ) ) return null; + + } + + const det = u + v + w; + + // ray is co-planar with the triangle + + if ( det === 0 ) return null; + + // scaled hit distance; t = tScaled / det must lie in front of the origin + + const tScaled = sz * ( u * akz + v * bkz + w * ckz ); + + if ( det > 0 ? tScaled < 0 : tScaled > 0 ) return null; + + return this.at( tScaled / det, target ); + + } + + /** + * Transforms this ray with the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix4 - The transformation matrix. + * @return {Ray} A reference to this ray. + */ + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + /** + * Returns `true` if this ray is equal with the given one. + * + * @param {Ray} ray - The ray to test for equality. + * @return {boolean} Whether this ray is equal with the given one. + */ + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + /** + * Returns a new ray with copied values from this instance. + * + * @return {Ray} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * A material for drawing geometries in a simple shaded (flat or wireframe) way. + * + * This material is not affected by lights. + * + * @augments Material + * @demo scenes/material-browser.html#MeshBasicMaterial + */ +class MeshBasicMaterial extends Material { + + /** + * Constructs a new mesh basic material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshBasicMaterial = true; + + this.type = 'MeshBasicMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * `lightMap` represents pre-baked illuminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `lightMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * `aoMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Specular map used by the material. + * + * `specularMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `specularMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * `envMap` represents luminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `envMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); +const _ray$3 = /*@__PURE__*/ new Ray(); +const _sphere$6 = /*@__PURE__*/ new Sphere(); +const _sphereHitAt = /*@__PURE__*/ new Vector3(); + +const _vA = /*@__PURE__*/ new Vector3(); +const _vB = /*@__PURE__*/ new Vector3(); +const _vC = /*@__PURE__*/ new Vector3(); + +const _tempA = /*@__PURE__*/ new Vector3(); +const _morphA = /*@__PURE__*/ new Vector3(); + +const _intersectionPoint = /*@__PURE__*/ new Vector3(); +const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + +/** + * Class representing triangular polygon mesh based objects. + * + * ```js + * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments Object3D + */ +class Mesh extends Object3D { + + /** + * Constructs a new mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + */ + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMesh = true; + + this.type = 'Mesh'; + + /** + * The mesh geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The mesh material. + * + * @type {Material|Array} + * @default MeshBasicMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + /** + * The number of instances of this mesh. + * Can only be used with {@link WebGPURenderer}. + * + * @type {number} + * @default 1 + */ + this.count = 1; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + /** + * Returns the local-space position of the vertex at the given index, taking into + * account the current animation state of both morph targets and skinning. + * + * @param {number} index - The vertex index. + * @param {Vector3} target - The target object that is used to store the method's result. + * @return {Vector3} The vertex position in local space. + */ + getVertexPosition( index, target ) { + + const geometry = this.geometry; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + + target.fromBufferAttribute( position, index ); + + const morphInfluences = this.morphTargetInfluences; + + if ( morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, index ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( target ), influence ); + + } + + } + + target.add( _morphA ); + + } + + return target; + + } + + /** + * Returns `true` if this mesh intersects the given frustum. + * + * @param {Frustum|FrustumArray} frustum - The frustum to test. + * @return {boolean} Whether this mesh intersects the given frustum or not. + */ + intersectsFrustum( frustum ) { + + return frustum.intersectsObject( this ); + + } + + /** + * Computes intersection points between a casted ray and this line. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$6.copy( geometry.boundingSphere ); + _sphere$6.applyMatrix4( matrixWorld ); + + // check distance from ray origin to bounding sphere + + _ray$3.copy( raycaster.ray ).recast( raycaster.near ); + + if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { + + if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; + + if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; + + } + + // convert ray to local space of mesh + + _inverseMatrix$3.copy( matrixWorld ).invert(); + _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); + + // test with bounding box in local space + + if ( geometry.boundingBox !== null ) { + + if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$3 ); + + } + + _computeIntersections( raycaster, intersects, rayLocalSpace ) { + + let intersection; + + const geometry = this.geometry; + const material = this.material; + + const index = geometry.index; + const position = geometry.attributes.position; + const uv = geometry.attributes.uv; + const uv1 = geometry.attributes.uv1; + const normal = geometry.attributes.normal; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } + +} + +function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { + + object.getVertexPosition( a, _vA ); + object.getVertexPosition( b, _vB ); + object.getVertexPosition( c, _vC ); + + const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); + + if ( intersection ) { + + const barycoord = new Vector3(); + Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord ); + + if ( uv ) { + + intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() ); + + } + + if ( uv1 ) { + + intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() ); + + } + + if ( normal ) { + + intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() ); + + if ( intersection.normal.dot( ray.direction ) > 0 ) { + + intersection.normal.multiplyScalar( -1 ); + + } + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA, _vB, _vC, face.normal ); + + intersection.face = face; + intersection.barycoord = barycoord; + + } + + return intersection; + +} + +const _baseVector = /*@__PURE__*/ new Vector4(); + +const _skinIndex = /*@__PURE__*/ new Vector4(); +const _skinWeight = /*@__PURE__*/ new Vector4(); + +const _vector4 = /*@__PURE__*/ new Vector4(); +const _matrix4 = /*@__PURE__*/ new Matrix4(); +const _vertex = /*@__PURE__*/ new Vector3(); + +const _sphere$5 = /*@__PURE__*/ new Sphere(); +const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _ray$2 = /*@__PURE__*/ new Ray(); + +/** + * A mesh that has a {@link Skeleton} that can then be used to animate the + * vertices of the geometry with skinning/skeleton animation. + * + * Next to a valid skeleton, the skinned mesh requires skin indices and weights + * as buffer attributes in its geometry. These attribute define which bones affect a single + * vertex to a certain extend. + * + * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader} + * or {@link FBXLoader } import respective models. + * + * @augments Mesh + * @demo scenes/bones-browser.html + */ +class SkinnedMesh extends Mesh { + + /** + * Constructs a new skinned mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSkinnedMesh = true; + + this.type = 'SkinnedMesh'; + + /** + * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton. + * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton + * across multiple skinned meshes. + * + * @type {(AttachedBindMode|DetachedBindMode)} + * @default AttachedBindMode + */ + this.bindMode = AttachedBindMode; + + /** + * The base matrix that is used for the bound bone transforms. + * + * @type {Matrix4} + */ + this.bindMatrix = new Matrix4(); + + /** + * The base matrix that is used for resetting the bound bone transforms. + * + * @type {Matrix4} + */ + this.bindMatrixInverse = new Matrix4(); + + /** + * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + } + + /** + * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}. + * The bounding box is not automatically computed by the engine; this method must be called by your app. + * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect + * the current animation state. + */ + computeBoundingBox() { + + const geometry = this.geometry; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingBox.expandByPoint( _vertex ); + + } + + } + + /** + * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}. + * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting + * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed + * per frame in order to reflect the current animation state. + */ + computeBoundingSphere() { + + const geometry = this.geometry; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingSphere.expandByPoint( _vertex ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + raycast( raycaster, intersects ) { + + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$5.copy( this.boundingSphere ); + _sphere$5.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return; + + // convert ray to local space of skinned mesh + + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + // test with bounding box in local space + + if ( this.boundingBox !== null ) { + + if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$2 ); + + } + + getVertexPosition( index, target ) { + + super.getVertexPosition( index, target ); + + this.applyBoneTransform( index, target ); + + return target; + + } + + /** + * Binds the given skeleton to the skinned mesh. + * + * @param {Skeleton} skeleton - The skeleton to bind. + * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided, + * the skinned mesh's world matrix will be used instead. + */ + bind( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); + + } + + /** + * This method sets the skinned mesh in the rest pose). + */ + pose() { + + this.skeleton.pose(); + + } + + /** + * Normalizes the skin weights which are defined as a buffer attribute + * in the skinned mesh's geometry. + */ + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.fromBufferAttribute( skinWeight, i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === AttachedBindMode ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === DetachedBindMode ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + /** + * Applies the bone transform associated with the given index to the given + * vector. Can be used to transform positions or direction vectors by providing + * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector. + * + * @param {number} index - The vertex index. + * @param {Vector3|Vector4} target - The target object that is used to store the method's result. + * @return {Vector3|Vector4} The updated vertex attribute data. + */ + applyBoneTransform( index, target ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + if ( target.isVector4 ) { + + _baseVector.copy( target ); + target.set( 0, 0, 0, 0 ); + + } else { + + _baseVector.set( ...target, 1 ); + target.set( 0, 0, 0 ); + + } + + _baseVector.applyMatrix4( this.bindMatrix ); + + for ( let i = 0; i < 4; i ++ ) { + + const weight = _skinWeight.getComponent( i ); + + if ( weight !== 0 ) { + + const boneIndex = _skinIndex.getComponent( i ); + + _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight ); + + } + + } + + if ( target.isVector4 ) { + + // ensure the homogenous coordinate remains unchanged after vector operations + target.w = _baseVector.w; + + } + + return target.applyMatrix4( this.bindMatrixInverse ); + + } + +} + +/** + * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by + * the {@link SkinnedMesh}. + * + * ```js + * const root = new THREE.Bone(); + * const child = new THREE.Bone(); + * + * root.add( child ); + * child.position.y = 5; + * ``` + * + * @augments Object3D + */ +class Bone extends Object3D { + + /** + * Constructs a new bone. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBone = true; + + this.type = 'Bone'; + + } + +} + +/** + * Creates a texture directly from raw buffer data. + * + * The interpretation of the data depends on type and format: If the type is + * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the + * texel data. If the format is `RGBAFormat`, data needs four values for + * one texel; Red, Green, Blue and Alpha (typically the opacity). + * + * @augments Texture + */ +class DataTexture extends Texture { + + /** + * Constructs a new data texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=NearestFilter] - The mag filter value. + * @param {number} [minFilter=NearestFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDataTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number}} + */ + this.image = { data: data, width: width, height: height }; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + } + +} + +const _offsetMatrix = /*@__PURE__*/ new Matrix4(); +const _identityMatrix = /*@__PURE__*/ new Matrix4(); + +/** + * Class for representing the armatures in `three.js`. The skeleton + * is defined by a hierarchy of bones. + * + * ```js + * const bones = []; + * + * const shoulder = new THREE.Bone(); + * const elbow = new THREE.Bone(); + * const hand = new THREE.Bone(); + * + * shoulder.add( elbow ); + * elbow.add( hand ); + * + * bones.push( shoulder , elbow, hand); + * + * shoulder.position.y = -5; + * elbow.position.y = 0; + * hand.position.y = 5; + * + * const armSkeleton = new THREE.Skeleton( bones ); + * ``` + */ +class Skeleton { + + /** + * Constructs a new skeleton. + * + * @param {Array} [bones] - An array of bones. + * @param {Array} [boneInverses] - An array of bone inverse matrices. + * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}. + */ + constructor( bones = [], boneInverses = [] ) { + + this.uuid = generateUUID(); + + /** + * An array of bones defining the skeleton. + * + * @type {Array} + */ + this.bones = bones.slice( 0 ); + + /** + * An array of bone inverse matrices. + * + * @type {Array} + */ + this.boneInverses = boneInverses; + + /** + * An array buffer holding the bone data. + * Input data for {@link Skeleton#boneTexture}. + * + * @type {?Float32Array} + * @default null + */ + this.boneMatrices = null; + + /** + * A texture holding the bone data for use + * in the vertex shader. + * + * @type {?DataTexture} + * @default null + */ + this.boneTexture = null; + + this.init(); + + } + + /** + * Initializes the skeleton. This method gets automatically called by the constructor + * but depending on how the skeleton is created it might be necessary to call this method + * manually. + */ + init() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + + this.boneMatrices = new Float32Array( bones.length * 16 ); + + // calculate inverse bone matrices if necessary + + if ( boneInverses.length === 0 ) { + + this.calculateInverses(); + + } else { + + // handle special case + + if ( bones.length !== boneInverses.length ) { + + warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' ); + + this.boneInverses = []; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + + } + + /** + * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses} + * and fills it with new matrices. + */ + calculateInverses() { + + this.boneInverses.length = 0; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.copy( this.bones[ i ].matrixWorld ).invert(); + + } + + this.boneInverses.push( inverse ); + + } + + } + + /** + * Resets the skeleton to the base pose. + */ + pose() { + + // recover the bind-time world matrices + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + } + + /** + * Resets the skeleton to the base pose. + */ + update() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + const boneMatrices = this.boneMatrices; + const boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( let i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== null ) { + + boneTexture.needsUpdate = true; + + } + + } + + /** + * Returns a new skeleton with copied values from this instance. + * + * @return {Skeleton} A clone of this instance. + */ + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + /** + * Computes a data texture for passing bone data to the vertex shader. + * + * @return {Skeleton} A reference of this instance. + */ + computeBoneTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( this.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + boneTexture.needsUpdate = true; + + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + + return this; + + } + + /** + * Searches through the skeleton's bone array and returns the first with a + * matching name. + * + * @param {string} name - The name of the bone. + * @return {Bone|undefined} The found bone. `undefined` if no bone has been found. + */ + getBoneByName( name ) { + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose( ) { + + if ( this.boneTexture !== null ) { + + this.boneTexture.dispose(); + + this.boneTexture = null; + + } + + } + + /** + * Setups the skeleton by the given JSON and bones. + * + * @param {Object} json - The skeleton as serialized JSON. + * @param {Object} bones - An array of bones. + * @return {Skeleton} A reference of this instance. + */ + fromJSON( json, bones ) { + + this.uuid = json.uuid; + + for ( let i = 0, l = json.bones.length; i < l; i ++ ) { + + const uuid = json.bones[ i ]; + let bone = bones[ uuid ]; + + if ( bone === undefined ) { + + warn( 'Skeleton: No bone found with UUID:', uuid ); + bone = new Bone(); + + } + + this.bones.push( bone ); + this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); + + } + + this.init(); + + return this; + + } + + /** + * Serializes the skeleton into JSON. + * + * @return {Object} A JSON object representing the serialized skeleton. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + type: 'Skeleton', + generator: 'Skeleton.toJSON' + }, + bones: [], + boneInverses: [] + }; + + data.uuid = this.uuid; + + const bones = this.bones; + const boneInverses = this.boneInverses; + + for ( let i = 0, l = bones.length; i < l; i ++ ) { + + const bone = bones[ i ]; + data.bones.push( bone.uuid ); + + const boneInverse = boneInverses[ i ]; + data.boneInverses.push( boneInverse.toArray() ); + + } + + return data; + + } + +} + +/** + * An instanced version of a buffer attribute. + * + * @augments BufferAttribute + */ +class InstancedBufferAttribute extends BufferAttribute { + + /** + * Constructs a new instanced buffer attribute. + * + * @param {TypedArray} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated. + */ + constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { + + super( array, itemSize, normalized ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedBufferAttribute = true; + + /** + * Defines how often a value of this buffer attribute should be repeated. A + * value of one means that each value of the instanced attribute is used for + * a single instance. A value of two means that each value is used for two + * consecutive instances (and so on). + * + * @type {number} + * @default 1 + */ + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + +} + +const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); +const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _instanceIntersects = []; + +const _box3 = /*@__PURE__*/ new Box3(); +const _identity = /*@__PURE__*/ new Matrix4(); +const _mesh$1 = /*@__PURE__*/ new Mesh(); +const _sphere$4 = /*@__PURE__*/ new Sphere(); + +/** + * A special version of a mesh with instanced rendering support. Use + * this class if you have to render a large number of objects with the same + * geometry and material(s) but with different world transformations. The usage + * of 'InstancedMesh' will help you to reduce the number of draw calls and thus + * improve the overall rendering performance in your application. + * + * @augments Mesh + */ +class InstancedMesh extends Mesh { + + /** + * Constructs a new instanced mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + * @param {number} count - The number of instances. + */ + constructor( geometry, material, count ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedMesh = true; + + /** + * Represents the local transformation of all instances. You have to set its + * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setMatrixAt}. + * + * @type {InstancedBufferAttribute} + */ + this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); + + /** + * Represents the color of all instances. You have to set its + * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setColorAt}. + * + * @type {?InstancedBufferAttribute} + * @default null + */ + this.instanceColor = null; + + /** + * Represents the morph target weights of all instances. You have to set its + * {@link Texture#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setMorphAt}. + * + * @type {?DataTexture} + * @default null + */ + this.morphTexture = null; + + /** + * The number of instances. + * + * @type {number} + */ + this.count = count; + + /** + * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + for ( let i = 0; i < count; i ++ ) { + + this.setMatrixAt( i, _identity ); + + } + + } + + /** + * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}. + * The bounding box is not automatically computed by the engine; this method must be called by your app. + * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}. + */ + computeBoundingBox() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + this.boundingBox.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingBox.union( _box3 ); + + } + + } + + /** + * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere} + * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. + * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}. + */ + computeBoundingSphere() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + if ( geometry.boundingSphere === null ) { + + geometry.computeBoundingSphere(); + + } + + this.boundingSphere.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingSphere.union( _sphere$4 ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.instanceMatrix.copy( source.instanceMatrix ); + + if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); + + this.count = source.count; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + /** + * Gets the color of the defined instance. + * + * @param {number} index - The instance index. + * @param {Color} color - The target object that is used to store the method's result. + * @return {Color} A reference to the target color. + */ + getColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + return color.setRGB( 1, 1, 1 ); + + } else { + + return color.fromArray( this.instanceColor.array, index * 3 ); + + } + + } + + /** + * Gets the local transformation matrix of the defined instance. + * + * @param {number} index - The instance index. + * @param {Matrix4} matrix - The target object that is used to store the method's result. + * @return {Matrix4} A reference to the target matrix. + */ + getMatrixAt( index, matrix ) { + + return matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + } + + /** + * Gets the morph target weights of the defined instance. + * + * @param {number} index - The instance index. + * @param {Mesh} object - The target object that is used to store the method's result. + */ + getMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const array = this.morphTexture.source.data.data; + + const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum + + const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + objectInfluences[ i ] = array[ dataIndex + i ]; + + } + + } + + raycast( raycaster, intersects ) { + + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + + _mesh$1.geometry = this.geometry; + _mesh$1.material = this.material; + + if ( _mesh$1.material === undefined ) return; + + // test with bounding sphere first + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$4.copy( this.boundingSphere ); + _sphere$4.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; + + // now test each instance + + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh$1.matrixWorld = _instanceWorldMatrix; + + _mesh$1.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); + + } + + _instanceIntersects.length = 0; + + } + + } + + /** + * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#instanceColor} to `true` after updating all the colors. + * + * @param {number} index - The instance index. + * @param {Color} color - The instance color. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); + + } + + color.toArray( this.instanceColor.array, index * 3 ); + return this; + + } + + /** + * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices. + * + * @param {number} index - The instance index. + * @param {Matrix4} matrix - The local transformation. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setMatrixAt( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + return this; + + } + + /** + * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#morphTexture} to `true` after updating all the influences. + * + * @param {number} index - The instance index. + * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights + * of a single instance. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const len = objectInfluences.length + 1; // morphBaseInfluence + all influences + + if ( this.morphTexture === null ) { + + this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); + + } + + const array = this.morphTexture.source.data.data; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + const dataIndex = len * index; + + array[ dataIndex ] = morphBaseInfluence; + + array.set( objectInfluences, dataIndex + 1 ); + return this; + + } + + updateMorphTargets() { + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + if ( this.morphTexture !== null ) { + + this.morphTexture.dispose(); + this.morphTexture = null; + + } + + } + +} + +const _sphere$3 = /*@__PURE__*/ new Sphere(); +const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 ); +const _vector$6 = /*@__PURE__*/ new Vector3(); + +/** + * Frustums are used to determine what is inside the camera's field of view. + * They help speed up the rendering process - objects which lie outside a camera's + * frustum can safely be excluded from rendering. + * + * This class is mainly intended for use internally by a renderer. + */ +class Frustum { + + /** + * Constructs a new frustum. + * + * @param {Plane} [p0] - The first plane that encloses the frustum. + * @param {Plane} [p1] - The second plane that encloses the frustum. + * @param {Plane} [p2] - The third plane that encloses the frustum. + * @param {Plane} [p3] - The fourth plane that encloses the frustum. + * @param {Plane} [p4] - The fifth plane that encloses the frustum. + * @param {Plane} [p5] - The sixth plane that encloses the frustum. + */ + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + /** + * This array holds the planes that enclose the frustum. + * + * @type {Array} + */ + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + /** + * Sets the frustum planes by copying the given planes. + * + * @param {Plane} [p0] - The first plane that encloses the frustum. + * @param {Plane} [p1] - The second plane that encloses the frustum. + * @param {Plane} [p2] - The third plane that encloses the frustum. + * @param {Plane} [p3] - The fourth plane that encloses the frustum. + * @param {Plane} [p4] - The fifth plane that encloses the frustum. + * @param {Plane} [p5] - The sixth plane that encloses the frustum. + * @return {Frustum} A reference to this frustum. + */ + set( p0, p1, p2, p3, p4, p5 ) { + + const planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + } + + /** + * Copies the values of the given frustum to this instance. + * + * @param {Frustum} frustum - The frustum to copy. + * @return {Frustum} A reference to this frustum. + */ + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + /** + * Sets the frustum planes from the given projection matrix. + * + * @param {Matrix4} m - The projection matrix. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Frustum} A reference to this frustum. + */ + setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + + if ( reversedDepth ) { + + planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far + planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near + + } else { + + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near + + } else { + + throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); + + } + + } + + return this; + + } + + /** + * Returns `true` if the 3D object's bounding sphere is intersecting this frustum. + * + * Note that the 3D object must have a geometry so that the bounding sphere can be calculated. + * + * @param {Object3D} object - The 3D object to test. + * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not. + */ + intersectsObject( object ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + + _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } else { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } + + return this.intersectsSphere( _sphere$3 ); + + } + + /** + * Returns `true` if the given sprite is intersecting this frustum. + * + * @param {Sprite} sprite - The sprite to test. + * @return {boolean} Whether the sprite is intersecting this frustum or not. + */ + intersectsSprite( sprite ) { + + _sphere$3.center.set( 0, 0, 0 ); + + const offset = _defaultSpriteCenter.distanceTo( sprite.center ); + + _sphere$3.radius = 0.7071067811865476 + offset; + _sphere$3.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$3 ); + + } + + /** + * Returns `true` if the given bounding sphere is intersecting this frustum. + * + * This is a fast, conservative test that favors performance over precision. It can + * report false positives for spheres that lie outside the frustum but are not separated + * by a single frustum plane. It never reports false negatives, so it is safe for culling. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the bounding sphere is intersecting this frustum or not. + */ + intersectsSphere( sphere ) { + + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; + + for ( let i = 0; i < 6; i ++ ) { + + const distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + } + + /** + * Returns `true` if the given bounding box is intersecting this frustum. + * + * This is a fast, conservative test that favors performance over precision. It can + * report false positives for large boxes that lie outside the frustum but are not + * separated by a single frustum plane. It never reports false negatives, so it is + * safe for culling. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the bounding box is intersecting this frustum or not. + */ + intersectsBox( box ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + const plane = planes[ i ]; + + // corner at max distance + + _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$6 ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + /** + * Returns `true` if the given point lies within the frustum. + * + * @param {Vector3} point - The point to test. + * @return {boolean} Whether the point lies within this frustum or not. + */ + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + /** + * Returns a new frustum with copied values from this instance. + * + * @return {Frustum} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); + +/** + * FrustumArray is used to determine if an object is visible in at least one camera + * from an array of cameras. This is particularly useful for multi-view renderers. +*/ +class FrustumArray { + + /** + * Constructs a new frustum array. + * + */ + constructor() { + + /** + * The coordinate system to use. + * + * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} + * @default WebGLCoordinateSystem + */ + this.coordinateSystem = WebGLCoordinateSystem; + + /** + * A pool of frustum instances. It may hold more entries than are + * currently in use; surplus instances are kept for reuse to avoid + * reallocating when array cameras of different lengths are rendered. + * + * @private + * @type {Array} + */ + this._frustums = []; + + /** + * The number of frustums in {@link FrustumArray#_frustums} that are currently + * in use. + * + * @private + * @type {number} + * @default 0 + */ + this._count = 0; + + } + + /** + * Computes and caches a frustum for each camera of the given array camera. + * + * @param {ArrayCamera} cameraArray - The array camera whose sub-cameras define the frustums. + * @return {FrustumArray} A reference to this frustum array. + */ + setFromArrayCamera( cameraArray ) { + + const cameras = cameraArray.cameras; + const frustums = this._frustums; + + for ( let i = 0; i < cameras.length; i ++ ) { + + const camera = cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + + if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum(); + + frustums[ i ].setFromProjectionMatrix( _projScreenMatrix$1, camera.coordinateSystem, camera.reversedDepth ); + + } + + this._count = cameras.length; + + return this; + + } + + /** + * Returns `true` if the 3D object's bounding sphere is intersecting any cached frustum. + * + * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. + * + * @param {Object3D} object - The 3D object to test. + * @return {boolean} Whether the 3D object is visible in any camera. + */ + intersectsObject( object ) { + + const frustums = this._frustums; + + for ( let i = 0; i < this._count; i ++ ) { + + if ( frustums[ i ].intersectsObject( object ) ) return true; + + } + + return false; + + } + + /** + * Returns `true` if the given sprite is intersecting any cached frustum. + * + * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. + * + * @param {Sprite} sprite - The sprite to test. + * @return {boolean} Whether the sprite is visible in any camera. + */ + intersectsSprite( sprite ) { + + const frustums = this._frustums; + + for ( let i = 0; i < this._count; i ++ ) { + + if ( frustums[ i ].intersectsSprite( sprite ) ) return true; + + } + + return false; + + } + + /** + * Returns `true` if the given bounding sphere is intersecting any cached frustum. + * + * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the sphere is visible in any camera. + */ + intersectsSphere( sphere ) { + + const frustums = this._frustums; + + for ( let i = 0; i < this._count; i ++ ) { + + if ( frustums[ i ].intersectsSphere( sphere ) ) return true; + + } + + return false; + + } + + /** + * Returns `true` if the given bounding box is intersecting any cached frustum. + * + * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the box is visible in any camera. + */ + intersectsBox( box ) { + + const frustums = this._frustums; + + for ( let i = 0; i < this._count; i ++ ) { + + if ( frustums[ i ].intersectsBox( box ) ) return true; + + } + + return false; + + } + + /** + * Returns `true` if the given point lies within any cached frustum. + * + * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. + * + * @param {Vector3} point - The point to test. + * @return {boolean} Whether the point is visible in any camera. + */ + containsPoint( point ) { + + const frustums = this._frustums; + + for ( let i = 0; i < this._count; i ++ ) { + + if ( frustums[ i ].containsPoint( point ) ) return true; + + } + + return false; + + } + + /** + * Copies the values of the given frustum array to this instance. + * + * @param {FrustumArray} source - The frustum array to copy. + * @return {FrustumArray} A reference to this frustum array. + */ + copy( source ) { + + this.coordinateSystem = source.coordinateSystem; + + const frustums = this._frustums; + const sourceFrustums = source._frustums; + + for ( let i = 0; i < source._count; i ++ ) { + + if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum(); + + frustums[ i ].copy( sourceFrustums[ i ] ); + + } + + this._count = source._count; + + return this; + + } + + /** + * Returns a new frustum array with copied values from this instance. + * + * @return {FrustumArray} A clone of this instance. + */ + clone() { + + return new FrustumArray().copy( this ); + + } + +} + +function ascIdSort( a, b ) { + + return a - b; + +} + +function sortOpaque( a, b ) { + + return a.z - b.z; + +} + +function sortTransparent( a, b ) { + + return b.z - a.z; + +} + +class MultiDrawRenderList { + + constructor() { + + this.index = 0; + this.pool = []; + this.list = []; + + } + + push( start, count, z, index ) { + + const pool = this.pool; + const list = this.list; + if ( this.index >= pool.length ) { + + pool.push( { + + start: -1, + count: -1, + z: -1, + index: -1, + + } ); + + } + + const item = pool[ this.index ]; + list.push( item ); + this.index ++; + + item.start = start; + item.count = count; + item.z = z; + item.index = index; + + } + + reset() { + + this.list.length = 0; + this.index = 0; + + } + +} + +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); +const _frustum = /*@__PURE__*/ new Frustum(); +const _frustumArray = /*@__PURE__*/ new FrustumArray(); +const _box$1 = /*@__PURE__*/ new Box3(); +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$5 = /*@__PURE__*/ new Vector3(); +const _forward$1 = /*@__PURE__*/ new Vector3(); +const _temp = /*@__PURE__*/ new Vector3(); +const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); +const _mesh = /*@__PURE__*/ new Mesh(); +const _batchIntersects = []; + +// copies data from attribute "src" into "target" starting at "targetOffset" +function copyAttributeData( src, target, targetOffset = 0 ) { + + const itemSize = target.itemSize; + if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { + + // use the component getters and setters if the array data cannot + // be copied directly + const vertexCount = src.count; + for ( let i = 0; i < vertexCount; i ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); + + } + + } + + } else { + + // faster copy approach using typed array set function + target.array.set( src.array, targetOffset * itemSize ); + + } + + target.needsUpdate = true; + +} + +// safely copies array contents to a potentially smaller array +function copyArrayContents( src, target ) { + + if ( src.constructor !== target.constructor ) { + + // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied + const len = Math.min( src.length, target.length ); + for ( let i = 0; i < len; i ++ ) { + + target[ i ] = src[ i ]; + + } + + } else { + + // if the arrays use the same data layout we can use a fast block copy + const len = Math.min( src.length, target.length ); + target.set( new src.constructor( src.buffer, 0, len ) ); + + } + +} + +/** + * A special version of a mesh with multi draw batch rendering support. Use + * this class if you have to render a large number of objects with the same + * material but with different geometries or world transformations. The usage of + * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall + * rendering performance in your application. + * + * ```js + * const box = new THREE.BoxGeometry( 1, 1, 1 ); + * const sphere = new THREE.SphereGeometry( 1, 12, 12 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * + * // initialize and add geometries into the batched mesh + * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material ); + * const boxGeometryId = batchedMesh.addGeometry( box ); + * const sphereGeometryId = batchedMesh.addGeometry( sphere ); + * + * // create instances of those geometries + * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId ); + * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId ); + * + * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId ); + * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId ); + * + * // position the geometries + * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 ); + * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 ); + * + * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 ); + * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 ); + * + * scene.add( batchedMesh ); + * ``` + * + * @augments Mesh + */ +class BatchedMesh extends Mesh { + + /** + * Constructs a new batched mesh. + * + * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered. + * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries. + * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries + * @param {Material|Array} [material] - The mesh material. + */ + constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { + + super( new BufferGeometry(), material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBatchedMesh = true; + + /** + * When set ot `true`, the individual objects of a batch are frustum culled. + * + * @type {boolean} + * @default true + */ + this.perObjectFrustumCulled = true; + + /** + * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts. + * If the material is marked as "transparent" objects are rendered back to front and if not then they are + * rendered front to back. + * + * @type {boolean} + * @default true + */ + this.sortObjects = true; + + /** + * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + /** + * Takes a sort a function that is run before render. The function takes a list of instances to + * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered + * sort with. + * + * @type {?Function} + * @default null + */ + this.customSort = null; + + // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries + this._instanceInfo = []; + this._geometryInfo = []; + + // instance, geometry ids that have been set as inactive, and are available to be overwritten + this._availableInstanceIds = []; + this._availableGeometryIds = []; + + // used to track where the next point is that geometry should be inserted + this._nextIndexStart = 0; + this._nextVertexStart = 0; + this._geometryCount = 0; + + // flags + this._visibilityChanged = true; + this._geometryInitialized = false; + + // cached user options + this._maxInstanceCount = maxInstanceCount; + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + // buffers for multi draw + this._multiDrawCounts = new Int32Array( maxInstanceCount ); + this._multiDrawStarts = new Int32Array( maxInstanceCount ); + this._multiDrawCount = 0; + this._multiDrawBytesPerElement = 1; + + // Local matrix per geometry by using data texture + this._matricesTexture = null; + this._indirectTexture = null; + this._colorsTexture = null; + + this._initMatricesTexture(); + this._initIndirectTexture(); + + } + + /** + * The maximum number of individual instances that can be stored in the batch. + * + * @type {number} + * @readonly + */ + get maxInstanceCount() { + + return this._maxInstanceCount; + + } + + /** + * The instance count. + * + * @type {number} + * @readonly + */ + get instanceCount() { + + return this._instanceInfo.length - this._availableInstanceIds.length; + + } + + /** + * The number of unused vertices. + * + * @type {number} + * @readonly + */ + get unusedVertexCount() { + + return this._maxVertexCount - this._nextVertexStart; + + } + + /** + * The number of unused indices. + * + * @type {number} + * @readonly + */ + get unusedIndexCount() { + + return this._maxIndexCount - this._nextIndexStart; + + } + + _initMatricesTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) + + let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); + + this._matricesTexture = matricesTexture; + + } + + _initIndirectTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + const indirectArray = new Uint32Array( size * size ); + const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); + + this._indirectTexture = indirectTexture; + + } + + _initColorsTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + // 4 floats per RGBA pixel initialized to white + const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); + const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); + colorsTexture.colorSpace = ColorManagement.workingColorSpace; + + this._colorsTexture = colorsTexture; + + } + + _initializeGeometry( reference ) { + + const geometry = this.geometry; + const maxVertexCount = this._maxVertexCount; + const maxIndexCount = this._maxIndexCount; + if ( this._geometryInitialized === false ) { + + for ( const attributeName in reference.attributes ) { + + const srcAttribute = reference.getAttribute( attributeName ); + const { array, itemSize, normalized } = srcAttribute; + + const dstArray = new array.constructor( maxVertexCount * itemSize ); + const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); + + geometry.setAttribute( attributeName, dstAttribute ); + + } + + if ( reference.getIndex() !== null ) { + + // Reserve last u16 index for primitive restart. + const indexArray = maxVertexCount > 65535 + ? new Uint32Array( maxIndexCount ) + : new Uint16Array( maxIndexCount ); + + geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); + + } + + this._geometryInitialized = true; + + } + + } + + // Make sure the geometry is compatible with the existing combined geometry attributes + _validateGeometry( geometry ) { + + // check to ensure the geometries are using consistent attributes and indices + const batchGeometry = this.geometry; + if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { + + throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' ); + + } + + for ( const attributeName in batchGeometry.attributes ) { + + if ( ! geometry.hasAttribute( attributeName ) ) { + + throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); + + } + + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { + + throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); + + } + + } + + } + + /** + * Validates the instance defined by the given ID. + * + * @param {number} instanceId - The instance to validate. + */ + validateInstanceId( instanceId ) { + + const instanceInfo = this._instanceInfo; + if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` ); + + } + + } + + /** + * Validates the geometry defined by the given ID. + * + * @param {number} geometryId - The geometry to validate. + */ + validateGeometryId( geometryId ) { + + const geometryInfoList = this._geometryInfo; + if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` ); + + } + + } + + /** + * Takes a sort a function that is run before render. The function takes a list of instances to + * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with. + * + * @param {Function} func - The custom sort function. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setCustomSort( func ) { + + this.customSort = func; + return this; + + } + + /** + * Computes the bounding box, updating {@link BatchedMesh#boundingBox}. + * Bounding boxes aren't computed by default. They need to be explicitly computed, + * otherwise they are `null`. + */ + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const boundingBox = this.boundingBox; + const instanceInfo = this._instanceInfo; + + boundingBox.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); + boundingBox.union( _box$1 ); + + } + + } + + /** + * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}. + * Bounding spheres aren't computed by default. They need to be explicitly computed, + * otherwise they are `null`. + */ + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const boundingSphere = this.boundingSphere; + const instanceInfo = this._instanceInfo; + + boundingSphere.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + boundingSphere.union( _sphere$2 ); + + } + + } + + /** + * Adds a new instance to the batch using the geometry of the given ID and returns + * a new id referring to the new instance to be used by other functions. + * + * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}. + * @return {number} The instance ID. + */ + addInstance( geometryId ) { + + const atCapacity = this._instanceInfo.length >= this.maxInstanceCount; + + // ensure we're not over geometry + if ( atCapacity && this._availableInstanceIds.length === 0 ) { + + throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' ); + + } + + const instanceInfo = { + visible: true, + active: true, + geometryIndex: geometryId, + }; + + let drawId = null; + + // Prioritize using previously freed instance ids + if ( this._availableInstanceIds.length > 0 ) { + + this._availableInstanceIds.sort( ascIdSort ); + + drawId = this._availableInstanceIds.shift(); + this._instanceInfo[ drawId ] = instanceInfo; + + } else { + + drawId = this._instanceInfo.length; + this._instanceInfo.push( instanceInfo ); + + } + + const matricesTexture = this._matricesTexture; + _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 ); + matricesTexture.needsUpdate = true; + + const colorsTexture = this._colorsTexture; + if ( colorsTexture ) { + + _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); + colorsTexture.needsUpdate = true; + + } + + this._visibilityChanged = true; + return drawId; + + } + + /** + * Adds the given geometry to the batch and returns the associated + * geometry id referring to it to be used in other functions. + * + * @param {BufferGeometry} geometry - The geometry to add. + * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of + * vertex buffer space to reserve for the added geometry. This is necessary if it is planned + * to set a new geometry at this index at a later time that is larger than the original geometry. + * Defaults to the length of the given geometry vertex buffer. + * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index + * buffer space to reserve for the added geometry. This is necessary if it is planned to set a + * new geometry at this index at a later time that is larger than the original geometry. Defaults to + * the length of the given geometry index buffer. + * @return {number} The geometry ID. + */ + addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) { + + this._initializeGeometry( geometry ); + + this._validateGeometry( geometry ); + + const geometryInfo = { + // geometry information + vertexStart: -1, + vertexCount: -1, + reservedVertexCount: -1, + + indexStart: -1, + indexCount: -1, + reservedIndexCount: -1, + + // draw range information + start: -1, + count: -1, + + // state + boundingBox: null, + boundingSphere: null, + active: true, + }; + + const geometryInfoList = this._geometryInfo; + geometryInfo.vertexStart = this._nextVertexStart; + geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount; + + const index = geometry.getIndex(); + const hasIndex = index !== null; + if ( hasIndex ) { + + geometryInfo.indexStart = this._nextIndexStart; + geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount; + + } + + if ( + geometryInfo.indexStart !== -1 && + geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount || + geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount + ) { + + throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); + + } + + // update id + let geometryId; + if ( this._availableGeometryIds.length > 0 ) { + + this._availableGeometryIds.sort( ascIdSort ); + + geometryId = this._availableGeometryIds.shift(); + geometryInfoList[ geometryId ] = geometryInfo; + + + } else { + + geometryId = this._geometryCount; + this._geometryCount ++; + geometryInfoList.push( geometryInfo ); + + } + + // update the geometry + this.setGeometryAt( geometryId, geometry ); + + // increment the next geometry position + this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount; + this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount; + + return geometryId; + + } + + /** + * Replaces the geometry at the given ID with the provided geometry. Throws an error if there + * is not enough space reserved for geometry. Calling this will change all instances that are + * rendering that geometry. + * + * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry. + * @param {BufferGeometry} geometry - The new geometry. + * @return {number} The geometry ID. + */ + setGeometryAt( geometryId, geometry ) { + + if ( geometryId >= this._geometryCount ) { + + throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' ); + + } + + this._validateGeometry( geometry ); + + const batchGeometry = this.geometry; + const hasIndex = batchGeometry.getIndex() !== null; + const dstIndex = batchGeometry.getIndex(); + const srcIndex = geometry.getIndex(); + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( + hasIndex && + srcIndex.count > geometryInfo.reservedIndexCount || + geometry.attributes.position.count > geometryInfo.reservedVertexCount + ) { + + throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' ); + + } + + // copy geometry buffer data over + const vertexStart = geometryInfo.vertexStart; + const reservedVertexCount = geometryInfo.reservedVertexCount; + geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count; + + for ( const attributeName in batchGeometry.attributes ) { + + // copy attribute data + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + copyAttributeData( srcAttribute, dstAttribute, vertexStart ); + + // fill the rest in with zeroes + const itemSize = srcAttribute.itemSize; + for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) { + + const index = vertexStart + i; + for ( let c = 0; c < itemSize; c ++ ) { + + dstAttribute.setComponent( index, c, 0 ); + + } + + } + + dstAttribute.needsUpdate = true; + dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize ); + + } + + // copy index + if ( hasIndex ) { + + const indexStart = geometryInfo.indexStart; + const reservedIndexCount = geometryInfo.reservedIndexCount; + geometryInfo.indexCount = geometry.getIndex().count; + + // copy index data over + for ( let i = 0; i < srcIndex.count; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); + + } + + // fill the rest in with zeroes + for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart ); + + } + + dstIndex.needsUpdate = true; + dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount ); + + } + + // update the draw range + geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart; + geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount; + + // store the bounding boxes + geometryInfo.boundingBox = null; + if ( geometry.boundingBox !== null ) { + + geometryInfo.boundingBox = geometry.boundingBox.clone(); + + } + + geometryInfo.boundingSphere = null; + if ( geometry.boundingSphere !== null ) { + + geometryInfo.boundingSphere = geometry.boundingSphere.clone(); + + } + + this._visibilityChanged = true; + return geometryId; + + } + + /** + * Deletes the geometry defined by the given ID from this batch. Any instances referencing + * this geometry will also be removed as a side effect. + * + * @param {number} geometryId - The ID of the geometry to remove from the batch. + * @return {BatchedMesh} A reference to this batched mesh. + */ + deleteGeometry( geometryId ) { + + const geometryInfoList = this._geometryInfo; + if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + return this; + + } + + // delete any instances associated with this geometry + const instanceInfo = this._instanceInfo; + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) { + + this.deleteInstance( i ); + + } + + } + + geometryInfoList[ geometryId ].active = false; + this._availableGeometryIds.push( geometryId ); + this._visibilityChanged = true; + + return this; + + } + + /** + * Deletes an existing instance from the batch using the given ID. + * + * @param {number} instanceId - The ID of the instance to remove from the batch. + * @return {BatchedMesh} A reference to this batched mesh. + */ + deleteInstance( instanceId ) { + + this.validateInstanceId( instanceId ); + + this._instanceInfo[ instanceId ].active = false; + this._availableInstanceIds.push( instanceId ); + this._visibilityChanged = true; + + return this; + + } + + /** + * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from + * previously deleted geometry, freeing up space to add new geometry. + * + * @return {BatchedMesh} A reference to this batched mesh. + */ + optimize() { + + // track the next indices to copy data to + let nextVertexStart = 0; + let nextIndexStart = 0; + + // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest + // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order. + const geometryInfoList = this._geometryInfo; + const indices = geometryInfoList + .map( ( e, i ) => i ) + .sort( ( a, b ) => { + + return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart; + + } ); + + const geometry = this.geometry; + for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) { + + // if a geometry range is inactive then don't copy anything + const index = indices[ i ]; + const geometryInfo = geometryInfoList[ index ]; + if ( geometryInfo.active === false ) { + + continue; + + } + + // if a geometry contains an index buffer then shift it, as well + if ( geometry.index !== null ) { + + if ( geometryInfo.indexStart !== nextIndexStart ) { + + const { indexStart, vertexStart, reservedIndexCount } = geometryInfo; + const index = geometry.index; + const array = index.array; + + // shift the index pointers based on how the vertex data will shift + // adjusting the index must happen first so the original vertex start value is available + const elementDelta = nextVertexStart - vertexStart; + for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) { + + array[ j ] = array[ j ] + elementDelta; + + } + + index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount ); + index.addUpdateRange( nextIndexStart, reservedIndexCount ); + index.needsUpdate = true; + + geometryInfo.indexStart = nextIndexStart; + + } + + nextIndexStart += geometryInfo.reservedIndexCount; + + } + + // if a geometry needs to be moved then copy attribute data to overwrite unused space + if ( geometryInfo.vertexStart !== nextVertexStart ) { + + const { vertexStart, reservedVertexCount } = geometryInfo; + const attributes = geometry.attributes; + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + const { array, itemSize } = attribute; + array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize ); + attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize ); + attribute.needsUpdate = true; + + } + + geometryInfo.vertexStart = nextVertexStart; + + } + + nextVertexStart += geometryInfo.reservedVertexCount; + geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart; + + } + + this._nextIndexStart = nextIndexStart; + this._nextVertexStart = nextVertexStart; + this._visibilityChanged = true; + + return this; + + } + + /** + * Returns the bounding box for the given geometry. + * + * @param {number} geometryId - The ID of the geometry to return the bounding box for. + * @param {Box3} target - The target object that is used to store the method's result. + * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID. + */ + getBoundingBoxAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding box + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingBox === null ) { + + const box = new Box3(); + const index = geometry.index; + const position = geometry.attributes.position; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); + + } + + geometryInfo.boundingBox = box; + + } + + target.copy( geometryInfo.boundingBox ); + return target; + + } + + /** + * Returns the bounding sphere for the given geometry. + * + * @param {number} geometryId - The ID of the geometry to return the bounding sphere for. + * @param {Sphere} target - The target object that is used to store the method's result. + * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID. + */ + getBoundingSphereAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding sphere + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingSphere === null ) { + + const sphere = new Sphere(); + this.getBoundingBoxAt( geometryId, _box$1 ); + _box$1.getCenter( sphere.center ); + + const index = geometry.index; + const position = geometry.attributes.position; + + let maxRadiusSq = 0; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + _vector$5.fromBufferAttribute( position, iv ); + maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); + + } + + sphere.radius = Math.sqrt( maxRadiusSq ); + geometryInfo.boundingSphere = sphere; + + } + + target.copy( geometryInfo.boundingSphere ); + return target; + + } + + /** + * Sets the given local transformation matrix to the defined instance. + * Negatively scaled matrices are not supported. + * + * @param {number} instanceId - The ID of an instance to set the matrix of. + * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setMatrixAt( instanceId, matrix ) { + + this.validateInstanceId( instanceId ); + + const matricesTexture = this._matricesTexture; + const matricesArray = this._matricesTexture.image.data; + matrix.toArray( matricesArray, instanceId * 16 ); + matricesTexture.needsUpdate = true; + + return this; + + } + + /** + * Returns the local transformation matrix of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the matrix of. + * @param {Matrix4} matrix - The target object that is used to store the method's result. + * @return {Matrix4} The instance's local transformation matrix. + */ + getMatrixAt( instanceId, matrix ) { + + this.validateInstanceId( instanceId ); + return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 ); + + } + + /** + * Sets the given color to the defined instance. + * + * @param {number} instanceId - The ID of an instance to set the color of. + * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setColorAt( instanceId, color ) { + + this.validateInstanceId( instanceId ); + + if ( this._colorsTexture === null ) { + + this._initColorsTexture(); + + } + + color.toArray( this._colorsTexture.image.data, instanceId * 4 ); + this._colorsTexture.needsUpdate = true; + + return this; + + } + + /** + * Returns the color of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the color of. + * @param {Color|Vector4} color - The target object that is used to store the method's result. + * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha. + */ + getColorAt( instanceId, color ) { + + this.validateInstanceId( instanceId ); + if ( this._colorsTexture === null ) { + + if ( color.isVector4 ) { + + return color.set( 1, 1, 1, 1 ); + + } else { + + return color.setRGB( 1, 1, 1 ); + + } + + } else { + + return color.fromArray( this._colorsTexture.image.data, instanceId * 4 ); + + } + + } + + /** + * Sets the visibility of the instance. + * + * @param {number} instanceId - The id of the instance to set the visibility of. + * @param {boolean} visible - Whether the instance is visible or not. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setVisibleAt( instanceId, visible ) { + + this.validateInstanceId( instanceId ); + + if ( this._instanceInfo[ instanceId ].visible === visible ) { + + return this; + + } + + this._instanceInfo[ instanceId ].visible = visible; + this._visibilityChanged = true; + + return this; + + } + + /** + * Returns the visibility state of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the visibility state of. + * @return {boolean} Whether the instance is visible or not. + */ + getVisibleAt( instanceId ) { + + this.validateInstanceId( instanceId ); + + return this._instanceInfo[ instanceId ].visible; + + } + + /** + * Sets the geometry ID of the instance at the given index. + * + * @param {number} instanceId - The ID of the instance to set the geometry ID of. + * @param {number} geometryId - The geometry ID to be use by the instance. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setGeometryIdAt( instanceId, geometryId ) { + + this.validateInstanceId( instanceId ); + this.validateGeometryId( geometryId ); + + this._instanceInfo[ instanceId ].geometryIndex = geometryId; + this._visibilityChanged = true; + + return this; + + } + + /** + * Returns the geometry ID of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the geometry ID of. + * @return {number} The instance's geometry ID. + */ + getGeometryIdAt( instanceId ) { + + this.validateInstanceId( instanceId ); + + return this._instanceInfo[ instanceId ].geometryIndex; + + } + + /** + * Get the range representing the subset of triangles related to the attached geometry, + * indicating the starting offset and count, or `null` if invalid. + * + * @param {number} geometryId - The id of the geometry to get the range of. + * @param {Object} [target] - The target object that is used to store the method's result. + * @return {{ + * vertexStart:number,vertexCount:number,reservedVertexCount:number, + * indexStart:number,indexCount:number,reservedIndexCount:number, + * start:number,count:number + * }} The result object with range data. + */ + getGeometryRangeAt( geometryId, target = {} ) { + + this.validateGeometryId( geometryId ); + + const geometryInfo = this._geometryInfo[ geometryId ]; + target.vertexStart = geometryInfo.vertexStart; + target.vertexCount = geometryInfo.vertexCount; + target.reservedVertexCount = geometryInfo.reservedVertexCount; + + target.indexStart = geometryInfo.indexStart; + target.indexCount = geometryInfo.indexCount; + target.reservedIndexCount = geometryInfo.reservedIndexCount; + + target.start = geometryInfo.start; + target.count = geometryInfo.count; + + return target; + + } + + /** + * Resizes the necessary buffers to support the provided number of instances. + * If the provided arguments shrink the number of instances but there are not enough + * unused Ids at the end of the list then an error is thrown. + * + * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch. + */ + setInstanceCount( maxInstanceCount ) { + + // shrink the available instances as much as possible + const availableInstanceIds = this._availableInstanceIds; + const instanceInfo = this._instanceInfo; + availableInstanceIds.sort( ascIdSort ); + while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) { + + instanceInfo.pop(); + availableInstanceIds.pop(); + + } + + // throw an error if it can't be shrunk to the desired size + if ( maxInstanceCount < instanceInfo.length ) { + + throw new Error( `THREE.BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` ); + + } + + // copy the multi draw counts + const multiDrawCounts = new Int32Array( maxInstanceCount ); + const multiDrawStarts = new Int32Array( maxInstanceCount ); + copyArrayContents( this._multiDrawCounts, multiDrawCounts ); + copyArrayContents( this._multiDrawStarts, multiDrawStarts ); + + this._multiDrawCounts = multiDrawCounts; + this._multiDrawStarts = multiDrawStarts; + this._maxInstanceCount = maxInstanceCount; + + // update texture data for instance sampling + const indirectTexture = this._indirectTexture; + const matricesTexture = this._matricesTexture; + const colorsTexture = this._colorsTexture; + + indirectTexture.dispose(); + this._initIndirectTexture(); + copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data ); + + matricesTexture.dispose(); + this._initMatricesTexture(); + copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data ); + + if ( colorsTexture ) { + + colorsTexture.dispose(); + this._initColorsTexture(); + copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data ); + + } + + } + + /** + * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes. + * If the provided arguments shrink the geometry buffers but there is not enough unused space at the + * end of the geometry attributes then an error is thrown. + * + * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to. + * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to. + */ + setGeometrySize( maxVertexCount, maxIndexCount ) { + + // Check if we can shrink to the requested vertex attribute size + const validRanges = [ ...this._geometryInfo ].filter( info => info.active ); + const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) ); + if ( requiredVertexLength > maxVertexCount ) { + + throw new Error( `THREE.BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + // Check if we can shrink to the requested index attribute size + if ( this.geometry.index ) { + + const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) ); + if ( requiredIndexLength > maxIndexCount ) { + + throw new Error( `THREE.BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + } + + // + + // dispose of the previous geometry + const oldGeometry = this.geometry; + oldGeometry.dispose(); + + // recreate the geometry needed based on the previous variant + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + if ( this._geometryInitialized ) { + + this._geometryInitialized = false; + this.geometry = new BufferGeometry(); + this._initializeGeometry( oldGeometry ); + + } + + // copy data from the previous geometry + const geometry = this.geometry; + if ( oldGeometry.index ) { + + copyArrayContents( oldGeometry.index.array, geometry.index.array ); + + } + + for ( const key in oldGeometry.attributes ) { + + copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array ); + + } + + } + + raycast( raycaster, intersects ) { + + const instanceInfo = this._instanceInfo; + const geometryInfoList = this._geometryInfo; + const matrixWorld = this.matrixWorld; + const batchGeometry = this.geometry; + + // iterate over each geometry + _mesh.material = this.material; + _mesh.geometry.index = batchGeometry.index; + _mesh.geometry.attributes = batchGeometry.attributes; + if ( _mesh.geometry.boundingBox === null ) { + + _mesh.geometry.boundingBox = new Box3(); + + } + + if ( _mesh.geometry.boundingSphere === null ) { + + _mesh.geometry.boundingSphere = new Sphere(); + + } + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) { + + continue; + + } + + const geometryId = instanceInfo[ i ].geometryIndex; + const geometryInfo = geometryInfoList[ geometryId ]; + _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count ); + + // get the intersects + this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); + this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); + this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); + _mesh.raycast( raycaster, _batchIntersects ); + + // add batch id to the intersects + for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { + + const intersect = _batchIntersects[ j ]; + intersect.object = this; + intersect.batchId = i; + intersects.push( intersect ); + + } + + _batchIntersects.length = 0; + + } + + _mesh.material = null; + _mesh.geometry.index = null; + _mesh.geometry.attributes = {}; + _mesh.geometry.setDrawRange( 0, Infinity ); + + } + + copy( source ) { + + super.copy( source ); + + this.geometry = source.geometry.clone(); + this.perObjectFrustumCulled = source.perObjectFrustumCulled; + this.sortObjects = source.sortObjects; + this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; + this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; + + this._geometryInfo = source._geometryInfo.map( info => ( { + ...info, + + boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null, + boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null, + } ) ); + this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) ); + + this._availableInstanceIds = source._availableInstanceIds.slice(); + this._availableGeometryIds = source._availableGeometryIds.slice(); + + this._nextIndexStart = source._nextIndexStart; + this._nextVertexStart = source._nextVertexStart; + this._geometryCount = source._geometryCount; + + this._maxInstanceCount = source._maxInstanceCount; + this._maxVertexCount = source._maxVertexCount; + this._maxIndexCount = source._maxIndexCount; + + this._geometryInitialized = source._geometryInitialized; + this._multiDrawCounts = source._multiDrawCounts.slice(); + this._multiDrawStarts = source._multiDrawStarts.slice(); + this._multiDrawBytesPerElement = source._multiDrawBytesPerElement; + + this._indirectTexture = source._indirectTexture.clone(); + this._indirectTexture.image.data = this._indirectTexture.image.data.slice(); + + this._matricesTexture = source._matricesTexture.clone(); + this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); + + if ( this._colorsTexture !== null ) { + + this._colorsTexture = source._colorsTexture.clone(); + this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); + + } + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + // Assuming the geometry is not shared with other meshes + this.geometry.dispose(); + + this._matricesTexture.dispose(); + this._matricesTexture = null; + + this._indirectTexture.dispose(); + this._indirectTexture = null; + + if ( this._colorsTexture !== null ) { + + this._colorsTexture.dispose(); + this._colorsTexture = null; + + } + + } + + onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { + + // if visibility has not changed and frustum culling and object sorting is not required + // then skip iterating over all items + if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { + + return; + + } + + // the indexed version of the multi draw function requires specifying the start + // offset in bytes. + const index = geometry.getIndex(); + let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; + + + // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double + // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make + // assumptions about the index buffer byte size. + let multiDrawMultiplier = 1; + if ( material.wireframe ) { + + multiDrawMultiplier = 2; + bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2; + + } + + const instanceInfo = this._instanceInfo; + const multiDrawStarts = this._multiDrawStarts; + const multiDrawCounts = this._multiDrawCounts; + const geometryInfoList = this._geometryInfo; + const perObjectFrustumCulled = this.perObjectFrustumCulled; + const indirectTexture = this._indirectTexture; + const indirectArray = indirectTexture.image.data; + + const frustum = camera.isArrayCamera ? _frustumArray : _frustum; + // prepare the frustum in the local frame + if ( perObjectFrustumCulled ) { + + if ( camera.isArrayCamera ) { + + frustum.setFromArrayCamera( camera ); + + } else { + + _matrix$1 + .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) + .multiply( this.matrixWorld ); + + frustum.setFromProjectionMatrix( + _matrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + } + + } + + let multiDrawCount = 0; + if ( this.sortObjects ) { + + // get the camera position in the local frame + _matrix$1.copy( this.matrixWorld ).invert(); + _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 ); + _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 ); + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + culled = ! frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + // get the distance from camera used for sorting + const geometryInfo = geometryInfoList[ geometryId ]; + const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 ); + _renderList.push( geometryInfo.start, geometryInfo.count, z, i ); + + } + + } + + } + + // Sort the draw ranges and prep for rendering + const list = _renderList.list; + const customSort = this.customSort; + if ( customSort === null ) { + + list.sort( material.transparent ? sortTransparent : sortOpaque ); + + } else { + + customSort.call( this, list, camera ); + + } + + for ( let i = 0, l = list.length; i < l; i ++ ) { + + const item = list[ i ]; + multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier; + multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier; + indirectArray[ multiDrawCount ] = item.index; + multiDrawCount ++; + + } + + _renderList.reset(); + + } else { + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + culled = ! frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + const geometryInfo = geometryInfoList[ geometryId ]; + multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier; + multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier; + indirectArray[ multiDrawCount ] = i; + multiDrawCount ++; + + } + + } + + } + + } + + indirectTexture.needsUpdate = true; + this._multiDrawCount = multiDrawCount; + this._multiDrawBytesPerElement = bytesPerElement; + this._visibilityChanged = false; + + } + + onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { + + this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); + + } + +} + +/** + * A material for rendering line primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); + * ``` + * + * @augments Material + */ +class LineBasicMaterial extends Material { + + /** + * Constructs a new line basic material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineBasicMaterial = true; + + this.type = 'LineBasicMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * Sets the color of the lines using data from a texture. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * Controls line thickness or lines. + * + * Can only be used with {@link SVGRenderer}. WebGL and WebGPU + * ignore this setting and always render line primitives with a + * width of one pixel. + * + * @type {number} + * @default 1 + */ + this.linewidth = 1; + + /** + * Defines appearance of line ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('butt'|'round'|'square')} + * @default 'round' + */ + this.linecap = 'round'; + + /** + * Defines appearance of line joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.linejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _vStart = /*@__PURE__*/ new Vector3(); +const _vEnd = /*@__PURE__*/ new Vector3(); + +const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _ray$1 = /*@__PURE__*/ new Ray(); +const _sphere$1 = /*@__PURE__*/ new Sphere(); + +const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); +const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); + +/** + * A continuous line. The line are rendered by connecting consecutive + * vertices with straight lines. + * + * ```js + * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } ); + * + * const points = []; + * points.push( new THREE.Vector3( - 10, 0, 0 ) ); + * points.push( new THREE.Vector3( 0, 10, 0 ) ); + * points.push( new THREE.Vector3( 10, 0, 0 ) ); + * + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const line = new THREE.Line( geometry, material ); + * scene.add( line ); + * ``` + * + * @augments Object3D + */ +class Line extends Object3D { + + /** + * Constructs a new line. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLine = true; + + this.type = 'Line'; + + /** + * The line geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The line material. + * + * @type {Material|Array} + * @default LineBasicMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Computes an array of distance values which are necessary for rendering dashed lines. + * For each vertex in the geometry, the method calculates the cumulative length from the + * current point to the very beginning of the line. + * + * @return {Line} A reference to this line. + */ + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _vStart.fromBufferAttribute( positionAttribute, i - 1 ); + _vEnd.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _vStart.distanceTo( _vEnd ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + /** + * Returns `true` if this line intersects the given frustum. + * + * @param {Frustum|FrustumArray} frustum - The frustum to test. + * @return {boolean} Whether this line intersects the given frustum or not. + */ + intersectsFrustum( frustum ) { + + return frustum.intersectsObject( this ); + + } + + /** + * Computes intersection points between a casted ray and this line. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const step = this.isLineSegments ? 2 : 1; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const a = index.getX( end - 1 ); + const b = index.getX( start ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } + + } + + /** + * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) { + + const positionAttribute = object.geometry.attributes.position; + + _vStart.fromBufferAttribute( positionAttribute, a ); + _vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); + + if ( distSq > thresholdSq ) return; + + _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + return { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), + index: i, + face: null, + faceIndex: null, + barycoord: null, + object: object + + }; + +} + +const _start = /*@__PURE__*/ new Vector3(); +const _end = /*@__PURE__*/ new Vector3(); + +/** + * A series of lines drawn between pairs of vertices. + * + * @augments Line + */ +class LineSegments extends Line { + + /** + * Constructs a new line segments. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineSegments = true; + + this.type = 'LineSegments'; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = []; + + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + +} + +/** + * A continuous line. This is nearly the same as {@link Line} the only difference + * is that the last vertex is connected with the first vertex in order to close + * the line to form a loop. + * + * @augments Line + */ +class LineLoop extends Line { + + /** + * Constructs a new line loop. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineLoop = true; + + this.type = 'LineLoop'; + + } + +} + +/** + * A material for rendering point primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const vertices = []; + * + * for ( let i = 0; i < 10000; i ++ ) { + * const x = THREE.MathUtils.randFloatSpread( 2000 ); + * const y = THREE.MathUtils.randFloatSpread( 2000 ); + * const z = THREE.MathUtils.randFloatSpread( 2000 ); + * + * vertices.push( x, y, z ); + * } + * + * const geometry = new THREE.BufferGeometry(); + * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); + * const material = new THREE.PointsMaterial( { color: 0x888888 } ); + * const points = new THREE.Points( geometry, material ); + * scene.add( points ); + * ``` + * + * @augments Material + */ +class PointsMaterial extends Material { + + /** + * Constructs a new points material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointsMaterial = true; + + this.type = 'PointsMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Defines the size of the points in pixels. + * + * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete). + * + * @type {number} + * @default 1 + */ + this.size = 1; + + /** + * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only). + * + * @type {boolean} + * @default true + */ + this.sizeAttenuation = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +const _inverseMatrix = /*@__PURE__*/ new Matrix4(); +const _ray = /*@__PURE__*/ new Ray(); +const _sphere = /*@__PURE__*/ new Sphere(); +const _position$3 = /*@__PURE__*/ new Vector3(); + +/** + * A class for displaying points or point clouds. + * + * @augments Object3D + */ +class Points extends Object3D { + + /** + * Constructs a new point cloud. + * + * @param {BufferGeometry} [geometry] - The points geometry. + * @param {Material|Array} [material] - The points material. + */ + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPoints = true; + + this.type = 'Points'; + + /** + * The points geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The line material. + * + * @type {Material|Array} + * @default PointsMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Returns `true` if this point cloud intersects the given frustum. + * + * @param {Frustum|FrustumArray} frustum - The frustum to test. + * @return {boolean} Whether this point cloud intersects the given frustum or not. + */ + intersectsFrustum( frustum ) { + + return frustum.intersectsObject( this ); + + } + + /** + * Computes intersection points between a casted ray and this point cloud. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.copy( matrixWorld ).invert(); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i ++ ) { + + const a = index.getX( i ); + + _position$3.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end; i < l; i ++ ) { + + _position$3.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } + + /** + * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + faceIndex: null, + barycoord: null, + object: object + + } ); + + } + +} + +/** + * A texture for use with a video. + * + * ```js + * // assuming you have created a HTML video element with id="video" + * const video = document.getElementById( 'video' ); + * const texture = new THREE.VideoTexture( video ); + * ``` + * + * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be + * set to THREE.SRGBColorSpace. + * + * Note: After the initial use of a texture, its dimensions, format, and type + * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. + * + * @augments Texture + */ +class VideoTexture extends Texture { + + /** + * Constructs a new video texture. + * + * @param {HTMLVideoElement} video - The video element to use as a data source for the texture. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) { + + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isVideoTexture = true; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * The video frame request callback identifier, which is a positive integer. + * + * Value of 0 represents no scheduled rVFC. + * + * @private + * @type {number} + */ + this._requestVideoFrameCallbackId = 0; + + const scope = this; + + function updateVideo() { + + scope.needsUpdate = true; + scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); + + } + + if ( 'requestVideoFrameCallback' in video ) { + + this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); + + } + + } + + clone() { + + return new this.constructor( this.image ).copy( this ); + + } + + /** + * This method is called automatically by the renderer and sets {@link Texture#needsUpdate} + * to `true` every time a new frame is available. + * + * Only relevant if `requestVideoFrameCallback` is not supported in the browser. + */ + update() { + + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; + + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + + dispose() { + + if ( this._requestVideoFrameCallbackId !== 0 ) { + + this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId ); + + this._requestVideoFrameCallbackId = 0; + + } + + super.dispose(); + + } + +} + +/** + * This class can be used as an alternative way to define video data. Instead of using + * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is + * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when + * video frames are decoded with the WebCodecs API. + * + * ```js + * const texture = new THREE.VideoFrameTexture(); + * texture.setFrame( frame ); + * ``` + * + * @augments VideoTexture + */ +class VideoFrameTexture extends VideoTexture { + + /** + * Constructs a new video frame texture. + * + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isVideoFrameTexture = true; + + } + + /** + * This method overwritten with an empty implementation since + * this type of texture is updated via `setFrame()`. + */ + update() {} + + clone() { + + return new this.constructor().copy( this ); // restoring Texture.clone() + + } + + /** + * Sets the current frame of the video. This will automatically update the texture + * so the data can be used for rendering. + * + * @param {VideoFrame} frame - The video frame. + */ + setFrame( frame ) { + + this.image = frame; + this.needsUpdate = true; + + } + +} + +/** + * This class can only be used in combination with `copyFramebufferToTexture()` methods + * of renderers. It extracts the contents of the current bound framebuffer and provides it + * as a texture for further usage. + * + * ```js + * const pixelRatio = window.devicePixelRatio; + * const textureSize = 128 * pixelRatio; + * + * const frameTexture = new FramebufferTexture( textureSize, textureSize ); + * + * // calculate start position for copying part of the frame data + * const vector = new Vector2(); + * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 ); + * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 ); + * + * renderer.render( scene, camera ); + * + * // copy part of the rendered frame into the framebuffer texture + * renderer.copyFramebufferToTexture( frameTexture, vector ); + * ``` + * + * @augments Texture + */ +class FramebufferTexture extends Texture { + + /** + * Constructs a new framebuffer texture. + * + * @param {number} [width] - The width of the texture. + * @param {number} [height] - The height of the texture. + */ + constructor( width, height ) { + + super( { width, height } ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFramebufferTexture = true; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default to disable filtering. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default to disable filtering. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + this.needsUpdate = true; + + } + +} + +/** + * Creates a texture based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments Texture + */ +class CompressedTexture extends Texture { + + /** + * Constructs a new compressed texture. + * + * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) + * the data and dimensions. + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedTexture = true; + + /** + * The image property of a compressed texture just defines its dimensions. + * + * @type {{width:number,height:number}} + */ + this.image = { width: width, height: height }; + + /** + * This array holds for all mipmaps (including the bases mip) the data and dimensions. + * + * @type {Array} + */ + this.mipmaps = mipmaps; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default since it is not possible to + * flip compressed textures. + * + * @type {boolean} + * @default false + * @readonly + */ + this.flipY = false; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default since it is not + * possible to generate mipmaps for compressed data. Mipmaps + * must be embedded in the compressed texture file. + * + * @type {boolean} + * @default false + * @readonly + */ + this.generateMipmaps = false; + + } + +} + +/** + * Creates a texture 2D array based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments CompressedTexture + */ +class CompressedArrayTexture extends CompressedTexture { + + /** + * Constructs a new compressed array texture. + * + * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) + * the data and dimensions. + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} depth - The depth of the texture. + * @param {number} [format=RGBAFormat] - The min filter value. + * @param {number} [type=UnsignedByteType] - The min filter value. + */ + constructor( mipmaps, width, height, depth, format, type ) { + + super( mipmaps, width, height, format, type ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedArrayTexture = true; + + /** + * The image property of a compressed texture just defines its dimensions. + * + * @name CompressedArrayTexture#image + * @type {{width:number,height:number,depth:number}} + */ + this.image.depth = depth; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * A set of all layers which need to be updated in the texture. + * + * @type {Set} + */ + this.layerUpdates = new Set(); + + } + + /** + * Copies the values of the given texture to this instance. + * + * @param {CompressedArrayTexture} source - The texture to copy. + * @return {CompressedArrayTexture} A reference to this instance. + */ + copy( source ) { + + super.copy( source ); + + this.wrapR = source.wrapR; + + return this; + + } + + /** + * Describes that a specific layer of the texture needs to be updated. + * Normally when {@link Texture#needsUpdate} is set to `true`, the + * entire compressed texture array is sent to the GPU. Marking specific + * layers will only transmit subsets of all mipmaps associated with a + * specific depth in the array which is often much more performant. + * + * @param {number} layerIndex - The layer index that should be updated. + */ + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + /** + * Resets the layer updates registry. + */ + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +/** + * Creates a cube texture based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments CompressedTexture + */ +class CompressedCubeTexture extends CompressedTexture { + + /** + * Constructs a new compressed texture. + * + * @param {Array} images - An array of compressed textures. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + */ + constructor( images, format, type ) { + + super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedCubeTexture = true; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + this.image = images; + + } + +} + +/** + * Creates a cube texture made up of six images. + * + * ```js + * const loader = new THREE.CubeTextureLoader(); + * loader.setPath( 'textures/cube/pisa/' ); + * + * const textureCube = loader.load( [ + * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' + * ] ); + * + * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } ); + * ``` + * + * @augments Texture + */ +class CubeTexture extends Texture { + + /** + * Constructs a new cube texture. + * + * @param {Array} [images=[]] - An array holding a image for each side of a cube. + * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space value. + */ + constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + } + + /** + * Alias for {@link CubeTexture#image}. + * + * @type {Array} + */ + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +/** + * Creates a texture from a canvas element. + * + * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} + * to `true` immediately since a canvas can directly be used for rendering. + * + * @augments Texture + */ +class CanvasTexture extends Texture { + + /** + * Constructs a new texture. + * + * @param {HTMLCanvasElement} [canvas] - The HTML canvas element. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCanvasTexture = true; + + this.needsUpdate = true; + + } + +} + +/** + * Creates a texture from an HTML element. + * + * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} + * to `true` immediately and listens for the parent canvas's paint events to trigger updates. + * + * @augments Texture + */ +class HTMLTexture extends Texture { + + /** + * Constructs a new texture. + * + * @param {HTMLElement} [element] - The HTML element. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isHTMLTexture = true; + this.generateMipmaps = false; + + this.needsUpdate = true; + + const parent = element ? element.parentNode : null; + + if ( parent !== null && 'requestPaint' in parent ) { + + parent.onpaint = () => { + + this.needsUpdate = true; + + }; + + parent.requestPaint(); + + } + + } + + dispose() { + + const parent = this.image ? this.image.parentNode : null; + + if ( parent !== null && 'onpaint' in parent ) { + + parent.onpaint = null; + + } + + super.dispose(); + + } + +} + +/** + * This class can be used to automatically save the depth information of a + * rendering into a texture. + * + * @augments Texture + */ +class DepthTexture extends Texture { + + /** + * Constructs a new depth texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} [type=UnsignedIntType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {number} [format=DepthFormat] - The texture format. + * @param {number} [depth=1] - The depth of the texture. + */ + constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) { + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + const image = { width: width, height: height, depth: depth }; + + super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDepthTexture = true; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * Code corresponding to the depth compare function. + * + * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)} + * @default null + */ + this.compareFunction = null; + + } + + + copy( source ) { + + super.copy( source ); + + this.source = new TextureSource( Object.assign( {}, source.image ) ); // see #30540 + this.compareFunction = source.compareFunction; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.compareFunction = this.compareFunction; + + return data; + + } + +} + +/** + * This class can be used to automatically save the depth information of a + * cube rendering into a cube texture with depth format. Used for PointLight shadows. + * + * @augments DepthTexture + */ +class CubeDepthTexture extends DepthTexture { + + /** + * Constructs a new cube depth texture. + * + * @param {number} size - The size (width and height) of each cube face. + * @param {number} [type=UnsignedIntType] - The texture type. + * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=NearestFilter] - The mag filter value. + * @param {number} [minFilter=NearestFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {number} [format=DepthFormat] - The texture format. + */ + constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) { + + // Create 6 identical image descriptors for the cube faces + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + // Call DepthTexture constructor with width, height + super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ); + + // Replace the single image with the array of 6 images + this.image = images; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeDepthTexture = true; + + /** + * Set to true for cube texture handling in WebGLTextures. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + } + + /** + * Alias for {@link CubeDepthTexture#image}. + * + * @type {Array} + */ + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +/** + * Represents a texture created externally with the same renderer context. + * + * This may be a texture from a protected media stream, device camera feed, + * or other data feeds like a depth sensor. + * + * @augments Texture + */ +class ExternalTexture extends Texture { + + /** + * Creates a new raw texture. + * + * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture. + */ + constructor( sourceTexture = null ) { + + super(); + + /** + * The external source texture. + * + * @type {?(WebGLTexture|GPUTexture)} + * @default null + */ + this.sourceTexture = sourceTexture; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isExternalTexture = true; + + } + + copy( source ) { + + super.copy( source ); + + this.sourceTexture = source.sourceTexture; + + return this; + + } + +} + +/** + * A geometry class for a rectangular cuboid with a given width, height, and depth. + * On creation, the cuboid is centred on the origin, with each edge parallel to one + * of the axes. + * + * ```js + * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const cube = new THREE.Mesh( geometry, material ); + * scene.add( cube ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#BoxGeometry + */ +class BoxGeometry extends BufferGeometry { + + /** + * Constructs a new box geometry. + * + * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis. + * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis. + * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis. + * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides. + * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides. + * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides. + */ + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + const scope = this; + + // segments + + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let numberOfVertices = 0; + let groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + let vertexCounter = 0; + let groupCount = 0; + + const vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segmentHeight - heightHalf; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : -1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {BoxGeometry} A new instance. + */ + static fromJSON( data ) { + + return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); + + } + +} + +/** + * A geometry class for representing a capsule. + * + * ```js + * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const capsule = new THREE.Mesh( geometry, material ); + * scene.add( capsule ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CapsuleGeometry + */ +class CapsuleGeometry extends BufferGeometry { + + /** + * Constructs a new capsule geometry. + * + * @param {number} [radius=1] - Radius of the capsule. + * @param {number} [height=1] - Height of the middle section. + * @param {number} [capSegments=4] - Number of curve segments used to build each cap. + * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1. + */ + constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) { + + super(); + + this.type = 'CapsuleGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + height: height, + capSegments: capSegments, + radialSegments: radialSegments, + heightSegments: heightSegments, + }; + + height = Math.max( 0, height ); + capSegments = Math.max( 1, Math.floor( capSegments ) ); + radialSegments = Math.max( 3, Math.floor( radialSegments ) ); + heightSegments = Math.max( 1, Math.floor( heightSegments ) ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const halfHeight = height / 2; + const capArcLength = ( Math.PI / 2 ) * radius; + const cylinderPartLength = height; + const totalArcLength = 2 * capArcLength + cylinderPartLength; + + const numVerticalSegments = capSegments * 2 + heightSegments; + const verticesPerRow = radialSegments + 1; + + const normal = new Vector3(); + const vertex = new Vector3(); + + // generate vertices, normals, and uvs + + for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) { + + let currentArcLength = 0; + let profileY = 0; + let profileRadius = 0; + let normalYComponent = 0; + + if ( iy <= capSegments ) { + + // bottom cap + const segmentProgress = iy / capSegments; + const angle = ( segmentProgress * Math.PI ) / 2; + profileY = - halfHeight - radius * Math.cos( angle ); + profileRadius = radius * Math.sin( angle ); + normalYComponent = - radius * Math.cos( angle ); + currentArcLength = segmentProgress * capArcLength; + + } else if ( iy <= capSegments + heightSegments ) { + + // middle section + const segmentProgress = ( iy - capSegments ) / heightSegments; + profileY = - halfHeight + segmentProgress * height; + profileRadius = radius; + normalYComponent = 0; + currentArcLength = capArcLength + segmentProgress * cylinderPartLength; + + } else { + + // top cap + const segmentProgress = + ( iy - capSegments - heightSegments ) / capSegments; + const angle = ( segmentProgress * Math.PI ) / 2; + profileY = halfHeight + radius * Math.sin( angle ); + profileRadius = radius * Math.cos( angle ); + normalYComponent = radius * Math.sin( angle ); + currentArcLength = + capArcLength + cylinderPartLength + segmentProgress * capArcLength; + + } + + const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) ); + + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 ) { + + uOffset = 0.5 / radialSegments; + + } else if ( iy === numVerticalSegments ) { + + uOffset = -0.5 / radialSegments; + + } + + for ( let ix = 0; ix <= radialSegments; ix ++ ) { + + const u = ix / radialSegments; + const theta = u * Math.PI * 2; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = - profileRadius * cosTheta; + vertex.y = profileY; + vertex.z = profileRadius * sinTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( + - profileRadius * cosTheta, + normalYComponent, + profileRadius * sinTheta + ); + normal.normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, v ); + + } + + if ( iy > 0 ) { + + const prevIndexRow = ( iy - 1 ) * verticesPerRow; + for ( let ix = 0; ix < radialSegments; ix ++ ) { + + const i1 = prevIndexRow + ix; + const i2 = prevIndexRow + ix + 1; + const i3 = iy * verticesPerRow + ix; + const i4 = iy * verticesPerRow + ix + 1; + + indices.push( i1, i2, i3 ); + indices.push( i2, i4, i3 ); + + } + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CapsuleGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments ); + + } + +} + +/** + * A simple shape of Euclidean geometry. It is constructed from a + * number of triangular segments that are oriented around a central point and + * extend as far out as a given radius. It is built counter-clockwise from a + * start angle and a given central angle. It can also be used to create + * regular polygons, where the number of segments determines the number of + * sides. + * + * ```js + * const geometry = new THREE.CircleGeometry( 5, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const circle = new THREE.Mesh( geometry, material ); + * scene.add( circle ) + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CircleGeometry + */ +class CircleGeometry extends BufferGeometry { + + /** + * Constructs a new circle geometry. + * + * @param {number} [radius=1] - Radius of the circle. + * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`. + * @param {number} [thetaStart=0] - Start angle for first segment in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, + * of the circular sector in radians. The default value results in a complete circle. + */ + constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CircleGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + segments = Math.max( 3, segments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + const segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( let i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CircleGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing a cylinder. + * + * ```js + * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const cylinder = new THREE.Mesh( geometry, material ); + * scene.add( cylinder ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CylinderGeometry + */ +class CylinderGeometry extends BufferGeometry { + + /** + * Constructs a new cylinder geometry. + * + * @param {number} [radiusTop=1] - Radius of the cylinder at the top. + * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom. + * @param {number} [height=1] - Height of the cylinder. + * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder. + * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped. + * @param {number} [thetaStart=0] - Start angle for first segment, in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. + * The default value results in a complete cylinder. + */ + constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CylinderGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + const scope = this; + + radialSegments = Math.floor( radialSegments ); + heightSegments = Math.floor( heightSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + const normal = new Vector3(); + const vertex = new Vector3(); + + let groupCount = 0; + + // this will be used to calculate the normal + const slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( let y = 0; y <= heightSegments; y ++ ) { + + const indexRow = []; + + const v = y / heightSegments; + + // calculate the radius of the current row + + const radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + + const theta = u * thetaLength + thetaStart; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + for ( let y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + const a = indexArray[ y ][ x ]; + const b = indexArray[ y + 1 ][ x ]; + const c = indexArray[ y + 1 ][ x + 1 ]; + const d = indexArray[ y ][ x + 1 ]; + + // faces + + if ( radiusTop > 0 || y !== 0 ) { + + indices.push( a, b, d ); + groupCount += 3; + + } + + if ( radiusBottom > 0 || y !== heightSegments - 1 ) { + + indices.push( b, c, d ); + groupCount += 3; + + } + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + // save the index of the first center vertex + const centerIndexStart = index; + + const uv = new Vector2(); + const vertex = new Vector3(); + + let groupCount = 0; + + const radius = ( top === true ) ? radiusTop : radiusBottom; + const sign = ( top === true ) ? 1 : -1; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( let x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + const centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + + const cosTheta = Math.cos( theta ); + const sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + const c = centerIndexStart + x; + const i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CylinderGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing a cone. + * + * ```js + * const geometry = new THREE.ConeGeometry( 5, 20, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const cone = new THREE.Mesh(geometry, material ); + * scene.add( cone ); + * ``` + * + * @augments CylinderGeometry + * @demo scenes/geometry-browser.html#ConeGeometry + */ +class ConeGeometry extends CylinderGeometry { + + /** + * Constructs a new cone geometry. + * + * @param {number} [radius=1] - Radius of the cone base. + * @param {number} [height=1] - Height of the cone. + * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone. + * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped. + * @param {number} [thetaStart=0] - Start angle for first segment, in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. + * The default value results in a complete cone. + */ + constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {ConeGeometry} A new instance. + */ + static fromJSON( data ) { + + return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A polyhedron is a solid in three dimensions with flat faces. This class + * will take an array of vertices, project them onto a sphere, and then + * divide them up to the desired level of detail. + * + * @augments BufferGeometry + */ +class PolyhedronGeometry extends BufferGeometry { + + /** + * Constructs a new polyhedron geometry. + * + * @param {Array} [vertices] - A flat array of vertices describing the base shape. + * @param {Array} [indices] - A flat array of indices describing the base shape. + * @param {number} [radius=1] - The radius of the shape. + * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape. + */ + constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { + + super(); + + this.type = 'PolyhedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + // default buffer data + + const vertexBuffer = []; + const uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + applyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + // iterate over all faces and apply a subdivision with the given detail value + + for ( let i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + const cols = detail + 1; + + // we use this multidimensional array as a data structure for creating the subdivision + + const v = []; + + // construct all of the vertices for this subdivision + + for ( let i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + const aj = a.clone().lerp( c, i / cols ); + const bj = b.clone().lerp( c, i / cols ); + + const rows = cols - i; + + for ( let j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( let i = 0; i < cols; i ++ ) { + + for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + const k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function applyRadius( radius ) { + + const vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + const vertex = new Vector3(); + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + const u = azimuth( vertex ) / 2 / Math.PI + 0.5; + const v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( let i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + const x0 = uvBuffer[ i + 0 ]; + const x1 = uvBuffer[ i + 2 ]; + const x2 = uvBuffer[ i + 4 ]; + + const max = Math.max( x0, x1, x2 ); + const min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + const stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + const centroid = new Vector3(); + + const uvA = new Vector2(); + const uvB = new Vector2(); + const uvC = new Vector2(); + + for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + const azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {PolyhedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing a dodecahedron. + * + * ```js + * const geometry = new THREE.DodecahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const dodecahedron = new THREE.Mesh( geometry, material ); + * scene.add( dodecahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#DodecahedronGeometry + */ +class DodecahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new dodecahedron geometry. + * + * @param {number} [radius=1] - Radius of the dodecahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron. + */ + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + const r = 1 / t; + + const vertices = [ + + // (±1, ±1, ±1) + -1, -1, -1, -1, -1, 1, + -1, 1, -1, -1, 1, 1, + 1, -1, -1, 1, -1, 1, + 1, 1, -1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + const indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {DodecahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new DodecahedronGeometry( data.radius, data.detail ); + + } + +} + +const _v0 = /*@__PURE__*/ new Vector3(); +const _v1$1 = /*@__PURE__*/ new Vector3(); +const _normal = /*@__PURE__*/ new Vector3(); +const _triangle = /*@__PURE__*/ new Triangle(); + +/** + * Can be used as a helper object to view the edges of a geometry. + * + * ```js + * const geometry = new THREE.BoxGeometry(); + * const edges = new THREE.EdgesGeometry( geometry ); + * const line = new THREE.LineSegments( edges ); + * scene.add( line ); + * ``` + * + * Note: It is not yet possible to serialize/deserialize instances of this class. + * + * @augments BufferGeometry + */ +class EdgesGeometry extends BufferGeometry { + + /** + * Constructs a new edges geometry. + * + * @param {?BufferGeometry} [geometry=null] - The geometry. + * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees) + * between the face normals of the adjoining faces exceeds this value. + */ + constructor( geometry = null, thresholdAngle = 1 ) { + + super(); + + this.type = 'EdgesGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + geometry: geometry, + thresholdAngle: thresholdAngle + }; + + if ( geometry !== null ) { + + const precisionPoints = 4; + const precision = Math.pow( 10, precisionPoints ); + const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); + + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute( 'position' ); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + + const indexArr = [ 0, 0, 0 ]; + const vertKeys = [ 'a', 'b', 'c' ]; + const hashes = new Array( 3 ); + + const edgeData = {}; + const vertices = []; + for ( let i = 0; i < indexCount; i += 3 ) { + + if ( indexAttr ) { + + indexArr[ 0 ] = indexAttr.getX( i ); + indexArr[ 1 ] = indexAttr.getX( i + 1 ); + indexArr[ 2 ] = indexAttr.getX( i + 2 ); + + } else { + + indexArr[ 0 ] = i; + indexArr[ 1 ] = i + 1; + indexArr[ 2 ] = i + 2; + + } + + const { a, b, c } = _triangle; + a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); + b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); + c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); + _triangle.getNormal( _normal ); + + // create hashes for the edge from the vertices + hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; + hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; + hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; + + // skip degenerate triangles + if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { + + continue; + + } + + // iterate over every edge + for ( let j = 0; j < 3; j ++ ) { + + // get the first and next vertex making up the edge + const jNext = ( j + 1 ) % 3; + const vecHash0 = hashes[ j ]; + const vecHash1 = hashes[ jNext ]; + const v0 = _triangle[ vertKeys[ j ] ]; + const v1 = _triangle[ vertKeys[ jNext ] ]; + + const hash = `${ vecHash0 }_${ vecHash1 }`; + const reverseHash = `${ vecHash1 }_${ vecHash0 }`; + + if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { + + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { + + vertices.push( v0.x, v0.y, v0.z ); + vertices.push( v1.x, v1.y, v1.z ); + + } + + edgeData[ reverseHash ] = null; + + } else if ( ! ( hash in edgeData ) ) { + + // if we've already got an edge here then skip adding a new one + edgeData[ hash ] = { + + index0: indexArr[ j ], + index1: indexArr[ jNext ], + normal: _normal.clone(), + + }; + + } + + } + + } + + // iterate over all remaining, unmatched edges and add them to the vertex array + for ( const key in edgeData ) { + + if ( edgeData[ key ] ) { + + const { index0, index1 } = edgeData[ key ]; + _v0.fromBufferAttribute( positionAttr, index0 ); + _v1$1.fromBufferAttribute( positionAttr, index1 ); + + vertices.push( _v0.x, _v0.y, _v0.z ); + vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); + + } + + } + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +/** + * An abstract base class for creating an analytic curve object that contains methods + * for interpolation. + * + * @abstract + */ +class Curve { + + /** + * Constructs a new curve. + */ + constructor() { + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Curve'; + + /** + * This value determines the amount of divisions when calculating the + * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure + * precision when using methods like {@link Curve#getSpacedPoints}, it is + * recommended to increase the value of this property if the curve is very large. + * + * @type {number} + * @default 200 + */ + this.arcLengthDivisions = 200; + + /** + * Must be set to `true` if the curve parameters have changed. + * + * @type {boolean} + * @default false + */ + this.needsUpdate = false; + + /** + * An internal cache that holds precomputed curve length values. + * + * @private + * @type {?Array} + * @default null + */ + this.cacheArcLengths = null; + + } + + /** + * This method returns a vector in 2D or 3D space (depending on the curve definition) + * for the given interpolation factor. + * + * @abstract + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. + */ + getPoint( /* t, optionalTarget */ ) { + + warn( 'Curve: .getPoint() not implemented.' ); + + } + + /** + * This method returns a vector in 2D or 3D space (depending on the curve definition) + * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length + * of the curve which equidistant samples. + * + * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. + */ + getPointAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + } + + /** + * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing + * the curve shape. + * + * @param {number} [divisions=5] - The number of divisions. + * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. + */ + getPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + } + + // Get sequence of points using getPointAt( u ) + + /** + * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing + * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire + * curve. + * + * @param {number} [divisions=5] - The number of divisions. + * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. + */ + getSpacedPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + } + + /** + * Returns the total arc length of the curve. + * + * @return {number} The length of the curve. + */ + getLength() { + + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + } + + /** + * Returns an array of cumulative segment lengths of the curve. + * + * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions. + * @return {Array} 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, normals: Array, binormals: Array}} The Frenet Frames. + */ + computeFrenetFrames( segments, closed = false ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + const normal = new Vector3(); + + const tangents = []; + const normals = []; + const binormals = []; + + const vec = new Vector3(); + const mat = new Matrix4(); + + // compute the tangent vectors for each segment on the curve + + for ( let i = 0; i <= segments; i ++ ) { + + const u = i / segments; + + tangents[ i ] = this.getTangentAt( u, new Vector3() ); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs( tangents[ 0 ].x ); + const ty = Math.abs( tangents[ 0 ].y ); + const tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( let i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( let i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + } + + /** + * Returns a new curve with copied values from this instance. + * + * @return {Curve} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given curve to this instance. + * + * @param {Curve} source - The curve to copy. + * @return {Curve} A reference to this curve. + */ + copy( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + } + + /** + * Serializes the curve into JSON. + * + * @return {Object} A JSON object representing the serialized curve. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + } + + /** + * Deserializes the curve from the given JSON. + * + * @param {Object} json - The JSON holding the serialized curve. + * @return {Curve} A reference to this curve. + */ + fromJSON( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} + +/** + * A curve representing an ellipse. + * + * ```js + * const curve = new THREE.EllipseCurve( + * 0, 0, + * 10, 10, + * 0, 2 * Math.PI, + * false, + * 0 + * ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const ellipse = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class EllipseCurve extends Curve { + + /** + * Constructs a new ellipse curve. + * + * @param {number} [aX=0] - The X center of the ellipse. + * @param {number} [aY=0] - The Y center of the ellipse. + * @param {number} [xRadius=1] - The radius of the ellipse in the x direction. + * @param {number} [yRadius=1] - The radius of the ellipse in the y direction. + * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. + * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. + * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + */ + constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isEllipseCurve = true; + + this.type = 'EllipseCurve'; + + /** + * The X center of the ellipse. + * + * @type {number} + * @default 0 + */ + this.aX = aX; + + /** + * The Y center of the ellipse. + * + * @type {number} + * @default 0 + */ + this.aY = aY; + + /** + * The radius of the ellipse in the x direction. + * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle. + * + * @type {number} + * @default 1 + */ + this.xRadius = xRadius; + + /** + * The radius of the ellipse in the y direction. + * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle. + * + * @type {number} + * @default 1 + */ + this.yRadius = yRadius; + + /** + * The start angle of the curve in radians starting from the positive X axis. + * + * @type {number} + * @default 0 + */ + this.aStartAngle = aStartAngle; + + /** + * The end angle of the curve in radians starting from the positive X axis. + * + * @type {number} + * @default Math.PI*2 + */ + this.aEndAngle = aEndAngle; + + /** + * Whether the ellipse is drawn clockwise or not. + * + * @type {boolean} + * @default false + */ + this.aClockwise = aClockwise; + + /** + * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * + * @type {number} + * @default 0 + */ + this.aRotation = aRotation; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos( angle ); + let y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + const cos = Math.cos( this.aRotation ); + const sin = Math.sin( this.aRotation ); + + const tx = x - this.aX; + const ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + } + + copy( source ) { + + super.copy( source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + } + +} + +/** + * A curve representing an arc. + * + * @augments EllipseCurve + */ +class ArcCurve extends EllipseCurve { + + /** + * Constructs a new arc curve. + * + * @param {number} [aX=0] - The X center of the ellipse. + * @param {number} [aY=0] - The Y center of the ellipse. + * @param {number} [aRadius=1] - The radius of the ellipse in the x direction. + * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. + * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. + * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. + */ + constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isArcCurve = true; + + this.type = 'ArcCurve'; + + } + +} + +function CubicPoly() { + + /** + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ + + let c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + const t2 = t * t; + const t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +const tmp = /*@__PURE__*/ new Vector3(); +const tmp2 = /*@__PURE__*/ new Vector3(); +const px = /*@__PURE__*/ new CubicPoly(); +const py = /*@__PURE__*/ new CubicPoly(); +const pz = /*@__PURE__*/ new CubicPoly(); + +/** + * A curve representing a Catmull-Rom spline. + * + * ```js + * //Create a closed wavey loop + * const curve = new THREE.CatmullRomCurve3( [ + * new THREE.Vector3( -10, 0, 10 ), + * new THREE.Vector3( -5, 5, 5 ), + * new THREE.Vector3( 0, 0, 0 ), + * new THREE.Vector3( 5, -5, 5 ), + * new THREE.Vector3( 10, 0, 10 ) + * ] ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class CatmullRomCurve3 extends Curve { + + /** + * Constructs a new Catmull-Rom curve. + * + * @param {Array} [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} + */ + this.points = points; + + /** + * Whether the curve is closed or not. + * + * @type {boolean} + * @default false + */ + this.closed = closed; + + /** + * The curve type. + * + * @type {('centripetal'|'chordal'|'catmullrom')} + * @default 'centripetal' + */ + this.curveType = curveType; + + /** + * Tension of the curve. + * + * @type {number} + * @default 0.5 + */ + this.tension = tension; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const points = this.points; + const l = points.length; + + const p = ( l - ( this.closed ? 0 : 1 ) ) * t; + let intPoint = Math.floor( p ); + let weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + let p0, p3; // 4 points (p1 & p2 defined below) + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp2; + + } + + const p1 = points[ intPoint % l ]; + const p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + const pow = this.curveType === 'chordal' ? 0.5 : 0.25; + let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + } + +} + +/** + * Interpolations contains spline and Bézier functions internally used by concrete curve classes. + * + * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve + * + * @module Interpolations + */ + +/** + * Computes a point on a Catmull-Rom spline. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @param {number} p3 - The fourth control point. + * @return {number} The calculated point on a Catmull-Rom spline. + */ +function CatmullRom( t, p0, p1, p2, p3 ) { + + const v0 = ( p2 - p0 ) * 0.5; + const v1 = ( p3 - p1 ) * 0.5; + const t2 = t * t; + const t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +} + +// + +function QuadraticBezierP0( t, p ) { + + const k = 1 - t; + return k * k * p; + +} + +function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + +} + +function QuadraticBezierP2( t, p ) { + + return t * t * p; + +} + +/** + * Computes a point on a Quadratic Bezier curve. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @return {number} The calculated point on a Quadratic Bezier curve. + */ +function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + +} + +// + +function CubicBezierP0( t, p ) { + + const k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + const k = 1 - t; + return 3 * k * k * t * p; + +} + +function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + +} + +function CubicBezierP3( t, p ) { + + return t * t * t * p; + +} + +/** + * Computes a point on a Cubic Bezier curve. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @param {number} p3 - The fourth control point. + * @return {number} The calculated point on a Cubic Bezier curve. + */ +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +/** + * A curve representing a 2D Cubic Bezier curve. + * + * ```js + * const curve = new THREE.CubicBezierCurve( + * new THREE.Vector2( - 0, 0 ), + * new THREE.Vector2( - 5, 15 ), + * new THREE.Vector2( 20, 15 ), + * new THREE.Vector2( 10, 0 ) + * ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class CubicBezierCurve extends Curve { + + /** + * Constructs a new Cubic Bezier curve. + * + * @param {Vector2} [v0] - The start point. + * @param {Vector2} [v1] - The first control point. + * @param {Vector2} [v2] - The second control point. + * @param {Vector2} [v3] - The end point. + */ + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubicBezierCurve = true; + + this.type = 'CubicBezierCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v0 = v0; + + /** + * The first control point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The second control point. + * + * @type {Vector2} + */ + this.v2 = v2; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v3 = v3; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +/** + * A curve representing a 3D Cubic Bezier curve. + * + * @augments Curve + */ +class CubicBezierCurve3 extends Curve { + + /** + * Constructs a new Cubic Bezier curve. + * + * @param {Vector3} [v0] - The start point. + * @param {Vector3} [v1] - The first control point. + * @param {Vector3} [v2] - The second control point. + * @param {Vector3} [v3] - The end point. + */ + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubicBezierCurve3 = true; + + this.type = 'CubicBezierCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v0 = v0; + + /** + * The first control point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The second control point. + * + * @type {Vector3} + */ + this.v2 = v2; + + /** + * The end point. + * + * @type {Vector3} + */ + this.v3 = v3; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +/** + * A curve representing a 2D line segment. + * + * @augments Curve + */ +class LineCurve extends Curve { + + /** + * Constructs a new line curve. + * + * @param {Vector2} [v1] - The start point. + * @param {Vector2} [v2] - The end point. + */ + constructor( v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineCurve = true; + + this.type = 'LineCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the line. + * + * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the line. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector2() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +/** + * A curve representing a 3D line segment. + * + * @augments Curve + */ +class LineCurve3 extends Curve { + + /** + * Constructs a new line curve. + * + * @param {Vector3} [v1] - The start point. + * @param {Vector3} [v2] - The end point. + */ + constructor( v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineCurve3 = true; + + this.type = 'LineCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the line. + * + * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the line. + */ + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector3() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +/** + * A curve representing a 2D Quadratic Bezier curve. + * + * ```js + * const curve = new THREE.QuadraticBezierCurve( + * new THREE.Vector2( - 10, 0 ), + * new THREE.Vector2( 20, 15 ), + * new THREE.Vector2( 10, 0 ) + * ) + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class QuadraticBezierCurve extends Curve { + + /** + * Constructs a new Quadratic Bezier curve. + * + * @param {Vector2} [v0] - The start point. + * @param {Vector2} [v1] - The control point. + * @param {Vector2} [v2] - The end point. + */ + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuadraticBezierCurve = true; + + this.type = 'QuadraticBezierCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v0 = v0; + + /** + * The control point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +/** + * A curve representing a 3D Quadratic Bezier curve. + * + * @augments Curve + */ +class QuadraticBezierCurve3 extends Curve { + + /** + * Constructs a new Quadratic Bezier curve. + * + * @param {Vector3} [v0] - The start point. + * @param {Vector3} [v1] - The control point. + * @param {Vector3} [v2] - The end point. + */ + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuadraticBezierCurve3 = true; + + this.type = 'QuadraticBezierCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v0 = v0; + + /** + * The control point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector3} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +/** + * A curve representing a 2D spline curve. + * + * ```js + * // Create a sine-like wave + * const curve = new THREE.SplineCurve( [ + * new THREE.Vector2( -10, 0 ), + * new THREE.Vector2( -5, 5 ), + * new THREE.Vector2( 0, 0 ), + * new THREE.Vector2( 5, -5 ), + * new THREE.Vector2( 10, 0 ) + * ] ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const splineObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class SplineCurve extends Curve { + + /** + * Constructs a new 2D spline curve. + * + * @param {Array} [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} + */ + this.points = points; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const points = this.points; + const p = ( points.length - 1 ) * t; + + const intPoint = Math.floor( p ); + const weight = p - intPoint; + + const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + const p1 = points[ intPoint ]; + const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + } + +} + +var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve +}); + +/** + * A base class extending {@link Curve}. `CurvePath` is simply an + * array of connected curves, but retains the API of a curve. + * + * @augments Curve + */ +class CurvePath extends Curve { + + /** + * Constructs a new curve path. + */ + constructor() { + + super(); + + this.type = 'CurvePath'; + + /** + * An array of curves defining the + * path. + * + * @type {Array} + */ + 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 } The curve lengths. + */ + getCurveLengths() { + + // Compute lengths and cache them + // We cannot overwrite getLengths() because UtoT mapping uses it. + // We use cache values if curves and cache array are same length + + if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { + + return this.cacheLengths; + + } + + // Get length of sub-curve + // Push sums into cached array + + const lengths = []; + let sums = 0; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + sums += this.curves[ i ].getLength(); + lengths.push( sums ); + + } + + this.cacheLengths = lengths; + + return lengths; + + } + + getSpacedPoints( divisions = 40 ) { + + const points = []; + + for ( let i = 0; i <= divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + } + + if ( this.autoClose ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + getPoints( divisions = 12 ) { + + const points = []; + let last; + + for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) { + + const curve = curves[ i ]; + const resolution = curve.isEllipseCurve ? divisions * 2 + : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1 + : curve.isSplineCurve ? divisions * curve.points.length + : divisions; + + const pts = curve.getPoints( resolution ); + + for ( let j = 0; j < pts.length; j ++ ) { + + const point = pts[ j ]; + + if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates + + points.push( point ); + last = point; + + } + + } + + if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + copy( source ) { + + super.copy( source ); + + this.curves = []; + + for ( let i = 0, l = source.curves.length; i < l; i ++ ) { + + const curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + const curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( let i = 0, l = json.curves.length; i < l; i ++ ) { + + const curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + +} + +/** + * A 2D path representation. The class provides methods for creating paths + * and contours of 2D shapes similar to the 2D Canvas API. + * + * ```js + * const path = new THREE.Path(); + * + * path.lineTo( 0, 0.8 ); + * path.quadraticCurveTo( 0, 1, 0.2, 1 ); + * path.lineTo( 1, 1 ); + * + * const points = path.getPoints(); + * + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); + * + * const line = new THREE.Line( geometry, material ); + * scene.add( line ); + * ``` + * + * @augments CurvePath + */ +class Path extends CurvePath { + + /** + * Constructs a new path. + * + * @param {Array} [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} 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} pts - An array of points in 2D space. + * @return {Path} A reference to this path. + */ + splineThru( pts ) { + + const npts = [ this.currentPoint.clone() ].concat( pts ); + + const curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + return this; + + } + + /** + * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative + * to the current point. + * + * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve. + * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve. + * @param {number} [aRadius=1] - The radius of the arc. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. + * @return {Path} A reference to this path. + */ + arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + /** + * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path. + * + * @param {number} [aX=0] - The x coordinate of the center of the arc. + * @param {number} [aY=0] - The y coordinate of the center of the arc. + * @param {number} [aRadius=1] - The radius of the arc. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. + * @return {Path} A reference to this path. + */ + absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + /** + * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative + * to the current point + * + * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve. + * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve. + * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. + * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * @return {Path} A reference to this path. + */ + ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + return this; + + } + + /** + * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path. + * + * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse. + * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse. + * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. + * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * @return {Path} A reference to this path. + */ + absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + const firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + const lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + return this; + + } + + copy( source ) { + + super.copy( source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + +} + +/** + * Defines an arbitrary 2d shape plane using paths with optional holes. It + * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get + * points, or to get triangulated faces. + * + * ```js + * const heartShape = new THREE.Shape(); + * + * heartShape.moveTo( 25, 25 ); + * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 ); + * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 ); + * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 ); + * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 ); + * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 ); + * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 ); + * + * const extrudeSettings = { + * depth: 8, + * bevelEnabled: true, + * bevelSegments: 2, + * steps: 2, + * bevelSize: 1, + * bevelThickness: 1 + * }; + * + * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings ); + * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() ); + * ``` + * + * @augments Path + */ +class Shape extends Path { + + /** + * Constructs a new shape. + * + * @param {Array} [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} + * @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>} 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,holes:Array>}} An object with contour data. + */ + extractPoints( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + } + + copy( source ) { + + super.copy( source ); + + this.holes = []; + + for ( let i = 0, l = source.holes.length; i < l; i ++ ) { + + const hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.uuid = this.uuid; + data.holes = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + const hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( let i = 0, l = json.holes.length; i < l; i ++ ) { + + const hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + +} + +/* eslint-disable */ +// copy of mapbox/earcut version 3.0.2 +// https://github.com/mapbox/earcut/tree/v3.0.2 + +function earcut(data, holeIndices, dim = 2) { + + const hasHoles = holeIndices && holeIndices.length; + const outerLen = hasHoles ? holeIndices[0] * dim : data.length; + let outerNode = linkedList(data, 0, outerLen, dim, true); + const triangles = []; + + if (!outerNode || outerNode.next === outerNode.prev) return triangles; + + let minX, minY, invSize; + + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = data[0]; + minY = data[1]; + let maxX = minX; + let maxY = minY; + + for (let i = dim; i < outerLen; i += dim) { + const x = data[i]; + const y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 32767 / invSize : 0; + } + + earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); + + return triangles; +} + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList(data, start, end, dim, clockwise) { + let last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last); + } else { + for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last); + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; +} + +// eliminate colinear or duplicate points +function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + + let p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) break; + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) return; + + // interlink polygon nodes in z-order + if (!pass && invSize) indexCurve(ear, minX, minY, invSize); + + let stop = ear; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + const prev = ear.prev; + const next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + triangles.push(prev.i, ear.i, next.i); // cut off the triangle + + removeNode(ear); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } + + break; + } + } +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar(ear) { + const a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox + const x0 = Math.min(ax, bx, cx), + y0 = Math.min(ay, by, cy), + x1 = Math.max(ax, bx, cx), + y1 = Math.max(ay, by, cy); + + let p = c.next; + while (p !== a) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + + return true; +} + +function isEarHashed(ear, minX, minY, invSize) { + const a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox + const x0 = Math.min(ax, bx, cx), + y0 = Math.min(ay, by, cy), + x1 = Math.max(ax, bx, cx), + y1 = Math.max(ay, by, cy); + + // z-order range for the current triangle bbox; + const minZ = zOrder(x0, y0, minX, minY, invSize), + maxZ = zOrder(x1, y1, minX, minY, invSize); + + let p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } + + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + return true; +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections(start, triangles) { + let p = start; + do { + const a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i, p.i, b.i); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return filterPoints(p); +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + let a = start; + do { + let b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + let c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize, 0); + earcutLinked(c, triangles, dim, minX, minY, invSize, 0); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles(data, holeIndices, outerNode, dim) { + const queue = []; + + for (let i = 0, len = holeIndices.length; i < len; i++) { + const start = holeIndices[i] * dim; + const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + const list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareXYSlope); + + // process holes from left to right + for (let i = 0; i < queue.length; i++) { + outerNode = eliminateHole(queue[i], outerNode); + } + + return outerNode; +} + +function compareXYSlope(a, b) { + let result = a.x - b.x; + // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find + // the bridge to the outer shell is always the point that they meet at. + if (result === 0) { + result = a.y - b.y; + if (result === 0) { + const aSlope = (a.next.y - a.y) / (a.next.x - a.x); + const bSlope = (b.next.y - b.y) / (b.next.x - b.x); + result = aSlope - bSlope; + } + } + return result; +} + +// find a bridge between vertices that connects hole with an outer ring and link it +function eliminateHole(hole, outerNode) { + const bridge = findHoleBridge(hole, outerNode); + if (!bridge) { + return outerNode; + } + + const bridgeReverse = splitPolygon(bridge, hole); + + // filter collinear points around the cuts + filterPoints(bridgeReverse, bridgeReverse.next); + return filterPoints(bridge, bridge.next); +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge(hole, outerNode) { + let p = outerNode; + const hx = hole.x; + const hy = hole.y; + let qx = -Infinity; + let m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + // unless they intersect at a vertex, then choose the vertex + if (equals(hole, p)) return p; + do { + if (equals(hole, p.next)) return p.next; + else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + m = p.x < p.next.x ? p : p.next; + if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) return null; + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + const stop = m; + const mx = m.x; + const my = m.y; + let tanMin = Infinity; + + p = m; + + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if (locallyInside(p, hole) && + (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } while (p !== stop); + + return m; +} + +// whether sector in vertex m contains sector in vertex p in the same coordinates +function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; +} + +// interlink polygon nodes in z-order +function indexCurve(start, minX, minY, invSize) { + let p = start; + do { + if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked(list) { + let numMerges; + let inSize = 1; + + do { + let p = list; + let e; + list = null; + let tail = null; + numMerges = 0; + + while (p) { + numMerges++; + let q = p; + let pSize = 0; + for (let i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + let qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = (x - minX) * invSize | 0; + y = (y - minY) * invSize | 0; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +// find the leftmost node of a polygon ring +function getLeftmost(start) { + let p = start, + leftmost = start; + do { + if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; + p = p.next; + } while (p !== start); + + return leftmost; +} + +// check if a point lies within a convex triangle +function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && + (ax - px) * (by - py) >= (bx - px) * (ay - py) && + (bx - px) * (cy - py) >= (cx - px) * (by - py); +} + +// check if a point lies within a convex triangle but false if its equal to the first point of the triangle +function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) { + return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py); +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges + (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible + (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case +} + +// signed area of a triangle +function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); +} + +// check if two points are equal +function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; +} + +// check if two segments intersect +function intersects(p1, q1, p2, q2) { + const o1 = sign(area(p1, q1, p2)); + const o2 = sign(area(p1, q1, q2)); + const o3 = sign(area(p2, q2, p1)); + const o4 = sign(area(p2, q2, q1)); + + if (o1 !== o2 && o3 !== o4) return true; // general case + + if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; +} + +// for collinear points p, q, r, check if point q lies on segment pr +function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); +} + +function sign(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon(a, b) { + let p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); + + return false; +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside(a, b) { + let p = a; + let inside = false; + const px = (a.x + b.x) / 2; + const py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); + + return inside; +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon(a, b) { + const a2 = createNode(a.i, a.x, a.y), + b2 = createNode(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode(i, x, y, last) { + const p = createNode(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; +} + +function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; +} + +function createNode(i, x, y) { + return { + i, // vertex index in coordinates array + x, y, // vertex coordinates + prev: null, // previous and next vertex nodes in a polygon ring + next: null, + z: 0, // z-order curve value + prevZ: null, // previous and next nodes in z-order + nextZ: null, + steiner: false // indicates whether this is a steiner point + }; +} + +function signedArea(data, start, end, dim) { + let sum = 0; + for (let i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; +} + +/** + * An implementation of the earcut polygon triangulation algorithm. + * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut). + * + * @see https://github.com/mapbox/earcut + */ +class Earcut { + + /** + * Triangulates the given shape definition by returning an array of triangles. + * + * @param {Array} data - An array with 2D points. + * @param {Array} holeIndices - An array with indices defining holes. + * @param {number} [dim=2] - The number of coordinates per vertex in the input array. + * @return {Array} An array representing the triangulated faces. Each face is defined by three consecutive numbers + * representing vertex indices. + */ + static triangulate( data, holeIndices, dim = 2 ) { + + return earcut( data, holeIndices, dim ); + + } + +} + +/** + * A class containing utility functions for shapes. + * + * @hideconstructor + */ +class ShapeUtils { + + /** + * Calculate area of a ( 2D ) contour polygon. + * + * @param {Array} 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} 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} contour - An array of 2D points defining the contour. + * @param {Array>} holes - An array that holds arrays of 2D points defining the holes. + * @return {Array>} An array that holds for each face definition an array with three indices. + */ + static triangulateShape( contour, holes ) { + + const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + const holeIndices = []; // array of hole indices + const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + let holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( let i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + const triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( let i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + +} + +function removeDupEndPts( points ) { + + const l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + +} + +function addContour( vertices, contour ) { + + for ( let i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + +} + +/** + * Creates extruded geometry from a path shape. + * + * ```js + * const length = 12, width = 8; + * + * const shape = new THREE.Shape(); + * shape.moveTo( 0,0 ); + * shape.lineTo( 0, width ); + * shape.lineTo( length, width ); + * shape.lineTo( length, 0 ); + * shape.lineTo( 0, 0 ); + * + * const geometry = new THREE.ExtrudeGeometry( shape ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const mesh = new THREE.Mesh( geometry, material ) ; + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#ExtrudeGeometry + */ +class ExtrudeGeometry extends BufferGeometry { + + /** + * Constructs a new extrude geometry. + * + * @param {Shape|Array} [shapes] - A shape or an array of shapes. + * @param {ExtrudeGeometry~Options} [options] - The extrude settings. + */ + constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( -0.5, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), options = {} ) { + + super(); + + this.type = 'ExtrudeGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + shapes: shapes, + options: options + }; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + const scope = this; + + const verticesArray = []; + const uvArray = []; + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + addShape( shape ); + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + this.computeVertexNormals(); + + // functions + + function addShape( shape ) { + + const placeholder = []; + + // options + + const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + const steps = options.steps !== undefined ? options.steps : 1; + const depth = options.depth !== undefined ? options.depth : 1; + + let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; + let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; + let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + const extrudePath = options.extrudePath; + + const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + + // + + let extrudePts, extrudeByPath = false; + let splineTube, binormal, normal, position2; + + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false; + + splineTube = extrudePath.computeFrenetFrames( steps, isClosed ); + + // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + + } + + // Variables initialization + + const shapePoints = shape.extractPoints( curveSegments ); + + let vertices = shapePoints.shape; + const holes = shapePoints.holes; + + const reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + /**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates. + * @param {Array} points + */ + function mergeOverlappingPoints( points ) { + + const THRESHOLD = 1e-10; + const THRESHOLD_SQ = THRESHOLD * THRESHOLD; + let prevPos = points[ 0 ]; + for ( let i = 1; i <= points.length; i ++ ) { + + const currentIndex = i % points.length; + const currentPos = points[ currentIndex ]; + const dx = currentPos.x - prevPos.x; + const dy = currentPos.y - prevPos.y; + const distSq = dx * dx + dy * dy; + + const scalingFactorSqrt = Math.max( + Math.abs( currentPos.x ), + Math.abs( currentPos.y ), + Math.abs( prevPos.x ), + Math.abs( prevPos.y ) + ); + const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt; + if ( distSq <= thresholdSqScaled ) { + + points.splice( currentIndex, 1 ); + i --; + continue; + + } + + prevPos = currentPos; + + } + + } + + mergeOverlappingPoints( vertices ); + holes.forEach( mergeOverlappingPoints ); + + const numHoles = holes.length; + + /* Vertices */ + + const contour = vertices; // vertices has all points but contour has only points of circumference + + for ( let h = 0; h < numHoles; h ++ ) { + + const ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' ); + + return pt.clone().addScaledVector( vec, size ); + + } + + const vlen = vertices.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + const v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + const v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + const v_prev_len = Math.sqrt( v_prev_lensq ); + const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + let direction_eq = false; // assumes: opposite + + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + const contourMovements = []; + + for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + const holesMovements = []; + let oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( let h = 0, hl = numHoles; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + let faces; + + if ( bevelSegments === 0 ) { + + faces = ShapeUtils.triangulateShape( contour, holes ); + + } else { + + const contractedContourVertices = []; + const expandedHoleVertices = []; + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( let b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + if ( t === 0 ) contractedContourVertices.push( vert ); + + } + + // expand holes + + for ( let h = 0, hl = numHoles; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + const oneHoleVertices = []; + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + if ( t === 0 ) oneHoleVertices.push( vert ); + + } + + if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices ); + + } + + } + + faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices ); + + } + + const flen = faces.length; + + const bs = bevelSize + bevelOffset; + + // Back facing vertices + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + for ( let s = 1; s <= steps; s ++ ) { + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( let b = bevelSegments - 1; b >= 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + const start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + let layer = 0; // steps + 1 + let offset = vlen * layer; + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + const start = verticesArray.length / 3; + let layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + let i = contour.length; + + while ( -- i >= 0 ) { + + const j = i; + let k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //log('b', i,j, i-1, k,vertices.length); + + for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { + + const slen1 = vlen * s; + const slen2 = vlen * ( s + 1 ); + + const a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + const options = this.parameters.options; + + return toJSON$1( shapes, options, data ); + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @param {Array} shapes - An array of shapes. + * @return {ExtrudeGeometry} A new instance. + */ + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + const extrudePath = data.options.extrudePath; + + if ( extrudePath !== undefined ) { + + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + + } + + return new ExtrudeGeometry( geometryShapes, data.options ); + + } + +} + +const WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const a_z = vertices[ indexA * 3 + 2 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const b_z = vertices[ indexB * 3 + 2 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + const c_z = vertices[ indexC * 3 + 2 ]; + const d_x = vertices[ indexD * 3 ]; + const d_y = vertices[ indexD * 3 + 1 ]; + const d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } + +}; + +function toJSON$1( shapes, options, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + data.options = Object.assign( {}, options ); + + if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + + return data; + +} + +/** + * A geometry class for representing an icosahedron. + * + * ```js + * const geometry = new THREE.IcosahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const icosahedron = new THREE.Mesh( geometry, material ); + * scene.add( icosahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#IcosahedronGeometry + */ +class IcosahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new icosahedron geometry. + * + * @param {number} [radius=1] - Radius of the icosahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron. + */ + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + + const vertices = [ + -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0, + 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, + t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1 + ]; + + const indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {IcosahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new IcosahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis. + * + * ```js + * const points = []; + * for ( let i = 0; i < 10; i ++ ) { + * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) ); + * } + * const geometry = new THREE.LatheGeometry( points ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const lathe = new THREE.Mesh( geometry, material ); + * scene.add( lathe ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#LatheGeometry + */ +class LatheGeometry extends BufferGeometry { + + /** + * Constructs a new lathe geometry. + * + * @param {Array} [points] - An array of points in 2D space. The x-coordinate of each point + * must be greater than zero. + * @param {number} [segments=12] - The number of circumference segments to generate. + * @param {number} [phiStart=0] - The starting angle in radians. + * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a + * closed lathe, less than 2PI is a portion. + */ + constructor( points = [ new Vector2( 0, -0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { + + super(); + + this.type = 'LatheGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ); + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = clamp( phiLength, 0, Math.PI * 2 ); + + // buffers + + const indices = []; + const vertices = []; + const uvs = []; + const initNormals = []; + const normals = []; + + // helper variables + + const inverseSegments = 1.0 / segments; + const vertex = new Vector3(); + const uv = new Vector2(); + const normal = new Vector3(); + const curNormal = new Vector3(); + const prevNormal = new Vector3(); + let dx = 0; + let dy = 0; + + // pre-compute normals for initial "meridian" + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + switch ( j ) { + + case 0: // special handling for 1st vertex on path + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + prevNormal.copy( normal ); + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + break; + + case ( points.length - 1 ): // special handling for last Vertex on path + + initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); + + break; + + default: // default handling for all vertices in between + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + curNormal.copy( normal ); + + normal.x += prevNormal.x; + normal.y += prevNormal.y; + normal.z += prevNormal.z; + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + prevNormal.copy( curNormal ); + + } + + } + + // generate vertices, uvs and normals + + for ( let i = 0; i <= segments; i ++ ) { + + const phi = phiStart + i * inverseSegments * phiLength; + + const sin = Math.sin( phi ); + const cos = Math.cos( phi ); + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + // normal + + const x = initNormals[ 3 * j + 0 ] * sin; + const y = initNormals[ 3 * j + 1 ]; + const z = initNormals[ 3 * j + 0 ] * cos; + + normals.push( x, y, z ); + + } + + } + + // indices + + for ( let i = 0; i < segments; i ++ ) { + + for ( let j = 0; j < ( points.length - 1 ); j ++ ) { + + const base = j + i * points.length; + + const a = base; + const b = base + points.length; + const c = base + points.length + 1; + const d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( c, d, b ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {LatheGeometry} A new instance. + */ + static fromJSON( data ) { + + return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); + + } + +} + +/** + * A geometry class for representing an octahedron. + * + * ```js + * const geometry = new THREE.OctahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const octahedron = new THREE.Mesh( geometry, material ); + * scene.add( octahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#OctahedronGeometry + */ +class OctahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new octahedron geometry. + * + * @param {number} [radius=1] - Radius of the octahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron. + */ + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 0, 0, -1, 0, 0, 0, 1, 0, + 0, -1, 0, 0, 0, 1, 0, 0, -1 + ]; + + const indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {OctahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new OctahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing a plane. + * + * ```js + * const geometry = new THREE.PlaneGeometry( 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); + * const plane = new THREE.Mesh( geometry, material ); + * scene.add( plane ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#PlaneGeometry + */ +class PlaneGeometry extends BufferGeometry { + + /** + * Constructs a new plane geometry. + * + * @param {number} [width=1] - The width along the X axis. + * @param {number} [height=1] - The height along the Y axis + * @param {number} [widthSegments=1] - The number of segments along the X axis. + * @param {number} [heightSegments=1] - The number of segments along the Y axis. + */ + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + + this.type = 'PlaneGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + const width_half = width / 2; + const height_half = height / 2; + + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + const segment_width = width / gridX; + const segment_height = height / gridY; + + // + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segment_height - height_half; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {PlaneGeometry} A new instance. + */ + static fromJSON( data ) { + + return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); + + } + +} + +/** + * A class for generating a two-dimensional ring geometry. + * + * ```js + * const geometry = new THREE.RingGeometry( 1, 5, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#RingGeometry + */ +class RingGeometry extends BufferGeometry { + + /** + * Constructs a new ring geometry. + * + * @param {number} [innerRadius=0.5] - The inner radius of the ring. + * @param {number} [outerRadius=1] - The outer radius of the ring. + * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`. + * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`. + * @param {number} [thetaStart=0] - Starting angle in radians. + * @param {number} [thetaLength=Math.PI*2] - Central angle in radians. + */ + constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'RingGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + thetaSegments = Math.max( 3, thetaSegments ); + phiSegments = Math.max( 1, phiSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // some helper variables + + let radius = innerRadius; + const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + const vertex = new Vector3(); + const uv = new Vector2(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= phiSegments; j ++ ) { + + for ( let i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + const segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( let j = 0; j < phiSegments; j ++ ) { + + const thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( let i = 0; i < thetaSegments; i ++ ) { + + const segment = i + thetaSegmentLevel; + + const a = segment; + const b = segment + thetaSegments + 1; + const c = segment + thetaSegments + 2; + const d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {RingGeometry} A new instance. + */ + static fromJSON( data ) { + + return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * Creates an one-sided polygonal geometry from one or more path shapes. + * + * ```js + * const arcShape = new THREE.Shape() + * .moveTo( 5, 1 ) + * .absarc( 1, 1, 4, 0, Math.PI * 2, false ); + * + * const geometry = new THREE.ShapeGeometry( arcShape ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } ); + * const mesh = new THREE.Mesh( geometry, material ) ; + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#ShapeGeometry + */ +class ShapeGeometry extends BufferGeometry { + + /** + * Constructs a new shape geometry. + * + * @param {Shape|Array} [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} shapes - An array of shapes. + * @return {ShapeGeometry} A new instance. + */ + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + return new ShapeGeometry( geometryShapes, data.curveSegments ); + + } + +} + +function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + +} + +/** + * A class for generating a sphere geometry. + * + * ```js + * const geometry = new THREE.SphereGeometry( 15, 32, 16 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const sphere = new THREE.Mesh( geometry, material ); + * scene.add( sphere ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#SphereGeometry + */ +class SphereGeometry extends BufferGeometry { + + /** + * Constructs a new sphere geometry. + * + * @param {number} [radius=1] - The sphere radius. + * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`. + * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`. + * @param {number} [phiStart=0] - The horizontal starting angle in radians. + * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size. + * @param {number} [thetaStart=0] - The vertical starting angle in radians. + * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size. + */ + constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { + + super(); + + this.type = 'SphereGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) ); + + const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + + let index = 0; + const grid = []; + + const vertex = new Vector3(); + const normal = new Vector3(); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // generate vertices, normals and uvs + + for ( let iy = 0; iy <= heightSegments; iy ++ ) { + + const verticesRow = []; + + const v = iy / heightSegments; + const theta = thetaStart + v * thetaLength; + + const y = radius * Math.cos( theta ); + const ringRadius = Math.sqrt( radius * radius - y * y ); + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 && thetaStart === 0 ) { + + uOffset = 0.5 / widthSegments; + + } else if ( iy === heightSegments && thetaEnd === Math.PI ) { + + uOffset = -0.5 / widthSegments; + + } + + for ( let ix = 0; ix <= widthSegments; ix ++ ) { + + const u = ix / widthSegments; + const phi = phiStart + u * phiLength; + + // vertex + + vertex.x = - ringRadius * Math.cos( phi ); + vertex.y = y; + vertex.z = ringRadius * Math.sin( phi ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( let iy = 0; iy < heightSegments; iy ++ ) { + + for ( let ix = 0; ix < widthSegments; ix ++ ) { + + const a = grid[ iy ][ ix + 1 ]; + const b = grid[ iy ][ ix ]; + const c = grid[ iy + 1 ][ ix ]; + const d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {SphereGeometry} A new instance. + */ + static fromJSON( data ) { + + return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing an tetrahedron. + * + * ```js + * const geometry = new THREE.TetrahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const tetrahedron = new THREE.Mesh( geometry, material ); + * scene.add( tetrahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#TetrahedronGeometry + */ +class TetrahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new tetrahedron geometry. + * + * @param {number} [radius=1] - Radius of the tetrahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron. + */ + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1 + ]; + + const indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TetrahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TetrahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing an torus. + * + * ```js + * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const torus = new THREE.Mesh( geometry, material ); + * scene.add( torus ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TorusGeometry + */ +class TorusGeometry extends BufferGeometry { + + /** + * Constructs a new torus geometry. + * + * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube. + * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`. + * @param {number} [radialSegments=12] - The number of radial segments. + * @param {number} [tubularSegments=48] - The number of tubular segments. + * @param {number} [arc=Math.PI*2] - Central angle in radians. + * @param {number} [thetaStart=0] - Start of the tubular sweep in radians. + * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians. + */ + constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'TorusGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc, + thetaStart: thetaStart, + thetaLength: thetaLength, + }; + + radialSegments = Math.floor( radialSegments ); + tubularSegments = Math.floor( tubularSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const center = new Vector3(); + const vertex = new Vector3(); + const normal = new Vector3(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= radialSegments; j ++ ) { + + const v = thetaStart + ( j / radialSegments ) * thetaLength; + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + const u = i / tubularSegments * arc; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= radialSegments; j ++ ) { + + for ( let i = 1; i <= tubularSegments; i ++ ) { + + // indices + + const a = ( tubularSegments + 1 ) * j + i - 1; + const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + const d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TorusGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * Creates a torus knot, the particular shape of which is defined by a pair + * of coprime integers, p and q. If p and q are not coprime, the result will + * be a torus link. + * + * ```js + * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const torusKnot = new THREE.Mesh( geometry, material ); + * scene.add( torusKnot ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TorusKnotGeometry + */ +class TorusKnotGeometry extends BufferGeometry { + + /** + * Constructs a new torus knot geometry. + * + * @param {number} [radius=1] - Radius of the torus knot. + * @param {number} [tube=0.4] - Radius of the tube. + * @param {number} [tubularSegments=64] - The number of tubular segments. + * @param {number} [radialSegments=8] - The number of radial segments. + * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry. + * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus. + */ + constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { + + super(); + + this.type = 'TorusKnotGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + tubularSegments = Math.floor( tubularSegments ); + radialSegments = Math.floor( radialSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + + const P1 = new Vector3(); + const P2 = new Vector3(); + + const B = new Vector3(); + const T = new Vector3(); + const N = new Vector3(); + + // generate vertices, normals and uvs + + for ( let i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segment + + const u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( let j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + const v = j / radialSegments * Math.PI * 2; + const cx = - tube * Math.cos( v ); + const cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + // indices + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + const cu = Math.cos( u ); + const su = Math.sin( u ); + const quOverP = q / p * u; + const cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TorusKnotGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); + + } + +} + +/** + * Creates a tube that extrudes along a 3D curve. + * + * ```js + * class CustomSinCurve extends THREE.Curve { + * + * getPoint( t, optionalTarget = new THREE.Vector3() ) { + * + * const tx = t * 3 - 1.5; + * const ty = Math.sin( 2 * Math.PI * t ); + * const tz = 0; + * + * return optionalTarget.set( tx, ty, tz ); + * } + * + * } + * + * const path = new CustomSinCurve( 10 ); + * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TubeGeometry + */ +class TubeGeometry extends BufferGeometry { + + /** + * Constructs a new tube geometry. + * + * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube. + * @param {number} [tubularSegments=64] - The number of segments that make up the tube. + * @param {number} [radius=1] -The radius of the tube. + * @param {number} [radialSegments=8] - The number of segments that make up the cross-section. + * @param {boolean} [closed=false] - Whether the tube is closed or not. + */ + constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { + + super(); + + this.type = 'TubeGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + const frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + const uv = new Vector2(); + let P = new Vector3(); + + // buffer + + const vertices = []; + const normals = []; + const uvs = []; + const indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( let i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + const N = frames.normals[ i ]; + const B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( let j = 0; j <= radialSegments; j ++ ) { + + const v = j / radialSegments * Math.PI * 2; + + const sin = Math.sin( v ); + const cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + for ( let j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.path = this.parameters.path.toJSON(); + + return data; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TubeGeometry} A new instance. + */ + static fromJSON( data ) { + + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + return new TubeGeometry( + new Curves[ data.path.type ]().fromJSON( data.path ), + data.tubularSegments, + data.radius, + data.radialSegments, + data.closed + ); + + } + +} + +/** + * Can be used as a helper object to visualize a geometry as a wireframe. + * + * ```js + * const geometry = new THREE.SphereGeometry(); + * + * const wireframe = new THREE.WireframeGeometry( geometry ); + * + * const line = new THREE.LineSegments( wireframe ); + * line.material.depthWrite = false; + * line.material.opacity = 0.25; + * line.material.transparent = true; + * + * scene.add( line ); + * ``` + * + * Note: It is not yet possible to serialize/deserialize instances of this class. + * + * @augments BufferGeometry + */ +class WireframeGeometry extends BufferGeometry { + + /** + * Constructs a new wireframe geometry. + * + * @param {?BufferGeometry} [geometry=null] - The geometry. + */ + constructor( geometry = null ) { + + super(); + + this.type = 'WireframeGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + geometry: geometry + }; + + if ( geometry !== null ) { + + // buffer + + const vertices = []; + const edges = new Set(); + + // helper variables + + const start = new Vector3(); + const end = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all edges without duplicates + + for ( let o = 0, ol = groups.length; o < ol; ++ o ) { + + const group = groups[ o ]; + + const groupStart = group.start; + const groupCount = group.count; + + for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { + + for ( let j = 0; j < 3; j ++ ) { + + const index1 = indices.getX( i + j ); + const index2 = indices.getX( i + ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + } else { + + // non-indexed BufferGeometry + + const position = geometry.attributes.position; + + for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( let j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + const index1 = 3 * i + j; + const index2 = 3 * i + ( ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +function isUniqueEdge( start, end, edges ) { + + const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; + const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge + + if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { + + return false; + + } else { + + edges.add( hash1 ); + edges.add( hash2 ); + return true; + + } + +} + +var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + BoxGeometry: BoxGeometry, + CapsuleGeometry: CapsuleGeometry, + CircleGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + EdgesGeometry: EdgesGeometry, + ExtrudeGeometry: ExtrudeGeometry, + IcosahedronGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + PlaneGeometry: PlaneGeometry, + PolyhedronGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + ShapeGeometry: ShapeGeometry, + SphereGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TorusGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + WireframeGeometry: WireframeGeometry +}); + +/** + * This material can receive shadows, but otherwise is completely transparent. + * + * ```js + * const geometry = new THREE.PlaneGeometry( 2000, 2000 ); + * geometry.rotateX( - Math.PI / 2 ); + * + * const material = new THREE.ShadowMaterial(); + * material.opacity = 0.2; + * + * const plane = new THREE.Mesh( geometry, material ); + * plane.position.y = -200; + * plane.receiveShadow = true; + * scene.add( plane ); + * ``` + * + * @augments Material + */ +class ShadowMaterial extends Material { + + /** + * Constructs a new shadow material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isShadowMaterial = true; + + this.type = 'ShadowMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (0,0,0) + */ + this.color = new Color( 0x000000 ); + + /** + * Overwritten since shadow materials are transparent + * by default. + * + * @type {boolean} + * @default true + */ + this.transparent = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.fog = source.fog; + + return this; + + } + +} + +/** + * Provides utility functions for managing uniforms. + * + * @module UniformsUtils + */ + +/** + * Clones the given uniform definitions by performing a deep-copy. That means + * if the value of a uniform refers to an object like a Vector3 or Texture, + * the cloned uniform will refer to a new object reference. + * + * @param {Object} src - An object representing uniform definitions. + * @return {Object} The cloned uniforms. + */ +function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( isThreeObject( property ) ) { + + if ( property.isRenderTargetTexture ) { + + warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); + dst[ u ][ p ] = null; + + } else { + + dst[ u ][ p ] = property.clone(); + + } + + } else if ( Array.isArray( property ) ) { + + if ( isThreeObject( property[ 0 ] ) ) { + + const clonedProperty = []; + + for ( let i = 0, l = property.length; i < l; i ++ ) { + + clonedProperty[ i ] = property[ i ].clone(); + + } + + dst[ u ][ p ] = clonedProperty; + + } else { + + dst[ u ][ p ] = property.slice(); + + } + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +/** + * Merges the given uniform definitions into a single object. Since the + * method internally uses cloneUniforms(), it performs a deep-copy when + * producing the merged uniform definitions. + * + * @param {Array} uniforms - An array of objects containing uniform definitions. + * @return {Object} The merged uniforms. + */ +function mergeUniforms( uniforms ) { + + const merged = {}; + + for ( let u = 0; u < uniforms.length; u ++ ) { + + const tmp = cloneUniforms( uniforms[ u ] ); + + for ( const p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + +} + +function isThreeObject( property ) { + + return ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ); + +} + +function cloneUniformsGroups( src ) { + + const dst = []; + + for ( let u = 0; u < src.length; u ++ ) { + + dst.push( src[ u ].clone() ); + + } + + return dst; + +} + +function getUnlitUniformColorSpace( renderer ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + if ( currentRenderTarget === null ) { + + // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 + return renderer.outputColorSpace; + + } + + // https://github.com/mrdoob/three.js/issues/27868 + if ( currentRenderTarget.isXRRenderTarget === true ) { + + return currentRenderTarget.texture.colorSpace; + + } + + return ColorManagement.workingColorSpace; + +} + +// Legacy + +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +/** + * A material rendered with custom shaders. A shader is a small program written in GLSL. + * that runs on the GPU. You may want to use a custom shader if you need to implement an + * effect not included with any of the built-in materials. + * + * There are the following notes to bear in mind when using a `ShaderMaterial`: + * + * - `ShaderMaterial` can only be used with {@link WebGLRenderer}. + * - Built in attributes and uniforms are passed to the shaders along with your code. If + * you don't want that, use {@link RawShaderMaterial} instead. + * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end` + * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has + * to be placed right above the loop. The loop formatting has to correspond to a defined standard. + * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop). + * - The loop variable has to be *i*. + * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly + * value of *i* for the given iteration and can be used in preprocessor + * statements. + * + * ```js + * const material = new THREE.ShaderMaterial( { + * uniforms: { + * time: { value: 1.0 }, + * resolution: { value: new THREE.Vector2() } + * }, + * vertexShader: document.getElementById( 'vertexShader' ).textContent, + * fragmentShader: document.getElementById( 'fragmentShader' ).textContent + * } ); + * ``` + * + * @augments Material + */ +class ShaderMaterial extends Material { + + /** + * Constructs a new shader material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isShaderMaterial = true; + + this.type = 'ShaderMaterial'; + + /** + * Defines custom constants using `#define` directives within the GLSL code + * for both the vertex shader and the fragment shader; each key/value pair + * yields another directive. + * ```js + * defines: { + * FOO: 15, + * BAR: true + * } + * ``` + * Yields the lines: + * ``` + * #define FOO 15 + * #define BAR true + * ``` + * + * @type {Object} + */ + this.defines = {}; + + /** + * An object of the form: + * ```js + * { + * "uniform1": { value: 1.0 }, + * "uniform2": { value: 2 } + * } + * ``` + * specifying the uniforms to be passed to the shader code; keys are uniform + * names, values are definitions of the form + * ``` + * { + * value: 1.0 + * } + * ``` + * where `value` is the value of the uniform. Names must match the name of + * the uniform, as defined in the GLSL code. Note that uniforms are refreshed + * on every frame, so updating the value of the uniform will immediately + * update the value available to the GLSL code. + * + * @type {Object} + */ + this.uniforms = {}; + + /** + * An array holding uniforms groups for configuring UBOs. + * + * @type {Array} + */ + this.uniformsGroups = []; + + /** + * Vertex shader GLSL code. This is the actual code for the shader. + * + * @type {string} + */ + this.vertexShader = default_vertex; + + /** + * Fragment shader GLSL code. This is the actual code for the shader. + * + * @type {string} + */ + this.fragmentShader = default_fragment; + + /** + * Controls line thickness or lines. + * + * WebGL and WebGPU ignore this setting and always render line primitives with a + * width of one pixel. + * + * @type {number} + * @default 1 + */ + this.linewidth = 1; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines whether the material color is affected by global fog settings; `true` + * to pass fog uniforms to the shader. + * + * Setting this property to `true` requires the definition of fog uniforms. It is + * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms + * with predefined fog uniforms. + * + * ```js + * const material = new ShaderMaterial( { + * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] ); + * vertexShader: vertexShader, + * fragmentShader: fragmentShader, + * fog: true + * } ); + * ``` + * + * @type {boolean} + * @default false + */ + this.fog = false; + + /** + * Defines whether this material uses lighting; `true` to pass uniform data + * related to lighting to this shader. + * + * @type {boolean} + * @default false + */ + this.lights = false; + + /** + * Defines whether this material supports clipping; `true` to let the renderer + * pass the clippingPlanes uniform. + * + * @type {boolean} + * @default false + */ + this.clipping = false; + + /** + * Overwritten and set to `true` by default. + * + * @type {boolean} + * @default true + */ + this.forceSinglePass = true; + + /** + * This object allows to enable certain WebGL 2 extensions. + * + * - clipCullDistance: set to `true` to use vertex shader clipping + * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID + * + * @type {{clipCullDistance:false,multiDraw:false}} + */ + this.extensions = { + clipCullDistance: false, // set to use vertex shader clipping + multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID + }; + + /** + * When the rendered geometry doesn't include these attributes but the + * material does, these default values will be passed to the shaders. This + * avoids errors when buffer data is missing. + * + * - color: [ 1, 1, 1 ] + * - uv: [ 0, 0 ] + * - uv1: [ 0, 0 ] + * + * @type {Object} + */ + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv1': [ 0, 0 ] + }; + + /** + * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation) + * to bind a generic vertex index to an attribute variable. + * + * @type {string|undefined} + * @default undefined + */ + this.index0AttributeName = undefined; + + /** + * Can be used to force a uniform update while changing uniforms in + * {@link Object3D#onBeforeRender}. + * + * @type {boolean} + * @default false + */ + this.uniformsNeedUpdate = false; + + /** + * Defines the GLSL version of custom shader code. + * + * @type {?(GLSL1|GLSL3)} + * @default null + */ + this.glslVersion = null; + + if ( parameters !== undefined ) { + + this.setValues( parameters ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.fog = source.fog; + this.lights = source.lights; + this.clipping = source.clipping; + + this.extensions = Object.assign( {}, source.extensions ); + + this.glslVersion = source.glslVersion; + + this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues ); + + this.index0AttributeName = source.index0AttributeName; + + this.uniformsNeedUpdate = source.uniformsNeedUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.glslVersion = this.glslVersion; + data.uniforms = {}; + + for ( const name in this.uniforms ) { + + const uniform = this.uniforms[ name ]; + const value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + data.lights = this.lights; + data.clipping = this.clipping; + + const extensions = {}; + + for ( const key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + + } + + /** + * Deserializes the material from the given JSON. + * + * @param {Object} json - The JSON holding the serialized material. + * @param {Object} textures - A dictionary holding textures referenced by the material. + * @return {ShaderMaterial} A reference to this material. + */ + fromJSON( json, textures ) { + + super.fromJSON( json, textures ); + + if ( json.uniforms !== undefined ) { + + for ( const name in json.uniforms ) { + + const uniform = json.uniforms[ name ]; + + this.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + this.uniforms[ name ].value = textures[ uniform.value ] || null; + break; + + case 'c': + this.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + this.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + this.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + this.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + break; + + case 'm4': + this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + this.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) this.defines = json.defines; + if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader; + if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion; + + if ( json.extensions !== undefined ) { + + for ( const key in json.extensions ) { + + this.extensions[ key ] = json.extensions[ key ]; + + } + + } + + if ( json.lights !== undefined ) this.lights = json.lights; + if ( json.clipping !== undefined ) this.clipping = json.clipping; + + return this; + + } + +} + +/** + * This class works just like {@link ShaderMaterial}, except that definitions + * of built-in uniforms and attributes are not automatically prepended to the + * GLSL shader code. + * + * `RawShaderMaterial` can only be used with {@link WebGLRenderer}. + * + * @augments ShaderMaterial + */ +class RawShaderMaterial extends ShaderMaterial { + + /** + * Constructs a new raw shader material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super( parameters ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRawShaderMaterial = true; + + this.type = 'RawShaderMaterial'; + + } + +} + +/** + * A standard physically based material, using Metallic-Roughness workflow. + * + * Physically based rendering (PBR) has recently become the standard in many + * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/), + * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and + * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017). + * + * This approach differs from older approaches in that instead of using + * approximations for the way in which light interacts with a surface, a + * physically correct model is used. The idea is that, instead of tweaking + * materials to look good under specific lighting, a material can be created + * that will react 'correctly' under all lighting scenarios. + * + * In practice this gives a more accurate and realistic looking result than + * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of + * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment + * shading. + * + * Note that for best results you should always specify an environment map when using this material. + * + * For a non-technical introduction to the concept of PBR and how to set up a + * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co): + * + * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/) + * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/) + * + * Technical details of the approach used in three.js (and most other PBR systems) can be found is this + * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf) + * (pdf), by Brent Burley. + * + * @augments Material + * @demo scenes/material-browser.html#MeshStandardMaterial + */ +class MeshStandardMaterial extends Material { + + /** + * Constructs a new mesh standard material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshStandardMaterial = true; + + this.type = 'MeshStandardMaterial'; + + this.defines = { 'STANDARD': '' }; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0` + * means fully diffuse. If `roughnessMap` is also provided, + * both values are multiplied. + * + * @type {number} + * @default 1 + */ + this.roughness = 1.0; + + /** + * How much the material is like a metal. Non-metallic materials such as wood + * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between. + * A value between `0.0` and `1.0` could be used for a rusty metal look. + * If `metalnessMap` is also provided, both values are multiplied. + * + * @type {number} + * @default 0 + */ + this.metalness = 0.0; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * `lightMap` represents pre-baked illuminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `lightMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * `aoMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * `emissiveMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `emissiveMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The green channel of this texture is used to alter the roughness of the + * material. + * + * `roughnessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.roughnessMap = null; + + /** + * The blue channel of this texture is used to alter the metalness of the + * material. + * + * `metalnessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.metalnessMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. To ensure a physically correct rendering, environment maps + * are internally pre-processed with {@link PMREMGenerator}. + * + * `envMap` represents luminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `envMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.envMapIntensity = source.envMapIntensity; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * An extension of the {@link MeshStandardMaterial}, providing more advanced + * physically-based rendering properties: + * + * - Anisotropy: Ability to represent the anisotropic property of materials + * as observable with brushed metals. + * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require + * a clear, reflective layer on top of another layer that may be irregular or rough. + * Clearcoat approximates this effect, without the need for a separate transparent surface. + * - Iridescence: Allows to render the effect where hue varies depending on the viewing + * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the + * wings of many insects. + * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly + * transparent materials are less reflective. Physically-based transmission provides a more + * realistic option for thin, transparent surfaces like glass. + * - Advanced reflectivity: More flexible reflectivity for non-metallic materials. + * - Retroreflection: Redirects specular light back toward the light source for + * safety materials like road markings and reflective tape. + * - Sheen: Can be used for representing cloth and fabric materials. + * + * As a result of these complex shading features, `MeshPhysicalMaterial` has a + * higher performance cost, per pixel, than other three.js materials. Most + * effects are disabled by default, and add cost as they are enabled. For + * best results, always specify an environment map when using this material. + * + * @augments MeshStandardMaterial + * @demo scenes/material-browser.html#MeshPhysicalMaterial + */ +class MeshPhysicalMaterial extends MeshStandardMaterial { + + /** + * Constructs a new mesh physical material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshPhysicalMaterial = true; + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + /** + * The rotation of the anisotropy in tangent, bitangent space, measured in radians + * counter-clockwise from the tangent. When `anisotropyMap` is present, this + * property provides additional rotation to the vectors in the texture. + * + * @type {number} + * @default 1 + */ + this.anisotropyRotation = 0; + + /** + * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent, + * bitangent space, to be rotated by `anisotropyRotation`. The blue channel + * contains strength as `[0, 1]` to be multiplied by `anisotropy`. + * + * `anisotropyMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.anisotropyMap = null; + + /** + * The red channel of this texture is multiplied against `clearcoat`, + * for per-pixel control over a coating's intensity. + * + * `clearcoatMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.clearcoatMap = null; + + /** + * Roughness of the clear coat layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + this.clearcoatRoughness = 0.0; + + /** + * The green channel of this texture is multiplied against + * `clearcoatRoughness`, for per-pixel control over a coating's roughness. + * + * `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.clearcoatRoughnessMap = null; + + /** + * How much `clearcoatNormalMap` affects the clear coat layer, from + * `(0,0)` to `(1,1)`. + * + * @type {Vector2} + * @default (1,1) + */ + this.clearcoatNormalScale = new Vector2( 1, 1 ); + + /** + * Can be used to enable independent normals for the clear coat layer. + * + * `clearcoatNormalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.clearcoatNormalMap = null; + + /** + * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. + * + * @type {number} + * @default 1.5 + */ + this.ior = 1.5; + + /** + * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which + * corresponds to an index-of-refraction of `1.5`. + * + * This models the reflectivity of non-metallic materials. It has no effect + * when `metalness` is `1.0` + * + * @name MeshPhysicalMaterial#reflectivity + * @type {number} + * @default 0.5 + */ + Object.defineProperty( this, 'reflectivity', { + get: function () { + + return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); + + }, + set: function ( reflectivity ) { + + this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); + + } + } ); + + /** + * The red channel of this texture is multiplied against `iridescence`, for per-pixel + * control over iridescence. + * + * `iridescenceMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.iridescenceMap = null; + + /** + * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction. + * Between `1.0` to `2.333`. + * + * @type {number} + * @default 1.3 + */ + this.iridescenceIOR = 1.3; + + /** + *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer. + Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`. + * + * @type {Array} + * @default [100,400] + */ + this.iridescenceThicknessRange = [ 100, 400 ]; + + /** + * A texture that defines the thickness of the iridescence layer, stored in the green channel. + * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array: + * - `0.0` in the green channel will result in thickness equal to first element of the array. + * - `1.0` in the green channel will result in thickness equal to second element of the array. + * - Values in-between will linearly interpolate between the elements of the array. + * + * `iridescenceThicknessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.iridescenceThicknessMap = null; + + /** + * The sheen tint. + * + * @type {Color} + * @default (0,0,0) + */ + this.sheenColor = new Color( 0x000000 ); + + /** + * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control + * over sheen tint. + * + * `sheenColorMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `sheenColorMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.sheenColorMap = null; + + /** + * Roughness of the sheen layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 1 + */ + this.sheenRoughness = 1.0; + + /** + * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control + * over sheen roughness. + * + * `sheenRoughnessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.sheenRoughnessMap = null; + + /** + * The red channel of this texture is multiplied against `transmission`, for per-pixel control over + * optical transparency. + * + * `transmissionMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.transmissionMap = null; + + /** + * The thickness of the volume beneath the surface. The value is given in the + * coordinate space of the mesh. If the value is `0` the material is + * thin-walled. Otherwise the material is a volume boundary. + * + * @type {number} + * @default 0 + */ + this.thickness = 0; + + /** + * A texture that defines the thickness, stored in the green channel. This will + * be multiplied by `thickness`. + * + * `thicknessMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.thicknessMap = null; + + /** + * Density of the medium given as the average distance that light travels in + * the medium before interacting with a particle. The value is given in world + * space units, and must be greater than zero. + * + * @type {number} + * @default Infinity + */ + this.attenuationDistance = Infinity; + + /** + * The color that white light turns into due to absorption when reaching the + * attenuation distance. + * + * @type {Color} + * @default (1,1,1) + */ + this.attenuationColor = new Color( 1, 1, 1 ); + + /** + * A float that scales the amount of specular reflection for non-metals only. + * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. + * + * @type {number} + * @default 1 + */ + this.specularIntensity = 1.0; + + /** + * The alpha channel of this texture is multiplied against `specularIntensity`, + * for per-pixel control over specular intensity. + * + * `specularIntensityMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.specularIntensityMap = null; + + /** + * Tints the specular reflection at normal incidence for non-metals only. + * + * @type {Color} + * @default (1,1,1) + */ + this.specularColor = new Color( 1, 1, 1 ); + + /** + * The RGB channels of this texture are multiplied against `specularColor`, + * for per-pixel control over specular color. + * + * `specularColorMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `specularColorMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.specularColorMap = null; + + this._anisotropy = 0; + this._clearcoat = 0; + this._dispersion = 0; + this._iridescence = 0; + this._retroreflectivity = 0; + this._sheen = 0.0; + this._transmission = 0; + + this.setValues( parameters ); + + } + + /** + * The anisotropy strength, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get anisotropy() { + + return this._anisotropy; + + } + + set anisotropy( value ) { + + if ( this._anisotropy > 0 !== value > 0 ) { + + this.version ++; + + } + + this._anisotropy = value; + + } + + /** + * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use + * clear coat related properties to enable multilayer materials that have a + * thin translucent layer over the base layer. + * + * @type {number} + * @default 0 + */ + get clearcoat() { + + return this._clearcoat; + + } + + set clearcoat( value ) { + + if ( this._clearcoat > 0 !== value > 0 ) { + + this.version ++; + + } + + this._clearcoat = value; + + } + /** + * The intensity of the iridescence layer, simulating RGB color shift based on the angle between + * the surface and the viewer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get iridescence() { + + return this._iridescence; + + } + + set iridescence( value ) { + + if ( this._iridescence > 0 !== value > 0 ) { + + this.version ++; + + } + + this._iridescence = value; + + } + + /** + * Defines the strength of the angular separation of colors (chromatic aberration) transmitting + * through a relatively clear volume. Any value zero or larger is valid, the typical range of + * realistic values is `[0, 1]`. This property can be only be used with transmissive objects. + * + * @type {number} + * @default 0 + */ + get dispersion() { + + return this._dispersion; + + } + + set dispersion( value ) { + + if ( this._dispersion > 0 !== value > 0 ) { + + this.version ++; + + } + + this._dispersion = value; + + } + + /** + * The strength of retroreflection, from `0.0` to `1.0`. A value of `1.0` + * evaluates the material's microfacet reflection with the view direction + * reflected about the surface normal, redirecting the specular lobe back + * toward the light source. + * + * @type {number} + * @default 0 + */ + get retroreflectivity() { + + return this._retroreflectivity; + + } + + set retroreflectivity( value ) { + + if ( this._retroreflectivity > 0 !== value > 0 ) { + + this.version ++; + + } + + this._retroreflectivity = value; + + } + + /** + * The intensity of the sheen layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get sheen() { + + return this._sheen; + + } + + set sheen( value ) { + + if ( this._sheen > 0 !== value > 0 ) { + + this.version ++; + + } + + this._sheen = value; + + } + + /** + * Degree of transmission (or optical transparency), from `0.0` to `1.0`. + * + * Thin, transparent or semitransparent, plastic or glass materials remain + * largely reflective even if they are fully transmissive. The transmission + * property can be used to model these materials. + * + * When transmission is non-zero, `opacity` should be set to `1`. + * + * @type {number} + * @default 0 + */ + get transmission() { + + return this._transmission; + + } + + set transmission( value ) { + + if ( this._transmission > 0 !== value > 0 ) { + + this.version ++; + + } + + this._transmission = value; + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropy = source.anisotropy; + this.anisotropyRotation = source.anisotropyRotation; + this.anisotropyMap = source.anisotropyMap; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.dispersion = source.dispersion; + this.ior = source.ior; + + this.iridescence = source.iridescence; + this.iridescenceMap = source.iridescenceMap; + this.iridescenceIOR = source.iridescenceIOR; + this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; + this.iridescenceThicknessMap = source.iridescenceThicknessMap; + + this.retroreflectivity = source.retroreflectivity; + + this.sheen = source.sheen; + this.sheenColor.copy( source.sheenColor ); + this.sheenColorMap = source.sheenColorMap; + this.sheenRoughness = source.sheenRoughness; + this.sheenRoughnessMap = source.sheenRoughnessMap; + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy( source.attenuationColor ); + + this.specularIntensity = source.specularIntensity; + this.specularIntensityMap = source.specularIntensityMap; + this.specularColor.copy( source.specularColor ); + this.specularColorMap = source.specularColorMap; + + return this; + + } + +} + +/** + * A material for shiny surfaces with specular highlights. + * + * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model) + * model for calculating reflectance. Unlike the Lambertian model used in the + * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular + * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading. + * + * Performance will generally be greater when using this material over the + * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of + * some graphical accuracy. + * + * @augments Material + * @demo scenes/material-browser.html#MeshPhongMaterial + */ +class MeshPhongMaterial extends Material { + + /** + * Constructs a new mesh phong material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshPhongMaterial = true; + + this.type = 'MeshPhongMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * Specular color of the material. The default color is set to `0x111111` (very dark grey) + * + * This defines how shiny the material is and the color of its shine. + * + * @type {Color} + */ + this.specular = new Color( 0x111111 ); + + /** + * How shiny the specular highlight is; a higher value gives a sharper highlight. + * + * @type {number} + * @default 30 + */ + this.shininess = 30; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * `lightMap` represents pre-baked illuminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `lightMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * `aoMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * `emissiveMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `emissiveMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The specular map value affects both how much the specular surface + * highlight contributes and how much of the environment map affects the + * surface. + * + * `specularMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `specularMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * `envMap` represents luminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `envMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.envMapIntensity = source.envMapIntensity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * A material implementing toon shading. + * + * @augments Material + * @demo scenes/material-browser.html#MeshToonMaterial + */ +class MeshToonMaterial extends Material { + + /** + * Constructs a new mesh toon material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshToonMaterial = true; + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * Gradient map for toon shading. It's required to set + * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter} + * when using this type of texture. + * + * `gradientMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.gradientMap = null; + + /** + * The light map. Requires a second set of UVs. + * + * `lightMap` represents pre-baked illuminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `lightMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * `aoMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * `emissiveMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `emissiveMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + this.gradientMap = source.gradientMap; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * A material that maps the normal vectors to RGB colors. + * + * @augments Material + * @demo scenes/material-browser.html#MeshNormalMaterial + */ +class MeshNormalMaterial extends Material { + + /** + * Constructs a new mesh normal material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshNormalMaterial = true; + + this.type = 'MeshNormalMaterial'; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + return this; + + } + +} + +/** + * A material for non-shiny surfaces, without specular highlights. + * + * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance) + * model for calculating reflectance. This can simulate some surfaces (such + * as untreated wood or stone) well, but cannot simulate shiny surfaces with + * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment + * shading. + * + * Due to the simplicity of the reflectance and illumination models, + * performance will be greater when using this material over the + * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or + * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy. + * + * @augments Material + * @demo scenes/material-browser.html#MeshLambertMaterial + */ +class MeshLambertMaterial extends Material { + + /** + * Constructs a new mesh lambert material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshLambertMaterial = true; + + this.type = 'MeshLambertMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * `lightMap` represents pre-baked illuminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `lightMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * `aoMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * `emissiveMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `emissiveMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Specular map used by the material. + * + * `specularMap` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `specularMap` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * `envMap` represents luminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. Most `envMap` textures set + * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats + * such as `.exr` or `.hdr`. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.envMapIntensity = source.envMapIntensity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * A material for drawing geometry by depth. Depth is based off of the camera + * near and far plane. White is nearest, black is farthest. + * + * @augments Material + * @demo scenes/material-browser.html#MeshDepthMaterial + */ +class MeshDepthMaterial extends Material { + + /** + * Constructs a new mesh depth material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshDepthMaterial = true; + + this.type = 'MeshDepthMaterial'; + + /** + * Type for depth packing. + * + * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)} + * @default BasicDepthPacking + */ + this.depthPacking = BasicDepthPacking; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.depthPacking = source.depthPacking; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + } + +} + +/** + * A material used internally for implementing shadow mapping with + * point lights. + * + * Can also be used to customize the shadow casting of an object by assigning + * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}. + * The following examples demonstrates this approach in order to ensure + * transparent parts of objects do not cast shadows. + * + * @augments Material + */ +class MeshDistanceMaterial extends Material { + + /** + * Constructs a new mesh distance material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshDistanceMaterial = true; + + this.type = 'MeshDistanceMaterial'; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + } + +} + +/** + * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the + * material color and shading. + * + * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes + * baked lighting. It will cast a shadow onto an object that receives shadows + * (and shadow clipping works), but it will not self-shadow or receive + * shadows. + * + * @augments Material + * @demo scenes/material-browser.html#MeshMatcapMaterial + */ +class MeshMatcapMaterial extends Material { + + /** + * Constructs a new mesh matcap material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshMatcapMaterial = true; + + this.defines = { 'MATCAP': '' }; + + this.type = 'MeshMatcapMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The matcap map. + * + * `matcap` represents luminance data, and the texture must be assigned + * a {@link Texture#colorSpace}. HDR `matcap` textures (e.g. `.exr`) + * typically set `texture.colorSpace = LinearSRGBColorSpace`, while LDR + * `matcap` textures (e.g. `.png`, `.jpg`, `.webp`) typically set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.matcap = null; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * `map` represents color data, and the texture must be assigned a + * {@link Texture#colorSpace}. Most `map` textures set + * `texture.colorSpace = SRGBColorSpace`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * `bumpMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * `normalMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. For best results, pair a + * displacement map with a matching normal map, since the renderer can + * not recompute surface normals from the displaced vertices. + * + * `displacementMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * `alphaMap` represents non-color data. Any texture assigned must have + * `texture.colorSpace = NoColorSpace` (default). + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.defines = { 'MATCAP': '' }; + + this.color.copy( source.color ); + + this.matcap = source.matcap; + + this.map = source.map; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * A material for rendering line primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const material = new THREE.LineDashedMaterial( { + * color: 0xffffff, + * scale: 1, + * dashSize: 3, + * gapSize: 1, + * } ); + * ``` + * + * @augments LineBasicMaterial + */ +class LineDashedMaterial extends LineBasicMaterial { + + /** + * Constructs a new line dashed material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineDashedMaterial = true; + this.type = 'LineDashedMaterial'; + + /** + * The scale of the dashed part of a line. + * + * @type {number} + * @default 1 + */ + this.scale = 1; + + /** + * The size of the dash. This is both the gap with the stroke. + * + * @type {number} + * @default 3 + */ + this.dashSize = 3; + + /** + * The size of the gap. + * + * @type {number} + * @default 1 + */ + this.gapSize = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + } + +} + +/** + * Converts an array to a specific type. + * + * @param {TypedArray|Array} array - The array to convert. + * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type. + * @return {TypedArray} The converted array. + */ +function convertArray( array, type ) { + + if ( ! array || array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + +} + +/** + * Returns `true` if the given keyframe track settings hold Bezier tangent data. + * + * @param {?Object} settings - The settings of a keyframe track. + * @return {boolean} Whether both tangent arrays are defined or not. + */ +function hasTangents( settings ) { + + return settings !== undefined && settings.inTangents !== undefined && settings.outTangents !== undefined; + +} + +/** + * Returns an array by which times and values can be sorted. + * + * @param {Array} times - The keyframe time values. + * @return {Array} 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} values - The values to sort. + * @param {number} stride - The stride. + * @param {Array} order - The sort order. + * @return {Array} 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} jsonKeys - A list of JSON keyframes. + * @param {Array} times - This array will be filled with keyframe times by this function. + * @param {Array} values - This array will be filled with keyframe values by this function. + * @param {string} valuePropertyName - The name of the property to use. + */ +function flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + let i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + let value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( ...value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + +} + +/** + * Creates a new clip, containing only the segment of the original clip between the given frames. + * + * @param {AnimationClip} sourceClip - The values to sort. + * @param {string} name - The name of the clip. + * @param {number} startFrame - The start frame. + * @param {number} endFrame - The end frame. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The new sub clip. + */ +function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + const clip = sourceClip.clone(); + + clip.name = name; + + const tracks = []; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + const track = clip.tracks[ i ]; + const valueSize = track.getValueSize(); + + const times = []; + const values = []; + + for ( let j = 0; j < track.times.length; ++ j ) { + + const frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( let k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = convertArray( times, track.times.constructor ); + track.values = convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + let minStartTime = Infinity; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( -1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + +} + +/** + * Converts the keyframes of the given animation clip to an additive format. + * + * @param {AnimationClip} targetClip - The clip to make additive. + * @param {number} [referenceFrame=0] - The reference frame. + * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The updated clip which is now additive. + */ +function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + +} + +/** + * A class with various methods to assist with animations. + * + * @hideconstructor + */ +class AnimationUtils { + + /** + * Converts an array to a specific type + * + * @static + * @param {TypedArray|Array} array - The array to convert. + * @param {TypedArray.constructor} type - The constructor of a type array. + * @return {TypedArray} The converted array + */ + static convertArray( array, type ) { + + return convertArray( array, type ); + + } + + /** + * Returns `true` if the given object is a typed array. + * + * @static + * @param {any} object - The object to check. + * @return {boolean} Whether the given object is a typed array. + */ + static isTypedArray( object ) { + + return isTypedArray( object ); + + } + + /** + * Returns `true` if the given keyframe track settings hold Bezier tangent data. + * + * @static + * @param {?Object} settings - The settings of a keyframe track. + * @return {boolean} Whether both tangent arrays are defined or not. + */ + static hasTangents( settings ) { + + return hasTangents( settings ); + + } + + /** + * Returns an array by which times and values can be sorted. + * + * @static + * @param {Array} times - The keyframe time values. + * @return {Array} The array. + */ + static getKeyframeOrder( times ) { + + return getKeyframeOrder( times ); + + } + + /** + * Sorts the given array by the previously computed order via `getKeyframeOrder()`. + * + * @static + * @param {Array} values - The values to sort. + * @param {number} stride - The stride. + * @param {Array} order - The sort order. + * @return {Array} The sorted values. + */ + static sortedArray( values, stride, order ) { + + return sortedArray( values, stride, order ); + + } + + /** + * Used for parsing AOS keyframe formats. + * + * @static + * @param {Array} jsonKeys - A list of JSON keyframes. + * @param {Array} times - This array will be filled with keyframe times by this method. + * @param {Array} values - This array will be filled with keyframe values by this method. + * @param {string} valuePropertyName - The name of the property to use. + */ + static flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + flattenJSON( jsonKeys, times, values, valuePropertyName ); + + } + + /** + * Creates a new clip, containing only the segment of the original clip between the given frames. + * + * @static + * @param {AnimationClip} sourceClip - The values to sort. + * @param {string} name - The name of the clip. + * @param {number} startFrame - The start frame. + * @param {number} endFrame - The end frame. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The new sub clip. + */ + static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + return subclip( sourceClip, name, startFrame, endFrame, fps ); + + } + + /** + * Converts the keyframes of the given animation clip to an additive format. + * + * @static + * @param {AnimationClip} targetClip - The clip to make additive. + * @param {number} [referenceFrame=0] - The reference frame. + * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The updated clip which is now additive. + */ + static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps ); + + } + +} + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: {@link http://www.oodesign.com/template-method-pattern.html} + * + * @abstract + */ +class Interpolant { + + /** + * Constructs a new interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + /** + * The parameter positions. + * + * @type {TypedArray} + */ + this.parameterPositions = parameterPositions; + + /** + * A cache index. + * + * @private + * @type {number} + * @default 0 + */ + this._cachedIndex = 0; + + /** + * The result buffer. + * + * @type {TypedArray} + */ + this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize ); + + /** + * The sample values. + * + * @type {TypedArray} + */ + this.sampleValues = sampleValues; + + /** + * The value size. + * + * @type {TypedArray} + */ + this.valueSize = sampleSize; + + /** + * The interpolation settings. + * + * @type {?Object} + * @default null + */ + this.settings = null; + + /** + * The default settings object. + * + * @type {Object} + */ + this.DefaultSettings_ = {}; + + } + + /** + * Evaluate the interpolant at position `t`. + * + * @param {number} t - The interpolation factor. + * @return {TypedArray} The result buffer. + */ + evaluate( t ) { + + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + let right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( let giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + const t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( let giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + const mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + } + + /** + * Returns the interpolation settings. + * + * @return {Object} The interpolation settings. + */ + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + /** + * Copies a sample value to the result buffer. + * + * @param {number} index - An index into the sample value buffer. + * @return {TypedArray} The result buffer. + */ + copySampleValue_( index ) { + + // copies a sample value to the result buffer + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + /** + * Copies a sample value to the result buffer. + * + * @abstract + * @param {number} i1 - An index into the sample value buffer. + * @param {number} t0 - The previous interpolation factor. + * @param {number} t - The current interpolation factor. + * @param {number} t1 - The next interpolation factor. + * @return {TypedArray} The result buffer. + */ + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'THREE.Interpolant: Call to abstract method.' ); + // implementations shall return this.resultBuffer + + } + + /** + * Optional method that is executed when the interval has changed. + * + * @param {number} i1 - An index into the sample value buffer. + * @param {number} t0 - The previous interpolation factor. + * @param {number} t - The current interpolation factor. + */ + intervalChanged_( /* i1, t0, t1 */ ) { + + // empty + + } + +} + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @augments Interpolant + */ +class CubicInterpolant extends Interpolant { + + /** + * Constructs a new cubic interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; + + this.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; + + } + + intervalChanged_( i1, t0, t1 ) { + + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; + const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} + +/** + * A basic linear interpolant. + * + * @augments Interpolant + */ +class LinearInterpolant extends Interpolant { + + /** + * Constructs a new linear interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} + +/** + * Interpolant that evaluates to the sample value at the position preceding + * the parameter. + * + * @augments Interpolant + */ +class DiscreteInterpolant extends Interpolant { + + /** + * Constructs a new discrete interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} + +/** + * A Bezier interpolant using cubic Bezier curves with 2D control points. + * + * This interpolant supports the COLLADA/Maya style of Bezier animation where + * each keyframe has explicit in/out tangent control points specified as + * 2D coordinates (time, value). + * + * Tangent data is read from `inTangents` and `outTangents` on the interpolant + * (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`). + * + * For a track with N keyframes and stride S: + * - Each tangent array has N * S * 2 values + * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value, + * k1_c0_time, k1_c0_value, ...] + * + * @augments Interpolant + */ +class BezierInterpolant extends Interpolant { + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const offset1 = i1 * stride; + const offset0 = offset1 - stride; + + const inTangents = this.inTangents; + const outTangents = this.outTangents; + + // If no tangent data, fall back to linear interpolation + if ( ! inTangents || ! outTangents ) { + + const weight1 = ( t - t0 ) / ( t1 - t0 ); + const weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1; + + } + + return result; + + } + + const tangentStride = stride * 2; + const i0 = i1 - 1; + + for ( let i = 0; i !== stride; ++ i ) { + + const v0 = values[ offset0 + i ]; + const v1 = values[ offset1 + i ]; + + // outTangent of previous keyframe (C0) + const outTangentOffset = i0 * tangentStride + i * 2; + const c0x = outTangents[ outTangentOffset ]; + const c0y = outTangents[ outTangentOffset + 1 ]; + + // inTangent of current keyframe (C1) + const inTangentOffset = i1 * tangentStride + i * 2; + const c1x = inTangents[ inTangentOffset ]; + const c1y = inTangents[ inTangentOffset + 1 ]; + + // Find the curve parameter s where the Bezier X(s) matches t, then evaluate Y(s) + const s = solveBezierParameter( t, t0, c0x, c1x, t1 ); + + result[ i ] = cubicBezier( s, v0, c0y, c1y, v1 ); + + } + + return result; + + } + +} + +function cubicBezier( s, p0, p1, p2, p3 ) { + + const k = 1 - s; + + return k * k * k * p0 + 3 * k * k * s * p1 + 3 * k * s * s * p2 + s * s * s * p3; + +} + +function cubicBezierSlope( s, p0, p1, p2, p3 ) { + + const k = 1 - s; + + return 3 * k * k * ( p1 - p0 ) + 6 * k * s * ( p2 - p1 ) + 3 * s * s * ( p3 - p2 ); + +} + +// Solves cubicBezier( s, x0, x1, x2, x3 ) = x for s in [0,1] using Newton-Raphson + +function solveBezierParameter( x, x0, x1, x2, x3 ) { + + let s = ( x - x0 ) / ( x3 - x0 ); + + for ( let i = 0; i < 8; i ++ ) { + + const error = cubicBezier( s, x0, x1, x2, x3 ) - x; + if ( Math.abs( error ) < 1e-10 ) break; + + const slope = cubicBezierSlope( s, x0, x1, x2, x3 ); + if ( Math.abs( slope ) < 1e-10 ) break; + + s = Math.max( 0, Math.min( 1, s - error / slope ) ); + + } + + return s; + +} + +/** + * Represents a timed sequence of keyframes, which are composed of lists of + * times and related values, and which are used to animate a specific property + * of an object. + */ +class KeyframeTrack { + + /** + * Constructs a new keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + /** + * The track's name can refer to morph targets or bones or + * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName} + * for the forms of strings that can be parsed for property binding. + * + * @type {string} + */ + this.name = name; + + /** + * The keyframe times. + * + * @type {Float32Array} + */ + this.times = convertArray( times, this.TimeBufferType ); + + /** + * The keyframe values. + * + * @type {Float32Array} + */ + this.values = convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + /** + * Converts the keyframe track to JSON. + * + * @static + * @param {KeyframeTrack} track - The keyframe track to serialize. + * @return {Object} The serialized keyframe track as JSON. + */ + static toJSON( track ) { + + const trackType = track.constructor; + + let json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== this.toJSON ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': convertArray( track.times, Array ), + 'values': convertArray( track.values, Array ) + + }; + + const interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + if ( hasTangents( track.settings ) ) { + + json.settings = { + inTangents: convertArray( track.settings.inTangents, Array ), + outTangents: convertArray( track.settings.outTangents, Array ) + }; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + + /** + * Factory method for creating a new discrete interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {DiscreteInterpolant} The new interpolant. + */ + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new linear interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {LinearInterpolant} The new interpolant. + */ + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new smooth interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {CubicInterpolant} The new interpolant. + */ + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new Bezier interpolant. + * + * The Bezier interpolant requires tangent data to be set via the `settings` property + * on the track before creating the interpolant. The settings should contain: + * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component + * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {BezierInterpolant} The new interpolant. + */ + InterpolantFactoryMethodBezier( result ) { + + const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result ); + + if ( this.settings ) { + + interpolant.inTangents = this.settings.inTangents; + interpolant.outTangents = this.settings.outTangents; + + } + + return interpolant; + + } + + /** + * Defines the interpolation factor method for this keyframe track. + * + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + case InterpolateBezier: + + factoryMethod = this.InterpolantFactoryMethodBezier; + + break; + + } + + if ( factoryMethod === undefined ) { + + const message = 'unsupported interpolation for ' + + this.ValueTypeName + ' keyframe track named ' + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + warn( 'KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + /** + * Returns the current interpolation type. + * + * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type. + */ + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + case this.InterpolantFactoryMethodBezier: + + return InterpolateBezier; + + } + + } + + /** + * Returns the value size. + * + * @return {number} The value size. + */ + getValueSize() { + + return this.values.length / this.times.length; + + } + + /** + * Moves all keyframes either forward or backward in time. + * + * @param {number} timeOffset - The offset to move the time values. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + shift( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + } + + /** + * Scale all keyframe times by a factor (useful for frame - seconds conversions). + * + * @param {number} timeScale - The time scale. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + scale( timeScale ) { + + if ( timeScale !== 1.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + if ( hasTangents( this.settings ) ) { + + scaleTangentTimes( this.settings.inTangents, timeScale ); + scaleTangentTimes( this.settings.outTangents, timeScale ); + + } + + } + + return this; + + } + + /** + * Removes keyframes before and after animation without changing any values within the defined time range. + * + * Note: The method does not shift around keys to the start of the track time, because for interpolated + * keys this will change their values + * + * @param {number} startTime - The start time. + * @param {number} endTime - The end time. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== -1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = times.slice( from, to ); + this.values = this.values.slice( from * stride, to * stride ); + + } + + return this; + + } + + /** + * Performs minimal validation on the keyframe track. Returns `true` if the values + * are valid. + * + * @return {boolean} Whether the keyframes are valid or not. + */ + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + error( 'KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + error( 'KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + let prevTime = null; + + for ( let i = 0; i !== nKeys; i ++ ) { + + const currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( isTypedArray( values ) ) { + + for ( let i = 0, n = values.length; i !== n; ++ i ) { + + const value = values[ i ]; + + if ( isNaN( value ) ) { + + error( 'KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + /** + * Optimizes this keyframe track by removing equivalent sequential keys (which are + * common in morph target sequences). + * + * @return {KeyframeTrack} A reference to this keyframe track. + */ + optimize() { + + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = this.times.slice(), + values = this.values.slice(), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = times.slice( 0, writeIndex ); + this.values = values.slice( 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + /** + * Returns a new keyframe track with copied values from this instance. + * + * @return {KeyframeTrack} A clone of this instance. + */ + clone() { + + const times = this.times.slice(); + const values = this.values.slice(); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + if ( hasTangents( this.settings ) ) { + + track.settings = { + inTangents: this.settings.inTangents.slice(), + outTangents: this.settings.outTangents.slice() + }; + + } + + return track; + + } + +} + +function scaleTangentTimes( tangents, timeScale ) { + + // tangents are [ time, value ] pairs, so only every second entry is a time + + for ( let i = 0, n = tangents.length; i !== n; i += 2 ) { + + tangents[ i ] *= timeScale; + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default '' + */ +KeyframeTrack.prototype.ValueTypeName = ''; + +/** + * The time buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Float32Array.constructor + */ +KeyframeTrack.prototype.TimeBufferType = Float32Array; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Float32Array.constructor + */ +KeyframeTrack.prototype.ValueBufferType = Float32Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} + * @default InterpolateLinear + */ +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + +/** + * A track for boolean keyframe values. + * + * @augments KeyframeTrack + */ +class BooleanKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new boolean keyframe track. + * + * This keyframe track type has no `interpolation` parameter because the + * interpolation is always discrete. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + */ + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'bool' + */ +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Array.constructor + */ +BooleanKeyframeTrack.prototype.ValueBufferType = Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} + * @default InterpolateDiscrete + */ +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for color keyframe values. + * + * @augments KeyframeTrack + */ +class ColorKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new color keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'color' + */ +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + +/** + * A track for numeric keyframe values. + * + * @augments KeyframeTrack + */ +class NumberKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new number keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'number' + */ +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + +/** + * Spherical linear unit quaternion interpolant. + * + * @augments Interpolant + */ +class QuaternionLinearInterpolant extends Interpolant { + + /** + * Constructs a new SLERP interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + let offset = i1 * stride; + + for ( let end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} + +/** + * A track for Quaternion keyframe values. + * + * @augments KeyframeTrack + */ +class QuaternionKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new Quaternion keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + + /** + * Overwritten so the method returns Quaternion based interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {QuaternionLinearInterpolant} The new interpolant. + */ + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'quaternion' + */ +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; +// ValueBufferType is inherited +// DefaultInterpolation is inherited; +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for string keyframe values. + * + * @augments KeyframeTrack + */ +class StringKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new string keyframe track. + * + * This keyframe track type has no `interpolation` parameter because the + * interpolation is always discrete. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + */ + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'string' + */ +StringKeyframeTrack.prototype.ValueTypeName = 'string'; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Array.constructor + */ +StringKeyframeTrack.prototype.ValueBufferType = Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} + * @default InterpolateDiscrete + */ +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for vector keyframe values. + * + * @augments KeyframeTrack + */ +class VectorKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new vector keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'vector' + */ +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + +/** + * A reusable set of keyframe tracks which represent an animation. + */ +class AnimationClip { + + /** + * Constructs a new animation clip. + * + * Note: Instead of instantiating an AnimationClip directly with the constructor, you can + * use the static interface of this class for creating clips. In most cases though, animation clips + * will automatically be created by loaders when importing animated 3D assets. + * + * @param {string} [name=''] - The clip's name. + * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed, + * the duration will be calculated from the passed keyframes. + * @param {Array} 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} + */ + 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} morphTargetSequence - A sequence of morph targets. + * @param {number} fps - The Frames-Per-Second value. + * @param {boolean} noLoop - Whether the clip should be no loop or not. + * @return {AnimationClip} The new animation clip. + */ + static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { + + const numMorphTargets = morphTargetSequence.length; + const tracks = []; + + for ( let i = 0; i < numMorphTargets; i ++ ) { + + let times = []; + let values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + const order = getKeyframeOrder( times ); + times = sortedArray( times, 1, order ); + values = sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new this( name, -1, tracks ); + + } + + /** + * Searches for an animation clip by name, taking as its first parameter + * either an array of clips, or a mesh or geometry that contains an + * array named "animations" property. + * + * @static + * @param {(Array|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} 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} An array of new animation clips. + */ + static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { + + const animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + const pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + const name = parts[ 1 ]; + + let animationMorphTargets = animationToMorphTargets[ name ]; + + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + const clips = []; + + for ( const name in animationToMorphTargets ) { + + clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + } + + /** + * Sets the duration of this clip to the duration of its longest keyframe track. + * + * @return {AnimationClip} A reference to this animation clip. + */ + resetDuration() { + + const tracks = this.tracks; + let duration = 0; + + for ( let i = 0, n = tracks.length; i !== n; ++ i ) { + + const track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + } + + /** + * Trims all tracks to the clip's duration. + * + * @return {AnimationClip} A reference to this animation clip. + */ + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + /** + * Performs minimal validation on each track in the clip. Returns `true` if all + * tracks are valid. + * + * @return {boolean} Whether the clip's keyframes are valid or not. + */ + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + /** + * Optimizes each track by removing equivalent sequential keys (which are + * common in morph target sequences). + * + * @return {AnimationClip} A reference to this animation clip. + */ + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + /** + * Returns a new animation clip with copied values from this instance. + * + * @return {AnimationClip} A clone of this instance. + */ + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + clip.userData = JSON.parse( JSON.stringify( this.userData ) ); + + return clip; + + } + + /** + * Serializes this animation clip into JSON. + * + * @return {Object} The JSON object. + */ + toJSON() { + + return this.constructor.toJSON( this ); + + } + +} + +function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + +} + +function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + const trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + const times = [], values = []; + + flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + let track; + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + track = trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + track = new trackType( json.name, json.times, json.values, json.interpolation ); + + } + + if ( hasTangents( json.settings ) ) { + + track.settings = { + inTangents: convertArray( json.settings.inTangents, Float32Array ), + outTangents: convertArray( json.settings.outTangents, Float32Array ) + }; + + } + + return track; + +} + +/** + * @class + * @classdesc A simple caching system, used internally by {@link FileLoader}. + * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app. + * @hideconstructor + */ +const Cache = { + + /** + * Whether caching is enabled or not. + * + * @static + * @type {boolean} + * @default false + */ + enabled: false, + + /** + * A dictionary that holds cached files. + * + * @static + * @type {Object} + */ + files: {}, + + /** + * Adds a cache entry with a key to reference the file. If this key already + * holds a file, it is overwritten. + * + * @static + * @param {string} key - The key to reference the cached file. + * @param {Object} file - The file to be cached. + */ + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + if ( isBlobURL( key ) ) return; + + // log( 'Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + /** + * Gets the cached value for the given key. + * + * @static + * @param {string} key - The key to reference the cached file. + * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned. + */ + get: function ( key ) { + + if ( this.enabled === false ) return; + + if ( isBlobURL( key ) ) return; + + // log( 'Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + /** + * Removes the cached file associated with the given key. + * + * @static + * @param {string} key - The key to reference the cached file. + */ + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + /** + * Remove all values from the cache. + * + * @static + */ + clear: function () { + + this.files = {}; + + } + +}; + +/** + * Returns true if the given cache key contains the blob: scheme. + * + * @private + * @param {string} key - The cache key. + * @return {boolean} Whether the given cache key contains the blob: scheme or not. + */ +function isBlobURL( key ) { + + try { + + const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier + + const url = new URL( urlString ); + return url.protocol === 'blob:'; + + } catch ( e ) { + + // If the string is not a valid URL, it throws an error + return false; + + } + +} + +/** + * Handles and keeps track of loaded and pending data. A default global + * instance of this class is created and used by loaders if not supplied + * manually. + * + * In general that should be sufficient, however there are times when it can + * be useful to have separate loaders - for example if you want to show + * separate loading bars for objects and textures. + * + * ```js + * const manager = new THREE.LoadingManager(); + * manager.onLoad = () => console.log( 'Loading complete!' ); + * + * const loader1 = new OBJLoader( manager ); + * const loader2 = new ColladaLoader( manager ); + * ``` + */ +class LoadingManager { + + /** + * Constructs a new loading manager. + * + * @param {Function} [onLoad] - Executes when all items have been loaded. + * @param {Function} [onProgress] - Executes when single items have been loaded. + * @param {Function} [onError] - Executes when an error occurs. + */ + constructor( onLoad, onProgress, onError ) { + + const scope = this; + + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + /** + * Executes when an item starts loading. + * + * @type {Function|undefined} + * @default undefined + */ + this.onStart = undefined; + + /** + * Executes when all items have been loaded. + * + * @type {Function|undefined} + * @default undefined + */ + this.onLoad = onLoad; + + /** + * Executes when single items have been loaded. + * + * @type {Function|undefined} + * @default undefined + */ + this.onProgress = onProgress; + + /** + * Executes when an error occurs. + * + * @type {Function|undefined} + * @default undefined + */ + this.onError = onError; + + /** + * Used for aborting ongoing requests in loaders using this manager. + * + * @private + * @type {AbortController | null} + */ + this._abortController = null; + + /** + * This should be called by any loader using the manager when the loader + * starts loading an item. + * + * @param {string} url - The URL to load. + */ + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + /** + * This should be called by any loader using the manager when the loader + * ended loading an item. + * + * @param {string} url - The URL of the loaded item. + */ + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + /** + * This should be called by any loader using the manager when the loader + * encounters an error when loading an item. + * + * @param {string} url - The URL of the item that produces an error. + */ + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + /** + * Given a URL, uses the URL modifier callback (if any) and returns a + * resolved URL. If no URL modifier is set, returns the original URL. + * + * @param {string} url - The URL to load. + * @return {string} The resolved URL. + */ + this.resolveURL = function ( url ) { + + // Normalize to NFC so that Unicode URIs (e.g. from glTF) + // are percent-encoded correctly per RFC 3987. + + url = url.normalize( 'NFC' ); + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + /** + * If provided, the callback will be passed each resource URL before a + * request is sent. The callback may return the original URL, or a new URL to + * override loading behavior. This behavior can be used to load assets from + * .ZIP files, drag-and-drop APIs, and Data URIs. + * + * ```js + * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3}; + * + * const manager = new THREE.LoadingManager(); + * + * // Initialize loading manager with URL callback. + * const objectURLs = []; + * manager.setURLModifier( ( url ) => { + * + * url = URL.createObjectURL( blobs[ url ] ); + * objectURLs.push( url ); + * return url; + * + * } ); + * + * // Load as usual, then revoke the blob URLs. + * const loader = new GLTFLoader( manager ); + * loader.load( 'fish.gltf', (gltf) => { + * + * scene.add( gltf.scene ); + * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) ); + * + * } ); + * ``` + * + * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL. + * @return {LoadingManager} A reference to this loading manager. + */ + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + /** + * Registers a loader with the given regular expression. Can be used to + * define what loader should be used in order to load specific files. A + * typical use case is to overwrite the default loader for textures. + * + * ```js + * // add handler for TGA textures + * manager.addHandler( /\.tga$/i, new TGALoader() ); + * ``` + * + * @param {string} regex - A regular expression. + * @param {Loader} loader - A loader that should handle matched cases. + * @return {LoadingManager} A reference to this loading manager. + */ + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + /** + * Removes the loader for the given regular expression. + * + * @param {string} regex - A regular expression. + * @return {LoadingManager} A reference to this loading manager. + */ + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== -1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + /** + * Can be used to retrieve the registered loader for the given file path. + * + * @param {string} file - The file path. + * @return {?Loader} The registered loader. Returns `null` if no loader was found. + */ + this.getHandler = function ( file ) { + + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { + + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + + /** + * Can be used to abort ongoing loading requests in loaders using this manager. + * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()` + * is supported in the browser. + * + * @return {LoadingManager} A reference to this loading manager. + */ + this.abort = function () { + + + this.abortController.abort(); + this._abortController = null; + + return this; + + }; + + } + + // TODO: Revert this back to a single member variable once this issue has been fixed + // https://github.com/cloudflare/workerd/issues/3657 + + /** + * Used for aborting ongoing requests in loaders using this manager. + * + * @type {AbortController} + */ + get abortController() { + + if ( ! this._abortController ) { + + this._abortController = new AbortController(); + + } + + return this._abortController; + + } + +} + +/** + * The global default loading manager. + * + * @constant + * @type {LoadingManager} + */ +const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); + +/** + * Abstract base class for loaders. + * + * @abstract + */ +class Loader { + + /** + * Constructs a new loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + /** + * The loading manager. + * + * @type {LoadingManager} + * @default DefaultLoadingManager + */ + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + /** + * The crossOrigin string to implement CORS for loading the url from a + * different domain that allows CORS. + * + * @type {string} + * @default 'anonymous' + */ + this.crossOrigin = 'anonymous'; + + /** + * Whether the XMLHttpRequest uses credentials. + * + * @type {boolean} + * @default false + */ + this.withCredentials = false; + + /** + * The base path from which the asset will be loaded. + * + * @type {string} + */ + this.path = ''; + + /** + * The base path from which additional resources like textures will be loaded. + * + * @type {string} + */ + this.resourcePath = ''; + + /** + * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) + * used in HTTP request. + * + * @type {Object} + */ + this.requestHeader = {}; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + /** + * This method needs to be implemented by all concrete loaders. It holds the + * logic for loading assets from the backend. + * + * @abstract + * @param {string} url - The path/URL of the file to be loaded. + * @param {Function} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @param {onErrorCallback} [onError] - Executed when errors occur. + */ + load( /* url, onLoad, onProgress, onError */ ) {} + + /** + * A async version of {@link Loader#load}. + * + * @param {string} url - The path/URL of the file to be loaded. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @return {Promise} A Promise that resolves when the asset has been loaded. + */ + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + /** + * This method needs to be implemented by all concrete loaders. It holds the + * logic for parsing the asset into three.js entities. + * + * @abstract + * @param {any} data - The data to parse. + */ + parse( /* data */ ) {} + + /** + * Sets the `crossOrigin` String to implement CORS for loading the URL + * from a different domain that allows CORS. + * + * @param {string} crossOrigin - The `crossOrigin` value. + * @return {Loader} A reference to this instance. + */ + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + /** + * Whether the XMLHttpRequest uses credentials such as cookies, authorization + * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials). + * + * Note: This setting has no effect if you are loading files locally or from the same domain. + * + * @param {boolean} value - The `withCredentials` value. + * @return {Loader} A reference to this instance. + */ + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + /** + * Sets the base path for the asset. + * + * @param {string} path - The base path. + * @return {Loader} A reference to this instance. + */ + setPath( path ) { + + this.path = path; + return this; + + } + + /** + * Sets the base path for dependent resources like textures. + * + * @param {string} resourcePath - The resource path. + * @return {Loader} A reference to this instance. + */ + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + /** + * Sets the given request header. + * + * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) + * for configuring the HTTP request. + * @return {Loader} A reference to this instance. + */ + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + + /** + * This method can be implemented in loaders for aborting ongoing requests. + * + * @abstract + * @return {Loader} A reference to this instance. + */ + abort() { + + return this; + + } + +} + +/** + * Callback for onProgress in loaders. + * + * @callback onProgressCallback + * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status. + */ + +/** + * Callback for onError in loaders. + * + * @callback onErrorCallback + * @param {Error} error - The error which occurred during the loading process. + */ + +/** + * The default material name that is used by loaders + * when creating materials for loaded 3D objects. + * + * Note: Not all loaders might honor this setting. + * + * @static + * @type {string} + * @default '__DEFAULT' + */ +Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; + +const loading = {}; + +class HttpError extends Error { + + constructor( message, response ) { + + super( message ); + this.response = response; + + } + +} + +/** + * A low level class for loading resources with the Fetch API, used internally by + * most loaders. It can also be used directly to load any file type that does + * not have a loader. + * + * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;` + * once to your application. + * + * ```js + * const loader = new THREE.FileLoader(); + * const data = await loader.loadAsync( 'example.txt' ); + * ``` + * + * @augments Loader + */ +class FileLoader extends Loader { + + /** + * Constructs a new file loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * The expected mime type. Valid values can be found + * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype) + * + * @type {string} + */ + this.mimeType = ''; + + /** + * The expected response type. + * + * @type {('arraybuffer'|'blob'|'document'|'json'|'')} + * @default '' + */ + this.responseType = ''; + + /** + * Used for aborting requests. + * + * @private + * @type {AbortController} + */ + this._abortController = new AbortController(); + + } + + /** + * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(any)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @param {onErrorCallback} [onError] - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const cached = Cache.get( `file:${url}` ); + + if ( cached !== undefined ) { + + this.manager.itemStart( url ); + + setTimeout( () => { + + if ( onLoad ) onLoad( cached ); + + this.manager.itemEnd( url ); + + }, 0 ); + + return; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Initialise array for duplicate requests + loading[ url ] = []; + + loading[ url ].push( { + onLoad: onLoad, + onProgress: onProgress, + onError: onError, + } ); + + // create request + const req = new Request( url, { + headers: new Headers( this.requestHeader ), + credentials: this.withCredentials ? 'include' : 'same-origin', + signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal + } ); + + // record states ( avoid data race ) + const mimeType = this.mimeType; + const responseType = this.responseType; + + // start the fetch + fetch( req ) + .then( response => { + + if ( response.status === 200 || response.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( response.status === 0 ) { + + warn( 'FileLoader: HTTP Status 0 received.' ); + + } + + // Workaround: Checking if response.body === undefined for Alipay browser #23548 + + if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { + + return response; + + } + + const callbacks = loading[ url ]; + const reader = response.body.getReader(); + + // Nginx needs X-File-Size check + // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content + const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); + const total = contentLength ? parseInt( contentLength ) : 0; + const lengthComputable = total !== 0; + let loaded = 0; + + // periodically read data into the new stream tracking while download progress + const stream = new ReadableStream( { + start( controller ) { + + readData(); + + function readData() { + + reader.read().then( ( { done, value } ) => { + + if ( done ) { + + controller.close(); + + } else { + + loaded += value.byteLength; + + const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + controller.enqueue( value ); + readData(); + + } + + }, ( e ) => { + + controller.error( e ); + + } ); + + } + + } + + } ); + + return new Response( stream ); + + } else { + + throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); + + } + + } ) + .then( response => { + + switch ( responseType ) { + + case 'arraybuffer': + + return response.arrayBuffer(); + + case 'blob': + + return response.blob(); + + case 'document': + + return response.text() + .then( text => { + + const parser = new DOMParser(); + return parser.parseFromString( text, mimeType ); + + } ); + + case 'json': + + return response.json(); + + default: + + if ( mimeType === '' ) { + + return response.text(); + + } else { + + // sniff encoding + const re = /charset="?([^;"\s]*)"?/i; + const exec = re.exec( mimeType ); + const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; + const decoder = new TextDecoder( label ); + return response.arrayBuffer().then( ab => decoder.decode( ab ) ); + + } + + } + + } ) + .then( data => { + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( `file:${url}`, data ); + + const callbacks = loading[ url ]; + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( data ); + + } + + } ) + .catch( err => { + + // Abort errors and other errors are handled the same + + const callbacks = loading[ url ]; + + if ( callbacks === undefined ) { + + // When onLoad was called and url was deleted in `loading` + this.manager.itemError( url ); + throw err; + + } + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( err ); + + } + + this.manager.itemError( url ); + + } ) + .finally( () => { + + this.manager.itemEnd( url ); + + } ); + + this.manager.itemStart( url ); + + } + + /** + * Sets the expected response type. + * + * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type. + * @return {FileLoader} A reference to this file loader. + */ + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + /** + * Sets the expected mime type of the loaded file. + * + * @param {string} value - The mime type. + * @return {FileLoader} A reference to this file loader. + */ + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + + /** + * Aborts ongoing fetch requests. + * + * @return {FileLoader} A reference to this instance. + */ + abort() { + + this._abortController.abort(); + this._abortController = new AbortController(); + + return this; + + } + +} + +/** + * Class for loading animation clips in the JSON format. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.AnimationLoader(); + * const animations = await loader.loadAsync( 'animations/animation.js' ); + * ``` + * + * @augments Loader + */ +class AnimationLoader extends Loader { + + /** + * Constructs a new animation loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded animations as an array + * holding instances of {@link AnimationClip} to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Array)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns an array of animation clips. + * + * @param {Object} json - The serialized animation clips. + * @return {Array} The parsed animation clips. + */ + parse( json ) { + + const animations = []; + + for ( let i = 0; i < json.length; i ++ ) { + + const clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + } + +} + +/** + * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC. + * Textures are internally loaded via {@link FileLoader}. + * + * Derived classes have to implement the `parse()` method which holds the parsing + * for the respective format. + * + * @abstract + * @augments Loader + */ +class CompressedTextureLoader extends Loader { + + /** + * Constructs a new compressed texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded compressed texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {CompressedTexture} The compressed texture. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const images = []; + + const texture = new CompressedTexture(); + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; + + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + for ( let i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + if ( texDatas.isCubemap ) { + + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( let f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + texture.image = images; + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + } + +} + +const _loading = new WeakMap(); + +/** + * A loader for loading images. The class loads images with the HTML `Image` API. + * + * ```js + * const loader = new THREE.ImageLoader(); + * const image = await loader.loadAsync( 'image.png' ); + * ``` + * Please note that `ImageLoader` has dropped support for progress + * events in `r84`. For an `ImageLoader` that supports progress events, see + * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639). + * + * @augments Loader + */ +class ImageLoader extends Loader { + + /** + * Constructs a new image loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded image + * to the `onLoad()` callback. The method also returns a new `Image` object which can + * directly be used for texture creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Image)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {Image} The image. + */ + load( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( `image:${url}` ); + + if ( cached !== undefined ) { + + if ( cached.complete === true ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } else { + + let arr = _loading.get( cached ); + + if ( arr === undefined ) { + + arr = []; + _loading.set( cached, arr ); + + } + + arr.push( { onLoad, onError } ); + + } + + return cached; + + } + + const image = createElementNS( 'img' ); + + function onImageLoad() { + + removeEventListeners(); + + if ( onLoad ) onLoad( this ); + + // + + const callbacks = _loading.get( this ) || []; + + for ( let i = 0; i < callbacks.length; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( this ); + + } + + _loading.delete( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + removeEventListeners(); + + if ( onError ) onError( event ); + + Cache.remove( `image:${url}` ); + + // + + const callbacks = _loading.get( this ) || []; + + for ( let i = 0; i < callbacks.length; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + _loading.delete( this ); + + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + function removeEventListeners() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.slice( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + Cache.add( `image:${url}`, image ); + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} + +/** + * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}. + * + * The loader returns an instance of {@link CubeTexture} and expects the cube map to + * be defined as six separate images representing the sides of a cube. Other cube map definitions + * like vertical and horizontal cross, column and row layouts are not supported. + * + * Note that, by convention, cube maps are specified in a coordinate system + * in which positive-x is to the right when looking up the positive-z axis -- + * in other words, using a left-handed coordinate system. Since three.js uses + * a right-handed coordinate system, environment maps used in three.js will + * have pos-x and neg-x swapped. + * + * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace} + * is set to `SRGBColorSpace` by default. + * + * ```js + * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' ); + * const cubeTexture = await loader.loadAsync( [ + * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' + * ] ); + * scene.background = cubeTexture; + * ``` + * + * @augments Loader + */ +class CubeTextureLoader extends Loader { + + /** + * Constructs a new cube texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the fully loaded cube texture + * to the `onLoad()` callback. The method also returns a new cube texture object which can + * directly be used for material creation. If you do it this way, the cube texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {Array} urls - Array of 6 URLs to images, one for each side of the + * cube texture. The urls should be specified in the following order: pos-x, + * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well. + * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {CubeTexture} The cube texture. + */ + load( urls, onLoad, onProgress, onError ) { + + const texture = new CubeTexture(); + texture.colorSpace = SRGBColorSpace; + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( let i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + +} + +/** + * Abstract base class for loading binary texture formats RGBE, EXR or TGA. + * Textures are internally loaded via {@link FileLoader}. + * + * Derived classes have to implement the `parse()` method which holds the parsing + * for the respective format. + * + * @abstract + * @augments Loader + */ +class DataTextureLoader extends Loader { + + /** + * Constructs a new data texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded data texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {DataTexture} The data texture. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const texture = new DataTexture(); + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { + + let texData; + + try { + + texData = scope.parse( buffer ); + + } catch ( e ) { + + if ( onError !== undefined ) { + + onError( e ); + + } else { + + error( e ); + + } + + return; + + } + + scope._applyTexData( texture, texData ); + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + + /** + * Parses the given buffer and returns a configured data texture. Use this method + * for parsing texture data that is already in memory (e.g. drag and drop or data + * loaded from a server) without going through {@link DataTextureLoader#load}. + * + * @param {ArrayBuffer} buffer - The raw texture data. + * @return {DataTexture} The data texture. + */ + createDataTexture( buffer ) { + + const texture = new DataTexture(); + + this._applyTexData( texture, this.parse( buffer ) ); + + return texture; + + } + + /** + * Applies the given parsed texture data to the given data texture. + * + * @private + * @param {DataTexture} texture - The data texture. + * @param {DataTextureLoader~TexData} texData - The parsed texture data. + */ + _applyTexData( texture, texData ) { + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.colorSpace !== undefined ) { + + texture.colorSpace = texData.colorSpace; + + } + + if ( texData.flipY !== undefined ) { + + texture.flipY = texData.flipY; + + } + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + if ( texData.generateMipmaps !== undefined ) { + + texture.generateMipmaps = texData.generateMipmaps; + + } + + texture.needsUpdate = true; + + } + +} + +/** + * Class for loading textures. Images are internally + * loaded via {@link ImageLoader}. + * + * ```js + * const loader = new THREE.TextureLoader(); + * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' ); + * + * const material = new THREE.MeshBasicMaterial( { map:texture } ); + * ``` + * Please note that `TextureLoader` has dropped support for progress + * events in `r84`. For a `TextureLoader` that supports progress events, see + * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145). + * + * @augments Loader + */ +class TextureLoader extends Loader { + + /** + * Constructs a new texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the fully loaded texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Texture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {Texture} The texture. + */ + load( url, onLoad, onProgress, onError ) { + + const texture = new Texture(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + +} + +/** + * Abstract base class for lights - all other light types inherit the + * properties and methods described here. + * + * @abstract + * @augments Object3D + */ +class Light extends Object3D { + + /** + * Constructs a new light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity = 1 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLight = true; + + this.type = 'Light'; + + /** + * The light's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * The light's intensity. + * + * @type {number} + * @default 1 + */ + this.intensity = intensity; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + return data; + + } + +} + +/** + * A light source positioned directly above the scene, with color fading from + * the sky color to the ground color. + * + * This light cannot be used to cast shadows. + * + * ```js + * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); + * scene.add( light ); + * ``` + * + * @augments Light + */ +class HemisphereLight extends Light { + + /** + * Constructs a new hemisphere light. + * + * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color. + * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( skyColor, groundColor, intensity ) { + + super( skyColor, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isHemisphereLight = true; + + this.type = 'HemisphereLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The light's ground color. + * + * @type {Color} + */ + this.groundColor = new Color( groundColor ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.groundColor = this.groundColor.getHex(); + + return data; + + } + +} + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +/** + * Abstract base class for light shadow classes. These classes + * represent the shadow configuration for different light types. + * + * @abstract + */ +class LightShadow { + + /** + * Constructs a new light shadow. + * + * @param {Camera} camera - The light's view of the world. + */ + constructor( camera ) { + + /** + * The light's view of the world. + * + * @type {Camera} + */ + this.camera = camera; + + /** + * The intensity of the shadow. The default is `1`. + * Valid values are in the range `[0, 1]`. + * + * @type {number} + * @default 1 + */ + this.intensity = 1; + + /** + * Shadow map bias, how much to add or subtract from the normalized depth + * when deciding whether a surface is in shadow. + * + * The default is `0`. Very tiny adjustments here (in the order of `0.0001`) + * may help reduce artifacts in shadows. + * + * @type {number} + * @default 0 + */ + this.bias = 0; + + /** + * A node version of `bias`. Only supported with `WebGPURenderer`. + * + * If a bias node is defined, `bias` has no effect. + * + * @type {?Node} + * @default null + */ + this.biasNode = null; + + /** + * Defines how much the position used to query the shadow map is offset along + * the object normal. The default is `0`. Increasing this value can be used to + * reduce shadow acne especially in large scenes where light shines onto + * geometry at a shallow angle. The cost is that shadows may appear distorted. + * + * @type {number} + * @default 0 + */ + this.normalBias = 0; + + /** + * Setting this to values greater than 1 will blur the edges of the shadow. + * High values will cause unwanted banding effects in the shadows - a greater + * map size will allow for a higher value to be used here before these effects + * become visible. + * + * The property has no effect when the shadow map type is `BasicShadowMap`. + * + * @type {number} + * @default 1 + */ + this.radius = 1; + + /** + * The amount of samples to use when blurring a VSM shadow map. + * + * @type {number} + * @default 8 + */ + this.blurSamples = 8; + + /** + * Defines the width and height of the shadow map. Higher values give better quality + * shadows at the cost of computation time. Values must be powers of two. + * + * @type {Vector2} + * @default (512,512) + */ + this.mapSize = new Vector2( 512, 512 ); + + /** + * The type of shadow texture. The default is `UnsignedByteType`. + * + * @type {number} + * @default UnsignedByteType + */ + this.mapType = UnsignedByteType; + + /** + * The depth map generated using the internal camera; a location beyond a + * pixel's depth is in shadow. Computed internally during rendering. + * + * @type {?RenderTarget} + * @default null + */ + this.map = null; + + /** + * The distribution map generated using the internal camera; an occlusion is + * calculated based on the distribution of depths. Computed internally during + * rendering. + * + * @type {?RenderTarget} + * @default null + */ + this.mapPass = null; + + /** + * Model to shadow camera space, to compute location and depth in shadow map. + * This is computed internally during rendering. + * + * @type {Matrix4} + */ + this.matrix = new Matrix4(); + + /** + * Enables automatic updates of the light's shadow. If you do not require dynamic + * lighting / shadows, you may set this to `false`. + * + * @type {boolean} + * @default true + */ + this.autoUpdate = true; + + /** + * When set to `true`, shadow maps will be updated in the next `render` call. + * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to + * set this property to `true` and then make a render call to update the light's shadow. + * + * @type {boolean} + * @default false + */ + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + /** + * Used internally by the renderer to get the number of viewports that need + * to be rendered for this shadow. + * + * @return {number} The viewport count. + */ + getViewportCount() { + + return this._viewportCount; + + } + + /** + * Used internally by the renderer to get the camera that renders the given viewport. + * + * @param {number} [viewportIndex=0] - The viewport index. + * @return {Camera} The shadow camera. + */ + getCamera( /* viewportIndex */ ) { + + return this.camera; + + } + + /** + * Gets the shadow cameras frustum. Used internally by the renderer to cull objects. + * + * @return {Frustum} The shadow camera frustum. + */ + getFrustum() { + + return this._frustum; + + } + + /** + * Update the matrices for the camera and shadow, used internally by the renderer. + * + * @param {Light} light - The light for which the shadow is being rendered. + */ + updateMatrices( light ) { + + const shadowCamera = this.camera; + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + this._updateMatrix( shadowCamera, this.matrix, this._frustum ); + + } + + /** + * Updates a shadow projection matrix and its corresponding frustum. + * + * @private + * @param {Camera} shadowCamera - The shadow camera. + * @param {Matrix4} shadowMatrix - The target shadow matrix. + * @param {Frustum} frustum - The target frustum. + * @param {Vector4} [viewport] - The viewport within the shadow atlas. + */ + _updateMatrix( shadowCamera, shadowMatrix, frustum, viewport ) { + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth ); + + const frameExtents = this._frameExtents; + const scaleX = viewport ? viewport.z / frameExtents.x : 1; + const scaleY = viewport ? viewport.w / frameExtents.y : 1; + const offsetX = viewport ? viewport.x / frameExtents.x : 0; + const offsetY = viewport ? viewport.y / frameExtents.y : 0; + + if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) { + + shadowMatrix.set( + 0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX, + 0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY, + 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix) + 0.0, 0.0, 0.0, 1.0 + ); + + } else { + + shadowMatrix.set( + 0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX, + 0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + } + + shadowMatrix.multiply( _projScreenMatrix ); + + } + + /** + * Returns a viewport definition for the given viewport index. + * + * @param {number} viewportIndex - The viewport index. + * @return {Vector4} The viewport. + */ + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + /** + * Returns the frame extends. + * + * @return {Vector2} The frame extends. + */ + getFrameExtents() { + + return this._frameExtents; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + /** + * Copies the values of the given light shadow instance to this instance. + * + * @param {LightShadow} source - The light shadow to copy. + * @return {LightShadow} A reference to this light shadow instance. + */ + copy( source ) { + + this.camera = source.camera.clone(); + + this.intensity = source.intensity; + + this.bias = source.bias; + this.radius = source.radius; + + this.autoUpdate = source.autoUpdate; + this.needsUpdate = source.needsUpdate; + this.normalBias = source.normalBias; + this.blurSamples = source.blurSamples; + + this.mapSize.copy( source.mapSize ); + + this.biasNode = source.biasNode; + + return this; + + } + + /** + * Returns a new light shadow instance with copied values from this instance. + * + * @return {LightShadow} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Serializes the light shadow into JSON. + * + * @return {Object} A JSON object representing the serialized light shadow. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const object = {}; + + object.intensity = this.intensity; + object.bias = this.bias; + object.normalBias = this.normalBias; + object.radius = this.radius; + object.blurSamples = this.blurSamples; + object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} + +const _position$2 = /*@__PURE__*/ new Vector3(); +const _quaternion$2 = /*@__PURE__*/ new Quaternion(); +const _scale$2 = /*@__PURE__*/ new Vector3(); + +/** + * Abstract base class for cameras. This class should always be inherited + * when you build a new camera. + * + * @abstract + * @augments Object3D + */ +class Camera extends Object3D { + + /** + * Constructs a new camera. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCamera = true; + + this.type = 'Camera'; + + /** + * The inverse of the camera's world matrix. + * + * @type {Matrix4} + */ + this.matrixWorldInverse = new Matrix4(); + + /** + * The camera's projection matrix. + * + * @type {Matrix4} + */ + this.projectionMatrix = new Matrix4(); + + /** + * The inverse of the camera's projection matrix. + * + * @type {Matrix4} + */ + this.projectionMatrixInverse = new Matrix4(); + + /** + * The coordinate system in which the camera is used. + * + * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} + */ + this.coordinateSystem = WebGLCoordinateSystem; + + this._reversedDepth = false; + + } + + /** + * The flag that indicates whether the camera uses a reversed depth buffer. + * + * @type {boolean} + * @default false + */ + get reversedDepth() { + + return this._reversedDepth; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + this.coordinateSystem = source.coordinateSystem; + + return this; + + } + + /** + * Returns a vector representing the ("look") direction of the 3D object in world space. + * + * This method is overwritten since cameras have a different forward vector compared to other + * 3D objects. A camera looks down its local, negative z-axis by default. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's direction in world space. + */ + getWorldDirection( target ) { + + return super.getWorldDirection( target ).negate(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + // exclude scale from view matrix to be glTF conform + + this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); + + if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } else { + + this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); + + } + + } + + updateWorldMatrix( updateParents, updateChildren, force = false ) { + + super.updateWorldMatrix( updateParents, updateChildren, force ); + + // exclude scale from view matrix to be glTF conform + + this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); + + if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } else { + + this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); + + } + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _v3$1 = /*@__PURE__*/ new Vector3(); +const _minTarget = /*@__PURE__*/ new Vector2(); +const _maxTarget = /*@__PURE__*/ new Vector2(); + +/** + * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)). + * + * This projection mode is designed to mimic the way the human eye sees. It + * is the most common projection mode used for rendering a 3D scene. + * + * ```js + * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 ); + * scene.add( camera ); + * ``` + * + * @augments Camera + */ +class PerspectiveCamera extends Camera { + + /** + * Constructs a new perspective camera. + * + * @param {number} [fov=50] - The vertical field of view. + * @param {number} [aspect=1] - The aspect ratio. + * @param {number} [near=0.1] - The camera's near plane. + * @param {number} [far=2000] - The camera's far plane. + */ + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPerspectiveCamera = true; + + this.type = 'PerspectiveCamera'; + + /** + * The vertical field of view, from bottom to top of view, + * in degrees. + * + * @type {number} + * @default 50 + */ + this.fov = fov; + + /** + * The zoom factor of the camera. + * + * @type {number} + * @default 1 + */ + this.zoom = 1; + + /** + * The camera's near plane. The valid range is greater than `0` + * and less than the current value of {@link PerspectiveCamera#far}. + * + * Note that, unlike for the {@link OrthographicCamera}, `0` is not a + * valid value for a perspective camera's near plane. + * + * @type {number} + * @default 0.1 + */ + this.near = near; + + /** + * The camera's far plane. Must be greater than the + * current value of {@link PerspectiveCamera#near}. + * + * @type {number} + * @default 2000 + */ + this.far = far; + + /** + * Object distance used for stereoscopy and depth-of-field effects. This + * parameter does not influence the projection matrix unless a + * {@link StereoCamera} is being used. + * + * @type {number} + * @default 10 + */ + this.focus = 10; + + /** + * The aspect ratio, usually the canvas width / canvas height. + * + * @type {number} + * @default 1 + */ + this.aspect = aspect; + + /** + * Represents the frustum window specification. This property should not be edited + * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. + * + * @type {?Object} + * @default null + */ + this.view = null; + + /** + * Film size used for the larger axis. Default is `35` (millimeters). This + * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset} + * is set to a nonzero value. + * + * @type {number} + * @default 35 + */ + this.filmGauge = 35; + + /** + * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}. + * + * @type {number} + * @default 0 + */ + this.filmOffset = 0; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + } + + /** + * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * @param {number} focalLength - Values for focal length and film gauge must have the same unit. + */ + setFocalLength( focalLength ) { + + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + } + + /** + * Returns the focal length from the current {@link PerspectiveCamera#fov} and + * {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The computed focal length. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + /** + * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}. + * + * @return {number} The effective FOV. + */ + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + /** + * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or + * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The film width. + */ + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + /** + * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or + * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The film width. + */ + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. + * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle. + * + * @param {number} distance - The viewing distance. + * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector. + * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector. + */ + getViewBounds( distance, minTarget, maxTarget ) { + + _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + } + + /** + * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. + * + * @param {number} distance - The viewing distance. + * @param {Vector2} target - The target vector that is used to store result where x is width and y is height. + * @returns {Vector2} The view size. + */ + getViewSize( distance, target ) { + + this.getViewBounds( distance, _minTarget, _maxTarget ); + + return target.subVectors( _maxTarget, _minTarget ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + *``` + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + *``` + * then for each monitor you would call it like this: + *```js + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * // --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * // --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * // --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * // --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * // --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * // --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * ``` + * + * Note there is no reason monitors have to be the same size or in a grid. + * + * @param {number} fullWidth - The full width of multiview setup. + * @param {number} fullHeight - The full height of multiview setup. + * @param {number} x - The horizontal offset of the subcamera. + * @param {number} y - The vertical offset of the subcamera. + * @param {number} width - The width of subcamera. + * @param {number} height - The height of subcamera. + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + /** + * Removes the view offset from the projection matrix. + */ + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + /** + * Updates the camera's projection matrix. Must be called after any change of + * camera properties. + */ + updateProjectionMatrix() { + + const near = this.near; + let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = -0.5 * width; + const view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} + +/** + * Represents the shadow configuration of directional lights. + * + * @augments LightShadow + */ +class SpotLightShadow extends LightShadow { + + /** + * Constructs a new spot light shadow. + */ + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpotLightShadow = true; + + /** + * Used to focus the shadow camera. The camera's field of view is set as a + * percentage of the spotlight's field-of-view. Range is `[0, 1]`. + * + * @type {number} + * @default 1 + */ + this.focus = 1; + + /** + * Texture aspect ratio. + * + * @type {number} + * @default 1 + */ + this.aspect = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect; + const far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + super.updateMatrices( light ); + + } + + copy( source ) { + + super.copy( source ); + + this.focus = source.focus; + this.aspect = source.aspect; + + return this; + + } + + /** + * Serializes the light shadow into JSON. + * + * @return {Object} A JSON object representing the serialized light shadow. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const object = super.toJSON(); + + object.focus = this.focus; + object.aspect = this.aspect; + + return object; + + } + +} + +/** + * This light gets emitted from a single point in one direction, along a cone + * that increases in size the further from the light it gets. + * + * This light can cast shadows - see the {@link SpotLightShadow} for details. + * + * ```js + * // white spotlight shining from the side, modulated by a texture + * const spotLight = new THREE.SpotLight( 0xffffff ); + * spotLight.position.set( 100, 1000, 100 ); + * spotLight.map = new THREE.TextureLoader().load( url ); + * + * spotLight.castShadow = true; + * spotLight.shadow.mapSize.width = 1024; + * spotLight.shadow.mapSize.height = 1024; + * spotLight.shadow.camera.near = 500; + * spotLight.shadow.camera.far = 4000; + * spotLight.shadow.camera.fov = 30;s + * ``` + * + * @augments Light + */ +class SpotLight extends Light { + + /** + * Constructs a new spot light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). + * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. + * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. + * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`. + * @param {number} [decay=2] - The amount the light dims along the distance of the light. + */ + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpotLight = true; + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The spot light points from its position to the + * target's position. + * + * For the target's position to be changed to anything other + * than the default, it must be added to the scene. + * + * It is also possible to set the target to be another 3D object + * in the scene. The light will now track the target object. + * + * @type {Object3D} + */ + this.target = new Object3D(); + + /** + * Maximum range of the light. `0` means no limit. + * + * @type {number} + * @default 0 + */ + this.distance = distance; + + /** + * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. + * + * @type {number} + * @default Math.PI/3 + */ + this.angle = angle; + + /** + * Percent of the spotlight cone that is attenuated due to penumbra. + * Value range is `[0,1]`. + * + * @type {number} + * @default 0 + */ + this.penumbra = penumbra; + + /** + * The amount the light dims along the distance of the light. In context of + * physically-correct rendering the default value should not be changed. + * + * @type {number} + * @default 2 + */ + this.decay = decay; + + /** + * A texture used to modulate the color of the light. The spot light + * color is mixed with the RGB value of this texture, with a ratio + * corresponding to its alpha value. The cookie-like masking effect is + * reproduced using pixel values (0, 0, 0, 1-cookie_value). + * + * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * This property holds the light's shadow configuration. + * + * @type {SpotLightShadow} + */ + this.shadow = new SpotLightShadow(); + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) + return this.intensity * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / Math.PI; + + } + + dispose() { + + super.dispose(); + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + this.map = source.map; + this.shadow = source.shadow.clone(); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.distance = this.distance; + data.object.angle = this.angle; + data.object.decay = this.decay; + data.object.penumbra = this.penumbra; + + data.object.target = this.target.uuid; + + if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid; + + data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +/** + * Represents the shadow configuration of point lights. + * + * @augments LightShadow + */ +class PointLightShadow extends LightShadow { + + /** + * Constructs a new point light shadow. + */ + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointLightShadow = true; + + } + +} + +/** + * A light that gets emitted from a single point in all directions. A common + * use case for this is to replicate the light emitted from a bare + * lightbulb. + * + * This light can cast shadows - see the {@link PointLightShadow} for details. + * + * ```js + * const light = new THREE.PointLight( 0xff0000, 1, 100 ); + * light.position.set( 50, 50, 50 ); + * scene.add( light ); + * ``` + * + * @augments Light + */ +class PointLight extends Light { + + /** + * Constructs a new point light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). + * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. + * @param {number} [decay=2] - The amount the light dims along the distance of the light. + */ + constructor( color, intensity, distance = 0, decay = 2 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointLight = true; + + this.type = 'PointLight'; + + /** + * When distance is zero, light will attenuate according to inverse-square + * law to infinite distance. When distance is non-zero, light will attenuate + * according to inverse-square law until near the distance cutoff, where it + * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not + * physically correct. + * + * @type {number} + * @default 0 + */ + this.distance = distance; + + /** + * The amount the light dims along the distance of the light. In context of + * physically-correct rendering the default value should not be changed. + * + * @type {number} + * @default 2 + */ + this.decay = decay; + + /** + * This property holds the light's shadow configuration. + * + * @type {PointLightShadow} + */ + this.shadow = new PointLightShadow(); + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) + return this.intensity * 4 * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / ( 4 * Math.PI ); + + } + + dispose() { + + super.dispose(); + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.distance = this.distance; + data.object.decay = this.decay; + + data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +/** + * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection). + * + * In this projection mode, an object's size in the rendered image stays + * constant regardless of its distance from the camera. This can be useful + * for rendering 2D scenes and UI elements, amongst other things. + * + * ```js + * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 ); + * scene.add( camera ); + * ``` + * + * @augments Camera + */ +class OrthographicCamera extends Camera { + + /** + * Constructs a new orthographic camera. + * + * @param {number} [left=-1] - The left plane of the camera's frustum. + * @param {number} [right=1] - The right plane of the camera's frustum. + * @param {number} [top=1] - The top plane of the camera's frustum. + * @param {number} [bottom=-1] - The bottom plane of the camera's frustum. + * @param {number} [near=0.1] - The camera's near plane. + * @param {number} [far=2000] - The camera's far plane. + */ + constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isOrthographicCamera = true; + + this.type = 'OrthographicCamera'; + + /** + * The zoom factor of the camera. + * + * @type {number} + * @default 1 + */ + this.zoom = 1; + + /** + * Represents the frustum window specification. This property should not be edited + * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. + * + * @type {?Object} + * @default null + */ + this.view = null; + + /** + * The left plane of the camera's frustum. + * + * @type {number} + * @default -1 + */ + this.left = left; + + /** + * The right plane of the camera's frustum. + * + * @type {number} + * @default 1 + */ + this.right = right; + + /** + * The top plane of the camera's frustum. + * + * @type {number} + * @default 1 + */ + this.top = top; + + /** + * The bottom plane of the camera's frustum. + * + * @type {number} + * @default -1 + */ + this.bottom = bottom; + + /** + * The camera's near plane. The valid range is greater than `0` + * and less than the current value of {@link OrthographicCamera#far}. + * + * Note that, unlike for the {@link PerspectiveCamera}, `0` is a + * valid value for an orthographic camera's near plane. + * + * @type {number} + * @default 0.1 + */ + this.near = near; + + /** + * The camera's far plane. Must be greater than the + * current value of {@link OrthographicCamera#near}. + * + * @type {number} + * @default 2000 + */ + this.far = far; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * @param {number} fullWidth - The full width of multiview setup. + * @param {number} fullHeight - The full height of multiview setup. + * @param {number} x - The horizontal offset of the subcamera. + * @param {number} y - The vertical offset of the subcamera. + * @param {number} width - The width of subcamera. + * @param {number} height - The height of subcamera. + * @see {@link PerspectiveCamera#setViewOffset} + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + /** + * Removes the view offset from the projection matrix. + */ + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + /** + * Updates the camera's projection matrix. Must be called after any change of + * camera properties. + */ + updateProjectionMatrix() { + + const dx = ( this.right - this.left ) / ( 2 * this.zoom ); + const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + const cx = ( this.right + this.left ) / 2; + const cy = ( this.top + this.bottom ) / 2; + + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} + +/** + * Represents the shadow configuration of directional lights. + * + * @augments LightShadow + */ +class DirectionalLightShadow extends LightShadow { + + /** + * Constructs a new directional light shadow. + */ + constructor() { + + super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDirectionalLightShadow = true; + + } + +} + +/** + * A light that gets emitted in a specific direction. This light will behave + * as though it is infinitely far away and the rays produced from it are all + * parallel. The common use case for this is to simulate daylight; the sun is + * far enough away that its position can be considered to be infinite, and + * all light rays coming from it are parallel. + * + * A common point of confusion for directional lights is that setting the + * rotation has no effect. This is because three.js's DirectionalLight is the + * equivalent to what is often called a 'Target Direct Light' in other + * applications. + * + * This means that its direction is calculated as pointing from the light's + * {@link Object3D#position} to the {@link DirectionalLight#target} position + * (as opposed to a 'Free Direct Light' that just has a rotation + * component). + * + * This light can cast shadows - see the {@link DirectionalLightShadow} for details. + * + * ```js + * // White directional light at half intensity shining from the top. + * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); + * scene.add( directionalLight ); + * ``` + * + * @augments Light + */ +class DirectionalLight extends Light { + + /** + * Constructs a new directional light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDirectionalLight = true; + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The directional light points from its position to the + * target's position. + * + * For the target's position to be changed to anything other + * than the default, it must be added to the scene. + * + * It is also possible to set the target to be another 3D object + * in the scene. The light will now track the target object. + * + * @type {Object3D} + */ + this.target = new Object3D(); + + /** + * This property holds the light's shadow configuration. + * + * @type {DirectionalLightShadow} + */ + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + super.dispose(); + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.shadow = this.shadow.toJSON(); + data.object.target = this.target.uuid; + + return data; + + } + +} + +/** + * This light globally illuminates all objects in the scene equally. + * + * It cannot be used to cast shadows as it does not have a direction. + * + * ```js + * const light = new THREE.AmbientLight( 0x404040 ); // soft white light + * scene.add( light ); + * ``` + * + * @augments Light + */ +class AmbientLight extends Light { + + /** + * Constructs a new ambient light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isAmbientLight = true; + + this.type = 'AmbientLight'; + + } + +} + +/** + * This class emits light uniformly across the face a rectangular plane. + * This light type can be used to simulate light sources such as bright + * windows or strip lighting. + * + * Important Notes: + * + * - There is no shadow support. + * - Only PBR materials are supported. + * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`) + * into your app and init the uniforms/textures. + * + * ```js + * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer + * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer + * + * const intensity = 1; const width = 10; const height = 10; + * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height ); + * rectLight.position.set( 5, 5, 0 ); + * rectLight.lookAt( 0, 0, 0 ); + * scene.add( rectLight ) + * ``` + * + * @augments Light + */ +class RectAreaLight extends Light { + + /** + * Constructs a new area light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + * @param {number} [width=10] - The width of the light. + * @param {number} [height=10] - The height of the light. + */ + constructor( color, intensity, width = 10, height = 10 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRectAreaLight = true; + + this.type = 'RectAreaLight'; + + /** + * The width of the light. + * + * @type {number} + * @default 10 + */ + this.width = width; + + /** + * The height of the light. + * + * @type {number} + * @default 10 + */ + this.height = height; + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in nits) + return this.intensity * this.width * this.height * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in nits) from the desired luminous power (in lumens) + this.intensity = power / ( this.width * this.height * Math.PI ); + + } + + copy( source ) { + + super.copy( source ); + + this.width = source.width; + this.height = source.height; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + +} + +/** + * Represents a third-order spherical harmonics (SH). Light probes use this class + * to encode lighting information. + * + * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf} + * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf} + */ +class SphericalHarmonics3 { + + /** + * Constructs a new spherical harmonics. + */ + constructor() { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSphericalHarmonics3 = true; + + /** + * An array holding the (9) SH coefficients. + * + * @type {Array} + */ + this.coefficients = []; + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + + } + + /** + * Sets the given SH coefficients to this instance by copying + * the values. + * + * @param {Array} coefficients - The SH coefficients. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + set( coefficients ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + } + + /** + * Sets all SH coefficients to `0`. + * + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + zero() { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + } + + /** + * Returns the radiance in the direction of the given normal. + * + * @param {Vector3} normal - The normal vector (assumed to be unit length) + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The radiance. + */ + getAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + + // band 1 + target.addScaledVector( coeff[ 1 ], 0.488603 * y ); + target.addScaledVector( coeff[ 2 ], 0.488603 * z ); + target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); + target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); + target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); + target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); + target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + + return target; + + } + + /** + * Returns the irradiance (radiance convolved with cosine lobe) in the + * direction of the given normal. + * + * @param {Vector3} normal - The normal vector (assumed to be unit length) + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The irradiance. + */ + getIrradianceAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + + // band 1 + target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 + target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); + target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 + target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); + target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 + target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); + target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + + return target; + + } + + /** + * Adds the given SH to this instance. + * + * @param {SphericalHarmonics3} sh - The SH to add. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + add( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + } + + /** + * A convenience method for performing {@link SphericalHarmonics3#add} and + * {@link SphericalHarmonics3#scale} at once. + * + * @param {SphericalHarmonics3} sh - The SH to add. + * @param {number} s - The scale factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + addScaledSH( sh, s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + } + + /** + * Scales this SH by the given scale factor. + * + * @param {number} s - The scale factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + scale( s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + } + + /** + * Linear interpolates between the given SH and this instance by the given + * alpha factor. + * + * @param {SphericalHarmonics3} sh - The SH to interpolate with. + * @param {number} alpha - The alpha factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + lerp( sh, alpha ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + } + + /** + * Returns `true` if this spherical harmonics is equal with the given one. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality. + * @return {boolean} Whether this spherical harmonics is equal with the given one. + */ + equals( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + } + + /** + * Copies the values of the given spherical harmonics to this instance. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics to copy. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + copy( sh ) { + + return this.set( sh.coefficients ); + + } + + /** + * Returns a new spherical harmonics with copied values from this instance. + * + * @return {SphericalHarmonics3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Sets the SH coefficients of this instance from the given array. + * + * @param {Array} array - An array holding the SH coefficients. + * @param {number} [offset=0] - The array offset where to start copying. + * @return {SphericalHarmonics3} A clone of this instance. + */ + fromArray( array, offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + } + + /** + * Returns an array with the SH coefficients, or copies them into the provided + * array. The coefficients are represented as numbers. + * + * @param {Array} [array=[]] - The target array. + * @param {number} [offset=0] - The array offset where to start copying. + * @return {Array} An array with flat SH coefficients. + */ + toArray( array = [], offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + + /** + * Computes the SH basis for the given normal vector. + * + * @param {Vector3} normal - The normal. + * @param {Array} shBasis - The target array holding the SH basis. + */ + static getBasisAt( normal, shBasis ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + // band 0 + shBasis[ 0 ] = 0.282095; + + // band 1 + shBasis[ 1 ] = 0.488603 * y; + shBasis[ 2 ] = 0.488603 * z; + shBasis[ 3 ] = 0.488603 * x; + + // band 2 + shBasis[ 4 ] = 1.092548 * x * y; + shBasis[ 5 ] = 1.092548 * y * z; + shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); + shBasis[ 7 ] = 1.092548 * x * z; + shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + + } + +} + +/** + * Light probes are an alternative way of adding light to a 3D scene. Unlike + * classical light sources (e.g. directional, point or spot lights), light + * probes do not emit light. Instead they store information about light + * passing through 3D space. During rendering, the light that hits a 3D + * object is approximated by using the data from the light probe. + * + * Light probes are usually created from (radiance) environment maps. The + * class {@link LightProbeGenerator} can be used to create light probes from + * cube textures or render targets. However, light estimation data could also + * be provided in other forms e.g. by WebXR. This enables the rendering of + * augmented reality content that reacts to real world lighting. + * + * The current probe implementation in three.js supports so-called diffuse + * light probes. This type of light probe is functionally equivalent to an + * irradiance environment map. + * + * @augments Light + */ +class LightProbe extends Light { + + /** + * Constructs a new light probe. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { + + super( undefined, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLightProbe = true; + + /** + * A light probe uses spherical harmonics to encode lighting information. + * + * @type {SphericalHarmonics3} + */ + this.sh = sh; + + } + + copy( source ) { + + super.copy( source ); + + this.sh.copy( source.sh ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.sh = this.sh.toArray(); + + return data; + + } + +} + +const _customMaterials = {}; + +/** + * Class for loading materials. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.MaterialLoader(); + * const material = await loader.loadAsync( 'material.json' ); + * ``` + * This loader does not support node materials. Use {@link NodeMaterialLoader} instead. + * + * @augments Loader + */ +class MaterialLoader extends Loader { + + /** + * Constructs a new material loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * A dictionary holding textures used by the material. + * + * @type {Object} + */ + this.textures = {}; + + } + + /** + * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Material)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns a material. + * + * @param {Object} json - The serialized material. + * @return {Material} The parsed material. + */ + parse( json ) { + + const material = this.createMaterialFromType( json.type ); + + material.fromJSON( json, this.textures ); + + return material; + + } + + /** + * Textures are not embedded in the material JSON so they have + * to be injected before the loading process starts. + * + * @param {Object} value - A dictionary holding textures for material properties. + * @return {MaterialLoader} A reference to this material loader. + */ + setTextures( value ) { + + this.textures = value; + return this; + + } + + /** + * Creates a material for the given type. + * + * @param {string} type - The material type. + * @return {Material} The new material. + */ + createMaterialFromType( type ) { + + return MaterialLoader.createMaterialFromType( type ); + + } + + /** + * Creates a material for the given type. + * + * @static + * @param {string} type - The material type. + * @return {Material} The new material. + */ + static createMaterialFromType( type ) { + + const materialLib = { + ShadowMaterial, + SpriteMaterial, + RawShaderMaterial, + ShaderMaterial, + PointsMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MeshPhongMaterial, + MeshToonMaterial, + MeshNormalMaterial, + MeshLambertMaterial, + MeshDepthMaterial, + MeshDistanceMaterial, + MeshBasicMaterial, + MeshMatcapMaterial, + LineDashedMaterial, + LineBasicMaterial, + Material, + ... _customMaterials + }; + + const MaterialType = materialLib[ type ]; + + let materialInstance; + + if ( MaterialType === undefined ) { + + warnOnce( `MaterialLoader: Unknown material type "${ type }". Use .registerMaterial() before starting the deserialization process.` ); + materialInstance = new Material(); + + } else { + + materialInstance = new MaterialType(); + + } + + return materialInstance; + + } + + /** + * Registers the given material at the internal + * material library. + * + * @static + * @param {string} type - The material type. + * @param {Material.constructor} materialClass - The material class. + */ + static registerMaterial( type, materialClass ) { + + _customMaterials[ type ] = materialClass; + + } + +} + +/** + * A class with loader utility functions. + */ +class LoaderUtils { + + /** + * Extracts the base URL from the given URL. + * + * @param {string} url -The URL to extract the base URL from. + * @return {string} The extracted base URL. + */ + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === -1 ) return './'; + + return url.slice( 0, index + 1 ); + + } + + /** + * Resolves relative URLs against the given path. Absolute paths, data urls, + * and blob URLs will be returned as is. Invalid URLs will return an empty + * string. + * + * @param {string} url -The URL to resolve. + * @param {string} path - The base path for relative URLs to be resolved against. + * @return {string} The resolved URL. + */ + static resolveURL( url, path ) { + + // Invalid URL + if ( typeof url !== 'string' || url === '' ) return ''; + + // Host Relative URL + if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { + + path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); + + } + + // Absolute URL http://,https://,// + if ( /^(https?:)?\/\//i.test( url ) ) return url; + + // Data URI + if ( /^data:.*,.*$/i.test( url ) ) return url; + + // Blob URL + if ( /^blob:.*$/i.test( url ) ) return url; + + // Relative URL + return path + url; + + } + +} + +/** + * An instanced version of a geometry. + */ +class InstancedBufferGeometry extends BufferGeometry { + + /** + * Constructs a new instanced buffer geometry. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedBufferGeometry = true; + + this.type = 'InstancedBufferGeometry'; + + /** + * The instance count. + * + * @type {number} + * @default Infinity + */ + this.instanceCount = Infinity; + + } + + copy( source ) { + + super.copy( source ); + + this.instanceCount = source.instanceCount; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.instanceCount = this.instanceCount; + + data.isInstancedBufferGeometry = true; + + return data; + + } + +} + +/** + * Class for loading geometries. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.BufferGeometryLoader(); + * const geometry = await loader.loadAsync( 'models/json/pressure.json' ); + * + * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } ); + * const object = new THREE.Mesh( geometry, material ); + * scene.add( object ); + * ``` + * + * @augments Loader + */ +class BufferGeometryLoader extends Loader { + + /** + * Constructs a new geometry loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns a geometry. + * + * @param {Object} json - The serialized geometry. + * @return {BufferGeometry} The parsed geometry. + */ + parse( json ) { + + const interleavedBufferMap = {}; + const arrayBufferMap = {}; + + function getInterleavedBuffer( json, uuid ) { + + if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; + + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[ uuid ]; + + const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); + + const array = getTypedArray( interleavedBuffer.type, buffer ); + const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); + ib.uuid = interleavedBuffer.uuid; + + if ( interleavedBuffer.usage !== undefined ) ib.setUsage( interleavedBuffer.usage ); + + interleavedBufferMap[ uuid ] = ib; + + return ib; + + } + + function getArrayBuffer( json, uuid ) { + + if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; + + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[ uuid ]; + + const ab = new Uint32Array( arrayBuffer ).buffer; + + arrayBufferMap[ uuid ] = ab; + + return ab; + + } + + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + const index = json.data.index; + + if ( index !== undefined ) { + + const typedArray = getTypedArray( index.type, index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + const attributes = json.data.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType; + + geometry.setAttribute( key, bufferAttribute ); + + } + + const morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( const key in morphAttributes ) { + + const attributeArray = morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + const morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( let i = 0, n = groups.length; i !== n; ++ i ) { + + const group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + const boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + geometry.boundingSphere = new Sphere().fromJSON( boundingSphere ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + +} + +const _customGeometries = {}; + +/** + * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4). + * The files are internally loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.ObjectLoader(); + * const obj = await loader.loadAsync( 'models/json/example.json' ); + * scene.add( obj ); + * + * // Alternatively, to parse a previously loaded JSON structure + * const object = await loader.parseAsync( a_json_object ); + * scene.add( object ); + * ``` + * + * @augments Loader + */ +class ObjectLoader extends Loader { + + /** + * Constructs a new object loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Object3D)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + let json = null; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + if ( onError !== undefined ) onError( e ); + + error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message ); + + return; + + } + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); + + error( 'ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + } + + /** + * Async version of {@link ObjectLoader#load}. + * + * @async + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @return {Promise} A Promise that resolves with the loaded 3D object. + */ + async loadAsync( url, onProgress ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + const text = await loader.loadAsync( url, onProgress ); + + let json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + throw new Error( 'THREE.ObjectLoader: Can\'t parse ' + url + '. ' + e.message ); + + } + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); + + } + + return await scope.parseAsync( json ); + + } + + /** + * Parses the given JSON. This is used internally by {@link ObjectLoader#load} + * but can also be used directly to parse a previously loaded JSON structure. + * + * @param {Object} json - The serialized 3D object. + * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded. + * @return {Object3D} The parsed 3D object. + */ + parse( json, onLoad ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + // + + if ( onLoad !== undefined ) { + + let hasImages = false; + + for ( const uuid in images ) { + + if ( images[ uuid ].data instanceof HTMLImageElement ) { + + hasImages = true; + break; + + } + + } + + if ( hasImages === false ) onLoad( object ); + + } + + return object; + + } + + /** + * Async version of {@link ObjectLoader#parse}. + * + * @param {Object} json - The serialized 3D object. + * @return {Promise} A Promise that resolves with the parsed 3D object. + */ + async parseAsync( json ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = await this.parseImagesAsync( json.images ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + return object; + + } + + /** + * Registers the given geometry at the internal + * geometry library. + * + * @static + * @param {string} type - The geometry type. + * @param {BufferGeometry.constructor} geometryClass - The geometry class. + */ + static registerGeometry( type, geometryClass ) { + + _customGeometries[ type ] = geometryClass; + + } + + // internals + + parseShapes( json ) { + + const shapes = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + } + + parseSkeletons( json, object ) { + + const skeletons = {}; + const bones = {}; + + // generate bone lookup table + + object.traverse( function ( child ) { + + if ( child.isBone ) bones[ child.uuid ] = child; + + } ); + + // create skeletons + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const skeleton = new Skeleton().fromJSON( json[ i ], bones ); + + skeletons[ skeleton.uuid ] = skeleton; + + } + + } + + return skeletons; + + } + + parseGeometries( json, shapes ) { + + const geometries = {}; + + if ( json !== undefined ) { + + const bufferGeometryLoader = new BufferGeometryLoader(); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + let geometry; + const data = json[ i ]; + + switch ( data.type ) { + + case 'BufferGeometry': + case 'InstancedBufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + break; + + default: + + if ( data.type in Geometries ) { + + geometry = Geometries[ data.type ].fromJSON( data, shapes ); + + } else if ( data.type in _customGeometries ) { + + geometry = _customGeometries[ data.type ].fromJSON( data, shapes ); + + } else { + + warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` ); + + } + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + } + + parseMaterials( json, textures ) { + + const cache = {}; // MultiMaterial + const materials = {}; + + if ( json !== undefined ) { + + const loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( cache[ data.uuid ] === undefined ) { + + cache[ data.uuid ] = loader.parse( data ); + + } + + materials[ data.uuid ] = cache[ data.uuid ]; + + } + + } + + return materials; + + } + + parseAnimations( json ) { + + const animations = {}; + + if ( json !== undefined ) { + + for ( let i = 0; i < json.length; i ++ ) { + + const data = json[ i ]; + + const clip = AnimationClip.parse( data ); + + animations[ clip.uuid ] = clip; + + } + + } + + return animations; + + } + + parseImages( json, onLoad ) { + + const scope = this; + const images = {}; + + let loader; + + function loadImage( url ) { + + url = scope.manager.resolveURL( url ); + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + } + + function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return loadImage( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + const manager = new LoadingManager( onLoad ); + + loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new TextureSource( imageArray ); + + } else { + + // load single image + + const deserializedImage = deserializeImage( image.url ); + images[ image.uuid ] = new TextureSource( deserializedImage ); + + + } + + } + + } + + return images; + + } + + async parseImagesAsync( json ) { + + const scope = this; + const images = {}; + + let loader; + + async function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return await loader.loadAsync( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = await deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new TextureSource( imageArray ); + + } else { + + // load single image + + const deserializedImage = await deserializeImage( image.url ); + images[ image.uuid ] = new TextureSource( deserializedImage ); + + } + + } + + } + + return images; + + } + + parseTextures( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + const textures = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( data.image === undefined ) { + + warn( 'ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + warn( 'ObjectLoader: Undefined image', data.image ); + + } + + const source = images[ data.image ]; + const image = source.data; + + let texture; + + if ( Array.isArray( image ) ) { + + texture = new CubeTexture(); + + if ( image.length === 6 ) texture.needsUpdate = true; + + } else { + + if ( image && image.data ) { + + texture = new DataTexture(); + + } else { + + texture = new Texture(); + + } + + if ( image ) texture.needsUpdate = true; // textures can have undefined image data + + } + + texture.source = source; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.channel !== undefined ) texture.channel = data.channel; + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; + if ( data.normalized !== undefined ) texture.normalized = data.normalized; + + if ( data.userData !== undefined ) texture.userData = data.userData; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + } + + parseObject( data, geometries, materials, textures, animations ) { + + let object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + warn( 'ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + const array = []; + + for ( let i = 0, l = name.length; i < l; i ++ ) { + + const uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + warn( 'ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + warn( 'ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + function getTexture( uuid ) { + + if ( textures[ uuid ] === undefined ) { + + warn( 'ObjectLoader: Undefined texture', uuid ); + + } + + return textures[ uuid ]; + + } + + let geometry, material; + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } else { + + object.background = getTexture( data.background ); + + } + + } + + if ( data.environment !== undefined ) { + + object.environment = getTexture( data.environment ); + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + if ( data.fog.name !== '' ) { + + object.fog.name = data.fog.name; + + } + + } + + if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; + if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; + if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); + + if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; + if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + object.target = data.target || ''; + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + object.target = data.target || ''; + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'LightProbe': + + const sh = new SphericalHarmonics3().fromArray( data.sh ); + object = new LightProbe( sh, data.intensity ); + + break; + + case 'SkinnedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new SkinnedMesh( geometry, material ); + + if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; + if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); + if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; + + break; + + case 'Mesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); + + break; + + case 'BatchedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); + object.geometry = geometry; + object.perObjectFrustumCulled = data.perObjectFrustumCulled; + object.sortObjects = data.sortObjects; + + object._drawRanges = data.drawRanges; + object._reservedRanges = data.reservedRanges; + + object._geometryInfo = data.geometryInfo.map( info => { + + let box = null; + let sphere = null; + if ( info.boundingBox !== undefined ) { + + box = new Box3().fromJSON( info.boundingBox ); + + } + + if ( info.boundingSphere !== undefined ) { + + sphere = new Sphere().fromJSON( info.boundingSphere ); + + } + + return { + ...info, + boundingBox: box, + boundingSphere: sphere + }; + + } ); + object._instanceInfo = data.instanceInfo; + + object._availableInstanceIds = data._availableInstanceIds; + object._availableGeometryIds = data._availableGeometryIds; + + object._nextIndexStart = data.nextIndexStart; + object._nextVertexStart = data.nextVertexStart; + object._geometryCount = data.geometryCount; + + object._maxInstanceCount = data.maxInstanceCount; + object._maxVertexCount = data.maxVertexCount; + object._maxIndexCount = data.maxIndexCount; + + object._geometryInitialized = data.geometryInitialized; + + object._matricesTexture = getTexture( data.matricesTexture.uuid ); + + object._indirectTexture = getTexture( data.indirectTexture.uuid ); + + if ( data.colorsTexture !== undefined ) { + + object._colorsTexture = getTexture( data.colorsTexture.uuid ); + + } + + if ( data.boundingSphere !== undefined ) { + + object.boundingSphere = new Sphere().fromJSON( data.boundingSphere ); + + } + + if ( data.boundingBox !== undefined ) { + + object.boundingBox = new Box3().fromJSON( data.boundingBox ); + + } + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + case 'Bone': + + object = new Bone(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + + if ( data.matrix !== undefined ) { + + object.matrix.fromArray( data.matrix ); + + if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; + if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.up !== undefined ) object.up.fromArray( data.up ); + + if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot ); + + if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary ); + if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice(); + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.blurSamples !== undefined ) object.shadow.blurSamples = data.shadow.blurSamples; + if ( data.shadow.focus !== undefined ) object.shadow.focus = data.shadow.focus; + if ( data.shadow.aspect !== undefined ) object.shadow.aspect = data.shadow.aspect; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.static !== undefined ) object.static = data.static; + if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.layers !== undefined ) object.layers.mask = data.layers; + + if ( data.children !== undefined ) { + + const children = data.children; + + for ( let i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); + + } + + } + + if ( data.animations !== undefined ) { + + const objectAnimations = data.animations; + + for ( let i = 0; i < objectAnimations.length; i ++ ) { + + const uuid = objectAnimations[ i ]; + + object.animations.push( animations[ uuid ] ); + + } + + } + + if ( data.type === 'LOD' ) { + + if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + + const levels = data.levels; + + for ( let l = 0; l < levels.length; l ++ ) { + + const level = levels[ l ]; + const child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance, level.hysteresis ); + + } + + } + + } + + return object; + + } + + bindSkeletons( object, skeletons ) { + + if ( Object.keys( skeletons ).length === 0 ) return; + + object.traverse( function ( child ) { + + if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { + + const skeleton = skeletons[ child.skeleton ]; + + if ( skeleton === undefined ) { + + warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton ); + + } else { + + child.bind( skeleton, child.bindMatrix ); + + } + + } + + } ); + + } + + bindLightTargets( object ) { + + object.traverse( function ( child ) { + + if ( child.isDirectionalLight || child.isSpotLight ) { + + const uuid = child.target; + + const target = object.getObjectByProperty( 'uuid', uuid ); + + if ( target !== undefined ) { + + child.target = target; + + } else { + + child.target = new Object3D(); + + } + + } + + } ); + + } + +} + +const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping +}; + +const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter +}; + +const _errorMap = new WeakMap(); + +/** + * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap). + * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare + * textures for rendering. + * + * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps. + * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading, + * unlike regular images which can be configured on the Texture to set these options on GPU upload instead. + * + * To match the default behaviour of {@link Texture}, the following options are needed: + * + * ```js + * { imageOrientation: 'flipY', premultiplyAlpha: 'none' } + * ``` + * + * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled. + * + * ```js + * const loader = new THREE.ImageBitmapLoader(); + * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed + * const imageBitmap = await loader.loadAsync( 'image.png' ); + * + * const texture = new THREE.Texture( imageBitmap ); + * texture.needsUpdate = true; + * ``` + * + * @augments Loader + */ +class ImageBitmapLoader extends Loader { + + /** + * Constructs a new image bitmap loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isImageBitmapLoader = true; + + if ( typeof createImageBitmap === 'undefined' ) { + + warn( 'ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + warn( 'ImageBitmapLoader: fetch() not supported.' ); + + } + + /** + * Represents the loader options. + * + * @type {Object} + * @default {premultiplyAlpha:'none'} + */ + this.options = { premultiplyAlpha: 'none' }; + + /** + * Used for aborting requests. + * + * @private + * @type {AbortController} + */ + this._abortController = new AbortController(); + + } + + /** + * Sets the given loader options. The structure of the object must match the `options` parameter of + * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap). + * + * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with + * different options will return the cached result of the first request. + * + * @param {Object} options - The loader options to set. + * @return {ImageBitmapLoader} A reference to this image bitmap loader. + */ + setOptions( options ) { + + this.options = options; + + return this; + + } + + /** + * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( `image-bitmap:${url}` ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + // If cached is a promise, wait for it to resolve + if ( cached.then ) { + + cached.then( imageBitmap => { + + // check if there is an error for the cached promise + + if ( _errorMap.has( cached ) === true ) { + + if ( onError ) onError( _errorMap.get( cached ) ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } else { + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } + + } ); + + return; + + } + + // If cached is not a promise (i.e., it's already an imageBitmap) + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal; + + const promise = fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( {}, scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( `image-bitmap:${url}`, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + return imageBitmap; // see #34150 + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + _errorMap.set( promise, e ); + + Cache.remove( `image-bitmap:${url}` ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + Cache.add( `image-bitmap:${url}`, promise ); + scope.manager.itemStart( url ); + + } + + /** + * Aborts ongoing fetch requests. + * + * @return {ImageBitmapLoader} A reference to this instance. + */ + abort() { + + this._abortController.abort(); + this._abortController = new AbortController(); + + return this; + + } + +} + +let _context; + +/** + * Manages the global audio context in the engine. + * + * @hideconstructor + */ +class AudioContext { + + /** + * Returns the global native audio context. + * + * @return {Window.AudioContext} The native audio context. + */ + static getContext() { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + } + + /** + * Allows to set the global native audio context from outside. + * + * @param {Window.AudioContext} value - The native context to set. + */ + static setContext( value ) { + + _context = value; + + } + +} + +/** + * Class for loading audio buffers. Audios are internally + * loaded via {@link FileLoader}. + * + * ```js + * const audioListener = new THREE.AudioListener(); + * const ambientSound = new THREE.Audio( audioListener ); + * + * const loader = new THREE.AudioLoader(); + * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' ); + * + * ambientSound.setBuffer( audioBuffer ); + * ambientSound.play(); + * ``` + * + * @augments Loader + */ +class AudioLoader extends Loader { + + /** + * Constructs a new audio loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded audio buffer + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( buffer ) { + + try { + + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + const bufferCopy = buffer.slice( 0 ); + + const context = AudioContext.getContext(); + + const decodeUrl = url + '#decode'; + scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378 + + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + scope.manager.itemEnd( decodeUrl ); + + } ).catch( function ( e ) { + + handleError( e ); + scope.manager.itemEnd( decodeUrl ); + + } ); + + } catch ( e ) { + + handleError( e ); + + } + + }, onProgress, onError ); + + function handleError( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + } + +} + +const _eyeRight = /*@__PURE__*/ new Matrix4(); +const _eyeLeft = /*@__PURE__*/ new Matrix4(); +const _projectionMatrix = /*@__PURE__*/ new Matrix4(); + +/** + * A special type of camera that uses two perspective cameras with + * stereoscopic projection. Can be used for rendering stereo effects + * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or + * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier). + */ +class StereoCamera { + + /** + * Constructs a new stereo camera. + */ + constructor() { + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'StereoCamera'; + + /** + * The aspect. + * + * @type {number} + * @default 1 + */ + this.aspect = 1; + + /** + * The eye separation which represents the distance + * between the left and right camera. + * + * @type {number} + * @default 0.064 + */ + this.eyeSep = 0.064; + + /** + * The camera representing the left eye. This is added to layer `1` so objects to be + * rendered by the left camera must also be added to this layer. + * + * @type {PerspectiveCamera} + */ + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + /** + * The camera representing the right eye. This is added to layer `2` so objects to be + * rendered by the right camera must also be added to this layer. + * + * @type {PerspectiveCamera} + */ + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + + } + + /** + * Updates the stereo camera based on the given perspective camera. + * + * @param {PerspectiveCamera} camera - The perspective camera. + */ + update( camera ) { + + const cache = this._cache; + + const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || + cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || + cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + _projectionMatrix.copy( camera.projectionMatrix ); + const eyeSepHalf = cache.eyeSep / 2; + const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; + let xmin, xmax; + + // translate xOffset + + _eyeLeft.elements[ 12 ] = - eyeSepHalf; + _eyeRight.elements[ 12 ] = eyeSepHalf; + + // for left eye + + xmin = - ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( _projectionMatrix ); + + // for right eye + + xmin = - ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( _projectionMatrix ); + + } + + this.cameraL.matrix.copy( camera.matrixWorld ).multiply( _eyeLeft ); + this.cameraL.matrixWorldNeedsUpdate = true; + + this.cameraR.matrix.copy( camera.matrixWorld ).multiply( _eyeRight ); + this.cameraR.matrixWorldNeedsUpdate = true; + + } + +} + +const fov = -90; // negative fov is not an error +const aspect = 1; + +/** + * A special type of camera that is positioned in 3D space to render its surroundings into a + * cube render target. The render target can then be used as an environment map for rendering + * realtime reflections in your scene. + * + * ```js + * // Create cube render target + * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } ); + * + * // Create cube camera + * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget ); + * scene.add( cubeCamera ); + * + * // Create car + * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } ); + * const car = new THREE.Mesh( carGeometry, chromeMaterial ); + * scene.add( car ); + * + * // Update the render target cube + * car.visible = false; + * cubeCamera.position.copy( car.position ); + * cubeCamera.update( renderer, scene ); + * + * // Render the scene + * car.visible = true; + * renderer.render( scene, camera ); + * ``` + * + * @augments Object3D + */ +class CubeCamera extends Object3D { + + /** + * Constructs a new cube camera. + * + * @param {number} near - The camera's near plane. + * @param {number} far - The camera's far plane. + * @param {WebGLCubeRenderTarget} renderTarget - The cube render target. + */ + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + /** + * A reference to the cube render target. + * + * @type {WebGLCubeRenderTarget} + */ + this.renderTarget = renderTarget; + + /** + * The current active coordinate system. + * + * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)} + * @default null + */ + this.coordinateSystem = null; + + /** + * The current active mipmap level + * + * @type {number} + * @default 0 + */ + this.activeMipmapLevel = 0; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + this.add( cameraNZ ); + + } + + /** + * Must be called when the coordinate system of the cube camera is changed. + */ + updateCoordinateSystem() { + + const coordinateSystem = this.coordinateSystem; + + const cameras = this.children.concat(); + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; + + for ( const camera of cameras ) this.remove( camera ); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + cameraPX.up.set( 0, 1, 0 ); + cameraPX.lookAt( 1, 0, 0 ); + + cameraNX.up.set( 0, 1, 0 ); + cameraNX.lookAt( -1, 0, 0 ); + + cameraPY.up.set( 0, 0, -1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, 1 ); + cameraNY.lookAt( 0, -1, 0 ); + + cameraPZ.up.set( 0, 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, 1, 0 ); + cameraNZ.lookAt( 0, 0, -1 ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + cameraPX.up.set( 0, -1, 0 ); + cameraPX.lookAt( -1, 0, 0 ); + + cameraNX.up.set( 0, -1, 0 ); + cameraNX.lookAt( 1, 0, 0 ); + + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, -1 ); + cameraNY.lookAt( 0, -1, 0 ); + + cameraPZ.up.set( 0, -1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, -1, 0 ); + cameraNZ.lookAt( 0, 0, -1 ); + + } else { + + throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); + + } + + for ( const camera of cameras ) { + + this.add( camera ); + + camera.updateMatrixWorld(); + + } + + } + + /** + * Calling this method will render the given scene with the given renderer + * into the cube render target of the camera. + * + * @param {(Renderer|WebGLRenderer)} renderer - The renderer. + * @param {Scene} scene - The scene to render. + */ + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const { renderTarget, activeMipmapLevel } = this; + + if ( this.coordinateSystem !== renderer.coordinateSystem ) { + + this.coordinateSystem = renderer.coordinateSystem; + + this.updateCoordinateSystem(); + + } + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentRenderTarget = renderer.getRenderTarget(); + const currentActiveCubeFace = renderer.getActiveCubeFace(); + const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); + + const currentXrEnabled = renderer.xr.enabled; + + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812 + + let reversedDepthBuffer = false; + + if ( renderer.isWebGLRenderer === true ) { + + reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + + } else { + + reversedDepthBuffer = renderer.reversedDepthBuffer; + + } + + renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPZ ); + + // mipmaps are generated during the last call of render() + // at this point, all sides of the cube render target are defined + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); + + renderer.xr.enabled = currentXrEnabled; + + renderTarget.texture.needsPMREMUpdate = true; + + } + +} + +/** + * This type of camera can be used in order to efficiently render a scene with a + * predefined set of cameras. This is an important performance aspect for + * rendering VR scenes. + * + * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory + * to define for each sub camera the `viewport` property which determines the + * part of the viewport that is rendered with this camera. + * + * @augments PerspectiveCamera + */ +class ArrayCamera extends PerspectiveCamera { + + /** + * Constructs a new array camera. + * + * @param {Array} [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} + */ + this.cameras = array; + + } + +} + +/** + * This class is an alternative to {@link Clock} with a different API design and behavior. + * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time. + * + * - `Timer` has an `update()` method that updates its internal state. That makes it possible to + * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values. + * - The class can make use of the Page Visibility API to avoid large time delta values when the app + * is inactive (e.g. tab switched or browser hidden). + * + * ```js + * const timer = new Timer(); + * timer.connect( document ); // use Page Visibility API + * ``` + */ +class Timer { + + /** + * Constructs a new timer. + */ + constructor() { + + this._previousTime = 0; + this._currentTime = 0; + this._startTime = performance.now(); + + this._delta = 0; + this._elapsed = 0; + + this._timescale = 1; + + this._document = null; + this._pageVisibilityHandler = null; + + } + + /** + * Connect the timer to the given document.Calling this method is not mandatory to + * use the timer but enables the usage of the Page Visibility API to avoid large time + * delta values. + * + * @param {Document} document - The document. + */ + connect( document ) { + + this._document = document; + + // use Page Visibility API to avoid large time delta values + + if ( document.hidden !== undefined ) { + + this._pageVisibilityHandler = handleVisibilityChange.bind( this ); + + document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false ); + + } + + } + + /** + * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API. + */ + disconnect() { + + if ( this._pageVisibilityHandler !== null ) { + + this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler ); + this._pageVisibilityHandler = null; + + } + + this._document = null; + + } + + /** + * Returns the time delta in seconds. + * + * @return {number} The time delta in second. + */ + getDelta() { + + return this._delta / 1000; + + } + + /** + * Returns the elapsed time in seconds. + * + * @return {number} The elapsed time in second. + */ + getElapsed() { + + return this._elapsed / 1000; + + } + + /** + * Returns the timescale. + * + * @return {number} The timescale. + */ + getTimescale() { + + return this._timescale; + + } + + /** + * Sets the given timescale which scale the time delta computation + * in `update()`. + * + * @param {number} timescale - The timescale to set. + * @return {Timer} A reference to this timer. + */ + setTimescale( timescale ) { + + this._timescale = timescale; + + return this; + + } + + /** + * Resets the time computation for the current simulation step. + * + * @return {Timer} A reference to this timer. + */ + reset() { + + this._currentTime = performance.now() - this._startTime; + + return this; + + } + + /** + * Can be used to free all internal resources. Usually called when + * the timer instance isn't required anymore. + */ + dispose() { + + this.disconnect(); + + } + + /** + * Updates the internal state of the timer. This method should be called + * once per simulation step and before you perform queries against the timer + * (e.g. via `getDelta()`). + * + * @param {number} timestamp - The current time in milliseconds. Can be obtained + * from the `requestAnimationFrame` callback argument. If not provided, the current + * time will be determined with `performance.now`. + * @return {Timer} A reference to this timer. + */ + update( timestamp ) { + + if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) { + + this._delta = 0; + + } else { + + this._previousTime = this._currentTime; + this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime; + + this._delta = ( this._currentTime - this._previousTime ) * this._timescale; + this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas + + } + + return this; + + } + +} + +function handleVisibilityChange() { + + if ( this._document.hidden === false ) this.reset(); + +} + +const _position$1 = /*@__PURE__*/ new Vector3(); +const _quaternion$1 = /*@__PURE__*/ new Quaternion(); +const _scale$1 = /*@__PURE__*/ new Vector3(); + +const _forward = /*@__PURE__*/ new Vector3(); +const _up = /*@__PURE__*/ new Vector3(); + +/** + * The class represents a virtual listener of the all positional and non-positional audio effects + * in the scene. A three.js application usually creates a single listener. It is a mandatory + * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}. + * + * In most cases, the listener object is a child of the camera. So the 3D transformation of the + * camera represents the 3D transformation of the listener. + * + * @augments Object3D + */ +class AudioListener extends Object3D { + + /** + * Constructs a new audio listener. + */ + constructor() { + + super(); + + this.type = 'AudioListener'; + + /** + * The native audio context. + * + * @type {AudioContext} + * @readonly + */ + this.context = AudioContext.getContext(); + + /** + * The gain node used for volume control. + * + * @type {GainNode} + * @readonly + */ + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + /** + * An optional filter. + * + * Defined via {@link AudioListener#setFilter}. + * + * @type {?AudioNode} + * @default null + * @readonly + */ + this.filter = null; + + /** + * Time delta values required for `linearRampToValueAtTime()` usage. + * + * @type {number} + * @default 0 + * @readonly + */ + this.timeDelta = 0; + + // private + + this._timer = new Timer(); + + } + + /** + * Returns the listener's input node. + * + * This method is used by other audio nodes to connect to this listener. + * + * @return {GainNode} The input node. + */ + getInput() { + + return this.gain; + + } + + /** + * Removes the current filter from this listener. + * + * @return {AudioListener} A reference to this listener. + */ + removeFilter() { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + } + + /** + * Returns the current set filter. + * + * @return {?AudioNode} The filter. + */ + getFilter() { + + return this.filter; + + } + + /** + * Sets the given filter to this listener. + * + * @param {AudioNode} value - The filter to set. + * @return {AudioListener} A reference to this listener. + */ + setFilter( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + } + + /** + * Returns the applications master volume. + * + * @return {number} The master volume. + */ + getMasterVolume() { + + return this.gain.gain.value; + + } + + /** + * Sets the applications master volume. This volume setting affects + * all audio nodes in the scene. + * + * @param {number} value - The master volume to set. + * @return {AudioListener} A reference to this listener. + */ + setMasterVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this._timer.update(); + + const listener = this.context.listener; + + this.timeDelta = this._timer.getDelta(); + + this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); + + // the initial forward and up directions must be orthogonal + _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 ); + _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 ); + + if ( listener.positionX ) { + + // code path for Chrome (see #14393) + + const endTime = this.context.currentTime + this.timeDelta; + + listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); + listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); + listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); + listener.forwardX.linearRampToValueAtTime( _forward.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _forward.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime ); + listener.upX.linearRampToValueAtTime( _up.x, endTime ); + listener.upY.linearRampToValueAtTime( _up.y, endTime ); + listener.upZ.linearRampToValueAtTime( _up.z, endTime ); + + } else { + + listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); + listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z ); + + } + + } + +} + +/** + * Represents a non-positional ( global ) audio object. + * + * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/). + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create a global audio source + * const sound = new THREE.Audio( listener ); + * + * // load a sound and set it as the Audio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setLoop( true ); + * sound.setVolume( 0.5 ); + * sound.play(); + * }); + * ``` + * + * @augments Object3D + */ +class Audio extends Object3D { + + /** + * Constructs a new audio. + * + * @param {AudioListener} listener - The global audio listener. + */ + constructor( listener ) { + + super(); + + this.type = 'Audio'; + + /** + * The global audio listener. + * + * @type {AudioListener} + * @readonly + */ + this.listener = listener; + + /** + * The audio context. + * + * @type {AudioContext} + * @readonly + */ + this.context = listener.context; + + /** + * The gain node used for volume control. + * + * @type {GainNode} + * @readonly + */ + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + /** + * Whether to start playback automatically or not. + * + * @type {boolean} + * @default false + */ + this.autoplay = false; + + /** + * A reference to an audio buffer. + * + * Defined via {@link Audio#setBuffer}. + * + * @type {?AudioBuffer} + * @default null + * @readonly + */ + this.buffer = null; + + /** + * Modify pitch, measured in cents. +/- 100 is a semitone. + * +/- 1200 is an octave. + * + * Defined via {@link Audio#setDetune}. + * + * @type {number} + * @default 0 + * @readonly + */ + this.detune = 0; + + /** + * Whether the audio should loop or not. + * + * Defined via {@link Audio#setLoop}. + * + * @type {boolean} + * @default false + * @readonly + */ + this.loop = false; + + /** + * Defines where in the audio buffer the replay should + * start, in seconds. + * + * @type {number} + * @default 0 + */ + this.loopStart = 0; + + /** + * Defines where in the audio buffer the replay should + * stop, in seconds. + * + * @type {number} + * @default 0 + */ + this.loopEnd = 0; + + /** + * An offset to the time within the audio buffer the playback + * should begin, in seconds. + * + * @type {number} + * @default 0 + */ + this.offset = 0; + + /** + * Overrides the default duration of the audio. + * + * @type {undefined|number} + * @default undefined + */ + this.duration = undefined; + + /** + * The playback speed. + * + * Defined via {@link Audio#setPlaybackRate}. + * + * @type {number} + * @readonly + * @default 1 + */ + this.playbackRate = 1; + + /** + * Indicates whether the audio is playing or not. + * + * This flag will be automatically set when using {@link Audio#play}, + * {@link Audio#pause}, {@link Audio#stop}. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isPlaying = false; + + /** + * Indicates whether the audio playback can be controlled + * with method like {@link Audio#play} or {@link Audio#pause}. + * + * This flag will be automatically set when audio sources are + * defined. + * + * @type {boolean} + * @readonly + * @default true + */ + this.hasPlaybackControl = true; + + /** + * Holds a reference to the current audio source. + * + * The property is automatically by one of the `set*()` methods. + * + * @type {?AudioNode} + * @readonly + * @default null + */ + this.source = null; + + /** + * Defines the source type. + * + * The property is automatically set by one of the `set*()` methods. + * + * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')} + * @readonly + * @default 'empty' + */ + this.sourceType = 'empty'; + + this._startedAt = 0; + this._progress = 0; + this._connected = false; + + /** + * Can be used to apply a variety of low-order filters to create + * more complex sound effects e.g. via `BiquadFilterNode`. + * + * The property is automatically set by {@link Audio#setFilters}. + * + * @type {Array} + * @readonly + */ + this.filters = []; + + } + + /** + * Returns the output audio node. + * + * @return {GainNode} The output node. + */ + getOutput() { + + return this.gain; + + } + + /** + * Sets the given audio node as the source of this instance. + * + * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`. + * @return {Audio} A reference to this instance. + */ + setNodeSource( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + } + + /** + * Sets the given media element as the source of this instance. + * + * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {HTMLMediaElement} mediaElement - The media element. + * @return {Audio} A reference to this instance. + */ + setMediaElementSource( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + } + + /** + * Sets the given media stream as the source of this instance. + * + * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {MediaStream} mediaStream - The media stream. + * @return {Audio} A reference to this instance. + */ + setMediaStreamSource( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + } + + /** + * Sets the given audio buffer as the source of this instance. + * + * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`. + * + * @param {AudioBuffer} audioBuffer - The audio buffer. + * @return {Audio} A reference to this instance. + */ + setBuffer( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + } + + /** + * Starts the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing. + * @return {Audio|undefined} A reference to this instance. + */ + play( delay = 0 ) { + + if ( this.isPlaying === true ) { + + warn( 'Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this._startedAt = this.context.currentTime + delay; + + const source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind( this ); + source.start( this._startedAt, this._progress + this.offset, this.duration ); + + this.isPlaying = true; + + this.source = source; + + this.setDetune( this.detune ); + this.setPlaybackRate( this.playbackRate ); + + return this.connect(); + + } + + /** + * Pauses the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @return {Audio|undefined} A reference to this instance. + */ + pause() { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + // update current progress + + this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + + if ( this.loop === true ) { + + // ensure _progress does not exceed duration with looped audios + + this._progress = this._progress % ( this.duration || this.buffer.duration ); + + } + + this.source.stop(); + this.source.onended = null; + + this.isPlaying = false; + + } + + return this; + + } + + /** + * Stops the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing. + * @return {Audio|undefined} A reference to this instance. + */ + stop( delay = 0 ) { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this._progress = 0; + + if ( this.source !== null ) { + + this.source.stop( this.context.currentTime + delay ); + this.source.onended = null; + + } + + this.isPlaying = false; + + return this; + + } + + /** + * Connects to the audio source. This is used internally on + * initialisation and when setting / removing filters. + * + * @return {Audio} A reference to this instance. + */ + connect() { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + this._connected = true; + + return this; + + } + + /** + * Disconnects to the audio source. This is used internally on + * initialisation and when setting / removing filters. + * + * @return {Audio|undefined} A reference to this instance. + */ + disconnect() { + + if ( this._connected === false ) { + + return; + + } + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + this._connected = false; + + return this; + + } + + /** + * Returns the current set filters. + * + * @return {Array} The list of filters. + */ + getFilters() { + + return this.filters; + + } + + /** + * Sets an array of filters and connects them with the audio source. + * + * @param {Array} [value] - A list of filters. + * @return {Audio} A reference to this instance. + */ + setFilters( value ) { + + if ( ! value ) value = []; + + if ( this._connected === true ) { + + this.disconnect(); + this.filters = value.slice(); + this.connect(); + + } else { + + this.filters = value.slice(); + + } + + return this; + + } + + /** + * Defines the detuning of oscillation in cents. + * + * @param {number} value - The detuning of oscillation in cents. + * @return {Audio} A reference to this instance. + */ + setDetune( value ) { + + this.detune = value; + + if ( this.isPlaying === true && this.source.detune !== undefined ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + /** + * Returns the detuning of oscillation in cents. + * + * @return {number} The detuning of oscillation in cents. + */ + getDetune() { + + return this.detune; + + } + + /** + * Returns the first filter in the list of filters. + * + * @return {AudioNode|undefined} The first filter in the list of filters. + */ + getFilter() { + + return this.getFilters()[ 0 ]; + + } + + /** + * Applies a single filter node to the audio. + * + * @param {AudioNode} [filter] - The filter to set. + * @return {Audio} A reference to this instance. + */ + setFilter( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + } + + /** + * Sets the playback rate. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [value] - The playback rate to set. + * @return {Audio|undefined} A reference to this instance. + */ + setPlaybackRate( value ) { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + /** + * Returns the current playback rate. + + * @return {number} The playback rate. + */ + getPlaybackRate() { + + return this.playbackRate; + + } + + /** + * Automatically called when playback finished. + */ + onEnded() { + + this.isPlaying = false; + this._progress = 0; + + } + + /** + * Returns the loop flag. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @return {boolean} Whether the audio should loop or not. + */ + getLoop() { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + } + + /** + * Sets the loop flag. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {boolean} value - Whether the audio should loop or not. + * @return {Audio|undefined} A reference to this instance. + */ + setLoop( value ) { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + } + + /** + * Sets the loop start value which defines where in the audio buffer the replay should + * start, in seconds. + * + * @param {number} value - The loop start value. + * @return {Audio} A reference to this instance. + */ + setLoopStart( value ) { + + this.loopStart = value; + + return this; + + } + + /** + * Sets the loop end value which defines where in the audio buffer the replay should + * stop, in seconds. + * + * @param {number} value - The loop end value. + * @return {Audio} A reference to this instance. + */ + setLoopEnd( value ) { + + this.loopEnd = value; + + return this; + + } + + /** + * Returns the volume. + * + * @return {number} The volume. + */ + getVolume() { + + return this.gain.gain.value; + + } + + /** + * Sets the volume. + * + * @param {number} value - The volume to set. + * @return {Audio} A reference to this instance. + */ + setVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.sourceType !== 'buffer' ) { + + warn( 'Audio: Audio source type cannot be copied.' ); + + return this; + + } + + this.autoplay = source.autoplay; + + this.buffer = source.buffer; + this.detune = source.detune; + this.loop = source.loop; + this.loopStart = source.loopStart; + this.loopEnd = source.loopEnd; + this.offset = source.offset; + this.duration = source.duration; + this.playbackRate = source.playbackRate; + this.hasPlaybackControl = source.hasPlaybackControl; + this.sourceType = source.sourceType; + + this.filters = source.filters.slice(); + + return this; + + } + + clone( recursive ) { + + return new this.constructor( this.listener ).copy( this, recursive ); + + } + +} + +const _position = /*@__PURE__*/ new Vector3(); +const _quaternion = /*@__PURE__*/ new Quaternion(); +const _scale = /*@__PURE__*/ new Vector3(); +const _orientation = /*@__PURE__*/ new Vector3(); + +/** + * Represents a positional audio object. + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create the PositionalAudio object (passing in the listener) + * const sound = new THREE.PositionalAudio( listener ); + * + * // load a sound and set it as the PositionalAudio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/song.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setRefDistance( 20 ); + * sound.play(); + * }); + * + * // create an object for the sound to play from + * const sphere = new THREE.SphereGeometry( 20, 32, 16 ); + * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } ); + * const mesh = new THREE.Mesh( sphere, material ); + * scene.add( mesh ); + * + * // finally add the sound to the mesh + * mesh.add( sound ); + * + * @augments Audio + */ +class PositionalAudio extends Audio { + + /** + * Constructs a positional audio. + * + * @param {AudioListener} listener - The global audio listener. + */ + constructor( listener ) { + + super( listener ); + + /** + * The panner node represents the location, direction, and behavior of an audio + * source in 3D space. + * + * @type {PannerNode} + * @readonly + */ + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + + } + + connect() { + + super.connect(); + + this.panner.connect( this.gain ); + + return this; + + } + + disconnect() { + + super.disconnect(); + + this.panner.disconnect( this.gain ); + + return this; + + } + + getOutput() { + + return this.panner; + + } + + /** + * Returns the current reference distance. + * + * @return {number} The reference distance. + */ + getRefDistance() { + + return this.panner.refDistance; + + } + + /** + * Defines the reference distance for reducing volume as the audio source moves + * further from the listener – i.e. the distance at which the volume reduction + * starts taking effect. + * + * @param {number} value - The reference distance to set. + * @return {PositionalAudio} A reference to this instance. + */ + setRefDistance( value ) { + + this.panner.refDistance = value; + + return this; + + } + + /** + * Returns the current rolloff factor. + * + * @return {number} The rolloff factor. + */ + getRolloffFactor() { + + return this.panner.rolloffFactor; + + } + + /** + * Defines how quickly the volume is reduced as the source moves away from the listener. + * + * @param {number} value - The rolloff factor. + * @return {PositionalAudio} A reference to this instance. + */ + setRolloffFactor( value ) { + + this.panner.rolloffFactor = value; + + return this; + + } + + /** + * Returns the current distance model. + * + * @return {('linear'|'inverse'|'exponential')} The distance model. + */ + getDistanceModel() { + + return this.panner.distanceModel; + + } + + /** + * Defines which algorithm to use to reduce the volume of the audio source + * as it moves away from the listener. + * + * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype) + * for more details. + * + * @param {('linear'|'inverse'|'exponential')} value - The distance model to set. + * @return {PositionalAudio} A reference to this instance. + */ + setDistanceModel( value ) { + + this.panner.distanceModel = value; + + return this; + + } + + /** + * Returns the current max distance. + * + * @return {number} The max distance. + */ + getMaxDistance() { + + return this.panner.maxDistance; + + } + + /** + * Defines the maximum distance between the audio source and the listener, + * after which the volume is not reduced any further. + * + * This value is used only by the `linear` distance model. + * + * @param {number} value - The max distance. + * @return {PositionalAudio} A reference to this instance. + */ + setMaxDistance( value ) { + + this.panner.maxDistance = value; + + return this; + + } + + /** + * Sets the directional cone in which the audio can be listened. + * + * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction. + * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter. + * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard. + * @return {PositionalAudio} A reference to this instance. + */ + setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + + this.matrixWorld.decompose( _position, _quaternion, _scale ); + + _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); + + const panner = this.panner; + + if ( panner.positionX ) { + + // code path for Chrome and Firefox (see #14393) + + const endTime = this.context.currentTime + this.listener.timeDelta; + + panner.positionX.linearRampToValueAtTime( _position.x, endTime ); + panner.positionY.linearRampToValueAtTime( _position.y, endTime ); + panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); + panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); + panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); + panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); + + } else { + + panner.setPosition( _position.x, _position.y, _position.z ); + panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); + + } + + } + +} + +/** + * This class can be used to analyse audio data. + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create an Audio source + * const sound = new THREE.Audio( listener ); + * + * // load a sound and set it as the Audio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setLoop(true); + * sound.setVolume(0.5); + * sound.play(); + * }); + * + * // create an AudioAnalyser, passing in the sound and desired fftSize + * const analyser = new THREE.AudioAnalyser( sound, 32 ); + * + * // get the average frequency of the sound + * const data = analyser.getAverageFrequency(); + * ``` + */ +class AudioAnalyser { + + /** + * Constructs a new audio analyzer. + * + * @param {Audio} audio - The audio to analyze. + * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data. + */ + constructor( audio, fftSize = 2048 ) { + + /** + * The global audio listener. + * + * @type {AnalyserNode} + */ + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + + /** + * Holds the analyzed data. + * + * @type {Uint8Array} + */ + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + /** + * Returns an array with frequency data of the audio. + * + * Each item in the array represents the decibel value for a specific frequency. + * The frequencies are spread linearly from 0 to 1/2 of the sample rate. + * For example, for 48000 sample rate, the last item of the array will represent + * the decibel value for 24000 Hz. + * + * @return {Uint8Array} The frequency data. + */ + getFrequencyData() { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + } + + /** + * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}. + * + * @return {number} The average frequency. + */ + getAverageFrequency() { + + let value = 0; + const data = this.getFrequencyData(); + + for ( let i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} + +/** + * Buffered scene graph property that allows weighted accumulation; used internally. + */ +class PropertyMixer { + + /** + * Constructs a new property mixer. + * + * @param {PropertyBinding} binding - The property binding. + * @param {string} typeName - The keyframe track type name. + * @param {number} valueSize - The keyframe track value size. + */ + constructor( binding, typeName, valueSize ) { + + /** + * The property binding. + * + * @type {PropertyBinding} + */ + this.binding = binding; + + /** + * The keyframe track value size. + * + * @type {number} + */ + this.valueSize = valueSize; + + let mixFunction, + mixFunctionAdditive, + setIdentity; + + // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + // + // 'add' is used for additive cumulative results + // + // 'work' is optional and is only present for quaternion types. It is used + // to store intermediate quaternion multiplication results + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + mixFunctionAdditive = this._slerpAdditive; + setIdentity = this._setAdditiveIdentityQuaternion; + + this.buffer = new Float64Array( valueSize * 6 ); + this._workIndex = 5; + break; + + case 'string': + case 'bool': + mixFunction = this._select; + + // Use the regular mix function and for additive on these types, + // additive is not relevant for non-numeric types + mixFunctionAdditive = this._select; + + setIdentity = this._setAdditiveIdentityOther; + + this.buffer = new Array( valueSize * 5 ); + break; + + default: + mixFunction = this._lerp; + mixFunctionAdditive = this._lerpAdditive; + setIdentity = this._setAdditiveIdentityNumeric; + + this.buffer = new Float64Array( valueSize * 5 ); + + } + + this._mixBufferRegion = mixFunction; + this._mixBufferRegionAdditive = mixFunctionAdditive; + this._setIdentity = setIdentity; + this._origIndex = 3; + this._addIndex = 4; + + /** + * Accumulated weight of the property binding. + * + * @type {number} + * @default 0 + */ + this.cumulativeWeight = 0; + + /** + * Accumulated additive weight of the property binding. + * + * @type {number} + * @default 0 + */ + this.cumulativeWeightAdditive = 0; + + /** + * Number of active keyframe tracks currently using this property binding. + * + * @type {number} + * @default 0 + */ + this.useCount = 0; + + /** + * Number of keyframe tracks referencing this property binding. + * + * @type {number} + * @default 0 + */ + this.referenceCount = 0; + + } + + /** + * Accumulates data in the `incoming` region into `accu`. + * + * @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` to the binding when accus differ. + * + * @param {number} accuIndex - The accumulation index. + */ + apply( accuIndex ) { + + const stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + weightAdditive = this.cumulativeWeightAdditive, + + binding = this.binding; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + const originalValueOffset = stride * this._origIndex; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + if ( weightAdditive > 0 ) { + + // accuN := accuN + additive accuN + + this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); + + } + + for ( let i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + } + + + /** + * Remembers the state of the bound property and copy it to both accus. + */ + saveOriginalState() { + + const binding = this.binding; + + const buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * this._origIndex; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + // Add to identity for additive + this._setIdentity(); + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + } + + /** + * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding. + */ + restoreOriginalState() { + + const originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + } + + // internals + + _setAdditiveIdentityNumeric() { + + const startIndex = this._addIndex * this.valueSize; + const endIndex = startIndex + this.valueSize; + + for ( let i = startIndex; i < endIndex; i ++ ) { + + this.buffer[ i ] = 0; + + } + + } + + _setAdditiveIdentityQuaternion() { + + this._setAdditiveIdentityNumeric(); + this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; + + } + + _setAdditiveIdentityOther() { + + const startIndex = this._origIndex * this.valueSize; + const targetIndex = this._addIndex * this.valueSize; + + for ( let i = 0; i < this.valueSize; i ++ ) { + + this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; + + } + + } + + + // mix functions + + _select( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + } + + _slerp( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + } + + _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + const workOffset = this._workIndex * stride; + + // Store result in intermediate buffer offset + Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); + + // Slerp to the intermediate result + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); + + } + + _lerp( buffer, dstOffset, srcOffset, t, stride ) { + + const s = 1 - t; + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + + _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; + + } + + } + +} + +// Characters [].:/ are reserved for track binding syntax. +const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; +const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); + +// Attempts to allow node names from any language. ES5's `\w` regexp matches +// only latin characters, and the unicode \p{L} is not yet supported. So +// instead, we exclude reserved characters and match everything else. +const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; +const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + +// Parent directories, delimited by '/' or ':'. Currently unused, but must +// be matched to parse the rest of the track name. +const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + +const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); + +const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; + +class Composite { + + constructor( targetGroup, path, optionalParsedPath ) { + + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + getValue( array, offset ) { + + this.bind(); // bind all binding + + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + } + + setValue( array, offset ) { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + } + + bind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + } + + unbind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} + +// Note: This class uses a State pattern on a per-method basis: +// 'bind' sets 'this.getValue' / 'setValue' and shadows the +// prototype version of these methods with one that represents +// the bound state. When the property is not found, the methods +// become no-ops. + + +/** + * This holds a reference to a real property in the scene graph; used internally. + */ +class PropertyBinding { + + /** + * Constructs a new property binding. + * + * @param {Object} rootNode - The root node. + * @param {string} path - The path. + * @param {?Object} [parsedPath] - The parsed path. + */ + constructor( rootNode, path, parsedPath ) { + + /** + * The object path to the animated property. + * + * @type {string} + */ + this.path = path; + + /** + * An object holding information about the path. + * + * @type {Object} + */ + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + /** + * The object owns the animated property. + * + * @type {?Object} + */ + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); + + /** + * The root node. + * + * @type {Object3D|Skeleton} + */ + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + /** + * Factory method for creating a property binding from the given parameters. + * + * @static + * @param {Object} root - The root node. + * @param {string} path - The path. + * @param {?Object} [parsedPath] - The parsed path. + * @return {PropertyBinding|Composite} The created property binding or composite. + */ + static create( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + } + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name - Node name to be sanitized. + * @return {string} The sanitized node name. + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + /** + * Parses the given track name (an object path to an animated property) and + * returns an object with information about the path. Matches strings in the following forms: + * + * - nodeName.property + * - nodeName.property[accessor] + * - nodeName.material.property[accessor] + * - uuid.property[accessor] + * - uuid.objectName[objectIndex].propertyName[propertyIndex] + * - parentName/nodeName.property + * - parentName/parentName/nodeName.property[index] + * - .bone[Armature.DEF_cog].position + * - scene:helium_balloon_model:helium_balloon_model.position + * + * @static + * @param {string} trackName - The track name to parse. + * @return {Object} The parsed track name as an object. + */ + static parseTrackName( trackName ) { + + const matches = _trackRe.exec( trackName ); + + if ( matches === null ) { + + throw new Error( 'THREE.PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== -1 ) { + + const objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'THREE.PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + } + + /** + * Searches for a node in the hierarchy of the given root object by the given + * node name. + * + * @static + * @param {Object} root - The root object. + * @param {string|number} nodeName - The name of the node. + * @return {?Object} The found node. Returns `null` if no object was found. + */ + static findNode( root, nodeName ) { + + if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + const bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + const searchNodeSubtree = function ( children ) { + + for ( let i = 0; i < children.length; i ++ ) { + + const childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + const result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + const subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + // these are used to "bind" a nonexistent property + _getValue_unavailable() {} + _setValue_unavailable() {} + + // Getters + + _getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.targetObject[ this.propertyName ]; + + } + + _getValue_array( buffer, offset ) { + + const source = this.resolvedProperty; + + for ( let i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + } + + _getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + } + + _getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + // Direct + + _setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + } + + _setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // EntireArray + + _setValue_array( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + } + + _setValue_array_setNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + } + + _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // ArrayElement + + _setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + } + + _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // HasToFromArray + + _setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + } + + _setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + } + + _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + _getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + } + + _setValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + } + + /** + * Creates a getter / setter pair for the property tracked by this binding. + */ + bind() { + + let targetObject = this.node; + const parsedPath = this.parsedPath; + + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + case 'map': + + if ( 'map' in targetObject ) { + + targetObject = targetObject.map; + break; + + } + + if ( ! targetObject.material ) { + + error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.map ) { + + error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); + return; + + } + + targetObject = targetObject.material.map; + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + error( 'PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + const nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + const nodeName = parsedPath.nodeName; + + error( 'PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + let versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.isMaterial === true ) { + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.isObject3D === true ) { + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + let bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === 'morphTargetInfluences' ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( ! targetObject.geometry.morphAttributes ) { + + error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { + + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + } + + /** + * Unbinds the property. + */ + unbind() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} + +PropertyBinding.Composite = Composite; + +PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 +}; + +PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 +}; + +PropertyBinding.prototype.GetterByBindingType = [ + + PropertyBinding.prototype._getValue_direct, + PropertyBinding.prototype._getValue_array, + PropertyBinding.prototype._getValue_arrayElement, + PropertyBinding.prototype._getValue_toArray, + +]; + +PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ + + [ + // Direct + PropertyBinding.prototype._setValue_direct, + PropertyBinding.prototype._setValue_direct_setNeedsUpdate, + PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, + + ], [ + + // EntireArray + + PropertyBinding.prototype._setValue_array, + PropertyBinding.prototype._setValue_array_setNeedsUpdate, + PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, + + ], [ + + // ArrayElement + PropertyBinding.prototype._setValue_arrayElement, + PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, + PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, + + ], [ + + // HasToFromArray + PropertyBinding.prototype._setValue_fromArray, + PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, + PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, + + ] + +]; + +/** + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * - Instead pass this object as 'root'. + * - You can also add and remove objects later when the mixer is running. + * + * Note: + * + * - Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the all objects in the group. + * - A single property can either be controlled through a target group or directly, but not both. + */ +class AnimationObjectGroup { + + /** + * Constructs a new animation group. + * + * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state. + */ + constructor() { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isAnimationObjectGroup = true; + + /** + * The UUID of the 3D object. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + const indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + const scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + + } + + /** + * Adds an arbitrary number of objects to this animation group. + * + * @param {...Object3D} arguments - The 3D objects to add. + */ + add() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + let knownObject = undefined, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid; + let index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ]; + + let binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + error( 'AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + /** + * Removes an arbitrary number of objects to this animation group + * + * @param {...Object3D} arguments - The 3D objects to remove. + */ + remove() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + const lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + /** + * Deallocates all memory resources for the passed 3D objects of this animation group. + * + * @param {...Object3D} arguments - The 3D objects to uncache. + */ + uncache() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_, + nObjects = objects.length; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + if ( index !== firstActiveIndex ) { + + // last cached object takes this object's place + + indicesByUUID[ lastCachedObject.uuid ] = index; + + } + + objects[ index ] = lastCachedObject; + + if ( firstActiveIndex !== lastIndex ) { + + // last object goes to the activated slot and pop + + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + + } + + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + const lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + if ( index !== lastIndex ) { + + indicesByUUID[ lastObject.uuid ] = index; + + } + + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + const indicesByPath = this._bindingsIndicesByPath; + let index = indicesByPath[ path ]; + const bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + const paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + const object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + } + + unsubscribe_( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + const indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + const paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = paths[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} + +/** + * An instance of `AnimationAction` schedules the playback of an animation which is + * stored in {@link AnimationClip}. + */ +class AnimationAction { + + /** + * Constructs a new animation action. + * + * @param {AnimationMixer} mixer - The mixer that is controlled by this action. + * @param {AnimationClip} clip - The animation clip that holds the actual keyframes. + * @param {?Object3D} [localRoot=null] - The root object on which this action is performed. + * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. + */ + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + + /** + * Defines how the animation is blended/combined when two or more animations + * are simultaneously played. + * + * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} + */ + this.blendMode = blendMode; + + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( let i = 0; i !== nTracks; ++ i ) { + + const interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._restoreTimeScale = null; + this._weightInterpolant = null; + + /** + * The loop mode, set via {@link AnimationAction#setLoop}. + * + * @type {(LoopRepeat|LoopOnce|LoopPingPong)} + * @default LoopRepeat + */ + this.loop = LoopRepeat; + this._loopCount = -1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + /** + * The local time of this action (in seconds, starting with `0`). + * + * The value gets clamped or wrapped to `[0,clip.duration]` (according to the + * loop state). + * + * @type {number} + * @default Infinity + */ + this.time = 0; + + /** + * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the + * animation to pause. Negative values cause the animation to play backwards. + * + * @type {number} + * @default 1 + */ + this.timeScale = 1; + this._effectiveTimeScale = 1; + + /** + * The degree of influence of this action (in the interval `[0, 1]`). Values + * between `0` (no impact) and `1` (full impact) can be used to blend between + * several actions. + * + * @type {number} + * @default 1 + */ + this.weight = 1; + this._effectiveWeight = 1; + + /** + * The number of repetitions of the performed clip over the course of this action. + * Can be set via {@link AnimationAction#setLoop}. + * + * Setting this number has no effect if {@link AnimationAction#loop} is set to + * `THREE:LoopOnce`. + * + * @type {number} + * @default Infinity + */ + this.repetitions = Infinity; + + /** + * If set to `true`, the playback of the action is paused. + * + * @type {boolean} + * @default false + */ + this.paused = false; + + /** + * If set to `false`, the action is disabled so it has no impact. + * + * When the action is re-enabled, the animation continues from its current + * time (setting `enabled` to `false` doesn't reset the action). + * + * @type {boolean} + * @default true + */ + this.enabled = true; + + /** + * If set to true the animation will automatically be paused on its last frame. + * + * If set to false, {@link AnimationAction#enabled} will automatically be switched + * to `false` when the last loop of the action has finished, so that this action has + * no further impact. + * + * Note: This member has no impact if the action is interrupted (it + * has only an effect if its last loop has really finished). + * + * @type {boolean} + * @default false + */ + this.clampWhenFinished = false; + + /** + * Enables smooth interpolation without separate clips for start, loop and end. + * + * @type {boolean} + * @default true + */ + this.zeroSlopeAtStart = true; + + /** + * Enables smooth interpolation without separate clips for start, loop and end. + * + * @type {boolean} + * @default true + */ + this.zeroSlopeAtEnd = true; + + } + + /** + * Starts the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + /** + * Stops the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + /** + * Resets the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + reset() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = -1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + } + + /** + * Returns `true` if the animation is running. + * + * @return {boolean} Whether the animation is running or not. + */ + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + /** + * Returns `true` when {@link AnimationAction#play} has been called. + * + * @return {boolean} Whether the animation is scheduled or not. + */ + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + /** + * Defines the time when the animation should start. + * + * @param {number} time - The start time in seconds. + * @return {AnimationAction} A reference to this animation action. + */ + startAt( time ) { + + this._startTime = time; + + return this; + + } + + /** + * Configures the loop settings for this action. + * + * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode. + * @param {number} repetitions - The number of repetitions. + * @return {AnimationAction} A reference to this animation action. + */ + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + /** + * Sets the effective weight of this action. + * + * An action has no effect and thus an effective weight of zero when the + * action is disabled. + * + * @param {number} weight - The weight to set. + * @return {AnimationAction} A reference to this animation action. + */ + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + /** + * Returns the effective weight of this action. + * + * @return {number} The effective weight. + */ + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + /** + * Fades the animation in by increasing its weight gradually from `0` to `1`, + * within the passed time interval. + * + * @param {number} duration - The duration of the fade. + * @return {AnimationAction} A reference to this animation action. + */ + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + /** + * Fades the animation out by decreasing its weight gradually from `1` to `0`, + * within the passed time interval. + * + * @param {number} duration - The duration of the fade. + * @return {AnimationAction} A reference to this animation action. + */ + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + /** + * Causes this action to fade in and the given action to fade out, + * within the passed time interval. + * + * @param {AnimationAction} fadeOutAction - The animation action to fade out. + * @param {number} duration - The duration of the fade. + * @param {boolean} [warp=false] - Whether warping should be used or not. + * @return {AnimationAction} A reference to this animation action. + */ + crossFadeFrom( fadeOutAction, duration, warp = false ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp === true ) { + + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + + fadeOutAction._restoreTimeScale = fadeOutAction.timeScale; + this._restoreTimeScale = this.timeScale; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + } + + /** + * Causes this action to fade out and the given action to fade in, + * within the passed time interval. + * + * @param {AnimationAction} fadeInAction - The animation action to fade in. + * @param {number} duration - The duration of the fade. + * @param {boolean} [warp=false] - Whether warping should be used or not. + * @return {AnimationAction} A reference to this animation action. + */ + crossFadeTo( fadeInAction, duration, warp = false ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + /** + * Stops any fading which is applied to this action. + * + * @return {AnimationAction} A reference to this animation action. + */ + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + /** + * Sets the effective time scale of this action. + * + * An action has no effect and thus an effective time scale of zero when the + * action is paused. + * + * @param {number} timeScale - The time scale to set. + * @return {AnimationAction} A reference to this animation action. + */ + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + /** + * Returns the effective time scale of this action. + * + * @return {number} The effective time scale. + */ + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + /** + * Sets the duration for a single loop of this action. + * + * @param {number} duration - The duration to set. + * @return {AnimationAction} A reference to this animation action. + */ + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + /** + * Synchronizes this action with the passed other action. + * + * @param {AnimationAction} action - The action to sync with. + * @return {AnimationAction} A reference to this animation action. + */ + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + /** + * Decelerates this animation's speed to `0` within the passed time interval. + * + * @param {number} duration - The duration. + * @return {AnimationAction} A reference to this animation action. + */ + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + /** + * Changes the playback speed, within the passed time interval, by modifying + * {@link AnimationAction#timeScale} gradually from `startTimeScale` to + * `endTimeScale`. + * + * @param {number} startTimeScale - The start time scale. + * @param {number} endTimeScale - The end time scale. + * @param {number} duration - The duration. + * @return {AnimationAction} A reference to this animation action. + */ + warp( startTimeScale, endTimeScale, duration ) { + + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + + let interpolant = this._timeScaleInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + } + + /** + * Stops any scheduled warping which is applied to this action. + * + * @return {AnimationAction} A reference to this animation action. + */ + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + this._restoreTimeScale = null; + + return this; + + } + + /** + * Returns the animation mixer of this animation action. + * + * @return {AnimationMixer} The animation mixer. + */ + getMixer() { + + return this._mixer; + + } + + /** + * Returns the animation clip of this animation action. + * + * @return {AnimationClip} The animation clip. + */ + getClip() { + + return this._clip; + + } + + /** + * Returns the root object of this animation action. + * + * @return {Object3D} The root object. + */ + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Internal + + _update( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + const startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + const timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + deltaTime = 0; + + } else { + + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + const clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + const weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; + + switch ( this.blendMode ) { + + case AdditiveAnimationBlendMode: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulateAdditive( weight ); + + } + + break; + + case NormalAnimationBlendMode: + default: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + } + + } + + _updateWeight( time ) { + + let weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + const interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + } + + _updateTimeScale( time ) { + + let timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + const interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + if ( this._restoreTimeScale !== null ) { + + timeScale = this._restoreTimeScale; + + } + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + this.stopWarping(); + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + } + + _updateTime( deltaTime ) { + + const duration = this._clip.duration; + const loop = this.loop; + + let time = this.time + deltaTime; + let loopCount = this._loopCount; + + const pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === -1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === -1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? -1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === -1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + const loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + const pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : -1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + const atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this._loopCount = loopCount; + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + } + + _setEndings( atStart, atEnd, pingPong ) { + + const settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + } + + _scheduleFading( duration, weightNow, weightThen ) { + + const mixer = this._mixer, now = mixer.time; + let interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + +} + +const _controlInterpolantsResultBuffer = new Float32Array( 1 ); + +/** + * `AnimationMixer` is a player for animations on a particular object in + * the scene. When multiple objects in the scene are animated independently, + * one `AnimationMixer` may be used for each object. + */ +class AnimationMixer extends EventDispatcher { + + /** + * Constructs a new animation mixer. + * + * @param {Object3D} root - The object whose animations shall be played by this mixer. + */ + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + /** + * The global mixer time (in seconds; starting with `0` on the mixer's creation). + * + * @type {number} + * @default 0 + */ + this.time = 0; + + /** + * A scaling factor for the global time. + * + * Note: Setting this member to `0` and later back to `1` is a + * possibility to pause/unpause all actions that are controlled by this + * mixer. + * + * @type {number} + * @default 1 + */ + this.timeScale = 1.0; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + _bindAction( action, prototypeAction ) { + + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + + let bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( let i = 0; i !== nTracks; ++ i ) { + + const track = tracks[ i ], + trackName = track.name; + + let binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + ++ binding.referenceCount; + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + const path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + } + + _activateAction( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + const rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + const bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + } + + _deactivateAction( action ) { + + if ( this._isActiveAction( action ) ) { + + const bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + } + + // Memory manager + + _initMemoryManager() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + const scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + } + + // Memory management for AnimationAction objects + + _isActiveAction( action ) { + + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + } + + _addInactiveAction( action, clipUuid, rootUuid ) { + + const actions = this._actions, + actionsByClip = this._actionsByClip; + + let actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + const knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + } + + _removeInactiveAction( action ) { + + const actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + } + + _removeInactiveBindingsForAction( action ) { + + const bindings = action._propertyBindings; + + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + } + + _lendAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + const actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + } + + _takeBackAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + const actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + } + + // Memory management for PropertyMixer objects + + _addInactiveBinding( binding, rootUuid, trackName ) { + + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + + let bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + } + + _removeInactiveBinding( binding ) { + + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + } + + _lendBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + } + + _takeBackBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + } + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant() { + + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++; + + let interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, _controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + } + + _takeBackControlInterpolant( interpolant ) { + + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + } + + /** + * Returns an instance of {@link AnimationAction} for the passed clip. + * + * If an action fitting the clip and root parameters doesn't yet exist, it + * will be created by this method. Calling this method several times with the + * same clip and root parameters always returns the same action. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. + * @return {?AnimationAction} The animation action. + */ + clipAction( clip, optionalRoot, blendMode ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid; + + let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; + + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + + const actionsForClip = this._actionsByClip[ clipUuid ]; + let prototypeAction = null; + + if ( blendMode === undefined ) { + + if ( clipObject !== null ) { + + blendMode = clipObject.blendMode; + + } else { + + blendMode = NormalAnimationBlendMode; + + } + + } + + if ( actionsForClip !== undefined ) { + + const existingAction = actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + } + + /** + * Returns an existing animation action for the passed clip. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + * @return {?AnimationAction} The animation action. Returns `null` if no action was found. + */ + existingAction( clip, optionalRoot ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + } + + /** + * Deactivates all previously scheduled actions on this mixer. + * + * @return {AnimationMixer} A reference to this animation mixer. + */ + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + /** + * Advances the global mixer time and updates the animation. + * + * This is usually done in the render loop by passing the delta + * time from {@link Clock} or {@link Timer}. + * + * @param {number} deltaTime - The delta time in seconds. + * @return {AnimationMixer} A reference to this animation mixer. + */ + update( deltaTime ) { + + deltaTime *= this.timeScale; + + const actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( let i = 0; i !== nActions; ++ i ) { + + const action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + const bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( let i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + } + + /** + * Sets the global mixer to a specific time and updates the animation accordingly. + * + * This is useful when you need to jump to an exact time in an animation. The + * input parameter will be scaled by {@link AnimationMixer#timeScale} + * + * @param {number} time - The time to set in seconds. + * @return {AnimationMixer} A reference to this animation mixer. + */ + setTime( time ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( let i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + /** + * Returns this mixer's root object. + * + * @return {Object3D} The mixer's root object. + */ + getRoot() { + + return this._root; + + } + + /** + * Deallocates all memory resources for a clip. Before using this method make + * sure to call {@link AnimationAction#stop} for all related actions. + * + * @param {AnimationClip} clip - The clip to uncache. + */ + uncacheClip( clip ) { + + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + const actionsToRemove = actionsForClip.knownActions; + + for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + const action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + } + + /** + * Deallocates all memory resources for a root object. Before using this + * method make sure to call {@link AnimationAction#stop} for all related + * actions or alternatively {@link AnimationMixer#stopAllAction} when the + * mixer operates on a single root. + * + * @param {Object3D} root - The root object to uncache. + */ + uncacheRoot( root ) { + + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( const clipUuid in actionsByClip ) { + + const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( const trackName in bindingByName ) { + + const binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + } + + /** + * Deallocates all memory resources for an action. The action is identified by the + * given clip and an optional root object. Before using this method make + * sure to call {@link AnimationAction#stop} to deactivate the action. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + */ + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} + +/** + * Represents a 3D render target. + * + * @augments RenderTarget + */ +class RenderTarget3D extends RenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRenderTarget3D = true; + + this.depth = depth; + + // overwrite attachments with 3D textures + + for ( let i = 0; i < this.textures.length; i ++ ) { + + const texture = new Data3DTexture( null, width, height, depth ); + texture.isRenderTargetTexture = true; + texture.renderTarget = this; + + this.textures[ i ] = texture; + + } + + this._setTextureOptions( options ); + + } + +} + +/** + * Represents a uniform which is a global shader variable. They are passed to shader programs. + * + * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object. + * ```js + * uniforms: { + * time: { value: 1.0 }, + * resolution: new Uniform( new Vector2() ) + * }; + * ``` + * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported + * in {@link WebGLRenderer}. + */ +class Uniform { + + /** + * Constructs a new uniform. + * + * @param {any} value - The uniform value. + */ + constructor( value ) { + + /** + * The uniform value. + * + * @type {any} + */ + this.value = value; + + } + + /** + * Returns a new uniform with copied values from this instance. + * If the value has a `clone()` method, the value is cloned as well. + * + * @return {Uniform} A clone of this instance. + */ + clone() { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + } + +} + +let _id = 0; + +/** + * A class for managing multiple uniforms in a single group. The renderer will process + * such a definition as a single UBO. + * + * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported + * in {@link WebGLRenderer}. + * + * @augments EventDispatcher + */ +class UniformsGroup extends EventDispatcher { + + /** + * Constructs a new uniforms group. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isUniformsGroup = true; + + /** + * The ID of the 3D object. + * + * @name UniformsGroup#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id ++ } ); + + /** + * The name of the uniforms group. + * + * @type {string} + */ + this.name = ''; + + /** + * The buffer usage. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * An array holding the uniforms. + * + * @type {Array} + */ + this.uniforms = []; + + } + + /** + * Adds the given uniform to this uniforms group. + * + * @param {Uniform} uniform - The uniform to add. + * @return {UniformsGroup} A reference to this uniforms group. + */ + add( uniform ) { + + this.uniforms.push( uniform ); + + return this; + + } + + /** + * Removes the given uniform from this uniforms group. + * + * @param {Uniform} uniform - The uniform to remove. + * @return {UniformsGroup} A reference to this uniforms group. + */ + remove( uniform ) { + + const index = this.uniforms.indexOf( uniform ); + + if ( index !== -1 ) this.uniforms.splice( index, 1 ); + + return this; + + } + + /** + * Sets the name of this uniforms group. + * + * @param {string} name - The name to set. + * @return {UniformsGroup} A reference to this uniforms group. + */ + setName( name ) { + + this.name = name; + + return this; + + } + + /** + * Sets the usage of this uniforms group. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {UniformsGroup} A reference to this uniforms group. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Texture#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Copies the values of the given uniforms group to this instance. + * + * @param {UniformsGroup} source - The uniforms group to copy. + * @return {UniformsGroup} A reference to this uniforms group. + */ + copy( source ) { + + this.name = source.name; + this.usage = source.usage; + + const uniformsSource = source.uniforms; + + this.uniforms.length = 0; + + for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { + + const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; + + for ( let j = 0; j < uniforms.length; j ++ ) { + + this.uniforms.push( uniforms[ j ].clone() ); + + } + + } + + return this; + + } + + /** + * Returns a new uniforms group with copied values from this instance. + * + * @return {UniformsGroup} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * An instanced version of an interleaved buffer. + * + * @augments InterleavedBuffer + */ +class InstancedInterleavedBuffer extends InterleavedBuffer { + + /** + * Constructs a new instanced interleaved buffer. + * + * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. + * @param {number} stride - The number of typed-array elements per vertex. + * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated. + */ + constructor( array, stride, meshPerAttribute = 1 ) { + + super( array, stride ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedInterleavedBuffer = true; + + /** + * Defines how often a value of this buffer attribute should be repeated, + * see {@link InstancedBufferAttribute#meshPerAttribute}. + * + * @type {number} + * @default 1 + */ + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + clone( data ) { + + const ib = super.clone( data ); + + ib.meshPerAttribute = this.meshPerAttribute; + + return ib; + + } + + toJSON( data ) { + + const json = super.toJSON( data ); + + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; + + return json; + + } + +} + +/** + * An alternative version of a buffer attribute with more control over the VBO. + * + * The renderer does not construct a VBO for this kind of attribute. Instead, it uses + * whatever VBO is passed in constructor and can later be altered via the `buffer` property. + * + * The most common use case for this class is when some kind of GPGPU calculation interferes + * or even produces the VBOs in question. + * + * Notice that this class can only be used with {@link WebGLRenderer}. + */ +class GLBufferAttribute { + + /** + * Constructs a new GL buffer attribute. + * + * @param {WebGLBuffer} buffer - The native WebGL buffer. + * @param {number} type - The native data type (e.g. `gl.FLOAT`). + * @param {number} itemSize - The item size. + * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. + * @param {number} count - The expected number of vertices in VBO. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( buffer, type, itemSize, elementSize, count, normalized = false ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isGLBufferAttribute = true; + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The native WebGL buffer. + * + * @type {WebGLBuffer} + */ + this.buffer = buffer; + + /** + * The native data type. + * + * @type {number} + */ + this.type = type; + + /** + * The item size, see {@link BufferAttribute#itemSize}. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * The corresponding size (in bytes) for the given `type` parameter. + * + * @type {number} + */ + this.elementSize = elementSize; + + /** + * The expected number of vertices in VBO. + * + * @type {number} + */ + this.count = count; + + /** + * Applies to integer data only. Indicates how the underlying data in the buffer maps to + * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`, + * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to + * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted + * to floats unmodified, i.e. `65535` becomes `65535.0f`. + * + * @type {boolean} + */ + this.normalized = normalized; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + } + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the given native WebGL buffer. + * + * @param {WebGLBuffer} buffer - The buffer to set. + * @return {BufferAttribute} A reference to this instance. + */ + setBuffer( buffer ) { + + this.buffer = buffer; + + return this; + + } + + /** + * Sets the given native data type and element size. + * + * @param {number} type - The native data type (e.g. `gl.FLOAT`). + * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. + * @return {BufferAttribute} A reference to this instance. + */ + setType( type, elementSize ) { + + this.type = type; + this.elementSize = elementSize; + + return this; + + } + + /** + * Sets the item size. + * + * @param {number} itemSize - The item size. + * @return {BufferAttribute} A reference to this instance. + */ + setItemSize( itemSize ) { + + this.itemSize = itemSize; + + return this; + + } + + /** + * Sets the count (the expected number of vertices in VBO). + * + * @param {number} count - The count. + * @return {BufferAttribute} A reference to this instance. + */ + setCount( count ) { + + this.count = count; + + return this; + + } + +} + +const _matrix = /*@__PURE__*/ new Matrix4(); + +/** + * This class is designed to assist with raycasting. Raycasting is used for + * mouse picking (working out what objects in the 3d space the mouse is over) + * amongst other things. + */ +class Raycaster { + + /** + * Constructs a new raycaster. + * + * @param {Vector3} origin - The origin vector where the ray casts from. + * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. + * @param {number} [near=0] - All results returned are further away than near. Near can't be negative. + * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near. + */ + constructor( origin, direction, near = 0, far = Infinity ) { + + /** + * The ray used for raycasting. + * + * @type {Ray} + */ + this.ray = new Ray( origin, direction ); + + /** + * All results returned are further away than near. Near can't be negative. + * + * @type {number} + * @default 0 + */ + this.near = near; + + /** + * All results returned are closer than far. Far can't be lower than near. + * + * @type {number} + * @default Infinity + */ + this.far = far; + + /** + * The camera to use when raycasting against view-dependent objects such as + * billboarded objects like sprites. This field can be set manually or + * is set when calling `setFromCamera()`. + * + * @type {?Camera} + * @default null + */ + this.camera = null; + + /** + * Allows to selectively ignore 3D objects when performing intersection tests. + * The following code example ensures that only 3D objects on layer `1` will be + * honored by raycaster. + * ```js + * raycaster.layers.set( 1 ); + * object.layers.enable( 1 ); + * ``` + * + * @type {Layers} + */ + this.layers = new Layers(); + + + /** + * A parameter object that configures the raycasting. It has the structure: + * + * ``` + * { + * Mesh: {}, + * Line: { threshold: 1 }, + * LOD: {}, + * Points: { threshold: 1 }, + * Sprite: {} + * } + * ``` + * Where `threshold` is the precision of the raycaster when intersecting objects, in world units. + * + * @type {Object} + */ + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + /** + * Updates the ray with a new origin and direction by copying the values from the arguments. + * + * @param {Vector3} origin - The origin vector where the ray casts from. + * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. + */ + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + /** + * Uses the given coordinates and camera to compute a new origin and direction for the internal ray. + * + * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC). + * X and Y components should be between `-1` and `1`. + * @param {Camera} camera - The camera from which the ray should originate. + */ + setFromCamera( coords, camera ) { + + if ( camera.isPerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( camera.isOrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, camera.projectionMatrix.elements[ 14 ] ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + error( 'Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + /** + * Uses the given WebXR controller to compute a new origin and direction for the internal ray. + * + * @param {WebXRController} controller - The controller to copy the position and direction from. + * @return {Raycaster} A reference to this raycaster. + */ + setFromXRController( controller ) { + + _matrix.identity().extractRotation( controller.matrixWorld ); + + this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); + this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix ); + + return this; + + } + + /** + * The intersection point of a raycaster intersection test. + * @typedef {Object} Raycaster~Intersection + * @property {number} distance - The distance from the ray's origin to the intersection point. + * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the + * intersection to the nearest point on the ray. For other objects it will be `undefined`. + * @property {Vector3} point - The intersection point, in world coordinates. + * @property {Object} face - The face that has been intersected. + * @property {number} faceIndex - The face index. + * @property {Object3D} object - The 3D object that has been intersected. + * @property {Vector2} uv - U,V coordinates at point of intersection. + * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection. + * @property {Vector3} normal - Interpolated normal vector at point of intersection. + * @property {number} instanceId - The index number of the instance where the ray + * intersects the {@link InstancedMesh}. + */ + + /** + * Checks all intersection between the ray and the object with or without the + * descendants. Intersections are returned sorted by distance, closest first. + * + * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when + * evaluating whether the ray intersects the object or not. This allows meshes to respond + * differently to ray casting than lines or points. + * + * Note that for meshes, faces must be pointed towards the origin of the ray in order + * to be detected; intersections of the ray passing through the back of a face will not + * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side} + * to `THREE.DoubleSide`. + * + * Note that a ray hitting a triangle mesh exactly along an edge shared by two faces may be + * reported by both faces, resulting in two coincident intersections (identical point and + * distance) in the returned array. + * + * @param {Object3D} object - The 3D object to check for intersection with the ray. + * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. + * Otherwise it only checks intersection with the object. + * @param {Array} [intersects=[]] The target array that holds the result of the method. + * @return {Array} 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} 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} [intersects=[]] The target array that holds the result of the method. + * @return {Array} An array holding the intersection points. + */ + intersectObjects( objects, recursive = true, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersect( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersect( object, raycaster, intersects, recursive ) { + + let propagate = true; + + if ( object.layers.test( raycaster.layers ) ) { + + const result = object.raycast( raycaster, intersects ); + + if ( result === false ) propagate = false; + + } + + if ( propagate === true && recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersect( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +/** + * Class for keeping track of time. + * + * @deprecated since r183. + */ +class Clock { + + /** + * Constructs a new clock. + * + * @deprecated since 183. + * @param {boolean} [autoStart=true] - Whether to automatically start the clock when + * `getDelta()` is called for the first time. + */ + constructor( autoStart = true ) { + + /** + * If set to `true`, the clock starts automatically when `getDelta()` is called + * for the first time. + * + * @type {boolean} + * @default true + */ + this.autoStart = autoStart; + + /** + * Holds the time at which the clock's `start()` method was last called. + * + * @type {number} + * @default 0 + */ + this.startTime = 0; + + /** + * Holds the time at which the clock's `start()`, `getElapsedTime()` or + * `getDelta()` methods were last called. + * + * @type {number} + * @default 0 + */ + this.oldTime = 0; + + /** + * Keeps track of the total time that the clock has been running. + * + * @type {number} + * @default 0 + */ + this.elapsedTime = 0; + + /** + * Whether the clock is running or not. + * + * @type {boolean} + * @default true + */ + this.running = false; + + warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183 + + } + + /** + * Starts the clock. When `autoStart` is set to `true`, the method is automatically + * called by the class. + */ + start() { + + this.startTime = performance.now(); + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + } + + /** + * Stops the clock. + */ + stop() { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + } + + /** + * Returns the elapsed time in seconds. + * + * @return {number} The elapsed time. + */ + getElapsedTime() { + + this.getDelta(); + return this.elapsedTime; + + } + + /** + * Returns the delta time in seconds. + * + * @return {number} The delta time. + */ + getDelta() { + + let diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + const newTime = performance.now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} + +/** + * This class can be used to represent points in 3D space as + * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system). + */ +class Spherical { + + /** + * Constructs a new spherical. + * + * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin. + * @param {number} [phi=0] - The polar angle in radians from the y (up) axis. + * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis. + */ + constructor( radius = 1, phi = 0, theta = 0 ) { + + /** + * The radius, or the Euclidean distance (straight-line distance) from the point to the origin. + * + * @type {number} + * @default 1 + */ + this.radius = radius; + + /** + * The polar angle in radians from the y (up) axis. + * + * @type {number} + * @default 0 + */ + this.phi = phi; + + /** + * The equator/azimuthal angle in radians around the y (up) axis. + * + * @type {number} + * @default 0 + */ + this.theta = theta; + + } + + /** + * Sets the spherical components by copying the given values. + * + * @param {number} radius - The radius. + * @param {number} phi - The polar angle. + * @param {number} theta - The azimuthal angle. + * @return {Spherical} A reference to this spherical. + */ + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + /** + * Copies the values of the given spherical to this instance. + * + * @param {Spherical} other - The spherical to copy. + * @return {Spherical} A reference to this spherical. + */ + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + /** + * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi - + * `0.000001`. + * + * @return {Spherical} A reference to this spherical. + */ + makeSafe() { + + const EPS = 0.000001; + this.phi = clamp( this.phi, EPS, Math.PI - EPS ); + + return this; + + } + + /** + * Sets the spherical components from the given vector which is assumed to hold + * Cartesian coordinates. + * + * @param {Vector3} v - The vector to set. + * @return {Spherical} A reference to this spherical. + */ + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + /** + * Sets the spherical components from the given Cartesian coordinates. + * + * @param {number} x - The x value. + * @param {number} y - The y value. + * @param {number} z - The z value. + * @return {Spherical} A reference to this spherical. + */ + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) ); + + } + + return this; + + } + + /** + * Returns a new spherical with copied values from this instance. + * + * @return {Spherical} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * This class can be used to represent points in 3D space as + * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system). + */ +class Cylindrical { + + /** + * Constructs a new cylindrical. + * + * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane. + * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. + * @param {number} [y=0] - The height above the x-z plane. + */ + constructor( radius = 1, theta = 0, y = 0 ) { + + /** + * The distance from the origin to a point in the x-z plane. + * + * @type {number} + * @default 1 + */ + this.radius = radius; + + /** + * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. + * + * @type {number} + * @default 0 + */ + this.theta = theta; + + /** + * The height above the x-z plane. + * + * @type {number} + * @default 0 + */ + this.y = y; + + } + + /** + * Sets the cylindrical components by copying the given values. + * + * @param {number} radius - The radius. + * @param {number} theta - The theta angle. + * @param {number} y - The height value. + * @return {Cylindrical} A reference to this cylindrical. + */ + set( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + } + + /** + * Copies the values of the given cylindrical to this instance. + * + * @param {Cylindrical} other - The cylindrical to copy. + * @return {Cylindrical} A reference to this cylindrical. + */ + copy( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + } + + /** + * Sets the cylindrical components from the given vector which is assumed to hold + * Cartesian coordinates. + * + * @param {Vector3} v - The vector to set. + * @return {Cylindrical} A reference to this cylindrical. + */ + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + /** + * Sets the cylindrical components from the given Cartesian coordinates. + * + * @param {number} x - The x value. + * @param {number} y - The x value. + * @param {number} z - The x value. + * @return {Cylindrical} A reference to this cylindrical. + */ + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + + /** + * Returns a new cylindrical with copied values from this instance. + * + * @return {Cylindrical} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * Represents a 2x2 matrix. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix2#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix2(); + * m.set( 11, 12, + * 21, 22 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, + * 12, 22 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix2 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix2.prototype.isMatrix2 = true; + + } + + /** + * Constructs a new 2x2 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + */ + constructor( n11, n12, n21, n22 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + this.elements = [ + 1, 0, + 0, 1, + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n21, n22 ); + + } + + } + + /** + * Sets this matrix to the 2x2 identity matrix. + * + * @return {Matrix2} A reference to this matrix. + */ + identity() { + + this.set( + 1, 0, + 0, 1, + ); + + return this; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix2} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 4; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} n11 - 1-1 matrix element. + * @param {number} n12 - 1-2 matrix element. + * @param {number} n21 - 2-1 matrix element. + * @param {number} n22 - 2-2 matrix element. + * @return {Matrix2} A reference to this matrix. + */ + set( n11, n12, n21, n22 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 2 ] = n12; + te[ 1 ] = n21; te[ 3 ] = n22; + + return this; + + } + +} + +const _vector$4 = /*@__PURE__*/ new Vector2(); + +/** + * Represents an axis-aligned bounding box (AABB) in 2D space. + */ +class Box2 { + + /** + * Constructs a new bounding box. + * + * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box. + * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box. + */ + constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBox2 = true; + + /** + * The lower boundary of the box. + * + * @type {Vector2} + */ + this.min = min; + + /** + * The upper boundary of the box. + * + * @type {Vector2} + */ + this.max = max; + + } + + /** + * Sets the lower and upper boundaries of this box. + * Please note that this method only copies the values from the given objects. + * + * @param {Vector2} min - The lower boundary of the box. + * @param {Vector2} max - The upper boundary of the box. + * @return {Box2} A reference to this bounding box. + */ + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} points - An array holding 2D position data as instances of {@link Vector2}. + * @return {Box2} A reference to this bounding box. + */ + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + /** + * Centers this box on the given center vector and sets this box's width, height and + * depth to the given size values. + * + * @param {Vector2} center - The center of the box. + * @param {Vector2} size - The x and y dimensions of the box. + * @return {Box2} A reference to this bounding box. + */ + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + /** + * Returns a new box with copied values from this instance. + * + * @return {Box2} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given box to this instance. + * + * @param {Box2} box - The box to copy. + * @return {Box2} A reference to this bounding box. + */ + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + /** + * Makes this box empty which means in encloses a zero space in 2D. + * + * @return {Box2} A reference to this bounding box. + */ + makeEmpty() { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + } + + /** + * Returns true if this box includes zero points within its bounds. + * Note that a box with equal lower and upper bounds still includes one + * point, the one both bounds share. + * + * @return {boolean} Whether this box is empty or not. + */ + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + } + + /** + * Returns the center point of this box. + * + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The center point. + */ + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the dimensions of this box. + * + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The size. + */ + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + /** + * Expands the boundaries of this box to include the given point. + * + * @param {Vector2} point - The point that should be included by the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + /** + * Expands this box equilaterally by the given vector. The width of this + * box will be expanded by the x component of the vector in both + * directions. The height of this box will be expanded by the y component of + * the vector in both directions. + * + * @param {Vector2} vector - The vector that should expand the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + /** + * Expands each dimension of the box by the given scalar. If negative, the + * dimensions of the box will be contracted. + * + * @param {number} scalar - The scalar value that should expand the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + /** + * Returns `true` if the given point lies within or on the boundaries of this box. + * + * @param {Vector2} point - The point to test. + * @return {boolean} Whether the bounding box contains the given point or not. + */ + containsPoint( point ) { + + return point.x >= this.min.x && point.x <= this.max.x && + point.y >= this.min.y && point.y <= this.max.y; + + } + + /** + * Returns `true` if this bounding box includes the entirety of the given bounding box. + * If this box and the given one are identical, this function also returns `true`. + * + * @param {Box2} box - The bounding box to test. + * @return {boolean} Whether the bounding box contains the given bounding box or not. + */ + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + } + + /** + * Returns a point as a proportion of this box's width and height. + * + * @param {Vector2} point - A point in 2D space. + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} A point as a proportion of this box's width and height. + */ + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + } + + /** + * Returns `true` if the given bounding box intersects with this bounding box. + * + * @param {Box2} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with this bounding box. + */ + intersectsBox( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x >= this.min.x && box.min.x <= this.max.x && + box.max.y >= this.min.y && box.min.y <= this.max.y; + + } + + /** + * Clamps the given point within the bounds of this box. + * + * @param {Vector2} point - The point to clamp. + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The clamped point. + */ + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + /** + * Returns the euclidean distance from any edge of this box to the specified point. If + * the given point lies inside of this box, the distance will be `0`. + * + * @param {Vector2} point - The point to compute the distance to. + * @return {number} The euclidean distance. + */ + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$4 ).distanceTo( point ); + + } + + /** + * Computes the intersection of this bounding box and the given one, setting the upper + * bound of this box to the lesser of the two boxes' upper bounds and the + * lower bound of this box to the greater of the two boxes' lower bounds. If + * there's no overlap, makes this box empty. + * + * @param {Box2} box - The bounding box to intersect with. + * @return {Box2} A reference to this bounding box. + */ + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + /** + * Computes the union of this box and another and the given one, setting the upper + * bound of this box to the greater of the two boxes' upper bounds and the + * lower bound of this box to the lesser of the two boxes' lower bounds. + * + * @param {Box2} box - The bounding box that will be unioned with this instance. + * @return {Box2} A reference to this bounding box. + */ + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + /** + * Adds the given offset to both the upper and lower bounds of this bounding box, + * effectively moving it in 2D space. + * + * @param {Vector2} offset - The offset that should be used to translate the bounding box. + * @return {Box2} A reference to this bounding box. + */ + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + /** + * Returns `true` if this bounding box is equal with the given one. + * + * @param {Box2} box - The box to test for equality. + * @return {boolean} Whether this bounding box is equal with the given one. + */ + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _startP = /*@__PURE__*/ new Vector3(); +const _startEnd = /*@__PURE__*/ new Vector3(); + +const _d1 = /*@__PURE__*/ new Vector3(); +const _d2 = /*@__PURE__*/ new Vector3(); +const _r = /*@__PURE__*/ new Vector3(); +const _c1 = /*@__PURE__*/ new Vector3(); +const _c2 = /*@__PURE__*/ new Vector3(); + +/** + * An analytical line segment in 3D space represented by a start and end point. + */ +class Line3 { + + /** + * Constructs a new line segment. + * + * @param {Vector3} [start=(0,0,0)] - Start of the line segment. + * @param {Vector3} [end=(0,0,0)] - End of the line segment. + */ + constructor( start = new Vector3(), end = new Vector3() ) { + + /** + * Start of the line segment. + * + * @type {Vector3} + */ + this.start = start; + + /** + * End of the line segment. + * + * @type {Vector3} + */ + this.end = end; + + } + + /** + * Sets the start and end values by copying the given vectors. + * + * @param {Vector3} start - The start point. + * @param {Vector3} end - The end point. + * @return {Line3} A reference to this line segment. + */ + set( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + } + + /** + * Copies the values of the given line segment to this instance. + * + * @param {Line3} line - The line segment to copy. + * @return {Line3} A reference to this line segment. + */ + copy( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + } + + /** + * Returns the center of the line segment. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The center point. + */ + getCenter( target ) { + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the delta vector of the line segment's start and end point. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The delta vector. + */ + delta( target ) { + + return target.subVectors( this.end, this.start ); + + } + + /** + * Returns the squared Euclidean distance between the line' start and end point. + * + * @return {number} The squared Euclidean distance. + */ + distanceSq() { + + return this.start.distanceToSquared( this.end ); + + } + + /** + * Returns the Euclidean distance between the line' start and end point. + * + * @return {number} The Euclidean distance. + */ + distance() { + + return this.start.distanceTo( this.end ); + + } + + /** + * Returns a vector at a certain position along the line segment. + * + * @param {number} t - A value between `[0,1]` to represent a position along the line segment. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The delta vector. + */ + at( t, target ) { + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + /** + * Returns a point parameter based on the closest point as projected on the line segment. + * + * @param {Vector3} point - The point for which to return a point parameter. + * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. + * @return {number} The point parameter. + */ + closestPointToPointParameter( point, clampToLine ) { + + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); + + const startEnd2 = _startEnd.dot( _startEnd ); + + if ( startEnd2 === 0 ) return 0; + + const startEnd_startP = _startEnd.dot( _startP ); + + let t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = clamp( t, 0, 1 ); + + } + + return t; + + } + + /** + * Returns the closest point on the line for a given point. + * + * @param {Vector3} point - The point to compute the closest point on the line for. + * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on the line. + */ + closestPointToPoint( point, clampToLine, target ) { + + const t = this.closestPointToPointParameter( point, clampToLine ); + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + /** + * Returns the closest squared distance between this line segment and the given one. + * + * @param {Line3} line - The line segment to compute the closest squared distance to. + * @param {Vector3} [c1] - The closest point on this line segment. + * @param {Vector3} [c2] - The closest point on the given line segment. + * @return {number} The squared distance between this line segment and the given one. + */ + distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) { + + // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9 + + // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and + // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared + // distance between between S1(s) and S2(t) + + const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length + let s, t; + + const p1 = this.start; + const p2 = line.start; + const q1 = this.end; + const q2 = line.end; + + _d1.subVectors( q1, p1 ); // Direction vector of segment S1 + _d2.subVectors( q2, p2 ); // Direction vector of segment S2 + _r.subVectors( p1, p2 ); + + const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative + const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative + const f = _d2.dot( _r ); + + // Check if either or both segments degenerate into points + + if ( a <= EPSILON && e <= EPSILON ) { + + // Both segments degenerate into points + + c1.copy( p1 ); + c2.copy( p2 ); + + c1.sub( c2 ); + + return c1.dot( c1 ); + + } + + if ( a <= EPSILON ) { + + // First segment degenerates into a point + + s = 0; + t = f / e; // s = 0 => t = (b*s + f) / e = f / e + t = clamp( t, 0, 1 ); + + + } else { + + const c = _d1.dot( _r ); + + if ( e <= EPSILON ) { + + // Second segment degenerates into a point + + t = 0; + s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a + + } else { + + // The general nondegenerate case starts here + + const b = _d1.dot( _d2 ); + const denom = a * e - b * b; // Always nonnegative + + // If segments not parallel, compute closest point on L1 to L2 and + // clamp to segment S1. Else pick arbitrary s (here 0) + + if ( denom !== 0 ) { + + s = clamp( ( b * f - c * e ) / denom, 0, 1 ); + + } else { + + s = 0; + + } + + // Compute point on L2 closest to S1(s) using + // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e + + t = ( b * s + f ) / e; + + // If t in [0,1] done. Else clamp t, recompute s for the new value + // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a + // and clamp s to [0, 1] + + if ( t < 0 ) { + + t = 0.; + s = clamp( - c / a, 0, 1 ); + + } else if ( t > 1 ) { + + t = 1; + s = clamp( ( b - c ) / a, 0, 1 ); + + } + + } + + } + + c1.copy( p1 ).addScaledVector( _d1, s ); + c2.copy( p2 ).addScaledVector( _d2, t ); + + return c1.distanceToSquared( c2 ); + + } + + /** + * Applies a 4x4 transformation matrix to this line segment. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Line3} A reference to this line segment. + */ + applyMatrix4( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + } + + /** + * Returns `true` if this line segment is equal with the given one. + * + * @param {Line3} line - The line segment to test for equality. + * @return {boolean} Whether this line segment is equal with the given one. + */ + equals( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + /** + * Returns a new line segment with copied values from this instance. + * + * @return {Line3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$3 = /*@__PURE__*/ new Vector3(); + +/** + * This displays a cone shaped helper object for a {@link SpotLight}. + * + * When the spot light or its target are transformed or light properties are + * changed, it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const spotLight = new THREE.SpotLight( 0xffffff ); + * spotLight.position.set( 10, 10, 10 ); + * scene.add( spotLight ); + * + * const spotLightHelper = new THREE.SpotLightHelper( spotLight ); + * scene.add( spotLightHelper ); + * ``` + * + * @augments Object3D + */ +class SpotLightHelper extends Object3D { + + /** + * Constructs a new spot light helper. + * + * @param {HemisphereLight} light - The light to be visualized. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {SpotLight} + */ + this.light = light; + + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + this.color = color; + + this.type = 'SpotLightHelper'; + + const geometry = new BufferGeometry(); + + const positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, -1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, -1, 1 + ]; + + for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + const p1 = ( i / l ) * Math.PI * 2; + const p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + // update the local matrix based on the parent and light target transforms + if ( this.parent ) { + + this.parent.updateWorldMatrix( true ); + + this.matrix + .copy( this.parent.matrixWorld ) + .invert() + .multiply( this.light.matrixWorld ); + + } else { + + this.matrix.copy( this.light.matrixWorld ); + + } + + this.matrixWorldNeedsUpdate = true; + + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$3 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + } + +} + +const _vector$2 = /*@__PURE__*/ new Vector3(); +const _boneMatrix = /*@__PURE__*/ new Matrix4(); +const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + +/** + * A helper object to assist with visualizing a {@link Skeleton}. + * + * ```js + * const helper = new THREE.SkeletonHelper( skinnedMesh ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class SkeletonHelper extends LineSegments { + + /** + * Constructs a new skeleton helper. + * + * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object + * can be used if it represents a hierarchy of bones (see {@link Bone}). + */ + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + for ( let i = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + } + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSkeletonHelper = true; + + this.type = 'SkeletonHelper'; + + /** + * The object being visualized. + * + * @type {Object3D} + */ + this.root = object; + + /** + * The list of bones that the helper visualizes. + * + * @type {Array} + */ + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + // colors + + const color1 = new Color( 0x0000ff ); + const color2 = new Color( 0x00ff00 ); + + this.setColors( color1, color2 ); + + } + + updateMatrixWorld( force ) { + + const bones = this.bones; + + const geometry = this.geometry; + const position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.copy( this.root.matrixWorld ).invert(); + + for ( let i = 0, j = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + super.updateMatrixWorld( force ); + + } + + /** + * Defines the colors of the helper. + * + * @param {Color} color1 - The first line color for each bone. + * @param {Color} color2 - The second line color for each bone. + * @return {SkeletonHelper} A reference to this helper. + */ + setColors( color1, color2 ) { + + const geometry = this.geometry; + const colorAttribute = geometry.getAttribute( 'color' ); + + for ( let i = 0; i < colorAttribute.count; i += 2 ) { + + colorAttribute.setXYZ( i, color1.r, color1.g, color1.b ); + colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b ); + + } + + colorAttribute.needsUpdate = true; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function getBoneList( object ) { + + const boneList = []; + + if ( object.isBone === true ) { + + boneList.push( object ); + + } + + for ( let i = 0; i < object.children.length; i ++ ) { + + boneList.push( ...getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +/** + * This displays a helper object consisting of a spherical mesh for + * visualizing an instance of {@link PointLight}. + * + * ```js + * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 ); + * pointLight.position.set( 10, 10, 10 ); + * scene.add( pointLight ); + * + * const sphereSize = 1; + * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize ); + * scene.add( pointLightHelper ); + * ``` + * + * @augments Mesh + */ +class PointLightHelper extends Mesh { + + /** + * Constructs a new point light helper. + * + * @param {PointLight} light - The light to be visualized. + * @param {number} [sphereSize=1] - The size of the sphere helper. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, sphereSize, color ) { + + const geometry = new SphereGeometry( sphereSize, 4, 2 ); + const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + super( geometry, material ); + + /** + * The light being visualized. + * + * @type {PointLight} + */ + this.light = light; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + this.color = color; + + this.type = 'PointLightHelper'; + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + + /** + * Updates the helper to match the position of the + * light being visualized. + */ + update() { + + this.matrixWorldNeedsUpdate = true; + + this.light.updateWorldMatrix( true, false ); + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + const d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + } + +} + +const _vector$1 = /*@__PURE__*/ new Vector3(); +const _color1 = /*@__PURE__*/ new Color(); +const _color2 = /*@__PURE__*/ new Color(); + +/** + * Creates a visual aid consisting of a spherical mesh for a + * given {@link HemisphereLight}. + * + * When the hemisphere light is transformed or its light properties are changed, + * it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); + * const helper = new THREE.HemisphereLightHelper( light, 5 ); + * scene.add( helper ); + * ``` + * + * @augments Object3D + */ +class HemisphereLightHelper extends Object3D { + + /** + * Constructs a new hemisphere light helper. + * + * @param {HemisphereLight} light - The light to be visualized. + * @param {number} [size=1] - The size of the mesh used to visualize the light. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, size, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {HemisphereLight} + */ + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + this.color = color; + + this.type = 'HemisphereLightHelper'; + + const geometry = new OctahedronGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + if ( this.color === undefined ) this.material.vertexColors = true; + + const position = geometry.getAttribute( 'position' ); + const colors = new Float32Array( position.count * 3 ); + + geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + update() { + + const mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + const colors = mesh.geometry.getAttribute( 'color' ); + + _color1.copy( this.light.color ); + _color2.copy( this.light.groundColor ); + + for ( let i = 0, l = colors.count; i < l; i ++ ) { + + const color = ( i < ( l / 2 ) ) ? _color1 : _color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + this.matrixWorldNeedsUpdate = true; + + this.light.updateWorldMatrix( true, false ); + + mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + } + +} + +/** + * The helper is an object to define grids. Grids are two-dimensional + * arrays of lines. + * + * ```js + * const size = 10; + * const divisions = 10; + * + * const gridHelper = new THREE.GridHelper( size, divisions ); + * scene.add( gridHelper ); + * ``` + * + * @augments LineSegments + */ +class GridHelper extends LineSegments { + + /** + * Constructs a new grid helper. + * + * @param {number} [size=10] - The size of the grid. + * @param {number} [divisions=10] - The number of divisions across the grid. + * @param {number|Color|string} [color1=0x444444] - The color of the center line. + * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid. + */ + constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const center = divisions / 2; + const step = size / divisions; + const halfSize = size / 2; + + const vertices = [], colors = []; + + for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + const color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'GridHelper'; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * This helper is an object to define polar grids. Grids are + * two-dimensional arrays of lines. + * + * ```js + * const radius = 10; + * const sectors = 16; + * const rings = 8; + * const divisions = 64; + * + * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class PolarGridHelper extends LineSegments { + + /** + * Constructs a new polar grid helper. + * + * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number. + * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer. + * @param {number} [rings=16] - The number of rings. This can be any positive integer. + * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer. + * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements. + * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements. + */ + constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const vertices = []; + const colors = []; + + // create the sectors + + if ( sectors > 1 ) { + + for ( let i = 0; i < sectors; i ++ ) { + + const v = ( i / sectors ) * ( Math.PI * 2 ); + + const x = Math.sin( v ) * radius; + const z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + const color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + } + + // create the rings + + for ( let i = 0; i < rings; i ++ ) { + + const color = ( i & 1 ) ? color1 : color2; + + const r = radius - ( radius / rings * i ); + + for ( let j = 0; j < divisions; j ++ ) { + + // first vertex + + let v = ( j / divisions ) * ( Math.PI * 2 ); + + let x = Math.sin( v ) * r; + let z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'PolarGridHelper'; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +const _v1 = /*@__PURE__*/ new Vector3(); +const _v2 = /*@__PURE__*/ new Vector3(); +const _v3 = /*@__PURE__*/ new Vector3(); + +/** + * Helper object to assist with visualizing a {@link DirectionalLight}'s + * effect on the scene. This consists of a plane and a line representing the + * light's position and direction. + * + * When the directional light or its target are transformed or light properties + * are changed, it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const light = new THREE.DirectionalLight( 0xFFFFFF ); + * scene.add( light ); + * + * const helper = new THREE.DirectionalLightHelper( light, 5 ); + * scene.add( helper ); + * ``` + * + * @augments Object3D + */ +class DirectionalLightHelper extends Object3D { + + /** + * Constructs a new directional light helper. + * + * @param {DirectionalLight} light - The light to be visualized. + * @param {number} [size=1] - The dimensions of the plane. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, size, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {DirectionalLight} + */ + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + this.color = color; + + this.type = 'DirectionalLightHelper'; + + if ( size === undefined ) size = 1; + + let geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + /** + * Contains the line showing the location of the directional light. + * + * @type {Line} + */ + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + /** + * Represents the target line of the directional light. + * + * @type {Line} + */ + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + update() { + + this.matrixWorldNeedsUpdate = true; + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + _v1.setFromMatrixPosition( this.light.matrixWorld ); + _v2.setFromMatrixPosition( this.light.target.matrixWorld ); + _v3.subVectors( _v2, _v1 ); + + this.lightPlane.lookAt( _v2 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( _v2 ); + this.targetLine.scale.z = _v3.length(); + + } + +} + +const _vector = /*@__PURE__*/ new Vector3(); +const _camera = /*@__PURE__*/ new Camera(); + +/** + * This helps with visualizing what a camera contains in its frustum. It + * visualizes the frustum of a camera using a line segments. + * + * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html). + * + * `CameraHelper` must be a child of the scene. + * + * When the camera is transformed or its projection matrix is changed, it's necessary + * to call the `update()` method of the respective helper. + * + * ```js + * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); + * const helper = new THREE.CameraHelper( camera ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class CameraHelper extends LineSegments { + + /** + * Constructs a new arrow helper. + * + * @param {Camera} camera - The camera to visualize. + */ + constructor( camera ) { + + const geometry = new BufferGeometry(); + const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); + + const vertices = []; + const colors = []; + + const pointMap = {}; + + // near + + addLine( 'n1', 'n2' ); + addLine( 'n2', 'n4' ); + addLine( 'n4', 'n3' ); + addLine( 'n3', 'n1' ); + + // far + + addLine( 'f1', 'f2' ); + addLine( 'f2', 'f4' ); + addLine( 'f4', 'f3' ); + addLine( 'f3', 'f1' ); + + // sides + + addLine( 'n1', 'f1' ); + addLine( 'n2', 'f2' ); + addLine( 'n3', 'f3' ); + addLine( 'n4', 'f4' ); + + // cone + + addLine( 'p', 'n1' ); + addLine( 'p', 'n2' ); + addLine( 'p', 'n3' ); + addLine( 'p', 'n4' ); + + // up + + addLine( 'u1', 'u2' ); + addLine( 'u2', 'u3' ); + addLine( 'u3', 'u1' ); + + // target + + addLine( 'c', 't' ); + addLine( 'p', 'c' ); + + // cross + + addLine( 'cn1', 'cn2' ); + addLine( 'cn3', 'cn4' ); + + addLine( 'cf1', 'cf2' ); + addLine( 'cf3', 'cf4' ); + + function addLine( a, b ) { + + addPoint( a ); + addPoint( b ); + + } + + function addPoint( id ) { + + vertices.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + super( geometry, material ); + + this.type = 'CameraHelper'; + + /** + * The camera being visualized. + * + * @type {Camera} + */ + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * This contains the points used to visualize the camera. + * + * @type {Object>} + */ + this.pointMap = pointMap; + + this.update(); + + // colors + + const colorFrustum = new Color( 0xffaa00 ); + const colorCone = new Color( 0xff0000 ); + const colorUp = new Color( 0x00aaff ); + const colorTarget = new Color( 0xffffff ); + const colorCross = new Color( 0x333333 ); + + this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); + + } + + /** + * Defines the colors of the helper. + * + * @param {Color} frustum - The frustum line color. + * @param {Color} cone - The cone line color. + * @param {Color} up - The up line color. + * @param {Color} target - The target line color. + * @param {Color} cross - The cross line color. + * @return {CameraHelper} A reference to this helper. + */ + setColors( frustum, cone, up, target, cross ) { + + const geometry = this.geometry; + + const colorAttribute = geometry.getAttribute( 'color' ); + + // near + + colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 + colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 + colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 + colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 + + // far + + colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 + colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 + colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 + colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 + + // sides + + colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 + colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 + colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 + colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 + + // cone + + colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 + colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 + colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 + colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 + + // up + + colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 + colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 + colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 + + // target + + colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t + colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c + + // cross + + colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 + colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 + + colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 + colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 + + colorAttribute.needsUpdate = true; + + return this; + + } + + /** + * Updates the helper based on the projection matrix of the camera. + */ + update() { + + const geometry = this.geometry; + const pointMap = this.pointMap; + + const w = 1, h = 1; + + let nearZ, farZ; + + // we need just camera projection matrix inverse + // world matrix must be identity + + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + + // Adjust z values based on coordinate system + + if ( this.camera.reversedDepth === true ) { + + nearZ = 1; + farZ = 0; + + } else { + + if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) { + + nearZ = -1; + farZ = 1; + + } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) { + + nearZ = 0; + farZ = 1; + + } else { + + throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem ); + + } + + } + + + // center / target + setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ ); + + // near + + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ ); + + // far + + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ ); + + // up + + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ ); + + // cross + + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ ); + + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function setPoint( point, pointMap, geometry, camera, x, y, z ) { + + _vector.set( x, y, z ).unproject( camera ); + + const points = pointMap[ point ]; + + if ( points !== undefined ) { + + const position = geometry.getAttribute( 'position' ); + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); + + } + + } + +} + +const _box = /*@__PURE__*/ new Box3(); + +/** + * Helper object to graphically show the world-axis-aligned bounding box + * around an object. The actual bounding box is handled with {@link Box3}, + * this is just a visual helper for debugging. It can be automatically + * resized with {@link BoxHelper#update} when the object it's created from + * is transformed. Note that the object must have a geometry for this to work, + * so it won't work with sprites. + * + * ```js + * const sphere = new THREE.SphereGeometry(); + * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) ); + * const box = new THREE.BoxHelper( object, 0xffff00 ); + * scene.add( box ); + * ``` + * + * @augments LineSegments + */ +class BoxHelper extends LineSegments { + + /** + * Constructs a new box helper. + * + * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box. + * @param {number|Color|string} [color=0xffff00] - The box's color. + */ + constructor( object, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + const positions = new Float32Array( 8 * 3 ); + + const geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + /** + * The 3D object being visualized. + * + * @type {Object3D} + */ + this.object = object; + this.type = 'BoxHelper'; + + this.matrixAutoUpdate = false; + + this.update(); + + } + + /** + * Updates the helper's geometry to match the dimensions of the object, + * including any children. + */ + update() { + + if ( this.object !== undefined ) { + + _box.setFromObject( this.object ); + + } + + if ( _box.isEmpty() ) return; + + const min = _box.min; + const max = _box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + const position = this.geometry.attributes.position; + const array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + } + + /** + * Updates the wireframe box for the passed object. + * + * @param {Object3D} object - The 3D object to create the helper for. + * @return {BoxHelper} A reference to this instance. + */ + setFromObject( object ) { + + this.object = object; + this.update(); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.object = source.object; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * A helper object to visualize an instance of {@link Box3}. + * + * ```js + * const box = new THREE.Box3(); + * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) ); + * + * const helper = new THREE.Box3Helper( box, 0xffff00 ); + * scene.add( helper ) + * ``` + * + * @augments LineSegments + */ +class Box3Helper extends LineSegments { + + /** + * Constructs a new box3 helper. + * + * @param {Box3} box - The box to visualize. + * @param {number|Color|string} [color=0xffff00] - The box's color. + */ + constructor( box, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + const positions = [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1 ]; + + const geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + /** + * The box being visualized. + * + * @type {Box3} + */ + this.box = box; + + this.type = 'Box3Helper'; + + this.geometry.computeBoundingSphere(); + + } + + updateMatrixWorld( force ) { + + const box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + super.updateMatrixWorld( force ); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * A helper object to visualize an instance of {@link Plane}. + * + * ```js + * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 ); + * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 ); + * scene.add( helper ); + * ``` + * + * @augments Line + */ +class PlaneHelper extends Line { + + /** + * Constructs a new plane helper. + * + * @param {Plane} plane - The plane to be visualized. + * @param {number} [size=1] - The side length of plane helper. + * @param {number|Color|string} [hex=0xffff00] - The helper's color. + */ + constructor( plane, size = 1, hex = 0xffff00 ) { + + const color = hex; + + const positions = [ 1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0 ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.type = 'PlaneHelper'; + + /** + * The plane being visualized. + * + * @type {Plane} + */ + this.plane = plane; + + /** + * The side length of plane helper. + * + * @type {number} + * @default 1 + */ + this.size = size; + + const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ]; + + const geometry2 = new BufferGeometry(); + geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); + + } + + updateMatrixWorld( force ) { + + this.position.set( 0, 0, 0 ); + + this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); + + this.lookAt( this.plane.normal ); + + this.translateZ( - this.plane.constant ); + + super.updateMatrixWorld( force ); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + +} + +const _axis = /*@__PURE__*/ new Vector3(); +let _lineGeometry, _coneGeometry; + +/** + * An 3D arrow object for visualizing directions. + * + * ```js + * const dir = new THREE.Vector3( 1, 2, 0 ); + * + * //normalize the direction vector (convert to vector of length 1) + * dir.normalize(); + * + * const origin = new THREE.Vector3( 0, 0, 0 ); + * const length = 1; + * const hex = 0xffff00; + * + * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex ); + * scene.add( arrowHelper ); + * ``` + * + * @augments Object3D + */ +class ArrowHelper extends Object3D { + + /** + * Constructs a new arrow helper. + * + * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector. + * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts. + * @param {number} [length=1] - Length of the arrow in world units. + * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow. + * @param {number} [headLength=length*0.2] - The length of the head of the arrow. + * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. + */ + constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + super(); + + this.type = 'ArrowHelper'; + + if ( _lineGeometry === undefined ) { + + _lineGeometry = new BufferGeometry(); + _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, -0.5, 0 ); + + } + + this.position.copy( origin ); + + /** + * The line part of the arrow helper. + * + * @type {Line} + */ + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + /** + * The cone part of the arrow helper. + * + * @type {Mesh} + */ + this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + /** + * Sets the direction of the helper. + * + * @param {Vector3} dir - The normalized direction vector. + */ + setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < -0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + _axis.set( dir.z, 0, - dir.x ).normalize(); + + const radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( _axis, radians ); + + } + + } + + /** + * Sets the length of the helper. + * + * @param {number} length - Length of the arrow in world units. + * @param {number} [headLength=length*0.2] - The length of the head of the arrow. + * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. + */ + setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + } + + /** + * Sets the color of the helper. + * + * @param {number|Color|string} color - The color to set. + */ + setColor( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + + } + + copy( source ) { + + super.copy( source, false ); + + this.line.copy( source.line ); + this.cone.copy( source.cone ); + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.line.geometry.dispose(); + this.line.material.dispose(); + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + +} + +/** + * An axis object to visualize the 3 axes in a simple way. + * The X axis is red. The Y axis is green. The Z axis is blue. + * + * ```js + * const axesHelper = new THREE.AxesHelper( 5 ); + * scene.add( axesHelper ); + * ``` + * + * @augments LineSegments + */ +class AxesHelper extends LineSegments { + + /** + * Constructs a new axes helper. + * + * @param {number} [size=1] - Size of the lines representing the axes. + */ + constructor( size = 1 ) { + + const vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + const colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'AxesHelper'; + + } + + /** + * Defines the colors of the axes helper. + * + * @param {number|Color|string} xAxisColor - The color for the x axis. + * @param {number|Color|string} yAxisColor - The color for the y axis. + * @param {number|Color|string} zAxisColor - The color for the z axis. + * @return {AxesHelper} A reference to this axes helper. + */ + setColors( xAxisColor, yAxisColor, zAxisColor ) { + + const color = new Color(); + const array = this.geometry.attributes.color.array; + + color.set( xAxisColor ); + color.toArray( array, 0 ); + color.toArray( array, 3 ); + + color.set( yAxisColor ); + color.toArray( array, 6 ); + color.toArray( array, 9 ); + + color.set( zAxisColor ); + color.toArray( array, 12 ); + color.toArray( array, 15 ); + + this.geometry.attributes.color.needsUpdate = true; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + super.dispose(); + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * This class is used to convert a series of paths to an array of + * shapes. It is specifically used in context of fonts and SVG. + */ +class ShapePath { + + /** + * Constructs a new shape path. + */ + constructor() { + + this.type = 'ShapePath'; + + /** + * The color of the shape. + * + * @type {Color} + */ + this.color = new Color(); + + /** + * The paths that have been generated for this shape. + * + * @type {Array} + * @default null + */ + this.subPaths = []; + + /** + * The current path that is being generated. + * + * @type {?Path} + * @default null + */ + this.currentPath = null; + + /** + * An object that can be used to store custom data about the shape path. + * Mainly used by SVGLoader to store style information. + * + * @type {Object} + */ + this.userData = {}; + + } + + /** + * Creates a new path and moves it current point to the given one. + * + * @param {number} x - The x coordinate. + * @param {number} y - The y coordinate. + * @return {ShapePath} A reference to this shape path. + */ + moveTo( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + } + + /** + * Adds an instance of {@link LineCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} x - The x coordinate of the end point. + * @param {number} y - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + lineTo( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + } + + /** + * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCPx - The x coordinate of the control point. + * @param {number} aCPy - The y coordinate of the control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + } + + /** + * Adds an instance of {@link CubicBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCP1x - The x coordinate of the first control point. + * @param {number} aCP1y - The y coordinate of the first control point. + * @param {number} aCP2x - The x coordinate of the second control point. + * @param {number} aCP2y - The y coordinate of the second control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + } + + /** + * Adds an instance of {@link SplineCurve} to the path by connecting + * the current point with the given list of points. + * + * @param {Array} pts - An array of points in 2D space. + * @return {ShapePath} A reference to this shape path. + */ + splineThru( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + } + + /** + * Converts the paths into an array of shapes. + * + * @return {Array} An array of shapes. + */ + toShapes() { + + // Point-in-polygon test using the even-odd ray-casting rule. Valid for + // simple (non self-intersecting) polygons. + function pointInPolygon( p, polygon ) { + + let inside = false; + const n = polygon.length; + + for ( let i = 0, j = n - 1; i < n; j = i ++ ) { + + const a = polygon[ i ]; + const b = polygon[ j ]; + + if ( ( a.y > p.y ) !== ( b.y > p.y ) && + p.x < ( b.x - a.x ) * ( p.y - a.y ) / ( b.y - a.y ) + a.x ) { + + inside = ! inside; + + } + + } + + return inside; + + } + + // Returns a point guaranteed to be strictly inside the given simple + // polygon. First tries the bounding-box center; if that falls outside + // the polygon, casts a horizontal ray at the center's y and picks the + // midpoint between the first two sorted intercepts. + // + // Port of paper.js' Path#getInteriorPoint() + // https://github.com/paperjs/paper.js/blob/develop/src/path/PathItem.Boolean.js + function getInteriorPoint( polygon, boundingBox ) { + + const point = boundingBox.getCenter( new Vector2() ); + + if ( pointInPolygon( point, polygon ) ) return point; + + const y = point.y; + const intercepts = []; + const n = polygon.length; + + for ( let i = 0; i < n; i ++ ) { + + const a = polygon[ i ]; + const b = polygon[ ( i + 1 ) % n ]; + + // Half-open crossing rule — counts each vertex exactly once and + // skips horizontal edges. + if ( ( a.y > y ) !== ( b.y > y ) ) { + + const x = a.x + ( y - a.y ) * ( b.x - a.x ) / ( b.y - a.y ); + intercepts.push( x ); + + } + + } + + if ( intercepts.length > 1 ) { + + intercepts.sort( ( a, b ) => a - b ); + point.x = ( intercepts[ 0 ] + intercepts[ 1 ] ) / 2; + + } + + return point; + + } + + // Resolve fill-rule. Defaults to 'nonzero'. + let fillRule = ( this.userData.style && this.userData.style.fillRule ) || 'nonzero'; + + if ( fillRule !== 'nonzero' && fillRule !== 'evenodd' ) { + + warn( 'Fill-rule "' + fillRule + '" is not supported, falling back to "nonzero".' ); + fillRule = 'nonzero'; + + } + + // Predicate that decides whether a winding number falls inside the fill + // region, per the SVG fill-rule spec. Works for negative windings too, + // because JavaScript's bitwise AND preserves odd/even under two's + // complement. + const isInside = fillRule === 'nonzero' + ? ( w => w !== 0 ) + : ( w => ( w & 1 ) !== 0 ); + + // Build an entry per usable subpath. Self-winding follows the standard + // convention used by ShapeUtils: counter-clockwise (signed area > 0) + // contributes +1 to the winding number at an interior point, + // clockwise contributes -1. + const entries = []; + + for ( const subPath of this.subPaths ) { + + const points = subPath.getPoints(); + if ( points.length < 3 ) continue; + + const area = ShapeUtils.area( points ); + if ( area === 0 ) continue; + + const boundingBox = new Box2(); + for ( let i = 0; i < points.length; i ++ ) boundingBox.expandByPoint( points[ i ] ); + + entries.push( { + subPath: subPath, + points: points, + boundingBox: boundingBox, + interiorPoint: getInteriorPoint( points, boundingBox ), + absArea: Math.abs( area ), + winding: area < 0 ? -1 : 1, + container: null, + exclude: false, + role: null + } ); + + } + + // Sort by area descending. This guarantees that any subpath that could + // contain `entries[i]` is located at a smaller index and has already + // been processed when it's entries[i]'s turn. Port of paper.js' + // reorientPaths() algorithm. + entries.sort( ( a, b ) => b.absArea - a.absArea ); + + // Walk already-processed entries from closest-in-size to largest, + // stopping at the innermost container. Accumulate the container's + // cumulative winding into this entry's winding so that the final value + // equals the winding number at this entry's interior point. + // + // A subpath only contributes to the fill boundary when crossing it + // actually flips the "insideness" per the fill rule; otherwise it's a + // redundant overlap and gets excluded to avoid double-counting. + for ( let i = 0; i < entries.length; i ++ ) { + + const entry = entries[ i ]; + let containerWinding = 0; + + for ( let j = i - 1; j >= 0; j -- ) { + + const candidate = entries[ j ]; + + if ( ! candidate.boundingBox.containsBox( entry.boundingBox ) ) continue; + if ( ! pointInPolygon( entry.interiorPoint, candidate.points ) ) continue; + + entry.container = candidate.exclude ? candidate.container : candidate; + containerWinding = candidate.winding; + entry.winding += containerWinding; + break; + + } + + if ( isInside( entry.winding ) === isInside( containerWinding ) ) { + + entry.exclude = true; + + } + + } + + // Classify retained entries. An entry is an outer shape if it has no + // container or if its container is itself a hole (a solid nested inside + // a hole becomes a new top-level shape); otherwise it's a hole in its + // container. Entries were already sorted outermost-first, so each + // container's role is known by the time we look at it. + for ( const entry of entries ) { + + if ( entry.exclude ) continue; + entry.role = ( entry.container === null || entry.container.role === 'hole' ) ? 'outer' : 'hole'; + + } + + // Build Shapes for outers first, then attach holes to their container's + // Shape. + const shapes = []; + const shapeByEntry = new Map(); + + for ( const entry of entries ) { + + if ( entry.exclude || entry.role !== 'outer' ) continue; + + const shape = new Shape(); + shape.curves = entry.subPath.curves; + shapes.push( shape ); + shapeByEntry.set( entry, shape ); + + } + + for ( const entry of entries ) { + + if ( entry.exclude || entry.role !== 'hole' ) continue; + + const shape = shapeByEntry.get( entry.container ); + if ( ! shape ) continue; + + const hole = new Path(); + hole.curves = entry.subPath.curves; + shape.holes.push( hole ); + + } + + return shapes; + + + } + +} + +/** + * Abstract base class for controls. + * + * @abstract + * @augments EventDispatcher + */ +class Controls extends EventDispatcher { + + /** + * Constructs a new controls instance. + * + * @param {Object3D} object - The object that is managed by the controls. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( object, domElement = null ) { + + super(); + + /** + * The object that is managed by the controls. + * + * @type {Object3D} + */ + this.object = object; + + /** + * The HTML element used for event listeners. + * + * @type {?HTMLElement} + * @default null + */ + this.domElement = domElement; + + /** + * Whether the controls responds to user input or not. + * + * @type {boolean} + * @default true + */ + this.enabled = true; + + /** + * The internal state of the controls. + * + * @type {number} + * @default -1 + */ + this.state = -1; + + /** + * This object defines the keyboard input of the controls. + * + * @type {Object} + */ + this.keys = {}; + + /** + * This object defines what type of actions are assigned to the available mouse buttons. + * It depends on the control implementation what kind of mouse buttons and actions are supported. + * + * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}} + */ + this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }; + + /** + * This object defines what type of actions are assigned to what kind of touch interaction. + * It depends on the control implementation what kind of touch interaction and actions are supported. + * + * @type {{ONE: ?number, TWO: ?number}} + */ + this.touches = { ONE: null, TWO: null }; + + } + + /** + * Connects the controls to the DOM. This method has so called "side effects" since + * it adds the module's event listeners to the DOM. + * + * @param {HTMLElement} element - The DOM element to connect to. + */ + connect( element ) { + + if ( this.domElement !== null ) this.disconnect(); + + this.domElement = element; + + } + + /** + * Disconnects the controls from the DOM. + */ + disconnect() {} + + /** + * Call this method if you no longer want use to the controls. It frees all internal + * resources and removes all event listeners. + */ + dispose() {} + + /** + * Controls should implement this method if they have to update their internal state + * per simulation step. + * + * @param {number} [delta] - The time delta in seconds. + */ + update( /* delta */ ) {} + +} + +/** + * Scales the texture as large as possible within its surface without cropping + * or stretching the texture. The method preserves the original aspect ratio of + * the texture. Akin to CSS `object-fit: contain` + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ +function contain( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } else { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } + + return texture; + +} + +/** + * Scales the texture to the smallest possible size to fill the surface, leaving + * no empty space. The method preserves the original aspect ratio of the texture. + * Akin to CSS `object-fit: cover`. + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ +function cover( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } else { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } + + return texture; + +} + +/** + * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. + * + * @param {Texture} texture - The texture. + * @return {Texture} The updated texture. + */ +function fill( texture ) { + + texture.repeat.x = 1; + texture.repeat.y = 1; + + texture.offset.x = 0; + texture.offset.y = 0; + + return texture; + +} + +/** + * Determines how many bytes must be used to represent the texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} format - The texture's format. + * @param {number} type - The texture's type. + * @return {number} The byte length. + */ +function getByteLength( width, height, format, type ) { + + const typeByteLength = getTextureTypeByteLength( type ); + + switch ( format ) { + + // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml + case AlphaFormat: + return width * height; + case RedFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RedIntegerFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGIntegerFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBFormat: + return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAIntegerFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/ + case RGB_S3TC_DXT1_Format: + case RGBA_S3TC_DXT1_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_S3TC_DXT3_Format: + case RGBA_S3TC_DXT5_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/ + case RGB_PVRTC_2BPPV1_Format: + case RGBA_PVRTC_2BPPV1_Format: + return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4; + case RGB_PVRTC_4BPPV1_Format: + case RGBA_PVRTC_4BPPV1_Format: + return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/ + case RGB_ETC1_Format: + case RGB_ETC2_Format: + case R11_EAC_Format: + case SIGNED_R11_EAC_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_ETC2_EAC_Format: + case RG11_EAC_Format: + case SIGNED_RG11_EAC_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/ + case RGBA_ASTC_4x4_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x4_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x5_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x5_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x6_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x5_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_8x6_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x8_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x5_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_10x6_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_10x8_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x10_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x10_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x12_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/ + case RGBA_BPTC_Format: + case RGB_BPTC_SIGNED_Format: + case RGB_BPTC_UNSIGNED_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/ + case RED_RGTC1_Format: + case SIGNED_RED_RGTC1_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8; + case RED_GREEN_RGTC2_Format: + case SIGNED_RED_GREEN_RGTC2_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + } + + throw new Error( + `Unable to determine texture byte length for ${format} format.`, + ); + +} + +function getTextureTypeByteLength( type ) { + + switch ( type ) { + + case UnsignedByteType: + case ByteType: + return { byteLength: 1, components: 1 }; + case UnsignedShortType: + case ShortType: + case HalfFloatType: + return { byteLength: 2, components: 1 }; + case UnsignedShort4444Type: + case UnsignedShort5551Type: + return { byteLength: 2, components: 4 }; + case UnsignedIntType: + case IntType: + case FloatType: + return { byteLength: 4, components: 1 }; + case UnsignedInt5999Type: + case UnsignedInt101111Type: + return { byteLength: 4, components: 3 }; + + } + + throw new Error( `THREE.TextureUtils: Unknown texture type ${type}.` ); + +} + +/** + * A class containing utility functions for textures. + * + * @hideconstructor + */ +class TextureUtils { + + /** + * Scales the texture as large as possible within its surface without cropping + * or stretching the texture. The method preserves the original aspect ratio of + * the texture. Akin to CSS `object-fit: contain` + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ + static contain( texture, aspect ) { + + return contain( texture, aspect ); + + } + + /** + * Scales the texture to the smallest possible size to fill the surface, leaving + * no empty space. The method preserves the original aspect ratio of the texture. + * Akin to CSS `object-fit: cover`. + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ + static cover( texture, aspect ) { + + return cover( texture, aspect ); + + } + + /** + * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. + * + * @param {Texture} texture - The texture. + * @return {Texture} The updated texture. + */ + static fill( texture ) { + + return fill( texture ); + + } + + /** + * Determines how many bytes must be used to represent the texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} format - The texture's format. + * @param {number} type - The texture's type. + * @return {number} The byte length. + */ + static getByteLength( width, height, format, type ) { + + return getByteLength( width, height, format, type ); + + } + +} + +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + +} + +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderObjectRefreshType, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain }; diff --git a/bluebey-studio/vendor/three/build/three.module.js b/bluebey-studio/vendor/three/build/three.module.js new file mode 100644 index 0000000..c52087a --- /dev/null +++ b/bluebey-studio/vendor/three/build/three.module.js @@ -0,0 +1,19719 @@ +/** + * @license + * Copyright 2010-2026 Three.js Authors + * SPDX-License-Identifier: MIT + */ +import { Matrix3, Vector2, Color, Vector3, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Matrix4, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, error, DataArrayTexture, Vector4, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, DepthTexture, Texture, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_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, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js'; +export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderObjectRefreshType, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js'; + +function WebGLAnimation() { + + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; + + function onAnimationFrame( time, frame ) { + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + animationLoop( time, frame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + if ( context === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + if ( context !== null ) context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +function WebGLAttributes( gl ) { + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + const size = array.byteLength; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( typeof Float16Array !== 'undefined' && array instanceof Float16Array ) { + + type = gl.HALF_FLOAT; + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + type = gl.HALF_FLOAT; + + } else { + + type = gl.UNSIGNED_SHORT; + + } + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } else if ( array instanceof Uint8ClampedArray ) { + + type = gl.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version, + size: size + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRanges = attribute.updateRanges; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRanges.length === 0 ) { + + // Not using update ranges + gl.bufferSubData( bufferType, 0, array ); + + } else { + + // Before applying update ranges, we merge any adjacent / overlapping + // ranges to reduce load on `gl.bufferSubData`. Empirically, this has led + // to performance improvements for applications which make heavy use of + // update ranges. Likely due to GPU command overhead. + // + // Note that to reduce garbage collection between frames, we merge the + // update ranges in-place. This is safe because this method will clear the + // update ranges once updated. + + updateRanges.sort( ( a, b ) => a.start - b.start ); + + // To merge the update ranges in-place, we work from left to right in the + // existing updateRanges array, merging ranges. This may result in a final + // array which is smaller than the original. This index tracks the last + // index representing a merged range, any data after this index can be + // trimmed once the merge algorithm is completed. + let mergeIndex = 0; + + for ( let i = 1; i < updateRanges.length; i ++ ) { + + const previousRange = updateRanges[ mergeIndex ]; + const range = updateRanges[ i ]; + + // We add one here to merge adjacent ranges. This is safe because ranges + // operate over positive integers. + if ( range.start <= previousRange.start + previousRange.count + 1 ) { + + previousRange.count = Math.max( + previousRange.count, + range.start + range.count - previousRange.start + ); + + } else { + + ++ mergeIndex; + updateRanges[ mergeIndex ] = range; + + } + + } + + // Trim the array to only contain the merged ranges. + updateRanges.length = mergeIndex + 1; + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + + gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, + array, range.start, range.count ); + + } + + attribute.clearUpdateRanges(); + + } + + attribute.onUploadCallback(); + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + if ( data.size !== attribute.array.byteLength ) { + + throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); + + } + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; + +var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif"; + +var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec4 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n\t}\n#endif"; + +var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; + +var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif"; + +var color_pars_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif"; + +var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif"; + +var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif"; + +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\n#define inverseTransformDirection transformDirectionByInverseViewMatrix\nvec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );\n}\nvec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * viewMatrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; + +var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_SUN_LIGHTS > 0\n\tstruct SunLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform SunLight sunLights[ NUM_SUN_LIGHTS ];\n\tvoid getSunLightInfo( const in SunLight sunLight, out IncidentLight light ) {\n\t\tlight.color = sunLight.color;\n\t\tlight.direction = sunLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include "; + +var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 getIBLRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 retroVec = normalize( mix( viewDir, normal, pow4( roughness ) ) );\n\t\t\t\tretroVec = transformDirectionByInverseViewMatrix( retroVec, viewMatrix );\n\t\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * retroVec, roughness );\n\t\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t\t#ifdef USE_RETROREFLECTION\n\t\t\tvec3 getIBLAnisotropyRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\t\treturn getIBLRetroRadiance( viewDir, bentNormal, roughness );\n\t\t\t\t#else\n\t\t\t\t\treturn vec3( 0.0 );\n\t\t\t\t#endif\n\t\t\t}\n\t\t#endif\n\t#endif\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tmaterial.retroreflectivity = retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; + +var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\tvec2 dfg;\n\tvec3 multiScatteringCompensation;\n\t#ifdef USE_RETROREFLECTION\n\t\tfloat retroreflectivity;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0Dielectric;\n\t\tvec3 iridescenceF0Metallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec2 fab, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec2 fab, const in vec3 specularColor, const in float specularF90, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\tvec3 specularBRDF = BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroViewDir = reflect( - geometryViewDir, geometryNormal );\n\t\tvec3 retroSpecularBRDF = BRDF_GGX( directLight.direction, retroViewDir, geometryNormal, material );\n\t\tspecularBRDF = mix( specularBRDF, retroSpecularBRDF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directSpecular += irradiance * specularBRDF * material.multiScatteringCompensation;\n\tvec3 halfDir = normalize( directLight.direction + geometryViewDir );\n\tfloat dotVH = saturate( dot( geometryViewDir, halfDir ) );\n\tvec3 F = F_Schlick( material.specularColor, material.specularF90, dotVH );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroHalfDir = normalize( directLight.direction + retroViewDir );\n\t\tfloat dotRetroVH = saturate( dot( retroViewDir, retroHalfDir ) );\n\t\tvec3 retroF = F_Schlick( material.specularColor, material.specularF90, dotRetroVH );\n\t\tF = mix( F, retroF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - F );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScattering, multiScattering );\n\t#endif\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - singleScattering - multiScattering );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * sheenAlbedo * RECIPROCAL_PI;\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceF0Metallic, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( material.dfg, material.diffuseColor, material.specularF90, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tvec3 iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tvec3 iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( iridescenceFresnelDielectric, iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0Dielectric = Schlick_to_F0( iridescenceFresnelDielectric, 1.0, dotNVi );\n\t\tmaterial.iridescenceF0Metallic = Schlick_to_F0( iridescenceFresnelMetallic, 1.0, dotNVi );\n\t}\n#endif\n#ifdef STANDARD\n\tfloat dotNVms = saturate( dot( geometryNormal, geometryViewDir ) );\n\tmaterial.dfg = texture2D( dfgLUT, vec2( material.roughness, dotNVms ) ).rg;\n\t#if ( NUM_SUN_LIGHTS > 0 || NUM_DIR_LIGHTS > 0 || NUM_POINT_LIGHTS > 0 || NUM_SPOT_LIGHTS > 0 )\n\t\tfloat EssMs = material.dfg.x + material.dfg.y;\n\t\tmaterial.multiScatteringCompensation = 1.0 + material.specularColorBlended * ( 1.0 / EssMs - 1.0 );\n\t#endif\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SUN_LIGHTS > 0 ) && defined( RE_Direct )\n\tSunLight sunLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHTS; i ++ ) {\n\t\tsunLight = sunLights[ i ];\n\t\tgetSunLightInfo( sunLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SUN_LIGHT_SHADOWS )\n\t\tsunLightShadow = sunLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getSunShadow( sunShadowMap[ i ], sunLightShadow, UNROLLED_LOOP_INDEX ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 iblRadiance = getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tvec3 iblRadiance = getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_RETROREFLECTION\n\t\t#ifdef USE_ANISOTROPY\n\t\t\tvec3 retroIBLRadiance = getIBLAnisotropyRetroRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t\t#else\n\t\t\tvec3 retroIBLRadiance = getIBLRetroRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t\t#endif\n\t\tiblRadiance = mix( iblRadiance, retroIBLRadiance, saturate( material.retroreflectivity ) );\n\t#endif\n\tradiance += iblRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; + +var lightprobes_pars_fragment = "#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n\tvec3 res = probesResolution;\n\tvec3 gridRange = probesMax - probesMin;\n\tvec3 resMinusOne = res - 1.0;\n\tvec3 probeSpacing = gridRange / resMinusOne;\n\tvec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n\tvec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n\tuvw = uvw * resMinusOne / res + 0.5 / res;\n\tfloat nz = res.z;\n\tfloat paddedSlices = nz + 2.0;\n\tfloat atlasDepth = 7.0 * paddedSlices;\n\tfloat uvZBase = uvw.z * nz + 1.0;\n\tvec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );\n\tvec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );\n\tvec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );\n\tvec3 c0 = s0.xyz;\n\tvec3 c1 = vec3( s0.w, s1.xy );\n\tvec3 c2 = vec3( s1.zw, s2.x );\n\tvec3 c3 = s2.yzw;\n\tvec3 c4 = s3.xyz;\n\tvec3 c5 = vec3( s3.w, s4.xy );\n\tvec3 c6 = vec3( s4.zw, s5.x );\n\tvec3 c7 = s5.yzw;\n\tvec3 c8 = s6.xyz;\n\tfloat x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n\tvec3 result = c0 * 0.886227;\n\tresult += c1 * 2.0 * 0.511664 * y;\n\tresult += c2 * 2.0 * 0.511664 * z;\n\tresult += c3 * 2.0 * 0.511664 * x;\n\tresult += c4 * 2.0 * 0.429043 * x * y;\n\tresult += c5 * 2.0 * 0.429043 * y * z;\n\tresult += c6 * ( 0.743125 * z * z - 0.247708 );\n\tresult += c7 * 2.0 * 0.429043 * x * z;\n\tresult += c8 * 0.429043 * ( x * x - y * y );\n\treturn max( result, vec3( 0.0 ) );\n}\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif"; + +var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; + +var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + +var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t\t#ifdef FLIP_SIDED\n\t\t\tvBitangent = - vBitangent;\n\t\t#endif\n\t#endif\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; + +var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; + +var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\t#define SUN_LIGHT_CASCADES 2\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tuniform mat4 sunShadowMatrix[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tuniform vec4 sunShadowCascade[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t\tstruct SunLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SunLightShadow sunLightShadows[ NUM_SUN_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tfloat getSunShadow(\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tsampler2DShadow shadowMap,\n\t\t\t#else\n\t\t\t\tsampler2D shadowMap,\n\t\t\t#endif\n\t\t\tSunLightShadow sunLightShadow,\n\t\t\tint shadowIndex\n\t\t) {\n\t\t\tvec4 shadowWorldPosition = vec4( vSunShadowWorldPosition.xyz + vSunShadowWorldNormal * sunLightShadow.shadowNormalBias, 1.0 );\n\t\t\tfloat viewDepth = vSunShadowWorldPosition.w;\n\t\t\tint cascadeOffset = shadowIndex * SUN_LIGHT_CASCADES;\n\t\t\tfloat shadow = 1.0;\n\t\t\tfor ( int i = SUN_LIGHT_CASCADES - 1; i >= 0; i -- ) {\n\t\t\t\tvec4 cascade = sunShadowCascade[ cascadeOffset + i ];\n\t\t\t\tif ( viewDepth >= cascade.x && viewDepth < cascade.y ) {\n\t\t\t\t\tfloat cascadeShadow = getShadow(\n\t\t\t\t\t\tshadowMap,\n\t\t\t\t\t\tsunLightShadow.shadowMapSize,\n\t\t\t\t\t\tsunLightShadow.shadowIntensity,\n\t\t\t\t\t\tsunLightShadow.shadowBias,\n\t\t\t\t\t\tsunLightShadow.shadowRadius,\n\t\t\t\t\t\tsunShadowMatrix[ cascadeOffset + i ] * shadowWorldPosition\n\t\t\t\t\t);\n\t\t\t\t\tshadow = mix( cascadeShadow, shadow, smoothstep( cascade.z, cascade.y, viewDepth ) );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn shadow;\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif"; + +var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SUN_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvSunShadowWorldPosition = vec4( worldPosition.xyz, - mvPosition.z );\n\t\tvSunShadowWorldNormal = shadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHT_SHADOWS; i ++ ) {\n\t\tsunLight = sunLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getSunShadow( sunShadowMap[ i ], sunLight, UNROLLED_LOOP_INDEX ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + +var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; + +var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; + +var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}"; + +const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}"; + +const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; + +const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; + +const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; + +const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; + +const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tuniform float retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const ShaderChunk = { + alphahash_fragment: alphahash_fragment, + alphahash_pars_fragment: alphahash_pars_fragment, + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + alphatest_pars_fragment: alphatest_pars_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + batching_pars_vertex: batching_pars_vertex, + batching_vertex: batching_vertex, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + iridescence_fragment: iridescence_fragment, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + colorspace_fragment: colorspace_fragment, + colorspace_pars_fragment: colorspace_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_fragment: lights_lambert_fragment, + lights_lambert_pars_fragment: lights_lambert_pars_fragment, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + lightprobes_pars_fragment: lightprobes_pars_fragment, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphinstance_vertex: morphinstance_vertex, + morphcolor_vertex: morphcolor_vertex, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normal_pars_fragment: normal_pars_fragment, + normal_pars_vertex: normal_pars_vertex, + normal_vertex: normal_vertex, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + iridescence_pars_fragment: iridescence_pars_fragment, + opaque_fragment: opaque_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + worldpos_vertex: worldpos_vertex, + + background_vert: vertex$h, + background_frag: fragment$h, + backgroundCube_vert: vertex$g, + backgroundCube_frag: fragment$g, + cube_vert: vertex$f, + cube_frag: fragment$f, + depth_vert: vertex$e, + depth_frag: fragment$e, + distance_vert: vertex$d, + distance_frag: fragment$d, + equirect_vert: vertex$c, + equirect_frag: fragment$c, + linedashed_vert: vertex$b, + linedashed_frag: fragment$b, + meshbasic_vert: vertex$a, + meshbasic_frag: fragment$a, + meshlambert_vert: vertex$9, + meshlambert_frag: fragment$9, + meshmatcap_vert: vertex$8, + meshmatcap_frag: fragment$8, + meshnormal_vert: vertex$7, + meshnormal_frag: fragment$7, + meshphong_vert: vertex$6, + meshphong_frag: fragment$6, + meshphysical_vert: vertex$5, + meshphysical_frag: fragment$5, + meshtoon_vert: vertex$4, + meshtoon_frag: fragment$4, + points_vert: vertex$3, + points_frag: fragment$3, + shadow_vert: vertex$2, + shadow_frag: fragment$2, + sprite_vert: vertex$1, + sprite_frag: fragment$1 +}; + +// Uniforms library for shared webgl shaders +const UniformsLib = { + + common: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaTest: { value: 0 } + + }, + + specularmap: { + + specularMap: { value: null }, + specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + envmap: { + + envMap: { value: null }, + envMapRotation: { value: /*@__PURE__*/ new Matrix3() }, + reflectivity: { value: 1.0 }, // basic, lambert, phong + ior: { value: 1.5 }, // physical + refractionRatio: { value: 0.98 }, // basic, lambert, phong + dfgLUT: { value: null } // DFG LUT for physically-based rendering + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 }, + aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 }, + lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + emissivemap: { + + emissiveMap: { value: null }, + emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + metalnessmap: { + + metalnessMap: { value: null }, + metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + roughnessmap: { + + roughnessMap: { value: null }, + roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + sunLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + sunLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + sunShadowMatrix: { value: [] }, + sunShadowCascade: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotLightMap: { value: [] }, + spotLightMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, + + ltc_1: { value: null }, + ltc_2: { value: null }, + + probesSH: { value: null }, + probesMin: { value: /*@__PURE__*/ new Vector3() }, + probesMax: { value: /*@__PURE__*/ new Vector3() }, + probesResolution: { value: /*@__PURE__*/ new Vector3() } + + }, + + points: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 }, + uvTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + sprite: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 } + + } + +}; + +const ShaderLib = { + + basic: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, + shininess: { value: 30 }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.meshnormal_vert, + fragmentShader: ShaderChunk.meshnormal_frag + + }, + + sprite: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: /*@__PURE__*/ new Matrix3() }, + t2D: { value: null }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + + backgroundCube: { + + uniforms: { + envMap: { value: null }, + backgroundBlurriness: { value: 0 }, + backgroundIntensity: { value: 1 }, + backgroundRotation: { value: /*@__PURE__*/ new Matrix3() } + }, + + vertexShader: ShaderChunk.backgroundCube_vert, + fragmentShader: ShaderChunk.backgroundCube_frag + + }, + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: -1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distance: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: /*@__PURE__*/ new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distance_vert, + fragmentShader: ShaderChunk.distance_frag + + }, + + shadow: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalMap: { value: null }, + clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + dispersion: { value: 0 }, + retroreflectivity: { value: 0 }, + iridescence: { value: 0 }, + iridescenceMap: { value: null }, + iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescenceIOR: { value: 1.3 }, + iridescenceThicknessMinimum: { value: 100 }, + iridescenceThicknessMaximum: { value: 400 }, + iridescenceThicknessMap: { value: null }, + iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheen: { value: 0 }, + sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + sheenColorMap: { value: null }, + sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheenRoughness: { value: 1 }, + sheenRoughnessMap: { value: null }, + sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, + transmissionSamplerMap: { value: null }, + thickness: { value: 0 }, + thicknessMap: { value: null }, + thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + attenuationDistance: { value: 0 }, + attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, + specularColorMap: { value: null }, + specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + specularIntensity: { value: 1 }, + specularIntensityMap: { value: null }, + specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, + anisotropyMap: { value: null }, + anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +const _rgb = { r: 0, b: 0, g: 0 }; +const _m1$1 = /*@__PURE__*/ new Matrix4(); +const _m$1 = /*@__PURE__*/ new Matrix3(); + +_m$1.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); + +function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = alpha === true ? 0 : 1; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function getBackground( scene ) { + + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background + background = environments.get( background, usePMREM ); + + } + + return background; + + } + + function render( scene ) { + + let forceClear = false; + const background = getBackground( scene ); + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); + + if ( environmentBlendMode === 'additive' ) { + + state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); + + } else if ( environmentBlendMode === 'alpha-blend' ) { + + state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); + + } + + if ( renderer.autoClear || forceClear ) { + + // buffers might not be writable which is required to ensure a correct clear + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + } + + function addToRenderList( renderList, scene ) { + + const background = getBackground( scene ); + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), + vertexShader: ShaderLib.backgroundCube.vertexShader, + fragmentShader: ShaderLib.backgroundCube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false, + allowOverride: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // add "envMap" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; + boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + + + // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() + boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( scene.backgroundRotation ) ).transpose(); + + if ( background.isCubeTexture && background.isRenderTargetTexture === false ) { + + boxMesh.material.uniforms.backgroundRotation.value.premultiply( _m$1 ); + + } + + + boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + boxMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false, + allowOverride: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // add "map" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + planeMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); + + state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); + + } + + function dispose() { + + if ( boxMesh !== undefined ) { + + boxMesh.geometry.dispose(); + boxMesh.material.dispose(); + + boxMesh = undefined; + + } + + if ( planeMesh !== undefined ) { + + planeMesh.geometry.dispose(); + planeMesh.material.dispose(); + + planeMesh = undefined; + + } + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render, + addToRenderList: addToRenderList, + dispose: dispose + + }; + +} + +function WebGLBindingStates( gl, attributes ) { + + const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + let forceUpdate = false; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + const state = getBindingState( object, geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( object, geometry, program, index ); + + if ( updateBuffers ) saveCache( object, geometry, program, index ); + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + if ( updateBuffers || forceUpdate ) { + + forceUpdate = false; + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + return gl.createVertexArray(); + + } + + function bindVertexArrayObject( vao ) { + + return gl.bindVertexArray( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + return gl.deleteVertexArray( vao ); + + } + + function getBindingState( object, geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let objectMap = bindingStates[ geometry.id ]; + + if ( objectMap === undefined ) { + + objectMap = {}; + bindingStates[ geometry.id ] = objectMap; + + } + + // Each InstancedMesh requires unique binding states because it contains instanced attributes. + const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; + + let programMap = objectMap[ objectId ]; + + if ( programMap === undefined ) { + + programMap = {}; + objectMap[ objectId ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( object, geometry, program, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + const cachedAttribute = cachedAttributes[ name ]; + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( object, geometry, program, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let attribute = attributes[ name ]; + + if ( attribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; + + } + + const data = {}; + data.attribute = attribute; + + if ( attribute && attribute.data ) { + + data.data = attribute.data; + + } + + cache[ name ] = data; + + attributesNum ++; + + } + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + gl.vertexAttribDivisor( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { + + if ( integer === true ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + // check for integer attributes + + const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ); + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data.isInstancedInterleavedBuffer ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + stride * bytesPerElement, + ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, + integer + ); + + } + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + size * bytesPerElement, + ( size / programAttribute.locationSize ) * i * bytesPerElement, + integer + ); + + } + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute.location, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute.location, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute.location, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute.location, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const objectMap = bindingStates[ geometryId ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + } + + delete bindingStates[ geometryId ]; + + } + + } + + function releaseStatesOfGeometry( geometry ) { + + if ( bindingStates[ geometry.id ] === undefined ) return; + + const objectMap = bindingStates[ geometry.id ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + } + + delete bindingStates[ geometry.id ]; + + } + + function releaseStatesOfProgram( program ) { + + for ( const geometryId in bindingStates ) { + + const objectMap = bindingStates[ geometryId ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + if ( programMap[ program.id ] === undefined ) continue; + + const stateMap = programMap[ program.id ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ program.id ]; + + } + + } + + } + + function releaseStatesOfObject( object ) { + + for ( const geometryId in bindingStates ) { + + const objectMap = bindingStates[ geometryId ]; + + const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; + + const programMap = objectMap[ objectId ]; + + if ( programMap === undefined ) continue; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete objectMap[ objectId ]; + + if ( Object.keys( objectMap ).length === 0 ) { + + delete bindingStates[ geometryId ]; + + } + + } + + } + + + function reset() { + + resetDefaultState(); + forceUpdate = true; + + if ( currentState === defaultState ) return; + + currentState = defaultState; + bindVertexArrayObject( currentState.object ); + + } + + // for backward-compatibility + + function resetDefaultState() { + + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + + } + + return { + + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfObject: releaseStatesOfObject, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + +} + +function WebGLBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawArraysInstanced( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLCapabilities( gl, extensions, parameters, utils ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function textureFormatReadable( textureFormat ) { + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + return false; + + } + + return true; + + } + + function textureTypeReadable( textureType ) { + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ); + + if ( textureType !== UnsignedByteType && textureType !== FloatType && ! halfFloatSupportedByExt && + utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) { // Edge and Chrome Mac < 52 (#9513) + + return false; + + } + + return true; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + warn( 'WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' ); + + if ( parameters.reversedDepthBuffer === true && reversedDepthBuffer === false ) { + + warn( 'WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' ); + + } + + const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + const maxSamples = gl.getParameter( gl.MAX_SAMPLES ); + const samples = gl.getParameter( gl.SAMPLES ); + + return { + + isWebGL2: true, // keeping this for backwards compatibility + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + textureFormatReadable: textureFormatReadable, + textureTypeReadable: textureTypeReadable, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reversedDepthBuffer: reversedDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + maxSamples: maxSamples, + + samples: samples + + }; + +} + +function WebGLClipping( properties ) { + + const scope = this; + + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping ) { + + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + + }; + + this.setGlobalState = function ( planes, camera ) { + + globalState = projectPlanes( planes, camera, 0 ); + + }; + + this.setState = function ( material, camera, useCache ) { + + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + + const materialProperties = properties.get( material ); + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + + let dstArray = materialProperties.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); + + for ( let i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + +} + +const LOD_MIN = 4; + +// The number of extra mips. +// Used for scene blur in fromScene() method. +const EXTRA_LODS = 6; + +// The number of spiral samples per blur pass. +// Used for scene blur in fromScene() method. +const BLUR_SAMPLES = 20; + +// GGX VNDF importance sampling configuration +const GGX_SAMPLES = 256; + +const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); +const _clearColor = /*@__PURE__*/ new Color(); +let _oldTarget = null; +let _oldActiveCubeFace = 0; +let _oldActiveMipmapLevel = 0; +let _oldXrEnabled = false; + +const _origin = /*@__PURE__*/ new Vector3(); +const _direction = /*@__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. + * + * The prefiltering uses GGX VNDF (Visible Normal Distribution Function) + * importance sampling based on "Sampling the GGX Distribution of Visible Normals" + * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF + * used in material rendering for physically-based image-based lighting. + */ +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._sizeLods = []; + this._lodMeshes = []; + + this._backgroundBox = null; + + this._cubemapMaterial = null; + this._equirectMaterial = null; + + this._blurMaterial = null; + this._ggxMaterial = null; + + } + + /** + * 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.position=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. The minimum supported input image size + * is 64 x 32. + * + * @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. The minimum supported input cube + * size is 16 x 16 per face. + * + * @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(); + + if ( this._backgroundBox !== null ) { + + this._backgroundBox.geometry.dispose(); + this._backgroundBox.material.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._ggxMaterial !== null ) this._ggxMaterial.dispose(); + + if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); + + for ( let i = 0; i < this._lodMeshes.length; i ++ ) { + + this._lodMeshes[ i ].geometry.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; + ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods } = _createPlanes( _lodMax ) ); + + this._blurMaterial = _getBlurShader( _lodMax, width, height ); + this._ggxMaterial = _getGGXShader( _lodMax, width, height ); + + } + + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const mesh = new Mesh( new BufferGeometry(), material ); + this._renderer.compile( mesh, _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 ); + + } + + if ( this._backgroundBox === null ) { + + this._backgroundBox = new Mesh( + new BoxGeometry(), + new MeshBasicMaterial( { + name: 'PMREM.Background', + side: BackSide, + depthWrite: false, + depthTest: false, + } ) + ); + + } + + const backgroundBox = this._backgroundBox; + const backgroundMaterial = backgroundBox.material; + + 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 ); + + } + + 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 = this._lodMeshes[ 0 ]; + mesh.material = 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._lodMeshes.length; + + // Use GGX VNDF importance sampling + for ( let i = 1; i < n; i ++ ) { + + this._applyGGXFilter( cubeUVRenderTarget, i - 1, i ); + + } + + renderer.autoClear = autoClear; + + } + + /** + * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map. + * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the + * GGX BRDF for physically-based rendering. Reads from the previous LOD level and + * applies incremental roughness filtering to avoid over-blurring. + * + * @private + * @param {WebGLRenderTarget} cubeUVRenderTarget + * @param {number} lodIn - Source LOD level to read from + * @param {number} lodOut - Target LOD level to write to + */ + _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) { + + const renderer = this._renderer; + const pingPongRenderTarget = this._pingPongRenderTarget; + + const ggxMaterial = this._ggxMaterial; + const ggxMesh = this._lodMeshes[ lodOut ]; + ggxMesh.material = ggxMaterial; + + const ggxUniforms = ggxMaterial.uniforms; + + // Calculate incremental roughness between LOD levels + const targetRoughness = lodOut / ( this._lodMeshes.length - 1 ); + const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 ); + const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness ); + + // Apply blur strength mapping for better quality across the roughness range + const blurStrength = targetRoughness * 1.25; + const adjustedRoughness = incrementalRoughness * blurStrength; + + // Calculate viewport position based on output LOD level + const { _lodMax } = this; + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); + const y = 4 * ( this._cubeSize - outputSize ); + + // Read from previous LOD with incremental roughness + ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture; + ggxUniforms[ 'roughness' ].value = adjustedRoughness; + ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD + + _setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( pingPongRenderTarget ); + renderer.render( ggxMesh, _flatCamera ); + + // Copy from pingPong back to cubeUV (simple direct copy) + ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture; + ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy + ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote + + _setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( ggxMesh, _flatCamera ); + + } + + /** + * This is a two-pass Gaussian blur for a cubemap. Each pass importance-samples + * the Gaussian along a spiral kernel (Golden Angle), which distributes samples + * isotropically on the sphere (no pole artifacts). + * + * Used for initial scene blur in fromScene() method when sigma > 0. + * + * @private + * @param {WebGLRenderTarget} cubeUVRenderTarget + * @param {number} lodIn + * @param {number} lodOut + * @param {number} sigma + */ + _blur( cubeUVRenderTarget, lodIn, lodOut, sigma ) { + + const pingPongRenderTarget = this._pingPongRenderTarget; + + // Two passes of sigma / sqrt( 2 ) compose to a blur of sigma while squaring + // the effective sample count. Sigmas beyond PI are visually indistinguishable + // from a uniform blur, so clamp to keep the shader math finite. + const blurSigma = Math.min( sigma, Math.PI ) / Math.SQRT2; + + this._blurPass( cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, blurSigma ); + this._blurPass( pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, blurSigma ); + + } + + _blurPass( targetIn, targetOut, lodIn, lodOut, sigmaRadians ) { + + const renderer = this._renderer; + const blurMaterial = this._blurMaterial; + + const blurMesh = this._lodMeshes[ lodOut ]; + blurMesh.material = blurMaterial; + + const blurUniforms = blurMaterial.uniforms; + + blurUniforms[ 'envMap' ].value = targetIn.texture; + blurUniforms[ 'sigma' ].value = sigmaRadians; + blurUniforms[ 'mipInt' ].value = this._lodMax - lodIn; + + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > this._lodMax - LOD_MIN ? lodOut - this._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 sizeLods = []; + const lodMeshes = []; + + let lod = lodMax; + + const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LODS; + + for ( let i = 0; i < totalLods; i ++ ) { + + const sizeLod = Math.pow( 2, lod ); + sizeLods.push( sizeLod ); + + // UVs overshoot the face by one texel to bake the CubeUV border into the directions. + 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 position = new Float32Array( positionSize * vertices * cubeFaces ); + const outputDirection = new Float32Array( positionSize * 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 ); + + for ( let vertex = 0; vertex < vertices; vertex ++ ) { + + const u = uv1[ vertex * 2 ] * 2 - 1; + const v = uv1[ vertex * 2 + 1 ] * 2 - 1; + + // RH coordinate system; PMREM face-indexing convention + if ( face === 0 ) { + + _direction.set( 1, v, u ); // pos x + + } else if ( face === 1 ) { + + _direction.set( - u, 1, - v ); // pos y + + } else if ( face === 2 ) { + + _direction.set( - u, v, 1 ); // pos z + + } else if ( face === 3 ) { + + _direction.set( -1, v, - u ); // neg x + + } else if ( face === 4 ) { + + _direction.set( - u, -1, v ); // neg y + + } else { + + _direction.set( u, v, -1 ); // neg z + + } + + _direction.toArray( outputDirection, ( face * vertices + vertex ) * positionSize ); + + } + + } + + const planes = new BufferGeometry(); + planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); + planes.setAttribute( 'outputDirection', new BufferAttribute( outputDirection, positionSize ) ); + lodMeshes.push( new Mesh( planes, null ) ); + + if ( lod > LOD_MIN ) { + + lod --; + + } + + } + + return { lodMeshes, sizeLods }; + +} + +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 _getGGXShader( lodMax, width, height ) { + + const shaderMaterial = new ShaderMaterial( { + + name: 'PMREMGGXConvolution', + + defines: { + 'GGX_SAMPLES': GGX_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'roughness': { value: 0.0 }, + 'mipInt': { value: 0 } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision highp float; + precision highp int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform float roughness; + uniform float mipInt; + + #define ENVMAP_TYPE_CUBE_UV + #include + + #define PI 3.14159265359 + + // Van der Corput radical inverse + float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + } + + // Hammersley sequence + vec2 hammersley(uint i, uint N) { + return vec2(float(i) / float(N), radicalInverse_VdC(i)); + } + + // GGX VNDF importance sampling (Eric Heitz 2018) + // "Sampling the GGX Distribution of Visible Normals" + // https://jcgt.org/published/0007/04/01/ + vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) { + float alpha = roughness * roughness; + + // Section 4.1: Orthonormal basis + vec3 T1 = vec3(1.0, 0.0, 0.0); + vec3 T2 = cross(V, T1); + + // Section 4.2: Parameterization of projected area + float r = sqrt(Xi.x); + float phi = 2.0 * PI * Xi.y; + float t1 = r * cos(phi); + float t2 = r * sin(phi); + float s = 0.5 * (1.0 + V.z); + t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2; + + // Section 4.3: Reprojection onto hemisphere + vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V; + + // Section 3.4: Transform back to ellipsoid configuration + return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z))); + } + + void main() { + vec3 N = normalize(vOutputDirection); + vec3 V = N; // Assume view direction equals normal for pre-filtering + + vec3 prefilteredColor = vec3(0.0); + float totalWeight = 0.0; + + // For very low roughness, just sample the environment directly + if (roughness < 0.001) { + gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0); + return; + } + + // Tangent space basis for VNDF sampling + vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangent = normalize(cross(up, N)); + vec3 bitangent = cross(N, tangent); + + for(uint i = 0u; i < uint(GGX_SAMPLES); i++) { + vec2 Xi = hammersley(i, uint(GGX_SAMPLES)); + + // For PMREM, V = N, so in tangent space V is always (0, 0, 1) + vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness); + + // Transform H back to world space + vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z); + vec3 L = normalize(2.0 * dot(V, H) * H - V); + + float NdotL = max(dot(N, L), 0.0); + + if(NdotL > 0.0) { + // Sample environment at fixed mip level + // VNDF importance sampling handles the distribution filtering + vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt); + + // Weight by NdotL for the split-sum approximation + // VNDF PDF naturally accounts for the visible microfacet distribution + prefilteredColor += sampleColor * NdotL; + totalWeight += NdotL; + } + } + + if (totalWeight > 0.0) { + prefilteredColor = prefilteredColor / totalWeight; + } + + gl_FragColor = vec4(prefilteredColor, 1.0); + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getBlurShader( lodMax, width, height ) { + + const shaderMaterial = new ShaderMaterial( { + + name: 'SphericalGaussianBlur', + + defines: { + 'SAMPLES': BLUR_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'sigma': { value: 0 }, + 'mipInt': { value: 0 }, + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision highp float; + precision highp int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform float sigma; + uniform float mipInt; + + #define ENVMAP_TYPE_CUBE_UV + #include + + #define PI 3.14159265359 + #define GOLDEN_ANGLE 2.39996322973 + + void main() { + + if ( sigma == 0.0 ) { + + gl_FragColor = vec4( bilinearCubeUV( envMap, vOutputDirection, mipInt ), 1.0 ); + return; + + } + + vec3 outputDirection = normalize( vOutputDirection ); + + vec3 up = abs( outputDirection.z ) < 0.999 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 1.0, 0.0, 0.0 ); + vec3 tangent = normalize( cross( up, outputDirection ) ); + vec3 bitangent = cross( outputDirection, tangent ); + + // Truncate the kernel at three standard deviations or at the antipode. + float thetaMax = min( 3.0 * sigma, PI ); + float truncation = 1.0 - exp( - 0.5 * thetaMax * thetaMax / ( sigma * sigma ) ); + + vec3 accumColor = vec3( 0.0 ); + float accumWeight = 0.0; + + for ( int i = 0; i < SAMPLES; i ++ ) { + + // Stratified inverse-CDF sampling of the Gaussian, placed on a golden-angle spiral. + float stratum = ( float( i ) + 0.5 ) / float( SAMPLES ); + float theta = sigma * sqrt( - 2.0 * log( 1.0 - stratum * truncation ) ); + float phi = float( i ) * GOLDEN_ANGLE; + + vec3 offset = cos( phi ) * tangent + sin( phi ) * bitangent; + vec3 sampleDirection = cos( theta ) * outputDirection + sin( theta ) * offset; + + // Correct the planar sample density to solid angle. + float weight = sin( theta ) / theta; + + accumColor += weight * bilinearCubeUV( envMap, sampleDirection, mipInt ); + accumWeight += weight; + + } + + gl_FragColor = vec4( accumColor / accumWeight, 1.0 ); + + } + `, + + 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 + + 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 vec3 outputDirection; + + varying vec3 vOutputDirection; + + void main() { + + vOutputDirection = outputDirection; + gl_Position = vec4( position, 1.0 ); + + } + `; + +} + +/** + * A cube render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGLCubeRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new cube render target. + * + * @param {number} [size=1] - The size of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( size = 1, options = {} ) { + + super( size, size, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLCubeRenderTarget = true; + + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + /** + * Overwritten with a different texture type. + * + * @type {DataArrayTexture} + */ + this.texture = new CubeTexture( images ); + this._setTextureOptions( options ); + + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture + // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). + + this.texture.isRenderTargetTexture = true; + + } + + /** + * Converts the given equirectangular texture to a cube map. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {Texture} texture - The equirectangular texture. + * @return {WebGLCubeRenderTarget} A reference to this cube render target. + */ + fromEquirectangularTexture( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.colorSpace = texture.colorSpace; + + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + + const shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: /* glsl */` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `, + + fragmentShader: /* glsl */` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + ` + }; + + const geometry = new BoxGeometry( 5, 5, 5 ); + + const material = new ShaderMaterial( { + + name: 'CubemapFromEquirect', + + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + + } ); + + material.uniforms.tEquirect.value = texture; + + const mesh = new Mesh( geometry, material ); + + const currentMinFilter = texture.minFilter; + + // Avoid blurred poles + if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; + + const camera = new CubeCamera( 1, 10, this ); + camera.update( renderer, mesh ); + + texture.minFilter = currentMinFilter; + + mesh.geometry.dispose(); + mesh.material.dispose(); + + return this; + + } + + /** + * Clears this cube render target. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. + * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. + * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. + */ + clear( renderer, color = true, depth = true, stencil = true ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + for ( let i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( this, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + } + +} + +function WebGLEnvironments( renderer ) { + + let cubeMaps = new WeakMap(); + let pmremMaps = new WeakMap(); + + let pmremGenerator = null; + + function get( texture, usePMREM = false ) { + + if ( texture === null || texture === undefined ) return null; + + if ( usePMREM ) { + + return getPMREM( texture ); + + } + + return getCube( texture ); + + } + + function getCube( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubeMaps.has( texture ) ) { + + const cubemap = cubeMaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const renderTarget = new WebGLCubeRenderTarget( image.height ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubeMaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onCubemapDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function getPMREM( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); + const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); + + // equirect/cube map to cubeUV conversion + + if ( isEquirectMap || isCubeMap ) { + + let renderTarget = pmremMaps.get( texture ); + + const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0; + + if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + pmremMaps.set( texture, renderTarget ); + + return renderTarget.texture; + + } else { + + if ( renderTarget !== undefined ) { + + return renderTarget.texture; + + } else { + + const image = texture.image; + + if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + pmremMaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onPMREMDispose ); + + return renderTarget.texture; + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + } + + return texture; + + } + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + return texture; + + } + + function isCubeTextureComplete( image ) { + + let count = 0; + const length = 6; + + for ( let i = 0; i < length; i ++ ) { + + if ( image[ i ] !== undefined ) count ++; + + } + + return count === length; + + } + + function onCubemapDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onCubemapDispose ); + + const cubemap = cubeMaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubeMaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function onPMREMDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onPMREMDispose ); + + const pmrem = pmremMaps.get( texture ); + + if ( pmrem !== undefined ) { + + pmremMaps.delete( texture ); + pmrem.dispose(); + + } + + } + + function dispose() { + + cubeMaps = new WeakMap(); + pmremMaps = new WeakMap(); + + if ( pmremGenerator !== null ) { + + pmremGenerator.dispose(); + pmremGenerator = null; + + } + + } + + return { + get: get, + dispose: dispose + }; + +} + +function WebGLExtensions( gl ) { + + const extensions = {}; + + function getExtension( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + const extension = gl.getExtension( name ); + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function () { + + getExtension( 'EXT_color_buffer_float' ); + getExtension( 'WEBGL_clip_cull_distance' ); + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + getExtension( 'WEBGL_multisampled_render_to_texture' ); + getExtension( 'WEBGL_render_shared_exponent' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + warnOnce( 'WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + return extension; + + } + + }; + +} + +function WebGLGeometries( gl, attributes, info, bindingStates ) { + + const geometries = {}; + const wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + const geometry = event.target; + + if ( geometry.index !== null ) { + + attributes.remove( geometry.index ); + + } + + for ( const name in geometry.attributes ) { + + attributes.remove( geometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + const attribute = wireframeAttributes.get( geometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); + + } + + bindingStates.releaseStatesOfGeometry( geometry ); + + if ( geometry.isInstancedBufferGeometry === true ) { + + delete geometry._maxInstanceCount; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + if ( geometries[ geometry.id ] === true ) return geometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + geometries[ geometry.id ] = true; + + info.memory.geometries ++; + + return geometry; + + } + + function update( geometry ) { + + const geometryAttributes = geometry.attributes; + + // Updating index buffer in VAO now. See WebGLBindingStates. + + for ( const name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryPosition === undefined ) { + + return; + + } + + if ( geometryIndex !== null ) { + + const array = geometryIndex.array; + version = geometryIndex.version; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + const array = geometryPosition.array; + version = geometryPosition.version; + + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + const a = i + 0; + const b = i + 1; + const c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // check whether a 32 bit or 16 bit buffer is required to store the indices + // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +function WebGLIndexedBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + render.points += instanceCount * count; + break; + + default: + error( 'WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +function WebGLMorphtargets( gl, capabilities, textures ) { + + const morphTextures = new WeakMap(); + const morph = new Vector4(); + + function update( object, geometry, program ) { + + const objectInfluences = object.morphTargetInfluences; + + // the following encodes morph targets into an array of data textures. Each layer represents a single morph target. + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let entry = morphTextures.get( geometry ); + + if ( entry === undefined || entry.count !== morphTargetsCount ) { + + if ( entry !== undefined ) entry.texture.dispose(); + + const hasMorphPosition = geometry.morphAttributes.position !== undefined; + const hasMorphNormals = geometry.morphAttributes.normal !== undefined; + const hasMorphColors = geometry.morphAttributes.color !== undefined; + + const morphTargets = geometry.morphAttributes.position || []; + const morphNormals = geometry.morphAttributes.normal || []; + const morphColors = geometry.morphAttributes.color || []; + + let vertexDataCount = 0; + + if ( hasMorphPosition === true ) vertexDataCount = 1; + if ( hasMorphNormals === true ) vertexDataCount = 2; + if ( hasMorphColors === true ) vertexDataCount = 3; + + let width = geometry.attributes.position.count * vertexDataCount; + let height = 1; + + if ( width > capabilities.maxTextureSize ) { + + height = Math.ceil( width / capabilities.maxTextureSize ); + width = capabilities.maxTextureSize; + + } + + const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); + + const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); + texture.type = FloatType; + texture.needsUpdate = true; + + // fill buffer + + const vertexDataStride = vertexDataCount * 4; + + for ( let i = 0; i < morphTargetsCount; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const morphNormal = morphNormals[ i ]; + const morphColor = morphColors[ i ]; + + const offset = width * height * 4 * i; + + for ( let j = 0; j < morphTarget.count; j ++ ) { + + const stride = j * vertexDataStride; + + if ( hasMorphPosition === true ) { + + morph.fromBufferAttribute( morphTarget, j ); + + buffer[ offset + stride + 0 ] = morph.x; + buffer[ offset + stride + 1 ] = morph.y; + buffer[ offset + stride + 2 ] = morph.z; + buffer[ offset + stride + 3 ] = 0; + + } + + if ( hasMorphNormals === true ) { + + morph.fromBufferAttribute( morphNormal, j ); + + buffer[ offset + stride + 4 ] = morph.x; + buffer[ offset + stride + 5 ] = morph.y; + buffer[ offset + stride + 6 ] = morph.z; + buffer[ offset + stride + 7 ] = 0; + + } + + if ( hasMorphColors === true ) { + + morph.fromBufferAttribute( morphColor, j ); + + buffer[ offset + stride + 8 ] = morph.x; + buffer[ offset + stride + 9 ] = morph.y; + buffer[ offset + stride + 10 ] = morph.z; + buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; + + } + + } + + } + + entry = { + count: morphTargetsCount, + texture: texture, + size: new Vector2( width, height ) + }; + + morphTextures.set( geometry, entry ); + + function disposeTexture() { + + texture.dispose(); + + morphTextures.delete( geometry ); + + geometry.removeEventListener( 'dispose', disposeTexture ); + + } + + geometry.addEventListener( 'dispose', disposeTexture ); + + } + + // + if ( object.isInstancedMesh === true && object.morphTexture !== null ) { + + program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures ); + + } else { + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); + + } + + program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); + program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); + + } + + return { + + update: update + + }; + +} + +function WebGLObjects( gl, geometries, attributes, bindingStates, info ) { + + let updateMap = new WeakMap(); + + function update( object ) { + + const frame = info.render.frame; + + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { + + object.addEventListener( 'dispose', onInstancedMeshDispose ); + + } + + if ( updateMap.get( object ) !== frame ) { + + attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); + + if ( object.instanceColor !== null ) { + + attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); + + } + + updateMap.set( object, frame ); + + } + + } + + if ( object.isSkinnedMesh ) { + + const skeleton = object.skeleton; + + if ( updateMap.get( skeleton ) !== frame ) { + + skeleton.update(); + + updateMap.set( skeleton, frame ); + + } + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + function onInstancedMeshDispose( event ) { + + const instancedMesh = event.target; + + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); + + bindingStates.releaseStatesOfObject( instancedMesh ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +const toneMappingMap = { + [ LinearToneMapping ]: 'LINEAR_TONE_MAPPING', + [ ReinhardToneMapping ]: 'REINHARD_TONE_MAPPING', + [ CineonToneMapping ]: 'CINEON_TONE_MAPPING', + [ ACESFilmicToneMapping ]: 'ACES_FILMIC_TONE_MAPPING', + [ AgXToneMapping ]: 'AGX_TONE_MAPPING', + [ NeutralToneMapping ]: 'NEUTRAL_TONE_MAPPING', + [ CustomToneMapping ]: 'CUSTOM_TONE_MAPPING' +}; + +function WebGLOutput( type, width, height, antialias, depth, stencil ) { + + // render target for the scene pass (potentially multisampled) + const targetScene = new WebGLRenderTarget( width, height, { + type: type, + depthBuffer: depth, + stencilBuffer: stencil, + samples: antialias ? 4 : 0, + storeMultisampledDepthBuffer: false, + storeMultisampledStencilBuffer: false, + resolveDepthBuffer: false, + resolveStencilBuffer: false + } ); + + // single-sampled ping-pong buffers for post-processing effects, allocated on demand + let targetA = null; + let targetB = null; + + // create fullscreen triangle geometry + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) ); + geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); + + // create output material with tone mapping support + const material = new RawShaderMaterial( { + uniforms: { + tDiffuse: { value: null } + }, + vertexShader: /* glsl */` + precision highp float; + + uniform mat4 modelViewMatrix; + uniform mat4 projectionMatrix; + + attribute vec3 position; + attribute vec2 uv; + + varying vec2 vUv; + + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + fragmentShader: /* glsl */` + precision highp float; + + uniform sampler2D tDiffuse; + + varying vec2 vUv; + + #include + #include + + void main() { + gl_FragColor = texture2D( tDiffuse, vUv ); + + #ifdef LINEAR_TONE_MAPPING + gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb ); + #elif defined( REINHARD_TONE_MAPPING ) + gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb ); + #elif defined( CINEON_TONE_MAPPING ) + gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb ); + #elif defined( ACES_FILMIC_TONE_MAPPING ) + gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb ); + #elif defined( AGX_TONE_MAPPING ) + gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb ); + #elif defined( NEUTRAL_TONE_MAPPING ) + gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb ); + #elif defined( CUSTOM_TONE_MAPPING ) + gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb ); + #endif + + #ifdef SRGB_TRANSFER + gl_FragColor = sRGBTransferOETF( gl_FragColor ); + #endif + }`, + depthTest: false, + depthWrite: false + } ); + + const mesh = new Mesh( geometry, material ); + const camera = new OrthographicCamera( -1, 1, 1, -1, 0, 1 ); + + let _outputColorSpace = null; + let _outputToneMapping = null; + let _isCompositing = false; + let _savedToneMapping; + let _savedRenderTarget = null; + let _effects = []; + let _hasRenderPass = false; + + this.setSize = function ( width, height ) { + + targetScene.setSize( width, height ); + + if ( targetA !== null ) targetA.setSize( width, height ); + if ( targetB !== null ) targetB.setSize( width, height ); + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + if ( effect.setSize ) effect.setSize( width, height ); + + } + + }; + + this.setEffects = function ( effects ) { + + _effects = effects; + _hasRenderPass = _effects.length > 0 && _effects[ 0 ].isRenderPass === true; + + const width = targetScene.width; + const height = targetScene.height; + + if ( _effects.length > 0 && targetA === null ) { + + targetA = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } ); + targetB = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } ); + + } + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + if ( effect.setSize ) effect.setSize( width, height ); + + } + + }; + + this.begin = function ( renderer, renderTarget ) { + + // Don't begin during compositing phase (post-processing effects call render()) + if ( _isCompositing ) return false; + + if ( renderer.toneMapping === NoToneMapping && _effects.length === 0 ) return false; + + _savedRenderTarget = renderTarget; + + // resize internal buffers to match render target (e.g. XR resolution) + if ( renderTarget !== null ) { + + const width = renderTarget.width; + const height = renderTarget.height; + + if ( targetScene.width !== width || targetScene.height !== height ) { + + this.setSize( width, height ); + + } + + } + + // if the first effect is a RenderPass, it renders the scene itself (see end()) + if ( _hasRenderPass === false ) { + + renderer.setRenderTarget( targetScene ); + + } + + // disable tone mapping during render - it will be applied in end() + _savedToneMapping = renderer.toneMapping; + renderer.toneMapping = NoToneMapping; + + return true; + + }; + + this.hasRenderPass = function () { + + return _hasRenderPass; + + }; + + this.end = function ( renderer, deltaTime ) { + + // restore tone mapping + renderer.toneMapping = _savedToneMapping; + + _isCompositing = true; + + // run post-processing effects - the scene lives in the multisampled targetScene, + // effects ping-pong between the single-sampled targetA and targetB + let readBuffer = targetScene; + let writeBuffer = targetA; + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + + if ( effect.enabled === false ) continue; + + effect.render( renderer, writeBuffer, readBuffer, deltaTime ); + + if ( effect.needsSwap !== false ) { + + // keep targetScene out of the rotation so only the scene pass is multisampled + readBuffer = writeBuffer; + writeBuffer = ( writeBuffer === targetA ) ? targetB : targetA; + + } + + } + + // update output material defines if settings changed + if ( _outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping ) { + + _outputColorSpace = renderer.outputColorSpace; + _outputToneMapping = renderer.toneMapping; + + material.defines = {}; + + if ( ColorManagement.getTransfer( _outputColorSpace ) === SRGBTransfer ) material.defines.SRGB_TRANSFER = ''; + + const toneMapping = toneMappingMap[ _outputToneMapping ]; + if ( toneMapping ) material.defines[ toneMapping ] = ''; + + material.needsUpdate = true; + + } + + // final output to canvas (or XR render target) + material.uniforms.tDiffuse.value = readBuffer.texture; + renderer.setRenderTarget( _savedRenderTarget ); + renderer.render( mesh, camera ); + + _savedRenderTarget = null; + _isCompositing = false; + + }; + + this.isCompositing = function () { + + return _isCompositing; + + }; + + this.dispose = function () { + + targetScene.dispose(); + + if ( targetA !== null ) targetA.dispose(); + if ( targetB !== null ) targetB.dispose(); + + geometry.dispose(); + material.dispose(); + + }; + +} + +/** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + + +const emptyTexture = /*@__PURE__*/ new Texture(); + +const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); + +const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); +const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); +const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +const arrayCacheF32 = []; +const arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or THREE.MatrixN) + +function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single integer / boolean + +function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single integer / boolean vector (from flat array or THREE.VectorN) + +function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2i( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3i( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single unsigned integer + +function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single unsigned integer vector (from flat array or THREE.VectorN) + +function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2ui( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3ui( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + let emptyTexture2D; + + if ( this.type === gl.SAMPLER_2D_SHADOW ) { + + emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? GreaterEqualCompare : LessEqualCompare; + emptyTexture2D = emptyShadowTexture; + + } else { + + emptyTexture2D = emptyTexture; + + } + + textures.setTexture2D( v || emptyTexture2D, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || empty3dTexture, unit ); + +} + +function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTextureCube( v || emptyCubeTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyArrayTexture, unit ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + + +// Array of scalars + +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Array of vectors (from flat array or array of THREE.VectorN) + +function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (from flat array or array of THREE.MatrixN) + +function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of integer / boolean + +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of integer / boolean vectors (from flat array) + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Array of unsigned integer + +function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + +} + +// Array of unsigned integer vectors (from flat array) + +function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + +} + +function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + +} + +function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + +} + + +// Array of textures (2D / 3D / Cube / 2DArray) + +function setValueT1Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + let emptyTexture2D; + + if ( this.type === gl.SAMPLER_2D_SHADOW ) { + + emptyTexture2D = emptyShadowTexture; + + } else { + + emptyTexture2D = emptyTexture; + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2D( v[ i ] || emptyTexture2D, units[ i ] ); + + } + +} + +function setValueT3DArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +function setValueT2DArrayArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); + + } + +} + + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3DArray; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArrayArray; + + } + +} + +// --- Uniform Classes --- + +class SingleUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class PureArrayUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class StructuredUniform { + + constructor( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + + } + + setValue( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + + } + +} + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +class WebGLUniforms { + + constructor( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + + // Sort uniforms to prioritize shadow samplers first (for optimal texture unit allocation) + + const shadowSamplers = []; + const otherUniforms = []; + + for ( const u of this.seq ) { + + if ( u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW ) { + + shadowSamplers.push( u ); + + } else { + + otherUniforms.push( u ); + + } + + } + + if ( shadowSamplers.length > 0 ) { + + this.seq = shadowSamplers.concat( otherUniforms ); + + } + + } + + setValue( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + + } + + setOptional( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + } + + static upload( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + + } + + static seqWithValue( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + } + +} + +function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ +const COMPLETION_STATUS_KHR = 0x91B1; + +let programIdCount = 0; + +function handleSource( string, errorLine ) { + + const lines = string.split( '\n' ); + const lines2 = []; + + const from = Math.max( errorLine - 6, 0 ); + const to = Math.min( errorLine + 6, lines.length ); + + for ( let i = from; i < to; i ++ ) { + + const line = i + 1; + lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); + + } + + return lines2.join( '\n' ); + +} + +const _m0 = /*@__PURE__*/ new Matrix3(); + +function getEncodingComponents( colorSpace ) { + + ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace ); + + const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`; + + switch ( ColorManagement.getTransfer( colorSpace ) ) { + + case LinearTransfer: + return [ encodingMatrix, 'LinearTransferOETF' ]; + + case SRGBTransfer: + return [ encodingMatrix, 'sRGBTransferOETF' ]; + + default: + warn( 'WebGLProgram: Unsupported color space: ', colorSpace ); + return [ encodingMatrix, 'LinearTransferOETF' ]; + + } + +} + +function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); + + const shaderInfoLog = gl.getShaderInfoLog( shader ) || ''; + const errors = shaderInfoLog.trim(); + + if ( status && errors === '' ) return ''; + + const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); + if ( errorMatches ) { + + // --enable-privileged-webgl-extension + // log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const errorLine = parseInt( errorMatches[ 1 ] ); + return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); + + } else { + + return errors; + + } + +} + +function getTexelEncodingFunction( functionName, colorSpace ) { + + const components = getEncodingComponents( colorSpace ); + + return [ + + `vec4 ${functionName}( vec4 value ) {`, + + ` return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`, + + '}', + + ].join( '\n' ); + +} + +const toneMappingFunctions = { + [ LinearToneMapping ]: 'Linear', + [ ReinhardToneMapping ]: 'Reinhard', + [ CineonToneMapping ]: 'Cineon', + [ ACESFilmicToneMapping ]: 'ACESFilmic', + [ AgXToneMapping ]: 'AgX', + [ NeutralToneMapping ]: 'Neutral', + [ CustomToneMapping ]: 'Custom' +}; + +function getToneMappingFunction( functionName, toneMapping ) { + + const toneMappingName = toneMappingFunctions[ toneMapping ]; + + if ( toneMappingName === undefined ) { + + warn( 'WebGLProgram: Unsupported toneMapping:', toneMapping ); + return 'vec3 ' + functionName + '( vec3 color ) { return LinearToneMapping( color ); }'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +const _v0 = /*@__PURE__*/ new Vector3(); + +function getLuminanceFunction() { + + ColorManagement.getLuminanceCoefficients( _v0 ); + + const r = _v0.x.toFixed( 4 ); + const g = _v0.y.toFixed( 4 ); + const b = _v0.z.toFixed( 4 ); + + return [ + + 'float luminance( const in vec3 rgb ) {', + + ` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`, + + ' return dot( weights, rgb );', + + '}' + + ].join( '\n' ); + +} + +function generateVertexExtensions( parameters ) { + + const chunks = [ + parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '', + parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '', + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + let locationSize = 1; + if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; + if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; + if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; + + // log( 'WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = { + type: info.type, + location: gl.getAttribLocation( program, name ), + locationSize: locationSize + }; + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; + + return string + .replace( /NUM_SUN_LIGHTS/g, parameters.numSunLights ) + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) + .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_SUN_LIGHT_SHADOWS/g, parameters.numSunLightShadows ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +const shaderChunkMap = new Map(); + +function includeReplacer( match, include ) { + + let string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + const newInclude = shaderChunkMap.get( include ); + + if ( newInclude !== undefined ) { + + string = ShaderChunk[ newInclude ]; + warn( 'WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); + + } else { + + throw new Error( 'THREE.WebGLProgram: Can not resolve #include <' + include + '>' ); + + } + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string.replace( unrollLoopPattern, loopReplacer ); + +} + +function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + let precisionstring = `precision ${parameters.precision} float; + precision ${parameters.precision} int; + precision ${parameters.precision} sampler2D; + precision ${parameters.precision} samplerCube; + precision ${parameters.precision} sampler3D; + precision ${parameters.precision} sampler2DArray; + precision ${parameters.precision} sampler2DShadow; + precision ${parameters.precision} samplerCubeShadow; + precision ${parameters.precision} sampler2DArrayShadow; + precision ${parameters.precision} isampler2D; + precision ${parameters.precision} isampler3D; + precision ${parameters.precision} isamplerCube; + precision ${parameters.precision} isampler2DArray; + precision ${parameters.precision} usampler2D; + precision ${parameters.precision} usampler3D; + precision ${parameters.precision} usamplerCube; + precision ${parameters.precision} usampler2DArray; + `; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + +} + +const shadowMapTypeDefines = { + [ PCFShadowMap ]: 'SHADOWMAP_TYPE_PCF', + [ VSMShadowMap ]: 'SHADOWMAP_TYPE_VSM' +}; + +function generateShadowMapTypeDefine( parameters ) { + + return shadowMapTypeDefines[ parameters.shadowMapType ] || 'SHADOWMAP_TYPE_BASIC'; + +} + +const envMapTypeDefines = { + [ CubeReflectionMapping ]: 'ENVMAP_TYPE_CUBE', + [ CubeRefractionMapping ]: 'ENVMAP_TYPE_CUBE', + [ CubeUVReflectionMapping ]: 'ENVMAP_TYPE_CUBE_UV' +}; + +function generateEnvMapTypeDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_TYPE_CUBE'; + + return envMapTypeDefines[ parameters.envMapMode ] || 'ENVMAP_TYPE_CUBE'; + +} + +const envMapModeDefines = { + [ CubeRefractionMapping ]: 'ENVMAP_MODE_REFRACTION' +}; + +function generateEnvMapModeDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_MODE_REFLECTION'; + + return envMapModeDefines[ parameters.envMapMode ] || 'ENVMAP_MODE_REFLECTION'; + +} + +const envMapBlendingDefines = { + [ MultiplyOperation ]: 'ENVMAP_BLENDING_MULTIPLY', + [ MixOperation ]: 'ENVMAP_BLENDING_MIX', + [ AddOperation ]: 'ENVMAP_BLENDING_ADD' +}; + +function generateEnvMapBlendingDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_BLENDING_NONE'; + + return envMapBlendingDefines[ parameters.combine ] || 'ENVMAP_BLENDING_NONE'; + +} + +function generateCubeUVSize( parameters ) { + + const imageHeight = parameters.envMapCubeUVHeight; + + if ( imageHeight === null ) return null; + + const maxMip = Math.log2( imageHeight ) - 2; + + const texelHeight = 1.0 / imageHeight; + + const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); + + return { texelWidth, texelHeight, maxMip }; + +} + +function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + + // TODO Send this event to Three.js DevTools + // log( 'WebGLProgram', cacheKey ); + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + const envMapCubeUVSize = generateCubeUVSize( parameters ); + + const customVertexExtensions = generateVertexExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', + parameters.batching ? '#define USE_BATCHING' : '', + parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '', + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '', + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + // + + parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', + parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', + parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', + parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', + parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', + parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', + parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', + parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', + + parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', + parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', + + parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', + + parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', + parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', + parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', + + parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', + parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', + + parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', + parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', + + parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', + parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', + parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', + + parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', + parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', + + // + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexNormals ? '#define HAS_NORMAL' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + ( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + '#ifdef USE_INSTANCING_MORPH', + + ' uniform sampler2D morphTexture;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_UV1', + + ' attribute vec2 uv1;', + + '#endif', + + '#ifdef USE_UV2', + + ' attribute vec2 uv2;', + + '#endif', + + '#ifdef USE_UV3', + + ' attribute vec2 uv3;', + + '#endif', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '', + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', + envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.packedNormalMap ? '#define USE_PACKED_NORMALMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoat ? '#define USE_CLEARCOAT' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.dispersion ? '#define USE_DISPERSION' : '', + parameters.retroreflection ? '#define USE_RETROREFLECTION' : '', + + parameters.iridescence ? '#define USE_IRIDESCENCE' : '', + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaTest ? '#define USE_ALPHATEST' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas || parameters.batchingColor ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.numLightProbeGrids > 0 ? '#define USE_LIGHT_PROBES_GRID' : '', + + parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', + parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + parameters.opaque ? '#define OPAQUE' : '', + + ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), + getLuminanceFunction(), + + parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + customVertexExtensions, + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // log( '*VERTEX*', vertexGlsl ); + // log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.hasPositionAttribute === true ) { + + // below avoids the "Attribute 0 is disabled" performance penalty + + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + function onFirstUse( self ) { + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programInfoLog = gl.getProgramInfoLog( program ) || ''; + const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || ''; + const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || ''; + + const programLog = programInfoLog.trim(); + const vertexLog = vertexShaderInfoLog.trim(); + const fragmentLog = fragmentShaderInfoLog.trim(); + + let runnable = true; + let haveDiagnostics = true; + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + if ( typeof renderer.debug.onShaderError === 'function' ) { + + renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); + + } else { + + // default error reporting + + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + error( + 'WebGLProgram: Shader Error ' + gl.getError() + ' - ' + + 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + + 'Material Name: ' + self.name + '\n' + + 'Material Type: ' + self.type + '\n\n' + + 'Program Info Log: ' + programLog + '\n' + + vertexErrors + '\n' + + fragmentErrors + ); + + } + + } else if ( programLog !== '' ) { + + warn( 'WebGLProgram: Program Info Log:', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + self.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + cachedUniforms = new WebGLUniforms( gl, program ); + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + // Populates cachedUniforms and cachedAttributes + onFirstUse( this ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + // Populates cachedAttributes and cachedUniforms + onFirstUse( this ); + + } + + return cachedAttributes; + + }; + + // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, + // flag the program as ready immediately. It may cause a stall when it's first used. + + let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); + + this.isReady = function () { + + if ( programReady === false ) { + + programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); + + } + + return programReady; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.type = parameters.shaderType; + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +let _id = 0; + +class WebGLShaderCache { + + constructor() { + + this.shaderCache = new Map(); + this.materialCache = new Map(); + + } + + update( material, vertexShaderStage, fragmentShaderStage ) { + + const materialShaders = this._getShaderCacheForMaterial( material ); + + if ( materialShaders.has( vertexShaderStage ) === false ) { + + materialShaders.add( vertexShaderStage ); + vertexShaderStage.usedTimes ++; + + } + + if ( materialShaders.has( fragmentShaderStage ) === false ) { + + materialShaders.add( fragmentShaderStage ); + fragmentShaderStage.usedTimes ++; + + } + + return this; + + } + + remove( material ) { + + const materialShaders = this.materialCache.get( material ); + + for ( const shaderStage of materialShaders ) { + + shaderStage.usedTimes --; + + if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); + + } + + this.materialCache.delete( material ); + + return this; + + } + + getVertexShaderStage( material ) { + + return this._getShaderStage( material.vertexShader ); + + } + + getFragmentShaderStage( material ) { + + return this._getShaderStage( material.fragmentShader ); + + } + + dispose() { + + this.shaderCache.clear(); + this.materialCache.clear(); + + } + + _getShaderCacheForMaterial( material ) { + + const cache = this.materialCache; + let set = cache.get( material ); + + if ( set === undefined ) { + + set = new Set(); + cache.set( material, set ); + + } + + return set; + + } + + _getShaderStage( code ) { + + const cache = this.shaderCache; + let stage = cache.get( code ); + + if ( stage === undefined ) { + + stage = new WebGLShaderStage( code ); + cache.set( code, stage ); + + } + + return stage; + + } + +} + +class WebGLShaderStage { + + constructor( code ) { + + this.id = _id ++; + + this.code = code; + this.usedTimes = 0; + + } + +} + +function isPackedRGFormat( format ) { + + return format === RGFormat || format === RG11_EAC_Format || format === RED_GREEN_RGTC2_Format; + +} + +function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) { + + const _programLayers = new Layers(); + const _customShaders = new WebGLShaderCache(); + const _activeChannels = new Set(); + const programs = []; + const programsMap = new Map(); + + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distance', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + function getChannel( value ) { + + _activeChannels.add( value ); + + if ( value === 0 ) return 'uv'; + + return `uv${ value }`; + + } + + function getParameters( material, lights, shadows, scene, object, lightProbeGrids ) { + + const fog = scene.fog; + const geometry = object.geometry; + const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + const envMap = environments.get( material.envMap || environment, usePMREM ); + const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; + + const shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + warn( 'WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + // + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let morphTextureStride = 0; + + if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; + if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; + if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; + + // + + let vertexShader, fragmentShader; + let customVertexShaderID, customFragmentShaderID; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + + } else { + + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + + const vertexShaderStage = _customShaders.getVertexShaderStage( material ); + const fragmentShaderStage = _customShaders.getFragmentShaderStage( material ); + + _customShaders.update( material, vertexShaderStage, fragmentShaderStage ); + + customVertexShaderID = vertexShaderStage.id; + customFragmentShaderID = fragmentShaderStage.id; + + } + + const currentRenderTarget = renderer.getRenderTarget(); + const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + + const IS_INSTANCEDMESH = object.isInstancedMesh === true; + const IS_BATCHEDMESH = object.isBatchedMesh === true; + + const HAS_MAP = !! material.map; + const HAS_MATCAP = !! material.matcap; + const HAS_ENVMAP = !! envMap; + const HAS_AOMAP = !! material.aoMap; + const HAS_LIGHTMAP = !! material.lightMap; + const HAS_BUMPMAP = !! material.bumpMap && material.wireframe === false; + const HAS_NORMALMAP = !! material.normalMap; + const HAS_DISPLACEMENTMAP = !! material.displacementMap; + const HAS_EMISSIVEMAP = !! material.emissiveMap; + + const HAS_METALNESSMAP = !! material.metalnessMap; + const HAS_ROUGHNESSMAP = !! material.roughnessMap; + + const HAS_ANISOTROPY = material.anisotropy > 0; + const HAS_CLEARCOAT = material.clearcoat > 0; + const HAS_DISPERSION = material.dispersion > 0; + const HAS_RETROREFLECTION = material.retroreflectivity > 0; + const HAS_IRIDESCENCE = material.iridescence > 0; + const HAS_SHEEN = material.sheen > 0; + const HAS_TRANSMISSION = material.transmission > 0; + + const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; + + const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; + const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; + const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; + + const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; + const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; + + const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; + const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; + + const HAS_SPECULARMAP = !! material.specularMap; + const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; + const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; + + const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; + const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; + + const HAS_GRADIENTMAP = !! material.gradientMap; + + const HAS_ALPHAMAP = !! material.alphaMap; + + const HAS_ALPHATEST = material.alphaTest > 0; + + const HAS_ALPHAHASH = !! material.alphaHash; + + const HAS_EXTENSIONS = !! material.extensions; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = renderer.toneMapping; + + } + + } + + const parameters = { + + shaderID: shaderID, + shaderType: material.type, + shaderName: material.name, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + customVertexShaderID: customVertexShaderID, + customFragmentShaderID: customFragmentShaderID, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + batching: IS_BATCHEDMESH, + batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, + instancing: IS_INSTANCEDMESH, + instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, + instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null, + + outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ), + alphaToCoverage: !! material.alphaToCoverage, + + map: HAS_MAP, + matcap: HAS_MATCAP, + envMap: HAS_ENVMAP, + envMapMode: HAS_ENVMAP && envMap.mapping, + envMapCubeUVHeight: envMapCubeUVHeight, + aoMap: HAS_AOMAP, + lightMap: HAS_LIGHTMAP, + bumpMap: HAS_BUMPMAP, + normalMap: HAS_NORMALMAP, + displacementMap: HAS_DISPLACEMENTMAP, + emissiveMap: HAS_EMISSIVEMAP, + + normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, + normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, + packedNormalMap: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap && isPackedRGFormat( material.normalMap.format ), + + metalnessMap: HAS_METALNESSMAP, + roughnessMap: HAS_ROUGHNESSMAP, + + anisotropy: HAS_ANISOTROPY, + anisotropyMap: HAS_ANISOTROPYMAP, + + clearcoat: HAS_CLEARCOAT, + clearcoatMap: HAS_CLEARCOATMAP, + clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, + clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, + + dispersion: HAS_DISPERSION, + retroreflection: HAS_RETROREFLECTION, + + iridescence: HAS_IRIDESCENCE, + iridescenceMap: HAS_IRIDESCENCEMAP, + iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, + + sheen: HAS_SHEEN, + sheenColorMap: HAS_SHEEN_COLORMAP, + sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, + + specularMap: HAS_SPECULARMAP, + specularColorMap: HAS_SPECULAR_COLORMAP, + specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, + + transmission: HAS_TRANSMISSION, + transmissionMap: HAS_TRANSMISSIONMAP, + thicknessMap: HAS_THICKNESSMAP, + + gradientMap: HAS_GRADIENTMAP, + + opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false, + + alphaMap: HAS_ALPHAMAP, + alphaTest: HAS_ALPHATEST, + alphaHash: HAS_ALPHAHASH, + + combine: material.combine, + + // + + mapUv: HAS_MAP && getChannel( material.map.channel ), + aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), + lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), + bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), + normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), + displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), + emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), + + metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), + roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), + + anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), + + clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), + clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), + clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), + + iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), + iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), + + sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), + sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), + + specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), + specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), + specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), + + transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), + thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), + + alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), + + // + + vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), + vertexNormals: !! geometry.attributes.normal, + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, + + pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), + + fog: !! fog, + useFog: material.fog === true, + fogExp2: ( !! fog && fog.isFogExp2 ), + + flatShading: material.wireframe === false && ( + material.flatShading === true || + ( geometry.attributes.normal === undefined && HAS_NORMALMAP === false && + ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial ) + ) + ), + + sizeAttenuation: material.sizeAttenuation === true, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reversedDepthBuffer: reversedDepthBuffer, + + skinning: object.isSkinnedMesh === true, + + hasPositionAttribute: geometry.attributes.position !== undefined, + + morphTargets: geometry.morphAttributes.position !== undefined, + morphNormals: geometry.morphAttributes.normal !== undefined, + morphColors: geometry.morphAttributes.color !== undefined, + morphTargetsCount: morphTargetsCount, + morphTextureStride: morphTextureStride, + + numSunLights: lights.sun.length, + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numSpotLightMaps: lights.spotLightMap.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numSunLightShadows: lights.sunShadowMap.length, + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, + + numLightProbes: lights.numLightProbes, + + numLightProbeGrids: lightProbeGrids.length, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: toneMapping, + + decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), + decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ), + + premultipliedAlpha: material.premultipliedAlpha, + + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + useDepthPacking: material.depthPacking >= 0, + depthPacking: material.depthPacking || 0, + + index0AttributeName: material.index0AttributeName, + + extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), + extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ), + + rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + // the usage of getChannel() determines the active texture channels for this shader + + parameters.vertexUv1s = _activeChannels.has( 1 ); + parameters.vertexUv2s = _activeChannels.has( 2 ); + parameters.vertexUv3s = _activeChannels.has( 3 ); + + _activeChannels.clear(); + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.customVertexShaderID ); + array.push( parameters.customFragmentShaderID ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + getProgramCacheKeyParameters( array, parameters ); + getProgramCacheKeyBooleans( array, parameters ); + array.push( renderer.outputColorSpace ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getProgramCacheKeyParameters( array, parameters ) { + + array.push( parameters.precision ); + array.push( parameters.outputColorSpace ); + array.push( parameters.envMapMode ); + array.push( parameters.envMapCubeUVHeight ); + array.push( parameters.mapUv ); + array.push( parameters.alphaMapUv ); + array.push( parameters.lightMapUv ); + array.push( parameters.aoMapUv ); + array.push( parameters.bumpMapUv ); + array.push( parameters.normalMapUv ); + array.push( parameters.displacementMapUv ); + array.push( parameters.emissiveMapUv ); + array.push( parameters.metalnessMapUv ); + array.push( parameters.roughnessMapUv ); + array.push( parameters.anisotropyMapUv ); + array.push( parameters.clearcoatMapUv ); + array.push( parameters.clearcoatNormalMapUv ); + array.push( parameters.clearcoatRoughnessMapUv ); + array.push( parameters.iridescenceMapUv ); + array.push( parameters.iridescenceThicknessMapUv ); + array.push( parameters.sheenColorMapUv ); + array.push( parameters.sheenRoughnessMapUv ); + array.push( parameters.specularMapUv ); + array.push( parameters.specularColorMapUv ); + array.push( parameters.specularIntensityMapUv ); + array.push( parameters.transmissionMapUv ); + array.push( parameters.thicknessMapUv ); + array.push( parameters.combine ); + array.push( parameters.fogExp2 ); + array.push( parameters.sizeAttenuation ); + array.push( parameters.morphTargetsCount ); + array.push( parameters.morphAttributeCount ); + array.push( parameters.numSunLights ); + array.push( parameters.numDirLights ); + array.push( parameters.numPointLights ); + array.push( parameters.numSpotLights ); + array.push( parameters.numSpotLightMaps ); + array.push( parameters.numHemiLights ); + array.push( parameters.numRectAreaLights ); + array.push( parameters.numSunLightShadows ); + array.push( parameters.numDirLightShadows ); + array.push( parameters.numPointLightShadows ); + array.push( parameters.numSpotLightShadows ); + array.push( parameters.numSpotLightShadowsWithMaps ); + array.push( parameters.numLightProbes ); + array.push( parameters.shadowMapType ); + array.push( parameters.toneMapping ); + array.push( parameters.numClippingPlanes ); + array.push( parameters.numClipIntersection ); + array.push( parameters.depthPacking ); + + } + + function getProgramCacheKeyBooleans( array, parameters ) { + + _programLayers.disableAll(); + + if ( parameters.instancing ) + _programLayers.enable( 0 ); + if ( parameters.instancingColor ) + _programLayers.enable( 1 ); + if ( parameters.instancingMorph ) + _programLayers.enable( 2 ); + if ( parameters.matcap ) + _programLayers.enable( 3 ); + if ( parameters.envMap ) + _programLayers.enable( 4 ); + if ( parameters.normalMapObjectSpace ) + _programLayers.enable( 5 ); + if ( parameters.normalMapTangentSpace ) + _programLayers.enable( 6 ); + if ( parameters.clearcoat ) + _programLayers.enable( 7 ); + if ( parameters.iridescence ) + _programLayers.enable( 8 ); + if ( parameters.alphaTest ) + _programLayers.enable( 9 ); + if ( parameters.vertexColors ) + _programLayers.enable( 10 ); + if ( parameters.vertexAlphas ) + _programLayers.enable( 11 ); + if ( parameters.vertexUv1s ) + _programLayers.enable( 12 ); + if ( parameters.vertexUv2s ) + _programLayers.enable( 13 ); + if ( parameters.vertexUv3s ) + _programLayers.enable( 14 ); + if ( parameters.vertexTangents ) + _programLayers.enable( 15 ); + if ( parameters.anisotropy ) + _programLayers.enable( 16 ); + if ( parameters.alphaHash ) + _programLayers.enable( 17 ); + if ( parameters.batching ) + _programLayers.enable( 18 ); + if ( parameters.dispersion ) + _programLayers.enable( 19 ); + if ( parameters.retroreflection ) + _programLayers.enable( 24 ); + if ( parameters.batchingColor ) + _programLayers.enable( 20 ); + if ( parameters.gradientMap ) + _programLayers.enable( 21 ); + if ( parameters.packedNormalMap ) + _programLayers.enable( 22 ); + if ( parameters.vertexNormals ) + _programLayers.enable( 23 ); + + array.push( _programLayers.mask ); + _programLayers.disableAll(); + + if ( parameters.fog ) + _programLayers.enable( 0 ); + if ( parameters.useFog ) + _programLayers.enable( 1 ); + if ( parameters.flatShading ) + _programLayers.enable( 2 ); + if ( parameters.logarithmicDepthBuffer ) + _programLayers.enable( 3 ); + if ( parameters.reversedDepthBuffer ) + _programLayers.enable( 4 ); + if ( parameters.skinning ) + _programLayers.enable( 5 ); + if ( parameters.morphTargets ) + _programLayers.enable( 6 ); + if ( parameters.morphNormals ) + _programLayers.enable( 7 ); + if ( parameters.morphColors ) + _programLayers.enable( 8 ); + if ( parameters.premultipliedAlpha ) + _programLayers.enable( 9 ); + if ( parameters.shadowMapEnabled ) + _programLayers.enable( 10 ); + if ( parameters.doubleSided ) + _programLayers.enable( 11 ); + if ( parameters.flipSided ) + _programLayers.enable( 12 ); + if ( parameters.useDepthPacking ) + _programLayers.enable( 13 ); + if ( parameters.dithering ) + _programLayers.enable( 14 ); + if ( parameters.transmission ) + _programLayers.enable( 15 ); + if ( parameters.sheen ) + _programLayers.enable( 16 ); + if ( parameters.opaque ) + _programLayers.enable( 17 ); + if ( parameters.pointsUvs ) + _programLayers.enable( 18 ); + if ( parameters.decodeVideoTexture ) + _programLayers.enable( 19 ); + if ( parameters.decodeVideoTextureEmissive ) + _programLayers.enable( 20 ); + if ( parameters.alphaToCoverage ) + _programLayers.enable( 21 ); + if ( parameters.numLightProbeGrids > 0 ) + _programLayers.enable( 22 ); + if ( parameters.hasPositionAttribute ) + _programLayers.enable( 23 ); + + array.push( _programLayers.mask ); + + } + + function getUniforms( material ) { + + const shaderID = shaderIDs[ material.type ]; + let uniforms; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); + + } else { + + uniforms = material.uniforms; + + } + + return uniforms; + + } + + function acquireProgram( parameters, cacheKey ) { + + let program = programsMap.get( cacheKey ); + + if ( program !== undefined ) { + + ++ program.usedTimes; + + } else { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + programsMap.set( cacheKey, program ); + + } + + return program; + + } + + function releaseProgram( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Remove from map + programsMap.delete( program.cacheKey ); + + // Free WebGL resources + program.destroy(); + + } + + } + + function releaseShaderCache( material ) { + + _customShaders.remove( material ); + + } + + function dispose() { + + _customShaders.dispose(); + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + releaseShaderCache: releaseShaderCache, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs, + dispose: dispose + }; + +} + +function WebGLProperties() { + + let properties = new WeakMap(); + + function has( object ) { + + return properties.has( object ); + + } + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + has: has, + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.materialVariant !== b.materialVariant ) { + + return a.materialVariant - b.materialVariant; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + +} + +function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList() { + + const renderItems = []; + let renderItemsIndex = 0; + + const opaque = []; + const transmissive = []; + const transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transmissive.length = 0; + transparent.length = 0; + + } + + function materialVariant( object ) { + + let variant = 0; + if ( object.isInstancedMesh ) variant += 2; + if ( object.isSkinnedMesh ) variant += 1; + return variant; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + let renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + materialVariant: materialVariant( object ), + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.materialVariant = materialVariant( object ); + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group, camera ) { + + // with a reversed depth buffer the projected z is inverted + + if ( camera.reversedDepth === true ) z = - z; + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.push( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.push( renderItem ); + + } else { + + opaque.push( renderItem ); + + } + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.unshift( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.unshift( renderItem ); + + } else { + + opaque.unshift( renderItem ); + + } + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + const listArray = lists.get( scene ); + let list; + + if ( listArray === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= listArray.length ) { + + list = new WebGLRenderList(); + listArray.push( list ); + + } else { + + list = listArray[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'SunLight': + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'SunLight': + case 'DirectionalLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +let nextVersion = 0; + +function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); + +} + +function WebGLLights( extensions ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + sunLength: -1, + directionalLength: -1, + pointLength: -1, + spotLength: -1, + rectAreaLength: -1, + hemiLength: -1, + + numSunShadows: -1, + numDirectionalShadows: -1, + numPointShadows: -1, + numSpotShadows: -1, + numSpotMaps: -1, + + numLightProbes: -1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + sun: [], + sunShadow: [], + sunShadowMap: [], + sunShadowMatrix: [], + sunShadowCascade: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotLightMap: [], + spotShadow: [], + spotShadowMap: [], + spotLightMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + numSpotLightShadowsWithMaps: 0, + numLightProbes: 0 + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let sunLength = 0; + let numSunShadows = 0; + let numSunShadowCascades = 0; + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + let numSpotMaps = 0; + let numSpotShadowsWithMaps = 0; + + let numLightProbes = 0; + + // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] + lights.sort( shadowCastingAndTexturingLightsFirst ); + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + let shadowMap = null; + + if ( light.shadow && light.shadow.map ) { + + if ( light.shadow.map.texture.format === RGFormat ) { + + // VSM uses color texture with blurred mean/std_dev + shadowMap = light.shadow.map.texture; + + } else { + + // Other types use depth texture + shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture; + + } + + } + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + numLightProbes ++; + + } else if ( light.isSunLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize.copy( shadow.mapSize ).multiply( shadow.getFrameExtents() ); + + state.sunShadow[ numSunShadows ] = shadowUniforms; + state.sunShadowMap[ numSunShadows ] = shadowMap; + + const cascadeCount = shadow.getViewportCount(); + + for ( let j = 0; j < cascadeCount; j ++ ) { + + state.sunShadowMatrix[ numSunShadowCascades + j ] = shadow.getMatrix( j ); + state.sunShadowCascade[ numSunShadowCascades + j ] = shadow._cascadeData[ j ]; + + } + + numSunShadowCascades += cascadeCount; + numSunShadows ++; + + } + + state.sun[ sunLength ] = uniforms; + + sunLength ++; + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + state.spot[ spotLength ] = uniforms; + + const shadow = light.shadow; + + if ( light.map ) { + + state.spotLightMap[ numSpotMaps ] = light.map; + numSpotMaps ++; + + // make sure the lightMatrix is up to date + // TODO : do it if required only + shadow.updateMatrices( light ); + + if ( light.castShadow ) numSpotShadowsWithMaps ++; + + } + + state.spotLightMatrix[ spotLength ] = shadow.matrix; + + if ( light.castShadow ) { + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + + numSpotShadows ++; + + } + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.sunLength !== sunLength || + hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numSunShadows !== numSunShadows || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows || + hash.numSpotMaps !== numSpotMaps || + hash.numLightProbes !== numLightProbes ) { + + state.sun.length = sunLength; + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.sunShadow.length = numSunShadows; + state.sunShadowMap.length = numSunShadows; + state.sunShadowMatrix.length = numSunShadowCascades; + state.sunShadowCascade.length = numSunShadowCascades; + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; + state.spotLightMap.length = numSpotMaps; + state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; + state.numLightProbes = numLightProbes; + + hash.sunLength = sunLength; + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numSunShadows = numSunShadows; + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + hash.numSpotMaps = numSpotMaps; + + hash.numLightProbes = numLightProbes; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let sunLength = 0; + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isSunLight ) { + + const uniforms = state.sun[ sunLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + sunLength ++; + + } else if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + +} + +function WebGLRenderState( extensions ) { + + const lights = new WebGLLights( extensions ); + + const lightsArray = []; + const shadowsArray = []; + const lightProbeGridArray = []; + + function init( camera ) { + + state.camera = camera; + + lightsArray.length = 0; + shadowsArray.length = 0; + lightProbeGridArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function pushLightProbeGrid( volume ) { + + lightProbeGridArray.push( volume ); + + } + + function setupLights() { + + lights.setup( lightsArray ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + lightProbeGridArray: lightProbeGridArray, + + camera: null, + + lights: lights, + + transmissionRenderTarget: {}, + textureUnits: 0 + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow, + pushLightProbeGrid: pushLightProbeGrid + }; + +} + +function WebGLRenderStates( extensions ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + const renderStateArray = renderStates.get( scene ); + let renderState; + + if ( renderStateArray === undefined ) { + + renderState = new WebGLRenderState( extensions ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStateArray.length ) { + + renderState = new WebGLRenderState( extensions ); + renderStateArray.push( renderState ); + + } else { + + renderState = renderStateArray[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n\tgl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}"; + +const _cubeDirections = [ + /*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ), + /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 ) +]; + +const _cubeUps = [ + /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), + /*@__PURE__*/ new Vector3( 0, 0, -1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ) +]; + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +function WebGLShadowMap( renderer, objects, capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterial = new MeshDepthMaterial(), + _distanceMaterial = new MeshDistanceMaterial(), + + _materialCache = {}, + + _maxTextureSize = capabilities.maxTextureSize; + + const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; + + const shadowMaterialVertical = new ShaderMaterial( { + defines: { + VSM_SAMPLES: 8 + }, + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vertex, + fragmentShader: fragment + + } ); + + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ), + 3 + ) + ); + + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + const scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + let _previousType = this.type; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + if ( this.type === PCFSoftShadowMap ) { + + warn( 'WebGLShadowMap: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.' ); + this.type = PCFShadowMap; + + } + + const currentRenderTarget = renderer.getRenderTarget(); + const activeCubeFace = renderer.getActiveCubeFace(); + const activeMipmapLevel = renderer.getActiveMipmapLevel(); + + const _state = renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + + if ( _state.buffers.depth.getReversed() === true ) { + + _state.buffers.color.setClear( 0, 0, 0, 0 ); + + } else { + + _state.buffers.color.setClear( 1, 1, 1, 1 ); + + } + + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // check for shadow map type changes + + const typeChanged = _previousType !== this.type; + + // When shadow map type changes, materials need recompilation because sampler types change + // (sampler2DShadow for PCF vs sampler2D for Basic) + if ( typeChanged ) { + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + object.material.forEach( mat => mat.needsUpdate = true ); + + } else { + + object.material.needsUpdate = true; + + } + + } + + } ); + + } + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + warn( 'WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; + + _shadowMapSize.copy( shadow.mapSize ); + + const shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { + + if ( _shadowMapSize.x > _maxTextureSize ) { + + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > _maxTextureSize ) { + + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + shadow.camera._reversedDepth = reversedDepthBuffer; + + if ( shadow.map === null || typeChanged === true ) { + + if ( shadow.map !== null ) { + + if ( shadow.map.depthTexture !== null ) { + + shadow.map.depthTexture.dispose(); + shadow.map.depthTexture = null; + + } + + shadow.map.dispose(); + + } + + if ( this.type === VSMShadowMap ) { + + if ( light.isPointLight ) { + + warn( 'WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.' ); + continue; + + } + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, { + format: RGFormat, + type: HalfFloatType, + minFilter: LinearFilter, + magFilter: LinearFilter, + generateMipmaps: false + } ); + shadow.map.texture.name = light.name + '.shadowMap'; + + // Native depth texture for VSM - depth is captured here, then blurred into the color texture + shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, FloatType ); + shadow.map.depthTexture.name = light.name + '.shadowMapDepth'; + shadow.map.depthTexture.format = DepthFormat; + shadow.map.depthTexture.compareFunction = null; // For regular sampling (not shadow comparison) + shadow.map.depthTexture.minFilter = NearestFilter; + shadow.map.depthTexture.magFilter = NearestFilter; + + } else { + + if ( light.isPointLight ) { + + shadow.map = new WebGLCubeRenderTarget( _shadowMapSize.x ); + shadow.map.depthTexture = new CubeDepthTexture( _shadowMapSize.x, UnsignedIntType ); + + } else { + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); + shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, UnsignedIntType ); + + } + + shadow.map.depthTexture.name = light.name + '.shadowMap'; + shadow.map.depthTexture.format = DepthFormat; + + if ( this.type === PCFShadowMap ) { + + shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare; + shadow.map.depthTexture.minFilter = LinearFilter; + shadow.map.depthTexture.magFilter = LinearFilter; + + } else { + + shadow.map.depthTexture.compareFunction = null; + shadow.map.depthTexture.minFilter = NearestFilter; + shadow.map.depthTexture.magFilter = NearestFilter; + + } + + } + + shadow.camera.updateProjectionMatrix(); + + } + + if ( shadow.map.isWebGLCubeRenderTarget !== true && ( shadow.map.width !== _shadowMapSize.x || shadow.map.height !== _shadowMapSize.y ) ) { + + shadow.map.setSize( _shadowMapSize.x, _shadowMapSize.y ); + + } + + // For cube render targets (PointLights), render all 6 faces. Sun lights + // render one atlas viewport per cascade. + const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : shadow.getViewportCount(); + + if ( light.isPointLight !== true ) shadow.updateMatrices( light, camera ); + + for ( let face = 0; face < faceCount; face ++ ) { + + const shadowCamera = shadow.getCamera( face ); + + if ( light.isPointLight ) { + + const camera = shadow.camera; + const shadowMatrix = shadow.matrix; + + const far = light.distance || camera.far; + + if ( far !== camera.far ) { + + camera.far = far; + camera.updateProjectionMatrix(); + + } + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( _lightPositionWorld ); + + _lookTarget.copy( camera.position ); + _lookTarget.add( _cubeDirections[ face ] ); + camera.up.copy( _cubeUps[ face ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + shadow._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth ); + + } + + // For cube render targets, render to each face separately + if ( shadow.map.isWebGLCubeRenderTarget ) { + + renderer.setRenderTarget( shadow.map, face ); + renderer.clear(); + + } else { + + // For 2D render targets, use viewports + if ( face === 0 ) { + + renderer.setRenderTarget( shadow.map ); + renderer.clear(); + + } + + const viewport = shadow.getViewport( face ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + } + + _frustum = shadow.getFrustum( face ); + + renderObject( scene, camera, shadowCamera, light, this.type ); + + } + + // do blur pass for VSM + + if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + shadow.needsUpdate = false; + + } + + _previousType = this.type; + + scope.needsUpdate = false; + + renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + const geometry = objects.update( fullScreenMesh ); + + if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { + + shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; + shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; + + shadowMaterialVertical.needsUpdate = true; + shadowMaterialHorizontal.needsUpdate = true; + + } + + if ( shadow.mapPass === null ) { + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, { + format: RGFormat, + type: HalfFloatType + } ); + + } else if ( shadow.mapPass.width !== shadow.map.width || shadow.mapPass.height !== shadow.map.height ) { + + shadow.mapPass.setSize( shadow.map.width, shadow.map.height ); + + } + + // vertical pass - read from native depth texture + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture; + shadowMaterialVertical.uniforms.resolution.value.set( shadow.map.width, shadow.map.height ); + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + renderer.setRenderTarget( shadow.mapPass ); + renderer.clear(); + renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizontal pass + + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value.set( shadow.map.width, shadow.map.height ); + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + renderer.setRenderTarget( shadow.map ); + renderer.clear(); + renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); + + } + + function getDepthMaterial( object, material, light, type ) { + + let result = null; + + const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; + + if ( customMaterial !== undefined ) { + + result = customMaterial; + + } else { + + result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; + + if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || + ( material.displacementMap && material.displacementScale !== 0 ) || + ( material.alphaMap && material.alphaTest > 0 ) || + ( material.map && material.alphaTest > 0 ) || + ( material.alphaToCoverage === true ) ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + material.addEventListener( 'dispose', onMaterialDispose ); + + } + + result = cachedMaterial; + + } + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.alphaMap = material.alphaMap; + result.alphaTest = ( material.alphaToCoverage === true ) ? 0.5 : material.alphaTest; // approximate alphaToCoverage by using a fixed alphaTest value + result.map = material.map; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.displacementMap = material.displacementMap; + result.displacementScale = material.displacementScale; + result.displacementBias = material.displacementBias; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + const materialProperties = renderer.properties.get( result ); + materialProperties.light = light; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, material, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + // make sure to remove the unique distance/depth materials used for shadow map rendering + + for ( const id in _materialCache ) { + + const cache = _materialCache[ id ]; + + const uuid = event.target.uuid; + + if ( uuid in cache ) { + + const shadowMaterial = cache[ uuid ]; + shadowMaterial.dispose(); + delete cache[ uuid ]; + + } + + } + + } + +} + +function WebGLState( gl, extensions ) { + + function ColorBuffer() { + + let locked = false; + + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + let locked = false; + + let currentReversed = false; + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setReversed: function ( reversed ) { + + if ( currentReversed !== reversed ) { + + const ext = extensions.get( 'EXT_clip_control' ); + + if ( reversed ) { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT ); + + } else { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT ); + + } + + currentReversed = reversed; + + const oldDepth = currentDepthClear; + currentDepthClear = null; + this.setClear( oldDepth ); + + } + + }, + + getReversed: function () { + + return currentReversed; + + }, + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentReversed ) depthFunc = ReversedDepthFuncs[ depthFunc ]; + + if ( currentDepthFunc !== depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + currentDepthClear = depth; + + if ( currentReversed ) { + + depth = 1 - depth; + + } + + gl.clearDepth( depth ); + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + currentReversed = false; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + const uboBindings = new WeakMap(); + const uboProgramMap = new WeakMap(); + + let enabledCapabilities = {}; + let parameters = {}; + + let currentBoundFramebuffers = {}; + let currentDrawbuffers = new WeakMap(); + let defaultDrawbuffers = []; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentBlendColor = new Color( 0, 0, 0 ); + let currentBlendAlpha = 0; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== -1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); + const viewportParam = gl.getParameter( gl.VIEWPORT ); + + const currentScissor = new Vector4().fromArray( scissorParam ); + const currentViewport = new Vector4().fromArray( viewportParam ); + + function createTexture( type, target, count, dimensions ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( let i = 0; i < count; i ++ ) { + + if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) { + + gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } else { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); + emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + + if ( target === gl.DRAW_FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; + + } + + if ( target === gl.FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; + + } + + return true; + + } + + return false; + + } + + function drawBuffers( renderTarget, framebuffer ) { + + let drawBuffers = defaultDrawbuffers; + + let needsUpdate = false; + + if ( renderTarget ) { + + drawBuffers = currentDrawbuffers.get( framebuffer ); + + if ( drawBuffers === undefined ) { + + drawBuffers = []; + currentDrawbuffers.set( framebuffer, drawBuffers ); + + } + + const textures = renderTarget.textures; + + if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; + + } + + drawBuffers.length = textures.length; + + needsUpdate = true; + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.BACK ) { + + drawBuffers[ 0 ] = gl.BACK; + + needsUpdate = true; + + } + + } + + if ( needsUpdate ) { + + gl.drawBuffers( drawBuffers ); + + } + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: gl.FUNC_ADD, + [ SubtractEquation ]: gl.FUNC_SUBTRACT, + [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT + }; + + equationToGL[ MinEquation ] = gl.MIN; + equationToGL[ MaxEquation ] = gl.MAX; + + const factorToGL = { + [ ZeroFactor ]: gl.ZERO, + [ OneFactor ]: gl.ONE, + [ SrcColorFactor ]: gl.SRC_COLOR, + [ SrcAlphaFactor ]: gl.SRC_ALPHA, + [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, + [ DstColorFactor ]: gl.DST_COLOR, + [ DstAlphaFactor ]: gl.DST_ALPHA, + [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, + [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, + [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, + [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA, + [ ConstantColorFactor ]: gl.CONSTANT_COLOR, + [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, + [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, + [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE ); + break; + + default: + error( 'WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' ); + break; + + case MultiplyBlending: + error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' ); + break; + + default: + error( 'WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor.set( 0, 0, 0 ); + currentBlendAlpha = 0; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { + + gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); + + currentBlendColor.copy( blendColor ); + currentBlendAlpha = blendAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = false; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) + : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + if ( depthBuffer.getReversed() ) { + + factor = - factor; + + } + + gl.polygonOffset( factor, units ); + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture, webglSlot ) { + + if ( webglSlot === undefined ) { + + if ( currentTextureSlot === null ) { + + webglSlot = gl.TEXTURE0 + maxTextures - 1; + + } else { + + webglSlot = currentTextureSlot; + + } + + } + + let boundTexture = currentBoundTextures[ webglSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ webglSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + const boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexImage3D() { + + try { + + gl.compressedTexImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texSubImage2D() { + + try { + + gl.texSubImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texSubImage3D() { + + try { + + gl.texSubImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexSubImage2D() { + + try { + + gl.compressedTexSubImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexSubImage3D() { + + try { + + gl.compressedTexSubImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texStorage2D() { + + try { + + gl.texStorage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texStorage3D() { + + try { + + gl.texStorage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function getParameter( name ) { + + if ( parameters[ name ] !== undefined ) { + + return parameters[ name ]; + + } else { + + return gl.getParameter( name ); + + } + + } + + function pixelStorei( name, value ) { + + if ( parameters[ name ] !== value ) { + + gl.pixelStorei( name, value ); + parameters[ name ] = value; + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + function updateUBOMapping( uniformsGroup, program ) { + + let mapping = uboProgramMap.get( program ); + + if ( mapping === undefined ) { + + mapping = new WeakMap(); + + uboProgramMap.set( program, mapping ); + + } + + let blockIndex = mapping.get( uniformsGroup ); + + if ( blockIndex === undefined ) { + + blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); + + mapping.set( uniformsGroup, blockIndex ); + + } + + } + + function uniformBlockBinding( uniformsGroup, program ) { + + const mapping = uboProgramMap.get( program ); + const blockIndex = mapping.get( uniformsGroup ); + + if ( uboBindings.get( program ) !== blockIndex ) { + + // bind shader specific block index to global block point + gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); + + uboBindings.set( program, blockIndex ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( gl.BLEND ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.POLYGON_OFFSET_FILL ); + gl.disable( gl.SCISSOR_TEST ); + gl.disable( gl.STENCIL_TEST ); + gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ONE, gl.ZERO ); + gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); + gl.blendColor( 0, 0, 0, 0 ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( gl.LESS ); + + depthBuffer.setReversed( false ); + + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); + gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); + gl.clearStencil( 0 ); + + gl.cullFace( gl.BACK ); + gl.frontFace( gl.CCW ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( gl.TEXTURE0 ); + + gl.bindFramebuffer( gl.FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + gl.pixelStorei( gl.PACK_ALIGNMENT, 4 ); + gl.pixelStorei( gl.UNPACK_ALIGNMENT, 4 ); + gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false ); + gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false ); + gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL ); + gl.pixelStorei( gl.PACK_ROW_LENGTH, 0 ); + gl.pixelStorei( gl.PACK_SKIP_PIXELS, 0 ); + gl.pixelStorei( gl.PACK_SKIP_ROWS, 0 ); + gl.pixelStorei( gl.UNPACK_ROW_LENGTH, 0 ); + gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_ROWS, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, 0 ); + + // reset internals + + enabledCapabilities = {}; + parameters = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBoundFramebuffers = {}; + currentDrawbuffers = new WeakMap(); + defaultDrawbuffers = []; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor = new Color( 0, 0, 0 ); + currentBlendAlpha = 0; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + drawBuffers: drawBuffers, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + compressedTexImage3D: compressedTexImage3D, + texImage2D: texImage2D, + texImage3D: texImage3D, + pixelStorei: pixelStorei, + getParameter: getParameter, + + updateUBOMapping: updateUBOMapping, + uniformBlockBinding: uniformBlockBinding, + + texStorage2D: texStorage2D, + texStorage3D: texStorage3D, + texSubImage2D: texSubImage2D, + texSubImage3D: texSubImage3D, + compressedTexSubImage2D: compressedTexSubImage2D, + compressedTexSubImage3D: compressedTexSubImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); + + const _imageDimensions = new Vector2(); + const _videoTextures = new WeakMap(); + const _htmlTextures = new Set(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of TextureSource + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + let useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; + + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); + + } + + function resizeImage( image, needsNewCanvas, maxSize ) { + + let scale = 1; + + const dimensions = getDimensions( image ); + + // handle case if texture exceeds max size + + if ( dimensions.width > maxSize || dimensions.height > maxSize ) { + + scale = maxSize / Math.max( dimensions.width, dimensions.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || + ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) { + + const width = Math.floor( scale * dimensions.width ); + const height = Math.floor( scale * dimensions.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + warn( 'WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + warn( 'WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function textureNeedsGenerateMipmaps( texture ) { + + return texture.generateMipmaps; + + } + + function generateMipmap( target ) { + + _gl.generateMipmap( target ); + + } + + function getTargetType( texture ) { + + if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP; + if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D; + if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY; + return _gl.TEXTURE_2D; + + } + + function getInternalFormat( internalFormatName, glFormat, glType, normalized, colorSpace, forceLinearTransfer = false ) { + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + warn( 'WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let ext_texture_norm16; + + if ( normalized ) { + + ext_texture_norm16 = extensions.get( 'EXT_texture_norm16' ); + + if ( ! ext_texture_norm16 ) { + + warn( 'WebGLRenderer: Unable to use normalized textures without EXT_texture_norm16 extension' ); + + } + + } + + let internalFormat = glFormat; + + if ( glFormat === _gl.RED ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_SNORM_EXT; + + } + + if ( glFormat === _gl.RED_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; + if ( glType === _gl.INT ) internalFormat = _gl.R32I; + + } + + if ( glFormat === _gl.RG ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_SNORM_EXT; + + } + + if ( glFormat === _gl.RG_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I; + if ( glType === _gl.INT ) internalFormat = _gl.RG32I; + + } + + if ( glFormat === _gl.RGB_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGB32I; + + } + + if ( glFormat === _gl.RGBA_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I; + + } + + if ( glFormat === _gl.RGB ) { + + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_SNORM_EXT; + if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5; + if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F; + + } + + if ( glFormat === _gl.RGBA ) { + + const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_SNORM_EXT; + if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; + if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; + + } + + if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || + internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || + internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + function getInternalDepthFormat( useStencil, depthType ) { + + let glInternalFormat; + if ( useStencil ) { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH32F_STENCIL8; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' ); + + } + + } else { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT16; + + } + + } + + return glInternalFormat; + + } + + function getMipLevels( texture, image ) { + + if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { + + return Math.log2( Math.max( image.width, image.height ) ) + 1; + + } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { + + // user-defined mipmaps + + return texture.mipmaps.length; + + } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { + + return image.mipmaps.length; + + } else { + + // texture without mipmaps (only base level) + + return 1; + + } + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + if ( texture.isHTMLTexture ) { + + _htmlTextures.delete( texture ); + + } + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + // check if it's necessary to remove the WebGLTexture object + + const source = texture.source; + const webglTextures = _sources.get( source ); + + if ( webglTextures ) { + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + webglTexture.usedTimes --; + + // the WebGLTexture object is not used anymore, remove it + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + // remove the weak map entry if no WebGLTexture uses the source anymore + + if ( Object.keys( webglTextures ).length === 0 ) { + + _sources.delete( source ); + + } + + } + + properties.remove( texture ); + + } + + function deleteTexture( texture ) { + + const textureProperties = properties.get( texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); + + const source = texture.source; + const webglTextures = _sources.get( source ); + delete webglTextures[ textureProperties.__cacheKey ]; + + info.memory.textures --; + + } + + function deallocateRenderTarget( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + properties.remove( renderTarget.depthTexture ); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + + if ( renderTargetProperties.__webglColorRenderbuffer ) { + + for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { + + if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + } + + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture ) { + + _gl.deleteTexture( attachmentProperties.__webglTexture ); + + info.memory.textures --; + + } + + properties.remove( textures[ i ] ); + + } + + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function getTextureUnits() { + + return textureUnits; + + } + + function setTextureUnits( value ) { + + textureUnits = value; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + warn( 'WebGLTextures: Trying to use ' + ( textureUnit + 1 ) + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + function getTextureCacheKey( texture ) { + + const array = []; + + array.push( texture.wrapS ); + array.push( texture.wrapT ); + array.push( texture.wrapR || 0 ); + array.push( texture.magFilter ); + array.push( texture.minFilter ); + array.push( texture.anisotropy ); + array.push( texture.internalFormat ); + array.push( texture.format ); + array.push( texture.type ); + array.push( texture.generateMipmaps ); + array.push( texture.premultiplyAlpha ); + array.push( texture.flipY ); + array.push( texture.unpackAlignment ); + array.push( texture.colorSpace ); + + return array.join(); + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === null ) { + + warn( 'WebGLRenderer: Texture marked for update but no image data found.' ); + + } else if ( image.complete === false ) { + + warn( 'WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } else if ( texture.isExternalTexture ) { + + textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; + + } + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } else if ( texture.isExternalTexture ) { + + textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; + + } + + state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTextureCube( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: _gl.REPEAT, + [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, + [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT + }; + + const filterToGL = { + [ NearestFilter ]: _gl.NEAREST, + [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, + [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, + + [ LinearFilter ]: _gl.LINEAR, + [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, + [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR + }; + + const compareToGL = { + [ NeverCompare ]: _gl.NEVER, + [ AlwaysCompare ]: _gl.ALWAYS, + [ LessCompare ]: _gl.LESS, + [ LessEqualCompare ]: _gl.LEQUAL, + [ EqualCompare ]: _gl.EQUAL, + [ GreaterEqualCompare ]: _gl.GEQUAL, + [ GreaterCompare ]: _gl.GREATER, + [ NotEqualCompare ]: _gl.NOTEQUAL + }; + + function setTextureParameters( textureType, texture ) { + + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false && + ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || + texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) { + + warn( 'WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); + + if ( texture.compareFunction ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + if ( texture.magFilter === NearestFilter ) return; + if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + let forceUpload = false; + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + } + + // create TextureSource <-> WebGLTextures mapping if necessary + + const source = texture.source; + let webglTextures = _sources.get( source ); + + if ( webglTextures === undefined ) { + + webglTextures = {}; + _sources.set( source, webglTextures ); + + } + + // check if there is already a WebGLTexture object for the given texture parameters + + const textureCacheKey = getTextureCacheKey( texture ); + + if ( textureCacheKey !== textureProperties.__cacheKey ) { + + // if not, create a new instance of WebGLTexture + + if ( webglTextures[ textureCacheKey ] === undefined ) { + + // create new entry + + webglTextures[ textureCacheKey ] = { + texture: _gl.createTexture(), + usedTimes: 0 + }; + + info.memory.textures ++; + + // when a new instance of WebGLTexture was created, a texture upload is required + // even if the image contents are identical + + forceUpload = true; + + } + + webglTextures[ textureCacheKey ].usedTimes ++; + + // every time the texture cache key changes, it's necessary to check if an instance of + // WebGLTexture can be deleted in order to avoid a memory leak. + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + + if ( webglTexture !== undefined ) { + + webglTextures[ textureProperties.__cacheKey ].usedTimes --; + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + } + + // store references to cache key and WebGLTexture object + + textureProperties.__cacheKey = textureCacheKey; + textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; + + } + + return forceUpload; + + } + + function getRow( index, rowLength, componentStride ) { + + return Math.floor( Math.floor( index / componentStride ) / rowLength ); + + } + + function updateTexture( texture, image, glFormat, glType ) { + + const componentStride = 4; // only RGBA supported + + const updateRanges = texture.updateRanges; + + if ( updateRanges.length === 0 ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); + + } else { + + // Before applying update ranges, we merge any adjacent / overlapping + // ranges to reduce load on `gl.texSubImage2D`. Empirically, this has led + // to performance improvements for applications which make heavy use of + // update ranges. Likely due to GPU command overhead. + // + // Note that to reduce garbage collection between frames, we merge the + // update ranges in-place. This is safe because this method will clear the + // update ranges once updated. + + updateRanges.sort( ( a, b ) => a.start - b.start ); + + // To merge the update ranges in-place, we work from left to right in the + // existing updateRanges array, merging ranges. This may result in a final + // array which is smaller than the original. This index tracks the last + // index representing a merged range, any data after this index can be + // trimmed once the merge algorithm is completed. + let mergeIndex = 0; + + for ( let i = 1; i < updateRanges.length; i ++ ) { + + const previousRange = updateRanges[ mergeIndex ]; + const range = updateRanges[ i ]; + + // Only merge if in the same row and overlapping/adjacent + const previousEnd = previousRange.start + previousRange.count; + const currentRow = getRow( range.start, image.width, componentStride ); + const previousRow = getRow( previousRange.start, image.width, componentStride ); + + // We add one here to merge adjacent ranges. This is safe because ranges + // operate over positive integers. + if ( + range.start <= previousEnd + 1 && + currentRow === previousRow && + getRow( range.start + range.count - 1, image.width, componentStride ) === currentRow // ensure range doesn't spill + ) { + + previousRange.count = Math.max( + previousRange.count, + range.start + range.count - previousRange.start + ); + + } else { + + ++ mergeIndex; + updateRanges[ mergeIndex ] = range; + + } + + + } + + // Trim the array to only contain the merged ranges. + updateRanges.length = mergeIndex + 1; + + const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); + const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + + const pixelStart = Math.floor( range.start / componentStride ); + const pixelCount = Math.ceil( range.count / componentStride ); + + const x = pixelStart % image.width; + const y = Math.floor( pixelStart / image.width ); + + // Assumes update ranges refer to contiguous memory + const width = pixelCount; + const height = 1; + + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, x ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, y ); + + state.texSubImage2D( _gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data ); + + } + + texture.clearUpdateRanges(); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; + if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const isImageBitmap = ( typeof ImageBitmap !== 'undefined' && texture.image instanceof ImageBitmap ); + + if ( isImageBitmap === false ) { + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + } + + state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + let image = resizeImage( texture.image, false, capabilities.maxTextureSize ); + image = verifyColorSpace( texture, image ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + + const glType = utils.convert( texture.type ); + let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, texture.isVideoTexture ); + + setTextureParameters( textureType, texture ); + + let mipmap; + const mipmaps = texture.mipmaps; + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + const levels = getMipLevels( texture, image ); + + if ( texture.isDepthTexture ) { + + glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type ); + + // + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } + + } + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + if ( dataReady ) { + + updateTexture( texture, image, glFormat, glType ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } + + } else if ( texture.isCompressedTexture ) { + + if ( texture.isCompressedArrayTexture ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = mipmap.data.subarray( + layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT + ); + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData ); + + } + + } else { + + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data ); + + } + + } + + } else { + + state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + if ( texture.layerUpdates.size > 0 ) texture.clearLayerUpdates(); + + } else { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else if ( texture.isDataArrayTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = image.data.subarray( + layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT + ); + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData ); + + } + + texture.clearLayerUpdates(); + + } else { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isData3DTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isFramebufferTexture ) { + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } else { + + let width = image.width, height = image.height; + + for ( let i = 0; i < levels; i ++ ) { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); + + width >>= 1; + height >>= 1; + + } + + } + + } + + } else if ( texture.isHTMLTexture ) { + + if ( 'texElementImage2D' in _gl ) { + + const canvas = _gl.canvas; + + // Ensure the canvas supports HTML-in-Canvas and the element is a child. + if ( ! canvas.hasAttribute( 'layoutsubtree' ) ) { + + canvas.setAttribute( 'layoutsubtree', 'true' ); + + } + + if ( image.parentNode !== canvas ) { + + canvas.appendChild( image ); + + // Register and set up a shared paint callback for all HTMLTextures. + _htmlTextures.add( texture ); + + canvas.onpaint = ( event ) => { + + const changed = event.changedElements; + + for ( const t of _htmlTextures ) { + + if ( changed.includes( t.image ) ) { + + t.needsUpdate = true; + + } + + } + + }; + + canvas.requestPaint(); + return; + + } + + if ( _gl.texElementImage2D.length === 3 ) { + + // Chrome 150+ + + _gl.texElementImage2D( _gl.TEXTURE_2D, _gl.RGBA8, image ); + + } else { + + // Chrome 138 - 149 + + const level = 0; + const internalFormat = _gl.RGBA; + const srcFormat = _gl.RGBA; + const srcType = _gl.UNSIGNED_BYTE; + + _gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image ); + + } + + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + const dimensions = getDimensions( mipmaps[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + const dimensions = getDimensions( image ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( textureType ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); + + } + + const image = cubeImage[ 0 ], + glFormat = utils.convert( texture.format, texture.colorSpace ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + let levels = getMipLevels( texture, image ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + let mipmaps; + + if ( isCompressed ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else { + + mipmaps = texture.mipmaps; + + if ( useTexStorage && allocateMemory ) { + + // TODO: Uniformly handle mipmap definitions + // Normal textures and compressed cube textures define base level + mips with their mipmap array + // Uncompressed cube textures use their mipmap array only for mips (no base level) + + if ( mipmaps.length > 0 ) levels ++; + + const dimensions = getDimensions( cubeImage[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) { + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + textureProperties.__renderTarget = renderTarget; + + if ( ! renderTargetProperties.__hasExternalTextures ) { + + const width = Math.max( 1, renderTarget.width >> level ); + const height = Math.max( 1, renderTarget.height >> level ); + + if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, useMultisample ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer ) { + + // retrieve the depth attachment types + const depthTexture = renderTarget.depthTexture; + const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null; + const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType ); + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + // set up the attachment + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisample ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + const textures = renderTarget.textures; + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisample ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget, cubeFace ) { + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'THREE.WebGLTextures: renderTarget.depthTexture must be an instance of THREE.DepthTexture.' ); + + } + + const textureProperties = properties.get( renderTarget.depthTexture ); + textureProperties.__renderTarget = renderTarget; + + // upload an empty depth texture with framebuffer size + if ( ! textureProperties.__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + if ( isCube ) { + + // For cube depth textures, initialize and bind without uploading image data + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + renderTarget.depthTexture.addEventListener( 'dispose', onTextureDispose ); + + } + + // Only create and allocate storage once + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture ); + + // Allocate storage for all 6 faces with correct depth texture format + const glFormat = utils.convert( renderTarget.depthTexture.format ); + const glType = utils.convert( renderTarget.depthTexture.type ); + + // Use proper internal format for depth textures + let glInternalFormat; + if ( renderTarget.depthTexture.format === DepthFormat ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } + + for ( let i = 0; i < 6; i ++ ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + } + + } + + } else { + + setTexture2D( renderTarget.depthTexture, 0 ); + + } + + const webglDepthTexture = textureProperties.__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + + const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D; + const glAttachmentType = renderTarget.depthTexture.format === DepthStencilFormat ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); + + } + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); + + } + + } else { + + throw new Error( 'THREE.WebGLTextures: Unknown depthTexture format.' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + // if the bound depth texture has changed + if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) { + + // fire the dispose event to get rid of stored state associated with the previously bound depth buffer + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__depthDisposeCallback ) { + + renderTargetProperties.__depthDisposeCallback(); + + } + + // set up dispose listeners to track when the currently attached buffer is implicitly unbound + if ( depthTexture ) { + + const disposeEvent = () => { + + delete renderTargetProperties.__boundDepthTexture; + delete renderTargetProperties.__depthDisposeCallback; + depthTexture.removeEventListener( 'dispose', disposeEvent ); + + }; + + depthTexture.addEventListener( 'dispose', disposeEvent ); + renderTargetProperties.__depthDisposeCallback = disposeEvent; + + } + + renderTargetProperties.__boundDepthTexture = depthTexture; + + } + + if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + if ( isCube ) { + + // For cube render targets with depth texture, setup each face + for ( let i = 0; i < 6; i ++ ) { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, i ); + + } + + } else { + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer[ 0 ], renderTarget, 0 ); + + } else { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 0 ); + + } + + } + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + + if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) { + + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ]; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } else { + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); + + } else { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer === undefined ) { + + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // rebind framebuffer with external textures + function rebindTextures( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( colorTexture !== undefined ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); + + } + + if ( depthTexture !== undefined ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + const textures = renderTarget.textures; + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + if ( ! isMultipleRenderTargets ) { + + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + } + + textureProperties.__version = texture.version; + info.memory.textures ++; + + } + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer[ i ] = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } + + } else { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture === undefined ) { + + attachmentProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + } + + if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = []; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, renderTarget.isXRRenderTarget === true ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + state.unbindTexture(); + + } else if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachment = textures[ i ]; + const attachmentProperties = properties.get( attachment ); + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } + + state.bindTexture( glTextureType, attachmentProperties.__webglTexture ); + setTextureParameters( glTextureType, attachment ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0 ); + + if ( textureNeedsGenerateMipmaps( attachment ) ) { + + generateMipmap( glTextureType ); + + } + + } + + state.unbindTexture(); + + } else { + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture ); + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( glTextureType ); + + } + + state.unbindTexture(); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const texture = textures[ i ]; + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + const targetType = getTargetType( renderTarget ); + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( targetType, webglTexture ); + generateMipmap( targetType ); + state.unbindTexture(); + + } + + } + + } + + const invalidationArrayRead = []; + const invalidationArrayDraw = []; + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( renderTarget.samples > 0 ) { + + if ( useMultisampledRTT( renderTarget ) === false ) { + + const textures = renderTarget.textures; + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderTargetProperties = properties.get( renderTarget ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + // If MRT we need to remove FBO attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); + + } else { + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + } + + for ( let i = 0; i < textures.length; i ++ ) { + + if ( renderTarget.resolveDepthBuffer ) { + + if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; + + // resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799) + + if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; + + } + + if ( isMultipleRenderTargets ) { + + _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); + + if ( supportsInvalidateFramebuffer === true ) { + + invalidationArrayRead.length = 0; + invalidationArrayDraw.length = 0; + + invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i ); + + if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false ) { + + invalidationArrayRead.push( depthStyle ); + invalidationArrayDraw.push( depthStyle ); + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw ); + + } + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + } + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + } else { + + if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false && supportsInvalidateFramebuffer ) { + + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); + + } + + } + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return Math.min( capabilities.maxSamples, renderTarget.samples ); + + } + + function useMultisampledRTT( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + function verifyColorSpace( texture, image ) { + + const colorSpace = texture.colorSpace; + const format = texture.format; + const type = texture.type; + + if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image; + + if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { + + // sRGB + + if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { + + // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format + + if ( format !== RGBAFormat || type !== UnsignedByteType ) { + + warn( 'WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); + + } + + } else { + + error( 'WebGLTextures: Unsupported texture color space:', colorSpace ); + + } + + } + + return image; + + } + + function getDimensions( image ) { + + if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) { + + // if intrinsic data are not available, fallback to width/height + + _imageDimensions.width = image.naturalWidth || image.width; + _imageDimensions.height = image.naturalHeight || image.height; + + } else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) { + + _imageDimensions.width = image.displayWidth; + _imageDimensions.height = image.displayHeight; + + } else { + + _imageDimensions.width = image.width; + _imageDimensions.height = image.height; + + } + + return _imageDimensions; + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + this.getTextureUnits = getTextureUnits; + this.setTextureUnits = setTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; + + this.isReversedDepthBuffer = function () { + + return state.buffers.depth.getReversed(); + + }; + +} + +function WebGLUtils( gl, extensions ) { + + function convert( p, colorSpace = NoColorSpace ) { + + let extension; + + const transfer = ColorManagement.getTransfer( colorSpace ); + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; + if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + if ( p === HalfFloatType ) return gl.HALF_FLOAT; + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + // WebGL2 formats. + + if ( p === RedFormat ) return gl.RED; + if ( p === RedIntegerFormat ) return gl.RED_INTEGER; + if ( p === RGFormat ) return gl.RG; + if ( p === RGIntegerFormat ) return gl.RG_INTEGER; + if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; + + // S3TC + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + if ( transfer === SRGBTransfer ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } else { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + } + + // PVRTC + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + // ETC + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; + if ( p === R11_EAC_Format ) return extension.COMPRESSED_R11_EAC; + if ( p === SIGNED_R11_EAC_Format ) return extension.COMPRESSED_SIGNED_R11_EAC; + if ( p === RG11_EAC_Format ) return extension.COMPRESSED_RG11_EAC; + if ( p === SIGNED_RG11_EAC_Format ) return extension.COMPRESSED_SIGNED_RG11_EAC; + + } else { + + return null; + + } + + } + + // ASTC + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; + if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; + if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; + if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; + if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; + if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; + if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; + if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; + if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; + if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; + if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; + if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; + if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; + if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; + + } else { + + return null; + + } + + } + + // BPTC + + if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; + if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; + if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT; + + } else { + + return null; + + } + + } + + // RGTC + + if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { + + extension = extensions.get( 'EXT_texture_compression_rgtc' ); + + if ( extension !== null ) { + + if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; + if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; + if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; + if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; + + } else { + + return null; + + } + + } + + // + + if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8; + + // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) + + return ( gl[ p ] !== undefined ) ? gl[ p ] : null; + + } + + return { convert: convert }; + +} + +const _occlusion_vertex = ` +void main() { + + gl_Position = vec4( position, 1.0 ); + +}`; + +const _occlusion_fragment = ` +uniform sampler2DArray depthColor; +uniform float depthWidth; +uniform float depthHeight; + +void main() { + + vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight ); + + if ( coord.x >= 1.0 ) { + + gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; + + } else { + + gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; + + } + +}`; + +/** + * A XR module that manages the access to the Depth Sensing API. + */ +class WebXRDepthSensing { + + /** + * Constructs a new depth sensing module. + */ + constructor() { + + /** + * An opaque texture representing the depth of the user's environment. + * + * @type {?ExternalTexture} + */ + this.texture = null; + + /** + * A plane mesh for visualizing the depth texture. + * + * @type {?Mesh} + */ + this.mesh = null; + + /** + * The depth near value. + * + * @type {number} + */ + this.depthNear = 0; + + /** + * The depth near far. + * + * @type {number} + */ + this.depthFar = 0; + + } + + /** + * Inits the depth sensing module + * + * @param {XRWebGLDepthInformation} depthData - The XR depth data. + * @param {XRRenderState} renderState - The XR render state. + */ + init( depthData, renderState ) { + + if ( this.texture === null ) { + + const texture = new ExternalTexture( depthData.texture ); + + if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) { + + this.depthNear = depthData.depthNear; + this.depthFar = depthData.depthFar; + + } + + this.texture = texture; + + } + + } + + /** + * Returns a plane mesh that visualizes the depth texture. + * + * @param {ArrayCamera} cameraXR - The XR camera. + * @return {?Mesh} The plane mesh. + */ + getMesh( cameraXR ) { + + if ( this.texture !== null ) { + + if ( this.mesh === null ) { + + const viewport = cameraXR.cameras[ 0 ].viewport; + const material = new ShaderMaterial( { + vertexShader: _occlusion_vertex, + fragmentShader: _occlusion_fragment, + uniforms: { + depthColor: { value: this.texture }, + depthWidth: { value: viewport.z }, + depthHeight: { value: viewport.w } + } + } ); + + this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material ); + + } + + } + + return this.mesh; + + } + + /** + * Resets the module + */ + reset() { + + this.texture = null; + this.mesh = null; + + } + + /** + * Returns a texture representing the depth of the user's environment. + * + * @return {?ExternalTexture} The depth texture. + */ + getDepthTexture() { + + return this.texture; + + } + +} + +/** + * This class represents an abstraction of the WebXR Device API and is + * internally used by {@link WebGLRenderer}. `WebXRManager` also provides a public + * interface that allows users to enable/disable XR and perform XR related + * tasks like for instance retrieving controllers. + * + * @augments EventDispatcher + * @hideconstructor + */ +class WebXRManager extends EventDispatcher { + + /** + * Constructs a new WebGL renderer. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {WebGL2RenderingContext} gl - The rendering context. + */ + constructor( renderer, gl ) { + + super(); + + const scope = this; + + let session = null; + + let framebufferScaleFactor = 1.0; + + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + // Set default foveation to maximum. + let foveation = 1.0; + let customReferenceSpace = null; + + let pose = null; + let glBinding = null; + let glProjLayer = null; + let glBaseLayer = null; + let xrFrame = null; + + const supportsGlBinding = typeof XRWebGLBinding !== 'undefined'; + + const depthSensing = new WebXRDepthSensing(); + const cameraAccessTextures = {}; + const attributes = gl.getContextAttributes(); + + let initialRenderTarget = null; + let newRenderTarget = null; + + const controllers = []; + const controllerInputSources = []; + + const currentSize = new Vector2(); + let currentPixelRatio = null; + let currentCameraSettings = null; + + // + + const cameraL = new PerspectiveCamera(); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraXR = new ArrayCamera(); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + /** + * Whether the manager's XR camera should be automatically updated or not. + * + * @type {boolean} + * @default true + */ + this.cameraAutoUpdate = true; + + /** + * This flag notifies the renderer to be ready for XR rendering. Set it to `true` + * if you are going to use XR in your app. + * + * @type {boolean} + * @default false + */ + this.enabled = false; + + /** + * Whether XR presentation is active or not. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isPresenting = false; + + /** + * Returns a group representing the `target ray` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `target ray` space. + */ + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + /** + * Returns a group representing the `grip` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * Note: If you want to show something in the user's hand AND offer a + * pointing ray at the same time, you'll want to attached the handheld object + * to the group returned by `getControllerGrip()` and the ray to the + * group returned by `getController()`. The idea is to have two + * different groups in two different coordinate spaces for the same WebXR + * controller. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `grip` space. + */ + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + /** + * Returns a group representing the `hand` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `hand` space. + */ + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controllerIndex = controllerInputSources.indexOf( event.inputSource ); + + if ( controllerIndex === -1 ) { + + return; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller !== undefined ) { + + controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + session.removeEventListener( 'select', onSessionEvent ); + session.removeEventListener( 'selectstart', onSessionEvent ); + session.removeEventListener( 'selectend', onSessionEvent ); + session.removeEventListener( 'squeeze', onSessionEvent ); + session.removeEventListener( 'squeezestart', onSessionEvent ); + session.removeEventListener( 'squeezeend', onSessionEvent ); + session.removeEventListener( 'end', onSessionEnd ); + session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + + if ( inputSource === null ) continue; + + controllerInputSources[ i ] = null; + + controllers[ i ].disconnect( inputSource ); + + } + + _currentDepthNear = null; + _currentDepthFar = null; + + depthSensing.reset(); + for ( const key in cameraAccessTextures ) { + + delete cameraAccessTextures[ key ]; + + } + + // restore framebuffer/rendering state + + renderer.setRenderTarget( initialRenderTarget ); + + glBaseLayer = null; + glProjLayer = null; + glBinding = null; + session = null; + newRenderTarget = null; + + // + + animation.stop(); + + scope.isPresenting = false; + + renderer.setPixelRatio( currentPixelRatio ); + renderer.setSize( currentSize.width, currentSize.height, false ); + + if ( currentCameraSettings !== null ) { + + const camera = currentCameraSettings.camera; + + camera.fov = currentCameraSettings.fov; + camera.zoom = currentCameraSettings.zoom; + camera.updateProjectionMatrix(); + + currentCameraSettings = null; + + } + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + /** + * Sets the framebuffer scale factor. + * + * This method can not be used during a XR session. + * + * @param {number} value - The framebuffer scale factor. + */ + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + warn( 'WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + /** + * Sets the reference space type. Can be used to configure a spatial relationship with the user's physical + * environment. Depending on how the user moves in 3D space, setting an appropriate reference space can + * improve tracking. Default is `local-floor`. Valid values can be found here + * https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace#reference_space_types. + * + * This method can not be used during a XR session. + * + * @param {string} value - The reference space type. + */ + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + warn( 'WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + /** + * Returns the XR reference space. + * + * @return {XRReferenceSpace} The XR reference space. + */ + this.getReferenceSpace = function () { + + return customReferenceSpace || referenceSpace; + + }; + + /** + * Sets a custom XR reference space. + * + * @param {XRReferenceSpace} space - The XR reference space. + */ + this.setReferenceSpace = function ( space ) { + + customReferenceSpace = space; + + }; + + /** + * Returns the current base layer. + * + * This is an `XRProjectionLayer` when the targeted XR device supports the + * WebXR Layers API, or an `XRWebGLLayer` otherwise. + * + * @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer. + */ + this.getBaseLayer = function () { + + return glProjLayer !== null ? glProjLayer : glBaseLayer; + + }; + + /** + * Returns the current XR binding. + * + * Creates a new binding if needed and the browser is + * capable of doing so. + * + * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created. + */ + this.getBinding = function () { + + if ( glBinding === null && supportsGlBinding ) { + + glBinding = new XRWebGLBinding( session, gl ); + + } + + return glBinding; + + }; + + /** + * Returns the current XR frame. + * + * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session. + */ + this.getFrame = function () { + + return xrFrame; + + }; + + /** + * Returns the current XR session. + * + * @return {?XRSession} The XR session. Returns `null` when used outside a XR session. + */ + this.getSession = function () { + + return session; + + }; + + /** + * After a XR session has been requested usually with one of the `*Button` modules, it + * is injected into the renderer with this method. This method triggers the start of + * the actual XR rendering. + * + * @async + * @param {XRSession} value - The XR session to set. + * @return {Promise} A Promise that resolves when the session has been set. + */ + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + initialRenderTarget = renderer.getRenderTarget(); + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + currentPixelRatio = renderer.getPixelRatio(); + renderer.getSize( currentSize ); + + + // Check that the browser implements the necessary APIs to use an + // XRProjectionLayer rather than an XRWebGLLayer + const supportsLayers = supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype; + + if ( ! supportsLayers ) { + + const layerInit = { + antialias: attributes.antialias, + alpha: true, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: glBaseLayer } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glBaseLayer.framebufferWidth, + glBaseLayer.framebufferHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + colorSpace: renderer.outputColorSpace, + stencilBuffer: attributes.stencil, + resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ), + resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ), + storeMultisampledDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ), + storeMultisampledStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ) + + } + ); + + } else { + + let depthFormat = null; + let depthType = null; + let glDepthFormat = null; + + if ( attributes.depth ) { + + glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; + depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; + depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; + + } + + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + + glBinding = this.getBinding(); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glProjLayer.textureWidth, + glProjLayer.textureHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), + stencilBuffer: attributes.stencil, + colorSpace: renderer.outputColorSpace, + samples: attributes.antialias ? 4 : 0, + resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ), + resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ), + storeMultisampledDepthBuffer: ( glProjLayer.ignoreDepthValues === false ), + storeMultisampledStencilBuffer: ( glProjLayer.ignoreDepthValues === false ) + } ); + + } + + newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 + + this.setFoveation( foveation ); + + customReferenceSpace = null; + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + /** + * Returns the environment blend mode from the current XR session. + * + * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session. + */ + this.getEnvironmentBlendMode = function () { + + if ( session !== null ) { + + return session.environmentBlendMode; + + } + + }; + + /** + * Returns the current depth texture computed via depth sensing. + * + * See {@link WebXRDepthSensing#getDepthTexture}. + * + * @return {?Texture} The depth texture. + */ + this.getDepthTexture = function () { + + return depthSensing.getDepthTexture(); + + }; + + function onInputSourcesChange( event ) { + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const index = controllerInputSources.indexOf( inputSource ); + + if ( index >= 0 ) { + + controllerInputSources[ index ] = null; + controllers[ index ].disconnect( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + + let controllerIndex = controllerInputSources.indexOf( inputSource ); + + if ( controllerIndex === -1 ) { + + // Assign input source a controller that currently has no input source + + for ( let i = 0; i < controllers.length; i ++ ) { + + if ( i >= controllerInputSources.length ) { + + controllerInputSources.push( inputSource ); + controllerIndex = i; + break; + + } else if ( controllerInputSources[ i ] === null ) { + + controllerInputSources[ i ] = inputSource; + controllerIndex = i; + break; + + } + + } + + // If all controllers do currently receive input we ignore new ones + + if ( controllerIndex === -1 ) break; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller ) { + + controller.connect( inputSource ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + * + * @param {ArrayCamera} camera - The camera to update. + * @param {PerspectiveCamera} cameraL - The left camera. + * @param {PerspectiveCamera} cameraR - The right camera. + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Check if the projection uses an infinite far plane. + if ( projL[ 10 ] === -1 ) { + + // Use the projection matrix from the left eye. + // The camera offset is sufficient to include the view volumes + // of both eyes (assuming symmetric projections). + camera.projectionMatrix.copy( cameraL.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse ); + + } else { + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + + } + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + /** + * Updates the state of the XR camera. Use this method on app level if you + * set `cameraAutoUpdate` to `false`. The method requires the non-XR + * camera of the scene as a parameter. The passed in camera's transformation + * is automatically adjusted to the position of the XR camera when calling + * this method. + * + * @param {Camera} camera - The camera. + */ + this.updateCamera = function ( camera ) { + + if ( session === null ) return; + + let depthNear = camera.near; + let depthFar = camera.far; + + if ( depthSensing.texture !== null ) { + + if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear; + if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar; + + } + + cameraXR.near = cameraR.near = cameraL.near = depthNear; + cameraXR.far = cameraR.far = cameraL.far = depthFar; + + if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraXR.near, + depthFar: cameraXR.far + } ); + + _currentDepthNear = cameraXR.near; + _currentDepthFar = cameraXR.far; + + } + + // inherit camera layers and enable eye layers (1 = left, 2 = right) + cameraXR.layers.mask = camera.layers.mask | 0b110; + cameraL.layers.mask = cameraXR.layers.mask & -5; + cameraR.layers.mask = cameraXR.layers.mask & -3; + + const parent = camera.parent; + const cameras = cameraXR.cameras; + + updateCamera( cameraXR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraXR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + // update user camera and its children + + if ( currentCameraSettings === null && camera.isPerspectiveCamera ) { + + currentCameraSettings = { camera: camera, fov: camera.fov, zoom: camera.zoom }; + + } + + updateUserCamera( camera, cameraXR, parent ); + + }; + + function updateUserCamera( camera, cameraXR, parent ) { + + if ( parent === null ) { + + camera.matrix.copy( cameraXR.matrixWorld ); + + } else { + + camera.matrix.copy( parent.matrixWorld ); + camera.matrix.invert(); + camera.matrix.multiply( cameraXR.matrixWorld ); + + } + + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.updateMatrixWorld( true ); + + camera.projectionMatrix.copy( cameraXR.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); + + if ( camera.isPerspectiveCamera ) { + + camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); + camera.zoom = 1; + + } + + } + + /** + * Returns an instance of {@link ArrayCamera} which represents the XR camera + * of the active XR session. For each view it holds a separate camera object. + * + * The camera's `fov` is currently not used and does not reflect the fov of + * the XR camera. If you need the fov on app level, you have to compute in + * manually from the XR camera's projection matrices. + * + * @return {ArrayCamera} The XR camera. + */ + this.getCamera = function () { + + return cameraXR; + + }; + + /** + * Returns the amount of foveation used by the XR compositor for the projection layer. + * + * @return {number|undefined} The amount of foveation. + */ + this.getFoveation = function () { + + if ( glProjLayer === null && glBaseLayer === null ) { + + return undefined; + + } + + return foveation; + + }; + + /** + * Sets the foveation value. + * + * @param {number} value - A number in the range `[0,1]` where `0` means no foveation (full resolution) + * and `1` means maximum foveation (the edges render at lower resolution). + */ + this.setFoveation = function ( value ) { + + // 0 = no foveation = full resolution + // 1 = maximum foveation = the edges render at lower resolution + + foveation = value; + + if ( glProjLayer !== null ) { + + glProjLayer.fixedFoveation = value; + + } + + if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { + + glBaseLayer.fixedFoveation = value; + + } + + }; + + /** + * Returns `true` if depth sensing is supported. + * + * @return {boolean} Whether depth sensing is supported or not. + */ + this.hasDepthSensing = function () { + + return depthSensing.texture !== null; + + }; + + /** + * Returns the depth sensing mesh. + * + * See {@link WebXRDepthSensing#getMesh}. + * + * @return {Mesh} The depth sensing mesh. + */ + this.getDepthSensingMesh = function () { + + return depthSensing.getMesh( cameraXR ); + + }; + + /** + * Retrieves an opaque texture from the view-aligned {@link XRCamera}. + * Only available during the current animation loop. + * + * @param {XRCamera} xrCamera - The camera to query. + * @return {?Texture} An opaque texture representing the current raw camera frame. + */ + this.getCameraTexture = function ( xrCamera ) { + + return cameraAccessTextures[ xrCamera ]; + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); + xrFrame = frame; + + if ( pose !== null ) { + + const views = pose.views; + + if ( glBaseLayer !== null ) { + + renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); + renderer.setRenderTarget( newRenderTarget ); + + } + + let cameraXRNeedsUpdate = false; + + // check if it's necessary to rebuild cameraXR's camera list + + if ( views.length !== cameraXR.cameras.length ) { + + cameraXR.cameras.length = 0; + cameraXRNeedsUpdate = true; + + } + + for ( let i = 0; i < views.length; i ++ ) { + + const view = views[ i ]; + + let viewport = null; + + if ( glBaseLayer !== null ) { + + viewport = glBaseLayer.getViewport( view ); + + } else { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; + + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + + renderer.setRenderTargetTextures( + newRenderTarget, + glSubImage.colorTexture, + glSubImage.depthStencilTexture ); + + renderer.setRenderTarget( newRenderTarget ); + + } + + } + + let camera = cameras[ i ]; + + if ( camera === undefined ) { + + camera = new PerspectiveCamera(); + camera.layers.enable( i ); + camera.viewport = new Vector4(); + cameras[ i ] = camera; + + } + + camera.matrix.fromArray( view.transform.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraXR.matrix.copy( camera.matrix ); + cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); + + } + + if ( cameraXRNeedsUpdate === true ) { + + cameraXR.cameras.push( camera ); + + } + + } + + // + + const enabledFeatures = session.enabledFeatures; + const gpuDepthSensingEnabled = enabledFeatures && + enabledFeatures.includes( 'depth-sensing' ) && + session.depthUsage == 'gpu-optimized'; + + if ( gpuDepthSensingEnabled && supportsGlBinding ) { + + glBinding = scope.getBinding(); + + const depthData = glBinding.getDepthInformation( views[ 0 ] ); + + if ( depthData && depthData.isValid && depthData.texture ) { + + depthSensing.init( depthData, session.renderState ); + + } + + } + + const cameraAccessEnabled = enabledFeatures && + enabledFeatures.includes( 'camera-access' ); + + if ( cameraAccessEnabled && supportsGlBinding ) { + + renderer.state.unbindTexture(); + + glBinding = scope.getBinding(); + + for ( let i = 0; i < views.length; i ++ ) { + + const camera = views[ i ].camera; + + if ( camera ) { + + let cameraTex = cameraAccessTextures[ camera ]; + + if ( ! cameraTex ) { + + cameraTex = new ExternalTexture(); + cameraAccessTextures[ camera ] = cameraTex; + + } + + const glTexture = glBinding.getCameraImage( camera ); + cameraTex.sourceTexture = glTexture; + + } + + } + + } + + } + + // + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + const controller = controllers[ i ]; + + if ( inputSource !== null && controller !== undefined ) { + + controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + if ( frame.detectedPlanes ) { + + scope.dispatchEvent( { type: 'planesdetected', data: frame } ); + + } + + xrFrame = null; + + } + + const animation = new WebGLAnimation(); + + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + +} + +const _m1 = /*@__PURE__*/ new Matrix4(); +const _m = /*@__PURE__*/ new Matrix3(); + +_m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); + +function WebGLMaterials( renderer, properties ) { + + function refreshTransformUniform( map, uniform ) { + + if ( map.matrixAutoUpdate === true ) { + + map.updateMatrix(); + + } + + uniform.value.copy( map.matrix ); + + } + + function refreshFogUniforms( uniforms, fog ) { + + fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { + + if ( material.isNodeMaterial ) { + + material.uniformsNeedUpdate = false; + + } else if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + if ( material.envMap ) { + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + if ( material.envMap ) { + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsStandard( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + + refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); + + uniforms.bumpScale.value = material.bumpScale; + + if ( material.side === BackSide ) { + + uniforms.bumpScale.value *= -1; + + } + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + + refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); + + uniforms.normalScale.value.copy( material.normalScale ); + + if ( material.side === BackSide ) { + + uniforms.normalScale.value.negate(); + + } + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + + refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); + + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + const materialProperties = properties.get( material ); + + const envMap = materialProperties.envMap; + const envMapRotation = materialProperties.envMapRotation; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() + uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( envMapRotation ) ).transpose(); + + + if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) { + + uniforms.envMapRotation.value.premultiply( _m ); + + } + + uniforms.reflectivity.value = material.reflectivity; + uniforms.ior.value = material.ior; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.uvTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.metalness.value = material.metalness; + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); + + } + + uniforms.roughness.value = material.roughness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { + + uniforms.ior.value = material.ior; // also part of uniforms common + + if ( material.sheen > 0 ) { + + uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); + + uniforms.sheenRoughness.value = material.sheenRoughness; + + if ( material.sheenColorMap ) { + + uniforms.sheenColorMap.value = material.sheenColorMap; + + refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); + + } + + if ( material.sheenRoughnessMap ) { + + uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; + + refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); + + } + + } + + if ( material.clearcoat > 0 ) { + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + } + + if ( material.dispersion > 0 ) { + + uniforms.dispersion.value = material.dispersion; + + } + + if ( material.retroreflectivity > 0 ) { + + uniforms.retroreflectivity.value = material.retroreflectivity; + + } + + if ( material.iridescence > 0 ) { + + uniforms.iridescence.value = material.iridescence; + uniforms.iridescenceIOR.value = material.iridescenceIOR; + uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; + uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceMap ) { + + uniforms.iridescenceMap.value = material.iridescenceMap; + + refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); + + } + + if ( material.iridescenceThicknessMap ) { + + uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; + + refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); + + } + + } + + if ( material.transmission > 0 ) { + + uniforms.transmission.value = material.transmission; + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); + + } + + uniforms.thickness.value = material.thickness; + + if ( material.thicknessMap ) { + + uniforms.thicknessMap.value = material.thicknessMap; + + refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); + + } + + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy( material.attenuationColor ); + + } + + if ( material.anisotropy > 0 ) { + + uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); + + if ( material.anisotropyMap ) { + + uniforms.anisotropyMap.value = material.anisotropyMap; + + refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); + + } + + } + + uniforms.specularIntensity.value = material.specularIntensity; + uniforms.specularColor.value.copy( material.specularColor ); + + if ( material.specularColorMap ) { + + uniforms.specularColorMap.value = material.specularColorMap; + + refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); + + } + + if ( material.specularIntensityMap ) { + + uniforms.specularIntensityMap.value = material.specularIntensityMap; + + refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + const light = properties.get( material ).light; + + uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); + uniforms.nearDistance.value = light.shadow.camera.near; + uniforms.farDistance.value = light.shadow.camera.far; + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + +} + +function WebGLUniformsGroups( gl, info, capabilities, state ) { + + let buffers = {}; + let updateList = {}; + let allocatedBindingPoints = []; + + const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program + + function bind( uniformsGroup, program ) { + + const webglProgram = program.program; + state.uniformBlockBinding( uniformsGroup, webglProgram ); + + } + + function update( uniformsGroup, program ) { + + let buffer = buffers[ uniformsGroup.id ]; + + if ( buffer === undefined ) { + + prepareUniformsGroup( uniformsGroup ); + + buffer = createBuffer( uniformsGroup ); + buffers[ uniformsGroup.id ] = buffer; + + uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); + + } + + // ensure to update the binding points/block indices mapping for this program + + const webglProgram = program.program; + state.updateUBOMapping( uniformsGroup, webglProgram ); + + // update UBO once per frame + + const frame = info.render.frame; + + if ( updateList[ uniformsGroup.id ] !== frame ) { + + updateBufferData( uniformsGroup ); + + updateList[ uniformsGroup.id ] = frame; + + } + + } + + function createBuffer( uniformsGroup ) { + + // the setup of an UBO is independent of a particular shader program but global + + const bindingPointIndex = allocateBindingPointIndex(); + uniformsGroup.__bindingPointIndex = bindingPointIndex; + + const buffer = gl.createBuffer(); + const size = uniformsGroup.__size; + const usage = uniformsGroup.usage; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); + + return buffer; + + } + + function allocateBindingPointIndex() { + + for ( let i = 0; i < maxBindingPoints; i ++ ) { + + if ( allocatedBindingPoints.indexOf( i ) === -1 ) { + + allocatedBindingPoints.push( i ); + return i; + + } + + } + + error( 'WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); + + return 0; + + } + + function updateBufferData( uniformsGroup ) { + + const buffer = buffers[ uniformsGroup.id ]; + const uniforms = uniformsGroup.uniforms; + const cache = uniformsGroup.__cache; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + + for ( let i = 0, il = uniforms.length; i < il; i ++ ) { + + const uniformItem = uniforms[ i ]; + + if ( Array.isArray( uniformItem ) ) { + + for ( let j = 0, jl = uniformItem.length; j < jl; j ++ ) { + + updateUniform( uniformItem[ j ], i, j, cache ); + + } + + } else { + + updateUniform( uniformItem, i, 0, cache ); + + } + + } + + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + + } + + function updateUniform( uniform, index, indexArray, cache ) { + + if ( hasUniformChanged( uniform, index, indexArray, cache ) === true ) { + + const offset = uniform.__offset; + const value = uniform.value; + + if ( Array.isArray( value ) ) { + + let arrayOffset = 0; + + for ( let k = 0; k < value.length; k ++ ) { + + const val = value[ k ]; + const info = getUniformSize( val ); + + writeUniformValue( val, uniform.__data, arrayOffset ); + + // only toArray() values advance arrayOffset + if ( typeof val !== 'number' && typeof val !== 'boolean' && ! val.isMatrix3 && ! ArrayBuffer.isView( val ) ) { + + arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; + + } + + } + + } else { + + writeUniformValue( value, uniform.__data, 0 ); + + } + + gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); + + } + + } + + function writeUniformValue( value, data, offset ) { + + // TODO add integer and struct support + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + data[ 0 ] = value; + + } else if ( value.isMatrix3 ) { + + // manually converting 3x3 to 3x4 + + data[ 0 ] = value.elements[ 0 ]; + data[ 1 ] = value.elements[ 1 ]; + data[ 2 ] = value.elements[ 2 ]; + data[ 3 ] = 0; + data[ 4 ] = value.elements[ 3 ]; + data[ 5 ] = value.elements[ 4 ]; + data[ 6 ] = value.elements[ 5 ]; + data[ 7 ] = 0; + data[ 8 ] = value.elements[ 6 ]; + data[ 9 ] = value.elements[ 7 ]; + data[ 10 ] = value.elements[ 8 ]; + data[ 11 ] = 0; + + } else if ( ArrayBuffer.isView( value ) ) { + + // copy the buffer data using "set" + data.set( new value.constructor( value.buffer, value.byteOffset, data.length ) ); + + } else { + + value.toArray( data, offset ); + + } + + } + + function hasUniformChanged( uniform, index, indexArray, cache ) { + + const value = uniform.value; + const indexString = index + '_' + indexArray; + + if ( cache[ indexString ] === undefined ) { + + // cache entry does not exist so far + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + cache[ indexString ] = value; + + } else if ( ArrayBuffer.isView( value ) ) { + + cache[ indexString ] = value.slice(); + + } else { + + cache[ indexString ] = value.clone(); + + } + + return true; + + } else { + + const cachedObject = cache[ indexString ]; + + // compare current value with cached entry + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + if ( cachedObject !== value ) { + + cache[ indexString ] = value; + return true; + + } + + } else if ( ArrayBuffer.isView( value ) ) { + + // always update the array buffers + return true; + + } else { + + if ( cachedObject.equals( value ) === false ) { + + cachedObject.copy( value ); + return true; + + } + + } + + } + + return false; + + } + + function prepareUniformsGroup( uniformsGroup ) { + + // determine total buffer size according to the STD140 layout + // Hint: STD140 is the only supported layout in WebGL 2 + + const uniforms = uniformsGroup.uniforms; + + let offset = 0; // global buffer offset in bytes + const chunkSize = 16; // size of a chunk in bytes + + for ( let i = 0, l = uniforms.length; i < l; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + for ( let k = 0, kl = values.length; k < kl; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + const chunkOffset = offset % chunkSize; // offset in the current chunk + const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary + const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data + + offset += chunkPadding; + + // Check for chunk overflow + if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) { + + // Add padding and adjust offset + offset += ( chunkSize - chunkStart ); + + } + + // the following two properties will be used for partial buffer updates + uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); + uniform.__offset = offset; + + // Update the global offset + offset += info.storage; + + } + + } + + } + + // ensure correct final padding + + const chunkOffset = offset % chunkSize; + + if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); + + // + + uniformsGroup.__size = offset; + uniformsGroup.__cache = {}; + + return this; + + } + + function getUniformSize( value ) { + + const info = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + // determine sizes according to STD140 + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + // float/int/bool + + info.boundary = 4; + info.storage = 4; + + } else if ( value.isVector2 ) { + + // vec2 + + info.boundary = 8; + info.storage = 8; + + } else if ( value.isVector3 || value.isColor ) { + + // vec3 + + info.boundary = 16; + info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes + + } else if ( value.isVector4 ) { + + // vec4 + + info.boundary = 16; + info.storage = 16; + + } else if ( value.isMatrix3 ) { + + // mat3 (in STD140 a 3x3 matrix is represented as 3x4) + + info.boundary = 48; + info.storage = 48; + + } else if ( value.isMatrix4 ) { + + // mat4 + + info.boundary = 64; + info.storage = 64; + + } else if ( value.isTexture ) { + + warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); + + } else if ( ArrayBuffer.isView( value ) ) { + + info.boundary = 16; + info.storage = value.byteLength; + + } else { + + warn( 'WebGLRenderer: Unsupported uniform value type.', value ); + + } + + return info; + + } + + function onUniformsGroupsDispose( event ) { + + const uniformsGroup = event.target; + + uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); + + const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); + allocatedBindingPoints.splice( index, 1 ); + + gl.deleteBuffer( buffers[ uniformsGroup.id ] ); + + delete buffers[ uniformsGroup.id ]; + delete updateList[ uniformsGroup.id ]; + + } + + function dispose() { + + for ( const id in buffers ) { + + gl.deleteBuffer( buffers[ id ] ); + + } + + allocatedBindingPoints = []; + buffers = {}; + updateList = {}; + + } + + return { + + bind: bind, + update: update, + + dispose: dispose + + }; + +} + +/** + * Precomputed DFG LUT for physically based specular lighting, used by both + * image-based lighting and direct-light multi-scattering energy compensation + * Resolution: 16x16 + * Samples: 4096 per texel + * Format: RG16F (2 half floats per texel: scale, bias) + */ + + +const DATA = new Uint16Array( [ + 0x30b5, 0x3ad1, 0x314c, 0x3a4d, 0x33d2, 0x391c, 0x35ef, 0x3828, 0x37f3, 0x36a6, 0x38d1, 0x3539, 0x3979, 0x3410, 0x39f8, 0x3252, 0x3a53, 0x30f0, 0x3a94, 0x2fc9, 0x3abf, 0x2e35, 0x3ada, 0x2d05, 0x3ae8, 0x2c1f, 0x3aed, 0x2ae0, 0x3aea, 0x29d1, 0x3ae1, 0x28ff, + 0x3638, 0x38e4, 0x364a, 0x38ce, 0x3699, 0x385e, 0x374e, 0x372c, 0x3839, 0x35a4, 0x38dc, 0x3462, 0x396e, 0x32c4, 0x39de, 0x3134, 0x3a2b, 0x3003, 0x3a59, 0x2e3a, 0x3a6d, 0x2ce1, 0x3a6e, 0x2bba, 0x3a5f, 0x2a33, 0x3a49, 0x290a, 0x3a2d, 0x2826, 0x3a0a, 0x26e8, + 0x3894, 0x36d7, 0x3897, 0x36c9, 0x38a3, 0x3675, 0x38bc, 0x35ac, 0x38ee, 0x349c, 0x393e, 0x3332, 0x3997, 0x3186, 0x39e2, 0x3038, 0x3a13, 0x2e75, 0x3a29, 0x2cf5, 0x3a2d, 0x2bac, 0x3a21, 0x29ff, 0x3a04, 0x28bc, 0x39dc, 0x2790, 0x39ad, 0x261a, 0x3978, 0x24fa, + 0x39ac, 0x34a8, 0x39ac, 0x34a3, 0x39ae, 0x3480, 0x39ae, 0x3423, 0x39b1, 0x330e, 0x39c2, 0x31a9, 0x39e0, 0x3063, 0x39fc, 0x2eb5, 0x3a0c, 0x2d1d, 0x3a14, 0x2bcf, 0x3a07, 0x29ff, 0x39e9, 0x28a3, 0x39be, 0x273c, 0x3989, 0x25b3, 0x394a, 0x2488, 0x3907, 0x2345, + 0x3a77, 0x3223, 0x3a76, 0x321f, 0x3a73, 0x3204, 0x3a6a, 0x31b3, 0x3a58, 0x3114, 0x3a45, 0x303b, 0x3a34, 0x2eb6, 0x3a26, 0x2d31, 0x3a1e, 0x2bef, 0x3a0b, 0x2a0d, 0x39ec, 0x28a1, 0x39c0, 0x271b, 0x3987, 0x2580, 0x3944, 0x2449, 0x38fa, 0x22bd, 0x38ac, 0x2155, + 0x3b07, 0x2fca, 0x3b06, 0x2fca, 0x3b00, 0x2fb8, 0x3af4, 0x2f7c, 0x3adb, 0x2eea, 0x3ab4, 0x2e00, 0x3a85, 0x2cec, 0x3a5e, 0x2bc5, 0x3a36, 0x2a00, 0x3a0d, 0x2899, 0x39dc, 0x2707, 0x39a0, 0x2562, 0x395a, 0x2424, 0x390b, 0x2268, 0x38b7, 0x20fd, 0x385f, 0x1fd1, + 0x3b69, 0x2cb9, 0x3b68, 0x2cbb, 0x3b62, 0x2cbb, 0x3b56, 0x2cae, 0x3b3b, 0x2c78, 0x3b0d, 0x2c0a, 0x3acf, 0x2ae3, 0x3a92, 0x2998, 0x3a54, 0x2867, 0x3a17, 0x26d0, 0x39d3, 0x253c, 0x3989, 0x2402, 0x3935, 0x2226, 0x38dc, 0x20bd, 0x387d, 0x1f54, 0x381d, 0x1db3, + 0x3ba9, 0x296b, 0x3ba8, 0x296f, 0x3ba3, 0x297b, 0x3b98, 0x2987, 0x3b7f, 0x2976, 0x3b4e, 0x2927, 0x3b0e, 0x2895, 0x3ac2, 0x27b7, 0x3a73, 0x263b, 0x3a23, 0x24e7, 0x39d0, 0x239b, 0x3976, 0x21d9, 0x3917, 0x207e, 0x38b2, 0x1ee7, 0x384b, 0x1d53, 0x37c7, 0x1c1e, + 0x3bd2, 0x25cb, 0x3bd1, 0x25d3, 0x3bcd, 0x25f0, 0x3bc2, 0x261f, 0x3bad, 0x2645, 0x3b7d, 0x262d, 0x3b3e, 0x25c4, 0x3aec, 0x250f, 0x3a93, 0x243a, 0x3a32, 0x22ce, 0x39d0, 0x215b, 0x3969, 0x202a, 0x38fe, 0x1e6e, 0x388f, 0x1cf1, 0x381f, 0x1b9b, 0x3762, 0x19dd, + 0x3be9, 0x21ab, 0x3be9, 0x21b7, 0x3be5, 0x21e5, 0x3bdd, 0x2241, 0x3bc9, 0x22a7, 0x3ba0, 0x22ec, 0x3b62, 0x22cd, 0x3b0f, 0x2247, 0x3aae, 0x2175, 0x3a44, 0x2088, 0x39d4, 0x1f49, 0x3960, 0x1dbe, 0x38e9, 0x1c77, 0x3870, 0x1ae8, 0x37f1, 0x1953, 0x3708, 0x181b, + 0x3bf6, 0x1cea, 0x3bf6, 0x1cfb, 0x3bf3, 0x1d38, 0x3bec, 0x1dbd, 0x3bda, 0x1e7c, 0x3bb7, 0x1f25, 0x3b7d, 0x1f79, 0x3b2c, 0x1f4c, 0x3ac6, 0x1ea6, 0x3a55, 0x1dbb, 0x39da, 0x1cbd, 0x395a, 0x1b9d, 0x38d8, 0x1a00, 0x3855, 0x18ac, 0x37ab, 0x173c, 0x36b7, 0x1598, + 0x3bfc, 0x1736, 0x3bfc, 0x1759, 0x3bf9, 0x17e7, 0x3bf4, 0x1896, 0x3be4, 0x1997, 0x3bc6, 0x1aa8, 0x3b91, 0x1b84, 0x3b43, 0x1bd2, 0x3ade, 0x1b8a, 0x3a65, 0x1acd, 0x39e2, 0x19d3, 0x3957, 0x18cd, 0x38ca, 0x17b3, 0x383e, 0x1613, 0x376d, 0x14bf, 0x366f, 0x135e, + 0x3bff, 0x101b, 0x3bff, 0x1039, 0x3bfc, 0x10c8, 0x3bf9, 0x1226, 0x3bea, 0x1428, 0x3bcf, 0x1584, 0x3b9f, 0x16c5, 0x3b54, 0x179a, 0x3af0, 0x17ce, 0x3a76, 0x1771, 0x39ea, 0x16a4, 0x3956, 0x15a7, 0x38bf, 0x14a7, 0x3829, 0x1379, 0x3735, 0x11ea, 0x362d, 0x10a1, + 0x3c00, 0x061b, 0x3c00, 0x066a, 0x3bfe, 0x081c, 0x3bfa, 0x0a4c, 0x3bed, 0x0d16, 0x3bd5, 0x0fb3, 0x3ba9, 0x114d, 0x3b63, 0x127c, 0x3b01, 0x132f, 0x3a85, 0x1344, 0x39f4, 0x12d2, 0x3957, 0x120d, 0x38b5, 0x1122, 0x3817, 0x103c, 0x3703, 0x0ed3, 0x35f0, 0x0d6d, + 0x3c00, 0x007a, 0x3c00, 0x0089, 0x3bfe, 0x011d, 0x3bfb, 0x027c, 0x3bf0, 0x04fa, 0x3bda, 0x0881, 0x3bb1, 0x0acd, 0x3b6f, 0x0c97, 0x3b10, 0x0d7b, 0x3a93, 0x0df1, 0x39fe, 0x0def, 0x3959, 0x0d8a, 0x38af, 0x0ce9, 0x3808, 0x0c31, 0x36d5, 0x0af0, 0x35b9, 0x09a3, + 0x3c00, 0x0000, 0x3c00, 0x0001, 0x3bff, 0x0015, 0x3bfb, 0x0059, 0x3bf2, 0x00fd, 0x3bdd, 0x01df, 0x3bb7, 0x031c, 0x3b79, 0x047c, 0x3b1d, 0x05d4, 0x3aa0, 0x06d5, 0x3a08, 0x075a, 0x395d, 0x075e, 0x38aa, 0x06f7, 0x37f4, 0x0648, 0x36ac, 0x0576, 0x3586, 0x049f +] ); + +let lut = null; + +function getDFGLUT() { + + if ( lut === null ) { + + lut = new DataTexture( DATA, 16, 16, RGFormat, HalfFloatType ); + lut.name = 'DFG_LUT'; + lut.minFilter = LinearFilter; + lut.magFilter = LinearFilter; + lut.wrapS = ClampToEdgeWrapping; + lut.wrapT = ClampToEdgeWrapping; + lut.generateMipmaps = false; + lut.needsUpdate = true; + + } + + return lut; + +} + +/** + * This renderer uses WebGL 2 to display scenes. + * + * WebGL 1 is not supported since `r163`. + */ +class WebGLRenderer { + + /** + * Constructs a new WebGL renderer. + * + * @param {WebGLRenderer~Options} [parameters] - The configuration parameter. + */ + constructor( parameters = {} ) { + + const { + canvas = createCanvasElement(), + context = null, + depth = true, + stencil = false, + alpha = false, + antialias = false, + premultipliedAlpha = true, + preserveDrawingBuffer = false, + powerPreference = 'default', + failIfMajorPerformanceCaveat = false, + reversedDepthBuffer = false, + outputBufferType = UnsignedByteType, + } = parameters; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLRenderer = true; + + let _alpha; + + if ( context !== null ) { + + if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) { + + throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' ); + + } + + _alpha = context.getContextAttributes().alpha; + + } else { + + _alpha = alpha; + + } + + const _outputBufferType = outputBufferType; + + const INTEGER_FORMATS = new Set( [ + RGBAIntegerFormat, + RGIntegerFormat, + RedIntegerFormat + ] ); + + const UNSIGNED_TYPES = new Set( [ + UnsignedByteType, + UnsignedIntType, + UnsignedShortType, + UnsignedInt248Type, + UnsignedShort4444Type, + UnsignedShort5551Type + ] ); + + const uintClearColor = new Uint32Array( 4 ); + const intClearColor = new Int32Array( 4 ); + const objectPosition = new Vector3(); + + let currentRenderList = null; + let currentRenderState = null; + + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. + + const renderListStack = []; + const renderStateStack = []; + + // internal render target for non-UnsignedByteType color buffer + + let output = null; + + // public properties + + /** + * A canvas where the renderer draws its output. This is automatically created by the renderer + * in the constructor (if not provided already); you just need to add it to your page like so: + * ```js + * document.body.appendChild( renderer.domElement ); + * ``` + * + * @type {HTMLCanvasElement|OffscreenCanvas} + */ + this.domElement = canvas; + + /** + * A object with debug configuration settings. + * + * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are + * checked for errors during compilation and linkage process. It may be useful to disable + * this check in production for performance gain. It is strongly recommended to keep these + * checks enabled during development. If the shader does not compile and link, it will not + * work and associated material will not render. + * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that + * can be used for custom error reporting. The callback receives the WebGL context, an instance + * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader. + * Assigning a custom function disables the default error reporting. + * + * @type {Object} + */ + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled. + * @type {boolean} + */ + checkShaderErrors: true, + /** + * Diagnostics configuration for the shader generation. Only relevant for TSL. + * @type {Object} + * @property {boolean} keywords - Whether declaration names that collide with reserved keywords of the shading language should be renamed or not. + */ + diagnostics: { + keywords: false + }, + /** + * Callback for custom error reporting. + * @type {?Function} + */ + onShaderError: null + }; + + // clearing + + /** + * Whether the renderer should automatically clear its output before rendering a frame or not. + * + * @type {boolean} + * @default true + */ + this.autoClear = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the color buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearColor = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the depth buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearDepth = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the stencil buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearStencil = true; + + // scene graph + + /** + * Whether the renderer should sort objects or not. + * + * Note: Sorting is used to attempt to properly render objects that have some + * degree of transparency. By definition, sorting objects may not work in all + * cases. Depending on the needs of application, it may be necessary to turn + * off sorting and use other methods to deal with transparency rendering e.g. + * manually determining each object's rendering order. + * + * @type {boolean} + * @default true + */ + this.sortObjects = true; + + // user-defined clipping + + /** + * User-defined clipping planes specified in world space. These planes apply globally. + * Points in space whose dot product with the plane is negative are cut away. + * + * @type {Array} + */ + this.clippingPlanes = []; + + /** + * Whether the renderer respects object-level clipping planes or not. + * + * @type {boolean} + * @default false + */ + this.localClippingEnabled = false; + + // tone mapping + + /** + * The tone mapping technique of the renderer. + * + * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)} + * @default NoToneMapping + */ + this.toneMapping = NoToneMapping; + + /** + * Exposure level of tone mapping. + * + * @type {number} + * @default 1 + */ + this.toneMappingExposure = 1.0; + + // transmission + + /** + * The normalized resolution scale for the transmission render target, measured in percentage + * of viewport dimensions. Lowering this value can result in significant performance improvements + * when using {@link MeshPhysicalMaterial#transmission}. + * + * @type {number} + * @default 1 + */ + this.transmissionResolutionScale = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + let _nodesHandler = null; + + let _scratchFramebuffer = null; + let _srcFramebuffer = null; + let _dstFramebuffer = null; + + // internal state cache + + this._outputColorSpace = SRGBColorSpace; + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = -1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + const _currentClearColor = new Color( 0x000000 ); + let _currentClearAlpha = 0; + + // + + let _width = canvas.width; + let _height = canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // camera matrices cache + + const _projScreenMatrix = new Matrix4(); + + const _vector3 = new Vector3(); + + const _vector4 = new Vector4(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + let _renderBackground = false; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = context; + + function getContext( contextName, contextAttributes ) { + + return canvas.getContext( contextName, contextAttributes ); + + } + + let extensions, capabilities, state, info; + let properties, textures, environments, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates, uniformsGroups; + + try { + + const contextAttributes = { + alpha: true, + depth, + stencil, + antialias, + premultipliedAlpha, + preserveDrawingBuffer, + powerPreference, + failIfMajorPerformanceCaveat, + }; + + // OffscreenCanvas does not have setAttribute, see #22811 + if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); + + // event listeners must be registered before WebGL context is created, see #12753 + canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + if ( _gl === null ) { + + const contextName = 'webgl2'; + + _gl = getContext( contextName, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextName ) ) { + + throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context.' ); + + } + + } + + } + + initGLContext(); + + } catch ( e ) { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + error( 'WebGLRenderer: ' + e.message ); + throw e; + + } + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + extensions.init(); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils ); + + state = new WebGLState( _gl, extensions ); + + if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) { + + state.buffers.depth.setReversed( true ); + + } + + _scratchFramebuffer = _gl.createFramebuffer(); + _srcFramebuffer = _gl.createFramebuffer(); + _dstFramebuffer = _gl.createFramebuffer(); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + environments = new WebGLEnvironments( _this ); + attributes = new WebGLAttributes( _gl ); + bindingStates = new WebGLBindingStates( _gl, attributes ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info ); + morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( _this, properties ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions ); + background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); + + info.programs = programCache.programs; + + /** + * Holds details about the capabilities of the current rendering context. + * + * @name WebGLRenderer#capabilities + * @type {WebGLRenderer~Capabilities} + */ + _this.capabilities = capabilities; + + /** + * Provides methods for retrieving and testing WebGL extensions. + * + * - `get(extensionName:string)`: Used to check whether a WebGL extension is supported + * and return the extension object if available. + * - `has(extensionName:string)`: returns `true` if the extension is supported. + * + * @name WebGLRenderer#extensions + * @type {Object} + */ + _this.extensions = extensions; + + /** + * Used to track properties of other objects like native WebGL objects. + * + * @name WebGLRenderer#properties + * @type {Object} + */ + _this.properties = properties; + + /** + * Manages the render lists of the renderer. + * + * @name WebGLRenderer#renderLists + * @type {Object} + */ + _this.renderLists = renderLists; + + + + /** + * Interface for managing shadows. + * + * @name WebGLRenderer#shadowMap + * @type {WebGLRenderer~ShadowMap} + */ + _this.shadowMap = shadowMap; + + /** + * Interface for managing the WebGL state. + * + * @name WebGLRenderer#state + * @type {Object} + */ + _this.state = state; + + /** + * Holds a series of statistical information about the GPU memory + * and the rendering process. Useful for debugging and monitoring. + * + * By default these data are reset at each render call but when having + * multiple render passes per frame (e.g. when using post processing) it can + * be preferred to reset with a custom pattern. First, set `autoReset` to + * `false`. + * ```js + * renderer.info.autoReset = false; + * ``` + * Call `reset()` whenever you have finished to render a single frame. + * ```js + * renderer.info.reset(); + * ``` + * + * @name WebGLRenderer#info + * @type {WebGLRenderer~Info} + */ + _this.info = info; + + } + + // initialize internal render target for non-UnsignedByteType color buffer + + if ( _outputBufferType !== UnsignedByteType ) { + + output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, antialias, depth, stencil ); + + } + + // xr + + const xr = new WebXRManager( _this, _gl ); + + /** + * A reference to the XR manager. + * + * @type {WebXRManager} + */ + this.xr = xr; + + /** + * Returns the rendering context. + * + * @return {WebGL2RenderingContext} The rendering context. + */ + this.getContext = function () { + + return _gl; + + }; + + /** + * Returns the rendering context attributes. + * + * @return {WebGLContextAttributes} The rendering context attributes. + */ + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + /** + * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension. + */ + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + /** + * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension. + */ + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + /** + * Returns the pixel ratio. + * + * @return {number} The pixel ratio. + */ + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + /** + * Sets the given pixel ratio and resizes the canvas if necessary. + * + * @param {number} value - The pixel ratio. + */ + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + /** + * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The renderer's size in logical pixels. + */ + this.getSize = function ( target ) { + + return target.set( _width, _height ); + + }; + + /** + * Resizes the output canvas to (width, height) with device pixel ratio taken + * into account, and also sets the viewport to fit that size, starting in (0, + * 0). Setting `updateStyle` to false prevents any style changes to the output canvas. + * + * @param {number} width - The width in logical pixels. + * @param {number} height - The height in logical pixels. + * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not. + */ + this.setSize = function ( width, height, updateStyle = true ) { + + if ( xr.isPresenting ) { + + warn( 'WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + canvas.width = Math.floor( width * _pixelRatio ); + canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle === true ) { + + canvas.style.width = width + 'px'; + canvas.style.height = height + 'px'; + + } + + if ( output !== null ) { + + output.setSize( canvas.width, canvas.height ); + + } + + this.setViewport( 0, 0, width, height ); + + }; + + /** + * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The drawing buffer size. + */ + this.getDrawingBufferSize = function ( target ) { + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + /** + * This method allows to define the drawing buffer size by specifying + * width, height and pixel ratio all at once. The size of the drawing + * buffer is computed with this formula: + * ```js + * size.x = width * pixelRatio; + * size.y = height * pixelRatio; + * ``` + * + * @param {number} width - The width in logical pixels. + * @param {number} height - The height in logical pixels. + * @param {number} pixelRatio - The pixel ratio. + */ + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + canvas.width = Math.floor( width * pixelRatio ); + canvas.height = Math.floor( height * pixelRatio ); + + this.setViewport( 0, 0, width, height ); + + }; + + /** + * Sets the post-processing effects to be applied after rendering. + * + * @param {Array} effects - An array of post-processing effects. + */ + this.setEffects = function ( effects ) { + + if ( _outputBufferType === UnsignedByteType ) { + + error( 'WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' ); + return; + + } + + if ( effects ) { + + for ( let i = 0; i < effects.length; i ++ ) { + + if ( effects[ i ].isOutputPass === true ) { + + warn( 'WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' ); + break; + + } + + } + + } + + output.setEffects( effects || [] ); + + }; + + /** + * Returns the current viewport definition. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The current viewport definition. + */ + this.getCurrentViewport = function ( target ) { + + return target.copy( _currentViewport ); + + }; + + /** + * Returns the viewport definition. + * + * @param {Vector4} target - The method writes the result in this target object. + * @return {Vector4} The viewport definition. + */ + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + /** + * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`. + * + * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit. + * Or alternatively a four-component vector specifying all the parameters of the viewport. + * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit. + * @param {number} width - The width of the viewport in logical pixel unit. + * @param {number} height - The height of the viewport in logical pixel unit. + */ + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() ); + + }; + + /** + * Returns the scissor region. + * + * @param {Vector4} target - The method writes the result in this target object. + * @return {Vector4} The scissor region. + */ + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + /** + * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`. + * + * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit. + * Or alternatively a four-component vector specifying all the parameters of the scissor region. + * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin in logical pixel unit. + * @param {number} width - The width of the scissor region in logical pixel unit. + * @param {number} height - The height of the scissor region in logical pixel unit. + */ + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() ); + + }; + + /** + * Returns `true` if the scissor test is enabled. + * + * @return {boolean} Whether the scissor test is enabled or not. + */ + this.getScissorTest = function () { + + return _scissorTest; + + }; + + /** + * Enable or disable the scissor test. When this is enabled, only the pixels + * within the defined scissor area will be affected by further renderer + * actions. + * + * @param {boolean} boolean - Whether the scissor test is enabled or not. + */ + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + /** + * Sets a custom opaque sort function for the render lists. Pass `null` + * to use the default `painterSortStable` function. + * + * @param {?Function} method - The opaque sort function. + */ + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + /** + * Sets a custom transparent sort function for the render lists. Pass `null` + * to use the default `reversePainterSortStable` function. + * + * @param {?Function} method - The opaque sort function. + */ + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + /** + * Returns the clear color. + * + * @param {Color} target - The method writes the result in this target object. + * @return {Color} The clear color. + */ + this.getClearColor = function ( target ) { + + return target.copy( background.getClearColor() ); + + }; + + /** + * Sets the clear color and alpha. + * + * @param {Color} color - The clear color. + * @param {number} [alpha=1] - The clear alpha. + */ + this.setClearColor = function () { + + background.setClearColor( ...arguments ); + + }; + + /** + * Returns the clear alpha. Ranges within `[0,1]`. + * + * @return {number} The clear alpha. + */ + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + /** + * Sets the clear alpha. + * + * @param {number} alpha - The clear alpha. + */ + this.setClearAlpha = function () { + + background.setClearAlpha( ...arguments ); + + }; + + /** + * Tells the renderer to clear its color, depth or stencil drawing buffer(s). + * This method initializes the buffers to the current clear color values. + * + * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. + * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. + * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. + */ + this.clear = function ( color = true, depth = true, stencil = true ) { + + let bits = 0; + + if ( color ) { + + // check if we're trying to clear an integer target + let isIntegerFormat = false; + if ( _currentRenderTarget !== null ) { + + const targetFormat = _currentRenderTarget.texture.format; + isIntegerFormat = INTEGER_FORMATS.has( targetFormat ); + + } + + // use the appropriate clear functions to clear the target if it's a signed + // or unsigned integer target + if ( isIntegerFormat ) { + + const targetType = _currentRenderTarget.texture.type; + const isUnsignedType = UNSIGNED_TYPES.has( targetType ); + + const clearColor = background.getClearColor(); + const a = background.getClearAlpha(); + const r = clearColor.r; + const g = clearColor.g; + const b = clearColor.b; + + if ( isUnsignedType ) { + + uintClearColor[ 0 ] = r; + uintClearColor[ 1 ] = g; + uintClearColor[ 2 ] = b; + uintClearColor[ 3 ] = a; + _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); + + } else { + + intClearColor[ 0 ] = r; + intClearColor[ 1 ] = g; + intClearColor[ 2 ] = b; + intClearColor[ 3 ] = a; + _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); + + } + + } else { + + bits |= _gl.COLOR_BUFFER_BIT; + + } + + } + + if ( depth ) { + + bits |= _gl.DEPTH_BUFFER_BIT; + this.state.buffers.depth.setMask( true ); + + } + + if ( stencil ) { + + bits |= _gl.STENCIL_BUFFER_BIT; + this.state.buffers.stencil.setMask( 0xffffffff ); + + } + + if ( bits !== 0 ) { + + _gl.clear( bits ); + + } + + }; + + /** + * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`. + */ + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + /** + * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`. + */ + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + /** + * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`. + */ + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + /** + * Sets a compatibility node builder for rendering node materials with WebGLRenderer. + * This enables using TSL (Three.js Shading Language) node materials to prepare + * for migration to WebGPURenderer. + * + * @param {WebGLNodesHandler} nodesHandler - The node builder instance. + */ + this.setNodesHandler = function ( nodesHandler ) { + + nodesHandler.setRenderer( this ); + _nodesHandler = nodesHandler; + + }; + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + this.dispose = function () { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + background.dispose(); + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + environments.dispose(); + objects.dispose(); + bindingStates.dispose(); + uniformsGroups.dispose(); + programCache.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + log( 'WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + log( 'WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + + initGLContext(); + + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + + } + + function onContextCreationError( event ) { + + error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + if ( material.isShaderMaterial ) { + + programCache.releaseShaderCache( material ); + + } + + } + + } + + // Buffer rendering + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 ); + + const program = setProgram( camera, scene, geometry, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + + if ( index === undefined ) return; + + rangeFactor = 2; + + } + + // + + const drawRange = geometry.drawRange; + const position = geometry.attributes.position; + + let drawStart = drawRange.start * rangeFactor; + let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; + + if ( group !== null ) { + + drawStart = Math.max( drawStart, group.start * rangeFactor ); + drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); + + } + + if ( index !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, index.count ); + + } else if ( position !== undefined && position !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, position.count ); + + } + + const drawCount = drawEnd - drawStart; + + if ( drawCount < 0 || drawCount === Infinity ) return; + + // + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.TRIANGLES ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( object.isBatchedMesh ) { + + if ( ! extensions.get( 'WEBGL_multi_draw' ) ) { + + const starts = object._multiDrawStarts; + const counts = object._multiDrawCounts; + const drawCount = object._multiDrawCount; + const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1; + const uniforms = properties.get( material ).currentProgram.getUniforms(); + for ( let i = 0; i < drawCount; i ++ ) { + + uniforms.setValue( _gl, '_gl_DrawID', i ); + renderer.render( starts[ i ] / bytesPerElement, counts[ i ] ); + + } + + } else { + + renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); + + } + + } else if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; + const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + function prepareMaterial( material, scene, camera, object ) { + + if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material ); + + if ( _clippingEnabled === true ) clipping.setState( material, camera, false ); + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = FrontSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = DoubleSide; + + } else { + + getProgram( material, scene, object ); + + } + + } + + /** + * Compiles all materials in the scene with the camera. This is useful to precompile shaders + * before the first rendering. If you want to add a 3D object to an existing scene, use the third + * optional parameter for applying the target scene. + * + * Note that the (target) scene's lighting and environment must be configured before calling this method. + * + * @param {Object3D} scene - The scene or another type of 3D object to precompile. + * @param {Camera} camera - The camera. + * @param {?Scene} [targetScene=null] - The target scene. + * @return {Set} The precompiled materials. + */ + this.compile = function ( scene, camera, targetScene = null ) { + + if ( targetScene === null ) targetScene = scene; + if ( _nodesHandler !== null ) _nodesHandler.renderStart( scene, camera, targetScene ); + + currentRenderState = renderStates.get( targetScene ); + currentRenderState.init( camera ); + + renderStateStack.push( currentRenderState ); + + // gather lights from both the target scene and the new object that will be added to the scene. + + targetScene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + if ( scene !== targetScene ) { + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + } + + currentRenderState.setupLights(); + if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( this.clippingPlanes, camera ); + + // node materials reference the shadow map when they are built, so it must exist by now + + if ( _nodesHandler !== null ) shadowMap.render( currentRenderState.state.shadowsArray, targetScene, camera ); + + // Only initialize materials in the new scene, not the targetScene. + + const materials = new Set(); + + scene.traverse( function ( object ) { + + if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) { + + return; + + } + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + prepareMaterial( material2, targetScene, camera, object ); + materials.add( material2 ); + + } + + } else { + + prepareMaterial( material, targetScene, camera, object ); + materials.add( material ); + + } + + } + + } ); + + currentRenderState = renderStateStack.pop(); + if ( _nodesHandler !== null ) _nodesHandler.renderEnd(); + + return materials; + + }; + + // compileAsync + + /** + * Asynchronous version of {@link WebGLRenderer#compile}. + * + * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence, + * it is recommended to use this version of `compile()` whenever possible. + * + * @async + * @param {Object3D} scene - The scene or another type of 3D object to precompile. + * @param {Camera} camera - The camera. + * @param {?Scene} [targetScene=null] - The target scene. + * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation. + */ + this.compileAsync = function ( scene, camera, targetScene = null ) { + + const materials = this.compile( scene, camera, targetScene ); + + // Wait for all the materials in the new object to indicate that they're + // ready to be used before resolving the promise. + + return new Promise( ( resolve ) => { + + function checkMaterialsReady() { + + materials.forEach( function ( material ) { + + const materialProperties = properties.get( material ); + const program = materialProperties.currentProgram; + + if ( program === undefined || program.isReady() ) { + + // stop waiting for materials that are ready to use or have been disposed + materials.delete( material ); + + } + + } ); + + // once the list of compiling materials is empty, call the callback + + if ( materials.size === 0 ) { + + resolve( scene ); + return; + + } + + // if some materials are still not ready, wait a bit and check again + + setTimeout( checkMaterialsReady, 10 ); + + } + + if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { + + // If we can check the compilation status of the materials without + // blocking then do so right away. + + checkMaterialsReady(); + + } else { + + // Otherwise start by waiting a bit to give the materials we just + // initialized a chance to finish. + + setTimeout( checkMaterialsReady, 10 ); + + } + + } ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof self !== 'undefined' ) animation.setContext( self ); + + /** + * Applications are advised to always define the animation loop + * with this method and not manually with `requestAnimationFrame()` + * for best compatibility. + * + * @param {?onAnimationCallback} callback - The application's animation loop. + */ + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + /** + * Renders the given scene (or other type of 3D object) using the given camera. + * + * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget} + * or to the canvas as usual. + * + * By default render buffers are cleared before rendering but you can prevent + * this by setting the property `autoClear` to `false`. If you want to prevent + * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth` + * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}. + * + * @param {Object3D} scene - The scene to render. + * @param {Camera} camera - The camera. + */ + this.render = function ( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update node builder if available + if ( _nodesHandler !== null ) { + + _nodesHandler.renderStart( scene, camera ); + + } + + // use internal render target for HalfFloatType color buffer (only when tone mapping is enabled) + + const isXRPresenting = xr.enabled === true && xr.isPresenting === true; + + const useOutput = output !== null && ( _currentRenderTarget === null || isXRPresenting ) && output.begin( _this, _currentRenderTarget ); + + // update scene graph + + if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + + if ( xr.enabled === true && xr.isPresenting === true && ( output === null || output.isCompositing() === false ) ) { + + if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); + + camera = xr.getCamera(); // use XR camera for rendering + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init( camera ); + + currentRenderState.state.textureUnits = textures.getTextureUnits(); + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + const depthSensingMesh = _this.xr.getDepthSensingMesh(); + + if ( depthSensingMesh !== null ) { + + projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects ); + + } + + } + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray ); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false; + if ( _renderBackground ) { + + background.addToRenderList( currentRenderList, scene ); + + } + + // + + this.info.render.frame ++; + + if ( this.info.autoReset === true ) this.info.reset(); + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + // render scene (skip if first effect is a render pass - it will render the scene itself) + + const skipSceneRender = useOutput && output.hasRenderPass(); + + if ( skipSceneRender === false ) { + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + + currentRenderState.setupLights(); + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + if ( transmissiveObjects.length > 0 ) { + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 ); + + } + + } + + if ( _renderBackground ) background.render( scene ); + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderScene( currentRenderList, scene, camera2, camera2.viewport ); + + } + + } else { + + if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); + + if ( _renderBackground ) background.render( scene ); + + renderScene( currentRenderList, scene, camera ); + + } + + } + + // + + if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) { + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + } + + // copy from internal render target to canvas using fullscreen quad + + if ( useOutput ) { + + output.end( _this ); + + } + + // + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + + // _gl.finish(); + + bindingStates.resetDefaultState(); + _currentMaterialId = -1; + _currentCamera = null; + + renderStateStack.pop(); + + if ( renderStateStack.length > 0 ) { + + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; + + textures.setTextureUnits( currentRenderState.state.textureUnits ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera ); + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + if ( _nodesHandler !== null ) { + + _nodesHandler.renderEnd(); + + } + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLightProbeGrid ) { + + currentRenderState.pushLightProbeGrid( object ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) { + + if ( sortObjects ) { + + _vector4.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera ); + + } + + } + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) { + + const geometry = objects.update( object ); + const material = object.material; + + if ( sortObjects ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + _vector4.copy( object.boundingSphere.center ); + + } else { + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + _vector4.copy( geometry.boundingSphere.center ); + + } + + _vector4 + .applyMatrix4( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, camera ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderScene( currentRenderList, scene, camera, viewport ) { + + const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + } + + function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + if ( overrideMaterial !== null ) { + + return; + + } + + if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) { + + const hasHalfFloatSupport = extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ); + + currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, { + generateMipmaps: true, + type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177 + stencilBuffer: stencil, + resolveDepthBuffer: false, + resolveStencilBuffer: false, + storeMultisampledDepthBuffer: false, + storeMultisampledStencilBuffer: false, + colorSpace: ColorManagement.workingColorSpace, + } ); + + // debug + + /* + const geometry = new PlaneGeometry(); + const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); + + const mesh = new Mesh( geometry, material ); + scene.add( mesh ); + */ + + } + + const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ]; + + const activeViewport = camera.viewport || _currentViewport; + transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale ); + + // + + const currentRenderTarget = _this.getRenderTarget(); + const currentActiveCubeFace = _this.getActiveCubeFace(); + const currentActiveMipmapLevel = _this.getActiveMipmapLevel(); + + _this.setRenderTarget( transmissionRenderTarget ); + + _this.getClearColor( _currentClearColor ); + _currentClearAlpha = _this.getClearAlpha(); + if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); + + _this.clear(); + + if ( _renderBackground ) background.render( scene ); + + // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + + // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector). + // Transmission render pass requires viewport to match the transmissionRenderTarget. + const currentCameraViewport = camera.viewport; + if ( camera.viewport !== undefined ) camera.viewport = undefined; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + renderObjects( opaqueObjects, scene, camera ); + + textures.updateMultisampleRenderTarget( transmissionRenderTarget ); + textures.updateRenderTargetMipmap( transmissionRenderTarget ); + + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131 + + let renderTargetNeedsUpdate = false; + + for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { + + const renderItem = transmissiveObjects[ i ]; + + const { object, geometry, material, group } = renderItem; + + if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { + + const currentSide = material.side; + + material.side = BackSide; + material.needsUpdate = true; + + renderObject( object, scene, camera, geometry, material, group ); + + material.side = currentSide; + material.needsUpdate = true; + + renderTargetNeedsUpdate = true; + + } + + } + + if ( renderTargetNeedsUpdate === true ) { + + textures.updateMultisampleRenderTarget( transmissionRenderTarget ); + textures.updateRenderTargetMipmap( transmissionRenderTarget ); + + } + + } + + _this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); + + _this.setClearColor( _currentClearColor, _currentClearAlpha ); + + if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport; + + _this.toneMapping = currentToneMapping; + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const { object, geometry, group } = renderItem; + let material = renderItem.material; + + if ( material.allowOverride === true && overrideMaterial !== null ) { + + material = overrideMaterial; + + } + + if ( object.layers.test( camera.layers ) ) { + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material ); + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + material.onBeforeRender( _this, scene, camera, geometry, object, group ); + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = FrontSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = DoubleSide; + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function getProgram( material, scene, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + const materialProperties = properties.get( material ); + + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + + const lightsStateVersion = lights.state.version; + + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); + + let programs = materialProperties.programs; + + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change + + materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + materialProperties.fog = scene.fog; + + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM ); + materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation; + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + // Use node builder for node materials if available + if ( _nodesHandler !== null && material.isNodeMaterial ) { + + _nodesHandler.build( material, object, parameters ); + + } + + material.onBeforeCompile( parameters, _this ); + + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); + + materialProperties.uniforms = parameters.uniforms; + + } + + const uniforms = materialProperties.uniforms; + + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { + + uniforms.clippingPlanes = clipping.uniform; + + } + + updateCommonMaterialProperties( material, parameters ); + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.sunLights.value = lights.state.sun; + uniforms.sunLightShadows.value = lights.state.sunShadow; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.sunShadowMatrix.value = lights.state.sunShadowMatrix; + uniforms.sunShadowCascade.value = lights.state.sunShadowCascade; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; + uniforms.spotLightMap.value = lights.state.spotLightMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0; + + materialProperties.currentProgram = program; + materialProperties.uniformsList = null; + + return program; + + } + + function getUniformList( materialProperties ) { + + if ( materialProperties.uniformsList === null ) { + + const progUniforms = materialProperties.currentProgram.getUniforms(); + materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); + + } + + return materialProperties.uniformsList; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputColorSpace = parameters.outputColorSpace; + materialProperties.batching = parameters.batching; + materialProperties.batchingColor = parameters.batchingColor; + materialProperties.instancing = parameters.instancing; + materialProperties.instancingColor = parameters.instancingColor; + materialProperties.instancingMorph = parameters.instancingMorph; + materialProperties.skinning = parameters.skinning; + materialProperties.morphTargets = parameters.morphTargets; + materialProperties.morphNormals = parameters.morphNormals; + materialProperties.morphColors = parameters.morphColors; + materialProperties.morphTargetsCount = parameters.morphTargetsCount; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; + + } + + function findLightProbeGrid( volumes, object ) { + + if ( volumes.length === 0 ) return null; + + if ( volumes.length === 1 ) { + + return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null; + + } + + objectPosition.setFromMatrixPosition( object.matrixWorld ); + + for ( let i = 0, l = volumes.length; i < l; i ++ ) { + + const v = volumes[ i ]; + + if ( v.texture !== null && v.boundingBox.containsPoint( objectPosition ) ) return v; + + } + + return null; + + } + + function setProgram( camera, scene, geometry, material, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + textures.resetTextureUnits(); + + const fog = scene.fog; + const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ); + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + const envMap = environments.get( material.envMap || environment, usePMREM ); + const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; + const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); + const morphTargets = !! geometry.morphAttributes.position; + const morphNormals = !! geometry.morphAttributes.normal; + const morphColors = !! geometry.morphAttributes.color; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = _this.toneMapping; + + } + + } + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputColorSpace !== colorSpace ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batching === false ) { + + needsProgramChange = true; + + } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object._colorsTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object._colorsTexture !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { + + needsProgramChange = true; + + } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog === true && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexTangents !== vertexTangents ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargets !== morphTargets ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphNormals !== morphNormals ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphColors !== morphColors ) { + + needsProgramChange = true; + + } else if ( materialProperties.toneMapping !== toneMapping ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) { + + needsProgramChange = true; + + } else if ( !! materialProperties.lightProbeGrid !== ( currentRenderState.state.lightProbeGridArray.length > 0 ) ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + // notify the node builder that the program has changed so uniforms and update nodes can + // be cached and triggered. + if ( _nodesHandler && material.isNodeMaterial ) { + + _nodesHandler.onUpdateProgram( material, program, materialProperties ); + + } + + } + + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( materialProperties.needsLights ) { + + const objectVolume = findLightProbeGrid( currentRenderState.state.lightProbeGridArray, object ); + + if ( materialProperties.lightProbeGrid !== objectVolume ) { + + materialProperties.lightProbeGrid = objectVolume; + refreshMaterial = true; + + } + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + // common camera uniforms + + const reversedDepthBuffer = state.buffers.depth.getReversed(); + + if ( reversedDepthBuffer && camera.reversedDepth !== true ) { + + camera._reversedDepth = true; + camera.updateProjectionMatrix(); + + } + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + } + + // Pre-allocate texture units for shadow samplers before setting data textures + if ( materialProperties.needsLights ) { + + // Set shadow map uniforms first to ensure they get the first texture units + if ( lights.state.sunShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'sunShadowMap', lights.state.sunShadowMap, textures ); + + } + + if ( lights.state.directionalShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures ); + + } + + if ( lights.state.spotShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'spotShadowMap', lights.state.spotShadowMap, textures ); + + } + + if ( lights.state.pointShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'pointShadowMap', lights.state.pointShadowMap, textures ); + + } + + } + + // skinning and morph target uniforms must be set even if material didn't change + // auto-setting of texture unit for bone and morph texture must go before other textures + // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures + + if ( object.isSkinnedMesh ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + + } + + } + + if ( object.isBatchedMesh ) { + + p_uniforms.setOptional( _gl, object, 'batchingTexture' ); + p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingIdTexture' ); + p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingColorTexture' ); + if ( object._colorsTexture !== null ) { + + p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures ); + + } + + } + + const morphAttributes = geometry.morphAttributes; + + if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) { + + morphtargets.update( object, geometry, program ); + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) { + + m_uniforms.envMapIntensity.value = scene.environmentIntensity; + + } + + // Set DFG LUT for physically-based materials + if ( m_uniforms.dfgLUT !== undefined ) { + + m_uniforms.dfgLUT.value = getDFGLUT(); + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog === true ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] ); + + // light probe volume + + if ( materialProperties.needsLights && materialProperties.lightProbeGrid ) { + + const volume = materialProperties.lightProbeGrid; + + m_uniforms.probesSH.value = volume.texture; + m_uniforms.probesMin.value.copy( volume.boundingBox.min ); + m_uniforms.probesMax.value.copy( volume.boundingBox.max ); + m_uniforms.probesResolution.value.copy( volume.resolution ); + + } + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs + + if ( material.uniformsGroups !== undefined ) { + + const groups = material.uniformsGroups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + + uniformsGroups.update( group, program ); + uniformsGroups.bind( group, program ); + + } + + } + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.sunLights.needsUpdate = value; + uniforms.sunLightShadows.needsUpdate = value; + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + /** + * Returns the active cube face. + * + * @return {number} The active cube face. + */ + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + /** + * Returns the active mipmap level. + * + * @return {number} The active mipmap level. + */ + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + /** + * Returns the active render target. + * + * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target + * is currently set. + */ + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false; + if ( renderTargetProperties.__autoAllocateDepthBuffer === false ) { + + // The multisample_render_to_texture extension doesn't work properly if there + // are midframe flushes and an external depth buffer. Disable use of the extension. + renderTargetProperties.__useRenderToTexture = false; + + } + + properties.get( renderTarget.texture ).__webglTexture = colorTexture; + properties.get( renderTarget.depthTexture ).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? undefined : depthTexture; + + renderTargetProperties.__hasExternalTextures = true; + + }; + + this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__webglFramebuffer = defaultFramebuffer; + renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; + + }; + + /** + * Sets the active rendertarget. + * + * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given, + * the canvas is set as the active render target instead. + * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target. + * Indicates the z layer to render in to when using 3D or array render targets. + * @param {number} [activeMipmapLevel=0] - The active mipmap level. + */ + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { + + // Externally-managed framebuffer (e.g. XR) + // Bind to the stored framebuffer (may be null for default, or a WebGLFramebuffer) + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + _currentMaterialId = -1; + + return; + + } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } else if ( renderTargetProperties.__hasExternalTextures ) { + + // Color and depth texture must be rebound in order for the swapchain to update. + textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); + + } else if ( renderTarget.depthBuffer ) { + + // check if the depth texture is already bound to the frame buffer and that it's been initialized + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) { + + // check if the depth texture is compatible + if ( + depthTexture !== null && + properties.has( depthTexture ) && + ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height ) + ) { + + throw new Error( 'THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.' ); + + } + + // Swap the depth buffer to the currently attached one + textures.setupDepthRenderbuffer( renderTarget ); + + } + + } + + const texture = renderTarget.texture; + + if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + + } + + isCube = true; + + } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + if ( Array.isArray( __webglFramebuffer ) ) { + + framebuffer = __webglFramebuffer[ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer; + + } + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + // Use a scratch frame buffer if rendering to a mip level to avoid depth buffers + // being bound that are different sizes. + if ( activeMipmapLevel !== 0 ) { + + framebuffer = _scratchFramebuffer; + + } + + const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( framebufferBound ) { + + state.drawBuffers( renderTarget, framebuffer ); + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); + + } else if ( isRenderTarget3D ) { + + const layer = activeCubeFace; + + for ( let i = 0; i < renderTarget.textures.length; i ++ ) { + + const textureProperties = properties.get( renderTarget.textures[ i ] ); + + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer ); + + } + + } else if ( renderTarget !== null && activeMipmapLevel !== 0 ) { + + // Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap. + // If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown. + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel ); + + } + + _currentMaterialId = -1; // reset current material to ensure correct uniform bindings + + }; + + function getReadableState( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__readFormat !== texture.format || textureProperties.__readType !== texture.type ) { + + textureProperties.__readFormat = texture.format; + textureProperties.__readType = texture.type; + textureProperties.__formatReadable = capabilities.textureFormatReadable( texture.format ); + textureProperties.__typeReadable = capabilities.textureTypeReadable( texture.type ); + + } + + return textureProperties; + + } + + /** + * Reads the pixel data from the given render target into the given buffer. + * + * @param {WebGLRenderTarget} renderTarget - The render target to read from. + * @param {number} x - The `x` coordinate of the copy region's origin. + * @param {number} y - The `y` coordinate of the copy region's origin. + * @param {number} width - The width of the copy region. + * @param {number} height - The height of the copy region. + * @param {TypedArray} buffer - The result buffer. + * @param {number} [activeCubeFaceIndex] - The active cube face index. + * @param {number} [textureIndex=0] - The texture index of an MRT render target. + */ + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + try { + + const texture = renderTarget.textures[ textureIndex ]; + const textureFormat = texture.format; + const textureType = texture.type; + + // when using MRT, select the correct color buffer for the subsequent read command + + if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); + + const readableState = getReadableState( texture ); + + if ( readableState.__formatReadable === false ) { + + error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( readableState.__typeReadable === false ) { + + error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } finally { + + // restore framebuffer of current render target if necessary + + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + } + + } + + }; + + /** + * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}. + * + * It is recommended to use this version of `readRenderTargetPixels()` whenever possible. + * + * @async + * @param {WebGLRenderTarget} renderTarget - The render target to read from. + * @param {number} x - The `x` coordinate of the copy region's origin. + * @param {number} y - The `y` coordinate of the copy region's origin. + * @param {number} width - The width of the copy region. + * @param {number} height - The height of the copy region. + * @param {TypedArray} buffer - The result buffer. + * @param {number} [activeCubeFaceIndex] - The active cube face index. + * @param {number} [textureIndex=0] - The texture index of an MRT render target. + * @return {Promise} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array. + */ + this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + // set the active frame buffer to the one we want to read + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + const texture = renderTarget.textures[ textureIndex ]; + const textureFormat = texture.format; + const textureType = texture.type; + + // when using MRT, select the correct color buffer for the subsequent read command + + if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); + + const readableState = getReadableState( texture ); + + if ( readableState.__formatReadable === false ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' ); + + } + + if ( readableState.__typeReadable === false ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' ); + + } + + const glBuffer = _gl.createBuffer(); + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ ); + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 ); + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null ); + + // reset the frame buffer to the currently set buffer before waiting + const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer ); + + // check if the commands have finished every 8 ms + const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); + + _gl.flush(); + + await probeAsync( _gl, sync, 4 ); + + // read the data and delete the buffer + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer ); + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null ); + _gl.deleteBuffer( glBuffer ); + _gl.deleteSync( sync ); + + return buffer; + + } else { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' ); + + } + + } + + }; + + /** + * Copies pixels from the current bound framebuffer into the given texture. + * + * @param {FramebufferTexture} texture - The texture. + * @param {?Vector2} [position=null] - The start position of the copy operation. + * @param {number} [level=0] - The mip level. The default represents the base mip. + */ + this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) { + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + + const x = position !== null ? position.x : 0; + const y = position !== null ? position.y : 0; + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height ); + + state.unbindTexture(); + + }; + + + /** + * Copies data of the given source texture into a destination texture. + * + * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized + * {@link WebGLRenderer#initRenderTarget}. + * + * @param {Texture} srcTexture - The source texture. + * @param {Texture} dstTexture - The destination texture. + * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional. + * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional. + * @param {number} [srcLevel=0] - The source mipmap level to copy. + * @param {?number} [dstLevel=0] - The destination mipmap level. + */ + this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) { + + // gather the necessary dimensions to copy + let width, height, depth, minX, minY, minZ; + let dstX, dstY, dstZ; + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image; + if ( srcRegion !== null ) { + + width = srcRegion.max.x - srcRegion.min.x; + height = srcRegion.max.y - srcRegion.min.y; + depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1; + minX = srcRegion.min.x; + minY = srcRegion.min.y; + minZ = srcRegion.isBox3 ? srcRegion.min.z : 0; + + } else { + + const levelScale = Math.pow( 2, - srcLevel ); + width = Math.floor( image.width * levelScale ); + height = Math.floor( image.height * levelScale ); + if ( srcTexture.isDataArrayTexture ) { + + depth = image.depth; + + } else if ( srcTexture.isData3DTexture ) { + + depth = Math.floor( image.depth * levelScale ); + + } else { + + depth = 1; + + } + + minX = 0; + minY = 0; + minZ = 0; + + } + + if ( dstPosition !== null ) { + + dstX = dstPosition.x; + dstY = dstPosition.y; + dstZ = dstPosition.z; + + } else { + + dstX = 0; + dstY = 0; + dstZ = 0; + + } + + // Set up the destination target + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isData3DTexture ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_3D; + + } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D_ARRAY; + + } else { + + textures.setTexture2D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D; + + } + + state.activeTexture( _gl.TEXTURE0 ); // see #33153 + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + // used for copying data from cpu + const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); + const currentUnpackImageHeight = state.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); + const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); + const currentUnpackSkipImages = state.getParameter( _gl.UNPACK_SKIP_IMAGES ); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); + state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ ); + + // set up the src texture + const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture; + const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture; + if ( srcTexture.isDepthTexture ) { + + const srcTextureProperties = properties.get( srcTexture ); + const dstTextureProperties = properties.get( dstTexture ); + const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget ); + const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget ); + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < depth; i ++ ) { + + // if the source or destination are a 3d target then a layer needs to be bound + if ( isSrc3D ) { + + _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i ); + _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i ); + + } + + _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST ); + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + } else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) { + + // get the appropriate frame buffers + const srcTextureProperties = properties.get( srcTexture ); + const dstTextureProperties = properties.get( dstTexture ); + + // bind the frame buffer targets + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer ); + + for ( let i = 0; i < depth; i ++ ) { + + // assign the correct layers and mip maps to the frame buffers + if ( isSrc3D ) { + + _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i ); + + } else { + + _gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel ); + + } + + if ( isDst3D ) { + + _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i ); + + } else { + + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel ); + + } + + // copy the data using the fastest function that can achieve the copy + if ( srcLevel !== 0 ) { + + _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST ); + + } else if ( isDst3D ) { + + _gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height ); + + } else { + + _gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height ); + + } + + } + + // unbind read, draw buffers + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + } else { + + if ( isDst3D ) { + + // copy data into the 3d texture + if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { + + _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data ); + + } else if ( dstTexture.isCompressedArrayTexture ) { + + _gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data ); + + } else { + + _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image ); + + } + + } else { + + // copy data into the 2d texture + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data ); + + } else if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image ); + + } + + } + + } + + // reset values + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); + state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); + state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( dstLevel === 0 && dstTexture.generateMipmaps ) { + + _gl.generateMipmap( glTarget ); + + } + + state.unbindTexture(); + + }; + + /** + * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data + * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been + * rendered to. + * + * @param {WebGLRenderTarget} target - The render target. + */ + this.initRenderTarget = function ( target ) { + + if ( properties.get( target ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( target ); + + } + + }; + + /** + * Initializes the given texture. Useful for preloading a texture rather than waiting until first + * render (which can cause noticeable lags due to decode and GPU upload overhead). + * + * @param {Texture} texture - The texture. + */ + this.initTexture = function ( texture ) { + + if ( texture.isCubeTexture ) { + + textures.setTextureCube( texture, 0 ); + + } else if ( texture.isData3DTexture ) { + + textures.setTexture3D( texture, 0 ); + + } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( texture, 0 ); + + } else { + + textures.setTexture2D( texture, 0 ); + + } + + state.unbindTexture(); + + }; + + /** + * Can be used to reset the internal WebGL state. This method is mostly + * relevant for applications which share a single WebGL context across + * multiple WebGL libraries. + */ + this.resetState = function () { + + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + + state.reset(); + bindingStates.reset(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + /** + * Defines the coordinate system of the renderer. + * + * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`. + * + * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} + * @default WebGLCoordinateSystem + * @readonly + */ + get coordinateSystem() { + + return WebGLCoordinateSystem; + + } + + /** + * Defines the output color space of the renderer. + * + * @type {SRGBColorSpace|LinearSRGBColorSpace} + * @default SRGBColorSpace + */ + get outputColorSpace() { + + return this._outputColorSpace; + + } + + set outputColorSpace( colorSpace ) { + + this._outputColorSpace = colorSpace; + + const gl = this.getContext(); + gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace ); + gl.unpackColorSpace = ColorManagement._getUnpackColorSpace(); + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce }; diff --git a/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js b/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js new file mode 100644 index 0000000..3b49ec2 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js @@ -0,0 +1,1972 @@ +import { + Controls, + MOUSE, + Quaternion, + Spherical, + TOUCH, + Vector2, + Vector3, + Plane, + Ray, + MathUtils +} from 'three'; + +/** + * Fires when the camera has been transformed by the controls. + * + * @event OrbitControls#change + * @type {Object} + */ +const _changeEvent = { type: 'change' }; + +/** + * Fires when an interaction was initiated. + * + * @event OrbitControls#start + * @type {Object} + */ +const _startEvent = { type: 'start' }; + +/** + * Fires when an interaction has finished. + * + * @event OrbitControls#end + * @type {Object} + */ +const _endEvent = { type: 'end' }; + +const _ray = new Ray(); +const _plane = new Plane(); +const _TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD ); + +const _v = new Vector3(); +const _twoPI = 2 * Math.PI; + +const _STATE = { + NONE: - 1, + ROTATE: 0, + DOLLY: 1, + PAN: 2, + TOUCH_ROTATE: 3, + TOUCH_PAN: 4, + TOUCH_DOLLY_PAN: 5, + TOUCH_DOLLY_ROTATE: 6 +}; +const _EPS = 0.000001; + + +/** + * Orbit controls allow the camera to orbit around a target. + * + * OrbitControls performs orbiting, dollying (zooming), and panning. Unlike {@link TrackballControls}, + * it maintains the "up" direction `object.up` (+Y by default). + * + * - Orbit: Left mouse / touch: one-finger move. + * - Zoom: Middle mouse, or mousewheel / touch: two-finger spread or squish. + * - Pan: Right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move. + * + * ```js + * const controls = new OrbitControls( camera, renderer.domElement ); + * + * // controls.update() must be called after any manual changes to the camera's transform + * camera.position.set( 0, 20, 100 ); + * controls.update(); + * + * function animate() { + * + * // required if controls.enableDamping or controls.autoRotate are set to true + * controls.update(); + * + * renderer.render( scene, camera ); + * + * } + * ``` + * + * @augments Controls + * @three_import import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; + */ +class OrbitControls extends Controls { + + /** + * Constructs a new controls instance. + * + * @param {Object3D} object - The object that is managed by the controls. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( object, domElement = null ) { + + super( object, domElement ); + + this.state = _STATE.NONE; + + /** + * The focus point of the controls, the `object` orbits around this. + * It can be updated manually at any point to change the focus of the controls. + * + * @type {Vector3} + */ + this.target = new Vector3(); + + /** + * The focus point of the `minTargetRadius` and `maxTargetRadius` limits. + * It can be updated manually at any point to change the center of interest + * for the `target`. + * + * @type {Vector3} + */ + this.cursor = new Vector3(); + + /** + * How far you can dolly in (perspective camera only). + * + * @type {number} + * @default 0 + */ + this.minDistance = 0; + + /** + * How far you can dolly out (perspective camera only). + * + * @type {number} + * @default Infinity + */ + this.maxDistance = Infinity; + + /** + * How far you can zoom in (orthographic camera only). + * + * @type {number} + * @default 0 + */ + this.minZoom = 0; + + /** + * How far you can zoom out (orthographic camera only). + * + * @type {number} + * @default Infinity + */ + this.maxZoom = Infinity; + + /** + * How close you can get the target to the 3D `cursor`. + * + * @type {number} + * @default 0 + */ + this.minTargetRadius = 0; + + /** + * How far you can move the target from the 3D `cursor`. + * + * @type {number} + * @default Infinity + */ + this.maxTargetRadius = Infinity; + + /** + * How far you can orbit vertically, lower limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default 0 + */ + this.minPolarAngle = 0; + + /** + * How far you can orbit vertically, upper limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default Math.PI + */ + this.maxPolarAngle = Math.PI; + + /** + * How far you can orbit horizontally, lower limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.minAzimuthAngle = - Infinity; + + /** + * How far you can orbit horizontally, upper limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.maxAzimuthAngle = Infinity; + + /** + * Set to `true` to enable damping (inertia), which can be used to give a sense of weight + * to the controls. Note that if this is enabled, you must call `update()` in your animation + * loop. + * + * @type {boolean} + * @default false + */ + this.enableDamping = false; + + /** + * The damping inertia used if `enableDamping` is set to `true`. + * + * Note that for this to work, you must call `update()` in your animation loop. + * + * @type {number} + * @default 0.05 + */ + this.dampingFactor = 0.05; + + /** + * Enable or disable zooming (dollying) of the camera. + * + * @type {boolean} + * @default true + */ + this.enableZoom = true; + + /** + * Speed of zooming / dollying. + * + * @type {number} + * @default 1 + */ + this.zoomSpeed = 1.0; + + /** + * Enable or disable horizontal and vertical rotation of the camera. + * + * Note that it is possible to disable a single axis by setting the min and max of the + * `minPolarAngle` or `minAzimuthAngle` to the same value, which will cause the vertical + * or horizontal rotation to be fixed at that value. + * + * @type {boolean} + * @default true + */ + this.enableRotate = true; + + /** + * Speed of rotation. + * + * @type {number} + * @default 1 + */ + this.rotateSpeed = 1.0; + + /** + * How fast to rotate the camera when the keyboard is used. + * + * @type {number} + * @default 1 + */ + this.keyRotateSpeed = 1.0; + + /** + * Enable or disable camera panning. + * + * @type {boolean} + * @default true + */ + this.enablePan = true; + + /** + * Speed of panning. + * + * @type {number} + * @default 1 + */ + this.panSpeed = 1.0; + + /** + * Defines how the camera's position is translated when panning. If `true`, the camera pans + * in screen space. Otherwise, the camera pans in the plane orthogonal to the camera's up + * direction. + * + * @type {boolean} + * @default true + */ + this.screenSpacePanning = true; + + /** + * How fast to pan the camera when the keyboard is used in + * pixels per keypress. + * + * @type {number} + * @default 7 + */ + this.keyPanSpeed = 7.0; + + /** + * Setting this property to `true` allows to zoom to the cursor's position. + * + * @type {boolean} + * @default false + */ + this.zoomToCursor = false; + + /** + * Set to true to automatically rotate around the target + * + * Note that if this is enabled, you must call `update()` in your animation loop. + * If you want the auto-rotate speed to be independent of the frame rate (the refresh + * rate of the display), you must pass the time `deltaTime`, in seconds, to `update()`. + * + * @type {boolean} + * @default false + */ + this.autoRotate = false; + + /** + * How fast to rotate around the target if `autoRotate` is `true`. The default equates to 30 seconds + * per orbit at 60fps. + * + * Note that if `autoRotate` is enabled, you must call `update()` in your animation loop. + * + * @type {number} + * @default 2 + */ + this.autoRotateSpeed = 2.0; + + /** + * This object contains references to the keycodes for controlling camera panning. + * + * ```js + * controls.keys = { + * LEFT: 'ArrowLeft', //left arrow + * UP: 'ArrowUp', // up arrow + * RIGHT: 'ArrowRight', // right arrow + * BOTTOM: 'ArrowDown' // down arrow + * } + * ``` + * @type {Object} + */ + this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }; + + /** + * This object contains references to the mouse actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * LEFT: THREE.MOUSE.ROTATE, + * MIDDLE: THREE.MOUSE.DOLLY, + * RIGHT: THREE.MOUSE.PAN + * } + * ``` + * @type {Object} + */ + this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN }; + + /** + * This object contains references to the touch actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * ONE: THREE.TOUCH.ROTATE, + * TWO: THREE.TOUCH.DOLLY_PAN + * } + * ``` + * @type {Object} + */ + this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }; + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.target0 = this.target.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.position0 = this.object.position.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {number} + */ + this.zoom0 = this.object.zoom; + + this._cursorStyle = 'auto'; + + // the target DOM element for key events + this._domElementKeyEvents = null; + + // internals + + this._lastPosition = new Vector3(); + this._lastQuaternion = new Quaternion(); + this._lastTargetPosition = new Vector3(); + + // so camera.up is the orbit axis + this._quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) ); + this._quatInverse = this._quat.clone().invert(); + + // current position in spherical coordinates + this._spherical = new Spherical(); + this._sphericalDelta = new Spherical(); + + this._scale = 1; + this._panOffset = new Vector3(); + + this._rotateStart = new Vector2(); + this._rotateEnd = new Vector2(); + this._rotateDelta = new Vector2(); + + this._panStart = new Vector2(); + this._panEnd = new Vector2(); + this._panDelta = new Vector2(); + + this._dollyStart = new Vector2(); + this._dollyEnd = new Vector2(); + this._dollyDelta = new Vector2(); + + this._dollyDirection = new Vector3(); + this._mouse = new Vector2(); + this._performCursorZoom = false; + + this._pointers = []; + this._pointerPositions = {}; + + this._controlActive = false; + + // event listeners + + this._onPointerMove = onPointerMove.bind( this ); + this._onPointerDown = onPointerDown.bind( this ); + this._onPointerUp = onPointerUp.bind( this ); + this._onContextMenu = onContextMenu.bind( this ); + this._onMouseWheel = onMouseWheel.bind( this ); + this._onKeyDown = onKeyDown.bind( this ); + + this._onTouchStart = onTouchStart.bind( this ); + this._onTouchMove = onTouchMove.bind( this ); + + this._onMouseDown = onMouseDown.bind( this ); + this._onMouseMove = onMouseMove.bind( this ); + + this._interceptControlDown = interceptControlDown.bind( this ); + this._interceptControlUp = interceptControlUp.bind( this ); + + // + + if ( this.domElement !== null ) { + + this.connect( this.domElement ); + + } + + this.update(); + + } + + /** + * Defines the visual representation of the cursor. + * + * @type {('auto'|'grab')} + * @default 'auto' + */ + set cursorStyle( type ) { + + this._cursorStyle = type; + + if ( type === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } else { + + this.domElement.style.cursor = 'auto'; + + } + + } + + get cursorStyle() { + + return this._cursorStyle; + + } + + connect( element ) { + + super.connect( element ); + + this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.addEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.addEventListener( 'contextmenu', this._onContextMenu ); + this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } ); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.addEventListener( 'keydown', this._interceptControlDown, { passive: true, capture: true } ); + + this.domElement.style.touchAction = 'none'; // Disable touch scroll + + } + + disconnect() { + + this.state = _STATE.NONE; + + this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + this.domElement.removeEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.removeEventListener( 'wheel', this._onMouseWheel ); + this.domElement.removeEventListener( 'contextmenu', this._onContextMenu ); + + this.stopListenToKeyEvents(); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.removeEventListener( 'keydown', this._interceptControlDown, { capture: true } ); + document.removeEventListener( 'keyup', this._interceptControlUp, { capture: true } ); + + this._controlActive = false; + + this._pointers.length = 0; + this._pointerPositions = {}; + + this.domElement.style.touchAction = ''; // Restore touch scroll + this.domElement.style.cursor = 'auto'; + + } + + dispose() { + + this.disconnect(); + + } + + /** + * Get the current vertical rotation, in radians. + * + * @return {number} The current vertical rotation, in radians. + */ + getPolarAngle() { + + return this._spherical.phi; + + } + + /** + * Get the current horizontal rotation, in radians. + * + * @return {number} The current horizontal rotation, in radians. + */ + getAzimuthalAngle() { + + return this._spherical.theta; + + } + + /** + * Returns the distance from the camera to the target. + * + * @return {number} The distance from the camera to the target. + */ + getDistance() { + + return this.object.position.distanceTo( this.target ); + + } + + /** + * Adds key event listeners to the given DOM element. + * `window` is a recommended argument for using this method. + * + * @param {HTMLElement} domElement - The DOM element + */ + listenToKeyEvents( domElement ) { + + domElement.addEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = domElement; + + } + + /** + * Removes the key event listener previously defined with `listenToKeyEvents()`. + */ + stopListenToKeyEvents() { + + if ( this._domElementKeyEvents !== null ) { + + this._domElementKeyEvents.removeEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = null; + + } + + } + + /** + * Save the current state of the controls. This can later be recovered with `reset()`. + */ + saveState() { + + this.target0.copy( this.target ); + this.position0.copy( this.object.position ); + this.zoom0 = this.object.zoom; + + } + + /** + * Reset the controls to their state from either the last time the `saveState()` + * was called, or the initial state. + */ + reset() { + + this.target.copy( this.target0 ); + this.object.position.copy( this.position0 ); + this.object.zoom = this.zoom0; + + this.object.updateProjectionMatrix(); + this.dispatchEvent( _changeEvent ); + + this.update(); + + this.state = _STATE.NONE; + + } + + /** + * Programmatically pan the camera. + * + * @param {number} deltaX - The horizontal pan amount in pixels. + * @param {number} deltaY - The vertical pan amount in pixels. + */ + pan( deltaX, deltaY ) { + + this._pan( deltaX, deltaY ); + this.update(); + + } + + /** + * Programmatically dolly in (zoom in for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyIn( dollyScale ) { + + this._dollyIn( dollyScale ); + this.update(); + + } + + /** + * Programmatically dolly out (zoom out for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyOut( dollyScale ) { + + this._dollyOut( dollyScale ); + this.update(); + + } + + /** + * Programmatically rotate the camera left (around the vertical axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateLeft( angle ) { + + this._rotateLeft( angle ); + this.update(); + + } + + /** + * Programmatically rotate the camera up (around the horizontal axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateUp( angle ) { + + this._rotateUp( angle ); + this.update(); + + } + + update( deltaTime = null ) { + + const position = this.object.position; + + _v.copy( position ).sub( this.target ); + + // rotate offset to "y-axis-is-up" space + _v.applyQuaternion( this._quat ); + + // angle from z-axis around y-axis + this._spherical.setFromVector3( _v ); + + if ( this.autoRotate && this.state === _STATE.NONE ) { + + this._rotateLeft( this._getAutoRotationAngle( deltaTime ) ); + + } + + if ( this.enableDamping ) { + + this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor; + this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor; + + } else { + + this._spherical.theta += this._sphericalDelta.theta; + this._spherical.phi += this._sphericalDelta.phi; + + } + + // restrict theta to be between desired limits + + let min = this.minAzimuthAngle; + let max = this.maxAzimuthAngle; + + if ( isFinite( min ) && isFinite( max ) ) { + + if ( min < - Math.PI ) min += _twoPI; else if ( min > Math.PI ) min -= _twoPI; + + if ( max < - Math.PI ) max += _twoPI; else if ( max > Math.PI ) max -= _twoPI; + + if ( min <= max ) { + + this._spherical.theta = Math.max( min, Math.min( max, this._spherical.theta ) ); + + } else { + + this._spherical.theta = ( this._spherical.theta > ( min + max ) / 2 ) ? + Math.max( min, this._spherical.theta ) : + Math.min( max, this._spherical.theta ); + + } + + } + + // restrict phi to be between desired limits + this._spherical.phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, this._spherical.phi ) ); + + this._spherical.makeSafe(); + + + // move target to panned location + + if ( this.enableDamping === true ) { + + this.target.addScaledVector( this._panOffset, this.dampingFactor ); + + } else { + + this.target.add( this._panOffset ); + + } + + // Limit the target distance from the cursor to create a sphere around the center of interest + this.target.sub( this.cursor ); + this.target.clampLength( this.minTargetRadius, this.maxTargetRadius ); + this.target.add( this.cursor ); + + let zoomChanged = false; + // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera + // we adjust zoom later in these cases + if ( this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera ) { + + this._spherical.radius = this._clampDistance( this._spherical.radius ); + + } else { + + const prevRadius = this._spherical.radius; + this._spherical.radius = this._clampDistance( this._spherical.radius * this._scale ); + zoomChanged = prevRadius != this._spherical.radius; + + } + + _v.setFromSpherical( this._spherical ); + + // rotate offset back to "camera-up-vector-is-up" space + _v.applyQuaternion( this._quatInverse ); + + position.copy( this.target ).add( _v ); + + this.object.lookAt( this.target ); + + if ( this.enableDamping === true ) { + + this._sphericalDelta.theta *= ( 1 - this.dampingFactor ); + this._sphericalDelta.phi *= ( 1 - this.dampingFactor ); + + this._panOffset.multiplyScalar( 1 - this.dampingFactor ); + + } else { + + this._sphericalDelta.set( 0, 0, 0 ); + + this._panOffset.set( 0, 0, 0 ); + + } + + // adjust camera position + if ( this.zoomToCursor && this._performCursorZoom ) { + + let newRadius = null; + if ( this.object.isPerspectiveCamera ) { + + // move the camera down the pointer ray + // this method avoids floating point error + const prevRadius = _v.length(); + newRadius = this._clampDistance( prevRadius * this._scale ); + + const radiusDelta = prevRadius - newRadius; + this.object.position.addScaledVector( this._dollyDirection, radiusDelta ); + this.object.updateMatrixWorld(); + + zoomChanged = !! radiusDelta; + + } else if ( this.object.isOrthographicCamera ) { + + // adjust the ortho camera position based on zoom changes + const mouseBefore = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseBefore.unproject( this.object ); + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + this.object.updateProjectionMatrix(); + + zoomChanged = prevZoom !== this.object.zoom; + + const mouseAfter = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseAfter.unproject( this.object ); + + this.object.position.sub( mouseAfter ).add( mouseBefore ); + this.object.updateMatrixWorld(); + + newRadius = _v.length(); + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' ); + this.zoomToCursor = false; + + } + + // handle the placement of the target + if ( newRadius !== null ) { + + if ( this.screenSpacePanning ) { + + // position the orbit target in front of the new camera position + this.target.set( 0, 0, - 1 ) + .transformDirection( this.object.matrix ) + .multiplyScalar( newRadius ) + .add( this.object.position ); + + } else { + + // get the ray and translation plane to compute target + _ray.origin.copy( this.object.position ); + _ray.direction.set( 0, 0, - 1 ).transformDirection( this.object.matrix ); + + // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid + // extremely large values + if ( Math.abs( this.object.up.dot( _ray.direction ) ) < _TILT_LIMIT ) { + + this.object.lookAt( this.target ); + + } else { + + _plane.setFromNormalAndCoplanarPoint( this.object.up, this.target ); + _ray.intersectPlane( _plane, this.target ); + + } + + } + + } + + } else if ( this.object.isOrthographicCamera ) { + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + + if ( prevZoom !== this.object.zoom ) { + + this.object.updateProjectionMatrix(); + zoomChanged = true; + + } + + } + + this._scale = 1; + this._performCursorZoom = false; + + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || + this._lastPosition.distanceToSquared( this.object.position ) > _EPS || + 8 * ( 1 - this._lastQuaternion.dot( this.object.quaternion ) ) > _EPS || + this._lastTargetPosition.distanceToSquared( this.target ) > _EPS ) { + + this.dispatchEvent( _changeEvent ); + + this._lastPosition.copy( this.object.position ); + this._lastQuaternion.copy( this.object.quaternion ); + this._lastTargetPosition.copy( this.target ); + + return true; + + } + + return false; + + } + + _getAutoRotationAngle( deltaTime ) { + + if ( deltaTime !== null ) { + + return ( _twoPI / 60 * this.autoRotateSpeed ) * deltaTime; + + } else { + + return _twoPI / 60 / 60 * this.autoRotateSpeed; + + } + + } + + _getZoomScale( delta ) { + + const normalizedDelta = Math.abs( delta * 0.01 ); + return Math.pow( 0.95, this.zoomSpeed * normalizedDelta ); + + } + + _rotateLeft( angle ) { + + this._sphericalDelta.theta -= angle; + + } + + _rotateUp( angle ) { + + this._sphericalDelta.phi -= angle; + + } + + _panLeft( distance, objectMatrix ) { + + _v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + _v.multiplyScalar( - distance ); + + this._panOffset.add( _v ); + + } + + _panUp( distance, objectMatrix ) { + + if ( this.screenSpacePanning === true ) { + + _v.setFromMatrixColumn( objectMatrix, 1 ); + + } else { + + _v.setFromMatrixColumn( objectMatrix, 0 ); + _v.crossVectors( this.object.up, _v ); + + } + + _v.multiplyScalar( distance ); + + this._panOffset.add( _v ); + + } + + // deltaX and deltaY are in pixels; right and down are positive + _pan( deltaX, deltaY ) { + + const element = this.domElement; + + if ( this.object.isPerspectiveCamera ) { + + // perspective + const position = this.object.position; + _v.copy( position ).sub( this.target ); + let targetDistance = _v.length(); + + // half of the fov is center to top of screen + targetDistance *= Math.tan( ( this.object.fov / 2 ) * Math.PI / 180.0 ); + + // we use only clientHeight here so aspect ratio does not distort speed + this._panLeft( 2 * deltaX * targetDistance / element.clientHeight, this.object.matrix ); + this._panUp( 2 * deltaY * targetDistance / element.clientHeight, this.object.matrix ); + + } else if ( this.object.isOrthographicCamera ) { + + // orthographic + this._panLeft( deltaX * ( this.object.right - this.object.left ) / this.object.zoom / element.clientWidth, this.object.matrix ); + this._panUp( deltaY * ( this.object.top - this.object.bottom ) / this.object.zoom / element.clientHeight, this.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + this.enablePan = false; + + } + + } + + _dollyOut( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale /= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _dollyIn( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale *= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _updateZoomParameters( x, y ) { + + if ( ! this.zoomToCursor ) { + + return; + + } + + this._performCursorZoom = true; + + const rect = this.domElement.getBoundingClientRect(); + const dx = x - rect.left; + const dy = y - rect.top; + const w = rect.width; + const h = rect.height; + + this._mouse.x = ( dx / w ) * 2 - 1; + this._mouse.y = - ( dy / h ) * 2 + 1; + + this._dollyDirection.set( this._mouse.x, this._mouse.y, 1 ).unproject( this.object ).sub( this.object.position ).normalize(); + + } + + _clampDistance( dist ) { + + return Math.max( this.minDistance, Math.min( this.maxDistance, dist ) ); + + } + + // + // event callbacks - update the object state + // + + _handleMouseDownRotate( event ) { + + this._rotateStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownDolly( event ) { + + this._updateZoomParameters( event.clientX, event.clientX ); + this._dollyStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownPan( event ) { + + this._panStart.set( event.clientX, event.clientY ); + + } + + _handleMouseMoveRotate( event ) { + + this._rotateEnd.set( event.clientX, event.clientY ); + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + this.update(); + + } + + _handleMouseMoveDolly( event ) { + + this._dollyEnd.set( event.clientX, event.clientY ); + + this._dollyDelta.subVectors( this._dollyEnd, this._dollyStart ); + + if ( this._dollyDelta.y > 0 ) { + + this._dollyOut( this._getZoomScale( this._dollyDelta.y ) ); + + } else if ( this._dollyDelta.y < 0 ) { + + this._dollyIn( this._getZoomScale( this._dollyDelta.y ) ); + + } + + this._dollyStart.copy( this._dollyEnd ); + + this.update(); + + } + + _handleMouseMovePan( event ) { + + this._panEnd.set( event.clientX, event.clientY ); + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + this.update(); + + } + + _handleMouseWheel( event ) { + + this._updateZoomParameters( event.clientX, event.clientY ); + + if ( event.deltaY < 0 ) { + + this._dollyIn( this._getZoomScale( event.deltaY ) ); + + } else if ( event.deltaY > 0 ) { + + this._dollyOut( this._getZoomScale( event.deltaY ) ); + + } + + this.update(); + + } + + _handleKeyDown( event ) { + + let needsUpdate = false; + + switch ( event.code ) { + + case this.keys.UP: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.BOTTOM: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, - this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.LEFT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.RIGHT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( - this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + } + + if ( needsUpdate ) { + + // prevent the browser from scrolling on cursor keys + event.preventDefault(); + + this.update(); + + } + + + } + + _handleTouchStartRotate( event ) { + + if ( this._pointers.length === 1 ) { + + this._rotateStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateStart.set( x, y ); + + } + + } + + _handleTouchStartPan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panStart.set( x, y ); + + } + + } + + _handleTouchStartDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyStart.set( 0, distance ); + + } + + _handleTouchStartDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enablePan ) this._handleTouchStartPan( event ); + + } + + _handleTouchStartDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enableRotate ) this._handleTouchStartRotate( event ); + + } + + _handleTouchMoveRotate( event ) { + + if ( this._pointers.length == 1 ) { + + this._rotateEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateEnd.set( x, y ); + + } + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + } + + _handleTouchMovePan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panEnd.set( x, y ); + + } + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + } + + _handleTouchMoveDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyEnd.set( 0, distance ); + + this._dollyDelta.set( 0, Math.pow( this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed ) ); + + this._dollyOut( this._dollyDelta.y ); + + this._dollyStart.copy( this._dollyEnd ); + + const centerX = ( event.pageX + position.x ) * 0.5; + const centerY = ( event.pageY + position.y ) * 0.5; + + this._updateZoomParameters( centerX, centerY ); + + } + + _handleTouchMoveDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enablePan ) this._handleTouchMovePan( event ); + + } + + _handleTouchMoveDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enableRotate ) this._handleTouchMoveRotate( event ); + + } + + // pointers + + _addPointer( event ) { + + this._pointers.push( event.pointerId ); + + } + + _removePointer( event ) { + + delete this._pointerPositions[ event.pointerId ]; + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) { + + this._pointers.splice( i, 1 ); + return; + + } + + } + + } + + _isTrackingPointer( event ) { + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) return true; + + } + + return false; + + } + + _trackPointer( event ) { + + let position = this._pointerPositions[ event.pointerId ]; + + if ( position === undefined ) { + + position = new Vector2(); + this._pointerPositions[ event.pointerId ] = position; + + } + + position.set( event.pageX, event.pageY ); + + } + + _getSecondPointerPosition( event ) { + + const pointerId = ( event.pointerId === this._pointers[ 0 ] ) ? this._pointers[ 1 ] : this._pointers[ 0 ]; + + return this._pointerPositions[ pointerId ]; + + } + + // + + _customWheelEvent( event ) { + + const mode = event.deltaMode; + + // minimal wheel event altered to meet delta-zoom demand + const newEvent = { + clientX: event.clientX, + clientY: event.clientY, + deltaY: event.deltaY, + }; + + switch ( mode ) { + + case 1: // LINE_MODE + newEvent.deltaY *= 16; + break; + + case 2: // PAGE_MODE + newEvent.deltaY *= 100; + break; + + } + + // detect if event was triggered by pinching + if ( event.ctrlKey && ! this._controlActive ) { + + newEvent.deltaY *= 10; + + } + + return newEvent; + + } + +} + +function onPointerDown( event ) { + + if ( this.enabled === false ) return; + + if ( this._pointers.length === 0 ) { + + this.domElement.setPointerCapture( event.pointerId ); + + this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp ); + + } + + // + + if ( this._isTrackingPointer( event ) ) return; + + // + + this._addPointer( event ); + + if ( event.pointerType === 'touch' ) { + + this._onTouchStart( event ); + + } else { + + this._onMouseDown( event ); + + } + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grabbing'; + + } + +} + +function onPointerMove( event ) { + + if ( this.enabled === false ) return; + + if ( event.pointerType === 'touch' ) { + + this._onTouchMove( event ); + + } else { + + this._onMouseMove( event ); + + } + +} + +function onPointerUp( event ) { + + this._removePointer( event ); + + switch ( this._pointers.length ) { + + case 0: + + this.domElement.releasePointerCapture( event.pointerId ); + + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + + this.dispatchEvent( _endEvent ); + + this.state = _STATE.NONE; + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } + + break; + + case 1: + + const pointerId = this._pointers[ 0 ]; + const position = this._pointerPositions[ pointerId ]; + + // minimal placeholder event - allows state correction on pointer-up + this._onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } ); + + break; + + } + +} + +function onMouseDown( event ) { + + let mouseAction; + + switch ( event.button ) { + + case 0: + + mouseAction = this.mouseButtons.LEFT; + break; + + case 1: + + mouseAction = this.mouseButtons.MIDDLE; + break; + + case 2: + + mouseAction = this.mouseButtons.RIGHT; + break; + + default: + + mouseAction = - 1; + + } + + switch ( mouseAction ) { + + case MOUSE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseDownDolly( event ); + + this.state = _STATE.DOLLY; + + break; + + case MOUSE.ROTATE: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } else { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } + + break; + + case MOUSE.PAN: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } else { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onMouseMove( event ) { + + switch ( this.state ) { + + case _STATE.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleMouseMoveRotate( event ); + + break; + + case _STATE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseMoveDolly( event ); + + break; + + case _STATE.PAN: + + if ( this.enablePan === false ) return; + + this._handleMouseMovePan( event ); + + break; + + } + +} + +function onMouseWheel( event ) { + + if ( this.enabled === false || this.enableZoom === false || this.state !== _STATE.NONE ) return; + + event.preventDefault(); + + this.dispatchEvent( _startEvent ); + + this._handleMouseWheel( this._customWheelEvent( event ) ); + + this.dispatchEvent( _endEvent ); + +} + +function onKeyDown( event ) { + + if ( this.enabled === false ) return; + + this._handleKeyDown( event ); + +} + +function onTouchStart( event ) { + + this._trackPointer( event ); + + switch ( this._pointers.length ) { + + case 1: + + switch ( this.touches.ONE ) { + + case TOUCH.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchStartRotate( event ); + + this.state = _STATE.TOUCH_ROTATE; + + break; + + case TOUCH.PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchStartPan( event ); + + this.state = _STATE.TOUCH_PAN; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + case 2: + + switch ( this.touches.TWO ) { + + case TOUCH.DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchStartDollyPan( event ); + + this.state = _STATE.TOUCH_DOLLY_PAN; + + break; + + case TOUCH.DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchStartDollyRotate( event ); + + this.state = _STATE.TOUCH_DOLLY_ROTATE; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onTouchMove( event ) { + + this._trackPointer( event ); + + switch ( this.state ) { + + case _STATE.TOUCH_ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchMoveRotate( event ); + + this.update(); + + break; + + case _STATE.TOUCH_PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchMovePan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchMoveDollyPan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchMoveDollyRotate( event ); + + this.update(); + + break; + + default: + + this.state = _STATE.NONE; + + } + +} + +function onContextMenu( event ) { + + if ( this.enabled === false ) return; + + event.preventDefault(); + +} + +function interceptControlDown( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = true; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.addEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +function interceptControlUp( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = false; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.removeEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +export { OrbitControls }; diff --git a/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js b/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js new file mode 100644 index 0000000..88fc5e2 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js @@ -0,0 +1,2003 @@ +import { + BoxGeometry, + BufferGeometry, + Controls, + CylinderGeometry, + DoubleSide, + Euler, + Float32BufferAttribute, + Line, + LineBasicMaterial, + Matrix4, + Mesh, + MeshBasicMaterial, + Object3D, + OctahedronGeometry, + PlaneGeometry, + Quaternion, + Raycaster, + SphereGeometry, + TorusGeometry, + Vector3 +} from 'three'; + +const _raycaster = new Raycaster(); + +const _tempVector = new Vector3(); +const _tempVector2 = new Vector3(); +const _tempQuaternion = new Quaternion(); +const _unit = { + X: new Vector3( 1, 0, 0 ), + Y: new Vector3( 0, 1, 0 ), + Z: new Vector3( 0, 0, 1 ) +}; + +/** + * Fires if any type of change (object or property change) is performed. Property changes + * are separate events you can add event listeners to. The event type is "propertyname-changed". + * + * @event TransformControls#change + * @type {Object} + */ +const _changeEvent = { type: 'change' }; + +/** + * Fires if a pointer (mouse/touch) becomes active. + * + * @event TransformControls#mouseDown + * @type {Object} + */ +const _mouseDownEvent = { type: 'mouseDown', mode: null }; + +/** + * Fires if a pointer (mouse/touch) is no longer active. + * + * @event TransformControls#mouseUp + * @type {Object} + */ +const _mouseUpEvent = { type: 'mouseUp', mode: null }; + +/** + * Fires if the controlled 3D object is changed. + * + * @event TransformControls#objectChange + * @type {Object} + */ +const _objectChangeEvent = { type: 'objectChange' }; + +/** + * This class can be used to transform objects in 3D space by adapting a similar interaction model + * of DCC tools like Blender. Unlike other controls, it is not intended to transform the scene's camera. + * + * `TransformControls` expects that its attached 3D object is part of the scene graph. + * + * @augments Controls + * @three_import import { TransformControls } from 'three/addons/controls/TransformControls.js'; + */ +class TransformControls extends Controls { + + /** + * Constructs a new controls instance. + * + * @param {Camera} camera - The camera of the rendered scene. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( camera, domElement = null ) { + + super( undefined, domElement ); + + const root = new TransformControlsRoot( this ); + this._root = root; + + const gizmo = new TransformControlsGizmo(); + this._gizmo = gizmo; + root.add( gizmo ); + + const plane = new TransformControlsPlane(); + this._plane = plane; + root.add( plane ); + + const scope = this; + + // Defined getter, setter and store for a property + function defineProperty( propName, defaultValue ) { + + let propValue = defaultValue; + + Object.defineProperty( scope, propName, { + + get: function () { + + return propValue !== undefined ? propValue : defaultValue; + + }, + + set: function ( value ) { + + if ( propValue !== value ) { + + propValue = value; + plane[ propName ] = value; + gizmo[ propName ] = value; + + scope.dispatchEvent( { type: propName + '-changed', value: value } ); + scope.dispatchEvent( _changeEvent ); + + } + + } + + } ); + + scope[ propName ] = defaultValue; + plane[ propName ] = defaultValue; + gizmo[ propName ] = defaultValue; + + } + + // Define properties with getters/setter + // Setting the defined property will automatically trigger change event + // Defined properties are passed down to gizmo and plane + + /** + * The camera of the rendered scene. + * + * @name TransformControls#camera + * @type {Camera} + */ + defineProperty( 'camera', camera ); + defineProperty( 'object', undefined ); + defineProperty( 'enabled', true ); + + /** + * The current transformation axis. + * + * @name TransformControls#axis + * @type {string} + */ + defineProperty( 'axis', null ); + + /** + * The current transformation axis. + * + * @name TransformControls#mode + * @type {('translate'|'rotate'|'scale')} + * @default 'translate' + */ + defineProperty( 'mode', 'translate' ); + + /** + * By default, 3D objects are continuously translated. If you set this property to a numeric + * value (world units), you can define in which steps the 3D object should be translated. + * + * @name TransformControls#translationSnap + * @type {?number} + * @default null + */ + defineProperty( 'translationSnap', null ); + + /** + * By default, 3D objects are continuously rotated. If you set this property to a numeric + * value (radians), you can define in which steps the 3D object should be rotated. + * + * @name TransformControls#rotationSnap + * @type {?number} + * @default null + */ + defineProperty( 'rotationSnap', null ); + + /** + * By default, 3D objects are continuously scaled. If you set this property to a numeric + * value, you can define in which steps the 3D object should be scaled. + * + * @name TransformControls#scaleSnap + * @type {?number} + * @default null + */ + defineProperty( 'scaleSnap', null ); + + /** + * Defines in which coordinate space transformations should be performed. + * + * @name TransformControls#space + * @type {('world'|'local')} + * @default 'world' + */ + defineProperty( 'space', 'world' ); + + /** + * The size of the helper UI (axes/planes). + * + * @name TransformControls#size + * @type {number} + * @default 1 + */ + defineProperty( 'size', 1 ); + + /** + * The viewport rectangle, in logical (CSS) pixels with the origin at the lower-left + * of the canvas. Set this when the renderer uses a sub-canvas viewport so pointer + * coordinates map to the correct region. If `null`, the full canvas is used. + * + * @name TransformControls#viewport + * @type {?Vector4} + * @default null + */ + this.viewport = null; + + /** + * Whether dragging is currently performed or not. + * + * @name TransformControls#dragging + * @type {boolean} + * @readonly + * @default false + */ + defineProperty( 'dragging', false ); + + /** + * Whether the x-axis helper should be visible or not. + * + * @name TransformControls#showX + * @type {boolean} + * @default true + */ + defineProperty( 'showX', true ); + + /** + * Whether the y-axis helper should be visible or not. + * + * @name TransformControls#showY + * @type {boolean} + * @default true + */ + defineProperty( 'showY', true ); + + /** + * Whether the z-axis helper should be visible or not. + * + * @name TransformControls#showZ + * @type {boolean} + * @default true + */ + defineProperty( 'showZ', true ); + + /** + * Whether the xy-plane helper should be visible or not. + * + * @name TransformControls#showXY + * @type {boolean} + * @default true + */ + defineProperty( 'showXY', true ); + + /** + * Whether the yz-plane helper should be visible or not. + * + * @name TransformControls#showYZ + * @type {boolean} + * @default true + */ + defineProperty( 'showYZ', true ); + + /** + * Whether the xz-axis helper should be visible or not. + * + * @name TransformControls#showXZ + * @type {boolean} + * @default true + */ + defineProperty( 'showXZ', true ); + + /** + * Whether the xyze rotation helper should be visible or not. + * + * @name TransformControls#showXYZE + * @type {boolean} + * @default true + */ + defineProperty( 'showXYZE', true ); + + /** + * Whether the e rotation helper should be visible or not. + * + * @name TransformControls#showE + * @type {boolean} + * @default true + */ + defineProperty( 'showE', true ); + + /** + * The minimum allowed X position during translation. + * + * @name TransformControls#minX + * @type {number} + * @default -Infinity + */ + defineProperty( 'minX', - Infinity ); + + /** + * The maximum allowed X position during translation. + * + * @name TransformControls#maxX + * @type {number} + * @default Infinity + */ + defineProperty( 'maxX', Infinity ); + + /** + * The minimum allowed y position during translation. + * + * @name TransformControls#minY + * @type {number} + * @default -Infinity + */ + defineProperty( 'minY', - Infinity ); + + /** + * The maximum allowed Y position during translation. + * + * @name TransformControls#maxY + * @type {number} + * @default Infinity + */ + defineProperty( 'maxY', Infinity ); + + /** + * The minimum allowed z position during translation. + * + * @name TransformControls#minZ + * @type {number} + * @default -Infinity + */ + defineProperty( 'minZ', - Infinity ); + + /** + * The maximum allowed Z position during translation. + * + * @name TransformControls#maxZ + * @type {number} + * @default Infinity + */ + defineProperty( 'maxZ', Infinity ); + + // Reusable utility variables + + const worldPosition = new Vector3(); + const worldPositionStart = new Vector3(); + const worldQuaternion = new Quaternion(); + const worldQuaternionStart = new Quaternion(); + const cameraPosition = new Vector3(); + const cameraQuaternion = new Quaternion(); + const pointStart = new Vector3(); + const pointEnd = new Vector3(); + const rotationAxis = new Vector3(); + const rotationAngle = 0; + const eye = new Vector3(); + + // TODO: remove properties unused in plane and gizmo + + defineProperty( 'worldPosition', worldPosition ); + defineProperty( 'worldPositionStart', worldPositionStart ); + defineProperty( 'worldQuaternion', worldQuaternion ); + defineProperty( 'worldQuaternionStart', worldQuaternionStart ); + defineProperty( 'cameraPosition', cameraPosition ); + defineProperty( 'cameraQuaternion', cameraQuaternion ); + defineProperty( 'pointStart', pointStart ); + defineProperty( 'pointEnd', pointEnd ); + defineProperty( 'rotationAxis', rotationAxis ); + defineProperty( 'rotationAngle', rotationAngle ); + defineProperty( 'eye', eye ); + + this._offset = new Vector3(); + this._startNorm = new Vector3(); + this._endNorm = new Vector3(); + this._cameraScale = new Vector3(); + + this._parentPosition = new Vector3(); + this._parentQuaternion = new Quaternion(); + this._parentQuaternionInv = new Quaternion(); + this._parentScale = new Vector3(); + + this._worldScaleStart = new Vector3(); + this._worldQuaternionInv = new Quaternion(); + this._worldScale = new Vector3(); + + this._positionStart = new Vector3(); + this._quaternionStart = new Quaternion(); + this._scaleStart = new Vector3(); + + this._getPointer = getPointer.bind( this ); + this._onPointerDown = onPointerDown.bind( this ); + this._onPointerHover = onPointerHover.bind( this ); + this._onPointerMove = onPointerMove.bind( this ); + this._onPointerUp = onPointerUp.bind( this ); + + if ( domElement !== null ) { + + this.connect( domElement ); + + } + + } + + connect( element ) { + + super.connect( element ); + + this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.addEventListener( 'pointermove', this._onPointerHover ); + this.domElement.addEventListener( 'pointerup', this._onPointerUp ); + + this.domElement.style.touchAction = 'none'; // Disable touch scroll + + } + + disconnect() { + + this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.removeEventListener( 'pointermove', this._onPointerHover ); + this.domElement.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.removeEventListener( 'pointerup', this._onPointerUp ); + + this.domElement.style.touchAction = ''; // Restore touch scroll + + } + + /** + * Returns the visual representation of the controls. Add the helper to your scene to + * visually transform the attached 3D object. + * + * @return {TransformControlsRoot} The helper. + */ + getHelper() { + + return this._root; + + } + + pointerHover( pointer ) { + + if ( this.object === undefined || this.dragging === true ) return; + + if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); + + const intersect = intersectObjectWithRay( this._gizmo.picker[ this.mode ], _raycaster ); + + if ( intersect ) { + + this.axis = intersect.object.name; + + } else { + + this.axis = null; + + } + + } + + pointerDown( pointer ) { + + if ( this.object === undefined || this.dragging === true || ( pointer != null && pointer.button !== 0 ) ) return; + + if ( this.axis !== null ) { + + if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); + + const planeIntersect = intersectObjectWithRay( this._plane, _raycaster, true ); + + if ( planeIntersect ) { + + this.object.updateMatrixWorld(); + this.object.parent.updateMatrixWorld(); + + this._positionStart.copy( this.object.position ); + this._quaternionStart.copy( this.object.quaternion ); + this._scaleStart.copy( this.object.scale ); + + this.object.matrixWorld.decompose( this.worldPositionStart, this.worldQuaternionStart, this._worldScaleStart ); + + this.pointStart.copy( planeIntersect.point ).sub( this.worldPositionStart ); + + } + + this.dragging = true; + _mouseDownEvent.mode = this.mode; + this.dispatchEvent( _mouseDownEvent ); + + } + + } + + pointerMove( pointer ) { + + const axis = this.axis; + const mode = this.mode; + const object = this.object; + let space = this.space; + + if ( mode === 'scale' ) { + + space = 'local'; + + } else if ( axis === 'E' || axis === 'XYZE' || axis === 'XYZ' ) { + + space = 'world'; + + } + + if ( object === undefined || axis === null || this.dragging === false || ( pointer !== null && pointer.button !== - 1 ) ) return; + + if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); + + const planeIntersect = intersectObjectWithRay( this._plane, _raycaster, true ); + + if ( ! planeIntersect ) return; + + this.pointEnd.copy( planeIntersect.point ).sub( this.worldPositionStart ); + + if ( mode === 'translate' ) { + + // Apply translate + + this._offset.copy( this.pointEnd ).sub( this.pointStart ); + + if ( space === 'local' && axis !== 'XYZ' ) { + + this._offset.applyQuaternion( this._worldQuaternionInv ); + + } + + if ( axis.indexOf( 'X' ) === - 1 ) this._offset.x = 0; + if ( axis.indexOf( 'Y' ) === - 1 ) this._offset.y = 0; + if ( axis.indexOf( 'Z' ) === - 1 ) this._offset.z = 0; + + if ( space === 'local' && axis !== 'XYZ' ) { + + this._offset.applyQuaternion( this._quaternionStart ).divide( this._parentScale ); + + } else { + + this._offset.applyQuaternion( this._parentQuaternionInv ).divide( this._parentScale ); + + } + + object.position.copy( this._offset ).add( this._positionStart ); + + // Apply translation snap + + if ( this.translationSnap ) { + + if ( space === 'local' ) { + + object.position.applyQuaternion( _tempQuaternion.copy( this._quaternionStart ).invert() ); + + if ( axis.search( 'X' ) !== - 1 ) { + + object.position.x = Math.round( object.position.x / this.translationSnap ) * this.translationSnap; + + } + + if ( axis.search( 'Y' ) !== - 1 ) { + + object.position.y = Math.round( object.position.y / this.translationSnap ) * this.translationSnap; + + } + + if ( axis.search( 'Z' ) !== - 1 ) { + + object.position.z = Math.round( object.position.z / this.translationSnap ) * this.translationSnap; + + } + + object.position.applyQuaternion( this._quaternionStart ); + + } + + if ( space === 'world' ) { + + object.getWorldPosition( _tempVector ); + + if ( axis.search( 'X' ) !== - 1 ) { + + _tempVector.x = Math.round( _tempVector.x / this.translationSnap ) * this.translationSnap; + + } + + if ( axis.search( 'Y' ) !== - 1 ) { + + _tempVector.y = Math.round( _tempVector.y / this.translationSnap ) * this.translationSnap; + + } + + if ( axis.search( 'Z' ) !== - 1 ) { + + _tempVector.z = Math.round( _tempVector.z / this.translationSnap ) * this.translationSnap; + + } + + object.position.copy( object.parent.worldToLocal( _tempVector ) ); + + } + + } + + object.position.x = Math.max( this.minX, Math.min( this.maxX, object.position.x ) ); + object.position.y = Math.max( this.minY, Math.min( this.maxY, object.position.y ) ); + object.position.z = Math.max( this.minZ, Math.min( this.maxZ, object.position.z ) ); + + } else if ( mode === 'scale' ) { + + if ( axis.search( 'XYZ' ) !== - 1 ) { + + let d = this.pointEnd.length() / this.pointStart.length(); + + if ( this.pointEnd.dot( this.pointStart ) < 0 ) d *= - 1; + + _tempVector2.set( d, d, d ); + + } else { + + _tempVector.copy( this.pointStart ); + _tempVector2.copy( this.pointEnd ); + + _tempVector.applyQuaternion( this._worldQuaternionInv ); + _tempVector2.applyQuaternion( this._worldQuaternionInv ); + + _tempVector2.divide( _tempVector ); + + if ( axis.search( 'X' ) === - 1 ) { + + _tempVector2.x = 1; + + } + + if ( axis.search( 'Y' ) === - 1 ) { + + _tempVector2.y = 1; + + } + + if ( axis.search( 'Z' ) === - 1 ) { + + _tempVector2.z = 1; + + } + + } + + // Apply scale + + object.scale.copy( this._scaleStart ).multiply( _tempVector2 ); + + if ( this.scaleSnap ) { + + if ( axis.search( 'X' ) !== - 1 ) { + + object.scale.x = Math.round( object.scale.x / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; + + } + + if ( axis.search( 'Y' ) !== - 1 ) { + + object.scale.y = Math.round( object.scale.y / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; + + } + + if ( axis.search( 'Z' ) !== - 1 ) { + + object.scale.z = Math.round( object.scale.z / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; + + } + + } + + } else if ( mode === 'rotate' ) { + + this._offset.copy( this.pointEnd ).sub( this.pointStart ); + + const ROTATION_SPEED = 20 / this.worldPosition.distanceTo( _tempVector.setFromMatrixPosition( this.camera.matrixWorld ) ); + + let _inPlaneRotation = false; + + if ( axis === 'XYZE' ) { + + this.rotationAxis.copy( this._offset ).cross( this.eye ).normalize(); + this.rotationAngle = this._offset.dot( _tempVector.copy( this.rotationAxis ).cross( this.eye ) ) * ROTATION_SPEED; + + } else if ( axis === 'X' || axis === 'Y' || axis === 'Z' ) { + + this.rotationAxis.copy( _unit[ axis ] ); + + _tempVector.copy( _unit[ axis ] ); + + if ( space === 'local' ) { + + _tempVector.applyQuaternion( this.worldQuaternion ); + + } + + _tempVector.cross( this.eye ); + + // When _tempVector is 0 after cross with this.eye the vectors are parallel and should use in-plane rotation logic. + if ( _tempVector.length() === 0 ) { + + _inPlaneRotation = true; + + } else { + + this.rotationAngle = this._offset.dot( _tempVector.normalize() ) * ROTATION_SPEED; + + } + + + } + + if ( axis === 'E' || _inPlaneRotation ) { + + this.rotationAxis.copy( this.eye ); + this.rotationAngle = this.pointEnd.angleTo( this.pointStart ); + + this._startNorm.copy( this.pointStart ).normalize(); + this._endNorm.copy( this.pointEnd ).normalize(); + + this.rotationAngle *= ( this._endNorm.cross( this._startNorm ).dot( this.eye ) < 0 ? 1 : - 1 ); + + } + + // Apply rotation snap + + if ( this.rotationSnap ) this.rotationAngle = Math.round( this.rotationAngle / this.rotationSnap ) * this.rotationSnap; + + // Apply rotate + if ( space === 'local' && axis !== 'E' && axis !== 'XYZE' ) { + + object.quaternion.copy( this._quaternionStart ); + object.quaternion.multiply( _tempQuaternion.setFromAxisAngle( this.rotationAxis, this.rotationAngle ) ).normalize(); + + } else { + + this.rotationAxis.applyQuaternion( this._parentQuaternionInv ); + object.quaternion.copy( _tempQuaternion.setFromAxisAngle( this.rotationAxis, this.rotationAngle ) ); + object.quaternion.multiply( this._quaternionStart ).normalize(); + + } + + } + + this.dispatchEvent( _changeEvent ); + this.dispatchEvent( _objectChangeEvent ); + + } + + pointerUp( pointer ) { + + if ( pointer !== null && pointer.button !== 0 ) return; + + if ( this.dragging && ( this.axis !== null ) ) { + + _mouseUpEvent.mode = this.mode; + this.dispatchEvent( _mouseUpEvent ); + + } + + this.dragging = false; + this.axis = null; + + } + + dispose() { + + this.disconnect(); + + this._root.dispose(); + + } + + /** + * Sets the 3D object that should be transformed and ensures the controls UI is visible. + * + * @param {Object3D} object - The 3D object that should be transformed. + * @return {TransformControls} A reference to this controls. + */ + attach( object ) { + + this.object = object; + this._root.visible = true; + + return this; + + } + + /** + * Removes the current 3D object from the controls and makes the helper UI invisible. + * + * @return {TransformControls} A reference to this controls. + */ + detach() { + + this.object = undefined; + this.axis = null; + + this._root.visible = false; + + return this; + + } + + /** + * Resets the object's position, rotation and scale to when the current transform began. + */ + reset() { + + if ( ! this.enabled ) return; + + if ( this.dragging ) { + + this.object.position.copy( this._positionStart ); + this.object.quaternion.copy( this._quaternionStart ); + this.object.scale.copy( this._scaleStart ); + + this.dispatchEvent( _changeEvent ); + this.dispatchEvent( _objectChangeEvent ); + + this.pointStart.copy( this.pointEnd ); + + } + + } + + /** + * Returns the raycaster that is used for user interaction. This object is shared between all + * instances of `TransformControls`. + * + * @returns {Raycaster} The internal raycaster. + */ + getRaycaster() { + + return _raycaster; + + } + + /** + * Returns the transformation mode. + * + * @returns {'translate'|'rotate'|'scale'} The transformation mode. + */ + getMode() { + + return this.mode; + + } + + /** + * Sets the given transformation mode. + * + * @param {'translate'|'rotate'|'scale'} mode - The transformation mode to set. + */ + setMode( mode ) { + + this.mode = mode; + + } + + /** + * Sets the translation snap. + * + * @param {?number} translationSnap - The translation snap to set. + */ + setTranslationSnap( translationSnap ) { + + this.translationSnap = translationSnap; + + } + + /** + * Sets the rotation snap. + * + * @param {?number} rotationSnap - The rotation snap to set. + */ + setRotationSnap( rotationSnap ) { + + this.rotationSnap = rotationSnap; + + } + + /** + * Sets the scale snap. + * + * @param {?number} scaleSnap - The scale snap to set. + */ + setScaleSnap( scaleSnap ) { + + this.scaleSnap = scaleSnap; + + } + + /** + * Sets the size of the helper UI. + * + * @param {number} size - The size to set. + */ + setSize( size ) { + + this.size = size; + + } + + /** + * Sets the coordinate space in which transformations are applied. + * + * @param {'world'|'local'} space - The space to set. + */ + setSpace( space ) { + + this.space = space; + + } + + /** + * Sets the colors of the control's gizmo. + * + * @param {number|Color|string} xAxis - The x-axis color. + * @param {number|Color|string} yAxis - The y-axis color. + * @param {number|Color|string} zAxis - The z-axis color. + * @param {number|Color|string} active - The color for active elements. + */ + setColors( xAxis, yAxis, zAxis, active ) { + + const materialLib = this._gizmo.materialLib; + + materialLib.xAxis.color.set( xAxis ); + materialLib.yAxis.color.set( yAxis ); + materialLib.zAxis.color.set( zAxis ); + materialLib.active.color.set( active ); + materialLib.xAxisTransparent.color.set( xAxis ); + materialLib.yAxisTransparent.color.set( yAxis ); + materialLib.zAxisTransparent.color.set( zAxis ); + materialLib.activeTransparent.color.set( active ); + + // update color caches + + if ( materialLib.xAxis._color ) materialLib.xAxis._color.set( xAxis ); + if ( materialLib.yAxis._color ) materialLib.yAxis._color.set( yAxis ); + if ( materialLib.zAxis._color ) materialLib.zAxis._color.set( zAxis ); + if ( materialLib.active._color ) materialLib.active._color.set( active ); + if ( materialLib.xAxisTransparent._color ) materialLib.xAxisTransparent._color.set( xAxis ); + if ( materialLib.yAxisTransparent._color ) materialLib.yAxisTransparent._color.set( yAxis ); + if ( materialLib.zAxisTransparent._color ) materialLib.zAxisTransparent._color.set( zAxis ); + if ( materialLib.activeTransparent._color ) materialLib.activeTransparent._color.set( active ); + + } + +} + +// mouse / touch event handlers + +function getPointer( event ) { + + if ( this.domElement.ownerDocument.pointerLockElement ) { + + return { + x: 0, + y: 0, + button: event.button + }; + + } else { + + const rect = this.domElement.getBoundingClientRect(); + const viewport = this.viewport; + + let originX, originY, regionWidth, regionHeight; + + if ( viewport !== null ) { + + originX = viewport.x; + originY = rect.height - viewport.y - viewport.w; + regionWidth = viewport.z; + regionHeight = viewport.w; + + } else { + + originX = 0; + originY = 0; + regionWidth = rect.width; + regionHeight = rect.height; + + } + + return { + x: ( event.clientX - rect.left - originX ) / regionWidth * 2 - 1, + y: - ( event.clientY - rect.top - originY ) / regionHeight * 2 + 1, + button: event.button + }; + + } + +} + +function onPointerHover( event ) { + + if ( ! this.enabled ) return; + + switch ( event.pointerType ) { + + case 'mouse': + case 'pen': + this.pointerHover( this._getPointer( event ) ); + break; + + } + +} + +function onPointerDown( event ) { + + if ( ! this.enabled ) return; + + if ( ! document.pointerLockElement ) { + + this.domElement.setPointerCapture( event.pointerId ); + + } + + this.domElement.addEventListener( 'pointermove', this._onPointerMove ); + + this.pointerHover( this._getPointer( event ) ); + this.pointerDown( this._getPointer( event ) ); + +} + +function onPointerMove( event ) { + + if ( ! this.enabled ) return; + + this.pointerMove( this._getPointer( event ) ); + +} + +function onPointerUp( event ) { + + if ( ! this.enabled ) return; + + this.domElement.releasePointerCapture( event.pointerId ); + + this.domElement.removeEventListener( 'pointermove', this._onPointerMove ); + + this.pointerUp( this._getPointer( event ) ); + +} + +function intersectObjectWithRay( object, raycaster, includeInvisible ) { + + const allIntersections = raycaster.intersectObject( object, true ); + + for ( let i = 0; i < allIntersections.length; i ++ ) { + + if ( allIntersections[ i ].object.visible || includeInvisible ) { + + return allIntersections[ i ]; + + } + + } + + return false; + +} + +// + +// Reusable utility variables + +const _tempEuler = new Euler(); +const _alignVector = new Vector3( 0, 1, 0 ); +const _zeroVector = new Vector3( 0, 0, 0 ); +const _lookAtMatrix = new Matrix4(); +const _tempQuaternion2 = new Quaternion(); +const _identityQuaternion = new Quaternion(); +const _dirVector = new Vector3(); +const _tempMatrix = new Matrix4(); + +const _unitX = new Vector3( 1, 0, 0 ); +const _unitY = new Vector3( 0, 1, 0 ); +const _unitZ = new Vector3( 0, 0, 1 ); + +const _v1 = new Vector3(); +const _v2 = new Vector3(); +const _v3 = new Vector3(); + +class TransformControlsRoot extends Object3D { + + constructor( controls ) { + + super(); + + this.isTransformControlsRoot = true; + + this.controls = controls; + this.visible = false; + + } + + // updateMatrixWorld updates key transformation variables + updateMatrixWorld( force ) { + + const controls = this.controls; + + if ( controls.object !== undefined ) { + + controls.object.updateMatrixWorld(); + + if ( controls.object.parent === null ) { + + console.error( 'TransformControls: The attached 3D object must be a part of the scene graph.' ); + + } else { + + controls.object.parent.matrixWorld.decompose( controls._parentPosition, controls._parentQuaternion, controls._parentScale ); + + } + + controls.object.matrixWorld.decompose( controls.worldPosition, controls.worldQuaternion, controls._worldScale ); + + controls._parentQuaternionInv.copy( controls._parentQuaternion ).invert(); + controls._worldQuaternionInv.copy( controls.worldQuaternion ).invert(); + + } + + controls.camera.updateMatrixWorld(); + controls.camera.matrixWorld.decompose( controls.cameraPosition, controls.cameraQuaternion, controls._cameraScale ); + + if ( controls.camera.isOrthographicCamera ) { + + controls.camera.getWorldDirection( controls.eye ).negate(); + + } else { + + controls.eye.copy( controls.cameraPosition ).sub( controls.worldPosition ).normalize(); + + } + + // Cancel out the parent's transform so the gizmo stays world-aligned. + + if ( this.parent ) { + + _tempMatrix.copy( this.parent.matrixWorld ).invert(); + _tempMatrix.decompose( this.position, this.quaternion, this.scale ); + + } + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.traverse( function ( child ) { + + if ( child.geometry ) child.geometry.dispose(); + if ( child.material ) child.material.dispose(); + + } ); + + } + +} + +class TransformControlsGizmo extends Object3D { + + constructor() { + + super(); + + this.isTransformControlsGizmo = true; + + this.type = 'TransformControlsGizmo'; + + // shared materials + + const gizmoMaterial = new MeshBasicMaterial( { + depthTest: false, + depthWrite: false, + fog: false, + toneMapped: false, + transparent: true + } ); + + const gizmoLineMaterial = new LineBasicMaterial( { + depthTest: false, + depthWrite: false, + fog: false, + toneMapped: false, + transparent: true + } ); + + // Make unique material for each axis/color + + const matInvisible = gizmoMaterial.clone(); + matInvisible.opacity = 0.15; + + const matHelper = gizmoLineMaterial.clone(); + matHelper.opacity = 0.5; + + const matRed = gizmoMaterial.clone(); + matRed.color.setHex( 0xff0000 ); + + const matGreen = gizmoMaterial.clone(); + matGreen.color.setHex( 0x00ff00 ); + + const matBlue = gizmoMaterial.clone(); + matBlue.color.setHex( 0x0000ff ); + + const matRedTransparent = gizmoMaterial.clone(); + matRedTransparent.color.setHex( 0xff0000 ); + matRedTransparent.opacity = 0.5; + + const matGreenTransparent = gizmoMaterial.clone(); + matGreenTransparent.color.setHex( 0x00ff00 ); + matGreenTransparent.opacity = 0.5; + + const matBlueTransparent = gizmoMaterial.clone(); + matBlueTransparent.color.setHex( 0x0000ff ); + matBlueTransparent.opacity = 0.5; + + const matWhiteTransparent = gizmoMaterial.clone(); + matWhiteTransparent.opacity = 0.25; + + const matYellowTransparent = gizmoMaterial.clone(); + matYellowTransparent.color.setHex( 0xffff00 ); + matYellowTransparent.opacity = 0.25; + + const matYellow = gizmoMaterial.clone(); + matYellow.color.setHex( 0xffff00 ); + + const matGray = gizmoMaterial.clone(); + matGray.color.setHex( 0x787878 ); + + // materials in the below property are configurable via setColors() + + this.materialLib = { + xAxis: matRed, + yAxis: matGreen, + zAxis: matBlue, + active: matYellow, + xAxisTransparent: matRedTransparent, + yAxisTransparent: matGreenTransparent, + zAxisTransparent: matBlueTransparent, + activeTransparent: matYellowTransparent + }; + + // reusable geometry + + const arrowGeometry = new CylinderGeometry( 0, 0.04, 0.1, 12 ); + arrowGeometry.translate( 0, 0.05, 0 ); + + const scaleHandleGeometry = new BoxGeometry( 0.08, 0.08, 0.08 ); + scaleHandleGeometry.translate( 0, 0.04, 0 ); + + const lineGeometry = new BufferGeometry(); + lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 1, 0, 0 ], 3 ) ); + + const lineGeometry2 = new CylinderGeometry( 0.0075, 0.0075, 0.5, 3 ); + lineGeometry2.translate( 0, 0.25, 0 ); + + function CircleGeometry( radius, arc ) { + + const geometry = new TorusGeometry( radius, 0.0075, 3, 64, arc * Math.PI * 2 ); + geometry.rotateY( Math.PI / 2 ); + geometry.rotateX( Math.PI / 2 ); + return geometry; + + } + + // Special geometry for transform helper. If scaled with position vector it spans from [0,0,0] to position + + function TranslateHelperGeometry() { + + const geometry = new BufferGeometry(); + + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 1, 1, 1 ], 3 ) ); + + return geometry; + + } + + // Gizmo definitions - custom hierarchy definitions for setupGizmo() function + + const gizmoTranslate = { + X: [ + [ new Mesh( arrowGeometry, matRed ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + [ new Mesh( arrowGeometry, matRed ), [ - 0.5, 0, 0 ], [ 0, 0, Math.PI / 2 ]], + [ new Mesh( lineGeometry2, matRed ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]] + ], + Y: [ + [ new Mesh( arrowGeometry, matGreen ), [ 0, 0.5, 0 ]], + [ new Mesh( arrowGeometry, matGreen ), [ 0, - 0.5, 0 ], [ Math.PI, 0, 0 ]], + [ new Mesh( lineGeometry2, matGreen ) ] + ], + Z: [ + [ new Mesh( arrowGeometry, matBlue ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ]], + [ new Mesh( arrowGeometry, matBlue ), [ 0, 0, - 0.5 ], [ - Math.PI / 2, 0, 0 ]], + [ new Mesh( lineGeometry2, matBlue ), null, [ Math.PI / 2, 0, 0 ]] + ], + XYZ: [ + [ new Mesh( new OctahedronGeometry( 0.1, 0 ), matWhiteTransparent ), [ 0, 0, 0 ]] + ], + XY: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matBlueTransparent ), [ 0.15, 0.15, 0 ]] + ], + YZ: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matRedTransparent ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] + ], + XZ: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matGreenTransparent ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] + ] + }; + + const pickerTranslate = { + X: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0.3, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ - 0.3, 0, 0 ], [ 0, 0, Math.PI / 2 ]] + ], + Y: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0.3, 0 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, - 0.3, 0 ], [ 0, 0, Math.PI ]] + ], + Z: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, 0.3 ], [ Math.PI / 2, 0, 0 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, - 0.3 ], [ - Math.PI / 2, 0, 0 ]] + ], + XYZ: [ + [ new Mesh( new OctahedronGeometry( 0.2, 0 ), matInvisible ) ] + ], + XY: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0.15, 0 ]] + ], + YZ: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] + ], + XZ: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] + ] + }; + + const helperTranslate = { + START: [ + [ new Mesh( new OctahedronGeometry( 0.01, 2 ), matHelper ), null, null, null, 'helper' ] + ], + END: [ + [ new Mesh( new OctahedronGeometry( 0.01, 2 ), matHelper ), null, null, null, 'helper' ] + ], + DELTA: [ + [ new Line( TranslateHelperGeometry(), matHelper ), null, null, null, 'helper' ] + ], + X: [ + [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] + ], + Y: [ + [ new Line( lineGeometry, matHelper ), [ 0, - 1e3, 0 ], [ 0, 0, Math.PI / 2 ], [ 1e6, 1, 1 ], 'helper' ] + ], + Z: [ + [ new Line( lineGeometry, matHelper ), [ 0, 0, - 1e3 ], [ 0, - Math.PI / 2, 0 ], [ 1e6, 1, 1 ], 'helper' ] + ] + }; + + const gizmoRotate = { + XYZE: [ + [ new Mesh( CircleGeometry( 0.5, 1 ), matGray ), null, [ 0, Math.PI / 2, 0 ]] + ], + X: [ + [ new Mesh( CircleGeometry( 0.5, 0.5 ), matRed ) ] + ], + Y: [ + [ new Mesh( CircleGeometry( 0.5, 0.5 ), matGreen ), null, [ 0, 0, - Math.PI / 2 ]] + ], + Z: [ + [ new Mesh( CircleGeometry( 0.5, 0.5 ), matBlue ), null, [ 0, Math.PI / 2, 0 ]] + ], + E: [ + [ new Mesh( CircleGeometry( 0.75, 1 ), matYellowTransparent ), null, [ 0, Math.PI / 2, 0 ]] + ] + }; + + const helperRotate = { + AXIS: [ + [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] + ] + }; + + const pickerRotate = { + XYZE: [ + [ new Mesh( new SphereGeometry( 0.25, 10, 8 ), matInvisible ) ] + ], + X: [ + [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ 0, - Math.PI / 2, - Math.PI / 2 ]], + ], + Y: [ + [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ]], + ], + Z: [ + [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + ], + E: [ + [ new Mesh( new TorusGeometry( 0.75, 0.1, 2, 24 ), matInvisible ) ] + ] + }; + + const gizmoScale = { + X: [ + [ new Mesh( scaleHandleGeometry, matRed ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + [ new Mesh( lineGeometry2, matRed ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + [ new Mesh( scaleHandleGeometry, matRed ), [ - 0.5, 0, 0 ], [ 0, 0, Math.PI / 2 ]], + ], + Y: [ + [ new Mesh( scaleHandleGeometry, matGreen ), [ 0, 0.5, 0 ]], + [ new Mesh( lineGeometry2, matGreen ) ], + [ new Mesh( scaleHandleGeometry, matGreen ), [ 0, - 0.5, 0 ], [ 0, 0, Math.PI ]], + ], + Z: [ + [ new Mesh( scaleHandleGeometry, matBlue ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ]], + [ new Mesh( lineGeometry2, matBlue ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ]], + [ new Mesh( scaleHandleGeometry, matBlue ), [ 0, 0, - 0.5 ], [ - Math.PI / 2, 0, 0 ]] + ], + XY: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matBlueTransparent ), [ 0.15, 0.15, 0 ]] + ], + YZ: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matRedTransparent ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] + ], + XZ: [ + [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matGreenTransparent ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] + ], + XYZ: [ + [ new Mesh( new BoxGeometry( 0.1, 0.1, 0.1 ), matWhiteTransparent ) ], + ] + }; + + const pickerScale = { + X: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0.3, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ - 0.3, 0, 0 ], [ 0, 0, Math.PI / 2 ]] + ], + Y: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0.3, 0 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, - 0.3, 0 ], [ 0, 0, Math.PI ]] + ], + Z: [ + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, 0.3 ], [ Math.PI / 2, 0, 0 ]], + [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, - 0.3 ], [ - Math.PI / 2, 0, 0 ]] + ], + XY: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0.15, 0 ]], + ], + YZ: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]], + ], + XZ: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]], + ], + XYZ: [ + [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.2 ), matInvisible ), [ 0, 0, 0 ]], + ] + }; + + const helperScale = { + X: [ + [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] + ], + Y: [ + [ new Line( lineGeometry, matHelper ), [ 0, - 1e3, 0 ], [ 0, 0, Math.PI / 2 ], [ 1e6, 1, 1 ], 'helper' ] + ], + Z: [ + [ new Line( lineGeometry, matHelper ), [ 0, 0, - 1e3 ], [ 0, - Math.PI / 2, 0 ], [ 1e6, 1, 1 ], 'helper' ] + ] + }; + + // Creates an Object3D with gizmos described in custom hierarchy definition. + + function setupGizmo( gizmoMap ) { + + const gizmo = new Object3D(); + + for ( const name in gizmoMap ) { + + for ( let i = gizmoMap[ name ].length; i --; ) { + + const object = gizmoMap[ name ][ i ][ 0 ].clone(); + const position = gizmoMap[ name ][ i ][ 1 ]; + const rotation = gizmoMap[ name ][ i ][ 2 ]; + const scale = gizmoMap[ name ][ i ][ 3 ]; + const tag = gizmoMap[ name ][ i ][ 4 ]; + + // name and tag properties are essential for picking and updating logic. + object.name = name; + object.tag = tag; + + if ( position ) { + + object.position.set( position[ 0 ], position[ 1 ], position[ 2 ] ); + + } + + if ( rotation ) { + + object.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ] ); + + } + + if ( scale ) { + + object.scale.set( scale[ 0 ], scale[ 1 ], scale[ 2 ] ); + + } + + object.updateMatrix(); + + const tempGeometry = object.geometry.clone(); + tempGeometry.applyMatrix4( object.matrix ); + object.geometry = tempGeometry; + object.renderOrder = Infinity; + + object.position.set( 0, 0, 0 ); + object.rotation.set( 0, 0, 0 ); + object.scale.set( 1, 1, 1 ); + + gizmo.add( object ); + + } + + } + + return gizmo; + + } + + // Gizmo creation + + this.gizmo = {}; + this.picker = {}; + this.helper = {}; + + this.add( this.gizmo[ 'translate' ] = setupGizmo( gizmoTranslate ) ); + this.add( this.gizmo[ 'rotate' ] = setupGizmo( gizmoRotate ) ); + this.add( this.gizmo[ 'scale' ] = setupGizmo( gizmoScale ) ); + this.add( this.picker[ 'translate' ] = setupGizmo( pickerTranslate ) ); + this.add( this.picker[ 'rotate' ] = setupGizmo( pickerRotate ) ); + this.add( this.picker[ 'scale' ] = setupGizmo( pickerScale ) ); + this.add( this.helper[ 'translate' ] = setupGizmo( helperTranslate ) ); + this.add( this.helper[ 'rotate' ] = setupGizmo( helperRotate ) ); + this.add( this.helper[ 'scale' ] = setupGizmo( helperScale ) ); + + // Pickers should be hidden always + + this.picker[ 'translate' ].visible = false; + this.picker[ 'rotate' ].visible = false; + this.picker[ 'scale' ].visible = false; + + } + + // updateMatrixWorld will update transformations and appearance of individual handles + + updateMatrixWorld( force ) { + + const space = ( this.mode === 'scale' ) ? 'local' : this.space; // scale always oriented to local rotation + + const quaternion = ( space === 'local' ) ? this.worldQuaternion : _identityQuaternion; + + // Show only gizmos for current transform mode + + this.gizmo[ 'translate' ].visible = this.mode === 'translate'; + this.gizmo[ 'rotate' ].visible = this.mode === 'rotate'; + this.gizmo[ 'scale' ].visible = this.mode === 'scale'; + + this.helper[ 'translate' ].visible = this.mode === 'translate'; + this.helper[ 'rotate' ].visible = this.mode === 'rotate'; + this.helper[ 'scale' ].visible = this.mode === 'scale'; + + + let handles = []; + handles = handles.concat( this.picker[ this.mode ].children ); + handles = handles.concat( this.gizmo[ this.mode ].children ); + handles = handles.concat( this.helper[ this.mode ].children ); + + for ( let i = 0; i < handles.length; i ++ ) { + + const handle = handles[ i ]; + + // hide aligned to camera + + handle.visible = true; + handle.rotation.set( 0, 0, 0 ); + handle.position.copy( this.worldPosition ); + + let factor; + + if ( this.camera.isOrthographicCamera ) { + + factor = ( this.camera.top - this.camera.bottom ) / this.camera.zoom; + + } else { + + factor = this.worldPosition.distanceTo( this.cameraPosition ) * Math.min( 1.9 * Math.tan( Math.PI * this.camera.fov / 360 ) / this.camera.zoom, 7 ); + + } + + handle.scale.set( 1, 1, 1 ).multiplyScalar( factor * this.size / 4 ); + + // TODO: simplify helpers and consider decoupling from gizmo + + if ( handle.tag === 'helper' ) { + + handle.visible = false; + + if ( handle.name === 'AXIS' ) { + + handle.visible = !! this.axis; + + if ( this.axis === 'X' ) { + + _tempQuaternion.setFromEuler( _tempEuler.set( 0, 0, 0 ) ); + handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); + + if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { + + handle.visible = false; + + } + + } + + if ( this.axis === 'Y' ) { + + _tempQuaternion.setFromEuler( _tempEuler.set( 0, 0, Math.PI / 2 ) ); + handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); + + if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { + + handle.visible = false; + + } + + } + + if ( this.axis === 'Z' ) { + + _tempQuaternion.setFromEuler( _tempEuler.set( 0, Math.PI / 2, 0 ) ); + handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); + + if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { + + handle.visible = false; + + } + + } + + if ( this.axis === 'XYZE' ) { + + _tempQuaternion.setFromEuler( _tempEuler.set( 0, Math.PI / 2, 0 ) ); + _alignVector.copy( this.rotationAxis ); + handle.quaternion.setFromRotationMatrix( _lookAtMatrix.lookAt( _zeroVector, _alignVector, _unitY ) ); + handle.quaternion.multiply( _tempQuaternion ); + handle.visible = this.dragging; + + } + + if ( this.axis === 'E' ) { + + handle.visible = false; + + } + + + } else if ( handle.name === 'START' ) { + + handle.position.copy( this.worldPositionStart ); + handle.visible = this.dragging; + + } else if ( handle.name === 'END' ) { + + handle.position.copy( this.worldPosition ); + handle.visible = this.dragging; + + } else if ( handle.name === 'DELTA' ) { + + handle.position.copy( this.worldPositionStart ); + handle.quaternion.copy( this.worldQuaternionStart ); + _tempVector.set( 1e-10, 1e-10, 1e-10 ).add( this.worldPositionStart ).sub( this.worldPosition ).multiplyScalar( - 1 ); + _tempVector.applyQuaternion( this.worldQuaternionStart.clone().invert() ); + handle.scale.copy( _tempVector ); + handle.visible = this.dragging; + + } else { + + handle.quaternion.copy( quaternion ); + + if ( this.dragging ) { + + handle.position.copy( this.worldPositionStart ); + + } else { + + handle.position.copy( this.worldPosition ); + + } + + if ( this.axis ) { + + handle.visible = this.axis.search( handle.name ) !== - 1; + + } + + } + + // If updating helper, skip rest of the loop + continue; + + } + + // Align handles to current local or world rotation + + handle.quaternion.copy( quaternion ); + + if ( this.mode === 'translate' || this.mode === 'scale' ) { + + // Hide translate and scale axis facing the camera + + const AXIS_HIDE_THRESHOLD = 0.99; + const PLANE_HIDE_THRESHOLD = 0.2; + + if ( handle.name === 'X' ) { + + if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + if ( handle.name === 'Y' ) { + + if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + if ( handle.name === 'Z' ) { + + if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + if ( handle.name === 'XY' ) { + + if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + if ( handle.name === 'YZ' ) { + + if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + if ( handle.name === 'XZ' ) { + + if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { + + handle.scale.set( 1e-10, 1e-10, 1e-10 ); + handle.visible = false; + + } + + } + + } else if ( this.mode === 'rotate' ) { + + // Align handles to current local or world rotation + + _tempQuaternion2.copy( quaternion ); + _alignVector.copy( this.eye ).applyQuaternion( _tempQuaternion.copy( quaternion ).invert() ); + + if ( handle.name.search( 'E' ) !== - 1 ) { + + handle.quaternion.setFromRotationMatrix( _lookAtMatrix.lookAt( this.eye, _zeroVector, _unitY ) ); + + } + + if ( handle.name === 'X' ) { + + _tempQuaternion.setFromAxisAngle( _unitX, Math.atan2( - _alignVector.y, _alignVector.z ) ); + _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); + handle.quaternion.copy( _tempQuaternion ); + + } + + if ( handle.name === 'Y' ) { + + _tempQuaternion.setFromAxisAngle( _unitY, Math.atan2( _alignVector.x, _alignVector.z ) ); + _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); + handle.quaternion.copy( _tempQuaternion ); + + } + + if ( handle.name === 'Z' ) { + + _tempQuaternion.setFromAxisAngle( _unitZ, Math.atan2( _alignVector.y, _alignVector.x ) ); + _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); + handle.quaternion.copy( _tempQuaternion ); + + } + + } + + // Hide disabled axes + handle.visible = handle.visible && ( handle.name.indexOf( 'X' ) === - 1 || this.showX ); + handle.visible = handle.visible && ( handle.name.indexOf( 'Y' ) === - 1 || this.showY ); + handle.visible = handle.visible && ( handle.name.indexOf( 'Z' ) === - 1 || this.showZ ); + handle.visible = handle.visible && ( handle.name.indexOf( 'E' ) === - 1 || ( this.showX && this.showY && this.showZ ) ); + + // Hide disabled plane helpers + handle.visible = handle.visible && ( handle.name.indexOf( 'XY' ) === - 1 || this.showXY ); + handle.visible = handle.visible && ( handle.name.indexOf( 'YZ' ) === - 1 || this.showYZ ); + handle.visible = handle.visible && ( handle.name.indexOf( 'XZ' ) === - 1 || this.showXZ ); + + // Hide disabled rotation helpers + handle.visible = handle.visible && ( handle.name !== 'E' || this.showE ); + handle.visible = handle.visible && ( handle.name !== 'XYZE' || this.showXYZE ); + + // highlight selected axis + + handle.material._color = handle.material._color || handle.material.color.clone(); + handle.material._opacity = handle.material._opacity || handle.material.opacity; + + handle.material.color.copy( handle.material._color ); + handle.material.opacity = handle.material._opacity; + + if ( this.enabled && this.axis ) { + + if ( handle.name === this.axis ) { + + handle.material.color.copy( this.materialLib.active.color ); + handle.material.opacity = 1.0; + + } else if ( this.axis.split( '' ).some( function ( a ) { + + return handle.name === a; + + } ) ) { + + handle.material.color.copy( this.materialLib.active.color ); + handle.material.opacity = 1.0; + + } + + } + + } + + super.updateMatrixWorld( force ); + + } + +} + +// + +class TransformControlsPlane extends Mesh { + + constructor() { + + super( + new PlaneGeometry( 100000, 100000, 2, 2 ), + new MeshBasicMaterial( { visible: false, wireframe: true, side: DoubleSide, transparent: true, opacity: 0.1, toneMapped: false } ) + ); + + this.isTransformControlsPlane = true; + + this.type = 'TransformControlsPlane'; + + } + + updateMatrixWorld( force ) { + + let space = this.space; + + this.position.copy( this.worldPosition ); + + if ( this.mode === 'scale' ) space = 'local'; // scale always oriented to local rotation + + _v1.copy( _unitX ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); + _v2.copy( _unitY ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); + _v3.copy( _unitZ ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); + + // Align the plane for current transform mode, axis and space. + + _alignVector.copy( _v2 ); + + switch ( this.mode ) { + + case 'translate': + case 'scale': + switch ( this.axis ) { + + case 'X': + _alignVector.copy( this.eye ).cross( _v1 ); + _dirVector.copy( _v1 ).cross( _alignVector ); + break; + case 'Y': + _alignVector.copy( this.eye ).cross( _v2 ); + _dirVector.copy( _v2 ).cross( _alignVector ); + break; + case 'Z': + _alignVector.copy( this.eye ).cross( _v3 ); + _dirVector.copy( _v3 ).cross( _alignVector ); + break; + case 'XY': + _dirVector.copy( _v3 ); + break; + case 'YZ': + _dirVector.copy( _v1 ); + break; + case 'XZ': + _alignVector.copy( _v3 ); + _dirVector.copy( _v2 ); + break; + case 'XYZ': + case 'E': + _dirVector.set( 0, 0, 0 ); + break; + + } + + break; + case 'rotate': + default: + // special case for rotate + _dirVector.set( 0, 0, 0 ); + + } + + if ( _dirVector.length() === 0 ) { + + // If in rotate mode, make the plane parallel to camera + this.quaternion.copy( this.cameraQuaternion ); + + } else { + + _tempMatrix.lookAt( _tempVector.set( 0, 0, 0 ), _dirVector, _alignVector ); + + this.quaternion.setFromRotationMatrix( _tempMatrix ); + + } + + super.updateMatrixWorld( force ); + + } + +} + +export { TransformControls, TransformControlsGizmo, TransformControlsPlane }; diff --git a/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js b/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js new file mode 100644 index 0000000..49867cd --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js @@ -0,0 +1,185 @@ +import { + BackSide, + BoxGeometry, + InstancedMesh, + Mesh, + MeshLambertMaterial, + MeshStandardMaterial, + PointLight, + Scene, + Object3D, +} from 'three'; + +/** + * This class represents a scene with a basic room setup that can be used as + * input for {@link PMREMGenerator#fromScene}. The resulting PMREM represents the room's + * lighting and can be used for Image Based Lighting by assigning it to {@link Scene#environment} + * or directly as an environment map to PBR materials. + * + * The implementation is based on the [EnvironmentScene](https://github.com/google/model-viewer/blob/master/packages/model-viewer/src/three-components/EnvironmentScene.ts) + * component from the `model-viewer` project. + * + * ```js + * const environment = new RoomEnvironment(); + * const pmremGenerator = new THREE.PMREMGenerator( renderer ); + * + * const envMap = pmremGenerator.fromScene( environment ).texture; + * scene.environment = envMap; + * ``` + * + * @augments Scene + * @three_import import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; + */ +class RoomEnvironment extends Scene { + + constructor() { + + super(); + + this.name = 'RoomEnvironment'; + this.position.y = - 3.5; + + const geometry = new BoxGeometry(); + geometry.deleteAttribute( 'uv' ); + + const roomMaterial = new MeshStandardMaterial( { side: BackSide } ); + const boxMaterial = new MeshStandardMaterial(); + + const mainLight = new PointLight( 0xffffff, 900, 28, 2 ); + mainLight.position.set( 0.418, 16.199, 0.300 ); + this.add( mainLight ); + + const room = new Mesh( geometry, roomMaterial ); + room.position.set( - 0.757, 13.219, 0.717 ); + room.scale.set( 31.713, 28.305, 28.591 ); + this.add( room ); + + const boxes = new InstancedMesh( geometry, boxMaterial, 6 ); + const transform = new Object3D(); + + // box1 + transform.position.set( - 10.906, 2.009, 1.846 ); + transform.rotation.set( 0, - 0.195, 0 ); + transform.scale.set( 2.328, 7.905, 4.651 ); + transform.updateMatrix(); + boxes.setMatrixAt( 0, transform.matrix ); + + // box2 + transform.position.set( - 5.607, - 0.754, - 0.758 ); + transform.rotation.set( 0, 0.994, 0 ); + transform.scale.set( 1.970, 1.534, 3.955 ); + transform.updateMatrix(); + boxes.setMatrixAt( 1, transform.matrix ); + + // box3 + transform.position.set( 6.167, 0.857, 7.803 ); + transform.rotation.set( 0, 0.561, 0 ); + transform.scale.set( 3.927, 6.285, 3.687 ); + transform.updateMatrix(); + boxes.setMatrixAt( 2, transform.matrix ); + + // box4 + transform.position.set( - 2.017, 0.018, 6.124 ); + transform.rotation.set( 0, 0.333, 0 ); + transform.scale.set( 2.002, 4.566, 2.064 ); + transform.updateMatrix(); + boxes.setMatrixAt( 3, transform.matrix ); + + // box5 + transform.position.set( 2.291, - 0.756, - 2.621 ); + transform.rotation.set( 0, - 0.286, 0 ); + transform.scale.set( 1.546, 1.552, 1.496 ); + transform.updateMatrix(); + boxes.setMatrixAt( 4, transform.matrix ); + + // box6 + transform.position.set( - 2.193, - 0.369, - 5.547 ); + transform.rotation.set( 0, 0.516, 0 ); + transform.scale.set( 3.875, 3.487, 2.986 ); + transform.updateMatrix(); + boxes.setMatrixAt( 5, transform.matrix ); + + this.add( boxes ); + + + // -x right + const light1 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); + light1.position.set( - 16.116, 14.37, 8.208 ); + light1.scale.set( 0.1, 2.428, 2.739 ); + this.add( light1 ); + + // -x left + const light2 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); + light2.position.set( - 16.109, 18.021, - 8.207 ); + light2.scale.set( 0.1, 2.425, 2.751 ); + this.add( light2 ); + + // +x + const light3 = new Mesh( geometry, createAreaLightMaterial( 17 ) ); + light3.position.set( 14.904, 12.198, - 1.832 ); + light3.scale.set( 0.15, 4.265, 6.331 ); + this.add( light3 ); + + // +z + const light4 = new Mesh( geometry, createAreaLightMaterial( 43 ) ); + light4.position.set( - 0.462, 8.89, 14.520 ); + light4.scale.set( 4.38, 5.441, 0.088 ); + this.add( light4 ); + + // -z + const light5 = new Mesh( geometry, createAreaLightMaterial( 20 ) ); + light5.position.set( 3.235, 11.486, - 12.541 ); + light5.scale.set( 2.5, 2.0, 0.1 ); + this.add( light5 ); + + // +y + const light6 = new Mesh( geometry, createAreaLightMaterial( 100 ) ); + light6.position.set( 0.0, 20.0, 0.0 ); + light6.scale.set( 1.0, 0.1, 1.0 ); + this.add( light6 ); + + } + + /** + * Frees internal resources. This method should be called + * when the environment is no longer required. + */ + dispose() { + + const resources = new Set(); + + this.traverse( ( object ) => { + + if ( object.isMesh ) { + + resources.add( object.geometry ); + resources.add( object.material ); + + } + + } ); + + for ( const resource of resources ) { + + resource.dispose(); + + } + + } + +} + +function createAreaLightMaterial( intensity ) { + + // create an emissive-only material. see #31348 + const material = new MeshLambertMaterial( { + color: 0x000000, + emissive: 0xffffff, + emissiveIntensity: intensity + } ); + + return material; + +} + +export { RoomEnvironment }; diff --git a/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js b/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js new file mode 100644 index 0000000..dc439d7 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js @@ -0,0 +1,3856 @@ +import { + BufferAttribute, + ClampToEdgeWrapping, + Color, + DoubleSide, + InterpolateDiscrete, + InterpolateLinear, + NoColorSpace, + LinearFilter, + LinearMipmapLinearFilter, + LinearMipmapNearestFilter, + MathUtils, + Matrix4, + MirroredRepeatWrapping, + NearestFilter, + NearestMipmapLinearFilter, + NearestMipmapNearestFilter, + PropertyBinding, + RGBAFormat, + RepeatWrapping, + Scene, + SRGBColorSpace, + TextureSource, + CompressedTexture, + Vector3, + Quaternion, + REVISION, + ImageUtils +} from 'three'; + +/** + * The KHR_mesh_quantization extension allows these extra attribute component types + * + * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md#extending-mesh-attributes + */ +const KHR_mesh_quantization_ExtraAttrTypes = { + POSITION: [ + 'byte', + 'byte normalized', + 'unsigned byte', + 'unsigned byte normalized', + 'short', + 'short normalized', + 'unsigned short', + 'unsigned short normalized', + ], + NORMAL: [ + 'byte normalized', + 'short normalized', + ], + TANGENT: [ + 'byte normalized', + 'short normalized', + ], + TEXCOORD: [ + 'byte', + 'byte normalized', + 'unsigned byte', + 'short', + 'short normalized', + 'unsigned short', + ], +}; + +/** + * An exporter for `glTF` 2.0. + * + * glTF (GL Transmission Format) is an [open format specification](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0) + * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) + * or binary (.glb) format. External files store textures (.jpg, .png) and additional binary + * data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, + * textures, skins, skeletons, morph targets, animations, lights, and/or cameras. + * + * GLTFExporter supports the [glTF 2.0 extensions](https://github.com/KhronosGroup/glTF/tree/master/extensions/): + * + * - KHR_lights_punctual + * - KHR_materials_clearcoat + * - KHR_materials_dispersion + * - KHR_materials_emissive_strength + * - KHR_materials_ior + * - KHR_materials_iridescence + * - KHR_materials_specular + * - KHR_materials_sheen + * - KHR_materials_transmission + * - KHR_materials_unlit + * - KHR_materials_volume + * - KHR_mesh_quantization + * - KHR_texture_transform + * - EXT_materials_bump + * - EXT_mesh_gpu_instancing + * - EXT_texture_webp + * + * The following glTF 2.0 extension is supported by an external user plugin: + * + * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) + * + * ```js + * const exporter = new GLTFExporter(); + * const data = await exporter.parseAsync( scene, options ); + * ``` + * + * @three_import import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; + */ +class GLTFExporter { + + /** + * Constructs a new glTF exporter. + */ + constructor() { + + /** + * A reference to a texture utils module. + * + * @type {?(WebGLTextureUtils|WebGPUTextureUtils)} + * @default null + */ + this.textureUtils = null; + + this.pluginCallbacks = []; + + this.register( function ( writer ) { + + return new GLTFLightExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsUnlitExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsTransmissionExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsVolumeExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsIorExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsSpecularExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsClearcoatExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsDispersionExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsIridescenceExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsSheenExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsAnisotropyExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsEmissiveStrengthExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsBumpExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMeshGpuInstancing( writer ); + + } ); + + } + + /** + * Registers a plugin callback. This API is internally used to implement the various + * glTF extensions but can also used by third-party code to add additional logic + * to the exporter. + * + * @param {function(writer:GLTFWriter)} callback - The callback function to register. + * @return {GLTFExporter} A reference to this exporter. + */ + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + /** + * Unregisters a plugin callback. + * + * @param {Function} callback - The callback function to unregister. + * @return {GLTFExporter} A reference to this exporter. + */ + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + /** + * Sets the texture utils for this exporter. Only relevant when compressed textures have to be exported. + * + * Depending on whether you use {@link WebGLRenderer} or {@link WebGPURenderer}, you must inject the + * corresponding texture utils {@link module:WebGLTextureUtils} or {@link module:WebGPUTextureUtils}. + * + * @param {WebGLTextureUtils|WebGPUTextureUtils} utils - The texture utils. + * @return {GLTFExporter} A reference to this exporter. + */ + setTextureUtils( utils ) { + + this.textureUtils = utils; + + return this; + + } + + /** + * Parses the given scenes and generates the glTF output. + * + * @param {Scene|Array} input - A scene or an array of scenes. + * @param {GLTFExporter~OnDone} onDone - A callback function that is executed when the export has finished. + * @param {GLTFExporter~OnError} onError - A callback function that is executed when an error happens. + * @param {GLTFExporter~Options} options - options + */ + parse( input, onDone, onError, options ) { + + const writer = new GLTFWriter(); + const plugins = []; + + for ( let i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) { + + plugins.push( this.pluginCallbacks[ i ]( writer ) ); + + } + + writer.setPlugins( plugins ); + writer.setTextureUtils( this.textureUtils ); + writer.writeAsync( input, onDone, options ).catch( onError ); + + } + + /** + * Async version of {@link GLTFExporter#parse}. + * + * @param {Scene|Array} input - A scene or an array of scenes. + * @param {GLTFExporter~Options} options - options. + * @return {Promise} A Promise that resolved with the exported glTF data. + */ + parseAsync( input, options ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.parse( input, resolve, reject, options ); + + } ); + + } + +} + +//------------------------------------------------------------------------------ +// Constants +//------------------------------------------------------------------------------ + +const WEBGL_CONSTANTS = { + POINTS: 0x0000, + LINES: 0x0001, + LINE_LOOP: 0x0002, + LINE_STRIP: 0x0003, + TRIANGLES: 0x0004, + TRIANGLE_STRIP: 0x0005, + TRIANGLE_FAN: 0x0006, + + BYTE: 0x1400, + UNSIGNED_BYTE: 0x1401, + SHORT: 0x1402, + UNSIGNED_SHORT: 0x1403, + INT: 0x1404, + UNSIGNED_INT: 0x1405, + FLOAT: 0x1406, + + ARRAY_BUFFER: 0x8892, + ELEMENT_ARRAY_BUFFER: 0x8893, + + NEAREST: 0x2600, + LINEAR: 0x2601, + NEAREST_MIPMAP_NEAREST: 0x2700, + LINEAR_MIPMAP_NEAREST: 0x2701, + NEAREST_MIPMAP_LINEAR: 0x2702, + LINEAR_MIPMAP_LINEAR: 0x2703, + + CLAMP_TO_EDGE: 33071, + MIRRORED_REPEAT: 33648, + REPEAT: 10497 +}; + +const KHR_MESH_QUANTIZATION = 'KHR_mesh_quantization'; + +const THREE_TO_WEBGL = {}; + +THREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST; +THREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST; +THREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR; +THREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR; +THREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST; +THREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR; + +THREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE; +THREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT; +THREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT; + +const PATH_PROPERTIES = { + scale: 'scale', + position: 'translation', + quaternion: 'rotation', + morphTargetInfluences: 'weights' +}; + +const DEFAULT_SPECULAR_COLOR = new Color(); + +// GLB constants +// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + +const GLB_HEADER_BYTES = 12; +const GLB_HEADER_MAGIC = 0x46546C67; +const GLB_VERSION = 2; + +const GLB_CHUNK_PREFIX_BYTES = 8; +const GLB_CHUNK_TYPE_JSON = 0x4E4F534A; +const GLB_CHUNK_TYPE_BIN = 0x004E4942; + +//------------------------------------------------------------------------------ +// Utility functions +//------------------------------------------------------------------------------ + +/** + * Compare two arrays + * + * @private + * @param {Array} array1 Array 1 to compare + * @param {Array} array2 Array 2 to compare + * @return {boolean} Returns true if both arrays are equal + */ +function equalArray( array1, array2 ) { + + return ( array1.length === array2.length ) && array1.every( function ( element, index ) { + + return element === array2[ index ]; + + } ); + +} + +/** + * Converts a string to an ArrayBuffer. + * + * @private + * @param {string} text + * @return {ArrayBuffer} + */ +function stringToArrayBuffer( text ) { + + return new TextEncoder().encode( text ).buffer; + +} + +/** + * Is identity matrix + * + * @private + * @param {Matrix4} matrix + * @returns {boolean} Returns true, if parameter is identity matrix + */ +function isIdentityMatrix( matrix ) { + + return equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] ); + +} + +/** + * Get the min and max vectors from the given attribute + * + * @private + * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count + * @param {number} start Start index + * @param {number} count Range to cover + * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components) + */ +function getMinMax( attribute, start, count ) { + + const output = { + + min: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ), + max: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY ) + + }; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + if ( attribute.normalized === true ) { + + value = MathUtils.normalize( value, attribute.array ); + + } + + } + + output.min[ a ] = Math.min( output.min[ a ], value ); + output.max[ a ] = Math.max( output.max[ a ], value ); + + } + + } + + return output; + +} + +/** + * Get the required size + padding for a buffer, rounded to the next 4-byte boundary. + * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment + * + * @private + * @param {number} bufferSize The size the original buffer. Should be an integer. + * @returns {number} new buffer size with required padding as an integer. + * + */ +function getPaddedBufferSize( bufferSize ) { + + return Math.ceil( bufferSize / 4 ) * 4; + +} + +/** + * Returns a buffer aligned to 4-byte boundary. + * + * @private + * @param {ArrayBuffer} arrayBuffer Buffer to pad + * @param {number} [paddingByte=0] Should be an integer + * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer + */ +function getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) { + + const paddedLength = getPaddedBufferSize( arrayBuffer.byteLength ); + + if ( paddedLength !== arrayBuffer.byteLength ) { + + const array = new Uint8Array( paddedLength ); + array.set( new Uint8Array( arrayBuffer ) ); + + if ( paddingByte !== 0 ) { + + for ( let i = arrayBuffer.byteLength; i < paddedLength; i ++ ) { + + array[ i ] = paddingByte; + + } + + } + + return array.buffer; + + } + + return arrayBuffer; + +} + +function getCanvas() { + + if ( typeof document === 'undefined' && typeof OffscreenCanvas !== 'undefined' ) { + + return new OffscreenCanvas( 1, 1 ); + + } + + return document.createElement( 'canvas' ); + +} + +function getToBlobPromise( canvas, mimeType ) { + + if ( typeof OffscreenCanvas !== 'undefined' && canvas instanceof OffscreenCanvas ) { + + let quality; + + // Blink's implementation of convertToBlob seems to default to a quality level of 100% + // Use the Blink default quality levels of toBlob instead so that file sizes are comparable. + if ( mimeType === 'image/jpeg' ) { + + quality = 0.92; + + } else if ( mimeType === 'image/webp' ) { + + quality = 0.8; + + } + + return canvas.convertToBlob( { + + type: mimeType, + quality: quality + + } ); + + } else { + + // HTMLCanvasElement code path + + return new Promise( ( resolve ) => canvas.toBlob( resolve, mimeType ) ); + + } + +} + +/** + * Writer + * + * @private + */ +class GLTFWriter { + + constructor() { + + this.plugins = []; + + this.options = {}; + this.pending = []; + this.buffers = []; + + this.byteOffset = 0; + this.buffers = []; + this.nodeMap = new Map(); + this.skins = []; + + this.extensionsUsed = {}; + this.extensionsRequired = {}; + + this.uids = new Map(); + this.uid = 0; + + this.json = { + asset: { + version: '2.0', + generator: 'THREE.GLTFExporter r' + REVISION + } + }; + + this.cache = { + meshes: new Map(), + attributes: new Map(), + attributesNormalized: new Map(), + materials: new Map(), + textures: new Map(), + images: new Map(), + normalMaps: new Map() + }; + + this.textureUtils = null; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + setTextureUtils( utils ) { + + this.textureUtils = utils; + + } + + /** + * Parse scenes and generate GLTF output + * + * @param {Scene|Array} input Scene or Array of THREE.Scenes + * @param {Function} onDone Callback on completed + * @param {Object} options options + */ + async writeAsync( input, onDone, options = {} ) { + + this.options = Object.assign( { + // default options + binary: false, + trs: false, + onlyVisible: true, + maxTextureSize: Infinity, + animations: [], + includeCustomExtensions: false, + copyright: null + }, options ); + + if ( this.options.animations.length > 0 ) { + + // Only TRS properties, and not matrices, may be targeted by animation. + this.options.trs = true; + + } + + await this.processInputAsync( input ); + + await Promise.all( this.pending ); + + const writer = this; + const buffers = writer.buffers; + const json = writer.json; + options = writer.options; + + const extensionsUsed = writer.extensionsUsed; + const extensionsRequired = writer.extensionsRequired; + + // Merge buffers. + const blob = new Blob( buffers, { type: 'application/octet-stream' } ); + + // Declare extensions. + const extensionsUsedList = Object.keys( extensionsUsed ); + const extensionsRequiredList = Object.keys( extensionsRequired ); + + if ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList; + if ( extensionsRequiredList.length > 0 ) json.extensionsRequired = extensionsRequiredList; + + // Update bytelength of the single buffer. + if ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size; + + if ( options.copyright ) json.asset.copyright = options.copyright; + + if ( options.binary === true ) { + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + + const reader = new FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + // Binary chunk. + const binaryChunk = getPaddedArrayBuffer( reader.result ); + const binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + binaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true ); + binaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true ); + + // JSON chunk. + const jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 ); + const jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + jsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true ); + jsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true ); + + // GLB header. + const header = new ArrayBuffer( GLB_HEADER_BYTES ); + const headerView = new DataView( header ); + headerView.setUint32( 0, GLB_HEADER_MAGIC, true ); + headerView.setUint32( 4, GLB_VERSION, true ); + const totalByteLength = GLB_HEADER_BYTES + + jsonChunkPrefix.byteLength + jsonChunk.byteLength + + binaryChunkPrefix.byteLength + binaryChunk.byteLength; + headerView.setUint32( 8, totalByteLength, true ); + + const glbBlob = new Blob( [ + header, + jsonChunkPrefix, + jsonChunk, + binaryChunkPrefix, + binaryChunk + ], { type: 'application/octet-stream' } ); + + const glbReader = new FileReader(); + glbReader.readAsArrayBuffer( glbBlob ); + glbReader.onloadend = function () { + + onDone( glbReader.result ); + + }; + + }; + + } else { + + if ( json.buffers && json.buffers.length > 0 ) { + + const reader = new FileReader(); + reader.readAsDataURL( blob ); + reader.onloadend = function () { + + const base64data = reader.result; + json.buffers[ 0 ].uri = base64data; + onDone( json ); + + }; + + } else { + + onDone( json ); + + } + + } + + + } + + /** + * Serializes a userData. + * + * @param {THREE.Object3D|THREE.Material|THREE.BufferGeometry|THREE.AnimationClip} object + * @param {Object} objectDef + */ + serializeUserData( object, objectDef ) { + + if ( Object.keys( object.userData ).length === 0 ) return; + + const options = this.options; + const extensionsUsed = this.extensionsUsed; + + try { + + const json = JSON.parse( JSON.stringify( object.userData ) ); + + if ( options.includeCustomExtensions && json.gltfExtensions ) { + + if ( objectDef.extensions === undefined ) objectDef.extensions = {}; + + for ( const extensionName in json.gltfExtensions ) { + + objectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ]; + extensionsUsed[ extensionName ] = true; + + } + + delete json.gltfExtensions; + + } + + if ( Object.keys( json ).length > 0 ) objectDef.extras = json; + + } catch ( error ) { + + console.warn( 'THREE.GLTFExporter: userData of \'' + object.name + '\' ' + + 'won\'t be serialized because of JSON.stringify error - ' + error.message ); + + } + + } + + /** + * Returns ids for buffer attributes. + * + * @param {Object} attribute + * @param {boolean} [isRelativeCopy=false] + * @return {number} An integer + */ + getUID( attribute, isRelativeCopy = false ) { + + if ( this.uids.has( attribute ) === false ) { + + const uids = new Map(); + + uids.set( true, this.uid ++ ); + uids.set( false, this.uid ++ ); + + this.uids.set( attribute, uids ); + + } + + const uids = this.uids.get( attribute ); + + return uids.get( isRelativeCopy ); + + } + + /** + * Checks if normal attribute values are normalized. + * + * @param {BufferAttribute} normal + * @returns {boolean} + */ + isNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return false; + + const v = new Vector3(); + + for ( let i = 0, il = normal.count; i < il; i ++ ) { + + // 0.0005 is from glTF-validator + if ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false; + + } + + return true; + + } + + /** + * Creates normalized normal buffer attribute. + * + * @param {BufferAttribute} normal + * @returns {BufferAttribute} + * + */ + createNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return cache.attributesNormalized.get( normal ); + + const attribute = normal.clone(); + const v = new Vector3(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + v.fromBufferAttribute( attribute, i ); + + if ( v.x === 0 && v.y === 0 && v.z === 0 ) { + + // if values can't be normalized set (1, 0, 0) + v.setX( 1.0 ); + + } else { + + v.normalize(); + + } + + attribute.setXYZ( i, v.x, v.y, v.z ); + + } + + cache.attributesNormalized.set( normal, attribute ); + + return attribute; + + } + + /** + * Applies a texture transform, if present, to the map definition. Requires + * the KHR_texture_transform extension. + * + * @param {Object} mapDef + * @param {THREE.Texture} texture + */ + applyTextureTransform( mapDef, texture ) { + + let didTransform = false; + const transformDef = {}; + + if ( texture.offset.x !== 0 || texture.offset.y !== 0 ) { + + transformDef.offset = texture.offset.toArray(); + didTransform = true; + + } + + if ( texture.rotation !== 0 ) { + + transformDef.rotation = texture.rotation; + didTransform = true; + + } + + if ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) { + + transformDef.scale = texture.repeat.toArray(); + didTransform = true; + + } + + if ( didTransform ) { + + mapDef.extensions = mapDef.extensions || {}; + mapDef.extensions[ 'KHR_texture_transform' ] = transformDef; + this.extensionsUsed[ 'KHR_texture_transform' ] = true; + + } + + } + + async buildMetalRoughTextureAsync( metalnessMap, roughnessMap ) { + + if ( metalnessMap === roughnessMap ) return metalnessMap; + + function getEncodingConversion( map ) { + + if ( map.colorSpace === SRGBColorSpace ) { + + return function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + }; + + } + + return function LinearToLinear( c ) { + + return c; + + }; + + } + + if ( metalnessMap instanceof CompressedTexture ) { + + metalnessMap = await this.decompressTextureAsync( metalnessMap ); + + } + + if ( roughnessMap instanceof CompressedTexture ) { + + roughnessMap = await this.decompressTextureAsync( roughnessMap ); + + } + + const metalness = metalnessMap ? metalnessMap.image : null; + const roughness = roughnessMap ? roughnessMap.image : null; + + const width = Math.max( metalness ? metalness.width : 0, roughness ? roughness.width : 0 ); + const height = Math.max( metalness ? metalness.height : 0, roughness ? roughness.height : 0 ); + + const canvas = getCanvas(); + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + context.fillStyle = '#00ffff'; + context.fillRect( 0, 0, width, height ); + + const composite = context.getImageData( 0, 0, width, height ); + + if ( metalness ) { + + context.drawImage( metalness, 0, 0, width, height ); + + const convert = getEncodingConversion( metalnessMap ); + const data = context.getImageData( 0, 0, width, height ).data; + + for ( let i = 2; i < data.length; i += 4 ) { + + composite.data[ i ] = convert( data[ i ] / 256 ) * 256; + + } + + } + + if ( roughness ) { + + context.drawImage( roughness, 0, 0, width, height ); + + const convert = getEncodingConversion( roughnessMap ); + const data = context.getImageData( 0, 0, width, height ).data; + + for ( let i = 1; i < data.length; i += 4 ) { + + composite.data[ i ] = convert( data[ i ] / 256 ) * 256; + + } + + } + + context.putImageData( composite, 0, 0 ); + + // + + const reference = metalnessMap || roughnessMap; + + const texture = reference.clone(); + + texture.source = new TextureSource( canvas ); + texture.colorSpace = NoColorSpace; + texture.channel = ( metalnessMap || roughnessMap ).channel; + + if ( metalnessMap && roughnessMap && metalnessMap.channel !== roughnessMap.channel ) { + + console.warn( 'THREE.GLTFExporter: UV channels for metalnessMap and roughnessMap textures must match.' ); + + } + + console.warn( 'THREE.GLTFExporter: Merged metalnessMap and roughnessMap textures.' ); + + return texture; + + } + + + /** + * Builds a copy of the given normal map with the red and/or green channels + * inverted (`color = 255 - color`). This is used to bake the sign of + * `material.normalScale` and the tangent-space convention into the texture, + * since glTF only supports OpenGL-style normal maps with a univariate, + * positive scale. + * + * @param {THREE.Texture} normalMap The source normal map. + * @param {boolean} flipX Whether to invert the red channel (normal X). + * @param {boolean} flipY Whether to invert the green channel (normal Y). + * @return {Promise} The derived normal map texture. + */ + async buildNormalMapTextureAsync( normalMap, flipX, flipY ) { + + if ( normalMap instanceof CompressedTexture ) { + + normalMap = await this.decompressTextureAsync( normalMap ); + + } + + const image = normalMap.image; + + const canvas = getCanvas(); + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + const imageData = context.getImageData( 0, 0, canvas.width, canvas.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i += 4 ) { + + if ( flipX ) data[ i + 0 ] = 255 - data[ i + 0 ]; + if ( flipY ) data[ i + 1 ] = 255 - data[ i + 1 ]; + + } + + context.putImageData( imageData, 0, 0 ); + + const texture = normalMap.clone(); + texture.source = new TextureSource( canvas ); + + return texture; + + } + + async decompressTextureAsync( texture, maxTextureSize = Infinity ) { + + if ( this.textureUtils === null ) { + + throw new Error( 'THREE.GLTFExporter: setTextureUtils() must be called to process compressed textures.' ); + + } + + return await this.textureUtils.decompress( texture, maxTextureSize ); + + } + + /** + * Process a buffer to append to the default one. + * @param {ArrayBuffer} buffer + * @return {0} + */ + processBuffer( buffer ) { + + const json = this.json; + const buffers = this.buffers; + + if ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ]; + + // All buffers are merged before export. + buffers.push( buffer ); + + return 0; + + } + + /** + * Process and generate a BufferView + * @param {BufferAttribute} attribute + * @param {number} componentType + * @param {number} start + * @param {number} count + * @param {number} [target] Target usage of the BufferView + * @return {Object} + */ + processBufferView( attribute, componentType, start, count, target ) { + + const json = this.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + // Create a new dataview and dump the attribute's array into it + + let componentSize; + + switch ( componentType ) { + + case WEBGL_CONSTANTS.BYTE: + case WEBGL_CONSTANTS.UNSIGNED_BYTE: + + componentSize = 1; + + break; + + case WEBGL_CONSTANTS.SHORT: + case WEBGL_CONSTANTS.UNSIGNED_SHORT: + + componentSize = 2; + + break; + + default: + + componentSize = 4; + + } + + let byteStride = attribute.itemSize * componentSize; + + if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { + + // Each element of a vertex attribute MUST be aligned to 4-byte boundaries + // inside a bufferView + byteStride = Math.ceil( byteStride / 4 ) * 4; + + } + + const byteLength = getPaddedBufferSize( count * byteStride ); + const dataView = new DataView( new ArrayBuffer( byteLength ) ); + let offset = 0; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + if ( attribute.normalized === true ) { + + value = MathUtils.normalize( value, attribute.array ); + + } + + } + + if ( componentType === WEBGL_CONSTANTS.FLOAT ) { + + dataView.setFloat32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.INT ) { + + dataView.setInt32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) { + + dataView.setUint32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.SHORT ) { + + dataView.setInt16( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) { + + dataView.setUint16( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.BYTE ) { + + dataView.setInt8( offset, value ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) { + + dataView.setUint8( offset, value ); + + } + + offset += componentSize; + + } + + if ( ( offset % byteStride ) !== 0 ) { + + offset += byteStride - ( offset % byteStride ); + + } + + } + + const bufferViewDef = { + + buffer: this.processBuffer( dataView.buffer ), + byteOffset: this.byteOffset, + byteLength: byteLength + + }; + + if ( target !== undefined ) bufferViewDef.target = target; + + if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { + + // Only define byteStride for vertex attributes. + bufferViewDef.byteStride = byteStride; + + } + + this.byteOffset += byteLength; + + json.bufferViews.push( bufferViewDef ); + + // @TODO Merge bufferViews where possible. + const output = { + + id: json.bufferViews.length - 1, + byteLength: 0 + + }; + + return output; + + } + + /** + * Process and generate a BufferView from an image Blob. + * @param {Blob} blob + * @return {Promise} An integer + */ + processBufferViewImage( blob ) { + + const writer = this; + const json = writer.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + return new Promise( function ( resolve ) { + + const reader = new FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + const buffer = getPaddedArrayBuffer( reader.result ); + + const bufferViewDef = { + buffer: writer.processBuffer( buffer ), + byteOffset: writer.byteOffset, + byteLength: buffer.byteLength + }; + + writer.byteOffset += buffer.byteLength; + resolve( json.bufferViews.push( bufferViewDef ) - 1 ); + + }; + + } ); + + } + + /** + * Process attribute to generate an accessor + * @param {BufferAttribute} attribute Attribute to process + * @param {?BufferGeometry} [geometry] Geometry used for truncated draw range + * @param {number} [start=0] + * @param {number} [count=Infinity] + * @return {?number} Index of the processed accessor on the "accessors" array + */ + processAccessor( attribute, geometry, start, count ) { + + const json = this.json; + + const types = { + + 1: 'SCALAR', + 2: 'VEC2', + 3: 'VEC3', + 4: 'VEC4', + 9: 'MAT3', + 16: 'MAT4' + + }; + + let componentType; + + // Detect the component type of the attribute array + if ( attribute.array.constructor === Float32Array ) { + + componentType = WEBGL_CONSTANTS.FLOAT; + + } else if ( attribute.array.constructor === Int32Array ) { + + componentType = WEBGL_CONSTANTS.INT; + + } else if ( attribute.array.constructor === Uint32Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_INT; + + } else if ( attribute.array.constructor === Int16Array ) { + + componentType = WEBGL_CONSTANTS.SHORT; + + } else if ( attribute.array.constructor === Uint16Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_SHORT; + + } else if ( attribute.array.constructor === Int8Array ) { + + componentType = WEBGL_CONSTANTS.BYTE; + + } else if ( attribute.array.constructor === Uint8Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type: ' + attribute.array.constructor.name ); + + } + + if ( start === undefined ) start = 0; + if ( count === undefined || count === Infinity ) count = attribute.count; + + // Skip creating an accessor if the attribute doesn't have data to export + if ( count === 0 ) return null; + + const minMax = getMinMax( attribute, start, count ); + let bufferViewTarget; + + // If geometry isn't provided, don't infer the target usage of the bufferView. For + // animation samplers, target must not be set. + if ( geometry !== undefined ) { + + bufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER; + + } + + const bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget ); + + const accessorDef = { + + bufferView: bufferView.id, + byteOffset: bufferView.byteOffset, + componentType: componentType, + count: count, + max: minMax.max, + min: minMax.min, + type: types[ attribute.itemSize ] + + }; + + if ( attribute.normalized === true ) accessorDef.normalized = true; + if ( ! json.accessors ) json.accessors = []; + + return json.accessors.push( accessorDef ) - 1; + + } + + /** + * Process image + * @param {Image} image to process + * @param {number} format Identifier of the format (RGBAFormat) + * @param {boolean} flipY before writing out the image + * @param {string} mimeType export format + * @return {number} Index of the processed texture in the "images" array + */ + processImage( image, format, flipY, mimeType = 'image/png' ) { + + if ( image !== null ) { + + const writer = this; + const cache = writer.cache; + const json = writer.json; + const options = writer.options; + const pending = writer.pending; + + if ( ! cache.images.has( image ) ) cache.images.set( image, {} ); + + const cachedImages = cache.images.get( image ); + + const key = mimeType + ':flipY/' + flipY.toString(); + + if ( cachedImages[ key ] !== undefined ) return cachedImages[ key ]; + + if ( ! json.images ) json.images = []; + + const imageDef = { mimeType: mimeType }; + + const canvas = getCanvas(); + + canvas.width = Math.min( image.width, options.maxTextureSize ); + canvas.height = Math.min( image.height, options.maxTextureSize ); + + const ctx = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + + if ( flipY === true ) { + + ctx.translate( 0, canvas.height ); + ctx.scale( 1, - 1 ); + + } + + if ( image.data !== undefined ) { // THREE.DataTexture + + if ( format !== RGBAFormat ) { + + console.error( 'GLTFExporter: Only RGBAFormat is supported.', format ); + + } + + if ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) { + + console.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image ); + + } + + const data = new Uint8ClampedArray( image.height * image.width * 4 ); + + for ( let i = 0; i < data.length; i += 4 ) { + + data[ i + 0 ] = image.data[ i + 0 ]; + data[ i + 1 ] = image.data[ i + 1 ]; + data[ i + 2 ] = image.data[ i + 2 ]; + data[ i + 3 ] = image.data[ i + 3 ]; + + } + + ctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 ); + + } else { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || + ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ) { + + ctx.drawImage( image, 0, 0, canvas.width, canvas.height ); + + } else { + + throw new Error( 'THREE.GLTFExporter: Invalid image type. Use HTMLImageElement, HTMLCanvasElement, ImageBitmap or OffscreenCanvas.' ); + + } + + } + + if ( options.binary === true ) { + + pending.push( + + getToBlobPromise( canvas, mimeType ) + .then( blob => writer.processBufferViewImage( blob ) ) + .then( bufferViewIndex => { + + imageDef.bufferView = bufferViewIndex; + + } ) + + ); + + } else { + + imageDef.uri = ImageUtils.getDataURL( canvas, mimeType ); + + } + + const index = json.images.push( imageDef ) - 1; + cachedImages[ key ] = index; + return index; + + } else { + + throw new Error( 'THREE.GLTFExporter: No valid image data found. Unable to process texture.' ); + + } + + } + + /** + * Process sampler + * @param {Texture} map Texture to process + * @return {number} Index of the processed texture in the "samplers" array + */ + processSampler( map ) { + + const json = this.json; + + if ( ! json.samplers ) json.samplers = []; + + const samplerDef = { + magFilter: THREE_TO_WEBGL[ map.magFilter ], + minFilter: THREE_TO_WEBGL[ map.minFilter ], + wrapS: THREE_TO_WEBGL[ map.wrapS ], + wrapT: THREE_TO_WEBGL[ map.wrapT ] + }; + + return json.samplers.push( samplerDef ) - 1; + + } + + /** + * Process texture + * @param {Texture} map Map to process + * @return {Promise} Index of the processed texture in the "textures" array + */ + async processTextureAsync( map ) { + + const writer = this; + const options = writer.options; + const cache = this.cache; + const json = this.json; + + if ( cache.textures.has( map ) ) return cache.textures.get( map ); + + if ( ! json.textures ) json.textures = []; + + // make non-readable textures (e.g. CompressedTexture) readable by blitting them into a new texture + if ( map instanceof CompressedTexture ) { + + map = await this.decompressTextureAsync( map, options.maxTextureSize ); + + } + + const mimeType = map.userData.mimeType; + + const imageIndex = this.processImage( map.image, map.format, map.flipY, mimeType ); + + const textureDef = { + sampler: this.processSampler( map ) + }; + + if ( mimeType === 'image/webp' ) { + + textureDef.extensions = textureDef.extensions || {}; + textureDef.extensions[ 'EXT_texture_webp' ] = { + source: imageIndex + }; + + this.extensionsUsed[ 'EXT_texture_webp' ] = true; + this.extensionsRequired[ 'EXT_texture_webp' ] = true; + + } else { + + textureDef.source = imageIndex; + + } + + if ( map.name ) textureDef.name = map.name; + + await this._invokeAllAsync( async function ( ext ) { + + ext.writeTexture && await ext.writeTexture( map, textureDef ); + + } ); + + const index = json.textures.push( textureDef ) - 1; + cache.textures.set( map, index ); + return index; + + } + + /** + * Process material + * @param {THREE.Material} material Material to process + * @param {THREE.BufferGeometry} [geometry] Geometry the material is used with. + * @return {Promise} Index of the processed material in the "materials" array + */ + async processMaterialAsync( material, geometry ) { + + const cache = this.cache; + const json = this.json; + + // Whether the geometry provides explicit tangents. The exported normal map depends on + // this, so it is part of the material cache key. + const hasTangent = geometry !== undefined && geometry.hasAttribute( 'tangent' ); + const cacheKey = material.normalMap ? material.uuid + ':' + hasTangent : material.uuid; + + if ( cache.materials.has( cacheKey ) ) return cache.materials.get( cacheKey ); + + if ( material.isShaderMaterial ) { + + console.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' ); + return null; + + } + + if ( ! json.materials ) json.materials = []; + + // @QUESTION Should we avoid including any attribute that has the default value? + const materialDef = { pbrMetallicRoughness: {} }; + + if ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) { + + console.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' ); + + } + + // pbrMetallicRoughness.baseColorFactor + const color = material.color.toArray().concat( [ material.opacity ] ); + + if ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) { + + materialDef.pbrMetallicRoughness.baseColorFactor = color; + + } + + if ( material.isMeshStandardMaterial ) { + + materialDef.pbrMetallicRoughness.metallicFactor = material.metalness; + materialDef.pbrMetallicRoughness.roughnessFactor = material.roughness; + + } else { + + materialDef.pbrMetallicRoughness.metallicFactor = 0; + materialDef.pbrMetallicRoughness.roughnessFactor = 1; + + } + + // pbrMetallicRoughness.metallicRoughnessTexture + if ( material.metalnessMap || material.roughnessMap ) { + + const metalRoughTexture = await this.buildMetalRoughTextureAsync( material.metalnessMap, material.roughnessMap ); + + const metalRoughMapDef = { + index: await this.processTextureAsync( metalRoughTexture ), + texCoord: metalRoughTexture.channel + }; + this.applyTextureTransform( metalRoughMapDef, metalRoughTexture ); + materialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef; + + } + + // pbrMetallicRoughness.baseColorTexture + if ( material.map ) { + + const baseColorMapDef = { + index: await this.processTextureAsync( material.map ), + texCoord: material.map.channel + }; + this.applyTextureTransform( baseColorMapDef, material.map ); + materialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef; + + } + + if ( material.emissive ) { + + const emissive = material.emissive; + const maxEmissiveComponent = Math.max( emissive.r, emissive.g, emissive.b ); + + if ( maxEmissiveComponent > 0 ) { + + materialDef.emissiveFactor = material.emissive.toArray(); + + } + + // emissiveTexture + if ( material.emissiveMap ) { + + const emissiveMapDef = { + index: await this.processTextureAsync( material.emissiveMap ), + texCoord: material.emissiveMap.channel + }; + this.applyTextureTransform( emissiveMapDef, material.emissiveMap ); + materialDef.emissiveTexture = emissiveMapDef; + + } + + } + + // normalTexture + if ( material.normalMap ) { + + const normalScale = material.normalScale; + + // glTF only supports OpenGL-style normal maps with a univariate, positive scale. + // A negative `normalScale` component is baked into the texture by inverting the + // corresponding channel. Meshes without explicit tangents use the opposite + // green-channel convention, so the green channel is inverted in that case too. + // + // The no-tangent green flip is the counterpart of GLTFLoader, which negates + // `normalScale.y` on import for the same case. + const flipX = normalScale.x < 0; + const flipY = hasTangent ? normalScale.y < 0 : normalScale.y > 0; + + let normalMap = material.normalMap; + + if ( flipX || flipY ) { + + if ( cache.normalMaps.has( material.normalMap ) === false ) cache.normalMaps.set( material.normalMap, {} ); + + const cachedVariants = cache.normalMaps.get( material.normalMap ); + const cacheKey = `${flipX}:${flipY}`; + + if ( cachedVariants[ cacheKey ] === undefined ) { + + cachedVariants[ cacheKey ] = await this.buildNormalMapTextureAsync( material.normalMap, flipX, flipY ); + + } + + normalMap = cachedVariants[ cacheKey ]; + + } + + const normalMapDef = { + index: await this.processTextureAsync( normalMap ), + texCoord: material.normalMap.channel + }; + + if ( Math.abs( normalScale.x ) !== 1 ) { + + // glTF normal scale is univariate. The magnitude of `x` is used; the sign of + // both components has already been baked into the texture above. + normalMapDef.scale = Math.abs( normalScale.x ); + + } + + this.applyTextureTransform( normalMapDef, material.normalMap ); + materialDef.normalTexture = normalMapDef; + + } + + // occlusionTexture + if ( material.aoMap ) { + + const occlusionMapDef = { + index: await this.processTextureAsync( material.aoMap ), + texCoord: material.aoMap.channel + }; + + if ( material.aoMapIntensity !== 1.0 ) { + + occlusionMapDef.strength = material.aoMapIntensity; + + } + + this.applyTextureTransform( occlusionMapDef, material.aoMap ); + materialDef.occlusionTexture = occlusionMapDef; + + } + + // alphaMode + if ( material.transparent ) { + + materialDef.alphaMode = 'BLEND'; + + } else { + + if ( material.alphaTest > 0.0 ) { + + materialDef.alphaMode = 'MASK'; + materialDef.alphaCutoff = material.alphaTest; + + } + + } + + // doubleSided + if ( material.side === DoubleSide ) materialDef.doubleSided = true; + if ( material.name !== '' ) materialDef.name = material.name; + + this.serializeUserData( material, materialDef ); + + await this._invokeAllAsync( async function ( ext ) { + + ext.writeMaterialAsync && await ext.writeMaterialAsync( material, materialDef ); + + } ); + + const index = json.materials.push( materialDef ) - 1; + cache.materials.set( cacheKey, index ); + return index; + + } + + /** + * Process mesh + * @param {THREE.Mesh} mesh Mesh to process + * @return {Promise} Index of the processed mesh in the "meshes" array + */ + async processMeshAsync( mesh ) { + + const cache = this.cache; + const json = this.json; + + const meshCacheKeyParts = [ mesh.geometry.uuid ]; + + if ( Array.isArray( mesh.material ) ) { + + for ( let i = 0, l = mesh.material.length; i < l; i ++ ) { + + meshCacheKeyParts.push( mesh.material[ i ].uuid ); + + } + + } else { + + meshCacheKeyParts.push( mesh.material.uuid ); + + } + + const meshCacheKey = meshCacheKeyParts.join( ':' ); + + if ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey ); + + const geometry = mesh.geometry; + + let mode; + + // Use the correct mode + if ( mesh.isLineSegments ) { + + mode = WEBGL_CONSTANTS.LINES; + + } else if ( mesh.isLineLoop ) { + + mode = WEBGL_CONSTANTS.LINE_LOOP; + + } else if ( mesh.isLine ) { + + mode = WEBGL_CONSTANTS.LINE_STRIP; + + } else if ( mesh.isPoints ) { + + mode = WEBGL_CONSTANTS.POINTS; + + } else { + + mode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES; + + } + + const meshDef = {}; + const attributes = {}; + const primitives = []; + const targets = []; + + // Conversion between attributes names in threejs and gltf spec + const nameConversion = { + uv: 'TEXCOORD_0', + uv1: 'TEXCOORD_1', + uv2: 'TEXCOORD_2', + uv3: 'TEXCOORD_3', + color: 'COLOR_0', + skinWeight: 'WEIGHTS_0', + skinIndex: 'JOINTS_0' + }; + + const originalNormal = geometry.getAttribute( 'normal' ); + + if ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) { + + console.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' ); + + geometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) ); + + } + + // @QUESTION Detect if .vertexColors = true? + // For every attribute create an accessor + let modifiedAttribute = null; + + for ( let attributeName in geometry.attributes ) { + + // Ignore morph target attributes, which are exported later. + if ( attributeName.slice( 0, 5 ) === 'morph' ) continue; + + const attribute = geometry.attributes[ attributeName ]; + attributeName = nameConversion[ attributeName ] || attributeName.toUpperCase(); + + // Prefix all geometry attributes except the ones specifically + // listed in the spec; non-spec attributes are considered custom. + const validVertexAttributes = + /^(POSITION|NORMAL|TANGENT|TEXCOORD_\d+|COLOR_\d+|JOINTS_\d+|WEIGHTS_\d+)$/; + + if ( ! validVertexAttributes.test( attributeName ) && ! attributeName.startsWith( '_' ) ) attributeName = '_' + attributeName; + + if ( cache.attributes.has( this.getUID( attribute ) ) ) { + + attributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) ); + continue; + + } + + // Enforce glTF vertex attribute requirements: + // - JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT + // - Only custom attributes may be INT or UNSIGNED_INT + modifiedAttribute = null; + const array = attribute.array; + + if ( attributeName === 'JOINTS_0' && + ! ( array instanceof Uint16Array ) && + ! ( array instanceof Uint8Array ) ) { + + console.warn( 'GLTFExporter: Attribute "skinIndex" converted to type UNSIGNED_SHORT.' ); + modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Uint16Array ); + + } else if ( ( array instanceof Uint32Array || array instanceof Int32Array ) && ! attributeName.startsWith( '_' ) ) { + + console.warn( `GLTFExporter: Attribute "${ attributeName }" converted to type FLOAT.` ); + modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Float32Array ); + + } + + const accessor = this.processAccessor( modifiedAttribute || attribute, geometry ); + + if ( accessor !== null ) { + + if ( ! attributeName.startsWith( '_' ) ) { + + this.detectMeshQuantization( attributeName, attribute ); + + } + + attributes[ attributeName ] = accessor; + cache.attributes.set( this.getUID( attribute ), accessor ); + + } + + } + + if ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal ); + + // Skip if no exportable attributes found + if ( Object.keys( attributes ).length === 0 ) return null; + + // Morph targets + if ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) { + + const weights = []; + const targetNames = []; + const reverseDictionary = {}; + + if ( mesh.morphTargetDictionary !== undefined ) { + + for ( const key in mesh.morphTargetDictionary ) { + + reverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key; + + } + + } + + for ( let i = 0; i < mesh.morphTargetInfluences.length; ++ i ) { + + const target = {}; + let warned = false; + + for ( const attributeName in geometry.morphAttributes ) { + + // glTF 2.0 morph supports only POSITION/NORMAL/TANGENT. + // Three.js doesn't support TANGENT yet. + + if ( attributeName !== 'position' && attributeName !== 'normal' ) { + + if ( ! warned ) { + + console.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' ); + warned = true; + + } + + continue; + + } + + const attribute = geometry.morphAttributes[ attributeName ][ i ]; + const gltfAttributeName = attributeName.toUpperCase(); + + // Three.js morph attribute has absolute values while the one of glTF has relative values. + // + // glTF 2.0 Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets + + const baseAttribute = geometry.attributes[ attributeName ]; + + if ( cache.attributes.has( this.getUID( attribute, true ) ) ) { + + target[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute, true ) ); + continue; + + } + + // Clones attribute not to override + const relativeAttribute = attribute.clone(); + + if ( ! geometry.morphTargetsRelative ) { + + for ( let j = 0, jl = attribute.count; j < jl; j ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + if ( a === 0 ) relativeAttribute.setX( j, attribute.getX( j ) - baseAttribute.getX( j ) ); + if ( a === 1 ) relativeAttribute.setY( j, attribute.getY( j ) - baseAttribute.getY( j ) ); + if ( a === 2 ) relativeAttribute.setZ( j, attribute.getZ( j ) - baseAttribute.getZ( j ) ); + if ( a === 3 ) relativeAttribute.setW( j, attribute.getW( j ) - baseAttribute.getW( j ) ); + + } + + } + + } + + target[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry ); + cache.attributes.set( this.getUID( baseAttribute, true ), target[ gltfAttributeName ] ); + + } + + targets.push( target ); + + weights.push( mesh.morphTargetInfluences[ i ] ); + + if ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] ); + + } + + meshDef.weights = weights; + + if ( targetNames.length > 0 ) { + + meshDef.extras = {}; + meshDef.extras.targetNames = targetNames; + + } + + } + + const isMultiMaterial = Array.isArray( mesh.material ); + + if ( isMultiMaterial && geometry.groups.length === 0 ) return null; + + let didForceIndices = false; + + if ( isMultiMaterial && geometry.index === null ) { + + const indices = []; + + for ( let i = 0, il = geometry.attributes.position.count; i < il; i ++ ) { + + indices[ i ] = i; + + } + + geometry.setIndex( indices ); + + didForceIndices = true; + + } + + const materials = isMultiMaterial ? mesh.material : [ mesh.material ]; + const groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ]; + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const primitive = { + mode: mode, + attributes: attributes, + }; + + this.serializeUserData( geometry, primitive ); + + if ( targets.length > 0 ) primitive.targets = targets; + + if ( geometry.index !== null ) { + + let cacheKey = this.getUID( geometry.index ); + + if ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) { + + cacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count; + + } + + if ( cache.attributes.has( cacheKey ) ) { + + primitive.indices = cache.attributes.get( cacheKey ); + + } else { + + primitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count ); + cache.attributes.set( cacheKey, primitive.indices ); + + } + + if ( primitive.indices === null ) delete primitive.indices; + + } + + const material = await this.processMaterialAsync( materials[ groups[ i ].materialIndex ], geometry ); + + if ( material !== null ) primitive.material = material; + + primitives.push( primitive ); + + } + + if ( didForceIndices === true ) { + + geometry.setIndex( null ); + + } + + meshDef.primitives = primitives; + + if ( ! json.meshes ) json.meshes = []; + + await this._invokeAllAsync( function ( ext ) { + + ext.writeMesh && ext.writeMesh( mesh, meshDef ); + + } ); + + const index = json.meshes.push( meshDef ) - 1; + cache.meshes.set( meshCacheKey, index ); + return index; + + } + + /** + * If a vertex attribute with a + * [non-standard data type](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview) + * is used, it is checked whether it is a valid data type according to the + * [KHR_mesh_quantization](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md) + * extension. + * In this case the extension is automatically added to the list of used extensions. + * + * @param {string} attributeName + * @param {THREE.BufferAttribute} attribute + */ + detectMeshQuantization( attributeName, attribute ) { + + if ( this.extensionsUsed[ KHR_MESH_QUANTIZATION ] ) return; + + let attrType = undefined; + + switch ( attribute.array.constructor ) { + + case Int8Array: + + attrType = 'byte'; + + break; + + case Uint8Array: + + attrType = 'unsigned byte'; + + break; + + case Int16Array: + + attrType = 'short'; + + break; + + case Uint16Array: + + attrType = 'unsigned short'; + + break; + + default: + + return; + + } + + if ( attribute.normalized ) attrType += ' normalized'; + + const attrNamePrefix = attributeName.split( '_', 1 )[ 0 ]; + + if ( KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ] && KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ].includes( attrType ) ) { + + this.extensionsUsed[ KHR_MESH_QUANTIZATION ] = true; + this.extensionsRequired[ KHR_MESH_QUANTIZATION ] = true; + + } + + } + + /** + * Process camera + * @param {THREE.Camera} camera Camera to process + * @return {number} Index of the processed mesh in the "camera" array + */ + processCamera( camera ) { + + const json = this.json; + + if ( ! json.cameras ) json.cameras = []; + + const isOrtho = camera.isOrthographicCamera; + + const cameraDef = { + type: isOrtho ? 'orthographic' : 'perspective' + }; + + if ( isOrtho ) { + + cameraDef.orthographic = { + xmag: camera.right * 2, + ymag: camera.top * 2, + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } else { + + cameraDef.perspective = { + aspectRatio: camera.aspect, + yfov: MathUtils.degToRad( camera.fov ), + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } + + // Question: Is saving "type" as name intentional? + if ( camera.name !== '' ) cameraDef.name = camera.type; + + return json.cameras.push( cameraDef ) - 1; + + } + + /** + * Creates glTF animation entry from AnimationClip object. + * + * Status: + * - Only properties listed in PATH_PROPERTIES may be animated. + * + * @param {THREE.AnimationClip} clip + * @param {THREE.Object3D} root + * @return {?number} + */ + processAnimation( clip, root ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + if ( ! json.animations ) json.animations = []; + + clip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root ); + + const tracks = clip.tracks; + const channels = []; + const samplers = []; + + for ( let i = 0; i < tracks.length; ++ i ) { + + const track = tracks[ i ]; + const trackBinding = PropertyBinding.parseTrackName( track.name ); + let trackNode = PropertyBinding.findNode( root, trackBinding.nodeName ); + const trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ]; + + if ( trackBinding.objectName === 'bones' ) { + + if ( trackNode.isSkinnedMesh === true ) { + + trackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex ); + + } else { + + trackNode = undefined; + + } + + } + + if ( ! trackNode || ! trackProperty ) { + + console.warn( 'THREE.GLTFExporter: Could not export animation track "%s".', track.name ); + continue; + + } + + const inputItemSize = 1; + let outputItemSize = track.values.length / track.times.length; + + if ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) { + + outputItemSize /= trackNode.morphTargetInfluences.length; + + } + + let interpolation; + + // @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE + + // Detecting glTF cubic spline interpolant by checking factory method's special property + // GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return + // valid value from .getInterpolation(). + if ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) { + + interpolation = 'CUBICSPLINE'; + + // itemSize of CUBICSPLINE keyframe is 9 + // (VEC3 * 3: inTangent, splineVertex, and outTangent) + // but needs to be stored as VEC3 so dividing by 3 here. + outputItemSize /= 3; + + } else if ( track.getInterpolation() === InterpolateDiscrete ) { + + interpolation = 'STEP'; + + } else { + + interpolation = 'LINEAR'; + + } + + samplers.push( { + input: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ), + output: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ), + interpolation: interpolation + } ); + + channels.push( { + sampler: samplers.length - 1, + target: { + node: nodeMap.get( trackNode ), + path: trackProperty + } + } ); + + } + + const animationDef = { + name: clip.name || 'clip_' + json.animations.length, + samplers: samplers, + channels: channels + }; + + this.serializeUserData( clip, animationDef ); + + json.animations.push( animationDef ); + + return json.animations.length - 1; + + } + + /** + * @param {THREE.Object3D} object + * @return {?number} + */ + processSkin( object ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + const node = json.nodes[ nodeMap.get( object ) ]; + + const skeleton = object.skeleton; + + if ( skeleton === undefined ) return null; + + const rootJoint = object.skeleton.bones[ 0 ]; + + if ( rootJoint === undefined ) return null; + + const joints = []; + const inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 ); + const temporaryBoneInverse = new Matrix4(); + + for ( let i = 0; i < skeleton.bones.length; ++ i ) { + + joints.push( nodeMap.get( skeleton.bones[ i ] ) ); + temporaryBoneInverse.copy( skeleton.boneInverses[ i ] ); + temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 ); + + } + + if ( json.skins === undefined ) json.skins = []; + + json.skins.push( { + inverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ), + joints: joints, + skeleton: nodeMap.get( rootJoint ) + } ); + + const skinIndex = node.skin = json.skins.length - 1; + + return skinIndex; + + } + + /** + * Process Object3D node + * @param {THREE.Object3D} object Object3D to processNodeAsync + * @return {Promise} Index of the node in the nodes list + */ + async processNodeAsync( object ) { + + const json = this.json; + const options = this.options; + const nodeMap = this.nodeMap; + + if ( ! json.nodes ) json.nodes = []; + + // Handle pivot by creating a container node + if ( object.pivot !== null ) { + + return await this._processNodeWithPivotAsync( object ); + + } + + const nodeDef = {}; + + if ( options.trs ) { + + const rotation = object.quaternion.toArray(); + const position = object.position.toArray(); + const scale = object.scale.toArray(); + + if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { + + nodeDef.rotation = rotation; + + } + + if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { + + nodeDef.translation = position; + + } + + if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { + + nodeDef.scale = scale; + + } + + } else { + + if ( object.matrixAutoUpdate ) { + + object.updateMatrix(); + + } + + if ( isIdentityMatrix( object.matrix ) === false ) { + + nodeDef.matrix = object.matrix.elements; + + } + + } + + // We don't export empty strings name because it represents no-name in Three.js. + if ( object.name !== '' ) nodeDef.name = String( object.name ); + + this.serializeUserData( object, nodeDef ); + + if ( object.isMesh || object.isLine || object.isPoints ) { + + const meshIndex = await this.processMeshAsync( object ); + + if ( meshIndex !== null ) nodeDef.mesh = meshIndex; + + } else if ( object.isCamera ) { + + nodeDef.camera = this.processCamera( object ); + + } + + if ( object.isSkinnedMesh ) this.skins.push( object ); + + const nodeIndex = json.nodes.push( nodeDef ) - 1; + nodeMap.set( object, nodeIndex ); + + if ( object.children.length > 0 ) { + + const children = []; + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + const child = object.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const childNodeIndex = await this.processNodeAsync( child ); + + if ( childNodeIndex !== null ) children.push( childNodeIndex ); + + } + + } + + if ( children.length > 0 ) nodeDef.children = children; + + } + + await this._invokeAllAsync( function ( ext ) { + + ext.writeNode && ext.writeNode( object, nodeDef ); + + } ); + + return nodeIndex; + + } + + /** + * Process Object3D node with pivot using container approach + * @param {THREE.Object3D} object Object3D with pivot + * @return {Promise} Index of the container node + */ + async _processNodeWithPivotAsync( object ) { + + const json = this.json; + const options = this.options; + const nodeMap = this.nodeMap; + + const pivot = object.pivot; + + // Container node: holds position + pivot offset, rotation, scale + // Animations will target this node + const containerDef = {}; + + const rotation = object.quaternion.toArray(); + const position = [ + object.position.x + pivot.x, + object.position.y + pivot.y, + object.position.z + pivot.z + ]; + const scale = object.scale.toArray(); + + if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { + + containerDef.rotation = rotation; + + } + + if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { + + containerDef.translation = position; + + } + + if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { + + containerDef.scale = scale; + + } + + // Store pivot in extras for round-trip reconstruction + containerDef.extras = { pivot: pivot.toArray() }; + + if ( object.name !== '' ) containerDef.name = String( object.name ); + + this.serializeUserData( object, containerDef ); + + const containerIndex = json.nodes.push( containerDef ) - 1; + + // Map original object to container so animations target it + nodeMap.set( object, containerIndex ); + + // Child node: holds mesh with -pivot offset + const childDef = {}; + + const childPosition = [ - pivot.x, - pivot.y, - pivot.z ]; + + if ( ! equalArray( childPosition, [ 0, 0, 0 ] ) ) { + + childDef.translation = childPosition; + + } + + if ( object.isMesh || object.isLine || object.isPoints ) { + + const meshIndex = await this.processMeshAsync( object ); + + if ( meshIndex !== null ) childDef.mesh = meshIndex; + + } else if ( object.isCamera ) { + + childDef.camera = this.processCamera( object ); + + } + + if ( object.isSkinnedMesh ) this.skins.push( object ); + + const childIndex = json.nodes.push( childDef ) - 1; + + // Build children array for container + const containerChildren = [ childIndex ]; + + // Process object's children as children of the child node + if ( object.children.length > 0 ) { + + const grandchildren = []; + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + const child = object.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const childNodeIndex = await this.processNodeAsync( child ); + + if ( childNodeIndex !== null ) grandchildren.push( childNodeIndex ); + + } + + } + + if ( grandchildren.length > 0 ) childDef.children = grandchildren; + + } + + containerDef.children = containerChildren; + + await this._invokeAllAsync( function ( ext ) { + + ext.writeNode && ext.writeNode( object, containerDef ); + + } ); + + return containerIndex; + + } + + /** + * Process Scene + * @param {Scene} scene Scene to process + */ + async processSceneAsync( scene ) { + + const json = this.json; + const options = this.options; + + if ( ! json.scenes ) { + + json.scenes = []; + json.scene = 0; + + } + + const sceneDef = {}; + + if ( scene.name !== '' ) sceneDef.name = scene.name; + + json.scenes.push( sceneDef ); + + const nodes = []; + + for ( let i = 0, l = scene.children.length; i < l; i ++ ) { + + const child = scene.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const nodeIndex = await this.processNodeAsync( child ); + + if ( nodeIndex !== null ) nodes.push( nodeIndex ); + + } + + } + + if ( nodes.length > 0 ) sceneDef.nodes = nodes; + + this.serializeUserData( scene, sceneDef ); + + } + + /** + * Creates a Scene to hold a list of objects and parse it + * @param {Array} objects List of objects to process + */ + async processObjectsAsync( objects ) { + + const scene = new Scene(); + scene.name = 'AuxScene'; + + for ( let i = 0; i < objects.length; i ++ ) { + + // We push directly to children instead of calling `add` to prevent + // modify the .parent and break its original scene and hierarchy + scene.children.push( objects[ i ] ); + + } + + await this.processSceneAsync( scene ); + + } + + /** + * @param {THREE.Object3D|Array} input + */ + async processInputAsync( input ) { + + const options = this.options; + + input = input instanceof Array ? input : [ input ]; + + await this._invokeAllAsync( function ( ext ) { + + ext.beforeParse && ext.beforeParse( input ); + + } ); + + const objectsWithoutScene = []; + + for ( let i = 0; i < input.length; i ++ ) { + + if ( input[ i ] instanceof Scene ) { + + await this.processSceneAsync( input[ i ] ); + + } else { + + objectsWithoutScene.push( input[ i ] ); + + } + + } + + if ( objectsWithoutScene.length > 0 ) { + + await this.processObjectsAsync( objectsWithoutScene ); + + } + + for ( let i = 0; i < this.skins.length; ++ i ) { + + this.processSkin( this.skins[ i ] ); + + } + + // animations + + if ( input.length === 1 ) { + + // default: single input, flat animations array + + for ( let i = 0; i < options.animations.length; ++ i ) { + + this.processAnimation( options.animations[ i ], input[ 0 ] ); + + } + + } else { + + // multi-input with multi-dimensional animations array + + for ( let i = 0; i < input.length; i ++ ) { + + const animations = options.animations[ i ] || []; + + for ( let j = 0; j < animations.length; ++ j ) { + + this.processAnimation( animations[ j ], input[ i ] ); + + } + + } + + } + + await this._invokeAllAsync( function ( ext ) { + + ext.afterParse && ext.afterParse( input ); + + } ); + + } + + async _invokeAllAsync( func ) { + + for ( let i = 0, il = this.plugins.length; i < il; i ++ ) { + + await func( this.plugins[ i ] ); + + } + + } + +} + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + * + * @private + */ +class GLTFLightExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_lights_punctual'; + + } + + writeNode( light, nodeDef ) { + + if ( ! light.isLight ) return; + + if ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) { + + console.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light ); + return; + + } + + const writer = this.writer; + const json = writer.json; + const extensionsUsed = writer.extensionsUsed; + + const lightDef = {}; + + if ( light.name ) lightDef.name = light.name; + + lightDef.color = light.color.toArray(); + + lightDef.intensity = light.intensity; + + if ( light.isDirectionalLight ) { + + lightDef.type = 'directional'; + + } else if ( light.isPointLight ) { + + lightDef.type = 'point'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + } else if ( light.isSpotLight ) { + + lightDef.type = 'spot'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + lightDef.spot = {}; + lightDef.spot.innerConeAngle = ( 1.0 - light.penumbra ) * light.angle; + lightDef.spot.outerConeAngle = light.angle; + + } + + if ( light.decay !== undefined && light.decay !== 2 ) { + + console.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, ' + + 'and expects light.decay=2.' ); + + } + + if ( light.target + && ( light.target.parent !== light + || light.target.position.x !== 0 + || light.target.position.y !== 0 + || light.target.position.z !== - 1 ) ) { + + console.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, ' + + 'make light.target a child of the light with position 0,0,-1.' ); + + } + + if ( ! extensionsUsed[ this.name ] ) { + + json.extensions = json.extensions || {}; + json.extensions[ this.name ] = { lights: [] }; + extensionsUsed[ this.name ] = true; + + } + + const lights = json.extensions[ this.name ].lights; + lights.push( lightDef ); + + nodeDef.extensions = nodeDef.extensions || {}; + nodeDef.extensions[ this.name ] = { light: lights.length - 1 }; + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + * + * @private + */ +class GLTFMaterialsUnlitExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_unlit'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshBasicMaterial ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = {}; + + extensionsUsed[ this.name ] = true; + + materialDef.pbrMetallicRoughness.metallicFactor = 0.0; + materialDef.pbrMetallicRoughness.roughnessFactor = 0.9; + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + * + * @private + */ +class GLTFMaterialsClearcoatExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_clearcoat'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.clearcoat === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.clearcoatFactor = material.clearcoat; + + if ( material.clearcoatMap ) { + + const clearcoatMapDef = { + index: await writer.processTextureAsync( material.clearcoatMap ), + texCoord: material.clearcoatMap.channel + }; + writer.applyTextureTransform( clearcoatMapDef, material.clearcoatMap ); + extensionDef.clearcoatTexture = clearcoatMapDef; + + } + + extensionDef.clearcoatRoughnessFactor = material.clearcoatRoughness; + + if ( material.clearcoatRoughnessMap ) { + + const clearcoatRoughnessMapDef = { + index: await writer.processTextureAsync( material.clearcoatRoughnessMap ), + texCoord: material.clearcoatRoughnessMap.channel + }; + writer.applyTextureTransform( clearcoatRoughnessMapDef, material.clearcoatRoughnessMap ); + extensionDef.clearcoatRoughnessTexture = clearcoatRoughnessMapDef; + + } + + if ( material.clearcoatNormalMap ) { + + const clearcoatNormalMapDef = { + index: await writer.processTextureAsync( material.clearcoatNormalMap ), + texCoord: material.clearcoatNormalMap.channel + }; + + if ( material.clearcoatNormalScale.x !== 1 ) clearcoatNormalMapDef.scale = material.clearcoatNormalScale.x; + + writer.applyTextureTransform( clearcoatNormalMapDef, material.clearcoatNormalMap ); + extensionDef.clearcoatNormalTexture = clearcoatNormalMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + + } + +} + +/** + * Materials dispersion Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_dispersion + * + * @private + */ +class GLTFMaterialsDispersionExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_dispersion'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.dispersion === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.dispersion = material.dispersion; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Iridescence Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence + * + * @private + */ +class GLTFMaterialsIridescenceExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_iridescence'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.iridescence === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.iridescenceFactor = material.iridescence; + + if ( material.iridescenceMap ) { + + const iridescenceMapDef = { + index: await writer.processTextureAsync( material.iridescenceMap ), + texCoord: material.iridescenceMap.channel + }; + writer.applyTextureTransform( iridescenceMapDef, material.iridescenceMap ); + extensionDef.iridescenceTexture = iridescenceMapDef; + + } + + extensionDef.iridescenceIor = material.iridescenceIOR; + extensionDef.iridescenceThicknessMinimum = material.iridescenceThicknessRange[ 0 ]; + extensionDef.iridescenceThicknessMaximum = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceThicknessMap ) { + + const iridescenceThicknessMapDef = { + index: await writer.processTextureAsync( material.iridescenceThicknessMap ), + texCoord: material.iridescenceThicknessMap.channel + }; + writer.applyTextureTransform( iridescenceThicknessMapDef, material.iridescenceThicknessMap ); + extensionDef.iridescenceThicknessTexture = iridescenceThicknessMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * + * @private + */ +class GLTFMaterialsTransmissionExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_transmission'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.transmissionFactor = material.transmission; + + if ( material.transmissionMap ) { + + const transmissionMapDef = { + index: await writer.processTextureAsync( material.transmissionMap ), + texCoord: material.transmissionMap.channel + }; + writer.applyTextureTransform( transmissionMapDef, material.transmissionMap ); + extensionDef.transmissionTexture = transmissionMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials Volume Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume + * + * @private + */ +class GLTFMaterialsVolumeExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_volume'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.thicknessFactor = material.thickness; + + if ( material.thicknessMap ) { + + const thicknessMapDef = { + index: await writer.processTextureAsync( material.thicknessMap ), + texCoord: material.thicknessMap.channel + }; + writer.applyTextureTransform( thicknessMapDef, material.thicknessMap ); + extensionDef.thicknessTexture = thicknessMapDef; + + } + + if ( material.attenuationDistance !== Infinity ) { + + extensionDef.attenuationDistance = material.attenuationDistance; + + } + + extensionDef.attenuationColor = material.attenuationColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials ior Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior + * + * @private + */ +class GLTFMaterialsIorExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_ior'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.ior === 1.5 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.ior = material.ior; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials specular Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular + * + * @private + */ +class GLTFMaterialsSpecularExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_specular'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || ( material.specularIntensity === 1.0 && + material.specularColor.equals( DEFAULT_SPECULAR_COLOR ) && + ! material.specularIntensityMap && ! material.specularColorMap ) ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.specularIntensityMap ) { + + const specularIntensityMapDef = { + index: await writer.processTextureAsync( material.specularIntensityMap ), + texCoord: material.specularIntensityMap.channel + }; + writer.applyTextureTransform( specularIntensityMapDef, material.specularIntensityMap ); + extensionDef.specularTexture = specularIntensityMapDef; + + } + + if ( material.specularColorMap ) { + + const specularColorMapDef = { + index: await writer.processTextureAsync( material.specularColorMap ), + texCoord: material.specularColorMap.channel + }; + writer.applyTextureTransform( specularColorMapDef, material.specularColorMap ); + extensionDef.specularColorTexture = specularColorMapDef; + + } + + extensionDef.specularFactor = material.specularIntensity; + extensionDef.specularColorFactor = material.specularColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Sheen Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen + * + * @private + */ +class GLTFMaterialsSheenExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_sheen'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.sheen == 0.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.sheenRoughnessMap ) { + + const sheenRoughnessMapDef = { + index: await writer.processTextureAsync( material.sheenRoughnessMap ), + texCoord: material.sheenRoughnessMap.channel + }; + writer.applyTextureTransform( sheenRoughnessMapDef, material.sheenRoughnessMap ); + extensionDef.sheenRoughnessTexture = sheenRoughnessMapDef; + + } + + if ( material.sheenColorMap ) { + + const sheenColorMapDef = { + index: await writer.processTextureAsync( material.sheenColorMap ), + texCoord: material.sheenColorMap.channel + }; + writer.applyTextureTransform( sheenColorMapDef, material.sheenColorMap ); + extensionDef.sheenColorTexture = sheenColorMapDef; + + } + + extensionDef.sheenRoughnessFactor = material.sheenRoughness; + extensionDef.sheenColorFactor = material.sheenColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Anisotropy Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_anisotropy + * + * @private + */ +class GLTFMaterialsAnisotropyExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_anisotropy'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.anisotropy == 0.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.anisotropyMap ) { + + const anisotropyMapDef = { index: await writer.processTextureAsync( material.anisotropyMap ) }; + writer.applyTextureTransform( anisotropyMapDef, material.anisotropyMap ); + extensionDef.anisotropyTexture = anisotropyMapDef; + + } + + extensionDef.anisotropyStrength = material.anisotropy; + extensionDef.anisotropyRotation = material.anisotropyRotation; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials Emissive Strength Extension + * + * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md + * + * @private + */ +class GLTFMaterialsEmissiveStrengthExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_emissive_strength'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshStandardMaterial || material.emissiveIntensity === 1.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.emissiveStrength = material.emissiveIntensity; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + + +/** + * Materials bump Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump + * + * @private + */ +class GLTFMaterialsBumpExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'EXT_materials_bump'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshStandardMaterial || ( + material.bumpScale === 1 && + ! material.bumpMap ) ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.bumpMap ) { + + const bumpMapDef = { + index: await writer.processTextureAsync( material.bumpMap ), + texCoord: material.bumpMap.channel + }; + writer.applyTextureTransform( bumpMapDef, material.bumpMap ); + extensionDef.bumpTexture = bumpMapDef; + + } + + extensionDef.bumpFactor = material.bumpScale; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * GPU Instancing Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing + * + * @private + */ +class GLTFMeshGpuInstancing { + + constructor( writer ) { + + this.writer = writer; + this.name = 'EXT_mesh_gpu_instancing'; + + } + + writeNode( object, nodeDef ) { + + if ( ! object.isInstancedMesh ) return; + + const writer = this.writer; + + const mesh = object; + + const translationAttr = new Float32Array( mesh.count * 3 ); + const rotationAttr = new Float32Array( mesh.count * 4 ); + const scaleAttr = new Float32Array( mesh.count * 3 ); + + const matrix = new Matrix4(); + const position = new Vector3(); + const quaternion = new Quaternion(); + const scale = new Vector3(); + + for ( let i = 0; i < mesh.count; i ++ ) { + + mesh.getMatrixAt( i, matrix ); + matrix.decompose( position, quaternion, scale ); + + position.toArray( translationAttr, i * 3 ); + quaternion.toArray( rotationAttr, i * 4 ); + scale.toArray( scaleAttr, i * 3 ); + + } + + const attributes = { + TRANSLATION: writer.processAccessor( new BufferAttribute( translationAttr, 3 ) ), + ROTATION: writer.processAccessor( new BufferAttribute( rotationAttr, 4 ) ), + SCALE: writer.processAccessor( new BufferAttribute( scaleAttr, 3 ) ), + }; + + if ( mesh.instanceColor ) + attributes._COLOR_0 = writer.processAccessor( mesh.instanceColor ); + + nodeDef.extensions = nodeDef.extensions || {}; + nodeDef.extensions[ this.name ] = { attributes }; + + writer.extensionsUsed[ this.name ] = true; + writer.extensionsRequired[ this.name ] = true; + + } + +} + +/** + * Static utility functions + * + * @private + */ +GLTFExporter.Utils = { + + insertKeyframe: function ( track, time ) { + + const tolerance = 0.001; // 1ms + const valueSize = track.getValueSize(); + + const times = new track.TimeBufferType( track.times.length + 1 ); + const values = new track.ValueBufferType( track.values.length + valueSize ); + const interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) ); + + let index; + + if ( track.times.length === 0 ) { + + times[ 0 ] = time; + + for ( let i = 0; i < valueSize; i ++ ) { + + values[ i ] = 0; + + } + + index = 0; + + } else if ( time < track.times[ 0 ] ) { + + if ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0; + + times[ 0 ] = time; + times.set( track.times, 1 ); + + values.set( interpolant.evaluate( time ), 0 ); + values.set( track.values, valueSize ); + + index = 0; + + } else if ( time > track.times[ track.times.length - 1 ] ) { + + if ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) { + + return track.times.length - 1; + + } + + times[ times.length - 1 ] = time; + times.set( track.times, 0 ); + + values.set( track.values, 0 ); + values.set( interpolant.evaluate( time ), track.values.length ); + + index = times.length - 1; + + } else { + + for ( let i = 0; i < track.times.length; i ++ ) { + + if ( Math.abs( track.times[ i ] - time ) < tolerance ) return i; + + if ( track.times[ i ] < time && track.times[ i + 1 ] > time ) { + + times.set( track.times.slice( 0, i + 1 ), 0 ); + times[ i + 1 ] = time; + times.set( track.times.slice( i + 1 ), i + 2 ); + + values.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 ); + values.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize ); + values.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize ); + + index = i + 1; + + break; + + } + + } + + } + + track.times = times; + track.values = values; + + return index; + + }, + + mergeMorphTargetTracks: function ( clip, root ) { + + const tracks = []; + const mergedTracks = {}; + const sourceTracks = clip.tracks; + + for ( let i = 0; i < sourceTracks.length; ++ i ) { + + let sourceTrack = sourceTracks[ i ]; + const sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name ); + const sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName ); + + if ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) { + + // Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is. + tracks.push( sourceTrack ); + continue; + + } + + if ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete + && sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) { + + if ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + // This should never happen, because glTF morph target animations + // affect all targets already. + throw new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' ); + + } + + console.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' ); + + sourceTrack = sourceTrack.clone(); + sourceTrack.setInterpolation( InterpolateLinear ); + + } + + const targetCount = sourceTrackNode.morphTargetInfluences.length; + const targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ]; + + if ( targetIndex === undefined ) { + + throw new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex ); + + } + + let mergedTrack; + + // If this is the first time we've seen this object, create a new + // track to store merged keyframe data for each morph target. + if ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) { + + mergedTrack = sourceTrack.clone(); + + const values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length ); + + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + values[ j * targetCount + targetIndex ] = mergedTrack.values[ j ]; + + } + + // We need to take into consideration the intended target node + // of our original un-merged morphTarget animation. + mergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences'; + mergedTrack.values = values; + + mergedTracks[ sourceTrackNode.uuid ] = mergedTrack; + tracks.push( mergedTrack ); + + continue; + + } + + const sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) ); + + mergedTrack = mergedTracks[ sourceTrackNode.uuid ]; + + // For every existing keyframe of the merged track, write a (possibly + // interpolated) value from the source track. + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + mergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] ); + + } + + // For every existing keyframe of the source track, write a (possibly + // new) keyframe to the merged track. Values from the previous loop may + // be written again, but keyframes are de-duplicated. + for ( let j = 0; j < sourceTrack.times.length; j ++ ) { + + const keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] ); + mergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ]; + + } + + } + + clip.tracks = tracks; + + return clip; + + }, + + toTypedBufferAttribute: function ( srcAttribute, TypedArray ) { + + const dstAttribute = new BufferAttribute( new TypedArray( srcAttribute.count * srcAttribute.itemSize ), srcAttribute.itemSize, false ); + + if ( ! srcAttribute.normalized && ! srcAttribute.isInterleavedBufferAttribute ) { + + dstAttribute.array.set( srcAttribute.array ); + + return dstAttribute; + + } + + for ( let i = 0, il = srcAttribute.count; i < il; i ++ ) { + + for ( let j = 0; j < srcAttribute.itemSize; j ++ ) { + + dstAttribute.setComponent( i, j, srcAttribute.getComponent( i, j ) ); + + } + + } + + return dstAttribute; + + } + +}; + +/** + * Export options of `GLTFExporter`. + * + * @typedef {Object} GLTFExporter~Options + * @property {boolean} [trs=false] - Export position, rotation and scale instead of matrix per node. + * @property {boolean} [onlyVisible=true] - Export only visible 3D objects. + * @property {boolean} [binary=false] - Export in binary (.glb) format, returning an ArrayBuffer. + * @property {number} [maxTextureSize=Infinity] - Restricts the image maximum size (both width and height) to the given value. + * @property {Array|Array>} [animations=[]] - List of animations to be included in the export. When exporting a single 3D object or scene, this is a flat list of clips. + * When exporting an array of multiple scenes, this must be a nested array with one list of clips per scene, matched to the input by index. + * @property {boolean} [includeCustomExtensions=false] - Export custom glTF extensions defined on an object's `userData.gltfExtensions` property. + * @property {string} [copyright=null] - Export with a copyright notice embedded in the glTF. + **/ + +/** + * onDone callback of `GLTFExporter`. + * + * @callback GLTFExporter~OnDone + * @param {ArrayBuffer|string} result - The generated .gltf (JSON) or .glb (binary). + */ + +/** + * onError callback of `GLTFExporter`. + * + * @callback GLTFExporter~OnError + * @param {Error} error - The error object. + */ + +export { GLTFExporter }; diff --git a/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js b/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js new file mode 100644 index 0000000..cd95b20 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js @@ -0,0 +1,4925 @@ +import { + AnimationClip, + Bone, + Box3, + BufferAttribute, + BufferGeometry, + ClampToEdgeWrapping, + Color, + ColorManagement, + DirectionalLight, + DoubleSide, + FileLoader, + FrontSide, + Group, + ImageBitmapLoader, + InstancedMesh, + InterleavedBuffer, + InterleavedBufferAttribute, + Interpolant, + InterpolateDiscrete, + InterpolateLinear, + Line, + LineBasicMaterial, + LineLoop, + LineSegments, + LinearFilter, + LinearMipmapLinearFilter, + LinearMipmapNearestFilter, + LinearSRGBColorSpace, + Loader, + LoaderUtils, + Material, + MathUtils, + Matrix4, + Mesh, + MeshBasicMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MirroredRepeatWrapping, + NearestFilter, + NearestMipmapLinearFilter, + NearestMipmapNearestFilter, + NumberKeyframeTrack, + Object3D, + OrthographicCamera, + PerspectiveCamera, + PointLight, + Points, + PointsMaterial, + PropertyBinding, + Quaternion, + QuaternionKeyframeTrack, + RepeatWrapping, + Skeleton, + SkinnedMesh, + Sphere, + SpotLight, + Texture, + TextureLoader, + TriangleFanDrawMode, + TriangleStripDrawMode, + Vector2, + Vector3, + VectorKeyframeTrack, + SRGBColorSpace, + InstancedBufferAttribute +} from 'three'; +import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js'; +import { clone } from '../utils/SkeletonUtils.js'; + +/** + * A loader for the glTF 2.0 format. + * + * [glTF](https://www.khronos.org/gltf/) (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0) + * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb) + * format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver + * one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights, + * and/or cameras. + * + * `GLTFLoader` uses {@link ImageBitmapLoader} whenever possible. Be advised that image bitmaps are not + * automatically GC-collected when they are no longer referenced, and they require special handling during + * the disposal process. + * + * `GLTFLoader` supports the following glTF 2.0 extensions: + * - KHR_draco_mesh_compression + * - KHR_lights_punctual + * - KHR_materials_anisotropy + * - KHR_materials_clearcoat + * - KHR_materials_dispersion + * - KHR_materials_emissive_strength + * - KHR_materials_ior + * - KHR_materials_specular + * - KHR_materials_transmission + * - KHR_materials_iridescence + * - KHR_materials_unlit + * - KHR_materials_volume + * - KHR_mesh_quantization + * - KHR_meshopt_compression + * - KHR_texture_basisu + * - KHR_texture_transform + * - EXT_materials_bump + * - EXT_meshopt_compression + * - EXT_mesh_gpu_instancing + * - EXT_texture_avif + * - EXT_texture_webp + * + * The following glTF 2.0 extensions are supported by separately registered plugins: + * - KHR_gaussian_splatting + * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) + * - [MSFT_texture_dds](https://github.com/takahirox/three-gltf-extensions) + * - [KHR_animation_pointer](https://github.com/needle-tools/three-animation-pointer) + * - [NEEDLE_progressive](https://github.com/needle-tools/gltf-progressive) + * + * ```js + * const loader = new GLTFLoader(); + * + * // Optional: Provide a DRACOLoader instance to decode compressed mesh data + * const dracoLoader = new DRACOLoader(); + * dracoLoader.setDecoderPath( '/examples/jsm/libs/draco/' ); + * loader.setDRACOLoader( dracoLoader ); + * + * const gltf = await loader.loadAsync( 'models/gltf/duck/duck.gltf' ); + * scene.add( gltf.scene ); + * ``` + * + * @augments Loader + * @three_import import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; + */ +class GLTFLoader extends Loader { + + /** + * Constructs a new glTF loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + this.dracoLoader = null; + this.ktx2Loader = null; + this.meshoptDecoder = null; + + this.pluginCallbacks = []; + + this.register( function ( parser ) { + + return new GLTFMaterialsClearcoatExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsDispersionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureBasisUExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureWebPExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureAVIFExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSheenExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsTransmissionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsVolumeExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIorExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsEmissiveStrengthExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSpecularExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIridescenceExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsAnisotropyExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsBumpExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFLightsExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser, EXTENSIONS.EXT_MESHOPT_COMPRESSION ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser, EXTENSIONS.KHR_MESHOPT_COMPRESSION ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshGpuInstancing( parser ); + + } ); + + } + + /** + * Starts loading from the given URL and passes the loaded glTF asset + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + let resourcePath; + + if ( this.resourcePath !== '' ) { + + resourcePath = this.resourcePath; + + } else if ( this.path !== '' ) { + + // If a base path is set, resources will be relative paths from that plus the relative path of the gltf file + // Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf' + // resourcePath = 'https://my-cnd-server.com/assets/models/' + // referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin' + // referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png' + const relativeUrl = LoaderUtils.extractUrlBase( url ); + resourcePath = LoaderUtils.resolveURL( relativeUrl, this.path ); + + } else { + + resourcePath = LoaderUtils.extractUrlBase( url ); + + } + + // Tells the LoadingManager to track an extra item, which resolves after + // the model is fully loaded. This means the count of items loaded will + // be incorrect, but ensures manager.onLoad() does not fire early. + this.manager.itemStart( url ); + + const _onError = function ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }; + + const loader = new FileLoader( this.manager ); + + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + loader.load( url, function ( data ) { + + try { + + scope.parse( data, resourcePath, function ( gltf ) { + + onLoad( gltf ); + + scope.manager.itemEnd( url ); + + }, _onError ); + + } catch ( e ) { + + _onError( e ); + + } + + }, onProgress, _onError ); + + } + + /** + * Sets the given Draco loader to this loader. Required for decoding assets + * compressed with the `KHR_draco_mesh_compression` extension. + * + * @param {DRACOLoader} dracoLoader - The Draco loader to set. + * @return {GLTFLoader} A reference to this loader. + */ + setDRACOLoader( dracoLoader ) { + + this.dracoLoader = dracoLoader; + return this; + + } + + /** + * Sets the given KTX2 loader to this loader. Required for loading KTX2 + * compressed textures. + * + * @param {KTX2Loader} ktx2Loader - The KTX2 loader to set. + * @return {GLTFLoader} A reference to this loader. + */ + setKTX2Loader( ktx2Loader ) { + + this.ktx2Loader = ktx2Loader; + return this; + + } + + /** + * Sets the given meshopt decoder. Required for decoding assets + * compressed with the `EXT_meshopt_compression` extension. + * + * @param {Object} meshoptDecoder - The meshopt decoder to set. + * @return {GLTFLoader} A reference to this loader. + */ + setMeshoptDecoder( meshoptDecoder ) { + + this.meshoptDecoder = meshoptDecoder; + return this; + + } + + /** + * Registers a plugin callback. This API is internally used to implement the various + * glTF extensions but can also used by third-party code to add additional logic + * to the loader. + * + * @param {function(parser:GLTFParser)} callback - The callback function to register. + * @return {GLTFLoader} A reference to this loader. + */ + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + /** + * Unregisters a plugin callback. + * + * @param {Function} callback - The callback function to unregister. + * @return {GLTFLoader} A reference to this loader. + */ + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + /** + * Parses the given glTF data and returns the resulting group. + * + * @param {string|ArrayBuffer} data - The raw glTF data. + * @param {string} path - The URL base path. + * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + parse( data, path, onLoad, onError ) { + + let json; + const extensions = {}; + const plugins = {}; + const textDecoder = new TextDecoder(); + + if ( typeof data === 'string' ) { + + json = JSON.parse( data ); + + } else if ( data instanceof ArrayBuffer ) { + + const magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) ); + + if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { + + try { + + extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); + + } catch ( error ) { + + if ( onError ) onError( error ); + return; + + } + + json = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content ); + + } else { + + json = JSON.parse( textDecoder.decode( data ) ); + + } + + } else { + + json = data; + + } + + if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { + + if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) ); + return; + + } + + const parser = new GLTFParser( json, { + + path: path || this.resourcePath || '', + crossOrigin: this.crossOrigin, + requestHeader: this.requestHeader, + manager: this.manager, + ktx2Loader: this.ktx2Loader, + meshoptDecoder: this.meshoptDecoder + + } ); + + parser.fileLoader.setRequestHeader( this.requestHeader ); + + for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) { + + const plugin = this.pluginCallbacks[ i ]( parser ); + + if ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' ); + + plugins[ plugin.name ] = plugin; + + // Workaround to avoid determining as unknown extension + // in addUnknownExtensionsToUserData(). + // Remove this workaround if we move all the existing + // extension handlers to plugin system + extensions[ plugin.name ] = true; + + } + + if ( json.extensionsUsed ) { + + for ( let i = 0; i < json.extensionsUsed.length; ++ i ) { + + const extensionName = json.extensionsUsed[ i ]; + const extensionsRequired = json.extensionsRequired || []; + + switch ( extensionName ) { + + case EXTENSIONS.KHR_MATERIALS_UNLIT: + extensions[ extensionName ] = new GLTFMaterialsUnlitExtension(); + break; + + case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: + extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader ); + break; + + case EXTENSIONS.KHR_TEXTURE_TRANSFORM: + extensions[ extensionName ] = new GLTFTextureTransformExtension(); + break; + + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + + default: + + if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) { + + console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' ); + + } + + } + + } + + } + + parser.setExtensions( extensions ); + parser.setPlugins( plugins ); + parser.parse( onLoad, onError ); + + } + + /** + * Async version of {@link GLTFLoader#parse}. + * + * @async + * @param {string|ArrayBuffer} data - The raw glTF data. + * @param {string} path - The URL base path. + * @return {Promise} A Promise that resolves with the loaded glTF when the parsing has been finished. + */ + parseAsync( data, path ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.parse( data, path, resolve, reject ); + + } ); + + } + +} + +/* GLTFREGISTRY */ + +function GLTFRegistry() { + + let objects = {}; + + return { + + get: function ( key ) { + + return objects[ key ]; + + }, + + add: function ( key, object ) { + + objects[ key ] = object; + + }, + + remove: function ( key ) { + + delete objects[ key ]; + + }, + + removeAll: function () { + + objects = {}; + + } + + }; + +} + +/*********************************/ +/********** EXTENSIONS ***********/ +/*********************************/ + +function getMaterialExtension( parser, materialIndex, extensionName ) { + + const materialDef = parser.json.materials[ materialIndex ]; + + if ( materialDef.extensions && materialDef.extensions[ extensionName ] ) { + + return materialDef.extensions[ extensionName ]; + + } + + return null; + +} + +const EXTENSIONS = { + KHR_BINARY_GLTF: 'KHR_binary_glTF', + KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', + KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', + KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', + KHR_MATERIALS_DISPERSION: 'KHR_materials_dispersion', + KHR_MATERIALS_IOR: 'KHR_materials_ior', + KHR_MATERIALS_SHEEN: 'KHR_materials_sheen', + KHR_MATERIALS_SPECULAR: 'KHR_materials_specular', + KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', + KHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence', + KHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy', + KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', + KHR_MATERIALS_VOLUME: 'KHR_materials_volume', + KHR_TEXTURE_BASISU: 'KHR_texture_basisu', + KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', + KHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength', + EXT_MATERIALS_BUMP: 'EXT_materials_bump', + EXT_TEXTURE_WEBP: 'EXT_texture_webp', + EXT_TEXTURE_AVIF: 'EXT_texture_avif', + EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression', + KHR_MESHOPT_COMPRESSION: 'KHR_meshopt_compression', + EXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing' +}; + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + * + * @private + */ +class GLTFLightsExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; + + // Object3D instance caches + this.cache = { refs: {}, uses: {} }; + + } + + _markDefs() { + + const parser = this.parser; + const nodeDefs = this.parser.json.nodes || []; + + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.extensions + && nodeDef.extensions[ this.name ] + && nodeDef.extensions[ this.name ].light !== undefined ) { + + parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light ); + + } + + } + + } + + _loadLight( lightIndex ) { + + const parser = this.parser; + const cacheKey = 'light:' + lightIndex; + let dependency = parser.cache.get( cacheKey ); + + if ( dependency ) return dependency; + + const json = parser.json; + const extensions = ( json.extensions && json.extensions[ this.name ] ) || {}; + const lightDefs = extensions.lights || []; + const lightDef = lightDefs[ lightIndex ]; + let lightNode; + + const color = new Color( 0xffffff ); + + if ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], LinearSRGBColorSpace ); + + const range = lightDef.range !== undefined ? lightDef.range : 0; + + switch ( lightDef.type ) { + + case 'directional': + lightNode = new DirectionalLight( color ); + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + case 'point': + lightNode = new PointLight( color ); + lightNode.distance = range; + break; + + case 'spot': + lightNode = new SpotLight( color ); + lightNode.distance = range; + // Handle spotlight properties. + lightDef.spot = lightDef.spot || {}; + lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; + lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0; + lightNode.angle = lightDef.spot.outerConeAngle; + lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle; + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + default: + throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type ); + + } + + // Some lights (e.g. spot) default to a position other than the origin. Reset the position + // here, because node-level parsing will only override position if explicitly specified. + lightNode.position.set( 0, 0, 0 ); + + assignExtrasToUserData( lightNode, lightDef ); + + if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity; + + lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) ); + + dependency = Promise.resolve( lightNode ); + + parser.cache.add( cacheKey, dependency ); + + return dependency; + + } + + getDependency( type, index ) { + + if ( type !== 'light' ) return; + + return this._loadLight( index ); + + } + + createNodeAttachment( nodeIndex ) { + + const self = this; + const parser = this.parser; + const json = parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {}; + const lightIndex = lightDef.light; + + if ( lightIndex === undefined ) return null; + + return this._loadLight( lightIndex ).then( function ( light ) { + + return parser._getNodeRef( self.cache, lightIndex, light ); + + } ); + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + * + * @private + */ +class GLTFMaterialsUnlitExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MATERIALS_UNLIT; + + } + + getMaterialType() { + + return MeshBasicMaterial; + + } + + extendParams( materialParams, materialDef, parser ) { + + const pending = []; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + const metallicRoughness = materialDef.pbrMetallicRoughness; + + if ( metallicRoughness ) { + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Emissive Strength Extension + * + * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md + * + * @private + */ +class GLTFMaterialsEmissiveStrengthExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + if ( extension.emissiveStrength !== undefined ) { + + materialParams.emissiveIntensity = extension.emissiveStrength; + + } + + return Promise.resolve(); + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + * + * @private + */ +class GLTFMaterialsClearcoatExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.clearcoatFactor !== undefined ) { + + materialParams.clearcoat = extension.clearcoatFactor; + + } + + if ( extension.clearcoatTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) ); + + } + + if ( extension.clearcoatRoughnessFactor !== undefined ) { + + materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor; + + } + + if ( extension.clearcoatRoughnessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) ); + + } + + if ( extension.clearcoatNormalTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); + + if ( extension.clearcoatNormalTexture.scale !== undefined ) { + + const scale = extension.clearcoatNormalTexture.scale; + + materialParams.clearcoatNormalScale = new Vector2( scale, scale ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials dispersion Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_dispersion + * + * @private + */ +class GLTFMaterialsDispersionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_DISPERSION; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + materialParams.dispersion = extension.dispersion !== undefined ? extension.dispersion : 0; + + return Promise.resolve(); + + } + +} + +/** + * Iridescence Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence + * + * @private + */ +class GLTFMaterialsIridescenceExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.iridescenceFactor !== undefined ) { + + materialParams.iridescence = extension.iridescenceFactor; + + } + + if ( extension.iridescenceTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) ); + + } + + if ( extension.iridescenceIor !== undefined ) { + + materialParams.iridescenceIOR = extension.iridescenceIor; + + } + + if ( materialParams.iridescenceThicknessRange === undefined ) { + + materialParams.iridescenceThicknessRange = [ 100, 400 ]; + + } + + if ( extension.iridescenceThicknessMinimum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum; + + } + + if ( extension.iridescenceThicknessMaximum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum; + + } + + if ( extension.iridescenceThicknessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Sheen Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen + * + * @private + */ +class GLTFMaterialsSheenExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SHEEN; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.sheenColor = new Color( 0, 0, 0 ); + materialParams.sheenRoughness = 0; + materialParams.sheen = 1; + + if ( extension.sheenColorFactor !== undefined ) { + + const colorFactor = extension.sheenColorFactor; + materialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( extension.sheenRoughnessFactor !== undefined ) { + + materialParams.sheenRoughness = extension.sheenRoughnessFactor; + + } + + if ( extension.sheenColorTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, SRGBColorSpace ) ); + + } + + if ( extension.sheenRoughnessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * Draft: https://github.com/KhronosGroup/glTF/pull/1698 + * + * @private + */ +class GLTFMaterialsTransmissionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.transmissionFactor !== undefined ) { + + materialParams.transmission = extension.transmissionFactor; + + } + + if ( extension.transmissionTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Volume Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume + * + * @private + */ +class GLTFMaterialsVolumeExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_VOLUME; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0; + + if ( extension.thicknessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) ); + + } + + materialParams.attenuationDistance = extension.attenuationDistance || Infinity; + + const colorArray = extension.attenuationColor || [ 1, 1, 1 ]; + materialParams.attenuationColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + return Promise.all( pending ); + + } + +} + +/** + * Materials ior Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior + * + * @private + */ +class GLTFMaterialsIorExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IOR; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5; + + if ( materialParams.ior === 0 ) materialParams.ior = 1000; // see #26167 + + return Promise.resolve(); + + } + +} + +/** + * Materials specular Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular + * + * @private + */ +class GLTFMaterialsSpecularExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0; + + if ( extension.specularTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) ); + + } + + const colorArray = extension.specularColorFactor || [ 1, 1, 1 ]; + materialParams.specularColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + if ( extension.specularColorTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ); + + } + +} + + +/** + * Materials bump Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump + * + * @private + */ +class GLTFMaterialsBumpExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_MATERIALS_BUMP; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0; + + if ( extension.bumpTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials anisotropy Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy + * + * @private + */ +class GLTFMaterialsAnisotropyExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.anisotropyStrength !== undefined ) { + + materialParams.anisotropy = extension.anisotropyStrength; + + } + + if ( extension.anisotropyRotation !== undefined ) { + + materialParams.anisotropyRotation = extension.anisotropyRotation; + + } + + if ( extension.anisotropyTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * BasisU Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu + * + * @private + */ +class GLTFTextureBasisUExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_TEXTURE_BASISU; + + } + + loadTexture( textureIndex ) { + + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ this.name ]; + const loader = parser.options.ktx2Loader; + + if ( ! loader ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' ); + + } else { + + // Assumes that the extension is optional and that a fallback texture is present + return null; + + } + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * WebP Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp + * + * @private + */ +class GLTFTextureWebPExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_WEBP; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * AVIF Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif + * + * @private + */ +class GLTFTextureAVIFExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_AVIF; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * meshopt BufferView Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression + * + * @private + */ +class GLTFMeshoptCompression { + + constructor( parser, name ) { + + this.name = name; + this.parser = parser; + + } + + loadBufferView( index ) { + + const json = this.parser.json; + const bufferView = json.bufferViews[ index ]; + + if ( bufferView.extensions && bufferView.extensions[ this.name ] ) { + + const extensionDef = bufferView.extensions[ this.name ]; + + const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer ); + const decoder = this.parser.options.meshoptDecoder; + + if ( ! decoder || ! decoder.supported ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' ); + + } else { + + // Assumes that the extension is optional and that fallback buffer data is present + return null; + + } + + } + + return buffer.then( function ( res ) { + + const byteOffset = extensionDef.byteOffset || 0; + const byteLength = extensionDef.byteLength || 0; + + const count = extensionDef.count; + const stride = extensionDef.byteStride; + + const source = new Uint8Array( res, byteOffset, byteLength ); + + if ( decoder.decodeGltfBufferAsync ) { + + return decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) { + + return res.buffer; + + } ); + + } else { + + // Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync + return decoder.ready.then( function () { + + const result = new ArrayBuffer( count * stride ); + decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter ); + return result; + + } ); + + } + + } ); + + } else { + + return null; + + } + + } + +} + +/** + * GPU Instancing Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing + * + * @private + */ +class GLTFMeshGpuInstancing { + + constructor( parser ) { + + this.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING; + this.parser = parser; + + } + + createNodeMesh( nodeIndex ) { + + const json = this.parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] || + nodeDef.mesh === undefined ) { + + return null; + + } + + const meshDef = json.meshes[ nodeDef.mesh ]; + + // No Points or Lines + Instancing support yet + + for ( const primitive of meshDef.primitives ) { + + if ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN && + primitive.mode !== undefined ) { + + return null; + + } + + } + + const extensionDef = nodeDef.extensions[ this.name ]; + const attributesDef = extensionDef.attributes; + + // @TODO: Can we support InstancedMesh + SkinnedMesh? + + const pending = []; + const attributes = {}; + + for ( const key in attributesDef ) { + + pending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => { + + attributes[ key ] = accessor; + return attributes[ key ]; + + } ) ); + + } + + if ( pending.length < 1 ) { + + return null; + + } + + pending.push( this.parser.createNodeMesh( nodeIndex ) ); + + return Promise.all( pending ).then( results => { + + const nodeObject = results.pop(); + const meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ]; + const count = results[ 0 ].count; // All attribute counts should be same + const instancedMeshes = []; + + for ( const mesh of meshes ) { + + // Temporal variables + const m = new Matrix4(); + const p = new Vector3(); + const q = new Quaternion(); + const s = new Vector3( 1, 1, 1 ); + + const instancedMesh = new InstancedMesh( mesh.geometry, mesh.material, count ); + + for ( let i = 0; i < count; i ++ ) { + + if ( attributes.TRANSLATION ) { + + p.fromBufferAttribute( attributes.TRANSLATION, i ); + + } + + if ( attributes.ROTATION ) { + + q.fromBufferAttribute( attributes.ROTATION, i ); + + } + + if ( attributes.SCALE ) { + + s.fromBufferAttribute( attributes.SCALE, i ); + + } + + instancedMesh.setMatrixAt( i, m.compose( p, q, s ) ); + + } + + // Add instance attributes to the geometry, excluding TRS. + + let instanceGeometry = null; + + for ( const attributeName in attributes ) { + + if ( attributeName === '_COLOR_0' ) { + + const attr = attributes[ attributeName ]; + instancedMesh.instanceColor = new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ); + + } else if ( attributeName !== 'TRANSLATION' && + attributeName !== 'ROTATION' && + attributeName !== 'SCALE' ) { + + if ( instanceGeometry === null ) { + + // do a shallow clone of the goemetry so per-instance data are not shared + + const source = instancedMesh.geometry; + instanceGeometry = new BufferGeometry(); + instanceGeometry.name = source.name; + + for ( const name in source.attributes ) instanceGeometry.setAttribute( name, source.attributes[ name ] ); + for ( const name in source.morphAttributes ) instanceGeometry.morphAttributes[ name ] = source.morphAttributes[ name ]; + if ( source.index !== null ) instanceGeometry.setIndex( source.index ); + + instanceGeometry.morphTargetsRelative = source.morphTargetsRelative; + + for ( const group of source.groups ) instanceGeometry.addGroup( group.start, group.count, group.materialIndex ); + + if ( source.boundingBox !== null ) instanceGeometry.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) instanceGeometry.boundingSphere = source.boundingSphere.clone(); + + instanceGeometry.drawRange.start = source.drawRange.start; + instanceGeometry.drawRange.count = source.drawRange.count; + + instanceGeometry.userData = Object.assign( {}, source.userData ); + + instancedMesh.geometry = instanceGeometry; + + } + + const attr = attributes[ attributeName ]; + instanceGeometry.setAttribute( attributeName, new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ) ); + + } + + } + + // Just in case + Object3D.prototype.copy.call( instancedMesh, mesh ); + + this.parser.assignFinalMaterial( instancedMesh ); + + instancedMeshes.push( instancedMesh ); + + } + + if ( nodeObject.isGroup ) { + + nodeObject.clear(); + + nodeObject.add( ... instancedMeshes ); + + return nodeObject; + + } + + return instancedMeshes[ 0 ]; + + } ); + + } + +} + +/* BINARY EXTENSION */ +const BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; +const BINARY_EXTENSION_HEADER_LENGTH = 12; +const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; + +class GLTFBinaryExtension { + + constructor( data ) { + + this.name = EXTENSIONS.KHR_BINARY_GLTF; + this.content = null; + this.body = null; + + const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); + const textDecoder = new TextDecoder(); + + this.header = { + magic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ), + version: headerView.getUint32( 4, true ), + length: headerView.getUint32( 8, true ) + }; + + if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { + + throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); + + } else if ( this.header.version < 2.0 ) { + + throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' ); + + } + + const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH; + const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); + let chunkIndex = 0; + + while ( chunkIndex < chunkContentsLength ) { + + const chunkLength = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + const chunkType = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { + + const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); + this.content = textDecoder.decode( contentArray ); + + } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { + + const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; + this.body = data.slice( byteOffset, byteOffset + chunkLength ); + + } + + // Clients must ignore chunks with unknown types. + + chunkIndex += chunkLength; + + } + + if ( this.content === null ) { + + throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); + + } + + } + +} + +/** + * DRACO Mesh Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression + * + * @private + */ +class GLTFDracoMeshCompressionExtension { + + constructor( json, dracoLoader ) { + + if ( ! dracoLoader ) { + + throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' ); + + } + + this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION; + this.json = json; + this.dracoLoader = dracoLoader; + this.dracoLoader.preload(); + + } + + decodePrimitive( primitive, parser ) { + + const json = this.json; + const dracoLoader = this.dracoLoader; + const bufferViewIndex = primitive.extensions[ this.name ].bufferView; + const gltfAttributeMap = primitive.extensions[ this.name ].attributes; + const threeAttributeMap = {}; + const attributeNormalizedMap = {}; + const attributeTypeMap = {}; + + for ( const attributeName in gltfAttributeMap ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ]; + + } + + for ( const attributeName in primitive.attributes ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + if ( gltfAttributeMap[ attributeName ] !== undefined ) { + + const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ]; + const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + attributeTypeMap[ threeAttributeName ] = componentType.name; + attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true; + + } + + } + + return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) { + + return new Promise( function ( resolve, reject ) { + + dracoLoader.decodeDracoFile( bufferView, function ( geometry ) { + + for ( const attributeName in geometry.attributes ) { + + const attribute = geometry.attributes[ attributeName ]; + const normalized = attributeNormalizedMap[ attributeName ]; + + if ( normalized !== undefined ) attribute.normalized = normalized; + + } + + resolve( geometry ); + + }, threeAttributeMap, attributeTypeMap, LinearSRGBColorSpace, reject ); + + } ); + + } ); + + } + +} + +/** + * Texture Transform Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform + * + * @private + */ +class GLTFTextureTransformExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM; + + } + + extendTexture( texture, transform ) { + + if ( ( transform.texCoord === undefined || transform.texCoord === texture.channel ) + && transform.offset === undefined + && transform.rotation === undefined + && transform.scale === undefined ) { + + // See https://github.com/mrdoob/three.js/issues/21819. + return texture; + + } + + texture = texture.clone(); + + if ( transform.texCoord !== undefined ) { + + texture.channel = transform.texCoord; + + } + + if ( transform.offset !== undefined ) { + + texture.offset.fromArray( transform.offset ); + + } + + if ( transform.rotation !== undefined ) { + + texture.rotation = transform.rotation; + + } + + if ( transform.scale !== undefined ) { + + texture.repeat.fromArray( transform.scale ); + + } + + if ( transform.rotation !== undefined ) { + + // glTF's KHR_texture_transform order differs from three.js: + // glTF defines the UV transform as T * R * S + // three.js defines the UV transform as T * S * R + // + // To fix this, we need to override the matrix with the value computed per glTF spec + // We still set the other fields so that you can inspect/export the resulting object. + + const c = Math.cos( texture.rotation ); + const s = Math.sin( texture.rotation ); + + texture.matrix.set( + texture.repeat.x * c, texture.repeat.y * s, texture.offset.x, + - texture.repeat.x * s, texture.repeat.y * c, texture.offset.y, + 0, 0, 1 + ); + texture.matrixAutoUpdate = false; + + } + + texture.needsUpdate = true; + + return texture; + + } + +} + +/** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + * + * @private + */ +class GLTFMeshQuantizationExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + +} + +/*********************************/ +/********** INTERPOLATION ********/ +/*********************************/ + +// Spline Interpolation +// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation +class GLTFCubicSplineInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + copySampleValue_( index ) { + + // Copies a sample value to the result buffer. See description of glTF + // CUBICSPLINE values layout in interpolate_() function below. + + const result = this.resultBuffer, + values = this.sampleValues, + valueSize = this.valueSize, + offset = index * valueSize * 3 + valueSize; + + for ( let i = 0; i !== valueSize; i ++ ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const stride2 = stride * 2; + const stride3 = stride * 3; + + const td = t1 - t0; + + const p = ( t - t0 ) / td; + const pp = p * p; + const ppp = pp * p; + + const offset1 = i1 * stride3; + const offset0 = offset1 - stride3; + + const s2 = - 2 * ppp + 3 * pp; + const s3 = ppp - pp; + const s0 = 1 - s2; + const s1 = s3 - pp + p; + + // Layout of keyframe output values for CUBICSPLINE animations: + // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] + for ( let i = 0; i !== stride; i ++ ) { + + const p0 = values[ offset0 + i + stride ]; // splineVertex_k + const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k) + const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1 + const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k) + + result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1; + + } + + return result; + + } + +} + +const _quaternion = new Quaternion(); + +class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant { + + interpolate_( i1, t0, t, t1 ) { + + const result = super.interpolate_( i1, t0, t, t1 ); + + _quaternion.fromArray( result ).normalize().toArray( result ); + + return result; + + } + +} + + +/*********************************/ +/********** INTERNALS ************/ +/*********************************/ + +/* CONSTANTS */ + +const WEBGL_CONSTANTS = { + FLOAT: 5126, + //FLOAT_MAT2: 35674, + FLOAT_MAT3: 35675, + FLOAT_MAT4: 35676, + FLOAT_VEC2: 35664, + FLOAT_VEC3: 35665, + FLOAT_VEC4: 35666, + LINEAR: 9729, + REPEAT: 10497, + SAMPLER_2D: 35678, + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6, + UNSIGNED_BYTE: 5121, + UNSIGNED_SHORT: 5123 +}; + +const WEBGL_COMPONENT_TYPES = { + 5120: Int8Array, + 5121: Uint8Array, + 5122: Int16Array, + 5123: Uint16Array, + 5125: Uint32Array, + 5126: Float32Array +}; + +const WEBGL_FILTERS = { + 9728: NearestFilter, + 9729: LinearFilter, + 9984: NearestMipmapNearestFilter, + 9985: LinearMipmapNearestFilter, + 9986: NearestMipmapLinearFilter, + 9987: LinearMipmapLinearFilter +}; + +const WEBGL_WRAPPINGS = { + 33071: ClampToEdgeWrapping, + 33648: MirroredRepeatWrapping, + 10497: RepeatWrapping +}; + +const WEBGL_TYPE_SIZES = { + 'SCALAR': 1, + 'VEC2': 2, + 'VEC3': 3, + 'VEC4': 4, + 'MAT2': 4, + 'MAT3': 9, + 'MAT4': 16 +}; + +const ATTRIBUTES = { + POSITION: 'position', + NORMAL: 'normal', + TANGENT: 'tangent', + TEXCOORD_0: 'uv', + TEXCOORD_1: 'uv1', + TEXCOORD_2: 'uv2', + TEXCOORD_3: 'uv3', + COLOR_0: 'color', + WEIGHTS_0: 'skinWeight', + JOINTS_0: 'skinIndex', +}; + +const PATH_PROPERTIES = { + scale: 'scale', + translation: 'position', + rotation: 'quaternion', + weights: 'morphTargetInfluences' +}; + +const INTERPOLATION = { + CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each + // keyframe track will be initialized with a default interpolation type, then modified. + LINEAR: InterpolateLinear, + STEP: InterpolateDiscrete +}; + +const ALPHA_MODES = { + OPAQUE: 'OPAQUE', + MASK: 'MASK', + BLEND: 'BLEND' +}; + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material + * + * @private + * @param {Object} cache + * @return {Material} + */ +function createDefaultMaterial( cache ) { + + if ( cache[ 'DefaultMaterial' ] === undefined ) { + + cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( { + color: 0xFFFFFF, + emissive: 0x000000, + metalness: 1, + roughness: 1, + transparent: false, + depthTest: true, + side: FrontSide + } ); + + } + + return cache[ 'DefaultMaterial' ]; + +} + +function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) { + + // Add unknown glTF extensions to an object's userData. + + for ( const name in objectDef.extensions ) { + + if ( knownExtensions[ name ] === undefined ) { + + object.userData.gltfExtensions = object.userData.gltfExtensions || {}; + object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ]; + + } + + } + +} + +/** + * + * @private + * @param {Object3D|Material|BufferGeometry|Object|AnimationClip} object + * @param {GLTF.definition} gltfDef + */ +function assignExtrasToUserData( object, gltfDef ) { + + if ( gltfDef.extras !== undefined ) { + + if ( typeof gltfDef.extras === 'object' ) { + + Object.assign( object.userData, gltfDef.extras ); + + } else { + + console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras ); + + } + + } + +} + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets + * + * @private + * @param {BufferGeometry} geometry + * @param {Array} targets + * @param {GLTFParser} parser + * @return {Promise} + */ +function addMorphTargets( geometry, targets, parser ) { + + let hasMorphPosition = false; + let hasMorphNormal = false; + let hasMorphColor = false; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) hasMorphPosition = true; + if ( target.NORMAL !== undefined ) hasMorphNormal = true; + if ( target.COLOR_0 !== undefined ) hasMorphColor = true; + + if ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break; + + } + + if ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry ); + + const pendingPositionAccessors = []; + const pendingNormalAccessors = []; + const pendingColorAccessors = []; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( hasMorphPosition ) { + + const pendingAccessor = target.POSITION !== undefined + ? parser.getDependency( 'accessor', target.POSITION ) + : geometry.attributes.position; + + pendingPositionAccessors.push( pendingAccessor ); + + } + + if ( hasMorphNormal ) { + + const pendingAccessor = target.NORMAL !== undefined + ? parser.getDependency( 'accessor', target.NORMAL ) + : geometry.attributes.normal; + + pendingNormalAccessors.push( pendingAccessor ); + + } + + if ( hasMorphColor ) { + + const pendingAccessor = target.COLOR_0 !== undefined + ? parser.getDependency( 'accessor', target.COLOR_0 ) + : geometry.attributes.color; + + pendingColorAccessors.push( pendingAccessor ); + + } + + } + + return Promise.all( [ + Promise.all( pendingPositionAccessors ), + Promise.all( pendingNormalAccessors ), + Promise.all( pendingColorAccessors ) + ] ).then( function ( accessors ) { + + const morphPositions = accessors[ 0 ]; + const morphNormals = accessors[ 1 ]; + const morphColors = accessors[ 2 ]; + + if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions; + if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals; + if ( hasMorphColor ) geometry.morphAttributes.color = morphColors; + geometry.morphTargetsRelative = true; + + return geometry; + + } ); + +} + +/** + * + * @private + * @param {Mesh} mesh + * @param {GLTF.Mesh} meshDef + */ +function updateMorphTargets( mesh, meshDef ) { + + mesh.updateMorphTargets(); + + if ( meshDef.weights !== undefined ) { + + for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) { + + mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; + + } + + } + + // .extras has user-defined data, so check that .extras.targetNames is an array. + if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) { + + const targetNames = meshDef.extras.targetNames; + + if ( mesh.morphTargetInfluences.length === targetNames.length ) { + + mesh.morphTargetDictionary = {}; + + for ( let i = 0, il = targetNames.length; i < il; i ++ ) { + + mesh.morphTargetDictionary[ targetNames[ i ] ] = i; + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' ); + + } + + } + +} + +function createPrimitiveKey( primitiveDef ) { + + let geometryKey; + + const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]; + + if ( dracoExtension ) { + + geometryKey = 'draco:' + dracoExtension.bufferView + + ':' + dracoExtension.indices + + ':' + createAttributesKey( dracoExtension.attributes ); + + } else { + + geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode; + + } + + if ( primitiveDef.targets !== undefined ) { + + for ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) { + + geometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] ); + + } + + } + + return geometryKey; + +} + +function createAttributesKey( attributes ) { + + let attributesKey = ''; + + const keys = Object.keys( attributes ).sort(); + + for ( let i = 0, il = keys.length; i < il; i ++ ) { + + attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';'; + + } + + return attributesKey; + +} + +function getNormalizedComponentScale( constructor ) { + + // Reference: + // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data + + switch ( constructor ) { + + case Int8Array: + return 1 / 127; + + case Uint8Array: + return 1 / 255; + + case Int16Array: + return 1 / 32767; + + case Uint16Array: + return 1 / 65535; + + default: + throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' ); + + } + +} + +function getImageURIMimeType( uri ) { + + if ( uri.search( /\.jpe?g($|\?)/i ) > 0 || uri.search( /^data\:image\/jpeg/ ) === 0 ) return 'image/jpeg'; + if ( uri.search( /\.webp($|\?)/i ) > 0 || uri.search( /^data\:image\/webp/ ) === 0 ) return 'image/webp'; + if ( uri.search( /\.ktx2($|\?)/i ) > 0 || uri.search( /^data\:image\/ktx2/ ) === 0 ) return 'image/ktx2'; + + return 'image/png'; + +} + +const _identityMatrix = new Matrix4(); + +/* GLTF PARSER */ + +class GLTFParser { + + constructor( json = {}, options = {} ) { + + this.json = json; + this.extensions = {}; + this.plugins = {}; + this.options = options; + + // loader object cache + this.cache = new GLTFRegistry(); + + // associations between Three.js objects and glTF elements + this.associations = new Map(); + + // BufferGeometry caching + this.primitiveCache = {}; + + // Node cache + this.nodeCache = {}; + + // Object3D instance caches + this.meshCache = { refs: {}, uses: {} }; + this.cameraCache = { refs: {}, uses: {} }; + this.lightCache = { refs: {}, uses: {} }; + + this.sourceCache = {}; + this.textureCache = {}; + + // Track node names, to ensure no duplicates + this.nodeNamesUsed = {}; + + // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the + // expensive work of uploading a texture to the GPU off the main thread. + + let isSafari = false; + let safariVersion = - 1; + let isFirefox = false; + let firefoxVersion = - 1; + + if ( typeof navigator !== 'undefined' && typeof navigator.userAgent !== 'undefined' ) { + + const userAgent = navigator.userAgent; + + isSafari = /^((?!chrome|android).)*safari/i.test( userAgent ) === true; + const safariMatch = userAgent.match( /Version\/(\d+)/ ); + safariVersion = isSafari && safariMatch ? parseInt( safariMatch[ 1 ], 10 ) : - 1; + + isFirefox = userAgent.indexOf( 'Firefox' ) > - 1; + firefoxVersion = isFirefox ? userAgent.match( /Firefox\/([0-9]+)\./ )[ 1 ] : - 1; + + } + + if ( typeof createImageBitmap === 'undefined' || ( isSafari && safariVersion < 17 ) || ( isFirefox && firefoxVersion < 98 ) ) { + + this.textureLoader = new TextureLoader( this.options.manager ); + + } else { + + this.textureLoader = new ImageBitmapLoader( this.options.manager ); + + } + + this.textureLoader.setCrossOrigin( this.options.crossOrigin ); + this.textureLoader.setRequestHeader( this.options.requestHeader ); + + this.fileLoader = new FileLoader( this.options.manager ); + this.fileLoader.setResponseType( 'arraybuffer' ); + + if ( this.options.crossOrigin === 'use-credentials' ) { + + this.fileLoader.setWithCredentials( true ); + + } + + } + + setExtensions( extensions ) { + + this.extensions = extensions; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + parse( onLoad, onError ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + // Clear the loader cache + this.cache.removeAll(); + this.nodeCache = {}; + + // Mark the special nodes/meshes in json for efficient parse + this._invokeAll( function ( ext ) { + + return ext._markDefs && ext._markDefs(); + + } ); + + Promise.all( this._invokeAll( function ( ext ) { + + return ext.beforeRoot && ext.beforeRoot(); + + } ) ).then( function () { + + return Promise.all( [ + + parser.getDependencies( 'scene' ), + parser.getDependencies( 'animation' ), + parser.getDependencies( 'camera' ), + + ] ); + + } ).then( function ( dependencies ) { + + const result = { + scene: dependencies[ 0 ][ json.scene || 0 ], + scenes: dependencies[ 0 ], + animations: dependencies[ 1 ], + cameras: dependencies[ 2 ], + asset: json.asset, + parser: parser, + userData: {} + }; + + addUnknownExtensionsToUserData( extensions, result, json ); + + assignExtrasToUserData( result, json ); + + return Promise.all( parser._invokeAll( function ( ext ) { + + return ext.afterRoot && ext.afterRoot( result ); + + } ) ).then( function () { + + for ( const scene of result.scenes ) { + + scene.updateMatrixWorld(); + + } + + onLoad( result ); + + } ); + + } ).catch( onError ); + + } + + /** + * Marks the special nodes/meshes in json for efficient parse. + * + * @private + */ + _markDefs() { + + const nodeDefs = this.json.nodes || []; + const skinDefs = this.json.skins || []; + const meshDefs = this.json.meshes || []; + + // Nothing in the node definition indicates whether it is a Bone or an + // Object3D. Use the skins' joint references to mark bones. + for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { + + const joints = skinDefs[ skinIndex ].joints; + + for ( let i = 0, il = joints.length; i < il; i ++ ) { + + nodeDefs[ joints[ i ] ].isBone = true; + + } + + } + + // Iterate over all nodes, marking references to shared resources, + // as well as skeleton joints. + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.mesh !== undefined ) { + + this._addNodeRef( this.meshCache, nodeDef.mesh ); + + // Nothing in the mesh definition indicates whether it is + // a SkinnedMesh or Mesh. Use the node's mesh reference + // to mark SkinnedMesh if node has skin. + if ( nodeDef.skin !== undefined ) { + + meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; + + } + + } + + if ( nodeDef.camera !== undefined ) { + + this._addNodeRef( this.cameraCache, nodeDef.camera ); + + } + + } + + } + + /** + * Counts references to shared node / Object3D resources. These resources + * can be reused, or "instantiated", at multiple nodes in the scene + * hierarchy. Mesh, Camera, and Light instances are instantiated and must + * be marked. Non-scenegraph resources (like Materials, Geometries, and + * Textures) can be reused directly and are not marked here. + * + * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. + * + * @private + * @param {Object} cache + * @param {Object3D} index + */ + _addNodeRef( cache, index ) { + + if ( index === undefined ) return; + + if ( cache.refs[ index ] === undefined ) { + + cache.refs[ index ] = cache.uses[ index ] = 0; + + } + + cache.refs[ index ] ++; + + } + + /** + * Returns a reference to a shared resource, cloning it if necessary. + * + * @private + * @param {Object} cache + * @param {number} index + * @param {Object} object + * @return {Object} + */ + _getNodeRef( cache, index, object ) { + + if ( cache.refs[ index ] <= 1 ) return object; + + const ref = object.clone(); + + // Propagates mappings to the cloned object, prevents mappings on the + // original object from being lost. + const updateMappings = ( original, clone ) => { + + const mappings = this.associations.get( original ); + if ( mappings != null ) { + + this.associations.set( clone, mappings ); + + } + + for ( const [ i, child ] of original.children.entries() ) { + + updateMappings( child, clone.children[ i ] ); + + } + + }; + + updateMappings( object, ref ); + + ref.name += '_instance_' + ( cache.uses[ index ] ++ ); + + return ref; + + } + + _invokeOne( func ) { + + const extensions = Object.values( this.plugins ); + extensions.push( this ); + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) return result; + + } + + return null; + + } + + _invokeAll( func ) { + + const extensions = Object.values( this.plugins ); + extensions.unshift( this ); + + const pending = []; + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) pending.push( result ); + + } + + return pending; + + } + + /** + * Requests the specified dependency asynchronously, with caching. + * + * @private + * @param {string} type + * @param {number} index + * @return {Promise} + */ + getDependency( type, index ) { + + const cacheKey = type + ':' + index; + let dependency = this.cache.get( cacheKey ); + + if ( ! dependency ) { + + switch ( type ) { + + case 'scene': + dependency = this.loadScene( index ); + break; + + case 'node': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadNode && ext.loadNode( index ); + + } ); + break; + + case 'mesh': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMesh && ext.loadMesh( index ); + + } ); + break; + + case 'accessor': + dependency = this.loadAccessor( index ); + break; + + case 'bufferView': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadBufferView && ext.loadBufferView( index ); + + } ); + break; + + case 'buffer': + dependency = this.loadBuffer( index ); + break; + + case 'material': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMaterial && ext.loadMaterial( index ); + + } ); + break; + + case 'texture': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadTexture && ext.loadTexture( index ); + + } ); + break; + + case 'skin': + dependency = this.loadSkin( index ); + break; + + case 'animation': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadAnimation && ext.loadAnimation( index ); + + } ); + break; + + case 'camera': + dependency = this.loadCamera( index ); + break; + + default: + dependency = this._invokeOne( function ( ext ) { + + return ext != this && ext.getDependency && ext.getDependency( type, index ); + + } ); + + if ( ! dependency ) { + + throw new Error( 'Unknown type: ' + type ); + + } + + break; + + } + + this.cache.add( cacheKey, dependency ); + + } + + return dependency; + + } + + /** + * Requests all dependencies of the specified type asynchronously, with caching. + * + * @private + * @param {string} type + * @return {Promise>} + */ + getDependencies( type ) { + + let dependencies = this.cache.get( type ); + + if ( ! dependencies ) { + + const parser = this; + const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; + + dependencies = Promise.all( defs.map( function ( def, index ) { + + return parser.getDependency( type, index ); + + } ) ); + + this.cache.add( type, dependencies ); + + } + + return dependencies; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * + * @private + * @param {number} bufferIndex + * @return {Promise} + */ + loadBuffer( bufferIndex ) { + + const bufferDef = this.json.buffers[ bufferIndex ]; + const loader = this.fileLoader; + + if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { + + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); + + } + + // If present, GLB container is required to be the first buffer. + if ( bufferDef.uri === undefined && bufferIndex === 0 ) { + + return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); + + } + + const options = this.options; + + return new Promise( function ( resolve, reject ) { + + loader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { + + reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); + + } ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * + * @private + * @param {number} bufferViewIndex + * @return {Promise} + */ + loadBufferView( bufferViewIndex ) { + + const bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; + + return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { + + const byteLength = bufferViewDef.byteLength || 0; + const byteOffset = bufferViewDef.byteOffset || 0; + return buffer.slice( byteOffset, byteOffset + byteLength ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors + * + * @private + * @param {number} accessorIndex + * @return {Promise} + */ + loadAccessor( accessorIndex ) { + + const parser = this; + const json = this.json; + + const accessorDef = this.json.accessors[ accessorIndex ]; + + if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) { + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + const normalized = accessorDef.normalized === true; + + const array = new TypedArray( accessorDef.count * itemSize ); + return Promise.resolve( new BufferAttribute( array, itemSize, normalized ) ); + + } + + const pendingBufferViews = []; + + if ( accessorDef.bufferView !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); + + } else { + + pendingBufferViews.push( null ); + + } + + if ( accessorDef.sparse !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); + + } + + return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { + + const bufferView = bufferViews[ 0 ]; + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. + const elementBytes = TypedArray.BYTES_PER_ELEMENT; + const itemBytes = elementBytes * itemSize; + const byteOffset = accessorDef.byteOffset || 0; + const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined; + const normalized = accessorDef.normalized === true; + let array, bufferAttribute; + + // The buffer is not interleaved if the stride is the item size in bytes. + if ( byteStride && byteStride !== itemBytes ) { + + // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer + // This makes sure that IBA.count reflects accessor.count properly + const ibSlice = Math.floor( byteOffset / byteStride ); + const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count; + let ib = parser.cache.get( ibCacheKey ); + + if ( ! ib ) { + + array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); + + // Integer parameters to IB/IBA are in array elements, not bytes. + ib = new InterleavedBuffer( array, byteStride / elementBytes ); + + parser.cache.add( ibCacheKey, ib ); + + } + + bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized ); + + } else { + + if ( bufferView === null ) { + + array = new TypedArray( accessorDef.count * itemSize ); + + } else { + + array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize ); + + } + + bufferAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors + if ( accessorDef.sparse !== undefined ) { + + const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; + const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; + + const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; + const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; + + const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); + const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); + + if ( bufferView !== null ) { + + // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. + bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized ); + + } + + // Ignore normalized since we copy from sparse + bufferAttribute.normalized = false; + + for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) { + + const index = sparseIndices[ i ]; + + bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); + if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); + if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); + if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); + if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); + + } + + bufferAttribute.normalized = normalized; + + } + + return bufferAttribute; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures + * + * @private + * @param {number} textureIndex + * @return {Promise} + */ + loadTexture( textureIndex ) { + + const json = this.json; + const options = this.options; + const textureDef = json.textures[ textureIndex ]; + const sourceIndex = textureDef.source; + const sourceDef = json.images[ sourceIndex ]; + + let loader = this.textureLoader; + + if ( sourceDef.uri ) { + + const handler = options.manager.getHandler( sourceDef.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.loadTextureImage( textureIndex, sourceIndex, loader ); + + } + + loadTextureImage( textureIndex, sourceIndex, loader ) { + + const parser = this; + const json = this.json; + + const textureDef = json.textures[ textureIndex ]; + const sourceDef = json.images[ sourceIndex ]; + + const cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler; + + if ( this.textureCache[ cacheKey ] ) { + + // See https://github.com/mrdoob/three.js/issues/21559. + return this.textureCache[ cacheKey ]; + + } + + const promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) { + + texture.flipY = false; + + texture.name = textureDef.name || sourceDef.name || ''; + + if ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) { + + texture.name = sourceDef.uri; + + } + + const samplers = json.samplers || {}; + const sampler = samplers[ textureDef.sampler ] || {}; + + texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter; + texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter; + texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping; + texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping; + texture.generateMipmaps = ! texture.isCompressedTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + parser.associations.set( texture, { textures: textureIndex } ); + + return texture; + + } ).catch( function () { + + return null; + + } ); + + this.textureCache[ cacheKey ] = promise; + + return promise; + + } + + loadImageSource( sourceIndex, loader ) { + + const parser = this; + const json = this.json; + const options = this.options; + + if ( this.sourceCache[ sourceIndex ] !== undefined ) { + + return this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() ); + + } + + const sourceDef = json.images[ sourceIndex ]; + + const URL = self.URL || self.webkitURL; + + let sourceURI = sourceDef.uri || ''; + let isObjectURL = false; + + if ( sourceDef.bufferView !== undefined ) { + + // Load binary image data from bufferView, if provided. + + sourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) { + + isObjectURL = true; + const blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } ); + sourceURI = URL.createObjectURL( blob ); + return sourceURI; + + } ); + + } else if ( sourceDef.uri === undefined ) { + + throw new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' ); + + } + + const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) { + + return new Promise( function ( resolve, reject ) { + + let onLoad = resolve; + + if ( loader.isImageBitmapLoader === true ) { + + onLoad = function ( imageBitmap ) { + + const texture = new Texture( imageBitmap ); + texture.needsUpdate = true; + + resolve( texture ); + + }; + + } + + loader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject ); + + } ); + + } ).then( function ( texture ) { + + // Clean up resources and configure Texture. + + if ( isObjectURL === true ) { + + URL.revokeObjectURL( sourceURI ); + + } + + assignExtrasToUserData( texture, sourceDef ); + + texture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri ); + + return texture; + + } ).catch( function ( error ) { + + console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI ); + throw error; + + } ); + + this.sourceCache[ sourceIndex ] = promise; + return promise; + + } + + /** + * Asynchronously assigns a texture to the given material parameters. + * + * @private + * @param {Object} materialParams + * @param {string} mapName + * @param {Object} mapDef + * @param {string} [colorSpace] + * @return {Promise} + */ + assignTexture( materialParams, mapName, mapDef, colorSpace ) { + + const parser = this; + + return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) { + + if ( ! texture ) return null; + + if ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) { + + texture = texture.clone(); + texture.channel = mapDef.texCoord; + + } + + if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) { + + const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined; + + if ( transform ) { + + const gltfReference = parser.associations.get( texture ); + texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform ); + parser.associations.set( texture, gltfReference ); + + } + + } + + if ( colorSpace !== undefined ) { + + texture.colorSpace = colorSpace; + + } + + materialParams[ mapName ] = texture; + + return texture; + + } ); + + } + + /** + * Assigns final material to a Mesh, Line, or Points instance. The instance + * already has a material (generated from the glTF material options alone) + * but reuse of the same glTF material may require multiple threejs materials + * to accommodate different primitive types, defines, etc. New materials will + * be created if necessary, and reused from a cache. + * + * @private + * @param {Object3D} mesh Mesh, Line, or Points instance. + */ + assignFinalMaterial( mesh ) { + + const geometry = mesh.geometry; + let material = mesh.material; + + const useDerivativeTangents = geometry.attributes.tangent === undefined; + const useVertexColors = geometry.attributes.color !== undefined; + const useFlatShading = geometry.attributes.normal === undefined; + + if ( mesh.isPoints ) { + + const cacheKey = 'PointsMaterial:' + material.uuid; + + let pointsMaterial = this.cache.get( cacheKey ); + + if ( ! pointsMaterial ) { + + pointsMaterial = new PointsMaterial(); + Material.prototype.copy.call( pointsMaterial, material ); + pointsMaterial.color.copy( material.color ); + pointsMaterial.map = material.map; + pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px + + this.cache.add( cacheKey, pointsMaterial ); + + } + + material = pointsMaterial; + + } else if ( mesh.isLine ) { + + const cacheKey = 'LineBasicMaterial:' + material.uuid; + + let lineMaterial = this.cache.get( cacheKey ); + + if ( ! lineMaterial ) { + + lineMaterial = new LineBasicMaterial(); + Material.prototype.copy.call( lineMaterial, material ); + lineMaterial.color.copy( material.color ); + lineMaterial.map = material.map; + + this.cache.add( cacheKey, lineMaterial ); + + } + + material = lineMaterial; + + } + + // Clone the material if it will be modified + if ( useDerivativeTangents || useVertexColors || useFlatShading ) { + + let cacheKey = 'ClonedMaterial:' + material.uuid + ':'; + + if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:'; + if ( useVertexColors ) cacheKey += 'vertex-colors:'; + if ( useFlatShading ) cacheKey += 'flat-shading:'; + + let cachedMaterial = this.cache.get( cacheKey ); + + if ( ! cachedMaterial ) { + + cachedMaterial = material.clone(); + + if ( useVertexColors ) cachedMaterial.vertexColors = true; + if ( useFlatShading ) cachedMaterial.flatShading = true; + + if ( useDerivativeTangents ) { + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1; + if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1; + + } + + this.cache.add( cacheKey, cachedMaterial ); + + this.associations.set( cachedMaterial, this.associations.get( material ) ); + + } + + material = cachedMaterial; + + } + + mesh.material = material; + + } + + getMaterialType( /* materialIndex */ ) { + + return MeshStandardMaterial; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials + * + * @private + * @param {number} materialIndex + * @return {Promise} + */ + loadMaterial( materialIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + const materialDef = json.materials[ materialIndex ]; + + let materialType; + const materialParams = {}; + const materialExtensions = materialDef.extensions || {}; + + const pending = []; + + if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) { + + const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ]; + materialType = kmuExtension.getMaterialType(); + pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) ); + + } else { + + // Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material + + const metallicRoughness = materialDef.pbrMetallicRoughness || {}; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; + materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; + + if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) ); + pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) ); + + } + + materialType = this._invokeOne( function ( ext ) { + + return ext.getMaterialType && ext.getMaterialType( materialIndex ); + + } ); + + pending.push( Promise.all( this._invokeAll( function ( ext ) { + + return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams ); + + } ) ) ); + + } + + if ( materialDef.doubleSided === true ) { + + materialParams.side = DoubleSide; + + } + + const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; + + if ( alphaMode === ALPHA_MODES.BLEND ) { + + materialParams.transparent = true; + + // See: https://github.com/mrdoob/three.js/issues/17706 + materialParams.depthWrite = false; + + } else { + + materialParams.transparent = false; + + if ( alphaMode === ALPHA_MODES.MASK ) { + + materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; + + } + + } + + if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) ); + + materialParams.normalScale = new Vector2( 1, 1 ); + + if ( materialDef.normalTexture.scale !== undefined ) { + + const scale = materialDef.normalTexture.scale; + + materialParams.normalScale.set( scale, scale ); + + } + + } + + if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) ); + + if ( materialDef.occlusionTexture.strength !== undefined ) { + + materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; + + } + + } + + if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) { + + const emissiveFactor = materialDef.emissiveFactor; + materialParams.emissive = new Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ).then( function () { + + const material = new materialType( materialParams ); + + if ( materialDef.name ) material.name = materialDef.name; + + assignExtrasToUserData( material, materialDef ); + + parser.associations.set( material, { materials: materialIndex } ); + + if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef ); + + return material; + + } ); + + } + + /** + * When Object3D instances are targeted by animation, they need unique names. + * + * @private + * @param {string} originalName + * @return {string} + */ + createUniqueName( originalName ) { + + const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' ); + + if ( sanitizedName in this.nodeNamesUsed ) { + + return sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] ); + + } else { + + this.nodeNamesUsed[ sanitizedName ] = 0; + + return sanitizedName; + + } + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry + * + * Creates BufferGeometries from primitives. + * + * @private + * @param {Array} primitives + * @return {Promise>} + */ + loadGeometries( primitives ) { + + const parser = this; + const extensions = this.extensions; + const cache = this.primitiveCache; + + function createDracoPrimitive( primitive ) { + + return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] + .decodePrimitive( primitive, parser ) + .then( function ( geometry ) { + + return addPrimitiveAttributes( geometry, primitive, parser ); + + } ); + + } + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const primitive = primitives[ i ]; + const cacheKey = createPrimitiveKey( primitive ); + + // See if we've already created this geometry + const cached = cache[ cacheKey ]; + + if ( cached ) { + + // Use the cached geometry if it exists + pending.push( cached.promise ); + + } else { + + let geometryPromise; + + if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) { + + // Use DRACO geometry if available + geometryPromise = createDracoPrimitive( primitive ); + + } else { + + // Otherwise create a new geometry + geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser ); + + } + + // Convert strip/fan primitives to triangles + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) { + + geometryPromise = geometryPromise.then( geometry => toTrianglesDrawMode( geometry, TriangleStripDrawMode ) ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) { + + geometryPromise = geometryPromise.then( geometry => toTrianglesDrawMode( geometry, TriangleFanDrawMode ) ); + + } + + // Cache this geometry + cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise }; + + pending.push( geometryPromise ); + + } + + } + + return Promise.all( pending ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes + * + * @private + * @param {number} meshIndex + * @return {Promise} + */ + loadMesh( meshIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + const meshDef = json.meshes[ meshIndex ]; + const primitives = meshDef.primitives; + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const material = primitives[ i ].material === undefined + ? createDefaultMaterial( this.cache ) + : this.getDependency( 'material', primitives[ i ].material ); + + pending.push( material ); + + } + + pending.push( parser.loadGeometries( primitives ) ); + + return Promise.all( pending ).then( async function ( results ) { + + const materials = results.slice( 0, results.length - 1 ); + const geometries = results[ results.length - 1 ]; + + const meshes = []; + + for ( let i = 0, il = geometries.length; i < il; i ++ ) { + + const geometry = geometries[ i ]; + const primitive = primitives[ i ]; + + // 1. create Mesh + + let mesh; + + const material = materials[ i ]; + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || + primitive.mode === undefined ) { + + const needsSkinning = meshDef.isSkinnedMesh === true; + const hasSkinningAttributes = geometry.hasAttribute( 'skinIndex' ) && geometry.hasAttribute( 'skinWeight' ); + + if ( needsSkinning && hasSkinningAttributes === false ) { + + console.warn( 'THREE.GLTFLoader: Missing skinIndex or skinWeight attributes. Skinning disabled.' ); + + } + + // .isSkinnedMesh isn't in glTF spec. See ._markDefs() + mesh = ( needsSkinning && hasSkinningAttributes ) + ? new SkinnedMesh( geometry, material ) + : new Mesh( geometry, material ); + + if ( mesh.isSkinnedMesh === true ) { + + // normalize skin weights to fix malformed assets (see #15319) + mesh.normalizeSkinWeights(); + + } + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) { + + mesh = new LineSegments( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) { + + mesh = new Line( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) { + + mesh = new LineLoop( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) { + + mesh = new Points( geometry, material ); + + } else { + + throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); + + } + + if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) { + + updateMorphTargets( mesh, meshDef ); + + } + + mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) ); + + assignExtrasToUserData( mesh, meshDef ); + + if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive ); + + parser.assignFinalMaterial( mesh ); + + meshes.push( mesh ); + + } + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + parser.associations.set( meshes[ i ], { + meshes: meshIndex, + primitives: i + } ); + + } + + if ( meshes.length === 1 ) { + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef ); + + return meshes[ 0 ]; + + } + + const group = new Group(); + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef ); + + parser.associations.set( group, { meshes: meshIndex } ); + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + group.add( meshes[ i ] ); + + } + + return group; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras + * + * @private + * @param {number} cameraIndex + * @return {Promise|undefined} + */ + loadCamera( cameraIndex ) { + + let camera; + const cameraDef = this.json.cameras[ cameraIndex ]; + const params = cameraDef[ cameraDef.type ]; + + if ( ! params ) { + + console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); + return; + + } + + if ( cameraDef.type === 'perspective' ) { + + camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 ); + + } else if ( cameraDef.type === 'orthographic' ) { + + camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar ); + + } + + if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name ); + + assignExtrasToUserData( camera, cameraDef ); + + return Promise.resolve( camera ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins + * + * @private + * @param {number} skinIndex + * @return {Promise} + */ + loadSkin( skinIndex ) { + + const skinDef = this.json.skins[ skinIndex ]; + + const pending = []; + + for ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) { + + pending.push( this._loadNodeShallow( skinDef.joints[ i ] ) ); + + } + + if ( skinDef.inverseBindMatrices !== undefined ) { + + pending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) ); + + } else { + + pending.push( null ); + + } + + return Promise.all( pending ).then( function ( results ) { + + const inverseBindMatrices = results.pop(); + const jointNodes = results; + + // Note that bones (joint nodes) may or may not be in the + // scene graph at this time. + + const bones = []; + const boneInverses = []; + + for ( let i = 0, il = jointNodes.length; i < il; i ++ ) { + + const jointNode = jointNodes[ i ]; + + if ( jointNode ) { + + bones.push( jointNode ); + + const mat = new Matrix4(); + + if ( inverseBindMatrices !== null ) { + + mat.fromArray( inverseBindMatrices.array, i * 16 ); + + } + + boneInverses.push( mat ); + + } else { + + console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinDef.joints[ i ] ); + + } + + } + + return new Skeleton( bones, boneInverses ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations + * + * @private + * @param {number} animationIndex + * @return {Promise} + */ + loadAnimation( animationIndex ) { + + const json = this.json; + const parser = this; + + const animationDef = json.animations[ animationIndex ]; + const animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex; + + const pendingNodes = []; + const pendingInputAccessors = []; + const pendingOutputAccessors = []; + const pendingSamplers = []; + const pendingTargets = []; + + for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) { + + const channel = animationDef.channels[ i ]; + const sampler = animationDef.samplers[ channel.sampler ]; + const target = channel.target; + const name = target.node; + const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; + const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; + + if ( target.node === undefined ) continue; + + pendingNodes.push( this.getDependency( 'node', name ) ); + pendingInputAccessors.push( this.getDependency( 'accessor', input ) ); + pendingOutputAccessors.push( this.getDependency( 'accessor', output ) ); + pendingSamplers.push( sampler ); + pendingTargets.push( target ); + + } + + return Promise.all( [ + + Promise.all( pendingNodes ), + Promise.all( pendingInputAccessors ), + Promise.all( pendingOutputAccessors ), + Promise.all( pendingSamplers ), + Promise.all( pendingTargets ) + + ] ).then( function ( dependencies ) { + + const nodes = dependencies[ 0 ]; + const inputAccessors = dependencies[ 1 ]; + const outputAccessors = dependencies[ 2 ]; + const samplers = dependencies[ 3 ]; + const targets = dependencies[ 4 ]; + + const tracks = []; + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + const inputAccessor = inputAccessors[ i ]; + const outputAccessor = outputAccessors[ i ]; + const sampler = samplers[ i ]; + const target = targets[ i ]; + + if ( node === undefined ) continue; + + if ( node.updateMatrix ) { + + node.updateMatrix(); + + } + + const createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ); + + if ( createdTracks ) { + + for ( let k = 0; k < createdTracks.length; k ++ ) { + + tracks.push( createdTracks[ k ] ); + + } + + } + + } + + const animation = new AnimationClip( animationName, undefined, tracks ); + + assignExtrasToUserData( animation, animationDef ); + + return animation; + + } ); + + } + + createNodeMesh( nodeIndex ) { + + const json = this.json; + const parser = this; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( nodeDef.mesh === undefined ) return null; + + return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) { + + const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); + + // if weights are provided on the node, override weights on the mesh. + if ( nodeDef.weights !== undefined ) { + + node.traverse( function ( o ) { + + if ( ! o.isMesh ) return; + + for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) { + + o.morphTargetInfluences[ i ] = nodeDef.weights[ i ]; + + } + + } ); + + } + + return node; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy + * + * @private + * @param {number} nodeIndex + * @return {Promise} + */ + loadNode( nodeIndex ) { + + const json = this.json; + const parser = this; + + const nodeDef = json.nodes[ nodeIndex ]; + + const nodePending = parser._loadNodeShallow( nodeIndex ); + + const childPending = []; + const childrenDef = nodeDef.children || []; + + for ( let i = 0, il = childrenDef.length; i < il; i ++ ) { + + childPending.push( parser.getDependency( 'node', childrenDef[ i ] ) ); + + } + + const skeletonPending = nodeDef.skin === undefined + ? Promise.resolve( null ) + : parser.getDependency( 'skin', nodeDef.skin ); + + return Promise.all( [ + nodePending, + Promise.all( childPending ), + skeletonPending + ] ).then( function ( results ) { + + const node = results[ 0 ]; + const children = results[ 1 ]; + const skeleton = results[ 2 ]; + + if ( skeleton !== null ) { + + // This full traverse should be fine because + // child glTF nodes have not been added to this node yet. + node.traverse( function ( mesh ) { + + if ( ! mesh.isSkinnedMesh ) return; + + mesh.bind( skeleton, _identityMatrix ); + + } ); + + } + + for ( let i = 0, il = children.length; i < il; i ++ ) { + + node.add( children[ i ] ); + + } + + // Reconstruct pivot from container pattern created by GLTFExporter + // The container has position+pivot, rotation, scale; child has -pivot offset and mesh + if ( node.userData.pivot !== undefined && children.length > 0 ) { + + const pivot = node.userData.pivot; + const pivotChild = children[ 0 ]; + + // Set pivot on container and adjust transforms + node.pivot = new Vector3().fromArray( pivot ); + + // Adjust container position: stored as position + pivot, so subtract pivot + node.position.x -= pivot[ 0 ]; + node.position.y -= pivot[ 1 ]; + node.position.z -= pivot[ 2 ]; + + // Remove the child's -pivot offset since pivot now handles it + pivotChild.position.set( 0, 0, 0 ); + + delete node.userData.pivot; + + } + + return node; + + } ); + + } + + // ._loadNodeShallow() parses a single node. + // skin and child nodes are created and added in .loadNode() (no '_' prefix). + _loadNodeShallow( nodeIndex ) { + + const json = this.json; + const extensions = this.extensions; + const parser = this; + + // This method is called from .loadNode() and .loadSkin(). + // Cache a node to avoid duplication. + + if ( this.nodeCache[ nodeIndex ] !== undefined ) { + + return this.nodeCache[ nodeIndex ]; + + } + + const nodeDef = json.nodes[ nodeIndex ]; + + // reserve node's name before its dependencies, so the root has the intended name. + const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : ''; + + const pending = []; + + const meshPromise = parser._invokeOne( function ( ext ) { + + return ext.createNodeMesh && ext.createNodeMesh( nodeIndex ); + + } ); + + if ( meshPromise ) { + + pending.push( meshPromise ); + + } + + if ( nodeDef.camera !== undefined ) { + + pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) { + + return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera ); + + } ) ); + + } + + parser._invokeAll( function ( ext ) { + + return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex ); + + } ).forEach( function ( promise ) { + + pending.push( promise ); + + } ); + + this.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) { + + let node; + + // .isBone isn't in glTF spec. See ._markDefs + if ( nodeDef.isBone === true ) { + + node = new Bone(); + + } else if ( objects.length > 1 ) { + + node = new Group(); + + } else if ( objects.length === 1 ) { + + node = objects[ 0 ]; + + } else { + + node = new Object3D(); + + } + + if ( node !== objects[ 0 ] ) { + + for ( let i = 0, il = objects.length; i < il; i ++ ) { + + node.add( objects[ i ] ); + + } + + } + + if ( nodeDef.name ) { + + node.userData.name = nodeDef.name; + node.name = nodeName; + + } + + assignExtrasToUserData( node, nodeDef ); + + if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef ); + + if ( nodeDef.matrix !== undefined ) { + + const matrix = new Matrix4(); + matrix.fromArray( nodeDef.matrix ); + node.applyMatrix4( matrix ); + + } else { + + if ( nodeDef.translation !== undefined ) { + + node.position.fromArray( nodeDef.translation ); + + } + + if ( nodeDef.rotation !== undefined ) { + + node.quaternion.fromArray( nodeDef.rotation ); + + } + + if ( nodeDef.scale !== undefined ) { + + node.scale.fromArray( nodeDef.scale ); + + } + + } + + if ( ! parser.associations.has( node ) ) { + + parser.associations.set( node, {} ); + + } else if ( nodeDef.mesh !== undefined && parser.meshCache.refs[ nodeDef.mesh ] > 1 ) { + + const mapping = parser.associations.get( node ); + parser.associations.set( node, { ...mapping } ); + + } + + parser.associations.get( node ).nodes = nodeIndex; + + return node; + + } ); + + return this.nodeCache[ nodeIndex ]; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes + * + * @private + * @param {number} sceneIndex + * @return {Promise} + */ + loadScene( sceneIndex ) { + + const extensions = this.extensions; + const sceneDef = this.json.scenes[ sceneIndex ]; + const parser = this; + + // Loader returns Group, not Scene. + // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 + const scene = new Group(); + if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name ); + + assignExtrasToUserData( scene, sceneDef ); + + if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef ); + + const nodeIds = sceneDef.nodes || []; + + const pending = []; + + for ( let i = 0, il = nodeIds.length; i < il; i ++ ) { + + pending.push( parser.getDependency( 'node', nodeIds[ i ] ) ); + + } + + return Promise.all( pending ).then( function ( nodes ) { + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + + // If the node already has a parent, it means it's being reused across multiple scenes. + // Clone it to avoid the second scene's add() removing it from the first scene. + // See: https://github.com/mrdoob/three.js/issues/27993 + if ( node.parent !== null ) { + + scene.add( clone( node ) ); + + } else { + + scene.add( node ); + + } + + } + + // Removes dangling associations, associations that reference a node that + // didn't make it into the scene. + const reduceAssociations = ( node ) => { + + const reducedAssociations = new Map(); + + for ( const [ key, value ] of parser.associations ) { + + if ( key instanceof Material || key instanceof Texture ) { + + reducedAssociations.set( key, value ); + + } + + } + + node.traverse( ( node ) => { + + const mappings = parser.associations.get( node ); + + if ( mappings != null ) { + + reducedAssociations.set( node, mappings ); + + } + + } ); + + return reducedAssociations; + + }; + + parser.associations = reduceAssociations( scene ); + + return scene; + + } ); + + } + + _createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) { + + const tracks = []; + + const targetName = node.name ? node.name : node.uuid; + const targetNames = []; + + function collectMorphTargets( object ) { + + if ( object.morphTargetInfluences ) { + + targetNames.push( object.name ? object.name : object.uuid ); + + } + + } + + + if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) { + + collectMorphTargets( node ); + + // for multi-primitive meshes, the node is a Group containing the sub-meshes + + if ( node.isGroup ) { + + node.children.forEach( collectMorphTargets ); + + } + + } else { + + targetNames.push( targetName ); + + } + + let TypedKeyframeTrack; + + switch ( PATH_PROPERTIES[ target.path ] ) { + + case PATH_PROPERTIES.weights: + + TypedKeyframeTrack = NumberKeyframeTrack; + break; + + case PATH_PROPERTIES.rotation: + + TypedKeyframeTrack = QuaternionKeyframeTrack; + break; + + case PATH_PROPERTIES.translation: + case PATH_PROPERTIES.scale: + + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + default: + + switch ( outputAccessor.itemSize ) { + + case 1: + TypedKeyframeTrack = NumberKeyframeTrack; + break; + case 2: + case 3: + default: + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + } + + break; + + } + + const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear; + + + const outputArray = this._getArrayFromAccessor( outputAccessor ); + + for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) { + + const track = new TypedKeyframeTrack( + targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], + inputAccessor.array, + outputArray, + interpolation + ); + + // Override interpolation with custom factory method. + if ( sampler.interpolation === 'CUBICSPLINE' ) { + + this._createCubicSplineTrackInterpolant( track ); + + } + + tracks.push( track ); + + } + + return tracks; + + } + + _getArrayFromAccessor( accessor ) { + + let outputArray = accessor.array; + + if ( accessor.normalized ) { + + const scale = getNormalizedComponentScale( outputArray.constructor ); + const scaled = new Float32Array( outputArray.length ); + + for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) { + + scaled[ j ] = outputArray[ j ] * scale; + + } + + outputArray = scaled; + + } + + return outputArray; + + } + + _createCubicSplineTrackInterpolant( track ) { + + track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) { + + // A CUBICSPLINE keyframe in glTF has three output values for each input value, + // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() + // must be divided by three to get the interpolant's sampleSize argument. + + const interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant; + + return new interpolantType( this.times, this.values, this.getValueSize() / 3, result ); + + }; + + // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. + track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true; + + } + +} + +/** + * + * @private + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + */ +function computeBounds( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const box = new Box3(); + + if ( attributes.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ attributes.POSITION ]; + + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + box.set( + new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), + new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) + ); + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + box.min.multiplyScalar( boxScale ); + box.max.multiplyScalar( boxScale ); + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + return; + + } + + } else { + + return; + + } + + const targets = primitiveDef.targets; + + if ( targets !== undefined ) { + + const maxDisplacement = new Vector3(); + const vector = new Vector3(); + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ target.POSITION ]; + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + // we need to get max of absolute components because target weight is [-1,1] + vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) ); + vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) ); + vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) ); + + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + vector.multiplyScalar( boxScale ); + + } + + // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative + // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets + // are used to implement key-frame animations and as such only two are active at a time - this results in very large + // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. + maxDisplacement.max( vector ); + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + } + + } + + } + + // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. + box.expandByVector( maxDisplacement ); + + } + + geometry.boundingBox = box; + + const sphere = new Sphere(); + + box.getCenter( sphere.center ); + sphere.radius = box.min.distanceTo( box.max ) / 2; + + geometry.boundingSphere = sphere; + +} + +/** + * + * @private + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + * @return {Promise} + */ +function addPrimitiveAttributes( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const pending = []; + + function assignAttributeAccessor( accessorIndex, attributeName ) { + + return parser.getDependency( 'accessor', accessorIndex ) + .then( function ( accessor ) { + + geometry.setAttribute( attributeName, accessor ); + + } ); + + } + + for ( const gltfAttributeName in attributes ) { + + const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); + + // Skip attributes already provided by e.g. Draco extension. + if ( threeAttributeName in geometry.attributes ) continue; + + pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) ); + + } + + if ( primitiveDef.indices !== undefined && ! geometry.index ) { + + const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) { + + geometry.setIndex( accessor ); + + } ); + + pending.push( accessor ); + + } + + if ( ColorManagement.workingColorSpace !== LinearSRGBColorSpace && 'COLOR_0' in attributes ) { + + console.warn( `THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${ColorManagement.workingColorSpace}" not supported.` ); + + } + + assignExtrasToUserData( geometry, primitiveDef ); + + computeBounds( geometry, primitiveDef, parser ); + + return Promise.all( pending ).then( function () { + + return primitiveDef.targets !== undefined + ? addMorphTargets( geometry, primitiveDef.targets, parser ) + : geometry; + + } ); + +} + +/** + * Loader result of `GLTFLoader`. + * + * @typedef {Object} GLTFLoader~LoadObject + * @property {Array} animations - An array of animation clips. + * @property {Object} asset - Meta data about the loaded asset. + * @property {Array} cameras - An array of cameras. + * @property {GLTFParser} parser - A reference to the internal parser. + * @property {Group} scene - The default scene. + * @property {Array} scenes - glTF assets might define multiple scenes. + * @property {Object} userData - Additional data. + **/ + +export { GLTFLoader }; diff --git a/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js b/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js new file mode 100644 index 0000000..a167e11 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js @@ -0,0 +1,1501 @@ +import { + BufferAttribute, + BufferGeometry, + Float32BufferAttribute, + InstancedBufferAttribute, + InterleavedBuffer, + InterleavedBufferAttribute, + TriangleFanDrawMode, + TriangleStripDrawMode, + TrianglesDrawMode, + Vector3, +} from 'three'; + +/** + * @module BufferGeometryUtils + * @three_import import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js'; + */ + +/** + * Computes vertex tangents using the MikkTSpace algorithm. MikkTSpace generates the same tangents consistently, + * and is used in most modelling tools and normal map bakers. Use MikkTSpace for materials with normal maps, + * because inconsistent tangents may lead to subtle visual issues in the normal map, particularly around mirrored + * UV seams. + * + * In comparison to this method, {@link BufferGeometry#computeTangents} (a custom algorithm) generates tangents that + * probably will not match the tangents in other software. The custom algorithm is sufficient for general use with a + * custom material, and may be faster than MikkTSpace. + * + * Returns the original BufferGeometry. Indexed geometries will be de-indexed. Requires position, normal, and uv attributes. + * + * @param {BufferGeometry} geometry - The geometry to compute tangents for. + * @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package. + * Await `MikkTSpace.ready` before use. + * @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent. + * Required for normal map conventions in some formats, including glTF. + * @return {BufferGeometry} The updated geometry. + */ +function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) { + + if ( ! MikkTSpace || ! MikkTSpace.isReady ) { + + throw new Error( 'THREE.BufferGeometryUtils: Initialized MikkTSpace library required.' ); + + } + + if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) { + + throw new Error( 'THREE.BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' ); + + } + + function getAttributeArray( attribute ) { + + if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) { + + const dstArray = new Float32Array( attribute.count * attribute.itemSize ); + + for ( let i = 0, j = 0; i < attribute.count; i ++ ) { + + dstArray[ j ++ ] = attribute.getX( i ); + dstArray[ j ++ ] = attribute.getY( i ); + + if ( attribute.itemSize > 2 ) { + + dstArray[ j ++ ] = attribute.getZ( i ); + + } + + } + + return dstArray; + + } + + if ( attribute.array instanceof Float32Array ) { + + return attribute.array; + + } + + return new Float32Array( attribute.array ); + + } + + // MikkTSpace algorithm requires non-indexed input. + + const _geometry = geometry.index ? geometry.toNonIndexed() : geometry; + + // Compute vertex tangents. + + const tangents = MikkTSpace.generateTangents( + + getAttributeArray( _geometry.attributes.position ), + getAttributeArray( _geometry.attributes.normal ), + getAttributeArray( _geometry.attributes.uv ) + + ); + + // Texture coordinate convention of glTF differs from the apparent + // default of the MikkTSpace library; .w component must be flipped. + + if ( negateSign ) { + + for ( let i = 3; i < tangents.length; i += 4 ) { + + tangents[ i ] *= - 1; + + } + + } + + // + + _geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) ); + + if ( geometry !== _geometry ) { + + geometry.copy( _geometry ); + + } + + return geometry; + +} + +/** + * Merges a set of geometries into a single instance. All geometries must have compatible attributes. + * + * @param {Array} geometries - The geometries to merge. + * @param {boolean} [useGroups=false] - Whether to use groups or not. + * @return {?BufferGeometry} The merged geometry. Returns `null` if the merge does not succeed. + */ +function mergeGeometries( geometries, useGroups = false ) { + + const isIndexed = geometries[ 0 ].index !== null; + + const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) ); + const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) ); + + const attributes = {}; + const morphAttributes = {}; + + const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative; + + const mergedGeometry = new BufferGeometry(); + + let offset = 0; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const geometry = geometries[ i ]; + let attributesCount = 0; + + // ensure that all geometries are indexed, or none + + if ( isIndexed !== ( geometry.index !== null ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' ); + return null; + + } + + // gather attributes, exit early if they're different + + for ( const name in geometry.attributes ) { + + if ( ! attributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' ); + return null; + + } + + if ( attributes[ name ] === undefined ) attributes[ name ] = []; + + attributes[ name ].push( geometry.attributes[ name ] ); + + attributesCount ++; + + } + + // ensure geometries have the same number of attributes + + if ( attributesCount !== attributesUsed.size ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' ); + return null; + + } + + // gather morph attributes, exit early if they're different + + if ( morphTargetsRelative !== geometry.morphTargetsRelative ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' ); + return null; + + } + + for ( const name in geometry.morphAttributes ) { + + if ( ! morphAttributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' ); + return null; + + } + + if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = []; + + morphAttributes[ name ].push( geometry.morphAttributes[ name ] ); + + } + + if ( useGroups ) { + + let count; + + if ( isIndexed ) { + + count = geometry.index.count; + + } else if ( geometry.attributes.position !== undefined ) { + + count = geometry.attributes.position.count; + + } else { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' ); + return null; + + } + + mergedGeometry.addGroup( offset, count, i ); + + offset += count; + + } + + } + + // merge indices + + if ( isIndexed ) { + + let indexOffset = 0; + const mergedIndex = []; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const index = geometries[ i ].index; + + for ( let j = 0; j < index.count; ++ j ) { + + mergedIndex.push( index.getX( j ) + indexOffset ); + + } + + indexOffset += geometries[ i ].attributes.position.count; + + } + + mergedGeometry.setIndex( mergedIndex ); + + } + + // merge attributes + + for ( const name in attributes ) { + + const mergedAttribute = mergeAttributes( attributes[ name ] ); + + if ( ! mergedAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' ); + return null; + + } + + mergedGeometry.setAttribute( name, mergedAttribute ); + + } + + // merge morph attributes + + for ( const name in morphAttributes ) { + + const numMorphTargets = morphAttributes[ name ][ 0 ].length; + if ( numMorphTargets === 0 ) continue; + + mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; + mergedGeometry.morphAttributes[ name ] = []; + + for ( let i = 0; i < numMorphTargets; ++ i ) { + + const morphAttributesToMerge = []; + + for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) { + + morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] ); + + } + + const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge ); + + if ( ! mergedMorphAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' ); + return null; + + } + + mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute ); + + } + + } + + return mergedGeometry; + +} + +/** + * Merges a set of attributes into a single instance. All attributes must have compatible properties and types. + * Instances of {@link InterleavedBufferAttribute} are not supported. + * + * @param {Array} attributes - The attributes to merge. + * @return {?BufferAttribute} The merged attribute. Returns `null` if the merge does not succeed. + */ +function mergeAttributes( attributes ) { + + let TypedArray; + let itemSize; + let normalized; + let gpuType = - 1; + let arrayLength = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' ); + return null; + + } + + if ( itemSize === undefined ) itemSize = attribute.itemSize; + if ( itemSize !== attribute.itemSize ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' ); + return null; + + } + + if ( normalized === undefined ) normalized = attribute.normalized; + if ( normalized !== attribute.normalized ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' ); + return null; + + } + + if ( gpuType === - 1 ) gpuType = attribute.gpuType; + if ( gpuType !== attribute.gpuType ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' ); + return null; + + } + + arrayLength += attribute.count * itemSize; + + } + + const array = new TypedArray( arrayLength ); + const result = new BufferAttribute( array, itemSize, normalized ); + let offset = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + if ( attribute.isInterleavedBufferAttribute ) { + + const tupleOffset = offset / itemSize; + for ( let j = 0, l = attribute.count; j < l; j ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + const value = attribute.getComponent( j, c ); + result.setComponent( j + tupleOffset, c, value ); + + } + + } + + } else { + + array.set( attribute.array, offset ); + + } + + offset += attribute.count * itemSize; + + } + + if ( gpuType !== undefined ) { + + result.gpuType = gpuType; + + } + + return result; + +} + +/** + * Performs a deep clone of the given buffer attribute. + * + * @param {BufferAttribute} attribute - The attribute to clone. + * @return {BufferAttribute} The cloned attribute. + */ +function deepCloneAttribute( attribute ) { + + if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) { + + return deinterleaveAttribute( attribute ); + + } + + if ( attribute.isInstancedBufferAttribute ) { + + return new InstancedBufferAttribute().copy( attribute ); + + } + + return new BufferAttribute().copy( attribute ); + +} + +/** + * Interleaves a set of attributes and returns a new array of corresponding attributes that share a + * single {@link InterleavedBuffer} instance. All attributes must have compatible types. + * + * @param {Array} attributes - The attributes to interleave. + * @return {?Array} An array of interleaved attributes. If interleave does not succeed, the method returns `null`. + */ +function interleaveAttributes( attributes ) { + + // Interleaves the provided attributes into an InterleavedBuffer and returns + // a set of InterleavedBufferAttributes for each attribute + let TypedArray; + let arrayLength = 0; + let stride = 0; + + // calculate the length and type of the interleavedBuffer + for ( let i = 0, l = attributes.length; i < l; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'AttributeBuffers of different types cannot be interleaved' ); + return null; + + } + + arrayLength += attribute.array.length; + stride += attribute.itemSize; + + } + + // Create the set of buffer attributes + const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride ); + let offset = 0; + const res = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + for ( let j = 0, l = attributes.length; j < l; j ++ ) { + + const attribute = attributes[ j ]; + const itemSize = attribute.itemSize; + const count = attribute.count; + const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized ); + res.push( iba ); + + offset += itemSize; + + // Move the data for each attribute into the new interleavedBuffer + // at the appropriate offset + for ( let c = 0; c < count; c ++ ) { + + for ( let k = 0; k < itemSize; k ++ ) { + + iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) ); + + } + + } + + } + + return res; + +} + +/** + * Returns a new, non-interleaved version of the given attribute. + * + * @param {InterleavedBufferAttribute} attribute - The interleaved attribute. + * @return {BufferAttribute} The non-interleaved attribute. + */ +function deinterleaveAttribute( attribute ) { + + const cons = attribute.data.array.constructor; + const count = attribute.count; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array = new cons( count * itemSize ); + let newAttribute; + if ( attribute.isInstancedInterleavedBufferAttribute ) { + + newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute ); + + } else { + + newAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + for ( let i = 0; i < count; i ++ ) { + + newAttribute.setX( i, attribute.getX( i ) ); + + if ( itemSize >= 2 ) { + + newAttribute.setY( i, attribute.getY( i ) ); + + } + + if ( itemSize >= 3 ) { + + newAttribute.setZ( i, attribute.getZ( i ) ); + + } + + if ( itemSize >= 4 ) { + + newAttribute.setW( i, attribute.getW( i ) ); + + } + + } + + return newAttribute; + +} + +/** + * Deinterleaves all attributes on the given geometry. + * + * @param {BufferGeometry} geometry - The geometry to deinterleave. + */ +function deinterleaveGeometry( geometry ) { + + const attributes = geometry.attributes; + const morphTargets = geometry.morphTargets; + const attrMap = new Map(); + + for ( const key in attributes ) { + + const attr = attributes[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + attributes[ key ] = attrMap.get( attr ); + + } + + } + + for ( const key in morphTargets ) { + + const attr = morphTargets[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + morphTargets[ key ] = attrMap.get( attr ); + + } + + } + +} + +/** + * Returns the amount of bytes used by all attributes to represent the geometry. + * + * @param {BufferGeometry} geometry - The geometry. + * @return {number} The estimate bytes used. + */ +function estimateBytesUsed( geometry ) { + + // Return the estimated memory used by this geometry in bytes + // Calculate using itemSize, count, and BYTES_PER_ELEMENT to account + // for InterleavedBufferAttributes. + let mem = 0; + for ( const name in geometry.attributes ) { + + const attr = geometry.getAttribute( name ); + mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT; + + } + + const indices = geometry.getIndex(); + mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0; + return mem; + +} + +/** + * Returns a new geometry with vertices for which all similar vertex attributes (within tolerance) are merged. + * + * @param {BufferGeometry} geometry - The geometry to merge vertices for. + * @param {number} [tolerance=1e-4] - The tolerance value. + * @return {BufferGeometry} - The new geometry with merged vertices. + */ +function mergeVertices( geometry, tolerance = 1e-4 ) { + + tolerance = Math.max( tolerance, Number.EPSILON ); + + // Generate an index buffer if the geometry doesn't have one, or optimize it + // if it's already available. + const hashToIndex = {}; + const indices = geometry.getIndex(); + const positions = geometry.getAttribute( 'position' ); + const vertexCount = indices ? indices.count : positions.count; + + // next value for triangle indices + let nextIndex = 0; + + // attributes and new attribute arrays + const attributeNames = Object.keys( geometry.attributes ); + const tmpAttributes = {}; + const tmpMorphAttributes = {}; + const newIndices = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + // Initialize the arrays, allocating space conservatively. Extra + // space will be trimmed in the last step. + for ( let i = 0, l = attributeNames.length; i < l; i ++ ) { + + const name = attributeNames[ i ]; + const attr = geometry.attributes[ name ]; + + tmpAttributes[ name ] = new attr.constructor( + new attr.array.constructor( attr.count * attr.itemSize ), + attr.itemSize, + attr.normalized + ); + + const morphAttributes = geometry.morphAttributes[ name ]; + if ( morphAttributes ) { + + if ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = []; + morphAttributes.forEach( ( morphAttr, i ) => { + + const array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ); + tmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized ); + + } ); + + } + + } + + // convert the error tolerance to an amount of decimal places to truncate to + const halfTolerance = tolerance * 0.5; + const exponent = Math.log10( 1 / tolerance ); + const hashMultiplier = Math.pow( 10, exponent ); + const hashAdditive = halfTolerance * hashMultiplier; + for ( let i = 0; i < vertexCount; i ++ ) { + + const index = indices ? indices.getX( i ) : i; + + // Generate a hash for the vertex attributes at the current index 'i' + let hash = ''; + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const itemSize = attribute.itemSize; + + for ( let k = 0; k < itemSize; k ++ ) { + + // Math.trunc() preserves the full Number range, ~~ would wrap to int32 + hash += `${ Math.trunc( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`; + + } + + } + + // Add another reference to the vertex if it's already + // used by another index + if ( hash in hashToIndex ) { + + newIndices.push( hashToIndex[ hash ] ); + + } else { + + // copy data to the new index in the temporary attributes + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const morphAttributes = geometry.morphAttributes[ name ]; + const itemSize = attribute.itemSize; + const newArray = tmpAttributes[ name ]; + const newMorphArrays = tmpMorphAttributes[ name ]; + + for ( let k = 0; k < itemSize; k ++ ) { + + const getterFunc = getters[ k ]; + const setterFunc = setters[ k ]; + newArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) ); + + if ( morphAttributes ) { + + for ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) { + + newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) ); + + } + + } + + } + + } + + hashToIndex[ hash ] = nextIndex; + newIndices.push( nextIndex ); + nextIndex ++; + + } + + } + + // generate result BufferGeometry + const result = geometry.clone(); + for ( const name in geometry.attributes ) { + + const tmpAttribute = tmpAttributes[ name ]; + + result.setAttribute( name, new tmpAttribute.constructor( + tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ), + tmpAttribute.itemSize, + tmpAttribute.normalized, + ) ); + + if ( ! ( name in tmpMorphAttributes ) ) continue; + + for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) { + + const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ]; + + result.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor( + tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ), + tmpMorphAttribute.itemSize, + tmpMorphAttribute.normalized, + ); + + } + + } + + // indices + + result.setIndex( newIndices ); + + return result; + +} + +/** + * Converts the given geometry to the `TrianglesDrawMode` draw mode, which + * corresponds to the `gl.TRIANGLES` primitive in WebGL. The conversion only + * rewrites the index, so the geometry is modified in place and returned. + * + * @param {BufferGeometry} geometry - The geometry to convert. + * @param {number} drawMode - The current draw mode. + * @return {BufferGeometry} The converted geometry using `TrianglesDrawMode`. + */ +function toTrianglesDrawMode( geometry, drawMode ) { + + if ( drawMode === TrianglesDrawMode ) { + + console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' ); + return geometry; + + } + + if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) { + + let index = geometry.getIndex(); + + // generate index if not present + + if ( index === null ) { + + const indices = []; + + const position = geometry.getAttribute( 'position' ); + + if ( position !== undefined ) { + + for ( let i = 0; i < position.count; i ++ ) { + + indices.push( i ); + + } + + geometry.setIndex( indices ); + index = geometry.getIndex(); + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' ); + return geometry; + + } + + } + + // + + const numberOfTriangles = index.count - 2; + const newIndices = []; + + if ( drawMode === TriangleFanDrawMode ) { + + // gl.TRIANGLE_FAN + + for ( let i = 1; i <= numberOfTriangles; i ++ ) { + + newIndices.push( index.getX( 0 ) ); + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + + } + + } else { + + // gl.TRIANGLE_STRIP + + for ( let i = 0; i < numberOfTriangles; i ++ ) { + + if ( i % 2 === 0 ) { + + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i + 2 ) ); + + } else { + + newIndices.push( index.getX( i + 2 ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i ) ); + + } + + } + + } + + if ( ( newIndices.length / 3 ) !== numberOfTriangles ) { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' ); + + } + + // updated indices + + geometry.setIndex( newIndices ); + geometry.clearGroups(); + + return geometry; + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode ); + return geometry; + + } + +} + +/** + * Calculates the morphed attributes of a morphed/skinned BufferGeometry. + * + * Helpful for Raytracing or Decals (i.e. a `DecalGeometry` applied to a morphed Object with a `BufferGeometry` + * will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result. + * Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated). + * + * @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for. + * @return {Object} An object with original position/normal attributes and morphed ones. + */ +function computeMorphedAttributes( object ) { + + const _vA = new Vector3(); + const _vB = new Vector3(); + const _vC = new Vector3(); + + const _tempA = new Vector3(); + const _tempB = new Vector3(); + const _tempC = new Vector3(); + + const _morphA = new Vector3(); + const _morphB = new Vector3(); + const _morphC = new Vector3(); + + function _calculateMorphedAttributeData( + object, + attribute, + morphAttribute, + morphTargetsRelative, + a, + b, + c, + modifiedAttributeArray + ) { + + _vA.fromBufferAttribute( attribute, a ); + _vB.fromBufferAttribute( attribute, b ); + _vC.fromBufferAttribute( attribute, c ); + + const morphInfluences = object.morphTargetInfluences; + + if ( morphAttribute && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morph = morphAttribute[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morph, a ); + _tempB.fromBufferAttribute( morph, b ); + _tempC.fromBufferAttribute( morph, c ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + _morphB.addScaledVector( _tempB, influence ); + _morphC.addScaledVector( _tempC, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( _vA ), influence ); + _morphB.addScaledVector( _tempB.sub( _vB ), influence ); + _morphC.addScaledVector( _tempC.sub( _vC ), influence ); + + } + + } + + _vA.add( _morphA ); + _vB.add( _morphB ); + _vC.add( _morphC ); + + } + + if ( object.isSkinnedMesh ) { + + object.applyBoneTransform( a, _vA ); + object.applyBoneTransform( b, _vB ); + object.applyBoneTransform( c, _vC ); + + } + + modifiedAttributeArray[ a * 3 + 0 ] = _vA.x; + modifiedAttributeArray[ a * 3 + 1 ] = _vA.y; + modifiedAttributeArray[ a * 3 + 2 ] = _vA.z; + modifiedAttributeArray[ b * 3 + 0 ] = _vB.x; + modifiedAttributeArray[ b * 3 + 1 ] = _vB.y; + modifiedAttributeArray[ b * 3 + 2 ] = _vB.z; + modifiedAttributeArray[ c * 3 + 0 ] = _vC.x; + modifiedAttributeArray[ c * 3 + 1 ] = _vC.y; + modifiedAttributeArray[ c * 3 + 2 ] = _vC.z; + + } + + const geometry = object.geometry; + const material = object.material; + + let a, b, c; + const index = geometry.index; + const positionAttribute = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const normalAttribute = geometry.attributes.normal; + const morphNormal = geometry.morphAttributes.normal; + + const groups = geometry.groups; + const drawRange = geometry.drawRange; + let i, j, il, jl; + let group; + let start, end; + + const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize ); + const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize ); + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = j; + b = j + 1; + c = j + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } + + const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 ); + const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 ); + + return { + + positionAttribute: positionAttribute, + normalAttribute: normalAttribute, + morphedPositionAttribute: morphedPositionAttribute, + morphedNormalAttribute: morphedNormalAttribute + + }; + +} + +/** + * Merges the {@link BufferGeometry#groups} for the given geometry. + * + * @param {BufferGeometry} geometry - The geometry to modify. + * @return {BufferGeometry} - The updated geometry + */ +function mergeGroups( geometry ) { + + if ( geometry.groups.length === 0 ) { + + console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' ); + return geometry; + + } + + let groups = geometry.groups; + + // sort groups by material index + + groups = groups.sort( ( a, b ) => { + + if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex; + + return a.start - b.start; + + } ); + + // create index for non-indexed geometries + + if ( geometry.getIndex() === null ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + const indices = []; + + for ( let i = 0; i < positionAttribute.count; i += 3 ) { + + indices.push( i, i + 1, i + 2 ); + + } + + geometry.setIndex( indices ); + + } + + // sort index + + const index = geometry.getIndex(); + + const newIndices = []; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + const groupStart = group.start; + const groupLength = groupStart + group.count; + + for ( let j = groupStart; j < groupLength; j ++ ) { + + newIndices.push( index.getX( j ) ); + + } + + } + + geometry.dispose(); // Required to force buffer recreation + geometry.setIndex( newIndices ); + + // update groups indices + + let start = 0; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + group.start = start; + start += group.count; + + } + + // merge groups + + let currentGroup = groups[ 0 ]; + + geometry.groups = [ currentGroup ]; + + for ( let i = 1; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + if ( currentGroup.materialIndex === group.materialIndex ) { + + currentGroup.count += group.count; + + } else { + + currentGroup = group; + geometry.groups.push( currentGroup ); + + } + + } + + return geometry; + +} + +/** + * Modifies the supplied geometry if it is non-indexed, otherwise creates a new, + * non-indexed geometry. Returns the geometry with smooth normals everywhere except + * faces that meet at an angle greater than the crease angle. + * + * @param {BufferGeometry} geometry - The geometry to modify. + * @param {number} [creaseAngle=Math.PI/3] - The crease angle in radians. + * @return {BufferGeometry} - The updated geometry + */ +function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) { + + // BufferGeometry.toNonIndexed() warns if the geometry is non-indexed + // and returns the original geometry + const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry; + const posAttr = resultGeometry.attributes.position; + const vertexCount = posAttr.count; + + let positions; + + if ( posAttr.isBufferAttribute === true && posAttr.itemSize === 3 && posAttr.normalized === false ) { + + positions = posAttr.array; + + } else { + + // flatten the position buffer so the math below operates on plain numbers + positions = new Float64Array( vertexCount * 3 ); + + for ( let i = 0; i < vertexCount; i ++ ) { + + positions[ 3 * i + 0 ] = posAttr.getX( i ); + positions[ 3 * i + 1 ] = posAttr.getY( i ); + positions[ 3 * i + 2 ] = posAttr.getZ( i ); + + } + + } + + const creaseDot = Math.cos( creaseAngle ); + const hashMultiplier = ( 1 + 1e-10 ) * 1e2; + const faceCount = vertexCount / 3; + + // compute the normal of each face + const faceNormals = new Float64Array( faceCount * 3 ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f9 = 9 * f; + const ax = positions[ f9 + 0 ], ay = positions[ f9 + 1 ], az = positions[ f9 + 2 ]; + const bx = positions[ f9 + 3 ], by = positions[ f9 + 4 ], bz = positions[ f9 + 5 ]; + const cx = positions[ f9 + 6 ], cy = positions[ f9 + 7 ], cz = positions[ f9 + 8 ]; + + const v1x = cx - bx, v1y = cy - by, v1z = cz - bz; + const v2x = ax - bx, v2y = ay - by, v2z = az - bz; + + const nx = v1y * v2z - v1z * v2y; + const ny = v1z * v2x - v1x * v2z; + const nz = v1x * v2y - v1y * v2x; + + const invLength = 1 / ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 ); + faceNormals[ 3 * f + 0 ] = nx * invLength; + faceNormals[ 3 * f + 1 ] = ny * invLength; + faceNormals[ 3 * f + 2 ] = nz * invLength; + + } + + // assign an id to each vertex, sharing the id between vertices with the same + // quantized position via an open-addressed hash table (slots hold id + 1, 0 means empty) + const vertexIds = new Int32Array( vertexCount ); + const quantized = new Float64Array( vertexCount * 3 ); + + let tableSize = 1; + while ( tableSize < vertexCount * 2 ) tableSize <<= 1; + const tableMask = tableSize - 1; + const table = new Int32Array( tableSize ); + + let uniqueCount = 0; + for ( let i = 0; i < vertexCount; i ++ ) { + + const i3 = 3 * i; + const qx = Math.trunc( positions[ i3 + 0 ] * hashMultiplier ); + const qy = Math.trunc( positions[ i3 + 1 ] * hashMultiplier ); + const qz = Math.trunc( positions[ i3 + 2 ] * hashMultiplier ); + + let slot = ( Math.imul( qx, 73856093 ) ^ Math.imul( qy, 19349663 ) ^ Math.imul( qz, 83492791 ) ) & tableMask; + + while ( true ) { + + const id = table[ slot ]; + + if ( id === 0 ) { + + const q3 = 3 * uniqueCount; + quantized[ q3 + 0 ] = qx; + quantized[ q3 + 1 ] = qy; + quantized[ q3 + 2 ] = qz; + + table[ slot ] = uniqueCount + 1; + vertexIds[ i ] = uniqueCount ++; + break; + + } + + const q3 = 3 * ( id - 1 ); + + if ( quantized[ q3 + 0 ] === qx && quantized[ q3 + 1 ] === qy && quantized[ q3 + 2 ] === qz ) { + + vertexIds[ i ] = id - 1; + break; + + } + + slot = ( slot + 1 ) & tableMask; + + } + + } + + // bucket the faces surrounding each unique vertex position + const bucketOffsets = new Int32Array( uniqueCount + 1 ); + for ( let i = 0; i < vertexCount; i ++ ) bucketOffsets[ vertexIds[ i ] + 1 ] ++; + for ( let i = 0; i < uniqueCount; i ++ ) bucketOffsets[ i + 1 ] += bucketOffsets[ i ]; + + const bucketFaces = new Int32Array( vertexCount ); + const bucketCursors = bucketOffsets.slice( 0, uniqueCount ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f3 = 3 * f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 0 ] ] ++ ] = f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 1 ] ] ++ ] = f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 2 ] ] ++ ] = f; + + } + + // average the normals of the faces surrounding each vertex if they are within the + // provided crease threshold + const normalArray = new Float32Array( vertexCount * 3 ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f3 = 3 * f; + const nx = faceNormals[ f3 + 0 ]; + const ny = faceNormals[ f3 + 1 ]; + const nz = faceNormals[ f3 + 2 ]; + + for ( let n = 0; n < 3; n ++ ) { + + const i = f3 + n; + const id = vertexIds[ i ]; + + let sumX = 0, sumY = 0, sumZ = 0; + + for ( let k = bucketOffsets[ id ], end = bucketOffsets[ id + 1 ]; k < end; k ++ ) { + + const o3 = 3 * bucketFaces[ k ]; + const ox = faceNormals[ o3 + 0 ]; + const oy = faceNormals[ o3 + 1 ]; + const oz = faceNormals[ o3 + 2 ]; + + if ( nx * ox + ny * oy + nz * oz > creaseDot ) { + + sumX += ox; + sumY += oy; + sumZ += oz; + + } + + } + + const invLength = 1 / ( Math.sqrt( sumX * sumX + sumY * sumY + sumZ * sumZ ) || 1 ); + normalArray[ 3 * i + 0 ] = sumX * invLength; + normalArray[ 3 * i + 1 ] = sumY * invLength; + normalArray[ 3 * i + 2 ] = sumZ * invLength; + + } + + } + + resultGeometry.setAttribute( 'normal', new BufferAttribute( normalArray, 3, false ) ); + return resultGeometry; + +} + +export { + computeMikkTSpaceTangents, + mergeGeometries, + mergeAttributes, + deepCloneAttribute, + deinterleaveAttribute, + deinterleaveGeometry, + interleaveAttributes, + estimateBytesUsed, + mergeVertices, + toTrianglesDrawMode, + computeMorphedAttributes, + mergeGroups, + toCreasedNormals +}; diff --git a/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js b/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js new file mode 100644 index 0000000..836c2e2 --- /dev/null +++ b/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js @@ -0,0 +1,496 @@ +import { + AnimationClip, + AnimationMixer, + Matrix4, + Quaternion, + QuaternionKeyframeTrack, + SkeletonHelper, + Vector3, + VectorKeyframeTrack +} from 'three'; + +/** + * @module SkeletonUtils + * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js'; + */ + +function getBoneName( bone, options ) { + + if ( options.getBoneName !== undefined ) { + + return options.getBoneName( bone ); + + } + + return options.names[ bone.name ]; + +} + +/** + * Retargets the skeleton from the given source to the target. + * + * Both `target` and `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) + * or a {@link Skeleton} directly. + * + * @param {Object3D|Skeleton} target - The target object. + * @param {Object3D|Skeleton} source - The source object. + * @param {module:SkeletonUtils~RetargetOptions} options - The options. + */ +function retarget( target, source, options = {} ) { + + const quat = new Quaternion(), + scale = new Vector3(), + relativeMatrix = new Matrix4(), + globalMatrix = new Matrix4(); + + options.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true; + options.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true; + options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false; + options.hip = options.hip !== undefined ? options.hip : 'hip'; + options.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 ); + options.scale = options.scale !== undefined ? options.scale : 1; + options.names = options.names || {}; + + const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ), + bones = target.isObject3D ? target.skeleton.bones : getBones( target ); + + let bone, name, boneTo, + bonesPosition; + + // reset bones + + if ( target.isObject3D ) { + + target.skeleton.pose(); + + } else { + + options.useTargetMatrix = true; + options.preserveBoneMatrix = false; + + } + + if ( options.preserveBonePositions ) { + + bonesPosition = []; + + for ( let i = 0; i < bones.length; i ++ ) { + + bonesPosition.push( bones[ i ].position.clone() ); + + } + + } + + if ( options.preserveBoneMatrix ) { + + // reset matrix + + target.updateMatrixWorld(); + + target.matrixWorld.identity(); + + // reset children matrix + + for ( let i = 0; i < target.children.length; ++ i ) { + + target.children[ i ].updateMatrixWorld( true ); + + } + + } + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = getBoneName( bone, options ); + + boneTo = getBoneByName( name, sourceBones ); + + globalMatrix.copy( bone.matrixWorld ); + + if ( boneTo ) { + + boneTo.updateMatrixWorld(); + + if ( options.useTargetMatrix ) { + + relativeMatrix.copy( boneTo.matrixWorld ); + + } else { + + relativeMatrix.copy( target.matrixWorld ).invert(); + relativeMatrix.multiply( boneTo.matrixWorld ); + + } + + // ignore scale to extract rotation + + scale.setFromMatrixScale( relativeMatrix ); + relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); + + // apply to global matrix + + globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) ); + + if ( target.isObject3D ) { + + if ( options.localOffsets ) { + + if ( options.localOffsets[ bone.name ] ) { + + globalMatrix.multiply( options.localOffsets[ bone.name ] ); + + } + + } + + } + + globalMatrix.copyPosition( relativeMatrix ); + + } + + if ( name === options.hip ) { + + globalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x; + globalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y; + globalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z; + + if ( options.hipPosition !== undefined ) { + + globalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale; + globalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale; + globalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale; + + } + + } + + if ( bone.parent ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( globalMatrix ); + + } else { + + bone.matrix.copy( globalMatrix ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + bone.updateMatrixWorld(); + + } + + if ( options.preserveBonePositions ) { + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = getBoneName( bone, options ) || bone.name; + + if ( name !== options.hip ) { + + bone.position.copy( bonesPosition[ i ] ); + + } + + } + + } + + if ( options.preserveBoneMatrix ) { + + // restore matrix + + target.updateMatrixWorld( true ); + + } + +} + +/** + * Retargets the animation clip of the source to the target 3D object. + * + * The `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) + * or a {@link Skeleton} directly. + * + * @param {Object3D} target - The target 3D object. Must have a `skeleton` property. + * @param {Object3D|Skeleton} source - The source object. + * @param {AnimationClip} clip - The animation clip. + * @param {module:SkeletonUtils~RetargetOptions} options - The options. + * @return {AnimationClip} The retargeted animation clip. + */ +function retargetClip( target, source, clip, options = {} ) { + + options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false; + + // Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided. + options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration ); + options.names = options.names || []; + + if ( ! source.isObject3D ) { + + source = getHelperFromSkeleton( source ); + + } + + const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ), + delta = clip.duration / ( numFrames - 1 ), + convertedTracks = [], + mixer = new AnimationMixer( source ), + bones = getBones( target.skeleton ), + boneDatas = []; + + let positionOffset, + bone, boneTo, boneData, + name; + + mixer.clipAction( clip ).play(); + + // trim + + let start = 0, end = numFrames; + + if ( options.trim !== undefined ) { + + start = Math.round( options.trim[ 0 ] * options.fps ); + end = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start; + + mixer.update( options.trim[ 0 ] ); + + } else { + + mixer.update( 0 ); + + } + + source.updateMatrixWorld(); + + // + + for ( let frame = 0; frame < end; ++ frame ) { + + const time = frame * delta; + + retarget( target, source, options ); + + for ( let j = 0; j < bones.length; ++ j ) { + + bone = bones[ j ]; + name = getBoneName( bone, options ) || bone.name; + boneTo = getBoneByName( name, source.skeleton ); + + if ( boneTo ) { + + boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone }; + + if ( options.hip === name ) { + + if ( ! boneData.pos ) { + + boneData.pos = { + times: new Float32Array( end ), + values: new Float32Array( end * 3 ) + }; + + } + + if ( options.useFirstFramePosition ) { + + if ( frame === 0 ) { + + positionOffset = bone.position.clone(); + + } + + bone.position.sub( positionOffset ); + + } + + boneData.pos.times[ frame ] = time; + + bone.position.toArray( boneData.pos.values, frame * 3 ); + + } + + if ( ! boneData.quat ) { + + boneData.quat = { + times: new Float32Array( end ), + values: new Float32Array( end * 4 ) + }; + + } + + boneData.quat.times[ frame ] = time; + + bone.quaternion.toArray( boneData.quat.values, frame * 4 ); + + } + + } + + if ( frame === end - 2 ) { + + // last mixer update before final loop iteration + // make sure we do not go over or equal to clip duration + mixer.update( delta - 0.0000001 ); + + } else { + + mixer.update( delta ); + + } + + source.updateMatrixWorld(); + + } + + for ( let i = 0; i < boneDatas.length; ++ i ) { + + boneData = boneDatas[ i ]; + + if ( boneData ) { + + if ( boneData.pos ) { + + convertedTracks.push( new VectorKeyframeTrack( + '.bones[' + boneData.bone.name + '].position', + boneData.pos.times, + boneData.pos.values + ) ); + + } + + convertedTracks.push( new QuaternionKeyframeTrack( + '.bones[' + boneData.bone.name + '].quaternion', + boneData.quat.times, + boneData.quat.values + ) ); + + } + + } + + mixer.uncacheAction( clip ); + + return new AnimationClip( clip.name, - 1, convertedTracks ); + +} + +/** + * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are + * correctly associated with their bones. Bones are also cloned, and must be descendants of the + * object passed to this method. Other data, like geometries and materials, are reused by reference. + * + * @param {Object3D} source - The 3D object to clone. + * @return {Object3D} The cloned 3D object. + */ +function clone( source ) { + + const sourceLookup = new Map(); + const cloneLookup = new Map(); + + const clone = source.clone(); + + parallelTraverse( source, clone, function ( sourceNode, clonedNode ) { + + sourceLookup.set( clonedNode, sourceNode ); + cloneLookup.set( sourceNode, clonedNode ); + + } ); + + clone.traverse( function ( node ) { + + if ( ! node.isSkinnedMesh ) return; + + const clonedMesh = node; + const sourceMesh = sourceLookup.get( node ); + const sourceBones = sourceMesh.skeleton.bones; + + clonedMesh.skeleton = sourceMesh.skeleton.clone(); + clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix ); + + clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) { + + return cloneLookup.get( bone ); + + } ); + + clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix ); + + } ); + + return clone; + +} + +// internal helper + +function getBoneByName( name, skeleton ) { + + for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) { + + if ( name === bones[ i ].name ) + + return bones[ i ]; + + } + +} + +function getBones( skeleton ) { + + return Array.isArray( skeleton ) ? skeleton : skeleton.bones; + +} + + +function getHelperFromSkeleton( skeleton ) { + + const source = new SkeletonHelper( skeleton.bones[ 0 ] ); + source.skeleton = skeleton; + + return source; + +} + +function parallelTraverse( a, b, callback ) { + + callback( a, b ); + + for ( let i = 0; i < a.children.length; i ++ ) { + + parallelTraverse( a.children[ i ], b.children[ i ], callback ); + + } + +} + +/** + * Retarget options of `SkeletonUtils`. + * + * @typedef {Object} module:SkeletonUtils~RetargetOptions + * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not. + * @property {number} [fps] - The FPS of the clip. + * @property {Object} [names] - A dictionary for mapping target to source bone names. + * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`. + * @property {Array} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end. + * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not. + * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not. + * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not. + * @property {string} [hip='hip'] - The name of the source's hip bone. + * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence. + * @property {number} [scale=1] - The scale. + * @property {Object} [localOffsets] - Per-bone local offset matrices, keyed by bone name. + * @property {Vector3} [hipPosition] - An additional position offset applied to the hip bone. + **/ + +export { + retarget, + retargetClip, + clone, +}; diff --git a/public/bluebey-studio/assets/backgrounds/CREDITS.json b/public/bluebey-studio/assets/backgrounds/CREDITS.json deleted file mode 100644 index d4114c7..0000000 --- a/public/bluebey-studio/assets/backgrounds/CREDITS.json +++ /dev/null @@ -1,187 +0,0 @@ -{ - "note": "背景素材は Poly Haven (CC0-1.0)。tools/fetch-backgrounds.py で取得。ただし mutoujima.webp は作者(安竹洋平)によるオリジナルの描き起こし。dokan.webp と uchu.webp も作者のオリジナル(blender-scenes でレンダリング)。", - "items": [ - { - "file": "empty_warehouse_01.webp", - "label": "倉庫", - "yaw": 0, - "name": "Empty Warehouse 01", - "authors": { - "Sergej Majboroda": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/empty_warehouse_01" - }, - { - "file": "ballroom.webp", - "label": "広間", - "yaw": 0, - "name": "Ballroom", - "authors": { - "Sergej Majboroda": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/ballroom" - }, - { - "file": "kloppenheim_06_puresky.webp", - "label": "空と雲", - "yaw": 0, - "name": "Kloppenheim 06 (Pure Sky)", - "authors": { - "Greg Zaal": "Original", - "Jarod Guest": "Sky edits" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/kloppenheim_06_puresky" - }, - { - "file": "autumn_park.webp", - "label": "秋の公園", - "yaw": 0, - "name": "Autumn Park", - "authors": { - "Sergej Majboroda": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/autumn_park" - }, - { - "file": "newman_cafeteria.webp", - "label": "学校", - "yaw": 0, - "name": "Newman Cafeteria", - "authors": { - "Savva Zakharov": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/newman_cafeteria" - }, - { - "file": "minedump_flats.webp", - "label": "砂漠", - "yaw": 0, - "name": "Minedump Flats", - "authors": { - "Dimitrios Savva": "Photography", - "Jarod Guest": "Processing" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/minedump_flats" - }, - { - "file": "spiaggia_di_mondello.webp", - "label": "海岸", - "yaw": 0, - "name": "Spiaggia di Mondello", - "authors": { - "Andreas Mischok": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/spiaggia_di_mondello" - }, - { - "file": "wooden_lounge.webp", - "label": "社長室(木の部屋)", - "yaw": 0, - "name": "Wooden Lounge", - "authors": { - "Greg Zaal": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/wooden_lounge" - }, - { - "file": "abandoned_factory_canteen_01.webp", - "label": "廃工場の食堂", - "yaw": 0, - "name": "Abandoned Factory Canteen 01", - "authors": { - "Sergej Majboroda": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/abandoned_factory_canteen_01" - }, - { - "file": "basement_boxing_ring.webp", - "label": "地下室のリング", - "yaw": 180, - "name": "Basement Boxing Ring", - "authors": { - "Sergej Majboroda": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/basement_boxing_ring" - }, - { - "file": "autoshop_01.webp", - "label": "自動車工場", - "yaw": 0, - "name": "Autoshop 01", - "authors": { - "Oliksiy Yakovlyev": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/autoshop_01" - }, - { - "file": "urban_alley_01.webp", - "label": "路地", - "yaw": 0, - "name": "Urban Alley 01", - "authors": { - "Andreas Mischok": "All" - }, - "license": "CC0-1.0", - "kind": "hdri", - "source": "https://polyhaven.com/a/urban_alley_01" - }, - { - "file": "mutoujima.webp", - "label": "無人島", - "yaw": 0, - "name": "Mutoujima", - "authors": { - "安竹洋平": "All" - }, - "license": "original (not CC0)", - "kind": "illustration", - "source": "作者(安竹洋平)が bluebey-studio のために描き起こしたオリジナル作品" - }, - { - "file": "dokan.webp", - "label": "土管のある空き地", - "yaw": 0, - "name": "Dokan", - "authors": { - "安竹洋平": "All" - }, - "license": "original (not CC0)", - "kind": "illustration", - "source": "作者(安竹洋平)が blender-scenes でレンダリングした bluebey-studio 用のオリジナル作品" - }, - { - "file": "uchu.webp", - "label": "宇宙船の中", - "yaw": 0, - "name": "Uchu", - "authors": { - "安竹洋平": "All" - }, - "license": "original (not CC0)", - "kind": "illustration", - "source": "作者(安竹洋平)が blender-scenes でレンダリングした bluebey-studio 用のオリジナル作品" - } - ] -} \ No newline at end of file diff --git a/public/bluebey-studio/assets/backgrounds/abandoned_factory_canteen_01.webp b/public/bluebey-studio/assets/backgrounds/abandoned_factory_canteen_01.webp deleted file mode 100644 index 20650a1..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/abandoned_factory_canteen_01.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/autoshop_01.webp b/public/bluebey-studio/assets/backgrounds/autoshop_01.webp deleted file mode 100644 index e8275f9..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/autoshop_01.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/autumn_park.webp b/public/bluebey-studio/assets/backgrounds/autumn_park.webp deleted file mode 100644 index d96f889..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/autumn_park.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/ballroom.webp b/public/bluebey-studio/assets/backgrounds/ballroom.webp deleted file mode 100644 index 43214cc..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/ballroom.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/basement_boxing_ring.webp b/public/bluebey-studio/assets/backgrounds/basement_boxing_ring.webp deleted file mode 100644 index 3e04ce2..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/basement_boxing_ring.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/dokan.webp b/public/bluebey-studio/assets/backgrounds/dokan.webp deleted file mode 100644 index 7d408d3..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/dokan.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/empty_warehouse_01.webp b/public/bluebey-studio/assets/backgrounds/empty_warehouse_01.webp deleted file mode 100644 index 68890fe..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/empty_warehouse_01.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/kloppenheim_06_puresky.webp b/public/bluebey-studio/assets/backgrounds/kloppenheim_06_puresky.webp deleted file mode 100644 index 45764b1..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/kloppenheim_06_puresky.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/minedump_flats.webp b/public/bluebey-studio/assets/backgrounds/minedump_flats.webp deleted file mode 100644 index 7225a03..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/minedump_flats.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/mutoujima.webp b/public/bluebey-studio/assets/backgrounds/mutoujima.webp deleted file mode 100644 index 3d79b6b..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/mutoujima.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/newman_cafeteria.webp b/public/bluebey-studio/assets/backgrounds/newman_cafeteria.webp deleted file mode 100644 index fc5cdfe..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/newman_cafeteria.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/spiaggia_di_mondello.webp b/public/bluebey-studio/assets/backgrounds/spiaggia_di_mondello.webp deleted file mode 100644 index 356793d..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/spiaggia_di_mondello.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/uchu.webp b/public/bluebey-studio/assets/backgrounds/uchu.webp deleted file mode 100644 index 3ab794d..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/uchu.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/urban_alley_01.webp b/public/bluebey-studio/assets/backgrounds/urban_alley_01.webp deleted file mode 100644 index 91df0a1..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/urban_alley_01.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/backgrounds/wooden_lounge.webp b/public/bluebey-studio/assets/backgrounds/wooden_lounge.webp deleted file mode 100644 index ff3fbda..0000000 Binary files a/public/bluebey-studio/assets/backgrounds/wooden_lounge.webp and /dev/null differ diff --git a/public/bluebey-studio/assets/beards/kaiser-right.png b/public/bluebey-studio/assets/beards/kaiser-right.png deleted file mode 100644 index 31edd28..0000000 Binary files a/public/bluebey-studio/assets/beards/kaiser-right.png and /dev/null differ diff --git a/public/bluebey-studio/assets/beards/scotch.png b/public/bluebey-studio/assets/beards/scotch.png deleted file mode 100644 index 3978993..0000000 Binary files a/public/bluebey-studio/assets/beards/scotch.png and /dev/null differ diff --git a/public/bluebey-studio/assets/bluebey.glb b/public/bluebey-studio/assets/bluebey.glb deleted file mode 100644 index 0072864..0000000 Binary files a/public/bluebey-studio/assets/bluebey.glb and /dev/null differ diff --git a/public/bluebey-studio/assets/brows/gol-right.png b/public/bluebey-studio/assets/brows/gol-right.png deleted file mode 100644 index 73086a8..0000000 Binary files a/public/bluebey-studio/assets/brows/gol-right.png and /dev/null differ diff --git a/public/bluebey-studio/assets/fonts/METADATA.pb b/public/bluebey-studio/assets/fonts/METADATA.pb deleted file mode 100644 index 55ae891..0000000 --- a/public/bluebey-studio/assets/fonts/METADATA.pb +++ /dev/null @@ -1,84 +0,0 @@ -name: "M PLUS Rounded 1c" -designer: "Coji Morishita, M+ Fonts Project" -license: "OFL" -category: "SANS_SERIF" -date_added: "2018-05-17" -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 100 - filename: "MPLUSRounded1c-Thin.ttf" - post_script_name: "MPLUSRounded1c-Thin" - full_name: "M PLUS Rounded 1c Thin" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 300 - filename: "MPLUSRounded1c-Light.ttf" - post_script_name: "MPLUSRounded1c-Light" - full_name: "M PLUS Rounded 1c Light" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 400 - filename: "MPLUSRounded1c-Regular.ttf" - post_script_name: "MPLUSRounded1c-Regular" - full_name: "M PLUS Rounded 1c" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 500 - filename: "MPLUSRounded1c-Medium.ttf" - post_script_name: "MPLUSRounded1c-Medium" - full_name: "M PLUS Rounded 1c Medium" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 700 - filename: "MPLUSRounded1c-Bold.ttf" - post_script_name: "MPLUSRounded1c-Bold" - full_name: "M PLUS Rounded 1c Bold" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 800 - filename: "MPLUSRounded1c-ExtraBold.ttf" - post_script_name: "MPLUSRounded1c-ExtraBold" - full_name: "M PLUS Rounded 1c ExtraBold" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -fonts { - name: "M PLUS Rounded 1c" - style: "normal" - weight: 900 - filename: "MPLUSRounded1c-Black.ttf" - post_script_name: "MPLUSRounded1c-Black" - full_name: "M PLUS Rounded 1c Black" - copyright: "Copyright 2016 The Rounded M+ Project Authors." -} -subsets: "cyrillic" -subsets: "cyrillic-ext" -subsets: "greek" -subsets: "greek-ext" -subsets: "hebrew" -subsets: "japanese" -subsets: "latin" -subsets: "latin-ext" -subsets: "menu" -subsets: "vietnamese" - -source { - repository_url: "https://github.com/coz-m/MPLUS_FONTS" - commit: "eb604901d6f04b6f7f2a84b0378c58df84a9dba6" -} -primary_script: "Jpan" diff --git a/public/bluebey-studio/assets/fonts/OFL.txt b/public/bluebey-studio/assets/fonts/OFL.txt deleted file mode 100644 index b038fd1..0000000 --- a/public/bluebey-studio/assets/fonts/OFL.txt +++ /dev/null @@ -1,93 +0,0 @@ -Copyright 2021 The M+ FONTS Project Authors (https://github.com/coz-m/MPLUS_FONTS) - -This Font Software is licensed under the SIL Open Font License, Version 1.1. -This license is copied below, and is also available with a FAQ at: -https://scripts.sil.org/OFL - - ------------------------------------------------------------ -SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 ------------------------------------------------------------ - -PREAMBLE -The goals of the Open Font License (OFL) are to stimulate worldwide -development of collaborative font projects, to support the font creation -efforts of academic and linguistic communities, and to provide a free and -open framework in which fonts may be shared and improved in partnership -with others. - -The OFL allows the licensed fonts to be used, studied, modified and -redistributed freely as long as they are not sold by themselves. The -fonts, including any derivative works, can be bundled, embedded, -redistributed and/or sold with any software provided that any reserved -names are not used by derivative works. The fonts and derivatives, -however, cannot be released under any other type of license. The -requirement for fonts to remain under this license does not apply -to any document created using the fonts or their derivatives. - -DEFINITIONS -"Font Software" refers to the set of files released by the Copyright -Holder(s) under this license and clearly marked as such. This may -include source files, build scripts and documentation. - -"Reserved Font Name" refers to any names specified as such after the -copyright statement(s). - -"Original Version" refers to the collection of Font Software components as -distributed by the Copyright Holder(s). - -"Modified Version" refers to any derivative made by adding to, deleting, -or substituting -- in part or in whole -- any of the components of the -Original Version, by changing formats or by porting the Font Software to a -new environment. - -"Author" refers to any designer, engineer, programmer, technical -writer or other person who contributed to the Font Software. - -PERMISSION & CONDITIONS -Permission is hereby granted, free of charge, to any person obtaining -a copy of the Font Software, to use, study, copy, merge, embed, modify, -redistribute, and sell modified and unmodified copies of the Font -Software, subject to the following conditions: - -1) Neither the Font Software nor any of its individual components, -in Original or Modified Versions, may be sold by itself. - -2) Original or Modified Versions of the Font Software may be bundled, -redistributed and/or sold with any software, provided that each copy -contains the above copyright notice and this license. These can be -included either as stand-alone text files, human-readable headers or -in the appropriate machine-readable metadata fields within text or -binary files as long as those fields can be easily viewed by the user. - -3) No Modified Version of the Font Software may use the Reserved Font -Name(s) unless explicit written permission is granted by the corresponding -Copyright Holder. This restriction only applies to the primary font name as -presented to the users. - -4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font -Software shall not be used to promote, endorse or advertise any -Modified Version, except to acknowledge the contribution(s) of the -Copyright Holder(s) and the Author(s) or with their explicit written -permission. - -5) The Font Software, modified or unmodified, in part or in whole, -must be distributed entirely under this license, and must not be -distributed under any other license. The requirement for fonts to -remain under this license does not apply to any document created -using the Font Software. - -TERMINATION -This license becomes null and void if any of the above conditions are -not met. - -DISCLAIMER -THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT -OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE -COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL -DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM -OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/public/bluebey-studio/assets/fonts/bluebey-caption.ttf b/public/bluebey-studio/assets/fonts/bluebey-caption.ttf deleted file mode 100644 index 9ae8eae..0000000 Binary files a/public/bluebey-studio/assets/fonts/bluebey-caption.ttf and /dev/null differ diff --git a/public/bluebey-studio/assets/fonts/bluebey-caption.woff2 b/public/bluebey-studio/assets/fonts/bluebey-caption.woff2 deleted file mode 100644 index 69410e1..0000000 Binary files a/public/bluebey-studio/assets/fonts/bluebey-caption.woff2 and /dev/null differ diff --git a/public/bluebey-studio/index.html b/public/bluebey-studio/index.html deleted file mode 100644 index 7111b9b..0000000 --- a/public/bluebey-studio/index.html +++ /dev/null @@ -1,241 +0,0 @@ - - - - - -ぶるべー スタジオ - - - - - - - - - - - -
- -
- -
-

ぶるべー スタジオ

-
- - - - -
-
- - - -

- ドラッグ:回転 / ホイール:ズーム / 右ドラッグ:移動 / ぶるべーをドラッグ:移動 -

-

- 2本指でドラッグ:カメラ移動(ぶるべーは動きません)/ 2本指をつまむ:ズーム
- ぶるべーの上で1本指:ぶるべーを移動(上下で高さも)/ 何もない所で1本指:回転 -

- -
- -
-
-
-

ぶるべーを読み込んでいます…

-

-
-
- - - - - - - - - - diff --git a/public/bluebey-studio/src/animation.js b/public/bluebey-studio/src/animation.js deleted file mode 100644 index e569d12..0000000 --- a/public/bluebey-studio/src/animation.js +++ /dev/null @@ -1,204 +0,0 @@ -/** - * The "living" layer: idle body motion, blinking and idle eye drift. - * - * These never touch the saved state. `pose()` returns the base pose with the - * idle offsets added, and `eyeOpen`/`look` are multipliers the caller merges - * into the face parameters, so turning the animation off restores exactly the - * pose and expression the user had before. - */ - -export class Animator { - constructor({ state }) { - this.state = state; - this.time = 0; - this.blinkPhase = -1; - this.blinkDuration = 0.17; - this.blinkTimer = 2 + Math.random() * 1.5; - this.eyeOpen = 1; - this.look = { x: 0, y: 0 }; - this.idleWeight = 0; - this.snotScale = 1; - } - - reset() { - this.eyeOpen = 1; - this.look = { x: 0, y: 0 }; - this.blinkPhase = -1; - this.blinkTimer = 2; - this.time = 0; - this.snotScale = 1; - } - - update(dt) { - const speed = clamp(this.state.anim.speed ?? 1, 0.1, 3); - const step = Math.min(dt, 0.1) * speed; - this.time += step; - - const moving = (this.state.anim.mode ?? 'off') !== 'off'; - this.idleWeight += ((moving ? 1 : 0) - this.idleWeight) * Math.min(1, step * 4); - - // 鼻ちょうちん: while sleeping, the bubble swells on the out-breath and shrinks - // again. It is a real object (see src/main.js), so the motion is published here - // as a plain multiplier the render loop applies to the bubble's scale. - this.snotScale = (this.state.anim.mode ?? 'off') === 'sleep' - ? 0.45 + 0.55 * (0.5 - 0.5 * Math.cos(this.time * 1.3)) - : 1; - - this.updateBlink(step); - this.updateLook(step); - } - - updateBlink(dt) { - if ((this.state.anim.mode ?? 'off') === 'sleep') { - // Asleep: the eyes stay shut, whatever the blink setting says. - this.eyeOpen = 0; - this.blinkPhase = -1; - return; - } - if (!this.state.anim.blink) { - this.eyeOpen = 1; - this.blinkPhase = -1; - return; - } - if (this.blinkPhase >= 0) { - this.blinkPhase += dt / this.blinkDuration; - if (this.blinkPhase >= 1) { - this.blinkPhase = -1; - this.eyeOpen = 1; - const base = Math.max(0.5, this.state.anim.blinkInterval ?? 3.4); - // Blink again sooner sometimes, so it does not look metronomic. - this.blinkTimer = base * (0.55 + Math.random()); - if (Math.random() < 0.22) this.blinkTimer *= 0.35; // occasional double blink - } else { - this.eyeOpen = 1 - Math.pow(Math.sin(Math.PI * this.blinkPhase), 0.8); - } - return; - } - this.blinkTimer -= dt; - if (this.blinkTimer <= 0) this.blinkPhase = 0; - } - - updateLook(dt) { - if (!this.state.anim.lookAround) { - this.look.x = 0; - this.look.y = 0; - return; - } - const t = this.time; - this.look.x = Math.sin(t * 0.37) * 0.3 + Math.sin(t * 0.13 + 1.7) * 0.14; - this.look.y = Math.sin(t * 0.29 + 0.6) * 0.2; - } - - /** Base pose plus the current movement offsets; `pose` is `{ bones, root }`. */ - pose(basePose = {}) { - const bones = { ...(basePose.bones ?? {}) }; - const root = [...(basePose.root ?? [0, 0, 0])]; - const mode = this.state.anim.mode ?? 'off'; - if (mode === 'off' || this.idleWeight <= 0.001) return { bones, root }; - - const w = this.idleWeight; - const t = this.time; - const add = (name, dx, dy, dz) => { - const current = bones[name] ?? [0, 0, 0]; - bones[name] = [current[0] + dx * w, current[1] + dy * w, current[2] + dz * w]; - }; - - if (mode === 'walk') { - // A waddle for a character with no legs: a step bob, a side-to-side rock - // and alternating arms and feet. - // - // Z is the forward/back swing, and it is mirrored between the sides - so the - // SAME value on both arms swings them opposite ways, which is what a walk - // wants. X (which the first version used) is the *lift*, so opposite signs - // there just raised one flipper and dropped the other one. - // `legsupport` pivots at the middle of the body, so the legs take a much - // smaller angle than the arms. The legs swing on the OPPOSITE phase to the - // arms, so when a hand comes forward it is the opposite foot that steps out - // (the same value as the arms put them in step, i.e. a "same-side" waddle). - const phase = Math.sin(t * 2.4); - const bob = Math.abs(Math.sin(t * 2.4)); - add('master', -2, 0, phase * 4); - add('arm.l', 6, 0, phase * 26); - add('arm.r', 6, 0, phase * 26); - add('hand.l', 0, 0, phase * 10); - add('hand.r', 0, 0, phase * 10); - add('legsupport.l', 0, 0, -phase * 9); - add('legsupport.r', 0, 0, -phase * 9); - root[1] += bob * 0.05; - return { bones, root }; - } - - if (mode === 'wave') { - // One flipper is held up and sweeps back and forth, with the hand lagging a - // little behind it; the body and the other flipper rock along gently. The - // lift is kept modest: raising the arm much further folds the flipper over - // the top of the head, where its inner edge cuts into the face, so the X - // here (and its swing) stop well short of that. The Z swing is what reads - // as the wave, and it is biased slightly *back* for the same reason. - const wave = Math.sin(t * 3.2); - add('arm.l', 66 + wave * 8, 0, 6 + wave * 10); - add('hand.l', 0, 0, Math.sin(t * 3.2 + 0.6) * 14); - add('arm.r', 0, 0, Math.sin(t * 1.6 + 1) * 4); - add('master', Math.sin(t * 1.6) * 1.2, 0, Math.sin(t * 1.6 + 0.4) * 3); - return { bones, root }; - } - - if (mode === 'sleep') { - // Slow breathing: the body rises and settles, the flippers drift, and the - // bubble swells and shrinks (that swell is `snotScale`, read by the loop). - const breath = 0.5 - 0.5 * Math.cos(t * 1.3); - add('master', Math.sin(t * 0.65) * 1.1, 0, 0); - add('arm.l', 0, 0, Math.sin(t * 0.9) * 2.5); - add('arm.r', 0, 0, -Math.sin(t * 0.9) * 2.5); - root[1] += breath * 0.03; - return { bones, root }; - } - - // Default: gentle breathing, as if standing there alive. - add('master', Math.sin(t * 1.5) * 1.3, 0, Math.sin(t * 0.81) * 1.6); - add('arm.l', 0, 0, Math.sin(t * 1.28) * 4.5); - add('arm.r', 0, 0, -Math.sin(t * 1.28 + 0.5) * 4.5); - add('hand.l', 0, 0, Math.sin(t * 1.05 + 1) * 3); - add('hand.r', 0, 0, -Math.sin(t * 1.05 + 1) * 3); - root[1] += Math.sin(t * 1.5) * 0.022; - return { bones, root }; - } -} - -/** - * Records the viewport canvas to a WebM blob while the animation plays. - * Chrome and Edge support `MediaRecorder` on `canvas.captureStream()`. - */ -export function createRecorder(canvas) { - if (typeof MediaRecorder === 'undefined' || !canvas.captureStream) return null; - const mimeType = ['video/webm;codecs=vp9', 'video/webm;codecs=vp8', 'video/webm'] - .find((type) => MediaRecorder.isTypeSupported?.(type)); - return { canvas, mimeType: mimeType ?? '', recorder: null, chunks: [] }; -} - -export function startRecording(session) { - if (!session) return false; - const stream = session.canvas.captureStream(30); - const recorder = session.mimeType - ? new MediaRecorder(stream, { mimeType: session.mimeType, videoBitsPerSecond: 8000000 }) - : new MediaRecorder(stream); - session.chunks = []; - session.recorder = recorder; - recorder.ondataavailable = (event) => { if (event.data?.size) session.chunks.push(event.data); }; - recorder.start(100); - return true; -} - -export function stopRecording(session) { - return new Promise((resolve) => { - if (!session?.recorder || session.recorder.state === 'inactive') { - resolve(null); - return; - } - const { recorder, chunks } = session; - recorder.onstop = () => resolve(new Blob(chunks, { type: recorder.mimeType || 'video/webm' })); - recorder.stop(); - }); -} - -const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); diff --git a/public/bluebey-studio/src/background.js b/public/bluebey-studio/src/background.js deleted file mode 100644 index adc7f94..0000000 --- a/public/bluebey-studio/src/background.js +++ /dev/null @@ -1,666 +0,0 @@ -/** - * The studio backdrop, as a DOM layer that sits behind the WebGL canvas. - * - * The renderer is created with `alpha: true`, so whenever it is cleared to - * alpha 0 the page shows through. Painting the backdrop into a sibling layer - * placed *under* `#view` therefore gives the character a scene without touching - * the scene graph: the CC0 photo, the user's own picture and the phone's camera - * feed are all just CSS on one element, and no texture has to be uploaded per - * frame. - * - * `backdropStyle()` is deliberately pure. It is the only place that turns the - * `view.background*` slice into a CSS descriptor, so the behaviour `apply()` - * ships with is exactly the behaviour the unit tests cover. - */ - -/** The library already downloaded into `assets/backgrounds/` (see CREDITS.json). - * Most are Poly Haven *HDRIs* - CC0 photographs of real places - so each one comes - * with a floor, a horizon and perspective, which is what gives a picture depth - * that a flat wall texture cannot. `mutoujima`, `dokan` and `uchu` are the - * exceptions: original illustrations drawn for this studio by the author, not - * CC0 photos. */ -export const BACKGROUND_PRESETS = [ - { name: 'empty_warehouse_01', label: '倉庫' }, - { name: 'ballroom', label: '広間' }, - { name: 'kloppenheim_06_puresky', label: '空と雲' }, - { name: 'autumn_park', label: '秋の公園' }, - // The places a councillor explains things in, or stands in to make a point. - // Poly Haven has no true classroom, desert or 社長室, so these are the closest - // real places it does have. - { name: 'newman_cafeteria', label: '学校' }, - { name: 'wooden_lounge', label: '社長室(木の部屋)' }, - { name: 'minedump_flats', label: '砂漠' }, - { name: 'spiaggia_di_mondello', label: '海岸' }, - // ポリヘイブンの写真ではなく、作者(安竹洋平)が描き起こしたオリジナルの一枚絵。 - { name: 'mutoujima', label: '無人島' }, - { name: 'dokan', label: '土管のある空き地' }, - { name: 'uchu', label: '宇宙船の中' }, - // 「ぶるべーを探せ!」用。物がたくさん詰まっていて、同じ形が何度も出てくる場所。 - { name: 'abandoned_factory_canteen_01', label: '廃工場の食堂' }, - { name: 'basement_boxing_ring', label: '地下室のリング' }, - { name: 'autoshop_01', label: '自動車工場' }, - { name: 'urban_alley_01', label: '路地' }, -]; - -const DEFAULT_PRESET = 'autumn_park'; - -/** - * Manga effect-line backdrops, drawn *procedurally* (no file, no network). - * - * They are the classic stress marks: a burst of lines from behind the character - * (`focus`), lines raining down (`fall`), lines streaming sideways (`speed`) and - * short lines ringing a wide ellipse so the empty middle reads as isolation - * (`ellipse`). - * Each is a canvas painted black on white; the same generator runs for the - * preview, the PNG and the standalone build. - */ -export const EFFECT_PRESETS = [ - { name: 'focus', label: '集中線' }, - { name: 'fall', label: '落ち込み線' }, - { name: 'speed', label: '疾走線' }, - { name: 'ellipse', label: '楕円集中線' }, -]; - -const DEFAULT_EFFECT = 'focus'; - -/** The canvas every effect is painted on, so preview and export agree. */ -export const EFFECT_SIZE = { width: 1200, height: 800 }; - -/** - * A small deterministic PRNG (FNV-1a seeding + mulberry32), so an effect looks - * the same on every run, in every build, and in the tests. - */ -function makeRandom(seedText) { - let seed = 2166136261; - for (let i = 0; i < seedText.length; i++) { - seed ^= seedText.charCodeAt(i); - seed = Math.imul(seed, 16777619); - } - return () => { - seed = (seed + 0x6d2b79f5) | 0; - let t = Math.imul(seed ^ (seed >>> 15), 1 | seed); - t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; - return ((t ^ (t >>> 14)) >>> 0) / 4294967296; - }; -} - -/** - * Paint one effect-line backdrop onto `ctx`. Pure and deterministic: given the - * same name and size it always issues the same black-on-white strokes, so the - * unit tests can pin the look down and the cache below stays sound. - * - * @param {CanvasRenderingContext2D} ctx - * @param {'focus'|'fall'|'speed'|'ellipse'} name - * @param {{width:number,height:number}} [size] - */ -export function drawEffectLines(ctx, name, size = EFFECT_SIZE) { - const width = positiveOrOne(size?.width); - const height = positiveOrOne(size?.height); - const kind = EFFECT_PRESETS.some((preset) => preset.name === name) ? name : DEFAULT_EFFECT; - const random = makeRandom(kind); - - ctx.save(); - ctx.fillStyle = '#ffffff'; - ctx.fillRect(0, 0, width, height); - ctx.strokeStyle = '#111111'; - ctx.lineCap = 'butt'; - - if (kind === 'focus') { - // A burst: lines radiate from a point behind the head, and stop short of it - // so the character's face is not crossed by ink. - const cx = width * 0.5; - const cy = height * 0.42; - const reach = Math.hypot(width, height) * 1.1; - const near = Math.min(width, height); - for (let i = 0; i < 150; i++) { - const angle = (i / 150) * Math.PI * 2 + (random() - 0.5) * 0.03; - const inner = near * (0.12 + random() * 0.5); - ctx.lineWidth = 1 + random() * 4; - ctx.beginPath(); - ctx.moveTo(cx + Math.cos(angle) * inner, cy + Math.sin(angle) * inner); - ctx.lineTo(cx + Math.cos(angle) * reach, cy + Math.sin(angle) * reach); - ctx.stroke(); - } - } else if (kind === 'fall') { - // Lines raining down from the top edge, of uneven length. - for (let i = 0; i < 90; i++) { - const x = Math.min(width, Math.max(0, ((i + 0.5) / 90) * width + (random() - 0.5) * 8)); - const length = height * (0.25 + random() * 0.7); - ctx.lineWidth = 1 + random() * 3; - ctx.beginPath(); - ctx.moveTo(x, 0); - ctx.lineTo(x, length); - ctx.stroke(); - } - } else if (kind === 'speed') { - // Lines streaming in from one side or the other. - for (let i = 0; i < 70; i++) { - const y = Math.min(height, Math.max(0, ((i + 0.5) / 70) * height + (random() - 0.5) * 6)); - const length = width * (0.35 + random() * 0.65); - const x = random() < 0.5 ? 0 : width - length; - ctx.lineWidth = 1 + random() * 3.5; - ctx.beginPath(); - ctx.moveTo(x, y); - ctx.lineTo(x + length, y); - ctx.stroke(); - } - } else if (kind === 'ellipse') { - // A dense ring of short lines *outside* a wide ellipse: the blank inside is - // the point (the 「ひとり」 panel), so nothing is drawn there. The start - // points are spaced by arc length, not by angle - an equal angular step - // bunches the lines at the two ends of a wide ellipse and leaves gaps along - // the flat top and bottom, which is what made the old ring look uneven. Each - // line then leaves along the ellipse's outward normal, so the inner edge - // stays a clean ellipse all the way round. Lengths vary (0.5-1.7x reach) and - // every line is anchored to the ring, so none reads as a stray scratch. - const cx = width * 0.5; - const cy = height * 0.5; - const rx = Math.min(width * 0.42, height * 0.9); - const ry = rx * 0.55; - const lines = 200; - const reach = Math.min(width, height) * 0.24; - - // Cumulative arc length around the ring, so the lines can be spread evenly - // around it rather than evenly by angle. - const samples = 512; - const arc = [0]; - for (let s = 1; s <= samples; s++) { - const prev = ((s - 1) / samples) * Math.PI * 2; - const next = (s / samples) * Math.PI * 2; - const dx = (Math.cos(next) - Math.cos(prev)) * rx; - const dy = (Math.sin(next) - Math.sin(prev)) * ry; - arc.push(arc[s - 1] + Math.hypot(dx, dy)); - } - const total = arc[samples]; - - let s = 1; - for (let i = 0; i < lines; i++) { - const target = ((i + 0.5) / lines) * total; - while (s < samples && arc[s] < target) s++; - const span = arc[s] - arc[s - 1] || 1; - const t = (((s - 1) + (target - arc[s - 1]) / span) / samples) * Math.PI * 2; - const cos = Math.cos(t); - const sin = Math.sin(t); - // The outward normal of an ellipse points along (cos/rx, sin/ry), not along - // the radius from the centre, so the lines meet the ring at a right angle. - const nx = cos / rx; - const ny = sin / ry; - const length = (reach * (0.5 + random() * 1.1)) / (Math.hypot(nx, ny) || 1); - ctx.lineWidth = 1 + random() * 3.5; - const startX = cx + cos * rx; - const startY = cy + sin * ry; - ctx.beginPath(); - ctx.moveTo(startX, startY); - ctx.lineTo(startX + nx * length, startY + ny * length); - ctx.stroke(); - } - } - ctx.restore(); -} - -/** How each `backgroundFit` paints: a CSS size, plus whether the image tiles. */ -const FIT_STYLES = { - cover: { backgroundSize: 'cover', backgroundRepeat: 'no-repeat' }, - contain: { backgroundSize: 'contain', backgroundRepeat: 'no-repeat' }, - stretch: { backgroundSize: '100% 100%', backgroundRepeat: 'no-repeat' }, - tile: { backgroundSize: 'auto', backgroundRepeat: 'repeat' }, -}; -const DEFAULT_FIT = 'cover'; - -/** A live frame is a replaced element, so the same fit maps to `object-fit`. */ -const OBJECT_FIT = { cover: 'cover', contain: 'contain', '100% 100%': 'fill', auto: 'cover' }; - -const MODES = new Set(['solid', 'transparent', 'preset', 'image', 'effect', 'camera']); - -/** Device orientation fires around 60 Hz; 30 Hz is plenty for swinging a camera. */ -const GYRO_INTERVAL_MS = 33; - -/** Coerce to a finite number, or `null` when the value is not one. */ -function finiteOrNull(value) { - const n = Number(value); - return Number.isFinite(n) ? n : null; -} - -function normalizeMode(mode) { - return MODES.has(mode) ? mode : 'solid'; -} - -function clamp01(value) { - const n = finiteOrNull(value); - if (n == null) return 0; - return Math.min(1, Math.max(0, n)); -} - -function nonNegative(value) { - const n = finiteOrNull(value); - return n == null ? 0 : Math.max(0, n); -} - -function positiveOrOne(value) { - const n = finiteOrNull(value); - return n == null || n <= 0 ? 1 : n; -} - -/** The shortest signed distance between two angles, in degrees. */ -function wrapDeg(degrees) { - return ((degrees + 540) % 360) - 180; -} - -/** - * Turn the `view` slice into the plain descriptor `apply()` renders from. - * Every field is optional, so a half-written state still yields a usable look; - * an unknown `background` falls back to `solid` and an unknown `backgroundFit` - * to `cover`. - * - * `offset` is in fractions of the layer size, and `visible` is false only for - * `transparent` (where the page background is meant to show through). - */ -export function backdropStyle(viewState) { - const state = viewState && typeof viewState === 'object' ? viewState : {}; - const fit = FIT_STYLES[state.backgroundFit] ?? FIT_STYLES[DEFAULT_FIT]; - const offset = state.backgroundOffset && typeof state.backgroundOffset === 'object' - ? state.backgroundOffset - : {}; - - return { - backgroundSize: fit.backgroundSize, - backgroundRepeat: fit.backgroundRepeat, - mirror: state.cameraMirror === true, - darken: clamp01(state.backgroundDarken), - blur: nonNegative(state.backgroundBlur), - offset: { x: finiteOrNull(offset.x) ?? 0, y: finiteOrNull(offset.y) ?? 0 }, - scale: positiveOrOne(state.backgroundScale), - visible: normalizeMode(state.background) !== 'transparent', - }; -} - -/** `assets/backgrounds/.webp` - what the multi-file build serves. */ -function defaultResolveUrl(name) { - return `assets/backgrounds/${name}.webp`; -} - -/** - * Build the backdrop layer for a `#stage` element. - * - * `resolveUrl(name)` maps a preset name to an image URL; the single-file build - * passes one that reads an inlined map, while the default points at - * `assets/backgrounds/`. `onNeedsRender` is called whenever the layer changes so - * the host can repaint. - * - * The returned object is the only way in: the layer never reads or writes the - * studio state itself, `apply(viewState)` is the single entry point. - */ -export function createBackdrop({ stage, resolveUrl, onNeedsRender } = {}) { - if (!stage || typeof stage.prepend !== 'function') { - throw new Error('createBackdrop: ステージ要素(#stage)が必要です'); - } - - const doc = stage.ownerDocument ?? globalThis.document; - const resolve = typeof resolveUrl === 'function' ? resolveUrl : defaultResolveUrl; - const needsRender = typeof onNeedsRender === 'function' ? onNeedsRender : () => {}; - - const el = doc.createElement('div'); - el.className = 'backdrop'; - el.setAttribute('aria-hidden', 'true'); - Object.assign(el.style, { - position: 'absolute', - inset: '0', - zIndex: '0', - overflow: 'hidden', - pointerEvents: 'none', - transformOrigin: 'center', - }); - - // The image surface is a plain div so blur/scale/tint stay pure CSS. - const media = doc.createElement('div'); - Object.assign(media.style, { position: 'absolute', inset: '0', backgroundPosition: 'center' }); - - // The camera feed is a muted, inline, autoplaying video for the AR mode. - const video = doc.createElement('video'); - video.muted = true; - video.playsInline = true; - video.autoplay = true; - video.setAttribute('muted', ''); - video.setAttribute('playsinline', ''); - video.setAttribute('aria-hidden', 'true'); - Object.assign(video.style, { position: 'absolute', inset: '0', display: 'none' }); - - // The dark veil sits on top of whichever surface is showing, so the character - // keeps its contrast against a busy photo. - const veil = doc.createElement('div'); - Object.assign(veil.style, { position: 'absolute', inset: '0' }); - - el.append(media, video, veil); - // Prepended, i.e. before the canvas; the canvas is lifted back above it. - stage.prepend(el); - - const canvas = stage.querySelector('canvas'); - if (canvas) { - canvas.style.position = 'relative'; - canvas.style.zIndex = '1'; - } - - /** The most recent state slice, so the imperative helpers keep its styling. */ - let last = {}; - let stream = null; - - let gyroEnabled = false; - let gyroAttached = false; - let gyroBase = null; - let gyroCallback = null; - let lastGyroAt = 0; - - const effectUrls = new Map(); - - /** The data URL for an effect-line backdrop, generated once and cached. */ - function effectUrl(name) { - const key = EFFECT_PRESETS.some((preset) => preset.name === name) ? name : DEFAULT_EFFECT; - if (effectUrls.has(key)) return effectUrls.get(key); - const surface = doc.createElement('canvas'); - surface.width = EFFECT_SIZE.width; - surface.height = EFFECT_SIZE.height; - const surfaceCtx = surface.getContext('2d'); - if (!surfaceCtx) return null; - drawEffectLines(surfaceCtx, key, EFFECT_SIZE); - const url = surface.toDataURL('image/png'); - effectUrls.set(key, url); - return url; - } - - function imageUrlOf(mode, viewState) { - if (mode === 'image') { - return typeof viewState.backgroundImage === 'string' && viewState.backgroundImage - ? viewState.backgroundImage - : null; - } - if (mode === 'effect') { - const name = typeof viewState.backgroundEffect === 'string' && viewState.backgroundEffect - ? viewState.backgroundEffect - : DEFAULT_EFFECT; - return effectUrl(name); - } - if (mode !== 'preset') return null; - - const name = typeof viewState.backgroundPreset === 'string' && viewState.backgroundPreset - ? viewState.backgroundPreset - : DEFAULT_PRESET; - try { - const url = resolve(name); - if (typeof url === 'string' && url) return url; - } catch { - // Fall through to the file path: an unknown preset is not worth throwing. - } - return defaultResolveUrl(name); - } - - function colorOr(value) { - return typeof value === 'string' && value ? value : '#ffffff'; - } - - /** - * Fit, mirror, blur and the blur bleeding past the edges (the negative inset - * keeps `filter: blur()` from fading the border to transparent). - */ - function styleSurface(node, style) { - node.style.inset = style.blur > 0 ? `-${style.blur * 2}px` : '0'; - node.style.filter = style.blur > 0 ? `blur(${style.blur}px)` : 'none'; - node.style.transform = style.mirror ? 'scaleX(-1)' : 'none'; - - if (node === media) { - node.style.backgroundSize = style.backgroundSize; - node.style.backgroundRepeat = style.backgroundRepeat; - } else { - node.style.objectFit = OBJECT_FIT[style.backgroundSize] ?? 'cover'; - } - } - - function apply(viewState) { - last = viewState && typeof viewState === 'object' ? viewState : {}; - const style = backdropStyle(last); - - const wanted = normalizeMode(last.background); - const url = imageUrlOf(wanted, last); - // A preset that cannot be resolved is shown as a plain colour, never blank. - const drawable = wanted === 'preset' || wanted === 'image' || wanted === 'effect'; - const mode = drawable && !url ? 'solid' : wanted; - - el.style.display = style.visible ? 'block' : 'none'; - el.style.backgroundColor = mode === 'solid' ? colorOr(last.backgroundColor) : 'transparent'; - el.style.transform = style.scale === 1 && style.offset.x === 0 && style.offset.y === 0 - ? 'none' - : `scale(${style.scale}) translate(${style.offset.x * 100}%, ${style.offset.y * 100}%)`; - - veil.style.background = `rgba(0, 0, 0, ${style.darken})`; - veil.style.display = style.darken > 0 ? 'block' : 'none'; - - const showCamera = style.visible && mode === 'camera'; - const showImage = style.visible && (mode === 'preset' || mode === 'image' || mode === 'effect'); - // Leaving the AR mode must release the camera, not just hide the video. - if (!showCamera && stream) stopCamera(); - - styleSurface(media, style); - styleSurface(video, style); - media.style.display = showImage ? 'block' : 'none'; - video.style.display = showCamera ? 'block' : 'none'; - media.style.backgroundImage = showImage ? `url("${url}")` : 'none'; - - needsRender(); - } - - /** Show a built-in backdrop, keeping the fit/darken/blur already in play. */ - function loadPreset(name) { - const preset = typeof name === 'string' && name ? name : DEFAULT_PRESET; - apply({ ...last, background: 'preset', backgroundPreset: preset }); - } - - /** Apply a stored data URL (as kept in `view.backgroundImage`). */ - function applyImage(dataUrl) { - if (typeof dataUrl !== 'string' || !dataUrl) { - apply({ ...last, background: 'solid', backgroundImage: null }); - return; - } - apply({ ...last, background: 'image', backgroundImage: dataUrl }); - } - - /** Read a user File into a data URL, show it, and hand the URL back to save. */ - async function loadImageFile(file) { - const dataUrl = await new Promise((resolveUrl, reject) => { - const reader = new FileReader(); - reader.onload = () => resolveUrl(String(reader.result)); - reader.onerror = () => reject(reader.error ?? new Error('画像を読み込めませんでした')); - reader.readAsDataURL(file); - }); - applyImage(dataUrl); - return dataUrl; - } - - /* Shown whenever the page is not a secure context. This is a fact about the - * web platform, not about any one browser, so the wording must not point a - * finger at the browser the user happens to be holding. */ - const INSECURE_CAMERA_REASON = - 'この開き方(http のアドレス)では、どのブラウザでもカメラを使えません。https のサイトか localhost で開いてください。'; - - /** - * Japanese, actionable text for the ways `getUserMedia` usually fails. On a - * phone this toast is all the user has to go on, so each case names the exact - * thing to tap instead of just stating that something went wrong. - */ - function cameraFailureReason(error) { - switch (error?.name) { - case 'NotAllowedError': - case 'PermissionDeniedError': - return 'カメラが許可されていません。URLバーのアイコン→カメラ→「許可」に変え(一度「ブロック」するとブラウザは覚えています)、端末の設定でもアプリに許可してください(Android: 設定→アプリ→Brave→権限→カメラ/iOS: 設定→Brave→カメラ)。'; - case 'NotFoundError': - case 'DevicesNotFoundError': - return '使えるカメラが見つかりませんでした'; - case 'NotReadableError': - case 'TrackStartError': - return 'カメラを起動できませんでした(他のアプリが使用中の可能性があります)'; - case 'OverconstrainedError': - case 'ConstraintNotSatisfiedError': - return '指定したカメラを使用できません'; - case 'SecurityError': - // No `mediaDevices` at all is the usual symptom, but this covers the - // same cause when a sandboxed frame raises the error instead. - return INSECURE_CAMERA_REASON; - default: - return 'カメラを起動できませんでした'; - } - } - - async function startCamera(facing = 'environment') { - const mediaDevices = globalThis.navigator?.mediaDevices; - if (!mediaDevices || typeof mediaDevices.getUserMedia !== 'function') { - // An insecure page has no `mediaDevices` at all. Say so plainly rather - // than leaving the user to think their camera or browser is broken. - return { - ok: false, - reason: globalThis.isSecureContext === false - ? INSECURE_CAMERA_REASON - : 'カメラを使うには https か localhost が必要です', - }; - } - - stopCamera(); - try { - const next = await mediaDevices.getUserMedia({ video: { facingMode: facing } }); - stream = next; - video.srcObject = next; - try { - await video.play(); - } catch { - // A blocked autoplay still resolves to a painting stream in practice. - } - apply({ ...last, background: 'camera', cameraFacing: facing }); - return { ok: true }; - } catch (error) { - stopCamera(); - return { ok: false, reason: cameraFailureReason(error) }; - } - } - - function stopCamera() { - const active = stream; - stream = null; - if (active) { - try { - for (const track of active.getTracks()) track.stop(); - } catch { - // A track that cannot be stopped is already gone as far as we care. - } - } - if (video) { - try { - video.pause(); - } catch { - // Pausing a video without a source is expected to throw. - } - video.srcObject = null; - video.style.display = 'none'; - } - } - - function emitGyro(yaw, pitch, roll) { - gyroCallback?.({ yaw, pitch, roll }); - } - - /** - * Attach the orientation listener and take the current pose as zero, so the - * first reading a callback sees is `{ yaw: 0, pitch: 0, roll: 0 }`. - */ - function enableGyro() { - gyroEnabled = true; - gyroBase = null; - if (!gyroAttached && typeof globalThis.addEventListener === 'function') { - globalThis.addEventListener('deviceorientation', handleOrientation); - gyroAttached = true; - } - emitGyro(0, 0, 0); - } - - /** - * Degrees of turn from the pose gyro started at. `yaw` grows clockwise - * (turning the device to the right); `pitch` and `roll` follow the raw - * `beta` and `gamma` axes. Readings are throttled to roughly 30 Hz. - */ - function handleOrientation(event) { - if (!gyroEnabled) return; - - const alpha = typeof event?.alpha === 'number' ? event.alpha : null; - const beta = typeof event?.beta === 'number' ? event.beta : null; - const gamma = typeof event?.gamma === 'number' ? event.gamma : null; - if (alpha == null && beta == null && gamma == null) return; - - if (!gyroBase) gyroBase = { alpha: alpha ?? 0, beta: beta ?? 0, gamma: gamma ?? 0 }; - - const now = Date.now(); - if (now - lastGyroAt < GYRO_INTERVAL_MS) return; - lastGyroAt = now; - - emitGyro( - alpha == null ? 0 : wrapDeg(gyroBase.alpha - alpha), - beta == null ? 0 : wrapDeg(beta - gyroBase.beta), - gamma == null ? 0 : wrapDeg(gamma - gyroBase.gamma), - ); - } - - /** Ask for orientation permission (iOS) and start listening. */ - async function requestGyro() { - const OrientationEvent = globalThis.DeviceOrientationEvent; - if (!OrientationEvent || typeof globalThis.addEventListener !== 'function') return false; - - if (typeof OrientationEvent.requestPermission === 'function') { - let granted = false; - try { - granted = (await OrientationEvent.requestPermission()) === 'granted'; - } catch { - granted = false; - } - if (!granted) return false; - } - - enableGyro(); - return true; - } - - /** Subscribe to `{ yaw, pitch, roll }`; returns an unsubscribe function. */ - function onGyro(callback) { - gyroCallback = typeof callback === 'function' ? callback : null; - if (!gyroEnabled) enableGyro(); - return () => { - if (gyroCallback === callback) gyroCallback = null; - }; - } - - function dispose() { - stopCamera(); - if (gyroAttached) { - globalThis.removeEventListener?.('deviceorientation', handleOrientation); - gyroAttached = false; - } - gyroEnabled = false; - gyroCallback = null; - gyroBase = null; - el.remove(); - } - - return { - el, - apply, - loadPreset, - loadImageFile, - applyImage, - startCamera, - stopCamera, - /** The data URL of a drawn effect line, so exports can composite the same - * bitmap the preview shows. */ - effectUrl, - get cameraActive() { - return stream !== null; - }, - requestGyro, - onGyro, - snapshot() {}, - dispose, - }; -} diff --git a/public/bluebey-studio/src/caption.js b/public/bluebey-studio/src/caption.js deleted file mode 100644 index 71759ea..0000000 --- a/public/bluebey-studio/src/caption.js +++ /dev/null @@ -1,1321 +0,0 @@ -import { - captionFontStack, - hasGlyphs, - layoutText, - textToPathData, -} from './textOutlines.js'; - -/** - * The speech bubble that sits next to the character. - * - * The same caption is drawn three times: into the 2D canvas that is overlaid on - * the 3D view, into the canvas that gets composited into an exported PNG, and - * into the vector SVG export. Drawing a shape three times by hand is how a - * preview starts to disagree with the file it produced, so the outline is built - * exactly once, here, as a short list of path commands. `drawCaption` replays - * that list through a 2D context and `captionToSvg` prints the same list as SVG - * path data, which is what keeps the two renderers together. - * - * The module never measures or wraps text itself: `textOutlines.js` owns line - * breaking and glyph outlines. This file only decides how large the bubble has - * to be for the block it is handed, padding included, and guarantees that block - * fits inside. - * - * It is pure in the same sense as `trace.js`: no DOM, no globals and no - * asynchronous work, so the tests can drive it in Node with a stub context. - */ - -/** Defaults mirroring the `caption` slice of `presets.js`. */ -const DEFAULT_FONT_SIZE = 34; -const DEFAULT_LINE_HEIGHT = 1.42; -const DEFAULT_PADDING = 18; -const DEFAULT_RADIUS = 24; -const DEFAULT_BORDER_WIDTH = 4; -const DEFAULT_MAX_WIDTH = 0.36; -const DEFAULT_TEXT_COLOR = '#3f2b52'; -const DEFAULT_BUBBLE_COLOR = '#ffffff'; -const DEFAULT_BORDER_COLOR = '#55386e'; - -/** Advance widths used before the vendored font has loaded, as a fraction of em. */ -const FALLBACK_WIDE_EM = 1; -const FALLBACK_NARROW_EM = 0.55; - -/** - * Vertical metrics of the fallback stack, as a fraction of the font size. - * - * A typical Japanese family sits close to these numbers, so the baseline of the - * pre-load preview barely moves when the real font arrives. - */ -const FALLBACK_ASCENT = 0.88; -const FALLBACK_DESCENT = 0.12; - -/** Control-point distance that turns a corner into a quarter circle. */ -const KAPPA = 0.5522847498307936; - -/** Code-point ranges that deserve a full em in the fallback measurement. */ -const WIDE_RANGES = [ - [0x1100, 0x11ff], [0x2e80, 0x30ff], [0x3130, 0x318f], [0x3400, 0x4dbf], - [0x4e00, 0x9fff], [0xac00, 0xd7ff], [0xf900, 0xfaff], [0xff00, 0xffef], -]; - -/** - * Punctuation that may hang past the bottom of a vertical column. - * - * Japanese line breaking (禁則処理) forbids starting a line with a closing - * mark, so when one of these would land at the top of a new column it is kept - * on the previous column and drawn past that column's last cell instead. - */ -const HANGING_PUNCTUATION = new Set(['、', '。', ',', '.', ',', '.']); - -/** Small kana, which sit toward the upper-right of their cell when stacked. */ -const SMALL_KANA = 'ぁぃぅぇぉっゃゅょゎァィゥェォッャュョヮ'; - -/** - * Characters that may not open a column (行頭禁則). - * - * A closing mark such as `、` simply hangs off the previous column; `ー`, small - * kana and closing brackets are kept company by handing the preceding - * character over to the next column as well, so a column never starts with - * something that has nothing to attach to. - */ -const COLUMN_START_FORBIDDEN = new Set([ - '」', '』', ')', '〕', '】', '〉', '》', '”', '’', '・', 'ー', - ...SMALL_KANA, - ...HANGING_PUNCTUATION, -]); - -/** Characters that may not close a column (行末禁則). */ -const COLUMN_END_FORBIDDEN = new Set(['「', '『', '(', '〔', '【', '〈', '《', '“', '‘']); - -/** - * Per-character offset for vertical (縦書き) text, in em. - * - * A column draws one glyph per cell, so a few characters need a nudge to read - * the way a Japanese typesetter would place them: the prolonged sound mark - * becomes an upright tick, small kana tuck into the upper-right, and the - * brackets lean toward the ends of the span they enclose. Everything else - * stays dead-centre. Sharing this table is what keeps the canvas and the SVG - * export in step. - */ -const VERTICAL_OFFSETS = new Map(); -for (const ch of SMALL_KANA) VERTICAL_OFFSETS.set(ch, { dx: 0.12, dy: -0.12 }); -// 縦書きの句読点は、横書きの左下ではなく、字枠の右上に置く。 -for (const ch of HANGING_PUNCTUATION) VERTICAL_OFFSETS.set(ch, { dx: 0.68, dy: -0.55 }); - -/** - * Characters drawn turned a quarter turn when stacked, so they read the way - * 縦書き sets them: the prolonged sound mark `ー` becomes an upright bar, and the - * brackets `「」『』[]()` turn so they open down the column. - */ -const VERTICAL_ROTATED = new Set(['ー', '~', '〜', '―']); -const VERTICAL_BRACKETS = new Set([ - '「', '」', '『', '』', '(', ')', '[', ']', '【', '】', '〔', '〕', '〈', '〉', '《', '》', -]); - -/** - * How far a rotated glyph is nudged down inside its cell, in em. The rotated `ー` - * is centred otherwise, which leaves it hugging the character above it; the - * brackets stay centred. - */ -const VERTICAL_ROTATED_DROP = 0.14; - -/** - * The downward nudge (em) for a glyph that is turned a quarter turn in 縦書き, or - * `null` when the glyph is drawn the ordinary way. - */ -function verticalRotation(ch) { - if (VERTICAL_ROTATED.has(ch)) return VERTICAL_ROTATED_DROP; - if (VERTICAL_BRACKETS.has(ch)) return 0; - return null; -} - -/** Offset used for the characters that need no special placement. */ -const NO_OFFSET = Object.freeze({ dx: 0, dy: 0 }); - -/** - * The `ctx.font` string for a caption. - * - * Canvas wants size, weight and family in one string, and the size has to carry - * the export scale because the same caption is drawn at 1x for the preview and - * at 2x or more into a PNG. `loaded` is the app's answer to "is the vendored - * subset ready?": until it is, the vendored family is dropped from the stack so - * the preview does not ask for a font that is still downloading. - * - * @param {object} caption the `caption` slice of the state - * @param {number} [scale=1] - * @param {boolean} [loaded=false] - * @returns {string} - */ -export function fontSpec(caption, scale = 1, loaded = false) { - const state = caption ?? {}; - const size = resolveFontSize(state, positiveScale(scale)); - const weight = state.bold ? 'bold ' : ''; - return `${weight}${formatNumber(size, 3)}px ${fontFamilyStack(state, loaded)}`; -} - -/** - * Resolve a caption to pixel geometry at the output size. - * - * `x`/`y` are fractions of the image and land on the bubble's top-left corner; - * `maxWidth` is a fraction of the image width and caps the text column. The box - * is always the bubble itself, padding included and the tail excluded, and it - * always fits inside the image: padding gives way first, then the position is - * clamped (leaving room for the tail), and only a block larger than the image - * is clipped. Every returned number is finite, even for an empty caption or a - * zero-sized image. - * - * `font` is an opentype font from `textOutlines.js`. Without it the text is - * wrapped by a rough character count, so the preview still shows a bubble while - * the font is loading. - * - * @param {object} caption - * @param {object} [options] - * @param {number} [options.width=0] - * @param {number} [options.height=0] - * @param {number} [options.scale=1] - * @param {import('opentype.js').Font|null} [options.font=null] - * @returns {{ - * box: {x: number, y: number, w: number, h: number}, - * lines: Array<{text: string, width: number}>, - * fontSize: number, lineHeight: number, padding: number, scale: number, - * usedOutlines: boolean, - * }} - */ -export function layoutCaption(caption, { width, height, scale = 1, font = null } = {}) { - const state = caption ?? {}; - const resolvedScale = positiveScale(scale); - const outWidth = toNonNegative(width, 0); - const outHeight = toNonNegative(height, 0); - - const fontSize = resolveFontSize(state, resolvedScale); - const lineHeight = toPositive(state.lineHeight, DEFAULT_LINE_HEIGHT); - const requested = toNonNegative(state.padding, DEFAULT_PADDING) * resolvedScale; - const text = typeof state.text === 'string' ? state.text : ''; - - const vertical = state.vertical === true; - const block = vertical - ? layoutVertical(text, { - fontSize, - lineHeight, - maxHeight: resolveColumn(state, outHeight, requested), - }) - : layoutBlock(font, text, { - fontSize, - maxWidth: resolveColumn(state, outWidth, requested), - lineHeight, - align: alignOf(state), - }); - - // Padding gives way before the bubble does, so a caption that cannot fit with - // its usual breathing room still fits inside the image. - const padding = Math.max( - 0, - Math.min(requested, (outWidth - block.width) / 2, (outHeight - block.height) / 2), - ); - const w = Math.min(block.width + 2 * padding, outWidth); - const h = Math.min(block.height + 2 * padding, outHeight); - - // The tail sticks out of the box, so the box has to keep that much clear of - // the edge it points at. - const tail = tailOf(state); - const tailLength = tail === 'none' ? 0 : Math.max(0, Math.min(fontSize * 0.9, h * 0.5)); - const roomX = Math.max(0, outWidth - w); - const roomY = Math.max(0, outHeight - h); - - // Which way the tail leaves the box, as a direction where each axis is -1, - // 0 or 1. A diagonal tail needs room on *both* axes, so the clearance is - // driven by the direction rather than by which name the tail has. - const dir = tailDirection(tail); - let lowX = 0; - let highX = roomX; - if (dir.x < 0) lowX = Math.min(tailLength, roomX); - else if (dir.x > 0) highX = Math.max(0, roomX - tailLength); - - let lowY = 0; - let highY = roomY; - if (dir.y < 0) lowY = Math.min(tailLength, roomY); - else if (dir.y > 0) highY = Math.max(0, roomY - tailLength); - - const box = { - x: clamp(toFinite(state.x, 0) * outWidth, lowX, highX), - y: clamp(toFinite(state.y, 0) * outHeight, lowY, highY), - w, - h, - }; - - return { - box, - lines: block.lines, - fontSize, - lineHeight, - padding, - scale: resolvedScale, - vertical, - usedOutlines: Boolean(font), - }; -} - -/** - * Lay the bubble down in a 2D context, ready to be filled and stroked. - * - * The tail is part of the same path as the bubble, so the border runs along it - * and joins the outline cleanly instead of meeting it at a seam. The caller - * owns the colours; this only traces the shape. - * - * @param {CanvasRenderingContext2D} ctx - * @param {{x: number, y: number, w: number, h: number}} box bubble box, tail excluded - * @param {object} caption - * @param {number} [scale=1] - * @returns {boolean} `true` when there was a shape to trace - */ -export function bubblePath(ctx, box, caption, scale = 1) { - const commands = bubbleCommands(box, caption ?? {}, positiveScale(scale)); - applyCommands(ctx, commands); - return commands.length > 0; -} - -/** - * Draw a caption: bubble first, then the text line by line. - * - * The 2D canvas is overlaid exactly on the 3D view for the preview and is - * composited into the PNG on export, which is why the very same function runs - * in both places: what the user sees is what the file contains. - * - * The bubble box comes back even when the caption is switched off, so the app - * can show a placeholder and hit-test a drag without a second layout. - * - * @param {CanvasRenderingContext2D} ctx - * @param {object} caption - * @param {object} [options] - * @param {number} [options.width=0] - * @param {number} [options.height=0] - * @param {number} [options.scale=1] - * @param {import('opentype.js').Font|null} [options.font=null] - * @returns {{x: number, y: number, w: number, h: number}} - */ -export function drawCaption(ctx, caption, { width, height, scale = 1, font = null } = {}) { - const state = caption ?? {}; - const layout = layoutCaption(state, { width, height, scale, font }); - const { box } = layout; - if (!state.enabled || !ctx) return box; - - ctx.save(); - - const commands = bubbleCommands(box, state, layout.scale); - if (commands.length > 0) { - applyCommands(ctx, commands); - ctx.fillStyle = colorOf(state.bubbleColor, DEFAULT_BUBBLE_COLOR); - ctx.fill(); - - const borderWidth = toNonNegative(state.borderWidth, DEFAULT_BORDER_WIDTH) * layout.scale; - if (borderWidth > 0) { - ctx.strokeStyle = colorOf(state.borderColor, DEFAULT_BORDER_COLOR); - ctx.lineWidth = borderWidth; - ctx.lineJoin = 'round'; - ctx.lineCap = 'round'; - // A whisper is the rounded bubble with a broken outline. - if (bubbleOf(state) === 'whisper' && typeof ctx.setLineDash === 'function') { - ctx.setLineDash([borderWidth * 3, borderWidth * 2]); - } - ctx.stroke(); - } - } - - if (layout.lines.length > 0) drawText(ctx, layout, state, font); - - ctx.restore(); - return box; -} - -/** - * The caption as an SVG fragment, plus whether the text is outlined. - * - * Text becomes glyph outlines whenever the font covers it, because a `` - * element is redrawn with whatever font the viewer happens to have and a - * caption that reflows is worse than one that cannot be selected. When a glyph - * is missing the whole caption falls back to `` and `usedOutlines` is - * `false`, which is the caller's signal to warn that the file now depends on - * the viewer's fonts. - * - * The bubble and its tail are one ``, traced from the same command list - * the canvas uses. `enabled` is not consulted: the export path only runs for an - * enabled caption, and drawing whatever is handed over keeps this usable for a - * thumbnail. - * - * @param {object} caption - * @param {object} [options] - * @param {number} [options.width=0] - * @param {number} [options.height=0] - * @param {number} [options.scale=1] - * @param {import('opentype.js').Font|null} [options.font=null] - * @param {number} [options.round=2] decimal places in the output - * @returns {{svg: string, usedOutlines: boolean}} - */ -export function captionToSvg(caption, { width, height, scale = 1, font = null, round = 2 } = {}) { - const state = caption ?? {}; - const places = Math.max(0, Math.min(8, Math.floor(Number.isFinite(round) ? round : 2))); - const layout = layoutCaption(state, { width, height, scale, font }); - const { box, lines, fontSize, lineHeight, padding } = layout; - const outWidth = toNonNegative(width, 0); - const outHeight = toNonNegative(height, 0); - const text = typeof state.text === 'string' ? state.text : ''; - - let usedOutlines = Boolean(font) && text.trim() !== '' && hasGlyphs(font, text); - // Vertical text falls back to ``: the outline path lays glyphs out - // horizontally, and a column of glyphs reads fine as live text. - if (layout.vertical) usedOutlines = false; - - const parts = [ - '`, - ]; - - const bubble = commandsToPathData(bubbleCommands(box, state, layout.scale), places); - if (bubble) { - const fill = escapeAttribute(colorOf(state.bubbleColor, DEFAULT_BUBBLE_COLOR)); - const borderWidth = toNonNegative(state.borderWidth, DEFAULT_BORDER_WIDTH) * layout.scale; - const stroke = borderWidth > 0 - ? ` stroke="${escapeAttribute(colorOf(state.borderColor, DEFAULT_BORDER_COLOR))}"` - + ` stroke-width="${formatNumber(borderWidth, places)}" stroke-linejoin="round"` - + (bubbleOf(state) === 'whisper' - ? ` stroke-dasharray="${formatNumber(borderWidth * 3, places)} ${formatNumber(borderWidth * 2, places)}"` - : '') - : ''; - parts.push(``); - } - - if (lines.length > 0) { - const textColor = colorOf(state.textColor, DEFAULT_TEXT_COLOR); - let outlined = ''; - if (usedOutlines) { - // `textToPathData` re-applies the alignment against the widest line, so - // the block it needs is the one `layoutText` measured. - outlined = textToPathData(font, { - lines, - width: blockWidthOf(lines), - height: lines.length * fontSize * lineHeight, - lineHeight, - fontSize, - align: alignOf(state), - }, { x: box.x + padding, y: box.y + padding, round: places }); - usedOutlines = outlined !== ''; - } - if (usedOutlines) { - parts.push(``); - } else { - parts.push(liveText(state, layout, font, textColor, places)); - } - } - - parts.push(''); - return { svg: parts.join('\n') + '\n', usedOutlines }; -} - -// --- text -------------------------------------------------------------------- - -/** Draw every line at its own baseline, shifted sideways by the alignment. */ -function drawText(ctx, layout, state, font) { - const { box, lines, fontSize, lineHeight, padding, scale } = layout; - const metrics = baselineMetrics(font, fontSize); - const step = fontSize * lineHeight; - const halfLeading = (step - (metrics.ascent + metrics.descent)) / 2; - const blockWidth = blockWidthOf(lines); - const left = box.x + padding; - const top = box.y + padding; - const align = alignOf(state); - - ctx.font = fontSpec(state, scale, Boolean(font)); - ctx.fillStyle = colorOf(state.textColor, DEFAULT_TEXT_COLOR); - ctx.textAlign = 'left'; - ctx.textBaseline = 'alphabetic'; - - if (layout.vertical) { - // Columns run right to left; each glyph sits in its own cell. `ー` and its - // like are turned a quarter turn so they read as vertical strokes. - for (let i = 0; i < lines.length; i++) { - const chars = [...lines[i].text]; - const x = left + (lines.length - 1 - i) * step; - for (let j = 0; j < chars.length; j++) { - const ch = chars[j]; - const drop = verticalRotation(ch); - if (drop !== null) { - ctx.save(); - ctx.translate(x + fontSize / 2, top + j * fontSize + fontSize / 2 + drop * fontSize); - ctx.rotate(Math.PI / 2); - ctx.textAlign = 'center'; - ctx.textBaseline = 'middle'; - ctx.fillText(ch, 0, 0); - ctx.restore(); - continue; - } - const offset = verticalOffsetOf(ch); - const y = top + j * fontSize + metrics.ascent + offset.dy * fontSize; - ctx.fillText(ch, x + offset.dx * fontSize, y); - } - } - return; - } - - for (let i = 0; i < lines.length; i++) { - const line = lines[i]; - const x = left + alignOffset(align, blockWidth, line.width); - const y = top + i * step + halfLeading + metrics.ascent; - ctx.fillText(line.text, x, y); - } -} - -/** - * The `` fallback. - * - * The family comes from the font stack alone, not from `fontSpec`: size and - * weight have attributes of their own, and a `font-family` that carried them - * would be ignored by every viewer. - */ -function liveText(state, layout, font, fill, places) { - const { box, lines, fontSize, lineHeight, padding } = layout; - const blockWidth = blockWidthOf(lines); - const align = alignOf(state); - const left = box.x + padding; - const anchor = align === 'center' ? 'middle' : align === 'right' ? 'end' : 'start'; - const x = align === 'center' - ? left + blockWidth / 2 - : align === 'right' - ? left + blockWidth - : left; - - const metrics = baselineMetrics(font, fontSize); - const step = fontSize * lineHeight; - const halfLeading = (step - (metrics.ascent + metrics.descent)) / 2; - const top = box.y + padding; - - if (layout.vertical) { - // The stacked glyphs share one left-anchored . The rotated ones (`ー`) - // get a of their own, centred on the cell and turned a quarter turn. - const base = [ - `font-family="${escapeAttribute(fontFamilyStack(state, Boolean(font)))}"`, - `font-size="${formatNumber(fontSize, places)}"`, - state.bold ? 'font-weight="bold"' : '', - `fill="${escapeAttribute(fill)}"`, - ].filter(Boolean).join(' '); - const tspans = []; - const rotated = []; - for (let i = 0; i < lines.length; i++) { - const chars = [...lines[i].text]; - const x = left + (lines.length - 1 - i) * step; - for (let j = 0; j < chars.length; j++) { - const ch = chars[j]; - const drop = verticalRotation(ch); - if (drop !== null) { - const cx = x + fontSize / 2; - const cy = top + j * fontSize + fontSize / 2 + drop * fontSize; - rotated.push(`${escapeText(ch)}`); - continue; - } - const offset = verticalOffsetOf(ch); - const y = top + j * fontSize + metrics.ascent + offset.dy * fontSize; - tspans.push(`${escapeText(ch)}`); - } - } - const main = tspans.length ? `${tspans.join('')}` : ''; - return `${main}${rotated.join('')}`; - } - - const attributes = [ - `font-family="${escapeAttribute(fontFamilyStack(state, Boolean(font)))}"`, - `font-size="${formatNumber(fontSize, places)}"`, - state.bold ? 'font-weight="bold"' : '', - `fill="${escapeAttribute(fill)}"`, - `text-anchor="${anchor}"`, - ].filter(Boolean).join(' '); - - const tspans = lines.map((line, i) => { - const y = top + i * step + halfLeading + metrics.ascent; - return `` - + `${escapeText(line.text)}`; - }).join(''); - - return `${tspans}`; -} - -/** - * Wrap text without a font, from a character count. - * - * The preview has to show something while the vendored font downloads, and this - * is a deliberately crude stand-in: wide (CJK) characters count as one em and - * everything else as half an em. Once `layoutText` can run its metrics replace - * these numbers, so the rough version only ever decides a preview, never a file. - */ -function wrapByCount(text, { fontSize, maxWidth, lineHeight }) { - const limit = Number.isFinite(maxWidth) && maxWidth > 0 ? maxWidth : Infinity; - const lines = []; - - for (const paragraph of String(text).split(/\r\n|\r|\n/)) { - let current = ''; - for (const ch of paragraph) { - const candidate = current + ch; - if (current.trimEnd() !== '' && measureFallback(candidate, fontSize) > limit) { - lines.push(current.trimEnd()); - current = /\s/.test(ch) ? '' : ch; // the break swallows the space - } else { - current = candidate; - } - } - lines.push(current.trimEnd()); - } - - const measured = lines.map((line) => ({ text: line, width: measureFallback(line, fontSize) })); - let width = 0; - for (const line of measured) width = Math.max(width, line.width); - return { lines: measured, width, height: measured.length * fontSize * lineHeight }; -} - -/** Wrap with `layoutText`, or with the character count when there is no font. */ -function layoutBlock(font, text, options) { - if (text === '') return { lines: [], width: 0, height: 0 }; - if (font) { - const layout = layoutText(font, text, options); - return { lines: layout.lines, width: layout.width, height: layout.height }; - } - return wrapByCount(text, options); -} - -/** - * Offset of one character inside its vertical cell, in em. - * - * Shared by `drawText` and `liveText` so a glyph that needs a nudge lands in - * the same place on screen and in the export. - */ -function verticalOffsetOf(ch) { - return VERTICAL_OFFSETS.get(ch) ?? NO_OFFSET; -} - -/** - * Vertical (縦書き) layout: each paragraph becomes one column, characters stacked - * top to bottom, columns running right to left. A paragraph longer than the - * available height is split into more columns. - * - * Closing punctuation hangs: when `、` or `。` (or `,`/`.`) would fall at the top - * of a new column, it stays on the previous one and is drawn just below that - * column's last cell instead. Such a hanging character does not count toward - * the column's length, so it never makes the block a cell taller or adds a - * column of its own. `lines[i].hang` reports how many characters on that line - * are hanging. - * - * The other 禁則 cases are repaired too: ー, small kana and closing brackets are - * kept off the top of a column by handing the preceding character down with - * them (追い出し), and an opening bracket is never left at the bottom of one. - */ -function layoutVertical(text, { fontSize, lineHeight, maxHeight }) { - const limit = Number.isFinite(maxHeight) && maxHeight > 0 - ? Math.max(1, Math.floor(maxHeight / fontSize)) - : Infinity; - const columns = []; - for (const paragraph of String(text).split(/\r\n|\r|\n/)) { - const chars = [...paragraph]; - if (chars.length === 0) { - columns.push({ text: '', count: 0 }); - continue; - } - let i = 0; - while (i < chars.length) { - // Fill the column cell by cell, then repair its two ends for 禁則処理. - const cells = []; - const hanging = []; - while (i < chars.length && cells.length < limit) { - cells.push(chars[i]); - i += 1; - } - // 行末禁則: an opening bracket may not close a column, so hand it over to - // the next one (it will open that column instead). - while (cells.length > 1 && COLUMN_END_FORBIDDEN.has(cells[cells.length - 1])) { - cells.pop(); - i -= 1; - } - // 行頭禁則 (追い出し): ー, small kana and closing brackets may not open a - // column; move the preceding character down to keep them company. - if (i < chars.length && cells.length > 1 - && COLUMN_START_FORBIDDEN.has(chars[i]) && !HANGING_PUNCTUATION.has(chars[i])) { - cells.pop(); - i -= 1; - } - // 行頭禁則 (ぶら下げ): a closing mark that would open the next column - // stays on this one, drawn just below its last cell. - while (i < chars.length && HANGING_PUNCTUATION.has(chars[i])) { - hanging.push(chars[i]); - i += 1; - } - columns.push({ text: cells.join('') + hanging.join(''), count: cells.length }); - } - } - const longest = columns.reduce((max, column) => Math.max(max, column.count), 0); - return { - lines: columns.map((column) => ({ - text: column.text, - width: fontSize, - hang: [...column.text].length - column.count, - })), - // The block is exactly as wide as the columns that are drawn: `step` apart, - // each cell one em wide (not one whole `step`, which would leave a leading - // of dead space on the right and push the text off-centre). - width: columns.length === 0 - ? 0 - : (columns.length - 1) * fontSize * lineHeight + fontSize, - height: longest * fontSize, - vertical: true, - }; -} - -/** Text column in pixels: a fraction of the image, never wider than the image. */ -function resolveColumn(state, outWidth, padding) { - const fraction = toNonNegative(state.maxWidth, DEFAULT_MAX_WIDTH); - if (!(fraction > 0)) return 0; // 0 means "do not wrap", as in `layoutText` - return Math.min(fraction * outWidth, Math.max(0, outWidth - 2 * padding)); -} - -/** Ascent above and descent below the baseline, in pixels. */ -function baselineMetrics(font, fontSize) { - const unitsPerEm = font?.unitsPerEm; - if (Number.isFinite(font?.ascender) && Number.isFinite(font?.descender) && unitsPerEm > 0) { - return { - ascent: (font.ascender * fontSize) / unitsPerEm, - descent: (-font.descender * fontSize) / unitsPerEm, - }; - } - return { ascent: fontSize * FALLBACK_ASCENT, descent: fontSize * FALLBACK_DESCENT }; -} - -/** Widest line of the block, which is the width the alignment works against. */ -function blockWidthOf(lines) { - let width = 0; - for (const line of lines) width = Math.max(width, toFinite(line?.width, 0)); - return width; -} - -/** Sideways shift of one line inside the block. */ -function alignOffset(align, blockWidth, lineWidth) { - const slack = Math.max(0, blockWidth - lineWidth); - if (align === 'center') return slack / 2; - if (align === 'right') return slack; - return 0; -} - -/** Width of a string by character count, in pixels. */ -function measureFallback(text, fontSize) { - let width = 0; - for (const ch of String(text ?? '')) { - width += isWideChar(ch) ? fontSize * FALLBACK_WIDE_EM : fontSize * FALLBACK_NARROW_EM; - } - return width; -} - -/** Characters that usually take a full em in a Japanese font. */ -function isWideChar(ch) { - const code = ch.codePointAt(0); - for (const [start, end] of WIDE_RANGES) { - if (code >= start && code <= end) return true; - } - return false; -} - -// --- geometry ---------------------------------------------------------------- - -/** - * The bubble outline as path commands. - * - * Both renderers go through here, which is the point: the canvas preview, the - * PNG and the SVG are three views of one geometry rather than three - * implementations of it. - * - * @returns {Array} empty when there is nothing to draw - */ -function bubbleCommands(box, state, scale) { - const shape = bubbleOf(state); - const rect = { - x: toFinite(box?.x, 0), - y: toFinite(box?.y, 0), - w: toNonNegative(box?.w, 0), - h: toNonNegative(box?.h, 0), - }; - if (shape === 'none' || !(rect.w > 0) || !(rect.h > 0)) return []; - - if (shape === 'think') return thinkCommands(rect, state, scale); - - const radius = toNonNegative(state.radius, DEFAULT_RADIUS) * scale; - const edges = shape === 'shout' - ? shoutEdges(rect, scale) - : shape === 'rect' - ? rectEdges(rect) - : roundEdges(rect, radius); - - return edgesToCommands(withTail(edges, rect, state, scale)); -} - -/** Clockwise rectangle, starting at the top-left corner. */ -function rectEdges(box) { - const { x, y, w, h } = box; - const tl = { x, y }; - const tr = { x: x + w, y }; - const br = { x: x + w, y: y + h }; - const bl = { x, y: y + h }; - return [ - lineEdge(tl, tr), - lineEdge(tr, br), - lineEdge(br, bl), - lineEdge(bl, tl), - ]; -} - -/** - * Rounded rectangle as straight sides plus quarter-circle corners. - * - * Keeping the sides straight (rather than approximating the whole outline with - * a polyline) is what lets the tail attach to a real straight edge; the radius - * is clamped so the corners can never cross each other. - */ -function roundEdges(box, radius) { - const { x, y, w, h } = box; - const r = clamp(radius, 0, Math.min(w, h) / 2); - if (!(r > 0.5)) return rectEdges(box); - - const k = r * KAPPA; - const p = (px, py) => ({ x: px, y: py }); - const corner = (from, c1, c2, to) => cubicEdge(p(...from), p(...c1), p(...c2), p(...to)); - return [ - lineEdge(p(x + r, y), p(x + w - r, y)), - corner([x + w - r, y], [x + w - r + k, y], [x + w, y + r - k], [x + w, y + r]), - lineEdge(p(x + w, y + r), p(x + w, y + h - r)), - corner([x + w, y + h - r], [x + w, y + h - r + k], [x + w - r + k, y + h], [x + w - r, y + h]), - lineEdge(p(x + w - r, y + h), p(x + r, y + h)), - corner([x + r, y + h], [x + r - k, y + h], [x, y + h - r + k], [x, y + h - r]), - lineEdge(p(x, y + h - r), p(x, y + r)), - corner([x, y + r], [x, y + r - k], [x + r - k, y], [x + r, y]), - ]; -} - -/** - * Star-burst: a rectangle whose four sides zig-zag outwards. - * - * The tooth depth and pitch are fractions of the bubble, so a big "shout" and a - * small one have the same number of spikes instead of the big one looking like - * a saw. - */ -function shoutEdges(box, scale) { - const { x, y, w, h } = box; - const amp = Math.min(w, h) * 0.07; - const pitch = Math.max(scale, Math.min(w, h) * 0.22); - const corners = [{ x, y }, { x: x + w, y }, { x: x + w, y: y + h }, { x, y: y + h }]; - const normals = [{ x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: -1, y: 0 }]; - - const points = []; - for (let side = 0; side < 4; side++) { - const a = corners[side]; - const b = corners[(side + 1) % 4]; - const normal = normals[side]; - const length = Math.hypot(b.x - a.x, b.y - a.y); - const teeth = Math.max(2, Math.round(length / pitch)); - points.push(a); - for (let i = 0; i < teeth; i++) { - if (i > 0) points.push(lerp(a, b, i / teeth)); - const out = lerp(a, b, (i + 0.5) / teeth); - points.push({ x: out.x + normal.x * amp, y: out.y + normal.y * amp }); - } - } - - return points.map((from, i) => lineEdge(from, points[(i + 1) % points.length])); -} - -/** - * Cloud outline for a thought bubble, plus how far its scallops bulge out. - * - * The four sides of the box are replaced by a ring of outward scallops: a - * rounded rectangle is sampled evenly by arc length and each pair of samples is - * joined by a half-ellipse bulging away from the centre. - */ -function thinkEdges(box, scale) { - const { x, y, w, h } = box; - const cx = x + w / 2; - const cy = y + h / 2; - const ring = roundedRectRing(box, Math.min(w, h) * 0.28); - const perimeter = ringLength(ring); - // Fluffier: more scallops, each bulging further, so it reads as a soft cloud. - const pitch = Math.max(scale * 6, Math.min(w, h) * 0.30); - const count = Math.max(6, Math.round(perimeter / pitch)); - const points = sampleRing(ring, count); - const amp = Math.min((perimeter / count) * 0.55, Math.min(w, h) * 0.26); - - const edges = []; - let outer = amp; - for (let i = 0; i < points.length; i++) { - const a = points[i]; - const b = points[(i + 1) % points.length]; - const mid = { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 }; - // Bulge perpendicular to the edge, not away from the centre: on a wide box - // the centre direction points sideways along the top and bottom edges, which - // is what tilted those scallops. The sign is flipped so it always faces out, - // which makes every edge scallop the same way the left and right ones do. - const dx = b.x - a.x; - const dy = b.y - a.y; - const length = Math.hypot(dx, dy) || 1; - let nx = -dy / length; - let ny = dx / length; - if (nx * (mid.x - cx) + ny * (mid.y - cy) < 0) { - nx = -nx; - ny = -ny; - } - // A small, *deterministic* wobble so the scallops are not all identical - the - // even size read as too regular. Same index, same bubble, every render. - const scallopAmp = amp * (0.72 + 0.56 * scallopJitter(i)); - if (scallopAmp > outer) outer = scallopAmp; - edges.push(scallopEdge(a, b, { x: nx, y: ny }, scallopAmp)); - } - return { edges, amp: outer }; -} - -/** A closed cloud, followed by the tail: two or three shrinking puffs. */ -function thinkCommands(box, state, scale) { - const cloud = thinkEdges(box, scale); - const commands = edgesToCommands(cloud.edges); - for (const puff of thoughtTrail(box, state, scale, cloud.amp)) { - commands.push(...circleCommands(puff.x, puff.y, puff.r)); - } - return commands; -} - -/** - * The circles that trail away from a thought bubble instead of a pointed tail. - * - * They start just outside the cloud (`outer`) and shrink as they go, ending - * inside the room `layoutCaption` reserves for the tail. - */ -function thoughtTrail(box, state, scale, outer) { - const tail = tailOf(state); - if (tail === 'none') return []; - const dir = tailDirection(tail); - const diagonal = dir.x !== 0 && dir.y !== 0; - const nx = dir.x * (diagonal ? Math.SQRT1_2 : 1); - const ny = dir.y * (diagonal ? Math.SQRT1_2 : 1); - const anchor = { - x: dir.x < 0 ? box.x : dir.x > 0 ? box.x + box.w : box.x + box.w / 2, - y: dir.y < 0 ? box.y : dir.y > 0 ? box.y + box.h : box.y + box.h / 2, - }; - // Sized from the font, not the leftover room, so the puffs stay visible at any - // bubble size; they start just outside the cloud (`outer`) and shrink away. - const unit = resolveFontSize(state, scale); - // 80% of the first cut, which read a touch large. - const r1 = unit * 0.48; - const r2 = unit * 0.34; - const r3 = unit * 0.21; - const gap = unit * 0.5; - const d1 = outer + r1; - const d2 = d1 + r1 + gap; - const d3 = d2 + r2 + gap; - return [ - { x: anchor.x + nx * d1, y: anchor.y + ny * d1, r: r1 }, - { x: anchor.x + nx * d2, y: anchor.y + ny * d2, r: r2 }, - { x: anchor.x + nx * d3, y: anchor.y + ny * d3, r: r3 }, - ]; -} - -/** One outward scallop: a half-ellipse from `from` to `to` bulging along `normal`. */ -function scallopEdge(from, to, normal, amp) { - const k = (4 / 3) * amp; - return cubicEdge( - from, - { x: from.x + normal.x * k, y: from.y + normal.y * k }, - { x: to.x + normal.x * k, y: to.y + normal.y * k }, - to, - ); -} - -/** - * A small deterministic wobble in 0..1 for the i-th scallop of a cloud. - * - * It is derived from the index alone, so a bubble draws its scallops exactly - * the same in the live preview, a screenshot, and the SVG export. - */ -function scallopJitter(i) { - const x = Math.sin((i + 1) * 12.9898) * 43758.5453; - return x - Math.floor(x); -} - -/** A circle as `M`/`C`/`Z` commands, so it can join the bubble's one path. */ -function circleCommands(cx, cy, r) { - const k = r * KAPPA; - return [ - { type: 'M', x: cx + r, y: cy }, - { type: 'C', x1: cx + r, y1: cy + k, x2: cx + k, y2: cy + r, x: cx, y: cy + r }, - { type: 'C', x1: cx - k, y1: cy + r, x2: cx - r, y2: cy + k, x: cx - r, y: cy }, - { type: 'C', x1: cx - r, y1: cy - k, x2: cx - k, y2: cy - r, x: cx, y: cy - r }, - { type: 'C', x1: cx + k, y1: cy - r, x2: cx + r, y2: cy - k, x: cx + r, y: cy }, - { type: 'Z' }, - ]; -} - -/** Points around a rounded rectangle, clockwise from the top-left arc. */ -function roundedRectRing(box, radius) { - const { x, y, w, h } = box; - const r = clamp(radius, 0, Math.min(w, h) / 2); - const points = []; - const arc = (cx, cy, from, to) => { - const steps = 6; - for (let i = 1; i <= steps; i++) { - const t = from + (to - from) * (i / steps); - points.push({ x: cx + Math.cos(t) * r, y: cy + Math.sin(t) * r }); - } - }; - - points.push({ x: x + r, y }); - points.push({ x: x + w - r, y }); - arc(x + w - r, y + r, -Math.PI / 2, 0); - points.push({ x: x + w, y: y + h - r }); - arc(x + w - r, y + h - r, 0, Math.PI / 2); - points.push({ x: x + r, y: y + h }); - arc(x + r, y + h - r, Math.PI / 2, Math.PI); - points.push({ x, y: y + r }); - arc(x + r, y + r, Math.PI, Math.PI * 1.5); - return points; -} - -/** Total length of a closed polyline's perimeter. */ -function ringLength(points) { - let total = 0; - for (let i = 0; i < points.length; i++) { - total += distance(points[i], points[(i + 1) % points.length]); - } - return total; -} - -/** `count` points spaced evenly by arc length around a closed polyline. */ -function sampleRing(points, count) { - const n = points.length; - const total = ringLength(points); - if (!(total > 0) || !(count > 0)) return []; - const out = []; - let seg = 0; - let start = 0; - let length = n > 1 ? distance(points[0], points[1 % n]) : 0; - for (let i = 0; i < count; i++) { - const target = (total * i) / count; - while (seg < n - 1 && start + length < target) { - start += length; - seg += 1; - length = distance(points[seg], points[(seg + 1) % n]); - } - const t = length > 0 ? clamp((target - start) / length, 0, 1) : 0; - out.push(lerp(points[seg], points[(seg + 1) % n], t)); - } - return out; -} - -/** - * Replace part of the edge the tail points at with a spike. - * - * The spike is inserted *into* the outline, not appended to it: the two sides - * of the tail and the bubble become one continuous border. The straight edge - * nearest the tail's anchor is used, which for every shape except the shout is - * the obvious side and for the shout is the nearest zig-zag segment. - */ -function withTail(edges, box, state, scale) { - const tail = tailOf(state); - if (tail === 'none' || edges.length === 0) return edges; - - const tailLength = Math.min(resolveFontSize(state, scale) * 0.9, Math.min(box.w, box.h) * 0.5); - if (!(tailLength > 0)) return edges; - - const dir = tailDirection(tail); - // A diagonal tail leaves from a corner; an axis-aligned one leaves from the - // middle of the side it points at. - const anchor = { - x: dir.x < 0 ? box.x : dir.x > 0 ? box.x + box.w : box.x + box.w / 2, - y: dir.y < 0 ? box.y : dir.y > 0 ? box.y + box.h : box.y + box.h / 2, - }; - const diagonal = dir.x !== 0 && dir.y !== 0; - const normal = { - x: dir.x * (diagonal ? Math.SQRT1_2 : 1), - y: dir.y * (diagonal ? Math.SQRT1_2 : 1), - }; - - const index = nearestEdge(edges, anchor, box, tail); - if (index < 0) return edges; - - const edge = edges[index]; - const length = distance(edge.from, edge.to); - const base = Math.min(tailLength * 0.7, length * 0.45); - if (!(base > 0) || !(length > 0)) return edges; - - // The spike sits at the point of the edge nearest the anchor - the middle for - // a side, the corner for a diagonal - kept far enough in that both feet land - // on the edge itself. - const t = clamp(projectionT(edge, anchor), base / length, 1 - base / length); - const middle = lerp(edge.from, edge.to, t); - // A diagonal spike advances `tailLength` on *each* axis, so it reaches as far - // as a side tail does and reads as a proper corner. - const reach = tailLength * (diagonal ? Math.SQRT2 : 1); - const tip = { x: middle.x + normal.x * reach, y: middle.y + normal.y * reach }; - const leftFoot = lerp(edge.from, edge.to, t - base / length); - const rightFoot = lerp(edge.from, edge.to, t + base / length); - const replacement = [ - lineEdge(edge.from, leftFoot), - lineEdge(leftFoot, tip), - lineEdge(tip, rightFoot), - lineEdge(rightFoot, edge.to), - ]; - return edges.slice(0, index).concat(replacement, edges.slice(index + 1)); -} - -/** Index of the straight edge closest to the tail's anchor, or `-1`. */ -function nearestEdge(edges, anchor, box, tail) { - let best = -1; - let bestDistance = Infinity; - for (let i = 0; i < edges.length; i++) { - const edge = edges[i]; - if (edge.kind !== 'line') continue; - const middle = { x: (edge.from.x + edge.to.x) / 2, y: (edge.from.y + edge.to.y) / 2 }; - if (!onSide(middle, box, tail)) continue; - const d = distance(middle, anchor); - if (d < bestDistance) { - bestDistance = d; - best = i; - } - } - return best; -} - -/** Is `point` on the side of the box the tail points at? */ -function onSide(point, box, tail) { - const dir = tailDirection(tail); - const midX = box.x + box.w * 0.5; - const midY = box.y + box.h * 0.5; - if (dir.x < 0 && point.x > midX) return false; - if (dir.x > 0 && point.x < midX) return false; - if (dir.y < 0 && point.y > midY) return false; - if (dir.y > 0 && point.y < midY) return false; - return true; -} - -/** How far along `edge` (0..1) the point nearest `point` falls. */ -function projectionT(edge, point) { - const dx = edge.to.x - edge.from.x; - const dy = edge.to.y - edge.from.y; - const lengthSq = dx * dx + dy * dy; - if (!(lengthSq > 0)) return 0.5; - return ((point.x - edge.from.x) * dx + (point.y - edge.from.y) * dy) / lengthSq; -} - -/** One straight edge of a closed outline. */ -function lineEdge(from, to) { - return { kind: 'line', from, to }; -} - -/** One cubic edge of a closed outline. */ -function cubicEdge(from, c1, c2, to) { - return { kind: 'cubic', from, c1, c2, to }; -} - -/** Walk the edges into `M`/`L`/`C`/`Z` commands. */ -function edgesToCommands(edges) { - if (edges.length === 0) return []; - const commands = [{ type: 'M', x: edges[0].from.x, y: edges[0].from.y }]; - for (const edge of edges) { - if (edge.kind === 'line') { - commands.push({ type: 'L', x: edge.to.x, y: edge.to.y }); - } else { - commands.push({ - type: 'C', - x1: edge.c1.x, y1: edge.c1.y, - x2: edge.c2.x, y2: edge.c2.y, - x: edge.to.x, y: edge.to.y, - }); - } - } - commands.push({ type: 'Z' }); - return commands; -} - -/** Replay commands into a 2D context. */ -function applyCommands(ctx, commands) { - ctx.beginPath(); - for (const command of commands) { - if (command.type === 'M') ctx.moveTo(command.x, command.y); - else if (command.type === 'L') ctx.lineTo(command.x, command.y); - else if (command.type === 'C') { - ctx.bezierCurveTo(command.x1, command.y1, command.x2, command.y2, command.x, command.y); - } else if (command.type === 'Z') { - ctx.closePath(); - } - } -} - -/** Print commands as SVG path data. */ -function commandsToPathData(commands, places) { - const parts = []; - for (const command of commands) { - if (command.type === 'M') { - parts.push(`M${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`); - } else if (command.type === 'L') { - parts.push(`L${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`); - } else if (command.type === 'C') { - parts.push( - `C${formatNumber(command.x1, places)} ${formatNumber(command.y1, places)}` - + ` ${formatNumber(command.x2, places)} ${formatNumber(command.y2, places)}` - + ` ${formatNumber(command.x, places)} ${formatNumber(command.y, places)}`, - ); - } else if (command.type === 'Z') { - parts.push('Z'); - } - } - return parts.join(' '); -} - -// --- shared helpers ---------------------------------------------------------- - -/** The family list for a caption, or the system-only list before the font loads. */ -function fontFamilyStack(caption, loaded) { - const stack = captionFontStack(); - if (loaded && caption?.font !== 'system') return stack; - return dropLeadingFamily(stack); -} - -/** `captionFontStack()` minus its first family, for a plain system fallback. */ -function dropLeadingFamily(stack) { - let quote = null; - for (let i = 0; i < stack.length; i++) { - const ch = stack[i]; - if (quote) { - if (ch === '\\') i++; - else if (ch === quote) quote = null; - } else if (ch === "'" || ch === '"') { - quote = ch; - } else if (ch === ',') { - const rest = stack.slice(i + 1).trim(); - return rest === '' ? 'sans-serif' : rest; - } - } - return 'sans-serif'; -} - -/** Font size in output pixels, always positive and finite. */ -function resolveFontSize(caption, scale) { - const base = toPositive(caption?.fontSize, DEFAULT_FONT_SIZE); - return toPositive(base * positiveScale(scale), DEFAULT_FONT_SIZE); -} - -function bubbleOf(caption) { - const value = caption?.bubble; - if (value === 'round' || value === 'rect' || value === 'shout' - || value === 'whisper' || value === 'think' || value === 'none') return value; - return 'round'; -} - -function tailOf(caption) { - const value = caption?.tail; - return TAIL_VALUES.has(value) ? value : 'left'; -} - -const TAIL_VALUES = new Set([ - 'left', 'right', 'top', 'bottom', - 'topLeft', 'topRight', 'bottomLeft', 'bottomRight', - 'none', -]); - -/** - * Which way a tail leaves the box, as a direction where each axis is -1, 0 or - * 1 (0 for `none` or anything unknown). A diagonal tail carries a sign on both - * axes, so `bottomLeft` is `{ x: -1, y: 1 }`. - */ -function tailDirection(tail) { - switch (tail) { - case 'left': return { x: -1, y: 0 }; - case 'right': return { x: 1, y: 0 }; - case 'top': return { x: 0, y: -1 }; - case 'bottom': return { x: 0, y: 1 }; - case 'topLeft': return { x: -1, y: -1 }; - case 'topRight': return { x: 1, y: -1 }; - case 'bottomLeft': return { x: -1, y: 1 }; - case 'bottomRight': return { x: 1, y: 1 }; - default: return { x: 0, y: 0 }; - } -} - -function alignOf(caption) { - const value = caption?.align; - return value === 'center' || value === 'right' ? value : 'left'; -} - -function colorOf(value, fallback) { - return typeof value === 'string' && value !== '' ? value : fallback; -} - -/** Scale is a multiplier: anything that is not a positive number means 1. */ -function positiveScale(value) { - return Number.isFinite(value) && value > 0 ? value : 1; -} - -function toFinite(value, fallback) { - return Number.isFinite(value) ? value : fallback; -} - -function toPositive(value, fallback) { - return Number.isFinite(value) && value > 0 ? value : fallback; -} - -function toNonNegative(value, fallback) { - return Number.isFinite(value) && value >= 0 ? value : fallback; -} - -function clamp(value, low, high) { - if (high < low) return low; - return Math.min(Math.max(value, low), high); -} - -/** Decimal string for both `ctx.font` and SVG, never `NaN` and never `-0`. */ -function formatNumber(value, places = 2) { - if (!Number.isFinite(value)) return '0'; - const decimals = Number.isFinite(places) ? Math.max(0, Math.min(8, Math.floor(places))) : 2; - const factor = Math.pow(10, decimals); - const rounded = Math.round(value * factor) / factor; - return Object.is(rounded, -0) ? '0' : String(rounded); -} - -/** - * Escape character data. - * - * Quotes are escaped too even though element content allows them: the caption - * is user text, and the extra entities cost nothing next to never emitting a - * document a stricter parser could object to. - */ -function escapeText(value) { - return String(value ?? '') - .replace(/&/g, '&') - .replace(//g, '>') - .replace(/"/g, '"') - .replace(/'/g, '''); -} - -/** - * Escape an attribute value. - * - * Only the double quote matters inside a double-quoted attribute, so single - * quotes survive and a family stack such as `'Hiragino Maru Gothic ProN', - * sans-serif` stays readable in the file. - */ -function escapeAttribute(value) { - return String(value ?? '') - .replace(/&/g, '&') - .replace(//g, '>') - .replace(/"/g, '"'); -} - -function distance(a, b) { - return Math.hypot(b.x - a.x, b.y - a.y); -} - -function lerp(a, b, t) { - return { x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t }; -} diff --git a/public/bluebey-studio/src/clip.js b/public/bluebey-studio/src/clip.js deleted file mode 100644 index 4fdcfd9..0000000 --- a/public/bluebey-studio/src/clip.js +++ /dev/null @@ -1,202 +0,0 @@ -import * as THREE from 'three'; - -/** - * 見えない壁 (the invisible wall): a clipping plane that hides whatever falls - * behind it, so the character can be buried in the wall and only the rest of the - * body shows. - * - * The wall is a *finite* rectangle: an invisible quad that writes depth and no - * colour, drawn before everything else in the opaque pass, so the character - * behind it is culled by the depth test. That is what a real wall does, and it - * is the only way to bound the effect - a `renderer.clippingPlanes` entry is an - * infinite half-space, so it can never be limited to a rectangle. - * - * Nothing needs to agree per-material: the depth buffer does the work, so the - * body, the outline hulls, the face plates, the ink pass and the offscreen - * renders an export uses are all hidden by the same wall. - * - * `wallPlane` is pure (no three.js maths), so the geometry can be unit-tested - * without a renderer. - */ - -const DEG = Math.PI / 180; - -/** - * A hair toward the kept side. The guide sits exactly on the cut, and a plane - * on its own boundary is half inside the discarded half - nudging it along the - * normal keeps all of it on the visible side. - */ -const GUIDE_EPSILON = 0.002; - -/** - * The plane a wall setting lies in. - * - * The wall is a *finite* quad, so this no longer decides which half of space is - * hidden - the quad's own depth does that. What `apply` needs from here is the - * normal, which is the direction the quad faces (and so the direction the wall - * lies along), plus the constant of the plane through the point it sits on. - * - * By default the wall lies in the XY plane through `(x, y, z)`; `yaw` turns it - * about Y and `tilt` leans it about X afterwards. - * - * @param {{x?:number,y?:number,z?:number,yaw?:number,tilt?:number}} [wall] - * @returns {{normal:[number,number,number], constant:number}} - */ -export function wallPlane(wall = {}) { - const yaw = (wall.yaw ?? 0) * DEG; - const tilt = (wall.tilt ?? 0) * DEG; - const cosYaw = Math.cos(yaw); - const sinYaw = Math.sin(yaw); - const cosTilt = Math.cos(tilt); - const sinTilt = Math.sin(tilt); - - // Start from +Z, turn about Y, then lean about the (already turned) X axis. - let nx = sinYaw; - let ny = -cosYaw * sinTilt; - let nz = cosYaw * cosTilt; - - const length = Math.hypot(nx, ny, nz) || 1; - nx /= length; - ny /= length; - nz /= length; - - // Constant so the plane passes through (x, y, z): dot(n, p) + c = 0. - const constant = -(nx * (wall.x ?? 0) + ny * (wall.y ?? 0) + nz * (wall.z ?? 0)); - return { normal: [nx, ny, nz], constant }; -} - -/** The faint plane shown while placing the wall. Hidden from every export. */ -/** - * The wall itself: an invisible, *finite* quad that writes depth but no colour. - * - * It is drawn before everything else in the opaque pass (`renderOrder`), so the - * character behind it is culled by the depth test. That is what a real wall does, - * and - unlike a clip plane, which is an infinite half-space - it only hides what - * the rectangle actually covers. So the size sliders are the wall's real size. - */ -function makeWall() { - const material = new THREE.MeshBasicMaterial({ - colorWrite: false, - side: THREE.DoubleSide, - toneMapped: false, - }); - const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material); - mesh.name = 'wall'; - // Before everything, including the silhouette-only hulls (renderOrder -1), so - // its depth hides a nose buried in the wall (see styles.js hullMaterialFor). - mesh.renderOrder = -2; - mesh.visible = false; - mesh.castShadow = false; - mesh.receiveShadow = false; - return mesh; -} - -function makeGuide() { - const geometry = new THREE.PlaneGeometry(1, 1); - const material = new THREE.MeshBasicMaterial({ - color: 0x8a4fe0, - transparent: true, - opacity: 0.16, - side: THREE.DoubleSide, - depthWrite: false, - toneMapped: false, - }); - const mesh = new THREE.Mesh(geometry, material); - mesh.name = 'wall-guide'; - mesh.userData.isHelper = true; - mesh.visible = false; - - // An edge, so the plane's extent is legible even where the fill is faint. - const edge = new THREE.LineSegments( - new THREE.EdgesGeometry(geometry), - new THREE.LineBasicMaterial({ color: 0x8a4fe0, transparent: true, opacity: 0.55, toneMapped: false }), - ); - edge.userData.isHelper = true; - mesh.add(edge); - return mesh; -} - -export function createClipper({ scene, renderer, model }) { - // A little larger than the character: big enough to read as a wall, small - // enough not to cover the whole viewport. - const guideSpan = Math.max(model.size.x, model.size.y, model.size.z) * 1.5; - const FROM = new THREE.Vector3(0, 0, 1); // the plane the quad starts in - - function makeSlot() { - const occluder = makeWall(); - const guide = makeGuide(); - scene.add(guide); - scene.add(occluder); - return { occluder, guide, normal: new THREE.Vector3(0, 0, 1) }; - } - // Two walls. Each slot keeps its own rectangle, so the two are independent. - const slots = [makeSlot(), makeSlot()]; - - /** - * @param {Array} walls up to two `state.render.wall` settings, in slot - * order. - * @param {{x?:number,y?:number,z?:number}} [offset] the character's own - * translation. A wall's position is stored *relative to the character*, so - * adding this makes the walls travel with the body when it is moved. - * @param {number} [yaw] the character's own turn about Y, in radians. The stored - * position is rotated by it (and added to the wall's own `yaw`), so a wall - * stays glued to the body when the character is turned. - * - * The guide is drawn only when `wall.guide` is on, which is also when the wall - * can be grabbed in the viewport. Off, the wall is invisible: the cut still - * applies, so you can see the character half-hidden with nothing in the way. - */ - function apply(walls, offset, yaw = 0) { - const list = Array.isArray(walls) ? walls : [walls]; - const ox = offset?.x ?? 0; - const oy = offset?.y ?? 0; - const oz = offset?.z ?? 0; - const cos = Math.cos(yaw); - const sin = Math.sin(yaw); - const yawDeg = (yaw * 180) / Math.PI; - slots.forEach((slot, index) => { - const wall = list[index]; - if (!wall || wall.on !== true) { - slot.occluder.visible = false; - slot.guide.visible = false; - return; - } - // The stored position is relative to the character, so it turns with the - // body: rotate (x, z) about Y by the character's yaw, then add the offset. - const lx = wall.x ?? 0; - const lz = wall.z ?? 0; - const x = cos * lx + sin * lz + ox; - const y = (wall.y ?? 0) + oy; - const z = -sin * lx + cos * lz + oz; - const { normal } = wallPlane({ yaw: (wall.yaw ?? 0) + yawDeg, tilt: wall.tilt, x, y, z }); - slot.normal.set(normal[0], normal[1], normal[2]); - const span = guideSpan * Math.max(0.05, wall.size ?? 1); - // The wall and its guide are the same rectangle, turned to face along the - // plane's normal: the wall is the occluder, the guide is the tinted copy - // that is shown only while placing. - for (const mesh of [slot.occluder, slot.guide]) { - mesh.quaternion.setFromUnitVectors(FROM, slot.normal); - mesh.scale.setScalar(span); - } - slot.occluder.position.set(x, y, z); - slot.occluder.visible = true; - slot.guide.position.set(x, y, z).addScaledVector(slot.normal, GUIDE_EPSILON); - slot.guide.visible = wall.guide === true; - }); - } - - return { - guides: slots.map((slot) => slot.guide), - occluders: slots.map((slot) => slot.occluder), - apply, - dispose() { - for (const slot of slots) { - for (const mesh of [slot.guide, slot.occluder]) { - mesh.geometry.dispose(); - mesh.material.dispose(); - mesh.removeFromParent(); - } - } - }, - }; -} diff --git a/public/bluebey-studio/src/exporter.js b/public/bluebey-studio/src/exporter.js deleted file mode 100644 index b34b6f6..0000000 --- a/public/bluebey-studio/src/exporter.js +++ /dev/null @@ -1,370 +0,0 @@ -import { traceAlphaContours, contoursToPathData } from './trace.js'; -import { roughenContours } from './handDrawn.js'; -import { captionToSvg } from './caption.js'; -import { EYE_LAYOUT, MOUTH_LAYOUT, HAIR_WRAP_LAYOUT } from './faceArt.js'; - -/** - * Export helpers. - * - * Everything renders through the live renderer at a temporary resolution, so an - * export always matches what is on screen (same camera, same framing) and the - * only difference is the pixel size. - */ - -/** Render the current view into an offscreen 2D canvas at an arbitrary size. */ -export function renderStill(view, { width, height, background }) { - const { renderer, scene, camera } = view; - const previousAspect = camera.aspect; - - renderer.setPixelRatio(1); - renderer.setSize(width, height, false); - camera.aspect = width / height; - camera.updateProjectionMatrix(); - - applyBackground(renderer, background); - // The screen-space outline renders the scene itself, so it replaces the plain - // render rather than following it. (buildSVG passes outlineOptions of its own: - // it wants the ink and nothing else, because the ink is what it traces.) - if (view.outline && view.outlineOptions?.enabled) { - view.outline.setSize(width, height); - view.outline.render(() => renderer.render(scene, camera), { camera, ...view.outlineOptions }); - } else { - renderer.render(scene, camera); - } - - // Copy before restoring: resizing the renderer throws the frame away. - const canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - canvas.getContext('2d').drawImage(renderer.domElement, 0, 0); - - camera.aspect = previousAspect; - camera.updateProjectionMatrix(); - view.restore?.(); - - return canvas; -} - -/** `background` is `{ mode: 'transparent' }` or `{ mode: 'solid', color }`. */ -export function applyBackground(renderer, background) { - if (!background || background.mode === 'transparent') { - renderer.setClearColor(0x000000, 0); - } else { - renderer.setClearColor(background.color ?? '#ffffff', 1); - } -} - -/** A PNG data URL of the current view, scaled up by `scale`. */ -export async function capturePNG(view, { scale = 2, background, width, height }) { - const baseWidth = view.width || view.renderer.domElement.clientWidth || 1280; - const baseHeight = view.height || view.renderer.domElement.clientHeight || 800; - const outWidth = Math.min(8192, Math.max(64, Math.round((width ?? baseWidth) * scale))); - const outHeight = Math.min(8192, Math.max(64, Math.round((height ?? baseHeight) * scale))); - const canvas = renderStill(view, { width: outWidth, height: outHeight, background }); - const blob = await canvasToBlob(canvas); - return { blob, canvas, width: outWidth, height: outHeight }; -} - -/** - * Encode a canvas as a PNG blob. Exported because the caller composites the - * backdrop and the caption onto the rendered canvas afterwards, and then has to - * re-encode it. - */ -export function canvasToBlob(canvas) { - return new Promise((resolve) => canvas.toBlob(resolve, 'image/png')); -} - -export async function copyCanvasToClipboard(canvas) { - if (!navigator.clipboard || typeof ClipboardItem === 'undefined') { - throw new Error('この環境ではクリップボードにコピーできません'); - } - const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png')); - await navigator.clipboard.write([new ClipboardItem({ 'image/png': blob })]); -} - -/** - * Vector line art: render the outline-only style, trace the coverage mask of - * the result and emit one even-odd path. Rendering at a high resolution keeps - * the traced curves smooth. - */ -export function buildSVG(view, { - styles, - face, - faceParams, - width = 2048, - threshold = 0.4, - lineColor = '#111111', - lineWidth = null, - background = null, - handDrawn = null, - captions = [], - captionFont = null, - outlinePixels = 2, -} = {}) { - const previousStyle = styles.style; - const previousMode = face.styleMode; - - // The `outline` style keeps every body mesh invisible (colorWrite off) and lets - // the outline passes draw the lines, exactly as on screen: the hulls ink the - // body, the screen-space pass inks the leaves. What reaches the trace is - // therefore the ink alone - and a traced stroke comes out as its own outline, - // i.e. two nested contours that `fill-rule="evenodd"` fills as a line of the - // same width. That is what finally gives the leaves, which no inverted hull can - // outline, clean even lines in the vector file too. - // - // `withOutlineFor` in main.js sets that split up for this call, and guards it so - // a renderer without the outline pass still falls back to a hull-only trace. - const screenSpace = Boolean(view.outline); - - styles.setStyle('outline'); - face.setParams(faceParams, 'line'); - face.flush(performance.now(), 0); - - const aspect = (view.height || 800) / (view.width || 1280); - const height = Math.max(64, Math.round(width * aspect)); - // `radius` is in screen pixels, so it has to grow with the render: the SVG is - // drawn far larger than the viewport, and a 2px line would become a hairline. - const scale = width / Math.max(1, view.width || 1280); - const canvas = renderStill( - { - ...view, - outlineOptions: { - enabled: screenSpace, - color: lineColor, - radius: outlinePixels * scale, - }, - }, - { width, height, background: { mode: 'transparent' } }, - ); - - styles.setStyle(previousStyle); - face.setParams(faceParams, previousMode); - face.flush(performance.now(), 0); - - const pixels = canvas.getContext('2d').getImageData(0, 0, width, height).data; - const alpha = new Uint8Array(width * height); - for (let i = 0; i < alpha.length; i++) alpha[i] = pixels[i * 4 + 3]; - - let contours = traceAlphaContours(alpha, width, height, { - threshold, - simplifyTolerance: 0.6, - minArea: 5, - }); - // 手描き風: nudge the traced outlines so they read as pen strokes instead of - // the mathematically smooth curves a mask trace produces. - if (handDrawn && handDrawn.amount > 0) { - contours = roughenContours(contours, { - amount: handDrawn.amount, - seed: handDrawn.seed ?? 1, - scale: handDrawn.scale ?? 40, - passes: handDrawn.passes ?? 1, - }); - } - const d = contoursToPathData(contours, (x, y) => [x, y], 2); - - const rect = background - ? `\n` - : ''; - const widthAttr = lineWidth ? ` stroke="${lineColor}" stroke-width="${lineWidth}"` : ''; - - // The caption is authored against the viewport size, so it scales with the - // requested SVG width. Its bubble and text are emitted as real vector shapes. - // Every bubble is emitted as its own real vector shapes, one after the other. - let captionSvg = ''; - let captionUsedOutlines = captions.some(Boolean); - for (const caption of captions) { - if (!caption) continue; - const scale = width / Math.max(1, view.width || 1280); - const result = captionToSvg(caption, { width, height, scale, font: captionFont }); - captionSvg += result.svg; - if (result.usedOutlines === false) captionUsedOutlines = false; - } - - return { - contours: contours.length, - captionUsedOutlines, - svg: ` - -ぶるべー 線画 -${rect} -${captionSvg} -`, - }; -} - -/** Alignment guides: blue on the white paper, light enough to paint over. */ -const FACE_MAP_GUIDE = 'rgba(90, 140, 220, 0.55)'; -/** Half-length of the centre ticks, in artwork-window pixels. */ -const FACE_MAP_TICK = 16; - -/** - * Build the「下地」image an author paints a custom face texture on. - * - * The studio loads a hand-drawn image by drawing it at the artwork window's own - * offset and size (see `Face.loadImage` / `placeInWindow`), so an image the size - * of the *plate canvas*, with its artwork aligned to `offsetX/offsetY`, imports - * 1:1. That is exactly what this hands out: the live drawing as a reference, an - * opaque white window to paint on, and faint guides for the eye centres, the lid - * line or the mouth chord. - * - * The white and the guides go on a **copy**: the plate canvas *is* the live - * texture, and painting it would show up in the view. - * - * @param {import('./face.js').Face} face - * @param {'eyes'|'mouth'} kind - * @returns {HTMLCanvasElement} - */ -export function buildFaceMap(face, kind) { - const eyes = kind === 'eyes'; - const layout = eyes ? face.eyeLayout : face.mouthLayout; - const plate = eyes ? face.eyeCanvas : face.mouthCanvas; - - const canvas = document.createElement('canvas'); - canvas.width = layout.width; - canvas.height = layout.height; - const ctx = canvas.getContext('2d'); - ctx.drawImage(plate, 0, 0); - - const { offsetX, offsetY, window: win } = layout; - // `destination-over` so the white paper lands *under* the copy: filling it - // normally would erase the very drawing the author lines the new art up against. - ctx.globalCompositeOperation = 'destination-over'; - ctx.fillStyle = '#ffffff'; - ctx.fillRect(offsetX, offsetY, win.width, win.height); - ctx.globalCompositeOperation = 'source-over'; - - // The plate canvas keeps the artwork at its original pixel size (only the canvas - // grows around it), so a fixed-width stroke reads the same on both parts. - ctx.strokeStyle = FACE_MAP_GUIDE; - ctx.fillStyle = FACE_MAP_GUIDE; - ctx.lineWidth = 2; - - // Where the drawing has to fit, and where its middle is. The cross uses short - // ticks, not full-width lines, so it cannot be mistaken for artwork. - ctx.strokeRect(offsetX, offsetY, win.width, win.height); - const cx = offsetX + win.width / 2; - const cy = offsetY + win.height / 2; - guideLine(ctx, cx - FACE_MAP_TICK, cy, cx + FACE_MAP_TICK, cy); - guideLine(ctx, cx, cy - FACE_MAP_TICK, cx, cy + FACE_MAP_TICK); - - if (eyes) { - // Both eyeballs (`radius`) and the lid line through their centres, so a - // hand-drawn brow or eye can be placed against the parametric ones. - const [a, b] = EYE_LAYOUT.eyes; - const y = offsetY + a.cy; - guideLine(ctx, offsetX + a.cx, y, offsetX + b.cx, y); - for (const eye of EYE_LAYOUT.eyes) { - const ex = offsetX + eye.cx; - const ey = offsetY + eye.cy; - ctx.beginPath(); - ctx.arc(ex, ey, EYE_LAYOUT.radius, 0, Math.PI * 2); - ctx.stroke(); - // A small dot marks the exact centre, where the eyeball pivots. - ctx.beginPath(); - ctx.arc(ex, ey, ctx.lineWidth * 1.5, 0, Math.PI * 2); - ctx.fill(); - } - } else { - // The lip line the mouth is drawn around: end to end, plus a tick at the centre. - const y = offsetY + MOUTH_LAYOUT.chordY; - const { centreX, halfChord } = MOUTH_LAYOUT; - guideLine(ctx, offsetX + centreX - halfChord, y, offsetX + centreX + halfChord, y); - guideLine(ctx, offsetX + centreX, y - FACE_MAP_TICK, offsetX + centreX, y + FACE_MAP_TICK); - } - - return canvas; -} - -/** - * The 髪の下地 (a base to draw hair on). - * - * The hair plate is a cylinder unrolled: `x` is the angle round the head, with - * the face at the middle of the artwork window and the seam at the back at the - * two edges, and `y` is the height, top of the head first. The current hair is - * copied in as a faint reference, and guides mark the window, the front centre - * and the height the default まえがみ hairline reaches. - * - * @param {import('./face.js').Face} face - * @returns {HTMLCanvasElement|null} - */ -export function buildHairMap(face) { - const layout = face.hairLayout; - const plate = face.hairCanvas; - if (!layout || !plate) return null; - // The plate's UVs were rewritten to fill 0..1, so the whole canvas is the - // texture (unlike the eye/mouth maps, which keep a window inside a wider - // canvas). Every guide is therefore measured straight against the canvas. - const canvas = document.createElement('canvas'); - canvas.width = plate.width; - canvas.height = plate.height; - const ctx = canvas.getContext('2d'); - ctx.drawImage(plate, 0, 0); - - // White paper under the copy, so a redraw starts from an opaque base. - ctx.globalCompositeOperation = 'destination-over'; - ctx.fillStyle = '#ffffff'; - ctx.fillRect(0, 0, canvas.width, canvas.height); - ctx.globalCompositeOperation = 'source-over'; - - ctx.strokeStyle = FACE_MAP_GUIDE; - ctx.fillStyle = FACE_MAP_GUIDE; - ctx.lineWidth = 3; - - // The front of the head sits at the middle of the artwork window, which is - // where `drawHeadCoverWrap` puts the face, so this vertical line is the - // nose-to-backbone plane. The canvas's own left/right edges are the seam at - // the back of the head. - const fx = (layout.offsetX + layout.window.width * 0.5) * (canvas.width / layout.width); - guideLine(ctx, fx, 0, fx, canvas.height); - // The default hairline (大きさ 1) runs across the whole wrap at this height. - guideLine(ctx, 0, HAIR_WRAP_LAYOUT.base * canvas.height, canvas.width, HAIR_WRAP_LAYOUT.base * canvas.height); - - return canvas; -} - -/** One guide segment, kept out of the map builders so the placements stay readable. */ -function guideLine(ctx, x0, y0, x1, y1) { - ctx.beginPath(); - ctx.moveTo(x0, y0); - ctx.lineTo(x1, y1); - ctx.stroke(); -} - -export function downloadBlob(blob, filename) { - const url = URL.createObjectURL(blob); - const link = document.createElement('a'); - link.href = url; - link.download = filename; - document.body.append(link); - link.click(); - link.remove(); - setTimeout(() => URL.revokeObjectURL(url), 4000); -} - -export function downloadText(text, filename, type = 'application/json') { - downloadBlob(new Blob([text], { type }), filename); -} - -export function readFileAsText(file) { - return new Promise((resolve, reject) => { - const reader = new FileReader(); - reader.onload = () => resolve(String(reader.result)); - reader.onerror = () => reject(reader.error); - reader.readAsText(file); - }); -} - -export function readFileAsArrayBuffer(file) { - return new Promise((resolve, reject) => { - const reader = new FileReader(); - reader.onload = () => resolve(reader.result); - reader.onerror = () => reject(reader.error); - reader.readAsArrayBuffer(file); - }); -} - -export function timestamp() { - const now = new Date(); - const pad = (n) => String(n).padStart(2, '0'); - return `${now.getFullYear()}${pad(now.getMonth() + 1)}${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}${pad(now.getSeconds())}`; -} diff --git a/public/bluebey-studio/src/face.js b/public/bluebey-studio/src/face.js deleted file mode 100644 index cec7619..0000000 --- a/public/bluebey-studio/src/face.js +++ /dev/null @@ -1,453 +0,0 @@ -import * as THREE from 'three'; -import { drawEyes, drawMouth, drawHeadCoverWrap, canvasLayout } from './faceArt.js'; - -// The hair plate's texture is drawn at this multiple of the plate's natural UV -// size. The hairline crosses the head over only a fraction of that height, so at -// 1x its edge comes out visibly jagged; doubling it (with the finer curve -// subdivision in `drawHeadCoverWrap`) keeps the edge smooth. -const HAIR_SCALE = 2; - -/** - * Owns the two procedural textures (eyes and mouth) and keeps them in sync with - * the face parameters. - * - * The artwork is carried by the model's face plates, but those plates are shells - * of the *whole* front half of the body, so their UVs cover far more than the - * 0..1 window the drawing lives in. `remapPlate` rewrites each plate's UVs onto - * 0..1 and the canvas is enlarged to match, which is what removes the - * clamp-to-edge smear at the border and what gives a moved tear, brow or mouth - * room to move (see `canvasLayout` in src/faceArt.js). - * - * Both parts can independently fall back to the original hand-drawn texture - * that ships inside the GLB. - */ -export class Face { - constructor({ eyeMesh, mouthMesh, hairMesh = null, originals }) { - this.eyeMesh = eyeMesh; - this.mouthMesh = mouthMesh; - // 頭の模様 can be carried by a plate that wraps right round the head (the - // `hair-plate`), so hair is visible from behind as well. Older models have no - // such plate and draw the covering on the front one instead. - this.hairMesh = hairMesh; - - // Rewrite each plate's UVs so its own range fills 0..1, and work out the - // canvas that keeps the artwork exactly where the 2022 textures put it. - this.eyeLayout = remapPlate(eyeMesh); - this.mouthLayout = remapPlate(mouthMesh); - this.hairLayout = hairMesh ? remapPlate(hairMesh) : null; - - // The hand-drawn eye textures bake the face colour into their background, - // which is invisible in the lit "real" style but shows up as a flat purple - // patch in the flat and line-art styles. Key it out once, here. Both kinds - // of original are window-sized artwork, so they belong *in* the window, not - // stretched across the enlarged canvas. - this.originals = { - eyes: Object.fromEntries( - Object.entries(originals.eyes).map(([key, texture]) => [key, keyOutBackground(texture, this.eyeLayout)]), - ), - mouth: placeInWindowTexture(originals.mouth, this.mouthLayout), - }; - - this.customNames = new Map(); - // Drawings supplied for a beard kind (assets/beards/.png). Loaded by the - // app; a kind without one falls back to the built-in drawing (see drawBeard). - this.beardImages = {}; - // Drawings for the brows (assets/brows/.png), loaded the same way. - this.browImages = {}; - this.eyeCanvas = makeCanvas(this.eyeLayout); - this.mouthCanvas = makeCanvas(this.mouthLayout); - this.hairCanvas = this.hairLayout ? makeCanvas(this.hairLayout, HAIR_SCALE) : null; - this.eyeCtx = this.eyeCanvas.getContext('2d'); - this.mouthCtx = this.mouthCanvas.getContext('2d'); - this.hairCtx = this.hairCanvas ? this.hairCanvas.getContext('2d') : null; - - this.eyeTexture = makeTexture(this.eyeCanvas); - this.mouthTexture = makeTexture(this.mouthCanvas); - this.hairTexture = this.hairCanvas ? makeTexture(this.hairCanvas) : null; - - this.params = null; - this.styleMode = 'paint'; - this.eyeSource = 'parametric'; - this.mouthSource = 'parametric'; - this.dirty = true; - this.lastDraw = -Infinity; - - // The face plates are shells of the body surface, pushed a hair outwards by - // the loader, so they win the depth test against the body by themselves. - // Nudging them with a polygon offset as well keeps the two from z-fighting - // along grazing angles. Depth *testing* stays on: that is what lets the nose - // (which pokes further out) and an arm waved in front of the face hide the - // artwork the way they should - it only ever hid the old planes because - // those did not reach far enough down the head. - const orders = new Map([[eyeMesh, 2], [mouthMesh, 1]]); - if (hairMesh) orders.set(hairMesh, 3); - for (const mesh of [eyeMesh, mouthMesh, ...(hairMesh ? [hairMesh] : [])]) { - const material = mesh.material; - material.polygonOffset = true; - material.polygonOffsetFactor = -1; - material.polygonOffsetUnits = -2; - material.depthTest = true; - material.depthWrite = false; - // The GLB may describe the plate material as opaque; the artwork is a - // texture with alpha, so blend instead of replacing what is behind it. - material.transparent = true; - material.side = THREE.DoubleSide; - material.needsUpdate = true; - // Tears are drawn on the eye plate and the mouth on the other one, and - // both sit on the same shell: draw the mouth first so a teardrop can fall - // across it instead of being painted over. - mesh.renderOrder = orders.get(mesh) ?? 0; - } - - this.applyTextures(); - } - - /** Show or hide the mouth without touching the artwork. */ - setMouthVisible(visible) { - if (this.mouthMesh.visible !== visible) this.mouthMesh.visible = visible; - } - - applyTextures() { - const eyeMap = this.eyeSource === 'parametric' - ? this.eyeTexture - : (this.originals.eyes[this.eyeSource] ?? this.eyeTexture); - const mouthMap = this.mouthSource === 'parametric' - ? this.mouthTexture - : (this.originals.mouth ?? this.mouthTexture); - - if (this.eyeMesh.material.map !== eyeMap) { - this.eyeMesh.material.map = eyeMap; - this.eyeMesh.material.needsUpdate = true; - } - if (this.mouthMesh.material.map !== mouthMap) { - this.mouthMesh.material.map = mouthMap; - this.mouthMesh.material.needsUpdate = true; - } - if (this.hairMesh && this.hairMesh.material.map !== this.hairTexture) { - this.hairMesh.material.map = this.hairTexture; - this.hairMesh.material.needsUpdate = true; - } - } - - /** - * Load a hand-drawn image and use it for the eyes or the mouth. Any size is - * accepted; it is scaled to the layout the model expects (1024 x 380). - * Returns the key the new artwork is registered under. - */ - async loadImage(kind, file) { - const layout = kind === 'eyes' ? this.eyeLayout : this.mouthLayout; - const bitmap = await createImageBitmap(file); - // Any size is accepted; it is scaled into the artwork window, which is where - // the plate's rewritten UVs expect it. - const canvas = placeInWindow(bitmap, layout); - if (typeof bitmap.close === 'function') bitmap.close(); - const texture = makeTexture(canvas); - - if (kind === 'eyes') { - const key = `custom-${this.customNames.size + 1}`; - this.customNames.set(key, file.name); - this.originals.eyes[key] = texture; - this.setSource('eyes', key); - return key; - } - this.originals.mouth = texture; - this.setSource('mouth', 'original'); - return 'original'; - } - - /** - * Set the drawings used for the beards, keyed by beard kind (`scotch`, `kaiser`, - * `apron`, `cat`). Called by the app once the files are loaded; the next redraw - * picks them up. - */ - setBeardImages(map) { - this.beardImages = map ?? {}; - this.dirty = true; - } - - /** - * Set the drawings used for the brows, keyed by brow kind (`gol`). Called by the - * app once the files are loaded; the next redraw picks them up. - */ - setBrowImages(map) { - this.browImages = map ?? {}; - this.dirty = true; - } - - /** `kind` is `'eyes'` or `'mouth'`; `source` is `'parametric'` or a variant key. */ - setSource(kind, source) { - if (kind === 'eyes') { - if (this.eyeSource === source) return; - this.eyeSource = source; - } else { - if (this.mouthSource === source) return; - this.mouthSource = source; - } - this.applyTextures(); - this.dirty = true; - } - - setParams(params, styleMode = this.styleMode) { - this.params = params; - this.styleMode = styleMode; - this.dirty = true; - } - - /** - * Redraw the procedural textures when they are stale. `minInterval` throttles - * redraws while animating; pass 0 before an export so nothing is left pending. - */ - flush(now = performance.now(), minInterval = 0) { - if (!this.dirty) return false; - if (now - this.lastDraw < minInterval) return false; - this.redraw(); - this.lastDraw = now; - return true; - } - - redraw() { - const p = this.params; - if (!p) { - this.dirty = false; - return; - } - // Hiding the mouth has to hide the plane itself, not just stop drawing on - // it - otherwise the last drawing stays on screen. - this.setMouthVisible(p.mouth.visible !== false); - // A tongue poking over a *closed* lip can reach up behind the 3D nose, which - // would hide it. In that one case let the mouth artwork win the depth test, - // so the tongue reads; otherwise the nose (and an arm) still hide the mouth - // the way they should. The lip line and the rest of the mouth sit clear of - // the nose, so only the tongue can overlap it. - const mouth = p.mouth ?? {}; - const tongueOverLip = (mouth.round ?? 0) <= 0.004 - && (mouth.open ?? 0) <= 0.004 - && (mouth.tongue ?? 1) > 0.01; - this.mouthMesh.material.depthTest = !tongueOverLip; - const mode = this.styleMode === 'line' ? 'line' : 'paint'; - - if (this.eyeSource === 'parametric') { - const layout = this.eyeLayout; - const ctx = this.eyeCtx; - ctx.clearRect(0, 0, layout.width, layout.height); - ctx.save(); - // The artwork window sits at an offset inside the bigger canvas. - ctx.translate(layout.offsetX, layout.offsetY); - drawEyes(ctx, { - mode, - eyes: { left: p.eyes.left, right: p.eyes.right }, - style: { - white: p.eyes.white, - iris: p.eyes.iris, - line: p.eyes.line, - irisScale: p.eyes.irisScale, - lookMax: p.eyes.lookMax, - highlight: p.eyes.highlight, - lidWidth: p.eyes.lidWidth, - lowerLid: p.eyes.lowerLid, - lidShape: p.eyes.lidShape, - lidTilt: p.eyes.lidTilt, - lashes: p.eyes.lashes, - brow: p.eyes.brow, - // ほっぺ and 頭の模様 are shared by the whole face, so they travel with - // the other shared eye fields (see `drawEyes` in src/faceArt.js). - cheeks: p.eyes.cheeks, - // When the model has a wrapping hair plate the covering is drawn there - // instead (below), so it is switched off on the front plate to keep it - // from being drawn twice. - headMark: this.hairMesh ? { shape: 'off' } : p.eyes.headMark, - // ひげ is shared by the whole face as well. (鼻ちょうちん is a real 3D - // object hung off the nose - see src/main.js - so it is not drawn here.) - beard: p.eyes.beard, - beards: this.beardImages, - brows: this.browImages, - // 眼鏡 / サングラス are shared by both eyes and drawn into this same - // texture, so they travel with the other shared eye fields. - glasses: p.eyes.glasses, - heartScale: p.eyes.heartScale, - heartColor: p.eyes.heartColor, - tearColor: p.eyes.tearColor, - // Where the artwork's real edges are, so a brow lifted too far or a - // tear dropped too low can stop inside the artwork (see `canvasLayout`). - limits: layout.limits, - }, - }); - ctx.restore(); - this.eyeTexture.needsUpdate = true; - } - - if (this.mouthSource === 'parametric' && p.mouth.visible) { - const layout = this.mouthLayout; - const ctx = this.mouthCtx; - ctx.clearRect(0, 0, layout.width, layout.height); - ctx.save(); - ctx.translate(layout.offsetX, layout.offsetY); - drawMouth(ctx, { mode, ...p.mouth, limits: layout.limits }); - ctx.restore(); - this.mouthTexture.needsUpdate = true; - } - - if (this.hairMesh) { - const hairShape = p.eyes.headMark?.shape ?? 'off'; - // Shapes that draw nothing (the retired front-plate ones, or なし). A fully - // transparent texture still tinted the head on iOS, so the plate is hidden - // outright when there is no hair rather than left showing an empty texture. - const hairShown = !(hairShape === 'off' || hairShape === 'none' - || hairShape === 'split' || hairShape === 'wave' || hairShape === 'side'); - this.hairMesh.visible = hairShown; - if (hairShown) { - // `overEyes` decides the draw order: the hair plate sits in front of the - // eyes (bangs over the face) or behind them. - this.hairMesh.renderOrder = p.eyes.headMark?.overEyes === false ? 0 : 3; - // The colour lives on the material (the texture is a white mask), so it - // follows the same colour management as the body on every platform. - this.hairMesh.material.color.set(p.eyes.headMark?.color ?? '#8a4fe0'); - const layout = this.hairLayout; - const ctx = this.hairCtx; - ctx.setTransform(1, 0, 0, 1, 0, 0); - ctx.clearRect(0, 0, layout.width * HAIR_SCALE, layout.height * HAIR_SCALE); - ctx.scale(HAIR_SCALE, HAIR_SCALE); - // `drawHeadCoverWrap` works in canvas coordinates (its x axis is the UV - // angle already normalised), so it is not shifted by the window offset. - drawHeadCoverWrap(ctx, p.eyes.headMark ?? {}, layout); - ctx.setTransform(1, 0, 0, 1, 0, 0); - this.hairTexture.needsUpdate = true; - } - } - - this.dirty = false; - } -} - -function makeCanvas({ width, height }, scale = 1) { - const canvas = document.createElement('canvas'); - canvas.width = Math.round(width * scale); - canvas.height = Math.round(height * scale); - return canvas; -} - -/** - * Rewrite a plate's UVs so its own range maps onto 0..1, and return the canvas - * that keeps the artwork at its original pixel size (`canvasLayout`). - * - * The plate covers the whole front half of the body, so its UVs used to run well - * outside the artwork (v -1.02..1.93 on the eye plate). Everything past the edge - * clamped to the canvas border, which is what stretched a tear or a brow that - * reached it. After this the whole plate samples real canvas, so nothing clamps. - */ -function remapPlate(mesh) { - const uv = mesh?.geometry?.attributes?.uv; - if (!uv) return canvasLayout(null); - let u0 = Infinity; - let u1 = -Infinity; - let v0 = Infinity; - let v1 = -Infinity; - for (let i = 0; i < uv.count; i += 1) { - const u = uv.getX(i); - const v = uv.getY(i); - if (u < u0) u0 = u; - if (u > u1) u1 = u; - if (v < v0) v0 = v; - if (v > v1) v1 = v; - } - const du = Math.max(1e-6, u1 - u0); - const dv = Math.max(1e-6, v1 - v0); - for (let i = 0; i < uv.count; i += 1) { - uv.setXY(i, (uv.getX(i) - u0) / du, (uv.getY(i) - v0) / dv); - } - uv.needsUpdate = true; - return canvasLayout({ u0, u1, v0, v1 }); -} - -/** - * Draw a hand-drawn 1024 x 380 image where the artwork window now sits, on a - * canvas as big as the plate's own UV range. The plates cover far more than the - * window (see `canvasLayout`) and the UVs were rewritten to match, so the window - * is exactly where that image belongs. - */ -function placeInWindow(source, layout) { - const canvas = document.createElement('canvas'); - canvas.width = layout.width; - canvas.height = layout.height; - if (source) { - canvas.getContext('2d').drawImage( - source, layout.offsetX, layout.offsetY, layout.window.width, layout.window.height, - ); - } - return canvas; -} - -/** `placeInWindow` for an existing texture (keeps `null` as `null`). */ -function placeInWindowTexture(texture, layout) { - const image = texture?.image; - if (!image || !image.width || !image.height) return texture ?? null; - return makeTexture(placeInWindow(image, layout)); -} - -function makeTexture(canvas) { - const texture = new THREE.CanvasTexture(canvas); - // glTF puts v = 0 at the top of the image and the loader uploads the model's - // own textures with flipY = false; matching that keeps the artwork aligned - // with the mesh UVs. - texture.flipY = false; - texture.colorSpace = THREE.SRGBColorSpace; - texture.premultiplyAlpha = false; - texture.needsUpdate = true; - return clampToEdge(texture); -} - -/** - * The face plates are shells of the whole body, so their UVs run well past the - * 0..1 of the artwork (a plate corner can sit at v = -1.26). glTF's default - * sampler repeats, which would stamp the drawing back onto the model several - * times - a frown flicked up onto the forehead, a smile's end onto its side. - * Clamping sends everything outside the artwork to the blank edge of the canvas - * instead, where nothing is drawn. - */ -function clampToEdge(texture) { - if (!texture) return texture; - texture.wrapS = THREE.ClampToEdgeWrapping; - texture.wrapT = THREE.ClampToEdgeWrapping; - texture.needsUpdate = true; - return texture; -} - -/** - * Make the flat colour that fills the background of a hand-drawn texture - * transparent. The edge is feathered rather than hard, so the anti-aliased - * pixels along the artwork do not leave a pale fringe. - */ -function keyOutBackground(texture, layout) { - const image = texture?.image; - if (!image || !image.width || !image.height) return texture; - - const canvas = document.createElement('canvas'); - canvas.width = image.width; - canvas.height = image.height; - const ctx = canvas.getContext('2d', { willReadFrequently: true }); - ctx.drawImage(image, 0, 0); - const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); - const pixels = imageData.data; - - // The background is uniform, so the top-left pixel is a reliable sample. - const baseR = pixels[0]; - const baseG = pixels[1]; - const baseB = pixels[2]; - const fullyClear = 30; // at or below this distance: transparent - const fullySolid = 96; // at or above this distance: untouched - - for (let i = 0; i < pixels.length; i += 4) { - const distance = Math.abs(pixels[i] - baseR) - + Math.abs(pixels[i + 1] - baseG) - + Math.abs(pixels[i + 2] - baseB); - if (distance <= fullyClear) { - pixels[i + 3] = 0; - } else if (distance < fullySolid) { - const ratio = (distance - fullyClear) / (fullySolid - fullyClear); - pixels[i + 3] = Math.round(pixels[i + 3] * ratio); - } - } - ctx.putImageData(imageData, 0, 0); - - return makeTexture(placeInWindow(canvas, layout)); -} diff --git a/public/bluebey-studio/src/faceArt.js b/public/bluebey-studio/src/faceArt.js deleted file mode 100644 index 8537fd8..0000000 --- a/public/bluebey-studio/src/faceArt.js +++ /dev/null @@ -1,1855 +0,0 @@ -/** - * The face artwork: everything that used to be a hand-drawn PNG in GIMP is now - * drawn from parameters onto a canvas, which is then used as the texture of the - * two overlay planes that already exist on the model. - * - * The plates have a linear UV mapping fitted to the original artwork, so drawing - * in "texture pixels" lands exactly where the original artwork did. Every constant - * below was measured from the original textures (see README for the numbers), so - * the defaults reproduce the 2022 artwork while every part of it stays editable. - * - * Texture space: the artwork WINDOW, 1024 x 380, origin at the top-left, y grows - * downwards. `canvasLayout` then says where that window sits on the bigger canvas - * a face plate actually needs (see below), and `Face` hands the bounds back as - * `limits`, so the drawing can clamp against the real edge instead of assuming - * the window is all there is. - * - * glTF stores v downwards too, and the textures are uploaded with flipY = false, - * so no flipping is needed anywhere. - */ - -const TAU = Math.PI * 2; -const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v)); -const HUGE = 4000; - -/** - * The artwork window: the rectangle the 2022 hand-drawn textures occupied. Every - * constant below is written in this space. - */ -export const ART_WINDOW = { width: 1024, height: 380 }; - -/** Keep this much clear at the canvas border, so filtering has room to breathe. */ -const EDGE_MARGIN = 8; - -/** What a drawing falls back to when no plate bounds are supplied. */ -const WINDOW_LIMITS = { - top: 0, bottom: ART_WINDOW.height, left: 0, right: ART_WINDOW.width, -}; - -/** - * The canvas a face plate's drawing needs, and where the artwork window sits on it. - * - * WHY: the plates are the *whole* front half of the body, so their UVs run far - * outside the 0..1 the artwork was drawn in (measured on the shipped model: the - * eye plate covers v -1.02..1.93, and 9 of 10 of its vertices sit within a - * twentieth of the border). Everything outside 0..1 used to clamp to the canvas - * edge row, so the moment a drawing reached the border - a tear dropped low, a - * brow lifted, a thick mouth pushed down - that edge row was copied across the - * rest of the plate and the mark stretched into a long smear. - * - * `Face` rewrites each plate's UVs so this range maps onto 0..1 instead, which - * removes the clamp altogether. The map is affine, so the artwork keeps its exact - * pixel size and position and merely shifts by `offset`; the canvas grows by the - * same factor, and those extra rows are the room a moved tear, brow or mouth - * needs (`limits` says where the real edge now is, in window coordinates). - * - * @param {{u0:number,u1:number,v0:number,v1:number}} range the plate's UV range - * @param {{width:number,height:number}} [window] the artwork window - */ -export function canvasLayout(range, window = ART_WINDOW) { - const u0 = Number.isFinite(range?.u0) ? range.u0 : 0; - const u1 = Number.isFinite(range?.u1) ? range.u1 : 1; - const v0 = Number.isFinite(range?.v0) ? range.v0 : 0; - const v1 = Number.isFinite(range?.v1) ? range.v1 : 1; - const du = Math.max(1e-6, u1 - u0); - const dv = Math.max(1e-6, v1 - v0); - const width = Math.max(1, Math.round(window.width * du)); - const height = Math.max(1, Math.round(window.height * dv)); - // `+ 0` turns a `-0` into a plain `0`, so the offsets compare cleanly. - const offsetX = Math.round(-u0 * window.width) + 0; - const offsetY = Math.round(-v0 * window.height) + 0; - return { - width, - height, - offsetX, - offsetY, - window, - // The canvas edges in the artwork's own coordinates. `top` is negative when - // the plate reaches above the window: that is the extra room. - limits: { - top: -offsetY + 0, - bottom: height - offsetY, - left: -offsetX + 0, - right: width - offsetX, - }, - }; -} - -/** Fixed layout of the eye plane, measured from the original `eyes-open.png`. */ -export const EYE_LAYOUT = { - radius: 84, - irisRadius: 62.5, - highlightRadius: 28, - highlightOffset: { x: 29.5, y: -18 }, - // The model's left eye (its own left, +x) sits in the u > 0.5 half. - eyes: [ - { key: 'right', cx: 267.5, cy: 240, towardNose: 1 }, - { key: 'left', cx: 755.5, cy: 240, towardNose: -1 }, - ], - lidRadiusFactor: 1.35, - lidStroke: 14, - // Eyebrows are painted into the same texture as the eyes. The eye plane is a - // flat-ish patch on a round head, so only its lower part is really outside - // the head: a brow high on the forehead would be swallowed by it. The brow - // therefore sits just above the eyeball (row 156) and the eyeball is drawn - // over its lower edge afterwards. - // The brow sits just above the eyeball, and the eyeball is drawn over its - // lower edge. `lift` is that resting height, so `height: 0` is the brow's - // natural place and a POSITIVE height raises it (a negative one sinks it - // towards the eye, where the eyeball will cover it). - brow: { lift: 114, length: 134, thickness: 15, curve: 0.14, offsetX: 6 }, - // A teardrop hangs well below the eye. The plate keeps the whole canvas, so - // the drop can sit low without being clipped (measured with a ruler grid). - tear: { size: 34, offsetX: 66, offsetY: 88 }, - closedLine: { - // The single shut line is the *long* form of the eyelid, the same reach as - // the arms of the "ぎゅっ" below, so switching between 1 and 3 lines does not - // change how wide the eye reads. - length: 205, - offsetX: 6, - offsetY: -10, - slantDeg: 3.9, - bow: 3, - // 2- and 3-line shut eyes, copied from the original `eyes-close-tight` - // artwork: three strokes sharing one vertex that points at the nose, opening - // to a wide bird's foot / arrow shape. `spread` is half the height the arms - // open to at the far end. - armSpan: 205, - spread: 62, - vertex: 87.5, - armX: 104, - }, - arch: { edgesUp: 8, apexUp: 44 }, - // まつげ: a few strokes flicking out from the upper-outer lid (see drawEyes). - // `raise` lifts them a touch above the lid edge (2% of the lid slider). - lash: { length: 30, width: 8, angles: [46, 66, 86], raise: 0.04 }, - // "ふつう"の目の瞳を、両目とも少し鼻側に寄せてかわいく見せる(px)。 - irisInward: 7, -}; - -/** - * ほっぺ (a manga blush) and 頭の模様 (a mark on the head), both drawn into the eye - * plate next to the eyes and brows. - * - * They are deliberately *generic* manga devices, not a copy of any one character: - * a pink patch crossed by short diagonal strokes is a stock convention, and the - * head mark is one of a few simple shapes (a hook, a spiral, three strokes, a dot - * row) that starts off. Both stay editable through the panel. The cheek positions - * are tied to `EYE_LAYOUT` so they sit beside the eyes; the head mark sits up in - * the plate's upper area, i.e. on the forehead above the brows. - */ -export const CHEEK_LAYOUT = { - drop: 64, // how far below the eye centre the patch sits (artwork px) - outward: 66, // how far outwards, away from the midline, it sits - radius: 50, // half-width of the patch - squash: 0.55, // half-height, as a fraction of the half-width (a flat ellipse) - // The blush is *always* four strokes - the reference artwork has four - so - // there is no line-count control any more. The strokes are horizontal and - // hand-drawn: each wobbles a little and tapers to a point at both ends. - lines: 4, - lineWidth: 10, // the stroke thickness at its widest (artwork px) - spread: 0.62, // how far the outermost stroke sits from the centre (x half-height) - margin: 0.18, // clear gap left between a stroke's end and the patch outline - wobble: 0.32, // sideways wander, as a fraction of the stroke thickness -}; - -/** - * 頭の模様: a *hair-like covering* over the whole head, not a small forehead symbol. - * - * The face plate is a shell of the *whole* front half of the body, so the plate's - * own edge is the head's front silhouette. Filling the plate from its top edge - * down to an adjustable boundary therefore makes the covering's outline follow - * the silhouette for free - there is no separate ellipse to keep in step. - * - * It is a generic device: a colour cap, a fringe, a side part, or a left/right - * two-tone split. It is deliberately *not* a copy of any one character's hair. - * It starts off. - */ -export const HEAD_MARK_LAYOUT = { - // Where the boundary sits by default: on the forehead, just above the brows - // (EYE_LAYOUT.eyes[0].cy is the eye row and the brows reach ~114px above it). - cy: 120, - reach: 190, // artwork px the boundary moves per unit of `size` -}; - -/** - * 頭の模様 on the *hair plate*: the head's cover when the model carries a plate - * that wraps all the way round (material `hair-plate`, cylindrical UV). - * - * The front plate only reaches the head's silhouette, so hair drawn on it stops - * at the front half. The hair plate's UV is `u` = angle round the head (front at - * 0.5, back at the seam 0/1) and `v` = height (0 at the model's feet, 1 at the - * top of the head), so the covering is everything *above* a boundary line: a cap - * that is visible from behind as well. - */ -export const HAIR_WRAP_LAYOUT = { - // The wrap's v runs top-of-head (0) to the model's feet (1) after the GLB's - // V-flip, so `base` is how far down from the top the hairline sits at size 1. - // `reach` is how much a unit of `size` moves it; `offsetScale` converts the - // `offsetY` slider (artwork px) to the same units, so one slider drives both. - base: 0.30, - reach: 0.30, - offsetScale: 0.30 / 190, -}; - -/** - * ひげ: the mustaches and beards that hang under the nose. Drawn on the eye plate - * at the nose, the same spot the snot bubble uses. `shape` picks a well-known - * kind; `size` scales it about the nose, and the colours are adjustable. - */ -export const BEARD_LAYOUT = { - cx: 511.5, - cy: 352, // just under the nose - width: 240, // base width of the widest beard at size 1 -}; - -/** - * 眼鏡 / サングラス, drawn into the same texture as the eyes and brows. - * - * Not measured off any artwork - the character has no glasses - but the numbers - * are tied to the eyeball so a lens is always a little wider than the eye it - * covers. The lens centre sits *below* the eye centre because the brow is drawn - * first, just above the eyeball (see `EYE_LAYOUT.brow`): a lens wide enough to - * read as glasses would otherwise cut straight through it. - * - * The two kinds get separate shapes on purpose. They used to share one ellipse - * and differ only in how dark the lens was filled, which made them hard to tell - * apart; the round 眼鏡 below and the wide, angular サングラス in - * `SUNGLASSES_LAYOUT` now read as different objects at a glance. - */ -const GLASSES_LAYOUT = { - widthFactor: 1.08, // lens half-width, as a multiple of the eyeball radius - heightFactor: 1.0, // a circle, so the round 眼鏡 stays round (a flatter - // ellipse used to drift towards the shades below) - drop: 20, // the lens centre hangs this far below the eye centre (artwork px) - bridgeRise: 8, // how much the bridge arcs up over the nose - bridgeWidth: 0.75, // bridge thickness, as a fraction of the frame stroke - templeLength: 1.5, // temple stub length, as a multiple of the eyeball radius - templeRise: 30, // how far the temple climbs towards the side of the head -}; - -/** - * サングラス: a long, pointed cat-eye rather than the round 眼鏡 lens. Each side is a - * slim wedge whose *outer end starts low*, rises to a *high, pointed outer corner* - * set further out (`tipX`), and whose top edge then sweeps back down towards the - * nose - the "外側が長くとがって上に上がる" shape the reference shows. The inner end is - * short, so the lens tapers inwards. The eye is allowed to poke out above and - * below it, so the lens no longer has to cover the whole eyeball. A level bar - * joins the two inner ends, so the pair still reads as one dark visor. The ratios - * are of the eyeball radius, exactly like `GLASSES_LAYOUT`, so `scale` means the - * same thing for both kinds. - */ -const SUNGLASSES_LAYOUT = { - widthFactor: 1.6, // a long lens: the outer end reaches well past the eyeball - heightFactor: 0.58, // slim, so the eye is free to show above and below it - drop: 8, // sits a little lower than the round pair - corner: 0.05, // corner rounding, as a fraction of the half-height; kept - // tiny so the outer corner stays pointed - topSkew: 1.0, // the pointed corner rises this far above the lens top (x half-height) - innerTop: 0.42, // the inner top is low, which is what makes the top edge climb - innerBottom: 0.34, // the inner bottom is pinched up towards the nose (x half-height) - outerEndX: 0.75, // the low outer end sits this far out (x half-width) - outerBottom: 0.82, // ...and this deep (x half-height) - tipX: 1.22, // the pointed corner juts this far out (x half-width) - bridgeWidth: 1.15, // a short, thick bar - thicker than the frame stroke - bridgeLift: 0.25, // the bar sits this far above the lens centre (x half-height) - templeLength: 1.15, // a short stub, like the round pair's but a little shorter - templeRise: 24, - // A heavy rim. It used to be slimmer than the round pair's stroke, which read - // as a thin pair of shades; the reference look is a chunky frame. - frameFactor: 1.6, -}; - -/** The mouth artwork is drawn on the `mouth-plate` shell, which covers the whole - * 1024 x 380 canvas (see tools/build-face-plates.py), so the drawing no longer - * has to be squeezed into a band. The only limit left is the canvas itself. */ -export const MOUTH_LAYOUT = { - centreX: 511.5, - chordY: 88, - halfChord: 420.5, - sag: 177, - // With the ends and the depth both fixed - which is what the slider promises - - // the only thing left to choose about the curve is *where* it bends. 1/3 is a - // quadratic Bézier (a parabola): it is flattest at the apex and falls away - // fastest near the ends. Pulling the cubic's control points in towards the ends - // makes the middle of the smile straighter still and lets the fall happen near - // the corners, which is what reads as a *gentler* curve at the same depth. - sagBend: 0.2, - thickness: 21, - // How big the round "O" oval gets at `round: 1`, as a multiple of the smile's - // own sag. The oval's size comes from this and `round` alone: `thickness` is - // only the stroke weight, so 口の太さ and 丸く開く no longer move together. - roundScale: 1.3, - // Kept for reference: the 2022 plane only showed these rows. - bandTop: 46, - bandBottom: 332, - // Only used to cap the *size* of the round "O" mouth, so the surprise face - // stays a mouth and not a hole. The mouth's travel no longer stops here: the - // drawing is given the plate's real edges through `limits`. - safeBottom: 372, - // The nose is a separate mesh that pokes out in front of the plate. The plate - // is depth tested, so the nose hides whatever is drawn behind it - but a frown - // arcs *up* into that hiding place, so slide the mouth down until the middle - // of the arc clears the nose. Only the middle is checked: a smile curves away - // from the nose, and checking its ends instead is what used to pin the whole - // mouth in place and make the height slider do nothing. - noseClear: 132, - // The original hand-drawn mouth is a *shallow* arc with tall corner strokes - // flicking up at the ends (measured from the artwork: the arc's own sag is - // ~0.13 of its chord, while the corners reach ~90px above it). Keeping that - // split is what makes `smile: 1` read as the original; making the arc itself - // deep instead looked too steep. - // - // The tongue rises from the lip line to a rounded top just above the corner - // strokes. Measured off the original: its crown is a *super-ellipse* - - // `rise = height * (1 - |dx/half|^2.5)` - so it is steep-sided with a smooth, - // almost flat top. It is convex upwards, but it is **not** a point. - tongue: { pos: 0.84, width: 126, height: 115, crown: 2.5 }, - corner: { fromX: 26, fromY: 3, toX: 32, toY: 42, width: 11, curve: 26 }, - openRise: 64, - // Was 0.25: opening the mouth used to flatten the smile to stay inside the - // texture band. There is no band to stay inside now. - openFlatten: 0, -}; - -/* ------------------------------------------------------------------ helpers */ - -function circlePath(ctx, cx, cy, r) { - ctx.beginPath(); - ctx.arc(cx, cy, r, 0, TAU); - ctx.closePath(); -} - -function fillCircle(ctx, cx, cy, r, color) { - circlePath(ctx, cx, cy, r); - ctx.fillStyle = color; - ctx.fill(); -} - -/** - * A heart, used for the "love" eyes. The path is wider than it is tall, which - * is what makes it read as a heart rather than a blob at small sizes. - */ -function heartPath(ctx, cx, cy, r) { - ctx.beginPath(); - ctx.moveTo(cx, cy + r * 0.80); - ctx.bezierCurveTo(cx - r * 1.24, cy - r * 0.34, cx - r * 0.50, cy - r * 1.18, cx, cy - r * 0.40); - ctx.bezierCurveTo(cx + r * 0.50, cy - r * 1.18, cx + r * 1.24, cy - r * 0.34, cx, cy + r * 0.80); - ctx.closePath(); -} - -function fillHeart(ctx, cx, cy, r, color) { - heartPath(ctx, cx, cy, r); - ctx.fillStyle = color; - ctx.fill(); -} - -/** A teardrop, used by the crying expression. */ -function dropPath(ctx, cx, cy, size) { - ctx.beginPath(); - ctx.moveTo(cx, cy - size * 1.32); - ctx.bezierCurveTo(cx + size * 0.95, cy - size * 0.34, cx + size * 0.95, cy + size * 0.78, cx, cy + size * 0.78); - ctx.bezierCurveTo(cx - size * 0.95, cy + size * 0.78, cx - size * 0.95, cy - size * 0.34, cx, cy - size * 1.32); - ctx.closePath(); -} - -function strokeCircle(ctx, cx, cy, r, color, width) { - circlePath(ctx, cx, cy, r); - ctx.strokeStyle = color; - ctx.lineWidth = width; - ctx.stroke(); -} - -function tracePolyline(ctx, points, closed) { - if (!points.length) return; - ctx.beginPath(); - ctx.moveTo(points[0].x, points[0].y); - for (let i = 1; i < points.length; i++) ctx.lineTo(points[i].x, points[i].y); - if (closed) ctx.closePath(); -} - -function strokePolyline(ctx, points, { color, width, closed = false }) { - if (points.length < 2) return; - ctx.save(); - ctx.strokeStyle = color; - ctx.lineWidth = width; - ctx.lineJoin = 'round'; - ctx.lineCap = 'round'; - tracePolyline(ctx, points, closed); - ctx.stroke(); - ctx.restore(); -} - -function fillPolygon(ctx, points, color) { - if (points.length < 3) return; - ctx.save(); - ctx.fillStyle = color; - tracePolyline(ctx, points, true); - ctx.fill(); - ctx.restore(); -} - -/** - * Trace a closed polygon with rounded corners. Used for the squarish - * サングラス lens: an ellipse cannot be angular, and a plain polygon has cusps. - * Each corner is cut back by `radius` (clamped so short edges cannot overlap) - * and joined with a quadratic through the original vertex. - */ -function traceRoundedPolygon(ctx, points, radius) { - const n = points.length; - ctx.beginPath(); - for (let i = 0; i < n; i++) { - const prev = points[(i + n - 1) % n]; - const cur = points[i]; - const next = points[(i + 1) % n]; - const inLen = Math.hypot(cur.x - prev.x, cur.y - prev.y) || 1; - const outLen = Math.hypot(next.x - cur.x, next.y - cur.y) || 1; - const cut = Math.min(radius, inLen / 2, outLen / 2); - const from = { x: cur.x + ((prev.x - cur.x) / inLen) * cut, y: cur.y + ((prev.y - cur.y) / inLen) * cut }; - const to = { x: cur.x + ((next.x - cur.x) / outLen) * cut, y: cur.y + ((next.y - cur.y) / outLen) * cut }; - if (i === 0) ctx.moveTo(from.x, from.y); - else ctx.lineTo(from.x, from.y); - ctx.quadraticCurveTo(cur.x, cur.y, to.x, to.y); - } - ctx.closePath(); -} - -/** Points along a quadratic Bézier, `steps` segments (steps + 1 points). */ -function quadraticPoints(p0, p1, p2, steps) { - const out = []; - for (let i = 0; i <= steps; i++) { - const t = i / steps; - const u = 1 - t; - out.push({ - x: u * u * p0.x + 2 * u * t * p1.x + t * t * p2.x, - y: u * u * p0.y + 2 * u * t * p1.y + t * t * p2.y, - }); - } - return out; -} - -/** A point on a cubic Bézier. */ -function cubicPoint(p0, p1, p2, p3, t) { - const u = 1 - t; - const a = u * u * u; - const b = 3 * u * u * t; - const c = 3 * u * t * t; - const d = t * t * t; - return { - x: a * p0.x + b * p1.x + c * p2.x + d * p3.x, - y: a * p0.y + b * p1.y + c * p2.y + d * p3.y, - }; -} - -/** Points along a cubic Bézier, `steps` segments (steps + 1 points). */ -function cubicPoints(p0, p1, p2, p3, steps) { - const out = []; - for (let i = 0; i <= steps; i++) out.push(cubicPoint(p0, p1, p2, p3, i / steps)); - return out; -} - -/** - * The four control points of the mouth's centreline: the same two ends, the same - * depth, but `bend` decides where the curve actually bends (see `sagBend`). - */ -function mouthControls(left, right, sag, bend) { - const width = right.x - left.x; - const y = left.y + (4 / 3) * sag; - return { - p0: left, - p1: { x: left.x + width * bend, y }, - p2: { x: right.x - width * bend, y }, - p3: right, - }; -} - -function rotate(points, pivot, degrees) { - if (!degrees) return points; - const a = (degrees * Math.PI) / 180; - const cos = Math.cos(a); - const sin = Math.sin(a); - return points.map((p) => { - const dx = p.x - pivot.x; - const dy = p.y - pivot.y; - return { x: pivot.x + dx * cos - dy * sin, y: pivot.y + dx * sin + dy * cos }; - }); -} - -/* --------------------------------------------------------------------- eyes */ - -/** - * Intersect the canvas clip with the eyeball disc and the (possibly closed) - * lids. Because the overlay plane is transparent and sits in front of the face, - * clipping is all that is needed: whatever is clipped away shows the real - * shaded face behind it. That is what makes the eyelid blend perfectly without - * baking a face-coloured background into the texture. - */ -/** Clip to the upper and lower lids only, without the eyeball circle. */ -function clipLids(ctx, eye, open, lowerLid, flat = false, tiltDeg = 0) { - const tilt = (clamp(tiltDeg, -45, 45) * Math.PI) / 180; - const rotated = Math.abs(tilt) > 1e-4; - const spin = () => { - ctx.translate(eye.cx, eye.cy); - ctx.rotate(tilt); - ctx.translate(-eye.cx, -eye.cy); - }; - if (rotated) spin(); - - const lower = clamp(lowerLid, 0, 1); - // The upper and lower lids are independent: 上まぶたの高さ sets where the upper - // lid sits on its own, so raising 下まぶたの高さ does not drag the upper lid - // down with it. A blink still shuts the eye because `open` reaching 0 (or the - // upper lid dropping to the lower one) hands over to the shut-eye drawing - // before this clip is used. - const upper = 1 - clamp(open, 0, 1); - if (upper > 0.0005) { - const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; - const lowest = eye.cy - eye.r + 2 * eye.r * upper; - ctx.beginPath(); - if (flat) { - // A flat lid: a straight edge straight across the eye. - ctx.rect(eye.cx - HUGE, lowest, HUGE * 2, HUGE); - } else { - const cy = lowest - rl; - ctx.moveTo(eye.cx - HUGE, cy); - ctx.lineTo(eye.cx - rl, cy); - ctx.arc(eye.cx, cy, rl, Math.PI, 0, true); // lower semicircle: bulges down - ctx.lineTo(eye.cx + HUGE, cy); - ctx.lineTo(eye.cx + HUGE, cy + HUGE); - ctx.lineTo(eye.cx - HUGE, cy + HUGE); - } - ctx.closePath(); - ctx.clip(); - } - - const bottom = lower; - if (bottom > 0.0005) { - const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; - const highest = eye.cy + eye.r - 2 * eye.r * bottom; - ctx.beginPath(); - if (flat) { - ctx.rect(eye.cx - HUGE, highest - HUGE, HUGE * 2, HUGE); - } else { - const cy = highest + rl; - ctx.moveTo(eye.cx - HUGE, cy); - ctx.lineTo(eye.cx - rl, cy); - ctx.arc(eye.cx, cy, rl, Math.PI, 0, false); // upper semicircle: bulges up - ctx.lineTo(eye.cx + HUGE, cy); - ctx.lineTo(eye.cx + HUGE, cy - HUGE); - ctx.lineTo(eye.cx - HUGE, cy - HUGE); - } - ctx.closePath(); - ctx.clip(); - } - - if (rotated) { - // Undo the rotation for the caller, but keep the clip we just set. - ctx.translate(eye.cx, eye.cy); - ctx.rotate(-tilt); - ctx.translate(-eye.cx, -eye.cy); - } -} - -/** Clip to the eyeball circle as well (the iris and heart are eyeball content). */ -function clipEye(ctx, eye, open, lowerLid, flat = false, tiltDeg = 0) { - circlePath(ctx, eye.cx, eye.cy, eye.r); - ctx.clip(); - clipLids(ctx, eye, open, lowerLid, flat, tiltDeg); -} - -function lidPath(ctx, eye, amount, lower, flat = false) { - ctx.beginPath(); - if (flat) { - // A straight lid edge; the caller clips it to the eyeball. - const y = lower - ? eye.cy + eye.r - 2 * eye.r * amount - : eye.cy - eye.r + 2 * eye.r * (1 - amount); - ctx.moveTo(eye.cx - eye.r * 2, y); - ctx.lineTo(eye.cx + eye.r * 2, y); - return; - } - const rl = eye.r * EYE_LAYOUT.lidRadiusFactor; - if (!lower) { - const lowest = eye.cy - eye.r + 2 * eye.r * (1 - amount); - ctx.arc(eye.cx, lowest - rl, rl, Math.PI, 0, true); - } else { - const highest = eye.cy + eye.r - 2 * eye.r * amount; - ctx.arc(eye.cx, highest + rl, rl, Math.PI, 0, false); - } -} - -/** The "eyes shut" artwork: a line, a chevron or a happy arch. */ -function drawShutEye(ctx, eye, spec, style, shapeScale = 1, maxHalf = Infinity) { - const layout = EYE_LAYOUT.closedLine; - const { line, width } = style; - // 形の大きさ is a multiplier on the shape's *fitting* size. With the white shown - // that fitting size is what just fits inside the eyeball, so the default (1) - // sits in the white; raising it may push the shape out past the white, which is - // allowed. `maxHalf` is Infinity when the white is hidden, so nothing is scaled - // back there. - const k = (unitHalf) => shapeScale * (maxHalf === Infinity ? 1 : Math.min(1, maxHalf / unitHalf)); - - if (spec.closed === 'chevron') { - // The chevron points *at* the nose, matching the original artwork. - const scale = k(layout.armX); - const vertex = { x: eye.cx + eye.towardNose * layout.vertex * scale, y: eye.cy + layout.offsetY * scale - 8 * scale }; - const armX = eye.cx - eye.towardNose * layout.armX * scale; - const spread = layout.spread * (spec.spread ?? 1) * scale; - strokePolyline(ctx, [vertex, { x: armX, y: vertex.y - spread }], { color: line, width }); - strokePolyline(ctx, [vertex, { x: armX, y: vertex.y + spread }], { color: line, width }); - return; - } - - if (spec.closed === 'three') { - // A real "3": an upper bowl and a lower bowl that meet at a single pinch on - // the nose side. Stacking two C's instead made the two lobes sit on top of - // each other; joining them at a point is what makes it read as the digit. - const r = 34 * k(1.7 * 34); - // Which way the digit faces. It used to follow the nose side, which made the - // pair a mirror image; each eye can now be set either way, because a pair of - // mirrored 3s does not always read the way you want. - const dir = (spec.threeFlip ? -1 : 1) * eye.towardNose; - const sx = eye.cx; - const cy = eye.cy + layout.offsetY; - const at = (x, y) => ({ x: sx + dir * r * x, y: cy + r * y }); - const pinch = at(0.72, 0); - const upper = quadraticPoints(at(0.02, -1.62), at(2.05, -1.40), pinch, 26); - const lower = quadraticPoints(pinch, at(2.05, 1.46), at(0.02, 1.78), 26); - strokePolyline(ctx, upper, { color: line, width }); - strokePolyline(ctx, lower, { color: line, width }); - return; - } - - if (spec.closed === 'arch') { - const scale = k(eye.r); - const edges = { x: eye.r * scale, y: EYE_LAYOUT.arch.edgesUp * scale }; - const points = quadraticPoints( - { x: eye.cx - edges.x, y: eye.cy + edges.y }, - { x: eye.cx, y: eye.cy + edges.y - EYE_LAYOUT.arch.apexUp * 2 * scale }, - { x: eye.cx + edges.x, y: eye.cy + edges.y }, - 24, - ); - strokePolyline(ctx, points, { color: line, width }); - return; - } - - // Default: the gently slanted line of the original artwork, mirrored so it - // always slopes down towards the nose. With `closedLines` set to 2 or 3 the - // strokes share one endpoint instead - a ">" or bird's-foot shape, which is - // how manga draws a happily squeezed-shut eye. - const count = clamp(Math.round(spec.closedLines ?? 1), 1, 3); - const scale = k(layout.length / 2); - if (count >= 2) { - const vertex = { x: eye.cx + eye.towardNose * layout.vertex * scale, y: eye.cy + layout.offsetY * scale - 8 * scale }; - // Reach as far as the single line does, not just a short stub: the arms are - // the *long* form of the same eyelid the one-line version covers. - const outX = -eye.towardNose * layout.armSpan * scale; - const spread = layout.spread * scale; - const arms = count === 2 - ? [{ x: outX, y: -spread }, { x: outX, y: spread }] - : [ - { x: outX, y: -spread }, - { x: -eye.towardNose * Math.hypot(layout.armSpan, layout.spread) * scale, y: 0 }, - { x: outX, y: spread }, - ]; - for (const arm of arms) { - strokePolyline(ctx, [vertex, { x: vertex.x + arm.x, y: vertex.y + arm.y }], { color: line, width }); - } - return; - } - - const half = (layout.length / 2) * (spec.length ?? 1) * scale; - const midX = eye.cx - eye.towardNose * layout.offsetX * scale; - const midY = eye.cy + layout.offsetY * scale; - const angle = ((layout.slantDeg * (spec.slant ?? 1) * eye.towardNose) * Math.PI) / 180; - const bow = (layout.bow ?? 0) * (spec.slant ?? 1) * scale; - const from = { x: midX - Math.cos(angle) * half, y: midY - Math.sin(angle) * half }; - const to = { x: midX + Math.cos(angle) * half, y: midY + Math.sin(angle) * half }; - const points = quadraticPoints(from, { x: midX, y: midY + bow * 2 }, to, 20); - strokePolyline(ctx, points, { color: line, width }); -} - -/** - * A stroke whose width runs from `w0` at the first point to `w1` at the last. - * - * Used for a ゴルゴ13-style brow: a filled wedge that comes to a point at one end - * reads as a heavy eyebrow, where a constant-width stroke reads as a soft arc. - */ -function taperedStroke(ctx, points, w0, w1, color) { - const count = points.length; - if (count < 2) return; - const side = [[], []]; - for (let i = 0; i < count; i++) { - const t = i / (count - 1); - const w = (w0 + (w1 - w0) * t) / 2; - const before = points[Math.max(0, i - 1)]; - const after = points[Math.min(count - 1, i + 1)]; - const dx = after.x - before.x; - const dy = after.y - before.y; - const len = Math.hypot(dx, dy) || 1; - const nx = -dy / len; - const ny = dx / len; - side[0].push({ x: points[i].x + nx * w, y: points[i].y + ny * w }); - side[1].push({ x: points[i].x - nx * w, y: points[i].y - ny * w }); - } - ctx.save(); - tracePolyline(ctx, [...side[0], ...side[1].reverse()], true); - ctx.fillStyle = color; - ctx.fill(); - ctx.restore(); -} - -/** An eyebrow: a short arc above the eye, mirrored between the two eyes so a - * positive `angle` always means "inner end down" (an angry brow). */ -function drawBrow(ctx, eye, spec, style, limits = WINDOW_LIMITS) { - const brow = style.brow; - if (!brow?.enabled) return; - const layout = EYE_LAYOUT.brow; - // 0 is allowed: a zero-length stroke with round caps is a dot, which is what a - // length of 0 is asking for. - const length = Math.max(0, (brow.length ?? 1) * layout.length); - const thickness = Math.max(1, (brow.thickness ?? 1) * layout.thickness); - const cy = eye.cy - layout.lift - (brow.height ?? 0) - (spec.browHeight ?? 0); - // `spacing` widens the gap between the two brows: a positive value moves each - // one away from the nose. `layout.offsetX` is the resting inset from the - // artwork (which the old code read off the wrong object, so it never applied). - const cx = eye.cx + eye.towardNose * (layout.offsetX - (brow.spacing ?? 0)); - - // A supplied drawing (assets/brows/gol-right.png, the model's right brow only) - // replaces the strokes: like the textured ひげ it is drawn twice, mirrored, at - // `cx`, and tinted with the brow colour. - const entry = style.brows?.gol; - if (brow.image && entry?.image) { - const sprite = tintedSprite(entry.image, brow.color ?? '#2a1e33'); - const sw = sprite.width || 1; - const sh = sprite.height || 1; - const drawW = Math.max(4, length); - const drawH = drawW * (sh / sw); - ctx.save(); - ctx.translate(cx, cy); - // The drawing is the model's right brow, so the other eye gets it mirrored. - ctx.scale(eye.towardNose >= 0 ? 1 : -1, 1); - ctx.drawImage(sprite, -drawW / 2, -drawH / 2, drawW, drawH); - ctx.restore(); - return; - } - const angle = (((brow.angle ?? 0) + (spec.browAngle ?? 0)) * eye.towardNose * Math.PI) / 180; - const half = length / 2; - const from = { x: cx - Math.cos(angle) * half, y: cy - Math.sin(angle) * half }; - const to = { x: cx + Math.cos(angle) * half, y: cy + Math.sin(angle) * half }; - const bow = (brow.curve ?? layout.curve) * length; - const points = quadraticPoints(from, { x: cx, y: cy - bow }, to, 16); - // A brow raised with the height slider used to run off the top of the canvas, - // where the clamped edge row was copied across the whole plate and the brow - // smeared upwards. Keep the whole stroke inside the artwork instead. - const top = limits.top + EDGE_MARGIN; - const highest = Math.min(...points.map((q) => q.y)) - thickness / 2; - if (highest < top) for (const q of points) q.y += top - highest; - // `taper` is how wide the *inner* (nose-side) end is: 1 = a plain stroke, and - // lower values turn the brow into a wedge that comes to a point at the nose. - const taper = clamp(brow.taper ?? 1, 0, 1); - const color = brow.color ?? style.line ?? '#55386e'; - // A tapered wedge has no shape at zero length, so a dot always takes the plain - // round-capped stroke. - if (taper >= 0.999 || length < 2) { - strokePolyline(ctx, points, { color, width: thickness }); - return; - } - const innerIsTo = eye.towardNose > 0; - taperedStroke( - ctx, - points, - thickness * (innerIsTo ? 1 : taper), - thickness * (innerIsTo ? taper : 1), - color, - ); -} - -/* ------------------------------------------------------- ほっぺ / 頭の模様 */ - -/** - * ほっぺ: a soft pink patch crossed by short diagonal hatch strokes, the classic - * manga blush. Drawn once per cheek; the caller draws these before the eyes. - */ -function drawCheek(ctx, cx, cy, spec) { - const size = clamp(spec.size ?? 1, 0.2, 3); - const r = CHEEK_LAYOUT.radius * size; - const ry = r * CHEEK_LAYOUT.squash; - - ctx.save(); - ctx.beginPath(); - ctx.ellipse(cx, cy, r, ry, 0, 0, TAU); - ctx.fillStyle = spec.color ?? '#f6a6b8'; - ctx.fill(); - // Clip the hatching to the patch, so a wobbly stroke keeps a clean edge. - ctx.clip(); - - // Four horizontal strokes, hand-drawn rather than ruled: each tapers to a - // point at both ends and wanders a little. Each one stops short of the patch - // outline - the margin is measured against the patch's own width at that - // height, so a stroke on the narrow top or bottom cannot reach the edge. - const thickness = Math.max(1.5, CHEEK_LAYOUT.lineWidth * size); - ctx.fillStyle = spec.hatchColor ?? '#e0708f'; - for (let i = 0; i < CHEEK_LAYOUT.lines; i += 1) { - const t = CHEEK_LAYOUT.lines === 1 ? 0 : (i / (CHEEK_LAYOUT.lines - 1)) * 2 - 1; // -1..1 - const dy = t * ry * CHEEK_LAYOUT.spread; - const chord = r * Math.sqrt(Math.max(0, 1 - (dy / ry) ** 2)); - const half = chord - r * CHEEK_LAYOUT.margin; - if (half < 4) continue; - traceHandHatch(ctx, cx, cy + dy, half, thickness, i * 1.9); - } - ctx.restore(); -} - -/** - * One hand-drawn hatch stroke: a lens-shaped mark that tapers to a point at both - * ends, with a gentle wobble so it reads as drawn rather than printed. - */ -function traceHandHatch(ctx, cx, cy, half, thickness, seed) { - const steps = 12; - const top = []; - const bottom = []; - for (let i = 0; i <= steps; i += 1) { - const u = i / steps; - const x = cx + (u - 0.5) * 2 * half; - const wobble = Math.sin(u * Math.PI * 1.6 + seed) * thickness * CHEEK_LAYOUT.wobble; - const w = (thickness / 2) * Math.sin(u * Math.PI); // 0 at both ends - top.push({ x, y: cy + wobble - w }); - bottom.push({ x, y: cy + wobble + w }); - } - ctx.beginPath(); - ctx.moveTo(top[0].x, top[0].y); - for (const point of top.slice(1)) ctx.lineTo(point.x, point.y); - for (let i = bottom.length - 1; i >= 0; i -= 1) ctx.lineTo(bottom[i].x, bottom[i].y); - ctx.closePath(); - ctx.fill(); -} - -/** The pair of cheeks: symmetric about the face's midline (see `EYE_LAYOUT`). */ -function drawCheeks(ctx, spec) { - if (!spec?.enabled) return; - const drop = CHEEK_LAYOUT.drop + clamp(spec.offsetY ?? 0, -400, 400); - const outward = CHEEK_LAYOUT.outward + clamp(spec.spacing ?? 0, -400, 400); - for (const layout of EYE_LAYOUT.eyes) { - // Outwards is away from the midline, i.e. the opposite of `towardNose`. - const cx = layout.cx - layout.towardNose * outward; - drawCheek(ctx, cx, layout.cy + drop, spec); - } -} - -/** - * 頭の模様: a hair-like covering over the whole head. - * - * The face plate is a shell of the front half of the body, so its own edge is - * the head's silhouette. This fills the plate from its top edge down to an - * adjustable boundary, which is what makes the covering follow the head outline - * without knowing the head's shape ahead of time. The boundary style, colour and - * size are all adjustable, and one style (`split`) divides the head into two - * colours along a vertical curve - a generic "two-tone head" device. It is not a - * copy of any particular character's hair. - */ -function drawHeadCover(ctx, spec, limits) { - const shape = spec?.shape ?? 'off'; - if (shape === 'off' || shape === 'none' || shape === 'wave' || shape === 'side') return; - - const size = clamp(spec.size ?? 1, 0.02, 3); - const left = limits.left; - const right = limits.right; - const top = limits.top; - const bottom = limits.bottom; - const width = right - left; - const cx = (left + right) / 2 + clamp(spec.offsetX ?? 0, -600, 600); - const color = spec.color ?? '#8a4fe0'; - const color2 = spec.color2 ?? '#ffffff'; - - ctx.save(); - // Stay on the plate: nothing may spill past the artwork's real edges. - ctx.beginPath(); - ctx.rect(left, top, width, bottom - top); - ctx.clip(); - - if (shape === 'split') { - // Retired: the two-tone head was dropped, but an old saved state may still - // carry the shape, so treat it as off rather than drawing a two-tone head. - ctx.restore(); - return; - } - - // The boundary curve. `t` runs -1..1 across the plate, so each style is a - // small shape function; the covering is everything above it. - const base = HEAD_MARK_LAYOUT.cy + (size - 1) * HEAD_MARK_LAYOUT.reach - + clamp(spec.offsetY ?? 0, -600, 600); - const halfSpan = width / 2; - const boundary = (x) => { - const t = clamp((x - cx) / halfSpan, -1, 1); - // ぎざぎざ: a jagged, saw-toothed hairline. A triangle wave across the front - // gives the teeth; `teeth` is how far they reach down (its own slider), so - // the 大きさ slider only moves the hairline up and down. - if (shape === 'fringe') { - const teeth = 8; - const saw = Math.abs((((t * teeth) % 2) + 2) % 2 - 1); // 0..1 triangle - return base + (spec.teeth ?? 0.12) * 600 * saw; - } - // はちわれ: the same V upside down - a widow's peak. - if (shape === 'fringe-up') return base - 320 * Math.max(0, 1 - Math.abs(t) * 1.5); - // カーブ: a plain shallow curve, higher (more hair) round the sides. - if (shape === 'curve') return base + 160 * t * t; - // `cap`: a rounded helmet, lowest in the middle. - return base - 100 * (1 - t * t); - }; - - const steps = 48; - ctx.beginPath(); - ctx.moveTo(left, top); - ctx.lineTo(right, top); - for (let i = steps; i >= 0; i -= 1) { - const x = left + (width * i) / steps; - ctx.lineTo(x, boundary(x)); - } - ctx.closePath(); - ctx.fillStyle = color; - ctx.fill(); - ctx.restore(); -} - -/** - * 頭の模様 drawn onto the hair plate, which wraps right round the head. - * - * The plate's canvas is the cylindrical UV unrolled: `x` is the angle (front at - * the middle, the seam at the back at both ends) and `y` is the height. The GLB - * flips V on export, so the top of the head lands at the top of the canvas and - * the covering is everything above the boundary line - the same direction as - * `drawHeadCover`, which fills down from the top edge of the front plate. - * - * The same `shape` names are reused, with their front-to-back modulation tied to - * how far the column leans towards the front (`t`). - */ -export function drawHeadCoverWrap(ctx, spec, layout) { - const shape = spec?.shape ?? 'off'; - // `split`, `wave` and `side` are retired front-plate shapes; they have no wrap - // equal. An old saved state may still carry one, so it simply draws no hair. - if (shape === 'off' || shape === 'none' || shape === 'split' || shape === 'wave' || shape === 'side') return; - - const size = clamp(spec.size ?? 1, 0.02, 3); - const W = layout.width; - const H = layout.height; - // The horizontal axis is the angle. The *front* sits at u = 0.5, which is the - // middle of the artwork window (1024), not the middle of the canvas: after the - // seam heal the canvas is wider than the window, so using W/2 put the pattern - // a good way off centre. - const span = (layout.window ?? ART_WINDOW).width; - // After the GLB's V-flip the wrap's v is 0 at the top of the head and 1 at the - // model's feet, so a *larger* boundary means more hair (it reaches further - // down) - the same direction as `size` and `offsetY` on the front plate. - const base = HAIR_WRAP_LAYOUT.base - + (size - 1) * HAIR_WRAP_LAYOUT.reach - + clamp(spec.offsetY ?? 0, -600, 600) * HAIR_WRAP_LAYOUT.offsetScale; - - ctx.save(); - ctx.beginPath(); - ctx.rect(0, 0, W, H); - ctx.clip(); - - // `t` is -1..1 across the front (+-90 deg around the front); everything behind - // is pinned to +-1, so the hairline runs flat round the back of the head. - const half = span * 0.25; - const cx = layout.offsetX + span * 0.5 + clamp(spec.offsetX ?? 0, -600, 600); - const vBound = (x) => { - const t = clamp((x - cx) / half, -1, 1); - // まえがみ: 富士額 / M字 (a widow's peak). The hairline comes down at the - // centre (the peak) and at the temples, with the corners between receded - - // the three peaks and two valleys of an "M". `t` is -1..1 across the front. - if (shape === 'fringe') { - // ぎざぎざ: a jagged, saw-toothed hairline. A triangle wave across the front - // gives the teeth; `teeth` is how far they reach down (its own slider), so - // the 大きさ slider only moves the hairline up and down. - const teeth = 8; - const saw = Math.abs((((t * teeth) % 2) + 2) % 2 - 1); // 0..1 triangle - return base + (spec.teeth ?? 0.12) * saw; - } - // はちわれ: the same V upside down - a widow's peak. - if (shape === 'fringe-up') return base - 0.18 * Math.max(0, 1 - Math.abs(t) * 1.5); - // カーブ: a deep round cover - low at the sides, high in the middle, like the - // blue of a certain robot cat's head. - if (shape === 'curve') return base + 0.42 * t * t; - return base - 0.07 * (1 - t * t); // `cap` - }; - - const steps = Math.max(96, Math.ceil(W / 2)); - ctx.beginPath(); - ctx.moveTo(0, 0); - for (let i = 0; i <= steps; i += 1) { - const x = (W * i) / steps; - ctx.lineTo(x, clamp(vBound(x), 0, 1) * H); - } - ctx.lineTo(W, 0); - ctx.closePath(); - // A white mask: the colour is applied by the hair plate's material, so it goes - // through the same colour path as the body instead of being baked into the - // canvas (which shaded differently on iOS). - ctx.fillStyle = '#ffffff'; - ctx.fill(); - ctx.restore(); -} - -/** - * The shared extras (ほっぺ and 頭の模様) are drawn once per face, before the eyes, - * so the eyes, brows and glasses win any overlap and the cheeks are not doubled. - */ -function drawFaceExtras(ctx, style, lineOnly) { - drawCheeks(ctx, style.cheeks); - // The head covering fills out to the plate's real edges, so it needs `limits`. - drawHeadCover(ctx, style.headMark, style.limits ?? WINDOW_LIMITS); - drawBeard(ctx, style.beard, lineOnly, style.beards); -} - -const BEARD_TINT_IDS = new WeakMap(); -const BEARD_TINT_CACHE = new Map(); -let beardTintSeq = 0; - -/** - * A copy of a beard drawing in the chosen colour. - * - * The supplied files are drawn in near-black, so repainting the ink with the - * beard colour (`source-in` keeps the anti-aliased alpha) is what lets the colour - * picker work on a drawing. Cached per (sprite, colour). - */ -function tintedSprite(image, color) { - let id = BEARD_TINT_IDS.get(image); - if (!id) { - beardTintSeq += 1; - id = beardTintSeq; - BEARD_TINT_IDS.set(image, id); - } - const key = `${id}|${color}`; - const cached = BEARD_TINT_CACHE.get(key); - if (cached) return cached; - const canvas = document.createElement('canvas'); - canvas.width = image.width; - canvas.height = image.height; - const ctx = canvas.getContext('2d'); - ctx.drawImage(image, 0, 0); - ctx.globalCompositeOperation = 'source-in'; - ctx.fillStyle = color; - ctx.fillRect(0, 0, canvas.width, canvas.height); - BEARD_TINT_CACHE.set(key, canvas); - return canvas; -} - -/** - * ひげ: a mustache or beard under the nose. Each kind is a small shape built on - * the spot; `scotch` and `cat` are drawn with round-capped strokes, and `kaiser` - * is a thick waving band with a curl at each tip. A kind that ships a drawing in - * `assets/beards/` is drawn from that instead (see `textures`), tinted with the - * beard colour. In a line drawing nothing is filled and only the outlines are inked. - */ -function drawBeard(ctx, spec, lineOnly = false, textures = null) { - const shape = spec?.shape ?? 'off'; - if (shape === 'off' || shape === 'none') return; - const size = clamp(spec.size ?? 1, 0.2, 3); - const cx = BEARD_LAYOUT.cx; - const cy = BEARD_LAYOUT.cy + clamp(spec.offsetY ?? 0, -600, 600); - const w = BEARD_LAYOUT.width * size; - const color = spec.color ?? '#3a2a4a'; - - // A supplied drawing for this kind (assets/beards/.png) replaces the - // built-in strokes. The drawings are trimmed to their ink, so `w` is the - // beard's real width; it is centred on the nose and scaled by `size`, and it is - // tinted with the beard colour (the files are drawn in near-black). - const entry = textures?.[shape]; - if (entry?.image) { - const sprite = tintedSprite(entry.image, color); - // Slightly wider than the built-in base: a moustache drawn to the same width - // as a beard's stroke sat mostly behind the nose. - const drawW = w * 1.4; - if (entry.half) { - // One side, mirrored to make the pair. The drawing is the model's own right - // side, which sits in the artwork's left half; `spacing` opens the middle - // (a negative value brings the two halves together). - const halfW = drawW / 2; - const dh = (halfW * (sprite.height || 1)) / (sprite.width || 1); - const gap = clamp(spec.spacing ?? 0, -400, 800); - const y = cy - dh / 2; - ctx.drawImage(sprite, cx - gap - halfW, y, halfW, dh); - ctx.save(); - ctx.translate(cx + gap, cy); - ctx.scale(-1, 1); - // Draw into [-halfW, 0] so that, mirrored, it lands in [cx+gap, cx+gap+halfW]. - ctx.drawImage(sprite, -halfW, -dh / 2, halfW, dh); - ctx.restore(); - return; - } - const dh = (drawW * (sprite.height || 1)) / (sprite.width || 1); - ctx.drawImage(sprite, cx - drawW / 2, cy - dh / 2, drawW, dh); - return; - } - - const line = spec.line ?? '#55386e'; - const lw = Math.max(2, 9 * size); - const stroke = (points, width) => strokePolyline(ctx, points, { - color: lineOnly ? line : color, width, - }); - - if (shape === 'scotch') { - // ちょび髭: two short dashes under the nose, angled down and out so their tips - // clear the nose mesh (which hides anything drawn straight behind it). - stroke([{ x: cx - w * 0.07, y: cy + w * 0.02 }, { x: cx - w * 0.5, y: cy + w * 0.17 }], lw * 1.8); - stroke([{ x: cx + w * 0.07, y: cy + w * 0.02 }, { x: cx + w * 0.5, y: cy + w * 0.17 }], lw * 1.8); - return; - } - if (shape === 'kaiser') { - // カイゼル: a full, thick mustache whose ends turn up. - stroke([ - { x: cx - w * 0.5, y: cy - w * 0.02 }, - { x: cx - w * 0.28, y: cy + w * 0.07 }, - { x: cx, y: cy + w * 0.09 }, - { x: cx + w * 0.28, y: cy + w * 0.07 }, - { x: cx + w * 0.5, y: cy - w * 0.02 }, - ], lw * 2.6); - const curlAt = (dir) => { - // A little inward-turning spiral at the tip: the Dalí curl. - const ex = cx + dir * w * 0.5; - const ey = cy - w * 0.02; - const r0 = lw * 0.5; - const r1 = w * 0.17; - const steps = 22; - const points = []; - for (let i = 0; i <= steps; i += 1) { - const t = i / steps; - const a = -Math.PI / 2 + dir * Math.PI * 2 * 1.4 * t; - const r = r0 + (r1 - r0) * t; - points.push({ x: ex + dir * Math.cos(a) * r, y: ey + Math.sin(a) * r }); - } - stroke(points, lw * 1.25); - }; - curlAt(-1); - curlAt(1); - return; - } - if (shape === 'apron') { - // A filled bib was once a kind here; kept as a no-op so a saved state that - // still names it simply shows nothing rather than throwing. - return; - } - // ねこ: three whiskers a side, growing out of the cheeks with a gap left in the - // middle (like a cat's). The thickness is fixed, so `size` makes the whiskers - // longer and wider-spread without making them fatter, and `spacing` opens the - // gap between the left and right. - const whisker = 8; - const spacing = clamp(spec.spacing ?? 0, 0, 800); - const inner = w * 0.30 + spacing; - // `length` scales how far each whisker reaches out; `lineGap` opens the spacing - // between the three lines of one side. Neither changes the line's thickness. - const length = clamp(spec.length ?? 1, 0.2, 3); - const gap = w * 0.16 * clamp(spec.lineGap ?? 1, 0.2, 3); - const outer = inner + w * 0.38 * length; - for (const dir of [-1, 1]) { - for (let i = 0; i < 3; i += 1) { - stroke([ - { x: cx + dir * inner, y: cy + (i - 1) * gap }, - { x: cx + dir * outer, y: cy + (i - 1) * gap * 1.5 }, - ], whisker); - } - } -} - -/** - * One lens of a pair of 眼鏡 / サングラス, plus this eye's half of the bridge and its - * temple. - * - * Called once per eye from `drawEyes`, after the eyeball (or the shut-eye artwork) - * so the lens sits in front of the eye, and before that eye's tear so a teardrop - * falls past the lens. Nothing about a pair of glasses is per-eye, so the two - * halves are mirrored from `eye.towardNose` and meet at the face's midline. The - * kind picks the shape: a round 眼鏡 lens, or a wide angular サングラス one. - * - * `style.glasses` is the shared spec. In a line drawing the lens is left empty, so - * the paper behind shows through exactly as the eyeball's white does (see the note - * in `drawEyes`); the frames are then stroked in the line colour. - * - * @param {CanvasRenderingContext2D} ctx - * @param {{cx:number,cy:number,r:number,towardNose:number}} eye - * @param {boolean} line true in 線画 mode - * @param {object} style the bag `drawEyes` received - * @param {{top:number,bottom:number,left:number,right:number}} limits - */ -function drawGlasses(ctx, eye, line, style, limits) { - const spec = style.glasses; - if (!spec?.enabled) return; - - const r = eye.r; - const scale = clamp(spec.scale ?? 1, 0.2, 3); - // The two kinds share everything about *where* they sit but not their shape: - // 眼鏡 is a round lens, サングラス a wide angular one (see the layouts above). - const shades = spec.kind === 'sunglasses'; - const L = shades ? SUNGLASSES_LAYOUT : GLASSES_LAYOUT; - const rx = r * L.widthFactor * scale; - const ry = rx * L.heightFactor; - const frame = Math.max( - 1, - (spec.frameWidth ?? 1) * EYE_LAYOUT.lidStroke * (shades ? L.frameFactor : 1), - ); - const colour = line ? (style.line ?? '#55386e') : (spec.frameColor ?? '#2a1e33'); - // The outward direction (towards the temple) for this eye. The angular lens is - // built in a local frame whose u runs outwards, so the two sides mirror exactly. - const out = -eye.towardNose; - // The pointed outer corner makes the shades taller on that side; clamp against - // the full height so even that point cannot reach the canvas border. - const halfV = shades ? ry * Math.max(L.innerTop + L.topSkew, L.outerBottom) : ry; - - // The face's midline: the two eyes are symmetric about it, so it is where the - // two halves of the bridge meet and what `tilt` turns the pair about. - const midX = (EYE_LAYOUT.eyes[0].cx + EYE_LAYOUT.eyes[1].cx) / 2; - // `lensGap` slides the two lenses apart (positive) or together (negative) along - // the face, symmetrically about the midline. It is clamped so the inner edges may - // meet at the midline but the two lenses can never cross each other. - const inwardRoom = Math.max(0, Math.abs(midX - eye.cx) - rx); - const gap = clamp(spec.lensGap ?? 0, -inwardRoom, HUGE); - // Keep the lens (and so everything that hangs off it) inside the artwork. The - // rest of the file clamps against `limits` for the same reason: a mark that - // reaches the canvas border gets the edge row copied across the whole plate. - const lensCx = clamp( - eye.cx + out * gap, - limits.left + EDGE_MARGIN + rx, - limits.right - EDGE_MARGIN - rx, - ); - const lensCy = clamp( - eye.cy + L.drop + (spec.offsetY ?? 0), - limits.top + EDGE_MARGIN + halfV, - limits.bottom - EDGE_MARGIN - halfV, - ); - // Local (u, v) -> canvas, with u outwards and v downwards. - const at = (u, v) => ({ x: lensCx + out * u, y: lensCy + v }); - - ctx.save(); - // `tilt` leans the whole pair at once. Rotating about the midline keeps the - // bridge centred between the lenses instead of swinging it off to one side. - if (spec.tilt) { - ctx.translate(midX, lensCy); - ctx.rotate((clamp(spec.tilt, -90, 90) * Math.PI) / 180); - ctx.translate(-midX, -lensCy); - } - - // --- lens ------------------------------------------------------------ - // The one path is filled and then stroked, so the fill and the frame can never - // drift apart. - if (shades) { - // A long cat-eye, not an ellipse: the outer end starts low, rises to a - // pointed, lifted outer corner set further out, and the top edge sweeps back - // towards the nose. The inner end is short, so the lens tapers inwards. - const lens = [ - at(-rx, -ry * L.innerTop), // inner top (near the nose) - at(rx * L.tipX, -ry * (L.innerTop + L.topSkew)), // pointed, lifted outer corner - at(rx * L.outerEndX, ry * L.outerBottom), // low outer end - at(-rx, ry * L.innerBottom), // inner bottom (pinched towards the nose) - ]; - traceRoundedPolygon(ctx, lens, ry * L.corner); - if (!line) { - ctx.globalAlpha = clamp(spec.lensOpacity ?? 0, 0, 1); - ctx.fillStyle = spec.lensColor ?? '#2b2433'; - ctx.fill(); - ctx.globalAlpha = 1; - } - ctx.strokeStyle = colour; - ctx.lineWidth = frame; - ctx.stroke(); - } else { - ctx.beginPath(); - ctx.ellipse(lensCx, lensCy, rx, ry, 0, 0, TAU); - ctx.closePath(); - if (!line) { - ctx.globalAlpha = clamp(spec.lensOpacity ?? 0, 0, 1); - ctx.fillStyle = spec.lensColor ?? '#2b2433'; - ctx.fill(); - ctx.globalAlpha = 1; - } - ctx.strokeStyle = colour; - ctx.lineWidth = frame; - ctx.stroke(); - } - - // --- bridge ---------------------------------------------------------- - // Each eye draws the half of the bridge from its own lens to the midline. - const innerX = eye.towardNose > 0 - ? Math.min(lensCx + rx, midX) - : Math.max(lensCx - rx, midX); - if (shades) { - // A short, thick, level bar high on the lenses: with the two lenses it reads - // as one continuous visor across the eyes. - const barY = lensCy - ry * L.bridgeLift; - strokePolyline(ctx, [{ x: innerX, y: barY }, { x: midX, y: barY }], { - color: colour, - width: frame * L.bridgeWidth, - }); - } else { - // The two halves meet at the midline with a horizontal tangent, so the join is smooth. - const noseX = lensCy - L.bridgeRise; - strokePolyline(ctx, quadraticPoints( - { x: innerX, y: lensCy }, - { x: (innerX + midX) / 2, y: noseX }, - { x: midX, y: noseX }, - 12, - ), { color: colour, width: frame * L.bridgeWidth }); - } - - // --- temple ---------------------------------------------------------- - // A stub outwards from the outer edge of the lens. It stays short on purpose: - // the plate only reaches so far, and a temple that ran off it would smear. The - // round pair's outer edge is a vertical line at the lens centre height. The - // shades' outer end drops low, so their arm leaves from the *top* edge instead - // - from the pointed outer corner - which is where a cat-eye's arm attaches. - const outerX = shades - ? lensCx - eye.towardNose * rx * L.tipX - : lensCx - eye.towardNose * rx; - const outerY = shades ? lensCy - ry * (L.innerTop + L.topSkew) : lensCy; - const reach = clamp( - outerX - eye.towardNose * r * L.templeLength, - limits.left + EDGE_MARGIN, - limits.right - EDGE_MARGIN, - ); - strokePolyline(ctx, [ - { x: outerX, y: outerY }, - { - x: eye.towardNose > 0 ? Math.min(reach, outerX) : Math.max(reach, outerX), - y: clamp(outerY - L.templeRise, limits.top + EDGE_MARGIN, limits.bottom - EDGE_MARGIN), - }, - ], { color: colour, width: frame }); - - ctx.restore(); -} - -/** - * Draw the pair of eyes into a 1024 x 380 canvas. - * - * @param {CanvasRenderingContext2D} ctx - * @param {object} p - * @param {'paint'|'line'} [p.mode] paint = filled cartoon eyes, line = outline only - * @param {object} p.eyes `{ left, right }`, each `{ open, lookX, lookY, closed }` - * @param {object} [p.style] colours and shared shaping parameters - */ -/** - * Which artwork an eye shows: 'open', 'heart', 'line1'..'line3', 'three' or - * 'arch'. `shape` is the explicit choice; older saved states and the おまかせ - * rolls only set `open`/`closed`/`irisShape`, so this falls back to those. - */ -function eyeShapeKey(spec) { - const shape = spec.shape; - const explicitShut = shape === 'three' || shape === 'arch' - || (typeof shape === 'string' && shape.startsWith('line')); - // An explicit shut artwork is used as-is; the lid height only trims it. - if (explicitShut) return shape; - // A lowered lid on an open or heart eye reads as a shut line - a blink. It must - // NOT borrow a 3 or an arch from a stale `closed`, which used to flash on screen - // for a frame when blinking after picking 3/わらう and then switching to heart. - if ((spec.open ?? 1) <= 0.02) { - if (!shape) { - // Older saved states have no `shape`; derive the shut artwork from `closed`. - if (spec.closed === 'three') return 'three'; - if (spec.closed === 'arch') return 'arch'; - return `line${clamp(Math.round(spec.closedLines ?? 1), 1, 3)}`; - } - return 'line1'; - } - if (shape) return shape; - return (spec.irisShape ?? 'circle') === 'heart' ? 'heart' : 'open'; -} - -export function drawEyes(ctx, p) { - const mode = p.mode ?? 'paint'; - const line = mode === 'line'; - const style = p.style ?? {}; - const limits = style.limits ?? WINDOW_LIMITS; - const white = style.white ?? '#ffffff'; - const irisColor = style.iris ?? '#150e1b'; - const lineColor = style.line ?? '#55386e'; - const lookMax = style.lookMax ?? 1; - const heartScale = 2; - const heartColor = style.heartColor ?? '#e0344f'; - // A lens that is effectively opaque hides the eye completely, so a blink would - // show only as a flicker of the shut artwork through the lens. While such a - // lens is on, the eyes are drawn open and no blink is visible at all. This is a - // rendering decision, not an animation one - the blink still runs underneath. - const lensOpaque = style.glasses?.enabled === true - && clamp(style.glasses.lensOpacity ?? 0, 0, 1) >= 0.99; - - // ほっぺ and 頭の模様 belong to the whole face, so they are drawn once here - // rather than inside the per-eye loop below. 鼻ちょうちん comes along too. - drawFaceExtras(ctx, style, line); - - for (const layout of EYE_LAYOUT.eyes) { - const spec = (p.eyes ?? {})[layout.key] ?? {}; - const eye = { - // `eyeX` slides this eye - and its lid, brow and tear - sideways on its own. - cx: layout.cx + clamp(spec.eyeX ?? 0, -400, 400), - cy: layout.cy, - r: EYE_LAYOUT.radius, - towardNose: layout.towardNose, - }; - // Each lid can be set per eye, falling back to the shared value. - const lidWidth = spec.lidWidth ?? style.lidWidth ?? EYE_LAYOUT.lidStroke; - const lidFlat = (spec.lidShape ?? style.lidShape ?? 'curve') === 'flat'; - // How much the whole narrowed eye is tilted (e.g. an angry or gentle squint). - const lidTilt = clamp(spec.lidTilt ?? style.lidTilt ?? 0, -45, 45); - const lineStyle = { line: lineColor, width: lidWidth }; - // Which artwork this eye shows. `shape` is the explicit choice; older saved - // states and the おまかせ rolls only set `open`/`closed`, so fall back. - const shapeKey = eyeShapeKey(lensOpaque ? { ...spec, open: 1 } : spec); - const explicitShut = typeof spec.shape === 'string' - && (spec.shape === 'three' || spec.shape === 'arch' || spec.shape.startsWith('line')); - const isHeart = shapeKey === 'heart'; - const isShutShape = shapeKey === 'three' || shapeKey === 'arch' || shapeKey.startsWith('line'); - // The shut artwork reads `closed`/`closedLines`; build them from `shape` so a - // line, the 3 and the arch share one path with the older fields. - const shapeSpec = isShutShape - ? { - ...spec, - closed: shapeKey === 'three' ? 'three' : (shapeKey === 'arch' ? 'arch' : 'line'), - closedLines: shapeKey.startsWith('line') ? Number(shapeKey.slice(4)) : (spec.closedLines ?? 1), - } - : spec; - // The upper lid (`open`) and the lower lid are independent, and both shape - // every eye now: the shut artwork is drawn as the eye's content and is - // trimmed by them. A shut eye saved the old way stored open = 0 meaning - // "shut"; lift it or the artwork would be clipped away. An explicit shut - // `shape` keeps its own lid height, so the lid can be lowered onto it. - const rawOpen = spec.open ?? 1; - const open = lensOpaque - ? 1 - : clamp(explicitShut ? rawOpen : (rawOpen <= 0.02 ? 1 : rawOpen), 0, 1); - const lowerLid = clamp(spec.lowerLid ?? style.lowerLid ?? 0, 0, 1); - // 大きさ: one knob for the iris, the heart and the shut artwork. - const shapeScale = clamp(style.irisScale ?? 1, 0.4, 2); - const irisRadius = EYE_LAYOUT.irisRadius * shapeScale; - // `white` is tri-state: only the plain open eye shows it by default. - const showWhite = spec.white != null ? spec.white === true : shapeKey === 'open'; - // While the white is shown, a shape that would poke out of the eyeball is - // scaled back inside it; `shapeHalfLimit` is the half-size it may reach. - const shapeHalfLimit = showWhite ? eye.r * 0.92 : Infinity; - - drawBrow(ctx, eye, spec, style, limits); - - // --- tear ---------------------------------------------------------- - // A teardrop hangs below the eye, so it is drawn on top of everything else - // (the opaque eyeball would otherwise cover it) and for a shut eye too. The - // amount, the height and the tilt are all *per eye*, because one eye crying - // while the other does not is a real expression. - const drawTear = () => { - if (spec.tearOn !== true) return; - const amount = clamp(spec.tear ?? 0.3, 0, 1.6); - if (amount <= 0.01) return; - const size = EYE_LAYOUT.tear.size * amount; - const tearX = eye.cx + clamp(spec.tearX ?? 0, -400, 400) - layout.towardNose * EYE_LAYOUT.tear.offsetX; - let tearY = eye.cy + EYE_LAYOUT.tear.offsetY + (spec.tearY ?? 0); - // The drop hangs from `cy - 1.32r` to `cy + 0.78r`. Keep its lower tip - // inside the artwork: a drop that reached the canvas border used to be - // smeared down the chin by the clamp. - const tearBottom = limits.bottom - EDGE_MARGIN; - if (tearY + size * 0.78 > tearBottom) tearY = tearBottom - size * 0.78; - ctx.save(); - if (spec.tearTilt) { - ctx.translate(tearX, tearY); - ctx.rotate((spec.tearTilt * Math.PI) / 180); - ctx.translate(-tearX, -tearY); - } - dropPath(ctx, tearX, tearY, size); - if (!line) { - ctx.fillStyle = style.tearColor ?? '#8fd8ff'; - ctx.fill(); - } - ctx.strokeStyle = lineColor; - ctx.lineWidth = lidWidth * 0.55; - ctx.stroke(); - ctx.restore(); - }; - - // How far the gaze can push the content. A heart (or a shut line shown on the - // white) is much bigger than the iris, so it gets a smaller travel - and with - // the white shown the content is also clipped to the eyeball - so it never - // pokes outside the white. - const heartFit = isHeart && showWhite - ? Math.min(1, shapeHalfLimit / (EYE_LAYOUT.irisRadius * heartScale)) - : 1; - const heartRadius = Math.min( - EYE_LAYOUT.irisRadius * heartScale * shapeScale * heartFit, - EYE_LAYOUT.radius * 2.1, - ); - let travelBase = irisRadius; - if (isHeart) travelBase = heartRadius; - const eyeTravel = Math.max(0, EYE_LAYOUT.radius - travelBase) * lookMax; - let dx = clamp(spec.lookX ?? 0, -1, 1) * eyeTravel; - let dy = -clamp(spec.lookY ?? 0, -1, 1) * eyeTravel; - const dist = Math.hypot(dx, dy); - if (dist > eyeTravel && dist > 0) { - dx = (dx / dist) * eyeTravel; - dy = (dy / dist) * eyeTravel; - } - - // --- the eye's content, clipped by the lids ------------------------- - // Every shape is drawn the same way now: a white backing, then the artwork - // (iris, heart or the shut line/3/arch), trimmed by the upper and lower lids. - // The shut artwork and a heart both reach past the eyeball, so they are only - // lid-clipped - but once the white is shown they are clipped to the eyeball - // too, so they stay inside it. Clipping the heart by its *lids* rather than by - // the eyeball is also what lets a raised lower lid cover it from below: the - // heart replaces the eyeball, but it must still sit behind both lids. - ctx.save(); - if ((isShutShape || isHeart) && !showWhite) { - clipLids(ctx, eye, open, lowerLid, lidFlat, lidTilt * eye.towardNose); - } else if (!isHeart || open < 0.999 || showWhite) { - clipEye(ctx, eye, open, lowerLid, lidFlat, lidTilt * eye.towardNose); - } - if (!line && showWhite) fillCircle(ctx, eye.cx, eye.cy, eye.r, white); - if (isShutShape) { - ctx.translate(dx, dy); - drawShutEye(ctx, eye, shapeSpec, lineStyle, shapeScale, shapeHalfLimit); - } else if (isHeart) { - fillHeart(ctx, eye.cx + dx, eye.cy + dy, heartRadius, line ? lineColor : heartColor); - } else { - const irisX = eye.cx + dx + eye.towardNose * EYE_LAYOUT.irisInward; - const irisY = eye.cy + dy; - fillCircle(ctx, irisX, irisY, irisRadius, line ? lineColor : irisColor); - // 光彩 (the white glint) is per eye, falling back to the shared switch. - const highlightOn = spec.highlight != null ? spec.highlight === true : style.highlight !== false; - if (highlightOn) { - const hx = irisX + layout.towardNose * EYE_LAYOUT.highlightOffset.x * shapeScale; - const hy = irisY + EYE_LAYOUT.highlightOffset.y * shapeScale; - const hr = EYE_LAYOUT.highlightRadius * shapeScale; - if (line) { - // Punch the sparkle out of the iris rather than painting it white. On - // screen the paper behind shows through, and in the SVG export (which - // only sees alpha) it stays a hole in the pupil. - ctx.save(); - ctx.globalCompositeOperation = 'destination-out'; - fillCircle(ctx, hx, hy, hr, '#000000'); - ctx.restore(); - } else { - fillCircle(ctx, hx, hy, hr, white); - } - } - } - ctx.restore(); - - // Between the eyeball and the tear: the lens covers the eye, and a tear still - // falls in front of it. - drawGlasses(ctx, eye, line, style, limits); - - drawTear(); - - // --- lid strokes --------------------------------------------------- - // Faded in as the lid starts to cover the eye, so opening the eye all the - // way leaves the clean original artwork with no extra line. - const lidFade = clamp((0.95 - open) / 0.1, 0, 1); - // The tilt is mirrored between the eyes, so a positive value reads the same - // way on both (an inward, angry-looking squint). - const eyeTilt = lidTilt * eye.towardNose; - // The upper lid line has to sit where the clip put it - and that is set by - // `open` alone, so it stays put when the lower lid moves. - const upperAmt = clamp(open, 0, 1); - // A heart is a replacement for the eyeball, not an eye behind a lid: it keeps - // no lower-lid line, which used to cut across the heart. - const showLowerLid = lowerLid > 0.01; - if (lidFade > 0.01 || showLowerLid) { - ctx.save(); - if (eyeTilt) { - ctx.translate(eye.cx, eye.cy); - ctx.rotate((eyeTilt * Math.PI) / 180); - ctx.translate(-eye.cx, -eye.cy); - } - circlePath(ctx, eye.cx, eye.cy, eye.r); - ctx.clip(); - ctx.globalAlpha = line ? 1 : lidFade; - ctx.strokeStyle = lineColor; - ctx.lineWidth = lidWidth; - if (lidFade > 0.01) { - lidPath(ctx, eye, upperAmt, false, lidFlat); - ctx.stroke(); - } - if (showLowerLid) { - ctx.globalAlpha = line ? 1 : lowerLid; - lidPath(ctx, eye, lowerLid, true, lidFlat); - ctx.stroke(); - } - ctx.restore(); - } - - // --- まつげ -------------------------------------------------------- - // Short strokes flicking outwards from the upper-outer lid. They sit outside - // the eyeball, so they are drawn after the lid block and are not clipped. - if (spec.lashes ?? style.lashes) { - // The lashes ride the upper lid: they drop as the lid lowers (2r per unit of - // open) and tilt with まぶたの傾き, so they stay on the lid edge. まつげの位置 - // slides them along the lid, まつげの角度 tilts the strokes themselves. - const outDir = -eye.towardNose; - const lidDrop = 2 * eye.r * (1 - open); - const lashPos = clamp(spec.lashPos ?? style.lashPos ?? 0, -80, 80); - const lashAngle = clamp(spec.lashAngle ?? style.lashAngle ?? 0, -80, 80) * outDir; - const a = (lashAngle * Math.PI) / 180; - const ca = Math.cos(a); - const sa = Math.sin(a); - ctx.save(); - if (eyeTilt) { - ctx.translate(eye.cx, eye.cy); - ctx.rotate((eyeTilt * Math.PI) / 180); - ctx.translate(-eye.cx, -eye.cy); - } - for (const deg of EYE_LAYOUT.lash.angles) { - const t = ((deg + lashPos) * Math.PI) / 180; - const ux = outDir * Math.cos(t); - const uy = -Math.sin(t); - // The stroke points along the radial direction, tilted by まつげの角度. - const dx = ux * ca - uy * sa; - const dy = ux * sa + uy * ca; - const r0 = eye.r * 0.96; - const bx = eye.cx + ux * r0; - const by = eye.cy + uy * r0 + lidDrop - eye.r * EYE_LAYOUT.lash.raise; - strokePolyline(ctx, [ - { x: bx, y: by }, - { x: bx + dx * EYE_LAYOUT.lash.length, y: by + dy * EYE_LAYOUT.lash.length }, - ], { color: lineColor, width: EYE_LAYOUT.lash.width }); - } - ctx.restore(); - } - - // --- outline (line-art mode only) --------------------------------- - if (line) strokeCircle(ctx, eye.cx, eye.cy, eye.r, lineColor, lidWidth * 0.75); - } -} - -/* -------------------------------------------------------------------- mouth */ - -/** - * Draw the mouth into a 1024 x 380 canvas. - * - * @param {CanvasRenderingContext2D} ctx - * @param {object} p - * @param {'paint'|'line'} [p.mode] - */ -export function drawMouth(ctx, p) { - const mode = p.mode ?? 'paint'; - const line = mode === 'line'; - const L = MOUTH_LAYOUT; - const limits = p.limits ?? WINDOW_LIMITS; - // The artwork's real edges, in the artwork's own coordinates, with a margin - // kept clear. `top` is negative when the plate reaches above the window, which - // is the room a moved mouth has to work with. - const edgeLeft = limits.left + EDGE_MARGIN; - const edgeRight = limits.right - EDGE_MARGIN; - const edgeTop = limits.top + EDGE_MARGIN; - const edgeBottom = limits.bottom - EDGE_MARGIN; - - const openAmount = clamp(p.open ?? 0, 0, 1); - const thickness = L.thickness * clamp(p.thickness ?? 1, 0.2, 3); - const cornerAmount = clamp(p.corners ?? 1, 0, 1.6); - // The corner strokes flick out past the ends of the chord, so the ends cannot - // use the whole canvas: a very wide mouth used to smear sideways off the plate. - const cornerReach = L.corner.toX * cornerAmount; - const halfChord = Math.min( - L.halfChord * clamp(p.width ?? 1, 0.2, 1.6), - Math.min(L.centreX - (edgeLeft + cornerReach), (edgeRight - cornerReach) - L.centreX), - ); - - // A negative smile bulges the line upwards, which reads as a frown. - const sagRaw = L.sag * clamp(p.smile ?? 1, -0.55, 1.4); - // A frown's middle is the highest point of the mouth, and that is exactly - // where the nose is in the way, so slide the whole mouth down until the curve - // is in the open. The push is worked out from the *base* position and the - // height slider is added afterwards: adding it first made the push cancel the - // slider exactly, which is why dragging ‟口の高さ” did nothing at all on a - // frowning mouth like むっと. - const base = L.chordY + Math.max(0, L.noseClear - (L.chordY + sagRaw)); - let y0 = base + (p.offsetY ?? 0); - // The smile flattens slightly as the mouth opens, so the whole mouth keeps - // fitting inside the band the mouth plane actually shows. - let sag = sagRaw * (1 - L.openFlatten * openAmount); - // Keep the whole mark on the canvas. The corner strokes sit *above* the ends of - // the chord, so the allowance is not symmetric - padding the bottom by the - // corner's depth used to cost most of the height slider's travel. - const cornerRise = L.corner.toY * cornerAmount + thickness; - const bottomEdge = y0 + Math.max(0, sag) + thickness; - if (bottomEdge > edgeBottom) y0 -= bottomEdge - edgeBottom; - const topEdge = y0 + Math.min(0, sag) - cornerRise; - if (topEdge < edgeTop) y0 += edgeTop - topEdge; - const pivot = { x: L.centreX, y: y0 + sag * 0.5 }; - const tilt = p.tilt ?? 0; - - const strokeColor = line ? (p.line ?? '#3a2a4a') : (p.color ?? '#ff1a44'); - const innerColor = p.innerColor ?? '#4a0f1e'; - const tongueColor = line ? (p.line ?? '#3a2a4a') : (p.tongueColor ?? '#ff2d2d'); - - const left = { x: L.centreX - halfChord, y: y0 }; - const right = { x: L.centreX + halfChord, y: y0 }; - const lip = mouthControls(left, right, sag, L.sagBend); - const arc = cubicPoints(lip.p0, lip.p1, lip.p2, lip.p3, 96); - - const tongueAmount = clamp(p.tongue ?? 1, 0, 1.6); - - // --- a round "O" mouth (surprised, singing) --------------------------- - const roundAmount = clamp(p.round ?? 0, 0, 1); - if (roundAmount > 0.004) { - let ry = L.sag * 1.05 * L.roundScale * roundAmount; - // Keep the oval below the nose and inside the plate, but allow it to grow to - // roughly half the head. The stroke's share is a fixed margin, not the live - // `thickness`: otherwise 口の太さ would quietly resize the oval too. - ry = Math.min(ry, (edgeBottom - L.thickness / 2 - L.noseClear) / 2.1); - const rx = Math.min(ry * 1.15 * clamp(p.width ?? 1, 0.2, 1.6), L.halfChord * 1.4); - const centreY = clamp(y0 + sag * 0.5, L.noseClear + ry * 1.02, edgeBottom - L.thickness / 2 - ry * 1.02); - if (ry > 5) { - ctx.save(); - ctx.translate(pivot.x, pivot.y); - ctx.rotate((tilt * Math.PI) / 180); - ctx.translate(-pivot.x, -pivot.y); - ctx.beginPath(); - ctx.ellipse(L.centreX, centreY, rx, ry, 0, 0, TAU); - if (!line) { - ctx.fillStyle = innerColor; - ctx.fill(); - if (tongueAmount > 0.01) { - ctx.beginPath(); - ctx.ellipse(L.centreX, centreY + ry * 0.46, rx * 0.52, ry * 0.4, 0, 0, TAU); - ctx.fillStyle = tongueColor; - ctx.fill(); - } - } - ctx.strokeStyle = strokeColor; - ctx.lineWidth = line ? thickness * 0.8 : thickness; - ctx.stroke(); - ctx.restore(); - } - return; - } - - // The smile line is the upper lip. Opening the mouth drops the lower jaw - // below it, and the room for that is limited by the texture band the mouth - // plane shows - otherwise the jaw is silently clipped away. - // Everything has to fit in the part of the plane that faces the camera. - let rise = L.openRise * openAmount; - const budget = edgeBottom - thickness / 2 - y0; - if (sag + rise > budget) { - rise = Math.max(0, budget - Math.min(sag, budget)); - if (sag + rise > budget) sag = Math.max(-80, budget - rise); - } - const jawCubic = mouthControls(left, right, sag + rise, L.sagBend); - const jaw = cubicPoints(jawCubic.p0, jawCubic.p1, jawCubic.p2, jawCubic.p3, 96); - const jawAt = (t) => cubicPoint(jawCubic.p0, jawCubic.p1, jawCubic.p2, jawCubic.p3, t); - const lipAt = (t) => cubicPoint(lip.p0, lip.p1, lip.p2, lip.p3, t); - const openShape = rotate([...arc, ...jaw.slice(1, -1).reverse()], pivot, tilt); - - const tonguePos = clamp(p.tonguePos ?? L.tongue.pos, 0.05, 0.95); - const tongueWidth = L.tongue.width * tongueAmount; - const tongueHeight = L.tongue.height * tongueAmount; - - /** - * The tongue, rising from `curve` to `height` above its middle. - * - * `pointAt(t)` is that same curve as a function of t, so the tongue's foot can - * sit along it without this needing to know what kind of curve it is. - */ - function drawTongue(pointAt, curve, height) { - const arcLength = Math.max(1, chordLength(curve)); - const dt = clamp(tongueWidth / 2 / arcLength, 0.01, 0.45); - const t0 = clamp(tonguePos - dt, 0, 1); - const t1 = clamp(tonguePos + dt, 0, 1); - const base = []; - for (let i = 0; i <= 16; i++) base.push(pointAt(t0 + ((t1 - t0) * i) / 16)); - const mid = pointAt(clamp(tonguePos, 0, 1)); - const half = tongueWidth / 2; - // The foot runs left to right; the crown comes back right to left, so the two - // together are already a closed ring. - const footRight = base[base.length - 1]; - const footLeft = base[0]; - const crown = []; - const steps = 26; - for (let i = 0; i <= steps; i++) { - const f = i / steps; - const dx = 1 - 2 * f; - const footY = footRight.y + (footLeft.y - footRight.y) * f; - crown.push({ - x: mid.x + dx * half, - y: footY - height * (1 - Math.pow(Math.abs(dx), L.tongue.crown)), - }); - } - const shaped = rotate([...base, ...crown], pivot, tilt); - if (line) { - strokePolyline(ctx, shaped, { color: strokeColor, width: thickness * 0.8, closed: true }); - return; - } - tracePolyline(ctx, shaped, true); - ctx.fillStyle = tongueColor; - ctx.fill(); - } - - if (openAmount > 0.004) { - if (!line) fillPolygon(ctx, openShape, innerColor); - // The tongue rises from the lower lip *into* the mouth, so it has to arrive - // with the opening: at a hair's width the jaw curve is a sliver, and the - // tongue used to burst straight out of it and sit on the chin. - const tongueOpen = clamp((openAmount - 0.06) / 0.24, 0, 1); - if (tongueAmount > 0.01 && tongueOpen > 0.01) { - ctx.save(); - tracePolyline(ctx, openShape, true); - ctx.clip(); - // Inside an open mouth the tongue sits on the lower jaw. - drawTongue(jawAt, jaw, tongueHeight * tongueOpen * (1 + openAmount * 0.3)); - ctx.restore(); - } - // One outline around the whole mouth reads as lips; the smile stroke alone - // would leave the lower edge as a bare colour change. - strokePolyline(ctx, openShape, { color: strokeColor, width: thickness, closed: true }); - } else { - // Closed lips - but the tongue still pokes over the lip. That is what the - // original artwork does (the mouth reads as a smile with the tongue showing, - // like ペコちゃん), and it is why a plain line looked wrong there. The lip - // line goes on afterwards, so the tongue comes out from under it. - if (tongueAmount > 0.01) { - drawTongue(lipAt, arc, tongueHeight); - } - strokePolyline(ctx, rotate(arc, pivot, tilt), { color: strokeColor, width: thickness }); - } - - // --- corner marks --------------------------------------------------- - if (cornerAmount > 0.01) { - const C = L.corner; - const cornerAngle = p.cornerAngle ?? 0; - for (const [end, side] of [[left, -1], [right, 1]]) { - const from = { x: end.x + C.fromX * side * cornerAmount, y: end.y - C.fromY * cornerAmount }; - const to = { x: end.x - C.toX * side * cornerAmount, y: end.y - C.toY * cornerAmount }; - // A smooth curve, not a three-point kink. `mid` is the control point, so it - // is pulled twice as far as the bow should reach; both corners bow the same - // way (downwards on screen), which is what the original artwork does. - const control = { - x: (from.x + to.x) / 2, - y: (from.y + to.y) / 2 + (C.curve ?? 26) * cornerAmount, - }; - const curve = quadraticPoints(from, control, to, 16); - // `cornerAngle` tilts the whole mark around the mouth corner, mirrored so - // both sides move together. - const shaped = cornerAngle ? rotate(curve, end, cornerAngle * side) : curve; - strokePolyline(ctx, rotate(shaped, pivot, tilt), { - color: line ? strokeColor : (p.cornerColor ?? '#725497'), - // The *length* of the corner mark follows `corners`, but its thickness - // does not: `corners: 0.71` is the length that matches the original, and - // the original's stroke is the full thickness. - width: C.width, - }); - } - } -} - -/** Approximate length of a polyline. */ -function chordLength(points) { - let total = 0; - for (let i = 1; i < points.length; i++) { - total += Math.hypot(points[i].x - points[i - 1].x, points[i].y - points[i - 1].y); - } - return total; -} diff --git a/public/bluebey-studio/src/gacha.js b/public/bluebey-studio/src/gacha.js deleted file mode 100644 index c44f80f..0000000 --- a/public/bluebey-studio/src/gacha.js +++ /dev/null @@ -1,481 +0,0 @@ -/** - * Seeded "おまかせ" rolls for the face and the pose. - * - * The studio is a hundred sliders, and that is exactly the problem: when you sit - * down to make an expression you reach for the same three settings every time. - * This module is the antidote - one press and a stranger picks the numbers for - * you, from ranges a person would actually dial in, so the result is plausible - * rather than a mash of the full slider span. - * - * Two ideas hold it together: - * - * - A roll picks an *emotion* first (ふつう, うれしい, びっくり, ...), then samples - * every part inside that emotion's window. Correlated parts read as one face; - * an independent draw per slider reads as noise. - * - * - The randomness is seeded, and the seed is a short base36 string that fits in - * a URL. `rollAll(seed)` is a pure function of that string, so a look the user - * liked can be reproduced and shared (`?seed=...`) instead of lost. A "seed" - * is either a number or text; text that is already a base36 number is read as - * one, so `decodeSeed(seed)` is always accepted back by `makeRandom`. - * - * The face and pose vocabulary, and every bound quoted below, follows - * `src/presets.js` and the slider ranges in `src/panel.js`. Nothing here touches - * the DOM or the app state: the functions return patches for `applyPatch`. - */ - -/** - * FNV-1a over UTF-16 code units, for text that is not already a seed. - */ -function fnv1a(text) { - let hash = 0x811c9dc5; - for (let i = 0; i < text.length; i += 1) { - hash ^= text.charCodeAt(i); - hash = Math.imul(hash, 0x01000193); - } - return hash >>> 0; -} - -/** - * Normalise any seed to a 32-bit integer. Text that is already a base36 number - * is read as one - that is what `decodeSeed` emits, so it has to come back in - * unchanged - and anything else is hashed. `hashSeed`, `makeRandom` and - * `decodeSeed` all go through this, so the four entry points never disagree. - */ -function toSeedInt(seed) { - if (typeof seed === 'number' && Number.isFinite(seed)) return Math.trunc(seed) >>> 0; - const text = String(seed ?? '').trim(); - if (/^[0-9a-z]+$/.test(text)) { - const parsed = parseInt(text, 36); - if (Number.isFinite(parsed)) return parsed >>> 0; - } - return fnv1a(text); -} - -/** - * Turn text into a stable 32-bit seed (for `?seed=` in a URL). - * - * A word becomes an FNV-1a hash; text that already looks like a base36 seed is - * passed through, so `decodeSeed`'s output round-trips. - */ -export function hashSeed(text) { - return toSeedInt(text); -} - -/** - * A seeded PRNG (mulberry32). Returns `() => number` in `[0, 1)`. - * Accepts a number or a string; strings go through the same rule as `decodeSeed`. - */ -export function makeRandom(seed) { - let state = toSeedInt(seed); - return function random() { - state = (state + 0x6d2b79f5) >>> 0; - let t = state; - t = Math.imul(t ^ (t >>> 15), t | 1); - t ^= t + Math.imul(t ^ (t >>> 7), t | 61); - return ((t ^ (t >>> 14)) >>> 0) / 4294967296; - }; -} - -/** - * The short, readable form of a seed (base36), for the "現在のシード" field. - * Idempotent: `decodeSeed(decodeSeed(x)) === decodeSeed(x)`, and the result is - * accepted straight back by `makeRandom`. - */ -export function decodeSeed(seed) { - return (toSeedInt(seed) >>> 0).toString(36); -} - -function rand(random, min, max) { - return min + random() * (max - min); -} - -/** An angle in whole degrees, so the pose matches the step-1 sliders. */ -function deg(random, min, max) { - return Math.round(rand(random, min, max)); -} - -function round2(value) { - return Math.round(value * 100) / 100; -} - -function pick(random, list) { - return list[Math.floor(random() * list.length)]; -} - -function chance(random, probability) { - return random() < probability; -} - -function clamp(value, min, max) { - return Math.min(max, Math.max(min, value)); -} - -/** - * The mood table. Each entry samples only inside a range that reads as that - * emotion, which is what keeps the parts agreeing with each other. - * - * Fields: `eyes` (open/irisScale/lookMax/lookX/lookY, all in slider units), - * `mouth` (smile/open/round/corners/cornerAngle/tilt/offsetY/tongue/width/ - * thickness), plus optional `tear`, `lowerLid`, `heart`, `wink` and `shutBoth`. - */ -const MOODS = [ - { - id: 'normal', - eyes: { - open: [0.92, 1], irisScale: [0.95, 1.06], lookMax: [0.55, 1], - lookX: [-0.28, 0.28], lookY: [-0.16, 0.16], - }, - mouth: { - smile: [0.62, 0.95], open: [0, 0.05], width: [0.9, 1.1], thickness: [0.9, 1.15], - corners: [0.8, 1.2], cornerAngle: [-6, 6], tilt: [-4, 4], offsetY: [-5, 6], - tongue: [0, 1.1], - }, - }, - { - id: 'happy', - eyes: { - open: [0.88, 1], irisScale: [0.96, 1.08], lookMax: [0.5, 0.95], - lookX: [-0.3, 0.3], lookY: [-0.2, 0.05], - }, - mouth: { - smile: [1.05, 1.3], open: [0.02, 0.22], width: [0.95, 1.2], thickness: [0.9, 1.15], - corners: [1.05, 1.4], cornerAngle: [0, 12], tilt: [-4, 6], offsetY: [-8, 2], - tongue: [0.9, 1.35], - }, - }, - { - id: 'surprised', - eyes: { - open: [0.95, 1], irisScale: [0.8, 0.9], lookMax: [0.3, 0.5], - lookX: [-0.15, 0.15], lookY: [-0.1, 0.1], - }, - mouth: { - smile: [0, 0.2], open: [0.1, 0.32], round: [0.55, 0.8], width: [0.82, 0.98], - thickness: [1, 1.2], corners: [0, 0.15], cornerAngle: [-3, 3], tilt: [-3, 3], - offsetY: [-6, 6], tongue: [0, 0.4], - }, - }, - { - id: 'sad', - eyes: { - open: [0.55, 0.75], irisScale: [0.95, 1.05], lookMax: [0.45, 0.85], - lookX: [-0.2, 0.2], lookY: [-0.35, -0.12], - }, - mouth: { - smile: [-0.7, -0.4], open: [0, 0.05], width: [0.68, 0.88], thickness: [1.05, 1.3], - corners: [0, 0.1], cornerAngle: [-4, 4], tilt: [-5, 5], offsetY: [6, 16], - tongue: [0, 0.1], - }, - lowerLid: [0.16, 0.28], - tear: [0.6, 1.2], - tearChance: 1, - }, - { - id: 'angry', - eyes: { - open: [0.55, 0.7], irisScale: [0.82, 0.92], lookMax: [0.5, 0.9], - lookX: [-0.15, 0.15], lookY: [-0.16, 0.02], - }, - mouth: { - smile: [-0.85, -0.5], open: [0, 0.04], width: [0.78, 0.94], thickness: [1.05, 1.3], - corners: [0, 0.05], cornerAngle: [-6, 6], tilt: [-6, 6], offsetY: [8, 18], - tongue: [0, 0.05], - }, - lowerLid: [0.08, 0.2], - }, - { - id: 'love', - eyes: { - open: [1, 1], irisScale: [0.9, 1.02], lookMax: [0.4, 0.8], - lookX: [-0.16, 0.16], lookY: [-0.36, -0.2], - }, - mouth: { - smile: [1.15, 1.3], open: [0.08, 0.3], width: [0.98, 1.18], thickness: [0.98, 1.2], - corners: [1.2, 1.4], cornerAngle: [4, 14], tilt: [2, 8], offsetY: [-2, 6], - tongue: [1.1, 1.4], - }, - heart: true, - }, - { - id: 'sleepy', - eyes: { - open: [0.32, 0.5], irisScale: [0.95, 1.05], lookMax: [0.4, 0.7], - lookX: [-0.18, 0.18], lookY: [-0.26, -0.08], - }, - mouth: { - smile: [0.5, 0.82], open: [0, 0.08], width: [0.82, 1], thickness: [0.92, 1.1], - corners: [0.5, 0.9], cornerAngle: [-4, 4], tilt: [-7, -1], offsetY: [4, 13], - tongue: [0.3, 0.8], - }, - lowerLid: [0.1, 0.24], - tear: [0.2, 0.5], - tearChance: 0.5, - shutBoth: { chance: 0.4, closed: 'line', closedLines: 1 }, - }, - { - id: 'wink', - eyes: { - open: [0.95, 1], irisScale: [0.95, 1.05], lookMax: [0.5, 0.9], - lookX: [-0.2, 0.2], lookY: [-0.15, 0.1], - }, - mouth: { - smile: [1, 1.3], open: [0.02, 0.18], width: [0.95, 1.15], thickness: [0.92, 1.12], - corners: [0.9, 1.2], cornerAngle: [4, 12], tilt: [-5, 5], offsetY: [-6, 4], - tongue: [0.8, 1.25], - }, - wink: true, - }, -]; - -/** - * Sample the eyes. Both eyes normally agree (a tiny jitter keeps the face from - * looking printed); a wink shuts exactly one, and ねむい sometimes shuts both. - * A shut-eye style below 1 line is only ever picked when that eye is closed. - */ -function rollEyes(random, spec) { - const [openMin, openMax] = spec.open; - let leftOpen = round2(rand(random, openMin, openMax)); - let rightOpen = round2(clamp(leftOpen + rand(random, -0.06, 0.06), 0, 1)); - let leftShape = 'open'; - let rightShape = 'open'; - let leftClosed = 'line'; - let rightClosed = 'line'; - let leftLines = 1; - let rightLines = 1; - - if (spec.wink) { - const side = chance(random, 0.5) ? 'left' : 'right'; - const lines = pick(random, [2, 3]); - // A shut eye is the artwork with the lids open now; the lid height is its own - // slider, so `open` is 1 and the shape says which line it is. - if (side === 'left') { - leftOpen = 1; - leftLines = lines; - leftShape = `line${lines}`; - } else { - rightOpen = 1; - rightLines = lines; - rightShape = `line${lines}`; - } - } else if (spec.shutBoth && chance(random, spec.shutBoth.chance)) { - leftOpen = 1; - rightOpen = 1; - leftClosed = spec.shutBoth.closed; - rightClosed = spec.shutBoth.closed; - leftLines = spec.shutBoth.closedLines; - rightLines = spec.shutBoth.closedLines; - const shape = spec.shutBoth.closed === 'line' - ? `line${spec.shutBoth.closedLines}` - : spec.shutBoth.closed; - leftShape = shape; - rightShape = shape; - } - - const lookX = round2(rand(random, spec.lookX[0], spec.lookX[1])); - const lookY = round2(rand(random, spec.lookY[0], spec.lookY[1])); - - return { - left: { shape: leftShape, open: leftOpen, lookX, lookY, closed: leftClosed, closedLines: leftLines, irisShape: 'circle' }, - right: { shape: rightShape, open: rightOpen, lookX, lookY, closed: rightClosed, closedLines: rightLines, irisShape: 'circle' }, - irisScale: round2(rand(random, spec.irisScale[0], spec.irisScale[1])), - lookMax: round2(rand(random, spec.lookMax[0], spec.lookMax[1])), - highlight: true, - }; -} - -/** Sample the mouth. A round "O" and a smile are mutually exclusive by design. */ -function rollMouth(random, spec) { - return { - visible: true, - smile: round2(rand(random, spec.smile[0], spec.smile[1])), - open: round2(rand(random, spec.open[0], spec.open[1])), - round: spec.round ? round2(rand(random, spec.round[0], spec.round[1])) : 0, - width: round2(rand(random, spec.width[0], spec.width[1])), - thickness: round2(rand(random, spec.thickness[0], spec.thickness[1])), - tilt: Math.round(rand(random, spec.tilt[0], spec.tilt[1])), - offsetY: Math.round(rand(random, spec.offsetY[0], spec.offsetY[1])), - corners: round2(rand(random, spec.corners[0], spec.corners[1])), - cornerAngle: Math.round(rand(random, spec.cornerAngle[0], spec.cornerAngle[1])), - tongue: round2(rand(random, spec.tongue[0], spec.tongue[1])), - }; -} - -/** - * A patch for the `face` section: `{ eyes, mouth }`, ready for - * `applyPatch(state.face, patch)`. - * - * Bounds, in case you are reading this from the tests: - * eyes.open 0..1, irisScale 0.8..1.1, lookMax 0.3..1, - * lookX -0.35..0.35, lookY -0.45..0.2, - * mouth.smile -1..1.4 (negative = frown, only when the eyes agree), - * mouth.open 0..0.35, mouth.round 0 or 0.4..0.8, - * corners 0..1.4, cornerAngle -30..30, tilt -8..8, offsetY -20..30, - * width 0.6..1.3, thickness 0.7..1.4, tongue 0..1.6, - * eyes.left/right.tear 0..1.6. - */ -export function randomFace(random) { - const mood = pick(random, MOODS); - const eyes = rollEyes(random, mood.eyes); - const mouth = rollMouth(random, mood.mouth); - - // Tears only read on a sad or sleepy face: a frown, or eyes that are half shut. - // A fully shut eye never cries. - const halfShut = eyes.left.open > 0 && eyes.left.open < 0.78; - if (mood.tear && eyes.left.open > 0 && (mouth.smile < 0 || halfShut) - && chance(random, mood.tearChance ?? 1)) { - // The tears are per eye, so both have to be set. (A crying face wants both; - // the shape still allows one eye to cry on its own.) - const amount = round2(rand(random, mood.tear[0], mood.tear[1])); - eyes.left.tear = amount; - eyes.right.tear = amount; - eyes.left.tearOn = true; - eyes.right.tearOn = true; - } - - if (mood.lowerLid) { - eyes.lowerLid = round2(rand(random, mood.lowerLid[0], mood.lowerLid[1])); - } - - // A heart pupil needs both eyes open, or it reads as a broken iris. - if (mood.heart && eyes.left.open >= 0.9 && eyes.right.open >= 0.9) { - eyes.left.irisShape = 'heart'; - eyes.right.irisShape = 'heart'; - eyes.left.shape = 'heart'; - eyes.right.shape = 'heart'; - eyes.heartScale = round2(rand(random, 0.9, 1.15)); - eyes.heartColor = '#e0344f'; - eyes.highlight = false; - } - - return { eyes, mouth }; -} - -/** - * The pose moves. Each composes one to three bones (never the whole rig) inside - * safe limits: arms up to ~74°, master lean up to 24°, root offsets small. - * - * Bounds: master [-20..24, -28..28, -14..14], armsupport [-18..76, -12..12, - * -24..24], arm [-14..20, -8..8, -12..12], legsupport [-8..24, -8..8, -12..12], - * root x/z -0.15..0.15 and y 0..0.45. - */ -const POSE_MOVES = [ - // A lean or a nod - one bone, the safest thing in the table. - (random) => ({ - bones: { master: [deg(random, 6, 24), deg(random, -10, 10), deg(random, -6, 6)] }, - }), - // A curious tilt to one side. - (random) => { - const sign = chance(random, 0.5) ? 1 : -1; - return { bones: { master: [deg(random, -6, 8), 0, sign * deg(random, 8, 14)] } }; - }, - // A wave from one arm. - (random) => { - const side = pick(random, ['l', 'r']); - return { - bones: { - [`armsupport.${side}`]: [deg(random, 42, 74), deg(random, -8, 8), deg(random, -14, 14)], - [`arm.${side}`]: [deg(random, 6, 18), 0, 0], - }, - }; - }, - // A two-armed cheer, with a small hop. - (random) => ({ - bones: { - master: [deg(random, -14, -2), 0, 0], - 'armsupport.l': [deg(random, 52, 74), 0, deg(random, 4, 18)], - 'armsupport.r': [deg(random, 52, 74), 0, -deg(random, 4, 18)], - }, - root: [0, round2(rand(random, 0.05, 0.3)), 0], - }), - // Introducing something off to one side. - (random) => { - const side = pick(random, ['l', 'r']); - const sign = side === 'l' ? 1 : -1; - const other = side === 'l' ? 'r' : 'l'; - return { - bones: { - master: [deg(random, 2, 8), sign * deg(random, 16, 26), 0], - [`armsupport.${side}`]: [deg(random, 24, 40), 0, sign * deg(random, 10, 20)], - [`armsupport.${other}`]: [deg(random, 2, 14), 0, 0], - }, - }; - }, - // A little hop on the spot. - (random) => ({ - bones: { - master: [deg(random, -12, -2), 0, 0], - 'legsupport.l': [deg(random, 8, 22), 0, deg(random, -8, 8)], - 'legsupport.r': [deg(random, 8, 22), 0, deg(random, -8, 8)], - }, - root: [0, round2(rand(random, 0.18, 0.42)), 0], - }), - // Both arms up in a simple stretch. - (random) => ({ - bones: { - 'armsupport.l': [deg(random, 46, 74), 0, deg(random, 4, 16)], - 'armsupport.r': [deg(random, 46, 74), 0, -deg(random, 4, 16)], - }, - }), - // A dance sway: one arm leads, the other follows. - (random) => { - const sign = chance(random, 0.5) ? 1 : -1; - return { - bones: { - master: [deg(random, -4, 4), 0, sign * deg(random, 4, 12)], - 'armsupport.l': [deg(random, 30, 46), 0, sign * deg(random, 8, 18)], - 'armsupport.r': [deg(random, 12, 26), 0, -sign * deg(random, 8, 18)], - }, - root: [round2(rand(random, -0.08, 0.08)), 0, 0], - }; - }, -]; - -/** A patch for the `pose` section: `{ bones, root }`. */ -export function randomPose(random) { - const move = pick(random, POSE_MOVES)(random); - return { bones: move.bones, root: move.root ?? [0, 0, 0] }; -} - -/** - * A patch for the `lookAt` section. About half the time it enables a target off - * to one side, so the character glances away instead of staring at the camera. - * Bounds: |x| 1.2..3.2 when enabled, y 1.6..3.4, z 2..4.2, amount 0.5..1. - */ -export function randomLook(random) { - if (chance(random, 0.45)) { - const sign = chance(random, 0.5) ? 1 : -1; - return { - lookAt: { - enabled: true, - x: round2(sign * rand(random, 1.2, 3.2)), - y: round2(rand(random, 1.6, 3.4)), - z: round2(rand(random, 2, 4.2)), - turnBody: chance(random, 0.35), - amount: round2(rand(random, 0.5, 1)), - }, - }; - } - return { - lookAt: { enabled: false, x: 0, y: 2.6, z: 3, turnBody: false, amount: round2(rand(random, 0.6, 1)) }, - }; -} - -/** - * One press of おまかせ: face, pose and look, all from the same seed. - * - * @param {number | string} seed a number, or text that `decodeSeed` also accepts - * @returns {{ seed: string, patch: { face: object, pose: object, lookAt: object } }} - * `seed` is the readable base36 form, for the URL and the seed field. - */ -export function rollAll(seed) { - const random = makeRandom(seed); - return { - seed: decodeSeed(seed), - patch: { - face: randomFace(random), - pose: randomPose(random), - lookAt: randomLook(random).lookAt, - }, - }; -} diff --git a/public/bluebey-studio/src/gion.js b/public/bluebey-studio/src/gion.js deleted file mode 100644 index 832313b..0000000 --- a/public/bluebey-studio/src/gion.js +++ /dev/null @@ -1,226 +0,0 @@ -/** - * 擬音 (マンガのオノマトペ) のスタンプ. - * - * The source images are dense sheets: several sounds, each in a white-outline and - * a solid version, packed so tightly that an automatic slice (outline tracing / - * connected components) tears a single character into fragments. So nothing here - * guesses at a sheet's layout. Instead the user draws a rectangle over the sheet - * in the picker and the app crops exactly that rectangle, which means the feature - * works for any sheet that arrives later. - * - * That is why the crops are stored as *source pixels* (`sx, sy, sw, sh`) taken - * from the bitmap's own `naturalWidth` / `naturalHeight`, never as fractions of - * some assumed grid: the sheet's pixel size is read at runtime. - * - * The module is pure and DOM-free in the same sense as `trace.js` and - * `caption.js`: no globals are touched except a read of the injected - * `__BLUEBEY_GIONS__` lookup, and `drawGion` takes the loaded bitmaps as an - * argument, so the caller owns loading and the tests can drive the geometry in - * Node with a stub context. - */ - -/** - * The sheets the studio offers. It ships with none: the original otarunet sheet - * may not be redistributed with the app, and the images the author draws later are - * added here. So this list starts empty and the 擬音 section stays out of the panel - * until an entry appears. - * - * To add one: put the image in `assets/manga-gion/`, add `{ name, label }` here - * (`name` is the file name *with* its extension, e.g. `dokaan.png`) and add the - * same `name` to `GION_NAMES` in `tools/build-standalone.mjs` for the one-file - * build. Use an image with a transparent background - the crop is drawn as-is, so - * a white background would sit on the picture as a white rectangle. - */ -export const GION_SHEETS = []; - -/** - * The default display width of a stamp, in pixels at 1x. A crop that is tall and - * thin will be narrower than this after the aspect is applied; the user resizes - * it from the panel either way. - */ -export const DEFAULT_STAMP_WIDTH = 240; - -/** - * Where a sheet's image lives. The single-file build inlines every sheet as a - * data URL in `window.__BLUEBEY_GIONS__`; the normal build reads the file. - * - * @param {string} name the sheet file name, with its extension, e.g. `dokaan.png` - * @returns {string} - */ -export function gionSheetUrl(name) { - const inlined = globalThis.__BLUEBEY_GIONS__ ?? {}; - return inlined[name] ?? `assets/manga-gion/${name}`; -} - -/** Clamp `value` into `lo..hi`; a non-finite value becomes `lo`. */ -export function clamp(value, lo, hi) { - if (!Number.isFinite(value)) return lo; - return Math.min(hi, Math.max(lo, value)); -} - -/** True when `image` has pixels to draw (a not-yet-loaded Image has none). */ -export function imageReady(image) { - if (!image) return false; - const width = Number(image.naturalWidth ?? image.width ?? 0); - const height = Number(image.naturalHeight ?? image.height ?? 0); - // `complete` is the browser's own answer; a stub in a test omits it, so only an - // explicit `false` blocks the draw. - return width > 0 && height > 0 && image.complete !== false; -} - -/** The bitmap's width / height. 1 when it is not loaded yet. */ -export function imageAspect(image) { - const width = toPositive(image?.naturalWidth ?? image?.width, 1); - const height = toPositive(image?.naturalHeight ?? image?.height, 1); - return width / height; -} - -/** - * The rectangle a stamp occupies on screen, in pixels, with rotation left out - * (the caller rotates about the returned centre). - * - * `item.x` / `item.y` are the centre as a fraction of the viewport, `item.w` is - * the width in pixels at 1x, and the height follows the bitmap's aspect ratio, - * so a wide crop and a tall crop are both placed by their width alone. - * - * @param {object} item a stamp: `{ x, y, w, ... }` - * @param {object} [viewport] `{ width, height, scale }` of the target surface - * @param {number} [aspect] bitmap width / height - * @returns {{x: number, y: number, w: number, h: number, cx: number, cy: number}} - */ -export function stampRect(item, { width = 0, height = 0, scale = 1 } = {}, aspect = 1) { - const w = toPositive(item?.w, DEFAULT_STAMP_WIDTH) * positiveScale(scale); - const h = w / toPositive(aspect, 1); - const cx = toFinite(item?.x, 0.5) * toNonNegative(width, 0); - const cy = toFinite(item?.y, 0.5) * toNonNegative(height, 0); - return { x: cx - w / 2, y: cy - h / 2, w, h, cx, cy }; -} - -/** Turn two corner points into a rectangle with a positive width and height. */ -export function normalizeRect(a, b) { - const ax = toFinite(a?.x, 0); - const ay = toFinite(a?.y, 0); - const bx = toFinite(b?.x, 0); - const by = toFinite(b?.y, 0); - return { x: Math.min(ax, bx), y: Math.min(ay, by), w: Math.abs(bx - ax), h: Math.abs(by - ay) }; -} - -/** - * Map a marquee (drawn in screen pixels over the fitted sheet) to a pixel crop of - * the source bitmap. - * - * `sheetRect` is where the sheet is currently displayed, so the marquee becomes a - * fraction of the sheet and then a fraction of the bitmap - the sheet's own pixel - * size comes from `natural`, never from a hard-coded number. The crop is clamped - * to the bitmap and is at least 1x1, so it can always be drawn. - * - * @param {{x: number, y: number, w: number, h: number}} marquee screen pixels - * @param {{x: number, y: number, w: number, h: number}} sheetRect screen pixels - * @param {object} natural the sheet image (or any `{ naturalWidth, naturalHeight }`) - * @returns {{sx: number, sy: number, sw: number, sh: number}} - */ -export function cropFromMarquee(marquee, sheetRect, natural) { - const nw = Math.max(1, Math.round(toPositive(natural?.naturalWidth, 1))); - const nh = Math.max(1, Math.round(toPositive(natural?.naturalHeight, 1))); - const rect = { - x: toFinite(marquee?.x, 0), - y: toFinite(marquee?.y, 0), - w: toNonNegative(marquee?.w, 0), - h: toNonNegative(marquee?.h, 0), - }; - const displayW = toNonNegative(sheetRect?.w, 0); - const displayH = toNonNegative(sheetRect?.h, 0); - - const left = displayW > 0 ? clamp((rect.x - sheetRect.x) / displayW, 0, 1) : 0; - const right = displayW > 0 ? clamp((rect.x + rect.w - sheetRect.x) / displayW, 0, 1) : 0; - const top = displayH > 0 ? clamp((rect.y - sheetRect.y) / displayH, 0, 1) : 0; - const bottom = displayH > 0 ? clamp((rect.y + rect.h - sheetRect.y) / displayH, 0, 1) : 0; - - const sx = clamp(Math.round(left * nw), 0, nw - 1); - const sy = clamp(Math.round(top * nh), 0, nh - 1); - return { - sx, - sy, - sw: clamp(Math.round((right - left) * nw), 1, nw - sx), - sh: clamp(Math.round((bottom - top) * nh), 1, nh - sy), - }; -} - -/** - * Fit a bitmap inside a box, keeping its aspect ratio and centring it. The picker - * uses this to show a whole sheet - however large - at a size the user can drag - * over. - * - * @param {object} natural the sheet image - * @param {{width: number, height: number}} box the available area, in pixels - * @param {object} [options] - * @param {number} [options.padding=0] a margin to keep inside the box - * @returns {{x: number, y: number, w: number, h: number}} - */ -export function fitSheet(natural, box, { padding = 0 } = {}) { - const nw = toPositive(natural?.naturalWidth ?? natural?.width, 1); - const nh = toPositive(natural?.naturalHeight ?? natural?.height, 1); - const pad = toNonNegative(padding, 0); - const availW = Math.max(0, toNonNegative(box?.width, 0) - pad * 2); - const availH = Math.max(0, toNonNegative(box?.height, 0) - pad * 2); - const scale = Math.min(availW / nw, availH / nh); - const w = nw * scale; - const h = nh * scale; - return { x: pad + (availW - w) / 2, y: pad + (availH - h) / 2, w, h }; -} - -/** - * Paint every stamp onto a 2D context. - * - * The same function runs over the live viewport overlay (scale 1) and into the - * exported PNG (scale = output pixels / CSS pixels), which is what keeps the - * preview and the file in step. A stamp whose sheet has not loaded yet is simply - * skipped, so the rest of the picture is never held up by one image. - * - * @param {CanvasRenderingContext2D} ctx - * @param {Array} items the stamps - * @param {Map} images loaded sheets, by name - * @param {object} [options] - * @param {number} [options.width=0] - * @param {number} [options.height=0] - * @param {number} [options.scale=1] - */ -export function drawGion(ctx, items, images, { width = 0, height = 0, scale = 1 } = {}) { - if (!ctx || !Array.isArray(items)) return; - const viewport = { width, height, scale: positiveScale(scale) }; - for (const item of items) { - const image = images?.get?.(item?.sheet); - if (!imageReady(image)) continue; - const rect = stampRect(item, viewport, imageAspect(image)); - if (!(rect.w > 0) || !(rect.h > 0)) continue; - const rot = toFinite(item?.rot, 0); - ctx.save(); - ctx.translate(rect.cx, rect.cy); - if (rot !== 0) ctx.rotate((rot * Math.PI) / 180); - // The flip is applied before the draw so the same source rect feeds both. - if (item?.flip) ctx.scale(-1, 1); - ctx.drawImage(image, item.sx, item.sy, item.sw, item.sh, -rect.w / 2, -rect.h / 2, rect.w, rect.h); - ctx.restore(); - } -} - -/* ----------------------------------------------------------------- numbers */ - -function toFinite(value, fallback) { - const n = Number(value); - return Number.isFinite(n) ? n : fallback; -} - -function toPositive(value, fallback) { - const n = Number(value); - return Number.isFinite(n) && n > 0 ? n : fallback; -} - -function toNonNegative(value, fallback) { - const n = Number(value); - return Number.isFinite(n) && n >= 0 ? n : fallback; -} - -function positiveScale(value) { - return toPositive(value, 1); -} diff --git a/public/bluebey-studio/src/glbExport.js b/public/bluebey-studio/src/glbExport.js deleted file mode 100644 index 6e3e997..0000000 --- a/public/bluebey-studio/src/glbExport.js +++ /dev/null @@ -1,148 +0,0 @@ -import * as THREE from 'three'; -import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; - -/** - * Hand the posed character back as a 3D file. - * - * WHY: a PNG or a WebM only travels as pixels. Being able to take the pose, the - * expression and the props into Blender (or embed them elsewhere as a model) - * turns the studio into a front end for the character instead of a picture - * maker, and it costs nothing: what is on screen already *is* a glTF scene, so - * the only job here is to hand the live objects to three's exporter with the - * right options and a Blob around the result. - * - * The caller passes exactly what it wants in the file - the character root and - * any props - so no lights, helpers or ground ever enter it. The inverted-hull - * outlines are the one wrinkle: they are visible (they are part of the look) - * but they are duplicates of the body geometry, so exporting them would double - * the file and leave a black shell around the character. `needsTemporaryHide` - * decides what to hide for the duration, and `exportGLB` restores it after. - */ - -const GLTF_BINARY_TYPE = 'model/gltf-binary'; -const GLTF_JSON_TYPE = 'model/gltf+json'; -/** The largest texture a GPU can be assumed to handle everywhere. */ -const MAX_TEXTURE_SIZE = 4096; - -/** - * True for objects the exporter must skip: the inverted-hull outlines (named - * `...:outline`), anything the app tagged as a helper or as excluded from the - * export, and anything already hidden. The name check is the important one: an - * outline is visible on screen, so `onlyVisible` alone would not drop it. - * - * @param {THREE.Object3D} object - * @returns {boolean} - */ -export function needsTemporaryHide(object) { - if (!object) return false; - if (typeof object.name === 'string' && object.name.endsWith(':outline')) return true; - if (object.userData?.isHelper === true) return true; - if (object.userData?.excludeFromExport === true) return true; - return object.visible === false; -} - -/** Triangles in a geometry, ignoring draw ranges (the export does too). */ -function triangleCount(geometry) { - if (!geometry) return 0; - const index = geometry.index; - const count = index ? index.count : geometry.attributes?.position?.count ?? 0; - return Math.floor(count / 3); -} - -/** - * Count what `exportGLB` will write, for the summary the app shows first. - * - * Walks the same pruned tree the exporter sees, so hiding an outline or a - * helper is reflected in the numbers. A `SkinnedMesh` is also a `Mesh`, so it - * counts in both `meshes` and `skinnedMeshes`; a material shared by several - * meshes counts once, and every texture a counted material refers to counts - * once. - * - * @param {THREE.Object3D[]} objects - * @returns {{ meshes: number, skinnedMeshes: number, materials: number, textures: number, triangles: number }} - */ -export function describeScene(objects) { - const materials = new Set(); - const textures = new Set(); - let meshes = 0; - let skinnedMeshes = 0; - let triangles = 0; - - const visit = (object) => { - if (!object || needsTemporaryHide(object)) return; - if (object.isMesh) { - meshes += 1; - if (object.isSkinnedMesh) skinnedMeshes += 1; - const list = Array.isArray(object.material) ? object.material : [object.material]; - for (const material of list) { - if (!material) continue; - materials.add(material); - for (const value of Object.values(material)) { - if (value && value.isTexture) textures.add(value); - } - } - triangles += triangleCount(object.geometry); - } - for (const child of object.children ?? []) visit(child); - }; - - for (const root of Array.isArray(objects) ? objects : []) visit(root); - return { meshes, skinnedMeshes, materials: materials.size, textures: textures.size, triangles }; -} - -/** - * Hide every object the file must not contain, remembering what to restore. - * Stops at the first excluded ancestor: the exporter skips a hidden subtree, so - * there is no need to walk inside one. - */ -function hideExcluded(object, hidden) { - if (needsTemporaryHide(object)) { - hidden.push({ object, visible: object.visible }); - object.visible = false; - return; - } - for (const child of object.children ?? []) hideExcluded(child, hidden); -} - -/** - * Export `objects` as a GLB (or a `.gltf` JSON) Blob. - * - * @param {THREE.Object3D[]} objects the character root and any props - * @param {{ binary?: boolean, name?: string }} [options] - * @returns {Promise} `model/gltf-binary`, or `model/gltf+json` when not binary - */ -export async function exportGLB(objects, { binary = true, name = 'bluebey' } = {}) { - const roots = (Array.isArray(objects) ? objects : []).filter(Boolean); - if (roots.length === 0) { - throw new Error('exportGLB: objects is empty, there is nothing to export'); - } - if (describeScene(roots).meshes === 0) { - throw new Error('exportGLB: objects contain no visible meshes to export'); - } - - const hidden = []; - try { - for (const root of roots) hideExcluded(root, hidden); - - // The exporter names a bare array of objects "AuxScene". Wrapping them in a - // named Scene keeps the caller's objects where they are (we push straight - // into `children`, exactly as the exporter does) and gives the file a real - // scene name. - const scene = new THREE.Scene(); - scene.name = name; - for (const root of roots) scene.children.push(root); - - const exporter = new GLTFExporter(); - const result = await exporter.parseAsync(scene, { - binary, - onlyVisible: true, - truncateDrawRange: false, - maxTextureSize: MAX_TEXTURE_SIZE, - }); - - if (binary) return new Blob([result], { type: GLTF_BINARY_TYPE }); - return new Blob([JSON.stringify(result)], { type: GLTF_JSON_TYPE }); - } finally { - for (const { object, visible } of hidden) object.visible = visible; - } -} diff --git a/public/bluebey-studio/src/handDrawn.js b/public/bluebey-studio/src/handDrawn.js deleted file mode 100644 index e7fbce5..0000000 --- a/public/bluebey-studio/src/handDrawn.js +++ /dev/null @@ -1,391 +0,0 @@ -import { contoursToPathData } from './trace.js'; - -/** - * Hand-drawn distortion for traced contours. - * - * WHY: `trace.js` recovers the silhouette of the mascot from a rendered alpha - * mask. The result is geometrically faithful but *mechanically* smooth: it reads - * as the outline of a printed sticker, not as a pen stroke. This module nudges - * the traced points along a smooth, seeded wobble so the very same silhouette - * looks inked by hand, without changing its point count or where it sits. - * - * The displacement is value noise interpolated along the contour, so neighbouring - * points move by nearly the same amount and the outline stays a wobbly *line* - * rather than pixel jitter. Everything is seeded (never `Math.random`), so a - * build is reproducible, and the module is pure: it never touches the DOM and - * its only import is the path-data helper in `trace.js`, which keeps the output - * format identical to the un-roughened export. - */ - -/** Lattice cells in the non-wrapping noise table (the pattern repeats after this). */ -const NOISE_PERIOD = 4096; - -const EPSILON = 1e-9; - -/** - * mulberry32: a tiny, fast 32-bit generator. Good enough for visual noise and, - * crucially, fully reproducible; the seed is the only source of variation. - * - * @param {number} seed - * @returns {() => number} values in [0, 1) - */ -function mulberry32(seed) { - let a = seed >>> 0; - return function next() { - a = (a + 0x6d2b79f5) >>> 0; - let t = a; - t = Math.imul(t ^ (t >>> 15), t | 1); - t ^= t + Math.imul(t ^ (t >>> 7), t | 61); - return ((t ^ (t >>> 14)) >>> 0) / 4294967296; - }; -} - -/** Hermite ramp: 0 at t=0, 1 at t=1, flat at both ends (C1 continuity). */ -function smoothstep(t) { - return t * t * (3 - 2 * t); -} - -/** - * A circular table of random values in -1..1. `count` is the number of cells in - * one lap; sampling wraps at `count`, which is what lets a closed stroke's - * wobble meet itself exactly at the seam. - * - * @param {number} seed - * @param {number} count - * @returns {Float64Array} - */ -function buildNoiseTable(seed, count) { - const rng = mulberry32(seed); - const table = new Float64Array(count); - for (let i = 0; i < count; i++) table[i] = rng() * 2 - 1; - return table; -} - -/** - * Smoothly interpolate the table at `t`, wrapping around its ends. `smoothstep` - * makes the value continuous and its slope continuous at every cell boundary, so - * the wobble has no visible kinks. - */ -function sampleTable(table, t) { - const len = table.length; - const base = Math.floor(t); - const f = t - base; - const i0 = ((base % len) + len) % len; - const i1 = (i0 + 1) % len; - const a = table[i0]; - const b = table[i1]; - return a + (b - a) * smoothstep(f); -} - -/** - * One-dimensional value noise, exposed mainly so tests can pin its behaviour. - * The returned function is continuous, roughly in -1..1, deterministic for a - * given seed, and returns 0 for non-finite input. - * - * @param {number} [seed=1] - * @returns {(t: number) => number} - */ -export function makeNoise(seed = 1) { - const table = buildNoiseTable(seed, NOISE_PERIOD); - return function noise(t) { - if (!Number.isFinite(t)) return 0; - return sampleTable(table, t); - }; -} - -/** Euclidean distance between two points. */ -function distance(a, b) { - return Math.hypot(b.x - a.x, b.y - a.y); -} - -/** Cumulative arc length of every point, measured from the first. */ -function arcPositions(points) { - const pos = new Float64Array(points.length); - for (let i = 1; i < points.length; i++) { - pos[i] = pos[i - 1] + distance(points[i - 1], points[i]); - } - return pos; -} - -/** True when a closed contour repeats its first point at the end. */ -function hasClosingDuplicate(points) { - const first = points[0]; - const last = points[points.length - 1]; - return Math.abs(first.x - last.x) <= EPSILON && Math.abs(first.y - last.y) <= EPSILON; -} - -/** - * Neighbour index for each point, honouring the wrap of a closed contour. Open - * ends get -1, which makes the tangent fall back to a one-sided difference. - */ -function neighborIndices(count, closed, duplicate) { - const prev = new Int32Array(count); - const next = new Int32Array(count); - if (!closed) { - for (let i = 0; i < count; i++) { - prev[i] = i > 0 ? i - 1 : -1; - next[i] = i < count - 1 ? i + 1 : -1; - } - return { prev, next }; - } - // A repeated closing point is a copy of point 0, so the ring has one fewer - // distinct vertex and the last index borrows point 0's two neighbours, which - // is what makes its wobble identical to the first point's. - const ring = duplicate ? count - 1 : count; - const firstPrev = (ring - 1) % ring; - const firstNext = ring > 1 ? 1 : 0; - for (let i = 0; i < count; i++) { - if (duplicate && i === count - 1) { - prev[i] = firstPrev; - next[i] = firstNext; - } else { - prev[i] = (i - 1 + ring) % ring; - next[i] = (i + 1) % ring; - } - } - return { prev, next }; -} - -/** - * Unit tangent at `i`, measured from the point before to the point after so the - * wobble follows the stroke instead of the sampling. Returns null for a - * degenerate point, where there is no direction to displace along. - */ -function tangentAt(points, i, prev, next) { - const before = prev[i] >= 0 ? points[prev[i]] : points[i]; - const after = next[i] >= 0 ? points[next[i]] : points[i]; - const dx = after.x - before.x; - const dy = after.y - before.y; - const len = Math.hypot(dx, dy); - if (!(len > EPSILON)) return null; - return { x: dx / len, y: dy / len }; -} - -/** - * Fade the wobble to zero at both ends of an open stroke, over `ramp` units. - * Without this the ends would fly off the traced geometry; a smooth ramp keeps - * the stroke anchored while still looking freehand. - */ -function edgeWindow(s, length, ramp) { - if (!(ramp > 0)) return 1; - const head = Math.min(1, s / ramp); - const tail = Math.min(1, (length - s) / ramp); - return smoothstep(head) * smoothstep(tail); -} - -/** Derive a distinct, deterministic seed for each extra pass. */ -function mixSeed(seed, pass) { - return (seed + pass * 0x9e3779b1) >>> 0; -} - -/** Apply one wobble pass. `roughenPolyline` owns the input copy and the passes. */ -function roughenOnce(points, { amount, seed, closed, scale }) { - const count = points.length; - const copy = () => points.map((p) => ({ x: p.x, y: p.y })); - if (count < 2 || !(amount > 0) || !(scale > 0)) return copy(); - - const duplicate = closed ? hasClosingDuplicate(points) : false; - const pos = arcPositions(points); - const length = pos[count - 1]; - let perimeter = length; - if (closed) perimeter += distance(points[count - 1], points[0]); - - const { prev, next } = neighborIndices(count, closed, duplicate); - - // A closed stroke samples a circular table with a whole number of cells per - // lap, so the last point lands on the first cell and the seam closes. An open - // stroke samples plain (non-wrapping) noise and fades it out near the ends. - let table; - let cells = 0; - if (closed) { - if (!(perimeter > 0)) return copy(); - cells = Math.max(2, Math.round(perimeter / scale)); - table = buildNoiseTable(seed, cells); - } else { - table = buildNoiseTable(seed, NOISE_PERIOD); - } - const ramp = Math.min(scale, length * 0.25); - - const out = new Array(count); - for (let i = 0; i < count; i++) { - const tangent = tangentAt(points, i, prev, next); - const p = points[i]; - if (!tangent) { - out[i] = { x: p.x, y: p.y }; - continue; - } - const t = closed ? (pos[i] / perimeter) * cells : pos[i] / scale; - let weight = sampleTable(table, t); - if (!closed) weight *= edgeWindow(pos[i], length, ramp); - const shift = amount * weight; - if (shift === 0) { - // Keep the original exactly (also avoids turning -0 into 0). - out[i] = { x: p.x, y: p.y }; - continue; - } - // Displace perpendicular to the tangent, i.e. along the local pen normal. - out[i] = { x: p.x - tangent.y * shift, y: p.y + tangent.x * shift }; - } - if (closed && duplicate) { - // Belt and braces: pin the explicit seam shut after any rounding. - out[count - 1] = { x: out[0].x, y: out[0].y }; - } - return out; -} - -/** - * Displace every point of a polyline perpendicular to its local direction by - * smooth noise. The input is never mutated and the point count never changes. - * - * Open polylines keep their first and last point exactly; closed ones wrap, so - * the wobble is continuous across the seam. `amount` is the peak displacement in - * the same units as the points, and `scale` is how much arc length one wobble - * spans (larger = lazier, longer wobble). With `passes > 1` the displacement is - * re-noised a few times at a share of `amount`, so the peak stays within - * `amount` however many passes are used. - * - * @param {Array<{x: number, y: number}>} points - * @param {object} [options] - * @param {number} [options.amount=2] peak displacement, in point units - * @param {number} [options.seed=1] deterministic seed - * @param {boolean} [options.closed=false] treat the polyline as a ring - * @param {number} [options.scale=40] arc length covered by one wobble - * @param {number} [options.passes=1] number of noise layers - * @returns {Array<{x: number, y: number}>} a new array of new points - */ -export function roughenPolyline(points, options = {}) { - const list = Array.isArray(points) ? points : []; - const amount = options.amount ?? 2; - const seed = options.seed ?? 1; - const closed = options.closed ?? false; - const scale = options.scale ?? 40; - const passes = Math.max(1, Math.floor(options.passes ?? 1)); - - let current = list.map((p) => ({ x: p.x, y: p.y })); - if (current.length < 2 || amount === 0) return current; - for (let pass = 0; pass < passes; pass++) { - current = roughenOnce(current, { - amount: amount / passes, - seed: mixSeed(seed, pass), - closed, - scale, - }); - } - return current; -} - -/** - * Roughen a list of contours, with the closed/open choice per contour. Following - * `trace.js`'s convention, a contour is assumed to be a closed ring unless the - * caller says otherwise: pass `options.closed` as a boolean for all of them or - * as an array of flags indexed like `contours`. - * - * @param {Array>} contours - * @param {object} [options] see `roughenPolyline`, plus `closed` as an array - * @returns {Array>} - */ -export function roughenContours(contours, options = {}) { - const list = Array.isArray(contours) ? contours : []; - const closedOption = options.closed; - const out = []; - for (let i = 0; i < list.length; i++) { - const closed = Array.isArray(closedOption) ? closedOption[i] ?? true : closedOption ?? true; - out.push(roughenPolyline(list[i], { ...options, closed })); - } - return out; -} - -/** - * Roughen a list of contours and return their SVG `d` attribute, using exactly - * the format of `contoursToPathData`: one `M … L … Z` subpath per contour, - * coordinates rounded to `options.round` decimal places (default 2, the same - * meaning as that function's `decimals` argument). - * - * @param {Array>} contours - * @param {object} [options] roughening options, plus `round` and `mapPoint` - * @param {number} [options.round=2] decimal places in the output - * @param {(x: number, y: number) => [number, number]} [options.mapPoint] - * @returns {string} - */ -export function handDrawnPathData(contours, options = {}) { - const roughened = roughenContours(contours, options); - const mapPoint = options.mapPoint ?? ((x, y) => [x, y]); - return contoursToPathData(roughened, mapPoint, options.round ?? 2); -} - -/** - * Offset a stroke to both sides by a width that breathes slightly along its - * length, giving the `[left, right]` polylines a pen stroke can be filled - * between. Both sides keep the point count and order of `points`. - * - * The width only varies (it never reaches zero), so the two sides stay well - * defined; `variation` is the fraction of `width` the wobble may add or remove. - * - * @param {Array<{x: number, y: number}>} points - * @param {object} [options] - * @param {number} [options.width=3] full stroke width - * @param {number} [options.seed=1] - * @param {boolean} [options.closed=false] - * @param {number} [options.variation=0.35] relative width wobble - * @param {number} [options.scale=40] arc length covered by one width wobble - * @returns {[Array<{x: number, y: number}>, Array<{x: number, y: number}>]} - */ -export function taperStroke(points, options = {}) { - const list = Array.isArray(points) ? points : []; - const width = options.width ?? 3; - const seed = options.seed ?? 1; - const closed = options.closed ?? false; - const variation = options.variation ?? 0.35; - const scale = options.scale ?? 40; - - const count = list.length; - const left = new Array(count); - const right = new Array(count); - if (count === 0) return [left, right]; - if (count === 1) { - left[0] = { x: list[0].x, y: list[0].y }; - right[0] = { x: list[0].x, y: list[0].y }; - return [left, right]; - } - - const duplicate = closed ? hasClosingDuplicate(list) : false; - const pos = arcPositions(list); - const length = pos[count - 1]; - let perimeter = length; - if (closed) perimeter += distance(list[count - 1], list[0]); - - const { prev, next } = neighborIndices(count, closed, duplicate); - - let table; - let cells = 0; - if (closed && perimeter > 0 && scale > 0) { - cells = Math.max(2, Math.round(perimeter / scale)); - table = buildNoiseTable(seed, cells); - } else { - table = buildNoiseTable(seed, NOISE_PERIOD); - } - const span = scale > 0 ? scale : 1; - const halfWidth = Math.abs(width) / 2; - - for (let i = 0; i < count; i++) { - const tangent = tangentAt(list, i, prev, next); - const p = list[i]; - if (!tangent) { - left[i] = { x: p.x, y: p.y }; - right[i] = { x: p.x, y: p.y }; - continue; - } - const t = closed && cells > 0 ? (pos[i] / perimeter) * cells : pos[i] / span; - // Clamped well above zero so both sides keep a usable offset even when the - // caller asks for a large `variation`. - const factor = Math.max(0.05, 1 + variation * sampleTable(table, t)); - const w = halfWidth * factor; - left[i] = { x: p.x - tangent.y * w, y: p.y + tangent.x * w }; - right[i] = { x: p.x + tangent.y * w, y: p.y - tangent.x * w }; - } - if (closed && duplicate) { - left[count - 1] = { x: left[0].x, y: left[0].y }; - right[count - 1] = { x: right[0].x, y: right[0].y }; - } - return [left, right]; -} diff --git a/public/bluebey-studio/src/hats.js b/public/bluebey-studio/src/hats.js deleted file mode 100644 index 7a54c46..0000000 --- a/public/bluebey-studio/src/hats.js +++ /dev/null @@ -1,135 +0,0 @@ -import * as THREE from 'three'; - -/** - * Hats for ぶるべー. Each hat is a small group of primitives whose base sits at - * y = 0, so the app can drop it straight onto the top of the head (see - * `hatMount` in src/main.js). The character's front is +z, so a brim or a badge - * faces +z. - * - * These are deliberately not textured: like the props, they are built from a few - * rounded primitives so they take a clean outline and read in every render style. - */ - -const material = (color, opts = {}) => new THREE.MeshStandardMaterial({ - color, - roughness: 0.72, - metalness: 0, - ...opts, -}); - -function add(parent, geometry, mat, x = 0, y = 0, z = 0) { - const mesh = new THREE.Mesh(geometry, mat); - mesh.position.set(x, y, z); - mesh.castShadow = true; - mesh.receiveShadow = false; - parent.add(mesh); - return mesh; -} - -const cylinder = (rt, rb, h, seg = 24) => new THREE.CylinderGeometry(rt, rb, h, seg); -const sphere = (r, w = 24, h = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) => ( - new THREE.SphereGeometry(r, w, h, phiStart, phiLength, thetaStart, thetaLength) -); -const box = (w, h, d) => new THREE.BoxGeometry(w, h, d); - -/** - * The 線画 fill a part takes, as how far it steps from the paper towards the ink - * (see `addMesh` in src/styles.js). Every hat part already gets the light default - * tone, but two parts of the *same* hat then come out the same shade - so a part - * that sits flush on another (a band on a crown) loses its seam. Tagging it with - * a darker tone puts that seam back, without touching リアル / フラット, where the - * part's own colour already draws it. - */ -function tone(mesh, strength) { - mesh.userData.tone = strength; - return mesh; -} - -/** シルクハット: a tall black crown, a narrow band and a flat brim. */ -function buildSilk() { - const group = new THREE.Group(); - const black = material('#1b1722'); - const band = material('#3a2f4a'); - add(group, cylinder(1.52, 1.52, 0.12, 32), black, 0, 0.06, 0); - add(group, cylinder(1.00, 1.04, 1.62, 32), black, 0, 0.93, 0); - tone(add(group, cylinder(1.05, 1.05, 0.24, 32), band, 0, 0.30, 0), 0.34); - return group; -} - -/** キャップ: a baseball cap - a low dome, a rim and a bill at the front. */ -function buildCap() { - const group = new THREE.Group(); - const blue = material('#3f6fd0'); - const dark = material('#2f54a4'); - // The crown: a hemisphere whose flat face sits on y = 0. - const crown = add(group, sphere(1.08, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), blue, 0, 0, 0); - crown.scale.set(1, 0.92, 1); - tone(add(group, cylinder(1.10, 1.10, 0.18, 28), dark, 0, 0.09, 0), 0.30); - // The bill, tipped down a little at the front. - const bill = tone(add(group, cylinder(0.86, 0.86, 0.09, 24), dark, 0, 0.06, 0.92), 0.30); - bill.scale.set(1, 1, 1.25); - bill.rotation.x = -0.12; - tone(add(group, sphere(0.13, 12, 10), dark, 0, 1.02, 0), 0.30); - return group; -} - -/** コック帽: a tall pleated toque - a cylindrical band under a big puffy crown. */ -function buildChef() { - const group = new THREE.Group(); - const white = material('#f7f6f2'); - const shade = material('#e6e3da'); - // The band: a tall cylinder that sits on the head. - add(group, cylinder(0.86, 0.92, 0.95, 28), white, 0, 0.475, 0); - tone(add(group, cylinder(0.90, 0.90, 0.10, 28), shade, 0, 0.90, 0), 0.26); - // The crown: a big squashed sphere ringed with lobes, so the top reads as the - // classic pleated toque rather than a plain dome. - const puff = add(group, sphere(1.24, 26, 20), white, 0, 1.30, 0); - puff.scale.set(1, 0.82, 1); - for (let i = 0; i < 8; i += 1) { - const a = (i / 8) * Math.PI * 2; - const lobe = add(group, sphere(0.5, 14, 12), white, Math.cos(a) * 0.92, 1.52, Math.sin(a) * 0.92); - lobe.scale.set(1, 0.9, 1); - } - const top = add(group, sphere(0.62, 16, 12), white, 0, 1.92, 0); - top.scale.set(1, 0.78, 1); - return group; -} - -/** 消防士の帽子: a red helmet with a brim, a top ridge and a small front badge. */ -function buildFire() { - const group = new THREE.Group(); - const red = material('#c5342f'); - const dark = material('#8f241f'); - const gold = material('#f0c24a', { metalness: 0.4, roughness: 0.4 }); - const dome = add(group, sphere(1.06, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), red, 0, 0, 0); - dome.scale.set(1, 0.95, 1); - const brim = tone(add(group, cylinder(1.34, 1.34, 0.12, 28), dark, 0, 0.06, 0.18), 0.28); - brim.scale.set(1, 1, 1.1); - // The ridge along the top, front to back. - const crest = tone(add(group, box(0.16, 0.42, 1.5), dark, 0, 1.02, 0), 0.28); - crest.rotation.x = -0.05; - tone(add(group, sphere(0.2, 14, 12), gold, 0, 0.62, 1.02), 0.22); - return group; -} - -const BUILDERS = { - silk: buildSilk, - cap: buildCap, - chef: buildChef, - fire: buildFire, -}; - -/** The hats offered in the panel: `none` clears it. */ -export const HAT_LIBRARY = [ - { id: 'none', label: 'なし' }, - { id: 'silk', label: 'シルクハット' }, - { id: 'cap', label: 'キャップ' }, - { id: 'chef', label: 'コック帽' }, - { id: 'fire', label: '消防士' }, -]; - -/** Builds the named hat, or `null` for `none` / an unknown name. */ -export function buildHat(id) { - const builder = BUILDERS[id]; - return builder ? builder() : null; -} diff --git a/public/bluebey-studio/src/history.js b/public/bluebey-studio/src/history.js deleted file mode 100644 index d988b50..0000000 --- a/public/bluebey-studio/src/history.js +++ /dev/null @@ -1,105 +0,0 @@ -/** - * Undo / redo for the whole studio state. - * - * The studio is a big pile of sliders, and before this every experiment was - * one-way: nudging the wrong slider meant dialling the old value back by hand. - * A history of whole-state snapshots is the simplest thing that can possibly - * work here, because the state is already the single source of truth and every - * control funnels through `applyState`. - * - * Two details matter for it to feel right rather than merely correct: - * - * - Dragging a slider fires an event per pixel, which would bury the history in - * hundreds of near-identical entries. Entries therefore carry a label, and a - * new entry with the *same* label within `coalesceMs` REPLACES the previous - * one instead of stacking on top of it. So a whole drag becomes one step. - * - * - `view.backgroundImage` can be a multi-megabyte data URL, and `state` also - * holds the caption text. The snapshots copy objects by hand rather than via - * `JSON.parse(JSON.stringify(...))`, because assigning a string in JavaScript - * shares it instead of duplicating it - so a hundred snapshots of a heavy - * state stay cheap. - */ - -const SHALLOW_TYPES = new Set(['string', 'number', 'boolean', 'undefined']); - -/** Deep copy that shares string data (and handles the odd null/array). */ -function copy(value) { - if (value === null || SHALLOW_TYPES.has(typeof value)) return value; - if (Array.isArray(value)) return value.map(copy); - if (typeof value === 'object') { - const out = {}; - for (const [key, inner] of Object.entries(value)) out[key] = copy(inner); - return out; - } - return value; // functions, symbols: not part of the saved state -} - -export class History { - constructor({ limit = 120, coalesceMs = 700, onChange = null } = {}) { - this.limit = Math.max(2, limit); - this.coalesceMs = coalesceMs; - this.onChange = onChange; - /** @type {{ state: object, label: string, at: number }[]} */ - this.entries = []; - this.index = -1; - } - - /** Forget everything and start from `state` (call after load/reset). */ - reset(state, label = 'start') { - this.entries = [{ state: copy(state), label, at: Date.now() }]; - this.index = 0; - this.onChange?.(this); - } - - get canUndo() { return this.index > 0; } - get canRedo() { return this.index >= 0 && this.index < this.entries.length - 1; } - - /** Label of the step undo would jump to, for the button tooltip. */ - get undoLabel() { return this.canUndo ? this.entries[this.index].label : null; } - get redoLabel() { return this.canRedo ? this.entries[this.index + 1].label : null; } - - /** - * Record the state *after* a change. Repeating the same label in quick - * succession (a slider drag) keeps a single entry that follows the value. - */ - push(state, label = '変更') { - const now = Date.now(); - const top = this.entries[this.index]; - const sameDrag = top - && top.label === label - && now - top.at <= this.coalesceMs - && this.index === this.entries.length - 1; - - if (sameDrag) { - this.entries[this.index] = { state: copy(state), label, at: now }; - } else { - this.entries.length = this.index + 1; - this.entries.push({ state: copy(state), label, at: now }); - if (this.entries.length > this.limit) this.entries.shift(); - this.index = this.entries.length - 1; - } - this.onChange?.(this); - return this; - } - - /** The previous snapshot, or `null` when there is nothing to go back to. */ - undo() { - if (!this.canUndo) return null; - this.index -= 1; - this.onChange?.(this); - return copy(this.entries[this.index].state); - } - - redo() { - if (!this.canRedo) return null; - this.index += 1; - this.onChange?.(this); - return copy(this.entries[this.index].state); - } - - /** A plain description of where we are, for tests and debug output. */ - describe() { - return this.entries.map((entry, i) => `${i === this.index ? '*' : ' '}${entry.label}`).join(' | '); - } -} diff --git a/public/bluebey-studio/src/look.js b/public/bluebey-studio/src/look.js deleted file mode 100644 index d755c3b..0000000 --- a/public/bluebey-studio/src/look.js +++ /dev/null @@ -1,184 +0,0 @@ -import * as THREE from 'three'; -import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; - -/** - * The "look" of the scene, as opposed to the character's shape: body colours, - * mirroring, shadows and the lighting environment. - * - * These all live here rather than in `main.js` because they are a *policy* about - * how the model should be presented, and they need to be re-applied as a group - * whenever any of them changes. `main.js` only has to call `apply()`. - * - * Two things are worth knowing: - * - * - Colours are written onto the model's ORIGINAL materials. The flat/toon - * style caches its own materials derived from them, so `styles.refreshColors()` - * has to be called afterwards or the toon shading keeps the old colour. - * - * - Shadow softness is `LightShadow.radius` with a PCF soft shadow map, plus a - * hand-drawn contact blob for the "ground shadow only" mode. (VSM was tried - * for its wider blur and cut the shadow off in a straight line where it met - * the feet - see the note in `apply`.) - */ - -export const ENVIRONMENTS = [ - { value: 'gradient', label: 'スタジオ(明るい)' }, - { value: 'room', label: '室内(自然な反射)' }, - { value: 'none', label: 'なし(のっぺり)' }, -]; - -/** Material name -> which entry of `render.colors` it takes. */ -const PART_COLORS = { - blb: 'body', - Hand: 'accent', - Foots: 'feet', - Nose: 'nose', - Leaf: 'leaf', - Vein: 'vein', -}; - -const clamp01 = (value) => Math.min(1, Math.max(0, Number(value) || 0)); - -/** - * A soft blob that sits under the feet: the shadow a toy would cast on a table. - * It is a plain plane with a radial gradient, so it is cheap and it works in the - * line-art styles too, where the real shadow map is switched off. - */ -function makeContactShadow(size) { - const canvas = document.createElement('canvas'); - canvas.width = 128; - canvas.height = 128; - const ctx = canvas.getContext('2d'); - const gradient = ctx.createRadialGradient(64, 64, 4, 64, 64, 62); - gradient.addColorStop(0, 'rgba(0,0,0,0.55)'); - gradient.addColorStop(0.55, 'rgba(0,0,0,0.28)'); - gradient.addColorStop(1, 'rgba(0,0,0,0)'); - ctx.fillStyle = gradient; - ctx.fillRect(0, 0, 128, 128); - - const texture = new THREE.CanvasTexture(canvas); - texture.colorSpace = THREE.SRGBColorSpace; - const material = new THREE.MeshBasicMaterial({ - map: texture, - transparent: true, - depthWrite: false, - toneMapped: false, - }); - const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material); - mesh.rotation.x = -Math.PI / 2; - mesh.renderOrder = -0.5; - mesh.userData.isHelper = true; - mesh.name = 'contact-shadow'; - mesh.scale.setScalar(Math.max(1, size.x) * 1.15); - return mesh; -} - -export function createLook({ renderer, scene, styles, model, ground, key, character, gradientEnvironment }) { - const pmrem = new THREE.PMREMGenerator(renderer); - const roomEnvironment = pmrem.fromScene(new RoomEnvironment(), 0.06).texture; - - const contact = makeContactShadow(model.size); - scene.add(contact); - - const environmentFor = (name) => { - if (name === 'room') return roomEnvironment; - if (name === 'none') return null; - return gradientEnvironment ?? null; - }; - - function applyColors(colors) { - if (!colors) return; - let touched = false; - for (const mesh of model.parts.body) { - const material = styles.originals.get(mesh) ?? mesh.material; - const part = PART_COLORS[material?.name]; - if (!part || !colors[part]) continue; - if (!material.color) material.color = new THREE.Color(); - material.color.set(colors[part]); - touched = true; - } - // The toon materials are cached copies, so they need the same edit. - if (touched) styles.refreshColors?.(); - return touched; - } - - return { - contact, - - /** - * @param {object} render `state.render` - * @param {{ line?: boolean }} [context] `line` is true in the line-art - * styles, where shadows and reflections are deliberately switched off. - */ - apply(render, { line = false } = {}) { - if (!render) return; - applyColors(render.colors); - - // Mirroring by negative scale is safe: the renderer flips the winding for - // a negative determinant, and the normals go through the inverse-transpose. - character.scale.x = render.mirror ? -1 : 1; - - const wantsShadow = render.shadow !== false && !line; - const blobOnly = render.contactShadow === true; - ground.visible = wantsShadow && !blobOnly; - ground.material.opacity = clamp01(render.shadowOpacity ?? 0.22); - key.castShadow = wantsShadow && !blobOnly; - key.shadow.needsUpdate = true; - - // The blob is drawn in BOTH modes. On its own it *is* the shadow (the - // "ground shadow only" setting); with the shadow map on it fills the gap - // where the body hides its own shadow right at the feet, which otherwise - // reads as "the shadow is cut off". It is the only thing keeping the - // character looking like it is standing on the floor rather than above it. - // The blob sits at the feet. It used to be drawn whenever the shadow was on, - // which left a faint ring behind at the origin once the character was moved; - // it is now opt-in (`render.contactBlob`, default off). It is always shown in - // the 「接地影だけ」 mode, where it is the only shadow there is. - contact.visible = wantsShadow && (blobOnly || render.contactBlob === true); - contact.material.opacity = clamp01((render.shadowOpacity ?? 0.22) * (blobOnly ? 2.6 : 1.6)); - const spread = Math.max(0.2, (model.size.x * 1.15) / Math.max(0.05, render.shadowSoftness ?? 1.6)); - contact.scale.setScalar(Math.max(0.5, model.size.x * 1.35 - spread * 0.25)); - contact.position.y = 0.012; - - const softness = Number(render.shadowSoftness) || 1.6; - // PCF, always. three 0.186 removed PCFSoftShadowMap (asking for it warns and - // falls back to this anyway), and VSM needs a depth-variance bias that cut - // the shadow away in a straight line right at the feet. `radius` is what - // softens PCF. - if (renderer.shadowMap.type !== THREE.PCFShadowMap) { - renderer.shadowMap.type = THREE.PCFShadowMap; - // Every shadow-receiving material has to be recompiled for the switch. - ground.material.needsUpdate = true; - for (const mesh of model.parts.body) { - const material = mesh.material; - if (Array.isArray(material)) material.forEach((m) => { m.needsUpdate = true; }); - else if (material) material.needsUpdate = true; - } - } - // PCF's radius is in *shadow map texels*, and the map covers about 15 world - // units, so a radius of 1-2 is invisible. This scales it into something the - // eye can see without the sampling turning into noise. - if ('radius' in key.shadow) key.shadow.radius = Math.max(0.5, softness * 5); - - const environment = line ? null : environmentFor(render.environment); - if (scene.environment !== environment) scene.environment = environment; - if ('environmentIntensity' in scene) { - scene.environmentIntensity = Number(render.envIntensity ?? 1); - } - }, - - /** The colours a theme would set, as a plain `{ part: '#rrggbb' }`. */ - palette(theme) { - return { ...(theme?.colors ?? {}) }; - }, - - dispose() { - contact.geometry.dispose(); - contact.material.map?.dispose(); - contact.material.dispose(); - contact.removeFromParent(); - roomEnvironment.dispose(); - pmrem.dispose(); - }, - }; -} diff --git a/public/bluebey-studio/src/main.js b/public/bluebey-studio/src/main.js deleted file mode 100644 index 20c6c7d..0000000 --- a/public/bluebey-studio/src/main.js +++ /dev/null @@ -1,3056 +0,0 @@ -import * as THREE from 'three'; -import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; -import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; -import { loadModel } from './model.js'; -import { Face } from './face.js'; -import { Styles, isLineStyle } from './styles.js'; -import { Rig } from './rig.js'; -import { Animator, createRecorder, startRecording, stopRecording } from './animation.js'; -import { defaultState, applyPatch, THEMES } from './presets.js'; -import { buildPanel } from './panel.js'; -import * as exporter from './exporter.js'; -import { toast } from './ui.js'; -import { History } from './history.js'; -import { createLook } from './look.js'; -import { createClipper } from './clip.js'; -import { buildHat } from './hats.js'; -import { createBackdrop, backdropStyle } from './background.js'; -import { drawCaption, layoutCaption } from './caption.js'; -import { loadFont, captionFontStack } from './textOutlines.js'; -import { buildProp, PROP_DEFAULTS, disposeProp, applyPropText } from './props.js'; -import { rollAll, decodeSeed } from './gacha.js'; -import { encodeState, decodeState } from './urlState.js'; -import { createMouthFlap, levelToMouth } from './mouthFlap.js'; -import { createScreenOutline, BEHIND_LABEL, SOLID_LABEL, LEAF_LABEL, NOSE_LABEL } from './outline.js'; -import { gionSheetUrl, stampRect, imageAspect, imageReady, drawGion, DEFAULT_STAMP_WIDTH } from './gion.js'; - -const DEG = Math.PI / 180; -/** The other direction: what three's Spherical reports is radians. */ -const RAD_TO_DEG = 180 / Math.PI; -const MODEL_URL = 'assets/bluebey.glb'; - -/** The caption font is only fetched when a bubble is first used. */ -const CAPTION_FONT_TTF = 'assets/fonts/bluebey-caption.ttf'; -const CAPTION_FONT_WOFF2 = 'assets/fonts/bluebey-caption.woff2'; -/** How far the eyes can swing for a look-at target, in radians. */ -const MAX_LOOK_YAW = 0.5; -const MAX_LOOK_PITCH = 0.34; - -/** Undo steps are labelled by the part of the state that changed. */ -const SCOPE_LABELS = { - all: '変更', render: '見た目', face: '表情', view: 'カメラ・背景', pose: 'ポーズ', caption: 'セリフ', gion: '擬音', -}; - -/** - * The single-file build inlines the fonts and the backdrop library, so the same - * code reads a data URL there and a file URL in the normal build. - */ -function assetUrl(file, kind) { - const inlined = globalThis.__BLUEBEY_FONTS__ ?? {}; - if (kind === 'background') { - const backdrops = globalThis.__BLUEBEY_BACKGROUNDS__ ?? {}; - return backdrops[file] ?? `assets/backgrounds/${file}.webp`; - } - if (kind === 'beard') { - const beards = globalThis.__BLUEBEY_BEARDS__ ?? {}; - return beards[file] ?? `assets/beards/${file}`; - } - if (kind === 'brow') { - const brows = globalThis.__BLUEBEY_BROWS__ ?? {}; - return brows[file] ?? `assets/brows/${file}`; - } - return inlined[file] ?? `assets/fonts/${file}`; -} - -/** - * Where the model comes from. The normal build fetches `assets/bluebey.glb`; - * the single-file build (tools/build-standalone.mjs) inlines the same bytes as - * base64 in `window.__BLUEBEY_MODEL__`, which also lets the page be opened - * straight from disk without any web server. - */ -function resolveModelSource() { - const injected = globalThis.__BLUEBEY_MODEL__; - if (!injected) return MODEL_URL; - if (typeof injected !== 'string') return injected; - try { - const binary = atob(injected); - const bytes = new Uint8Array(binary.length); - for (let i = 0; i < binary.length; i += 1) bytes[i] = binary.charCodeAt(i); - return bytes.buffer; - } catch (error) { - console.error('inline model could not be decoded, falling back to the file', error); - return MODEL_URL; - } -} - -const state = defaultState(); - -const app = { - state, - model: null, - container: null, - ready: false, - needsRender: true, - /** The 擬音 stamp the panel is editing, so the viewport can outline it. */ - gionSelected: null, - /** Set by init(), used by the panel. */ - actions: {}, -}; - -/* ------------------------------------------------------------------ startup */ - -// The view-rig classes are declared below this point; deferring by a microtask -// guarantees the whole module has finished evaluating before anything is built. -queueMicrotask(() => { - init().catch((error) => { - console.error(error); - showLoadError(error); - }); -}); - -async function init() { - const canvas = document.getElementById('view'); - // #stage owns the layout; the canvas only fills it (see style.css). - const stage = document.getElementById('stage') ?? canvas; - - const renderer = new THREE.WebGLRenderer({ - canvas, - antialias: true, - alpha: true, - preserveDrawingBuffer: true, - }); - renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); - renderer.outputColorSpace = THREE.SRGBColorSpace; - renderer.toneMapping = THREE.ACESFilmicToneMapping; - renderer.shadowMap.enabled = true; - renderer.shadowMap.type = THREE.PCFShadowMap; - - const scene = new THREE.Scene(); - const environment = makeEnvironment(renderer); - - const key = new THREE.DirectionalLight(0xffffff, 2.1); - key.castShadow = true; - key.shadow.mapSize.set(1536, 1536); - key.shadow.bias = -0.0008; - key.shadow.normalBias = 0.02; - const fill = new THREE.DirectionalLight(0xffffff, 0.5); - const ambient = new THREE.HemisphereLight(0xffffff, 0xd9d0f2, 0.9); - scene.add(key, key.target, fill, ambient); - - // A shadow catcher, not a solid floor: `depthWrite: false` keeps the plane from - // ever hiding the character, so moving ぶるべー below it no longer makes the body - // (or its textures) vanish - the shadow still falls on it, but it never occludes. - const ground = new THREE.Mesh( - new THREE.PlaneGeometry(200, 200), - new THREE.ShadowMaterial({ opacity: 0.22, transparent: true, depthWrite: false }), - ); - ground.rotation.x = -Math.PI / 2; - ground.receiveShadow = true; - scene.add(ground); - - // The camera lives in two places: `state.view` (what the panel, the saved file - // and a shared link use) and the orbit controls (what the mouse moves). Capture - // the controls' own position back into the state on every change, so the two - // never disagree - otherwise any refresh of the view yanked the camera back to - // wherever the panel had last put it. - const view = new ViewRig(canvas, () => { - view.captureInto(state.view); - app.needsRender = true; - }); - - /** - * The screen-space outline (see src/outline.js). The normal pass must not see - * the ground, the contact shadow or the gizmo, so they are excluded once those - * objects exist (see below). - */ - const outline = createScreenOutline({ - renderer, - scene, - camera: view.camera, - width: canvas.clientWidth || 1280, - height: canvas.clientHeight || 800, - }); - outline.exclude([ground]); - - /** - * The drawing buffer must follow the canvas' CSS size. Without this the - * browser stretches the default 300x150 buffer across the window and the - * whole picture looks coarse (and every exported trace is built from those - * few pixels). - * - * But it must not be *unlimited* either: on a large or high-density display - * the buffer can reach many millions of pixels, and with antialiasing, a - * shadow map and preserveDrawingBuffer on top, a weak GPU can take seconds - * per frame - which looks exactly like "nothing is showing". So the pixel - * count is capped and the ratio is lowered automatically on slow hardware. - */ - const MAX_DRAWING_PIXELS = 2_600_000; - const QUALITY_FLOOR = 0.5; - let quality = Math.min(window.devicePixelRatio || 1, 2); - let autoReductions = 0; - - function fitQuality(width, height, wanted) { - let ratio = wanted; - while (ratio > QUALITY_FLOOR && width * height * ratio * ratio > MAX_DRAWING_PIXELS) { - ratio = Math.round((ratio - 0.1) * 100) / 100; - } - return Math.max(QUALITY_FLOOR, ratio); - } - - let lastResize = 0; - let resizeBurst = 0; - - /** Declared early: the viewport can resize before the model has loaded. */ - let captionCanvas = null; - /** Set while undo/redo replays a snapshot, so it is not recorded again. */ - let suspendHistory = false; - - // ------------------------------------------------------------------- 擬音 - // `redrawCaption` runs from the very first `resizeViewport`, so the sheet cache - // and the drag handles have to exist before it does (a `const` cannot be read - // before it is evaluated). The drawing itself lives further down, next to the - // caption overlay it is layered under. - const gionImages = new Map(); // sheet name -> loaded Image - const gionLoading = new Map(); // sheet name -> in-flight Promise - const gionHandles = new Map(); // stamp id -> transparent drag div - let gionDrag = null; - /** Hands out stamp ids; a counter so removing one never reuses a live id. */ - let gionSeq = 0; - - function resizeViewport() { - const width = stage.clientWidth || window.innerWidth; - const height = stage.clientHeight || window.innerHeight; - - // Safety net: if something ever feeds the viewport size back into itself, - // stop flipping the drawing buffer on and off and say so. - const now = performance.now(); - if (now - lastResize < 60) { - resizeBurst += 1; - if (resizeBurst > 30 && resizeBurst % 30 === 0) { - console.warn('[bluebey] too many resizes in a row; ignoring them', resizeBurst); - } - if (resizeBurst > 30) return; - } else { - resizeBurst = 0; - } - lastResize = now; - - const wanted = Math.min(window.devicePixelRatio || 1, 2); - quality = fitQuality(width, height, wanted); - renderer.setPixelRatio(quality); - renderer.setSize(width, height, false); - outline.setSize(width * quality, height * quality); - view.resize(); - redrawCaption(); - app.needsRender = true; - } - resizeViewport(); - new ResizeObserver(() => resizeViewport()).observe(stage); - - // Losing the WebGL context leaves a permanently blank canvas, so say so - // instead of leaving the user staring at nothing. - canvas.addEventListener('webglcontextlost', (event) => { - event.preventDefault(); - showNotice('描画が止まりました(WebGLコンテキストを失いました)。\n' - + 'ブラウザのウィンドウを小さくするか、再読み込みしてください。'); - }); - canvas.addEventListener('webglcontextrestored', () => { - app.needsRender = true; - }); - - // -------------------------------------------------------------- the model - const model = await loadModel(resolveModelSource(), { - onProgress: (ratio) => setLoadingProgress(ratio), - }); - app.model = model; - - // The character hangs off a mirror group of its own, so "左右反転" flips the - // model without touching the pose offset (`container.position`) or the props. - const mirrorGroup = new THREE.Group(); - mirrorGroup.add(model.root); - const container = new THREE.Group(); - container.add(mirrorGroup); - scene.add(container); - app.container = container; - - // 小物 live outside the mirror group: they are scenery, not part of the body. - const propRoot = new THREE.Group(); - scene.add(propRoot); - - // --- 鼻ちょうちん: a modelled bubble hung under the nose -------------------- - // The nose is a *skinned* part of the body, so a child of the nose mesh would - // sit at the origin instead of on the face. The whole body (nose included) - // rides the `master` bone, so the bubble is parented there, placed at the nose's - // rest position in that bone's local frame, and read from the face state each - // frame in the render loop. - function applySnotBubble(group, snot) { - if (!group) return; - group.visible = snot?.enabled === true; - if (!group.visible) return; - // The offsets are applied in the *bone's* frame, along the world axes measured - // once at rest, so the bubble travels with the body. Recomputing them against - // the live world matrix made it snap back whenever the body had moved. - const k = 0.01; // artwork px -> world units, enough to nudge the bubble - const { localBase, axes } = group.userData; - group.position.copy(localBase) - .addScaledVector(axes.x, (snot.offsetX ?? 0) * k) - .addScaledVector(axes.y, (snot.offsetY ?? 0) * k) - .addScaledVector(axes.z, (snot.offsetZ ?? 0) * k); - group.userData.baseScale = Number.isFinite(snot.size) ? snot.size : 1; - group.scale.setScalar(group.userData.baseScale); - group.userData.material.color.set(snot.color ?? '#dfe8ff'); - } - - const snotBubble = (() => { - const nose = model.parts.noseMesh; - const master = model.bones.find((entry) => entry.name.replace(/[.\s]/g, '').toLowerCase() === 'master'); - if (!nose || !master || !nose.isSkinnedMesh) return null; - model.root.updateMatrixWorld(true); - // The nose is a *skinned* mesh, so its raw geometry sits in bind space (at the - // back of the model, in fact) - sample the skinned positions instead, which is - // where the nose actually ends up. - const attr = nose.geometry.attributes.position; - const step = Math.max(1, Math.floor(attr.count / 400)); - const point = new THREE.Vector3(); - const centre = new THREE.Vector3(); - let samples = 0; - for (let i = 0; i < attr.count; i += step) { - point.fromBufferAttribute(attr, i); - nose.applyBoneTransform(i, point); - centre.add(point); - samples += 1; - } - if (!samples) return null; - centre.multiplyScalar(1 / samples); - nose.localToWorld(centre); - let radius = 0; - for (let i = 0; i < attr.count; i += step) { - point.fromBufferAttribute(attr, i); - nose.applyBoneTransform(i, point); - nose.localToWorld(point); - radius = Math.max(radius, point.distanceTo(centre)); - } - if (!Number.isFinite(radius) || radius <= 0) radius = 0.25; - const material = new THREE.MeshStandardMaterial({ - color: 0xdfe8ff, roughness: 0.45, metalness: 0, transparent: true, opacity: 0.92, - }); - const group = new THREE.Group(); - group.name = 'snot-bubble'; - const bubble = new THREE.Mesh(new THREE.SphereGeometry(radius * 1.15, 28, 20), material); - group.add(bubble); - const bone = master.bone; - const baseWorld = centre.clone().add(new THREE.Vector3(radius * 1.9, -radius * 0.85, radius * 0.7)); - const localBase = bone.worldToLocal(baseWorld.clone()); - // World-axis directions expressed in the bone's frame, captured at rest: the - // sliders keep meaning "right / up / towards the viewer" while the bubble rides - // with the body. - const boneQuat = new THREE.Quaternion(); - bone.getWorldQuaternion(boneQuat); - const invQuat = boneQuat.clone().invert(); - const axes = { - x: new THREE.Vector3(1, 0, 0).applyQuaternion(invQuat), - y: new THREE.Vector3(0, 1, 0).applyQuaternion(invQuat), - z: new THREE.Vector3(0, 0, 1).applyQuaternion(invQuat), - }; - group.position.copy(localBase); - group.userData = { bubble, material, bone, localBase, axes, baseScale: 1 }; - group.visible = false; - bone.add(group); - return group; - })(); - const snotMeshes = snotBubble ? [...snotBubble.children] : []; - applySnotBubble(snotBubble, state.face.eyes.snot); - - // The hat rides the `master` bone like the snot bubble does: it is parented - // there, placed at the top of the head in that bone's local frame, and turned - // so it is world-aligned at rest (the bone's own rest rotation cancelled once). - // The character's front is +z, so the hats are modelled facing +z. - const hatMount = (() => { - const master = model.bones.find((entry) => entry.name.replace(/[.\s]/g, '').toLowerCase() === 'master'); - if (!master) return null; - model.root.updateMatrixWorld(true); - const bone = master.bone; - const group = new THREE.Group(); - group.name = 'hat'; - group.position.copy(bone.worldToLocal(new THREE.Vector3(0, model.bounds.max.y - 0.06, 0))); - group.quaternion.copy(bone.getWorldQuaternion(new THREE.Quaternion()).invert()); - bone.add(group); - return group; - })(); - - let hatKindCurrent = null; - let hatObject = null; - /** A GLB hat the user loaded; kept so it can be re-chosen without re-importing. */ - let customHatObject = null; - const hatMeshes = []; - /** Last transform applied, so the render loop only wakes when it changes. */ - const hatXform = { x: null, z: null, height: null, tiltX: null, tiltZ: null }; - /** Set once the outline pass exists, so a hat change can refresh the exclude set. */ - let refreshOutlineExclusion = null; - /** Set once the style system exists, so a hat can register for styles + outline. */ - let hatStyleRegister = null; - let hatStyleUnregister = null; - - /** - * Swap the mounted hat for `built` (or clear it), keeping the style system and - * the outline exclusion in step. - * - * The old meshes are collected BEFORE they are unregistered: `removeMesh` - * deletes the outline hull (a child of the hat group) while we traverse, which - * used to shorten `children` mid-loop and call `.traverse` on `undefined`. - */ - function mountHat(built) { - if (hatObject) { - const old = []; - hatObject.traverse((o) => { if (o.isMesh) old.push(o); }); - hatMount.remove(hatObject); - for (const mesh of old) hatStyleUnregister?.(mesh); - // The custom model is kept so it can be re-chosen; a built hat is dropped. - if (hatObject !== customHatObject) { - for (const mesh of old) { - mesh.geometry?.dispose(); - if (Array.isArray(mesh.material)) mesh.material.forEach((m) => m.dispose()); - else mesh.material?.dispose(); - } - } - hatObject = null; - } - hatMeshes.length = 0; - if (built) { - hatMount.add(built); - hatObject = built; - const meshes = []; - built.traverse((o) => { if (o.isMesh) meshes.push(o); }); - for (const mesh of meshes) { - hatMeshes.push(mesh); - hatStyleRegister?.(mesh); - } - } - refreshOutlineExclusion?.(); - } - - function applyHat(kind) { - if (!hatMount) return; - const custom = state.face.hat?.custom === true && customHatObject; - const key = custom ? 'custom' : kind; - if (key !== hatKindCurrent) { - hatKindCurrent = key; - mountHat(custom ? customHatObject : buildHat(kind)); - } - - // 高さ and 傾き. The mount is world-aligned (see above), so +y is up, +z is the - // character's front and +x its right: a plain translation and rotation read - // the way the sliders say. - const hat = state.face.hat ?? {}; - const x = hat.x ?? 0; - const z = hat.z ?? 0; - const height = hat.height ?? 0; - const tiltX = hat.tiltX ?? 0; - const tiltZ = hat.tiltZ ?? 0; - if (hatObject) { - hatObject.position.set(x, height, z); - hatObject.rotation.set((tiltX * Math.PI) / 180, 0, (tiltZ * Math.PI) / 180); - } - if (x !== hatXform.x || z !== hatXform.z || height !== hatXform.height || tiltX !== hatXform.tiltX || tiltZ !== hatXform.tiltZ) { - hatXform.x = x; - hatXform.z = z; - hatXform.height = height; - hatXform.tiltX = tiltX; - hatXform.tiltZ = tiltZ; - app.needsRender = true; - } - } - /** - * Import a GLB hat. It is centred sideways, dropped so its base sits at y = 0 - * (the mount sits on the head), and scaled to about the head's width, then - * mounted like any built hat. - */ - async function loadHatModel(file) { - if (!hatMount) return; - const buffer = await exporter.readFileAsArrayBuffer(file); - const loader = new GLTFLoader(); - const gltf = await new Promise((resolve, reject) => loader.parse(buffer, '', resolve, reject)); - const root = gltf.scene; - const box = new THREE.Box3().setFromObject(root); - const size = box.getSize(new THREE.Vector3()); - const target = Math.max(0.2, model.size.x * 0.95); - const scale = target / Math.max(size.x, size.z, 0.001); - root.scale.setScalar(scale); - box.setFromObject(root); - const center = box.getCenter(new THREE.Vector3()); - root.position.x -= center.x; - root.position.z -= center.z; - root.position.y -= box.min.y; - root.traverse((o) => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = false; } }); - customHatObject = root; - state.face.hat.custom = true; - state.face.hat.kind = 'none'; - hatKindCurrent = null; - refresh('all'); - app.panel?.sync(); - } - - applyHat(state.face.hat?.kind ?? 'none'); - - const halfHeight = model.size.y * 0.5; - view.frame(model.size, halfHeight); - - // shadow camera big enough for the whole character - const radius = Math.max(model.size.x, model.size.y, model.size.z) * 1.6; - const shadowCamera = key.shadow.camera; - shadowCamera.left = -radius; - shadowCamera.right = radius; - shadowCamera.top = radius; - shadowCamera.bottom = -radius; - shadowCamera.near = 0.5; - shadowCamera.far = radius * 9; - shadowCamera.updateProjectionMatrix(); - key.target.position.set(0, halfHeight, 0); - - // The light's offset from the character, so the key light (and therefore its - // shadow camera) can follow the character around: moving far from the origin - // used to leave the shadow behind and cut it off at the shadow camera's edge. - const keyOffset = new THREE.Vector3(0, model.size.y * 3, model.size.y * 3); - function updateKeyLight() { - key.target.position.set(container.position.x, halfHeight + container.position.y, container.position.z); - key.position.copy(key.target.position).add(keyOffset); - } - - // ------------------------------------------------------------- controllers - const styles = new Styles({ meshes: model.parts.body }); - // Hats are built at runtime, so they are not in the GLB's mesh list. Register - // them with the style system (and the current hat) so they follow flat/line art - // and get an outline hull like every other part. - hatStyleRegister = (mesh) => styles.addMesh(mesh, { tone: true, lineOnly: true }); - hatStyleUnregister = (mesh) => styles.removeMesh(mesh); - for (const mesh of hatMeshes) styles.addMesh(mesh, { tone: true, lineOnly: true }); - const face = new Face({ - eyeMesh: model.parts.eyeMesh, - mouthMesh: model.parts.mouthMesh, - hairMesh: model.parts.hairMesh, - originals: model.originals, - }); - const animator = new Animator({ state }); - - // Beard drawings supplied as files (`assets/beards/.png`): a kind that has - // one is drawn from the file instead of the built-in strokes. A missing file is - // skipped, so the app works before any are added. - void (async () => { - // Each entry: a beard kind and the drawing in `assets/beards/`. A file ending - // `-right.png` is one side of a moustache; it is drawn twice (mirrored) with a - // `spacing` gap between them. A kind with no entry uses the built-in strokes. - const files = [ - { kind: 'scotch', file: 'scotch.png' }, - { kind: 'kaiser', file: 'kaiser-right.png' }, - ]; - const loaded = {}; - await Promise.all(files.map(async ({ kind, file }) => { - try { - const response = await fetch(assetUrl(file, 'beard')); - if (!response.ok) return; - loaded[kind] = { - image: await createImageBitmap(await response.blob()), - half: file.endsWith('-right.png'), - }; - } catch { - /* a missing drawing falls back to the built-in strokes */ - } - })); - if (Object.keys(loaded).length) { - face.setBeardImages(loaded); - app.needsRender = true; - } - })(); - - // Brow drawings supplied as files (`assets/brows/.png`). A file ending - // `-right.png` is one side; it is drawn twice (mirrored) at each eye. Missing - // files are skipped, so the built-in ゴル風 strokes are the fallback. - void (async () => { - const files = [{ kind: 'gol', file: 'gol-right.png' }]; - const loaded = {}; - await Promise.all(files.map(async ({ kind, file }) => { - try { - const response = await fetch(assetUrl(file, 'brow')); - if (!response.ok) return; - loaded[kind] = { - image: await createImageBitmap(await response.blob()), - half: file.endsWith('-right.png'), - }; - } catch { - /* a missing drawing falls back to the built-in strokes */ - } - })); - if (Object.keys(loaded).length) { - face.setBrowImages(loaded); - app.needsRender = true; - } - })(); - - // ------------------------------------------------------------------- look - const look = createLook({ - renderer, - scene, - styles, - model, - ground, - key, - character: mirrorGroup, - gradientEnvironment: environment, - }); - - // --------------------------------------------------------------- 見えない壁 - // A clip plane that hides part of the character, so it can look half buried - // in a wall (see src/clip.js). Applied in `refresh`, with the render settings. - const clip = createClipper({ scene, renderer, model }); - // A wall's position is stored relative to the character, so every time the - // walls are applied they are shifted by the body's own offset - that is what - // makes them travel with ぶるべー when it is moved. - const characterOffset = () => { - const root = state.pose?.root; - return { x: root?.[0] ?? 0, y: root?.[1] ?? 0, z: root?.[2] ?? 0 }; - }; - const applyWalls = () => clip.apply( - [state.render.wall, state.render.wall2], - characterOffset(), - wallYaw(), - ); - // The character's own turn about Y: the `master` bone's Y (Shift+drag) plus any - // body yaw the 見る先 mode added. The walls take this too, so turning the - // character with Shift+drag no longer slides the hidden region around. - const wallYaw = () => { - const masterY = state.pose?.bones?.master?.[1] ?? 0; - return (masterY + (container.rotation.y * 180) / Math.PI) * DEG; - }; - - // --------------------------------------------------------------- backdrop - const backdrop = createBackdrop({ - stage, - resolveUrl: (name) => assetUrl(name, 'background'), - onNeedsRender: () => { app.needsRender = true; }, - }); - /** The bitmap the exports paint behind the model (an Image or the camera video). */ - let backdropImage = null; - - /** - * Story-panel previews (keyed by panel id) and the counter that hands out - * those ids. - * - * WHY the previews live outside the state: a thumbnail is an image, and the - * state is exactly what a shared link carries - a data URL per panel would - * push the link past what a URL can hold. They are keyed by id and rebuilt as - * panels are added, so a restored link simply shows panels without previews. - * (Declared up here because `buildPanel` runs - and syncs - before the panel - * functions below are reached.) - */ - const storyThumbs = new Map(); - let storySeq = 0; - - // ------------------------------------------------------- caption overlay - // The bubble is drawn into its own 2D canvas laid over the WebGL one, with the - // very same routine the PNG export uses - so the preview cannot lie. - captionCanvas = document.createElement('canvas'); - captionCanvas.id = 'caption-layer'; - captionCanvas.style.cssText = - 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:2'; - stage.append(captionCanvas); - - /** opentype font for outline export and text layout (lazily fetched). */ - let captionFont = null; - let captionFontPromise = null; - /** Where each bubble was last drawn, in CSS pixels (in state order). */ - const CAPTION_KEYS = ['caption', 'caption2', 'narration']; - const captionBoxes = new Map(); - const captionHandles = new Map(); - /** Set while a bubble is being dragged. */ - let captionDrag = null; - - // The bubbles are draggable, but the caption canvas has to stay - // `pointer-events: none`: it covers the whole viewport, and the orbit controls - // and the bone picking live underneath it. So each bubble gets a separate - // transparent drag box, parked exactly over it by `positionCaptionHandles`. - for (const key of CAPTION_KEYS) { - const handle = document.createElement('div'); - handle.id = `caption-handle-${key}`; - handle.style.cssText = 'position:absolute;display:none;cursor:move;' - + 'touch-action:none;pointer-events:auto;z-index:3'; - handle.addEventListener('pointerdown', (event) => startCaptionDrag(event, key)); - handle.addEventListener('pointermove', moveCaptionDrag); - handle.addEventListener('pointerup', endCaptionDrag); - handle.addEventListener('pointercancel', endCaptionDrag); - handle.dataset.captionHandle = '1'; - stage.append(handle); - captionHandles.set(key, handle); - } - - /** Park each drag target over its bubble (or hide it when it is not shown). */ - function positionCaptionHandles() { - for (const key of CAPTION_KEYS) { - const handle = captionHandles.get(key); - const box = captionBoxes.get(key); - if (!handle) continue; - if (!box) { - handle.style.display = 'none'; - continue; - } - // A few pixels of slack, so the rounded corners are still easy to grab. - handle.style.display = 'block'; - handle.style.left = `${box.x - 4}px`; - handle.style.top = `${box.y - 4}px`; - handle.style.width = `${box.w + 8}px`; - handle.style.height = `${box.h + 8}px`; - } - } - - function startCaptionDrag(event, key) { - const caption = state[key]; - const box = captionBoxes.get(key); - if (caption?.enabled !== true || !box) return; - // Touching a bubble also selects it in the panel, so the sliders edit the one - // you just grabbed. - app.panel?.selectCaption?.(key); - event.preventDefault(); - event.stopPropagation(); - // Not all pointers can be captured (and a synthetic one cannot), so a - // failure here must not stop the drag from starting. - try { - captionHandles.get(key)?.setPointerCapture(event.pointerId); - } catch { - /* capture is a nicety, not a requirement */ - } - captionDrag = { - key, - pointerId: event.pointerId, - fromX: event.clientX, - fromY: event.clientY, - boxX: box.x, - boxY: box.y, - }; - } - - function moveCaptionDrag(event) { - if (!captionDrag || event.pointerId !== captionDrag.pointerId) return; - const caption = state[captionDrag.key]; - if (!caption) return; - event.preventDefault(); - const width = stage.clientWidth || 1280; - const height = stage.clientHeight || 800; - caption.x = (captionDrag.boxX + (event.clientX - captionDrag.fromX)) / width; - caption.y = (captionDrag.boxY + (event.clientY - captionDrag.fromY)) / height; - // Store back what the layout will actually use, so pushing past an edge does - // not pile up an out-of-range value that has to be undone before the bubble - // moves again. `refresh` redraws the bubble and records one undo step (the - // history coalesces a run of the same label). - const layout = layoutCaption(caption, { width, height, scale: 1, font: captionFont }); - if (width > 0) caption.x = layout.box.x / width; - if (height > 0) caption.y = layout.box.y / height; - refresh('caption'); - } - - function endCaptionDrag(event) { - if (!captionDrag || (event && event.pointerId !== captionDrag.pointerId)) return; - captionDrag = null; - // The 横位置 / 縦位置 sliders catch up when the drag ends, not every pixel. - app.actions.syncPanel?.(); - } - - async function ensureCaptionFont() { - if (captionFontPromise) return captionFontPromise; - captionFontPromise = (async () => { - try { - const face = new FontFace('M PLUS Rounded 1c', `url(${assetUrl('bluebey-caption.woff2')})`); - document.fonts.add(await face.load()); - } catch (error) { - console.warn('[bluebey] caption font face failed', error); - } - try { - captionFont = await loadFont(assetUrl('bluebey-caption.ttf')); - } catch (error) { - console.warn('[bluebey] caption outlines unavailable', error); - } - redrawCaption(); - return captionFont; - })(); - return captionFontPromise; - } - - function redrawCaption() { - if (!captionCanvas) return; - const width = stage.clientWidth || 1280; - const height = stage.clientHeight || 800; - const ratio = Math.min(2, window.devicePixelRatio || 1); - const wantW = Math.round(width * ratio); - const wantH = Math.round(height * ratio); - if (captionCanvas.width !== wantW || captionCanvas.height !== wantH) { - captionCanvas.width = wantW; - captionCanvas.height = wantH; - } - const ctx = captionCanvas.getContext('2d'); - ctx.setTransform(ratio, 0, 0, ratio, 0, 0); - ctx.clearRect(0, 0, width, height); - // 擬音はセリフより背面に置く: the bubbles stay readable on top of them. - const gionItems = state.gion?.items ?? []; - for (const item of gionItems) ensureGionSheet(item.sheet); - drawGion(ctx, gionItems, gionImages, { width, height, scale: 1 }); - for (const key of CAPTION_KEYS) { - const caption = state[key]; - captionBoxes.delete(key); - if (!caption?.enabled) continue; - // The vendored font is only fetched once a bubble is actually used; when it - // arrives `ensureCaptionFont` redraws this canvas. - if (!captionFontPromise) void ensureCaptionFont(); - captionBoxes.set(key, drawCaption(ctx, caption, { width, height, scale: 1, font: captionFont })); - } - positionCaptionHandles(); - ensureGionHandles(gionItems); - positionGionHandles(gionItems); - } - - // ----------------------------------------------------------------- 擬音 - // A stamp is a crop of a sheet, drawn on the caption canvas *under* the bubbles. - // The canvas is `pointer-events: none`, so - exactly like a caption - each stamp - // gets its own transparent drag box, parked over it by `positionGionHandles`. - - /** Load a sheet once, on first use, and redraw when it arrives. */ - function ensureGionSheet(name) { - if (gionImages.has(name)) return Promise.resolve(gionImages.get(name)); - if (gionLoading.has(name)) return gionLoading.get(name); - const image = new Image(); - const promise = new Promise((resolve) => { - image.onload = () => resolve(image); - image.onerror = () => resolve(null); - }).then((loaded) => { - gionLoading.delete(name); - if (loaded) { - gionImages.set(name, loaded); - redrawCaption(); - } - return loaded; - }); - gionLoading.set(name, promise); - image.src = gionSheetUrl(name); - return promise; - } - - /** Create one drag target per stamp, and drop the ones whose stamp is gone. */ - function ensureGionHandles(items) { - const live = new Set(); - for (const item of items) { - live.add(item.id); - if (gionHandles.has(item.id)) continue; - const handle = document.createElement('div'); - handle.className = 'gion-handle'; - handle.addEventListener('pointerdown', (event) => startGionDrag(event, item.id)); - handle.addEventListener('pointermove', moveGionDrag); - handle.addEventListener('pointerup', endGionDrag); - handle.addEventListener('pointercancel', endGionDrag); - handle.dataset.gionHandle = '1'; - stage.append(handle); - gionHandles.set(item.id, handle); - } - for (const [id, handle] of gionHandles) { - if (live.has(id)) continue; - handle.remove(); - gionHandles.delete(id); - } - } - - /** Park each drag target over its stamp (or hide it while the sheet loads). */ - function positionGionHandles(items) { - const width = stage.clientWidth || 1280; - const height = stage.clientHeight || 800; - for (const item of items) { - const handle = gionHandles.get(item.id); - if (!handle) continue; - const image = gionImages.get(item.sheet); - if (!imageReady(image)) { - handle.style.display = 'none'; - continue; - } - const rect = stampRect(item, { width, height, scale: 1 }, imageAspect(image)); - handle.style.display = 'block'; - handle.style.left = `${rect.x}px`; - handle.style.top = `${rect.y}px`; - handle.style.width = `${rect.w}px`; - handle.style.height = `${rect.h}px`; - // Match the drawn stamp, which is rotated about its centre. - handle.style.transformOrigin = 'center'; - handle.style.transform = item.rot ? `rotate(${item.rot}deg)` : 'none'; - handle.classList.toggle('selected', item.id === app.gionSelected); - } - } - - function startGionDrag(event, id) { - const item = (state.gion?.items ?? []).find((entry) => entry.id === id); - if (!item) return; - // Touching a stamp also selects it in the panel, so the sliders edit the one - // you just grabbed. - app.panel?.selectGion?.(id); - event.preventDefault(); - event.stopPropagation(); - try { - gionHandles.get(id)?.setPointerCapture(event.pointerId); - } catch { - /* capture is a nicety, not a requirement */ - } - gionDrag = { - id, - pointerId: event.pointerId, - fromX: event.clientX, - fromY: event.clientY, - x: item.x ?? 0.5, - y: item.y ?? 0.5, - }; - } - - function moveGionDrag(event) { - if (!gionDrag || event.pointerId !== gionDrag.pointerId) return; - const item = (state.gion?.items ?? []).find((entry) => entry.id === gionDrag.id); - if (!item) return; - event.preventDefault(); - const width = stage.clientWidth || 1280; - const height = stage.clientHeight || 800; - item.x = clamp01(gionDrag.x + (event.clientX - gionDrag.fromX) / width); - item.y = clamp01(gionDrag.y + (event.clientY - gionDrag.fromY) / height); - refresh('gion'); - } - - function endGionDrag(event) { - if (!gionDrag || (event && event.pointerId !== gionDrag.pointerId)) return; - gionDrag = null; - app.actions.syncPanel?.(); - } - - /** Add a stamp from a picker crop, centred, and hand it to the panel. */ - function addGionStamp({ sheet, sx, sy, sw, sh }) { - gionSeq += 1; - const item = { - id: `g${gionSeq}`, - sheet, - sx, sy, sw, sh, - x: 0.5, - y: 0.5, - w: DEFAULT_STAMP_WIDTH, - rot: 0, - flip: false, - }; - state.gion = state.gion ?? { items: [] }; - state.gion.items = [...(state.gion.items ?? []), item]; - app.gionSelected = item.id; - void ensureGionSheet(sheet); - applyState({}, { scope: 'gion', sync: true }); - toast('擬音を追加しました'); - } - - // ------------------------------------------------------------------ props - let propSignature = ''; - - function applyProps() { - const items = state.props?.items ?? []; - const signature = JSON.stringify([items, state.render.colors]); - if (signature === propSignature) return; - propSignature = signature; - for (const child of [...propRoot.children]) { - // Hand every mesh back to the style system before the prop is disposed. - // `removeMesh` restores each mesh's own material (a prop under 線画 is - // wearing the shared paper material, which must not be disposed). Collect - // the meshes first: `removeMesh` deletes the outline hull, a child of the - // prop group. - const meshes = []; - child.traverse((object) => { - if (styles.originals.has(object)) meshes.push(object); - }); - for (const mesh of meshes) styles.removeMesh(mesh); - propRoot.remove(child); - disposeProp(child); - } - for (const item of items) { - const def = PROP_DEFAULTS[item.kind] ?? { x: 0, y: 0, z: 0, rotX: 0, rotY: 0, rotZ: 0, scale: 1 }; - let group; - try { - group = buildProp(item.kind, { colors: state.render.colors, scale: item.scale ?? def.scale ?? 1 }); - } catch (error) { - console.warn('[bluebey] unknown prop', item.kind, error); - continue; - } - group.position.set(item.x ?? def.x ?? 0, item.y ?? def.y ?? 0, item.z ?? def.z ?? 0); - group.rotation.set( - (item.rotX ?? def.rotX ?? 0) * DEG, - (item.rotY ?? def.rotY ?? 0) * DEG, - (item.rotZ ?? def.rotZ ?? 0) * DEG, - ); - propRoot.add(group); - // Register with the style system, so フラット and 線画 reach the props too - // and each part gets an outline hull like the body and the hats. `lineOnly` - // keeps that outline out of リアル/フラット, where the props read by shading. - group.traverse((object) => { - if (object.isMesh) styles.addMesh(object, { lineOnly: true }); - }); - // 看板 only: paint the saved text onto the freshly built face (no-op for - // every other prop, which has no writing surface). - applyPropText(group, item.text); - } - refreshOutlineExclusion?.(); - app.needsRender = true; - } - - // ------------------------------------------------------------ prop dragging - // A prop can be dragged with the mouse. The pointer picks one, then moves it in - // the plane that faces the camera, so it follows the cursor at whatever depth - // it already sits at. (The ground plane is the other obvious choice, but the - // camera sits almost level with the floor, so the floor is nearly edge-on and - // a prop dragged across it would fly off.) - // - // The listener is on `stage` in the CAPTURE phase: that runs before the canvas - // and `view`'s container, so stopping the event there keeps the orbit controls - // and the bone picking out of a prop drag. - const propRaycaster = new THREE.Raycaster(); - const propPointer = new THREE.Vector2(); - const propPlane = new THREE.Plane(); - const propPoint = new THREE.Vector3(); - const propNormal = new THREE.Vector3(); - let propDrag = null; - // The 見えない壁 uses the same machinery: `wallDrag` keeps the grabbed point's - // offset from the wall's anchor so grabbing a corner does not make it jump. - const wallDrag = { pointerId: null, key: 'wall', offset: new THREE.Vector3() }; - - /** The pointer in normalised device coordinates, i.e. what a raycaster wants. */ - function pointerNdc(event) { - const rect = canvas.getBoundingClientRect(); - return propPointer.set( - ((event.clientX - rect.left) / Math.max(1, rect.width)) * 2 - 1, - -((event.clientY - rect.top) / Math.max(1, rect.height)) * 2 + 1, - ); - } - - /** The prop under the pointer as `{ index, group, point }`, or null. */ - function propAt(event) { - if (!propRoot.children.length) return null; - propRaycaster.setFromCamera(pointerNdc(event), view.camera); - const hits = propRaycaster.intersectObjects(propRoot.children, true); - if (!hits.length) return null; - // The meshes hang off the group `propRoot` holds, so walk up to that group. - let node = hits[0].object; - while (node.parent && node.parent !== propRoot) node = node.parent; - const items = state.props?.items ?? []; - const index = propRoot.children.indexOf(node); - if (index < 0 || index >= items.length) return null; - return { index, group: node, point: hits[0].point.clone() }; - } - - /** - * The point on the wall's guide under the pointer, or null. - * - * Only while the wall is on AND its guide is switched on: the guide is both - * what there is to grab and the switch that says "I am placing the wall now", - * so with it off a huge invisible plane cannot swallow every orbit drag. - */ - function wallAt(event) { - propRaycaster.setFromCamera(pointerNdc(event), view.camera); - let best = null; - for (let index = 0; index < clip.guides.length; index += 1) { - const key = index === 0 ? 'wall' : 'wall2'; - const wall = state.render[key]; - if (wall?.on !== true || wall?.guide !== true) continue; - const hits = propRaycaster.intersectObject(clip.guides[index], false); - if (!hits.length) continue; - if (!best || hits[0].distance < best.distance) { - best = { index, key, point: hits[0].point.clone() }; - } - } - return best; - } - - function onPropPointerDown(event) { - if (event.button !== 0) return; - if (event.target?.dataset?.captionHandle) return; // a bubble drags itself - if (rig?.controls?.dragging) return; // the rotation gizmo is in charge - const hit = propAt(event); - if (hit) { - // Claim the pointer, so nothing underneath sees it. - event.stopPropagation(); - event.preventDefault(); - view.camera.getWorldDirection(propNormal); - propPlane.setFromNormalAndCoplanarPoint(propNormal.negate(), hit.point); - propDrag = { - pointerId: event.pointerId, - index: hit.index, - group: hit.group, - // Grabbing a corner rather than the middle must not make it jump. - offset: hit.group.position.clone().sub(hit.point), - }; - stage.style.cursor = 'grabbing'; - app.needsRender = true; - return; - } - - const onWall = wallAt(event); - if (!onWall) { - // Nothing to grab. Remember the press, and settle on pointer-up whether it - // was a tap (set the 見る先 target) or the start of an orbit. - if (state.lookAt?.enabled === true && !rig?.controls?.dragging) { - lookTap = { pointerId: event.pointerId, x: event.clientX, y: event.clientY }; - } - return; - } - // A prop wins if it is under the pointer; otherwise the wall takes it. - event.stopPropagation(); - event.preventDefault(); - view.camera.getWorldDirection(propNormal); - propPlane.setFromNormalAndCoplanarPoint(propNormal.negate(), onWall.point); - const wall = state.render[onWall.key] ?? (state.render[onWall.key] = defaultState().render[onWall.key]); - const offset = characterOffset(); - const yaw = wallYaw(); - const cos = Math.cos(yaw); - const sin = Math.sin(yaw); - const px = onWall.point.x - offset.x; - const pz = onWall.point.z - offset.z; - wallDrag.pointerId = event.pointerId; - wallDrag.key = onWall.key; - // Keep the grab point's offset *in the wall's own (character-relative) frame*, - // so grabbing a corner does not make the wall jump. - wallDrag.offset.set( - (wall.x ?? 0) - (cos * px - sin * pz), - (wall.y ?? 0) - (onWall.point.y - offset.y), - (wall.z ?? 0) - (sin * px + cos * pz), - ); - stage.style.cursor = 'grabbing'; - app.needsRender = true; - } - - function onPropPointerMove(event) { - if (lookTap && event.pointerId === lookTap.pointerId - && Math.hypot(event.clientX - lookTap.x, event.clientY - lookTap.y) > LOOK_TAP_SLOP) { - lookTap = null; // that was an orbit drag, not a tap - } - if (wallDrag.pointerId != null && event.pointerId === wallDrag.pointerId) { - event.stopPropagation(); - propRaycaster.setFromCamera(pointerNdc(event), view.camera); - if (!propRaycaster.ray.intersectPlane(propPlane, propPoint)) return; - const offset = characterOffset(); - const yaw = wallYaw(); - const cos = Math.cos(yaw); - const sin = Math.sin(yaw); - const px = propPoint.x - offset.x; - const pz = propPoint.z - offset.z; - const wall = state.render[wallDrag.key] ?? (state.render[wallDrag.key] = defaultState().render[wallDrag.key]); - // Back into the wall's character-relative frame, then the same ranges the - // panel's sliders offer, so a drag and a number always describe the same - // place. - wall.x = round2(clampNumber(cos * px - sin * pz + wallDrag.offset.x, -4, 4)); - wall.y = round2(clampNumber(propPoint.y - offset.y + wallDrag.offset.y, -2, 4)); - wall.z = round2(clampNumber(sin * px + cos * pz + wallDrag.offset.z, -4, 4)); - applyWalls(); - app.needsRender = true; - return; - } - if (!propDrag || event.pointerId !== propDrag.pointerId) return; - event.stopPropagation(); - propRaycaster.setFromCamera(pointerNdc(event), view.camera); - if (!propRaycaster.ray.intersectPlane(propPlane, propPoint)) return; - const next = propPoint.add(propDrag.offset); - const item = state.props?.items?.[propDrag.index]; - if (!item) return; - // Clamp to the ranges the panel's sliders offer, so a drag can never put a - // prop somewhere the numbers cannot describe (and never through the floor). - item.x = round2(clampNumber(next.x, -4, 4)); - item.y = round2(clampNumber(next.y, 0, 2)); - item.z = round2(clampNumber(next.z, -4, 4)); - propDrag.group.position.set(item.x, item.y, item.z); - // Keep `applyProps`' signature in step with what is on screen, so a refresh - // during the drag does not tear the group down and rebuild it from the state - // (which would re-create every geometry on every pointer move). - propSignature = JSON.stringify([state.props?.items ?? [], state.render.colors]); - app.needsRender = true; - } - - function onPropPointerUp(event) { - if (lookTap && (!event || event.pointerId === lookTap.pointerId)) { - lookTap = null; - if (event) applyLookTap(event); - return; - } - if (wallDrag.pointerId != null && (!event || event.pointerId === wallDrag.pointerId)) { - wallDrag.pointerId = null; - stage.style.cursor = ''; - history.push(state, '見えない壁'); - app.panel?.sync(); - return; - } - if (!propDrag || (event && event.pointerId !== propDrag.pointerId)) return; - propDrag = null; - stage.style.cursor = ''; - // One undo step for the whole drag, and the panel catches up with the value. - history.push(state, '小物'); - app.panel?.sync(); - } - - // A tap (a press that does not turn into a drag) in the viewport sets the - // 見る先 target, when that mode is on. Cancelled as soon as the pointer moves, - // so an orbit drag never moves the target by accident. - let lookTap = null; - const LOOK_TAP_SLOP = 5; - - stage.addEventListener('pointerdown', onPropPointerDown, { capture: true }); - window.addEventListener('pointermove', onPropPointerMove); - window.addEventListener('pointerup', onPropPointerUp); - window.addEventListener('pointercancel', onPropPointerUp); - - // ---------------------------------------------------------------- look-at - const lookScratch = new THREE.Vector3(); - const headScratch = new THREE.Vector3(); - const lookPlane = new THREE.Plane(); - const floorPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); - const lookPlaneNormal = new THREE.Vector3(); - const lookPivot = new THREE.Vector3(); - const lookHit = new THREE.Vector3(); - const lookFloor = new THREE.Vector3(); - /** Where the eyes should aim this frame, from `state.lookAt` (a world point). */ - let aimOffset = { x: 0, y: 0 }; - - /** - * The world point under a viewport tap, for the 見る先 target. - * - * The tap is projected onto the first thing it can sensibly mean: a vertical - * plane through the character that faces the camera (so a tap on the body or - * the backdrop keeps the character's own depth), or the floor, for a tap that - * lands on the ground in front. The nearer of the two wins. - */ - function lookAtPointFrom(event) { - propRaycaster.setFromCamera(pointerNdc(event), view.camera); - const ray = propRaycaster.ray; - const headY = container.position.y + model.size.y * 0.72; - lookPlaneNormal.set(ray.direction.x, 0, ray.direction.z); - if (lookPlaneNormal.lengthSq() < 1e-8) lookPlaneNormal.set(0, 0, 1); - lookPlane.setFromNormalAndCoplanarPoint( - lookPlaneNormal.normalize(), - lookPivot.set(container.position.x, headY, container.position.z), - ); - const onPlane = ray.intersectPlane(lookPlane, lookHit); - const onFloor = ray.direction.y < -1e-4 ? ray.intersectPlane(floorPlane, lookFloor) : null; - if (!onPlane) return onFloor; - if (!onFloor) return onPlane; - return onPlane.distanceToSquared(ray.origin) <= onFloor.distanceToSquared(ray.origin) ? onPlane : onFloor; - } - - /** A tap in the viewport: aim the eyes at whatever was under the pointer. */ - function applyLookTap(event) { - if (state.lookAt?.enabled !== true) return; - const point = lookAtPointFrom(event); - if (!point) return; - const cfg = state.lookAt; - // The same ranges the panel's sliders offer, so a tap and a number describe - // the same place. - cfg.x = round2(clampNumber(point.x, -6, 6)); - cfg.y = round2(clampNumber(point.y, 0, 5)); - cfg.z = round2(clampNumber(point.z, -6, 6)); - history.push(state, '見る先'); - refresh('lookAt'); - app.panel?.sync(); - } - - function applyLookAt() { - const cfg = state.lookAt; - if (!cfg?.enabled) { - // Switching the mode off leaves the character where it was: the body turn - // and the gaze are remembered, not re-derived, so nothing snaps back. - container.rotation.y = (cfg?.bodyYawDeg ?? 0) * DEG; - const frozen = cfg?.freeze; - return frozen - ? { x: clamp(frozen.x ?? 0, -1, 1), y: clamp(frozen.y ?? 0, -1, 1) } - : { x: 0, y: 0 }; - } - - container.updateMatrixWorld(true); - lookScratch.set(cfg.x ?? 0, cfg.y ?? 0, cfg.z ?? 0); - mirrorGroup.worldToLocal(lookScratch); - headScratch.set(0, model.size.y * 0.72, 0); - lookScratch.sub(headScratch); - - const flat = Math.hypot(lookScratch.x, lookScratch.z) || 1e-6; - const yaw = Math.atan2(lookScratch.x, lookScratch.z); - const pitch = Math.atan2(lookScratch.y, flat); - const amount = clamp(cfg.amount ?? 1, 0, 1); - const aim = { - x: clamp((yaw / MAX_LOOK_YAW) * amount, -1, 1), - y: clamp((pitch / MAX_LOOK_PITCH) * amount, -1, 1), - }; - - // Turning the whole body is what a person does to look behind themselves; a - // half-strength turn keeps the feet planted while the body leans round. The - // turn is *stored*, so switching 体も向ける off stops updating it and the body - // stays where it is instead of snapping back to the front. - if (cfg.turnBody) { - cfg.bodyYawDeg = round2(clamp(yaw, -MAX_LOOK_YAW * 1.6, MAX_LOOK_YAW * 1.6) * amount * 0.7 / DEG); - } - container.rotation.y = (cfg.bodyYawDeg ?? 0) * DEG; - - // Keep the gaze too, for the moment the mode is switched off. - cfg.freeze = aim; - return aim; - } - - // -------------------------------------------- history, 口パク, gacha - const history = new History({ limit: 120 }); - /** How far the mouth is open right now because of the 口パク animation. */ - let flapMouth = 0; - const mouthFlap = createMouthFlap({ - onLevel: (level) => { - flapMouth = levelToMouth(level, state.mouthFlap?.mouthGain ?? 1); - app.needsRender = true; - }, - onEnd: () => { flapMouth = 0; app.needsRender = true; }, - }); - - let rig = null; - // The gizmo always belongs to whichever camera is currently active. - view.onCameraChange = (camera, controls) => { - if (!rig) return; - rig.controls.camera = camera; - rig.orbit = controls; - }; - - rig = new Rig({ - bones: model.bones, - scene, - camera: view.camera, - domElement: canvas, - orbit: view.controls, - pickTargets: () => [model.parts.eyeMesh, model.parts.mouthMesh, ...model.parts.body], - onChange: () => { - capturePose(); - app.panel?.onRigChanged?.(); - app.needsRender = true; - }, - }); - - // The ground, the contact shadow and the gizmo are scenery, not character, and - // the two face plates are the *front half* of the body: their open edge would be - // picked up as a silhouette and draw a line across the face, while contributing - // nothing, since they sit exactly on the body. - // - // The outline hulls must stay out too, and that one is easy to miss: they are - // extra copies of every mesh sitting in the scene graph, and this pass swaps the - // material of every visible mesh. A hull is an expanded *back-face* shell, so - // handing it a plain front-side label material puts an expanded copy of the - // whole character in front of itself - it then paints its own label over - // everything, and every leaf edge against the body is inked as if the body were - // empty paper. That is exactly the faint dotted line along the leaves' bases. - function outlineExclusion() { - return [ - ground, - look.contact, - ...clip.guides, - rig.helper, - model.parts.eyeMesh, - model.parts.mouthMesh, - ...(model.parts.hairMesh ? [model.parts.hairMesh] : []), - ...snotMeshes, - ...hatMeshes, - ...styles.outlineMeshes, - ]; - } - outline.exclude(outlineExclusion()); - refreshOutlineExclusion = () => outline.exclude(outlineExclusion()); - // The wall is *not* excluded: it is handed to the pass as an occluder, so the - // labels behind it are culled as well. Excluded, the leaves and the nose - // buried in the wall kept their outlines, because the labels are read before - // its depth is applied. - outline.occlude(clip.occluders); - - /** - * The parts the screen-space pass draws, with the label each one writes. - * - * The leaves are the hard case: a hull cannot outline a shell that thin. They - * are drawn with the LEAF label, which means the pass inks them where they meet - * the paper and where they fold against each other, but *not* where they run - * into the body - a line there reads as the leaf sinking into the body, and the - * original artwork has none (the leaf simply passes behind the body). - * - * The nose joins them in the line-art styles, with the NOSE label, so its ring - * against the body *is* drawn: it is the only thing that shows the nose in a - * line drawing. In the shaded styles it is left out entirely, and its hull then - * keeps only the part that pokes out of the silhouette - which is what the - * original artwork does (the nose reads by its own colour there). - * - * @param {string} style - * @returns {Array<[import('three').Object3D, number]>} - */ - function screenParts(style) { - const parts = (model.parts.leaves ?? []).map((mesh) => [mesh, LEAF_LABEL]); - if (isLineStyle(style) && model.parts.noseMesh) parts.push([model.parts.noseMesh, NOSE_LABEL]); - return parts; - } - - /** - * The label every part writes (see src/outline.js). - * - * The leaves and the nose are the outlined ones. The body's label is the one - * real choice here, and it is exposed as `render.leafBodyLine`: - * - * - `BEHIND` (the default) makes the body count as paper, so each leaf is - * outlined where it emerges from the body. In a line drawing the two are - * paper on paper, so without this the leaves and the body merge into one - * white shape with no way to tell them apart - which is the greater evil. - * - `SOLID` makes the body block that line, so a leaf simply passes behind it. - * Cleaner where it works, but the leaves lose their outline there. - * - * Everything else - the feet, the hands, the props - is *merely behind*, so it - * stays BEHIND either way: it still hides what is behind it, but a leaf lying - * across it keeps its outline. - */ - function outlineLabels(parts) { - const labels = new Map(parts); - const bodyLabel = state.render.leafBodyLine === false ? SOLID_LABEL : BEHIND_LABEL; - for (const mesh of model.parts.body ?? []) { - if (labels.has(mesh)) continue; - labels.set(mesh, model.parts.kinds?.get(mesh) === 'blb' ? bodyLabel : BEHIND_LABEL); - } - return [...labels]; - } - - /** Point both outline systems at the right parts for `method`. */ - function applyOutlineMethod(style, method = state.render.outlineMethod) { - const hybrid = method === 'screen'; - const parts = hybrid ? screenParts(style) : []; - styles.setHullHidden(parts.map(([mesh]) => mesh)); - outline.only(parts.length ? outlineLabels(parts) : null); - } - - /** - * Run `fn` with the outline pass set up for another style, then put the - * on-screen configuration back. Both the hull/screen split and which parts the - * screen pass may see are shared by the live view and every offscreen render, - * so a pass that draws another style has to say so - the SVG and the "lines - * only" PNG are ink through and through, so they always want the line-art - * arrangement (a hull cannot outline the leaves at all). - */ - async function withOutlineFor({ style, method = 'screen' }, fn) { - applyOutlineMethod(style, method); - try { - return await fn(); - } finally { - applyOutlineMethod(state.render.style); - } - } - - Object.assign(app, { - renderer, scene, camera: view.camera, view, styles, face, rig, animator, - key, ambient, ground, environment, halfHeight, outline, clip, - look, backdrop, history, mouthFlap, propRoot, mirrorGroup, container, - get captionFont() { return captionFont; }, - get backdropImage() { return backdropImage; }, - }); - - const recorder = createRecorder(canvas); - - // -------------------------------------------------------------- the panel - const panel = buildPanel(app, document.getElementById('panel')); - app.panel = panel; - - // On a phone the panel is a bottom sheet. Its grab handle drags the sheet's top - // edge up and down, so the menu can be pulled out of the way of the character. - const panelEl = document.getElementById('panel'); - const panelGrip = document.createElement('div'); - panelGrip.className = 'panel-grip'; - panelGrip.setAttribute('aria-hidden', 'true'); - panelEl.prepend(panelGrip); - installSheetDrag(panelEl, panelGrip); - - /** Drag on the phone sheet's handle; a no-op anywhere else. */ - function installSheetDrag(sheet, grip) { - const phone = window.matchMedia('(max-width: 768px), (max-height: 500px) and (pointer: coarse)'); - let drag = null; - const minHeight = () => Math.round(window.innerHeight * 0.16); - const maxHeight = () => Math.round(window.innerHeight * 0.94); - - grip.addEventListener('pointerdown', (event) => { - if (!phone.matches) return; - const rect = sheet.getBoundingClientRect(); - // Start from the height the sheet has now, so the first move does not jump. - drag = { id: event.pointerId, fromY: event.clientY, startH: rect.height }; - sheet.style.maxHeight = 'none'; - sheet.style.height = `${rect.height}px`; - try { grip.setPointerCapture(event.pointerId); } catch { /* capture is optional */ } - event.preventDefault(); - }); - grip.addEventListener('pointermove', (event) => { - if (!drag || event.pointerId !== drag.id) return; - // Dragging up grows the sheet (its top edge climbs); dragging down shrinks it. - const next = drag.startH + (drag.fromY - event.clientY); - sheet.style.height = `${Math.min(maxHeight(), Math.max(minHeight(), next))}px`; - event.preventDefault(); - }); - const end = (event) => { - if (!drag || (event && event.pointerId !== drag.id)) return; - drag = null; - }; - grip.addEventListener('pointerup', end); - grip.addEventListener('pointercancel', end); - - // A window grown to the desktop layout keeps the side column: drop the height - // the drag had fixed, so the panel goes back to filling the screen. - const clearOnDesktop = () => { - if (phone.matches) return; - sheet.style.height = ''; - sheet.style.maxHeight = ''; - }; - window.addEventListener('resize', clearOnDesktop); - } - - Object.assign(app.actions, { - capturePose, - applyState, - refresh, - loadHatModel, - patch: (scope, value) => applyState({ [scope]: value }, { scope }), - syncPanel: () => app.panel?.sync(), - imageCanvas: (options) => captureImage(options), - savePNG: (options = {}) => savePNG(options), - copyPNG: () => copyPNG(), - faceMapCanvas: (kind) => faceMapCanvas(kind), - saveFaceMap: (kind) => saveFaceMap(kind), - addGionStamp: (item) => addGionStamp(item), - saveSettings: () => exporter.downloadText(JSON.stringify(state, null, 2), `bluebey-settings-${exporter.timestamp()}.json`), - loadSettings: (text) => { - const data = JSON.parse(text); - applyState(data, { full: true, sync: true }); - toast('設定を読み込みました'); - }, - toggleRecording: () => toggleRecording(recorder), - resetPose: () => { - rig.reset(); - state.pose = { bones: {}, root: [0, 0, 0] }; - applyState({}, { scope: 'pose', sync: true }); - toast('ポーズをリセットしました'); - }, - setCameraPreset: (id) => setCameraPreset(id), - undo: () => restoreFromHistory('undo'), - redo: () => restoreFromHistory('redo'), - applyTheme: (id) => applyTheme(id), - rollGacha: (seed) => rollGacha(seed), - copyShareLink: () => copyShareLink(), - shareImage: (network) => shareImage(network), - toggleMouthFlap: () => toggleMouthFlap(), - storyThumbs: () => storyThumbs, - toggleCamera: (on) => toggleCamera(on), - addProp: (kind) => addProp(kind), - addStoryPanel: () => addStoryPanel(), - saveStory: (options) => saveStory(options), - loadFromHash: () => loadFromHash(), - toggleAnimation: () => { - state.anim.mode = (state.anim.mode ?? 'off') === 'off' ? 'idle' : 'off'; - app.animator.reset(); - panel.sync(); - app.needsRender = true; - }, - }); - - installKeys(); - installTopbar(); - window.addEventListener('focus', () => { app.needsRender = true; }); - document.addEventListener('visibilitychange', () => { - if (!document.hidden) app.needsRender = true; - }); - - { - const buffer = renderer.getDrawingBufferSize(new THREE.Vector2()); - console.log( - '[bluebey] ready' - + ` canvas=${canvas.clientWidth}x${canvas.clientHeight}` - + ` buffer=${Math.round(buffer.x)}x${Math.round(buffer.y)}` - + ` quality=${quality}` - + ` dpr=${window.devicePixelRatio}` - + ` model=${model.size.toArray().map((v) => v.toFixed(2)).join(',')}` - + ` camera=${view.camera.position.toArray().map((v) => v.toFixed(2)).join(',')}`, - ); - } - window.addEventListener('resize', () => resizeViewport()); - - applyState({}, {}); - await loadFromHash(); - history.reset(state); - rig.select('master', { silent: true }); - panel.sync(); - - let last = performance.now(); - let faceSignature = ''; - let slowFrames = 0; - let framesSinceFps = 0; - let fpsAt = performance.now(); - const warmupUntil = performance.now() + 2500; - - let snotSignature = null; - const loop = (now) => { - const rawDelta = now - last; - const dt = Math.min(0.05, rawDelta / 1000); - last = now; - - animator.update(dt); - - const posed = animator.pose(state.pose); - if (!rig.controls.dragging) rig.applyPose(posed); - container.position.set(posed.root[0] ?? 0, posed.root[1] ?? 0, posed.root[2] ?? 0); - updateKeyLight(); - // The contact blob rides under the character, so it never lingers at the origin. - look.contact.position.x = container.position.x; - look.contact.position.z = container.position.z; - - applyHat(state.face.hat?.kind ?? 'none'); - - if (snotBubble) { - const snot = state.face.eyes.snot; - const sig = `${snot.enabled}|${snot.size}|${snot.offsetX}|${snot.offsetY}|${snot.offsetZ}|${snot.color}`; - if (sig !== snotSignature) { - snotSignature = sig; - applySnotBubble(snotBubble, snot); - app.needsRender = true; - } - // The sleeping breath swells the bubble; `snotScale` is 1 otherwise. - if (snotBubble.visible) { - const scale = (snotBubble.userData.baseScale ?? 1) * (animator.snotScale ?? 1); - if (snotBubble.scale.x !== scale) { - snotBubble.scale.setScalar(scale); - app.needsRender = true; - } - } - } - - const params = buildFaceParams(); - const signature = JSON.stringify(params); - if (signature !== faceSignature) { - faceSignature = signature; - face.setParams(params, faceMode()); - app.needsRender = true; - } - if (face.flush(now, 26)) app.needsRender = true; - - view.controls.update(dt); - - const animating = (state.anim.mode ?? 'off') !== 'off' - || state.anim.lookAround - || animator.blinkPhase >= 0 - || recorder?.recorder?.state === 'recording'; - // Always paint for the first couple of seconds, so a missed "needs render" - // can never leave an empty window staring back at the user. - if (app.needsRender || animating || view.controlsChanged || now < warmupUntil) { - app.needsRender = false; - - // The screen-space outline needs one extra pass *before* the scene, so it - // wraps the normal render instead of following it. `outline.render` paints - // the scene itself (ink and all), so there must be no second render after - // it - that would clear the canvas and wipe the ink straight back off. - const wantsScreen = state.render.outlineMethod === 'screen' && state.render.outline !== false; - outline.render(() => renderer.render(scene, view.camera), { - enabled: wantsScreen, - camera: view.camera, - color: state.render.outlineColor, - // The label buffer is `quality`x the CSS size, so the radius has to carry - // that factor to keep the leaf/nose line a constant width in CSS pixels - - // otherwise it halves on a HiDPI display and jumps when the app lowers - // the quality on slow frames. - radius: outlineRadiusFor(view, state, quality), - }); - view.controlsChanged = false; - framesSinceFps += 1; - - // Hardware that cannot keep up gets a smaller drawing buffer instead of a - // slideshow (a very large buffer can look like "nothing ever appears"). - if (rawDelta > 90) slowFrames += 1; - else slowFrames = 0; - if (slowFrames >= 8 && quality > QUALITY_FLOOR + 0.01 && autoReductions < 3) { - autoReductions += 1; - quality = Math.max(QUALITY_FLOOR, Math.round((quality - 0.25) * 100) / 100); - renderer.setPixelRatio(quality); - slowFrames = 0; - console.warn('[bluebey] frames are slow, lowering the drawing quality to', quality); - } - } - - if (now - fpsAt > 1000) { - const fps = Math.round((framesSinceFps * 1000) / (now - fpsAt)); - framesSinceFps = 0; - fpsAt = now; - const buffer = renderer.getDrawingBufferSize(new THREE.Vector2()); - panel.setStats?.( - `描画 ${Math.round(buffer.x)}×${Math.round(buffer.y)}(画質 ${quality.toFixed(2)}×)/約 ${fps}fps` - + (autoReductions > 0 ? ' ※重いので自動で軽くしました' : ''), - ); - } - - requestAnimationFrame(loop); - }; - requestAnimationFrame(loop); - - hideLoading(); - app.ready = true; - window.__bluebeyReady = true; - window.__bluebey = { - app, - state, - set: (patch) => applyState(patch), - face: (patch) => applyState({ face: patch }), - pose: (patch) => applyState({ pose: patch }), - view: (patch) => applyState({ view: patch }), - render: (patch) => applyState({ render: patch }), - selectBone: (name) => rig.select(name), - preset: (id) => app.actions.applyFacePreset?.(id), - posePreset: (id) => app.actions.applyPosePreset?.(id), - png: (options) => captureImage(options), - }; - - /* ------------------------------------------------------------- internals */ - - /** The camera the outline pass should use (kept in step with the view rig). */ - function outlineCamera() { - return view.camera; - } - - /** The gizmo/frame loop re-reads the bones, so store them back into state. */ - function capturePose() { - const pose = rig.getPose(); - state.pose.bones = pose.bones; - } - - function buildFaceParams() { - const eyes = state.face.eyes; - const openScale = animator.eyeOpen; - const drift = animator.look; - - const eyeFor = (key) => { - const own = eyes[key]; - // A shut artwork (1〜3線 / 3の目 / わらう) does not blink: its lid stays where - // the user put it, so the blink animation must not scale its `open`. - const shutArt = own.shape === 'three' || own.shape === 'arch' - || (typeof own.shape === 'string' && own.shape.startsWith('line')); - return { - // Which artwork this eye shows (ふつう / 1〜3線 / 3の目 / わらう / ハート). - // The renderer chooses the shut artwork from this, so it must travel. - shape: own.shape, - open: clamp01(own.open * (shutArt ? 1 : openScale)), - lookX: clamp(own.lookX + drift.x + aimOffset.x, -1, 1), - lookY: clamp(own.lookY + drift.y + aimOffset.y, -1, 1), - closed: own.closed, - closedLines: own.closedLines, - irisShape: own.irisShape, - threeFlip: own.threeFlip === true, - // 白目 / 光彩 are per eye and tri-state: `null` means "the usual" (open - // eyes show their white; the shared 光彩 switch decides the glint). - white: own.white ?? null, - highlight: own.highlight ?? null, - // 形の大きさ scales the drawn eye shape (the shut lines, the 3, the arch) - // and the heart. - shapeScale: own.shapeScale ?? 1, - // The tears are per eye, and only drawn when their own switch is on. - tearOn: own.tearOn === true, - tear: own.tear ?? 0.3, - tearY: own.tearY ?? 0, - // Where this eye sits, and where its teardrop hangs, can be nudged one - // side at a time (an asymmetric face). - eyeX: own.eyeX ?? 0, - tearX: own.tearX ?? 0, - tearTilt: own.tearTilt ?? 0, - // The lower lid can differ per eye (falling back to the shared value). - lowerLid: own.lowerLid ?? eyes.lowerLid ?? 0, - // The rest of the lids are per eye too now (null = use the shared value). - lidShape: own.lidShape ?? null, - lidWidth: own.lidWidth ?? null, - lidTilt: own.lidTilt ?? null, - lashes: own.lashes ?? null, - lashAngle: own.lashAngle ?? null, - lashPos: own.lashPos ?? null, - }; - }; - - // Lip-sync and a look-at target both drive the mouth and the eyes without - // being part of the saved expression. - const mouth = { ...state.face.mouth }; - if (flapMouth > 0.001) mouth.open = Math.max(mouth.open ?? 0, flapMouth); - // A talking mouth has no tongue sticking out. This follows the whole flap - // session rather than the opening: the envelope dips through zero between - // syllables, and keying it off the opening made the tongue flicker back into - // view on every closed frame. - if (mouthFlap.running) mouth.tongue = 0; - - return { - eyes: { - // Everything shared by both eyes (colours, iris scale, brows, glasses, - // ...) has to travel with the per-eye values, because the face renderer - // reads them from here. Spreading `...eyes` is also what makes the face - // redraw when one of them (e.g. `glasses`) changes: the loop compares the - // JSON of this object against the last one it drew. - ...eyes, - left: eyeFor('left'), - right: eyeFor('right'), - }, - mouth, - }; - } - - function faceMode() { - return isLineStyle(state.render.style) ? 'line' : 'paint'; - } - - function applyState(patch, { silent = false, full = false, scope = 'all', sync = false } = {}) { - if (full) { - const fresh = defaultState(); - applyPatch(fresh, patch); - for (const key of Object.keys(fresh)) state[key] = fresh[key]; - } else { - applyPatch(state, patch); - } - refresh(scope); - app.needsRender = true; - if (sync && !silent) app.panel?.sync(); - } - - /** Re-apply the parts of the state named by `scope` ('all' by default). */ - function refresh(scope = 'all') { - app.needsRender = true; - // Where the eyes aim depends on where the character is, so it is recomputed - // whenever anything that moves could change. - if (scope === 'all' || scope === 'view' || scope === 'pose' || scope === 'face' || scope === 'lookAt') { - aimOffset = applyLookAt(); - } - if (scope === 'all' || scope === 'render') { - styles.setStyle(state.render.style); - styles.setPaper(state.render.paper); - styles.setOutlineWidth(state.render.outlineWidth); - styles.setOutlineColor(state.render.outlineColor); - styles.setOutlineEnabled(state.render.outline); - // Which parts each outline method draws, and which hulls stand down for it - // (the leaves, plus the nose in a line drawing). See `applyOutlineMethod`. - applyOutlineMethod(state.render.style); - - const line = isLineStyle(state.render.style); - // Shadows, reflections, body colours and mirroring are the look module's - // job, so that they are applied together and stay consistent. - look.apply(state.render, { line }); - applyProps(); - // 見えない壁: the one setting that changes what is drawn rather than how. - applyWalls(); - - const azimuth = state.render.lightAzimuth * DEG; - const elevation = state.render.lightElevation * DEG; - const distance = model.size.y * 3; - keyOffset.set( - Math.cos(elevation) * Math.sin(azimuth) * distance, - Math.sin(elevation) * distance, - Math.cos(elevation) * Math.cos(azimuth) * distance, - ); - updateKeyLight(); - key.intensity = state.render.lightIntensity; - ambient.intensity = state.render.ambient; - key.color.set(state.render.lightColor ?? '#ffffff'); - ambient.color.set(state.render.ambientColor ?? '#ffffff'); - renderer.toneMappingExposure = state.render.exposure; - applyBackground(); - renderer.shadowMap.needsUpdate = true; - } - - if (scope === 'all' || scope === 'view') { - applyBackdrop(); - // The renderer's *clear* depends on the background mode as well: a preset - // photo, a loaded picture and the camera all show through a transparent - // clear (see `backgroundOf`). Without this, switching the background left - // the canvas clearing to the old opaque colour and hid the layer that had - // just been set up behind it - which is why the background only appeared - // after some other change (adding a prop) re-ran this. - applyBackground(); - } - if (scope === 'all' || scope === 'view' || scope === 'caption' || scope === 'gion') redrawCaption(); - - // A style change flips the face between paint and ink (`faceMode`), so the - // 'render' scope has to rebuild the face too - otherwise the old drawing - // stays on the plates until something else (a blink) happens to dirty them. - if (scope === 'all' || scope === 'face' || scope === 'render') { - face.setSource('eyes', state.face.eyes.source); - face.setSource('mouth', state.face.mouth.source); - face.setParams(buildFaceParams(), faceMode()); - } - - if (scope === 'all' || scope === 'view') { - view.setProjection(state.view.projection); - view.apply(state.view, model.size); - view.setAutoRotate(state.view.autoRotate, state.view.autoRotateSpeed); - } - - if (scope === 'all' || scope === 'pose') { - rig.applyPose(state.pose); - const root = state.pose.root ?? [0, 0, 0]; - container.position.set(root[0] ?? 0, root[1] ?? 0, root[2] ?? 0); - } - - // Every user-driven change funnels through here, so this is the one place - // that has to remember a step for undo. Undo itself sets `suspendHistory`. - if (!suspendHistory) history.push(state, SCOPE_LABELS[scope] ?? scope); - } - - /** Paint the backdrop bitmap behind the model, for an export. */ - function backdropSource() { - if (state.view.background === 'camera') { - const video = backdrop.el?.querySelector?.('video'); - return video && video.readyState >= 2 ? video : null; - } - return backdropImage; - } - - /** - * Freeze the current camera frame into a canvas. - * - * The AR preview is a live video, so by the time the PNG finishes encoding the - * feed has moved on and the saved picture no longer matches what was on screen - * when the shutter was pressed. Snapping the frame first keeps the two in step. - */ - function snapshotBackdrop() { - if (state.view.background !== 'camera') return undefined; - const video = backdrop.el?.querySelector?.('video'); - if (!video || video.readyState < 2 || !video.videoWidth || !video.videoHeight) return undefined; - const frame = document.createElement('canvas'); - frame.width = video.videoWidth; - frame.height = video.videoHeight; - try { - frame.getContext('2d').drawImage(video, 0, 0); - } catch { - return undefined; - } - return frame; - } - - /** - * Paint the backdrop *behind* the rendered model. - * - * WHY the scratch canvas and `destination-over`: `ctx` already holds the - * character on a transparent field (see `exporter.renderStill`), so drawing the - * photo straight onto it with the default `source-over` painted OVER the - * character and the export came out as a bare photograph. Building the scene in - * a scratch canvas first also lets the dark veil sit on top of the photo, which - * it could not do once the photo had been slipped underneath. - */ - function drawBackdropInto(ctx, width, height, scale, sourceOverride) { - const source = sourceOverride ?? backdropSource(); - if (!source) return false; - const style = backdropStyle(state.view); - if (!style.visible) return false; - const iw = source.naturalWidth || source.videoWidth || source.width || 0; - const ih = source.naturalHeight || source.videoHeight || source.height || 0; - if (!iw || !ih) return false; - - const back = document.createElement('canvas'); - back.width = width; - back.height = height; - const paint = back.getContext('2d'); - - // The same CSS the live layer uses: blur (bleeding past the edges), the fit, - // the mirror and the scale/offset transform. The offset is in the element's - // own (pre-scale) space, so it is multiplied by `scale` here, exactly as - // `transform: scale(s) translate(...)` does in CSS. - const bleed = style.blur > 0 ? style.blur * 2 : 0; - const w = width + bleed * 2; - const h = height + bleed * 2; - paint.save(); - if (style.blur > 0) paint.filter = `blur(${style.blur}px)`; - paint.translate( - width / 2 + style.scale * style.offset.x * width, - height / 2 + style.scale * style.offset.y * height, - ); - paint.scale(style.scale * (style.mirror ? -1 : 1), style.scale); - paint.translate(-width / 2, -height / 2); - - if (style.backgroundSize === 'cover' || style.backgroundSize === 'contain') { - const fit = style.backgroundSize === 'cover' - ? Math.max(w / iw, h / ih) - : Math.min(w / iw, h / ih); - const dw = iw * fit; - const dh = ih * fit; - paint.drawImage(source, (w - dw) / 2 - bleed, (h - dh) / 2 - bleed, dw, dh); - } else if (style.backgroundSize === 'auto') { - // CSS repeats the picture at its own size and anchors the grid on the box - // centre (`background-position: center`). A canvas pattern instead repeats - // at the image's *intrinsic* size, which is `scale`x too small for a - // canvas that is `scale`x the CSS box - so the export tiled `scale`x more - // densely than the preview. Paint the tiles by hand at `scale`, on a grid - // centred on the box centre; the CTM above already carries the offset / - // backgroundScale / mirror, so the tiles must not re-apply them. - const tw = iw * scale; - const th = ih * scale; - // Cover only the user-space area the visible canvas needs (widened by the - // blur bleed), mapped back through the CTM. The CTM holds no rotation, so - // its `a`/`d` scale factors are enough to invert it for the bounds. - const matrix = paint.getTransform(); - const [left, right] = [ - (-bleed - matrix.e) / matrix.a, - (width + bleed - matrix.e) / matrix.a, - ].sort((a, b) => a - b); - const [top, bottom] = [ - (-bleed - matrix.f) / matrix.d, - (height + bleed - matrix.f) / matrix.d, - ].sort((a, b) => a - b); - const cx = width / 2; - const cy = height / 2; - const firstCol = Math.floor((left - cx) / tw); - const lastCol = Math.ceil((right - cx) / tw); - const firstRow = Math.floor((top - cy) / th); - const lastRow = Math.ceil((bottom - cy) / th); - for (let row = firstRow; row <= lastRow; row++) { - for (let col = firstCol; col <= lastCol; col++) { - paint.drawImage(source, cx + col * tw - tw / 2, cy + row * th - th / 2, tw, th); - } - } - } else { - paint.drawImage(source, -bleed, -bleed, w, h); - } - paint.restore(); - - if (style.darken > 0) { - paint.fillStyle = `rgba(0, 0, 0, ${style.darken})`; - paint.fillRect(0, 0, width, height); - } - - ctx.save(); - ctx.globalCompositeOperation = 'destination-over'; - ctx.drawImage(back, 0, 0); - ctx.restore(); - return true; - } - - /** Load (or clear) the backdrop bitmap that the exports composite. */ - function applyBackdrop() { - const viewState = state.view; - backdrop.apply(viewState); - // The AR shutter rides the viewport, not the panel, so it shows/hides here. - if (app.arShutter) app.arShutter.hidden = viewState.background !== 'camera'; - // The touch hint would sit under the shutter, so it steps aside in AR mode. - const touchHint = document.getElementById('viewport-hint-touch'); - if (touchHint) touchHint.style.visibility = viewState.background === 'camera' ? 'hidden' : ''; - const url = viewState.background === 'preset' - ? assetUrl(viewState.backgroundPreset, 'background') - : viewState.background === 'image' - ? viewState.backgroundImage - : viewState.background === 'effect' - ? backdrop.effectUrl(viewState.backgroundEffect) - : null; - if (!url) { - if (viewState.background !== 'camera') backdropImage = null; - return; - } - if (backdropImage?.dataset?.url === url) return; - const image = new Image(); - image.dataset.url = url; - image.onload = () => { backdropImage = image; app.needsRender = true; }; - image.onerror = () => { backdropImage = null; }; - image.src = url; - } - - function applyBackground() { - exporter.applyBackground(renderer, backgroundOf(state.view)); - } - - async function captureImage({ scale = 2, transparent = null, lines = null } = {}) { - // Freeze the live camera frame up front, so the saved picture holds the frame - // that was on screen when the button was pressed (see `snapshotBackdrop`). - const frozenBackdrop = snapshotBackdrop(); - return withHiddenHelpers(async () => { - // The face texture is redrawn on a throttle (every 26 ms) while the render - // loop runs, so a capture taken straight after a change could still hold the - // *previous* expression. That is what made a comic panel occasionally show - // its neighbour's face: force the pending redraw through first. - face.flush(performance.now(), 0); - const wantsTransparent = transparent === true - || (transparent == null && state.view.background === 'transparent'); - // A transparent export of a line drawing drops the paper as well. The whole - // point of transparent line art is to lay the lines over another picture, - // and a white silhouette would just hide it - so this renders the `outline` - // style, which draws the ink and leaves the body out. A shaded style keeps - // its body, because there it is an ordinary cut-out of the character. - const wantsLines = lines ?? (wantsTransparent && isLineStyle(state.render.style)); - const drawn = wantsLines ? 'outline' : state.render.style; - const background = wantsTransparent ? { mode: 'transparent' } : backgroundOf(state.view); - - const onScreen = styles.style; - if (drawn !== onScreen) styles.setStyle(drawn); - let result; - try { - result = await withOutlineFor({ style: drawn, method: wantsLines ? 'screen' : state.render.outlineMethod }, () => exporter.capturePNG({ - renderer, - scene, - camera: view.camera, - outline, - outlineOptions: { - enabled: state.render.outlineMethod === 'screen' && state.render.outline !== false, - color: state.render.outlineColor, - // The export's label buffer is `scale`x the one on screen (renderStill - // sets it to the output size), so its radius grows with it to keep the - // line's weight relative to the model the same as in the preview. - radius: outlineRadiusFor(view, state, scale), - }, - width: canvas.clientWidth || window.innerWidth, - height: canvas.clientHeight || window.innerHeight, - restore: () => { resizeViewport(); applyStateBackgroundAgain(); }, - }, { scale, background })); - } finally { - if (drawn !== onScreen) styles.setStyle(onScreen); - } - - // The backdrop, the 擬音 stamps and the bubbles live in DOM layers behind - // and above the WebGL canvas, so an export has to paint them in itself - in - // the same order as the screen: backdrop, then stamps, then bubbles. - const ctx = result.canvas.getContext('2d'); - // The canvas' pixels-per-CSS-pixel: the same factor the 擬音 stamps and the - // bubbles are drawn at below. The backdrop's tiled fit needs it too, so its - // tiles come out the size the preview's CSS paints them. - const base = canvas.clientWidth || 1280; - const outputScale = result.width / Math.max(1, base); - let changed = false; - if (!wantsTransparent && drawBackdropInto(ctx, result.width, result.height, outputScale, frozenBackdrop)) changed = true; - const gionItems = state.gion?.items ?? []; - if (gionItems.length) { - for (const item of gionItems) await ensureGionSheet(item.sheet); - drawGion(ctx, gionItems, gionImages, { - width: result.width, - height: result.height, - scale: outputScale, - }); - changed = true; - } - const bubbles = CAPTION_KEYS.map((key) => state[key]).filter((caption) => caption?.enabled); - if (bubbles.length) { - await ensureCaptionFont(); - for (const caption of bubbles) { - drawCaption(ctx, caption, { - width: result.width, - height: result.height, - scale: outputScale, - font: captionFont, - }); - } - changed = true; - } - if (changed) result.blob = await exporter.canvasToBlob(result.canvas); - return result; - }); - } - - function applyStateBackgroundAgain() { - exporter.applyBackground(renderer, backgroundOf(state.view)); - } - - async function savePNG({ - scale = state.render.pngScale ?? 2, - transparent = state.render.pngTransparent ? true : undefined, - } = {}) { - const result = await captureImage({ scale, transparent }); - exporter.downloadBlob(result.blob, `bluebey-${exporter.timestamp()}.png`); - toast(`PNGを書き出しました(${result.width}×${result.height})`); - } - - /** - * The canvas the 下地 export paints on, *without* downloading it. Kept separate - * from `saveFaceMap` so the in-page round-trip check can look at exactly the - * pixels the button writes. - */ - function faceMapCanvas(kind) { - // A redraw is throttled while the render loop runs (see the loop's - // `face.flush(now, 26)`), so force any pending one through first or the map - // would show the expression before last. - face.flush(performance.now(), 0); - return kind === 'hair' ? exporter.buildHairMap(face) : exporter.buildFaceMap(face, kind); - } - - async function saveFaceMap(kind) { - const canvas = faceMapCanvas(kind); - if (!canvas) { - toast('このモデルには髪のプレートがありません'); - return; - } - const blob = await exporter.canvasToBlob(canvas); - const label = kind === 'eyes' ? '目' : kind === 'mouth' ? '口' : '髪'; - exporter.downloadBlob(blob, `bluebey-face-${kind}-${exporter.timestamp()}.png`); - if (kind === 'hair') { - toast(`${label}の下地を書き出しました(${canvas.width}×${canvas.height})。` - + 'この画像に前髪を描いて渡してください'); - return; - } - toast(`${label}の下地を書き出しました(${canvas.width}×${canvas.height})。` - + `この画像に描いて「${label}の画像を読み込む(PNG)」で読み込めます`); - } - - /** Hide the gizmo and helpers so they never end up in an export. */ - async function withHiddenHelpers(fn) { - const wasVisible = rig.helper.visible; - const guidesWereVisible = clip.guides.map((guide) => guide.visible); - rig.helper.visible = false; - clip.guides.forEach((guide) => { guide.visible = false; }); - try { - return await fn(); - } finally { - rig.setGizmoVisible(wasVisible); - clip.guides.forEach((guide, index) => { guide.visible = guidesWereVisible[index]; }); - app.needsRender = true; - } - } - - async function copyPNG() { - const result = await captureImage({ scale: 2 }); - await exporter.copyCanvasToClipboard(result.canvas); - toast('画像をクリップボードにコピーしました'); - } - - /** - * Swap in another GLB. - * - * Kept as the implementation, but no longer wired to anything: the panel's - * 「GLBを差し替える」 button and the window-wide drop handler were removed on - * 2026-09-27. Putting the feature back is a button plus an action that calls - * this (the model returns on reload, so nothing is saved). - */ - async function replaceModel(file) { - if (!file) return; - try { - const buffer = await exporter.readFileAsArrayBuffer(file); - const next = await loadModel(buffer); - styles.dispose(); - rig.dispose(); - container.remove(model.root); - scene.remove(container); - container.add(next.root); - scene.add(container); - app.model = next; - toast(`${file.name} を読み込みました(このモデルは再読込で元に戻ります)`); - app.needsRender = true; - } catch (error) { - console.error(error); - toast('このファイルは読み込めませんでした'); - } - } - - let recording = false; - async function toggleRecording(session) { - if (!session) { - toast('この環境では録画できません'); - return; - } - if (!recording) { - if (!state.anim.idle) { - state.anim.idle = true; - panel.sync(); - } - recording = startRecording(session); - toast('録画を開始しました(もう一度押すと停止)'); - } else { - const blob = await stopRecording(session); - recording = false; - if (blob) { - exporter.downloadBlob(blob, `bluebey-animation-${exporter.timestamp()}.webm`); - toast('録画を保存しました(WebM)'); - } - } - app.panel?.setRecording(recording); - } - - function setCameraPreset(id) { - const presets = { - front: { azimuth: 0, polar: 82 }, - threeQuarter: { azimuth: 34, polar: 78 }, - side: { azimuth: 90, polar: 84 }, - back: { azimuth: 180, polar: 82 }, - top: { azimuth: 24, polar: 26 }, - }; - applyState({ view: presets[id] ?? presets.front }, { scope: 'view', sync: true }); - } - - function restoreFromHistory(kind) { - const snapshot = kind === 'undo' ? history.undo() : history.redo(); - if (!snapshot) { - toast(kind === 'undo' ? 'これ以上戻れません' : 'やり直す操作がありません'); - return; - } - suspendHistory = true; - try { - applyState(snapshot, { full: true, sync: true }); - } finally { - suspendHistory = false; - } - toast(kind === 'undo' ? '1つ戻しました' : 'やり直しました'); - } - - function applyTheme(id) { - const theme = THEMES.find((item) => item.id === id); - if (!theme) return; - state.render.theme = id; - state.render.colors = { ...theme.colors }; - applyState({}, { scope: 'render', sync: true }); - } - - /** おまかせ: a seeded random expression, so it can be reproduced and shared. */ - function rollGacha(seedText) { - const seed = seedText || String(Math.floor(Math.random() * 1e9)); - const roll = rollAll(seed); - suspendHistory = true; - try { - applyState(roll.patch, { scope: 'all' }); - } finally { - suspendHistory = false; - } - history.push(state, 'おまかせ'); - app.panel?.sync(); - const shown = decodeSeed(seed) ?? String(seed); - toast(`おまかせ表情(シード ${shown})`); - return shown; - } - - async function copyShareLink() { - try { - const encoded = await encodeState(state); - const link = `${location.origin}${location.pathname}#s=${encoded}`; - await navigator.clipboard.writeText(link); - toast(`この見た目のリンクをコピーしました(${link.length}文字)`); - } catch (error) { - console.error(error); - toast('リンクを作れませんでした'); - } - } - - /** The tag every shared picture carries. */ - const SHARE_TAG = '#ぶるべースタジオ'; - - /** The studio's own address - the landing page itself, not a state-reproducing - * `#s=` link. Shared alongside the tag so a viewer can find the studio. */ - function studioUrl() { - return `${location.origin}${location.pathname}`; - } - - /** - * Share the current look as a *picture*, not as a link. - * - * Neither X nor Facebook's web dialog can attach an image, so the picture goes - * through the OS share sheet (`navigator.share` with files) wherever the browser - * has one - a single tap on a phone, and it can go to any app. Where there is no - * share sheet (most desktops), the PNG is put on the clipboard and the network's - * compose window is opened with the tag already typed, so the picture only has to - * be pasted. The tag *and* the studio link always travel together: the user asks - * for both to be kept when the picture is shared. - */ - async function shareImage(network) { - let shot; - try { - shot = await captureImage({ scale: 1.5, transparent: false }); - } catch (error) { - console.error(error); - toast('画像を作れませんでした'); - return; - } - const file = new File([shot.blob], `bluebey-${exporter.timestamp()}.png`, { type: 'image/png' }); - - if (!network && navigator.canShare?.({ files: [file] })) { - try { - await navigator.share({ files: [file], text: SHARE_TAG, url: studioUrl() }); - return; - } catch (error) { - if (error?.name === 'AbortError') return; - console.error(error); - } - } - - // No share sheet (or a named network): put the picture on the clipboard and - // open that network's compose window with the tag and the studio link filled in. - let copied = false; - try { - await exporter.copyCanvasToClipboard(shot.canvas); - copied = true; - } catch (error) { - console.error(error); - } - const studio = studioUrl(); - const target = network === 'facebook' - ? `https://www.facebook.com/sharer/sharer.php?u=${encodeURIComponent(studio)}` - : `https://twitter.com/intent/tweet?text=${encodeURIComponent(SHARE_TAG)}&url=${encodeURIComponent(studio)}`; - window.open(target, '_blank'); - toast(copied - ? '画像をコピーしました。開いた画面に貼り付けて投稿してください(Ctrl+V)' - : '投稿画面を開きました(この環境では画像を自動で貼り付けできません)'); - } - - function toggleMouthFlap() { - if (mouthFlap.running) { - mouthFlap.stop(); - toast('口パクを止めました'); - return; - } - const seconds = mouthFlap.start(state.mouthFlap?.text ?? '', { - rate: state.mouthFlap?.rate ?? 1, - }); - toast(`口パクを始めました(音は出ません・約${seconds.toFixed(1)}秒)`); - } - - async function toggleCamera(on) { - if (!on) { - backdrop.stopCamera(); - applyState({ view: { background: 'solid' } }, { scope: 'view', sync: true }); - return; - } - const result = await backdrop.startCamera(state.view.cameraFacing ?? 'environment'); - if (!result?.ok) { - toast(result?.reason ?? 'カメラを使えません'); - return; - } - applyState({ view: { background: 'camera' } }, { scope: 'view', sync: true }); - toast('カメラの映像を背景にしました(そのまま写真に撮れます)'); - } - - function addProp(kind) { - const def = PROP_DEFAULTS[kind] ?? { x: 1.6, y: 0, z: 0, rotX: 0, rotY: 0, rotZ: 0, scale: 1 }; - state.props.items = [...(state.props.items ?? []), { - kind, - x: def.x ?? 0, - y: def.y ?? 0, - z: def.z ?? 0, - rotX: def.rotX ?? 0, - rotY: def.rotY ?? 0, - rotZ: def.rotZ ?? 0, - scale: def.scale ?? 1, - }]; - applyState({}, { scope: 'render', sync: true }); - } - - async function addStoryPanel() { - const index = (state.story.panels?.length ?? 0) + 1; - // A counter, not the array length: removing a panel and then adding another - // used to hand out an id that was already taken, which confused the list. - storySeq += 1; - const id = `p${storySeq}`; - state.story.panels = [...(state.story.panels ?? []), { - id, - label: `コマ${index}`, - pose: JSON.parse(JSON.stringify(state.pose)), - face: JSON.parse(JSON.stringify(state.face)), - caption: JSON.parse(JSON.stringify(state.caption)), - caption2: JSON.parse(JSON.stringify(state.caption2)), - // The 擬音 stamps as well, so a panel comes back with everything it showed. - gion: JSON.parse(JSON.stringify(state.gion)), - // The camera as well as the pose: recalling a panel should put you back - // where you were looking when you recorded it. - view: JSON.parse(JSON.stringify(state.view)), - }]; - applyState({}, { scope: 'caption', sync: true }); - - // Then photograph what was just recorded, so the list shows the shot rather - // than only its name. - try { - const shot = await captureImage({ scale: 0.35, transparent: false }); - storyThumbs.set(id, { - version: (storyThumbs.get(id)?.version ?? 0) + 1, - url: thumbDataUrl(shot.canvas), - }); - toast(`コマ${index}を追加しました`); - } catch (error) { - console.warn('[bluebey] story thumbnail failed', error); - toast(`コマ${index}を追加しました(プレビューは作れませんでした)`); - } - app.panel?.sync(); - } - - /** Shrink a capture down to a thumbnail data URL for the panel list. */ - function thumbDataUrl(source, width = 168) { - const scale = width / Math.max(1, source.width); - const canvas = document.createElement('canvas'); - canvas.width = Math.max(1, Math.round(source.width * scale)); - canvas.height = Math.max(1, Math.round(source.height * scale)); - const ctx = canvas.getContext('2d'); - ctx.imageSmoothingQuality = 'high'; - ctx.drawImage(source, 0, 0, canvas.width, canvas.height); - return canvas.toDataURL('image/png'); - } - - /** - * A number in the corner of a comic panel, for sheets whose reading order is - * not obvious. Drawn with the vendored caption font, so the sheet does not - * depend on whatever fonts the viewer happens to have. - */ - function drawPanelNumber(ctx, number, x, y, cellW, cellH) { - const radius = Math.max(18, Math.min(64, Math.min(cellW, cellH) * 0.075)); - const margin = radius * 0.7; - const cx = x + margin + radius; - const cy = y + margin + radius; - ctx.save(); - ctx.beginPath(); - ctx.arc(cx, cy, radius, 0, Math.PI * 2); - ctx.fillStyle = 'rgba(255, 255, 255, 0.92)'; - ctx.fill(); - ctx.lineWidth = Math.max(2, radius * 0.14); - ctx.strokeStyle = '#3f2b52'; - ctx.stroke(); - ctx.fillStyle = '#3f2b52'; - ctx.textAlign = 'center'; - ctx.textBaseline = 'middle'; - ctx.font = `bold ${Math.round(radius * 1.25)}px ${captionFontStack()}`; - ctx.fillText(String(number), cx, cy + radius * 0.04); - ctx.restore(); - } - - /** - * まんが: replay the panels, capture each one, and hand back a framed sheet. - */ - async function saveStory({ scale = 2 } = {}) { - const panels = state.story?.panels ?? []; - if (!panels.length) { - toast('コマがありません。「今の状態をコマに追加」で作ってください'); - return; - } - const saved = JSON.parse(JSON.stringify(state)); - const captures = []; - suspendHistory = true; - try { - for (const panel of panels) { - const pose = panel.pose ?? {}; - state.pose = { bones: pose.bones ?? {}, root: pose.root ?? [0, 0, 0] }; - state.face = JSON.parse(JSON.stringify(saved.face)); - applyPatch(state.face, panel.face ?? {}); - state.caption = { ...saved.caption, ...(panel.caption ?? {}) }; - state.caption2 = { ...saved.caption2, ...(panel.caption2 ?? {}) }; - // The camera the panel was framed with, so a comic keeps its angles. - if (panel.view) state.view = JSON.parse(JSON.stringify(panel.view)); - refresh('all'); - // Two frames: one to apply the pose, one to draw it. - await new Promise((resolve) => requestAnimationFrame(() => requestAnimationFrame(resolve))); - captures.push(await captureImage({ scale, transparent: false })); - } - } finally { - suspendHistory = false; - applyState(saved, { full: true, sync: true }); - } - - const columns = Math.max(1, Math.min(4, state.story?.columns ?? 2)); - const gap = state.story?.gap ?? 12; - const padding = state.story?.padding ?? 20; - const rows = Math.ceil(captures.length / columns); - const cellW = Math.max(...captures.map((item) => item.width)); - const cellH = Math.max(...captures.map((item) => item.height)); - - // Once the sheet is more than one column wide, the reading order stops being - // obvious from the layout alone, so the panels are numbered. A single column - // (or two panels) reads top to bottom without help. - const numbered = columns >= 2 && captures.length >= 3; - if (numbered) await ensureCaptionFont(); - - // A manga page reads by its panel frames. They are drawn inside each cell so - // the artwork keeps its full size, and are thick enough to survive the 1× - // export. - const frame = Math.max(3, Math.round(Math.min(cellW, cellH) * 0.012)); - - const sheet = document.createElement('canvas'); - sheet.width = padding * 2 + cellW * columns + gap * (columns - 1); - sheet.height = padding * 2 + cellH * rows + gap * (rows - 1); - const ctx = sheet.getContext('2d'); - ctx.fillStyle = state.story?.sheetBackground ?? '#ffffff'; - ctx.fillRect(0, 0, sheet.width, sheet.height); - captures.forEach((capture, index) => { - const x = padding + (index % columns) * (cellW + gap); - const y = padding + Math.floor(index / columns) * (cellH + gap); - ctx.drawImage(capture.canvas, x, y, cellW, cellH); - ctx.lineWidth = frame; - ctx.strokeStyle = '#2a1e33'; - ctx.strokeRect(x + frame / 2, y + frame / 2, cellW - frame, cellH - frame); - if (numbered) drawPanelNumber(ctx, index + 1, x, y, cellW, cellH); - }); - - const stamp = exporter.timestamp(); - exporter.downloadBlob(await exporter.canvasToBlob(sheet), `bluebey-comic-${stamp}.png`); - toast(`まんがを書き出しました(${captures.length}コマ)`); - } - - /** A shared link restores the whole look; otherwise this is the start point. */ - async function loadFromHash() { - // 共有ボタンは `?s=`、ボタン「この見た目のリンクをコピー」は `#s=` を使う。 - // Facebook は `#` 以降を落とすので、共有はクエリにする必要がある - どちらでも読む。 - const query = new URLSearchParams(location.search).get('s'); - const hash = location.hash.replace(/^#/, ''); - const encoded = query ?? new URLSearchParams(hash).get('s'); - if (!encoded) return false; - const decoded = await decodeState(encoded); - if (!decoded?.state) return false; - suspendHistory = true; - try { - applyState(decoded.state, { full: true, sync: true }); - } finally { - suspendHistory = false; - } - return true; - } - - function installTopbar() { - // The panel itself is visible from the start, but each of its sections starts - // collapsed (see `section()` in src/ui.js): the panel reads as a short list of - // headings, and you open the one you want instead of scrolling past twelve. - resizeViewport(); - - // AR (カメラ=AR) get a camera-app style shutter over the viewport, so a photo - // is one tap away. It is a DOM layer over the canvas, so it never lands in the - // export; its visibility follows the background mode (see `applyBackdrop`). - const shutter = document.createElement('button'); - shutter.type = 'button'; - shutter.id = 'ar-shutter'; - shutter.className = 'ar-shutter'; - shutter.title = '写真を撮る'; - shutter.setAttribute('aria-label', '写真を撮る'); - shutter.hidden = true; - shutter.addEventListener('click', () => { savePNG(); }); - stage.append(shutter); - app.arShutter = shutter; - - document.getElementById('btn-shot')?.addEventListener('click', () => app.actions.savePNG()); - document.getElementById('btn-copy')?.addEventListener('click', () => app.actions.copyPNG()); - document.getElementById('btn-help')?.addEventListener('click', toggleHelp); - document.getElementById('btn-panel')?.addEventListener('click', togglePanel); - document.getElementById('help-close')?.addEventListener('click', () => { toggleHelp(false); }); - const help = document.getElementById('help'); - help?.addEventListener('click', (event) => { if (event.target === help) toggleHelp(false); }); - - // --- the mouse on the character ---------------------------------------- - // Dragging the model slides it across the view; holding Shift and dragging - // turns it around. Bone posing lives in the panel, so the mouse never grabs a - // bone (see `Rig` in src/rig.js). On a small screen the panel is a sheet over - // the view, so a tap on the view first just dismisses the sheet. - const dragRay = new THREE.Raycaster(); - const dragNdc = new THREE.Vector2(); - const dragHitAt = (event) => { - const rect = canvas.getBoundingClientRect(); - dragNdc.set( - ((event.clientX - rect.left) / Math.max(1, rect.width)) * 2 - 1, - -((event.clientY - rect.top) / Math.max(1, rect.height)) * 2 + 1, - ); - dragRay.setFromCamera(dragNdc, view.camera); - const targets = [model.parts.eyeMesh, model.parts.mouthMesh, ...model.parts.body] - .filter((mesh) => mesh?.visible); - return dragRay.intersectObjects(targets, false)[0] ?? null; - }; - // World units per screen pixel, so the model keeps up with the cursor. - const dragScale = () => { - const camera = view.camera; - const height = Math.max(1, canvas.clientHeight); - if (camera.isOrthographicCamera) return (camera.top - camera.bottom) / camera.zoom / height; - const distance = camera.position.distanceTo(view.controls.target); - return (2 * distance * Math.tan((camera.fov * Math.PI) / 360)) / height; - }; - let modelDrag = null; - - canvas.addEventListener('pointerdown', (event) => { - if (event.button !== 0 || event.target !== canvas) return; - if (narrowScreenLayout.matches && !document.body.classList.contains('panel-hidden')) { - togglePanel(); - return; - } - if (!dragHitAt(event)) return; - const root = state.pose.root ?? [0, 0, 0]; - const master = state.pose.bones?.master ?? [0, 0, 0]; - modelDrag = { - pointerId: event.pointerId, - spin: event.shiftKey, - x: event.clientX, - y: event.clientY, - root: [...root], - masterY: master[1] ?? 0, - }; - view.controls.enabled = false; - stage.style.cursor = 'grabbing'; - try { canvas.setPointerCapture(event.pointerId); } catch { /* ignore */ } - }); - - canvas.addEventListener('pointermove', (event) => { - if (!modelDrag || event.pointerId !== modelDrag.pointerId) return; - const dx = event.clientX - modelDrag.x; - const dy = event.clientY - modelDrag.y; - if (modelDrag.spin) { - const bones = { ...(state.pose.bones ?? {}) }; - const master = bones.master ?? [0, 0, 0]; - bones.master = [master[0], round2(modelDrag.masterY + dx * 0.7), master[2]]; - state.pose.bones = bones; - } else { - const k = dragScale(); - state.pose.root = [ - round2(modelDrag.root[0] + dx * k), - round2(modelDrag.root[1] - dy * k), - modelDrag.root[2], - ]; - } - app.panel?.onRigChanged?.(); - app.needsRender = true; - }); - - const endModelDrag = (event) => { - if (!modelDrag || (event && event.pointerId !== modelDrag.pointerId)) return; - modelDrag = null; - view.controls.enabled = true; - stage.style.cursor = ''; - if (event) { try { canvas.releasePointerCapture(event.pointerId); } catch { /* ignore */ } } - capturePose(); - app.panel?.onRigChanged?.(); - app.needsRender = true; - }; - canvas.addEventListener('pointerup', endModelDrag); - canvas.addEventListener('pointercancel', endModelDrag); - } - - function togglePanel() { - document.body.classList.toggle('panel-hidden'); - resizeViewport(); - } - - // The panel is a side column on a wide screen and a bottom sheet on a small - // one, where it starts closed so the 3D view fills the screen (see the - // small-screen rules in src/style.css). When the window is resized across that - // breakpoint, match the layout the other side expects instead of leaving the - // panel stuck in the previous state. - const narrowScreenLayout = window.matchMedia('(max-width: 768px), (max-height: 500px) and (pointer: coarse)'); - narrowScreenLayout.addEventListener('change', (event) => { - document.body.classList.toggle('panel-hidden', event.matches); - resizeViewport(); - }); - - function installKeys() { - window.addEventListener('keydown', (event) => { - // Undo/redo are the only shortcuts that need a modifier, so they are dealt - // with before the "no modifiers" rule below. - if ((event.ctrlKey || event.metaKey) && !event.altKey) { - const combo = event.key.toLowerCase(); - if (combo === 'z' || combo === 'y') { - event.preventDefault(); - restoreFromHistory(combo === 'y' || event.shiftKey ? 'redo' : 'undo'); - return; - } - } - if (event.metaKey || event.ctrlKey || event.altKey) return; - const target = event.target; - if (target instanceof HTMLInputElement || target instanceof HTMLSelectElement) return; - switch (event.key) { - case 's': case 'S': savePNG(); break; - case 'c': case 'C': copyPNG(); break; - case 'r': case 'R': app.actions.resetPose(); break; - case 'g': case 'G': { - const visible = !rig.helper.visible; - rig.setGizmoVisible(visible); - toast(visible ? 'ギズモを表示' : 'ギズモを隠しました'); - app.needsRender = true; - break; - } - case ' ': event.preventDefault(); app.actions.toggleAnimation(); break; - case '?': toggleHelp(); break; - case 'Tab': event.preventDefault(); togglePanel(); break; - case '1': setCameraPreset('front'); break; - case '2': setCameraPreset('threeQuarter'); break; - case '3': setCameraPreset('side'); break; - case '4': setCameraPreset('back'); break; - case '5': setCameraPreset('top'); break; - default: break; - } - }); - } - -} - -function toggleHelp(force) { - const help = document.getElementById('help'); - if (help) help.hidden = force === undefined ? !help.hidden : !force; -} - -/** A persistent message for problems that need the user to do something. */ -function showNotice(text) { - let node = document.getElementById('notice'); - if (!node) { - node = document.createElement('div'); - node.id = 'notice'; - document.body.append(node); - } - node.textContent = text; - node.hidden = false; -} - -/* ------------------------------------------------------------------- camera */ - -/** - * Orbiting camera with both a perspective and an orthographic projection. - * Only one of them is enabled at a time; switching copies the framing across so - * the model does not jump. - */ -class ViewRig { - constructor(domElement, onChange) { - this.domElement = domElement; - this.onChange = onChange; - this.projection = 'persp'; - this.controlsChanged = false; - - this.cameras = { - // A tight near/far keeps depth precision high, which matters because the - // outline hull is only a few hundredths of a unit away from the surface. - // The far plane has to sit well past the furthest the camera may go, or - // zooming all the way out slices the character on it - which is exactly - // what the old `far = 120` did, because the zoom limit was also 120. - persp: new THREE.PerspectiveCamera(30, 1, 1, 2000), - ortho: new THREE.OrthographicCamera(-1, 1, 1, -1, -2000, 2000), - }; - this.controlsMap = {}; - for (const [key, camera] of Object.entries(this.cameras)) { - const controls = new OrbitControls(camera, domElement); - controls.enableDamping = false; - controls.enablePan = true; - controls.minDistance = 1; - controls.maxDistance = 400; - controls.addEventListener('change', () => { - this.controlsChanged = true; - this.onChange?.(); - }); - this.controlsMap[key] = controls; - } - this.controlsMap.ortho.enabled = false; - this.camera = this.cameras.persp; - this.controls = this.controlsMap.persp; - this.target = new THREE.Vector3(0, 1, 0); - this.autoDistance = 12; - // `orthoHeight` is where the orthographic camera is *now* - `apply()` writes - // the camera's actual height back into it - so the framing `frame()` chose - // needs its own field to measure the zoom against (see `zoomFactor`). - this.orthoHeight = 6; - this.autoOrthoHeight = 6; - this.resize(); - } - - /** Fit the model into view. */ - frame(size, targetY) { - this.target.set(0, targetY, 0); - for (const controls of Object.values(this.controlsMap)) controls.target.copy(this.target); - const fov = this.cameras.persp.fov * Math.PI / 180; - const heightDistance = size.y / (2 * Math.tan(fov / 2)); - const widthDistance = size.x / (2 * Math.tan(fov / 2) * Math.max(0.4, this.aspect)); - this.autoDistance = Math.max(heightDistance, widthDistance) * 1.45; - this.orthoHeight = size.y * 1.5; - this.autoOrthoHeight = this.orthoHeight; - for (const camera of Object.values(this.cameras)) { - camera.position.set(0, targetY + this.autoDistance * 0.12, this.autoDistance); - } - this.resize(); - } - - get aspect() { - const width = this.domElement.clientWidth || 1; - const height = this.domElement.clientHeight || 1; - return width / height; - } - - resize() { - const width = this.domElement.clientWidth || window.innerWidth; - const height = this.domElement.clientHeight || window.innerHeight; - const aspect = width / height; - this.cameras.persp.aspect = aspect; - this.cameras.persp.updateProjectionMatrix(); - this.setOrthoHeight(this.orthoHeight); - } - - setOrthoHeight(height) { - const ortho = this.cameras.ortho; - const halfHeight = height / 2; - const halfWidth = halfHeight * this.aspect; - ortho.left = -halfWidth; - ortho.right = halfWidth; - ortho.top = halfHeight; - ortho.bottom = -halfHeight; - ortho.zoom = 1; - ortho.updateProjectionMatrix(); - } - - /** - * How large the character looks now, relative to the auto-fit framing. - * - * 1 means "the default framing", which is where the panel's 大きさ sliders sit - * and so where the screen-space outline's pixel width is written against. The - * two projections scale differently - a perspective camera shows 1/distance as - * much per world unit, an orthographic one 1/height, and OrbitControls zooms - * the latter with `camera.zoom` rather than by moving it - so each is - * normalised by its own auto-fit value. - */ - zoomFactor() { - if (this.projection === 'ortho') { - const ortho = this.cameras.ortho; - const height = (ortho.top - ortho.bottom) / Math.max(ortho.zoom, 0.0001); - return this.autoOrthoHeight > 0 && height > 0 ? this.autoOrthoHeight / height : 1; - } - const distance = this.camera.position.distanceTo(this.controls?.target ?? this.target); - return this.autoDistance > 0 && distance > 0 ? this.autoDistance / distance : 1; - } - - setProjection(kind) { - if (kind === this.projection) return; - const previous = this.camera; - const next = kind === 'ortho' ? this.cameras.ortho : this.cameras.persp; - next.position.copy(previous.position); - next.quaternion.copy(previous.quaternion); - this.controlsMap[this.projection].enabled = false; - this.projection = kind; - this.camera = next; - this.controls = this.controlsMap[kind]; - this.controls.enabled = true; - this.controls.target.copy(this.target); - this.resize(); - this.onCameraChange?.(next, this.controls); - this.controlsChanged = true; - this.onChange?.(); - } - - /** Apply the serialisable view state (azimuth/polar/zoom). */ - apply(viewState, size) { - const distance = viewState.distance > 0 ? viewState.distance : this.autoDistance; - const targetY = viewState.targetY || this.target.y; - this.target.set(viewState.targetX || 0, targetY, viewState.targetZ || 0); - const spherical = new THREE.Spherical( - distance, - clamp(viewState.polar, 1, 179) * Math.PI / 180, - viewState.azimuth * Math.PI / 180, - ); - const offset = new THREE.Vector3().setFromSpherical(spherical); - for (const camera of Object.values(this.cameras)) { - camera.position.copy(this.target).add(offset); - camera.lookAt(this.target); - } - if (viewState.orthoHeight > 0) this.setOrthoHeight(viewState.orthoHeight); - else if (size) this.setOrthoHeight(this.orthoHeight); - for (const controls of Object.values(this.controlsMap)) { - controls.target.copy(this.target); - controls.update(); - } - this.orthoHeight = this.cameras.ortho.top - this.cameras.ortho.bottom; - this.cameras.persp.updateProjectionMatrix(); - this.cameras.ortho.updateProjectionMatrix(); - } - - /** - * Write where the camera actually is back into the serialisable view state. - * - * WHY: the mouse orbit and pan move the `controls`, not the state. Without this - * the state kept the last camera the *panel* set, so any refresh of the view - * snapped the camera back to it - which is what made picking a background jump - * the camera. Keeping the two in step also means a shared link carries the - * camera you framed. - */ - captureInto(viewState) { - if (!viewState || typeof viewState !== 'object') return; - const target = this.controls?.target ?? this.target; - const spherical = new THREE.Spherical().setFromVector3( - new THREE.Vector3().subVectors(this.camera.position, target), - ); - viewState.azimuth = Math.round(spherical.theta * RAD_TO_DEG * 100) / 100; - viewState.polar = Math.round(spherical.phi * RAD_TO_DEG * 100) / 100; - viewState.distance = Math.round(spherical.radius * 1000) / 1000; - viewState.targetX = Math.round(target.x * 1000) / 1000; - viewState.targetY = Math.round(target.y * 1000) / 1000; - viewState.targetZ = Math.round(target.z * 1000) / 1000; - if (this.projection === 'ortho') { - const ortho = this.cameras.ortho; - viewState.orthoHeight = Math.round((ortho.top - ortho.bottom) * 1000) / 1000; - } - } - - setAutoRotate(enabled, speed) { - for (const controls of Object.values(this.controlsMap)) { - controls.autoRotate = enabled; - controls.autoRotateSpeed = speed; - } - } -} - -/** - * How far the screen-space outline may follow the zoom (see `outlineRadiusFor`). - * - * A clamp keeps a very deep zoom from turning the line into either a smear or - * nothing at all, which is what the linear factor would do at the extremes of - * the 大きさ slider. - */ -const OUTLINE_ZOOM_MIN = 0.25; -const OUTLINE_ZOOM_MAX = 3; - -/** - * The screen-space outline's radius, in pixels of the label buffer. - * - * The body's lines are inverted hulls, i.e. an offset in *world* units, so they - * thicken as the character grows on screen and thin as it shrinks. This pass - * works in pixels instead, so left alone its lines - the waist leaves and the - * nose - keep one width at every zoom, and the leaf skirt reads as far too heavy - * beside the body the moment you pull back. Scaling the radius by the rig's - * `zoomFactor` makes the two behave the same way, with `outlinePixels` staying - * the width at the auto-fit framing (so the slider keeps its meaning). - * - * `extra` carries whatever else changes the buffer's pixels-per-CSS-pixel: the - * preview's buffer is `quality`x the CSS size (and `quality` itself follows the - * display density and the automatic reductions), and an export renders the label - * buffer at `scale`x. Passing that factor keeps the line a constant *CSS* width, - * so `outlinePixels` reads as CSS pixels whichever buffer it lands in. - */ -function outlineRadiusFor(view, state, extra = 1) { - const zoom = clamp(view.zoomFactor(), OUTLINE_ZOOM_MIN, OUTLINE_ZOOM_MAX); - return (state.render.outlinePixels ?? 2) * zoom * extra; -} - -/* ----------------------------------------------------------------- scenery */ - -function makeEnvironment(renderer) { - const canvas = document.createElement('canvas'); - canvas.width = 64; - canvas.height = 32; - const ctx = canvas.getContext('2d'); - const gradient = ctx.createLinearGradient(0, 0, 0, 32); - gradient.addColorStop(0, '#ffffff'); - gradient.addColorStop(0.5, '#ece7fa'); - gradient.addColorStop(1, '#b9aade'); - ctx.fillStyle = gradient; - ctx.fillRect(0, 0, 64, 32); - const texture = new THREE.CanvasTexture(canvas); - texture.mapping = THREE.EquirectangularReflectionMapping; - texture.colorSpace = THREE.SRGBColorSpace; - const generator = new THREE.PMREMGenerator(renderer); - const environment = generator.fromEquirectangular(texture).texture; - texture.dispose(); - generator.dispose(); - return environment; -} - -/** Round to 2 decimals: the precision the panel's prop sliders show. */ -const round2 = (value) => Math.round(value * 100) / 100; - -const clampNumber = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); - -export function backgroundOf(viewState) { - if (viewState.background === 'transparent') return { mode: 'transparent' }; - // A preset, a loaded photo, a drawn effect line or the phone's camera all - // live in a DOM layer behind the WebGL canvas, so the renderer is left clear - // and the exports paint the bitmap into the picture themselves (see - // drawBackdropInto in main.js). - if (viewState.background === 'preset' || viewState.background === 'image' - || viewState.background === 'effect' || viewState.background === 'camera') { - return { mode: 'transparent' }; - } - return { mode: 'solid', color: viewState.backgroundColor }; -} - -/* ------------------------------------------------------------------- errors */ - -function setLoadingProgress(ratio) { - const node = document.getElementById('loading-text'); - if (node) node.textContent = `ぶるべーを読み込んでいます… ${Math.round(ratio * 100)}%`; -} - -function hideLoading() { - const node = document.getElementById('loading'); - if (node) node.classList.add('done'); -} - -function showLoadError(error) { - const text = document.getElementById('loading-text'); - const detail = document.getElementById('loading-error'); - if (text) text.textContent = '読み込みに失敗しました。'; - if (detail) { - detail.textContent = `${error?.message ?? error}\n\n` - + 'このページはローカルサーバー経由で開く必要があります。\n' - + 'bluebey-studio フォルダで python serve.py を実行し、\n' - + '表示された http://127.0.0.1:8000/ をブラウザで開いてください。'; - } -} - -const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); -const clamp01 = (value) => clamp(value, 0, 1); diff --git a/public/bluebey-studio/src/model.js b/public/bluebey-studio/src/model.js deleted file mode 100644 index 3925e85..0000000 --- a/public/bluebey-studio/src/model.js +++ /dev/null @@ -1,283 +0,0 @@ -import * as THREE from 'three'; -import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; - -/** - * Loads bluebey.glb and works out everything the studio needs to know about it: - * the rig, which meshes are the face overlays, and the original hand-drawn - * textures that ship inside the file. - * - * The GLB layout (materials carry the reliable names; meshes are named after - * Blender objects): - * body parts Body, Foots, Leaf, Vein, LeftHand, RightHand, Nose - * overlays eyes-* (eight hand-drawn variants, one texture each) and Mouth - * face plates eyes-plate / mouth-plate, the big shells the studio draws on - * hair plate hair-plate, a shell that wraps right round the head (optional) - * - * The two face plates are what the artwork is painted onto. They are the front - * half of the body, so wherever the drawing lands there is a surface to carry - * it - the old hand-drawn planes only covered a patch of the head, which clipped - * the bottom of a deep smile and most of a teardrop. When a model has no plates - * (the 2022 file), the studio falls back to drawing on the hand-drawn planes. - */ - -/** Hand-drawn texture variants inside the GLB, keyed by their material suffix. */ -export const EYE_VARIANTS = [ - { key: 'opened', label: '開いた目' }, - { key: 'closed', label: '閉じた目' }, - { key: 'close-tight', label: 'ぎゅっと閉じ' }, - { key: 'left-wink', label: '左ウインク' }, - { key: 'look-up', label: '上を見る' }, - { key: 'look-down', label: '下を見る' }, - { key: 'look-left', label: '左を見る' }, - { key: 'look-right', label: '右を見る' }, -]; - -/** - * Friendly names for the eleven bones of the rig. Keys are lower-cased with - * dots removed, because three's GLTFLoader sanitises node names (`armsupport.l` - * arrives as `armsupportl`). - */ -const BONE_LABELS = { - master: '全身', - armsupportl: '左うでの付け根', - arml: '左うで', - handl: '左手先', - armr: '右うで', - handr: '右手先', - legsupportl: '左あしの付け根', - footl: '左足', - toel: '左つまさき', - legsupportr: '右あしの付け根', - footr: '右足', - toer: '右つまさき', -}; - -const normalizeBoneName = (name) => (name ?? '').replace(/[.\s]/g, '').toLowerCase(); - -/** - * The overlay planes hug the head, so nudge them outwards before anything else - * happens. They are pushed along their own normals (not away from the head - * centre): the mouth in particular needs to clear the head's lower surface and - * the ring of leaves around the base, otherwise a low or frowning mouth gets - * swallowed by them. - */ -const OVERLAY_INFLATE = { eyes: 0.004, mouth: 0.004, hair: 0.008 }; - -export async function loadModel(source, { onProgress } = {}) { - const loader = new GLTFLoader(); - let gltf; - if (typeof source === 'string') { - gltf = await loader.loadAsync(source, (event) => { - if (onProgress && event.lengthComputable) onProgress(event.loaded / event.total); - }); - } else { - // A File/ArrayBuffer, e.g. from drag and drop or the file picker. - gltf = await loader.parseAsync(source, ''); - } - - const root = gltf.scene; - - // The file carries its own camera node; we drive our own. - const cameras = []; - root.traverse((object) => { if (object.isCamera) cameras.push(object); }); - for (const camera of cameras) camera.removeFromParent(); - - const eyes = new Map(); - const body = []; - /** The original material name of every body mesh (`blb`, `leaf`, `vein`, ...). */ - const kinds = new Map(); - /** The plane holding the hand-drawn mouth texture (a texture source only). */ - let mouthOriginal = null; - /** The big shells the artwork is drawn onto, if the file has them. */ - let eyePlate = null; - let mouthPlate = null; - /** The shell that wraps round the head, so hair shows from behind (optional). */ - let hairPlate = null; - - root.traverse((object) => { - if (!object.isMesh) return; - // Skinned bounds stop matching the pose, so culling would pop meshes away. - object.frustumCulled = false; - const material = Array.isArray(object.material) ? object.material[0] : object.material; - const materialName = (material?.name ?? '').toLowerCase(); - if (materialName === 'eyes-plate') { - eyePlate = object; - return; - } - if (materialName === 'mouth-plate') { - mouthPlate = object; - return; - } - if (materialName === 'hair-plate') { - hairPlate = object; - return; - } - if (materialName.startsWith('eyes-')) { - eyes.set(materialName.slice('eyes-'.length), object); - return; - } - if (materialName === 'mouth') { - mouthOriginal = object; - return; - } - body.push(object); - kinds.set(object, materialName); - }); - - // The waist leaves - the `Leaf` blade and the `Vein` rim that shares its mesh. - // These are the thin, overlapping shells the inverted-hull outline cannot draw - // (see MODEL-GUIDE.md §5), so the screen-space pass takes them over on its own. - const leaves = body.filter((mesh) => kinds.get(mesh) === 'leaf' || kinds.get(mesh) === 'vein'); - - // The drawing surface: the big plate when present, otherwise the 2022 plane. - const eyeMesh = eyePlate ?? eyes.get('opened') ?? eyes.values().next().value; - const mouth = mouthPlate ?? mouthOriginal; - // The wrapping hair shell, if the model carries one (`hair-plate`). - const hairMesh = hairPlate; - // Its cylindrical UV has a seam at the back of the head. Triangles that cross - // it get one UV near 0 and the next near 1, so the whole texture is stretched - // across them - a visible streak down the back. Close the seam per triangle. - if (hairMesh) healCylinderSeam(hairMesh); - if (!eyeMesh) throw new Error('eye mesh not found in the GLB'); - if (!mouth) throw new Error('mouth mesh not found in the GLB'); - - // The nose ball. It is a bump sitting on the body rather than a part with a - // silhouette of its own, so the outline pass treats it per style - see - // `outlineExclusion` in main.js. - const noseMesh = body.find((mesh) => (mesh.material?.name ?? '').toLowerCase() === 'nose') ?? null; - - // Only the drawing surface stays visible; every other overlay is a texture - // source, so hide it. (`mouthOriginal` may be the drawing surface itself.) - for (const mesh of eyes.values()) mesh.visible = mesh === eyeMesh; - if (mouthOriginal && mouthOriginal !== mouth) mouthOriginal.visible = false; - if (mouthPlate && eyePlate) mouthPlate.visible = true; - - /** @type {{ eyes: Record, mouth: THREE.Texture|null }} */ - const originals = { eyes: {}, mouth: mouthOriginal?.material?.map ?? mouth.material.map ?? null }; - for (const [key, mesh] of eyes) { - if (mesh.material.map) originals.eyes[key] = mesh.material.map; - } - - // Push the overlay planes a hair off the body surface, so the two do not - // z-fight. The plates are shells of the body, so the offset is tiny; a large - // one is what made the mouth look like it floated in profile. - const bodyMesh = body.find((mesh) => mesh.geometry?.attributes?.position?.count > 2000) ?? body[0]; - const headCentre = new THREE.Box3() - .setFromBufferAttribute(bodyMesh.geometry.attributes.position) - .getCenter(new THREE.Vector3()); - inflateOverlay(eyeMesh, headCentre, OVERLAY_INFLATE.eyes); - inflateOverlay(mouth, headCentre, OVERLAY_INFLATE.mouth); - if (hairMesh) inflateOverlay(hairMesh, headCentre, OVERLAY_INFLATE.hair); - - // Recentre: put the character on the origin with its feet on the ground so the - // camera maths stays trivial. - const box = new THREE.Box3().setFromObject(root); - const centre = box.getCenter(new THREE.Vector3()); - root.position.x -= centre.x; - root.position.z -= centre.z; - root.position.y -= box.min.y; - root.updateMatrixWorld(true); - - const bounds = new THREE.Box3().setFromObject(root); - const size = bounds.getSize(new THREE.Vector3()); - const middle = bounds.getCenter(new THREE.Vector3()); - - const skinned = []; - root.traverse((object) => { if (object.isSkinnedMesh && object.skeleton) skinned.push(object); }); - const skeleton = skinned[0]?.skeleton ?? null; - - const bones = []; - if (skeleton) { - for (const bone of skeleton.bones) { - bones.push({ - name: bone.name, - label: BONE_LABELS[normalizeBoneName(bone.name)] ?? bone.name, - bone, - rest: bone.quaternion.clone(), - }); - } - } - - return { - gltf, - root, - size, - middle, - bounds, - skeleton, - bones, - parts: { - body, - kinds, - leaves, - overlays: [eyeMesh, mouth, ...(hairMesh ? [hairMesh] : [])], - eyeMesh, - mouthMesh: mouth, - hairMesh, - noseMesh, - hasFacePlates: Boolean(eyePlate && mouthPlate), - }, - originals, - }; -} - -function inflateOverlay(mesh, centre, distance) { - const geometry = mesh.geometry; - const position = geometry?.attributes?.position; - if (!position) return; - const normal = geometry.attributes.normal; - const radial = new THREE.Vector3(); - const offset = new THREE.Vector3(); - const vertexNormal = new THREE.Vector3(); - for (let i = 0; i < position.count; i++) { - radial.fromBufferAttribute(position, i).sub(centre); - if (radial.lengthSq() < 1e-12) continue; - offset.copy(radial).normalize(); - if (normal) { - // The planes are double sided, so the stored normal may point either way. - vertexNormal.fromBufferAttribute(normal, i); - if (vertexNormal.lengthSq() > 1e-12) { - if (vertexNormal.dot(offset) < 0) vertexNormal.negate(); - offset.copy(vertexNormal.normalize()); - } - } - position.setXYZ( - i, - position.getX(i) + offset.x * distance, - position.getY(i) + offset.y * distance, - position.getZ(i) + offset.z * distance, - ); - } - position.needsUpdate = true; - geometry.computeBoundingBox(); - geometry.computeBoundingSphere(); -} - -/** - * Make every triangle of a cylindrical UV island sit on one side of the seam. - * - * A cylinder unwrap cuts the surface open along one line (here the back of the - * head). A triangle that spans the cut has its corners at u ~ 1 and u ~ 0, so - * interpolating them drags the whole texture across the triangle - the streak - * seen down the back. Wrapping the low corners up by one turn keeps each - * triangle local; the texture's two edges are identical (the covering is drawn - * right across), so the join is invisible. - */ -function healCylinderSeam(mesh) { - const source = mesh?.geometry; - if (!source?.attributes?.uv) return; - // Give every triangle its own corners first. The seam's low and high sides - // share vertices, so editing a shared one would drag its neighbours too; a - // non-indexed copy isolates each triangle and the fix cannot leak. - const geometry = source.index ? source.toNonIndexed() : source; - const uv = geometry.attributes.uv; - for (let i = 0; i < uv.count; i += 3) { - const top = Math.max(uv.getX(i), uv.getX(i + 1), uv.getX(i + 2)); - if (top - Math.min(uv.getX(i), uv.getX(i + 1), uv.getX(i + 2)) <= 0.5) continue; - for (let k = 0; k < 3; k += 1) { - if (uv.getX(i + k) < top - 0.5) uv.setX(i + k, uv.getX(i + k) + 1); - } - } - uv.needsUpdate = true; - mesh.geometry = geometry; -} diff --git a/public/bluebey-studio/src/mouthFlap.js b/public/bluebey-studio/src/mouthFlap.js deleted file mode 100644 index 1109398..0000000 --- a/public/bluebey-studio/src/mouthFlap.js +++ /dev/null @@ -1,267 +0,0 @@ -/** - * 口パク (mouth flap): open and close the mouth as if talking, with no sound. - * - * WHY no speech: the studio used to read the caption out with the Web Speech - * API, but that voice belongs to the device (it is the OS's own speech engine), - * so a recording of it is not something we are free to hand out. What a clip - * actually needs is the *mouth motion*, and that needs no voice at all: - * `createMouthEnvelope` builds a smooth, seeded signal in the 3-6 - * syllable-per-second band, and `createMouthFlap` ticks it at about 30 Hz for - * as long as the line would take to say. - * - * Nothing here touches `speechSynthesis`, so there is no permission prompt, no - * device dependency, and a recording of the animation is the studio's own work. - */ - -const TAU = Math.PI * 2; -/** The mouth is sampled at ~30 Hz: enough for an animation, cheap to run. */ -const LEVEL_HZ = 30; -/** How long the envelope takes to close after `stop()`, in seconds. */ -const CLOSE_SECONDS = 0.3; - -const clamp = (value, lo, hi) => Math.min(hi, Math.max(lo, value)); -const clamp01 = (value) => clamp(value, 0, 1); - -/** - * mulberry32, the same tiny generator `handDrawn.js` uses. The mouth must be - * reproducible for a seed, so `Math.random` is not an option. - * - * @param {number} seed - * @returns {() => number} values in [0, 1) - */ -function mulberry32(seed) { - let a = seed >>> 0; - return function next() { - a = (a + 0x6d2b79f5) >>> 0; - let t = a; - t = Math.imul(t ^ (t >>> 15), t | 1); - t ^= t + Math.imul(t ^ (t >>> 7), t | 61); - return ((t ^ (t >>> 14)) >>> 0) / 4294967296; - }; -} - -/** - * The mouth source: a deterministic, smooth mouth opening in 0..1. - * - * A syllable is one closed -> open -> closed cycle, so the signal is a cosine - * pulse whose frequency is slowly modulated between 3 and 6 Hz and shaped by a - * slower amplitude wobble. The syllable range and the modulation constants come - * from the seed, so two envelopes with the same seed are exactly identical, and - * the signal is continuous with a bounded slope: it never jumps, which is what - * keeps the mouth from flickering. - * - * @param {{ seed?: number }} [options] - * @returns {{ value: (t: number) => number, start: (at?: number) => void, stop: () => void }} - */ -export function createMouthEnvelope({ seed = 1 } = {}) { - const random = mulberry32(seed); - const phase0 = random() * TAU; - const phase1 = random() * TAU; - // 4.2..4.8 syllables/s on average, swung by up to 1.2 either way, then kept - // inside 3..6 so the read stays in the range of human speech. - const rateMean = 4.2 + random() * 0.6; - const rateSwing = Math.min(rateMean - 3, 6 - rateMean, 0.7 + random() * 0.8); - const rateMod = 0.21 + random() * 0.25; - const ampMod = 0.4 + random() * 0.3; - - let startAt = 0; - let stopAt = Infinity; - let lastAt = 0; - - /** The envelope at `u` seconds after the start, ignoring start and stop. */ - function raw(u) { - // The integral of the modulated rate, so theta stays continuous (a - // modulated sine would kink whenever the rate changed). - const theta = TAU * (rateMean * u - + (rateSwing / (TAU * rateMod)) * (Math.cos(phase0) - Math.cos(TAU * rateMod * u + phase0))); - const pulse = 0.5 - 0.5 * Math.cos(theta); - const amp = 0.55 + 0.2 * Math.sin(TAU * ampMod * u + phase1); - return clamp01(amp * pulse); - } - - return { - /** - * The mouth opening at `t`, in the caller's own time base. Before `start` - * it is 0, and after `stop()` it fades to 0 within `CLOSE_SECONDS`. - * - * @param {number} t - * @returns {number} 0..1 - */ - value(t) { - const time = Number.isFinite(t) ? t : 0; - if (time > lastAt) lastAt = time; - if (time < startAt) return 0; - const fading = time - stopAt; - if (fading > 0) { - const fade = 1 - fading / CLOSE_SECONDS; - if (fade <= 0) return 0; - return raw(time - startAt) * fade; - } - return raw(time - startAt); - }, - - /** Begin (or restart) the envelope at `at`, opening from closed. */ - start(at = 0) { - startAt = Number.isFinite(at) ? at : 0; - stopAt = Infinity; - lastAt = startAt; - }, - - /** Stop: the envelope decays to 0 from wherever it is. */ - stop() { - stopAt = lastAt; - }, - }; -} - -/** - * Map a 0..1 level to the app's mouth-opening range. - * - * WHY not `level` straight through: a half-open mouth is the readable one, and - * a full gape looks like a shout. 0 stays 0 (a closed mouth must stay closed) - * and 1 lands at 0.55. `gain` lets a caller push the mouth wider for a loud - * passage, but the result is clamped to 0..0.9 so it is never a full gape. - * - * @param {number} level - * @param {number} [gain=1] - * @returns {number} 0..0.9 - */ -export function levelToMouth(level, gain = 1) { - if (!Number.isFinite(level)) return 0; - const scale = Number.isFinite(gain) ? gain : 1; - return clamp(clamp01(level) * 0.55 * scale, 0, 0.9); -} - -/** - * Roughly how long a line takes to say, in seconds **at rate 1**. - * - * A Japanese syllable is about 0.155 s, so the count of characters is a good - * enough clock - and it is the only clock available once there is no voice to - * listen to. An empty line still gets a few seconds, so the button never looks - * like it did nothing. - * - * @param {string} text - * @returns {number} seconds, 1.1..40 (or 3 for an empty line) - */ -export function speakingSeconds(text) { - const chars = [...String(text ?? '').trim()].length; - if (chars === 0) return 3; - return clamp(0.55 + chars * 0.155, 1.1, 40); -} - -/** - * The mouth-flap animation. - * - * `start(text, { rate })` opens the mouth in the seeded syllable rhythm and - * stops itself once the line would have been said, then reports `onEnd`. A - * second `start` restarts it, and `stop()` fades the mouth shut early - which is - * what the panel's button does while it is running. - * - * @param {{ - * onLevel?: (level: number) => void, - * onEnd?: () => void, - * }} [options] - */ -export function createMouthFlap({ onLevel, onEnd } = {}) { - const envelope = createMouthEnvelope(); - let handlers = { onLevel, onEnd }; - let timer = null; - let closing = false; - let running = false; - let startedAt = 0; - let lastEmit = 0; - let currentRate = 1; - /** The envelope's own time at which the line is over. */ - let limitAt = Infinity; - - const nowSeconds = () => (globalThis.performance?.now?.() ?? Date.now()) / 1000; - const rafSupported = typeof globalThis.requestAnimationFrame === 'function'; - const schedule = (fn) => (rafSupported - ? globalThis.requestAnimationFrame(fn) - : globalThis.setTimeout(fn, 1000 / LEVEL_HZ)); - const unschedule = (id) => { - if (id == null) return; - if (rafSupported) globalThis.cancelAnimationFrame(id); - else globalThis.clearTimeout(id); - }; - - /** - * One level sample, about 30 times a second. Once the line has run its - * length the loop stops itself, and while the moth is closing it keeps going - * until the mouth is shut - so no timer is ever left behind. - */ - function tick() { - timer = null; - const stamp = nowSeconds(); - const elapsed = (stamp - startedAt) * currentRate; - if (!closing && elapsed >= limitAt) { - closing = true; - envelope.stop(); - } - const level = envelope.value(elapsed); - if (closing || stamp - lastEmit >= 1 / LEVEL_HZ - 0.001) { - lastEmit = stamp; - handlers.onLevel?.(level); - } - if (closing && level <= 0) { - running = false; - handlers.onEnd?.(); - return; - } - timer = schedule(tick); - } - - /** - * Start flapping. `seconds` overrides the length guessed from the text. - * - * @param {string} text - * @param {{ rate?: number, seconds?: number }} [options] - * @returns {number} how long the flap will run, in seconds - */ - function start(text, { rate = 1, seconds = null } = {}) { - stopNow(); - currentRate = clamp(Number.isFinite(rate) ? rate : 1, 0.2, 4); - limitAt = Number.isFinite(seconds) && seconds > 0 ? seconds : speakingSeconds(text); - startedAt = nowSeconds(); - lastEmit = 0; - closing = false; - running = true; - envelope.start(0); - timer = schedule(tick); - return limitAt / currentRate; - } - - /** Clear the timer immediately (no fade). */ - function stopNow() { - unschedule(timer); - timer = null; - closing = false; - running = false; - envelope.stop(); - } - - /** Fade the mouth shut and let the loop clean itself up. */ - function stop() { - if (timer == null) { - running = false; - envelope.stop(); - return; - } - closing = true; - envelope.stop(); - } - - function dispose() { - stopNow(); - handlers = { onLevel: null, onEnd: null }; - } - - return { - get running() { - return running; - }, - start, - stop, - dispose, - }; -} diff --git a/public/bluebey-studio/src/outline.js b/public/bluebey-studio/src/outline.js deleted file mode 100644 index 127d576..0000000 --- a/public/bluebey-studio/src/outline.js +++ /dev/null @@ -1,368 +0,0 @@ -import * as THREE from 'three'; - -/** - * A screen-space outline: the label version of "line art". - * - * The studio's other outline is an *inverted hull* - a copy of a mesh, expanded - * along its normals, drawn back-faces-only. That is cheap and its line is - * computed from the geometry, so it comes out smooth, but it cannot outline a - * thin closed solid: a leaf blade is 0.026 units thick and the hull expands by - * 0.022 in every direction, so the expanded front and back cross inside the leaf - * and the line breaks up. No amount of mesh fixing removes that; it is the - * technique. - * - * So the thin overlapping parts - the waist leaves, and the nose in the - * line-art styles - are handed to this pass instead, and everything else keeps - * its hull (see MODEL-GUIDE.md §5). This module renders the scene once into a - * buffer holding a *label* per pixel, then draws a full-screen pass that inks - * pixels where the labels disagree. - * - * ## Why labels, not coverage - * - * The parts want different lines: - * - * - a LEAF that runs into the body must NOT get a line along the intersection. - * Such a line reads as the leaf sinking into the body, and the original - * artwork does not draw one either - the leaf simply passes behind the body. - * - the NOSE is the opposite. It is a bump sitting on the body, so the ring - * where it meets the body *is* its outline. In a line drawing there is no - * colour to read the nose by, so that ring is the only thing that shows it. - * - * A single "coverage" cannot express that difference, so each part writes a - * label: - * - * 0 (paper) nothing is there - * BEHIND something that is merely behind: it still writes depth, so it - * hides what is behind *it*, but a leaf in front of it is still - * outlined - a foot behind the skirt does not swallow the leaf's - * edge. This is the default for meshes nobody claimed. - * SOLID the body: the leaves *emerge* from it, so a leaf must not be - * outlined where it meets it (that reads as the leaf sinking into - * the body, and the original artwork draws no line there either). - * LEAF a leaf - * NOSE the nose - * - * The label is read with `NearestFilter`, because it is an identity, not a - * colour: filtering it would blend two labels into a third value that means - * neither. - * - * ## What this pass deliberately does not do - * - * It does not look for folds, and so it needs no normals at all - only the - * labels. Surface shape was tried (a second buffer of filtered normals, with the - * fold test gated to the leaves) and taken out again: it did bring back the - * lines where one leaf lies over the next, but it cost a whole extra scene pass - * and it read as a grainy speckle across the skirt, because a leaf is thin - * enough (0.026) that its own rim is a 145-degree crease and the mesh arrives - * with those edges split into separate vertices. The recipe is written up in - * MODEL-GUIDE.md §5-2c if it is ever wanted back - for instance to make raised - * leaf veins show. - * - * Callers must keep the outline hulls out of this pass: `exclude()` takes them - * (see `outlineExclusion` in main.js). A hull is an expanded copy of a mesh, and - * this pass swaps a front-side material onto everything it sees, so a hull would - * paint an enlarged copy of the character's own label over all of it. - * - * A mesh that should *hide* parts of the character without being outlined itself - * (the invisible wall) is handed to `occlude()` instead: it is drawn for its - * depth alone, with a paper label, so the leaves and the nose buried behind it - * get no label - and therefore no line. - */ - -// Taps around the pixel, averaged into a coverage. 16 gives a smooth ramp. -const TAPS = 16; - -/** Written into the alpha channel; see the note above. */ -export const BEHIND_LABEL = 0.1; -export const SOLID_LABEL = 0.4; -export const LEAF_LABEL = 0.7; -export const NOSE_LABEL = 1; - -const VERTEX = /* glsl */` - varying vec2 vUv; - void main() { - vUv = uv; - // The quad is already in clip space, so no camera maths is involved. - gl_Position = vec4(position.xy, 0.0, 1.0); - } -`; - -const FRAGMENT = /* glsl */` - uniform sampler2D uLabels; - uniform vec2 uTexel; - uniform vec3 uColor; - uniform float uRadius; - varying vec2 vUv; - - const float TAU = 6.28318530718; - - // The labels, read back out of the alpha channel (see the top of this file). - // They are exact values, not a gradient, so the tests are simple comparisons. - // - // "paper" means "does not block a line": the untouched background (0) and the - // parts that are merely behind (0.1). Only the body (0.4) blocks one. - float paper(float a) { return 1.0 - step(0.2, a); } - float drawn(float a) { return step(0.6, a); } - float nose(float a) { return step(0.85, a); } - - void main() { - vec4 here = texture2D(uLabels, vUv); - float ink = 0.0; - - for (int i = 0; i < ${TAPS}; i++) { - float angle = (float(i) / float(${TAPS})) * TAU; - vec2 offset = vec2(cos(angle), sin(angle)) * uTexel * uRadius; - vec4 there = texture2D(uLabels, vUv + offset); - - float edge = 0.0; - // 1. a drawn part against the paper. A leaf against the *body* fires - // nothing here, which is the point: the leaf simply passes behind it. - edge = max(edge, max(drawn(here.a) * paper(there.a), - drawn(there.a) * paper(here.a))); - // 2. the nose against anything that is not the nose, so its whole ring - - // including the part against the body - is inked. - edge = max(edge, abs(nose(here.a) - nose(there.a))); - - ink += edge; - } - - // Averaging the taps turns the flag into a coverage, and that is what takes - // the steps out of the line: a pixel half over an edge gets half the ink, so - // the line gets soft edges instead of landing on the pixel grid. It also - // reads lighter than a hard band of the same width, which is what makes it - // sit next to the hull's line without looking heavier. - ink /= float(${TAPS}); - // The ramp starts at about three taps out of sixteen rather than at one, so an - // isolated tap is not enough to ink a pixel; a real edge has half the taps - // crossing it, so asking for a few costs nothing there. - float line = smoothstep(0.19, 0.45, ink); - if (line < 0.02) discard; - gl_FragColor = vec4(uColor, line); - } -`; - -export function createScreenOutline({ renderer, scene, camera, width = 1280, height = 800 }) { - const target = new THREE.WebGLRenderTarget(width, height, { - // The label is an identity, not a shade: filtering would blend two labels into - // a third value that means neither of them. The softness of the line comes - // from spreading the taps in the shader, not from blurring this buffer. - minFilter: THREE.NearestFilter, - magFilter: THREE.NearestFilter, - depthBuffer: true, - // The alpha channel carries the label, so it must not be filled in. - format: THREE.RGBAFormat, - }); - target.texture.generateMipmaps = false; - - /** - * The label each part writes into the alpha channel. - * - * `transparent: true` keeps three.js from defining `OPAQUE`, which would force - * the alpha to 1, and `blending: NoBlending` makes the fragment *replace* the - * pixel instead of blending into it, so the labels stay exact. `depthWrite` - * stays on, which is what hides the parts that are behind something else. - */ - const labelMaterials = new Map(); - function labelMaterialFor(label) { - let material = labelMaterials.get(label); - if (material) return material; - material = new THREE.MeshBasicMaterial({ - color: 0xffffff, - transparent: true, - opacity: label, - blending: THREE.NoBlending, - depthWrite: true, - }); - material.customProgramCacheKey = () => `bluebey-outline-label-${label}`; - labelMaterials.set(label, material); - return material; - } - - const uniforms = { - uLabels: { value: target.texture }, - uTexel: { value: new THREE.Vector2(1 / width, 1 / height) }, - uColor: { value: new THREE.Color('#2a1e33') }, - uRadius: { value: 1.4 }, - }; - const material = new THREE.ShaderMaterial({ - uniforms, - vertexShader: VERTEX, - fragmentShader: FRAGMENT, - transparent: true, - depthTest: false, - depthWrite: false, - toneMapped: false, - }); - - // A single quad in clip space, with the camera taken out of the equation. - const quadScene = new THREE.Scene(); - const quadCamera = new THREE.Camera(); - quadScene.add(new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material)); - - /** Objects that must not appear in the outline (ground, shadows, gizmos). */ - const hidden = []; - /** Meshes whose material (and render order) is borrowed for the label pass. */ - const swapped = []; - const exclusion = new Set(); - - /** - * Meshes that only *occlude* in the label pass (the 見えない壁). - * - * They are drawn with a paper label and both sides, so their depth hides - * whatever is behind them: a leaf or the nose buried in the wall then gets no - * label at all, and so no line. Their own silhouette inks nothing either, - * because paper against paper is not an edge - which is what keeps the wall - * itself invisible instead of drawing a rectangle. - */ - const occluders = new Set(); - let occluderMaterial = null; - - function occluderMaterialFor() { - if (!occluderMaterial) { - occluderMaterial = new THREE.MeshBasicMaterial({ - color: 0xffffff, - transparent: true, - opacity: 0, // paper: it never reads as a drawn part - blending: THREE.NoBlending, - depthWrite: true, - side: THREE.DoubleSide, // the wall can be seen from either side - }); - } - return occluderMaterial; - } - - /** Objects to draw in the label pass for their depth alone (see `occluders`). */ - function occlude(objects) { - occluders.clear(); - for (const object of objects) if (object) occluders.add(object); - } - - /** - * When set, these meshes write the given label and everything else writes - * BEHIND. Without it the whole scene shares one label. - * - * @type {Map|null} - */ - let focus = null; - - function setSize(nextWidth, nextHeight) { - const w = Math.max(1, Math.round(nextWidth)); - const h = Math.max(1, Math.round(nextHeight)); - if (target.width === w && target.height === h) return; - target.setSize(w, h); - uniforms.uTexel.value.set(1 / w, 1 / h); - } - - /** Layers/objects to leave out of the label pass (ground, shadow, gizmo, hulls). */ - function exclude(objects) { - exclusion.clear(); - for (const object of objects) if (object) exclusion.add(object); - } - - /** - * Hand the pass a split: these meshes get this label, and everything else is - * drawn as BEHIND - present, so it still hides what is behind it, but not - * blocking a leaf's outline. Callers should therefore name every part that a - * leaf must not be outlined against (the body) as well as the outlined ones - * (the leaves, the nose). - * - * `null` puts the whole scene back on one label. - * - * @param {Array<[THREE.Object3D, number]>|null} parts - */ - function only(parts) { - focus = parts ? new Map(parts) : null; - } - - /** - * Draw one frame. `baseRender` renders the scene the normal way; it is called - * between the label pass and the ink so the ink lands on top of it. - */ - function render(baseRender, options = {}) { - const enabled = options.enabled !== false; - if (!enabled) { - baseRender(); - return; - } - - uniforms.uColor.value.set(options.color ?? '#2a1e33'); - uniforms.uRadius.value = Math.max(0.6, options.radius ?? 1.4); - - // --- 1. the labels pass -------------------------------------------- - const previousOverride = scene.overrideMaterial; - const previousClear = renderer.getClearColor(new THREE.Color()); - const previousAlpha = renderer.getClearAlpha(); - hidden.length = 0; - swapped.length = 0; - const hide = (object) => { - if (object.visible) { - hidden.push(object); - object.visible = false; - } - }; - for (const object of exclusion) hide(object); - - if (focus) { - // A per-mesh material, so the meshes outside `focus` can occlude without - // contributing a line. (`overrideMaterial` would put one label on all of - // them, and a leaf ending on a foot would then be read the same way as a - // leaf ending on the body.) - // - // The occluders are also pushed to the front of the draw order. Every body - // mesh sits at the same origin, so three.js would otherwise fall back to - // insertion order and could draw a far-side leaf *before* the body that - // hides it - and writing a label cannot erase what is already in the - // buffer, only stop it being drawn. Drawn first, the depth test does it. - scene.traverse((object) => { - if (!object.isMesh || !object.visible) return; - swapped.push([object, object.material, object.renderOrder]); - if (occluders.has(object)) { - // Depth only, drawn first: the wall hides the labels behind it. - object.material = occluderMaterialFor(); - object.renderOrder = -1; - return; - } - const label = focus.get(object) ?? BEHIND_LABEL; - object.material = labelMaterialFor(label); - if (label < 0.6) object.renderOrder = -1; - }); - scene.overrideMaterial = null; - } else { - // No split given: nothing is outlined, so no label may read as "drawn". - scene.overrideMaterial = labelMaterialFor(SOLID_LABEL); - } - - renderer.setRenderTarget(target); - renderer.setClearColor(0x000000, 0); - renderer.clear(true, true, false); - renderer.render(scene, options.camera ?? camera); - - renderer.setRenderTarget(null); - scene.overrideMaterial = previousOverride; - for (const object of hidden) object.visible = true; - for (const [object, swappedMaterial, renderOrder] of swapped) { - object.material = swappedMaterial; - object.renderOrder = renderOrder; - } - renderer.setClearColor(previousClear, previousAlpha); - - // --- 2. the scene itself ------------------------------------------- - baseRender(); - - // --- 3. the ink, straight over the top ----------------------------- - renderer.autoClear = false; - renderer.render(quadScene, quadCamera); - renderer.autoClear = true; - } - - function dispose() { - target.dispose(); - for (const material of labelMaterials.values()) material.dispose(); - labelMaterials.clear(); - material.dispose(); - occluderMaterial?.dispose(); - for (const child of quadScene.children) child.geometry.dispose(); - } - - return { render, setSize, exclude, occlude, only, uniforms, target, material, dispose }; -} diff --git a/public/bluebey-studio/src/panel.js b/public/bluebey-studio/src/panel.js deleted file mode 100644 index 0ee94ac..0000000 --- a/public/bluebey-studio/src/panel.js +++ /dev/null @@ -1,3144 +0,0 @@ -import { - h, section as uiSection, subhead, hint, slider, check, segmented, buttons, - colorField, xyPad, tailPad, selectField, controlRow, tabs, details, toast, icon, svgIcon, -} from './ui.js'; -import { - FACE_PRESETS, POSE_PRESETS, THEMES, BUBBLE_STYLES, CAPTION_PRESETS, - defaultState, applyPatch, BEARD_KIND_DEFAULTS, HEAD_MARK_KIND_DEFAULTS, -} from './presets.js'; -import { STYLE_DEFS } from './styles.js'; -import { ENVIRONMENTS } from './look.js'; -import { BACKGROUND_PRESETS, EFFECT_PRESETS } from './background.js'; -import { PROP_LIBRARY, applyPropFaceScale, applyPropText } from './props.js'; -import { HAT_LIBRARY } from './hats.js'; -import { - GION_SHEETS, gionSheetUrl, cropFromMarquee, fitSheet, normalizeRect, clamp, DEFAULT_STAMP_WIDTH, -} from './gion.js'; - -/** - * A small icon for each section heading, so the list a tab shows can be scanned - * at a glance. Keyed by the section title; a title with no icon just shows text. - */ -const SECTION_ICONS = { - 'ポーズ例': 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', - '全身とボーンのスライダー': 'M4 7h16M4 12h16M4 17h16M8 7h.01M15 12h.01M11 17h.01', - '操作': 'M7 4l10 6-4.3 1.3L10.8 16 7 4Z', - 'うごき': 'M8 5l10 7-10 7V5Z', - 'プリセット': 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', - '目': 'M2.5 12s3.6-6 9.5-6 9.5 6 9.5 6-3.6 6-9.5 6-9.5-6-9.5-6ZM12 14.6a2.6 2.6 0 1 0 0-5.2 2.6 2.6 0 0 0 0 5.2Z', - '眉': 'M4 11q3.2-3.2 7-2M13 9q3.8-1.2 7 2', - '眼鏡・サングラス': 'M8 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM16 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM11.2 13h1.6M4.8 11.7 3 10.3M19.2 11.7 21 10.3', - '髪': 'M4 14c0-4.8 3.6-7.6 8-7.6s8 2.8 8 7.6M4 14c2.6-1.4 5.3-1.9 8-1.8M20 14c-2.6-1.4-5.3-1.9-8-1.8', - 'ほっぺ': 'M6.4 14.6a2 1.4 0 1 0 0 .01ZM17.6 14.6a2 1.4 0 1 0 0 .01ZM12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16Z', - '鼻ちょうちん': 'M15 4.6a4.6 4.6 0 1 0 0 9.2 4.6 4.6 0 0 0 0-9.2ZM10.6 9.6 4.8 11.4', - 'ひげ': 'M4.4 11.2c2.6-1.2 5.2-.6 7.6 2 2.4-2.6 5-3.2 7.6-2', - '口': 'M4.6 10c3 4.8 11.8 4.8 14.8 0', - '口パク(声は出ません)': 'M4 9v6h3l4 3V6L7 9H4ZM15.5 9.5l4 5M19.5 9.5l-4 5', - '見る先': 'M12 3.5v3M12 17.5v3M3.5 12h3M17.5 12h3M12 8.2a3.8 3.8 0 1 0 0 7.6 3.8 3.8 0 0 0 0-7.6Z', - 'スタイル': 'M4 20l3.4-.8L20 6.6 17.4 4 4.8 16.6 4 20Z', - '体の色': 'M12 3.4s6 6.2 6 10.1a6 6 0 0 1-12 0C6 9.6 12 3.4 12 3.4Z', - '見た目の調整': 'M4 8h16M4 16h16M9.5 8h.01M15 16h.01', - '背景': 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', - '舞台': 'M4 20V9l8-5 8 5v11M4 20h16M9.5 20v-5h5v5', - 'セリフ(フキダシ)': 'M4 5h16v10H9l-4 4v-4H4V5Z', - '画面・光': 'M12 7.5a4.5 4.5 0 1 0 0 9 4.5 4.5 0 0 0 0-9ZM12 2.5v2M12 19.5v2M2.5 12h2M19.5 12h2M5.2 5.2l1.4 1.4M17.4 17.4l1.4 1.4M18.8 5.2l-1.4 1.4M6.6 17.4 5.2 18.8', - '画面の情報': 'M12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16ZM12 11v5M12 8h.01', - '画像': 'M4 5h16v14H4zM4 15l5-4 4 3 4-3.5 3 2.5M15.5 9h.01', - 'まんが': 'M4 4h7v7H4zM13 4h7v7h-7zM4 13h7v7H4zM13 13h7v7h-7z', - '共有': 'M8.2 10.6a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 6.4a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 20.8a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM10 10.4l5-2.6M10 13.6l5 2.6', - 'テクスチャの下地を書き出す': 'M4 4h16v16H4zM4 9.3h16M4 14.7h16M9.3 4v16M14.7 4v16', - '設定': 'M12 8.6a3.4 3.4 0 1 0 0 6.8 3.4 3.4 0 0 0 0-6.8ZM12 2.6v2.4M12 19v2.4M2.6 12H5M19 12h2.4M5.2 5.2l1.7 1.7M17.1 17.1l1.7 1.7M18.8 5.2l-1.7 1.7M6.9 17.1l-1.7 1.7', -}; - -/** `section`, with the heading icon looked up from its title. */ -const section = (parent, title, options) => uiSection(parent, title, { icon: SECTION_ICONS[title], ...options }); - -/** Fallbacks for the fields an older settings file may predate. */ -const BODY_COLOR_FALLBACKS = { - body: '#c8b0f0', accent: '#8a4fe0', nose: '#7a4fb0', - leaf: '#a6dd6a', vein: '#7fbf3f', feet: '#7a4fb0', -}; -const CAPTION_SLIDER_FALLBACKS = { - fontSize: 34, lineHeight: 1.42, padding: 18, radius: 24, borderWidth: 4, -}; -const CAPTION_COLOR_FALLBACKS = { textColor: '#3f2b52', bubbleColor: '#ffffff', borderColor: '#55386e' }; -const MOUTH_FLAP_FALLBACKS = { rate: 1, mouthGain: 1 }; -const LOOK_AT_FALLBACKS = { x: 0, y: 2.6, z: 3, amount: 1 }; - -/** - * The licence reminder the three image-import buttons show before they open the - * file picker. Kept in one place so the wording can change without hunting for - * each button. - */ -const IMAGE_LICENSE_NOTICE = '読み込む画像は、ご自身で権利をお持ちか、利用許諾のあるものに限ります。ライセンスをご確認ください。'; - -/** True when the user confirmed they have the right to use the image. */ -function confirmImageLicense() { - return window.confirm(IMAGE_LICENSE_NOTICE); -} - -/** - * The panel had no multi-line field, and the two features that take free prose - * (the caption and the spoken text) want the same shape, so it is built once - * here rather than growing the widget kit for a single caller. - */ -function textArea({ label, value = '', rows = 3, onChange }) { - const input = h('textarea', { - rows, - style: { - width: '100%', - boxSizing: 'border-box', - resize: 'vertical', - font: 'inherit', - fontFamily: 'ui-monospace, "Hiragino Kaku Gothic ProN", "Noto Sans JP", monospace', - fontSize: '11.5px', - lineHeight: '1.5', - padding: '6px 8px', - border: '1px solid #e4dff0', - borderRadius: '8px', - background: '#fff', - color: '#2b2433', - }, - }); - input.value = value ?? ''; - input.addEventListener('input', () => onChange?.(input.value)); - return { - el: controlRow(label, input, { wide: true }), - // Assigning the same text again would jump the caret to the end, so only - // write when the value actually differs. - set(v) { const next = v ?? ''; if (input.value !== next) input.value = next; }, - get: () => input.value, - }; -} - -/** - * The placed prop groups, in state order. - * - * WHY this climbs the scene: the app owns the prop rebuild (see `applyProps` in - * src/main.js) and hands `props.js` only the whole-prop scale, so a sign's - * per-item `faceScale` has to be re-applied to the freshly built mesh by the one - * place that knows that value - this panel. There is no direct scene reference - * here, so this walks up from the model's container and collects the props: they - * are the only objects tagged `userData.propId`, and the app adds them in order. - */ -function placedPropGroups(app) { - const scene = app.container?.parent; - if (!scene) return []; - const groups = []; - scene.traverse((object) => { - if (object.userData?.propId) groups.push(object); - }); - return groups; -} - -/** - * Builds the whole control panel and wires it to the app state. - * - * Widgets never call the heavy "apply everything" path while they are being - * dragged; they patch one scope and ask the app to refresh just that part. - */ -export function buildPanel(app, root) { - const state = app.state; - const model = app.model; - const rig = app.rig; - - const syncers = []; - const boneSyncers = []; - const sync = () => { for (const fn of syncers) fn(); }; - const syncBones = () => { for (const fn of boneSyncers) fn(); }; - - /** - * Grey out (and disable) a control whose setting has no effect in the current - * mode - e.g. the brow's angle while the brow is a loaded picture. - */ - const setRowEnabled = (widget, on) => { - const row = widget.el.closest?.('.row') ?? widget.el; - const input = row.querySelector?.('input, select, button'); - if (input) input.disabled = !on; - row.classList?.toggle('is-off', !on); - }; - - /** Patch one scope of the state without re-reading the whole UI. */ - /** Replace the state and re-read every widget (used by presets and loads). */ - const replace = (value, scope = 'all') => app.actions.applyState(value, { scope, sync: true }); - - root.replaceChildren(); - - // --- randomising ---------------------------------------------------------- - // Shared by 「顔をランダムに」 (face tab) and 「すべてをランダムに」 (the top bar). - const rnd = (min, max) => min + (max - min) * Math.random(); - const pick = (list) => list[Math.floor(Math.random() * list.length)]; - const randomEye = () => ({ - open: +rnd(0.4, 1).toFixed(2), - lookX: +rnd(-0.35, 0.35).toFixed(2), - lookY: +rnd(-0.25, 0.25).toFixed(2), - eyeX: Math.round(rnd(-16, 16)), - }); - const randomGlasses = () => { - const kind = pick(['glasses', 'sunglasses']); - const dark = kind === 'sunglasses'; - return { - enabled: true, - kind, - frameColor: pick(['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6']), - lensColor: pick(['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e']), - lensOpacity: dark ? +rnd(0.85, 1).toFixed(2) : +rnd(0, 0.35).toFixed(2), - lensGap: Math.round(rnd(-24, 56)), - frameWidth: +rnd(0.6, 1.8).toFixed(2), - scale: +rnd(0.9, 1.15).toFixed(2), - offsetY: Math.round(rnd(-18, 18)), - tilt: Math.round(rnd(-12, 12)), - }; - }; - const randomBeard = (shape) => { - const base = BEARD_KIND_DEFAULTS[shape] ?? { size: 1, offsetY: 0, spacing: 0 }; - if (shape === 'off') return { shape }; - return { - shape, - ...base, - size: +((base.size ?? 1) * rnd(0.8, 1.25)).toFixed(2), - offsetY: Math.round((base.offsetY ?? 0) + rnd(-16, 16)), - }; - }; - const randomHeadMark = () => { - const shape = pick(['off', 'cap', 'fringe', 'fringe-up', 'curve']); - return { shape, ...(HEAD_MARK_KIND_DEFAULTS[shape] ?? {}) }; - }; - const randomFacePatch = () => { - const beardShape = pick(['off', 'scotch', 'kaiser', 'cat']); - return { - eyes: { - left: randomEye(), - right: randomEye(), - cheeks: { enabled: Math.random() < 0.5 }, - // 眼鏡・サングラスも要素に含める(かける/かけない、各種設定)。 - glasses: Math.random() < 0.5 ? { enabled: false } : randomGlasses(), - beard: randomBeard(beardShape), - headMark: randomHeadMark(), - brow: { - enabled: true, - // Random brows are line drawings, never ゴル風's loaded picture. - image: false, - angle: Math.round(rnd(-30, 40)), - height: Math.round(rnd(-10, 50)), - length: +rnd(0.6, 2.6).toFixed(2), - thickness: +rnd(1.2, 3.4).toFixed(2), - curve: +rnd(0, 0.3).toFixed(2), - spacing: Math.round(rnd(-120, 30)), - taper: +rnd(0, 1).toFixed(2), - }, - }, - // The mouth takes the height and the tilt too, so the face really changes. - mouth: { - smile: +rnd(-1, 1.2).toFixed(2), - // ときどき丸く開く口(O)にする。 - round: Math.random() < 0.3 ? +rnd(0.35, 1).toFixed(2) : 0, - open: +rnd(0, 0.5).toFixed(2), - width: +rnd(0.7, 1.3).toFixed(2), - thickness: +rnd(0.7, 1.6).toFixed(2), - tilt: Math.round(rnd(-12, 12)), - offsetY: Math.round(rnd(-16, 16)), - }, - }; - }; - const randomFace = () => replace({ face: randomFacePatch() }, 'face'); - const randomAll = () => { - // 後ろを向く(180°)や大きく傾くポーズは避ける。見える顔が変わる範囲だけ。 - const poses = POSE_PRESETS.filter((preset) => { - const m = preset.pose?.bones?.master ?? [0, 0, 0]; - return Math.abs(m[0]) <= 45 && Math.abs(m[1]) <= 40 && Math.abs(m[2]) <= 40; - }); - const pose = pick(poses.length ? poses : POSE_PRESETS); - const theme = pick(THEMES); - app.actions.applyPosePreset?.(pose.id); - app.actions.applyTheme?.(theme.id); - // The viewer style (実写/フラット/線画) and 左右反転 are deliberately left alone. - replace({ face: randomFacePatch() }, 'face'); - sync(); - }; - - // A small action bar above the tabs: undo/redo apply to every tab, so they must - // not be buried inside one of them. 「すべてをランダムに」 sits here too. - const topBar = h('div', { class: 'panel-topbar' }); - const iconButton = (label, d, onClick) => { - const button = h('button', { type: 'button', class: 'icon-btn', title: label, 'aria-label': label }); - button.append(icon(d)); - button.addEventListener('click', onClick); - return button; - }; - topBar.append( - iconButton('元に戻す', 'M4.8 11.5h9.7a5.2 5.2 0 0 1 0 10.4h-3.6M4.8 11.5 9.6 6.7M4.8 11.5 9.6 16.3', () => app.actions.undo()), - iconButton('やり直す', 'M19.2 11.5h-9.7a5.2 5.2 0 0 0 0 10.4h3.6M19.2 11.5 14.4 6.7M19.2 11.5 14.4 16.3', () => app.actions.redo()), - iconButton('すべてをランダムに', 'M7.2 9.4a2.6 2.6 0 1 1 3.9 2.3c-.9.5-1.3 1.2-1.3 2.1v.4M9.2 17.4h.01M16.8 6.8v6.1M16.8 15.6h.01', () => randomAll()), - ); - root.append(topBar); - - // Tabs instead of one long scroll: the panel used to be a wall of controls, - // and everything is easier to find this way. Each tab is a small stroke icon - // (its name is the tooltip and the accessible label) sitting on the top edge - // of the content, so the row reads as tabs rather than buttons. - const tabBar = tabs(root, [ - { - id: 'pose', - label: 'ポーズ', - // A standing figure: head, body, arms and legs. - icon: 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', - }, - { - id: 'face', - label: '顔', - // A smiley face: an outline, two eyes and a smile. - icon: 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', - }, - { - id: 'view', - label: '見た目', - // A painter's palette: the outline, the thumb hole and four colour dots. - icon: 'M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10c.9 0 1.6-.7 1.6-1.7 0-.4-.2-.8-.4-1.1-.3-.3-.4-.7-.4-1.1a1.6 1.6 0 0 1 1.7-1.7h2c3 0 5.5-2.5 5.5-5.6C22 6 17.5 2 12 2ZM13.5 6.5h.01M17.5 10.5h.01M8.5 7.5h.01M6.5 12.5h.01', - }, - { - id: 'scene', - label: 'シーン', - // A framed picture: background, stage and light all sit inside the frame. - icon: 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', - }, - { - id: 'export', - label: '書き出し', - // A download arrow dropping into a tray. - icon: 'M12 3.8v9.6M8.2 9.8 12 13.6l3.8-3.8M4.5 16.5v1.6a1.8 1.8 0 0 0 1.8 1.8h11.4a1.8 1.8 0 0 0 1.8-1.8v-1.6', - }, - ]); - const tabPose = tabBar.panels.pose; - const tabFace = tabBar.panels.face; - const tabView = tabBar.panels.view; - const tabScene = tabBar.panels.scene; - const tabExport = tabBar.panels.export; - - /* ------------------------------------------------------------------ pose */ - - // ポーズ例: ready-made poses, because most people start by picking one. - const posePresetSection = section(tabPose, 'ポーズ例'); - posePresetSection.add(buttons({ - items: POSE_PRESETS.map((preset) => ({ - id: preset.id, - label: preset.label, - onClick: () => applyPosePreset(preset), - })), - })); - - // 全身とボーンのスライダー: pick a bone, then turn it on the three axes. - const poseSection = section(tabPose, '全身とボーンのスライダー'); - - const boneList = h('div', { class: 'bone-list' }); - const boneButtons = new Map(); - for (const bone of model.bones) { - const button = h('button', { type: 'button', class: 'bone-item' }, - h('span', { text: bone.label }), - h('small', { text: bone.name })); - button.addEventListener('click', () => rig.select(bone.name)); - boneButtons.set(bone.name, button); - boneList.append(button); - } - poseSection.add(controlRow(null, boneList, { wide: true })); - - const axisSliders = { - x: slider({ label: 'よこ(X)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('x', v) }), - y: slider({ label: 'たて(Y)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('y', v) }), - z: slider({ label: 'ねじり(Z)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('z', v) }), - }; - for (const widget of Object.values(axisSliders)) poseSection.add(widget.el); - - function setAxis(axis, value) { - const name = rig.selected; - if (!name) return; - const delta = rig.getDelta(name); - delta[axis] = value; - rig.setDelta(name, delta); - app.actions.capturePose(); - app.needsRender = true; - } - - poseSection.add(hint('ボーンは上の一覧から選びます。スライダーは「休めの姿勢からの差」です。' - + 'ビューポートのぶるべーは、ドラッグで移動、Shift+ドラッグで向きを変えられます。')); - - // こまかい設定: the whole-body nudge and the rotation gizmo are tweaks, not the - // main way in, so they stay folded away inside the bone section. - const rootSliders = [ - { label: 'よこ移動', min: -20, max: 20 }, - { label: 'たて移動', min: -10, max: 20 }, - { label: 'おくゆき', min: -20, max: 20 }, - ].map(({ label, min, max }, index) => slider({ - label, min, max, step: 0.01, value: 0, - format: (v) => v.toFixed(2), - onInput: (v) => { state.pose.root[index] = v; app.needsRender = true; }, - })); - const poseBox = details(poseSection.body, 'こまかい設定(ぜんたいをずらす・回転ギズモ)'); - for (const widget of rootSliders) poseBox.add(widget.el); - - const gizmoToggle = check({ - label: '回転ギズモを表示', - // Off by default: the rings belong to the model's surface, so having them - // drawn on top of the character is not what you want while composing a - // picture. The 'g' key toggles it too. - value: false, - onChange: (value) => { rig.setGizmoVisible(value); app.needsRender = true; }, - }); - poseBox.add(controlRow(null, gizmoToggle.el, { wide: true })); - - // --- 操作 ----------------------------------------------------------------- - // Deliberately NOT wrapped in a collapsible section: 「ポーズを全部戻す」 and the - // undo/redo pair are used often enough that they should be on screen without - // opening anything first. - tabPose.append(buttons({ - items: [ - { id: 'resetBone', label: 'このボーンを戻す', onClick: () => { rig.reset(rig.selected); app.actions.capturePose(); syncBones(); app.needsRender = true; } }, - { id: 'resetAll', label: 'ポーズを全部戻す', onClick: () => app.actions.resetPose() }, - { id: 'random', label: '少しランダムに', onClick: () => randomPose() }, - ], - }).el); - tabPose.append(hint('「元に戻す」「やり直す」は、パネル上部のアイコンにあります(どのタブでも使えます)。')); - - /** Accepts a preset object (from the buttons) or a preset id (from tools). */ - function applyPosePreset(presetOrId) { - const preset = typeof presetOrId === 'string' - ? POSE_PRESETS.find((item) => item.id === presetOrId) - : presetOrId; - if (!preset) return; - // Some poses already raise the arms; leaving the てをふる motion running would - // add to the arm the pose just set and fold the flipper over the face, so - // switching to any pose stops that motion. - if (state.anim.mode === 'wave') { - state.anim.mode = 'off'; - app.animator.reset(); - app.needsRender = true; - } - state.pose = { bones: {}, root: [0, 0, 0] }; - applyPatch(state.pose, preset.pose ?? {}); - if (!state.pose.root) state.pose.root = [0, 0, 0]; - replace({}, 'pose'); - sync(); - } - - function randomPose() { - const names = model.bones.map((bone) => bone.name); - for (const name of names) { - if (name === 'master') continue; - const scale = name.startsWith('arm') ? 22 : 12; - rig.setDelta(name, { - x: (Math.random() - 0.5) * scale, - y: (Math.random() - 0.5) * scale, - z: (Math.random() - 0.5) * scale, - }); - } - app.actions.capturePose(); - syncBones(); - app.needsRender = true; - } - - /* ------------------------------------------------------------------ face */ - - let faceSection = section(tabFace, 'プリセット'); - - // The face tab's sections are created here in the order they should read on - // screen (プリセット -> 髪 -> 眉 -> 目 -> 見る先 -> ...), but filled further - // down where the widgets are built: the DOM order is fixed at creation. - const faceTabSections = { - hair: section(tabFace, '髪'), - brow: section(tabFace, '眉'), - eye: section(tabFace, '目'), - look: section(tabFace, '見る先'), - glasses: section(tabFace, '眼鏡・サングラス'), - cheeks: section(tabFace, 'ほっぺ'), - snot: section(tabFace, '鼻ちょうちん'), - beard: section(tabFace, 'ひげ'), - mouth: section(tabFace, '口'), - }; - - faceSection.add(buttons({ - items: FACE_PRESETS.map((preset) => ({ - id: preset.id, - label: preset.label, - onClick: () => applyFacePreset(preset.id), - })), - })); - - function applyFacePreset(id) { - const preset = FACE_PRESETS.find((item) => item.id === id); - if (!preset) return; - state.face = defaultState().face; - applyPatch(state.face, preset.face); - app.actions.refresh('face'); - sync(); - } - - // --- eyes - faceSection = faceTabSections.eye; - - /** Tear sliders, which are added to the こまかい設定 box once it exists. */ - const tearWidgets = []; - // The link switch sits directly above the *left* eye's open slider, because that - // is the slider it drives - it was previously below both eyes, where it looked - // like it belonged to whatever came next. - const linkedToggle = check({ - label: '左右を連動させる', - value: true, - onChange: (value) => { - state.face.eyes.linked = value; - if (value) { - // Catch the two eyes up with each other, so switching the link on does - // something visible even if they had drifted apart. - state.face.eyes.right.open = state.face.eyes.left.open; - state.face.eyes.right.closed = state.face.eyes.left.closed; - state.face.eyes.right.closedLines = state.face.eyes.left.closedLines; - state.face.eyes.right.irisShape = state.face.eyes.left.irisShape; - state.face.eyes.right.shape = state.face.eyes.left.shape; - // The lids are per eye now too, so link them along with the rest. - state.face.eyes.right.lowerLid = state.face.eyes.left.lowerLid; - state.face.eyes.right.lidShape = state.face.eyes.left.lidShape; - state.face.eyes.right.lidWidth = state.face.eyes.left.lidWidth; - state.face.eyes.right.lidTilt = state.face.eyes.left.lidTilt; - state.face.eyes.right.lashes = state.face.eyes.left.lashes; - state.face.eyes.right.lashAngle = state.face.eyes.left.lashAngle; - state.face.eyes.right.lashPos = state.face.eyes.left.lashPos; - state.face.eyes.right.white = state.face.eyes.left.white ?? null; - state.face.eyes.right.highlight = state.face.eyes.left.highlight ?? null; - state.face.eyes.right.lookX = state.face.eyes.left.lookX; - state.face.eyes.right.lookY = state.face.eyes.left.lookY; - // The tears mirror as a pair: the size and the height match, while the - // sideways position and the tilt flip sign. - state.face.eyes.right.tear = state.face.eyes.left.tear ?? 0; - state.face.eyes.right.tearY = state.face.eyes.left.tearY ?? 0; - state.face.eyes.right.tearX = -(state.face.eyes.left.tearX ?? 0); - state.face.eyes.right.tearTilt = -(state.face.eyes.left.tearTilt ?? 0); - } - app.actions.refresh('face'); - sync(); - }, - }); - // The eye "shape" folds the old 閉じ方 (line/3/わらう) and the heart pupil into - // one menu. `open`/`closed`/`irisShape` stay the stored fields; this reads and - // writes them together so the menu always shows the current look. - const eyeShapeOf = (eye) => { - const shape = eye.shape; - const explicitShut = shape === 'three' || shape === 'arch' - || (typeof shape === 'string' && shape.startsWith('line')); - if (explicitShut) return shape; - if ((eye.open ?? 1) <= 0.02) { - if (!shape) { - if (eye.closed === 'three') return 'three'; - if (eye.closed === 'arch') return 'arch'; - return `line${Math.min(3, Math.max(1, Math.round(eye.closedLines ?? 1)))}`; - } - // An open/heart eye whose lid is all the way down is just a blink. - return 'line1'; - } - if (shape) return shape; - return (eye.irisShape ?? 'circle') === 'heart' ? 'heart' : 'open'; - }; - const applyEyeShape = (eye, value) => { - eye.shape = value; - eye.irisShape = value === 'heart' ? 'heart' : 'circle'; - if (value === 'open' || value === 'heart') { - eye.open = 1; - // Clear any stale shut fields so a blink (open -> 0) shows a plain line and - // never the 3 or the arch that was picked before. - eye.closed = 'line'; - eye.closedLines = 1; - return; - } - // A shut artwork is drawn as the eye's content with the lids open; the lid - // height is its own slider (上まぶたの高さ), so selecting one opens the lid. - eye.open = 1; - if (value.startsWith('line')) { - eye.closed = 'line'; - eye.closedLines = Number(value.slice(4)) || 1; - return; - } - eye.closed = value; - }; - const eyeWhiteOf = (eye) => { - if (eye.white != null) return eye.white === true; - // The usual: an open eye shows its white; a shut eye or a heart does not. - return eyeShapeOf(eye) === 'open'; - }; - const eyeHighlightOf = (eye) => (eye.highlight != null - ? eye.highlight === true - : state.face.eyes.highlight !== false); - - const EYE_ICONS = { - both: '', - left: '', - right: '', - lid: '', - }; - // Each eye group carries the same controls. Linked, one group ("両目") drives - // both eyes; unlinked, a group per eye appears and the gaze pad doubles. - const eyeGroup = (title, icon = null) => { - const body = h('div', { class: 'eye-group-body' }); - const head = h('div', { class: 'eye-group-head' }, - icon ? svgIcon(EYE_ICONS[icon] ?? '') : null, - h('span', { text: title })); - const el = h('div', { class: 'eye-group' }, head, body); - return { - el, - add: (child) => (body.append(child?.el ?? child), child), - setVisible: (visible) => { el.style.display = visible ? '' : 'none'; }, - }; - }; - - const makeEyeControls = (mode) => { - const keys = mode === 'both' ? ['left', 'right'] : [mode]; - const primary = keys[0]; - const write = (fn) => { for (const k of keys) fn(state.face.eyes[k]); }; - const touched = () => { app.actions.refresh('face'); sync(); }; - const group = eyeGroup(mode === 'both' ? '両目' : (mode === 'left' ? '左目' : '右目'), mode); - - // --- まぶた (per eye) ------------------------------------------------ - // 上まぶたの高さ and 下まぶたの高さ share one opening, so each is held to the - // other: the lower lid cannot rise past the upper, and the upper cannot drop - // below the lower. The sliders' own limits are kept in step in `syncOne`. - const lidSub = eyeGroup('まぶた', 'lid'); - const open = slider({ - label: '上まぶたの高さ', min: 0, max: 1, step: 0.01, value: 1, - format: (v) => (v < 0.02 ? '閉じ' : v > 0.98 ? '開き' : `${Math.round(v * 100)}%`), - onInput: (v) => { - const floor = state.face.eyes[primary].lowerLid ?? state.face.eyes.lowerLid ?? 0; - const vv = Math.max(v, floor); - write((e) => { e.open = vv; }); - if (vv !== v) open.set(vv); - touched(); - }, - }); - const lowerLid = slider({ - label: '下まぶたの高さ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { - const ceil = state.face.eyes[primary].open ?? 1; - const vv = Math.min(v, ceil); - write((e) => { e.lowerLid = vv; }); - if (vv !== v) lowerLid.set(vv); - touched(); - }, - }); - const lidShape = segmented({ - label: 'まぶたの形', - options: [ - { value: 'curve', label: '曲線' }, - { value: 'flat', label: '直線(平ら)' }, - ], - value: 'curve', - onChange: (v) => { write((e) => { e.lidShape = v; }); touched(); }, - }); - const lidWidth = slider({ - label: 'まぶたの太さ', min: 0, max: 30, step: 1, value: 14, format: (v) => `${Math.round(v)}`, - onInput: (v) => { write((e) => { e.lidWidth = v; }); touched(); }, - }); - const lidTilt = slider({ - label: 'まぶたの傾き', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { write((e) => { e.lidTilt = v; }); touched(); }, - }); - const lashes = check({ - label: 'まつげをつける', - value: false, - onChange: (v) => { write((e) => { e.lashes = v; }); touched(); }, - }); - const lashAngle = slider({ - label: 'まつげの角度', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { write((e) => { e.lashAngle = v; }); touched(); }, - }); - const lashPos = slider({ - label: 'まつげの位置', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { write((e) => { e.lashPos = v; }); touched(); }, - }); - lidSub.add(lidShape); - lidSub.add(open); - lidSub.add(lowerLid); - lidSub.add(lidWidth); - lidSub.add(lidTilt); - lidSub.add(controlRow(null, lashes.el, { wide: true })); - lidSub.add(lashAngle); - lidSub.add(lashPos); - group.add(lidSub); - const openInput = open.el.querySelector('input'); - const lowerLidInput = lowerLid.el.querySelector('input'); - - // 目の形: the artwork the eye shows. A shut shape is drawn with the lids open, - // so 上まぶたの高さ can then be lowered onto it. - const shape = segmented({ - label: '目の形', - options: [ - { value: 'open', label: 'ふつう' }, - { value: 'line1', label: '1線' }, - { value: 'line2', label: '2線' }, - { value: 'line3', label: '3線' }, - { value: 'three', label: '3の目' }, - { value: 'arch', label: 'わらう' }, - { value: 'heart', label: 'ハート' }, - ], - value: 'open', - onChange: (v) => { write((e) => applyEyeShape(e, v)); touched(); }, - }); - // The heart colour only matters for the heart, so it sits right under 目の形 - // and shows only then. - const heartColor = colorField({ - label: 'ハートの色', value: '#e0344f', - swatches: ['#e0344f', '#ff5f8f', '#c2185b', '#150e1b'], - onChange: (v) => { state.face.eyes.heartColor = v; touched(); }, - }); - // 大きさ: one knob for the iris, the heart and the shut artwork. - const size = slider({ - label: '大きさ', min: 0.4, max: 1.8, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.irisScale = v; touched(); }, - }); - const threeFlip = segmented({ - label: '3の向き', - options: [ - { value: 'normal', label: '3' }, - { value: 'flip', label: '3(逆)' }, - ], - value: 'normal', - onChange: (v) => { write((e) => { e.threeFlip = v === 'flip'; applyEyeShape(e, 'three'); }); touched(); }, - }); - const white = check({ - label: '白目を出す', - value: true, - onChange: (v) => { write((e) => { e.white = v; }); touched(); }, - }); - const highlight = check({ - label: '光彩(瞳の白い丸)を出す', - value: true, - onChange: (v) => { write((e) => { e.highlight = v; }); touched(); }, - }); - const pad = xyPad({ - value: { x: 0, y: 0 }, - center: 'eye', - onChange: ({ x, y }) => { write((e) => { e.lookX = x; e.lookY = y; }); touched(); }, - }); - // 涙: per eye. Linked, one set drives both - size and height match, while the - // sideways position and the tilt mirror so the pair stays symmetric. - const tearOn = check({ - label: '涙を出す', - value: false, - onChange: (v) => { write((e) => { e.tearOn = v; }); touched(); }, - }); - const writeTear = (patch) => { - Object.assign(state.face.eyes[primary], patch); - if (mode === 'both') { - const mirrored = { ...patch }; - if (patch.tearX != null) mirrored.tearX = -patch.tearX; - if (patch.tearTilt != null) mirrored.tearTilt = -patch.tearTilt; - Object.assign(state.face.eyes[primary === 'left' ? 'right' : 'left'], mirrored); - } - touched(); - }; - const tear = slider({ - label: '涙の大きさ', min: 0.3, max: 1.6, step: 0.01, value: 0.3, format: (v) => v.toFixed(2), - onInput: (v) => writeTear({ tear: v }), - }); - const tearY = slider({ - label: '涙の高さ', min: -80, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => writeTear({ tearY: v }), - }); - const tearX = slider({ - label: '涙のよこ位置', min: -150, max: 150, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => writeTear({ tearX: v }), - }); - const tearTilt = slider({ - label: '涙の傾き', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => writeTear({ tearTilt: v }), - }); - - group.add(shape); - group.add(heartColor); - group.add(size); - group.add(threeFlip); - group.add(controlRow(null, white.el, { wide: true })); - group.add(controlRow(null, highlight.el, { wide: true })); - group.add(controlRow(null, tearOn.el, { wide: true })); - group.add(tear); - group.add(tearY); - group.add(tearX); - group.add(tearTilt); - group.add(controlRow('目線', h('div', { class: 'pad-wrap' }, pad.el, - h('p', { class: 'hint', text: 'ドラッグで目線。ダブルクリックで正面に戻ります。' })))); - - const syncOne = () => { - const e = state.face.eyes[primary]; - const shapeValue = eyeShapeOf(e); - const lower = e.lowerLid ?? state.face.eyes.lowerLid ?? 0; - const upper = e.open ?? 1; - // Keep each lid's slider range from crossing the other before applying the - // values, so the displayed thumb cannot sit past the other lid either. - if (openInput) openInput.min = String(Math.min(lower, upper)); - if (lowerLidInput) lowerLidInput.max = String(Math.max(lower, upper)); - open.set(upper); - lowerLid.set(lower); - lidShape.set(e.lidShape ?? state.face.eyes.lidShape ?? 'curve'); - lidWidth.set(e.lidWidth ?? state.face.eyes.lidWidth ?? 14); - lidTilt.set(e.lidTilt ?? state.face.eyes.lidTilt ?? 0); - lashes.set((e.lashes ?? state.face.eyes.lashes) === true); - const lashesOn = (e.lashes ?? state.face.eyes.lashes) === true; - lashAngle.set(e.lashAngle ?? state.face.eyes.lashAngle ?? 0); - lashPos.set(e.lashPos ?? state.face.eyes.lashPos ?? 0); - lashAngle.el.style.display = lashesOn ? '' : 'none'; - lashPos.el.style.display = lashesOn ? '' : 'none'; - shape.set(shapeValue); - heartColor.set(state.face.eyes.heartColor ?? '#e0344f'); - heartColor.el.style.display = shapeValue === 'heart' ? '' : 'none'; - size.set(state.face.eyes.irisScale ?? 1); - threeFlip.set(e.threeFlip ? 'flip' : 'normal'); - threeFlip.el.style.display = shapeValue === 'three' ? '' : 'none'; - white.set(eyeWhiteOf(e)); - highlight.set(eyeHighlightOf(e)); - const tearShown = e.tearOn === true; - tearOn.set(tearShown); - for (const widget of [tear, tearY, tearX, tearTilt]) { - widget.el.style.display = tearShown ? '' : 'none'; - } - tear.set(e.tear ?? 0.3); - tearY.set(e.tearY ?? 0); - tearX.set(e.tearX ?? 0); - tearTilt.set(e.tearTilt ?? 0); - pad.set({ x: e.lookX ?? 0, y: e.lookY ?? 0 }); - }; - return { group, sync: syncOne }; - }; - - const bothControls = makeEyeControls('both'); - const leftControls = makeEyeControls('left'); - const rightControls = makeEyeControls('right'); - - faceSection.add(controlRow(null, linkedToggle.el, { wide: true })); - faceSection.add(bothControls.group); - faceSection.add(leftControls.group); - faceSection.add(rightControls.group); - faceSection.add(hint('「目の形」の「2線」「3線」は端点がつながった形になります。' - + '閉じ目の形も、上まぶた・下まぶたで上下から隠せます。')); - - // 横位置 (per eye) rarely changes, so it gets its own small box. - const eyeAdvancedWidgets = {}; - for (const key of ['left', 'right']) { - const label = key === 'left' ? '左目' : '右目'; - const eyeX = slider({ - label: `${label}の横位置`, min: -200, max: 200, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (value) => { state.face.eyes[key].eyeX = value; app.actions.refresh('face'); }, - }); - eyeAdvancedWidgets[key] = { eyeX }; - tearWidgets.push(eyeX.el); - } - - // One button to put every eye setting back to the artwork's defaults. The - // artwork *source* is kept: resetting the numbers should not throw away a - // hand-drawn image the user loaded. - faceSection.add(buttons({ - items: [{ - id: 'eyesReset', - label: '目の設定をリセット', - onClick: () => { - const source = state.face.eyes.source; - state.face.eyes = { ...defaultState().face.eyes, source }; - app.actions.refresh('face'); - sync(); - }, - }], - })); - - faceSection.add(hint('「まぶた」は目のグループごとに設定できます。「左右を連動させる」を入れると「両目」の設定が1つだけ出て、' - + 'まぶた・目の形・大きさ・白目・光彩・目線が両目でそろいます。' - + 'はずすと「左目」「右目」の設定がそれぞれに出て、目線のパッドも2つになります。' - + '「左目」「右目」は、ぶるべー自身から見た左右です(正面から見ると、画面では左右が入れ替わって見えます)。')); - - const eyeColors = { - white: colorField({ label: '白目', value: '#ffffff', onChange: (v) => { state.face.eyes.white = v; app.actions.refresh('face'); } }), - iris: colorField({ label: '瞳', value: '#150e1b', onChange: (v) => { state.face.eyes.iris = v; app.actions.refresh('face'); } }), - line: colorField({ label: 'まぶたの線', value: '#55386e', onChange: (v) => { state.face.eyes.line = v; app.actions.refresh('face'); } }), - }; - const eyeColorBox = details(faceSection.body, '色(白目・瞳・まぶたの線)'); - for (const widget of Object.values(eyeColors)) eyeColorBox.add(widget.el); - - // 横位置 (per eye) is rarely used, so it stays in its own small box. - const tearBox = details(faceSection.body, '横位置(左右べつ)'); - for (const el of tearWidgets) tearBox.add(el); - - // --- eyebrows (the original character has none; this is extra range) - faceSection = faceTabSections.brow; - faceSection.add(hint('ぶるべーには眉がありません。怒った顔など、必要なときだけ出してください。')); - - const browToggle = check({ - label: '眉を表示', - value: false, - onChange: (value) => { state.face.eyes.brow.enabled = value; app.actions.refresh('face'); }, - }); - faceSection.add(controlRow(null, browToggle.el, { wide: true })); - - const browSliders = { - angle: slider({ - label: '角度', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.face.eyes.brow.angle = v; app.actions.refresh('face'); }, - }), - height: slider({ - label: '高さ', min: -40, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.brow.height = v; app.actions.refresh('face'); }, - }), - length: slider({ - label: '長さ', min: 0, max: 4, step: 0.01, value: 1, - format: (v) => (v < 0.02 ? '点' : v.toFixed(2)), - onInput: (v) => { state.face.eyes.brow.length = v; app.actions.refresh('face'); }, - }), - thickness: slider({ - label: '太さ', min: 0.4, max: 3.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.brow.thickness = v; app.actions.refresh('face'); }, - }), - spacing: slider({ - label: '間隔', min: -220, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.brow.spacing = v; app.actions.refresh('face'); }, - }), - curve: slider({ - label: '曲がり', min: 0, max: 0.4, step: 0.01, value: 0.14, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.brow.curve = v; app.actions.refresh('face'); }, - }), - taper: slider({ - label: '鼻側の細さ', min: 0, max: 1, step: 0.01, value: 1, - format: (v) => (v >= 0.995 ? 'そのまま' : (v <= 0.005 ? 'とがる' : v.toFixed(2))), - onInput: (v) => { state.face.eyes.brow.taper = v; app.actions.refresh('face'); }, - }), - }; - faceSection.add(hint('+の角度で内側が下がり、怒った感じになります。-で困り顔。' - + '高さは + で上がり、- にすると目にかくれて見えなくなります。')); - faceSection.add(browSliders.angle.el); - const browBox = details(faceSection.body, 'こまかい設定(高さ・長さ・太さ・色)'); - browBox.add(browSliders.height.el); - browBox.add(browSliders.length.el); - browBox.add(browSliders.thickness.el); - browBox.add(browSliders.spacing.el); - browBox.add(browSliders.curve.el); - browBox.add(browSliders.taper.el); - const browColor = colorField({ - label: '眉の色', value: '#55386e', - swatches: ['#55386e', '#2a1e33', '#7a5c2e', '#8a4a5e'], - onChange: (v) => { state.face.eyes.brow.color = v; app.actions.refresh('face'); }, - }); - browBox.add(browColor.el); - browBox.add(hint('「間隔」は左右の眉のへだたりです(+で広がり、-で内側に寄って、' - + '大きく-にすると左右がくっつきます)。「長さ」を 0 にすると点になります。' - + '「鼻側の細さ」を 0 にすると鼻側がとがります。')); - browBox.add(buttons({ - items: [ - { - id: 'golgo', - label: 'ゴル風(画像)', - onClick: () => { - // ゴルゴ13: a very thick, almost straight black wedge, wide at the outer - // end and tapering to a point at the nose, angled steeply down towards - // it, with the two brows sitting close together. - Object.assign(state.face.eyes.brow, { - enabled: true, - image: true, - angle: 34, - height: 33, - length: 2.82, - thickness: 3.6, - curve: 0, - taper: 0, - spacing: -59, - color: '#2a1e33', - }); - app.actions.refresh('face'); - sync(); - }, - }, - { - id: 'ryotsu', - label: '両風(線の眉)', - onClick: () => { - // 両津勘吉: thick げじげじ brows that are joined in the middle, sitting - // low over the eyes. `spacing` is what closes the gap - at this length - // the two inner ends meet over the nose (see the panel's note). Turning - // `image` off is what makes the line drawing take over from ゴル風's - // loaded picture. - Object.assign(state.face.eyes.brow, { - enabled: true, - image: false, - angle: 10, - height: 4, - length: 2.86, - thickness: 3.29, - curve: 0.4, - taper: 1, - spacing: -50, - color: '#181220', - }); - app.actions.refresh('face'); - sync(); - }, - }, - ], - })); - - faceSection.add(hint('「ゴル風(画像)」は読み込んだ画像(assets/brows/gol-right.png)で眉を描きます。' - + '画像のときは角度・太さ・曲がり・鼻側の細さが効かないので、灰色になります。' - + '「両風(線の眉)」など線で描く眉に切り替えると、この画像は使われません。')); - - // --- glasses / sunglasses (drawn into the same texture as the eyes and brows) - faceSection = faceTabSections.glasses; - faceSection.add(hint('眼鏡やサングラスを、目や眉と同じ絵にかけます。' - + '線画のときはレンズを塗らず、フレームの線だけになります。')); - - // 眼鏡とサングラスの違いは、レンズの形だけではない。サングラスはレンズが不透明 - // なので、目を開けたままだと瞳が透けて見えてしまう。種類を変えたらその種類の - // 既定値(レンズの色・濃さ・高さ)を一緒に持ってきて、サングラスのときは両目を - // 閉じる。フレームや大きさには触らないので、作りこんだフレームは種類を変えても - // 失われない。 - const GLASSES_KINDS = { - glasses: { lensColor: '#2b2433', lensOpacity: 0.22, offsetY: 0 }, - sunglasses: { lensColor: '#1a1620', lensOpacity: 1, offsetY: -40 }, - }; - const wearSunglasses = () => { - state.face.eyes.glasses.lensOpacity = 1; - state.face.eyes.left.open = 0; - state.face.eyes.right.open = 0; - }; - const setGlassesKind = (kind) => { - Object.assign(state.face.eyes.glasses, { kind, ...GLASSES_KINDS[kind] }); - // サングラス hides the eye behind an opaque lens, so both eyes shut with it; - // 眼鏡's lens is clear, so switching back opens them again. - const open = kind === 'sunglasses' ? 0 : 1; - state.face.eyes.left.open = open; - state.face.eyes.right.open = open; - }; - - const glassesToggle = check({ - label: '眼鏡をかける', - value: false, - onChange: (value) => { - state.face.eyes.glasses.enabled = value; - // A loaded state can already be on サングラス, so enabling the shades also - // shuts the eyes rather than showing them through the opaque lens. - if (value && state.face.eyes.glasses.kind === 'sunglasses') wearSunglasses(); - app.actions.refresh('face'); - sync(); - }, - }); - faceSection.add(controlRow(null, glassesToggle.el, { wide: true })); - - const glassesKindSegment = segmented({ - label: '種類', - options: [ - { value: 'glasses', label: '眼鏡' }, - { value: 'sunglasses', label: 'サングラス' }, - ], - value: 'glasses', - onChange: (value) => { - setGlassesKind(value); - // Picking a kind means you mean to wear it, so put the glasses on rather - // than leaving the checkbox off and nothing showing on the face. - state.face.eyes.glasses.enabled = true; - glassesToggle.set(true); - app.actions.refresh('face'); - sync(); - }, - }); - faceSection.add(glassesKindSegment.el); - - const glassesSliders = { - scale: slider({ - label: '大きさ', min: 0.7, max: 1.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.glasses.scale = v; app.actions.refresh('face'); }, - }), - lensOpacity: slider({ - label: 'レンズの濃さ', min: 0, max: 1, step: 0.01, value: 0.22, - format: (v) => (v <= 0.005 ? '透明' : v.toFixed(2)), - onInput: (v) => { state.face.eyes.glasses.lensOpacity = v; app.actions.refresh('face'); }, - }), - lensGap: slider({ - label: '左右レンズの間隔', min: -40, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.glasses.lensGap = v; app.actions.refresh('face'); }, - }), - frameWidth: slider({ - label: 'フレームの太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.glasses.frameWidth = v; app.actions.refresh('face'); }, - }), - offsetY: slider({ - label: '高さ', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.glasses.offsetY = v; app.actions.refresh('face'); }, - }), - tilt: slider({ - label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.face.eyes.glasses.tilt = v; app.actions.refresh('face'); }, - }), - }; - faceSection.add(glassesSliders.scale.el); - faceSection.add(glassesSliders.lensOpacity.el); - const glassesBox = details(faceSection.body, 'こまかい設定(フレーム・位置・色)'); - glassesBox.add(glassesSliders.frameWidth.el); - glassesBox.add(glassesSliders.offsetY.el); - glassesBox.add(glassesSliders.tilt.el); - glassesBox.add(glassesSliders.lensGap.el); - const glassesFrameColor = colorField({ - label: 'フレームの色', value: '#2a1e33', - swatches: ['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6'], - onChange: (v) => { state.face.eyes.glasses.frameColor = v; app.actions.refresh('face'); }, - }); - const glassesLensColor = colorField({ - label: 'レンズの色', value: '#2b2433', - swatches: ['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e'], - onChange: (v) => { state.face.eyes.glasses.lensColor = v; app.actions.refresh('face'); }, - }); - glassesBox.add(glassesFrameColor.el); - glassesBox.add(glassesLensColor.el); - glassesBox.add(hint('「レンズの濃さ」を 0 にするとレンズは透明になり、フレームだけの眼鏡になります。' - + '「高さ」は眼鏡全体を上下に動かします(+で下がります)。' - + '「傾き」は左右のレンズが一緒に傾きます。')); - glassesBox.add(buttons({ - items: [ - { - id: 'glasses', - label: '眼鏡', - onClick: () => { - setGlassesKind('glasses'); - state.face.eyes.glasses.enabled = true; - app.actions.refresh('face'); - sync(); - }, - }, - { - id: 'sunglasses', - label: 'サングラス', - onClick: () => { - setGlassesKind('sunglasses'); - state.face.eyes.glasses.enabled = true; - app.actions.refresh('face'); - sync(); - }, - }, - ], - })); - - // --- ほっぺ (a manga blush) - faceSection = faceTabSections.cheeks; - faceSection.add(hint('ほっぺ(マンガの赤らみ)を、目や眉と同じ絵にかけます。' - + '決まったキャラクターの絵ではなく、よくあるマンガの記号として用意しました。' - + 'はじめは出ていません。')); - - const cheeksToggle = check({ - label: 'ほっぺを出す', - value: false, - onChange: (value) => { state.face.eyes.cheeks.enabled = value; app.actions.refresh('face'); }, - }); - faceSection.add(controlRow(null, cheeksToggle.el, { wide: true })); - - const cheekSliders = { - size: slider({ - label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.cheeks.size = v; app.actions.refresh('face'); }, - }), - offsetY: slider({ - label: 'たかさ', min: -80, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.cheeks.offsetY = v; app.actions.refresh('face'); }, - }), - spacing: slider({ - label: 'よこの間隔', min: -60, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.cheeks.spacing = v; app.actions.refresh('face'); }, - }), - }; - faceSection.add(cheekSliders.size.el); - const cheekBox = details(faceSection.body, 'こまかい設定(位置・色)'); - cheekBox.add(cheekSliders.offsetY.el); - cheekBox.add(cheekSliders.spacing.el); - const cheekColor = colorField({ - label: 'ほっぺの色', value: '#f6a6b8', - swatches: ['#f6a6b8', '#f19ab0', '#f7b9a0', '#e88aa8'], - onChange: (v) => { state.face.eyes.cheeks.color = v; app.actions.refresh('face'); }, - }); - cheekBox.add(cheekColor.el); - cheekBox.add(hint('線はいつも4本です。「よこの間隔」は左右のほっぺのへだたり、' - + '「たかさ」は目からの下がり具合です。')); - - // --- 髪 (a hair-like covering over the whole head; its own section, above 眉) - faceSection = faceTabSections.hair; - faceSection.add(hint('髪を頭にかぶせます。決まったキャラクターの髪ではなく、' - + 'よくあるマンガの形として用意しました。はじめは出ていません。')); - - const headMarkShape = segmented({ - label: '髪', - options: [ - { value: 'off', label: 'なし' }, - { value: 'cap', label: 'かぶせ' }, - { value: 'fringe', label: 'ぎざぎざ' }, - { value: 'fringe-up', label: 'はちわれ' }, - { value: 'curve', label: 'カーブ' }, - ], - value: 'off', - onChange: (value) => { - const mark = state.face.eyes.headMark; - mark.shape = value; - // Entering a shape applies its own starting size (ぎざぎざ is smaller and - // shallower than the shared defaults). Other shapes just keep the values. - Object.assign(mark, HEAD_MARK_KIND_DEFAULTS[value] ?? {}); - app.actions.refresh('face'); - sync(); - }, - }); - faceSection.add(headMarkShape.el); - - const headMarkOverEyes = check({ - label: '髪を目の前に出す', - value: true, - onChange: (value) => { state.face.eyes.headMark.overEyes = value; app.actions.refresh('face'); }, - }); - faceSection.add(controlRow(null, headMarkOverEyes.el, { wide: true })); - - const headMarkSliders = { - size: slider({ - label: '大きさ', min: 0.05, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.headMark.size = v; app.actions.refresh('face'); }, - }), - teeth: slider({ - label: '歯の深さ', min: 0.02, max: 0.4, step: 0.01, value: 0.12, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.headMark.teeth = v; app.actions.refresh('face'); }, - }), - offsetX: slider({ - label: 'よこの位置', min: -260, max: 260, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.headMark.offsetX = v; app.actions.refresh('face'); }, - }), - offsetY: slider({ - label: 'たかさ', min: -300, max: 300, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.headMark.offsetY = v; app.actions.refresh('face'); }, - }), - }; - faceSection.add(headMarkSliders.size.el); - faceSection.add(headMarkSliders.teeth.el); - //「歯の深さ」はぎざぎざのときだけ意味があるので、それ以外では隠します。 - const headMarkBox = details(faceSection.body, 'こまかい設定(位置・色)'); - headMarkBox.add(headMarkSliders.offsetX.el); - headMarkBox.add(headMarkSliders.offsetY.el); - const headMarkColor = colorField({ - label: '髪の色', value: '#8a4fe0', - swatches: ['#8a4fe0', '#2a1e33', '#e0344f', '#7a5c2e'], - onChange: (v) => { state.face.eyes.headMark.color = v; app.actions.refresh('face'); }, - }); - const headMarkColor2 = colorField({ - label: '2色目', value: '#ffffff', - swatches: ['#ffffff', '#f3ead9', '#ffe08a', '#7fd8ff'], - onChange: (v) => { state.face.eyes.headMark.color2 = v; app.actions.refresh('face'); }, - }); - headMarkBox.add(headMarkColor.el); - headMarkBox.add(headMarkColor2.el); - headMarkBox.add(hint('「かぶせ」は頭にかぶせる丸い髪、「ぎざぎざ」は生え際がギザギザにとがった髪(「歯の深さ」でギザギザの深さを変えられます)、' - + '「はちわれ」は中央が鋭く持ち上がった生え際、「カーブ」はドラえもんのように単純にカーブした髪です。' - + '「たかさ」で生え際を目の中心あたりまで下げられます。' - + '「髪を目の前に出す」を切ると、髪が目の後ろに回ります。')); - - // --- 鼻ちょうちん: the snot bubble of a sleeping face. - faceSection = faceTabSections.snot; - const snotToggle = check({ - label: '鼻ちょうちんを出す', - value: false, - onChange: (value) => { state.face.eyes.snot.enabled = value; app.actions.refresh('face'); }, - }); - faceSection.add(controlRow(null, snotToggle.el, { wide: true })); - const snotSize = slider({ - label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.snot.size = v; app.actions.refresh('face'); }, - }); - faceSection.add(snotSize.el); - const snotBox = details(faceSection.body, 'こまかい設定(位置・色)'); - const snotSliders = { - offsetX: slider({ - label: 'よこの位置', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.snot.offsetX = v; app.actions.refresh('face'); }, - }), - offsetY: slider({ - label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.snot.offsetY = v; app.actions.refresh('face'); }, - }), - offsetZ: slider({ - label: 'おくゆき', min: -10, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.snot.offsetZ = v; app.actions.refresh('face'); }, - }), - }; - for (const widget of Object.values(snotSliders)) snotBox.add(widget.el); - const snotColor = colorField({ - label: '泡の色', value: '#e3ecff', - swatches: ['#e3ecff', '#ffffff', '#cfe0ff', '#bfe8d0'], - onChange: (v) => { state.face.eyes.snot.color = v; app.actions.refresh('face'); }, - }); - snotBox.add(snotColor.el); - snotBox.add(hint('寝ている顔の横に、鼻から出る泡を描きます。' - + '「ねている」ポーズと組み合わせると、いねむりしているように見えます。' - + '泡は鼻の横に出るので、位置は「よこの位置」「たかさ」で調整できます。')); - - // --- ひげ: mustaches and beards, hung under the nose. - faceSection = faceTabSections.beard; - const beardShape = segmented({ - label: 'ひげ', - options: [ - { value: 'off', label: 'なし' }, - { value: 'scotch', label: 'ちょびひげ' }, - { value: 'kaiser', label: 'ダリ' }, - { value: 'cat', label: 'ねこ' }, - ], - value: 'off', - onChange: (value) => { - const beard = state.face.eyes.beard; - beard.shape = value; - // Each kind starts at its own size and height (a textured kind is drawn at a - // different scale from the built-in strokes). A kind with no entry resets to - // the neutral values, so switching kinds cannot leave a stray size behind. - Object.assign(beard, BEARD_KIND_DEFAULTS[value] ?? { size: 1, offsetY: 0, spacing: 0 }); - app.actions.refresh('face'); - sync(); - }, - }); - faceSection.add(beardShape.el); - const beardSliders = { - size: slider({ - label: '大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.beard.size = v; app.actions.refresh('face'); }, - }), - spacing: slider({ - label: '左右の間隔', min: 0, max: 250, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - // Shown 10 higher than the value stored, so the default (stored -10) reads 0. - onInput: (v) => { state.face.eyes.beard.spacing = v - 10; app.actions.refresh('face'); }, - }), - offsetY: slider({ - label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, - onInput: (v) => { state.face.eyes.beard.offsetY = v; app.actions.refresh('face'); }, - }), - length: slider({ - label: 'ひげの長さ(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.beard.length = v; app.actions.refresh('face'); }, - }), - lineGap: slider({ - label: '線の間隔(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.eyes.beard.lineGap = v; app.actions.refresh('face'); }, - }), - }; - faceSection.add(beardSliders.size.el); - const beardBox = details(faceSection.body, 'こまかい設定(位置・色)'); - beardBox.add(beardSliders.spacing.el); - beardBox.add(beardSliders.offsetY.el); - beardBox.add(beardSliders.length.el); - beardBox.add(beardSliders.lineGap.el); - const beardColor = colorField({ - label: 'ひげの色', value: '#1c1624', - swatches: ['#1c1624', '#000000', '#3a2a4a', '#6b4a2a', '#8a8a94'], - onChange: (v) => { state.face.eyes.beard.color = v; app.actions.refresh('face'); }, - }); - beardBox.add(beardColor.el); - beardBox.add(hint('鼻の下に、ちょびひげ・ダリ・ねこ、の瓢を描きます。' - + '「左右の間隔」「瓢の長さ」「線の間隔」は「ねこ」で使います。')); - - // --- mouth - faceSection = faceTabSections.mouth; - - const mouthToggle = check({ - label: '口を表示', - value: true, - onChange: (value) => { state.face.mouth.visible = value; app.actions.refresh('face'); }, - }); - faceSection.add(controlRow(null, mouthToggle.el, { wide: true })); - - // 口角の角度は「笑いの深さ」に比例して動かす(笑いの深さ 1 で -8°、-1 で 70°、 - // その間は直線)。笑いの深さを動かすと追従し、手で微調整したいときのために - // スライダー自体は残してある。 - const cornerAngleFor = (smile) => Math.round(31 - 39 * Math.max(-1, Math.min(1.4, smile))); - - const mouthSliders = { - smile: slider({ label: '曲げ', min: -1, max: 1.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.smile = v; state.face.mouth.cornerAngle = cornerAngleFor(v); app.actions.refresh('face'); sync(); } }), - open: slider({ label: '開き', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.open = v; app.actions.refresh('face'); } }), - round: slider({ label: 'Oの大きさ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.round = v; app.actions.refresh('face'); } }), - width: slider({ label: '幅', min: 0.2, max: 1.6, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.width = v; app.actions.refresh('face'); } }), - thickness: slider({ label: '太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.thickness = v; app.actions.refresh('face'); } }), - tilt: slider({ label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.tilt = v; app.actions.refresh('face'); } }), - offsetY: slider({ label: '高さ', min: -140, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.mouth.offsetY = v; app.actions.refresh('face'); } }), - tongue: slider({ label: '舌の大きさ', min: 0, max: 1.6, step: 0.01, value: 0.96, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tongue = v; app.actions.refresh('face'); } }), - tonguePos: slider({ label: '舌の位置', min: 0.05, max: 0.95, step: 0.01, value: 0.84, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tonguePos = v; app.actions.refresh('face'); } }), - corners: slider({ label: '口角の長さ', min: 0, max: 1.6, step: 0.01, value: 0.71, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.corners = v; app.actions.refresh('face'); } }), - cornerAngle: slider({ label: '口角の角度', min: -70, max: 70, step: 1, value: -8, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.cornerAngle = v; app.actions.refresh('face'); } }), - }; - // 口には「ふつうの口」と「丸く開く(O)」の2つの形があり、使うスライダーが - // まったく違う。形を切り替えると、その形で使うものだけを出す。 - const mouthModeOf = (mouth) => (mouth.round > 0.004 ? 'round' : 'curve'); - const mouthRowKeys = { - curve: ['smile', 'width', 'thickness', 'open', 'tongue', 'tonguePos', 'corners', 'cornerAngle', 'tilt', 'offsetY'], - round: ['round', 'width', 'thickness', 'tongue', 'tilt', 'offsetY'], - }; - // DOM order is fixed here; the mode only shows or hides rows. - const mouthRowOrder = ['round', 'smile', 'width', 'thickness', 'open', 'tilt', 'offsetY', 'tongue', 'tonguePos', 'corners', 'cornerAngle']; - const mouthMode = segmented({ - label: '口の形', - options: [ - { value: 'curve', label: 'ふつうの口' }, - { value: 'round', label: '丸く開く(O)' }, - ], - value: 'curve', - onChange: (shape) => { - if (shape === 'round') { - if (!(state.face.mouth.round > 0.004)) state.face.mouth.round = 0.6; - } else { - state.face.mouth.round = 0; - } - app.actions.refresh('face'); - sync(); - }, - }); - faceSection.add(mouthMode); - for (const key of mouthRowOrder) faceSection.add(mouthSliders[key].el); - faceSection.add(hint('「口の形」を切り替えると、その形で使うスライダーだけが出ます。' - + 'ふつうの口は「曲げ」と「開き」、丸く開く口(O)は「Oの大きさ」で形が決まります。')); - faceSection.add(buttons({ - items: [{ - id: 'mouthreset', - label: '口を初期値に戻す', - onClick: () => { - state.face.mouth = defaultState().face.mouth; - app.actions.refresh('face'); - sync(); - }, - }], - })); - - const mouthColors = { - color: colorField({ label: '口の線', value: '#ff1a44', onChange: (v) => { state.face.mouth.color = v; app.actions.refresh('face'); } }), - innerColor: colorField({ label: '口の中', value: '#4a0f1e', onChange: (v) => { state.face.mouth.innerColor = v; app.actions.refresh('face'); } }), - tongueColor: colorField({ label: '舌', value: '#ff2d2d', onChange: (v) => { state.face.mouth.tongueColor = v; app.actions.refresh('face'); } }), - cornerColor: colorField({ label: '口角', value: '#725497', onChange: (v) => { state.face.mouth.cornerColor = v; app.actions.refresh('face'); } }), - }; - const mouthColorBox = details(faceSection.body, '色(口の線・中・舌・口角)'); - for (const widget of Object.values(mouthColors)) mouthColorBox.add(widget.el); - - /* ---------------------------------------------------------------- caption */ - - const captionSection = section(tabScene, 'セリフ(フキダシ)'); - - // Two bubbles share this one set of controls: the selector says which bubble - // they are editing, and every handler below reads the active one when it runs, - // so switching does not have to rewire anything. - let activeCaption = 'caption'; - const cap = () => state[activeCaption]; - const captionBubbleSegment = segmented({ - label: 'どの吹き出し', - options: [ - { value: 'caption', label: '①' }, - { value: 'caption2', label: '②' }, - { value: 'narration', label: 'ナレーション' }, - ], - value: 'caption', - onChange: (value) => { activeCaption = value; sync(); }, - }); - captionSection.add(captionBubbleSegment.el); - captionSection.add(hint('吹き出しは①と②の2つ、ナレーション枠が1つ出せます。切り替えて、それぞれ別の位置・形・色・縦書きにできます。')); - - const captionToggle = check({ - label: 'この吹き出しを出す', - value: false, - onChange: (value) => { cap().enabled = value; app.actions.refresh('caption'); sync(); }, - }); - captionSection.add(controlRow(null, captionToggle.el, { wide: true })); - - const captionText = textArea({ - label: 'セリフ', - value: '', - rows: 3, - onChange: (value) => { cap().text = value; app.actions.refresh('caption'); }, - }); - captionSection.add(captionText.el); - - const verticalToggle = check({ - label: '縦書きにする', - value: false, - onChange: (v) => { cap().vertical = v; app.actions.refresh('caption'); sync(); }, - }); - captionSection.add(controlRow(null, verticalToggle.el, { wide: true })); - - captionSection.add(buttons({ - label: '例', - items: CAPTION_PRESETS.map((preset) => ({ - id: preset.id, - label: preset.label, - onClick: () => { Object.assign(cap(), preset.caption); app.actions.refresh('caption'); sync(); }, - })), - })); - - const bubbleSegment = segmented({ - label: '形', - options: BUBBLE_STYLES, - value: 'round', - onChange: (value) => { cap().bubble = value; app.actions.refresh('caption'); }, - }); - const tailSegment = tailPad({ - label: 'しっぽ', - value: 'left', - onChange: (value) => { cap().tail = value; app.actions.refresh('caption'); }, - }); - captionSection.add(bubbleSegment.el); - captionSection.add(tailSegment.el); - - const captionSliders = { - fontSize: slider({ - label: '文字の大きさ', min: 16, max: 72, step: 1, value: 34, format: (v) => `${Math.round(v)}px`, - onInput: (v) => { cap().fontSize = v; app.actions.refresh('caption'); }, - }), - lineHeight: slider({ - label: '行の高さ', min: 1, max: 2, step: 0.01, value: 1.42, format: (v) => v.toFixed(2), - onInput: (v) => { cap().lineHeight = v; app.actions.refresh('caption'); }, - }), - padding: slider({ - label: '内側の余白', min: 4, max: 40, step: 1, value: 18, format: (v) => `${Math.round(v)}px`, - onInput: (v) => { cap().padding = v; app.actions.refresh('caption'); }, - }), - radius: slider({ - label: '角の丸み', min: 0, max: 60, step: 1, value: 24, format: (v) => `${Math.round(v)}px`, - onInput: (v) => { cap().radius = v; app.actions.refresh('caption'); }, - }), - borderWidth: slider({ - label: '線の太さ', min: 0, max: 12, step: 0.5, value: 4, format: (v) => `${v.toFixed(1)}px`, - onInput: (v) => { cap().borderWidth = v; app.actions.refresh('caption'); }, - }), - }; - for (const widget of Object.values(captionSliders)) captionSection.add(widget.el); - - const captionPosition = { - x: slider({ - label: '横位置', min: 0, max: 1, step: 0.01, value: 0.58, format: (v) => v.toFixed(2), - onInput: (v) => { cap().x = v; app.actions.refresh('caption'); }, - }), - y: slider({ - label: '縦位置', min: 0, max: 1, step: 0.01, value: 0.16, format: (v) => v.toFixed(2), - onInput: (v) => { cap().y = v; app.actions.refresh('caption'); }, - }), - }; - captionSection.add(captionPosition.x.el); - captionSection.add(captionPosition.y.el); - - const captionMaxWidthSlider = slider({ - label: 'はば', min: 0.15, max: 0.8, step: 0.01, value: 0.36, format: (v) => v.toFixed(2), - onInput: (v) => { cap().maxWidth = v; app.actions.refresh('caption'); }, - }); - captionSection.add(captionMaxWidthSlider.el); - - const alignSegment = segmented({ - label: 'そろえ', - options: [ - { value: 'left', label: '左' }, - { value: 'center', label: '中' }, - { value: 'right', label: '右' }, - ], - value: 'left', - onChange: (value) => { cap().align = value; app.actions.refresh('caption'); }, - }); - captionSection.add(alignSegment.el); - - const boldToggle = check({ - label: '太字', value: false, - onChange: (value) => { cap().bold = value; app.actions.refresh('caption'); }, - }); - const systemFontToggle = check({ - label: '標準フォントを使う', value: false, - onChange: (value) => { cap().font = value ? 'system' : 'rounded'; app.actions.refresh('caption'); }, - }); - captionSection.add(controlRow(null, boldToggle.el, { wide: true })); - captionSection.add(controlRow(null, systemFontToggle.el, { wide: true })); - - const captionColors = { - textColor: colorField({ label: '文字の色', value: '#3f2b52', onChange: (v) => { cap().textColor = v; app.actions.refresh('caption'); } }), - bubbleColor: colorField({ label: '吹き出しの色', value: '#ffffff', onChange: (v) => { cap().bubbleColor = v; app.actions.refresh('caption'); } }), - borderColor: colorField({ label: '線の色', value: '#55386e', onChange: (v) => { cap().borderColor = v; app.actions.refresh('caption'); } }), - }; - for (const widget of Object.values(captionColors)) captionSection.add(widget.el); - captionSection.add(hint('セリフはプレビューと書き出し画像の両方に描きこまれます。位置は画像全体を0〜1とした割合です。' - + 'ビューポートで吹き出しをドラッグしても動かせます。')); - - /* -------------------------------------------------------------- 口パク */ - - // 口パク lives inside うごき on the pose tab (see below): talking is something - // the character *does*, and it is usually recorded together with the motion. - - /* ------------------------------------------------------ movement (pose tab) */ - - // This is the pose tab's うごき section; the widgets sit here because they are - // driven by the animator alongside the pose state. - const moveSection = section(tabPose, 'うごき'); - - const animWidgets = { - blink: check({ label: 'まばたきする', value: true, onChange: (v) => { state.anim.blink = v; app.animator.reset(); } }), - lookAround: check({ label: '目線がうごく', value: false, onChange: (v) => { state.anim.lookAround = v; app.animator.reset(); } }), - }; - - const motionSegment = segmented({ - label: 'からだのうごき', - options: [ - { value: 'off', label: 'とまる' }, - { value: 'idle', label: 'ゆれる' }, - { value: 'walk', label: '歩く' }, - { value: 'wave', label: 'てをふる' }, - { value: 'sleep', label: 'ねている' }, - ], - value: 'off', - onChange: (value) => { - state.anim.mode = value; - // Sleeping always shows the snot bubble, so the motion reads without having - // to switch the bubble on as well. - if (value === 'sleep') { - state.face.eyes.snot.enabled = true; - snotToggle.set(true); - app.actions.refresh('face'); - } - app.animator.reset(); - app.needsRender = true; - }, - }); - moveSection.add(motionSegment.el); - for (const widget of Object.values(animWidgets)) moveSection.add(controlRow(null, widget.el, { wide: true })); - - moveSection.add(slider({ - label: 'まばたきの間隔', min: 1, max: 8, step: 0.1, value: 3.4, format: (v) => `${v.toFixed(1)}秒`, - onInput: (v) => { state.anim.blinkInterval = v; }, - })); - moveSection.add(slider({ - label: '動きの速さ', min: 0.2, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, - onInput: (v) => { state.anim.speed = v; }, - })); - - const recordButton = buttons({ - items: [{ id: 'record', label: '録画を開始', primary: true, onClick: () => app.actions.toggleRecording() }], - }); - moveSection.add(recordButton.el); - moveSection.add(hint('スペースキーで演出の開始・停止。録画はWebM(動画)として保存されます。')); - - // 口パク: the mouth moves as if talking, and no sound is made at all. It lives - // in うごき because talking is motion - and it is usually recorded with it. - // (The studio used to read the line with the device's own speech voices, but - // those belong to the device, so a recording of them is not ours to hand out.) - const flapSection = details(moveSection.body, '口パク(声は出ません)'); - const flapText = textArea({ - label: '口パクするセリフ', - value: '', - rows: 3, - onChange: (value) => { state.mouthFlap.text = value; }, - }); - flapSection.add(flapText.el); - flapSection.add(buttons({ - items: [{ id: 'flap', label: '口パク/止める', primary: true, onClick: () => app.actions.toggleMouthFlap() }], - })); - const flapSliders = { - rate: slider({ - label: 'はやさ', min: 0.5, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, - onInput: (v) => { state.mouthFlap.rate = v; }, - }), - mouthGain: slider({ - label: '口の開き', min: 0.2, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.mouthFlap.mouthGain = v; }, - }), - }; - for (const widget of Object.values(flapSliders)) flapSection.add(widget.el); - flapSection.add(hint('音は出ません。セリフの長さぶん口が動いて、自動で止まります。' - + '「シーン」タブの「セリフ(フキダシ)」の文とは別で、こちらは長さにだけ使います。')); - - // --- 見る先 (moved here, next to the face controls, from the pose tab) ---- - const lookAtSection = faceTabSections.look; - // `lookAt` moves the eyes and the face only, so the face has to be rebuilt too. - const refreshLookAt = () => { - app.actions.refresh('lookAt'); - app.actions.refresh('face'); - sync(); - }; - const lookAtToggle = check({ - label: '指定した場所を見る', - value: false, - onChange: (value) => { state.lookAt.enabled = value; refreshLookAt(); }, - }); - lookAtSection.add(controlRow(null, lookAtToggle.el, { wide: true })); - const lookAtSliders = { - x: slider({ - label: 'よこ(X)', min: -6, max: 6, step: 0.05, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { state.lookAt.x = v; refreshLookAt(); }, - }), - y: slider({ - label: 'たかさ(Y)', min: 0, max: 5, step: 0.05, value: 2.6, format: (v) => v.toFixed(2), - onInput: (v) => { state.lookAt.y = v; refreshLookAt(); }, - }), - z: slider({ - label: 'おくゆき(Z)', min: -6, max: 6, step: 0.05, value: 3, format: (v) => v.toFixed(2), - onInput: (v) => { state.lookAt.z = v; refreshLookAt(); }, - }), - amount: slider({ - label: '強さ', min: 0, max: 1, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.lookAt.amount = v; refreshLookAt(); }, - }), - }; - for (const widget of Object.values(lookAtSliders)) lookAtSection.add(widget.el); - const turnBodyToggle = check({ - label: '体も向ける', - value: false, - onChange: (value) => { state.lookAt.turnBody = value; refreshLookAt(); }, - }); - lookAtSection.add(controlRow(null, turnBodyToggle.el, { wide: true })); - lookAtSection.add(hint('ビューポートを**クリック**すると、その場所を見るように目と髪が向きます(ドラッグと区別するため、動かさずに押して離してください)。数値でも同じ値を動かせます。')); - - /* ---------------------------------------------------------------- display */ - - // The face tab's bottom line: a quick way out of whatever has been built up. - tabFace.append(buttons({ - items: [ - { id: 'faceReset', label: '顔をリセット', onClick: () => replace({ face: defaultState().face }, 'face') }, - { id: 'faceRandom', label: '顔をランダムに', onClick: () => randomFace() }, - ], - }).el); - - const displaySection = section(tabView, 'スタイル'); - - const styleSegment = segmented({ - label: 'スタイル', - options: STYLE_DEFS.map((style) => ({ value: style.value, label: style.label })), - value: 'real', - onChange: (value) => replace({ render: { style: value } }, 'render'), - }); - displaySection.add(styleSegment.el); - displaySection.add(hint('線画は輪郭線+白ぬりです(体に色がつきません)。線だけを他の絵に重ねたいときは、「書き出し」タブで「PNGの背景を透明にする」を入れてください。')); - - const outlineToggle = check({ - label: '輪郭線を出す', value: true, - onChange: (value) => { state.render.outline = value; app.actions.refresh('render'); }, - }); - displaySection.add(controlRow(null, outlineToggle.el, { wide: true })); - const outlineWidthSlider = slider({ - label: '線の太さ(体・手足)', min: 0, max: 0.08, step: 0.001, value: 0.022, format: (v) => v.toFixed(3), - onInput: (v) => { state.render.outlineWidth = v; app.actions.refresh('render'); }, - }); - displaySection.add(outlineWidthSlider.el); - const outlinePixelsSlider = slider({ - label: '線の太さ(葉っぱ・鼻)', min: 1, max: 5, step: 0.1, value: 2, - format: (v) => `${v.toFixed(1)} px`, - onInput: (v) => { state.render.outlinePixels = v; app.actions.refresh('render'); }, - }); - displaySection.add(outlinePixelsSlider.el); - displaySection.add(colorField({ - label: '線の色', value: '#2a1e33', - swatches: ['#2a1e33', '#111111', '#55386e', '#0f5c8c', '#8c4a0f'], - onChange: (v) => { state.render.outlineColor = v; app.actions.refresh('render'); }, - })); - displaySection.add(colorField({ - label: '紙の色', value: '#ffffff', - swatches: ['#ffffff', '#fdf8ee', '#f4f0fb'], - onChange: (v) => { state.render.paper = v; app.actions.refresh('render'); }, - })); - const leafBodyLineCheck = check({ - label: '葉っぱと体の境目に線を出す', value: true, - onChange: (v) => { state.render.leafBodyLine = v; app.actions.refresh('render'); }, - title: '線画では体も葉っぱも紙なので、切ると葉っぱと体の区別がつかなくなります。' - + '「葉が体にめり込んで見える」のが気になるときに切ってください', - }); - displaySection.add(controlRow(null, leafBodyLineCheck.el, { wide: true })); - displaySection.add(hint('「葉っぱと体の境目に線を出す」を切ると、葉は体の後ろに回り込むだけになります(すっきりしますが、線画では葉と体が同じ白になって見分けにくくなります)。')); - displaySection.add(buttons({ - items: [{ - id: 'resetStyle', - label: 'プリセットのスタイルに戻す', - onClick: () => replace({ - render: { - style: 'real', outline: true, outlineWidth: 0.022, outlinePixels: 2, - outlineColor: '#2a1e33', paper: '#ffffff', leafBodyLine: true, - }, - }, 'render'), - }], - })); - - /* ------------------------------------------------------------- 帽子 */ - - const hatSection = section(tabView, '帽子'); - hatSection.add(hint('ぶるべーの頭に帽子をかぶせます。「なし」を選ぶと外れます。')); - const hatSegment = segmented({ - label: '帽子', - options: HAT_LIBRARY.map((hat) => ({ value: hat.id, label: hat.label })), - value: 'none', - onChange: (value) => { - state.face.hat.kind = value; - // Picking one of the built-in hats (including なし) also clears any GLB hat - // the user imported, so なし really removes the hat. - state.face.hat.custom = false; - app.actions.refresh('all'); - }, - }); - hatSection.add(hatSegment.el); - syncers.push(() => hatSegment.set(state.face.hat?.custom === true ? 'none' : (state.face.hat?.kind ?? 'none'))); - - // 帽子モデル(GLB)の取り込み。頭に乗るよう自動で位置と大きさを合わせる。 - const hatFilePicker = h('input', { type: 'file', accept: '.glb,.gltf,model/gltf-binary,model/gltf+json', style: { display: 'none' } }); - hatFilePicker.addEventListener('change', async () => { - const file = hatFilePicker.files?.[0]; - hatFilePicker.value = ''; - if (!file) return; - try { - await app.actions.loadHatModel(file); - toast(`帽子「${file.name}」を読み込みました`); - } catch (error) { - console.error(error); - toast('帽子モデルを読み込めませんでした(GLBをお使いください)'); - } - }); - hatSection.add(hatFilePicker); - hatSection.add(buttons({ - items: [{ id: 'hatfile', label: '帽子モデルを読み込む(GLB)', onClick: () => hatFilePicker.click() }], - })); - hatSection.add(hint('GLBの帽子を頭に乗せます。大きさと位置は自動で合わせます。')); - - const hatBox = details(hatSection.body, '位置と傾き'); - const hatSliders = { - height: slider({ - label: '高さ', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.hat.height = v; app.actions.refresh('all'); }, - }), - x: slider({ - label: 'よこ位置', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.hat.x = v; app.actions.refresh('all'); }, - }), - z: slider({ - label: 'おくゆき', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { state.face.hat.z = v; app.actions.refresh('all'); }, - }), - tiltX: slider({ - label: '前後の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.face.hat.tiltX = v; app.actions.refresh('all'); }, - }), - tiltZ: slider({ - label: '左右の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.face.hat.tiltZ = v; app.actions.refresh('all'); }, - }), - }; - for (const widget of Object.values(hatSliders)) hatBox.add(widget.el); - hatBox.add(hint('「高さ」「よこ位置」「おくゆき」で帽子を動かし、「前後の傾き」「左右の傾き」で斜めにかぶせられます。')); - syncers.push(() => { - hatSliders.height.set(state.face.hat?.height ?? 0); - hatSliders.x.set(state.face.hat?.x ?? 0); - hatSliders.z.set(state.face.hat?.z ?? 0); - hatSliders.tiltX.set(state.face.hat?.tiltX ?? 0); - hatSliders.tiltZ.set(state.face.hat?.tiltZ ?? 0); - }); - - /* ------------------------------------------------------------- body colour */ - - const colourSection = section(tabView, '体の色'); - const themeSegment = segmented({ - label: 'テーマ', - options: THEMES.map((theme) => ({ value: theme.id, label: theme.label })), - value: 'original', - onChange: (id) => { app.actions.applyTheme(id); sync(); }, - }); - colourSection.add(themeSegment.el); - colourSection.add(hint('テーマは出発点です。選んだあとでパーツごとに色を変えられます。')); - - /** Write one part colour, creating `colors` if an old settings file lacked it. */ - const setBodyColor = (part, value) => { - state.render.colors = state.render.colors ?? {}; - state.render.colors[part] = value; - app.actions.refresh('render'); - }; - const bodyColors = { - body: colorField({ label: '体', value: '#c8b0f0', onChange: (v) => setBodyColor('body', v) }), - accent: colorField({ label: '手', value: '#8a4fe0', onChange: (v) => setBodyColor('accent', v) }), - nose: colorField({ label: '鼻', value: '#7a4fb0', onChange: (v) => setBodyColor('nose', v) }), - leaf: colorField({ label: '葉', value: '#a6dd6a', onChange: (v) => setBodyColor('leaf', v) }), - vein: colorField({ label: '葉脈', value: '#7fbf3f', onChange: (v) => setBodyColor('vein', v) }), - feet: colorField({ label: '足', value: '#7a4fb0', onChange: (v) => setBodyColor('feet', v) }), - }; - for (const widget of Object.values(bodyColors)) colourSection.add(widget.el); - - const envIntensitySlider = slider({ - label: '環境の映りこみ', min: 0, max: 2, step: 0.05, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.envIntensity = v; app.actions.refresh('render'); }, - }); - colourSection.add(envIntensitySlider.el); - colourSection.add(buttons({ - items: [{ - id: 'resetColors', - label: 'プリセットの色に戻す', - onClick: () => { app.actions.applyTheme(state.render.theme ?? 'original'); sync(); }, - }], - })); - - /* -------------------------------------------------------------------- look */ - - const lookSection = section(tabView, '見た目の調整'); - const mirrorToggle = check({ - label: '左右反転', - value: false, - onChange: (value) => { state.render.mirror = value; app.actions.refresh('render'); sync(); }, - }); - lookSection.add(controlRow(null, mirrorToggle.el, { wide: true })); - lookSection.add(hint('体だけでなく、目や口の位置までふくめて反転します。文字と並べるときの向きを決めるときに使います。')); - - const shadowCheck = check({ - label: '影を落とす', - value: true, - onChange: (value) => { state.render.shadow = value; app.actions.refresh('render'); }, - }); - lookSection.add(controlRow(null, shadowCheck.el, { wide: true })); - const shadowOpacitySlider = slider({ - label: '濃さ', min: 0, max: 0.6, step: 0.01, value: 0.22, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.shadowOpacity = v; app.actions.refresh('render'); }, - }); - const shadowSoftnessSlider = slider({ - label: 'ぼかし', min: 0, max: 3, step: 0.05, value: 1.6, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.shadowSoftness = v; app.actions.refresh('render'); }, - }); - lookSection.add(shadowOpacitySlider.el); - lookSection.add(shadowSoftnessSlider.el); - const contactShadowToggle = check({ - label: '接地影だけ', - value: false, - onChange: (value) => { state.render.contactShadow = value; app.actions.refresh('render'); }, - }); - lookSection.add(controlRow(null, contactShadowToggle.el, { wide: true })); - const contactBlobToggle = check({ - label: '足もとの丸い影', - value: false, - onChange: (value) => { state.render.contactBlob = value; app.actions.refresh('render'); }, - }); - lookSection.add(controlRow(null, contactBlobToggle.el, { wide: true })); - lookSection.add(hint('影の向きは「ひかり」の光の向き(パッド)にしたがって変わります。' - + '「接地影だけ」は足もとの丸い影だけにします。' - + '「足もとの丸い影」は、足もとに薄く敷く丸い影です(はじめは出ていません)。')); - - const environmentSegment = segmented({ - label: '照明の種類', - options: ENVIRONMENTS.map((env) => ({ value: env.value, label: env.label })), - value: 'gradient', - onChange: (value) => { state.render.environment = value; app.actions.refresh('render'); }, - }); - // 照明の種類は「シーン」タブの「画面・光」に置く(環境の映りこみの元を選ぶものなので)。 - lookSection.add(buttons({ - items: [{ - id: 'resetLook', - label: 'プリセットに戻す', - onClick: () => replace({ - render: { - mirror: false, shadow: true, shadowOpacity: 0.22, shadowSoftness: 1.6, - contactShadow: false, contactBlob: false, environment: 'gradient', envIntensity: 1, - }, - }, 'render'), - }], - })); - - /* -------------------------------------------------------------- background */ - - const backdropSection = section(tabScene, '背景'); - // 素材 is one button for two state values (a photo or an effect line). This - // remembers which of the two was picked last, so leaving 素材 and coming back - // returns to it instead of always jumping to the photos. - let lastMaterial = 'preset'; - const backgroundModeSegment = segmented({ - label: '背景', - options: [ - { value: 'solid', label: '単色' }, - { value: 'transparent', label: '透明' }, - { value: 'material', label: '素材' }, - { value: 'image', label: '自分の画像' }, - { value: 'camera', label: 'カメラ=AR' }, - ], - value: 'solid', - onChange: (value) => { - if (value === 'camera') { - // The action owns the stream, so let it decide and re-read the state after. - Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); - return; - } - if (state.view.background === 'camera') app.actions.toggleCamera(false); - state.view.background = value === 'material' ? lastMaterial : value; - app.actions.refresh('view'); - sync(); - }, - }); - backdropSection.add(backgroundModeSegment.el); - // 背景の色 only shows in the 単色 mode; it used to live in the スタイル section. - const backgroundColour = colorField({ - label: '背景の色', value: '#ffffff', - swatches: ['#ffffff', '#f4f0fb', '#d9f0ff', '#fff0f4', '#1b1230'], - onChange: (v) => { state.view.backgroundColor = v; app.actions.refresh('view'); }, - }); - backdropSection.add(backgroundColour.el); - - const photoButtons = buttons({ - label: '写真', - items: BACKGROUND_PRESETS.map((preset) => ({ - id: preset.name, - label: preset.label, - onClick: () => { - state.view.backgroundPreset = preset.name; - lastMaterial = 'preset'; - state.view.background = 'preset'; - app.actions.refresh('view'); - sync(); - }, - })), - }); - - const effectButtons = buttons({ - label: '効果線(まんが)', - items: EFFECT_PRESETS.map((effect) => ({ - id: `effect-${effect.name}`, - label: effect.label, - onClick: () => { - state.view.backgroundEffect = effect.name; - lastMaterial = 'effect'; - state.view.background = 'effect'; - app.actions.refresh('view'); - sync(); - }, - })), - }); - - // The two rows are shown only while 素材 is the active mode (see the syncer - // below); the border groups them so they read as one choice, not two. - const materialGroup = h('div', { - class: 'material-group', - style: { display: 'none', paddingLeft: '8px', borderLeft: '2px solid #e4dff0' }, - }, photoButtons.el, effectButtons.el, hint('効果線はアプリが描いています(画像ファイルなし・ネット不要)。集中線=放射、落ち込み線=上から下、疾走線=左右です。')); - backdropSection.add(materialGroup); - - const backgroundImagePicker = h('input', { type: 'file', accept: 'image/*', style: { display: 'none' } }); - backgroundImagePicker.addEventListener('change', async () => { - const file = backgroundImagePicker.files?.[0]; - backgroundImagePicker.value = ''; - if (!file) return; - try { - const dataUrl = await app.backdrop.loadImageFile(file); - state.view.backgroundImage = dataUrl; - state.view.background = 'image'; - app.actions.refresh('view'); - sync(); - toast(`背景の画像「${file.name}」を読み込みました`); - } catch (error) { - console.error(error); - toast('画像を読み込めませんでした(PNG / JPG をお使いください)'); - } - }); - backdropSection.add(backgroundImagePicker); - backdropSection.add(buttons({ - items: [{ id: 'bgimg', label: '画像を読み込む', onClick: () => { if (confirmImageLicense()) backgroundImagePicker.click(); } }], - })); - - const backgroundFitSegment = segmented({ - label: '合わせ方', - options: [ - { value: 'cover', label: '全体' }, - { value: 'contain', label: '収める' }, - { value: 'stretch', label: '伸ばす' }, - { value: 'tile', label: '並べる' }, - ], - value: 'cover', - onChange: (value) => { state.view.backgroundFit = value; app.actions.refresh('view'); }, - }); - const backgroundBlurSlider = slider({ - label: 'ぼかし', min: 0, max: 20, step: 0.5, value: 0, format: (v) => `${v.toFixed(1)}px`, - onInput: (v) => { state.view.backgroundBlur = v; app.actions.refresh('view'); }, - }); - const backgroundDarkenSlider = slider({ - label: '暗さ', min: 0, max: 0.8, step: 0.01, value: 0, format: (v) => v.toFixed(2), - onInput: (v) => { state.view.backgroundDarken = v; app.actions.refresh('view'); }, - }); - const backgroundScaleSlider = slider({ - label: '大きさ', min: 0.5, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.view.backgroundScale = v; app.actions.refresh('view'); }, - }); - backdropSection.add(backgroundFitSegment.el); - backdropSection.add(backgroundBlurSlider.el); - backdropSection.add(backgroundDarkenSlider.el); - backdropSection.add(backgroundScaleSlider.el); - - const cameraFacingSegment = segmented({ - label: 'カメラ', - options: [ - { value: 'user', label: '前' }, - { value: 'environment', label: '後ろ' }, - ], - value: 'environment', - onChange: (value) => { - state.view.cameraFacing = value; - // Only a live stream has to be restarted on the other lens. - if (state.view.background === 'camera') { - Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); - return; - } - app.actions.refresh('view'); - }, - }); - const cameraMirrorToggle = check({ - label: '左右反転', - value: false, - onChange: (value) => { state.view.cameraMirror = value; app.actions.refresh('view'); }, - }); - backdropSection.add(cameraFacingSegment.el); - backdropSection.add(controlRow(null, cameraMirrorToggle.el, { wide: true })); - - // A gyro reading is a delta from the pose the device held when the switch was - // turned on, so the camera does not jump when it starts listening. - let gyroBase = null; - let gyroOff = null; - const gyroToggle = check({ - label: '端末を傾けて見る', - value: false, - onChange: (value) => { - state.view.gyro = value; - if (!value) { - gyroBase = null; - if (gyroOff) { gyroOff(); gyroOff = null; } - return; - } - gyroBase = { azimuth: Number(state.view.azimuth) || 0, polar: Number(state.view.polar) || 76 }; - app.backdrop?.requestGyro?.(); - gyroOff = gyroOff ?? app.backdrop?.onGyro?.((reading) => { - if (!gyroBase) return; - const yaw = reading?.yaw ?? 0; - const pitch = reading?.pitch ?? 0; - state.view.azimuth = Math.max(-180, Math.min(180, gyroBase.azimuth - yaw)); - state.view.polar = Math.max(1, Math.min(179, gyroBase.polar - pitch)); - app.actions.refresh('view'); - }) ?? null; - }, - }); - backdropSection.add(controlRow(null, gyroToggle.el, { wide: true })); - backdropSection.add(hint('カメラ(AR)を使うには、https のサイトか localhost で開いてください。http のLANアドレスでは、どのブラウザでもカメラは使えません。使えるときは、URLバーのアイコンを「許可」にし、端末の設定でもアプリにカメラを許可してください。')); - backdropSection.add(buttons({ - items: [{ id: 'bgshot', label: 'この背景で写真を撮る', primary: true, onClick: () => app.actions.savePNG() }], - })); - - /* ------------------------------------------------------------------- props */ - - // 小物: the things you put the character *among*. Each stage feature gets its - // own top-level section rather than one shared 舞台 drawer, so they are easier - // to find and open independently. - const propSection = section(tabScene, '小物'); - propSection.add(buttons({ - label: '追加', - items: PROP_LIBRARY.map((entry) => ({ - id: entry.id, - label: entry.label, - onClick: () => { app.actions.addProp(entry.id); sync(); }, - })), - })); - propSection.add(hint('小物はキャラクターのまわりに置かれ、背景と同じくそのまま写真に写ります。' - + 'ビューポートで小物をドラッグすると移動できます(数値でも動かせます)。')); - const propListBox = h('div', { class: 'prop-list' }); - propSection.add(controlRow(null, propListBox, { wide: true })); - - const propWidgets = []; - let propShape = ''; - - /** - * Rebuild the list only when the *set* of props changes: a rebuild mid-drag - * would replace the slider the user is holding. The handlers read the item by - * index rather than keeping a reference, so a state swap (undo, load) is safe. - */ - const renderProps = () => { - const items = state.props?.items ?? []; - const shape = items.map((item) => item.kind).join('|'); - if (shape === propShape && propWidgets.length === items.length) return; - propShape = shape; - propWidgets.length = 0; - propListBox.replaceChildren(); - items.forEach((item, index) => { - const label = PROP_LIBRARY.find((entry) => entry.id === item.kind)?.label ?? item.kind; - const block = h('div', { - class: 'prop-item', - style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, - }, subhead(items.length > 1 ? `${label} ${index + 1}` : label)); - const patch = (key) => (value) => { - const target = state.props?.items?.[index]; - if (target) target[key] = value; - app.actions.refresh('render'); - sync(); - }; - const sliders = { - x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('x') }), - y: slider({ label: 'たかさ(Y)', min: 0, max: 2, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('y') }), - z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('z') }), - rotX: slider({ label: '前後の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotX') }), - rotY: slider({ label: '回転(よこ)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotY') }), - rotZ: slider({ label: '左右の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotZ') }), - scale: slider({ label: '大きさ', min: 0.4, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: patch('scale') }), - }; - // The numbers are only a fallback for the drag, so they stay folded away. - const numbers = details(block, '数値で調整'); - for (const widget of Object.values(sliders)) numbers.add(widget.el); - // 看板 only: the writing area (face *and* frame) can be enlarged on its - // own, so the posts and base stay put. The app rebuilds the props from the - // state and carries only the whole-prop scale, so the props syncer - // re-applies this to the fresh mesh (see `applyPropFaceScale`). - let faceScale = null; - let signText = null; - if (item.kind === 'sign') { - signText = textArea({ - label: '看板の文字(改行できます)', - value: '', - onChange: (value) => { - const target = state.props?.items?.[index]; - if (target) target.text = value; - // Paint straight onto the live face rather than rebuilding every prop - // on each keystroke; a later rebuild re-applies it (see main.js). - applyPropText(placedPropGroups(app)[index], value); - app.needsRender = true; - }, - }); - block.insertBefore(signText.el, numbers.el); - faceScale = slider({ - label: '文字部分の大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, - format: (v) => v.toFixed(2), onInput: patch('faceScale'), - }); - block.insertBefore(faceScale.el, numbers.el); - } - block.append(buttons({ - items: [{ - id: 'remove', - label: '削除', - onClick: () => { - state.props = state.props ?? { items: [] }; - state.props.items = (state.props.items ?? []).filter((_, i) => i !== index); - app.actions.refresh('render'); - renderProps(); - sync(); - }, - }], - }).el); - propListBox.append(block); - propWidgets.push({ index, sliders, faceScale, signText }); - }); - }; - renderProps(); - - /* ------------------------------------------------------------- 擬音 */ - - // 擬音: manga onomatopoeia as stickers over the picture. The sheets are dense, - // so the user picks the crop with a marquee instead of the app slicing them - // (see src/gion.js for why). Only the sheet name and the crop rectangle live in - // the state - never the bitmap - so a shared link stays small. - const gionSection = section(tabScene, '擬音(マンガのオノマトペ)'); - gionSection.add(hint('擬音(ドドド、バン!など)の画像から、四角く切り出したスタンプを画面に貼れます。' - + '「擬音をえらぶ」で画像を開き、ドラッグで四角を描いて「追加」を押してください。' - + '貼ったあとはビューポートでドラッグして動かせます。')); - - const gionSheetSelect = selectField({ - label: 'シート', - options: GION_SHEETS.map((sheet) => ({ value: sheet.name, label: sheet.label })), - value: GION_SHEETS[0]?.name ?? '', - onChange: () => {}, - }); - if (GION_SHEETS.length) { - gionSection.add(gionSheetSelect.el); - gionSection.add(buttons({ - items: [{ - id: 'pick', - label: '擬音をえらぶ', - primary: true, - onClick: () => openGionPicker(gionSheetSelect.get()), - }], - })); - } else { - // No sheet ships with the studio (see src/gion.js), so there is nothing to - // pick yet - the section stays, but only with a note on how to add one. - gionSection.add(hint('擬音の画像がまだありません。assets/manga-gion/ に画像を置き、' - + 'src/gion.js の GION_SHEETS に登録すると使えます。')); - } - - const gionListBox = h('div', { class: 'gion-list' }); - gionSection.add(controlRow(null, gionListBox, { wide: true })); - - let gionShape = ''; - const gionWidgets = []; - - /** Select a stamp: the viewport outlines it and the list highlights it. */ - const selectGion = (id) => { - app.gionSelected = id ?? null; - app.actions.refresh('gion'); - sync(); - }; - - /** - * A little canvas preview of a stamp's crop, drawn from the sheet once it has - * loaded. The sheet itself is only fetched when a stamp first needs it. - */ - const gionPreviews = new Map(); - function gionPreview(item) { - const canvas = h('canvas', { class: 'gion-thumb', width: 84, height: 56 }); - const draw = (image) => { - if (!image?.naturalWidth) return; - const ctx = canvas.getContext('2d'); - ctx.clearRect(0, 0, canvas.width, canvas.height); - const scale = Math.min(canvas.width / item.sw, canvas.height / item.sh); - const w = item.sw * scale; - const h = item.sh * scale; - ctx.drawImage(image, item.sx, item.sy, item.sw, item.sh, - (canvas.width - w) / 2, (canvas.height - h) / 2, w, h); - }; - const known = gionPreviews.get(item.sheet); - if (known) { - draw(known); - } else { - const image = new Image(); - image.onload = () => draw(image); - image.src = gionSheetUrl(item.sheet); - gionPreviews.set(item.sheet, image); - } - return canvas; - } - - /** Rebuild the list only when the *set* of stamps changes (see `renderProps`). */ - const renderGion = () => { - const items = state.gion?.items ?? []; - const shape = items - .map((item) => `${item.id}:${item.sheet}:${item.sx},${item.sy},${item.sw},${item.sh}`) - .join('|'); - if (shape === gionShape && gionWidgets.length === items.length) return; - gionShape = shape; - gionWidgets.length = 0; - gionListBox.replaceChildren(); - if (!items.some((item) => item.id === app.gionSelected)) app.gionSelected = null; - if (items.length === 0) { - gionListBox.append(h('p', { class: 'hint', text: 'まだ擬音は貼られていません。' })); - return; - } - items.forEach((item, index) => { - const label = GION_SHEETS.find((sheet) => sheet.name === item.sheet)?.label ?? item.sheet; - const block = h('div', { - class: 'gion-item', - style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, - }); - const preview = gionPreview(item); - preview.title = 'クリックで選択'; - preview.addEventListener('click', () => selectGion(item.id)); - const head = h('div', { class: 'gion-item-head' }, preview, - subhead(`擬音 ${index + 1}(${label})`)); - block.append(head); - - const patch = (key) => (value) => { - const target = state.gion?.items?.[index]; - if (target) target[key] = value; - app.actions.refresh('gion'); - sync(); - }; - const sliders = { - w: slider({ - label: '大きさ', min: 40, max: 900, step: 1, value: DEFAULT_STAMP_WIDTH, - format: (v) => `${Math.round(v)}px`, onInput: patch('w'), - }), - rot: slider({ - label: '回転', min: -180, max: 180, step: 1, value: 0, - format: (v) => `${Math.round(v)}°`, onInput: patch('rot'), - }), - }; - const flip = check({ label: '左右反転', value: false, onChange: patch('flip') }); - block.append(sliders.w.el, sliders.rot.el, controlRow(null, flip.el, { wide: true })); - block.append(buttons({ - items: [ - { id: 'select', label: 'この擬音を選ぶ', onClick: () => selectGion(item.id) }, - { - id: 'remove', - label: '削除', - onClick: () => { - state.gion = state.gion ?? { items: [] }; - state.gion.items = (state.gion.items ?? []).filter((_, i) => i !== index); - if (app.gionSelected === item.id) app.gionSelected = null; - app.actions.refresh('gion'); - renderGion(); - sync(); - }, - }, - ], - }).el); - gionListBox.append(block); - gionWidgets.push({ id: item.id, sliders, flip, block }); - }); - }; - renderGion(); - - /** - * The picker: a full-screen overlay showing the whole sheet, on which the user - * drags a rectangle. "追加" turns that rectangle into a stamp in the middle of - * the picture; Esc or キャンセル closes without adding anything. - */ - const openGionPicker = (sheetName) => { - const sheet = GION_SHEETS.find((entry) => entry.name === sheetName) ?? GION_SHEETS[0]; - if (!sheet) { toast('擬音のシートがありません'); return; } - - const image = h('img', { class: 'gion-picker-sheet', alt: sheet.label, src: gionSheetUrl(sheet.name) }); - const marquee = h('div', { class: 'gion-picker-marquee' }); - const board = h('div', { class: 'gion-picker-board' }, image, marquee); - const addButton = h('button', { type: 'button', class: 'btn primary', text: '追加', disabled: true }); - const cancelButton = h('button', { type: 'button', class: 'btn', text: 'キャンセル' }); - const overlay = h('div', { class: 'gion-picker' }, - h('div', { class: 'gion-picker-bar' }, - h('div', { class: 'gion-picker-title', text: `「${sheet.label}」から擬音をえらぶ` }), - h('div', { class: 'gion-picker-actions' }, - h('span', { class: 'hint', text: 'ドラッグで四角を描く/Escで閉じる' }), - addButton, - cancelButton)), - board); - - /** Where the sheet is currently displayed, in board pixels. */ - let sheetRect = null; - /** The marquee the user is drawing, or the last one drawn. */ - let current = null; - let start = null; - - const layoutSheet = () => { - if (!image.naturalWidth) return; - const rect = fitSheet(image, { width: board.clientWidth, height: board.clientHeight }, { padding: 12 }); - image.style.left = `${rect.x}px`; - image.style.top = `${rect.y}px`; - image.style.width = `${rect.w}px`; - image.style.height = `${rect.h}px`; - sheetRect = rect; - }; - - const updateAdd = () => { - addButton.disabled = !(current && current.w >= 6 && current.h >= 6 && sheetRect); - }; - - const drawMarquee = () => { - if (!current) { marquee.style.display = 'none'; return; } - marquee.style.display = 'block'; - marquee.style.left = `${current.x}px`; - marquee.style.top = `${current.y}px`; - marquee.style.width = `${current.w}px`; - marquee.style.height = `${current.h}px`; - }; - - const pointIn = (event, bounds) => ({ - x: clamp(event.clientX - bounds.left, 0, bounds.width), - y: clamp(event.clientY - bounds.top, 0, bounds.height), - }); - - board.addEventListener('pointerdown', (event) => { - if (event.pointerType === 'mouse' && event.button !== 0) return; - start = pointIn(event, board.getBoundingClientRect()); - current = null; - drawMarquee(); - updateAdd(); - try { board.setPointerCapture(event.pointerId); } catch { /* a nicety, not a need */ } - }); - board.addEventListener('pointermove', (event) => { - if (!start) return; - current = normalizeRect(start, pointIn(event, board.getBoundingClientRect())); - drawMarquee(); - updateAdd(); - }); - const endMarquee = (event) => { - if (!start) return; - start = null; - try { if (board.hasPointerCapture(event.pointerId)) board.releasePointerCapture(event.pointerId); } catch { /* done anyway */ } - updateAdd(); - }; - board.addEventListener('pointerup', endMarquee); - board.addEventListener('pointercancel', endMarquee); - image.addEventListener('load', () => { layoutSheet(); updateAdd(); }); - - addButton.addEventListener('click', () => { - if (!current || !sheetRect) return; - const crop = cropFromMarquee(current, sheetRect, image); - app.actions.addGionStamp({ sheet: sheet.name, ...crop }); - close(); - }); - cancelButton.addEventListener('click', () => close()); - overlay.addEventListener('pointerdown', (event) => { if (event.target === overlay) close(); }); - - const onKey = (event) => { - if (event.key !== 'Escape') return; - event.preventDefault(); - close(); - }; - const onResize = () => layoutSheet(); - - let closed = false; - const close = () => { - if (closed) return; - closed = true; - document.removeEventListener('keydown', onKey); - window.removeEventListener('resize', onResize); - overlay.remove(); - }; - - document.addEventListener('keydown', onKey); - window.addEventListener('resize', onResize); - document.body.append(overlay); - // A cached sheet is already loaded, so the `load` event never fires for it. - if (image.complete && image.naturalWidth) { layoutSheet(); updateAdd(); } - }; - - /* ------------------------------------------------------------- 見えない壁 */ - - // 見えない壁: place up to two finite "boards" and bury the character in them, so - // only the part in front still shows. A wall's position is kept *relative to the - // character*, so moving ぶるべー carries its walls along (see src/clip.js). - const wallSection = section(tabScene, '見えない壁'); - wallSection.add(hint('見えない板(有限の壁)を置くと、その向こう側が隠れます。' - + 'ぶるべーを壁に埋め込むと、体の一部だけが見えるようになります。' - + '板は2枚まで置けます。板の位置はぶるべーからの相対なので、ぶるべーを動かすと壁も一緒に動きます。' - + '板そのものは透明です(下の「板を表示」をオンにしたときだけ見えます)。')); - - const WALL_SLOTS = [ - { key: 'wall', label: '壁 1' }, - { key: 'wall2', label: '壁 2' }, - ]; - - const wallGroups = WALL_SLOTS.map(({ key, label }) => { - const box = details(wallSection.body, label); - const cfg = () => (state.render[key] = state.render[key] ?? defaultState().render[key]); - const toggle = check({ - label: `${label}で一部を隠す`, - value: false, - onChange: (value) => { cfg().on = value; app.actions.refresh('render'); sync(); }, - }); - box.add(controlRow(null, toggle.el, { wide: true })); - const sliders = { - x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().x = v; app.actions.refresh('render'); sync(); } }), - y: slider({ label: 'たかさ(Y)', min: -2, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().y = v; app.actions.refresh('render'); sync(); } }), - z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().z = v; app.actions.refresh('render'); sync(); } }), - yaw: slider({ label: '向き(左右)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().yaw = v; app.actions.refresh('render'); sync(); } }), - tilt: slider({ label: '傾き(前後)', min: -90, max: 90, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().tilt = v; app.actions.refresh('render'); sync(); } }), - size: slider({ label: '大きさ', min: 0.2, max: 8, step: 0.1, value: 1, format: (v) => v.toFixed(1), onInput: (v) => { cfg().size = v; app.actions.refresh('render'); sync(); } }), - }; - for (const widget of Object.values(sliders)) box.add(widget.el); - - // The wall writes depth but no colour, so it hides what is behind it without - // being visible. The guide is the tinted copy of that same rectangle, shown - // only while placing - and it is also the switch that says "I am placing the - // wall now", so with it off the wall cannot swallow an orbit drag. - const guide = check({ - label: '板を表示(ビューポートでドラッグして動かせます)', - value: false, - onChange: (value) => { cfg().guide = value; app.actions.refresh('render'); sync(); }, - }); - box.add(controlRow(null, guide.el, { wide: true })); - return { key, label, toggle, sliders, guide }; - }); - - wallSection.add(hint('板は「大きさ」の四角い壁そのもので、**その後ろ側が隠れます**' - + '(カメラから見て板の後ろになる部分が隠れるので、カメラを回すと見え方も変わります)。' - + '「板を表示」を切ると板は完全に透明になり、カメラ操作のじゃまもしません。' - + '「板を表示」した板は、ビューポートでドラッグしても動かせます。')); - wallSection.add(buttons({ - items: [{ - id: 'wallReset', - label: '見えない壁をリセット', - onClick: () => { - state.render.wall = defaultState().render.wall; - state.render.wall2 = defaultState().render.wall2; - app.actions.refresh('render'); - sync(); - }, - }], - })); - - /* ------------------------------------------------------------------ light */ - - // 画面・光: the light rig and the camera, which together decide how the picture - // is lit and framed. - const screenLightSection = section(tabScene, '画面・光'); - const lightSection = details(screenLightSection.body, 'ひかり'); - const lightPad = xyPad({ - value: { x: -0.2, y: 0.45 }, - onChange: ({ x, y }) => { - state.render.lightAzimuth = x * 180; - state.render.lightElevation = 5 + Math.max(0, y) * 80; - app.actions.refresh('render'); - }, - }); - lightSection.add(controlRow('光の向き', h('div', { class: 'pad-wrap' }, - lightPad.el, - h('p', { class: 'hint', text: 'ドラッグで光源の向きを変えられます。' })))); - const lightIntensitySlider = slider({ - label: '明るさ', min: 0, max: 5, step: 0.05, value: 2.1, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.lightIntensity = v; app.actions.refresh('render'); }, - }); - const ambientSlider = slider({ - label: '環境光', min: 0, max: 3, step: 0.05, value: 0.9, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.ambient = v; app.actions.refresh('render'); }, - }); - const exposureSlider = slider({ - label: '露光', min: 0.4, max: 2, step: 0.02, value: 1, format: (v) => v.toFixed(2), - onInput: (v) => { state.render.exposure = v; app.actions.refresh('render'); }, - }); - const lightColorField = colorField({ - label: '光の色', value: '#ffffff', - swatches: ['#ffffff', '#fff3d6', '#d6e8ff', '#ffd9c9', '#e6dcff'], - onChange: (v) => { state.render.lightColor = v; app.actions.refresh('render'); }, - }); - const ambientColorField = colorField({ - label: '環境光の色', value: '#ffffff', - swatches: ['#ffffff', '#d9d0f2', '#cfe6ff', '#ffe6cc', '#e8ffe0'], - onChange: (v) => { state.render.ambientColor = v; app.actions.refresh('render'); }, - }); - lightSection.add(environmentSegment.el); - lightSection.add(lightIntensitySlider.el); - lightSection.add(ambientSlider.el); - lightSection.add(lightColorField.el); - lightSection.add(ambientColorField.el); - lightSection.add(exposureSlider.el); - lightSection.add(hint('「照明の種類」は環境の映りこみの元(グラデーション/部屋/なし)です。' - + '「光の色」でライトの色、「環境光の色」で影側の色を変えられます。' - + 'テクスチャ(環境)の映りこみの強さは「見た目」タブの「環境の映りこみ」で調整できます。')); - - /* ----------------------------------------------------------------- camera */ - - const cameraSection = details(screenLightSection.body, 'カメラ'); - - const projectionSegment = segmented({ - label: '映し方', - options: [ - { value: 'persp', label: '遠近あり' }, - { value: 'ortho', label: '正投影' }, - ], - value: 'persp', - onChange: (value) => replace({ view: { projection: value } }, 'view'), - }); - cameraSection.add(projectionSegment.el); - cameraSection.add(hint('正投影にすると遠近のゆがみが消え、図面のような絵になります。')); - - cameraSection.add(buttons({ - label: '向き', - items: [ - { id: 'front', label: '正面', onClick: () => app.actions.setCameraPreset('front') }, - { id: 'threeQuarter', label: '斜め', onClick: () => app.actions.setCameraPreset('threeQuarter') }, - { id: 'side', label: '横', onClick: () => app.actions.setCameraPreset('side') }, - { id: 'back', label: '後ろ', onClick: () => app.actions.setCameraPreset('back') }, - { id: 'top', label: '見下ろし', onClick: () => app.actions.setCameraPreset('top') }, - ], - })); - - const cameraSliders = { - azimuth: slider({ - label: '回転', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.view.azimuth = v; app.actions.refresh('view'); }, - }), - polar: slider({ - label: '高さ', min: 1, max: 179, step: 1, value: 76, format: (v) => `${Math.round(v)}°`, - onInput: (v) => { state.view.polar = v; app.actions.refresh('view'); }, - }), - size: slider({ - label: '大きさ', min: 2, max: 200, step: 0.1, value: 12, format: (v) => v.toFixed(1), - onInput: (v) => { - if (state.view.projection === 'ortho') state.view.orthoHeight = v; - else state.view.distance = v; - app.actions.refresh('view'); - }, - }), - targetY: slider({ - label: '見る高さ', min: 0, max: Math.max(2, model.size.y * 1.2), step: 0.05, value: model.size.y * 0.5, format: (v) => v.toFixed(2), - onInput: (v) => { state.view.targetY = v; app.actions.refresh('view'); }, - }), - }; - for (const widget of Object.values(cameraSliders)) cameraSection.add(widget.el); - - const autoRotateToggle = check({ - label: '自動で回す', value: false, - onChange: (v) => { state.view.autoRotate = v; app.actions.refresh('view'); }, - }); - cameraSection.add(controlRow(null, autoRotateToggle.el, { wide: true })); - cameraSection.add(slider({ - label: '回す速さ', min: 0.2, max: 4, step: 0.1, value: 0.8, format: (v) => v.toFixed(1), - onInput: (v) => { state.view.autoRotateSpeed = v; app.actions.refresh('view'); }, - })); - - /* ------------------------------------------------------------------ export */ - - const exportSection = section(tabExport, '画像'); - - exportSection.add(segmented({ - label: 'PNGの大きさ', - options: [ - { value: '1', label: '1倍' }, - { value: '2', label: '2倍' }, - { value: '3', label: '3倍' }, - { value: '4', label: '4倍' }, - ], - value: '2', - onChange: (value) => { state.render.pngScale = Number(value); }, - })); - exportSection.add(buttons({ - items: [ - { id: 'png', label: 'PNGを保存', primary: true, onClick: () => app.actions.savePNG() }, - { id: 'copy', label: 'クリップボードにコピー', onClick: () => app.actions.copyPNG() }, - ], - })); - const transparentCheck = check({ - label: 'PNGの背景を透明にする', value: false, - onChange: (v) => { state.render.pngTransparent = v; }, - }); - exportSection.add(transparentCheck.el); - exportSection.add(hint('線画のときに透明にすると、体の白ぬりも透明になって線だけが残ります(他の絵に重ねられます)。ふつう・フラットでは体の色はそのまま残ります。')); - - // まんが(コマ)gets its own section: it is a different kind of output. - const comicSection = section(tabExport, 'まんが'); - const storyScaleSegment = segmented({ - label: '書き出しの大きさ', - options: [ - { value: '1', label: '1×(軽い)' }, - { value: '1.5', label: '1.5×' }, - { value: '2', label: '2×(きれい)' }, - ], - value: '1.5', - hint: 'コマ1枚の画素数は「いまの画面の大きさ × この倍率」です。' - + '2× だと台紙のPNGがとても大きくなります(重いときは 1× か 1.5×)', - onChange: (value) => { state.story.scale = Number(value); }, - }); - comicSection.add(storyScaleSegment.el); - const storyColumnsSlider = slider({ - label: '列数', min: 1, max: 4, step: 1, value: 1, format: (v) => `${Math.round(v)}列`, - onInput: (v) => { state.story.columns = Math.round(v); }, - }); - const storyGapSlider = slider({ - label: '間隔', min: 0, max: 40, step: 1, value: 12, format: (v) => `${Math.round(v)}px`, - onInput: (v) => { state.story.gap = v; }, - }); - const storyBackgroundField = colorField({ - label: '台紙の色', value: '#ffffff', - onChange: (v) => { state.story.sheetBackground = v; }, - }); - comicSection.add(storyColumnsSlider.el); - comicSection.add(storyGapSlider.el); - comicSection.add(storyBackgroundField.el); - comicSection.add(buttons({ - items: [ - { id: 'addPanel', label: '今の状態をコマに追加', onClick: () => { app.actions.addStoryPanel(); sync(); } }, - { id: 'saveStory', label: 'まんがを書き出す', primary: true, onClick: () => app.actions.saveStory({ scale: state.story?.scale ?? 1.5 }) }, - ], - })); - comicSection.add(hint('2列以上で3コマ以上のときは、読む順にコーナーへ番号を付けます。')); - const storyPanelBox = h('div', { class: 'story-panels', style: { display: 'grid', gap: '6px' } }); - comicSection.add(controlRow(null, storyPanelBox, { wide: true })); - let storyShape = ''; - - /** Bring back everything a panel saved: pose, face, both bubbles and the camera. */ - const recallStoryPanel = (index) => { - const panel = state.story?.panels?.[index]; - if (!panel) return; - // Replace the bones outright: a merged pose would keep bones the panel never had. - state.pose = { bones: {}, root: [0, 0, 0] }; - app.actions.applyState({ - pose: panel.pose ?? {}, - face: panel.face ?? {}, - caption: panel.caption ?? {}, - caption2: panel.caption2 ?? {}, - // The 擬音 on the shot. A panel saved before this existed clears them, so - // recalling it shows what it actually recorded rather than a leftover. - gion: panel.gion ?? { items: [] }, - // The camera it was recorded with, so the view comes back too. A panel - // saved before this existed simply keeps the current camera. - ...(panel.view ? { view: panel.view } : {}), - }, { scope: 'all', sync: true }); - }; - - const removeStoryPanel = (index) => { - state.story = state.story ?? {}; - state.story.panels = (state.story.panels ?? []).filter((_, i) => i !== index); - // The empty patch is only here to route the edit through the app's own apply - // path: that is what records an undo step and re-reads the panel. - app.actions.applyState({}, { scope: 'caption', sync: true }); - }; - - /** - * Same rebuild policy as the prop list: only when the set of panels changes. - * - * A preview arrives a moment *after* its panel does (it needs a render), so its - * version is part of the identity: when one turns up, the row is drawn again - * with it. - */ - const renderStoryPanels = () => { - const panels = state.story?.panels ?? []; - const thumbs = app.actions.storyThumbs?.() ?? null; - const shape = `${panels.length}:${panels - .map((panel) => `${panel.id ?? ''}:${thumbs?.get?.(panel.id)?.version ?? 0}`) - .join('|')}`; - if (shape === storyShape) return; - storyShape = shape; - storyPanelBox.replaceChildren(); - panels.forEach((panel, index) => { - const thumb = thumbs?.get?.(panel.id)?.url; - const preview = thumb - ? h('img', { - class: 'story-thumb', - alt: panel.label ?? `コマ${index + 1}`, - src: thumb, - title: 'クリックでこのコマを呼び出す', - style: { - width: '100%', height: '76px', objectFit: 'contain', cursor: 'pointer', - background: '#f3f0fa', border: '1px solid #e4dff0', borderRadius: '8px', - }, - onClick: () => recallStoryPanel(index), - }) - : h('div', { - text: '(プレビューなし)', - style: { - padding: '6px 8px', borderRadius: '8px', background: '#f7f5fd', - color: '#8a80a0', fontSize: '11px', - }, - }); - const block = h('div', { - class: 'story-panel', - style: { borderTop: '1px dashed #e4dff0', paddingTop: '6px', display: 'grid', gap: '4px' }, - }, subhead(panel.label ?? `コマ${index + 1}`), preview); - block.append(buttons({ - items: [ - { id: 'recall', label: 'このコマを呼び出す', onClick: () => recallStoryPanel(index) }, - { id: 'remove', label: '削除', onClick: () => removeStoryPanel(index) }, - ], - }).el); - storyPanelBox.append(block); - }); - }; - renderStoryPanels(); - - // The share section comes after まんが, so the reading order is 画像 → まんが → - // 共有 (the order the outputs are usually wanted in). - /* ------------------------------------------------------------ extra export */ - - const extraExportSection = section(tabExport, '共有'); - extraExportSection.add(buttons({ - items: [ - { id: 'share-image', label: '画像をシェア', primary: true, onClick: () => app.actions.shareImage() }, - { id: 'share-x', label: 'Xで投稿', onClick: () => app.actions.shareImage('x') }, - { id: 'share-fb', label: 'Facebookでシェア', onClick: () => app.actions.shareImage('facebook') }, - { id: 'share-link', label: 'この見た目のリンクをコピー', onClick: () => app.actions.copyShareLink() }, - ], - })); - extraExportSection.add(hint('いまの画面を画像にして「#ぶるべースタジオ」を付けて投稿します。' - + 'スマートフォンでは端末の共有画面が開きます。パソコンでは画像をコピーして投稿画面を開くので、貼り付けて投稿してください(Ctrl+V)。')); - - // 手描きの顔パーツを描くための下地。画面を切り取る他の書き出しと違って、これは - // 「スタジオが読み込む大きさ・位置そのまま」の素材なので、別のセクションにして - // 共有のあとに置く(素材を作る → 見せる、の順)。 - const faceMapSection = section(tabExport, 'テクスチャの下地を書き出す'); - faceMapSection.add(buttons({ - items: [ - { id: 'facemap-eyes', label: '目の下地を書き出す', onClick: () => app.actions.saveFaceMap('eyes') }, - { id: 'facemap-mouth', label: '口の下地を書き出す', onClick: () => app.actions.saveFaceMap('mouth') }, - { id: 'facemap-hair', label: '髪の下地を書き出す', onClick: () => app.actions.saveFaceMap('hair') }, - ], - })); - faceMapSection.add(hint('書き出したPNGは、スタジオが読み込む大きさ・位置そのものです。' - + 'そのまま絵を描いて(たとえば目にゴルゴ風の眉を描く)「目の画像を読み込む(PNG)」や' - + '「口の画像を読み込む(PNG)」で読み込むと、描いた場所にそのまま入ります。' - + '青い線は位置合わせの目安です。使う前に消すか、上から塗ってください。' - + '「髪の下地」は、頭をぐるりと巻いたテクスチャを開いたもので、横が頭の角度、' - + 'たてが高さです。左右の端が頭の後ろ(合わせ目)、青いたて線が顔の正面、' - + '青いよこ線が既定の生え際です。')); - - /* --------------------------------------------------------------- settings */ - - const settingsSection = section(tabExport, '設定'); - - settingsSection.add(buttons({ - items: [ - { id: 'save', label: '設定を保存(JSON)', onClick: () => app.actions.saveSettings() }, - { id: 'load', label: '設定を読み込む', onClick: () => settingsPicker.click() }, - ], - })); - - const settingsPicker = h('input', { type: 'file', accept: '.json,application/json', style: { display: 'none' } }); - settingsPicker.addEventListener('change', async () => { - const file = settingsPicker.files?.[0]; - settingsPicker.value = ''; - if (!file) return; - try { - const text = await file.text(); - app.actions.loadSettings(text); - } catch (error) { - console.error(error); - toast('設定ファイルを読み込めませんでした'); - } - }); - settingsSection.add(settingsPicker); - - /* -------------------------------------------------------------------- sync */ - - // A tiny read-out of what the renderer is actually doing: if the picture ever - // looks wrong or never appears, this says why (buffer size, quality, fps). - const infoSection = section(tabScene, '画面の情報'); - const statsLine = h('p', { class: 'hint', text: '計測中…' }); - infoSection.add(statsLine); - infoSection.add(hint('動きが重い環境では、負荷を下げるために画質(描画バッファの倍率)を自動で下げます。')); - - // シーン: the scene controls are built wherever they belong in the code (the - // speech bubble sits with the face controls), so put them on the tab in the - // order the user meets them: what is behind the character, what is beside it, - // the speech bubble, then the light and the read-out. - tabScene.append( - backdropSection.el, propSection.el, gionSection.el, wallSection.el, - captionSection.el, screenLightSection.el, infoSection.el, - ); - - boneSyncers.push(() => { - const name = rig.selected; - for (const [key, button] of boneButtons) button.classList.toggle('active', key === name); - const delta = name ? rig.getDelta(name) : { x: 0, y: 0, z: 0 }; - axisSliders.x.set(delta.x); - axisSliders.y.set(delta.y); - axisSliders.z.set(delta.z); - const root = state.pose.root ?? [0, 0, 0]; - rootSliders.forEach((widget, index) => widget.set(root[index] ?? 0)); - }); - - syncers.push(...boneSyncers); - - syncers.push(() => { - const linked = state.face.eyes.linked !== false; - bothControls.group.setVisible(linked); - leftControls.group.setVisible(!linked); - rightControls.group.setVisible(!linked); - bothControls.sync(); - leftControls.sync(); - rightControls.sync(); - - for (const key of ['left', 'right']) { - const eye = state.face.eyes[key]; - const w = eyeAdvancedWidgets[key]; - w.eyeX.set(eye.eyeX ?? 0); - } - - browToggle.set(state.face.eyes.brow.enabled); - browSliders.angle.set(state.face.eyes.brow.angle); - browSliders.height.set(state.face.eyes.brow.height); - browSliders.length.set(state.face.eyes.brow.length); - browSliders.thickness.set(state.face.eyes.brow.thickness); - browSliders.spacing.set(state.face.eyes.brow.spacing ?? 0); - browSliders.curve.set(state.face.eyes.brow.curve); - browSliders.taper.set(state.face.eyes.brow.taper ?? 1); - // A loaded ゴル風 picture ignores the shape sliders, so grey those out rather - // than leave them looking like they should do something. - const browIsImage = state.face.eyes.brow.image === true; - for (const key of ['angle', 'thickness', 'curve', 'taper']) { - setRowEnabled(browSliders[key], !browIsImage); - } - browColor.set(state.face.eyes.brow.color); - glassesToggle.set(state.face.eyes.glasses.enabled === true); - glassesKindSegment.set(state.face.eyes.glasses.kind ?? 'glasses'); - for (const [key, widget] of Object.entries(glassesSliders)) widget.set(state.face.eyes.glasses[key]); - glassesFrameColor.set(state.face.eyes.glasses.frameColor); - glassesLensColor.set(state.face.eyes.glasses.lensColor); - eyeColors.white.set(state.face.eyes.white); - eyeColors.iris.set(state.face.eyes.iris); - eyeColors.line.set(state.face.eyes.line); - }); - - syncers.push(() => { - cheeksToggle.set(state.face.eyes.cheeks.enabled === true); - for (const [key, widget] of Object.entries(cheekSliders)) widget.set(state.face.eyes.cheeks[key]); - cheekColor.set(state.face.eyes.cheeks.color); - headMarkShape.set(state.face.eyes.headMark.shape ?? 'off'); - headMarkSliders.teeth.el.style.display = (state.face.eyes.headMark.shape === 'fringe') ? '' : 'none'; - headMarkOverEyes.set(state.face.eyes.headMark.overEyes !== false); - for (const [key, widget] of Object.entries(headMarkSliders)) widget.set(state.face.eyes.headMark[key]); - headMarkColor.set(state.face.eyes.headMark.color); - headMarkColor2.set(state.face.eyes.headMark.color2 ?? '#ffffff'); - snotToggle.set(state.face.eyes.snot.enabled === true); - snotSize.set(state.face.eyes.snot.size); - for (const [key, widget] of Object.entries(snotSliders)) widget.set(state.face.eyes.snot[key]); - snotColor.set(state.face.eyes.snot.color); - beardShape.set(state.face.eyes.beard.shape ?? 'off'); - for (const [key, widget] of Object.entries(beardSliders)) widget.set(state.face.eyes.beard[key]); - // 「左右の間隔」は内部値より+10して表示する(既定の -10 が 0 に見える)。 - beardSliders.spacing.set((state.face.eyes.beard.spacing ?? 0) + 10); - beardColor.set(state.face.eyes.beard.color); - }); - - syncers.push(() => { - mouthToggle.set(state.face.mouth.visible); - for (const [key, widget] of Object.entries(mouthSliders)) widget.set(state.face.mouth[key]); - for (const [key, widget] of Object.entries(mouthColors)) widget.set(state.face.mouth[key]); - const mouthShape = mouthModeOf(state.face.mouth); - mouthMode.set(mouthShape); - const shown = new Set(mouthRowKeys[mouthShape]); - for (const key of mouthRowOrder) mouthSliders[key].el.style.display = shown.has(key) ? '' : 'none'; - }); - - syncers.push(() => { - motionSegment.set(state.anim.mode ?? 'off'); - animWidgets.blink.set(state.anim.blink); - animWidgets.lookAround.set(state.anim.lookAround); - }); - - syncers.push(() => { - styleSegment.set(state.render.style); - outlineToggle.set(state.render.outline); - outlinePixelsSlider.set(state.render.outlinePixels ?? 2); - leafBodyLineCheck.set(state.render.leafBodyLine !== false); - transparentCheck.set(state.render.pngTransparent); - lightPad.set({ - x: state.render.lightAzimuth / 180, - y: Math.max(0, (state.render.lightElevation - 5) / 80), - }); - lightIntensitySlider.set(state.render.lightIntensity ?? 2.1); - ambientSlider.set(state.render.ambient ?? 0.9); - lightColorField.set(state.render.lightColor ?? '#ffffff'); - ambientColorField.set(state.render.ambientColor ?? '#ffffff'); - exposureSlider.set(state.render.exposure ?? 1); - const line = ['lineart', 'outline'].includes(state.render.style); - outlineToggle.el.querySelector('input').disabled = line; - }); - - syncers.push(() => { - projectionSegment.set(state.view.projection); - cameraSliders.azimuth.set(state.view.azimuth); - cameraSliders.polar.set(state.view.polar); - const ortho = state.view.projection === 'ortho'; - cameraSliders.size.set(ortho ? (state.view.orthoHeight || 7.5) : (state.view.distance || 12)); - cameraSliders.targetY.set(state.view.targetY || model.size.y * 0.5); - autoRotateToggle.set(state.view.autoRotate); - }); - - syncers.push(() => { - lookAtToggle.set(state.lookAt?.enabled === true); - for (const [key, widget] of Object.entries(lookAtSliders)) { - widget.set(state.lookAt?.[key] ?? LOOK_AT_FALLBACKS[key]); - } - turnBodyToggle.set(state.lookAt?.turnBody === true); - }); - - syncers.push(() => { - themeSegment.set(state.render?.theme ?? 'original'); - for (const [key, widget] of Object.entries(bodyColors)) { - widget.set(state.render?.colors?.[key] ?? BODY_COLOR_FALLBACKS[key]); - } - envIntensitySlider.set(state.render?.envIntensity ?? 1); - }); - - syncers.push(() => { - mirrorToggle.set(state.render?.mirror === true); - shadowCheck.set(state.render?.shadow !== false); - shadowOpacitySlider.set(state.render?.shadowOpacity ?? 0.22); - shadowSoftnessSlider.set(state.render?.shadowSoftness ?? 1.6); - contactShadowToggle.set(state.render?.contactShadow === true); - contactBlobToggle.set(state.render?.contactBlob === true); - environmentSegment.set(state.render?.environment ?? 'gradient'); - }); - - syncers.push(() => { - const background = state.view?.background ?? 'solid'; - // 素材 is active for either half of it, and its rows show only then. - const isMaterial = background === 'preset' || background === 'effect'; - backgroundModeSegment.set(isMaterial ? 'material' : background); - materialGroup.style.display = isMaterial ? '' : 'none'; - backgroundColour.set(state.view?.backgroundColor ?? '#ffffff'); - backgroundFitSegment.set(state.view?.backgroundFit ?? 'cover'); - backgroundBlurSlider.set(state.view?.backgroundBlur ?? 0); - backgroundDarkenSlider.set(state.view?.backgroundDarken ?? 0); - backgroundScaleSlider.set(state.view?.backgroundScale ?? 1); - cameraFacingSegment.set(state.view?.cameraFacing ?? 'environment'); - cameraMirrorToggle.set(state.view?.cameraMirror === true); - gyroToggle.set(state.view?.gyro === true); - }); - - syncers.push(() => { - renderProps(); - const items = state.props?.items ?? []; - // A rebuild only carries the whole-prop scale, so re-apply each sign's face - // size to the freshly built mesh here (see `placedPropGroups`). - const groups = placedPropGroups(app); - for (const entry of propWidgets) { - const item = items[entry.index] ?? {}; - entry.sliders.x.set(item.x ?? 0); - entry.sliders.y.set(item.y ?? 0); - entry.sliders.z.set(item.z ?? 0); - entry.sliders.rotX.set(item.rotX ?? 0); - entry.sliders.rotY.set(item.rotY ?? 0); - entry.sliders.rotZ.set(item.rotZ ?? 0); - entry.sliders.scale.set(item.scale ?? 1); - entry.faceScale?.set(item.faceScale ?? 1); - applyPropFaceScale(groups[entry.index], item.faceScale); - entry.signText?.set(item.text ?? ''); - } - }); - - syncers.push(() => { - renderGion(); - const items = state.gion?.items ?? []; - for (const entry of gionWidgets) { - const item = items.find((candidate) => candidate.id === entry.id); - if (!item) continue; - entry.sliders.w.set(item.w ?? DEFAULT_STAMP_WIDTH); - entry.sliders.rot.set(item.rot ?? 0); - entry.flip.set(item.flip === true); - entry.block.classList.toggle('active', item.id === app.gionSelected); - } - }); - - syncers.push(() => { - for (const group of wallGroups) { - const wall = state.render?.[group.key] ?? defaultState().render[group.key]; - group.toggle.set(wall.on === true); - for (const [key, widget] of Object.entries(group.sliders)) widget.set(wall[key] ?? (key === 'size' ? 1 : 0)); - group.guide.set(wall.guide === true); - } - }); - - syncers.push(() => { - captionBubbleSegment.set(activeCaption); - const bubble = cap() ?? {}; - captionToggle.set(bubble.enabled === true); - captionText.set(bubble.text ?? ''); - verticalToggle.set(bubble.vertical === true); - bubbleSegment.set(bubble.bubble ?? 'round'); - tailSegment.set(bubble.tail ?? 'left'); - for (const [key, widget] of Object.entries(captionSliders)) { - widget.set(bubble[key] ?? CAPTION_SLIDER_FALLBACKS[key]); - } - captionPosition.x.set(bubble.x ?? 0.58); - captionPosition.y.set(bubble.y ?? 0.16); - captionMaxWidthSlider.set(bubble.maxWidth ?? 0.36); - alignSegment.set(bubble.align ?? 'left'); - boldToggle.set(bubble.bold === true); - systemFontToggle.set(bubble.font === 'system'); - for (const [key, widget] of Object.entries(captionColors)) { - widget.set(bubble[key] ?? CAPTION_COLOR_FALLBACKS[key]); - } - }); - - syncers.push(() => { - flapText.set(state.mouthFlap?.text ?? ''); - for (const [key, widget] of Object.entries(flapSliders)) { - widget.set(state.mouthFlap?.[key] ?? MOUTH_FLAP_FALLBACKS[key]); - } - }); - - syncers.push(() => { - storyScaleSegment.set(String(state.story?.scale ?? 1.5)); - storyColumnsSlider.set(state.story?.columns ?? 1); - storyGapSlider.set(state.story?.gap ?? 12); - storyBackgroundField.set(state.story?.sheetBackground ?? '#ffffff'); - renderStoryPanels(); - }); - - app.actions.applyFacePreset = applyFacePreset; - app.actions.applyPosePreset = applyPosePreset; - - sync(); - - // The 'g' key toggles the gizmo behind the panel's back, so the checkbox - // follows the rig rather than the other way round. - syncers.push(() => gizmoToggle.set(rig.helper.visible === true)); - - return { - sync, - onRigChanged: syncBones, - /** Which bubble the caption controls are editing (a drag on it calls this). */ - selectCaption(key) { - if (key !== 'caption' && key !== 'caption2' && key !== 'narration') return; - activeCaption = key; - sync(); - }, - /** Which 擬音 stamp the viewport should outline (a drag on it calls this). */ - selectGion(id) { - app.gionSelected = id ?? null; - sync(); - }, - /** Open the crop picker for a sheet (the 擬音 section's button calls this). */ - openGionPicker(sheet) { - openGionPicker(sheet ?? gionSheetSelect.get()); - }, - setStats(text) { statsLine.textContent = text; }, - setRecording(recording) { - recordButton.setLabel('record', recording ? '録画を停止' : '録画を開始'); - }, - }; -} diff --git a/public/bluebey-studio/src/presets.js b/public/bluebey-studio/src/presets.js deleted file mode 100644 index e4fe49f..0000000 --- a/public/bluebey-studio/src/presets.js +++ /dev/null @@ -1,892 +0,0 @@ -/** - * The complete, serialisable studio state plus the preset libraries. - * - * Everything here is plain JSON: "設定を保存" writes exactly this object, and - * "設定を読み込む" merges it back in, so a look can be archived and shared. - * - * Eye parameters are named after the character's own left/right, NOT the - * viewer's: `left` is the eye on the model's +x side, which is the half of the - * eye texture with u > 0.5. In a front view that eye appears on the right of - * the screen. - */ - -/** - * One speech bubble's defaults. - * - * A factory rather than a constant, because there are two bubbles (see - * `caption2`) and they must not share one object - editing one would edit both. - */ -function captionDefaults() { - return { - enabled: false, - text: 'こんにちは、ぶるべーです。', - // Anchor of the bubble's box, as a fraction of the image (0..1). - x: 0.58, - y: 0.16, - maxWidth: 0.36, // fraction of the image width for the text column - bubble: 'round', // round | rect | shout | none - tail: 'left', // left | right | top | bottom | topLeft | topRight | bottomLeft | bottomRight | none - fontSize: 34, // pixels at 1x; scales with the export - lineHeight: 1.42, - padding: 18, - radius: 24, - textColor: '#3f2b52', - bubbleColor: '#ffffff', - borderColor: '#55386e', - borderWidth: 4, - bold: false, - align: 'left', // left | center | right - vertical: false, // 縦書き (columns run right to left) - font: 'rounded', // rounded (vendored) | system - }; -} - -/** - * ナレーション (a narration box): a plain rectangular panel of vertical text, the - * manga narration style. Same shape as a bubble, with a rect box, no tail, and - * 縦書き on by default. - */ -function narrationDefaults() { - return { - enabled: false, - text: 'ここで、ぶるべーは考えた。', - x: 0.06, - y: 0.08, - maxWidth: 0.5, - bubble: 'rect', - tail: 'none', - fontSize: 30, - lineHeight: 1.35, - padding: 16, - radius: 8, - textColor: '#2b2433', - bubbleColor: '#ffffff', - borderColor: '#2b2433', - borderWidth: 3, - bold: false, - align: 'left', - vertical: true, - font: 'rounded', - }; -} - -/** - * Per-kind starting size and height for ひげ, applied when a kind is picked. The - * textured kinds are drawings, so they are drawn at a different scale from the - * built-in strokes; a kind with no entry resets to the neutral values. - */ -export const BEARD_KIND_DEFAULTS = { - scotch: { size: 0.46, offsetY: 74 }, - kaiser: { size: 1, offsetY: 80, spacing: -10 }, -}; - -/** - * Per-shape starting values for 髪 (headMark), applied when a shape is picked. - * `teeth` only matters for ぎざぎざ, so its default is set here rather than on - * the shared `size`/`teeth` fields. - */ -export const HEAD_MARK_KIND_DEFAULTS = { - fringe: { size: 0.83, teeth: 0.06 }, -}; - -/** - * 見えない壁 (the invisible wall) settings. The studio offers two, so a corner (or - * two opposite cuts) can be made. A wall's position is kept *relative to the - * character*, so moving ぶるべー carries its walls along (see src/clip.js). - */ -function wallDefaults() { - return { - on: false, - x: 0, y: 0, z: 0, // a point the plane passes through, relative to the character - yaw: 0, // turn about Y, degrees - tilt: 0, // lean about X, degrees - // The guide is the only part of the wall that is ever *drawn* (the wall - // itself writes depth but no colour, so it hides what is behind it - // without being visible). `guide` shows that rectangle while placing, - // which is also when it can be dragged in the viewport. - guide: false, - size: 1, // the wall's size (a real width and height, not a clip) - }; -} - -export function defaultState() { - return { - version: 1, - view: { - projection: 'persp', // persp | ortho - fov: 30, - azimuth: 0, // degrees, 0 = looking at the face - polar: 76, // degrees from +y, 90 = level with the target - distance: 0, // 0 = fit to the model automatically - orthoHeight: 0, // 0 = fit to the model automatically - targetY: 0, // 0 = centre of the model - // The mouse orbit and pan write their own target back here (see - // ViewRig.captureInto), so refreshing the view - or sharing a link - keeps - // the camera the user actually framed. - targetX: 0, - targetZ: 0, - autoRotate: false, - autoRotateSpeed: 0.8, - // solid | transparent | preset | image | effect | camera - // preset = one of the CC0 backdrops in assets/backgrounds - // image = something the user loaded (data URL) - // effect = a procedurally drawn manga effect line (no file at all) - // camera = the phone's camera, for the AR mode - background: 'solid', - backgroundColor: '#ffffff', - backgroundPreset: 'autumn_park', - backgroundEffect: 'focus', // focus | fall | speed | ellipse - backgroundImage: null, // data URL, set by 「画像を読み込む」 - backgroundFit: 'cover', // cover | contain | stretch | tile - backgroundBlur: 0, // px - backgroundDarken: 0, // 0..1 dark veil, helps the character read - backgroundScale: 1, - backgroundOffset: { x: 0, y: 0 }, - // AR: which camera, and whether to mirror (front camera feels mirrored) - cameraFacing: 'environment', // environment | user - cameraMirror: false, - gyro: false, // look around by turning the phone - }, - render: { - style: 'real', // real | flat | lineart | outline - outline: true, - outlineWidth: 0.022, - outlineColor: '#2a1e33', - paper: '#ffffff', - shadow: true, - // The soft round blob at the character's feet. Off by default: it sat at the - // origin and stayed behind when the character was moved. See look.js. - contactBlob: false, - pngScale: 2, - pngTransparent: false, - svgWidth: 2048, - lightAzimuth: -38, - lightElevation: 40, - lightIntensity: 2.1, - ambient: 0.9, - // The colour of the main light and of the ambient (sky) light. - lightColor: '#ffffff', - ambientColor: '#ffffff', - exposure: 1, - // Body colours. A theme fills these in; the colour pickers then adjust - // them one part at a time, so a theme is a starting point, not a mode. - theme: 'original', - colors: { - body: '#c8b0f0', - accent: '#8a4fe0', - nose: '#7a4fb0', - leaf: '#a6dd6a', - vein: '#7fbf3f', - feet: '#7a4fb0', - }, - // Mirror the whole character, for laying out a panel that faces its text. - mirror: false, - // Shadows: the soft blob under the feet, plus the cast shadow. - shadowOpacity: 0.22, - shadowSoftness: 1.6, - shadowOffset: 0, - contactShadow: false, // blob only, no cast shadow - // Lighting environment. 'room' is three's RoomEnvironment; 'gradient' is - // the tiny procedural sky the studio always had. - environment: 'gradient', // gradient | room | none - envIntensity: 1, - // Hand-drawn line work (SVG export and the outline pass). - handDrawn: 0, // 0 = off, 1 = a lot - handDrawnSeed: 7, - handDrawnScale: 40, - handDrawnPasses: 1, - // How the outline is drawn - the two methods take the parts they are good - // at. See MODEL-GUIDE.md §5 and src/outline.js. - // - // 'screen' (the default) hands the leaves to the screen-space edge pass, - // because a hull cannot outline a shell that thin: the expanded - // front and back cross inside it and the line breaks up. Every - // other part keeps its hull, whose line is computed from the - // geometry and so comes out smooth, where the pixel grid would - // make it stepped. - // 'hull' the inverted-hull copy everywhere - cheap, and the way it was - // done before, but the leaves then come out as a tangle. - outlineMethod: 'screen', - outlinePixels: 2.4, // 'screen' only: line width in screen pixels - // Whether a leaf gets a line where it meets the *body*. There is no right - // answer here, so it is a setting: - // on - the body counts as paper, so the leaves are outlined where they - // emerge from it. Without this a line drawing cannot tell the - // leaves and the body apart at all (both are paper). - // off - the body blocks the line, so the leaf simply passes behind it and - // nothing is drawn along the meeting. Cleaner, but the leaves and - // the body merge into one white shape. - leafBodyLine: true, - // 見えない壁 (the invisible wall). Up to two placeable rectangles that hide - // whatever is behind them, so the character can be buried in a wall and - // only the rest of the body shows. See src/clip.js. - wall: wallDefaults(), - wall2: wallDefaults(), - }, - pose: { - bones: {}, // { boneName: [x, y, z] } in degrees, rest = 0,0,0 - root: [0, 0, 0], // whole-body offset in model units - }, - anim: { - mode: 'off', // off | idle | walk - blink: true, - blinkInterval: 3.4, // seconds between blinks - lookAround: false, - speed: 1, - }, - face: { - // 帽子 (a hat on the head). `kind` is one of HAT_LIBRARY in src/hats.js. - // `x`/`z` slide it sideways / forwards, `height` lifts it off the head; - // `tiltX` leans it forward/back and `tiltZ` leans it sideways. - hat: { kind: 'none', custom: false, x: 0, z: 0, height: -0.7, tiltX: 0, tiltZ: 0 }, - eyes: { - source: 'parametric', // parametric | opened | closed | ... (hand-drawn) - linked: true, // move both eyes together - left: { shape: 'open', open: 1, lookX: 0, lookY: 0, eyeX: 0, closed: 'line', closedLines: 1, irisShape: 'circle', threeFlip: false, tear: 0.3, tearOn: false, tearY: 0, tearX: 0, tearTilt: 0, white: null, highlight: null, shapeScale: 1, lowerLid: null, lidShape: null, lidWidth: null, lidTilt: null, lashes: null, lashAngle: null, lashPos: null }, - right: { shape: 'open', open: 1, lookX: 0, lookY: 0, eyeX: 0, closed: 'line', closedLines: 1, irisShape: 'circle', threeFlip: false, tear: 0.3, tearOn: false, tearY: 0, tearX: 0, tearTilt: 0, white: null, highlight: null, shapeScale: 1, lowerLid: null, lidShape: null, lidWidth: null, lidTilt: null, lashes: null, lashAngle: null, lashPos: null }, - irisScale: 1, - lookMax: 1.2, - highlight: true, - lidWidth: 14, - lowerLid: 0, - lashes: false, - lashAngle: 0, - lashPos: 0, - // How the closing eyelid is drawn: `curve` is the soft, rounded lid; `flat` - // is a straight lid edge (the hard, narrowed look). `lidTilt` rotates the - // narrowed eye. See faceArt.js. - lidShape: 'curve', - lidTilt: 0, - heartScale: 2, - heartColor: '#e0344f', - // The tears live on each eye (see `eyes.left.tear`), so one eye can cry - // on its own; only the colour is shared. - tearColor: '#8fd8ff', - // ほっぺ (a manga blush) and 頭の模様 (a hair-like head covering) are drawn - // into the same plate as the eyes and brows. Both are generic devices, - // not a copy of any one character, and both start off. The blush is always - // four horizontal strokes, so there is no line-count field. - cheeks: { - enabled: false, - size: 1, - spacing: 0, // extra gap outwards from the eyes - offsetY: 0, // extra drop below the eyes - color: '#f6a6b8', - }, - // The hair covering's `shape` is one of `off`, `cap`, `fringe`, - // `fringe-up` or `curve`. `overEyes` puts the hair in front of the eyes - // (bangs over the face); off leaves the eyes on top. - headMark: { - shape: 'off', - size: 1, - // ぎざぎざ only: how far the saw teeth reach down. - teeth: 0.12, - offsetX: 0, - offsetY: 0, - overEyes: true, - color: '#8a4fe0', - color2: '#ffffff', - }, - // 鼻ちょうちん: the snot bubble someone sleeps with. Drawn into the same - // plate as the eyes, out to the side of the nose. Starts off. - snot: { - enabled: false, - size: 1.23, - offsetX: -23, - offsetY: 0, - offsetZ: 16, - color: '#e3ecff', - }, - // ひげ: a mustache or beard worn under the nose. `shape` is one of `off`, - // `scotch`, `kaiser`, `apron` or `cat`. `spacing` widens the gap between - // the cat's left and right whiskers. Starts off. - beard: { - shape: 'off', - size: 1, - offsetY: 0, - spacing: 0, - // ねこ only: how far each whisker reaches (`length`) and how far apart the - // three lines of one side sit (`lineGap`). Neither changes the thickness. - length: 1, - lineGap: 1, - color: '#1c1624', - }, - // Eyebrows are drawn into the eye texture. Off by default, because the - // original character has no eyebrows. - brow: { - enabled: false, - // When true and a drawing (assets/brows/gol-right.png) was loaded, the - // brow is painted from that file (mirrored) instead of the strokes. - image: false, - angle: 0, - height: 0, - length: 1, - thickness: 1, - curve: 0.14, - // How wide the nose-side end is: 1 = a plain stroke, 0 = a wedge that - // comes to a point (the ゴル風 look). `spacing` widens the gap between - // the two brows. - taper: 1, - spacing: 0, - color: '#55386e', - }, - // 眼鏡 / サングラス are drawn into the same texture as the eyes and brows, - // so they travel with the head instead of being a separate 3D mesh. Off - // by default. `kind` only picks which lens defaults the panel offers; the - // drawing itself reads the colours and opacities below. - glasses: { - enabled: false, - kind: 'glasses', // glasses | sunglasses - frameColor: '#2a1e33', - frameWidth: 1, // multiplier on the frame stroke (EYE_LAYOUT.lidStroke) - lensColor: '#2b2433', - lensOpacity: 0.22, // 0..1; 眼鏡 is nearly clear, サングラス dark - lensGap: 0, // px, + moves the two lenses further apart - scale: 1, // lens size multiplier - offsetY: 0, // px, artwork units (positive = down) - tilt: 0, // degrees, both lenses turn together - }, - white: '#ffffff', - iris: '#150e1b', - line: '#55386e', - }, - mouth: { - source: 'parametric', // parametric | original - visible: true, - smile: 1, // 0 = straight line, 1 = the original smile, <0 = frown - width: 1, // the smile line's length (the chord); also the O's width - thickness: 1, - open: 0, // 0 = closed lips, 1 = wide open - tilt: 0, // degrees - offsetY: 0, // texture pixels - tongue: 0.96, // 0 hides it; scales the whole tongue - tonguePos: 0.84, // 0..1 along the smile line - corners: 0.71, // length of the corner marks, 0 hides them - cornerAngle: -8, // degrees, tilts the corner marks - round: 0, // >0 turns the mouth into a round "O" - color: '#ff1a44', - innerColor: '#4a0f1e', - tongueColor: '#ff2d2d', - cornerColor: '#725497', - line: '#55386e', - }, - }, - // ---------------------------------------------------------------- caption - // The speech bubbles drawn next to the character when exporting. They live in - // the state so they are saved, shared and undone like everything else. There - // are two of them, so a line and a reply (or a narrator and a speaker) fit. - caption: captionDefaults(), - // The second bubble starts on the other side, so the two do not overlap. - caption2: { ...captionDefaults(), text: '', x: 0.08, y: 0.44 }, - // A ナレーション box (vertical text, rect, no tail). - narration: narrationDefaults(), - // -------------------------------------------------------- 口パク (mouth flap) - // The mouth moves as if talking, with no sound at all: the device's own - // speech voices belong to the device, so a recording of them is not ours to - // hand out. Only the *length* of the text matters here. - mouthFlap: { - text: 'こんにちは。小平市のぶるべーです。', - rate: 1, // how fast the syllables come - mouthGain: 1, // how wide the mouth opens - }, - // ----------------------------------------------------------------- look at - // Where the character should look (world units). - lookAt: { - enabled: false, - x: 0, - y: 2.6, - z: 3, - turnBody: false, // also rotate the whole body a little - amount: 1, - // The turn and the gaze are *remembered* rather than derived, so switching - // the mode (or just 体も向ける) off leaves the character where it is instead - // of snapping it back to the front. See `applyLookAt` in main.js. - bodyYawDeg: 0, - freeze: null, - }, - // ------------------------------------------------------------------- props - // 小物. Each entry is a procedural prop from src/props.js. - props: { - items: [], - }, - // -------------------------------------------------------------------- 擬音 - // マンガのオノマトペ (擬音) as stickers over the picture. Each item is a crop - // of a sheet - `{ id, sheet, sx, sy, sw, sh, x, y, w, rot, flip }` - and only - // the sheet *name* is stored, never the bitmap, so a shared link stays small - // (see src/gion.js for the geometry). - gion: { - items: [], - }, - // ------------------------------------------------------------------- story - // 4コマ / 紙芝居. Each panel is a small state patch (pose, face, caption). - story: { - columns: 1, - gap: 12, - padding: 20, - sheetBackground: '#ffffff', - // How big each captured panel is, as a multiple of the viewport. 2x doubles - // each side, so the sheet PNG gets four times the pixels per panel. - scale: 1.5, - panels: [], - }, - }; -} - -/** Expression presets. Each patches a copy of the default state. */ -export const FACE_PRESETS = [ - { - id: 'normal', - label: 'ふつう', - face: { - eyes: { - left: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, - right: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, - irisScale: 1, - highlight: true, - }, - // Depth 1 = the hand-drawn original; the corners and tongue below are also - // the settings that reproduce it (measured against the artwork). - mouth: { smile: 1, width: 1, thickness: 1, open: 0, tilt: 0, offsetY: 0, tongue: 0.96, tonguePos: 0.84, corners: 0.71, cornerAngle: -8 }, - }, - }, - { - id: 'laugh', - label: 'にっこり', - face: { - eyes: { - left: { shape: 'arch', open: 1, lookX: 0, lookY: 0, closed: 'arch' }, - right: { shape: 'arch', open: 1, lookX: 0, lookY: 0, closed: 'arch' }, - highlight: false, - }, - // A laugh is a wide smile with squeezed-shut eyes. An *open* mouth on a - // round mascot reads as a shout, so only びっくり keeps the round O. - mouth: { smile: 1.15, width: 1.14, thickness: 1.05, open: 0, tilt: 0, offsetY: 0, round: 0, tongue: 0.96, corners: 1.25 }, - }, - }, - { - id: 'eating', - label: 'たべている', - face: { - eyes: { - left: { open: 1, lookX: 0, lookY: 0.15, closed: 'line' }, - right: { open: 1, lookX: 0, lookY: 0.15, closed: 'line' }, - irisScale: 1, - highlight: true, - }, - // A small, cute round mouth (the other round mouth, with びっくり). - mouth: { smile: 0.2, width: 0.8, thickness: 1.1, open: 0, tilt: 0, offsetY: 6, round: 0.58, tongue: 0.7, corners: 0 }, - }, - }, - { - id: 'wink', - label: 'ウインク', - face: { - eyes: { - // The shut eye is the original `eyes-close-tight` artwork: three strokes - // sharing one vertex, pointing at the nose. - left: { shape: 'line3', open: 1, lookX: 0, lookY: 0, closed: 'line', closedLines: 3 }, - right: { open: 1, lookX: 0, lookY: 0, closed: 'line', closedLines: 1 }, - irisScale: 1, - highlight: true, - }, - mouth: { smile: 1.0, width: 1.02, thickness: 1, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 1 }, - }, - }, - { - id: 'surprised', - label: 'びっくり', - face: { - eyes: { - left: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, - right: { open: 1, lookX: 0, lookY: 0, closed: 'line' }, - irisScale: 0.74, - lookMax: 0.35, - highlight: true, - }, - mouth: { smile: 0.2, width: 0.85, thickness: 1.1, open: 0, tilt: 0, offsetY: 0, round: 0.62, tongue: 0.25, corners: 0 }, - }, - }, - { - id: 'sleepy', - label: 'ねぼけ', - face: { - eyes: { - left: { open: 0.42, lookX: 0, lookY: -0.22, closed: 'line' }, - right: { open: 0.42, lookX: 0, lookY: -0.22, closed: 'line' }, - irisScale: 1, - highlight: true, - // A sleeper's snot bubble, with the defaults from the panel. - snot: { enabled: true }, - }, - mouth: { smile: 0.62, width: 0.88, thickness: 1, open: 0, tilt: -3, offsetY: 6, tongue: 0, corners: 0.8 }, - }, - }, - { - id: 'shy', - label: 'てれ', - face: { - eyes: { - // Blushing, eyes half shut and looking away. - left: { open: 0.72, lookX: -0.4, lookY: 0.08, closed: 'line' }, - right: { open: 0.72, lookX: -0.4, lookY: 0.08, closed: 'line' }, - cheeks: { enabled: true }, - irisScale: 1, - highlight: true, - }, - mouth: { smile: 0.5, width: 0.82, thickness: 1.05, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0.5 }, - }, - }, - { - id: 'sidelong', - label: 'じと目', - face: { - eyes: { - // Flat, narrowed lids tilted inwards - a sideways, unimpressed look. - // 上まぶたの高さ is now independent of the lower lid, so `open` carries the - // whole slit (it used to be measured from the raised lower lid). - left: { open: 0.74, lookX: 0.4, lookY: -0.12, closed: 'line' }, - right: { open: 0.74, lookX: 0.4, lookY: -0.12, closed: 'line' }, - lowerLid: 0.42, - lidShape: 'flat', - lidTilt: 12, - irisScale: 0.92, - highlight: true, - }, - mouth: { smile: 0.12, width: 0.78, thickness: 1.1, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, - }, - }, - { - id: 'love', - label: 'すき', - face: { - eyes: { - left: { shape: 'heart', open: 1, lookX: -0.1, lookY: -0.3, closed: 'line', irisShape: 'heart', white: false }, - right: { shape: 'heart', open: 1, lookX: 0.1, lookY: -0.3, closed: 'line', irisShape: 'heart', white: false }, - irisScale: 1, - // The white behind a heart would poke out around its lobes, so hide it. - heartColor: '#e0344f', - highlight: false, - }, - mouth: { smile: 1.15, width: 1, thickness: 1.05, open: 0.16, tilt: 4, offsetY: 0, tongue: 0.9, corners: 1.3 }, - }, - }, - { - id: 'grumpy', - label: 'むっと', - face: { - eyes: { - left: { open: 0.6, lookX: 0, lookY: -0.12, closed: 'line', closedLines: 2 }, - right: { open: 0.6, lookX: 0, lookY: -0.12, closed: 'line', closedLines: 2 }, - irisScale: 0.86, - highlight: true, - }, - mouth: { smile: -0.62, width: 0.84, thickness: 1.15, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, - }, - }, - { - id: 'cry', - label: 'ないてる', - face: { - eyes: { - // Big tears that hang low and lean outwards - the classic "crying hard" - // look. The sideways position and the tilt are mirrored between the eyes, - // so the pair stays symmetric. - left: { open: 0.84, lookX: 0, lookY: -0.3, closed: 'line', tear: 1.35, tearOn: true, tearY: 26, tearTilt: -20 }, - right: { open: 0.84, lookX: 0, lookY: -0.3, closed: 'line', tear: 1.35, tearOn: true, tearY: 26, tearTilt: 20 }, - irisScale: 1.02, - lowerLid: 0.42, - highlight: true, - }, - mouth: { smile: -0.5, width: 0.72, thickness: 1.25, open: 0, tilt: 0, offsetY: 0, tongue: 0, corners: 0 }, - }, - }, -]; - -/** - * Poses. `bones` holds per-bone XYZ degrees relative to the rest pose. - * - * The axes were measured (turn one bone 40° and watch the hand's centre move), - * and the two sides are NOT the same. That is what used to send the left hand - * behind while the right one came forward: - * - * arm / hand - * X lift. Up on both sides, so the SAME value is symmetric. - * Y roll about the flipper - which way the palm faces. - * Z forward/back. +Z is BACK on the left and FORWARD on the right, so a - * symmetric pose writes the right-hand Z with the opposite sign, while - * a walk (opposite arms) writes the SAME sign on both. - * legsupport - * X out to the side and up (same value on both sides is symmetric) - * Y twist (which way the toe points) - * Z forward/back, mirrored like `arm` - * It pivots at the middle of the body, so the feet travel a long way for - * a small angle - keep it under about 15 degrees. - * master - * X lean forward Y spin around Z roll sideways - * - * `armsupport` still exists in the rig but it is a control bone that pivots at - * the body's centre, so it swings a hand in a wide arc across the face. Every - * preset below drives `arm`/`hand` instead. - */ -export const POSE_PRESETS = [ - { id: 'stand', label: '立ち', pose: { bones: {} } }, - { - id: 'attention', - label: 'きおつけ', - pose: { - bones: { - // Both flippers dropped to the sides. A negative X lowers the arm, and - // the value is the same on both sides (only Z mirrors between them). - 'arm.l': [-62, 0, 0], - 'arm.r': [-62, 0, 0], - }, - }, - }, - { - id: 'bow', - label: 'おじぎ', - pose: { bones: { master: [22, 0, 0], 'arm.l': [-62, 0, 0], 'arm.r': [-62, 0, 0] } }, - }, - { - id: 'deep-bow', - label: 'ふかくおじぎ', - pose: { bones: { master: [42, 0, 0], 'arm.l': [-62, 0, 0], 'arm.r': [-62, 0, 0] } }, - }, - { - id: 'tilt', - label: 'くびかしげ', - pose: { - bones: { - master: [0, 0, 16], - // The roll turns the whole body about its base, which swings the feet up - // and down, so the legs take the difference. The right-hand leg (on the - // left of the screen) is the one that is planted: it opens outwards a - // little and keeps the sole down. The left-hand leg bends back behind it. - 'legsupport.r': [8, 0, 0], - 'legsupport.l': [-6, 0, 14], - }, - }, - }, - { - id: 'wave', - label: 'てをふる', - pose: { - bones: { - master: [0, 0, -4], - // The left flipper goes up and slightly forward. Y is the roll about the - // flipper's own length, which is what turns the palm to face outwards. - 'arm.l': [84, 0, -6], - 'hand.l': [0, -30, 0], - }, - }, - }, - { - id: 'banzai', - label: 'ばんざい', - pose: { - bones: { - master: [-8, 0, 0], - // Both flippers as far up as the shoulder allows (the pivot sits at the - // middle of the body, so they cannot reach above the head). - 'arm.l': [106, 0, -12], - 'arm.r': [106, 0, 12], - }, - root: [0, 0.2, 0], - }, - }, - { - id: 'stretch', - label: 'のびをする', - pose: { - bones: { - master: [-16, 0, 0], - 'arm.l': [112, 0, -8], - 'arm.r': [112, 0, 8], - }, - root: [0, 0.08, 0], - }, - }, - { - id: 'jump', - label: 'ジャンプ', - pose: { - bones: { - master: [-8, 0, 0], - 'arm.l': [68, 0, -10], - 'arm.r': [68, 0, 10], - 'legsupport.l': [10, 0, 0], - 'legsupport.r': [10, 0, 0], - }, - root: [0, 0.62, 0], - }, - }, - { - id: 'leap', - label: '大ジャンプ', - pose: { - bones: { - master: [-18, 0, 0], - 'arm.l': [92, 0, -12], - 'arm.r': [92, 0, 12], - 'legsupport.l': [14, 0, 0], - 'legsupport.r': [14, 0, 0], - }, - root: [0, 1.0, 0], - }, - }, - { - id: 'dance', - label: 'おどる', - pose: { - bones: { - master: [-4, 0, -12], - // Deliberately uneven: the left flipper is up, the right one is out in - // front, and the feet step the other way. - 'arm.l': [78, 0, -14], - 'arm.r': [14, 0, 34], - 'legsupport.l': [0, 0, 8], - 'legsupport.r': [0, 0, 8], - }, - root: [0, 0.14, 0], - }, - }, - { - id: 'tip-over', - label: 'こてん', - pose: { - bones: { - master: [0, 0, 68], - 'arm.l': [26, 0, -18], - 'arm.r': [10, 0, 18], - }, - root: [0, 0.25, 0], - }, - }, - { - id: 'lie', - label: 'ねている', - pose: { - bones: { - // Flat on its back: X tips the body backwards all the way over, so the - // face looks up. The root lift keeps the back resting on the ground - // rather than sinking through it (the body's depth becomes its height). - master: [-88, 0, 0], - // Both flippers rest against the body, loose. - 'arm.l': [-18, 0, 0], - 'arm.r': [-18, 0, 0], - }, - root: [0, 1.5, 0], - }, - }, - { id: 'side', label: 'よこむき', pose: { bones: { master: [0, 92, 0] } } }, - { id: 'turn', label: 'うしろむき', pose: { bones: { master: [0, 180, 0] } } }, - { - id: 'present', - label: '右を紹介', - pose: { - bones: { - master: [6, -26, 0], - // The right flipper sweeps forward to point at whatever is on its right - // (+Z is forwards on the right); the left one just steps aside. - 'arm.r': [16, 0, 52], - 'arm.l': [10, 0, -6], - }, - }, - }, - { - id: 'present-left', - label: '左を紹介', - pose: { - bones: { - master: [6, 26, 0], - 'arm.l': [16, 0, -52], - 'arm.r': [10, 0, 6], - }, - }, - }, -]; - -/** Deep-merge `patch` into `target` (plain objects only). */ -export function applyPatch(target, patch) { - for (const [key, value] of Object.entries(patch ?? {})) { - if (value && typeof value === 'object' && !Array.isArray(value) - && target[key] && typeof target[key] === 'object' && !Array.isArray(target[key])) { - applyPatch(target[key], value); - } else { - target[key] = Array.isArray(value) ? value.slice() : value; - } - } - return target; -} - -export function cloneState(state) { - return JSON.parse(JSON.stringify(state)); -} - -/** - * Body colour themes (C-1). Each is a full set of part colours, so picking one - * is a single assignment; the individual pickers in the panel then let you drift - * away from it without losing the rest. - * - * ぶるべー is a leaf-sprout mascot, so the themes are named after plants and - * weather rather than after colours. - */ -export const THEMES = [ - { - id: 'original', - label: 'オリジナル', - colors: { body: '#c8b0f0', accent: '#8a4fe0', nose: '#7a4fb0', leaf: '#a6dd6a', vein: '#7fbf3f', feet: '#7a4fb0' }, - }, - { - id: 'sakura', - label: 'さくら', - colors: { body: '#f7c6d9', accent: '#e0709b', nose: '#c25b7e', leaf: '#b8e08a', vein: '#8dbb54', feet: '#c25b7e' }, - }, - { - id: 'matcha', - label: 'まっちゃ', - colors: { body: '#cfe3ac', accent: '#6f9c3a', nose: '#5c8030', leaf: '#9fd463', vein: '#79ab3c', feet: '#5c8030' }, - }, - { - id: 'sora', - label: 'そら', - colors: { body: '#bcd9f7', accent: '#4a7fd4', nose: '#3f6cae', leaf: '#a8e08a', vein: '#7cbb58', feet: '#3f6cae' }, - }, - { - id: 'lemon', - label: 'レモン', - colors: { body: '#f8e9a6', accent: '#d8a520', nose: '#b3871a', leaf: '#b9de74', vein: '#8fbb45', feet: '#b3871a' }, - }, - { - id: 'momo', - label: 'もも', - colors: { body: '#f9cbae', accent: '#e07a4a', nose: '#bd6238', leaf: '#aede7c', vein: '#84b84e', feet: '#bd6238' }, - }, - { - id: 'sumi', - label: 'すみ', - colors: { body: '#9aa2b8', accent: '#4b5468', nose: '#3c4356', leaf: '#8fbf7a', vein: '#6d9a58', feet: '#3c4356' }, - }, - { - id: 'yozora', - label: 'よぞら', - colors: { body: '#8f8fd0', accent: '#403f8f', nose: '#34336f', leaf: '#7fc7b0', vein: '#5aa08c', feet: '#34336f' }, - }, -]; - -/** Bubble shapes offered for captions. */ -export const BUBBLE_STYLES = [ - { value: 'round', label: 'まる' }, - { value: 'rect', label: 'しかく' }, - { value: 'shout', label: 'さけぶ' }, - { value: 'whisper', label: 'ささやき' }, - { value: 'think', label: '思考' }, - { value: 'none', label: 'なし' }, -]; - -/** A couple of ready-made captions, so the feature is discoverable. */ -export const CAPTION_PRESETS = [ - { id: 'greeting', label: 'あいさつ', caption: { enabled: true, text: 'こんにちは、ぶるべーです。' } }, - { id: 'explain', label: '説明', caption: { enabled: true, text: 'ここがポイントです。', bubble: 'rect', tail: 'left' } }, - { id: 'surprise', label: 'びっくり', caption: { enabled: true, text: 'えっ!?', bubble: 'shout', tail: 'left', fontSize: 40, bold: true } }, -]; diff --git a/public/bluebey-studio/src/props.js b/public/bluebey-studio/src/props.js deleted file mode 100644 index 78525bd..0000000 --- a/public/bluebey-studio/src/props.js +++ /dev/null @@ -1,646 +0,0 @@ -import * as THREE from 'three'; - -/** - * Procedural 小物 (props) that can be placed on the stage next to the character: - * a lectern, a desk, a microphone stand, a signboard, a potted plant and a - * cardboard box. - * - * Everything is built from three's primitives instead of loaded from a file, for - * three reasons. The character is about 4.15 units tall with its feet on y = 0 - * and its body a sphere of radius ~1.6 centred near y = 2.4, so every generator - * below works from that scale, and every group's origin is its *base centre* - - * dropping one at a ground position and rotating it about y is all the app has - * to do. The studio also re-skins props with the same toon/flat materials and - * the same inverted-hull outline as the body, so the geometry stays chunky: no - * plate thinner than ~0.05 units (a thin plate's offset hull turns into a smear) - * and no textures anywhere. And props must be identical on every run, so every - * size, position and angle here is a literal - no Math.random(). - * - * Colours are never hard-coded on a mesh. Each material is tagged with - * `userData.part`, and `applyPropColors` fills the colour in from the app's - * render.colors palette, which is what lets the colour-theme feature recolour a - * prop that was built minutes ago. The mapping keeps lightness apart from hue, - * so a prop still reads in the near-monochrome すみ theme: - * - * wood the body colour, darkened - painted wood, cardboard, soil - * paper the body colour, nearly white - the blank sign face - * accent the accent colour - legs, frames, pots, mic bodies - * leaf the leaf colour - foliage - * metal a fixed neutral grey - stands, booms, microphone heads - * - * `userData.shade` multiplies a part's colour, so one prop can use two tones of - * the same part - a cardboard box and its darker inner flaps - without adding a - * sixth palette entry. - */ - -/** Reused when something has to be aimed along a direction vector. */ -const UP = new THREE.Vector3(0, 1, 0); -const WHITE = new THREE.Color(0xffffff); -/** A fixed grey: a metal stand has to read in every theme, warm or grey. */ -const METAL_GREY = '#b9bec7'; -/** Enough of the palette to build with when the app has not sent one yet. */ -const FALLBACK_COLORS = { body: '#c8b0f0', accent: '#8a4fe0', leaf: '#a6dd6a' }; - -const PART_NAMES = ['wood', 'metal', 'paper', 'accent', 'leaf']; - -const clamp01 = (value) => Math.min(1, Math.max(0, value)); - -/** The lectern's reading surface tilts up towards the audience, i.e. towards +z. */ -const SLAB_TILT = -0.32; - -// --------------------------------------------------------------------------- -// Building blocks -// --------------------------------------------------------------------------- - -/** - * A material per (part, shade) inside one prop. Sharing them keeps the draw - * calls down and, more importantly, lets `disposeProp` release each one once. - */ -function materialCache() { - const cache = new Map(); - return (part, shade = 1) => { - if (!PART_NAMES.includes(part)) throw new Error(`unknown prop material part: ${part}`); - const key = `${part}:${shade}`; - let material = cache.get(key); - if (!material) { - const metal = part === 'metal'; - material = new THREE.MeshStandardMaterial({ - color: 0xffffff, // filled in by applyPropColors - roughness: 0.75, - metalness: metal ? 0.6 : 0, - }); - material.userData.part = part; - material.userData.shade = shade; - cache.set(key, material); - } - return material; - }; -} - -/** - * Wraps a generator so each prop gets its own material cache. The generator - * receives `(group, material, options)`, fills the group and returns nothing. - */ -function prop(generator) { - return (options = {}) => { - const group = new THREE.Group(); - generator(group, materialCache(), options); - return group; - }; -} - -/** Adds a mesh, matching the body's shadow flags, and returns it. */ -function addMesh(parent, geometry, material, x = 0, y = 0, z = 0) { - const mesh = new THREE.Mesh(geometry, material); - mesh.position.set(x, y, z); - mesh.castShadow = true; - mesh.receiveShadow = false; - parent.add(mesh); - return mesh; -} - -/** - * The 線画 fill a part takes, as how far it steps from the paper towards the ink - * (see `addMesh` in src/styles.js). A prop is paper in 線画, so two parts of a prop - * that meet flush - the pencil's lead in its wood, a can's label on its body - come - * out as one white shape. Tagging one of them with a tone puts the seam back; it - * has no effect on リアル / フラット, where the part's own colour draws it. - */ -function tone(mesh, strength) { - mesh.userData.tone = strength; - return mesh; -} - -/** A cuboid, sized as [width, height, depth] and centred on `at`. */ -function addBox(parent, material, size, at = [0, 0, 0]) { - const geometry = new THREE.BoxGeometry(size[0], size[1], size[2]); - return addMesh(parent, geometry, material, at[0], at[1], at[2]); -} - -/** A cylinder (or cone, if the two radii differ) centred on `at`. */ -function addCylinder(parent, material, radiusTop, radiusBottom, height, at, segments = 12) { - const geometry = new THREE.CylinderGeometry(radiusTop, radiusBottom, height, segments); - return addMesh(parent, geometry, material, at[0], at[1], at[2]); -} - -/** A rounded blob. The caller usually scales it into a leaf or an ellipsoid. */ -function addSphere(parent, material, radius, at, segments = [10, 8]) { - const geometry = new THREE.SphereGeometry(radius, segments[0], segments[1]); - return addMesh(parent, geometry, material, at[0], at[1], at[2]); -} - -/** A rod from `from` to `to`: stems, booms and struts are all just this. */ -function addStrut(parent, material, from, to, radius, segments = 8) { - const start = new THREE.Vector3(from[0], from[1], from[2]); - const end = new THREE.Vector3(to[0], to[1], to[2]); - const axis = end.clone().sub(start); - const length = axis.length(); - const mesh = addMesh( - parent, - new THREE.CylinderGeometry(radius, radius, length, segments), - material, - (start.x + end.x) / 2, - (start.y + end.y) / 2, - (start.z + end.z) / 2, - ); - mesh.quaternion.setFromUnitVectors(UP, axis.normalize()); - return mesh; -} - -// --------------------------------------------------------------------------- -// The props -// --------------------------------------------------------------------------- - -/** - * 演台. A foot plate, a pedestal, a slab that tilts up towards the audience and - * a gooseneck microphone on the corner nearest the camera. The mic is on the - * audience edge on purpose: on the far edge the slab would hide it from a - * slightly-above camera. - */ -const buildPodium = prop((group, material) => { - addBox(group, material('accent'), [1.30, 0.10, 0.98], [0, 0.05, 0]); - addBox(group, material('wood'), [1.10, 1.30, 0.78], [0, 0.75, 0]); - - const slab = addBox(group, material('wood'), [1.42, 0.12, 0.86], [0, 1.42, 0.10]); - slab.rotation.x = SLAB_TILT; - // A lip along the slab's low edge, so the silhouette reads as a lectern top. - const lip = addBox(group, material('accent'), [1.02, 0.10, 0.10], [0, 1.498, 0.527]); - lip.rotation.x = SLAB_TILT; - - const stem = addCylinder(group, material('metal'), 0.032, 0.032, 0.60, [-0.48, 1.80, 0.26], 8); - stem.rotation.x = SLAB_TILT; - const head = addSphere(group, material('metal'), 0.09, [-0.48, 2.11, 0.15], [10, 8]); - head.scale.set(1, 1.25, 1); -}); - -/** - * 机. A top, four legs and a pair of side rails. The legs and rails take the - * darker `accent` tone so the table keeps its shape in a flat or greyscale - * render, where a single flat colour would turn it into a silhouette. - */ -const buildDesk = prop((group, material) => { - addBox(group, material('wood'), [2.30, 0.12, 1.20], [0, 1.44, 0]); - for (const x of [-1.00, 1.00]) { - for (const z of [-0.46, 0.46]) { - addBox(group, material('accent'), [0.14, 1.38, 0.14], [x, 0.69, z]); - } - addBox(group, material('accent'), [0.12, 0.10, 1.00], [x, 0.42, 0]); - } -}); - -/** - * マイク. A round weighted base, a pole, a short boom and a body with a grille - * head, standing about as high as the character's hands. - */ -const buildMic = prop((group, material) => { - addCylinder(group, material('metal'), 0.40, 0.42, 0.10, [0, 0.05, 0], 16); - addCylinder(group, material('metal'), 0.048, 0.058, 1.35, [0, 0.775, 0], 10); - addStrut(group, material('metal'), [0, 1.42, 0], [0, 1.62, 0.28], 0.038); - - const body = addCylinder(group, material('accent'), 0.13, 0.13, 0.44, [0, 1.80, 0.36], 12); - body.rotation.x = 0.30; - const head = addSphere(group, material('metal'), 0.145, [0, 2.05, 0.42], [12, 8]); - head.scale.set(1, 0.9, 1); -}); - -/** - * 看板. A post, a frame and a blank face. The face is a named child tagged - * `userData.canvasTexture`, so a later feature can paint a CanvasTexture onto it - * without hunting for the writable mesh. The face *and* its frame are grouped, - * so `applyPropFaceScale` can grow the whole board about the face's centre while - * the post and base stay put. Both are thin boxes rather than planes: the outline - * pass offsets geometry along its normals, and a zero-thickness plane gets a - * visibly doubled rim. - */ -const buildSign = prop((group, material) => { - addBox(group, material('accent'), [0.52, 0.10, 0.52], [0, 0.05, 0]); - addBox(group, material('wood'), [0.16, 1.62, 0.16], [0, 0.91, 0]); - - // The board is one group so the face and its frame scale together, about the - // board's own centre - which is also the face's centre. - const board = new THREE.Group(); - board.name = 'sign-board'; - board.userData.faceScaleGroup = true; - board.position.set(0, 2.21, 0); - group.add(board); - - addBox(board, material('accent'), [1.42, 0.98, 0.12], [0, 0, 0]); - const face = addBox(board, material('paper'), [1.18, 0.76, 0.08], [0, 0, 0.06]); - face.name = 'sign-face'; - face.userData.canvasTexture = true; -}); - -/** The branches of 観葉植物: where a stem ends, which way its leaf points. */ -const PLANT_BRANCHES = [ - { end: [0.05, 1.12, 0.04], dir: [0.10, 0.96, 0.14] }, - { end: [-0.30, 0.98, -0.06], dir: [-0.52, 0.76, -0.30] }, - { end: [0.28, 1.00, 0.14], dir: [0.48, 0.74, 0.40] }, - { end: [-0.40, 0.80, -0.16], dir: [-0.86, 0.36, -0.28] }, - { end: [0.38, 0.82, 0.16], dir: [0.88, 0.32, 0.26] }, - { end: [-0.04, 1.06, -0.20], dir: [-0.14, 0.95, -0.28] }, -]; - -/** - * 観葉植物. A tapered pot with a rim, dark soil, and leaves that are just - * squashed spheres aimed along each branch's direction - the cheapest way to get - * a soft, rounded leaf that still takes a clean outline. - */ -const buildPlant = prop((group, material) => { - addCylinder(group, material('accent'), 0.40, 0.28, 0.56, [0, 0.28, 0], 14); - tone(addCylinder(group, material('accent', 0.88), 0.44, 0.42, 0.12, [0, 0.56, 0], 14), 0.18); - tone(addCylinder(group, material('wood', 0.75), 0.37, 0.37, 0.06, [0, 0.61, 0], 14), 0.28); - - for (const branch of PLANT_BRANCHES) { - addStrut(group, material('leaf', 0.6), [0, 0.56, 0], branch.end, 0.035); - - const direction = new THREE.Vector3(branch.dir[0], branch.dir[1], branch.dir[2]).normalize(); - const leaf = addSphere(group, material('leaf'), 0.30, [0, 0, 0], [8, 6]); - leaf.scale.set(0.46, 1, 0.22); - leaf.position.set(branch.end[0], branch.end[1], branch.end[2]).addScaledVector(direction, 0.26); - leaf.quaternion.setFromUnitVectors(UP, direction); - } -}); - -/** - * 段ボール箱. The body and two lid flaps, plus a tape strip when the lid is - * shut. The flaps are children of pivot groups sitting on the box's top edges, - * so `open: true` is a single rotation each. The flaps are a darker shade of the - * same wood part, which is what makes the box read as cardboard rather than a - * solid block. - */ -const buildBox = prop((group, material, options) => { - const flapsDown = options.open !== true; - addBox(group, material('wood'), [1.24, 1.00, 1.24], [0, 0.50, 0]); - - const back = new THREE.Group(); - back.position.set(0, 1.00, -0.62); - back.rotation.x = flapsDown ? 0 : -1.05; - group.add(back); - tone(addBox(back, material('wood', 0.72), [1.20, 0.07, 0.62], [0, 0.035, 0.31]), 0.20); - - const front = new THREE.Group(); - front.position.set(0, 1.00, 0.62); - front.rotation.x = flapsDown ? 0 : 1.05; - group.add(front); - tone(addBox(front, material('wood', 0.72), [1.20, 0.07, 0.62], [0, 0.035, -0.31]), 0.20); - - if (flapsDown) addBox(group, material('paper', 0.95), [0.18, 0.05, 1.26], [0, 1.095, 0]); -}); - -/** - * 空いた缶詰. A short metal can, opened: a foot bead, the body, a label band and - * a mouth rim, plus the single lid peeled back on a hinge at the back of the - * mouth so it stands up behind the opening. It is deliberately - * small next to the 4-unit-tall character - something to be pointed at rather - * than stood behind - so every size here stays under a unit, and the whole can - * leans a little so it does not read as a diagram. The label is the one coloured - * part; everything else is the neutral `metal` grey, so it still reads as a tin. - */ -const buildCan = prop((group, material) => { - addCylinder(group, material('metal'), 0.153, 0.153, 0.05, [0, 0.025, 0], 16); - addCylinder(group, material('metal'), 0.145, 0.145, 0.40, [0, 0.20, 0], 16); - tone(addCylinder(group, material('accent', 0.85), 0.148, 0.148, 0.16, [0, 0.21, 0], 16), 0.20); - addCylinder(group, material('metal'), 0.153, 0.153, 0.05, [0, 0.40, 0], 16); - // A darker disc just inside the rim so the mouth reads as empty, not capped. - tone(addCylinder(group, material('metal', 0.45), 0.132, 0.132, 0.012, [0, 0.422, 0], 16), 0.30); - - // The one lid, peeled back on a hinge at the back of the mouth so its - // underside shows. The hinge sits *on* the can's back rim and the disc is - // placed so its own rim passes through that same point (its centre is one - // radius in front of the hinge), so opening the hinge rotates the lid about - // its edge - the two rims stay joined instead of the lid floating in mid-air. - // It is twisted slightly sideways so it does not read as a knob sitting - // straight up on the can. - const lidRadius = 0.132; - const hinge = new THREE.Group(); - hinge.position.set(0, 0.42, -lidRadius); - hinge.rotation.x = -1.05; - hinge.rotation.z = 0.4; - group.add(hinge); - addCylinder(hinge, material('metal', 0.9), lidRadius, lidRadius, 0.018, [0, 0, lidRadius], 18); - - group.rotation.z = 0.05; -}); - -/** - * ベッド. A wooden frame on four legs with a mattress, a headboard at the far end - * and a pillow, sized so the character can be posed lying on it. - */ -const buildBed = prop((group, material) => { - // Sized to take the character lying down: the body is a sphere of radius ~1.6, - // so the frame is a little over 3 units across and 4 units long. - for (const x of [-1.55, 1.55]) { - for (const z of [-1.85, 1.85]) { - addBox(group, material('wood'), [0.22, 0.5, 0.22], [x, 0.25, z]); - } - } - addBox(group, material('wood'), [3.5, 0.26, 4.3], [0, 0.63, 0]); - // The headboard sits at the far (-z) end, away from the camera. - addBox(group, material('wood'), [3.5, 1.5, 0.2], [0, 1.25, -2.15]); - addBox(group, material('paper'), [3.3, 0.46, 4.1], [0, 0.99, 0]); - - // The pillow, slightly tipped up against the headboard. - const pillow = addBox(group, material('paper', 0.9), [2.2, 0.34, 0.9], [0, 1.39, -1.5]); - pillow.rotation.x = -0.08; -}); - -/** - * 布団. A mattress laid on the floor, a pillow and a quilt folded over the lower - * end. - */ -const buildFuton = prop((group, material) => { - addBox(group, material('paper'), [3.6, 0.3, 4.4], [0, 0.15, 0]); - const pillow = addBox(group, material('paper', 0.9), [2.2, 0.3, 0.9], [0, 0.45, -1.6]); - pillow.rotation.x = -0.06; - addBox(group, material('accent', 0.8), [3.6, 0.24, 2.7], [0, 0.42, 0.85]); -}); - -// --------------------------------------------------------------------------- -// The library -// --------------------------------------------------------------------------- - -/** - * `height` is the approximate height in units, measured from the base, so the UI - * can offer a sensible scale. Where a prop has options, it is the height of the - * default variant: an open cardboard box stands about a third taller again, so - * the offered scale stays sensible either way. - */ -/** 鉛筆: an oversized pencil standing on its eraser, point up. */ -const buildPencil = prop((group, material) => { - const r = 0.13; - // Eraser, ferrule and lead are each a band of the same width against the body, - // so without a tone of their own they vanish into it in 線画. - tone(addCylinder(group, material('accent', 0.85), r * 0.9, r * 0.98, 0.16, [0, 0.08, 0], 6), 0.20); - tone(addCylinder(group, material('metal', 0.9), r, r, 0.12, [0, 0.22, 0], 6), 0.24); - addCylinder(group, material('accent'), r, r, 1.30, [0, 0.93, 0], 6); - addCylinder(group, material('wood'), 0, r, 0.30, [0, 1.73, 0], 6); - // The lead's wide base sinks into the cone (whose tip is at y = 1.88), so the - // two look joined, while its point still pokes out past the wood. - tone(addCylinder(group, material('metal', 0.3), 0, r * 0.3, 0.12, [0, 1.86, 0], 6), 0.45); -}); - -/** コップ: a mug with a rim, a handle and a little drink inside. */ -const buildCup = prop((group, material) => { - addCylinder(group, material('paper'), 0.34, 0.30, 0.66, [0, 0.33, 0], 18); - addCylinder(group, material('paper', 0.86), 0.30, 0.30, 0.05, [0, 0.645, 0], 18); - addCylinder(group, material('wood', 0.5), 0.28, 0.28, 0.02, [0, 0.61, 0], 18); - addMesh(group, new THREE.TorusGeometry(0.16, 0.045, 8, 16), material('paper'), 0.36, 0.36, 0); -}); - -/** ノート: a fat pad of pages under a thin cover, bound along one long edge. */ -const buildNotebook = prop((group, material) => { - const width = 1.5; - const depth = 2.0; - const pages = 0.18; - const cover = 0.04; - // The cover pokes out past the pages, so the notebook reads from above. - addBox(group, material('wood', 0.6), [width + 0.08, cover, depth + 0.08], [0, cover / 2, 0]); - addBox(group, material('paper'), [width, pages, depth], [0, cover + pages / 2, 0]); - addBox( - group, - material('accent'), - [0.16, pages + 0.04, depth + 0.02], - [-width / 2 + 0.08, cover + pages / 2, 0], - ); -}); - -/** 消しゴム: a chunky two-tone block, a hard accent top on a soft white base. */ -const buildEraser = prop((group, material) => { - const width = 0.9; - const depth = 0.5; - const half = 0.15; - addBox(group, material('paper'), [width, half, depth], [0, half / 2, 0]); - tone(addBox(group, material('accent', 0.9), [width, half, depth], [0, half + half / 2, 0]), 0.22); -}); - -export const PROP_LIBRARY = [ - { id: 'podium', label: '演台', height: 2.2, build: buildPodium }, - { id: 'desk', label: '机', height: 1.5, build: buildDesk }, - { id: 'mic', label: 'マイク', height: 2.2, build: buildMic }, - { id: 'sign', label: '看板', height: 2.7, build: buildSign }, - { id: 'plant', label: '観葉植物', height: 1.7, build: buildPlant }, - { id: 'box', label: '段ボール箱', height: 1.15, build: buildBox }, - { id: 'can', label: '空いた缶詰', height: 0.65, build: buildCan }, - { id: 'bed', label: 'ベッド', height: 2.0, build: buildBed }, - { id: 'futon', label: '布団', height: 0.65, build: buildFuton }, - { id: 'cup', label: 'コップ', height: 0.66, build: buildCup }, - { id: 'pencil', label: '鉛筆', height: 2.0, build: buildPencil }, - { id: 'notebook', label: 'ノート', height: 0.22, build: buildNotebook }, - { id: 'eraser', label: '消しゴム', height: 0.3, build: buildEraser }, -]; - -/** - * Where a freshly added prop goes. The character's body is a sphere of radius - * ~1.6 around x = 0, z = 0, so anything closer than about 2.2 units would push - * into it; each prop therefore sits 2.6-3.0 units out, in the quadrant that - * suits its height, turned only slightly - a prop square to the camera reads as - * a diagram, and one turned all the way shows its side. - */ -export const PROP_DEFAULTS = { - podium: { x: -2.1, y: 0, z: 1.9, rotY: 0.30, scale: 1 }, - desk: { x: -2.6, y: 0, z: 0.5, rotY: 0.40, scale: 1 }, - mic: { x: 2.0, y: 0, z: 1.8, rotY: -0.40, scale: 1 }, - // `faceScale` only means something for a 看板: it grows the writing area (the - // face and its frame) together, so the post and base stay put. The panel owns - // that control. - sign: { x: 2.9, y: 0, z: 0.4, rotY: -0.25, scale: 1, faceScale: 1, text: '' }, - plant: { x: -2.0, y: 0, z: -1.8, rotY: 0.25, scale: 1 }, - box: { x: 2.0, y: 0, z: -1.7, rotY: 0.55, scale: 1 }, - can: { x: 1.7, y: 0, z: 1.5, rotY: -0.5, scale: 1 }, - bed: { x: 0, y: 0, z: -4.7, rotY: 0, scale: 1 }, - futon: { x: 4.2, y: 0, z: -0.6, rotY: -0.35, scale: 1 }, - pencil: { x: -1.4, y: 0, z: 2.6, rotY: 0.3, scale: 1 }, - cup: { x: 1.5, y: 0, z: 2.5, rotY: -0.4, scale: 1 }, - notebook: { x: -3.2, y: 0, z: -2.7, rotY: 0.35, scale: 1 }, - eraser: { x: 3.6, y: 0, z: 2.6, rotY: -0.45, scale: 1 }, -}; - -/** The palette entry each part reads, derived from the app's colours. */ -function derivePalette(colors = {}) { - const body = new THREE.Color(colors.body ?? FALLBACK_COLORS.body); - const accent = new THREE.Color(colors.accent ?? FALLBACK_COLORS.accent); - const leaf = new THREE.Color(colors.leaf ?? FALLBACK_COLORS.leaf); - return { - // Darkened rather than mixed towards black, so the surface keeps a hint of - // the theme's hue instead of turning into a grey. - wood: body.clone().multiplyScalar(0.72), - paper: body.clone().lerp(WHITE, 0.85), - accent, - leaf, - metal: new THREE.Color(METAL_GREY), - }; -} - -/** - * Builds one prop. - * - * @param {string} id one of PROP_LIBRARY's ids - * @param {object} [options] - * @param {object} [options.colors] the app's render.colors palette - * @param {string} [options.outlineColor] kept on the group for the outline pass - * @param {number} [options.scale] uniform scale for the whole prop - * @returns {THREE.Group} the prop, origin at its base centre, facing +z - */ -export function buildProp(id, options = {}) { - const spec = PROP_LIBRARY.find((entry) => entry.id === id); - if (!spec) { - const known = PROP_LIBRARY.map((entry) => entry.id).join(', '); - throw new Error(`unknown prop id ${JSON.stringify(id)}; known props: ${known}`); - } - - const group = spec.build(options); - group.name = `prop:${id}`; - group.userData.propId = id; - group.userData.outlineColor = options.outlineColor ?? null; - if (Number.isFinite(options.scale) && options.scale !== 1) { - group.scale.setScalar(options.scale); - } - return applyPropColors(group, options.colors); -} - -/** - * Recolours a built prop in place, for the colour-theme feature. Every mesh - * material this module creates carries `userData.part`, so the walk only has to - * look at those; anything else (a future prop built by hand) is left alone. - */ -export function applyPropColors(group, colors = {}) { - const palette = derivePalette(colors); - const seen = new Set(); - - group.traverse((object) => { - const list = Array.isArray(object.material) ? object.material : [object.material]; - for (const material of list) { - if (!material || seen.has(material)) continue; - seen.add(material); - const part = material.userData?.part; - if (!part) continue; - const shade = Number.isFinite(material.userData.shade) ? material.userData.shade : 1; - material.color.copy(palette[part] ?? palette.wood).multiplyScalar(shade); - material.color.r = clamp01(material.color.r); - material.color.g = clamp01(material.color.g); - material.color.b = clamp01(material.color.b); - } - }); - - return group; -} - -/** - * The writing surface of a prop: the mesh tagged `userData.canvasTexture`, i.e. - * the 看板's face. A prop without one returns `null`, so callers can treat every - * prop the same. - */ -export function propFace(group) { - let face = null; - group?.traverse?.((object) => { - if (!face && object.userData?.canvasTexture) face = object; - }); - return face; -} - -/** - * Scale the writing area - the 看板's face *and* the frame around it - about the - * board's own centre, so the post and base stay where they are. A prop that tags - * a group `faceScaleGroup` is scaled as a whole; anything else falls back to the - * writable mesh alone. `addBox` puts a mesh's origin at the box centre and the - * 看板's board group sits at the face centre, which is what makes this a scale - * about the centre rather than about the prop's base. - * - * WHY this is applied from the panel: the app rebuilds every prop from the state - * (`applyProps` in src/main.js) and hands `buildProp` only the whole-prop scale, - * so a per-item `faceScale` has to be re-applied to the fresh mesh afterwards. - */ -export function applyPropFaceScale(group, faceScale) { - let target = null; - group?.traverse?.((object) => { - if (!target && object.userData?.faceScaleGroup) target = object; - }); - target ??= propFace(group); - if (!target) return; - const value = Number(faceScale); - const scale = Number.isFinite(value) ? Math.min(4, Math.max(0.2, value)) : 1; - target.scale.setScalar(scale); -} - -/** - * Paint text onto a prop's writing surface (the 看板's face), or clear it. - * - * The face's material gets a `CanvasTexture`, drawn here with a system font stack - * (no font file is needed, and Japanese falls back to whatever the device has). - * Long lines and long blocks are shrunk to fit the board, and explicit newlines - * are honoured. The material is per-prop (see `materialCache`), so the map never - * leaks to another sign. - */ -export function applyPropText(group, text) { - if (typeof document === 'undefined') return; // Node (tests): no canvas - const face = propFace(group); - const material = face?.material; - if (!material) return; - const value = typeof text === 'string' ? text : ''; - - if (!value.trim()) { - if (material.map) { - material.map.dispose(); - material.map = null; - material.needsUpdate = true; - } - material.userData.signText = ''; - return; - } - if (material.userData.signText === value) return; // nothing changed - - const canvas = document.createElement('canvas'); - canvas.width = 512; - canvas.height = 330; - const ctx = canvas.getContext('2d'); - ctx.fillStyle = '#f4efe2'; - ctx.fillRect(0, 0, canvas.width, canvas.height); - ctx.fillStyle = '#241a30'; - ctx.textAlign = 'center'; - ctx.textBaseline = 'middle'; - - const family = '"Hiragino Kaku Gothic ProN", "Yu Gothic", "Noto Sans JP", sans-serif'; - const lines = value.split(/\r\n|\r|\n/); - const maxWidth = canvas.width * 0.86; - let size = 150; - const fits = () => { - ctx.font = `700 ${size}px ${family}`; - return lines.every((line) => ctx.measureText(line).width <= maxWidth) - && lines.length * size * 1.15 <= canvas.height * 0.86; - }; - while (size > 18 && !fits()) size -= 2; - ctx.font = `700 ${size}px ${family}`; - const step = size * 1.15; - const startY = canvas.height / 2 - ((lines.length - 1) * step) / 2; - lines.forEach((line, index) => ctx.fillText(line, canvas.width / 2, startY + index * step)); - - const texture = new THREE.CanvasTexture(canvas); - texture.colorSpace = THREE.SRGBColorSpace; - texture.anisotropy = 4; - if (material.map) material.map.dispose(); - material.map = texture; - material.userData.signText = value; - material.needsUpdate = true; -} - -/** The world-space box the prop occupies; the app drops its contact shadow from it. */ -export function propBounds(group) { - group.updateMatrixWorld(true); - return new THREE.Box3().setFromObject(group); -} - -/** Releases every geometry and material in the prop and empties the group. */ -export function disposeProp(group) { - const geometries = new Set(); - const materials = new Set(); - - group.traverse((object) => { - if (object.geometry) geometries.add(object.geometry); - const list = Array.isArray(object.material) ? object.material : [object.material]; - for (const material of list) if (material) materials.add(material); - }); - - for (const geometry of geometries) geometry.dispose(); - for (const material of materials) material.dispose(); - group.clear(); -} diff --git a/public/bluebey-studio/src/rig.js b/public/bluebey-studio/src/rig.js deleted file mode 100644 index e3c8a8e..0000000 --- a/public/bluebey-studio/src/rig.js +++ /dev/null @@ -1,212 +0,0 @@ -import * as THREE from 'three'; -import { TransformControls } from 'three/addons/controls/TransformControls.js'; - -/** - * Posing. Each bone is driven as a rotation *relative to its rest pose*, so - * every bone reads 0/0/0 in the original stance and a saved pose stays valid - * even if the model is re-exported with different bone orientations. - * - * `bone.quaternion = rest * delta` and `delta = rest⁻¹ * quaternion`, with the - * delta expressed as XYZ Euler angles in degrees for the UI. - */ - -const RAD = Math.PI / 180; -const DEG = 180 / Math.PI; - -/** three sanitises node names, so `armsupport.l` arrives as `armsupportl`. */ -const normalizeName = (name) => (name ?? '').replace(/[.\s]/g, '').toLowerCase(); - -/** - * The same angle shifted by whole turns to sit next to `reference`. On an exact - * half-turn tie the lower (smaller-magnitude) value wins, which keeps the - * canonical -180..180 reading when two are equally close. - */ -const nearestAngle = (angle, reference) => { - const turns = (reference - angle) / 360; - const low = angle + 360 * Math.floor(turns); - const high = angle + 360 * Math.ceil(turns); - return Math.abs(low - reference) <= Math.abs(high - reference) ? low : high; -}; - -/** True when two quaternions describe the same rotation (double cover included). */ -const sameRotation = (a, b) => Math.abs(Math.abs(a.dot(b)) - 1) < 1e-6; - -export class Rig { - constructor({ bones, scene, camera, domElement, orbit, pickTargets, onChange = null }) { - this.bones = bones; - this.byName = new Map(); - for (const entry of bones) { - this.byName.set(entry.name, entry); - const alias = normalizeName(entry.name); - if (!this.byName.has(alias)) this.byName.set(alias, entry); - } - this.scene = scene; - this.domElement = domElement; - this.orbit = orbit; - this.pickTargets = pickTargets; - this.onChange = onChange; - this.selected = null; - // The delta last handed to (or written by) the UI, in degrees. An XYZ Euler - // has several equivalent triples for one rotation, so getDelta returns the - // one closest to this. That keeps a single-axis drag smooth through the - // wrap at 90 deg (the middle axis) instead of jumping to the gimbal-flipped - // twin, which made the sliders and the next setDelta spin the character. - this.lastDelta = new Map(); - - this.controls = new TransformControls(camera, domElement); - this.controls.setMode('rotate'); - this.controls.setSpace('local'); - this.controls.setSize(0.8); - // A *hidden* TransformControls still grabs the pointer in three: its picker - // stays raycastable even when the helper is not drawn, so grabbing the body - // (the rings sit on the `master` bone, right where you grab) silently turned - // the character. Keep the controls disabled until the gizmo is actually - // shown, so the mouse can only move the character (see setGizmoVisible). - this.controls.enabled = false; - this.helper = this.controls.getHelper(); - this.helper.visible = false; - // Whether the user wants the gizmo at all. It starts OFF: the model is the - // point, and the rings sat on top of it until you went looking for them. - // Selecting a bone must not switch it back on by itself, so `select()` - // consults this instead of always showing the helper. - this.gizmoWanted = false; - scene.add(this.helper); - - this.controls.addEventListener('dragging-changed', (event) => { - this.orbit.enabled = !event.value; - }); - this.controls.addEventListener('objectChange', () => { - if (this.selected) this.onChange?.(this.selected); - }); - } - - /* ------------------------------------------------------------ selection */ - - select(name, { silent = false } = {}) { - if (name && !this.byName.has(name)) return; - this.selected = name ?? null; - if (name) { - this.controls.attach(this.byName.get(name).bone); - this.helper.visible = this.gizmoWanted; - } else { - this.controls.detach(); - this.helper.visible = false; - } - // Only an actually-shown gizmo may take the pointer (see the constructor). - this.controls.enabled = this.helper.visible; - if (!silent) this.onChange?.(this.selected); - } - - // Clicking the model no longer reaches for a bone: the mouse is for composing - // (see the drag handling in src/main.js), and bones are picked from the panel's - // bone list, which calls `select()` directly. So there is no pointer handler on - // the canvas here at all. - - /* ----------------------------------------------------------------- pose */ - - getDelta(name) { - const entry = this.byName.get(name); - if (!entry) return { x: 0, y: 0, z: 0 }; - const delta = entry.rest.clone().invert().multiply(entry.bone.quaternion); - const base = new THREE.Euler().setFromQuaternion(delta, 'XYZ'); - const reference = this.lastDelta.get(entry) ?? { x: 0, y: 0, z: 0 }; - - // For one rotation an XYZ Euler has a second solution - its "flipped" twin - // `(x+180, 180-y, z+180)`. Three always returns the one whose middle angle - // stays within +/-90, so past 90 the twin is what continues the drag; offer - // both and keep whichever is closest to the last value. Near gimbal lock the - // twin no longer reproduces the rotation, so it is dropped by the check. - const candidates = [{ x: base.x, y: base.y, z: base.z }]; - const flipped = new THREE.Euler(base.x + Math.PI, Math.PI - base.y, base.z + Math.PI, 'XYZ'); - if (sameRotation(delta, new THREE.Quaternion().setFromEuler(flipped))) { - candidates.push({ x: flipped.x, y: flipped.y, z: flipped.z }); - } - - let best = { x: 0, y: 0, z: 0 }; - let bestDistance = Infinity; - for (const candidate of candidates) { - const x = nearestAngle(candidate.x * DEG, reference.x); - const y = nearestAngle(candidate.y * DEG, reference.y); - const z = nearestAngle(candidate.z * DEG, reference.z); - const distance = (x - reference.x) ** 2 + (y - reference.y) ** 2 + (z - reference.z) ** 2; - if (distance < bestDistance) { - bestDistance = distance; - best = { x, y, z }; - } - } - - this.lastDelta.set(entry, best); - return { ...best }; - } - - setDelta(name, { x = 0, y = 0, z = 0 }) { - const entry = this.byName.get(name); - if (!entry) return; - const delta = new THREE.Quaternion().setFromEuler( - new THREE.Euler(x * RAD, y * RAD, z * RAD, 'XYZ'), - ); - entry.bone.quaternion.copy(entry.rest).multiply(delta); - // Remember exactly what the UI asked for so getDelta can hand it straight - // back (this keeps applyPose/getPose an exact round-trip). Keyed by the bone - // entry, not the name, so a raw name and its normalised alias agree. - this.lastDelta.set(entry, { x, y, z }); - } - - /** `pose.bones` maps a bone name to `[x, y, z]` degrees; `pose.root` is a translation. */ - applyPose(pose = {}) { - // Presets and saved files use the glTF bone names (`armsupport.l`) while - // three sanitises them to `armsupportl`, so compare on the normalised form - - // otherwise every preset that touches an arm or leg is silently ignored. - const rotations = new Map(); - for (const [key, value] of Object.entries(pose.bones ?? {})) { - rotations.set(normalizeName(key), value); - } - for (const entry of this.bones) { - const value = rotations.get(normalizeName(entry.name)); - if (Array.isArray(value)) this.setDelta(entry.name, { x: value[0], y: value[1], z: value[2] }); - else this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); - } - } - - getPose({ onlyMoved = true } = {}) { - const rotations = {}; - for (const entry of this.bones) { - const { x, y, z } = this.getDelta(entry.name); - const rounded = [round1(x), round1(y), round1(z)]; - if (onlyMoved && rounded.every((value) => value === 0)) continue; - rotations[entry.name] = rounded; - } - return { bones: rotations }; - } - - reset(name) { - if (name) { - this.setDelta(name, { x: 0, y: 0, z: 0 }); - return; - } - for (const entry of this.bones) this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); - } - - /** True when every bone sits at its rest rotation. */ - isRestPose() { - return this.bones.every((entry) => { - const { x, y, z } = this.getDelta(entry.name); - return Math.abs(x) < 0.01 && Math.abs(y) < 0.01 && Math.abs(z) < 0.01; - }); - } - - setGizmoVisible(visible) { - this.gizmoWanted = visible !== false; - this.helper.visible = this.gizmoWanted && this.selected != null; - // A hidden gizmo must not grab the pointer (see the constructor). - this.controls.enabled = this.helper.visible; - } - - dispose() { - this.controls.detach(); - this.controls.dispose(); - this.helper.removeFromParent(); - } -} - -const round1 = (value) => Math.round(value * 10) / 10; diff --git a/public/bluebey-studio/src/style.css b/public/bluebey-studio/src/style.css deleted file mode 100644 index a147b1f..0000000 --- a/public/bluebey-studio/src/style.css +++ /dev/null @@ -1,880 +0,0 @@ -:root { - --accent: #7b53d1; - --accent-soft: #efe8fd; - --accent-2: #b498ff; - --text: #2b2433; - --muted: #6f6682; - --border: #e4dff0; - --card: rgba(255, 255, 255, 0.94); - --radius: 12px; - --panel-width: 344px; -} - -* { box-sizing: border-box; } - -html, body { - margin: 0; - height: 100%; - height: 100vh; - /* `dvh` tracks the space mobile browser chrome leaves; the lines above are - the fallbacks for browsers that do not know it yet. */ - height: 100dvh; - overflow: hidden; -} - -body { - font-family: system-ui, -apple-system, "Segoe UI", "Hiragino Kaku Gothic ProN", "Noto Sans JP", Meiryo, sans-serif; - color: var(--text); - background: radial-gradient(120% 120% at 30% 0%, #f7f5fc 0%, #ece8f4 60%, #e4e0ee 100%); - -webkit-font-smoothing: antialiased; -} - -/* ------------------------------------------------------------------ viewport */ - -/* - * The canvas gets its size from #stage, never from its own width/height - * attributes: a canvas is a replaced element, so `width: auto` would make its - * layout follow those attributes - and since the renderer writes them, that - * becomes a resize feedback loop that leaves the picture blank. - */ -#stage { - position: fixed; - inset: 0; -} - -body:not(.panel-hidden) #stage { - right: var(--panel-width); -} - -#view { - display: block; - width: 100%; - height: 100%; - touch-action: none; - outline: none; -} - -/* ------------------------------------------------------------------- topbar */ - -#topbar { - position: fixed; - top: 14px; - left: 16px; - z-index: 20; - display: flex; - align-items: center; - gap: 14px; - max-width: calc(100vw - var(--panel-width) - 48px); -} - -#topbar h1 { - margin: 0; - font-size: 16px; - font-weight: 700; - letter-spacing: 0.02em; - color: #4b3a72; - text-shadow: 0 1px 0 rgba(255, 255, 255, 0.7); -} - -.topbar-actions { display: flex; flex-wrap: wrap; gap: 6px; } - -#topbar button { - font: inherit; - font-size: 12px; - padding: 6px 11px; - border-radius: 999px; - border: 1px solid rgba(123, 83, 209, 0.22); - background: rgba(255, 255, 255, 0.86); - color: #5a4a7d; - cursor: pointer; - backdrop-filter: blur(6px); - transition: background 0.15s, transform 0.1s; -} - -#topbar button:hover { background: #fff; transform: translateY(-1px); } -#topbar button:active { transform: translateY(0); } -#topbar button[aria-pressed="true"] { background: var(--accent-soft); color: var(--accent); } - -/* Shared by the mouse hint and the touch hint (see #viewport-hint-touch). */ -.viewport-hint { - position: fixed; - left: 18px; - bottom: 14px; - z-index: 10; - margin: 0; - font-size: 11.5px; - color: #8a80a0; - pointer-events: none; -} - -/* Phones get a touch-specific hint instead of this mouse one; swapped in the - small-screen media query at the end of the viewport/panel section below. */ -#viewport-hint-touch { display: none; } - -/* AR (camera) mode's shutter: a camera-app button over the viewport. It is a DOM - layer, so it never appears in the exported PNG. */ -.ar-shutter { - position: absolute; - left: 50%; - bottom: calc(22px + env(safe-area-inset-bottom)); - transform: translateX(-50%); - z-index: 4; - width: 64px; - height: 64px; - padding: 0; - border-radius: 50%; - border: 4px solid #ffffff; - background: rgba(255, 255, 255, 0.35); - box-shadow: 0 2px 12px rgba(0, 0, 0, 0.35); - cursor: pointer; -} -.ar-shutter::after { - content: ""; - position: absolute; - inset: 6px; - border-radius: 50%; - background: #ffffff; -} -.ar-shutter:active::after { background: #d9d2e8; } -.ar-shutter[hidden] { display: none; } - -/* -------------------------------------------------------------------- panel */ - -#panel { - position: fixed; - top: 0; - right: 0; - bottom: 0; - width: var(--panel-width); - padding: 14px 14px 40px; - overflow-y: auto; - overflow-x: hidden; - background: var(--card); - border-left: 1px solid var(--border); - backdrop-filter: blur(10px); - z-index: 30; - scrollbar-width: thin; -} - -#panel::-webkit-scrollbar { width: 9px; } -#panel::-webkit-scrollbar-thumb { background: #d8d1e8; border-radius: 9px; } - -/* The phone sheet's grab handle is a real element (built in the app) so it can - carry a drag; it is hidden everywhere else. */ -.panel-grip { display: none; } - -body.panel-hidden #panel { display: none; } - -body.panel-hidden #topbar { max-width: calc(100vw - 48px); } - -@media (max-width: 780px) { - :root { --panel-width: min(88vw, 344px); } - #topbar { max-width: calc(100vw - 60px); } -} - -/* - * Phones and other short touch screens. The panel becomes a bottom sheet over - * the 3D view instead of a side column: the canvas keeps the full screen behind - * it, so opening the sheet does not resize the render (and the ≡ button, which - * already calls resizeViewport, is all the control needed). - */ -@media (max-width: 768px), (max-height: 500px) and (pointer: coarse) { - /* Full-screen canvas: the sheet floats over it, so its height never feeds - back into the renderer. */ - #stage, - body:not(.panel-hidden) #stage { - inset: 0; - right: 0; - } - - #topbar { - top: calc(8px + env(safe-area-inset-top)); - left: calc(10px + env(safe-area-inset-left)); - right: calc(10px + env(safe-area-inset-right)); - max-width: none; - gap: 8px; - } - - /* Let the title give way first (it can ellipsize); the buttons keep their - labels and stay on one line. */ - #topbar h1 { - font-size: 13px; - white-space: nowrap; - min-width: 0; - overflow: hidden; - text-overflow: ellipsis; - } - - .topbar-actions { - flex: 1; - flex-wrap: nowrap; - justify-content: flex-end; - gap: 6px; - } - - /* Comfortable tap targets (>= 40px) in a row that still fits 360px. */ - #topbar button { - font-size: 11px; - padding: 9px 10px; - min-height: 40px; - } - - #btn-panel { min-width: 44px; } - - #viewport-hint { display: none; } - #viewport-hint-touch { - display: block; - bottom: calc(14px + env(safe-area-inset-bottom)); - } - - #panel { - top: auto; - left: 0; - right: 0; - bottom: 0; - width: auto; - max-height: 65dvh; - padding: 0 14px calc(20px + env(safe-area-inset-bottom)); - border-left: 0; - border-top: 1px solid var(--border); - border-radius: 18px 18px 0 0; - box-shadow: 0 -6px 24px rgba(40, 20, 80, 0.18); - } - - /* The grab handle: sticky at the top of the scroll area, so it stays grabbable - however far the menu is scrolled, and `touch-action: none` so a drag on it - resizes the sheet instead of scrolling it. */ - .panel-grip { - display: flex; - align-items: center; - justify-content: center; - position: sticky; - top: 0; - z-index: 6; - height: 24px; - margin: 0 -14px; - background: var(--card); - touch-action: none; - cursor: grab; - } - .panel-grip::after { - content: ""; - width: 44px; - height: 5px; - border-radius: 999px; - background: #cfc6e4; - } - .panel-grip:active { cursor: grabbing; } - - body.panel-hidden #topbar { max-width: none; } - - /* The grab handle is sticky at the top of the sheet, so the action bar and the - tabs start below it. */ - .panel-topbar { top: 24px; } - .tabs { top: 58px; } -} - -/* ----------------------------------------------------------------- sections */ - -.tabs { - position: sticky; - /* Sits just below the sticky .panel-topbar (which is 34px tall). */ - top: 34px; - z-index: 3; - display: flex; - align-items: flex-end; - gap: 3px; - padding: 2px 0 0; - margin: -2px 0 8px; - border-bottom: 2px solid var(--border); - background: linear-gradient(var(--card) 72%, rgba(255, 255, 255, 0)); -} - -/* Each tab is a rounded-top tab sitting on the strip's baseline; only the icon - shows, and the active one fills with the accent and covers the baseline. */ -.tab { - flex: 1; - display: flex; - align-items: center; - justify-content: center; - font: inherit; - padding: 9px 2px 7px; - border: 1px solid var(--border); - border-bottom: none; - border-radius: 9px 9px 0 0; - background: var(--accent-soft); - color: var(--muted); - cursor: pointer; - white-space: nowrap; -} - -.tab svg { display: block; width: 20px; height: 20px; } -.tab:hover { color: var(--accent-2); border-color: var(--accent-2); } -.tab.active { - margin-bottom: -2px; - padding-bottom: 9px; - background: var(--accent); - border-color: var(--accent); - color: #fff; -} -.tab-panel[hidden] { display: none; } - -.details { - border: 1px dashed var(--border); - border-radius: 9px; - padding: 0 9px; - background: #fdfcff; -} -.details > summary { - font-size: 11px; - color: var(--muted); - cursor: pointer; - padding: 6px 0; - list-style-position: inside; -} -.details[open] > summary { color: var(--accent); } -.details-body { display: grid; gap: 8px; padding: 2px 0 9px; } - -.sec { - background: #fff; - border: 1px solid var(--border); - border-radius: var(--radius); - margin-bottom: 10px; - overflow: hidden; - box-shadow: 0 1px 2px rgba(53, 38, 90, 0.04); -} - -.sec-head { - display: flex; - align-items: center; - justify-content: space-between; - gap: 8px; - width: 100%; - padding: 10px 12px; - margin: 0; - border: 0; - background: #fff; - font: inherit; - font-size: 12.5px; - font-weight: 700; - color: #4b3a72; - text-align: left; - cursor: pointer; -} - -.sec-head .chev { color: var(--muted); font-size: 10px; transition: transform 0.18s; } -.sec.closed .chev { transform: rotate(-90deg); } -.sec-title { display: flex; align-items: center; gap: 8px; min-width: 0; } -.sec-title > span { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; } -.sec-icon { flex: 0 0 auto; width: 16px; height: 16px; color: var(--accent); } -.sec-body { padding: 2px 12px 12px; display: grid; gap: 9px; } -.sec.closed .sec-body { display: none; } - -/* -------------------------------------------------------------------- rows */ - -.row { display: grid; grid-template-columns: 82px minmax(0, 1fr); gap: 8px; align-items: center; } -.row.wide { grid-template-columns: 1fr; gap: 5px; } -.row > .label { font-size: 11.5px; color: var(--muted); overflow: hidden; text-overflow: ellipsis; white-space: nowrap; } -.control { display: flex; align-items: center; gap: 7px; min-width: 0; } -.hint { font-size: 11px; line-height: 1.55; color: var(--muted); } -.hint b { color: #5a4a7d; } -.row.is-off .control, .row.is-off > .label { opacity: 0.4; } -.row.is-off .control input { cursor: default; } -.subhead { - font-size: 10.5px; - font-weight: 700; - letter-spacing: 0.06em; - color: #8d80ab; - text-transform: uppercase; - margin-top: 3px; -} -.eye-group { - border-top: 1px solid var(--border); - margin-top: 4px; - padding-top: 8px; - display: grid; - gap: 8px; -} -.eye-group-head { - font-size: 11.5px; - font-weight: 700; - color: #6b5c92; - display: flex; - align-items: center; - gap: 6px; -} -.eye-group-head .grp-icon { color: #8a7ab8; } -.eye-group-body { display: grid; gap: 8px; } -.select { - flex: 1; - min-width: 0; - font: inherit; - font-size: 11.5px; - padding: 5px 6px; - border: 1px solid var(--border); - border-radius: 8px; - background: #fff; - color: var(--text); -} -.stack { display: grid; gap: 6px; } -.grid2 { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; } -.grid3 { display: grid; grid-template-columns: repeat(3, 1fr); gap: 6px; } - -input[type="range"] { - flex: 1; - min-width: 0; - height: 18px; - accent-color: var(--accent); - cursor: pointer; -} - -.num { - flex: 0 0 auto; - min-width: 40px; - font-size: 11px; - color: #5a4a7d; - font-variant-numeric: tabular-nums; - text-align: right; -} - -.seg { display: inline-flex; flex-wrap: wrap; padding: 2px; gap: 2px; background: #f2eff9; border-radius: 999px; } -.seg button { - font: inherit; - font-size: 11px; - padding: 4px 9px; - border: 0; - border-radius: 999px; - background: transparent; - color: var(--muted); - cursor: pointer; - white-space: nowrap; -} -.seg button.active { background: #fff; color: var(--accent); box-shadow: 0 1px 3px rgba(53, 38, 90, 0.16); } - -.btn { - font: inherit; - font-size: 11.5px; - padding: 6px 10px; - border: 1px solid var(--border); - border-radius: 8px; - background: #fff; - color: var(--text); - cursor: pointer; - white-space: nowrap; -} -.btn:hover { border-color: var(--accent-2); } -.btn.primary { background: var(--accent); border-color: var(--accent); color: #fff; } -.btn.primary:hover { background: #6b45c2; } -.btn:disabled { opacity: 0.45; cursor: default; } -.buttons { display: flex; flex-wrap: wrap; gap: 6px; } - -.chk { display: inline-flex; align-items: center; gap: 6px; font-size: 11.5px; color: #4b3a72; cursor: pointer; } -.chk input { accent-color: var(--accent); width: 14px; height: 14px; } - -.pad-wrap { display: flex; gap: 10px; align-items: center; } -.pad { - position: relative; - flex: 0 0 auto; - width: 118px; - height: 118px; - border-radius: 14px; - border: 1px solid var(--border); - background: - linear-gradient(#f0ecfa, #f0ecfa) 50% 0 / 1px 100% no-repeat, - linear-gradient(#f0ecfa, #f0ecfa) 0 50% / 100% 1px no-repeat, - #faf8ff; - cursor: crosshair; - touch-action: none; -} -.pad-dot { - position: absolute; - width: 13px; - height: 13px; - margin: -7px 0 0 -7px; - border-radius: 50%; - background: var(--accent); - box-shadow: 0 1px 4px rgba(53, 38, 90, 0.35); - pointer-events: none; -} -.pad-eye { - position: absolute; - inset: 0; - margin: auto; - width: 46px; - height: 46px; - border-radius: 50%; - border: 1px dashed #d9d1ec; - pointer-events: none; -} - -/* Tail picker: a 3x3 grid where a dot's place is the direction it means, so - the whole pad fits next to an 82px label even in a narrow panel. */ -.tail-pad { - display: grid; - grid-template-columns: repeat(3, 1fr); - grid-template-rows: repeat(3, 1fr); - place-items: center; - flex: 0 0 auto; - width: 128px; - height: 128px; - padding: 10px; - border-radius: 14px; - border: 1px solid var(--border); - background: #faf8ff; -} -.tail-dot { - width: 28px; - height: 28px; - padding: 0; - border: 0; - border-radius: 50%; - background: #ded6f0; - cursor: pointer; - transition: background 0.12s, transform 0.1s; -} -.tail-dot:hover { background: var(--accent-2); transform: scale(1.1); } -.tail-dot.active { - background: var(--accent); - box-shadow: 0 1px 4px rgba(53, 38, 90, 0.35); -} - -.swatches { display: flex; gap: 5px; flex-wrap: wrap; } -.swatch { width: 17px; height: 17px; border-radius: 5px; border: 1px solid rgba(43, 36, 51, 0.18); cursor: pointer; } -input[type="color"] { - width: 30px; - height: 22px; - padding: 0; - border: 1px solid var(--border); - border-radius: 6px; - background: #fff; - cursor: pointer; -} - -.bone-list { - max-height: 168px; - overflow-y: auto; - border: 1px solid var(--border); - border-radius: 9px; - padding: 4px; - display: grid; - gap: 2px; - background: #fcfbff; -} -.bone-item { - display: flex; - justify-content: space-between; - gap: 8px; - padding: 4px 8px; - border: 0; - border-radius: 6px; - background: transparent; - font: inherit; - font-size: 11.5px; - color: var(--text); - text-align: left; - cursor: pointer; -} -.bone-item:hover { background: #f4f0fd; } -.bone-item.active { background: var(--accent-soft); color: var(--accent); font-weight: 600; } -.bone-item small { color: var(--muted); font-size: 10.5px; } - -/* --------------------------------------------------------------------- 擬音 */ - -/* - * The stamps are painted onto the caption canvas, which is `pointer-events: - * none`, so each one gets its own transparent drag box on top - the same trick - * the bubbles use. The box follows the stamp's rotation. Its z-index sits below - * the caption handles (3), because the bubbles are drawn over the stamps and so - * must stay grabbable where the two overlap. - */ -.gion-handle { - position: absolute; - display: none; - cursor: move; - touch-action: none; - pointer-events: auto; - z-index: 2; - border: 1px dashed transparent; - border-radius: 4px; -} -.gion-handle.selected { - border-color: var(--accent); - box-shadow: 0 0 0 2px rgba(123, 83, 209, 0.18); -} - -.gion-list { display: grid; gap: 10px; } -.gion-item-head { display: flex; align-items: center; gap: 8px; } -.gion-thumb { - flex: 0 0 auto; - width: 84px; - height: 56px; - background: #f3f0fa; - border: 1px solid var(--border); - border-radius: 8px; - cursor: pointer; -} -.gion-item.active .gion-thumb { border-color: var(--accent); box-shadow: 0 0 0 2px var(--accent-soft); } - -/* The picker covers the whole window, so even a big sheet has room to draw on. */ -.gion-picker { - position: fixed; - inset: 0; - z-index: 95; - display: flex; - flex-direction: column; - gap: 10px; - padding: 16px; - background: rgba(24, 16, 44, 0.86); - backdrop-filter: blur(4px); -} -.gion-picker-bar { - display: flex; - align-items: center; - justify-content: space-between; - gap: 14px; - flex-wrap: wrap; - color: #fff; -} -.gion-picker-title { font-size: 13.5px; font-weight: 700; } -.gion-picker-actions { display: flex; align-items: center; gap: 8px; flex-wrap: wrap; } -.gion-picker-actions .hint { color: #cfc6e6; } -.gion-picker-board { - position: relative; - flex: 1; - min-height: 0; - overflow: hidden; - border-radius: 12px; - /* A checkerboard reads as "transparent", so a PNG sheet's holes are obvious. */ - background: - linear-gradient(45deg, #2b2344 25%, transparent 25%) 0 0 / 22px 22px, - linear-gradient(-45deg, #2b2344 25%, transparent 25%) 0 11px / 22px 22px, - linear-gradient(45deg, transparent 75%, #2b2344 75%) 11px -11px / 22px 22px, - linear-gradient(-45deg, transparent 75%, #2b2344 75%) -11px 0 / 22px 22px, - #241d3a; - cursor: crosshair; - touch-action: none; -} -.gion-picker-sheet { - position: absolute; - display: block; - user-select: none; - -webkit-user-drag: none; - pointer-events: none; -} -.gion-picker-marquee { - position: absolute; - display: none; - border: 1.5px solid #fff; - background: rgba(180, 152, 255, 0.28); - box-shadow: 0 0 0 9999px rgba(20, 12, 40, 0.42); - pointer-events: none; -} - -/* -------------------------------------------------------------------- toast */ - -#notice { - position: fixed; - left: 50%; - top: 14px; - transform: translateX(-50%); - z-index: 95; - max-width: min(560px, 90vw); - padding: 10px 16px; - border-radius: 12px; - background: #fff4e5; - border: 1px solid #f0c48a; - color: #7a4a12; - font-size: 12px; - line-height: 1.65; - white-space: pre-line; - box-shadow: 0 6px 20px rgba(43, 36, 51, 0.15); -} - -#notice[hidden] { display: none; } - -/* ------------------------------------------------ 起動時のご利用について */ -#start-notice { - position: fixed; - inset: 0; - z-index: 96; - display: grid; - place-items: center; - padding: 24px; - background: rgba(43, 36, 51, 0.5); - backdrop-filter: blur(3px); -} -#start-notice[hidden] { display: none; } - -.start-sheet { - width: min(560px, 100%); - max-height: 86vh; - overflow: auto; - padding: 22px 26px; - border-radius: 16px; - background: #fff; - color: #2b2433; - box-shadow: 0 18px 50px rgba(0, 0, 0, 0.35); - font-size: 13.5px; - line-height: 1.75; -} -.start-sheet h2 { margin: 0 0 12px; font-size: 17px; } -.start-sheet p { margin: 0 0 10px; } -.start-sheet ul { margin: 0 0 12px; padding-left: 1.3em; } -.start-actions { - display: flex; - align-items: center; - justify-content: space-between; - gap: 12px; - flex-wrap: wrap; - margin-top: 16px; -} -.start-skip { display: flex; align-items: center; gap: 6px; font-size: 12px; color: #6b5d7a; } -.start-ok { - border: 0; - border-radius: 8px; - padding: 9px 22px; - background: #6b4ea8; - color: #fff; - font-size: 13.5px; - cursor: pointer; -} - -#toast { - position: fixed; - left: 50%; - bottom: 26px; - transform: translate(-50%, 14px); - z-index: 70; - padding: 8px 16px; - border-radius: 999px; - background: rgba(43, 36, 51, 0.9); - color: #fff; - font-size: 12px; - opacity: 0; - pointer-events: none; - transition: opacity 0.2s, transform 0.2s; -} -#toast.show { opacity: 1; transform: translate(-50%, 0); } - -/* ------------------------------------------------------------------ loading */ - -#loading { - position: fixed; - inset: 0; - z-index: 80; - display: grid; - place-items: center; - background: rgba(244, 242, 250, 0.94); - transition: opacity 0.35s; -} -#loading.done { opacity: 0; pointer-events: none; } - -.loading-box { text-align: center; max-width: 520px; padding: 24px; } -.loading-spinner { - width: 34px; - height: 34px; - margin: 0 auto 14px; - border-radius: 50%; - border: 3px solid #e0d8f2; - border-top-color: var(--accent); - animation: spin 0.9s linear infinite; -} -@keyframes spin { to { transform: rotate(360deg); } } -#loading-text { margin: 0; font-size: 13px; color: #5a4a7d; } -#loading-error { - margin: 12px 0 0; - font-size: 12px; - line-height: 1.7; - color: #b3261e; - white-space: pre-wrap; - text-align: left; -} - -/* --------------------------------------------------------------------- help */ - -#help { - position: fixed; - inset: 0; - z-index: 90; - display: grid; - place-items: center; - padding: 24px; - background: rgba(43, 36, 51, 0.42); - backdrop-filter: blur(3px); -} -#help[hidden] { display: none; } - -.help-sheet { - position: relative; - width: min(760px, 100%); - max-height: min(84vh, 900px); - overflow-y: auto; - padding: 26px 30px 32px; - background: #fff; - border-radius: 18px; - box-shadow: 0 24px 60px rgba(20, 12, 40, 0.3); - font-size: 13px; - line-height: 1.75; -} -.help-sheet h2 { margin: 0 0 14px; font-size: 17px; color: #4b3a72; } -.help-sheet h3 { margin: 20px 0 6px; font-size: 13.5px; color: var(--accent); } -.help-sheet ul { margin: 0; padding-left: 1.25em; } -.help-sheet li { margin: 3px 0; } -.help-sheet code { background: #f3f0fa; padding: 1px 5px; border-radius: 5px; font-size: 12px; } -.help-sheet .keys { list-style: none; padding: 0; display: grid; gap: 4px; } -.help-close { - position: absolute; - top: 12px; - right: 14px; - width: 32px; - height: 32px; - border: 0; - border-radius: 50%; - background: #f3f0fa; - color: #5a4a7d; - font-size: 19px; - line-height: 1; - cursor: pointer; -} -.help-close:hover { background: #e8e2f7; } - -kbd { - display: inline-block; - min-width: 20px; - padding: 1px 6px; - border: 1px solid var(--border); - border-bottom-width: 2px; - border-radius: 5px; - background: #faf9fe; - font: inherit; - font-size: 11px; - text-align: center; -} - -/* The always-visible action bar above the tabs: 元に戻す / やり直す / すべてランダム. - Sticky, so it (and the tabs below it) stay on screen while the panel scrolls. */ -.panel-topbar { - position: sticky; - top: 0; - z-index: 5; - background: #fdfcff; - display: flex; - gap: 4px; - justify-content: flex-end; - padding: 4px 8px 2px; -} -.panel-topbar .icon-btn { - display: inline-flex; - align-items: center; - justify-content: center; - width: 32px; - height: 28px; - padding: 0; - border: 1px solid var(--border); - border-radius: 8px; - background: #fff; - color: #2b2433; - cursor: pointer; -} -.panel-topbar .icon-btn:hover { background: #f4f0fb; } -.panel-topbar .icon-btn:active { transform: translateY(1px); } diff --git a/public/bluebey-studio/src/styles.js b/public/bluebey-studio/src/styles.js deleted file mode 100644 index 2e4f62d..0000000 --- a/public/bluebey-studio/src/styles.js +++ /dev/null @@ -1,457 +0,0 @@ -import * as THREE from 'three'; - -/** - * Render styles for the body meshes, plus the outline pass. - * - * real the PBR materials exactly as authored in the GLB - * flat two-tone toon shading, the classic mascot look - * lineart white paper + lines, the face artwork drawn as strokes - * outline nothing but the lines, kept invisible via colorWrite = false so the - * result composites on top of anything (used by the SVG export) - * - * The lines come from two systems, each used where it is strong (see - * MODEL-GUIDE.md §5): every mesh gets an inverted-hull copy, and the thin - * overlapping leaves are handed to the screen-space pass instead (outline.js), - * which the caller arranges with `setHullHidden`. - */ - -export const STYLE_DEFS = [ - { value: 'real', label: 'リアル' }, - { value: 'flat', label: 'フラット' }, - { value: 'lineart', label: '線画' }, -]; - -// 'outline' is still used internally by the SVG export (lines on a transparent -// background), it is just no longer offered as a viewing style. -const LINE_STYLES = new Set(['lineart', 'outline']); - -export const isLineStyle = (value) => LINE_STYLES.has(value); - -/** Parts that need no outline at all. */ -const OUTLINE_SKIP = new Set(); - -/** - * Parts whose outline is only useful in the line-art styles. - * - * Empty now: the leaves used to be listed here, but the line styles get their - * leaf lines from the `Vein` faces themselves (see OUTLINE_SHADED_ONLY), so the - * hull is the wrong tool for them in either direction. - */ -const OUTLINE_LINE_ONLY = new Set(); - -/** - * Parts that should be outlined in the SHADED styles only. - * - * The inverted hull draws an outline by expanding a copy of the mesh along its - * normals and rendering the back faces. That works on one big round body, but - * the leaf skirt is a dozen thin shells lying on top of each other: each hull's - * far side shows through its neighbours, which is what produced the faint - * overlapping hairlines. In the SVG pass the leaves get their line from their - * own `Vein` faces (filled with the ink colour) instead, so the hull is dropped - * there and kept for the cartoon styles, where it does read as an edge. - */ -const OUTLINE_SHADED_ONLY = new Set(['vein']); - -/** - * Per-part outline thickness, as a fraction of the global width. - * - * The hull is offset by a fixed distance in world units, so the right factor - * depends on how fine a part's mesh is compared with that offset: - * - * - the nose is only ~0.24 units across, and the offset that looks right on the - * body reads as a thick ring on it, hence the small factor. In the line-art - * styles it is the other way round (a hairline looks like dust on paper), so - * the nose gets a fuller line there - see OUTLINE_SCALE_LINE. - * - the leaves need a *larger* factor, which only shows up in the "hull only" - * style: the 13 blades overlap and interpenetrate, so each one's expanded - * shell cuts across its neighbours and the line breaks up. A thicker hull - * merges those scratches back into a band. Making the leaves thicker does NOT - * fix it - measured, see MODEL-GUIDE.md §5-4 - because the overlaps are the - * blocker, not the leaf's own thickness. - */ -const OUTLINE_SCALE = { nose: 0.4, leaf: 1.7, vein: 2.2 }; - -/** Fuller lines for the paper-and-ink styles, where a hairline reads as dust. */ -const OUTLINE_SCALE_LINE = { nose: 0.9, leaf: 1.9, vein: 2.4 }; - -/** - * Parts whose outline should only survive where the part itself sticks out past - * the body. Their hull is drawn first with depth testing off, so everything the - * body covers paints over it: the nose then only gets a line in the views where - * it actually pokes out of the silhouette, instead of a ring around it - which is - * what the original artwork does, the nose reads by its own colour there. - * - * In the line-art styles there is no colour to read it by (the nose is paper on - * paper), so this is switched off and the nose goes to the screen-space pass - * instead - see `screenParts` in main.js. - */ -const OUTLINE_SILHOUETTE_ONLY = new Set(['nose']); - -export class Styles { - constructor({ meshes, paper = '#ffffff', outlineColor = '#2a1e33', outlineWidth = 0.022 }) { - this.meshes = meshes; - this.paper = paper; - this.style = 'real'; - this.outlineEnabled = true; - /** - * Source meshes whose hull outline must stay off, because another method - * (the screen-space pass) is drawing them. Empty = every hull is available. - * Only the leaves ever land here: see MODEL-GUIDE.md §5. - */ - this.hullHidden = new Set(); - - this.originals = new Map(); - for (const mesh of meshes) { - this.originals.set(mesh, mesh.material); - mesh.castShadow = true; - mesh.receiveShadow = false; - } - - this.gradientMap = makeGradientMap(); - this.toonMaterials = new Map(); - this.paperMaterial = new THREE.MeshBasicMaterial({ color: paper, toneMapped: false }); - // A hat is not flat: in a line drawing a white hat on a white head merges - // into one shape, so hats get a light tone instead of paper (see addMesh). - // The tone is per-mesh (`toneMeshes`, mesh -> material) and the amount it - // steps from the paper towards the ink is cached by strength in - // `toneMaterials`, so a part on a same-coloured neighbour (a hat band, a - // pencil's lead) can ask for a darker fill and its seam then reads. - this.toneMaterials = new Map(); - /** Runtime meshes that want a tone fill rather than paper in 線画. */ - this.toneMeshes = new Map(); - this.invisibleMaterial = new THREE.MeshBasicMaterial({ colorWrite: false, depthWrite: true }); - - this.outlineWidth = outlineWidth; - this.outlineColor = outlineColor; - /** scale -> { material, uniform }, so the width slider updates all of them. */ - this.hullMaterials = new Map(); - this.outlineMeshes = this.createOutlines(); - this.setStyle('real'); - } - - /** - * The part kind, taken from the material the GLB shipped with. - * - * It must be read from `originals`, not from `mesh.material`: `setStyle` - * replaces the materials, and the replacements (paper, ink, toon) carry no - * name, so after the first swap every part would look like an unknown one and - * the leaf/nose special cases would silently stop applying. - */ - kindOf(mesh) { - return (this.originals.get(mesh)?.name ?? '').toLowerCase(); - } - - hullMaterialFor(scale, overlay = false) { - const key = `${scale}:${overlay ? 'overlay' : 'solid'}`; - let entry = this.hullMaterials.get(key); - if (!entry) { - const uniform = { value: this.outlineWidth * scale }; - const material = makeHullMaterial(this.outlineColor, uniform); - if (overlay) { - // Depth-*tested*, but writing none: the hull is drawn before the body - // (renderOrder -1), so the body still paints over its interior and the - // nose only gets a line where it pokes out of the silhouette. Testing - // (rather than ignoring) depth is what lets the 見えない壁 hide it too - - // with the test off, a nose buried in the wall left a filled blob, - // because nothing was left to paint over the hull's inside. - material.depthTest = true; - material.depthWrite = false; - } - entry = { uniform, material, scale }; - this.hullMaterials.set(key, entry); - } - return entry.material; - } - - /** - * The flat fill a runtime mesh wears instead of paper in 線画, cached by how far - * it steps from the paper towards the ink. `userData.tone` on the mesh (set by - * the builder) carries the amount; the hat default comes from `options.tone`. - */ - toneMaterialFor(strength = DEFAULT_TONE) { - const key = String(strength); - let material = this.toneMaterials.get(key); - if (!material) { - material = new THREE.MeshBasicMaterial({ - color: toneOf(this.paper, strength), - toneMapped: false, - }); - material.userData.tone = strength; - this.toneMaterials.set(key, material); - } - return material; - } - - createOutlines() { - const hulls = []; - for (const mesh of this.meshes) { - const kind = this.kindOf(mesh); - if (OUTLINE_SKIP.has(kind)) continue; - const overlay = OUTLINE_SILHOUETTE_ONLY.has(kind); - const material = this.hullMaterialFor(this.scaleFor(kind), overlay); - const hull = mesh.isSkinnedMesh - ? new THREE.SkinnedMesh(mesh.geometry, material) - : new THREE.Mesh(mesh.geometry, material); - hull.name = `${mesh.name || 'mesh'}:outline`; - hull.position.copy(mesh.position); - hull.quaternion.copy(mesh.quaternion); - hull.scale.copy(mesh.scale); - hull.frustumCulled = false; - hull.castShadow = false; - hull.receiveShadow = false; - if (overlay) hull.renderOrder = -1; - hull.userData.kind = kind; - hull.userData.source = mesh; - hull.userData.lineOnly = OUTLINE_LINE_ONLY.has(kind); - hull.userData.shadedOnly = OUTLINE_SHADED_ONLY.has(kind); - if (hull.isSkinnedMesh) hull.bind(mesh.skeleton, mesh.bindMatrix); - mesh.parent.add(hull); - hulls.push(hull); - } - return hulls; - } - - /** - * Register a mesh that is built at runtime (a hat), so it follows the render - * styles and gets an outline hull like the GLB parts. `removeMesh` undoes it. - * - * `options.tone` gives the mesh the light tone fill in 線画 instead of paper, - * for parts whose shape would otherwise merge with the body (the hats). A - * number instead of `true` picks how far to step towards the ink, and the - * builder can override it per mesh with `userData.tone` - which is how a part - * draws its seam against a same-coloured neighbour. - * - * `options.lineOnly` keeps the hull to the line-art styles, so a runtime mesh - * (a hat, a prop) gets its ink outline in 線画 but none in リアル / フラット. - */ - addMesh(mesh, options = {}) { - if (!mesh || this.originals.has(mesh)) return; - this.originals.set(mesh, mesh.material); - this.meshes.push(mesh); - const tone = mesh.userData.tone ?? options.tone; - if (tone) this.toneMeshes.set(mesh, this.toneMaterialFor(tone === true ? DEFAULT_TONE : tone)); - const kind = this.kindOf(mesh); - if (!OUTLINE_SKIP.has(kind)) { - const overlay = OUTLINE_SILHOUETTE_ONLY.has(kind); - const hull = new THREE.Mesh(mesh.geometry, this.hullMaterialFor(this.scaleFor(kind), overlay)); - hull.name = `${mesh.name || 'mesh'}:outline`; - hull.position.copy(mesh.position); - hull.quaternion.copy(mesh.quaternion); - hull.scale.copy(mesh.scale); - hull.frustumCulled = false; - hull.castShadow = false; - hull.receiveShadow = false; - if (overlay) hull.renderOrder = -1; - hull.userData.kind = kind; - hull.userData.source = mesh; - hull.userData.lineOnly = options.lineOnly === true || OUTLINE_LINE_ONLY.has(kind); - hull.userData.shadedOnly = OUTLINE_SHADED_ONLY.has(kind); - mesh.parent?.add(hull); - this.outlineMeshes.push(hull); - mesh.userData.hull = hull; - } - this.setStyle(this.style); - } - - /** Take a runtime mesh (and its outline hull) back out. */ - removeMesh(mesh) { - if (!mesh || !this.originals.has(mesh)) return; - const original = this.originals.get(mesh); - const hull = mesh.userData.hull; - if (hull) { - hull.removeFromParent(); - const i = this.outlineMeshes.indexOf(hull); - if (i >= 0) this.outlineMeshes.splice(i, 1); - delete mesh.userData.hull; - } - // Put the mesh's own material back before dropping it: while a line style is - // on it is wearing the *shared* paper/tone material, and the caller is about - // to dispose it - which would blank every part using it. - if (original) mesh.material = original; - this.originals.delete(mesh); - this.toneMeshes.delete(mesh); - const j = this.meshes.indexOf(mesh); - if (j >= 0) this.meshes.splice(j, 1); - } - - /** The outline factor for a part in the current style (line art wants more). */ - scaleFor(kind) { - const line = LINE_STYLES.has(this.style); - const table = line ? OUTLINE_SCALE_LINE : OUTLINE_SCALE; - return table[kind] ?? OUTLINE_SCALE[kind] ?? 1; - } - - setStyle(value) { - this.style = value; - const line = LINE_STYLES.has(value); - for (const mesh of this.meshes) { - const original = this.originals.get(mesh); - let material; - if (line) { - // Paper on paper in `lineart`; a light tone for hats, which would - // otherwise merge into the head; invisible in `outline`, which is the pass - // the SVG trace reads. Either way every edge - the body, the nose, and - // the leaves - is drawn by the screen-space outline, so no part needs a - // material trick of its own any more. - material = value === 'lineart' - ? (this.toneMeshes.get(mesh) ?? this.paperMaterial) - : this.invisibleMaterial; - } else if (value === 'flat') { - material = this.toonFor(original); - } else { - material = original; - } - if (mesh.material !== material) mesh.material = material; - } - - // The nose only keeps a line where it pokes out of the body in the shaded - // styles; in a line drawing it is handed to the screen-space pass instead - // (see `screenParts` in main.js), because a hull cannot ring a bump that sits - // flush on the surface it is drawn on - the expanded shell lands *inside* the - // body and loses the depth test. - for (const hull of this.outlineMeshes) { - const kind = hull.userData.kind; - const silhouetteOnly = OUTLINE_SILHOUETTE_ONLY.has(kind) && !line; - hull.material = this.hullMaterialFor(this.scaleFor(kind), silhouetteOnly); - hull.renderOrder = silhouetteOnly ? -1 : 0; - } - - // Lines are the whole point of the line-art styles. - this.setOutlineVisible(line ? true : this.outlineEnabled); - } - - /** - * Hand a set of parts to the screen-space outline, or take them back. - * - * The hull and the screen-space pass each have a shape they cannot draw: a hull - * cannot outline a thin closed shell (the leaves), and the screen-space pass - * draws a stepped line because it works on the pixel grid. So the leaves go to - * the screen-space pass and everything else keeps its hull, which is drawn from - * the geometry and therefore comes out smooth. - */ - setHullHidden(meshes) { - this.hullHidden = new Set(meshes ?? []); - this.setStyle(this.style); - } - - toonFor(original) { - let material = this.toonMaterials.get(original); - if (!material) { - material = new THREE.MeshToonMaterial({ - color: original.color ? original.color.clone() : new THREE.Color(0xffffff), - map: original.map ?? null, - vertexColors: original.vertexColors === true, - gradientMap: this.gradientMap, - side: original.side, - transparent: original.transparent === true, - alphaTest: original.alphaTest ?? 0, - depthWrite: original.depthWrite !== false, - }); - this.toonMaterials.set(original, material); - } - return material; - } - - setPaper(color) { - this.paper = color; - this.paperMaterial.color.set(color); - for (const material of this.toneMaterials.values()) { - material.color.copy(toneOf(color, material.userData.tone)); - } - } - - setOutlineVisible(visible) { - const lineMode = LINE_STYLES.has(this.style); - for (const hull of this.outlineMeshes) { - const lineOnly = hull.userData.lineOnly === true; - const shadedOnly = hull.userData.shadedOnly === true; - hull.visible = visible - && (!lineOnly || lineMode) - && !(shadedOnly && lineMode) - && !this.hullHidden.has(hull.userData.source); - } - } - - setOutlineEnabled(enabled) { - this.outlineEnabled = enabled; - if (!LINE_STYLES.has(this.style)) this.setOutlineVisible(enabled); - } - - setOutlineWidth(width) { - this.outlineWidth = width; - for (const entry of this.hullMaterials.values()) entry.uniform.value = width * entry.scale; - } - - setOutlineColor(color) { - this.outlineColor = color; - for (const entry of this.hullMaterials.values()) entry.material.color.set(color); - } - - /** - * The toon materials are cached copies of the originals, so a colour theme that - * edits `original.color` has to be copied across or the flat style keeps - * showing the old colour. See src/look.js. - */ - refreshColors() { - for (const [mesh, original] of this.originals) { - const toon = this.toonMaterials.get(original); - if (toon && original.color) toon.color.copy(original.color); - // The outline hull is a colour of its own, so it is left alone. - void mesh; - } - return this; - } - - dispose() { - for (const hull of this.outlineMeshes) { - hull.removeFromParent(); - hull.skeleton = null; - } - this.outlineMeshes = []; - for (const entry of this.hullMaterials.values()) entry.material.dispose(); - this.hullMaterials.clear(); - this.paperMaterial.dispose(); - for (const material of this.toneMaterials.values()) material.dispose(); - this.toneMaterials.clear(); - this.invisibleMaterial.dispose(); - this.gradientMap.dispose(); - for (const material of this.toonMaterials.values()) material.dispose(); - this.toonMaterials.clear(); - } -} - -/** How far the hat default steps from the paper towards the ink in 線画. */ -const DEFAULT_TONE = 0.14; - -/** A step towards the ink, for the flat fill a runtime mesh gets in 線画. */ -function toneOf(paper, strength = DEFAULT_TONE) { - return new THREE.Color(paper).lerp(new THREE.Color('#2a1e33'), strength); -} - -/** A 3-step ramp gives crisper cartoon bands than the shader's default. */ -function makeGradientMap() { - const steps = new Uint8Array([90, 165, 255]); - const texture = new THREE.DataTexture(steps, steps.length, 1, THREE.RedFormat); - texture.minFilter = THREE.NearestFilter; - texture.magFilter = THREE.NearestFilter; - texture.generateMipmaps = false; - texture.needsUpdate = true; - return texture; -} - -function makeHullMaterial(color, uniform) { - const material = new THREE.MeshBasicMaterial({ - color, - side: THREE.BackSide, - toneMapped: false, - }); - material.onBeforeCompile = (shader) => { - shader.uniforms.uOutline = uniform; - shader.vertexShader = `uniform float uOutline;\n${shader.vertexShader}`.replace( - '#include ', - '#include \n\ttransformed += normal * uOutline;', - ); - }; - material.customProgramCacheKey = () => 'bluebey-outline-hull'; - return material; -} diff --git a/public/bluebey-studio/src/textOutlines.js b/public/bluebey-studio/src/textOutlines.js deleted file mode 100644 index 334a92d..0000000 --- a/public/bluebey-studio/src/textOutlines.js +++ /dev/null @@ -1,432 +0,0 @@ -import opentype from 'opentype.js'; - -/** - * Caption text as outlines. - * - * A caption drawn with changes shape in every viewer, because the glyphs - * come from whatever font that viewer happens to have. The studio ships one - * subset font (M PLUS Rounded 1c) and this module turns the caption into plain - * SVG paths instead, so an exported SVG looks the same everywhere and stays - * editable as vector art. - * - * The module runs unchanged in the browser and in Node: it touches no DOM and no - * Node built-in at module scope, so the tests can parse the font straight from - * disk. `loadFont` is the only asynchronous export; everything else is a pure - * function of the font, the text and the options. - * - * Widths are summed one character at a time, without kerning between them. That - * costs a fraction of a pixel on Latin pairs but keeps measuring and wrapping in - * exact agreement, which matters more for a short caption. - */ - -/** Families tried in order when a caption falls back to live . */ -const FALLBACK_FAMILIES = [ - 'M PLUS Rounded 1c', - 'Hiragino Maru Gothic ProN', - 'Yu Gothic', - 'Meiryo', - 'sans-serif', -]; - -/** CSS keywords that must stay unquoted inside a font stack. */ -const GENERIC_FAMILIES = new Set([ - 'serif', 'sans-serif', 'monospace', 'cursive', 'fantasy', 'system-ui', - 'ui-serif', 'ui-sans-serif', 'ui-monospace', 'ui-rounded', 'math', 'emoji', - 'fangsong', -]); - -/** - * Closing marks and brackets that should not start a line. - * - * A full kinsoku table needs per-font metrics; this short list covers the marks - * a caption actually uses, and dragging the preceding character down is enough - * to fix the rest. - */ -const CLOSING_PUNCTUATION = new Set([ - '、', '。', ',', '.', ':', ';', '!', '?', - ')', ']', '}', '〕', '〉', '》', '」', '』', '】', '〗', '〙', '〟', - '”', '’', '⦆', '»', -]); - -const SPACE = /\s/; -const LINE_BREAK = /\r\n|\r|\n/; - -const DEFAULT_FONT_SIZE = 16; -const DEFAULT_LINE_HEIGHT = 1.4; - -/** - * Parsed fonts, keyed by URL. The stored value is the in-flight promise, so two - * callers asking for the same URL share one request instead of loading twice. - */ -const fontCache = new Map(); - -/** Family name of the most recent font from `loadFont`, read by `captionFontStack`. */ -let loadedFamily = null; - -/** - * Load a font and remember it under `url`. - * - * Resolves to an `opentype.Font`; rejects if the font cannot be fetched or - * parsed, and does not cache that failure, so a later call can retry. - * - * @param {string} url URL (browser) or file path (Node) of the font - * @returns {Promise} - */ -export async function loadFont(url) { - if (!url) throw new Error('loadFont: a font URL is required'); - if (fontCache.has(url)) return fontCache.get(url); - - const pending = opentype.load(url).then((font) => { - loadedFamily = familyNameOf(font) ?? loadedFamily; - return font; - }); - // A rejected promise left in the cache would make every retry fail forever. - pending.catch(() => fontCache.delete(url)); - fontCache.set(url, pending); - return pending; -} - -/** - * Synchronous twin of `loadFont` for tests and offline use. - * - * @param {ArrayBuffer} arrayBuffer font bytes; a typed-array view is accepted too - * @returns {import('opentype.js').Font} - */ -export function parseFont(arrayBuffer) { - // `opentype.parse` needs a real ArrayBuffer, so unwrap a view (for example a - // Node Buffer) before handing it over. - const view = ArrayBuffer.isView(arrayBuffer) ? arrayBuffer : null; - const buffer = view - ? view.buffer.slice(view.byteOffset, view.byteOffset + view.byteLength) - : arrayBuffer; - return opentype.parse(buffer); -} - -/** - * Does the font really cover every character of `text`? - * - * Callers use this to decide between outlines and live text: a single missing - * glyph means the caption would come out with a hole in it, so the answer is - * then `false`. Newlines carry no glyph and are ignored. - * - * @param {import('opentype.js').Font} font - * @param {string} text - * @returns {boolean} - */ -export function hasGlyphs(font, text) { - if (!font || typeof text !== 'string') return false; - for (const ch of text) { - if (ch === '\n' || ch === '\r') continue; - if (font.charToGlyphIndex(ch) === 0) return false; // 0 is .notdef - } - return true; -} - -/** - * Size one string in pixels. - * - * The width is the widest line, so the same call works for a single line and for - * text that already contains breaks. `ascent` is above the baseline and - * `descent` below it, both in the font's own sign convention. - * - * @param {import('opentype.js').Font} font - * @param {string} text - * @param {number} [fontSize] - * @returns {{width: number, ascent: number, descent: number}} - */ -export function measureText(font, text, fontSize = DEFAULT_FONT_SIZE) { - const size = Number.isFinite(fontSize) ? fontSize : DEFAULT_FONT_SIZE; - const scale = size / (font.unitsPerEm || 1000); - - let width = 0; - for (const line of String(text ?? '').split(LINE_BREAK)) { - width = Math.max(width, measureLine(font, line, size)); - } - return { width, ascent: font.ascender * scale, descent: font.descender * scale }; -} - -/** - * Wrap `text` into lines and report the block's size. - * - * Rules, in the order they apply: - * - an explicit `\n` always ends a line; - * - a Latin word breaks only at a space, never in the middle; - * - CJK characters break anywhere, one break opportunity per character; - * - a piece that is too wide on its own still gets a line (nothing is dropped); - * - a line is not allowed to start with closing punctuation when dragging the - * previous character down would avoid it. - * - * @param {import('opentype.js').Font} font - * @param {string} text - * @param {object} [options] - * @param {number} [options.fontSize=16] - * @param {number|null} [options.maxWidth=0] 0/null/undefined means "no wrapping" - * @param {number} [options.lineHeight=1.4] multiplier of `fontSize` - * @param {'left'|'center'|'right'} [options.align='left'] - * @returns {{ - * lines: Array<{text: string, width: number}>, - * width: number, height: number, lineHeight: number, - * fontSize: number, align: string, - * }} - */ -export function layoutText(font, text, options = {}) { - const opts = options ?? {}; - const fontSize = Number.isFinite(opts.fontSize) ? opts.fontSize : DEFAULT_FONT_SIZE; - const lineHeight = Number.isFinite(opts.lineHeight) ? opts.lineHeight : DEFAULT_LINE_HEIGHT; - const align = opts.align === 'center' || opts.align === 'right' ? opts.align : 'left'; - const maxWidth = opts.maxWidth; - const wrapWidth = Number.isFinite(maxWidth) && maxWidth > 0 ? maxWidth : Infinity; - - const lines = []; - for (const paragraph of String(text ?? '').split(LINE_BREAK)) { - const atoms = tokenise(font, paragraph, fontSize); - for (const wrapped of wrapAtoms(atoms, wrapWidth)) { - lines.push({ - text: wrapped.map((atom) => atom.text).join(''), - width: wrapped.reduce((sum, atom) => sum + atom.width, 0), - }); - } - } - - let width = 0; - for (const line of lines) width = Math.max(width, line.width); - - const height = lines.length * fontSize * lineHeight; - return { lines, width, height, lineHeight, fontSize, align }; -} - -/** - * Convert a layout to one SVG path `d` string. - * - * `x`/`y` is the top-left corner of the text block. Each line sits on its own - * baseline, placed with half-leading so a line box of `fontSize * lineHeight` - * surrounds the glyphs evenly, and shifted sideways by `layout.align`. - * - * Characters the font does not cover are skipped rather than drawn as .notdef, - * and a line whose outline cannot be built cleanly is dropped, so the result - * never carries `NaN` into the document. - * - * @param {import('opentype.js').Font} font - * @param {object} layout value returned by `layoutText` - * @param {object} [options] - * @param {number} [options.x=0] - * @param {number} [options.y=0] - * @param {number} [options.round=2] decimal places in the output - * @returns {string} - */ -export function textToPathData(font, layout, options = {}) { - const opts = options ?? {}; - const x = Number.isFinite(opts.x) ? opts.x : 0; - const y = Number.isFinite(opts.y) ? opts.y : 0; - const round = Number.isFinite(opts.round) ? Math.max(0, Math.floor(opts.round)) : 2; - - if (!font || !layout || !Array.isArray(layout.lines) || layout.lines.length === 0) return ''; - - const fontSize = Number.isFinite(layout.fontSize) ? layout.fontSize : DEFAULT_FONT_SIZE; - const lineHeight = Number.isFinite(layout.lineHeight) ? layout.lineHeight : DEFAULT_LINE_HEIGHT; - const blockWidth = Number.isFinite(layout.width) ? layout.width : 0; - - const step = fontSize * lineHeight; - const scale = fontSize / (font.unitsPerEm || 1000); - const ascent = font.ascender * scale; - const descent = -font.descender * scale; // depth below the baseline, positive - const halfLeading = (step - (ascent + descent)) / 2; - - const parts = []; - for (let i = 0; i < layout.lines.length; i++) { - const line = layout.lines[i]; - const drawable = drawableText(font, line.text); - if (!drawable) continue; - - const baseline = y + i * step + halfLeading + ascent; - const lineX = x + alignOffset(layout.align, blockWidth, line.width); - const d = font.getPath(drawable, lineX, baseline, fontSize).toPathData(round); - if (!d || d.includes('NaN') || d.includes('Infinity')) continue; - parts.push(d); - } - return parts.join(' '); -} - -/** - * The CSS `font-family` the app should use for live `` or canvas captions. - * - * Starts with the family of the most recently loaded font, so the fallback text - * looks as close as possible to the outlines, and ends with Japanese-safe - * families that exist on the machines the studio runs on. - * - * @returns {string} - */ -export function captionFontStack() { - const families = [loadedFamily ?? FALLBACK_FAMILIES[0]]; - const seen = new Set(families.map((name) => name.toLowerCase())); - for (const name of FALLBACK_FAMILIES) { - if (seen.has(name.toLowerCase())) continue; - seen.add(name.toLowerCase()); - families.push(name); - } - return families.map(cssFamily).join(', '); -} - -// --- internals --------------------------------------------------------------- - -/** Width of one line of text, in pixels. */ -function measureLine(font, line, fontSize) { - let width = 0; - for (const ch of line) width += font.getAdvanceWidth(ch, fontSize); - return width; -} - -/** Family name of a font, or `null` when it does not carry one. */ -function familyNameOf(font) { - const names = font?.names?.fontFamily; - if (!names) return null; - // A parsed font stores one entry per language tag; a font built from scratch - // stores a plain string. Accept both. - const value = typeof names === 'string' ? names : names.en ?? Object.values(names)[0]; - return typeof value === 'string' && value.trim() !== '' ? value.trim() : null; -} - -/** Only the characters the font can actually draw, newlines removed. */ -function drawableText(font, text) { - let out = ''; - for (const ch of String(text ?? '')) { - if (ch === '\n' || ch === '\r') continue; - if (font.charToGlyphIndex(ch) === 0) continue; // no outline to draw - out += ch; - } - return out; -} - -/** Sideways shift of a line inside the block, for the block's alignment. */ -function alignOffset(align, blockWidth, lineWidth) { - const slack = blockWidth - lineWidth; - if (align === 'center') return slack / 2; - if (align === 'right') return slack; - return 0; -} - -/** Quote a family for CSS unless it is a generic keyword. */ -function cssFamily(name) { - if (GENERIC_FAMILIES.has(name.toLowerCase())) return name; - return `'${name.replace(/\\/g, '\\\\').replace(/'/g, "\\'")}'`; -} - -/** `true` for scripts that may break between any two characters. */ -function isCjk(ch) { - const c = ch.codePointAt(0); - return ( - (c >= 0x1100 && c <= 0x11ff) || // Hangul Jamo - (c >= 0x2e80 && c <= 0x303f) || // radicals, CJK punctuation - (c >= 0x3040 && c <= 0x30ff) || // hiragana, katakana - (c >= 0x3130 && c <= 0x318f) || // Hangul compatibility Jamo - (c >= 0x3400 && c <= 0x4dbf) || // CJK extension A - (c >= 0x4e00 && c <= 0x9fff) || // CJK unified ideographs - (c >= 0xa960 && c <= 0xa97f) || // Hangul Jamo extended A - (c >= 0xac00 && c <= 0xd7ff) || // Hangul syllables - (c >= 0xf900 && c <= 0xfaff) || // CJK compatibility ideographs - (c >= 0xfe10 && c <= 0xfe4f) || // vertical and compatibility forms - (c >= 0xff00 && c <= 0xffef) || // fullwidth and halfwidth forms - (c >= 0x1f200 && c <= 0x1f2ff) || // enclosed ideographic supplement - (c >= 0x20000 && c <= 0x2fa1f) // CJK extensions B onwards - ); -} - -/** One breakable piece of text together with its advance width. */ -function makeAtom(font, text, fontSize, space, closing) { - return { text, width: font.getAdvanceWidth(text, fontSize), space, closing }; -} - -/** - * Split a paragraph into the smallest pieces a line may break between. - * - * A Latin run stays one atom so it can never be split; every CJK character is - * its own atom so a break may fall on either side of it. - * - * @returns {Array<{text: string, width: number, space: boolean, closing: boolean}>} - */ -function tokenise(font, paragraph, fontSize) { - const atoms = []; - let word = null; - - const endWord = () => { - if (word !== null) { - atoms.push(word); - word = null; - } - }; - - for (const ch of paragraph) { - if (SPACE.test(ch)) { - endWord(); - atoms.push(makeAtom(font, ch, fontSize, true, false)); - } else if (isCjk(ch)) { - endWord(); - atoms.push(makeAtom(font, ch, fontSize, false, CLOSING_PUNCTUATION.has(ch))); - } else { - if (word === null) word = makeAtom(font, '', fontSize, false, false); - word.text += ch; - word.width += font.getAdvanceWidth(ch, fontSize); - } - } - endWord(); - return atoms; -} - -/** - * Greedy line breaker over atoms. Always returns at least one line, so an empty - * paragraph comes back as one empty line and explicit breaks are preserved. - * - * @param {Array} atoms - * @param {number} maxWidth `Infinity` disables wrapping - * @returns {Array>} - */ -function wrapAtoms(atoms, maxWidth) { - const lines = []; - let current = []; - - const currentWidth = () => current.reduce((sum, atom) => sum + atom.width, 0); - - const finish = () => { - // A break swallows the spaces next to it, so no line ends or starts blank. - while (current.length > 0 && current[current.length - 1].space) current.pop(); - while (current.length > 0 && current[0].space) current.shift(); - lines.push(current); - current = []; - }; - - for (const atom of atoms) { - if (current.length === 0) { - if (atom.space) continue; // never start a line with a space - current.push(atom); - continue; - } - if (currentWidth() + atom.width <= maxWidth) { - current.push(atom); - continue; - } - - // The atom does not fit. Keep closing punctuation off the start of the next - // line by dragging the previous character down, but only when that leaves - // something behind and the pair still respects the maximum width. - const carried = current[current.length - 1]; - const visible = current.filter((a) => !a.space); - if ( - atom.closing && - visible.length > 1 && - !carried.space && - carried.width + atom.width <= maxWidth - ) { - current.pop(); - finish(); - current.push(carried); - } else { - finish(); - } - // The break already stands in for a space, so it does not start the new line. - if (atom.space) continue; - current.push(atom); - } - - finish(); - return lines; -} diff --git a/public/bluebey-studio/src/trace.js b/public/bluebey-studio/src/trace.js deleted file mode 100644 index 9b61d6d..0000000 --- a/public/bluebey-studio/src/trace.js +++ /dev/null @@ -1,410 +0,0 @@ -/** - * Zero-dependency marching-squares contour tracer. - * - * Runs unchanged in the browser and in Node: the module has no imports at all, - * never touches the DOM and never writes to the console. - * - * Coordinate system - * ----------------- - * Pixel (x, y) is the unit square whose top-left corner sits at (x, y), so the - * centre of pixel (x, y) is at (x + 0.5, y + 0.5) and y grows downwards - * (row 0 is the top row of the input). - * - * Contours - * -------- - * Every returned contour is a *closed* polyline of sub-pixel points; the first - * point is not repeated at the end. Contours are oriented so that the inside of - * the shape (the region where the sample is at or above the threshold) lies to - * the left of the direction of travel. See `contourArea` for the sign this - * implies. - */ - -const EDGE_TOP = 0; -const EDGE_RIGHT = 1; -const EDGE_BOTTOM = 2; -const EDGE_LEFT = 3; - -/** - * Directed segments emitted by each unambiguous marching-squares case. - * - * The case index is built from the cell corners as - * `tl | tr << 1 | br << 2 | bl << 3`. Entries are flat `[from, to, from, to]` - * pairs of edge ids; the direction keeps the inside region on the left. - */ -const CELL_SEGMENTS = [ - null, // 0 - nothing inside - [EDGE_LEFT, EDGE_TOP, -1, -1], // 1 - top-left only - [EDGE_TOP, EDGE_RIGHT, -1, -1], // 2 - top-right only - [EDGE_LEFT, EDGE_RIGHT, -1, -1], // 3 - top row - [EDGE_RIGHT, EDGE_BOTTOM, -1, -1], // 4 - bottom-right only - null, // 5 - saddle (top-left + bottom-right) - [EDGE_TOP, EDGE_BOTTOM, -1, -1], // 6 - right column - [EDGE_LEFT, EDGE_BOTTOM, -1, -1], // 7 - everything but bottom-left - [EDGE_BOTTOM, EDGE_LEFT, -1, -1], // 8 - bottom-left only - [EDGE_BOTTOM, EDGE_TOP, -1, -1], // 9 - left column - null, // 10 - saddle (top-right + bottom-left) - [EDGE_BOTTOM, EDGE_RIGHT, -1, -1], // 11 - everything but bottom-right - [EDGE_RIGHT, EDGE_LEFT, -1, -1], // 12 - bottom row - [EDGE_RIGHT, EDGE_TOP, -1, -1], // 13 - everything but top-right - [EDGE_TOP, EDGE_LEFT, -1, -1], // 14 - everything but top-left - null, // 15 - everything inside -]; - -// Case 5 (top-left + bottom-right inside). When the centre of the cell is -// inside, the two inside corners are joined through the middle and the two -// outside corners are separated; otherwise the inside corners are separated. -const SADDLE_5_CONNECTED = [EDGE_LEFT, EDGE_BOTTOM, EDGE_RIGHT, EDGE_TOP]; -const SADDLE_5_SPLIT = [EDGE_LEFT, EDGE_TOP, EDGE_RIGHT, EDGE_BOTTOM]; - -// Case 10 (top-right + bottom-left inside): the mirror image of case 5. -const SADDLE_10_CONNECTED = [EDGE_TOP, EDGE_LEFT, EDGE_BOTTOM, EDGE_RIGHT]; -const SADDLE_10_SPLIT = [EDGE_TOP, EDGE_RIGHT, EDGE_BOTTOM, EDGE_LEFT]; - -const DUPLICATE_EPS = 1e-9; - -/** - * Signed area of a closed polyline, via the shoelace formula. The polyline is - * implicitly closed (the last point is joined back to the first), so an open - * ring is fine. - * - * Sign convention: this is the plain shoelace sum `Σ (x_i·y_{i+1} − x_{i+1}·y_i) / 2` - * evaluated in the tracer's y-down pixel coordinates. A ring that runs - * clockwise *as seen on screen* is therefore positive, and a counter-clockwise - * one is negative. Because `traceAlphaContours` keeps the inside on the left, - * the outer boundary of a filled region comes out negative and a hole in it - * comes out positive. - * - * @param {Array<{x: number, y: number}>} points - * @returns {number} signed area in square pixels - */ -export function contourArea(points) { - const n = points.length; - if (!points || n < 3) return 0; - let sum = 0; - for (let i = 0; i < n; i++) { - const a = points[i]; - const b = i + 1 === n ? points[0] : points[i + 1]; - sum += a.x * b.y - b.x * a.y; - } - return sum / 2; -} - -/** - * Build an SVG path `d` attribute with one closed subpath per contour. - * - * `mapPoint(x, y)` returns the `[X, Y]` pair written to the output, which is - * what makes it possible to flip the y axis or apply a scale without touching - * the tracer. Coordinates are rounded to `decimals` places. - * - * @param {Array>} contours - * @param {(x: number, y: number) => [number, number]} mapPoint - * @param {number} [decimals] - * @returns {string} - */ -export function contoursToPathData(contours, mapPoint, decimals = 2) { - const places = Math.max(0, Math.floor(decimals)); - const factor = Math.pow(10, places); - const parts = []; - for (let c = 0; c < contours.length; c++) { - const points = contours[c]; - if (!points || points.length < 2) continue; - for (let i = 0; i < points.length; i++) { - const mapped = mapPoint(points[i].x, points[i].y); - // Rounding before formatting keeps `-0.00` out of the output. - const rx = Math.round(mapped[0] * factor) / factor; - const ry = Math.round(mapped[1] * factor) / factor; - parts.push((i === 0 ? 'M' : 'L') + rx.toFixed(places) + ' ' + ry.toFixed(places)); - } - parts.push('Z'); - } - return parts.join(' '); -} - -// --- closed-ring simplification helpers ------------------------------------ - -/** Drop points that repeat their predecessor (including across the wrap). */ -function removeConsecutiveDuplicates(points) { - const out = []; - for (let i = 0; i < points.length; i++) { - const p = points[i]; - const last = out[out.length - 1]; - if (last && Math.abs(last.x - p.x) <= DUPLICATE_EPS && Math.abs(last.y - p.y) <= DUPLICATE_EPS) { - continue; - } - out.push(p); - } - while (out.length > 1) { - const first = out[0]; - const last = out[out.length - 1]; - if (Math.abs(first.x - last.x) <= DUPLICATE_EPS && Math.abs(first.y - last.y) <= DUPLICATE_EPS) { - out.pop(); - } else { - break; - } - } - return out; -} - -/** Drop points that sit on the straight segment between their two neighbours. */ -function removeCollinear(points) { - let list = points; - let changed = true; - while (changed && list.length > 3) { - changed = false; - const n = list.length; - const out = []; - for (let i = 0; i < n; i++) { - const a = list[i === 0 ? n - 1 : i - 1]; - const b = list[i]; - const c = list[i + 1 === n ? 0 : i + 1]; - const abx = b.x - a.x; - const aby = b.y - a.y; - const bcx = c.x - b.x; - const bcy = c.y - b.y; - const cross = abx * bcy - aby * bcx; - // |cross| / (|ab| * |bc|) is sin(turn angle); a small value means a - // straight-through point, which carries no shape information. - const scale = Math.sqrt((abx * abx + aby * aby) * (bcx * bcx + bcy * bcy)); - const straight = scale <= DUPLICATE_EPS || Math.abs(cross) <= 1e-9 * scale; - if (straight && abx * bcx + aby * bcy >= 0) { - changed = true; - } else { - out.push(b); - } - } - list = out; - } - return list; -} - -/** - * Iterative Douglas–Peucker for an *open* polyline. The two end points are - * always kept; the recursion uses an explicit stack so long contours cannot - * overflow the call stack. - */ -function douglasPeucker(points, tolerance) { - const n = points.length; - if (n <= 2) return points.slice(); - const keep = new Uint8Array(n); - keep[0] = 1; - keep[n - 1] = 1; - const stack = [0, n - 1]; - while (stack.length > 0) { - const i1 = stack.pop(); - const i0 = stack.pop(); - if (i1 <= i0 + 1) continue; - const a = points[i0]; - const b = points[i1]; - const dx = b.x - a.x; - const dy = b.y - a.y; - const len = Math.sqrt(dx * dx + dy * dy); - let maxDistance = -1; - let maxIndex = -1; - if (len <= DUPLICATE_EPS) { - // Degenerate segment: fall back to the distance from the anchor point. - for (let i = i0 + 1; i < i1; i++) { - const px = points[i].x - a.x; - const py = points[i].y - a.y; - const d = Math.sqrt(px * px + py * py); - if (d > maxDistance) { - maxDistance = d; - maxIndex = i; - } - } - } else { - for (let i = i0 + 1; i < i1; i++) { - const p = points[i]; - const d = Math.abs(dy * (p.x - a.x) - dx * (p.y - a.y)) / len; - if (d > maxDistance) { - maxDistance = d; - maxIndex = i; - } - } - } - if (maxDistance > tolerance && maxIndex > i0) { - keep[maxIndex] = 1; - stack.push(i0, maxIndex, maxIndex, i1); - } - } - const out = []; - for (let i = 0; i < n; i++) { - if (keep[i]) out.push(points[i]); - } - return out; -} - -/** - * Simplify a closed ring, wrap-around segment included. - * - * The ring is cut at the point farthest from `points[0]`, which gives two open - * polylines that together cover every segment of the loop exactly once; each - * half is then simplified with Douglas–Peucker and the halves are stitched - * back together (without duplicating the shared anchors). - */ -function simplifyClosedRing(points, tolerance) { - const n = points.length; - if (n <= 3) return points.slice(); - let far = 0; - let farDistance = -1; - const first = points[0]; - for (let i = 1; i < n; i++) { - const dx = points[i].x - first.x; - const dy = points[i].y - first.y; - const d = dx * dx + dy * dy; - if (d > farDistance) { - farDistance = d; - far = i; - } - } - // A ring whose points all coincide carries no shape; leave it to minArea. - if (far <= 0 || farDistance <= DUPLICATE_EPS) return points.slice(); - - const head = douglasPeucker(points.slice(0, far + 1), tolerance); - const tail = douglasPeucker(points.slice(far).concat([first]), tolerance); - - // `head` ends and `tail` starts on the same anchor, and both end on - // `points[0]`; drop the duplicated join so every point appears once. - return head.slice(0, -1).concat(tail.slice(0, -1)); -} - -/** - * Trace the iso-contour of a scalar field at `options.threshold`. - * - * @param {ArrayLike} alpha width*height samples, row-major, row 0 on top - * @param {number} width - * @param {number} height - * @param {object} [options] - * @param {number} [options.threshold=0.5] inside when `alpha/255 >= threshold` - * @param {number} [options.simplifyTolerance=0.35] Douglas-Peucker tolerance, px - * @param {number} [options.minArea=2] drop rings smaller than this, px² - * @returns {Array>} - */ -export function traceAlphaContours(alpha, width, height, options = {}) { - const threshold = options.threshold ?? 0.5; - const tolerance = options.simplifyTolerance ?? 0.35; - const minArea = options.minArea ?? 2; - - const w = Math.floor(width); - const h = Math.floor(height); - if (!alpha || w < 1 || h < 1 || alpha.length < w * h) return []; - if (w < 2 && h < 2) return []; - - // Work on a signed field, padded with a 1px outside border: `s >= 0` is - // inside. The padding guarantees every crossing is strictly interior, so the - // marching always yields closed rings and never touches the array edges. - // The border holds the same value a fully transparent pixel maps to, which - // makes shapes that run off the image close exactly on the image edge. - const pw = w + 2; - const ph = h + 2; - const s = new Float32Array(pw * ph); - s.fill(-threshold); - for (let y = 0; y < h; y++) { - const src = y * w; - const dst = (y + 1) * pw + 1; - for (let x = 0; x < w; x++) s[dst + x] = alpha[src + x] / 255 - threshold; - } - const sample = (x, y) => s[y * pw + x]; - - // Crossing points, keyed by the grid edge they sit on. Both cells sharing an - // edge call these with the same sample pair in the same order (top→bottom, - // left→right), so the coordinates come out bit-identical and can be matched - // by key alone. - const points = new Map(); - function crossing(key, a, b, x0, y0, dx, dy) { - let p = points.get(key); - if (p === undefined) { - const t = a / (a - b); - p = { x: x0 + dx * t, y: y0 + dy * t }; - points.set(key, p); - } - return p; - } - // Horizontal edge of the padded grid at row `py`, spanning columns px..px+1. - const hKey = (px, py) => `h:${px}:${py}`; - const hPoint = (px, py) => crossing(hKey(px, py), sample(px, py), sample(px + 1, py), px - 0.5, py - 0.5, 1, 0); - // Vertical edge of the padded grid at column `px`, spanning rows py..py+1. - const vKey = (px, py) => `v:${px}:${py}`; - const vPoint = (px, py) => crossing(vKey(px, py), sample(px, py), sample(px, py + 1), px - 0.5, py - 0.5, 0, 1); - - const edgeKey = [ - (px, py) => hKey(px, py), // EDGE_TOP - (px, py) => vKey(px + 1, py), // EDGE_RIGHT - (px, py) => hKey(px, py + 1), // EDGE_BOTTOM - (px, py) => vKey(px, py), // EDGE_LEFT - ]; - const edgePoint = [ - (px, py) => hPoint(px, py), // EDGE_TOP - (px, py) => vPoint(px + 1, py), // EDGE_RIGHT - (px, py) => hPoint(px, py + 1), // EDGE_BOTTOM - (px, py) => vPoint(px, py), // EDGE_LEFT - ]; - - // Directed segments: `from` -> `to`, inside region on the left of travel. - const fromKeys = []; - const toKeys = []; - const fromPoints = []; - - for (let py = 0; py < ph - 1; py++) { - for (let px = 0; px < pw - 1; px++) { - const tl = sample(px, py); - const tr = sample(px + 1, py); - const br = sample(px + 1, py + 1); - const bl = sample(px, py + 1); - const inside = (v) => (v >= 0 ? 1 : 0); - const code = inside(tl) | (inside(tr) << 1) | (inside(br) << 2) | (inside(bl) << 3); - let segments = CELL_SEGMENTS[code]; - if (code === 5) { - // With the cell centre inside, the two inside corners join through the - // middle; otherwise each is cut off on its own. - segments = (tl + tr + br + bl) / 4 >= 0 ? SADDLE_5_CONNECTED : SADDLE_5_SPLIT; - } else if (code === 10) { - segments = (tl + tr + br + bl) / 4 >= 0 ? SADDLE_10_CONNECTED : SADDLE_10_SPLIT; - } - if (!segments) continue; - for (let i = 0; i < segments.length; i += 2) { - const a = segments[i]; - const b = segments[i + 1]; - if (a < 0 || b < 0) continue; // padding of the single-segment cases - fromKeys.push(edgeKey[a](px, py)); - fromPoints.push(edgePoint[a](px, py)); - toKeys.push(edgeKey[b](px, py)); - edgePoint[b](px, py); // make sure the shared crossing exists - } - } - } - - // Every crossing has exactly one incoming and one outgoing segment, so the - // segments can be walked into closed rings without any ambiguity. - const outgoing = new Map(); - for (let i = 0; i < fromKeys.length; i++) outgoing.set(fromKeys[i], i); - - const segmentCount = fromKeys.length; - const used = new Uint8Array(segmentCount); - const contours = []; - - for (let start = 0; start < segmentCount; start++) { - if (used[start]) continue; - const ring = []; - let current = start; - for (let guard = 0; guard <= segmentCount; guard++) { - used[current] = 1; - ring.push(fromPoints[current]); - const next = outgoing.get(toKeys[current]); - if (next === undefined || next === start) break; - if (used[next]) break; - current = next; - } - if (ring.length >= 3) contours.push(ring); - } - - const result = []; - for (let i = 0; i < contours.length; i++) { - let ring = removeConsecutiveDuplicates(contours[i]); - ring = simplifyClosedRing(ring, tolerance); - ring = removeCollinear(ring); - if (ring.length < 3) continue; - if (Math.abs(contourArea(ring)) < minArea) continue; - result.push(ring); - } - return result; -} \ No newline at end of file diff --git a/public/bluebey-studio/src/ui.js b/public/bluebey-studio/src/ui.js deleted file mode 100644 index 91e852b..0000000 --- a/public/bluebey-studio/src/ui.js +++ /dev/null @@ -1,367 +0,0 @@ -/** - * Small DOM widget kit for the control panel: hyperscript, collapsible sections - * and a handful of labelled controls. Everything returns `{ el, set, get }` so - * callers can push state back into the widgets when presets are applied. - */ - -export function h(tag, props = {}, ...children) { - const node = document.createElement(tag); - for (const [key, value] of Object.entries(props ?? {})) { - if (value == null || value === false) continue; - if (key === 'class') node.className = value; - else if (key === 'text') node.textContent = value; - else if (key === 'style' && typeof value === 'object') Object.assign(node.style, value); - else if (key === 'dataset' && typeof value === 'object') Object.assign(node.dataset, value); - else if (key.startsWith('on') && typeof value === 'function') node.addEventListener(key.slice(2).toLowerCase(), value); - else if (value === true) node.setAttribute(key, ''); - else node.setAttribute(key, String(value)); - } - for (const child of children.flat()) { - if (child == null || child === false) continue; - node.append(child instanceof Node ? child : document.createTextNode(String(child))); - } - return node; -} - -const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v)); - -let toastTimer = 0; - -export function toast(message) { - const node = document.getElementById('toast'); - if (!node) return; - node.textContent = message; - node.classList.add('show'); - clearTimeout(toastTimer); - toastTimer = setTimeout(() => node.classList.remove('show'), 2400); -} - -export function section(parent, title, { open = false, icon = null } = {}) { - const body = h('div', { class: 'sec-body' }); - const head = h('button', { type: 'button', class: 'sec-head' }, - h('span', { class: 'sec-title' }, - icon ? secIcon(icon) : null, - h('span', { text: title })), - h('span', { class: 'chev', text: '▾' })); - const el = h('section', { class: `sec${open ? '' : ' closed'}` }, head, body); - head.addEventListener('click', () => el.classList.toggle('closed')); - parent.append(el); - // `add` accepts either an element or a widget object (`{ el }`), so callers - // cannot accidentally append `[object Object]`. - return { el, body, add: (child) => (body.append(child?.el ?? child), child), setOpen: (open) => el.classList.toggle('closed', !open) }; -} - -/** A label + control row. Pass `label` as null for a full-width control. */ -export function controlRow(label, control, { wide = false } = {}) { - if (label == null || wide) return h('div', { class: 'row wide' }, label ? h('span', { class: 'label', text: label }) : null, control); - return h('div', { class: 'row' }, - h('span', { class: 'label', text: label, title: label }), - control); -} - -/** - * A tab's optional icon: one 24x24 stroke path, drawn in `currentColor` so it - * follows the tab's text colour (and turns white when the tab is active). - */ -function tabIcon(d) { - const SVG_NS = 'http://www.w3.org/2000/svg'; - const svg = document.createElementNS(SVG_NS, 'svg'); - svg.setAttribute('viewBox', '0 0 24 24'); - svg.setAttribute('width', '18'); - svg.setAttribute('height', '18'); - svg.setAttribute('fill', 'none'); - svg.setAttribute('stroke', 'currentColor'); - svg.setAttribute('stroke-width', '1.8'); - svg.setAttribute('stroke-linecap', 'round'); - svg.setAttribute('stroke-linejoin', 'round'); - svg.style.verticalAlign = 'baseline'; - svg.style.flex = '0 0 auto'; - const path = document.createElementNS(SVG_NS, 'path'); - path.setAttribute('d', d); - svg.append(path); - return svg; -} - -/** A small stroke icon built from raw SVG markup (see the icons in panel.js). */ -export function svgIcon(inner, { size = 16, viewBox = '0 0 24 24', className = 'grp-icon' } = {}) { - const SVG_NS = 'http://www.w3.org/2000/svg'; - const svg = document.createElementNS(SVG_NS, 'svg'); - svg.setAttribute('viewBox', viewBox); - svg.setAttribute('width', String(size)); - svg.setAttribute('height', String(size)); - svg.setAttribute('fill', 'none'); - svg.setAttribute('stroke', 'currentColor'); - svg.setAttribute('stroke-width', '1.8'); - svg.setAttribute('stroke-linecap', 'round'); - svg.setAttribute('stroke-linejoin', 'round'); - svg.setAttribute('class', className); - svg.innerHTML = inner; - return svg; -} - -function secIcon(d) { - const svg = tabIcon(d); - svg.setAttribute('class', 'sec-icon'); - svg.setAttribute('width', '16'); - svg.setAttribute('height', '16'); - svg.style.verticalAlign = 'middle'; - return svg; -} - -/** - * A standalone 24x24 stroke icon (the same drawing as a tab's), for a plain - * button that has no label of its own. - */ -export function icon(d, size = 18) { - const svg = tabIcon(d); - svg.setAttribute('width', String(size)); - svg.setAttribute('height', String(size)); - return svg; -} - -/** - * Tabbed container: returns the per-tab panels to fill in. When a definition - * carries an `icon` (an SVG path `d`) the tab shows only that icon, and the - * label becomes its tooltip and accessible name; without one the label shows. - */ -export function tabs(parent, definitions) { - const bar = h('div', { class: 'tabs' }); - const buttons = new Map(); - const panels = {}; - let active = definitions[0]?.id ?? null; - - const select = (id) => { - if (!panels[id]) return; - active = id; - for (const [key, button] of buttons) button.classList.toggle('active', key === id); - for (const [key, panel] of Object.entries(panels)) panel.hidden = key !== id; - }; - - for (const definition of definitions) { - const button = h('button', { type: 'button', class: 'tab' }); - if (definition.icon) { - button.append(tabIcon(definition.icon)); - button.title = definition.label; - button.setAttribute('aria-label', definition.label); - } else { - button.append(h('span', { class: 'tab-label', text: definition.label })); - } - button.addEventListener('click', () => select(definition.id)); - buttons.set(definition.id, button); - bar.append(button); - panels[definition.id] = h('div', { class: 'tab-panel' }); - } - - parent.append(bar); - for (const definition of definitions) parent.append(panels[definition.id]); - select(active); - return { select, panels, get active() { return active; } }; -} - -/** A collapsed "more options" block, using the native details element. */ -export function details(parent, summary, { open = false } = {}) { - const body = h('div', { class: 'details-body' }); - const el = h('details', { class: 'details' }, h('summary', { text: summary }), body); - if (open) el.open = true; - parent.append(el); - return { el, body, add: (child) => (body.append(child?.el ?? child), child) }; -} - -export function subhead(text) { - return h('div', { class: 'subhead', text }); -} - -export function hint(...lines) { - return h('p', { class: 'hint' }, ...lines.flat().map((line) => (line instanceof Node ? line : line))); -} - -export function slider({ label, min = 0, max = 1, step = 0.01, value = 0, format, onInput, onCommit, wide = false }) { - const input = h('input', { type: 'range', min, max, step, value }); - const num = h('span', { class: 'num' }); - const fmt = format ?? ((v) => (step >= 1 ? String(Math.round(v)) : v.toFixed(2))); - const sync = () => { num.textContent = fmt(Number(input.value)); }; - input.addEventListener('input', () => { sync(); onInput?.(Number(input.value)); }); - input.addEventListener('change', () => onCommit?.(Number(input.value))); - sync(); - const control = h('div', { class: 'control' }, input, num); - return { - el: controlRow(label, control, { wide }), - set(v) { input.value = String(v); sync(); }, - get: () => Number(input.value), - }; -} - -export function check({ label, value = false, onChange, title }) { - const input = h('input', { type: 'checkbox' }); - input.checked = !!value; - input.addEventListener('change', () => onChange?.(input.checked)); - const el = h('label', { class: 'chk', title: title ?? '' }, input, h('span', { text: label })); - return { el, set: (v) => { input.checked = !!v; }, get: () => input.checked }; -} - -export function segmented({ label, options, value, onChange, wide = false }) { - const el = h('div', { class: 'seg' }); - const nodes = new Map(); - let current = value; - const sync = () => { for (const [key, node] of nodes) node.classList.toggle('active', key === current); }; - const build = (list) => { - el.replaceChildren(); - nodes.clear(); - for (const option of list) { - const node = h('button', { type: 'button', title: option.title ?? option.label, text: option.label }); - node.addEventListener('click', () => { - if (current === option.value) return; - current = option.value; - sync(); - onChange?.(option.value); - }); - nodes.set(option.value, node); - el.append(node); - } - sync(); - }; - build(options); - return { - el: controlRow(label, el, { wide }), - set(v) { current = v; sync(); }, - get: () => current, - setOptions: build, - }; -} - -export function buttons({ label, items, wide = true }) { - const el = h('div', { class: 'buttons' }); - const nodes = new Map(); - for (const item of items) { - const node = h('button', { - type: 'button', - class: `btn${item.primary ? ' primary' : ''}`, - title: item.title ?? '', - text: item.label, - }); - node.addEventListener('click', () => item.onClick?.()); - const key = item.id ?? item.label; - nodes.set(key, node); - el.append(node); - } - return { - el: controlRow(label, el, { wide }), - button: (key) => nodes.get(key)?.el, - setDisabled(key, disabled) { const node = nodes.get(key); if (node) node.disabled = disabled; }, - setLabel(key, text) { const node = nodes.get(key); if (node) node.textContent = text; }, - }; -} - -export function colorField({ label, value = '#ffffff', onChange, swatches = [], wide = false }) { - const input = h('input', { type: 'color', value }); - input.addEventListener('input', () => onChange?.(input.value)); - const control = h('div', { class: 'control' }, input); - if (swatches.length) { - const strip = h('div', { class: 'swatches' }); - for (const color of swatches) { - const chip = h('button', { type: 'button', class: 'swatch', title: color, style: { background: color } }); - chip.addEventListener('click', () => { input.value = color; onChange?.(color); }); - strip.append(chip); - } - control.append(strip); - } - return { - el: controlRow(label, control, { wide }), - set(v) { input.value = v; }, - get: () => input.value, - }; -} - -/** - * Two-axis drag pad. `value` is `{ x, y }` with both components in -1..1 and - * `y` positive upwards (screen-like, but flipped so up = up). - */ -export function xyPad({ value = { x: 0, y: 0 }, onChange, onCommit, center = null }) { - const dot = h('span', { class: 'pad-dot' }); - const el = h('div', { class: 'pad' }, center === 'eye' ? h('span', { class: 'pad-eye' }) : null, dot); - let current = { x: value.x ?? 0, y: value.y ?? 0 }; - let dragging = false; - - const place = () => { - dot.style.left = `${((current.x + 1) / 2) * 100}%`; - dot.style.top = `${((1 - (current.y + 1) / 2)) * 100}%`; - }; - const fromEvent = (event) => { - const rect = el.getBoundingClientRect(); - const x = clamp(((event.clientX - rect.left) / rect.width) * 2 - 1, -1, 1); - const y = clamp(1 - ((event.clientY - rect.top) / rect.height) * 2, -1, 1); - current = { x, y }; - place(); - onChange?.({ ...current }); - }; - - el.addEventListener('pointerdown', (event) => { - dragging = true; - el.setPointerCapture(event.pointerId); - fromEvent(event); - }); - el.addEventListener('pointermove', (event) => { if (dragging) fromEvent(event); }); - const end = (event) => { - if (!dragging) return; - dragging = false; - if (el.hasPointerCapture(event.pointerId)) el.releasePointerCapture(event.pointerId); - onCommit?.({ ...current }); - }; - el.addEventListener('pointerup', end); - el.addEventListener('pointercancel', end); - el.addEventListener('dblclick', () => { current = { x: 0, y: 0 }; place(); onChange?.({ ...current }); onCommit?.({ ...current }); }); - - place(); - return { - el, - set(v) { current = { x: v.x ?? 0, y: v.y ?? 0 }; place(); }, - get: () => ({ ...current }), - }; -} - -/** - * Tail-direction picker: a 3x3 grid of dots whose *position* is the direction, - * which reads at a glance in a way a flat row of "左上/右上" buttons does not. - * The centre dot means no tail. Same `{ el, set, get }` contract as the rest. - */ -export function tailPad({ label, value = 'left', onChange }) { - // Row-major, so the array order is what the user sees on screen. - const CELLS = [ - ['topLeft', '左上'], ['top', '上'], ['topRight', '右上'], - ['left', '左'], ['none', 'なし'], ['right', '右'], - ['bottomLeft', '左下'], ['bottom', '下'], ['bottomRight', '右下'], - ]; - const el = h('div', { class: 'tail-pad' }); - const nodes = new Map(); - let current = value; - const sync = () => { for (const [key, node] of nodes) node.classList.toggle('active', key === current); }; - for (const [cell, text] of CELLS) { - const node = h('button', { type: 'button', class: 'tail-dot', title: text, 'aria-label': text }); - node.addEventListener('click', () => { - if (current === cell) return; - current = cell; - sync(); - onChange?.(cell); - }); - nodes.set(cell, node); - el.append(node); - } - sync(); - return { - el: controlRow(label, el), - set(v) { current = v; sync(); }, - get: () => current, - }; -} - -export function selectField({ label, options, value, onChange, wide = false }) { - const select = h('select', { class: 'select' }); - for (const option of options) select.append(h('option', { value: option.value, text: option.label })); - select.value = value; - select.addEventListener('change', () => onChange?.(select.value)); - return { - el: controlRow(label, select, { wide }), - set(v) { select.value = v; }, - get: () => select.value, - }; -} diff --git a/public/bluebey-studio/src/urlState.js b/public/bluebey-studio/src/urlState.js deleted file mode 100644 index d6fb6bd..0000000 --- a/public/bluebey-studio/src/urlState.js +++ /dev/null @@ -1,237 +0,0 @@ -/** - * Shareable links: the whole look, packed into the URL fragment. - * - * A studio session is a lot of state, and "save a JSON file and send it" is a - * poor answer to "how do I show you what I made" - one link you can paste into - * chat is much better. So the state is JSON-encoded, deflated and - * base64url-encoded into something short enough to sit in a `#` fragment. - * - * Three details make it survive the trip: - * - * - `view.backgroundImage` can be a multi-megabyte data URL (a photo the user - * loaded). No link can carry that, so `stripForUrl` replaces just that one - * field with `null` and keeps everything else - caption text, story panels, - * props. Nothing else is ever dropped. - * - * - The payload starts with a version tag ('1' = raw deflate, '0' = plain - * bytes) so the decoder knows whether to inflate. A browser without - * `CompressionStream` falls back to the uncompressed form rather than - * failing to produce a link at all. - * - * - base64url uses `-` and `_` and carries no `=` padding, so the fragment is - * safe to paste into chat, Markdown or HTML without being mangled or escaped. - * - * `decodeState` is deliberately total: any malformed, truncated or hostile input - * returns `null` rather than throwing, because it is fed whatever came out of - * the address bar. - * - * Most of a session is still at its default, and a default costs bytes on every - * link. `pruneDefaults` drops exactly the fields that equal `defaultState()`, and - * `restoreDefaults` merges what is left back onto a fresh default, so the link - * carries only what the user actually changed. The pruning is lossless and the - * decoder still accepts the older, full-state links. - */ - -import { applyPatch, defaultState } from './presets.js'; - -/** Above this length a `data:` background image is a photo, not a link. */ -const MAX_INLINE_IMAGE = 2048; - -/** Version tags. '1' is the deflated body, '0' the fallback plain body. */ -const TAG_DEFLATE = '1'; -const TAG_PLAIN = '0'; - -const BASE64URL = /^[A-Za-z0-9_-]+$/; - -/** - * A copy of `state` that is safe to put in a URL. Only the inline background - * image is dropped (replaced with `null`), and only when it is a `data:` URL - * long enough to blow up the link. - */ -export function stripForUrl(state) { - // A JSON round-trip gives the copy for free and drops anything that could not - // be serialised anyway, so the link and the live state cannot diverge. - const copy = JSON.parse(JSON.stringify(state ?? null)); - if (!copy || typeof copy !== 'object' || Array.isArray(copy)) return copy; - - const image = copy.view && copy.view.backgroundImage; - if (typeof image === 'string' && image.startsWith('data:') && image.length > MAX_INLINE_IMAGE) { - copy.view.backgroundImage = null; - } - return copy; -} - -/** Plain objects only: not `null`, not an array. */ -function isPlainObject(value) { - return value !== null && typeof value === 'object' && !Array.isArray(value); -} - -/** Structural equality for the JSON-shaped values this module deals in. */ -function deepEqual(a, b) { - if (a === b) return true; - if (typeof a !== typeof b || a === null || b === null) return false; - if (typeof a !== 'object') return Number.isNaN(a) && Number.isNaN(b); - if (Array.isArray(a) !== Array.isArray(b)) return false; - if (Array.isArray(a)) { - return a.length === b.length && a.every((item, i) => deepEqual(item, b[i])); - } - const aKeys = Object.keys(a); - const bKeys = Object.keys(b); - if (aKeys.length !== bKeys.length) return false; - return aKeys.every((key) => Object.prototype.hasOwnProperty.call(b, key) && deepEqual(a[key], b[key])); -} - -/** A detached copy of a JSON-shaped value. */ -function cloneValue(value) { - return value === undefined ? undefined : JSON.parse(JSON.stringify(value)); -} - -/** Marks a value that equals its default, so its key can be left out entirely. */ -const OMIT = Symbol('urlState.omit'); - -/** - * `value` with every sub-tree that deep-equals the matching `def` removed. - * Arrays are kept whole - never pruned element by element - because that is how - * `applyPatch` replaces them; objects are pruned key by key. `OMIT` means the - * value matched its default and can be dropped from the parent. - */ -function pruneValue(value, def) { - if (deepEqual(value, def)) return OMIT; - if (isPlainObject(value)) { - if (!isPlainObject(def)) return cloneValue(value); - const out = {}; - for (const [key, child] of Object.entries(value)) { - const pruned = pruneValue(child, def[key]); - if (pruned !== OMIT) out[key] = pruned; - } - return Object.keys(out).length === 0 ? OMIT : out; - } - return Array.isArray(value) ? cloneValue(value) : value; -} - -/** - * A copy of `state` with every value equal to `defaultState()` omitted. Lossless: - * `restoreDefaults` merges the result onto a fresh default. Arrays that differ - * from the default are carried whole so `applyPatch` can replace them. - */ -export function pruneDefaults(state) { - const pruned = pruneValue(state, defaultState()); - return pruned === OMIT ? {} : pruned; -} - -/** - * The inverse of `pruneDefaults`: a full state, with every field the partial does - * not mention left at its default. Merging a previously full state is idempotent, - * so links made by the older encoder still decode. - */ -export function restoreDefaults(partial) { - return applyPatch(defaultState(), partial); -} - -/** True when the encoded fragment is bigger than a URL can comfortably hold. */ -export function isTooLong(text, limit = 1800) { - return typeof text === 'string' && text.length > limit; -} - -/** - * base64url, without padding. Chunked so a large payload does not blow the - * argument limit of `String.fromCharCode`. - */ -function toBase64Url(bytes) { - let binary = ''; - const chunk = 0x8000; - for (let i = 0; i < bytes.length; i += chunk) { - binary += String.fromCharCode(...bytes.subarray(i, i + chunk)); - } - return btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, ''); -} - -/** The inverse of `toBase64Url`. Throws on text that is not valid base64. */ -function fromBase64Url(text) { - const base64 = text.replace(/-/g, '+').replace(/_/g, '/'); - const pad = (4 - (base64.length % 4)) % 4; - const binary = atob(base64 + '='.repeat(pad)); - const bytes = new Uint8Array(binary.length); - for (let i = 0; i < binary.length; i += 1) bytes[i] = binary.charCodeAt(i); - return bytes; -} - -/** Read a whole ReadableStream into one Uint8Array. */ -async function drain(stream) { - const chunks = []; - let length = 0; - for await (const chunk of stream) { - const bytes = chunk instanceof Uint8Array ? chunk : new Uint8Array(chunk); - chunks.push(bytes); - length += bytes.length; - } - const out = new Uint8Array(length); - let offset = 0; - for (const bytes of chunks) { - out.set(bytes, offset); - offset += bytes.length; - } - return out; -} - -async function deflateRaw(bytes) { - const stream = new Blob([bytes]).stream().pipeThrough(new CompressionStream('deflate-raw')); - return drain(stream); -} - -async function inflateRaw(bytes) { - const stream = new Blob([bytes]).stream().pipeThrough(new DecompressionStream('deflate-raw')); - return drain(stream); -} - -/** - * Serialise, deflate and base64url-encode a state. The result is a fragment - * payload: it survives a URL, a chat message and an HTML attribute. - * - * @param {object} state the studio state - * @returns {Promise} a URL-safe string (tag + base64url) - */ -export async function encodeState(state) { - const json = JSON.stringify(pruneDefaults(stripForUrl(state))); - const bytes = new TextEncoder().encode(json); - - if (typeof CompressionStream === 'function') { - try { - return TAG_DEFLATE + toBase64Url(await deflateRaw(bytes)); - } catch { - // Fall through: an unusable compressing stream should not cost the link. - } - } - return TAG_PLAIN + toBase64Url(bytes); -} - -/** - * The inverse of `encodeState`. Never throws: a bad tag, bad base64, a failed - * inflate or JSON that is not a plain object all come back as `null`. - * - * @param {string} text the fragment payload - * @returns {Promise<{ state: object } | null>} - */ -export async function decodeState(text) { - try { - if (typeof text !== 'string' || text.length < 2) return null; - - const tag = text[0]; - if (tag !== TAG_DEFLATE && tag !== TAG_PLAIN) return null; - - const body = text.slice(1); - if (!BASE64URL.test(body)) return null; - - let bytes = fromBase64Url(body); - if (tag === TAG_DEFLATE) { - if (typeof DecompressionStream !== 'function') return null; - bytes = await inflateRaw(bytes); - } - - const parsed = JSON.parse(new TextDecoder().decode(bytes)); - if (parsed === null || typeof parsed !== 'object' || Array.isArray(parsed)) return null; - return { state: restoreDefaults(parsed) }; - } catch { - return null; - } -} diff --git a/public/bluebey-studio/src/zip.js b/public/bluebey-studio/src/zip.js deleted file mode 100644 index 21a1955..0000000 --- a/public/bluebey-studio/src/zip.js +++ /dev/null @@ -1,218 +0,0 @@ -/** - * Store-only ZIP writer. - * - * The studio exports a whole batch of images at once (one PNG per comic panel - * or sticker), and a single download is far nicer to handle than a dozen files, - * so the batch is packed into one archive here. - * - * PNG payloads are already DEFLATE-compressed, so running deflate over them a - * second time costs time and saves nothing measurable: every entry is stored - * verbatim (compression method 0, `compressedSize === uncompressedSize`) and no - * data descriptor is needed. - * - * The module has no imports, never touches the DOM beyond `Blob`, and stamps - * entries with a fixed DOS date unless one is passed in, so the same input - * always produces a byte-for-byte identical archive. That keeps the output safe - * to cache, diff, hash and test. - * - * Archive layout (every integer little-endian, no extra fields, no comments, no - * directory entries): - * - * [local file header + stored data] one per file - * [central directory entry] one per file - * [end of central directory record] - */ - -/** Signature of a local file header ("PK\x03\x04"). */ -const LOCAL_SIGNATURE = 0x04034b50; -/** Signature of a central directory entry ("PK\x01\x02"). */ -const CENTRAL_SIGNATURE = 0x02014b50; -/** Signature of the end of central directory record ("PK\x05\x06"). */ -const EOCD_SIGNATURE = 0x06054b50; - -/** ZIP 2.0 is the oldest version that covers everything this writer emits. */ -const VERSION_NEEDED = 20; -/** General purpose bit 11: the entry name is UTF-8, not CP437. */ -const FLAG_UTF8 = 0x0800; -/** Compression method 0: stored. */ -const METHOD_STORE = 0; - -/** Largest value a 32-bit ZIP field can hold. Nothing may reach 4 GiB. */ -const MAX_FIELD = 0xffffffff; -/** Largest value a 16-bit ZIP field can hold (entry count, name length). */ -const MAX_SHORT = 0xffff; - -const LOCAL_HEADER_SIZE = 30; -const CENTRAL_HEADER_SIZE = 46; -const EOCD_SIZE = 22; - -/** 1980-01-01 00:00 in DOS form: year offset 0, month 1, day 1, midnight. */ -const DEFAULT_TIME = 0; -const DEFAULT_DATE = (1 << 5) | 1; - -/** - * CRC-32 (polynomial 0xEDB88320, reflected), the checksum every ZIP entry must - * carry. The table is built once at module load; eight table-driven bits per - * byte is fast enough that a several-megabyte PNG batch stays imperceptible. - */ -const CRC_TABLE = (() => { - const table = new Uint32Array(256); - for (let i = 0; i < 256; i++) { - let c = i; - for (let bit = 0; bit < 8; bit++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1; - table[i] = c >>> 0; - } - return table; -})(); - -/** - * @param {Uint8Array} bytes - * @returns {number} unsigned 32-bit CRC-32 - */ -export function crc32(bytes) { - let c = 0xffffffff; - for (let i = 0; i < bytes.length; i++) c = CRC_TABLE[(c ^ bytes[i]) & 0xff] ^ (c >>> 8); - return (c ^ 0xffffffff) >>> 0; -} - -/** Clip a Date into the DOS date/time pair stored in the headers. */ -function toDosDateTime(date) { - const year = date.getFullYear(); - // The DOS epoch starts in 1980; anything older is clamped to the epoch. - if (year < 1980) return { time: DEFAULT_TIME, date: DEFAULT_DATE }; - const time = (date.getHours() << 11) | (date.getMinutes() << 5) | (date.getSeconds() >> 1); - const day = ((year - 1980) << 9) | ((date.getMonth() + 1) << 5) | date.getDate(); - return { time: time & MAX_SHORT, date: day & MAX_SHORT }; -} - -/** - * Entry names live inside the archive, where the separator is always "/": a - * backslash (what Windows paths use) would be taken as part of the name, and a - * leading slash would look like an absolute path to some extractors. - */ -function normalizeName(name) { - return String(name ?? '') - .replace(/\\/g, '/') - .replace(/^\/+/, ''); -} - -/** Accept any byte source, plus plain strings meaning UTF-8 text. */ -function toBytes(data, encoder) { - if (typeof data === 'string') return encoder.encode(data); - if (data instanceof Uint8Array) return data; - if (ArrayBuffer.isView(data)) { - return new Uint8Array(data.buffer, data.byteOffset, data.byteLength); - } - if (data instanceof ArrayBuffer) return new Uint8Array(data); - throw new TypeError('ZIP: file data must be a Uint8Array, an ArrayBuffer or a string'); -} - -function writeU16(view, offset, value) { - view.setUint16(offset, value & MAX_SHORT, true); -} - -function writeU32(view, offset, value) { - view.setUint32(offset, value >>> 0, true); -} - -/** - * Pack `files` into a stored (uncompressed) ZIP archive. - * - * @param {Array<{name: string, data: Uint8Array | string}>} files - * a string `data` is encoded as UTF-8 text - * @param {object} [options] - * @param {Date} [options.date] - * timestamp for every entry; defaults to 1980-01-01 00:00 so that the same - * input always yields the same bytes - * @returns {Blob} an `application/zip` blob - */ -export function createZip(files, { date } = {}) { - const encoder = new TextEncoder(); - const stamp = date ? toDosDateTime(date) : { time: DEFAULT_TIME, date: DEFAULT_DATE }; - - // First pass: normalise the input and measure it, so the output buffer can be - // allocated exactly once instead of being grown and copied. - const entries = []; - let localTotal = 0; - let centralTotal = 0; - - for (const file of files ?? []) { - const nameBytes = encoder.encode(normalizeName(file.name)); - const data = toBytes(file.data, encoder); - - if (data.length > MAX_FIELD) { - throw new Error('ZIP: a file is 4 GiB or larger; zip64 is not supported'); - } - if (nameBytes.length > MAX_SHORT) { - throw new Error('ZIP: a file name is longer than 65535 bytes'); - } - - const length = LOCAL_HEADER_SIZE + nameBytes.length + data.length; - localTotal += length; - centralTotal += CENTRAL_HEADER_SIZE + nameBytes.length; - entries.push({ nameBytes, data, crc: crc32(data), length, offset: 0 }); - } - - if (entries.length > MAX_SHORT) { - throw new Error('ZIP: more than 65535 files; zip64 is not supported'); - } - if (localTotal + centralTotal + EOCD_SIZE > MAX_FIELD) { - throw new Error('ZIP: the archive is 4 GiB or larger; zip64 is not supported'); - } - - const bytes = new Uint8Array(localTotal + centralTotal + EOCD_SIZE); - const view = new DataView(bytes.buffer); - - let offset = 0; - for (const entry of entries) { - entry.offset = offset; - writeU32(view, offset + 0, LOCAL_SIGNATURE); - writeU16(view, offset + 4, VERSION_NEEDED); - writeU16(view, offset + 6, FLAG_UTF8); - writeU16(view, offset + 8, METHOD_STORE); - writeU16(view, offset + 10, stamp.time); - writeU16(view, offset + 12, stamp.date); - writeU32(view, offset + 14, entry.crc); - writeU32(view, offset + 18, entry.data.length); - writeU32(view, offset + 22, entry.data.length); - writeU16(view, offset + 26, entry.nameBytes.length); - writeU16(view, offset + 28, 0); // extra field length - bytes.set(entry.nameBytes, offset + LOCAL_HEADER_SIZE); - bytes.set(entry.data, offset + LOCAL_HEADER_SIZE + entry.nameBytes.length); - offset += entry.length; - } - - const centralOffset = offset; - for (const entry of entries) { - writeU32(view, offset + 0, CENTRAL_SIGNATURE); - writeU16(view, offset + 4, VERSION_NEEDED); // version made by (host 0 = MS-DOS) - writeU16(view, offset + 6, VERSION_NEEDED); - writeU16(view, offset + 8, FLAG_UTF8); - writeU16(view, offset + 10, METHOD_STORE); - writeU16(view, offset + 12, stamp.time); - writeU16(view, offset + 14, stamp.date); - writeU32(view, offset + 16, entry.crc); - writeU32(view, offset + 20, entry.data.length); - writeU32(view, offset + 24, entry.data.length); - writeU16(view, offset + 28, entry.nameBytes.length); - writeU16(view, offset + 30, 0); // extra field length - writeU16(view, offset + 32, 0); // file comment length - writeU16(view, offset + 34, 0); // disk number start - writeU16(view, offset + 36, 0); // internal attributes - writeU32(view, offset + 38, 0); // external attributes - writeU32(view, offset + 42, entry.offset); - bytes.set(entry.nameBytes, offset + CENTRAL_HEADER_SIZE); - offset += CENTRAL_HEADER_SIZE + entry.nameBytes.length; - } - - writeU32(view, offset + 0, EOCD_SIGNATURE); - writeU16(view, offset + 4, 0); // number of this disk - writeU16(view, offset + 6, 0); // disk holding the central directory - writeU16(view, offset + 8, entries.length); - writeU16(view, offset + 10, entries.length); - writeU32(view, offset + 12, offset - centralOffset); - writeU32(view, offset + 16, centralOffset); - writeU16(view, offset + 20, 0); // archive comment length - - return new Blob([bytes], { type: 'application/zip' }); -} diff --git a/public/bluebey-studio/vendor/lib/opentype.module.js b/public/bluebey-studio/vendor/lib/opentype.module.js deleted file mode 100644 index 3bbee16..0000000 --- a/public/bluebey-studio/vendor/lib/opentype.module.js +++ /dev/null @@ -1,14460 +0,0 @@ -/** - * https://opentype.js.org v1.3.4 | (c) Frederik De Bleser and other contributors | MIT License | Uses tiny-inflate by Devon Govett and string.prototype.codepointat polyfill by Mathias Bynens - */ - -/*! https://mths.be/codepointat v0.2.0 by @mathias */ -if (!String.prototype.codePointAt) { - (function() { - var defineProperty = (function() { - // IE 8 only supports `Object.defineProperty` on DOM elements - try { - var object = {}; - var $defineProperty = Object.defineProperty; - var result = $defineProperty(object, object, object) && $defineProperty; - } catch(error) {} - return result; - }()); - var codePointAt = function(position) { - if (this == null) { - throw TypeError(); - } - var string = String(this); - var size = string.length; - // `ToInteger` - var index = position ? Number(position) : 0; - if (index != index) { // better `isNaN` - index = 0; - } - // Account for out-of-bounds indices: - if (index < 0 || index >= size) { - return undefined; - } - // Get the first code unit - var first = string.charCodeAt(index); - var second; - if ( // check if it’s the start of a surrogate pair - first >= 0xD800 && first <= 0xDBFF && // high surrogate - size > index + 1 // there is a next code unit - ) { - second = string.charCodeAt(index + 1); - if (second >= 0xDC00 && second <= 0xDFFF) { // low surrogate - // https://mathiasbynens.be/notes/javascript-encoding#surrogate-formulae - return (first - 0xD800) * 0x400 + second - 0xDC00 + 0x10000; - } - } - return first; - }; - if (defineProperty) { - defineProperty(String.prototype, 'codePointAt', { - 'value': codePointAt, - 'configurable': true, - 'writable': true - }); - } else { - String.prototype.codePointAt = codePointAt; - } - }()); -} - -var TINF_OK = 0; -var TINF_DATA_ERROR = -3; - -function Tree() { - this.table = new Uint16Array(16); /* table of code length counts */ - this.trans = new Uint16Array(288); /* code -> symbol translation table */ -} - -function Data(source, dest) { - this.source = source; - this.sourceIndex = 0; - this.tag = 0; - this.bitcount = 0; - - this.dest = dest; - this.destLen = 0; - - this.ltree = new Tree(); /* dynamic length/symbol tree */ - this.dtree = new Tree(); /* dynamic distance tree */ -} - -/* --------------------------------------------------- * - * -- uninitialized global data (static structures) -- * - * --------------------------------------------------- */ - -var sltree = new Tree(); -var sdtree = new Tree(); - -/* extra bits and base tables for length codes */ -var length_bits = new Uint8Array(30); -var length_base = new Uint16Array(30); - -/* extra bits and base tables for distance codes */ -var dist_bits = new Uint8Array(30); -var dist_base = new Uint16Array(30); - -/* special ordering of code length codes */ -var clcidx = new Uint8Array([ - 16, 17, 18, 0, 8, 7, 9, 6, - 10, 5, 11, 4, 12, 3, 13, 2, - 14, 1, 15 -]); - -/* used by tinf_decode_trees, avoids allocations every call */ -var code_tree = new Tree(); -var lengths = new Uint8Array(288 + 32); - -/* ----------------------- * - * -- utility functions -- * - * ----------------------- */ - -/* build extra bits and base tables */ -function tinf_build_bits_base(bits, base, delta, first) { - var i, sum; - - /* build bits table */ - for (i = 0; i < delta; ++i) { bits[i] = 0; } - for (i = 0; i < 30 - delta; ++i) { bits[i + delta] = i / delta | 0; } - - /* build base table */ - for (sum = first, i = 0; i < 30; ++i) { - base[i] = sum; - sum += 1 << bits[i]; - } -} - -/* build the fixed huffman trees */ -function tinf_build_fixed_trees(lt, dt) { - var i; - - /* build fixed length tree */ - for (i = 0; i < 7; ++i) { lt.table[i] = 0; } - - lt.table[7] = 24; - lt.table[8] = 152; - lt.table[9] = 112; - - for (i = 0; i < 24; ++i) { lt.trans[i] = 256 + i; } - for (i = 0; i < 144; ++i) { lt.trans[24 + i] = i; } - for (i = 0; i < 8; ++i) { lt.trans[24 + 144 + i] = 280 + i; } - for (i = 0; i < 112; ++i) { lt.trans[24 + 144 + 8 + i] = 144 + i; } - - /* build fixed distance tree */ - for (i = 0; i < 5; ++i) { dt.table[i] = 0; } - - dt.table[5] = 32; - - for (i = 0; i < 32; ++i) { dt.trans[i] = i; } -} - -/* given an array of code lengths, build a tree */ -var offs = new Uint16Array(16); - -function tinf_build_tree(t, lengths, off, num) { - var i, sum; - - /* clear code length count table */ - for (i = 0; i < 16; ++i) { t.table[i] = 0; } - - /* scan symbol lengths, and sum code length counts */ - for (i = 0; i < num; ++i) { t.table[lengths[off + i]]++; } - - t.table[0] = 0; - - /* compute offset table for distribution sort */ - for (sum = 0, i = 0; i < 16; ++i) { - offs[i] = sum; - sum += t.table[i]; - } - - /* create code->symbol translation table (symbols sorted by code) */ - for (i = 0; i < num; ++i) { - if (lengths[off + i]) { t.trans[offs[lengths[off + i]]++] = i; } - } -} - -/* ---------------------- * - * -- decode functions -- * - * ---------------------- */ - -/* get one bit from source stream */ -function tinf_getbit(d) { - /* check if tag is empty */ - if (!d.bitcount--) { - /* load next tag */ - d.tag = d.source[d.sourceIndex++]; - d.bitcount = 7; - } - - /* shift bit out of tag */ - var bit = d.tag & 1; - d.tag >>>= 1; - - return bit; -} - -/* read a num bit value from a stream and add base */ -function tinf_read_bits(d, num, base) { - if (!num) - { return base; } - - while (d.bitcount < 24) { - d.tag |= d.source[d.sourceIndex++] << d.bitcount; - d.bitcount += 8; - } - - var val = d.tag & (0xffff >>> (16 - num)); - d.tag >>>= num; - d.bitcount -= num; - return val + base; -} - -/* given a data stream and a tree, decode a symbol */ -function tinf_decode_symbol(d, t) { - while (d.bitcount < 24) { - d.tag |= d.source[d.sourceIndex++] << d.bitcount; - d.bitcount += 8; - } - - var sum = 0, cur = 0, len = 0; - var tag = d.tag; - - /* get more bits while code value is above sum */ - do { - cur = 2 * cur + (tag & 1); - tag >>>= 1; - ++len; - - sum += t.table[len]; - cur -= t.table[len]; - } while (cur >= 0); - - d.tag = tag; - d.bitcount -= len; - - return t.trans[sum + cur]; -} - -/* given a data stream, decode dynamic trees from it */ -function tinf_decode_trees(d, lt, dt) { - var hlit, hdist, hclen; - var i, num, length; - - /* get 5 bits HLIT (257-286) */ - hlit = tinf_read_bits(d, 5, 257); - - /* get 5 bits HDIST (1-32) */ - hdist = tinf_read_bits(d, 5, 1); - - /* get 4 bits HCLEN (4-19) */ - hclen = tinf_read_bits(d, 4, 4); - - for (i = 0; i < 19; ++i) { lengths[i] = 0; } - - /* read code lengths for code length alphabet */ - for (i = 0; i < hclen; ++i) { - /* get 3 bits code length (0-7) */ - var clen = tinf_read_bits(d, 3, 0); - lengths[clcidx[i]] = clen; - } - - /* build code length tree */ - tinf_build_tree(code_tree, lengths, 0, 19); - - /* decode code lengths for the dynamic trees */ - for (num = 0; num < hlit + hdist;) { - var sym = tinf_decode_symbol(d, code_tree); - - switch (sym) { - case 16: - /* copy previous code length 3-6 times (read 2 bits) */ - var prev = lengths[num - 1]; - for (length = tinf_read_bits(d, 2, 3); length; --length) { - lengths[num++] = prev; - } - break; - case 17: - /* repeat code length 0 for 3-10 times (read 3 bits) */ - for (length = tinf_read_bits(d, 3, 3); length; --length) { - lengths[num++] = 0; - } - break; - case 18: - /* repeat code length 0 for 11-138 times (read 7 bits) */ - for (length = tinf_read_bits(d, 7, 11); length; --length) { - lengths[num++] = 0; - } - break; - default: - /* values 0-15 represent the actual code lengths */ - lengths[num++] = sym; - break; - } - } - - /* build dynamic trees */ - tinf_build_tree(lt, lengths, 0, hlit); - tinf_build_tree(dt, lengths, hlit, hdist); -} - -/* ----------------------------- * - * -- block inflate functions -- * - * ----------------------------- */ - -/* given a stream and two trees, inflate a block of data */ -function tinf_inflate_block_data(d, lt, dt) { - while (1) { - var sym = tinf_decode_symbol(d, lt); - - /* check for end of block */ - if (sym === 256) { - return TINF_OK; - } - - if (sym < 256) { - d.dest[d.destLen++] = sym; - } else { - var length, dist, offs; - var i; - - sym -= 257; - - /* possibly get more bits from length code */ - length = tinf_read_bits(d, length_bits[sym], length_base[sym]); - - dist = tinf_decode_symbol(d, dt); - - /* possibly get more bits from distance code */ - offs = d.destLen - tinf_read_bits(d, dist_bits[dist], dist_base[dist]); - - /* copy match */ - for (i = offs; i < offs + length; ++i) { - d.dest[d.destLen++] = d.dest[i]; - } - } - } -} - -/* inflate an uncompressed block of data */ -function tinf_inflate_uncompressed_block(d) { - var length, invlength; - var i; - - /* unread from bitbuffer */ - while (d.bitcount > 8) { - d.sourceIndex--; - d.bitcount -= 8; - } - - /* get length */ - length = d.source[d.sourceIndex + 1]; - length = 256 * length + d.source[d.sourceIndex]; - - /* get one's complement of length */ - invlength = d.source[d.sourceIndex + 3]; - invlength = 256 * invlength + d.source[d.sourceIndex + 2]; - - /* check length */ - if (length !== (~invlength & 0x0000ffff)) - { return TINF_DATA_ERROR; } - - d.sourceIndex += 4; - - /* copy block */ - for (i = length; i; --i) - { d.dest[d.destLen++] = d.source[d.sourceIndex++]; } - - /* make sure we start next block on a byte boundary */ - d.bitcount = 0; - - return TINF_OK; -} - -/* inflate stream from source to dest */ -function tinf_uncompress(source, dest) { - var d = new Data(source, dest); - var bfinal, btype, res; - - do { - /* read final block flag */ - bfinal = tinf_getbit(d); - - /* read block type (2 bits) */ - btype = tinf_read_bits(d, 2, 0); - - /* decompress block */ - switch (btype) { - case 0: - /* decompress uncompressed block */ - res = tinf_inflate_uncompressed_block(d); - break; - case 1: - /* decompress block with fixed huffman trees */ - res = tinf_inflate_block_data(d, sltree, sdtree); - break; - case 2: - /* decompress block with dynamic huffman trees */ - tinf_decode_trees(d, d.ltree, d.dtree); - res = tinf_inflate_block_data(d, d.ltree, d.dtree); - break; - default: - res = TINF_DATA_ERROR; - } - - if (res !== TINF_OK) - { throw new Error('Data error'); } - - } while (!bfinal); - - if (d.destLen < d.dest.length) { - if (typeof d.dest.slice === 'function') - { return d.dest.slice(0, d.destLen); } - else - { return d.dest.subarray(0, d.destLen); } - } - - return d.dest; -} - -/* -------------------- * - * -- initialization -- * - * -------------------- */ - -/* build fixed huffman trees */ -tinf_build_fixed_trees(sltree, sdtree); - -/* build extra bits and base tables */ -tinf_build_bits_base(length_bits, length_base, 4, 3); -tinf_build_bits_base(dist_bits, dist_base, 2, 1); - -/* fix a special case */ -length_bits[28] = 0; -length_base[28] = 258; - -var tinyInflate = tinf_uncompress; - -// The Bounding Box object - -function derive(v0, v1, v2, v3, t) { - return Math.pow(1 - t, 3) * v0 + - 3 * Math.pow(1 - t, 2) * t * v1 + - 3 * (1 - t) * Math.pow(t, 2) * v2 + - Math.pow(t, 3) * v3; -} -/** - * A bounding box is an enclosing box that describes the smallest measure within which all the points lie. - * It is used to calculate the bounding box of a glyph or text path. - * - * On initialization, x1/y1/x2/y2 will be NaN. Check if the bounding box is empty using `isEmpty()`. - * - * @exports opentype.BoundingBox - * @class - * @constructor - */ -function BoundingBox() { - this.x1 = Number.NaN; - this.y1 = Number.NaN; - this.x2 = Number.NaN; - this.y2 = Number.NaN; -} - -/** - * Returns true if the bounding box is empty, that is, no points have been added to the box yet. - */ -BoundingBox.prototype.isEmpty = function() { - return isNaN(this.x1) || isNaN(this.y1) || isNaN(this.x2) || isNaN(this.y2); -}; - -/** - * Add the point to the bounding box. - * The x1/y1/x2/y2 coordinates of the bounding box will now encompass the given point. - * @param {number} x - The X coordinate of the point. - * @param {number} y - The Y coordinate of the point. - */ -BoundingBox.prototype.addPoint = function(x, y) { - if (typeof x === 'number') { - if (isNaN(this.x1) || isNaN(this.x2)) { - this.x1 = x; - this.x2 = x; - } - if (x < this.x1) { - this.x1 = x; - } - if (x > this.x2) { - this.x2 = x; - } - } - if (typeof y === 'number') { - if (isNaN(this.y1) || isNaN(this.y2)) { - this.y1 = y; - this.y2 = y; - } - if (y < this.y1) { - this.y1 = y; - } - if (y > this.y2) { - this.y2 = y; - } - } -}; - -/** - * Add a X coordinate to the bounding box. - * This extends the bounding box to include the X coordinate. - * This function is used internally inside of addBezier. - * @param {number} x - The X coordinate of the point. - */ -BoundingBox.prototype.addX = function(x) { - this.addPoint(x, null); -}; - -/** - * Add a Y coordinate to the bounding box. - * This extends the bounding box to include the Y coordinate. - * This function is used internally inside of addBezier. - * @param {number} y - The Y coordinate of the point. - */ -BoundingBox.prototype.addY = function(y) { - this.addPoint(null, y); -}; - -/** - * Add a Bézier curve to the bounding box. - * This extends the bounding box to include the entire Bézier. - * @param {number} x0 - The starting X coordinate. - * @param {number} y0 - The starting Y coordinate. - * @param {number} x1 - The X coordinate of the first control point. - * @param {number} y1 - The Y coordinate of the first control point. - * @param {number} x2 - The X coordinate of the second control point. - * @param {number} y2 - The Y coordinate of the second control point. - * @param {number} x - The ending X coordinate. - * @param {number} y - The ending Y coordinate. - */ -BoundingBox.prototype.addBezier = function(x0, y0, x1, y1, x2, y2, x, y) { - // This code is based on http://nishiohirokazu.blogspot.com/2009/06/how-to-calculate-bezier-curves-bounding.html - // and https://github.com/icons8/svg-path-bounding-box - - var p0 = [x0, y0]; - var p1 = [x1, y1]; - var p2 = [x2, y2]; - var p3 = [x, y]; - - this.addPoint(x0, y0); - this.addPoint(x, y); - - for (var i = 0; i <= 1; i++) { - var b = 6 * p0[i] - 12 * p1[i] + 6 * p2[i]; - var a = -3 * p0[i] + 9 * p1[i] - 9 * p2[i] + 3 * p3[i]; - var c = 3 * p1[i] - 3 * p0[i]; - - if (a === 0) { - if (b === 0) { continue; } - var t = -c / b; - if (0 < t && t < 1) { - if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t)); } - if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t)); } - } - continue; - } - - var b2ac = Math.pow(b, 2) - 4 * c * a; - if (b2ac < 0) { continue; } - var t1 = (-b + Math.sqrt(b2ac)) / (2 * a); - if (0 < t1 && t1 < 1) { - if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t1)); } - if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t1)); } - } - var t2 = (-b - Math.sqrt(b2ac)) / (2 * a); - if (0 < t2 && t2 < 1) { - if (i === 0) { this.addX(derive(p0[i], p1[i], p2[i], p3[i], t2)); } - if (i === 1) { this.addY(derive(p0[i], p1[i], p2[i], p3[i], t2)); } - } - } -}; - -/** - * Add a quadratic curve to the bounding box. - * This extends the bounding box to include the entire quadratic curve. - * @param {number} x0 - The starting X coordinate. - * @param {number} y0 - The starting Y coordinate. - * @param {number} x1 - The X coordinate of the control point. - * @param {number} y1 - The Y coordinate of the control point. - * @param {number} x - The ending X coordinate. - * @param {number} y - The ending Y coordinate. - */ -BoundingBox.prototype.addQuad = function(x0, y0, x1, y1, x, y) { - var cp1x = x0 + 2 / 3 * (x1 - x0); - var cp1y = y0 + 2 / 3 * (y1 - y0); - var cp2x = cp1x + 1 / 3 * (x - x0); - var cp2y = cp1y + 1 / 3 * (y - y0); - this.addBezier(x0, y0, cp1x, cp1y, cp2x, cp2y, x, y); -}; - -// Geometric objects - -/** - * A bézier path containing a set of path commands similar to a SVG path. - * Paths can be drawn on a context using `draw`. - * @exports opentype.Path - * @class - * @constructor - */ -function Path() { - this.commands = []; - this.fill = 'black'; - this.stroke = null; - this.strokeWidth = 1; -} - -/** - * @param {number} x - * @param {number} y - */ -Path.prototype.moveTo = function(x, y) { - this.commands.push({ - type: 'M', - x: x, - y: y - }); -}; - -/** - * @param {number} x - * @param {number} y - */ -Path.prototype.lineTo = function(x, y) { - this.commands.push({ - type: 'L', - x: x, - y: y - }); -}; - -/** - * Draws cubic curve - * @function - * curveTo - * @memberof opentype.Path.prototype - * @param {number} x1 - x of control 1 - * @param {number} y1 - y of control 1 - * @param {number} x2 - x of control 2 - * @param {number} y2 - y of control 2 - * @param {number} x - x of path point - * @param {number} y - y of path point - */ - -/** - * Draws cubic curve - * @function - * bezierCurveTo - * @memberof opentype.Path.prototype - * @param {number} x1 - x of control 1 - * @param {number} y1 - y of control 1 - * @param {number} x2 - x of control 2 - * @param {number} y2 - y of control 2 - * @param {number} x - x of path point - * @param {number} y - y of path point - * @see curveTo - */ -Path.prototype.curveTo = Path.prototype.bezierCurveTo = function(x1, y1, x2, y2, x, y) { - this.commands.push({ - type: 'C', - x1: x1, - y1: y1, - x2: x2, - y2: y2, - x: x, - y: y - }); -}; - -/** - * Draws quadratic curve - * @function - * quadraticCurveTo - * @memberof opentype.Path.prototype - * @param {number} x1 - x of control - * @param {number} y1 - y of control - * @param {number} x - x of path point - * @param {number} y - y of path point - */ - -/** - * Draws quadratic curve - * @function - * quadTo - * @memberof opentype.Path.prototype - * @param {number} x1 - x of control - * @param {number} y1 - y of control - * @param {number} x - x of path point - * @param {number} y - y of path point - */ -Path.prototype.quadTo = Path.prototype.quadraticCurveTo = function(x1, y1, x, y) { - this.commands.push({ - type: 'Q', - x1: x1, - y1: y1, - x: x, - y: y - }); -}; - -/** - * Closes the path - * @function closePath - * @memberof opentype.Path.prototype - */ - -/** - * Close the path - * @function close - * @memberof opentype.Path.prototype - */ -Path.prototype.close = Path.prototype.closePath = function() { - this.commands.push({ - type: 'Z' - }); -}; - -/** - * Add the given path or list of commands to the commands of this path. - * @param {Array} pathOrCommands - another opentype.Path, an opentype.BoundingBox, or an array of commands. - */ -Path.prototype.extend = function(pathOrCommands) { - if (pathOrCommands.commands) { - pathOrCommands = pathOrCommands.commands; - } else if (pathOrCommands instanceof BoundingBox) { - var box = pathOrCommands; - this.moveTo(box.x1, box.y1); - this.lineTo(box.x2, box.y1); - this.lineTo(box.x2, box.y2); - this.lineTo(box.x1, box.y2); - this.close(); - return; - } - - Array.prototype.push.apply(this.commands, pathOrCommands); -}; - -/** - * Calculate the bounding box of the path. - * @returns {opentype.BoundingBox} - */ -Path.prototype.getBoundingBox = function() { - var box = new BoundingBox(); - - var startX = 0; - var startY = 0; - var prevX = 0; - var prevY = 0; - for (var i = 0; i < this.commands.length; i++) { - var cmd = this.commands[i]; - switch (cmd.type) { - case 'M': - box.addPoint(cmd.x, cmd.y); - startX = prevX = cmd.x; - startY = prevY = cmd.y; - break; - case 'L': - box.addPoint(cmd.x, cmd.y); - prevX = cmd.x; - prevY = cmd.y; - break; - case 'Q': - box.addQuad(prevX, prevY, cmd.x1, cmd.y1, cmd.x, cmd.y); - prevX = cmd.x; - prevY = cmd.y; - break; - case 'C': - box.addBezier(prevX, prevY, cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); - prevX = cmd.x; - prevY = cmd.y; - break; - case 'Z': - prevX = startX; - prevY = startY; - break; - default: - throw new Error('Unexpected path command ' + cmd.type); - } - } - if (box.isEmpty()) { - box.addPoint(0, 0); - } - return box; -}; - -/** - * Draw the path to a 2D context. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context. - */ -Path.prototype.draw = function(ctx) { - ctx.beginPath(); - for (var i = 0; i < this.commands.length; i += 1) { - var cmd = this.commands[i]; - if (cmd.type === 'M') { - ctx.moveTo(cmd.x, cmd.y); - } else if (cmd.type === 'L') { - ctx.lineTo(cmd.x, cmd.y); - } else if (cmd.type === 'C') { - ctx.bezierCurveTo(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); - } else if (cmd.type === 'Q') { - ctx.quadraticCurveTo(cmd.x1, cmd.y1, cmd.x, cmd.y); - } else if (cmd.type === 'Z') { - ctx.closePath(); - } - } - - if (this.fill) { - ctx.fillStyle = this.fill; - ctx.fill(); - } - - if (this.stroke) { - ctx.strokeStyle = this.stroke; - ctx.lineWidth = this.strokeWidth; - ctx.stroke(); - } -}; - -/** - * Convert the Path to a string of path data instructions - * See http://www.w3.org/TR/SVG/paths.html#PathData - * @param {number} [decimalPlaces=2] - The amount of decimal places for floating-point values - * @return {string} - */ -Path.prototype.toPathData = function(decimalPlaces) { - decimalPlaces = decimalPlaces !== undefined ? decimalPlaces : 2; - - function floatToString(v) { - if (Math.round(v) === v) { - return '' + Math.round(v); - } else { - return v.toFixed(decimalPlaces); - } - } - - function packValues() { - var arguments$1 = arguments; - - var s = ''; - for (var i = 0; i < arguments.length; i += 1) { - var v = arguments$1[i]; - if (v >= 0 && i > 0) { - s += ' '; - } - - s += floatToString(v); - } - - return s; - } - - var d = ''; - for (var i = 0; i < this.commands.length; i += 1) { - var cmd = this.commands[i]; - if (cmd.type === 'M') { - d += 'M' + packValues(cmd.x, cmd.y); - } else if (cmd.type === 'L') { - d += 'L' + packValues(cmd.x, cmd.y); - } else if (cmd.type === 'C') { - d += 'C' + packValues(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y); - } else if (cmd.type === 'Q') { - d += 'Q' + packValues(cmd.x1, cmd.y1, cmd.x, cmd.y); - } else if (cmd.type === 'Z') { - d += 'Z'; - } - } - - return d; -}; - -/** - * Convert the path to an SVG element, as a string. - * @param {number} [decimalPlaces=2] - The amount of decimal places for floating-point values - * @return {string} - */ -Path.prototype.toSVG = function(decimalPlaces) { - var svg = '= 0 && v <= 255, 'Byte value should be between 0 and 255.'); - return [v]; -}; -/** - * @constant - * @type {number} - */ -sizeOf.BYTE = constant(1); - -/** - * Convert a 8-bit signed integer to a list of 1 byte. - * @param {string} - * @returns {Array} - */ -encode.CHAR = function(v) { - return [v.charCodeAt(0)]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.CHAR = constant(1); - -/** - * Convert an ASCII string to a list of bytes. - * @param {string} - * @returns {Array} - */ -encode.CHARARRAY = function(v) { - if (typeof v === 'undefined') { - v = ''; - console.warn('Undefined CHARARRAY encountered and treated as an empty string. This is probably caused by a missing glyph name.'); - } - var b = []; - for (var i = 0; i < v.length; i += 1) { - b[i] = v.charCodeAt(i); - } - - return b; -}; - -/** - * @param {Array} - * @returns {number} - */ -sizeOf.CHARARRAY = function(v) { - if (typeof v === 'undefined') { - return 0; - } - return v.length; -}; - -/** - * Convert a 16-bit unsigned integer to a list of 2 bytes. - * @param {number} - * @returns {Array} - */ -encode.USHORT = function(v) { - return [(v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.USHORT = constant(2); - -/** - * Convert a 16-bit signed integer to a list of 2 bytes. - * @param {number} - * @returns {Array} - */ -encode.SHORT = function(v) { - // Two's complement - if (v >= LIMIT16) { - v = -(2 * LIMIT16 - v); - } - - return [(v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.SHORT = constant(2); - -/** - * Convert a 24-bit unsigned integer to a list of 3 bytes. - * @param {number} - * @returns {Array} - */ -encode.UINT24 = function(v) { - return [(v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.UINT24 = constant(3); - -/** - * Convert a 32-bit unsigned integer to a list of 4 bytes. - * @param {number} - * @returns {Array} - */ -encode.ULONG = function(v) { - return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.ULONG = constant(4); - -/** - * Convert a 32-bit unsigned integer to a list of 4 bytes. - * @param {number} - * @returns {Array} - */ -encode.LONG = function(v) { - // Two's complement - if (v >= LIMIT32) { - v = -(2 * LIMIT32 - v); - } - - return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.LONG = constant(4); - -encode.FIXED = encode.ULONG; -sizeOf.FIXED = sizeOf.ULONG; - -encode.FWORD = encode.SHORT; -sizeOf.FWORD = sizeOf.SHORT; - -encode.UFWORD = encode.USHORT; -sizeOf.UFWORD = sizeOf.USHORT; - -/** - * Convert a 32-bit Apple Mac timestamp integer to a list of 8 bytes, 64-bit timestamp. - * @param {number} - * @returns {Array} - */ -encode.LONGDATETIME = function(v) { - return [0, 0, 0, 0, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.LONGDATETIME = constant(8); - -/** - * Convert a 4-char tag to a list of 4 bytes. - * @param {string} - * @returns {Array} - */ -encode.TAG = function(v) { - check.argument(v.length === 4, 'Tag should be exactly 4 ASCII characters.'); - return [v.charCodeAt(0), - v.charCodeAt(1), - v.charCodeAt(2), - v.charCodeAt(3)]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.TAG = constant(4); - -// CFF data types /////////////////////////////////////////////////////////// - -encode.Card8 = encode.BYTE; -sizeOf.Card8 = sizeOf.BYTE; - -encode.Card16 = encode.USHORT; -sizeOf.Card16 = sizeOf.USHORT; - -encode.OffSize = encode.BYTE; -sizeOf.OffSize = sizeOf.BYTE; - -encode.SID = encode.USHORT; -sizeOf.SID = sizeOf.USHORT; - -// Convert a numeric operand or charstring number to a variable-size list of bytes. -/** - * Convert a numeric operand or charstring number to a variable-size list of bytes. - * @param {number} - * @returns {Array} - */ -encode.NUMBER = function(v) { - if (v >= -107 && v <= 107) { - return [v + 139]; - } else if (v >= 108 && v <= 1131) { - v = v - 108; - return [(v >> 8) + 247, v & 0xFF]; - } else if (v >= -1131 && v <= -108) { - v = -v - 108; - return [(v >> 8) + 251, v & 0xFF]; - } else if (v >= -32768 && v <= 32767) { - return encode.NUMBER16(v); - } else { - return encode.NUMBER32(v); - } -}; - -/** - * @param {number} - * @returns {number} - */ -sizeOf.NUMBER = function(v) { - return encode.NUMBER(v).length; -}; - -/** - * Convert a signed number between -32768 and +32767 to a three-byte value. - * This ensures we always use three bytes, but is not the most compact format. - * @param {number} - * @returns {Array} - */ -encode.NUMBER16 = function(v) { - return [28, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.NUMBER16 = constant(3); - -/** - * Convert a signed number between -(2^31) and +(2^31-1) to a five-byte value. - * This is useful if you want to be sure you always use four bytes, - * at the expense of wasting a few bytes for smaller numbers. - * @param {number} - * @returns {Array} - */ -encode.NUMBER32 = function(v) { - return [29, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF]; -}; - -/** - * @constant - * @type {number} - */ -sizeOf.NUMBER32 = constant(5); - -/** - * @param {number} - * @returns {Array} - */ -encode.REAL = function(v) { - var value = v.toString(); - - // Some numbers use an epsilon to encode the value. (e.g. JavaScript will store 0.0000001 as 1e-7) - // This code converts it back to a number without the epsilon. - var m = /\.(\d*?)(?:9{5,20}|0{5,20})\d{0,2}(?:e(.+)|$)/.exec(value); - if (m) { - var epsilon = parseFloat('1e' + ((m[2] ? +m[2] : 0) + m[1].length)); - value = (Math.round(v * epsilon) / epsilon).toString(); - } - - var nibbles = ''; - for (var i = 0, ii = value.length; i < ii; i += 1) { - var c = value[i]; - if (c === 'e') { - nibbles += value[++i] === '-' ? 'c' : 'b'; - } else if (c === '.') { - nibbles += 'a'; - } else if (c === '-') { - nibbles += 'e'; - } else { - nibbles += c; - } - } - - nibbles += (nibbles.length & 1) ? 'f' : 'ff'; - var out = [30]; - for (var i$1 = 0, ii$1 = nibbles.length; i$1 < ii$1; i$1 += 2) { - out.push(parseInt(nibbles.substr(i$1, 2), 16)); - } - - return out; -}; - -/** - * @param {number} - * @returns {number} - */ -sizeOf.REAL = function(v) { - return encode.REAL(v).length; -}; - -encode.NAME = encode.CHARARRAY; -sizeOf.NAME = sizeOf.CHARARRAY; - -encode.STRING = encode.CHARARRAY; -sizeOf.STRING = sizeOf.CHARARRAY; - -/** - * @param {DataView} data - * @param {number} offset - * @param {number} numBytes - * @returns {string} - */ -decode.UTF8 = function(data, offset, numBytes) { - var codePoints = []; - var numChars = numBytes; - for (var j = 0; j < numChars; j++, offset += 1) { - codePoints[j] = data.getUint8(offset); - } - - return String.fromCharCode.apply(null, codePoints); -}; - -/** - * @param {DataView} data - * @param {number} offset - * @param {number} numBytes - * @returns {string} - */ -decode.UTF16 = function(data, offset, numBytes) { - var codePoints = []; - var numChars = numBytes / 2; - for (var j = 0; j < numChars; j++, offset += 2) { - codePoints[j] = data.getUint16(offset); - } - - return String.fromCharCode.apply(null, codePoints); -}; - -/** - * Convert a JavaScript string to UTF16-BE. - * @param {string} - * @returns {Array} - */ -encode.UTF16 = function(v) { - var b = []; - for (var i = 0; i < v.length; i += 1) { - var codepoint = v.charCodeAt(i); - b[b.length] = (codepoint >> 8) & 0xFF; - b[b.length] = codepoint & 0xFF; - } - - return b; -}; - -/** - * @param {string} - * @returns {number} - */ -sizeOf.UTF16 = function(v) { - return v.length * 2; -}; - -// Data for converting old eight-bit Macintosh encodings to Unicode. -// This representation is optimized for decoding; encoding is slower -// and needs more memory. The assumption is that all opentype.js users -// want to open fonts, but saving a font will be comparatively rare -// so it can be more expensive. Keyed by IANA character set name. -// -// Python script for generating these strings: -// -// s = u''.join([chr(c).decode('mac_greek') for c in range(128, 256)]) -// print(s.encode('utf-8')) -/** - * @private - */ -var eightBitMacEncodings = { - 'x-mac-croatian': // Python: 'mac_croatian' - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®Š™´¨≠ŽØ∞±≤≥∆µ∂∑∏š∫ªºΩžø' + - '¿¡¬√ƒ≈ƫȅ ÀÃÕŒœĐ—“”‘’÷◊©⁄€‹›Æ»–·‚„‰ÂćÁčÈÍÎÏÌÓÔđÒÚÛÙıˆ˜¯πË˚¸Êæˇ', - 'x-mac-cyrillic': // Python: 'mac_cyrillic' - 'АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ†°Ґ£§•¶І®©™Ђђ≠Ѓѓ∞±≤≥іµґЈЄєЇїЉљЊњ' + - 'јЅ¬√ƒ≈∆«»… ЋћЌќѕ–—“”‘’÷„ЎўЏџ№Ёёяабвгдежзийклмнопрстуфхцчшщъыьэю', - 'x-mac-gaelic': // http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/GAELIC.TXT - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØḂ±≤≥ḃĊċḊḋḞḟĠġṀæø' + - 'ṁṖṗɼƒſṠ«»… ÀÃÕŒœ–—“”‘’ṡẛÿŸṪ€‹›Ŷŷṫ·Ỳỳ⁊ÂÊÁËÈÍÎÏÌÓÔ♣ÒÚÛÙıÝýŴŵẄẅẀẁẂẃ', - 'x-mac-greek': // Python: 'mac_greek' - 'Ĺ²É³ÖÜ΅àâä΄¨çéèê룙î‰ôö¦€ùûü†ΓΔΘΛΞΠß®©ΣΪ§≠°·Α±≤≥¥ΒΕΖΗΙΚΜΦΫΨΩ' + - 'άΝ¬ΟΡ≈Τ«»… ΥΧΆΈœ–―“”‘’÷ΉΊΌΎέήίόΏύαβψδεφγηιξκλμνοπώρστθωςχυζϊϋΐΰ\u00AD', - 'x-mac-icelandic': // Python: 'mac_iceland' - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûüݰ¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + - '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€ÐðÞþý·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', - 'x-mac-inuit': // http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/INUIT.TXT - 'ᐃᐄᐅᐆᐊᐋᐱᐲᐳᐴᐸᐹᑉᑎᑏᑐᑑᑕᑖᑦᑭᑮᑯᑰᑲᑳᒃᒋᒌᒍᒎᒐᒑ°ᒡᒥᒦ•¶ᒧ®©™ᒨᒪᒫᒻᓂᓃᓄᓅᓇᓈᓐᓯᓰᓱᓲᓴᓵᔅᓕᓖᓗ' + - 'ᓘᓚᓛᓪᔨᔩᔪᔫᔭ… ᔮᔾᕕᕖᕗ–—“”‘’ᕘᕙᕚᕝᕆᕇᕈᕉᕋᕌᕐᕿᖀᖁᖂᖃᖄᖅᖏᖐᖑᖒᖓᖔᖕᙱᙲᙳᙴᙵᙶᖖᖠᖡᖢᖣᖤᖥᖦᕼŁł', - 'x-mac-ce': // Python: 'mac_latin2' - 'ÄĀāÉĄÖÜáąČäčĆć鏟ĎíďĒēĖóėôöõúĚěü†°Ę£§•¶ß®©™ę¨≠ģĮįĪ≤≥īĶ∂∑łĻļĽľĹĺŅ' + - 'ņѬ√ńŇ∆«»… ňŐÕőŌ–—“”‘’÷◊ōŔŕŘ‹›řŖŗŠ‚„šŚśÁŤťÍŽžŪÓÔūŮÚůŰűŲųÝýķŻŁżĢˇ', - macintosh: // Python: 'mac_roman' - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + - '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›fifl‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', - 'x-mac-romanian': // Python: 'mac_romanian' - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ĂȘ∞±≤≥¥µ∂∑∏π∫ªºΩăș' + - '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›Țț‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ', - 'x-mac-turkish': // Python: 'mac_turkish' - 'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' + - '¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸĞğİıŞş‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙˆ˜¯˘˙˚¸˝˛ˇ' -}; - -/** - * Decodes an old-style Macintosh string. Returns either a Unicode JavaScript - * string, or 'undefined' if the encoding is unsupported. For example, we do - * not support Chinese, Japanese or Korean because these would need large - * mapping tables. - * @param {DataView} dataView - * @param {number} offset - * @param {number} dataLength - * @param {string} encoding - * @returns {string} - */ -decode.MACSTRING = function(dataView, offset, dataLength, encoding) { - var table = eightBitMacEncodings[encoding]; - if (table === undefined) { - return undefined; - } - - var result = ''; - for (var i = 0; i < dataLength; i++) { - var c = dataView.getUint8(offset + i); - // In all eight-bit Mac encodings, the characters 0x00..0x7F are - // mapped to U+0000..U+007F; we only need to look up the others. - if (c <= 0x7F) { - result += String.fromCharCode(c); - } else { - result += table[c & 0x7F]; - } - } - - return result; -}; - -// Helper function for encode.MACSTRING. Returns a dictionary for mapping -// Unicode character codes to their 8-bit MacOS equivalent. This table -// is not exactly a super cheap data structure, but we do not care because -// encoding Macintosh strings is only rarely needed in typical applications. -var macEncodingTableCache = typeof WeakMap === 'function' && new WeakMap(); -var macEncodingCacheKeys; -var getMacEncodingTable = function (encoding) { - // Since we use encoding as a cache key for WeakMap, it has to be - // a String object and not a literal. And at least on NodeJS 2.10.1, - // WeakMap requires that the same String instance is passed for cache hits. - if (!macEncodingCacheKeys) { - macEncodingCacheKeys = {}; - for (var e in eightBitMacEncodings) { - /*jshint -W053 */ // Suppress "Do not use String as a constructor." - macEncodingCacheKeys[e] = new String(e); - } - } - - var cacheKey = macEncodingCacheKeys[encoding]; - if (cacheKey === undefined) { - return undefined; - } - - // We can't do "if (cache.has(key)) {return cache.get(key)}" here: - // since garbage collection may run at any time, it could also kick in - // between the calls to cache.has() and cache.get(). In that case, - // we would return 'undefined' even though we do support the encoding. - if (macEncodingTableCache) { - var cachedTable = macEncodingTableCache.get(cacheKey); - if (cachedTable !== undefined) { - return cachedTable; - } - } - - var decodingTable = eightBitMacEncodings[encoding]; - if (decodingTable === undefined) { - return undefined; - } - - var encodingTable = {}; - for (var i = 0; i < decodingTable.length; i++) { - encodingTable[decodingTable.charCodeAt(i)] = i + 0x80; - } - - if (macEncodingTableCache) { - macEncodingTableCache.set(cacheKey, encodingTable); - } - - return encodingTable; -}; - -/** - * Encodes an old-style Macintosh string. Returns a byte array upon success. - * If the requested encoding is unsupported, or if the input string contains - * a character that cannot be expressed in the encoding, the function returns - * 'undefined'. - * @param {string} str - * @param {string} encoding - * @returns {Array} - */ -encode.MACSTRING = function(str, encoding) { - var table = getMacEncodingTable(encoding); - if (table === undefined) { - return undefined; - } - - var result = []; - for (var i = 0; i < str.length; i++) { - var c = str.charCodeAt(i); - - // In all eight-bit Mac encodings, the characters 0x00..0x7F are - // mapped to U+0000..U+007F; we only need to look up the others. - if (c >= 0x80) { - c = table[c]; - if (c === undefined) { - // str contains a Unicode character that cannot be encoded - // in the requested encoding. - return undefined; - } - } - result[i] = c; - // result.push(c); - } - - return result; -}; - -/** - * @param {string} str - * @param {string} encoding - * @returns {number} - */ -sizeOf.MACSTRING = function(str, encoding) { - var b = encode.MACSTRING(str, encoding); - if (b !== undefined) { - return b.length; - } else { - return 0; - } -}; - -// Helper for encode.VARDELTAS -function isByteEncodable(value) { - return value >= -128 && value <= 127; -} - -// Helper for encode.VARDELTAS -function encodeVarDeltaRunAsZeroes(deltas, pos, result) { - var runLength = 0; - var numDeltas = deltas.length; - while (pos < numDeltas && runLength < 64 && deltas[pos] === 0) { - ++pos; - ++runLength; - } - result.push(0x80 | (runLength - 1)); - return pos; -} - -// Helper for encode.VARDELTAS -function encodeVarDeltaRunAsBytes(deltas, offset, result) { - var runLength = 0; - var numDeltas = deltas.length; - var pos = offset; - while (pos < numDeltas && runLength < 64) { - var value = deltas[pos]; - if (!isByteEncodable(value)) { - break; - } - - // Within a byte-encoded run of deltas, a single zero is best - // stored literally as 0x00 value. However, if we have two or - // more zeroes in a sequence, it is better to start a new run. - // Fore example, the sequence of deltas [15, 15, 0, 15, 15] - // becomes 6 bytes (04 0F 0F 00 0F 0F) when storing the zero - // within the current run, but 7 bytes (01 0F 0F 80 01 0F 0F) - // when starting a new run. - if (value === 0 && pos + 1 < numDeltas && deltas[pos + 1] === 0) { - break; - } - - ++pos; - ++runLength; - } - result.push(runLength - 1); - for (var i = offset; i < pos; ++i) { - result.push((deltas[i] + 256) & 0xff); - } - return pos; -} - -// Helper for encode.VARDELTAS -function encodeVarDeltaRunAsWords(deltas, offset, result) { - var runLength = 0; - var numDeltas = deltas.length; - var pos = offset; - while (pos < numDeltas && runLength < 64) { - var value = deltas[pos]; - - // Within a word-encoded run of deltas, it is easiest to start - // a new run (with a different encoding) whenever we encounter - // a zero value. For example, the sequence [0x6666, 0, 0x7777] - // needs 7 bytes when storing the zero inside the current run - // (42 66 66 00 00 77 77), and equally 7 bytes when starting a - // new run (40 66 66 80 40 77 77). - if (value === 0) { - break; - } - - // Within a word-encoded run of deltas, a single value in the - // range (-128..127) should be encoded within the current run - // because it is more compact. For example, the sequence - // [0x6666, 2, 0x7777] becomes 7 bytes when storing the value - // literally (42 66 66 00 02 77 77), but 8 bytes when starting - // a new run (40 66 66 00 02 40 77 77). - if (isByteEncodable(value) && pos + 1 < numDeltas && isByteEncodable(deltas[pos + 1])) { - break; - } - - ++pos; - ++runLength; - } - result.push(0x40 | (runLength - 1)); - for (var i = offset; i < pos; ++i) { - var val = deltas[i]; - result.push(((val + 0x10000) >> 8) & 0xff, (val + 0x100) & 0xff); - } - return pos; -} - -/** - * Encode a list of variation adjustment deltas. - * - * Variation adjustment deltas are used in ‘gvar’ and ‘cvar’ tables. - * They indicate how points (in ‘gvar’) or values (in ‘cvar’) get adjusted - * when generating instances of variation fonts. - * - * @see https://www.microsoft.com/typography/otspec/gvar.htm - * @see https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6gvar.html - * @param {Array} - * @return {Array} - */ -encode.VARDELTAS = function(deltas) { - var pos = 0; - var result = []; - while (pos < deltas.length) { - var value = deltas[pos]; - if (value === 0) { - pos = encodeVarDeltaRunAsZeroes(deltas, pos, result); - } else if (value >= -128 && value <= 127) { - pos = encodeVarDeltaRunAsBytes(deltas, pos, result); - } else { - pos = encodeVarDeltaRunAsWords(deltas, pos, result); - } - } - return result; -}; - -// Convert a list of values to a CFF INDEX structure. -// The values should be objects containing name / type / value. -/** - * @param {Array} l - * @returns {Array} - */ -encode.INDEX = function(l) { - //var offset, offsets, offsetEncoder, encodedOffsets, encodedOffset, data, - // i, v; - // Because we have to know which data type to use to encode the offsets, - // we have to go through the values twice: once to encode the data and - // calculate the offsets, then again to encode the offsets using the fitting data type. - var offset = 1; // First offset is always 1. - var offsets = [offset]; - var data = []; - for (var i = 0; i < l.length; i += 1) { - var v = encode.OBJECT(l[i]); - Array.prototype.push.apply(data, v); - offset += v.length; - offsets.push(offset); - } - - if (data.length === 0) { - return [0, 0]; - } - - var encodedOffsets = []; - var offSize = (1 + Math.floor(Math.log(offset) / Math.log(2)) / 8) | 0; - var offsetEncoder = [undefined, encode.BYTE, encode.USHORT, encode.UINT24, encode.ULONG][offSize]; - for (var i$1 = 0; i$1 < offsets.length; i$1 += 1) { - var encodedOffset = offsetEncoder(offsets[i$1]); - Array.prototype.push.apply(encodedOffsets, encodedOffset); - } - - return Array.prototype.concat(encode.Card16(l.length), - encode.OffSize(offSize), - encodedOffsets, - data); -}; - -/** - * @param {Array} - * @returns {number} - */ -sizeOf.INDEX = function(v) { - return encode.INDEX(v).length; -}; - -/** - * Convert an object to a CFF DICT structure. - * The keys should be numeric. - * The values should be objects containing name / type / value. - * @param {Object} m - * @returns {Array} - */ -encode.DICT = function(m) { - var d = []; - var keys = Object.keys(m); - var length = keys.length; - - for (var i = 0; i < length; i += 1) { - // Object.keys() return string keys, but our keys are always numeric. - var k = parseInt(keys[i], 0); - var v = m[k]; - // Value comes before the key. - d = d.concat(encode.OPERAND(v.value, v.type)); - d = d.concat(encode.OPERATOR(k)); - } - - return d; -}; - -/** - * @param {Object} - * @returns {number} - */ -sizeOf.DICT = function(m) { - return encode.DICT(m).length; -}; - -/** - * @param {number} - * @returns {Array} - */ -encode.OPERATOR = function(v) { - if (v < 1200) { - return [v]; - } else { - return [12, v - 1200]; - } -}; - -/** - * @param {Array} v - * @param {string} - * @returns {Array} - */ -encode.OPERAND = function(v, type) { - var d = []; - if (Array.isArray(type)) { - for (var i = 0; i < type.length; i += 1) { - check.argument(v.length === type.length, 'Not enough arguments given for type' + type); - d = d.concat(encode.OPERAND(v[i], type[i])); - } - } else { - if (type === 'SID') { - d = d.concat(encode.NUMBER(v)); - } else if (type === 'offset') { - // We make it easy for ourselves and always encode offsets as - // 4 bytes. This makes offset calculation for the top dict easier. - d = d.concat(encode.NUMBER32(v)); - } else if (type === 'number') { - d = d.concat(encode.NUMBER(v)); - } else if (type === 'real') { - d = d.concat(encode.REAL(v)); - } else { - throw new Error('Unknown operand type ' + type); - // FIXME Add support for booleans - } - } - - return d; -}; - -encode.OP = encode.BYTE; -sizeOf.OP = sizeOf.BYTE; - -// memoize charstring encoding using WeakMap if available -var wmm = typeof WeakMap === 'function' && new WeakMap(); - -/** - * Convert a list of CharString operations to bytes. - * @param {Array} - * @returns {Array} - */ -encode.CHARSTRING = function(ops) { - // See encode.MACSTRING for why we don't do "if (wmm && wmm.has(ops))". - if (wmm) { - var cachedValue = wmm.get(ops); - if (cachedValue !== undefined) { - return cachedValue; - } - } - - var d = []; - var length = ops.length; - - for (var i = 0; i < length; i += 1) { - var op = ops[i]; - d = d.concat(encode[op.type](op.value)); - } - - if (wmm) { - wmm.set(ops, d); - } - - return d; -}; - -/** - * @param {Array} - * @returns {number} - */ -sizeOf.CHARSTRING = function(ops) { - return encode.CHARSTRING(ops).length; -}; - -// Utility functions //////////////////////////////////////////////////////// - -/** - * Convert an object containing name / type / value to bytes. - * @param {Object} - * @returns {Array} - */ -encode.OBJECT = function(v) { - var encodingFunction = encode[v.type]; - check.argument(encodingFunction !== undefined, 'No encoding function for type ' + v.type); - return encodingFunction(v.value); -}; - -/** - * @param {Object} - * @returns {number} - */ -sizeOf.OBJECT = function(v) { - var sizeOfFunction = sizeOf[v.type]; - check.argument(sizeOfFunction !== undefined, 'No sizeOf function for type ' + v.type); - return sizeOfFunction(v.value); -}; - -/** - * Convert a table object to bytes. - * A table contains a list of fields containing the metadata (name, type and default value). - * The table itself has the field values set as attributes. - * @param {opentype.Table} - * @returns {Array} - */ -encode.TABLE = function(table) { - var d = []; - var length = table.fields.length; - var subtables = []; - var subtableOffsets = []; - - for (var i = 0; i < length; i += 1) { - var field = table.fields[i]; - var encodingFunction = encode[field.type]; - check.argument(encodingFunction !== undefined, 'No encoding function for field type ' + field.type + ' (' + field.name + ')'); - var value = table[field.name]; - if (value === undefined) { - value = field.value; - } - - var bytes = encodingFunction(value); - - if (field.type === 'TABLE') { - subtableOffsets.push(d.length); - d = d.concat([0, 0]); - subtables.push(bytes); - } else { - d = d.concat(bytes); - } - } - - for (var i$1 = 0; i$1 < subtables.length; i$1 += 1) { - var o = subtableOffsets[i$1]; - var offset = d.length; - check.argument(offset < 65536, 'Table ' + table.tableName + ' too big.'); - d[o] = offset >> 8; - d[o + 1] = offset & 0xff; - d = d.concat(subtables[i$1]); - } - - return d; -}; - -/** - * @param {opentype.Table} - * @returns {number} - */ -sizeOf.TABLE = function(table) { - var numBytes = 0; - var length = table.fields.length; - - for (var i = 0; i < length; i += 1) { - var field = table.fields[i]; - var sizeOfFunction = sizeOf[field.type]; - check.argument(sizeOfFunction !== undefined, 'No sizeOf function for field type ' + field.type + ' (' + field.name + ')'); - var value = table[field.name]; - if (value === undefined) { - value = field.value; - } - - numBytes += sizeOfFunction(value); - - // Subtables take 2 more bytes for offsets. - if (field.type === 'TABLE') { - numBytes += 2; - } - } - - return numBytes; -}; - -encode.RECORD = encode.TABLE; -sizeOf.RECORD = sizeOf.TABLE; - -// Merge in a list of bytes. -encode.LITERAL = function(v) { - return v; -}; - -sizeOf.LITERAL = function(v) { - return v.length; -}; - -// Table metadata - -/** - * @exports opentype.Table - * @class - * @param {string} tableName - * @param {Array} fields - * @param {Object} options - * @constructor - */ -function Table(tableName, fields, options) { - // For coverage tables with coverage format 2, we do not want to add the coverage data directly to the table object, - // as this will result in wrong encoding order of the coverage data on serialization to bytes. - // The fallback of using the field values directly when not present on the table is handled in types.encode.TABLE() already. - if (fields.length && (fields[0].name !== 'coverageFormat' || fields[0].value === 1)) { - for (var i = 0; i < fields.length; i += 1) { - var field = fields[i]; - this[field.name] = field.value; - } - } - - this.tableName = tableName; - this.fields = fields; - if (options) { - var optionKeys = Object.keys(options); - for (var i$1 = 0; i$1 < optionKeys.length; i$1 += 1) { - var k = optionKeys[i$1]; - var v = options[k]; - if (this[k] !== undefined) { - this[k] = v; - } - } - } -} - -/** - * Encodes the table and returns an array of bytes - * @return {Array} - */ -Table.prototype.encode = function() { - return encode.TABLE(this); -}; - -/** - * Get the size of the table. - * @return {number} - */ -Table.prototype.sizeOf = function() { - return sizeOf.TABLE(this); -}; - -/** - * @private - */ -function ushortList(itemName, list, count) { - if (count === undefined) { - count = list.length; - } - var fields = new Array(list.length + 1); - fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; - for (var i = 0; i < list.length; i++) { - fields[i + 1] = {name: itemName + i, type: 'USHORT', value: list[i]}; - } - return fields; -} - -/** - * @private - */ -function tableList(itemName, records, itemCallback) { - var count = records.length; - var fields = new Array(count + 1); - fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; - for (var i = 0; i < count; i++) { - fields[i + 1] = {name: itemName + i, type: 'TABLE', value: itemCallback(records[i], i)}; - } - return fields; -} - -/** - * @private - */ -function recordList(itemName, records, itemCallback) { - var count = records.length; - var fields = []; - fields[0] = {name: itemName + 'Count', type: 'USHORT', value: count}; - for (var i = 0; i < count; i++) { - fields = fields.concat(itemCallback(records[i], i)); - } - return fields; -} - -// Common Layout Tables - -/** - * @exports opentype.Coverage - * @class - * @param {opentype.Table} - * @constructor - * @extends opentype.Table - */ -function Coverage(coverageTable) { - if (coverageTable.format === 1) { - Table.call(this, 'coverageTable', - [{name: 'coverageFormat', type: 'USHORT', value: 1}] - .concat(ushortList('glyph', coverageTable.glyphs)) - ); - } else if (coverageTable.format === 2) { - Table.call(this, 'coverageTable', - [{name: 'coverageFormat', type: 'USHORT', value: 2}] - .concat(recordList('rangeRecord', coverageTable.ranges, function(RangeRecord) { - return [ - {name: 'startGlyphID', type: 'USHORT', value: RangeRecord.start}, - {name: 'endGlyphID', type: 'USHORT', value: RangeRecord.end}, - {name: 'startCoverageIndex', type: 'USHORT', value: RangeRecord.index} ]; - })) - ); - } else { - check.assert(false, 'Coverage format must be 1 or 2.'); - } -} -Coverage.prototype = Object.create(Table.prototype); -Coverage.prototype.constructor = Coverage; - -function ScriptList(scriptListTable) { - Table.call(this, 'scriptListTable', - recordList('scriptRecord', scriptListTable, function(scriptRecord, i) { - var script = scriptRecord.script; - var defaultLangSys = script.defaultLangSys; - check.assert(!!defaultLangSys, 'Unable to write GSUB: script ' + scriptRecord.tag + ' has no default language system.'); - return [ - {name: 'scriptTag' + i, type: 'TAG', value: scriptRecord.tag}, - {name: 'script' + i, type: 'TABLE', value: new Table('scriptTable', [ - {name: 'defaultLangSys', type: 'TABLE', value: new Table('defaultLangSys', [ - {name: 'lookupOrder', type: 'USHORT', value: 0}, - {name: 'reqFeatureIndex', type: 'USHORT', value: defaultLangSys.reqFeatureIndex}] - .concat(ushortList('featureIndex', defaultLangSys.featureIndexes)))} - ].concat(recordList('langSys', script.langSysRecords, function(langSysRecord, i) { - var langSys = langSysRecord.langSys; - return [ - {name: 'langSysTag' + i, type: 'TAG', value: langSysRecord.tag}, - {name: 'langSys' + i, type: 'TABLE', value: new Table('langSys', [ - {name: 'lookupOrder', type: 'USHORT', value: 0}, - {name: 'reqFeatureIndex', type: 'USHORT', value: langSys.reqFeatureIndex} - ].concat(ushortList('featureIndex', langSys.featureIndexes)))} - ]; - })))} - ]; - }) - ); -} -ScriptList.prototype = Object.create(Table.prototype); -ScriptList.prototype.constructor = ScriptList; - -/** - * @exports opentype.FeatureList - * @class - * @param {opentype.Table} - * @constructor - * @extends opentype.Table - */ -function FeatureList(featureListTable) { - Table.call(this, 'featureListTable', - recordList('featureRecord', featureListTable, function(featureRecord, i) { - var feature = featureRecord.feature; - return [ - {name: 'featureTag' + i, type: 'TAG', value: featureRecord.tag}, - {name: 'feature' + i, type: 'TABLE', value: new Table('featureTable', [ - {name: 'featureParams', type: 'USHORT', value: feature.featureParams} ].concat(ushortList('lookupListIndex', feature.lookupListIndexes)))} - ]; - }) - ); -} -FeatureList.prototype = Object.create(Table.prototype); -FeatureList.prototype.constructor = FeatureList; - -/** - * @exports opentype.LookupList - * @class - * @param {opentype.Table} - * @param {Object} - * @constructor - * @extends opentype.Table - */ -function LookupList(lookupListTable, subtableMakers) { - Table.call(this, 'lookupListTable', tableList('lookup', lookupListTable, function(lookupTable) { - var subtableCallback = subtableMakers[lookupTable.lookupType]; - check.assert(!!subtableCallback, 'Unable to write GSUB lookup type ' + lookupTable.lookupType + ' tables.'); - return new Table('lookupTable', [ - {name: 'lookupType', type: 'USHORT', value: lookupTable.lookupType}, - {name: 'lookupFlag', type: 'USHORT', value: lookupTable.lookupFlag} - ].concat(tableList('subtable', lookupTable.subtables, subtableCallback))); - })); -} -LookupList.prototype = Object.create(Table.prototype); -LookupList.prototype.constructor = LookupList; - -// Record = same as Table, but inlined (a Table has an offset and its data is further in the stream) -// Don't use offsets inside Records (probable bug), only in Tables. -var table = { - Table: Table, - Record: Table, - Coverage: Coverage, - ScriptList: ScriptList, - FeatureList: FeatureList, - LookupList: LookupList, - ushortList: ushortList, - tableList: tableList, - recordList: recordList, -}; - -// Parsing utility functions - -// Retrieve an unsigned byte from the DataView. -function getByte(dataView, offset) { - return dataView.getUint8(offset); -} - -// Retrieve an unsigned 16-bit short from the DataView. -// The value is stored in big endian. -function getUShort(dataView, offset) { - return dataView.getUint16(offset, false); -} - -// Retrieve a signed 16-bit short from the DataView. -// The value is stored in big endian. -function getShort(dataView, offset) { - return dataView.getInt16(offset, false); -} - -// Retrieve an unsigned 32-bit long from the DataView. -// The value is stored in big endian. -function getULong(dataView, offset) { - return dataView.getUint32(offset, false); -} - -// Retrieve a 32-bit signed fixed-point number (16.16) from the DataView. -// The value is stored in big endian. -function getFixed(dataView, offset) { - var decimal = dataView.getInt16(offset, false); - var fraction = dataView.getUint16(offset + 2, false); - return decimal + fraction / 65535; -} - -// Retrieve a 4-character tag from the DataView. -// Tags are used to identify tables. -function getTag(dataView, offset) { - var tag = ''; - for (var i = offset; i < offset + 4; i += 1) { - tag += String.fromCharCode(dataView.getInt8(i)); - } - - return tag; -} - -// Retrieve an offset from the DataView. -// Offsets are 1 to 4 bytes in length, depending on the offSize argument. -function getOffset(dataView, offset, offSize) { - var v = 0; - for (var i = 0; i < offSize; i += 1) { - v <<= 8; - v += dataView.getUint8(offset + i); - } - - return v; -} - -// Retrieve a number of bytes from start offset to the end offset from the DataView. -function getBytes(dataView, startOffset, endOffset) { - var bytes = []; - for (var i = startOffset; i < endOffset; i += 1) { - bytes.push(dataView.getUint8(i)); - } - - return bytes; -} - -// Convert the list of bytes to a string. -function bytesToString(bytes) { - var s = ''; - for (var i = 0; i < bytes.length; i += 1) { - s += String.fromCharCode(bytes[i]); - } - - return s; -} - -var typeOffsets = { - byte: 1, - uShort: 2, - short: 2, - uLong: 4, - fixed: 4, - longDateTime: 8, - tag: 4 -}; - -// A stateful parser that changes the offset whenever a value is retrieved. -// The data is a DataView. -function Parser(data, offset) { - this.data = data; - this.offset = offset; - this.relativeOffset = 0; -} - -Parser.prototype.parseByte = function() { - var v = this.data.getUint8(this.offset + this.relativeOffset); - this.relativeOffset += 1; - return v; -}; - -Parser.prototype.parseChar = function() { - var v = this.data.getInt8(this.offset + this.relativeOffset); - this.relativeOffset += 1; - return v; -}; - -Parser.prototype.parseCard8 = Parser.prototype.parseByte; - -Parser.prototype.parseUShort = function() { - var v = this.data.getUint16(this.offset + this.relativeOffset); - this.relativeOffset += 2; - return v; -}; - -Parser.prototype.parseCard16 = Parser.prototype.parseUShort; -Parser.prototype.parseSID = Parser.prototype.parseUShort; -Parser.prototype.parseOffset16 = Parser.prototype.parseUShort; - -Parser.prototype.parseShort = function() { - var v = this.data.getInt16(this.offset + this.relativeOffset); - this.relativeOffset += 2; - return v; -}; - -Parser.prototype.parseF2Dot14 = function() { - var v = this.data.getInt16(this.offset + this.relativeOffset) / 16384; - this.relativeOffset += 2; - return v; -}; - -Parser.prototype.parseULong = function() { - var v = getULong(this.data, this.offset + this.relativeOffset); - this.relativeOffset += 4; - return v; -}; - -Parser.prototype.parseOffset32 = Parser.prototype.parseULong; - -Parser.prototype.parseFixed = function() { - var v = getFixed(this.data, this.offset + this.relativeOffset); - this.relativeOffset += 4; - return v; -}; - -Parser.prototype.parseString = function(length) { - var dataView = this.data; - var offset = this.offset + this.relativeOffset; - var string = ''; - this.relativeOffset += length; - for (var i = 0; i < length; i++) { - string += String.fromCharCode(dataView.getUint8(offset + i)); - } - - return string; -}; - -Parser.prototype.parseTag = function() { - return this.parseString(4); -}; - -// LONGDATETIME is a 64-bit integer. -// JavaScript and unix timestamps traditionally use 32 bits, so we -// only take the last 32 bits. -// + Since until 2038 those bits will be filled by zeros we can ignore them. -Parser.prototype.parseLongDateTime = function() { - var v = getULong(this.data, this.offset + this.relativeOffset + 4); - // Subtract seconds between 01/01/1904 and 01/01/1970 - // to convert Apple Mac timestamp to Standard Unix timestamp - v -= 2082844800; - this.relativeOffset += 8; - return v; -}; - -Parser.prototype.parseVersion = function(minorBase) { - var major = getUShort(this.data, this.offset + this.relativeOffset); - - // How to interpret the minor version is very vague in the spec. 0x5000 is 5, 0x1000 is 1 - // Default returns the correct number if minor = 0xN000 where N is 0-9 - // Set minorBase to 1 for tables that use minor = N where N is 0-9 - var minor = getUShort(this.data, this.offset + this.relativeOffset + 2); - this.relativeOffset += 4; - if (minorBase === undefined) { minorBase = 0x1000; } - return major + minor / minorBase / 10; -}; - -Parser.prototype.skip = function(type, amount) { - if (amount === undefined) { - amount = 1; - } - - this.relativeOffset += typeOffsets[type] * amount; -}; - -///// Parsing lists and records /////////////////////////////// - -// Parse a list of 32 bit unsigned integers. -Parser.prototype.parseULongList = function(count) { - if (count === undefined) { count = this.parseULong(); } - var offsets = new Array(count); - var dataView = this.data; - var offset = this.offset + this.relativeOffset; - for (var i = 0; i < count; i++) { - offsets[i] = dataView.getUint32(offset); - offset += 4; - } - - this.relativeOffset += count * 4; - return offsets; -}; - -// Parse a list of 16 bit unsigned integers. The length of the list can be read on the stream -// or provided as an argument. -Parser.prototype.parseOffset16List = -Parser.prototype.parseUShortList = function(count) { - if (count === undefined) { count = this.parseUShort(); } - var offsets = new Array(count); - var dataView = this.data; - var offset = this.offset + this.relativeOffset; - for (var i = 0; i < count; i++) { - offsets[i] = dataView.getUint16(offset); - offset += 2; - } - - this.relativeOffset += count * 2; - return offsets; -}; - -// Parses a list of 16 bit signed integers. -Parser.prototype.parseShortList = function(count) { - var list = new Array(count); - var dataView = this.data; - var offset = this.offset + this.relativeOffset; - for (var i = 0; i < count; i++) { - list[i] = dataView.getInt16(offset); - offset += 2; - } - - this.relativeOffset += count * 2; - return list; -}; - -// Parses a list of bytes. -Parser.prototype.parseByteList = function(count) { - var list = new Array(count); - var dataView = this.data; - var offset = this.offset + this.relativeOffset; - for (var i = 0; i < count; i++) { - list[i] = dataView.getUint8(offset++); - } - - this.relativeOffset += count; - return list; -}; - -/** - * Parse a list of items. - * Record count is optional, if omitted it is read from the stream. - * itemCallback is one of the Parser methods. - */ -Parser.prototype.parseList = function(count, itemCallback) { - if (!itemCallback) { - itemCallback = count; - count = this.parseUShort(); - } - var list = new Array(count); - for (var i = 0; i < count; i++) { - list[i] = itemCallback.call(this); - } - return list; -}; - -Parser.prototype.parseList32 = function(count, itemCallback) { - if (!itemCallback) { - itemCallback = count; - count = this.parseULong(); - } - var list = new Array(count); - for (var i = 0; i < count; i++) { - list[i] = itemCallback.call(this); - } - return list; -}; - -/** - * Parse a list of records. - * Record count is optional, if omitted it is read from the stream. - * Example of recordDescription: { sequenceIndex: Parser.uShort, lookupListIndex: Parser.uShort } - */ -Parser.prototype.parseRecordList = function(count, recordDescription) { - // If the count argument is absent, read it in the stream. - if (!recordDescription) { - recordDescription = count; - count = this.parseUShort(); - } - var records = new Array(count); - var fields = Object.keys(recordDescription); - for (var i = 0; i < count; i++) { - var rec = {}; - for (var j = 0; j < fields.length; j++) { - var fieldName = fields[j]; - var fieldType = recordDescription[fieldName]; - rec[fieldName] = fieldType.call(this); - } - records[i] = rec; - } - return records; -}; - -Parser.prototype.parseRecordList32 = function(count, recordDescription) { - // If the count argument is absent, read it in the stream. - if (!recordDescription) { - recordDescription = count; - count = this.parseULong(); - } - var records = new Array(count); - var fields = Object.keys(recordDescription); - for (var i = 0; i < count; i++) { - var rec = {}; - for (var j = 0; j < fields.length; j++) { - var fieldName = fields[j]; - var fieldType = recordDescription[fieldName]; - rec[fieldName] = fieldType.call(this); - } - records[i] = rec; - } - return records; -}; - -// Parse a data structure into an object -// Example of description: { sequenceIndex: Parser.uShort, lookupListIndex: Parser.uShort } -Parser.prototype.parseStruct = function(description) { - if (typeof description === 'function') { - return description.call(this); - } else { - var fields = Object.keys(description); - var struct = {}; - for (var j = 0; j < fields.length; j++) { - var fieldName = fields[j]; - var fieldType = description[fieldName]; - struct[fieldName] = fieldType.call(this); - } - return struct; - } -}; - -/** - * Parse a GPOS valueRecord - * https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#value-record - * valueFormat is optional, if omitted it is read from the stream. - */ -Parser.prototype.parseValueRecord = function(valueFormat) { - if (valueFormat === undefined) { - valueFormat = this.parseUShort(); - } - if (valueFormat === 0) { - // valueFormat2 in kerning pairs is most often 0 - // in this case return undefined instead of an empty object, to save space - return; - } - var valueRecord = {}; - - if (valueFormat & 0x0001) { valueRecord.xPlacement = this.parseShort(); } - if (valueFormat & 0x0002) { valueRecord.yPlacement = this.parseShort(); } - if (valueFormat & 0x0004) { valueRecord.xAdvance = this.parseShort(); } - if (valueFormat & 0x0008) { valueRecord.yAdvance = this.parseShort(); } - - // Device table (non-variable font) / VariationIndex table (variable font) not supported - // https://docs.microsoft.com/fr-fr/typography/opentype/spec/chapter2#devVarIdxTbls - if (valueFormat & 0x0010) { valueRecord.xPlaDevice = undefined; this.parseShort(); } - if (valueFormat & 0x0020) { valueRecord.yPlaDevice = undefined; this.parseShort(); } - if (valueFormat & 0x0040) { valueRecord.xAdvDevice = undefined; this.parseShort(); } - if (valueFormat & 0x0080) { valueRecord.yAdvDevice = undefined; this.parseShort(); } - - return valueRecord; -}; - -/** - * Parse a list of GPOS valueRecords - * https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#value-record - * valueFormat and valueCount are read from the stream. - */ -Parser.prototype.parseValueRecordList = function() { - var valueFormat = this.parseUShort(); - var valueCount = this.parseUShort(); - var values = new Array(valueCount); - for (var i = 0; i < valueCount; i++) { - values[i] = this.parseValueRecord(valueFormat); - } - return values; -}; - -Parser.prototype.parsePointer = function(description) { - var structOffset = this.parseOffset16(); - if (structOffset > 0) { - // NULL offset => return undefined - return new Parser(this.data, this.offset + structOffset).parseStruct(description); - } - return undefined; -}; - -Parser.prototype.parsePointer32 = function(description) { - var structOffset = this.parseOffset32(); - if (structOffset > 0) { - // NULL offset => return undefined - return new Parser(this.data, this.offset + structOffset).parseStruct(description); - } - return undefined; -}; - -/** - * Parse a list of offsets to lists of 16-bit integers, - * or a list of offsets to lists of offsets to any kind of items. - * If itemCallback is not provided, a list of list of UShort is assumed. - * If provided, itemCallback is called on each item and must parse the item. - * See examples in tables/gsub.js - */ -Parser.prototype.parseListOfLists = function(itemCallback) { - var offsets = this.parseOffset16List(); - var count = offsets.length; - var relativeOffset = this.relativeOffset; - var list = new Array(count); - for (var i = 0; i < count; i++) { - var start = offsets[i]; - if (start === 0) { - // NULL offset - // Add i as owned property to list. Convenient with assert. - list[i] = undefined; - continue; - } - this.relativeOffset = start; - if (itemCallback) { - var subOffsets = this.parseOffset16List(); - var subList = new Array(subOffsets.length); - for (var j = 0; j < subOffsets.length; j++) { - this.relativeOffset = start + subOffsets[j]; - subList[j] = itemCallback.call(this); - } - list[i] = subList; - } else { - list[i] = this.parseUShortList(); - } - } - this.relativeOffset = relativeOffset; - return list; -}; - -///// Complex tables parsing ////////////////////////////////// - -// Parse a coverage table in a GSUB, GPOS or GDEF table. -// https://www.microsoft.com/typography/OTSPEC/chapter2.htm -// parser.offset must point to the start of the table containing the coverage. -Parser.prototype.parseCoverage = function() { - var startOffset = this.offset + this.relativeOffset; - var format = this.parseUShort(); - var count = this.parseUShort(); - if (format === 1) { - return { - format: 1, - glyphs: this.parseUShortList(count) - }; - } else if (format === 2) { - var ranges = new Array(count); - for (var i = 0; i < count; i++) { - ranges[i] = { - start: this.parseUShort(), - end: this.parseUShort(), - index: this.parseUShort() - }; - } - return { - format: 2, - ranges: ranges - }; - } - throw new Error('0x' + startOffset.toString(16) + ': Coverage format must be 1 or 2.'); -}; - -// Parse a Class Definition Table in a GSUB, GPOS or GDEF table. -// https://www.microsoft.com/typography/OTSPEC/chapter2.htm -Parser.prototype.parseClassDef = function() { - var startOffset = this.offset + this.relativeOffset; - var format = this.parseUShort(); - if (format === 1) { - return { - format: 1, - startGlyph: this.parseUShort(), - classes: this.parseUShortList() - }; - } else if (format === 2) { - return { - format: 2, - ranges: this.parseRecordList({ - start: Parser.uShort, - end: Parser.uShort, - classId: Parser.uShort - }) - }; - } - throw new Error('0x' + startOffset.toString(16) + ': ClassDef format must be 1 or 2.'); -}; - -///// Static methods /////////////////////////////////// -// These convenience methods can be used as callbacks and should be called with "this" context set to a Parser instance. - -Parser.list = function(count, itemCallback) { - return function() { - return this.parseList(count, itemCallback); - }; -}; - -Parser.list32 = function(count, itemCallback) { - return function() { - return this.parseList32(count, itemCallback); - }; -}; - -Parser.recordList = function(count, recordDescription) { - return function() { - return this.parseRecordList(count, recordDescription); - }; -}; - -Parser.recordList32 = function(count, recordDescription) { - return function() { - return this.parseRecordList32(count, recordDescription); - }; -}; - -Parser.pointer = function(description) { - return function() { - return this.parsePointer(description); - }; -}; - -Parser.pointer32 = function(description) { - return function() { - return this.parsePointer32(description); - }; -}; - -Parser.tag = Parser.prototype.parseTag; -Parser.byte = Parser.prototype.parseByte; -Parser.uShort = Parser.offset16 = Parser.prototype.parseUShort; -Parser.uShortList = Parser.prototype.parseUShortList; -Parser.uLong = Parser.offset32 = Parser.prototype.parseULong; -Parser.uLongList = Parser.prototype.parseULongList; -Parser.struct = Parser.prototype.parseStruct; -Parser.coverage = Parser.prototype.parseCoverage; -Parser.classDef = Parser.prototype.parseClassDef; - -///// Script, Feature, Lookup lists /////////////////////////////////////////////// -// https://www.microsoft.com/typography/OTSPEC/chapter2.htm - -var langSysTable = { - reserved: Parser.uShort, - reqFeatureIndex: Parser.uShort, - featureIndexes: Parser.uShortList -}; - -Parser.prototype.parseScriptList = function() { - return this.parsePointer(Parser.recordList({ - tag: Parser.tag, - script: Parser.pointer({ - defaultLangSys: Parser.pointer(langSysTable), - langSysRecords: Parser.recordList({ - tag: Parser.tag, - langSys: Parser.pointer(langSysTable) - }) - }) - })) || []; -}; - -Parser.prototype.parseFeatureList = function() { - return this.parsePointer(Parser.recordList({ - tag: Parser.tag, - feature: Parser.pointer({ - featureParams: Parser.offset16, - lookupListIndexes: Parser.uShortList - }) - })) || []; -}; - -Parser.prototype.parseLookupList = function(lookupTableParsers) { - return this.parsePointer(Parser.list(Parser.pointer(function() { - var lookupType = this.parseUShort(); - check.argument(1 <= lookupType && lookupType <= 9, 'GPOS/GSUB lookup type ' + lookupType + ' unknown.'); - var lookupFlag = this.parseUShort(); - var useMarkFilteringSet = lookupFlag & 0x10; - return { - lookupType: lookupType, - lookupFlag: lookupFlag, - subtables: this.parseList(Parser.pointer(lookupTableParsers[lookupType])), - markFilteringSet: useMarkFilteringSet ? this.parseUShort() : undefined - }; - }))) || []; -}; - -Parser.prototype.parseFeatureVariationsList = function() { - return this.parsePointer32(function() { - var majorVersion = this.parseUShort(); - var minorVersion = this.parseUShort(); - check.argument(majorVersion === 1 && minorVersion < 1, 'GPOS/GSUB feature variations table unknown.'); - var featureVariations = this.parseRecordList32({ - conditionSetOffset: Parser.offset32, - featureTableSubstitutionOffset: Parser.offset32 - }); - return featureVariations; - }) || []; -}; - -var parse = { - getByte: getByte, - getCard8: getByte, - getUShort: getUShort, - getCard16: getUShort, - getShort: getShort, - getULong: getULong, - getFixed: getFixed, - getTag: getTag, - getOffset: getOffset, - getBytes: getBytes, - bytesToString: bytesToString, - Parser: Parser, -}; - -// The `cmap` table stores the mappings from characters to glyphs. - -function parseCmapTableFormat12(cmap, p) { - //Skip reserved. - p.parseUShort(); - - // Length in bytes of the sub-tables. - cmap.length = p.parseULong(); - cmap.language = p.parseULong(); - - var groupCount; - cmap.groupCount = groupCount = p.parseULong(); - cmap.glyphIndexMap = {}; - - for (var i = 0; i < groupCount; i += 1) { - var startCharCode = p.parseULong(); - var endCharCode = p.parseULong(); - var startGlyphId = p.parseULong(); - - for (var c = startCharCode; c <= endCharCode; c += 1) { - cmap.glyphIndexMap[c] = startGlyphId; - startGlyphId++; - } - } -} - -function parseCmapTableFormat4(cmap, p, data, start, offset) { - // Length in bytes of the sub-tables. - cmap.length = p.parseUShort(); - cmap.language = p.parseUShort(); - - // segCount is stored x 2. - var segCount; - cmap.segCount = segCount = p.parseUShort() >> 1; - - // Skip searchRange, entrySelector, rangeShift. - p.skip('uShort', 3); - - // The "unrolled" mapping from character codes to glyph indices. - cmap.glyphIndexMap = {}; - var endCountParser = new parse.Parser(data, start + offset + 14); - var startCountParser = new parse.Parser(data, start + offset + 16 + segCount * 2); - var idDeltaParser = new parse.Parser(data, start + offset + 16 + segCount * 4); - var idRangeOffsetParser = new parse.Parser(data, start + offset + 16 + segCount * 6); - var glyphIndexOffset = start + offset + 16 + segCount * 8; - for (var i = 0; i < segCount - 1; i += 1) { - var glyphIndex = (void 0); - var endCount = endCountParser.parseUShort(); - var startCount = startCountParser.parseUShort(); - var idDelta = idDeltaParser.parseShort(); - var idRangeOffset = idRangeOffsetParser.parseUShort(); - for (var c = startCount; c <= endCount; c += 1) { - if (idRangeOffset !== 0) { - // The idRangeOffset is relative to the current position in the idRangeOffset array. - // Take the current offset in the idRangeOffset array. - glyphIndexOffset = (idRangeOffsetParser.offset + idRangeOffsetParser.relativeOffset - 2); - - // Add the value of the idRangeOffset, which will move us into the glyphIndex array. - glyphIndexOffset += idRangeOffset; - - // Then add the character index of the current segment, multiplied by 2 for USHORTs. - glyphIndexOffset += (c - startCount) * 2; - glyphIndex = parse.getUShort(data, glyphIndexOffset); - if (glyphIndex !== 0) { - glyphIndex = (glyphIndex + idDelta) & 0xFFFF; - } - } else { - glyphIndex = (c + idDelta) & 0xFFFF; - } - - cmap.glyphIndexMap[c] = glyphIndex; - } - } -} - -// Parse the `cmap` table. This table stores the mappings from characters to glyphs. -// There are many available formats, but we only support the Windows format 4 and 12. -// This function returns a `CmapEncoding` object or null if no supported format could be found. -function parseCmapTable(data, start) { - var cmap = {}; - cmap.version = parse.getUShort(data, start); - check.argument(cmap.version === 0, 'cmap table version should be 0.'); - - // The cmap table can contain many sub-tables, each with their own format. - // We're only interested in a "platform 0" (Unicode format) and "platform 3" (Windows format) table. - cmap.numTables = parse.getUShort(data, start + 2); - var offset = -1; - for (var i = cmap.numTables - 1; i >= 0; i -= 1) { - var platformId = parse.getUShort(data, start + 4 + (i * 8)); - var encodingId = parse.getUShort(data, start + 4 + (i * 8) + 2); - if ((platformId === 3 && (encodingId === 0 || encodingId === 1 || encodingId === 10)) || - (platformId === 0 && (encodingId === 0 || encodingId === 1 || encodingId === 2 || encodingId === 3 || encodingId === 4))) { - offset = parse.getULong(data, start + 4 + (i * 8) + 4); - break; - } - } - - if (offset === -1) { - // There is no cmap table in the font that we support. - throw new Error('No valid cmap sub-tables found.'); - } - - var p = new parse.Parser(data, start + offset); - cmap.format = p.parseUShort(); - - if (cmap.format === 12) { - parseCmapTableFormat12(cmap, p); - } else if (cmap.format === 4) { - parseCmapTableFormat4(cmap, p, data, start, offset); - } else { - throw new Error('Only format 4 and 12 cmap tables are supported (found format ' + cmap.format + ').'); - } - - return cmap; -} - -function addSegment(t, code, glyphIndex) { - t.segments.push({ - end: code, - start: code, - delta: -(code - glyphIndex), - offset: 0, - glyphIndex: glyphIndex - }); -} - -function addTerminatorSegment(t) { - t.segments.push({ - end: 0xFFFF, - start: 0xFFFF, - delta: 1, - offset: 0 - }); -} - -// Make cmap table, format 4 by default, 12 if needed only -function makeCmapTable(glyphs) { - // Plan 0 is the base Unicode Plan but emojis, for example are on another plan, and needs cmap 12 format (with 32bit) - var isPlan0Only = true; - var i; - - // Check if we need to add cmap format 12 or if format 4 only is fine - for (i = glyphs.length - 1; i > 0; i -= 1) { - var g = glyphs.get(i); - if (g.unicode > 65535) { - console.log('Adding CMAP format 12 (needed!)'); - isPlan0Only = false; - break; - } - } - - var cmapTable = [ - {name: 'version', type: 'USHORT', value: 0}, - {name: 'numTables', type: 'USHORT', value: isPlan0Only ? 1 : 2}, - - // CMAP 4 header - {name: 'platformID', type: 'USHORT', value: 3}, - {name: 'encodingID', type: 'USHORT', value: 1}, - {name: 'offset', type: 'ULONG', value: isPlan0Only ? 12 : (12 + 8)} - ]; - - if (!isPlan0Only) - { cmapTable = cmapTable.concat([ - // CMAP 12 header - {name: 'cmap12PlatformID', type: 'USHORT', value: 3}, // We encode only for PlatformID = 3 (Windows) because it is supported everywhere - {name: 'cmap12EncodingID', type: 'USHORT', value: 10}, - {name: 'cmap12Offset', type: 'ULONG', value: 0} - ]); } - - cmapTable = cmapTable.concat([ - // CMAP 4 Subtable - {name: 'format', type: 'USHORT', value: 4}, - {name: 'cmap4Length', type: 'USHORT', value: 0}, - {name: 'language', type: 'USHORT', value: 0}, - {name: 'segCountX2', type: 'USHORT', value: 0}, - {name: 'searchRange', type: 'USHORT', value: 0}, - {name: 'entrySelector', type: 'USHORT', value: 0}, - {name: 'rangeShift', type: 'USHORT', value: 0} - ]); - - var t = new table.Table('cmap', cmapTable); - - t.segments = []; - for (i = 0; i < glyphs.length; i += 1) { - var glyph = glyphs.get(i); - for (var j = 0; j < glyph.unicodes.length; j += 1) { - addSegment(t, glyph.unicodes[j], i); - } - - t.segments = t.segments.sort(function (a, b) { - return a.start - b.start; - }); - } - - addTerminatorSegment(t); - - var segCount = t.segments.length; - var segCountToRemove = 0; - - // CMAP 4 - // Set up parallel segment arrays. - var endCounts = []; - var startCounts = []; - var idDeltas = []; - var idRangeOffsets = []; - var glyphIds = []; - - // CMAP 12 - var cmap12Groups = []; - - // Reminder this loop is not following the specification at 100% - // The specification -> find suites of characters and make a group - // Here we're doing one group for each letter - // Doing as the spec can save 8 times (or more) space - for (i = 0; i < segCount; i += 1) { - var segment = t.segments[i]; - - // CMAP 4 - if (segment.end <= 65535 && segment.start <= 65535) { - endCounts = endCounts.concat({name: 'end_' + i, type: 'USHORT', value: segment.end}); - startCounts = startCounts.concat({name: 'start_' + i, type: 'USHORT', value: segment.start}); - idDeltas = idDeltas.concat({name: 'idDelta_' + i, type: 'SHORT', value: segment.delta}); - idRangeOffsets = idRangeOffsets.concat({name: 'idRangeOffset_' + i, type: 'USHORT', value: segment.offset}); - if (segment.glyphId !== undefined) { - glyphIds = glyphIds.concat({name: 'glyph_' + i, type: 'USHORT', value: segment.glyphId}); - } - } else { - // Skip Unicode > 65535 (16bit unsigned max) for CMAP 4, will be added in CMAP 12 - segCountToRemove += 1; - } - - // CMAP 12 - // Skip Terminator Segment - if (!isPlan0Only && segment.glyphIndex !== undefined) { - cmap12Groups = cmap12Groups.concat({name: 'cmap12Start_' + i, type: 'ULONG', value: segment.start}); - cmap12Groups = cmap12Groups.concat({name: 'cmap12End_' + i, type: 'ULONG', value: segment.end}); - cmap12Groups = cmap12Groups.concat({name: 'cmap12Glyph_' + i, type: 'ULONG', value: segment.glyphIndex}); - } - } - - // CMAP 4 Subtable - t.segCountX2 = (segCount - segCountToRemove) * 2; - t.searchRange = Math.pow(2, Math.floor(Math.log((segCount - segCountToRemove)) / Math.log(2))) * 2; - t.entrySelector = Math.log(t.searchRange / 2) / Math.log(2); - t.rangeShift = t.segCountX2 - t.searchRange; - - t.fields = t.fields.concat(endCounts); - t.fields.push({name: 'reservedPad', type: 'USHORT', value: 0}); - t.fields = t.fields.concat(startCounts); - t.fields = t.fields.concat(idDeltas); - t.fields = t.fields.concat(idRangeOffsets); - t.fields = t.fields.concat(glyphIds); - - t.cmap4Length = 14 + // Subtable header - endCounts.length * 2 + - 2 + // reservedPad - startCounts.length * 2 + - idDeltas.length * 2 + - idRangeOffsets.length * 2 + - glyphIds.length * 2; - - if (!isPlan0Only) { - // CMAP 12 Subtable - var cmap12Length = 16 + // Subtable header - cmap12Groups.length * 4; - - t.cmap12Offset = 12 + (2 * 2) + 4 + t.cmap4Length; - t.fields = t.fields.concat([ - {name: 'cmap12Format', type: 'USHORT', value: 12}, - {name: 'cmap12Reserved', type: 'USHORT', value: 0}, - {name: 'cmap12Length', type: 'ULONG', value: cmap12Length}, - {name: 'cmap12Language', type: 'ULONG', value: 0}, - {name: 'cmap12nGroups', type: 'ULONG', value: cmap12Groups.length / 3} - ]); - - t.fields = t.fields.concat(cmap12Groups); - } - - return t; -} - -var cmap = { parse: parseCmapTable, make: makeCmapTable }; - -// Glyph encoding - -var cffStandardStrings = [ - '.notdef', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright', - 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two', - 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater', - 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', - 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore', - 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', - 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', 'exclamdown', 'cent', 'sterling', - 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', 'quotedblleft', 'guillemotleft', - 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'endash', 'dagger', 'daggerdbl', 'periodcentered', 'paragraph', - 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', 'guillemotright', 'ellipsis', 'perthousand', - 'questiondown', 'grave', 'acute', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'dieresis', 'ring', - 'cedilla', 'hungarumlaut', 'ogonek', 'caron', 'emdash', 'AE', 'ordfeminine', 'Lslash', 'Oslash', 'OE', - 'ordmasculine', 'ae', 'dotlessi', 'lslash', 'oslash', 'oe', 'germandbls', 'onesuperior', 'logicalnot', 'mu', - 'trademark', 'Eth', 'onehalf', 'plusminus', 'Thorn', 'onequarter', 'divide', 'brokenbar', 'degree', 'thorn', - 'threequarters', 'twosuperior', 'registered', 'minus', 'eth', 'multiply', 'threesuperior', 'copyright', - 'Aacute', 'Acircumflex', 'Adieresis', 'Agrave', 'Aring', 'Atilde', 'Ccedilla', 'Eacute', 'Ecircumflex', - 'Edieresis', 'Egrave', 'Iacute', 'Icircumflex', 'Idieresis', 'Igrave', 'Ntilde', 'Oacute', 'Ocircumflex', - 'Odieresis', 'Ograve', 'Otilde', 'Scaron', 'Uacute', 'Ucircumflex', 'Udieresis', 'Ugrave', 'Yacute', - 'Ydieresis', 'Zcaron', 'aacute', 'acircumflex', 'adieresis', 'agrave', 'aring', 'atilde', 'ccedilla', 'eacute', - 'ecircumflex', 'edieresis', 'egrave', 'iacute', 'icircumflex', 'idieresis', 'igrave', 'ntilde', 'oacute', - 'ocircumflex', 'odieresis', 'ograve', 'otilde', 'scaron', 'uacute', 'ucircumflex', 'udieresis', 'ugrave', - 'yacute', 'ydieresis', 'zcaron', 'exclamsmall', 'Hungarumlautsmall', 'dollaroldstyle', 'dollarsuperior', - 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', '266 ff', 'onedotenleader', - 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', - 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'commasuperior', 'threequartersemdash', 'periodsuperior', - 'questionsmall', 'asuperior', 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', 'isuperior', 'lsuperior', - 'msuperior', 'nsuperior', 'osuperior', 'rsuperior', 'ssuperior', 'tsuperior', 'ff', 'ffi', 'ffl', - 'parenleftinferior', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall', - 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall', - 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall', - 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', 'exclamdownsmall', - 'centoldstyle', 'Lslashsmall', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', 'Brevesmall', 'Caronsmall', - 'Dotaccentsmall', 'Macronsmall', 'figuredash', 'hypheninferior', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', - 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', - 'zerosuperior', 'foursuperior', 'fivesuperior', 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', - 'zeroinferior', 'oneinferior', 'twoinferior', 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', - 'seveninferior', 'eightinferior', 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', - 'commainferior', 'Agravesmall', 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', - 'Aringsmall', 'AEsmall', 'Ccedillasmall', 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', - 'Igravesmall', 'Iacutesmall', 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', - 'Oacutesmall', 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', - 'Uacutesmall', 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall', '001.000', - '001.001', '001.002', '001.003', 'Black', 'Bold', 'Book', 'Light', 'Medium', 'Regular', 'Roman', 'Semibold']; - -var cffStandardEncoding = [ - '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', - '', '', '', '', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright', - 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two', - 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater', - 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', - 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore', - 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', - 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', '', '', '', '', '', '', '', '', - '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', - 'exclamdown', 'cent', 'sterling', 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', - 'quotedblleft', 'guillemotleft', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', '', 'endash', 'dagger', - 'daggerdbl', 'periodcentered', '', 'paragraph', 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', - 'guillemotright', 'ellipsis', 'perthousand', '', 'questiondown', '', 'grave', 'acute', 'circumflex', 'tilde', - 'macron', 'breve', 'dotaccent', 'dieresis', '', 'ring', 'cedilla', '', 'hungarumlaut', 'ogonek', 'caron', - 'emdash', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', 'AE', '', 'ordfeminine', '', '', '', - '', 'Lslash', 'Oslash', 'OE', 'ordmasculine', '', '', '', '', '', 'ae', '', '', '', 'dotlessi', '', '', - 'lslash', 'oslash', 'oe', 'germandbls']; - -var cffExpertEncoding = [ - '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', - '', '', '', '', 'space', 'exclamsmall', 'Hungarumlautsmall', '', 'dollaroldstyle', 'dollarsuperior', - 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', 'twodotenleader', 'onedotenleader', - 'comma', 'hyphen', 'period', 'fraction', 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', - 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'colon', - 'semicolon', 'commasuperior', 'threequartersemdash', 'periodsuperior', 'questionsmall', '', 'asuperior', - 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', '', '', 'isuperior', '', '', 'lsuperior', 'msuperior', - 'nsuperior', 'osuperior', '', '', 'rsuperior', 'ssuperior', 'tsuperior', '', 'ff', 'fi', 'fl', 'ffi', 'ffl', - 'parenleftinferior', '', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall', - 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall', - 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall', - 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', '', '', '', '', '', '', '', - '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', - 'exclamdownsmall', 'centoldstyle', 'Lslashsmall', '', '', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', - 'Brevesmall', 'Caronsmall', '', 'Dotaccentsmall', '', '', 'Macronsmall', '', '', 'figuredash', 'hypheninferior', - '', '', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', '', '', '', 'onequarter', 'onehalf', 'threequarters', - 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', '', - '', 'zerosuperior', 'onesuperior', 'twosuperior', 'threesuperior', 'foursuperior', 'fivesuperior', - 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', 'zeroinferior', 'oneinferior', 'twoinferior', - 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', 'seveninferior', 'eightinferior', - 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', 'commainferior', 'Agravesmall', - 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', 'Aringsmall', 'AEsmall', 'Ccedillasmall', - 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', 'Igravesmall', 'Iacutesmall', - 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', 'Oacutesmall', - 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', 'Uacutesmall', - 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall']; - -var standardNames = [ - '.notdef', '.null', 'nonmarkingreturn', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', - 'ampersand', 'quotesingle', 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', - 'zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', - 'equal', 'greater', 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', - 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', - 'asciicircum', 'underscore', 'grave', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', - 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', - 'Adieresis', 'Aring', 'Ccedilla', 'Eacute', 'Ntilde', 'Odieresis', 'Udieresis', 'aacute', 'agrave', - 'acircumflex', 'adieresis', 'atilde', 'aring', 'ccedilla', 'eacute', 'egrave', 'ecircumflex', 'edieresis', - 'iacute', 'igrave', 'icircumflex', 'idieresis', 'ntilde', 'oacute', 'ograve', 'ocircumflex', 'odieresis', - 'otilde', 'uacute', 'ugrave', 'ucircumflex', 'udieresis', 'dagger', 'degree', 'cent', 'sterling', 'section', - 'bullet', 'paragraph', 'germandbls', 'registered', 'copyright', 'trademark', 'acute', 'dieresis', 'notequal', - 'AE', 'Oslash', 'infinity', 'plusminus', 'lessequal', 'greaterequal', 'yen', 'mu', 'partialdiff', 'summation', - 'product', 'pi', 'integral', 'ordfeminine', 'ordmasculine', 'Omega', 'ae', 'oslash', 'questiondown', - 'exclamdown', 'logicalnot', 'radical', 'florin', 'approxequal', 'Delta', 'guillemotleft', 'guillemotright', - 'ellipsis', 'nonbreakingspace', 'Agrave', 'Atilde', 'Otilde', 'OE', 'oe', 'endash', 'emdash', 'quotedblleft', - 'quotedblright', 'quoteleft', 'quoteright', 'divide', 'lozenge', 'ydieresis', 'Ydieresis', 'fraction', - 'currency', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'daggerdbl', 'periodcentered', 'quotesinglbase', - 'quotedblbase', 'perthousand', 'Acircumflex', 'Ecircumflex', 'Aacute', 'Edieresis', 'Egrave', 'Iacute', - 'Icircumflex', 'Idieresis', 'Igrave', 'Oacute', 'Ocircumflex', 'apple', 'Ograve', 'Uacute', 'Ucircumflex', - 'Ugrave', 'dotlessi', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'ring', 'cedilla', 'hungarumlaut', - 'ogonek', 'caron', 'Lslash', 'lslash', 'Scaron', 'scaron', 'Zcaron', 'zcaron', 'brokenbar', 'Eth', 'eth', - 'Yacute', 'yacute', 'Thorn', 'thorn', 'minus', 'multiply', 'onesuperior', 'twosuperior', 'threesuperior', - 'onehalf', 'onequarter', 'threequarters', 'franc', 'Gbreve', 'gbreve', 'Idotaccent', 'Scedilla', 'scedilla', - 'Cacute', 'cacute', 'Ccaron', 'ccaron', 'dcroat']; - -/** - * This is the encoding used for fonts created from scratch. - * It loops through all glyphs and finds the appropriate unicode value. - * Since it's linear time, other encodings will be faster. - * @exports opentype.DefaultEncoding - * @class - * @constructor - * @param {opentype.Font} - */ -function DefaultEncoding(font) { - this.font = font; -} - -DefaultEncoding.prototype.charToGlyphIndex = function(c) { - var code = c.codePointAt(0); - var glyphs = this.font.glyphs; - if (glyphs) { - for (var i = 0; i < glyphs.length; i += 1) { - var glyph = glyphs.get(i); - for (var j = 0; j < glyph.unicodes.length; j += 1) { - if (glyph.unicodes[j] === code) { - return i; - } - } - } - } - return null; -}; - -/** - * @exports opentype.CmapEncoding - * @class - * @constructor - * @param {Object} cmap - a object with the cmap encoded data - */ -function CmapEncoding(cmap) { - this.cmap = cmap; -} - -/** - * @param {string} c - the character - * @return {number} The glyph index. - */ -CmapEncoding.prototype.charToGlyphIndex = function(c) { - return this.cmap.glyphIndexMap[c.codePointAt(0)] || 0; -}; - -/** - * @exports opentype.CffEncoding - * @class - * @constructor - * @param {string} encoding - The encoding - * @param {Array} charset - The character set. - */ -function CffEncoding(encoding, charset) { - this.encoding = encoding; - this.charset = charset; -} - -/** - * @param {string} s - The character - * @return {number} The index. - */ -CffEncoding.prototype.charToGlyphIndex = function(s) { - var code = s.codePointAt(0); - var charName = this.encoding[code]; - return this.charset.indexOf(charName); -}; - -/** - * @exports opentype.GlyphNames - * @class - * @constructor - * @param {Object} post - */ -function GlyphNames(post) { - switch (post.version) { - case 1: - this.names = standardNames.slice(); - break; - case 2: - this.names = new Array(post.numberOfGlyphs); - for (var i = 0; i < post.numberOfGlyphs; i++) { - if (post.glyphNameIndex[i] < standardNames.length) { - this.names[i] = standardNames[post.glyphNameIndex[i]]; - } else { - this.names[i] = post.names[post.glyphNameIndex[i] - standardNames.length]; - } - } - - break; - case 2.5: - this.names = new Array(post.numberOfGlyphs); - for (var i$1 = 0; i$1 < post.numberOfGlyphs; i$1++) { - this.names[i$1] = standardNames[i$1 + post.glyphNameIndex[i$1]]; - } - - break; - case 3: - this.names = []; - break; - default: - this.names = []; - break; - } -} - -/** - * Gets the index of a glyph by name. - * @param {string} name - The glyph name - * @return {number} The index - */ -GlyphNames.prototype.nameToGlyphIndex = function(name) { - return this.names.indexOf(name); -}; - -/** - * @param {number} gid - * @return {string} - */ -GlyphNames.prototype.glyphIndexToName = function(gid) { - return this.names[gid]; -}; - -function addGlyphNamesAll(font) { - var glyph; - var glyphIndexMap = font.tables.cmap.glyphIndexMap; - var charCodes = Object.keys(glyphIndexMap); - - for (var i = 0; i < charCodes.length; i += 1) { - var c = charCodes[i]; - var glyphIndex = glyphIndexMap[c]; - glyph = font.glyphs.get(glyphIndex); - glyph.addUnicode(parseInt(c)); - } - - for (var i$1 = 0; i$1 < font.glyphs.length; i$1 += 1) { - glyph = font.glyphs.get(i$1); - if (font.cffEncoding) { - if (font.isCIDFont) { - glyph.name = 'gid' + i$1; - } else { - glyph.name = font.cffEncoding.charset[i$1]; - } - } else if (font.glyphNames.names) { - glyph.name = font.glyphNames.glyphIndexToName(i$1); - } - } -} - -function addGlyphNamesToUnicodeMap(font) { - font._IndexToUnicodeMap = {}; - - var glyphIndexMap = font.tables.cmap.glyphIndexMap; - var charCodes = Object.keys(glyphIndexMap); - - for (var i = 0; i < charCodes.length; i += 1) { - var c = charCodes[i]; - var glyphIndex = glyphIndexMap[c]; - if (font._IndexToUnicodeMap[glyphIndex] === undefined) { - font._IndexToUnicodeMap[glyphIndex] = { - unicodes: [parseInt(c)] - }; - } else { - font._IndexToUnicodeMap[glyphIndex].unicodes.push(parseInt(c)); - } - } -} - -/** - * @alias opentype.addGlyphNames - * @param {opentype.Font} - * @param {Object} - */ -function addGlyphNames(font, opt) { - if (opt.lowMemory) { - addGlyphNamesToUnicodeMap(font); - } else { - addGlyphNamesAll(font); - } -} - -// Drawing utility functions. - -// Draw a line on the given context from point `x1,y1` to point `x2,y2`. -function line(ctx, x1, y1, x2, y2) { - ctx.beginPath(); - ctx.moveTo(x1, y1); - ctx.lineTo(x2, y2); - ctx.stroke(); -} - -var draw = { line: line }; - -// The Glyph object -// import glyf from './tables/glyf' Can't be imported here, because it's a circular dependency - -function getPathDefinition(glyph, path) { - var _path = path || new Path(); - return { - configurable: true, - - get: function() { - if (typeof _path === 'function') { - _path = _path(); - } - - return _path; - }, - - set: function(p) { - _path = p; - } - }; -} -/** - * @typedef GlyphOptions - * @type Object - * @property {string} [name] - The glyph name - * @property {number} [unicode] - * @property {Array} [unicodes] - * @property {number} [xMin] - * @property {number} [yMin] - * @property {number} [xMax] - * @property {number} [yMax] - * @property {number} [advanceWidth] - */ - -// A Glyph is an individual mark that often corresponds to a character. -// Some glyphs, such as ligatures, are a combination of many characters. -// Glyphs are the basic building blocks of a font. -// -// The `Glyph` class contains utility methods for drawing the path and its points. -/** - * @exports opentype.Glyph - * @class - * @param {GlyphOptions} - * @constructor - */ -function Glyph(options) { - // By putting all the code on a prototype function (which is only declared once) - // we reduce the memory requirements for larger fonts by some 2% - this.bindConstructorValues(options); -} - -/** - * @param {GlyphOptions} - */ -Glyph.prototype.bindConstructorValues = function(options) { - this.index = options.index || 0; - - // These three values cannot be deferred for memory optimization: - this.name = options.name || null; - this.unicode = options.unicode || undefined; - this.unicodes = options.unicodes || options.unicode !== undefined ? [options.unicode] : []; - - // But by binding these values only when necessary, we reduce can - // the memory requirements by almost 3% for larger fonts. - if ('xMin' in options) { - this.xMin = options.xMin; - } - - if ('yMin' in options) { - this.yMin = options.yMin; - } - - if ('xMax' in options) { - this.xMax = options.xMax; - } - - if ('yMax' in options) { - this.yMax = options.yMax; - } - - if ('advanceWidth' in options) { - this.advanceWidth = options.advanceWidth; - } - - // The path for a glyph is the most memory intensive, and is bound as a value - // with a getter/setter to ensure we actually do path parsing only once the - // path is actually needed by anything. - Object.defineProperty(this, 'path', getPathDefinition(this, options.path)); -}; - -/** - * @param {number} - */ -Glyph.prototype.addUnicode = function(unicode) { - if (this.unicodes.length === 0) { - this.unicode = unicode; - } - - this.unicodes.push(unicode); -}; - -/** - * Calculate the minimum bounding box for this glyph. - * @return {opentype.BoundingBox} - */ -Glyph.prototype.getBoundingBox = function() { - return this.path.getBoundingBox(); -}; - -/** - * Convert the glyph to a Path we can draw on a drawing context. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {Object=} options - xScale, yScale to stretch the glyph. - * @param {opentype.Font} if hinting is to be used, the font - * @return {opentype.Path} - */ -Glyph.prototype.getPath = function(x, y, fontSize, options, font) { - x = x !== undefined ? x : 0; - y = y !== undefined ? y : 0; - fontSize = fontSize !== undefined ? fontSize : 72; - var commands; - var hPoints; - if (!options) { options = { }; } - var xScale = options.xScale; - var yScale = options.yScale; - - if (options.hinting && font && font.hinting) { - // in case of hinting, the hinting engine takes care - // of scaling the points (not the path) before hinting. - hPoints = this.path && font.hinting.exec(this, fontSize); - // in case the hinting engine failed hPoints is undefined - // and thus reverts to plain rending - } - - if (hPoints) { - // Call font.hinting.getCommands instead of `glyf.getPath(hPoints).commands` to avoid a circular dependency - commands = font.hinting.getCommands(hPoints); - x = Math.round(x); - y = Math.round(y); - // TODO in case of hinting xyScaling is not yet supported - xScale = yScale = 1; - } else { - commands = this.path.commands; - var scale = 1 / (this.path.unitsPerEm || 1000) * fontSize; - if (xScale === undefined) { xScale = scale; } - if (yScale === undefined) { yScale = scale; } - } - - var p = new Path(); - for (var i = 0; i < commands.length; i += 1) { - var cmd = commands[i]; - if (cmd.type === 'M') { - p.moveTo(x + (cmd.x * xScale), y + (-cmd.y * yScale)); - } else if (cmd.type === 'L') { - p.lineTo(x + (cmd.x * xScale), y + (-cmd.y * yScale)); - } else if (cmd.type === 'Q') { - p.quadraticCurveTo(x + (cmd.x1 * xScale), y + (-cmd.y1 * yScale), - x + (cmd.x * xScale), y + (-cmd.y * yScale)); - } else if (cmd.type === 'C') { - p.curveTo(x + (cmd.x1 * xScale), y + (-cmd.y1 * yScale), - x + (cmd.x2 * xScale), y + (-cmd.y2 * yScale), - x + (cmd.x * xScale), y + (-cmd.y * yScale)); - } else if (cmd.type === 'Z') { - p.closePath(); - } - } - - return p; -}; - -/** - * Split the glyph into contours. - * This function is here for backwards compatibility, and to - * provide raw access to the TrueType glyph outlines. - * @return {Array} - */ -Glyph.prototype.getContours = function() { - if (this.points === undefined) { - return []; - } - - var contours = []; - var currentContour = []; - for (var i = 0; i < this.points.length; i += 1) { - var pt = this.points[i]; - currentContour.push(pt); - if (pt.lastPointOfContour) { - contours.push(currentContour); - currentContour = []; - } - } - - check.argument(currentContour.length === 0, 'There are still points left in the current contour.'); - return contours; -}; - -/** - * Calculate the xMin/yMin/xMax/yMax/lsb/rsb for a Glyph. - * @return {Object} - */ -Glyph.prototype.getMetrics = function() { - var commands = this.path.commands; - var xCoords = []; - var yCoords = []; - for (var i = 0; i < commands.length; i += 1) { - var cmd = commands[i]; - if (cmd.type !== 'Z') { - xCoords.push(cmd.x); - yCoords.push(cmd.y); - } - - if (cmd.type === 'Q' || cmd.type === 'C') { - xCoords.push(cmd.x1); - yCoords.push(cmd.y1); - } - - if (cmd.type === 'C') { - xCoords.push(cmd.x2); - yCoords.push(cmd.y2); - } - } - - var metrics = { - xMin: Math.min.apply(null, xCoords), - yMin: Math.min.apply(null, yCoords), - xMax: Math.max.apply(null, xCoords), - yMax: Math.max.apply(null, yCoords), - leftSideBearing: this.leftSideBearing - }; - - if (!isFinite(metrics.xMin)) { - metrics.xMin = 0; - } - - if (!isFinite(metrics.xMax)) { - metrics.xMax = this.advanceWidth; - } - - if (!isFinite(metrics.yMin)) { - metrics.yMin = 0; - } - - if (!isFinite(metrics.yMax)) { - metrics.yMax = 0; - } - - metrics.rightSideBearing = this.advanceWidth - metrics.leftSideBearing - (metrics.xMax - metrics.xMin); - return metrics; -}; - -/** - * Draw the glyph on the given context. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {Object=} options - xScale, yScale to stretch the glyph. - */ -Glyph.prototype.draw = function(ctx, x, y, fontSize, options) { - this.getPath(x, y, fontSize, options).draw(ctx); -}; - -/** - * Draw the points of the glyph. - * On-curve points will be drawn in blue, off-curve points will be drawn in red. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - */ -Glyph.prototype.drawPoints = function(ctx, x, y, fontSize) { - function drawCircles(l, x, y, scale) { - ctx.beginPath(); - for (var j = 0; j < l.length; j += 1) { - ctx.moveTo(x + (l[j].x * scale), y + (l[j].y * scale)); - ctx.arc(x + (l[j].x * scale), y + (l[j].y * scale), 2, 0, Math.PI * 2, false); - } - - ctx.closePath(); - ctx.fill(); - } - - x = x !== undefined ? x : 0; - y = y !== undefined ? y : 0; - fontSize = fontSize !== undefined ? fontSize : 24; - var scale = 1 / this.path.unitsPerEm * fontSize; - - var blueCircles = []; - var redCircles = []; - var path = this.path; - for (var i = 0; i < path.commands.length; i += 1) { - var cmd = path.commands[i]; - if (cmd.x !== undefined) { - blueCircles.push({x: cmd.x, y: -cmd.y}); - } - - if (cmd.x1 !== undefined) { - redCircles.push({x: cmd.x1, y: -cmd.y1}); - } - - if (cmd.x2 !== undefined) { - redCircles.push({x: cmd.x2, y: -cmd.y2}); - } - } - - ctx.fillStyle = 'blue'; - drawCircles(blueCircles, x, y, scale); - ctx.fillStyle = 'red'; - drawCircles(redCircles, x, y, scale); -}; - -/** - * Draw lines indicating important font measurements. - * Black lines indicate the origin of the coordinate system (point 0,0). - * Blue lines indicate the glyph bounding box. - * Green line indicates the advance width of the glyph. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - */ -Glyph.prototype.drawMetrics = function(ctx, x, y, fontSize) { - var scale; - x = x !== undefined ? x : 0; - y = y !== undefined ? y : 0; - fontSize = fontSize !== undefined ? fontSize : 24; - scale = 1 / this.path.unitsPerEm * fontSize; - ctx.lineWidth = 1; - - // Draw the origin - ctx.strokeStyle = 'black'; - draw.line(ctx, x, -10000, x, 10000); - draw.line(ctx, -10000, y, 10000, y); - - // This code is here due to memory optimization: by not using - // defaults in the constructor, we save a notable amount of memory. - var xMin = this.xMin || 0; - var yMin = this.yMin || 0; - var xMax = this.xMax || 0; - var yMax = this.yMax || 0; - var advanceWidth = this.advanceWidth || 0; - - // Draw the glyph box - ctx.strokeStyle = 'blue'; - draw.line(ctx, x + (xMin * scale), -10000, x + (xMin * scale), 10000); - draw.line(ctx, x + (xMax * scale), -10000, x + (xMax * scale), 10000); - draw.line(ctx, -10000, y + (-yMin * scale), 10000, y + (-yMin * scale)); - draw.line(ctx, -10000, y + (-yMax * scale), 10000, y + (-yMax * scale)); - - // Draw the advance width - ctx.strokeStyle = 'green'; - draw.line(ctx, x + (advanceWidth * scale), -10000, x + (advanceWidth * scale), 10000); -}; - -// The GlyphSet object - -// Define a property on the glyph that depends on the path being loaded. -function defineDependentProperty(glyph, externalName, internalName) { - Object.defineProperty(glyph, externalName, { - get: function() { - // Request the path property to make sure the path is loaded. - glyph.path; // jshint ignore:line - return glyph[internalName]; - }, - set: function(newValue) { - glyph[internalName] = newValue; - }, - enumerable: true, - configurable: true - }); -} - -/** - * A GlyphSet represents all glyphs available in the font, but modelled using - * a deferred glyph loader, for retrieving glyphs only once they are absolutely - * necessary, to keep the memory footprint down. - * @exports opentype.GlyphSet - * @class - * @param {opentype.Font} - * @param {Array} - */ -function GlyphSet(font, glyphs) { - this.font = font; - this.glyphs = {}; - if (Array.isArray(glyphs)) { - for (var i = 0; i < glyphs.length; i++) { - var glyph = glyphs[i]; - glyph.path.unitsPerEm = font.unitsPerEm; - this.glyphs[i] = glyph; - } - } - - this.length = (glyphs && glyphs.length) || 0; -} - -/** - * @param {number} index - * @return {opentype.Glyph} - */ -GlyphSet.prototype.get = function(index) { - // this.glyphs[index] is 'undefined' when low memory mode is on. glyph is pushed on request only. - if (this.glyphs[index] === undefined) { - this.font._push(index); - if (typeof this.glyphs[index] === 'function') { - this.glyphs[index] = this.glyphs[index](); - } - - var glyph = this.glyphs[index]; - var unicodeObj = this.font._IndexToUnicodeMap[index]; - - if (unicodeObj) { - for (var j = 0; j < unicodeObj.unicodes.length; j++) - { glyph.addUnicode(unicodeObj.unicodes[j]); } - } - - if (this.font.cffEncoding) { - if (this.font.isCIDFont) { - glyph.name = 'gid' + index; - } else { - glyph.name = this.font.cffEncoding.charset[index]; - } - } else if (this.font.glyphNames.names) { - glyph.name = this.font.glyphNames.glyphIndexToName(index); - } - - this.glyphs[index].advanceWidth = this.font._hmtxTableData[index].advanceWidth; - this.glyphs[index].leftSideBearing = this.font._hmtxTableData[index].leftSideBearing; - } else { - if (typeof this.glyphs[index] === 'function') { - this.glyphs[index] = this.glyphs[index](); - } - } - - return this.glyphs[index]; -}; - -/** - * @param {number} index - * @param {Object} - */ -GlyphSet.prototype.push = function(index, loader) { - this.glyphs[index] = loader; - this.length++; -}; - -/** - * @alias opentype.glyphLoader - * @param {opentype.Font} font - * @param {number} index - * @return {opentype.Glyph} - */ -function glyphLoader(font, index) { - return new Glyph({index: index, font: font}); -} - -/** - * Generate a stub glyph that can be filled with all metadata *except* - * the "points" and "path" properties, which must be loaded only once - * the glyph's path is actually requested for text shaping. - * @alias opentype.ttfGlyphLoader - * @param {opentype.Font} font - * @param {number} index - * @param {Function} parseGlyph - * @param {Object} data - * @param {number} position - * @param {Function} buildPath - * @return {opentype.Glyph} - */ -function ttfGlyphLoader(font, index, parseGlyph, data, position, buildPath) { - return function() { - var glyph = new Glyph({index: index, font: font}); - - glyph.path = function() { - parseGlyph(glyph, data, position); - var path = buildPath(font.glyphs, glyph); - path.unitsPerEm = font.unitsPerEm; - return path; - }; - - defineDependentProperty(glyph, 'xMin', '_xMin'); - defineDependentProperty(glyph, 'xMax', '_xMax'); - defineDependentProperty(glyph, 'yMin', '_yMin'); - defineDependentProperty(glyph, 'yMax', '_yMax'); - - return glyph; - }; -} -/** - * @alias opentype.cffGlyphLoader - * @param {opentype.Font} font - * @param {number} index - * @param {Function} parseCFFCharstring - * @param {string} charstring - * @return {opentype.Glyph} - */ -function cffGlyphLoader(font, index, parseCFFCharstring, charstring) { - return function() { - var glyph = new Glyph({index: index, font: font}); - - glyph.path = function() { - var path = parseCFFCharstring(font, glyph, charstring); - path.unitsPerEm = font.unitsPerEm; - return path; - }; - - return glyph; - }; -} - -var glyphset = { GlyphSet: GlyphSet, glyphLoader: glyphLoader, ttfGlyphLoader: ttfGlyphLoader, cffGlyphLoader: cffGlyphLoader }; - -// The `CFF` table contains the glyph outlines in PostScript format. - -// Custom equals function that can also check lists. -function equals(a, b) { - if (a === b) { - return true; - } else if (Array.isArray(a) && Array.isArray(b)) { - if (a.length !== b.length) { - return false; - } - - for (var i = 0; i < a.length; i += 1) { - if (!equals(a[i], b[i])) { - return false; - } - } - - return true; - } else { - return false; - } -} - -// Subroutines are encoded using the negative half of the number space. -// See type 2 chapter 4.7 "Subroutine operators". -function calcCFFSubroutineBias(subrs) { - var bias; - if (subrs.length < 1240) { - bias = 107; - } else if (subrs.length < 33900) { - bias = 1131; - } else { - bias = 32768; - } - - return bias; -} - -// Parse a `CFF` INDEX array. -// An index array consists of a list of offsets, then a list of objects at those offsets. -function parseCFFIndex(data, start, conversionFn) { - var offsets = []; - var objects = []; - var count = parse.getCard16(data, start); - var objectOffset; - var endOffset; - if (count !== 0) { - var offsetSize = parse.getByte(data, start + 2); - objectOffset = start + ((count + 1) * offsetSize) + 2; - var pos = start + 3; - for (var i = 0; i < count + 1; i += 1) { - offsets.push(parse.getOffset(data, pos, offsetSize)); - pos += offsetSize; - } - - // The total size of the index array is 4 header bytes + the value of the last offset. - endOffset = objectOffset + offsets[count]; - } else { - endOffset = start + 2; - } - - for (var i$1 = 0; i$1 < offsets.length - 1; i$1 += 1) { - var value = parse.getBytes(data, objectOffset + offsets[i$1], objectOffset + offsets[i$1 + 1]); - if (conversionFn) { - value = conversionFn(value); - } - - objects.push(value); - } - - return {objects: objects, startOffset: start, endOffset: endOffset}; -} - -function parseCFFIndexLowMemory(data, start) { - var offsets = []; - var count = parse.getCard16(data, start); - var objectOffset; - var endOffset; - if (count !== 0) { - var offsetSize = parse.getByte(data, start + 2); - objectOffset = start + ((count + 1) * offsetSize) + 2; - var pos = start + 3; - for (var i = 0; i < count + 1; i += 1) { - offsets.push(parse.getOffset(data, pos, offsetSize)); - pos += offsetSize; - } - - // The total size of the index array is 4 header bytes + the value of the last offset. - endOffset = objectOffset + offsets[count]; - } else { - endOffset = start + 2; - } - - return {offsets: offsets, startOffset: start, endOffset: endOffset}; -} -function getCffIndexObject(i, offsets, data, start, conversionFn) { - var count = parse.getCard16(data, start); - var objectOffset = 0; - if (count !== 0) { - var offsetSize = parse.getByte(data, start + 2); - objectOffset = start + ((count + 1) * offsetSize) + 2; - } - - var value = parse.getBytes(data, objectOffset + offsets[i], objectOffset + offsets[i + 1]); - if (conversionFn) { - value = conversionFn(value); - } - return value; -} - -// Parse a `CFF` DICT real value. -function parseFloatOperand(parser) { - var s = ''; - var eof = 15; - var lookup = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', 'E', 'E-', null, '-']; - while (true) { - var b = parser.parseByte(); - var n1 = b >> 4; - var n2 = b & 15; - - if (n1 === eof) { - break; - } - - s += lookup[n1]; - - if (n2 === eof) { - break; - } - - s += lookup[n2]; - } - - return parseFloat(s); -} - -// Parse a `CFF` DICT operand. -function parseOperand(parser, b0) { - var b1; - var b2; - var b3; - var b4; - if (b0 === 28) { - b1 = parser.parseByte(); - b2 = parser.parseByte(); - return b1 << 8 | b2; - } - - if (b0 === 29) { - b1 = parser.parseByte(); - b2 = parser.parseByte(); - b3 = parser.parseByte(); - b4 = parser.parseByte(); - return b1 << 24 | b2 << 16 | b3 << 8 | b4; - } - - if (b0 === 30) { - return parseFloatOperand(parser); - } - - if (b0 >= 32 && b0 <= 246) { - return b0 - 139; - } - - if (b0 >= 247 && b0 <= 250) { - b1 = parser.parseByte(); - return (b0 - 247) * 256 + b1 + 108; - } - - if (b0 >= 251 && b0 <= 254) { - b1 = parser.parseByte(); - return -(b0 - 251) * 256 - b1 - 108; - } - - throw new Error('Invalid b0 ' + b0); -} - -// Convert the entries returned by `parseDict` to a proper dictionary. -// If a value is a list of one, it is unpacked. -function entriesToObject(entries) { - var o = {}; - for (var i = 0; i < entries.length; i += 1) { - var key = entries[i][0]; - var values = entries[i][1]; - var value = (void 0); - if (values.length === 1) { - value = values[0]; - } else { - value = values; - } - - if (o.hasOwnProperty(key) && !isNaN(o[key])) { - throw new Error('Object ' + o + ' already has key ' + key); - } - - o[key] = value; - } - - return o; -} - -// Parse a `CFF` DICT object. -// A dictionary contains key-value pairs in a compact tokenized format. -function parseCFFDict(data, start, size) { - start = start !== undefined ? start : 0; - var parser = new parse.Parser(data, start); - var entries = []; - var operands = []; - size = size !== undefined ? size : data.length; - - while (parser.relativeOffset < size) { - var op = parser.parseByte(); - - // The first byte for each dict item distinguishes between operator (key) and operand (value). - // Values <= 21 are operators. - if (op <= 21) { - // Two-byte operators have an initial escape byte of 12. - if (op === 12) { - op = 1200 + parser.parseByte(); - } - - entries.push([op, operands]); - operands = []; - } else { - // Since the operands (values) come before the operators (keys), we store all operands in a list - // until we encounter an operator. - operands.push(parseOperand(parser, op)); - } - } - - return entriesToObject(entries); -} - -// Given a String Index (SID), return the value of the string. -// Strings below index 392 are standard CFF strings and are not encoded in the font. -function getCFFString(strings, index) { - if (index <= 390) { - index = cffStandardStrings[index]; - } else { - index = strings[index - 391]; - } - - return index; -} - -// Interpret a dictionary and return a new dictionary with readable keys and values for missing entries. -// This function takes `meta` which is a list of objects containing `operand`, `name` and `default`. -function interpretDict(dict, meta, strings) { - var newDict = {}; - var value; - - // Because we also want to include missing values, we start out from the meta list - // and lookup values in the dict. - for (var i = 0; i < meta.length; i += 1) { - var m = meta[i]; - - if (Array.isArray(m.type)) { - var values = []; - values.length = m.type.length; - for (var j = 0; j < m.type.length; j++) { - value = dict[m.op] !== undefined ? dict[m.op][j] : undefined; - if (value === undefined) { - value = m.value !== undefined && m.value[j] !== undefined ? m.value[j] : null; - } - if (m.type[j] === 'SID') { - value = getCFFString(strings, value); - } - values[j] = value; - } - newDict[m.name] = values; - } else { - value = dict[m.op]; - if (value === undefined) { - value = m.value !== undefined ? m.value : null; - } - - if (m.type === 'SID') { - value = getCFFString(strings, value); - } - newDict[m.name] = value; - } - } - - return newDict; -} - -// Parse the CFF header. -function parseCFFHeader(data, start) { - var header = {}; - header.formatMajor = parse.getCard8(data, start); - header.formatMinor = parse.getCard8(data, start + 1); - header.size = parse.getCard8(data, start + 2); - header.offsetSize = parse.getCard8(data, start + 3); - header.startOffset = start; - header.endOffset = start + 4; - return header; -} - -var TOP_DICT_META = [ - {name: 'version', op: 0, type: 'SID'}, - {name: 'notice', op: 1, type: 'SID'}, - {name: 'copyright', op: 1200, type: 'SID'}, - {name: 'fullName', op: 2, type: 'SID'}, - {name: 'familyName', op: 3, type: 'SID'}, - {name: 'weight', op: 4, type: 'SID'}, - {name: 'isFixedPitch', op: 1201, type: 'number', value: 0}, - {name: 'italicAngle', op: 1202, type: 'number', value: 0}, - {name: 'underlinePosition', op: 1203, type: 'number', value: -100}, - {name: 'underlineThickness', op: 1204, type: 'number', value: 50}, - {name: 'paintType', op: 1205, type: 'number', value: 0}, - {name: 'charstringType', op: 1206, type: 'number', value: 2}, - { - name: 'fontMatrix', - op: 1207, - type: ['real', 'real', 'real', 'real', 'real', 'real'], - value: [0.001, 0, 0, 0.001, 0, 0] - }, - {name: 'uniqueId', op: 13, type: 'number'}, - {name: 'fontBBox', op: 5, type: ['number', 'number', 'number', 'number'], value: [0, 0, 0, 0]}, - {name: 'strokeWidth', op: 1208, type: 'number', value: 0}, - {name: 'xuid', op: 14, type: [], value: null}, - {name: 'charset', op: 15, type: 'offset', value: 0}, - {name: 'encoding', op: 16, type: 'offset', value: 0}, - {name: 'charStrings', op: 17, type: 'offset', value: 0}, - {name: 'private', op: 18, type: ['number', 'offset'], value: [0, 0]}, - {name: 'ros', op: 1230, type: ['SID', 'SID', 'number']}, - {name: 'cidFontVersion', op: 1231, type: 'number', value: 0}, - {name: 'cidFontRevision', op: 1232, type: 'number', value: 0}, - {name: 'cidFontType', op: 1233, type: 'number', value: 0}, - {name: 'cidCount', op: 1234, type: 'number', value: 8720}, - {name: 'uidBase', op: 1235, type: 'number'}, - {name: 'fdArray', op: 1236, type: 'offset'}, - {name: 'fdSelect', op: 1237, type: 'offset'}, - {name: 'fontName', op: 1238, type: 'SID'} -]; - -var PRIVATE_DICT_META = [ - {name: 'subrs', op: 19, type: 'offset', value: 0}, - {name: 'defaultWidthX', op: 20, type: 'number', value: 0}, - {name: 'nominalWidthX', op: 21, type: 'number', value: 0} -]; - -// Parse the CFF top dictionary. A CFF table can contain multiple fonts, each with their own top dictionary. -// The top dictionary contains the essential metadata for the font, together with the private dictionary. -function parseCFFTopDict(data, strings) { - var dict = parseCFFDict(data, 0, data.byteLength); - return interpretDict(dict, TOP_DICT_META, strings); -} - -// Parse the CFF private dictionary. We don't fully parse out all the values, only the ones we need. -function parseCFFPrivateDict(data, start, size, strings) { - var dict = parseCFFDict(data, start, size); - return interpretDict(dict, PRIVATE_DICT_META, strings); -} - -// Returns a list of "Top DICT"s found using an INDEX list. -// Used to read both the usual high-level Top DICTs and also the FDArray -// discovered inside CID-keyed fonts. When a Top DICT has a reference to -// a Private DICT that is read and saved into the Top DICT. -// -// In addition to the expected/optional values as outlined in TOP_DICT_META -// the following values might be saved into the Top DICT. -// -// _subrs [] array of local CFF subroutines from Private DICT -// _subrsBias bias value computed from number of subroutines -// (see calcCFFSubroutineBias() and parseCFFCharstring()) -// _defaultWidthX default widths for CFF characters -// _nominalWidthX bias added to width embedded within glyph description -// -// _privateDict saved copy of parsed Private DICT from Top DICT -function gatherCFFTopDicts(data, start, cffIndex, strings) { - var topDictArray = []; - for (var iTopDict = 0; iTopDict < cffIndex.length; iTopDict += 1) { - var topDictData = new DataView(new Uint8Array(cffIndex[iTopDict]).buffer); - var topDict = parseCFFTopDict(topDictData, strings); - topDict._subrs = []; - topDict._subrsBias = 0; - topDict._defaultWidthX = 0; - topDict._nominalWidthX = 0; - var privateSize = topDict.private[0]; - var privateOffset = topDict.private[1]; - if (privateSize !== 0 && privateOffset !== 0) { - var privateDict = parseCFFPrivateDict(data, privateOffset + start, privateSize, strings); - topDict._defaultWidthX = privateDict.defaultWidthX; - topDict._nominalWidthX = privateDict.nominalWidthX; - if (privateDict.subrs !== 0) { - var subrOffset = privateOffset + privateDict.subrs; - var subrIndex = parseCFFIndex(data, subrOffset + start); - topDict._subrs = subrIndex.objects; - topDict._subrsBias = calcCFFSubroutineBias(topDict._subrs); - } - topDict._privateDict = privateDict; - } - topDictArray.push(topDict); - } - return topDictArray; -} - -// Parse the CFF charset table, which contains internal names for all the glyphs. -// This function will return a list of glyph names. -// See Adobe TN #5176 chapter 13, "Charsets". -function parseCFFCharset(data, start, nGlyphs, strings) { - var sid; - var count; - var parser = new parse.Parser(data, start); - - // The .notdef glyph is not included, so subtract 1. - nGlyphs -= 1; - var charset = ['.notdef']; - - var format = parser.parseCard8(); - if (format === 0) { - for (var i = 0; i < nGlyphs; i += 1) { - sid = parser.parseSID(); - charset.push(getCFFString(strings, sid)); - } - } else if (format === 1) { - while (charset.length <= nGlyphs) { - sid = parser.parseSID(); - count = parser.parseCard8(); - for (var i$1 = 0; i$1 <= count; i$1 += 1) { - charset.push(getCFFString(strings, sid)); - sid += 1; - } - } - } else if (format === 2) { - while (charset.length <= nGlyphs) { - sid = parser.parseSID(); - count = parser.parseCard16(); - for (var i$2 = 0; i$2 <= count; i$2 += 1) { - charset.push(getCFFString(strings, sid)); - sid += 1; - } - } - } else { - throw new Error('Unknown charset format ' + format); - } - - return charset; -} - -// Parse the CFF encoding data. Only one encoding can be specified per font. -// See Adobe TN #5176 chapter 12, "Encodings". -function parseCFFEncoding(data, start, charset) { - var code; - var enc = {}; - var parser = new parse.Parser(data, start); - var format = parser.parseCard8(); - if (format === 0) { - var nCodes = parser.parseCard8(); - for (var i = 0; i < nCodes; i += 1) { - code = parser.parseCard8(); - enc[code] = i; - } - } else if (format === 1) { - var nRanges = parser.parseCard8(); - code = 1; - for (var i$1 = 0; i$1 < nRanges; i$1 += 1) { - var first = parser.parseCard8(); - var nLeft = parser.parseCard8(); - for (var j = first; j <= first + nLeft; j += 1) { - enc[j] = code; - code += 1; - } - } - } else { - throw new Error('Unknown encoding format ' + format); - } - - return new CffEncoding(enc, charset); -} - -// Take in charstring code and return a Glyph object. -// The encoding is described in the Type 2 Charstring Format -// https://www.microsoft.com/typography/OTSPEC/charstr2.htm -function parseCFFCharstring(font, glyph, code) { - var c1x; - var c1y; - var c2x; - var c2y; - var p = new Path(); - var stack = []; - var nStems = 0; - var haveWidth = false; - var open = false; - var x = 0; - var y = 0; - var subrs; - var subrsBias; - var defaultWidthX; - var nominalWidthX; - if (font.isCIDFont) { - var fdIndex = font.tables.cff.topDict._fdSelect[glyph.index]; - var fdDict = font.tables.cff.topDict._fdArray[fdIndex]; - subrs = fdDict._subrs; - subrsBias = fdDict._subrsBias; - defaultWidthX = fdDict._defaultWidthX; - nominalWidthX = fdDict._nominalWidthX; - } else { - subrs = font.tables.cff.topDict._subrs; - subrsBias = font.tables.cff.topDict._subrsBias; - defaultWidthX = font.tables.cff.topDict._defaultWidthX; - nominalWidthX = font.tables.cff.topDict._nominalWidthX; - } - var width = defaultWidthX; - - function newContour(x, y) { - if (open) { - p.closePath(); - } - - p.moveTo(x, y); - open = true; - } - - function parseStems() { - var hasWidthArg; - - // The number of stem operators on the stack is always even. - // If the value is uneven, that means a width is specified. - hasWidthArg = stack.length % 2 !== 0; - if (hasWidthArg && !haveWidth) { - width = stack.shift() + nominalWidthX; - } - - nStems += stack.length >> 1; - stack.length = 0; - haveWidth = true; - } - - function parse(code) { - var b1; - var b2; - var b3; - var b4; - var codeIndex; - var subrCode; - var jpx; - var jpy; - var c3x; - var c3y; - var c4x; - var c4y; - - var i = 0; - while (i < code.length) { - var v = code[i]; - i += 1; - switch (v) { - case 1: // hstem - parseStems(); - break; - case 3: // vstem - parseStems(); - break; - case 4: // vmoveto - if (stack.length > 1 && !haveWidth) { - width = stack.shift() + nominalWidthX; - haveWidth = true; - } - - y += stack.pop(); - newContour(x, y); - break; - case 5: // rlineto - while (stack.length > 0) { - x += stack.shift(); - y += stack.shift(); - p.lineTo(x, y); - } - - break; - case 6: // hlineto - while (stack.length > 0) { - x += stack.shift(); - p.lineTo(x, y); - if (stack.length === 0) { - break; - } - - y += stack.shift(); - p.lineTo(x, y); - } - - break; - case 7: // vlineto - while (stack.length > 0) { - y += stack.shift(); - p.lineTo(x, y); - if (stack.length === 0) { - break; - } - - x += stack.shift(); - p.lineTo(x, y); - } - - break; - case 8: // rrcurveto - while (stack.length > 0) { - c1x = x + stack.shift(); - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y + stack.shift(); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - break; - case 10: // callsubr - codeIndex = stack.pop() + subrsBias; - subrCode = subrs[codeIndex]; - if (subrCode) { - parse(subrCode); - } - - break; - case 11: // return - return; - case 12: // flex operators - v = code[i]; - i += 1; - switch (v) { - case 35: // flex - // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 dx6 dy6 fd flex (12 35) |- - c1x = x + stack.shift(); // dx1 - c1y = y + stack.shift(); // dy1 - c2x = c1x + stack.shift(); // dx2 - c2y = c1y + stack.shift(); // dy2 - jpx = c2x + stack.shift(); // dx3 - jpy = c2y + stack.shift(); // dy3 - c3x = jpx + stack.shift(); // dx4 - c3y = jpy + stack.shift(); // dy4 - c4x = c3x + stack.shift(); // dx5 - c4y = c3y + stack.shift(); // dy5 - x = c4x + stack.shift(); // dx6 - y = c4y + stack.shift(); // dy6 - stack.shift(); // flex depth - p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); - p.curveTo(c3x, c3y, c4x, c4y, x, y); - break; - case 34: // hflex - // |- dx1 dx2 dy2 dx3 dx4 dx5 dx6 hflex (12 34) |- - c1x = x + stack.shift(); // dx1 - c1y = y; // dy1 - c2x = c1x + stack.shift(); // dx2 - c2y = c1y + stack.shift(); // dy2 - jpx = c2x + stack.shift(); // dx3 - jpy = c2y; // dy3 - c3x = jpx + stack.shift(); // dx4 - c3y = c2y; // dy4 - c4x = c3x + stack.shift(); // dx5 - c4y = y; // dy5 - x = c4x + stack.shift(); // dx6 - p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); - p.curveTo(c3x, c3y, c4x, c4y, x, y); - break; - case 36: // hflex1 - // |- dx1 dy1 dx2 dy2 dx3 dx4 dx5 dy5 dx6 hflex1 (12 36) |- - c1x = x + stack.shift(); // dx1 - c1y = y + stack.shift(); // dy1 - c2x = c1x + stack.shift(); // dx2 - c2y = c1y + stack.shift(); // dy2 - jpx = c2x + stack.shift(); // dx3 - jpy = c2y; // dy3 - c3x = jpx + stack.shift(); // dx4 - c3y = c2y; // dy4 - c4x = c3x + stack.shift(); // dx5 - c4y = c3y + stack.shift(); // dy5 - x = c4x + stack.shift(); // dx6 - p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); - p.curveTo(c3x, c3y, c4x, c4y, x, y); - break; - case 37: // flex1 - // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 d6 flex1 (12 37) |- - c1x = x + stack.shift(); // dx1 - c1y = y + stack.shift(); // dy1 - c2x = c1x + stack.shift(); // dx2 - c2y = c1y + stack.shift(); // dy2 - jpx = c2x + stack.shift(); // dx3 - jpy = c2y + stack.shift(); // dy3 - c3x = jpx + stack.shift(); // dx4 - c3y = jpy + stack.shift(); // dy4 - c4x = c3x + stack.shift(); // dx5 - c4y = c3y + stack.shift(); // dy5 - if (Math.abs(c4x - x) > Math.abs(c4y - y)) { - x = c4x + stack.shift(); - } else { - y = c4y + stack.shift(); - } - - p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy); - p.curveTo(c3x, c3y, c4x, c4y, x, y); - break; - default: - console.log('Glyph ' + glyph.index + ': unknown operator ' + 1200 + v); - stack.length = 0; - } - break; - case 14: // endchar - if (stack.length > 0 && !haveWidth) { - width = stack.shift() + nominalWidthX; - haveWidth = true; - } - - if (open) { - p.closePath(); - open = false; - } - - break; - case 18: // hstemhm - parseStems(); - break; - case 19: // hintmask - case 20: // cntrmask - parseStems(); - i += (nStems + 7) >> 3; - break; - case 21: // rmoveto - if (stack.length > 2 && !haveWidth) { - width = stack.shift() + nominalWidthX; - haveWidth = true; - } - - y += stack.pop(); - x += stack.pop(); - newContour(x, y); - break; - case 22: // hmoveto - if (stack.length > 1 && !haveWidth) { - width = stack.shift() + nominalWidthX; - haveWidth = true; - } - - x += stack.pop(); - newContour(x, y); - break; - case 23: // vstemhm - parseStems(); - break; - case 24: // rcurveline - while (stack.length > 2) { - c1x = x + stack.shift(); - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y + stack.shift(); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - x += stack.shift(); - y += stack.shift(); - p.lineTo(x, y); - break; - case 25: // rlinecurve - while (stack.length > 6) { - x += stack.shift(); - y += stack.shift(); - p.lineTo(x, y); - } - - c1x = x + stack.shift(); - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y + stack.shift(); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - break; - case 26: // vvcurveto - if (stack.length % 2) { - x += stack.shift(); - } - - while (stack.length > 0) { - c1x = x; - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x; - y = c2y + stack.shift(); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - break; - case 27: // hhcurveto - if (stack.length % 2) { - y += stack.shift(); - } - - while (stack.length > 0) { - c1x = x + stack.shift(); - c1y = y; - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y; - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - break; - case 28: // shortint - b1 = code[i]; - b2 = code[i + 1]; - stack.push(((b1 << 24) | (b2 << 16)) >> 16); - i += 2; - break; - case 29: // callgsubr - codeIndex = stack.pop() + font.gsubrsBias; - subrCode = font.gsubrs[codeIndex]; - if (subrCode) { - parse(subrCode); - } - - break; - case 30: // vhcurveto - while (stack.length > 0) { - c1x = x; - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y + (stack.length === 1 ? stack.shift() : 0); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - if (stack.length === 0) { - break; - } - - c1x = x + stack.shift(); - c1y = y; - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - y = c2y + stack.shift(); - x = c2x + (stack.length === 1 ? stack.shift() : 0); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - break; - case 31: // hvcurveto - while (stack.length > 0) { - c1x = x + stack.shift(); - c1y = y; - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - y = c2y + stack.shift(); - x = c2x + (stack.length === 1 ? stack.shift() : 0); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - if (stack.length === 0) { - break; - } - - c1x = x; - c1y = y + stack.shift(); - c2x = c1x + stack.shift(); - c2y = c1y + stack.shift(); - x = c2x + stack.shift(); - y = c2y + (stack.length === 1 ? stack.shift() : 0); - p.curveTo(c1x, c1y, c2x, c2y, x, y); - } - - break; - default: - if (v < 32) { - console.log('Glyph ' + glyph.index + ': unknown operator ' + v); - } else if (v < 247) { - stack.push(v - 139); - } else if (v < 251) { - b1 = code[i]; - i += 1; - stack.push((v - 247) * 256 + b1 + 108); - } else if (v < 255) { - b1 = code[i]; - i += 1; - stack.push(-(v - 251) * 256 - b1 - 108); - } else { - b1 = code[i]; - b2 = code[i + 1]; - b3 = code[i + 2]; - b4 = code[i + 3]; - i += 4; - stack.push(((b1 << 24) | (b2 << 16) | (b3 << 8) | b4) / 65536); - } - } - } - } - - parse(code); - - glyph.advanceWidth = width; - return p; -} - -function parseCFFFDSelect(data, start, nGlyphs, fdArrayCount) { - var fdSelect = []; - var fdIndex; - var parser = new parse.Parser(data, start); - var format = parser.parseCard8(); - if (format === 0) { - // Simple list of nGlyphs elements - for (var iGid = 0; iGid < nGlyphs; iGid++) { - fdIndex = parser.parseCard8(); - if (fdIndex >= fdArrayCount) { - throw new Error('CFF table CID Font FDSelect has bad FD index value ' + fdIndex + ' (FD count ' + fdArrayCount + ')'); - } - fdSelect.push(fdIndex); - } - } else if (format === 3) { - // Ranges - var nRanges = parser.parseCard16(); - var first = parser.parseCard16(); - if (first !== 0) { - throw new Error('CFF Table CID Font FDSelect format 3 range has bad initial GID ' + first); - } - var next; - for (var iRange = 0; iRange < nRanges; iRange++) { - fdIndex = parser.parseCard8(); - next = parser.parseCard16(); - if (fdIndex >= fdArrayCount) { - throw new Error('CFF table CID Font FDSelect has bad FD index value ' + fdIndex + ' (FD count ' + fdArrayCount + ')'); - } - if (next > nGlyphs) { - throw new Error('CFF Table CID Font FDSelect format 3 range has bad GID ' + next); - } - for (; first < next; first++) { - fdSelect.push(fdIndex); - } - first = next; - } - if (next !== nGlyphs) { - throw new Error('CFF Table CID Font FDSelect format 3 range has bad final GID ' + next); - } - } else { - throw new Error('CFF Table CID Font FDSelect table has unsupported format ' + format); - } - return fdSelect; -} - -// Parse the `CFF` table, which contains the glyph outlines in PostScript format. -function parseCFFTable(data, start, font, opt) { - font.tables.cff = {}; - var header = parseCFFHeader(data, start); - var nameIndex = parseCFFIndex(data, header.endOffset, parse.bytesToString); - var topDictIndex = parseCFFIndex(data, nameIndex.endOffset); - var stringIndex = parseCFFIndex(data, topDictIndex.endOffset, parse.bytesToString); - var globalSubrIndex = parseCFFIndex(data, stringIndex.endOffset); - font.gsubrs = globalSubrIndex.objects; - font.gsubrsBias = calcCFFSubroutineBias(font.gsubrs); - - var topDictArray = gatherCFFTopDicts(data, start, topDictIndex.objects, stringIndex.objects); - if (topDictArray.length !== 1) { - throw new Error('CFF table has too many fonts in \'FontSet\' - count of fonts NameIndex.length = ' + topDictArray.length); - } - - var topDict = topDictArray[0]; - font.tables.cff.topDict = topDict; - - if (topDict._privateDict) { - font.defaultWidthX = topDict._privateDict.defaultWidthX; - font.nominalWidthX = topDict._privateDict.nominalWidthX; - } - - if (topDict.ros[0] !== undefined && topDict.ros[1] !== undefined) { - font.isCIDFont = true; - } - - if (font.isCIDFont) { - var fdArrayOffset = topDict.fdArray; - var fdSelectOffset = topDict.fdSelect; - if (fdArrayOffset === 0 || fdSelectOffset === 0) { - throw new Error('Font is marked as a CID font, but FDArray and/or FDSelect information is missing'); - } - fdArrayOffset += start; - var fdArrayIndex = parseCFFIndex(data, fdArrayOffset); - var fdArray = gatherCFFTopDicts(data, start, fdArrayIndex.objects, stringIndex.objects); - topDict._fdArray = fdArray; - fdSelectOffset += start; - topDict._fdSelect = parseCFFFDSelect(data, fdSelectOffset, font.numGlyphs, fdArray.length); - } - - var privateDictOffset = start + topDict.private[1]; - var privateDict = parseCFFPrivateDict(data, privateDictOffset, topDict.private[0], stringIndex.objects); - font.defaultWidthX = privateDict.defaultWidthX; - font.nominalWidthX = privateDict.nominalWidthX; - - if (privateDict.subrs !== 0) { - var subrOffset = privateDictOffset + privateDict.subrs; - var subrIndex = parseCFFIndex(data, subrOffset); - font.subrs = subrIndex.objects; - font.subrsBias = calcCFFSubroutineBias(font.subrs); - } else { - font.subrs = []; - font.subrsBias = 0; - } - - // Offsets in the top dict are relative to the beginning of the CFF data, so add the CFF start offset. - var charStringsIndex; - if (opt.lowMemory) { - charStringsIndex = parseCFFIndexLowMemory(data, start + topDict.charStrings); - font.nGlyphs = charStringsIndex.offsets.length; - } else { - charStringsIndex = parseCFFIndex(data, start + topDict.charStrings); - font.nGlyphs = charStringsIndex.objects.length; - } - - var charset = parseCFFCharset(data, start + topDict.charset, font.nGlyphs, stringIndex.objects); - if (topDict.encoding === 0) { - // Standard encoding - font.cffEncoding = new CffEncoding(cffStandardEncoding, charset); - } else if (topDict.encoding === 1) { - // Expert encoding - font.cffEncoding = new CffEncoding(cffExpertEncoding, charset); - } else { - font.cffEncoding = parseCFFEncoding(data, start + topDict.encoding, charset); - } - - // Prefer the CMAP encoding to the CFF encoding. - font.encoding = font.encoding || font.cffEncoding; - - font.glyphs = new glyphset.GlyphSet(font); - if (opt.lowMemory) { - font._push = function(i) { - var charString = getCffIndexObject(i, charStringsIndex.offsets, data, start + topDict.charStrings); - font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString)); - }; - } else { - for (var i = 0; i < font.nGlyphs; i += 1) { - var charString = charStringsIndex.objects[i]; - font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString)); - } - } -} - -// Convert a string to a String ID (SID). -// The list of strings is modified in place. -function encodeString(s, strings) { - var sid; - - // Is the string in the CFF standard strings? - var i = cffStandardStrings.indexOf(s); - if (i >= 0) { - sid = i; - } - - // Is the string already in the string index? - i = strings.indexOf(s); - if (i >= 0) { - sid = i + cffStandardStrings.length; - } else { - sid = cffStandardStrings.length + strings.length; - strings.push(s); - } - - return sid; -} - -function makeHeader() { - return new table.Record('Header', [ - {name: 'major', type: 'Card8', value: 1}, - {name: 'minor', type: 'Card8', value: 0}, - {name: 'hdrSize', type: 'Card8', value: 4}, - {name: 'major', type: 'Card8', value: 1} - ]); -} - -function makeNameIndex(fontNames) { - var t = new table.Record('Name INDEX', [ - {name: 'names', type: 'INDEX', value: []} - ]); - t.names = []; - for (var i = 0; i < fontNames.length; i += 1) { - t.names.push({name: 'name_' + i, type: 'NAME', value: fontNames[i]}); - } - - return t; -} - -// Given a dictionary's metadata, create a DICT structure. -function makeDict(meta, attrs, strings) { - var m = {}; - for (var i = 0; i < meta.length; i += 1) { - var entry = meta[i]; - var value = attrs[entry.name]; - if (value !== undefined && !equals(value, entry.value)) { - if (entry.type === 'SID') { - value = encodeString(value, strings); - } - - m[entry.op] = {name: entry.name, type: entry.type, value: value}; - } - } - - return m; -} - -// The Top DICT houses the global font attributes. -function makeTopDict(attrs, strings) { - var t = new table.Record('Top DICT', [ - {name: 'dict', type: 'DICT', value: {}} - ]); - t.dict = makeDict(TOP_DICT_META, attrs, strings); - return t; -} - -function makeTopDictIndex(topDict) { - var t = new table.Record('Top DICT INDEX', [ - {name: 'topDicts', type: 'INDEX', value: []} - ]); - t.topDicts = [{name: 'topDict_0', type: 'TABLE', value: topDict}]; - return t; -} - -function makeStringIndex(strings) { - var t = new table.Record('String INDEX', [ - {name: 'strings', type: 'INDEX', value: []} - ]); - t.strings = []; - for (var i = 0; i < strings.length; i += 1) { - t.strings.push({name: 'string_' + i, type: 'STRING', value: strings[i]}); - } - - return t; -} - -function makeGlobalSubrIndex() { - // Currently we don't use subroutines. - return new table.Record('Global Subr INDEX', [ - {name: 'subrs', type: 'INDEX', value: []} - ]); -} - -function makeCharsets(glyphNames, strings) { - var t = new table.Record('Charsets', [ - {name: 'format', type: 'Card8', value: 0} - ]); - for (var i = 0; i < glyphNames.length; i += 1) { - var glyphName = glyphNames[i]; - var glyphSID = encodeString(glyphName, strings); - t.fields.push({name: 'glyph_' + i, type: 'SID', value: glyphSID}); - } - - return t; -} - -function glyphToOps(glyph) { - var ops = []; - var path = glyph.path; - ops.push({name: 'width', type: 'NUMBER', value: glyph.advanceWidth}); - var x = 0; - var y = 0; - for (var i = 0; i < path.commands.length; i += 1) { - var dx = (void 0); - var dy = (void 0); - var cmd = path.commands[i]; - if (cmd.type === 'Q') { - // CFF only supports bézier curves, so convert the quad to a bézier. - var _13 = 1 / 3; - var _23 = 2 / 3; - - // We're going to create a new command so we don't change the original path. - // Since all coordinates are relative, we round() them ASAP to avoid propagating errors. - cmd = { - type: 'C', - x: cmd.x, - y: cmd.y, - x1: Math.round(_13 * x + _23 * cmd.x1), - y1: Math.round(_13 * y + _23 * cmd.y1), - x2: Math.round(_13 * cmd.x + _23 * cmd.x1), - y2: Math.round(_13 * cmd.y + _23 * cmd.y1) - }; - } - - if (cmd.type === 'M') { - dx = Math.round(cmd.x - x); - dy = Math.round(cmd.y - y); - ops.push({name: 'dx', type: 'NUMBER', value: dx}); - ops.push({name: 'dy', type: 'NUMBER', value: dy}); - ops.push({name: 'rmoveto', type: 'OP', value: 21}); - x = Math.round(cmd.x); - y = Math.round(cmd.y); - } else if (cmd.type === 'L') { - dx = Math.round(cmd.x - x); - dy = Math.round(cmd.y - y); - ops.push({name: 'dx', type: 'NUMBER', value: dx}); - ops.push({name: 'dy', type: 'NUMBER', value: dy}); - ops.push({name: 'rlineto', type: 'OP', value: 5}); - x = Math.round(cmd.x); - y = Math.round(cmd.y); - } else if (cmd.type === 'C') { - var dx1 = Math.round(cmd.x1 - x); - var dy1 = Math.round(cmd.y1 - y); - var dx2 = Math.round(cmd.x2 - cmd.x1); - var dy2 = Math.round(cmd.y2 - cmd.y1); - dx = Math.round(cmd.x - cmd.x2); - dy = Math.round(cmd.y - cmd.y2); - ops.push({name: 'dx1', type: 'NUMBER', value: dx1}); - ops.push({name: 'dy1', type: 'NUMBER', value: dy1}); - ops.push({name: 'dx2', type: 'NUMBER', value: dx2}); - ops.push({name: 'dy2', type: 'NUMBER', value: dy2}); - ops.push({name: 'dx', type: 'NUMBER', value: dx}); - ops.push({name: 'dy', type: 'NUMBER', value: dy}); - ops.push({name: 'rrcurveto', type: 'OP', value: 8}); - x = Math.round(cmd.x); - y = Math.round(cmd.y); - } - - // Contours are closed automatically. - } - - ops.push({name: 'endchar', type: 'OP', value: 14}); - return ops; -} - -function makeCharStringsIndex(glyphs) { - var t = new table.Record('CharStrings INDEX', [ - {name: 'charStrings', type: 'INDEX', value: []} - ]); - - for (var i = 0; i < glyphs.length; i += 1) { - var glyph = glyphs.get(i); - var ops = glyphToOps(glyph); - t.charStrings.push({name: glyph.name, type: 'CHARSTRING', value: ops}); - } - - return t; -} - -function makePrivateDict(attrs, strings) { - var t = new table.Record('Private DICT', [ - {name: 'dict', type: 'DICT', value: {}} - ]); - t.dict = makeDict(PRIVATE_DICT_META, attrs, strings); - return t; -} - -function makeCFFTable(glyphs, options) { - var t = new table.Table('CFF ', [ - {name: 'header', type: 'RECORD'}, - {name: 'nameIndex', type: 'RECORD'}, - {name: 'topDictIndex', type: 'RECORD'}, - {name: 'stringIndex', type: 'RECORD'}, - {name: 'globalSubrIndex', type: 'RECORD'}, - {name: 'charsets', type: 'RECORD'}, - {name: 'charStringsIndex', type: 'RECORD'}, - {name: 'privateDict', type: 'RECORD'} - ]); - - var fontScale = 1 / options.unitsPerEm; - // We use non-zero values for the offsets so that the DICT encodes them. - // This is important because the size of the Top DICT plays a role in offset calculation, - // and the size shouldn't change after we've written correct offsets. - var attrs = { - version: options.version, - fullName: options.fullName, - familyName: options.familyName, - weight: options.weightName, - fontBBox: options.fontBBox || [0, 0, 0, 0], - fontMatrix: [fontScale, 0, 0, fontScale, 0, 0], - charset: 999, - encoding: 0, - charStrings: 999, - private: [0, 999] - }; - - var privateAttrs = {}; - - var glyphNames = []; - var glyph; - - // Skip first glyph (.notdef) - for (var i = 1; i < glyphs.length; i += 1) { - glyph = glyphs.get(i); - glyphNames.push(glyph.name); - } - - var strings = []; - - t.header = makeHeader(); - t.nameIndex = makeNameIndex([options.postScriptName]); - var topDict = makeTopDict(attrs, strings); - t.topDictIndex = makeTopDictIndex(topDict); - t.globalSubrIndex = makeGlobalSubrIndex(); - t.charsets = makeCharsets(glyphNames, strings); - t.charStringsIndex = makeCharStringsIndex(glyphs); - t.privateDict = makePrivateDict(privateAttrs, strings); - - // Needs to come at the end, to encode all custom strings used in the font. - t.stringIndex = makeStringIndex(strings); - - var startOffset = t.header.sizeOf() + - t.nameIndex.sizeOf() + - t.topDictIndex.sizeOf() + - t.stringIndex.sizeOf() + - t.globalSubrIndex.sizeOf(); - attrs.charset = startOffset; - - // We use the CFF standard encoding; proper encoding will be handled in cmap. - attrs.encoding = 0; - attrs.charStrings = attrs.charset + t.charsets.sizeOf(); - attrs.private[1] = attrs.charStrings + t.charStringsIndex.sizeOf(); - - // Recreate the Top DICT INDEX with the correct offsets. - topDict = makeTopDict(attrs, strings); - t.topDictIndex = makeTopDictIndex(topDict); - - return t; -} - -var cff = { parse: parseCFFTable, make: makeCFFTable }; - -// The `head` table contains global information about the font. - -// Parse the header `head` table -function parseHeadTable(data, start) { - var head = {}; - var p = new parse.Parser(data, start); - head.version = p.parseVersion(); - head.fontRevision = Math.round(p.parseFixed() * 1000) / 1000; - head.checkSumAdjustment = p.parseULong(); - head.magicNumber = p.parseULong(); - check.argument(head.magicNumber === 0x5F0F3CF5, 'Font header has wrong magic number.'); - head.flags = p.parseUShort(); - head.unitsPerEm = p.parseUShort(); - head.created = p.parseLongDateTime(); - head.modified = p.parseLongDateTime(); - head.xMin = p.parseShort(); - head.yMin = p.parseShort(); - head.xMax = p.parseShort(); - head.yMax = p.parseShort(); - head.macStyle = p.parseUShort(); - head.lowestRecPPEM = p.parseUShort(); - head.fontDirectionHint = p.parseShort(); - head.indexToLocFormat = p.parseShort(); - head.glyphDataFormat = p.parseShort(); - return head; -} - -function makeHeadTable(options) { - // Apple Mac timestamp epoch is 01/01/1904 not 01/01/1970 - var timestamp = Math.round(new Date().getTime() / 1000) + 2082844800; - var createdTimestamp = timestamp; - - if (options.createdTimestamp) { - createdTimestamp = options.createdTimestamp + 2082844800; - } - - return new table.Table('head', [ - {name: 'version', type: 'FIXED', value: 0x00010000}, - {name: 'fontRevision', type: 'FIXED', value: 0x00010000}, - {name: 'checkSumAdjustment', type: 'ULONG', value: 0}, - {name: 'magicNumber', type: 'ULONG', value: 0x5F0F3CF5}, - {name: 'flags', type: 'USHORT', value: 0}, - {name: 'unitsPerEm', type: 'USHORT', value: 1000}, - {name: 'created', type: 'LONGDATETIME', value: createdTimestamp}, - {name: 'modified', type: 'LONGDATETIME', value: timestamp}, - {name: 'xMin', type: 'SHORT', value: 0}, - {name: 'yMin', type: 'SHORT', value: 0}, - {name: 'xMax', type: 'SHORT', value: 0}, - {name: 'yMax', type: 'SHORT', value: 0}, - {name: 'macStyle', type: 'USHORT', value: 0}, - {name: 'lowestRecPPEM', type: 'USHORT', value: 0}, - {name: 'fontDirectionHint', type: 'SHORT', value: 2}, - {name: 'indexToLocFormat', type: 'SHORT', value: 0}, - {name: 'glyphDataFormat', type: 'SHORT', value: 0} - ], options); -} - -var head = { parse: parseHeadTable, make: makeHeadTable }; - -// The `hhea` table contains information for horizontal layout. - -// Parse the horizontal header `hhea` table -function parseHheaTable(data, start) { - var hhea = {}; - var p = new parse.Parser(data, start); - hhea.version = p.parseVersion(); - hhea.ascender = p.parseShort(); - hhea.descender = p.parseShort(); - hhea.lineGap = p.parseShort(); - hhea.advanceWidthMax = p.parseUShort(); - hhea.minLeftSideBearing = p.parseShort(); - hhea.minRightSideBearing = p.parseShort(); - hhea.xMaxExtent = p.parseShort(); - hhea.caretSlopeRise = p.parseShort(); - hhea.caretSlopeRun = p.parseShort(); - hhea.caretOffset = p.parseShort(); - p.relativeOffset += 8; - hhea.metricDataFormat = p.parseShort(); - hhea.numberOfHMetrics = p.parseUShort(); - return hhea; -} - -function makeHheaTable(options) { - return new table.Table('hhea', [ - {name: 'version', type: 'FIXED', value: 0x00010000}, - {name: 'ascender', type: 'FWORD', value: 0}, - {name: 'descender', type: 'FWORD', value: 0}, - {name: 'lineGap', type: 'FWORD', value: 0}, - {name: 'advanceWidthMax', type: 'UFWORD', value: 0}, - {name: 'minLeftSideBearing', type: 'FWORD', value: 0}, - {name: 'minRightSideBearing', type: 'FWORD', value: 0}, - {name: 'xMaxExtent', type: 'FWORD', value: 0}, - {name: 'caretSlopeRise', type: 'SHORT', value: 1}, - {name: 'caretSlopeRun', type: 'SHORT', value: 0}, - {name: 'caretOffset', type: 'SHORT', value: 0}, - {name: 'reserved1', type: 'SHORT', value: 0}, - {name: 'reserved2', type: 'SHORT', value: 0}, - {name: 'reserved3', type: 'SHORT', value: 0}, - {name: 'reserved4', type: 'SHORT', value: 0}, - {name: 'metricDataFormat', type: 'SHORT', value: 0}, - {name: 'numberOfHMetrics', type: 'USHORT', value: 0} - ], options); -} - -var hhea = { parse: parseHheaTable, make: makeHheaTable }; - -// The `hmtx` table contains the horizontal metrics for all glyphs. - -function parseHmtxTableAll(data, start, numMetrics, numGlyphs, glyphs) { - var advanceWidth; - var leftSideBearing; - var p = new parse.Parser(data, start); - for (var i = 0; i < numGlyphs; i += 1) { - // If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs. - if (i < numMetrics) { - advanceWidth = p.parseUShort(); - leftSideBearing = p.parseShort(); - } - - var glyph = glyphs.get(i); - glyph.advanceWidth = advanceWidth; - glyph.leftSideBearing = leftSideBearing; - } -} - -function parseHmtxTableOnLowMemory(font, data, start, numMetrics, numGlyphs) { - font._hmtxTableData = {}; - - var advanceWidth; - var leftSideBearing; - var p = new parse.Parser(data, start); - for (var i = 0; i < numGlyphs; i += 1) { - // If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs. - if (i < numMetrics) { - advanceWidth = p.parseUShort(); - leftSideBearing = p.parseShort(); - } - - font._hmtxTableData[i] = { - advanceWidth: advanceWidth, - leftSideBearing: leftSideBearing - }; - } -} - -// Parse the `hmtx` table, which contains the horizontal metrics for all glyphs. -// This function augments the glyph array, adding the advanceWidth and leftSideBearing to each glyph. -function parseHmtxTable(font, data, start, numMetrics, numGlyphs, glyphs, opt) { - if (opt.lowMemory) - { parseHmtxTableOnLowMemory(font, data, start, numMetrics, numGlyphs); } - else - { parseHmtxTableAll(data, start, numMetrics, numGlyphs, glyphs); } -} - -function makeHmtxTable(glyphs) { - var t = new table.Table('hmtx', []); - for (var i = 0; i < glyphs.length; i += 1) { - var glyph = glyphs.get(i); - var advanceWidth = glyph.advanceWidth || 0; - var leftSideBearing = glyph.leftSideBearing || 0; - t.fields.push({name: 'advanceWidth_' + i, type: 'USHORT', value: advanceWidth}); - t.fields.push({name: 'leftSideBearing_' + i, type: 'SHORT', value: leftSideBearing}); - } - - return t; -} - -var hmtx = { parse: parseHmtxTable, make: makeHmtxTable }; - -// The `ltag` table stores IETF BCP-47 language tags. It allows supporting - -function makeLtagTable(tags) { - var result = new table.Table('ltag', [ - {name: 'version', type: 'ULONG', value: 1}, - {name: 'flags', type: 'ULONG', value: 0}, - {name: 'numTags', type: 'ULONG', value: tags.length} - ]); - - var stringPool = ''; - var stringPoolOffset = 12 + tags.length * 4; - for (var i = 0; i < tags.length; ++i) { - var pos = stringPool.indexOf(tags[i]); - if (pos < 0) { - pos = stringPool.length; - stringPool += tags[i]; - } - - result.fields.push({name: 'offset ' + i, type: 'USHORT', value: stringPoolOffset + pos}); - result.fields.push({name: 'length ' + i, type: 'USHORT', value: tags[i].length}); - } - - result.fields.push({name: 'stringPool', type: 'CHARARRAY', value: stringPool}); - return result; -} - -function parseLtagTable(data, start) { - var p = new parse.Parser(data, start); - var tableVersion = p.parseULong(); - check.argument(tableVersion === 1, 'Unsupported ltag table version.'); - // The 'ltag' specification does not define any flags; skip the field. - p.skip('uLong', 1); - var numTags = p.parseULong(); - - var tags = []; - for (var i = 0; i < numTags; i++) { - var tag = ''; - var offset = start + p.parseUShort(); - var length = p.parseUShort(); - for (var j = offset; j < offset + length; ++j) { - tag += String.fromCharCode(data.getInt8(j)); - } - - tags.push(tag); - } - - return tags; -} - -var ltag = { make: makeLtagTable, parse: parseLtagTable }; - -// The `maxp` table establishes the memory requirements for the font. - -// Parse the maximum profile `maxp` table. -function parseMaxpTable(data, start) { - var maxp = {}; - var p = new parse.Parser(data, start); - maxp.version = p.parseVersion(); - maxp.numGlyphs = p.parseUShort(); - if (maxp.version === 1.0) { - maxp.maxPoints = p.parseUShort(); - maxp.maxContours = p.parseUShort(); - maxp.maxCompositePoints = p.parseUShort(); - maxp.maxCompositeContours = p.parseUShort(); - maxp.maxZones = p.parseUShort(); - maxp.maxTwilightPoints = p.parseUShort(); - maxp.maxStorage = p.parseUShort(); - maxp.maxFunctionDefs = p.parseUShort(); - maxp.maxInstructionDefs = p.parseUShort(); - maxp.maxStackElements = p.parseUShort(); - maxp.maxSizeOfInstructions = p.parseUShort(); - maxp.maxComponentElements = p.parseUShort(); - maxp.maxComponentDepth = p.parseUShort(); - } - - return maxp; -} - -function makeMaxpTable(numGlyphs) { - return new table.Table('maxp', [ - {name: 'version', type: 'FIXED', value: 0x00005000}, - {name: 'numGlyphs', type: 'USHORT', value: numGlyphs} - ]); -} - -var maxp = { parse: parseMaxpTable, make: makeMaxpTable }; - -// The `name` naming table. - -// NameIDs for the name table. -var nameTableNames = [ - 'copyright', // 0 - 'fontFamily', // 1 - 'fontSubfamily', // 2 - 'uniqueID', // 3 - 'fullName', // 4 - 'version', // 5 - 'postScriptName', // 6 - 'trademark', // 7 - 'manufacturer', // 8 - 'designer', // 9 - 'description', // 10 - 'manufacturerURL', // 11 - 'designerURL', // 12 - 'license', // 13 - 'licenseURL', // 14 - 'reserved', // 15 - 'preferredFamily', // 16 - 'preferredSubfamily', // 17 - 'compatibleFullName', // 18 - 'sampleText', // 19 - 'postScriptFindFontName', // 20 - 'wwsFamily', // 21 - 'wwsSubfamily' // 22 -]; - -var macLanguages = { - 0: 'en', - 1: 'fr', - 2: 'de', - 3: 'it', - 4: 'nl', - 5: 'sv', - 6: 'es', - 7: 'da', - 8: 'pt', - 9: 'no', - 10: 'he', - 11: 'ja', - 12: 'ar', - 13: 'fi', - 14: 'el', - 15: 'is', - 16: 'mt', - 17: 'tr', - 18: 'hr', - 19: 'zh-Hant', - 20: 'ur', - 21: 'hi', - 22: 'th', - 23: 'ko', - 24: 'lt', - 25: 'pl', - 26: 'hu', - 27: 'es', - 28: 'lv', - 29: 'se', - 30: 'fo', - 31: 'fa', - 32: 'ru', - 33: 'zh', - 34: 'nl-BE', - 35: 'ga', - 36: 'sq', - 37: 'ro', - 38: 'cz', - 39: 'sk', - 40: 'si', - 41: 'yi', - 42: 'sr', - 43: 'mk', - 44: 'bg', - 45: 'uk', - 46: 'be', - 47: 'uz', - 48: 'kk', - 49: 'az-Cyrl', - 50: 'az-Arab', - 51: 'hy', - 52: 'ka', - 53: 'mo', - 54: 'ky', - 55: 'tg', - 56: 'tk', - 57: 'mn-CN', - 58: 'mn', - 59: 'ps', - 60: 'ks', - 61: 'ku', - 62: 'sd', - 63: 'bo', - 64: 'ne', - 65: 'sa', - 66: 'mr', - 67: 'bn', - 68: 'as', - 69: 'gu', - 70: 'pa', - 71: 'or', - 72: 'ml', - 73: 'kn', - 74: 'ta', - 75: 'te', - 76: 'si', - 77: 'my', - 78: 'km', - 79: 'lo', - 80: 'vi', - 81: 'id', - 82: 'tl', - 83: 'ms', - 84: 'ms-Arab', - 85: 'am', - 86: 'ti', - 87: 'om', - 88: 'so', - 89: 'sw', - 90: 'rw', - 91: 'rn', - 92: 'ny', - 93: 'mg', - 94: 'eo', - 128: 'cy', - 129: 'eu', - 130: 'ca', - 131: 'la', - 132: 'qu', - 133: 'gn', - 134: 'ay', - 135: 'tt', - 136: 'ug', - 137: 'dz', - 138: 'jv', - 139: 'su', - 140: 'gl', - 141: 'af', - 142: 'br', - 143: 'iu', - 144: 'gd', - 145: 'gv', - 146: 'ga', - 147: 'to', - 148: 'el-polyton', - 149: 'kl', - 150: 'az', - 151: 'nn' -}; - -// MacOS language ID → MacOS script ID -// -// Note that the script ID is not sufficient to determine what encoding -// to use in TrueType files. For some languages, MacOS used a modification -// of a mainstream script. For example, an Icelandic name would be stored -// with smRoman in the TrueType naming table, but the actual encoding -// is a special Icelandic version of the normal Macintosh Roman encoding. -// As another example, Inuktitut uses an 8-bit encoding for Canadian Aboriginal -// Syllables but MacOS had run out of available script codes, so this was -// done as a (pretty radical) "modification" of Ethiopic. -// -// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt -var macLanguageToScript = { - 0: 0, // langEnglish → smRoman - 1: 0, // langFrench → smRoman - 2: 0, // langGerman → smRoman - 3: 0, // langItalian → smRoman - 4: 0, // langDutch → smRoman - 5: 0, // langSwedish → smRoman - 6: 0, // langSpanish → smRoman - 7: 0, // langDanish → smRoman - 8: 0, // langPortuguese → smRoman - 9: 0, // langNorwegian → smRoman - 10: 5, // langHebrew → smHebrew - 11: 1, // langJapanese → smJapanese - 12: 4, // langArabic → smArabic - 13: 0, // langFinnish → smRoman - 14: 6, // langGreek → smGreek - 15: 0, // langIcelandic → smRoman (modified) - 16: 0, // langMaltese → smRoman - 17: 0, // langTurkish → smRoman (modified) - 18: 0, // langCroatian → smRoman (modified) - 19: 2, // langTradChinese → smTradChinese - 20: 4, // langUrdu → smArabic - 21: 9, // langHindi → smDevanagari - 22: 21, // langThai → smThai - 23: 3, // langKorean → smKorean - 24: 29, // langLithuanian → smCentralEuroRoman - 25: 29, // langPolish → smCentralEuroRoman - 26: 29, // langHungarian → smCentralEuroRoman - 27: 29, // langEstonian → smCentralEuroRoman - 28: 29, // langLatvian → smCentralEuroRoman - 29: 0, // langSami → smRoman - 30: 0, // langFaroese → smRoman (modified) - 31: 4, // langFarsi → smArabic (modified) - 32: 7, // langRussian → smCyrillic - 33: 25, // langSimpChinese → smSimpChinese - 34: 0, // langFlemish → smRoman - 35: 0, // langIrishGaelic → smRoman (modified) - 36: 0, // langAlbanian → smRoman - 37: 0, // langRomanian → smRoman (modified) - 38: 29, // langCzech → smCentralEuroRoman - 39: 29, // langSlovak → smCentralEuroRoman - 40: 0, // langSlovenian → smRoman (modified) - 41: 5, // langYiddish → smHebrew - 42: 7, // langSerbian → smCyrillic - 43: 7, // langMacedonian → smCyrillic - 44: 7, // langBulgarian → smCyrillic - 45: 7, // langUkrainian → smCyrillic (modified) - 46: 7, // langByelorussian → smCyrillic - 47: 7, // langUzbek → smCyrillic - 48: 7, // langKazakh → smCyrillic - 49: 7, // langAzerbaijani → smCyrillic - 50: 4, // langAzerbaijanAr → smArabic - 51: 24, // langArmenian → smArmenian - 52: 23, // langGeorgian → smGeorgian - 53: 7, // langMoldavian → smCyrillic - 54: 7, // langKirghiz → smCyrillic - 55: 7, // langTajiki → smCyrillic - 56: 7, // langTurkmen → smCyrillic - 57: 27, // langMongolian → smMongolian - 58: 7, // langMongolianCyr → smCyrillic - 59: 4, // langPashto → smArabic - 60: 4, // langKurdish → smArabic - 61: 4, // langKashmiri → smArabic - 62: 4, // langSindhi → smArabic - 63: 26, // langTibetan → smTibetan - 64: 9, // langNepali → smDevanagari - 65: 9, // langSanskrit → smDevanagari - 66: 9, // langMarathi → smDevanagari - 67: 13, // langBengali → smBengali - 68: 13, // langAssamese → smBengali - 69: 11, // langGujarati → smGujarati - 70: 10, // langPunjabi → smGurmukhi - 71: 12, // langOriya → smOriya - 72: 17, // langMalayalam → smMalayalam - 73: 16, // langKannada → smKannada - 74: 14, // langTamil → smTamil - 75: 15, // langTelugu → smTelugu - 76: 18, // langSinhalese → smSinhalese - 77: 19, // langBurmese → smBurmese - 78: 20, // langKhmer → smKhmer - 79: 22, // langLao → smLao - 80: 30, // langVietnamese → smVietnamese - 81: 0, // langIndonesian → smRoman - 82: 0, // langTagalog → smRoman - 83: 0, // langMalayRoman → smRoman - 84: 4, // langMalayArabic → smArabic - 85: 28, // langAmharic → smEthiopic - 86: 28, // langTigrinya → smEthiopic - 87: 28, // langOromo → smEthiopic - 88: 0, // langSomali → smRoman - 89: 0, // langSwahili → smRoman - 90: 0, // langKinyarwanda → smRoman - 91: 0, // langRundi → smRoman - 92: 0, // langNyanja → smRoman - 93: 0, // langMalagasy → smRoman - 94: 0, // langEsperanto → smRoman - 128: 0, // langWelsh → smRoman (modified) - 129: 0, // langBasque → smRoman - 130: 0, // langCatalan → smRoman - 131: 0, // langLatin → smRoman - 132: 0, // langQuechua → smRoman - 133: 0, // langGuarani → smRoman - 134: 0, // langAymara → smRoman - 135: 7, // langTatar → smCyrillic - 136: 4, // langUighur → smArabic - 137: 26, // langDzongkha → smTibetan - 138: 0, // langJavaneseRom → smRoman - 139: 0, // langSundaneseRom → smRoman - 140: 0, // langGalician → smRoman - 141: 0, // langAfrikaans → smRoman - 142: 0, // langBreton → smRoman (modified) - 143: 28, // langInuktitut → smEthiopic (modified) - 144: 0, // langScottishGaelic → smRoman (modified) - 145: 0, // langManxGaelic → smRoman (modified) - 146: 0, // langIrishGaelicScript → smRoman (modified) - 147: 0, // langTongan → smRoman - 148: 6, // langGreekAncient → smRoman - 149: 0, // langGreenlandic → smRoman - 150: 0, // langAzerbaijanRoman → smRoman - 151: 0 // langNynorsk → smRoman -}; - -// While Microsoft indicates a region/country for all its language -// IDs, we omit the region code if it's equal to the "most likely -// region subtag" according to Unicode CLDR. For scripts, we omit -// the subtag if it is equal to the Suppress-Script entry in the -// IANA language subtag registry for IETF BCP 47. -// -// For example, Microsoft states that its language code 0x041A is -// Croatian in Croatia. We transform this to the BCP 47 language code 'hr' -// and not 'hr-HR' because Croatia is the default country for Croatian, -// according to Unicode CLDR. As another example, Microsoft states -// that 0x101A is Croatian (Latin) in Bosnia-Herzegovina. We transform -// this to 'hr-BA' and not 'hr-Latn-BA' because Latin is the default script -// for the Croatian language, according to IANA. -// -// http://www.unicode.org/cldr/charts/latest/supplemental/likely_subtags.html -// http://www.iana.org/assignments/language-subtag-registry/language-subtag-registry -var windowsLanguages = { - 0x0436: 'af', - 0x041C: 'sq', - 0x0484: 'gsw', - 0x045E: 'am', - 0x1401: 'ar-DZ', - 0x3C01: 'ar-BH', - 0x0C01: 'ar', - 0x0801: 'ar-IQ', - 0x2C01: 'ar-JO', - 0x3401: 'ar-KW', - 0x3001: 'ar-LB', - 0x1001: 'ar-LY', - 0x1801: 'ary', - 0x2001: 'ar-OM', - 0x4001: 'ar-QA', - 0x0401: 'ar-SA', - 0x2801: 'ar-SY', - 0x1C01: 'aeb', - 0x3801: 'ar-AE', - 0x2401: 'ar-YE', - 0x042B: 'hy', - 0x044D: 'as', - 0x082C: 'az-Cyrl', - 0x042C: 'az', - 0x046D: 'ba', - 0x042D: 'eu', - 0x0423: 'be', - 0x0845: 'bn', - 0x0445: 'bn-IN', - 0x201A: 'bs-Cyrl', - 0x141A: 'bs', - 0x047E: 'br', - 0x0402: 'bg', - 0x0403: 'ca', - 0x0C04: 'zh-HK', - 0x1404: 'zh-MO', - 0x0804: 'zh', - 0x1004: 'zh-SG', - 0x0404: 'zh-TW', - 0x0483: 'co', - 0x041A: 'hr', - 0x101A: 'hr-BA', - 0x0405: 'cs', - 0x0406: 'da', - 0x048C: 'prs', - 0x0465: 'dv', - 0x0813: 'nl-BE', - 0x0413: 'nl', - 0x0C09: 'en-AU', - 0x2809: 'en-BZ', - 0x1009: 'en-CA', - 0x2409: 'en-029', - 0x4009: 'en-IN', - 0x1809: 'en-IE', - 0x2009: 'en-JM', - 0x4409: 'en-MY', - 0x1409: 'en-NZ', - 0x3409: 'en-PH', - 0x4809: 'en-SG', - 0x1C09: 'en-ZA', - 0x2C09: 'en-TT', - 0x0809: 'en-GB', - 0x0409: 'en', - 0x3009: 'en-ZW', - 0x0425: 'et', - 0x0438: 'fo', - 0x0464: 'fil', - 0x040B: 'fi', - 0x080C: 'fr-BE', - 0x0C0C: 'fr-CA', - 0x040C: 'fr', - 0x140C: 'fr-LU', - 0x180C: 'fr-MC', - 0x100C: 'fr-CH', - 0x0462: 'fy', - 0x0456: 'gl', - 0x0437: 'ka', - 0x0C07: 'de-AT', - 0x0407: 'de', - 0x1407: 'de-LI', - 0x1007: 'de-LU', - 0x0807: 'de-CH', - 0x0408: 'el', - 0x046F: 'kl', - 0x0447: 'gu', - 0x0468: 'ha', - 0x040D: 'he', - 0x0439: 'hi', - 0x040E: 'hu', - 0x040F: 'is', - 0x0470: 'ig', - 0x0421: 'id', - 0x045D: 'iu', - 0x085D: 'iu-Latn', - 0x083C: 'ga', - 0x0434: 'xh', - 0x0435: 'zu', - 0x0410: 'it', - 0x0810: 'it-CH', - 0x0411: 'ja', - 0x044B: 'kn', - 0x043F: 'kk', - 0x0453: 'km', - 0x0486: 'quc', - 0x0487: 'rw', - 0x0441: 'sw', - 0x0457: 'kok', - 0x0412: 'ko', - 0x0440: 'ky', - 0x0454: 'lo', - 0x0426: 'lv', - 0x0427: 'lt', - 0x082E: 'dsb', - 0x046E: 'lb', - 0x042F: 'mk', - 0x083E: 'ms-BN', - 0x043E: 'ms', - 0x044C: 'ml', - 0x043A: 'mt', - 0x0481: 'mi', - 0x047A: 'arn', - 0x044E: 'mr', - 0x047C: 'moh', - 0x0450: 'mn', - 0x0850: 'mn-CN', - 0x0461: 'ne', - 0x0414: 'nb', - 0x0814: 'nn', - 0x0482: 'oc', - 0x0448: 'or', - 0x0463: 'ps', - 0x0415: 'pl', - 0x0416: 'pt', - 0x0816: 'pt-PT', - 0x0446: 'pa', - 0x046B: 'qu-BO', - 0x086B: 'qu-EC', - 0x0C6B: 'qu', - 0x0418: 'ro', - 0x0417: 'rm', - 0x0419: 'ru', - 0x243B: 'smn', - 0x103B: 'smj-NO', - 0x143B: 'smj', - 0x0C3B: 'se-FI', - 0x043B: 'se', - 0x083B: 'se-SE', - 0x203B: 'sms', - 0x183B: 'sma-NO', - 0x1C3B: 'sms', - 0x044F: 'sa', - 0x1C1A: 'sr-Cyrl-BA', - 0x0C1A: 'sr', - 0x181A: 'sr-Latn-BA', - 0x081A: 'sr-Latn', - 0x046C: 'nso', - 0x0432: 'tn', - 0x045B: 'si', - 0x041B: 'sk', - 0x0424: 'sl', - 0x2C0A: 'es-AR', - 0x400A: 'es-BO', - 0x340A: 'es-CL', - 0x240A: 'es-CO', - 0x140A: 'es-CR', - 0x1C0A: 'es-DO', - 0x300A: 'es-EC', - 0x440A: 'es-SV', - 0x100A: 'es-GT', - 0x480A: 'es-HN', - 0x080A: 'es-MX', - 0x4C0A: 'es-NI', - 0x180A: 'es-PA', - 0x3C0A: 'es-PY', - 0x280A: 'es-PE', - 0x500A: 'es-PR', - - // Microsoft has defined two different language codes for - // “Spanish with modern sorting” and “Spanish with traditional - // sorting”. This makes sense for collation APIs, and it would be - // possible to express this in BCP 47 language tags via Unicode - // extensions (eg., es-u-co-trad is Spanish with traditional - // sorting). However, for storing names in fonts, the distinction - // does not make sense, so we give “es” in both cases. - 0x0C0A: 'es', - 0x040A: 'es', - - 0x540A: 'es-US', - 0x380A: 'es-UY', - 0x200A: 'es-VE', - 0x081D: 'sv-FI', - 0x041D: 'sv', - 0x045A: 'syr', - 0x0428: 'tg', - 0x085F: 'tzm', - 0x0449: 'ta', - 0x0444: 'tt', - 0x044A: 'te', - 0x041E: 'th', - 0x0451: 'bo', - 0x041F: 'tr', - 0x0442: 'tk', - 0x0480: 'ug', - 0x0422: 'uk', - 0x042E: 'hsb', - 0x0420: 'ur', - 0x0843: 'uz-Cyrl', - 0x0443: 'uz', - 0x042A: 'vi', - 0x0452: 'cy', - 0x0488: 'wo', - 0x0485: 'sah', - 0x0478: 'ii', - 0x046A: 'yo' -}; - -// Returns a IETF BCP 47 language code, for example 'zh-Hant' -// for 'Chinese in the traditional script'. -function getLanguageCode(platformID, languageID, ltag) { - switch (platformID) { - case 0: // Unicode - if (languageID === 0xFFFF) { - return 'und'; - } else if (ltag) { - return ltag[languageID]; - } - - break; - - case 1: // Macintosh - return macLanguages[languageID]; - - case 3: // Windows - return windowsLanguages[languageID]; - } - - return undefined; -} - -var utf16 = 'utf-16'; - -// MacOS script ID → encoding. This table stores the default case, -// which can be overridden by macLanguageEncodings. -var macScriptEncodings = { - 0: 'macintosh', // smRoman - 1: 'x-mac-japanese', // smJapanese - 2: 'x-mac-chinesetrad', // smTradChinese - 3: 'x-mac-korean', // smKorean - 6: 'x-mac-greek', // smGreek - 7: 'x-mac-cyrillic', // smCyrillic - 9: 'x-mac-devanagai', // smDevanagari - 10: 'x-mac-gurmukhi', // smGurmukhi - 11: 'x-mac-gujarati', // smGujarati - 12: 'x-mac-oriya', // smOriya - 13: 'x-mac-bengali', // smBengali - 14: 'x-mac-tamil', // smTamil - 15: 'x-mac-telugu', // smTelugu - 16: 'x-mac-kannada', // smKannada - 17: 'x-mac-malayalam', // smMalayalam - 18: 'x-mac-sinhalese', // smSinhalese - 19: 'x-mac-burmese', // smBurmese - 20: 'x-mac-khmer', // smKhmer - 21: 'x-mac-thai', // smThai - 22: 'x-mac-lao', // smLao - 23: 'x-mac-georgian', // smGeorgian - 24: 'x-mac-armenian', // smArmenian - 25: 'x-mac-chinesesimp', // smSimpChinese - 26: 'x-mac-tibetan', // smTibetan - 27: 'x-mac-mongolian', // smMongolian - 28: 'x-mac-ethiopic', // smEthiopic - 29: 'x-mac-ce', // smCentralEuroRoman - 30: 'x-mac-vietnamese', // smVietnamese - 31: 'x-mac-extarabic' // smExtArabic -}; - -// MacOS language ID → encoding. This table stores the exceptional -// cases, which override macScriptEncodings. For writing MacOS naming -// tables, we need to emit a MacOS script ID. Therefore, we cannot -// merge macScriptEncodings into macLanguageEncodings. -// -// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt -var macLanguageEncodings = { - 15: 'x-mac-icelandic', // langIcelandic - 17: 'x-mac-turkish', // langTurkish - 18: 'x-mac-croatian', // langCroatian - 24: 'x-mac-ce', // langLithuanian - 25: 'x-mac-ce', // langPolish - 26: 'x-mac-ce', // langHungarian - 27: 'x-mac-ce', // langEstonian - 28: 'x-mac-ce', // langLatvian - 30: 'x-mac-icelandic', // langFaroese - 37: 'x-mac-romanian', // langRomanian - 38: 'x-mac-ce', // langCzech - 39: 'x-mac-ce', // langSlovak - 40: 'x-mac-ce', // langSlovenian - 143: 'x-mac-inuit', // langInuktitut - 146: 'x-mac-gaelic' // langIrishGaelicScript -}; - -function getEncoding(platformID, encodingID, languageID) { - switch (platformID) { - case 0: // Unicode - return utf16; - - case 1: // Apple Macintosh - return macLanguageEncodings[languageID] || macScriptEncodings[encodingID]; - - case 3: // Microsoft Windows - if (encodingID === 1 || encodingID === 10) { - return utf16; - } - - break; - } - - return undefined; -} - -// Parse the naming `name` table. -// FIXME: Format 1 additional fields are not supported yet. -// ltag is the content of the `ltag' table, such as ['en', 'zh-Hans', 'de-CH-1904']. -function parseNameTable(data, start, ltag) { - var name = {}; - var p = new parse.Parser(data, start); - var format = p.parseUShort(); - var count = p.parseUShort(); - var stringOffset = p.offset + p.parseUShort(); - for (var i = 0; i < count; i++) { - var platformID = p.parseUShort(); - var encodingID = p.parseUShort(); - var languageID = p.parseUShort(); - var nameID = p.parseUShort(); - var property = nameTableNames[nameID] || nameID; - var byteLength = p.parseUShort(); - var offset = p.parseUShort(); - var language = getLanguageCode(platformID, languageID, ltag); - var encoding = getEncoding(platformID, encodingID, languageID); - if (encoding !== undefined && language !== undefined) { - var text = (void 0); - if (encoding === utf16) { - text = decode.UTF16(data, stringOffset + offset, byteLength); - } else { - text = decode.MACSTRING(data, stringOffset + offset, byteLength, encoding); - } - - if (text) { - var translations = name[property]; - if (translations === undefined) { - translations = name[property] = {}; - } - - translations[language] = text; - } - } - } - - var langTagCount = 0; - if (format === 1) { - // FIXME: Also handle Microsoft's 'name' table 1. - langTagCount = p.parseUShort(); - } - - return name; -} - -// {23: 'foo'} → {'foo': 23} -// ['bar', 'baz'] → {'bar': 0, 'baz': 1} -function reverseDict(dict) { - var result = {}; - for (var key in dict) { - result[dict[key]] = parseInt(key); - } - - return result; -} - -function makeNameRecord(platformID, encodingID, languageID, nameID, length, offset) { - return new table.Record('NameRecord', [ - {name: 'platformID', type: 'USHORT', value: platformID}, - {name: 'encodingID', type: 'USHORT', value: encodingID}, - {name: 'languageID', type: 'USHORT', value: languageID}, - {name: 'nameID', type: 'USHORT', value: nameID}, - {name: 'length', type: 'USHORT', value: length}, - {name: 'offset', type: 'USHORT', value: offset} - ]); -} - -// Finds the position of needle in haystack, or -1 if not there. -// Like String.indexOf(), but for arrays. -function findSubArray(needle, haystack) { - var needleLength = needle.length; - var limit = haystack.length - needleLength + 1; - - loop: - for (var pos = 0; pos < limit; pos++) { - for (; pos < limit; pos++) { - for (var k = 0; k < needleLength; k++) { - if (haystack[pos + k] !== needle[k]) { - continue loop; - } - } - - return pos; - } - } - - return -1; -} - -function addStringToPool(s, pool) { - var offset = findSubArray(s, pool); - if (offset < 0) { - offset = pool.length; - var i = 0; - var len = s.length; - for (; i < len; ++i) { - pool.push(s[i]); - } - - } - - return offset; -} - -function makeNameTable(names, ltag) { - var nameID; - var nameIDs = []; - - var namesWithNumericKeys = {}; - var nameTableIds = reverseDict(nameTableNames); - for (var key in names) { - var id = nameTableIds[key]; - if (id === undefined) { - id = key; - } - - nameID = parseInt(id); - - if (isNaN(nameID)) { - throw new Error('Name table entry "' + key + '" does not exist, see nameTableNames for complete list.'); - } - - namesWithNumericKeys[nameID] = names[key]; - nameIDs.push(nameID); - } - - var macLanguageIds = reverseDict(macLanguages); - var windowsLanguageIds = reverseDict(windowsLanguages); - - var nameRecords = []; - var stringPool = []; - - for (var i = 0; i < nameIDs.length; i++) { - nameID = nameIDs[i]; - var translations = namesWithNumericKeys[nameID]; - for (var lang in translations) { - var text = translations[lang]; - - // For MacOS, we try to emit the name in the form that was introduced - // in the initial version of the TrueType spec (in the late 1980s). - // However, this can fail for various reasons: the requested BCP 47 - // language code might not have an old-style Mac equivalent; - // we might not have a codec for the needed character encoding; - // or the name might contain characters that cannot be expressed - // in the old-style Macintosh encoding. In case of failure, we emit - // the name in a more modern fashion (Unicode encoding with BCP 47 - // language tags) that is recognized by MacOS 10.5, released in 2009. - // If fonts were only read by operating systems, we could simply - // emit all names in the modern form; this would be much easier. - // However, there are many applications and libraries that read - // 'name' tables directly, and these will usually only recognize - // the ancient form (silently skipping the unrecognized names). - var macPlatform = 1; // Macintosh - var macLanguage = macLanguageIds[lang]; - var macScript = macLanguageToScript[macLanguage]; - var macEncoding = getEncoding(macPlatform, macScript, macLanguage); - var macName = encode.MACSTRING(text, macEncoding); - if (macName === undefined) { - macPlatform = 0; // Unicode - macLanguage = ltag.indexOf(lang); - if (macLanguage < 0) { - macLanguage = ltag.length; - ltag.push(lang); - } - - macScript = 4; // Unicode 2.0 and later - macName = encode.UTF16(text); - } - - var macNameOffset = addStringToPool(macName, stringPool); - nameRecords.push(makeNameRecord(macPlatform, macScript, macLanguage, - nameID, macName.length, macNameOffset)); - - var winLanguage = windowsLanguageIds[lang]; - if (winLanguage !== undefined) { - var winName = encode.UTF16(text); - var winNameOffset = addStringToPool(winName, stringPool); - nameRecords.push(makeNameRecord(3, 1, winLanguage, - nameID, winName.length, winNameOffset)); - } - } - } - - nameRecords.sort(function(a, b) { - return ((a.platformID - b.platformID) || - (a.encodingID - b.encodingID) || - (a.languageID - b.languageID) || - (a.nameID - b.nameID)); - }); - - var t = new table.Table('name', [ - {name: 'format', type: 'USHORT', value: 0}, - {name: 'count', type: 'USHORT', value: nameRecords.length}, - {name: 'stringOffset', type: 'USHORT', value: 6 + nameRecords.length * 12} - ]); - - for (var r = 0; r < nameRecords.length; r++) { - t.fields.push({name: 'record_' + r, type: 'RECORD', value: nameRecords[r]}); - } - - t.fields.push({name: 'strings', type: 'LITERAL', value: stringPool}); - return t; -} - -var _name = { parse: parseNameTable, make: makeNameTable }; - -// The `OS/2` table contains metrics required in OpenType fonts. - -var unicodeRanges = [ - {begin: 0x0000, end: 0x007F}, // Basic Latin - {begin: 0x0080, end: 0x00FF}, // Latin-1 Supplement - {begin: 0x0100, end: 0x017F}, // Latin Extended-A - {begin: 0x0180, end: 0x024F}, // Latin Extended-B - {begin: 0x0250, end: 0x02AF}, // IPA Extensions - {begin: 0x02B0, end: 0x02FF}, // Spacing Modifier Letters - {begin: 0x0300, end: 0x036F}, // Combining Diacritical Marks - {begin: 0x0370, end: 0x03FF}, // Greek and Coptic - {begin: 0x2C80, end: 0x2CFF}, // Coptic - {begin: 0x0400, end: 0x04FF}, // Cyrillic - {begin: 0x0530, end: 0x058F}, // Armenian - {begin: 0x0590, end: 0x05FF}, // Hebrew - {begin: 0xA500, end: 0xA63F}, // Vai - {begin: 0x0600, end: 0x06FF}, // Arabic - {begin: 0x07C0, end: 0x07FF}, // NKo - {begin: 0x0900, end: 0x097F}, // Devanagari - {begin: 0x0980, end: 0x09FF}, // Bengali - {begin: 0x0A00, end: 0x0A7F}, // Gurmukhi - {begin: 0x0A80, end: 0x0AFF}, // Gujarati - {begin: 0x0B00, end: 0x0B7F}, // Oriya - {begin: 0x0B80, end: 0x0BFF}, // Tamil - {begin: 0x0C00, end: 0x0C7F}, // Telugu - {begin: 0x0C80, end: 0x0CFF}, // Kannada - {begin: 0x0D00, end: 0x0D7F}, // Malayalam - {begin: 0x0E00, end: 0x0E7F}, // Thai - {begin: 0x0E80, end: 0x0EFF}, // Lao - {begin: 0x10A0, end: 0x10FF}, // Georgian - {begin: 0x1B00, end: 0x1B7F}, // Balinese - {begin: 0x1100, end: 0x11FF}, // Hangul Jamo - {begin: 0x1E00, end: 0x1EFF}, // Latin Extended Additional - {begin: 0x1F00, end: 0x1FFF}, // Greek Extended - {begin: 0x2000, end: 0x206F}, // General Punctuation - {begin: 0x2070, end: 0x209F}, // Superscripts And Subscripts - {begin: 0x20A0, end: 0x20CF}, // Currency Symbol - {begin: 0x20D0, end: 0x20FF}, // Combining Diacritical Marks For Symbols - {begin: 0x2100, end: 0x214F}, // Letterlike Symbols - {begin: 0x2150, end: 0x218F}, // Number Forms - {begin: 0x2190, end: 0x21FF}, // Arrows - {begin: 0x2200, end: 0x22FF}, // Mathematical Operators - {begin: 0x2300, end: 0x23FF}, // Miscellaneous Technical - {begin: 0x2400, end: 0x243F}, // Control Pictures - {begin: 0x2440, end: 0x245F}, // Optical Character Recognition - {begin: 0x2460, end: 0x24FF}, // Enclosed Alphanumerics - {begin: 0x2500, end: 0x257F}, // Box Drawing - {begin: 0x2580, end: 0x259F}, // Block Elements - {begin: 0x25A0, end: 0x25FF}, // Geometric Shapes - {begin: 0x2600, end: 0x26FF}, // Miscellaneous Symbols - {begin: 0x2700, end: 0x27BF}, // Dingbats - {begin: 0x3000, end: 0x303F}, // CJK Symbols And Punctuation - {begin: 0x3040, end: 0x309F}, // Hiragana - {begin: 0x30A0, end: 0x30FF}, // Katakana - {begin: 0x3100, end: 0x312F}, // Bopomofo - {begin: 0x3130, end: 0x318F}, // Hangul Compatibility Jamo - {begin: 0xA840, end: 0xA87F}, // Phags-pa - {begin: 0x3200, end: 0x32FF}, // Enclosed CJK Letters And Months - {begin: 0x3300, end: 0x33FF}, // CJK Compatibility - {begin: 0xAC00, end: 0xD7AF}, // Hangul Syllables - {begin: 0xD800, end: 0xDFFF}, // Non-Plane 0 * - {begin: 0x10900, end: 0x1091F}, // Phoenicia - {begin: 0x4E00, end: 0x9FFF}, // CJK Unified Ideographs - {begin: 0xE000, end: 0xF8FF}, // Private Use Area (plane 0) - {begin: 0x31C0, end: 0x31EF}, // CJK Strokes - {begin: 0xFB00, end: 0xFB4F}, // Alphabetic Presentation Forms - {begin: 0xFB50, end: 0xFDFF}, // Arabic Presentation Forms-A - {begin: 0xFE20, end: 0xFE2F}, // Combining Half Marks - {begin: 0xFE10, end: 0xFE1F}, // Vertical Forms - {begin: 0xFE50, end: 0xFE6F}, // Small Form Variants - {begin: 0xFE70, end: 0xFEFF}, // Arabic Presentation Forms-B - {begin: 0xFF00, end: 0xFFEF}, // Halfwidth And Fullwidth Forms - {begin: 0xFFF0, end: 0xFFFF}, // Specials - {begin: 0x0F00, end: 0x0FFF}, // Tibetan - {begin: 0x0700, end: 0x074F}, // Syriac - {begin: 0x0780, end: 0x07BF}, // Thaana - {begin: 0x0D80, end: 0x0DFF}, // Sinhala - {begin: 0x1000, end: 0x109F}, // Myanmar - {begin: 0x1200, end: 0x137F}, // Ethiopic - {begin: 0x13A0, end: 0x13FF}, // Cherokee - {begin: 0x1400, end: 0x167F}, // Unified Canadian Aboriginal Syllabics - {begin: 0x1680, end: 0x169F}, // Ogham - {begin: 0x16A0, end: 0x16FF}, // Runic - {begin: 0x1780, end: 0x17FF}, // Khmer - {begin: 0x1800, end: 0x18AF}, // Mongolian - {begin: 0x2800, end: 0x28FF}, // Braille Patterns - {begin: 0xA000, end: 0xA48F}, // Yi Syllables - {begin: 0x1700, end: 0x171F}, // Tagalog - {begin: 0x10300, end: 0x1032F}, // Old Italic - {begin: 0x10330, end: 0x1034F}, // Gothic - {begin: 0x10400, end: 0x1044F}, // Deseret - {begin: 0x1D000, end: 0x1D0FF}, // Byzantine Musical Symbols - {begin: 0x1D400, end: 0x1D7FF}, // Mathematical Alphanumeric Symbols - {begin: 0xFF000, end: 0xFFFFD}, // Private Use (plane 15) - {begin: 0xFE00, end: 0xFE0F}, // Variation Selectors - {begin: 0xE0000, end: 0xE007F}, // Tags - {begin: 0x1900, end: 0x194F}, // Limbu - {begin: 0x1950, end: 0x197F}, // Tai Le - {begin: 0x1980, end: 0x19DF}, // New Tai Lue - {begin: 0x1A00, end: 0x1A1F}, // Buginese - {begin: 0x2C00, end: 0x2C5F}, // Glagolitic - {begin: 0x2D30, end: 0x2D7F}, // Tifinagh - {begin: 0x4DC0, end: 0x4DFF}, // Yijing Hexagram Symbols - {begin: 0xA800, end: 0xA82F}, // Syloti Nagri - {begin: 0x10000, end: 0x1007F}, // Linear B Syllabary - {begin: 0x10140, end: 0x1018F}, // Ancient Greek Numbers - {begin: 0x10380, end: 0x1039F}, // Ugaritic - {begin: 0x103A0, end: 0x103DF}, // Old Persian - {begin: 0x10450, end: 0x1047F}, // Shavian - {begin: 0x10480, end: 0x104AF}, // Osmanya - {begin: 0x10800, end: 0x1083F}, // Cypriot Syllabary - {begin: 0x10A00, end: 0x10A5F}, // Kharoshthi - {begin: 0x1D300, end: 0x1D35F}, // Tai Xuan Jing Symbols - {begin: 0x12000, end: 0x123FF}, // Cuneiform - {begin: 0x1D360, end: 0x1D37F}, // Counting Rod Numerals - {begin: 0x1B80, end: 0x1BBF}, // Sundanese - {begin: 0x1C00, end: 0x1C4F}, // Lepcha - {begin: 0x1C50, end: 0x1C7F}, // Ol Chiki - {begin: 0xA880, end: 0xA8DF}, // Saurashtra - {begin: 0xA900, end: 0xA92F}, // Kayah Li - {begin: 0xA930, end: 0xA95F}, // Rejang - {begin: 0xAA00, end: 0xAA5F}, // Cham - {begin: 0x10190, end: 0x101CF}, // Ancient Symbols - {begin: 0x101D0, end: 0x101FF}, // Phaistos Disc - {begin: 0x102A0, end: 0x102DF}, // Carian - {begin: 0x1F030, end: 0x1F09F} // Domino Tiles -]; - -function getUnicodeRange(unicode) { - for (var i = 0; i < unicodeRanges.length; i += 1) { - var range = unicodeRanges[i]; - if (unicode >= range.begin && unicode < range.end) { - return i; - } - } - - return -1; -} - -// Parse the OS/2 and Windows metrics `OS/2` table -function parseOS2Table(data, start) { - var os2 = {}; - var p = new parse.Parser(data, start); - os2.version = p.parseUShort(); - os2.xAvgCharWidth = p.parseShort(); - os2.usWeightClass = p.parseUShort(); - os2.usWidthClass = p.parseUShort(); - os2.fsType = p.parseUShort(); - os2.ySubscriptXSize = p.parseShort(); - os2.ySubscriptYSize = p.parseShort(); - os2.ySubscriptXOffset = p.parseShort(); - os2.ySubscriptYOffset = p.parseShort(); - os2.ySuperscriptXSize = p.parseShort(); - os2.ySuperscriptYSize = p.parseShort(); - os2.ySuperscriptXOffset = p.parseShort(); - os2.ySuperscriptYOffset = p.parseShort(); - os2.yStrikeoutSize = p.parseShort(); - os2.yStrikeoutPosition = p.parseShort(); - os2.sFamilyClass = p.parseShort(); - os2.panose = []; - for (var i = 0; i < 10; i++) { - os2.panose[i] = p.parseByte(); - } - - os2.ulUnicodeRange1 = p.parseULong(); - os2.ulUnicodeRange2 = p.parseULong(); - os2.ulUnicodeRange3 = p.parseULong(); - os2.ulUnicodeRange4 = p.parseULong(); - os2.achVendID = String.fromCharCode(p.parseByte(), p.parseByte(), p.parseByte(), p.parseByte()); - os2.fsSelection = p.parseUShort(); - os2.usFirstCharIndex = p.parseUShort(); - os2.usLastCharIndex = p.parseUShort(); - os2.sTypoAscender = p.parseShort(); - os2.sTypoDescender = p.parseShort(); - os2.sTypoLineGap = p.parseShort(); - os2.usWinAscent = p.parseUShort(); - os2.usWinDescent = p.parseUShort(); - if (os2.version >= 1) { - os2.ulCodePageRange1 = p.parseULong(); - os2.ulCodePageRange2 = p.parseULong(); - } - - if (os2.version >= 2) { - os2.sxHeight = p.parseShort(); - os2.sCapHeight = p.parseShort(); - os2.usDefaultChar = p.parseUShort(); - os2.usBreakChar = p.parseUShort(); - os2.usMaxContent = p.parseUShort(); - } - - return os2; -} - -function makeOS2Table(options) { - return new table.Table('OS/2', [ - {name: 'version', type: 'USHORT', value: 0x0003}, - {name: 'xAvgCharWidth', type: 'SHORT', value: 0}, - {name: 'usWeightClass', type: 'USHORT', value: 0}, - {name: 'usWidthClass', type: 'USHORT', value: 0}, - {name: 'fsType', type: 'USHORT', value: 0}, - {name: 'ySubscriptXSize', type: 'SHORT', value: 650}, - {name: 'ySubscriptYSize', type: 'SHORT', value: 699}, - {name: 'ySubscriptXOffset', type: 'SHORT', value: 0}, - {name: 'ySubscriptYOffset', type: 'SHORT', value: 140}, - {name: 'ySuperscriptXSize', type: 'SHORT', value: 650}, - {name: 'ySuperscriptYSize', type: 'SHORT', value: 699}, - {name: 'ySuperscriptXOffset', type: 'SHORT', value: 0}, - {name: 'ySuperscriptYOffset', type: 'SHORT', value: 479}, - {name: 'yStrikeoutSize', type: 'SHORT', value: 49}, - {name: 'yStrikeoutPosition', type: 'SHORT', value: 258}, - {name: 'sFamilyClass', type: 'SHORT', value: 0}, - {name: 'bFamilyType', type: 'BYTE', value: 0}, - {name: 'bSerifStyle', type: 'BYTE', value: 0}, - {name: 'bWeight', type: 'BYTE', value: 0}, - {name: 'bProportion', type: 'BYTE', value: 0}, - {name: 'bContrast', type: 'BYTE', value: 0}, - {name: 'bStrokeVariation', type: 'BYTE', value: 0}, - {name: 'bArmStyle', type: 'BYTE', value: 0}, - {name: 'bLetterform', type: 'BYTE', value: 0}, - {name: 'bMidline', type: 'BYTE', value: 0}, - {name: 'bXHeight', type: 'BYTE', value: 0}, - {name: 'ulUnicodeRange1', type: 'ULONG', value: 0}, - {name: 'ulUnicodeRange2', type: 'ULONG', value: 0}, - {name: 'ulUnicodeRange3', type: 'ULONG', value: 0}, - {name: 'ulUnicodeRange4', type: 'ULONG', value: 0}, - {name: 'achVendID', type: 'CHARARRAY', value: 'XXXX'}, - {name: 'fsSelection', type: 'USHORT', value: 0}, - {name: 'usFirstCharIndex', type: 'USHORT', value: 0}, - {name: 'usLastCharIndex', type: 'USHORT', value: 0}, - {name: 'sTypoAscender', type: 'SHORT', value: 0}, - {name: 'sTypoDescender', type: 'SHORT', value: 0}, - {name: 'sTypoLineGap', type: 'SHORT', value: 0}, - {name: 'usWinAscent', type: 'USHORT', value: 0}, - {name: 'usWinDescent', type: 'USHORT', value: 0}, - {name: 'ulCodePageRange1', type: 'ULONG', value: 0}, - {name: 'ulCodePageRange2', type: 'ULONG', value: 0}, - {name: 'sxHeight', type: 'SHORT', value: 0}, - {name: 'sCapHeight', type: 'SHORT', value: 0}, - {name: 'usDefaultChar', type: 'USHORT', value: 0}, - {name: 'usBreakChar', type: 'USHORT', value: 0}, - {name: 'usMaxContext', type: 'USHORT', value: 0} - ], options); -} - -var os2 = { parse: parseOS2Table, make: makeOS2Table, unicodeRanges: unicodeRanges, getUnicodeRange: getUnicodeRange }; - -// The `post` table stores additional PostScript information, such as glyph names. - -// Parse the PostScript `post` table -function parsePostTable(data, start) { - var post = {}; - var p = new parse.Parser(data, start); - post.version = p.parseVersion(); - post.italicAngle = p.parseFixed(); - post.underlinePosition = p.parseShort(); - post.underlineThickness = p.parseShort(); - post.isFixedPitch = p.parseULong(); - post.minMemType42 = p.parseULong(); - post.maxMemType42 = p.parseULong(); - post.minMemType1 = p.parseULong(); - post.maxMemType1 = p.parseULong(); - switch (post.version) { - case 1: - post.names = standardNames.slice(); - break; - case 2: - post.numberOfGlyphs = p.parseUShort(); - post.glyphNameIndex = new Array(post.numberOfGlyphs); - for (var i = 0; i < post.numberOfGlyphs; i++) { - post.glyphNameIndex[i] = p.parseUShort(); - } - - post.names = []; - for (var i$1 = 0; i$1 < post.numberOfGlyphs; i$1++) { - if (post.glyphNameIndex[i$1] >= standardNames.length) { - var nameLength = p.parseChar(); - post.names.push(p.parseString(nameLength)); - } - } - - break; - case 2.5: - post.numberOfGlyphs = p.parseUShort(); - post.offset = new Array(post.numberOfGlyphs); - for (var i$2 = 0; i$2 < post.numberOfGlyphs; i$2++) { - post.offset[i$2] = p.parseChar(); - } - - break; - } - return post; -} - -function makePostTable() { - return new table.Table('post', [ - {name: 'version', type: 'FIXED', value: 0x00030000}, - {name: 'italicAngle', type: 'FIXED', value: 0}, - {name: 'underlinePosition', type: 'FWORD', value: 0}, - {name: 'underlineThickness', type: 'FWORD', value: 0}, - {name: 'isFixedPitch', type: 'ULONG', value: 0}, - {name: 'minMemType42', type: 'ULONG', value: 0}, - {name: 'maxMemType42', type: 'ULONG', value: 0}, - {name: 'minMemType1', type: 'ULONG', value: 0}, - {name: 'maxMemType1', type: 'ULONG', value: 0} - ]); -} - -var post = { parse: parsePostTable, make: makePostTable }; - -// The `GSUB` table contains ligatures, among other things. - -var subtableParsers = new Array(9); // subtableParsers[0] is unused - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#SS -subtableParsers[1] = function parseLookup1() { - var start = this.offset + this.relativeOffset; - var substFormat = this.parseUShort(); - if (substFormat === 1) { - return { - substFormat: 1, - coverage: this.parsePointer(Parser.coverage), - deltaGlyphId: this.parseUShort() - }; - } else if (substFormat === 2) { - return { - substFormat: 2, - coverage: this.parsePointer(Parser.coverage), - substitute: this.parseOffset16List() - }; - } - check.assert(false, '0x' + start.toString(16) + ': lookup type 1 format must be 1 or 2.'); -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#MS -subtableParsers[2] = function parseLookup2() { - var substFormat = this.parseUShort(); - check.argument(substFormat === 1, 'GSUB Multiple Substitution Subtable identifier-format must be 1'); - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - sequences: this.parseListOfLists() - }; -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#AS -subtableParsers[3] = function parseLookup3() { - var substFormat = this.parseUShort(); - check.argument(substFormat === 1, 'GSUB Alternate Substitution Subtable identifier-format must be 1'); - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - alternateSets: this.parseListOfLists() - }; -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#LS -subtableParsers[4] = function parseLookup4() { - var substFormat = this.parseUShort(); - check.argument(substFormat === 1, 'GSUB ligature table identifier-format must be 1'); - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - ligatureSets: this.parseListOfLists(function() { - return { - ligGlyph: this.parseUShort(), - components: this.parseUShortList(this.parseUShort() - 1) - }; - }) - }; -}; - -var lookupRecordDesc = { - sequenceIndex: Parser.uShort, - lookupListIndex: Parser.uShort -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#CSF -subtableParsers[5] = function parseLookup5() { - var start = this.offset + this.relativeOffset; - var substFormat = this.parseUShort(); - - if (substFormat === 1) { - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - ruleSets: this.parseListOfLists(function() { - var glyphCount = this.parseUShort(); - var substCount = this.parseUShort(); - return { - input: this.parseUShortList(glyphCount - 1), - lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) - }; - }) - }; - } else if (substFormat === 2) { - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - classDef: this.parsePointer(Parser.classDef), - classSets: this.parseListOfLists(function() { - var glyphCount = this.parseUShort(); - var substCount = this.parseUShort(); - return { - classes: this.parseUShortList(glyphCount - 1), - lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) - }; - }) - }; - } else if (substFormat === 3) { - var glyphCount = this.parseUShort(); - var substCount = this.parseUShort(); - return { - substFormat: substFormat, - coverages: this.parseList(glyphCount, Parser.pointer(Parser.coverage)), - lookupRecords: this.parseRecordList(substCount, lookupRecordDesc) - }; - } - check.assert(false, '0x' + start.toString(16) + ': lookup type 5 format must be 1, 2 or 3.'); -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#CC -subtableParsers[6] = function parseLookup6() { - var start = this.offset + this.relativeOffset; - var substFormat = this.parseUShort(); - if (substFormat === 1) { - return { - substFormat: 1, - coverage: this.parsePointer(Parser.coverage), - chainRuleSets: this.parseListOfLists(function() { - return { - backtrack: this.parseUShortList(), - input: this.parseUShortList(this.parseShort() - 1), - lookahead: this.parseUShortList(), - lookupRecords: this.parseRecordList(lookupRecordDesc) - }; - }) - }; - } else if (substFormat === 2) { - return { - substFormat: 2, - coverage: this.parsePointer(Parser.coverage), - backtrackClassDef: this.parsePointer(Parser.classDef), - inputClassDef: this.parsePointer(Parser.classDef), - lookaheadClassDef: this.parsePointer(Parser.classDef), - chainClassSet: this.parseListOfLists(function() { - return { - backtrack: this.parseUShortList(), - input: this.parseUShortList(this.parseShort() - 1), - lookahead: this.parseUShortList(), - lookupRecords: this.parseRecordList(lookupRecordDesc) - }; - }) - }; - } else if (substFormat === 3) { - return { - substFormat: 3, - backtrackCoverage: this.parseList(Parser.pointer(Parser.coverage)), - inputCoverage: this.parseList(Parser.pointer(Parser.coverage)), - lookaheadCoverage: this.parseList(Parser.pointer(Parser.coverage)), - lookupRecords: this.parseRecordList(lookupRecordDesc) - }; - } - check.assert(false, '0x' + start.toString(16) + ': lookup type 6 format must be 1, 2 or 3.'); -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#ES -subtableParsers[7] = function parseLookup7() { - // Extension Substitution subtable - var substFormat = this.parseUShort(); - check.argument(substFormat === 1, 'GSUB Extension Substitution subtable identifier-format must be 1'); - var extensionLookupType = this.parseUShort(); - var extensionParser = new Parser(this.data, this.offset + this.parseULong()); - return { - substFormat: 1, - lookupType: extensionLookupType, - extension: subtableParsers[extensionLookupType].call(extensionParser) - }; -}; - -// https://www.microsoft.com/typography/OTSPEC/GSUB.htm#RCCS -subtableParsers[8] = function parseLookup8() { - var substFormat = this.parseUShort(); - check.argument(substFormat === 1, 'GSUB Reverse Chaining Contextual Single Substitution Subtable identifier-format must be 1'); - return { - substFormat: substFormat, - coverage: this.parsePointer(Parser.coverage), - backtrackCoverage: this.parseList(Parser.pointer(Parser.coverage)), - lookaheadCoverage: this.parseList(Parser.pointer(Parser.coverage)), - substitutes: this.parseUShortList() - }; -}; - -// https://www.microsoft.com/typography/OTSPEC/gsub.htm -function parseGsubTable(data, start) { - start = start || 0; - var p = new Parser(data, start); - var tableVersion = p.parseVersion(1); - check.argument(tableVersion === 1 || tableVersion === 1.1, 'Unsupported GSUB table version.'); - if (tableVersion === 1) { - return { - version: tableVersion, - scripts: p.parseScriptList(), - features: p.parseFeatureList(), - lookups: p.parseLookupList(subtableParsers) - }; - } else { - return { - version: tableVersion, - scripts: p.parseScriptList(), - features: p.parseFeatureList(), - lookups: p.parseLookupList(subtableParsers), - variations: p.parseFeatureVariationsList() - }; - } - -} - -// GSUB Writing ////////////////////////////////////////////// -var subtableMakers = new Array(9); - -subtableMakers[1] = function makeLookup1(subtable) { - if (subtable.substFormat === 1) { - return new table.Table('substitutionTable', [ - {name: 'substFormat', type: 'USHORT', value: 1}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)}, - {name: 'deltaGlyphID', type: 'USHORT', value: subtable.deltaGlyphId} - ]); - } else { - return new table.Table('substitutionTable', [ - {name: 'substFormat', type: 'USHORT', value: 2}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} - ].concat(table.ushortList('substitute', subtable.substitute))); - } -}; - -subtableMakers[2] = function makeLookup2(subtable) { - check.assert(subtable.substFormat === 1, 'Lookup type 2 substFormat must be 1.'); - return new table.Table('substitutionTable', [ - {name: 'substFormat', type: 'USHORT', value: 1}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} - ].concat(table.tableList('seqSet', subtable.sequences, function(sequenceSet) { - return new table.Table('sequenceSetTable', table.ushortList('sequence', sequenceSet)); - }))); -}; - -subtableMakers[3] = function makeLookup3(subtable) { - check.assert(subtable.substFormat === 1, 'Lookup type 3 substFormat must be 1.'); - return new table.Table('substitutionTable', [ - {name: 'substFormat', type: 'USHORT', value: 1}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} - ].concat(table.tableList('altSet', subtable.alternateSets, function(alternateSet) { - return new table.Table('alternateSetTable', table.ushortList('alternate', alternateSet)); - }))); -}; - -subtableMakers[4] = function makeLookup4(subtable) { - check.assert(subtable.substFormat === 1, 'Lookup type 4 substFormat must be 1.'); - return new table.Table('substitutionTable', [ - {name: 'substFormat', type: 'USHORT', value: 1}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} - ].concat(table.tableList('ligSet', subtable.ligatureSets, function(ligatureSet) { - return new table.Table('ligatureSetTable', table.tableList('ligature', ligatureSet, function(ligature) { - return new table.Table('ligatureTable', - [{name: 'ligGlyph', type: 'USHORT', value: ligature.ligGlyph}] - .concat(table.ushortList('component', ligature.components, ligature.components.length + 1)) - ); - })); - }))); -}; - -subtableMakers[6] = function makeLookup6(subtable) { - if (subtable.substFormat === 1) { - var returnTable = new table.Table('chainContextTable', [ - {name: 'substFormat', type: 'USHORT', value: subtable.substFormat}, - {name: 'coverage', type: 'TABLE', value: new table.Coverage(subtable.coverage)} - ].concat(table.tableList('chainRuleSet', subtable.chainRuleSets, function(chainRuleSet) { - return new table.Table('chainRuleSetTable', table.tableList('chainRule', chainRuleSet, function(chainRule) { - var tableData = table.ushortList('backtrackGlyph', chainRule.backtrack, chainRule.backtrack.length) - .concat(table.ushortList('inputGlyph', chainRule.input, chainRule.input.length + 1)) - .concat(table.ushortList('lookaheadGlyph', chainRule.lookahead, chainRule.lookahead.length)) - .concat(table.ushortList('substitution', [], chainRule.lookupRecords.length)); - - chainRule.lookupRecords.forEach(function (record, i) { - tableData = tableData - .concat({name: 'sequenceIndex' + i, type: 'USHORT', value: record.sequenceIndex}) - .concat({name: 'lookupListIndex' + i, type: 'USHORT', value: record.lookupListIndex}); - }); - return new table.Table('chainRuleTable', tableData); - })); - }))); - return returnTable; - } else if (subtable.substFormat === 2) { - check.assert(false, 'lookup type 6 format 2 is not yet supported.'); - } else if (subtable.substFormat === 3) { - var tableData = [ - {name: 'substFormat', type: 'USHORT', value: subtable.substFormat} ]; - - tableData.push({name: 'backtrackGlyphCount', type: 'USHORT', value: subtable.backtrackCoverage.length}); - subtable.backtrackCoverage.forEach(function (coverage, i) { - tableData.push({name: 'backtrackCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); - }); - tableData.push({name: 'inputGlyphCount', type: 'USHORT', value: subtable.inputCoverage.length}); - subtable.inputCoverage.forEach(function (coverage, i) { - tableData.push({name: 'inputCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); - }); - tableData.push({name: 'lookaheadGlyphCount', type: 'USHORT', value: subtable.lookaheadCoverage.length}); - subtable.lookaheadCoverage.forEach(function (coverage, i) { - tableData.push({name: 'lookaheadCoverage' + i, type: 'TABLE', value: new table.Coverage(coverage)}); - }); - - tableData.push({name: 'substitutionCount', type: 'USHORT', value: subtable.lookupRecords.length}); - subtable.lookupRecords.forEach(function (record, i) { - tableData = tableData - .concat({name: 'sequenceIndex' + i, type: 'USHORT', value: record.sequenceIndex}) - .concat({name: 'lookupListIndex' + i, type: 'USHORT', value: record.lookupListIndex}); - }); - - var returnTable$1 = new table.Table('chainContextTable', tableData); - - return returnTable$1; - } - - check.assert(false, 'lookup type 6 format must be 1, 2 or 3.'); -}; - -function makeGsubTable(gsub) { - return new table.Table('GSUB', [ - {name: 'version', type: 'ULONG', value: 0x10000}, - {name: 'scripts', type: 'TABLE', value: new table.ScriptList(gsub.scripts)}, - {name: 'features', type: 'TABLE', value: new table.FeatureList(gsub.features)}, - {name: 'lookups', type: 'TABLE', value: new table.LookupList(gsub.lookups, subtableMakers)} - ]); -} - -var gsub = { parse: parseGsubTable, make: makeGsubTable }; - -// The `GPOS` table contains kerning pairs, among other things. - -// Parse the metadata `meta` table. -// https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6meta.html -function parseMetaTable(data, start) { - var p = new parse.Parser(data, start); - var tableVersion = p.parseULong(); - check.argument(tableVersion === 1, 'Unsupported META table version.'); - p.parseULong(); // flags - currently unused and set to 0 - p.parseULong(); // tableOffset - var numDataMaps = p.parseULong(); - - var tags = {}; - for (var i = 0; i < numDataMaps; i++) { - var tag = p.parseTag(); - var dataOffset = p.parseULong(); - var dataLength = p.parseULong(); - var text = decode.UTF8(data, start + dataOffset, dataLength); - - tags[tag] = text; - } - return tags; -} - -function makeMetaTable(tags) { - var numTags = Object.keys(tags).length; - var stringPool = ''; - var stringPoolOffset = 16 + numTags * 12; - - var result = new table.Table('meta', [ - {name: 'version', type: 'ULONG', value: 1}, - {name: 'flags', type: 'ULONG', value: 0}, - {name: 'offset', type: 'ULONG', value: stringPoolOffset}, - {name: 'numTags', type: 'ULONG', value: numTags} - ]); - - for (var tag in tags) { - var pos = stringPool.length; - stringPool += tags[tag]; - - result.fields.push({name: 'tag ' + tag, type: 'TAG', value: tag}); - result.fields.push({name: 'offset ' + tag, type: 'ULONG', value: stringPoolOffset + pos}); - result.fields.push({name: 'length ' + tag, type: 'ULONG', value: tags[tag].length}); - } - - result.fields.push({name: 'stringPool', type: 'CHARARRAY', value: stringPool}); - - return result; -} - -var meta = { parse: parseMetaTable, make: makeMetaTable }; - -// The `sfnt` wrapper provides organization for the tables in the font. - -function log2(v) { - return Math.log(v) / Math.log(2) | 0; -} - -function computeCheckSum(bytes) { - while (bytes.length % 4 !== 0) { - bytes.push(0); - } - - var sum = 0; - for (var i = 0; i < bytes.length; i += 4) { - sum += (bytes[i] << 24) + - (bytes[i + 1] << 16) + - (bytes[i + 2] << 8) + - (bytes[i + 3]); - } - - sum %= Math.pow(2, 32); - return sum; -} - -function makeTableRecord(tag, checkSum, offset, length) { - return new table.Record('Table Record', [ - {name: 'tag', type: 'TAG', value: tag !== undefined ? tag : ''}, - {name: 'checkSum', type: 'ULONG', value: checkSum !== undefined ? checkSum : 0}, - {name: 'offset', type: 'ULONG', value: offset !== undefined ? offset : 0}, - {name: 'length', type: 'ULONG', value: length !== undefined ? length : 0} - ]); -} - -function makeSfntTable(tables) { - var sfnt = new table.Table('sfnt', [ - {name: 'version', type: 'TAG', value: 'OTTO'}, - {name: 'numTables', type: 'USHORT', value: 0}, - {name: 'searchRange', type: 'USHORT', value: 0}, - {name: 'entrySelector', type: 'USHORT', value: 0}, - {name: 'rangeShift', type: 'USHORT', value: 0} - ]); - sfnt.tables = tables; - sfnt.numTables = tables.length; - var highestPowerOf2 = Math.pow(2, log2(sfnt.numTables)); - sfnt.searchRange = 16 * highestPowerOf2; - sfnt.entrySelector = log2(highestPowerOf2); - sfnt.rangeShift = sfnt.numTables * 16 - sfnt.searchRange; - - var recordFields = []; - var tableFields = []; - - var offset = sfnt.sizeOf() + (makeTableRecord().sizeOf() * sfnt.numTables); - while (offset % 4 !== 0) { - offset += 1; - tableFields.push({name: 'padding', type: 'BYTE', value: 0}); - } - - for (var i = 0; i < tables.length; i += 1) { - var t = tables[i]; - check.argument(t.tableName.length === 4, 'Table name' + t.tableName + ' is invalid.'); - var tableLength = t.sizeOf(); - var tableRecord = makeTableRecord(t.tableName, computeCheckSum(t.encode()), offset, tableLength); - recordFields.push({name: tableRecord.tag + ' Table Record', type: 'RECORD', value: tableRecord}); - tableFields.push({name: t.tableName + ' table', type: 'RECORD', value: t}); - offset += tableLength; - check.argument(!isNaN(offset), 'Something went wrong calculating the offset.'); - while (offset % 4 !== 0) { - offset += 1; - tableFields.push({name: 'padding', type: 'BYTE', value: 0}); - } - } - - // Table records need to be sorted alphabetically. - recordFields.sort(function(r1, r2) { - if (r1.value.tag > r2.value.tag) { - return 1; - } else { - return -1; - } - }); - - sfnt.fields = sfnt.fields.concat(recordFields); - sfnt.fields = sfnt.fields.concat(tableFields); - return sfnt; -} - -// Get the metrics for a character. If the string has more than one character -// this function returns metrics for the first available character. -// You can provide optional fallback metrics if no characters are available. -function metricsForChar(font, chars, notFoundMetrics) { - for (var i = 0; i < chars.length; i += 1) { - var glyphIndex = font.charToGlyphIndex(chars[i]); - if (glyphIndex > 0) { - var glyph = font.glyphs.get(glyphIndex); - return glyph.getMetrics(); - } - } - - return notFoundMetrics; -} - -function average(vs) { - var sum = 0; - for (var i = 0; i < vs.length; i += 1) { - sum += vs[i]; - } - - return sum / vs.length; -} - -// Convert the font object to a SFNT data structure. -// This structure contains all the necessary tables and metadata to create a binary OTF file. -function fontToSfntTable(font) { - var xMins = []; - var yMins = []; - var xMaxs = []; - var yMaxs = []; - var advanceWidths = []; - var leftSideBearings = []; - var rightSideBearings = []; - var firstCharIndex; - var lastCharIndex = 0; - var ulUnicodeRange1 = 0; - var ulUnicodeRange2 = 0; - var ulUnicodeRange3 = 0; - var ulUnicodeRange4 = 0; - - for (var i = 0; i < font.glyphs.length; i += 1) { - var glyph = font.glyphs.get(i); - var unicode = glyph.unicode | 0; - - if (isNaN(glyph.advanceWidth)) { - throw new Error('Glyph ' + glyph.name + ' (' + i + '): advanceWidth is not a number.'); - } - - if (firstCharIndex > unicode || firstCharIndex === undefined) { - // ignore .notdef char - if (unicode > 0) { - firstCharIndex = unicode; - } - } - - if (lastCharIndex < unicode) { - lastCharIndex = unicode; - } - - var position = os2.getUnicodeRange(unicode); - if (position < 32) { - ulUnicodeRange1 |= 1 << position; - } else if (position < 64) { - ulUnicodeRange2 |= 1 << position - 32; - } else if (position < 96) { - ulUnicodeRange3 |= 1 << position - 64; - } else if (position < 123) { - ulUnicodeRange4 |= 1 << position - 96; - } else { - throw new Error('Unicode ranges bits > 123 are reserved for internal usage'); - } - // Skip non-important characters. - if (glyph.name === '.notdef') { continue; } - var metrics = glyph.getMetrics(); - xMins.push(metrics.xMin); - yMins.push(metrics.yMin); - xMaxs.push(metrics.xMax); - yMaxs.push(metrics.yMax); - leftSideBearings.push(metrics.leftSideBearing); - rightSideBearings.push(metrics.rightSideBearing); - advanceWidths.push(glyph.advanceWidth); - } - - var globals = { - xMin: Math.min.apply(null, xMins), - yMin: Math.min.apply(null, yMins), - xMax: Math.max.apply(null, xMaxs), - yMax: Math.max.apply(null, yMaxs), - advanceWidthMax: Math.max.apply(null, advanceWidths), - advanceWidthAvg: average(advanceWidths), - minLeftSideBearing: Math.min.apply(null, leftSideBearings), - maxLeftSideBearing: Math.max.apply(null, leftSideBearings), - minRightSideBearing: Math.min.apply(null, rightSideBearings) - }; - globals.ascender = font.ascender; - globals.descender = font.descender; - - var headTable = head.make({ - flags: 3, // 00000011 (baseline for font at y=0; left sidebearing point at x=0) - unitsPerEm: font.unitsPerEm, - xMin: globals.xMin, - yMin: globals.yMin, - xMax: globals.xMax, - yMax: globals.yMax, - lowestRecPPEM: 3, - createdTimestamp: font.createdTimestamp - }); - - var hheaTable = hhea.make({ - ascender: globals.ascender, - descender: globals.descender, - advanceWidthMax: globals.advanceWidthMax, - minLeftSideBearing: globals.minLeftSideBearing, - minRightSideBearing: globals.minRightSideBearing, - xMaxExtent: globals.maxLeftSideBearing + (globals.xMax - globals.xMin), - numberOfHMetrics: font.glyphs.length - }); - - var maxpTable = maxp.make(font.glyphs.length); - - var os2Table = os2.make(Object.assign({ - xAvgCharWidth: Math.round(globals.advanceWidthAvg), - usFirstCharIndex: firstCharIndex, - usLastCharIndex: lastCharIndex, - ulUnicodeRange1: ulUnicodeRange1, - ulUnicodeRange2: ulUnicodeRange2, - ulUnicodeRange3: ulUnicodeRange3, - ulUnicodeRange4: ulUnicodeRange4, - // See http://typophile.com/node/13081 for more info on vertical metrics. - // We get metrics for typical characters (such as "x" for xHeight). - // We provide some fallback characters if characters are unavailable: their - // ordering was chosen experimentally. - sTypoAscender: globals.ascender, - sTypoDescender: globals.descender, - sTypoLineGap: 0, - usWinAscent: globals.yMax, - usWinDescent: Math.abs(globals.yMin), - ulCodePageRange1: 1, // FIXME: hard-code Latin 1 support for now - sxHeight: metricsForChar(font, 'xyvw', {yMax: Math.round(globals.ascender / 2)}).yMax, - sCapHeight: metricsForChar(font, 'HIKLEFJMNTZBDPRAGOQSUVWXY', globals).yMax, - usDefaultChar: font.hasChar(' ') ? 32 : 0, // Use space as the default character, if available. - usBreakChar: font.hasChar(' ') ? 32 : 0, // Use space as the break character, if available. - }, font.tables.os2)); - - var hmtxTable = hmtx.make(font.glyphs); - var cmapTable = cmap.make(font.glyphs); - - var englishFamilyName = font.getEnglishName('fontFamily'); - var englishStyleName = font.getEnglishName('fontSubfamily'); - var englishFullName = englishFamilyName + ' ' + englishStyleName; - var postScriptName = font.getEnglishName('postScriptName'); - if (!postScriptName) { - postScriptName = englishFamilyName.replace(/\s/g, '') + '-' + englishStyleName; - } - - var names = {}; - for (var n in font.names) { - names[n] = font.names[n]; - } - - if (!names.uniqueID) { - names.uniqueID = {en: font.getEnglishName('manufacturer') + ':' + englishFullName}; - } - - if (!names.postScriptName) { - names.postScriptName = {en: postScriptName}; - } - - if (!names.preferredFamily) { - names.preferredFamily = font.names.fontFamily; - } - - if (!names.preferredSubfamily) { - names.preferredSubfamily = font.names.fontSubfamily; - } - - var languageTags = []; - var nameTable = _name.make(names, languageTags); - var ltagTable = (languageTags.length > 0 ? ltag.make(languageTags) : undefined); - - var postTable = post.make(); - var cffTable = cff.make(font.glyphs, { - version: font.getEnglishName('version'), - fullName: englishFullName, - familyName: englishFamilyName, - weightName: englishStyleName, - postScriptName: postScriptName, - unitsPerEm: font.unitsPerEm, - fontBBox: [0, globals.yMin, globals.ascender, globals.advanceWidthMax] - }); - - var metaTable = (font.metas && Object.keys(font.metas).length > 0) ? meta.make(font.metas) : undefined; - - // The order does not matter because makeSfntTable() will sort them. - var tables = [headTable, hheaTable, maxpTable, os2Table, nameTable, cmapTable, postTable, cffTable, hmtxTable]; - if (ltagTable) { - tables.push(ltagTable); - } - // Optional tables - if (font.tables.gsub) { - tables.push(gsub.make(font.tables.gsub)); - } - if (metaTable) { - tables.push(metaTable); - } - - var sfntTable = makeSfntTable(tables); - - // Compute the font's checkSum and store it in head.checkSumAdjustment. - var bytes = sfntTable.encode(); - var checkSum = computeCheckSum(bytes); - var tableFields = sfntTable.fields; - var checkSumAdjusted = false; - for (var i$1 = 0; i$1 < tableFields.length; i$1 += 1) { - if (tableFields[i$1].name === 'head table') { - tableFields[i$1].value.checkSumAdjustment = 0xB1B0AFBA - checkSum; - checkSumAdjusted = true; - break; - } - } - - if (!checkSumAdjusted) { - throw new Error('Could not find head table with checkSum to adjust.'); - } - - return sfntTable; -} - -var sfnt = { make: makeSfntTable, fontToTable: fontToSfntTable, computeCheckSum: computeCheckSum }; - -// The Layout object is the prototype of Substitution objects, and provides - -function searchTag(arr, tag) { - /* jshint bitwise: false */ - var imin = 0; - var imax = arr.length - 1; - while (imin <= imax) { - var imid = (imin + imax) >>> 1; - var val = arr[imid].tag; - if (val === tag) { - return imid; - } else if (val < tag) { - imin = imid + 1; - } else { imax = imid - 1; } - } - // Not found: return -1-insertion point - return -imin - 1; -} - -function binSearch(arr, value) { - /* jshint bitwise: false */ - var imin = 0; - var imax = arr.length - 1; - while (imin <= imax) { - var imid = (imin + imax) >>> 1; - var val = arr[imid]; - if (val === value) { - return imid; - } else if (val < value) { - imin = imid + 1; - } else { imax = imid - 1; } - } - // Not found: return -1-insertion point - return -imin - 1; -} - -// binary search in a list of ranges (coverage, class definition) -function searchRange(ranges, value) { - // jshint bitwise: false - var range; - var imin = 0; - var imax = ranges.length - 1; - while (imin <= imax) { - var imid = (imin + imax) >>> 1; - range = ranges[imid]; - var start = range.start; - if (start === value) { - return range; - } else if (start < value) { - imin = imid + 1; - } else { imax = imid - 1; } - } - if (imin > 0) { - range = ranges[imin - 1]; - if (value > range.end) { return 0; } - return range; - } -} - -/** - * @exports opentype.Layout - * @class - */ -function Layout(font, tableName) { - this.font = font; - this.tableName = tableName; -} - -Layout.prototype = { - - /** - * Binary search an object by "tag" property - * @instance - * @function searchTag - * @memberof opentype.Layout - * @param {Array} arr - * @param {string} tag - * @return {number} - */ - searchTag: searchTag, - - /** - * Binary search in a list of numbers - * @instance - * @function binSearch - * @memberof opentype.Layout - * @param {Array} arr - * @param {number} value - * @return {number} - */ - binSearch: binSearch, - - /** - * Get or create the Layout table (GSUB, GPOS etc). - * @param {boolean} create - Whether to create a new one. - * @return {Object} The GSUB or GPOS table. - */ - getTable: function(create) { - var layout = this.font.tables[this.tableName]; - if (!layout && create) { - layout = this.font.tables[this.tableName] = this.createDefaultTable(); - } - return layout; - }, - - /** - * Returns all scripts in the substitution table. - * @instance - * @return {Array} - */ - getScriptNames: function() { - var layout = this.getTable(); - if (!layout) { return []; } - return layout.scripts.map(function(script) { - return script.tag; - }); - }, - - /** - * Returns the best bet for a script name. - * Returns 'DFLT' if it exists. - * If not, returns 'latn' if it exists. - * If neither exist, returns undefined. - */ - getDefaultScriptName: function() { - var layout = this.getTable(); - if (!layout) { return; } - var hasLatn = false; - for (var i = 0; i < layout.scripts.length; i++) { - var name = layout.scripts[i].tag; - if (name === 'DFLT') { return name; } - if (name === 'latn') { hasLatn = true; } - } - if (hasLatn) { return 'latn'; } - }, - - /** - * Returns all LangSysRecords in the given script. - * @instance - * @param {string} [script='DFLT'] - * @param {boolean} create - forces the creation of this script table if it doesn't exist. - * @return {Object} An object with tag and script properties. - */ - getScriptTable: function(script, create) { - var layout = this.getTable(create); - if (layout) { - script = script || 'DFLT'; - var scripts = layout.scripts; - var pos = searchTag(layout.scripts, script); - if (pos >= 0) { - return scripts[pos].script; - } else if (create) { - var scr = { - tag: script, - script: { - defaultLangSys: {reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: []}, - langSysRecords: [] - } - }; - scripts.splice(-1 - pos, 0, scr); - return scr.script; - } - } - }, - - /** - * Returns a language system table - * @instance - * @param {string} [script='DFLT'] - * @param {string} [language='dlft'] - * @param {boolean} create - forces the creation of this langSysTable if it doesn't exist. - * @return {Object} - */ - getLangSysTable: function(script, language, create) { - var scriptTable = this.getScriptTable(script, create); - if (scriptTable) { - if (!language || language === 'dflt' || language === 'DFLT') { - return scriptTable.defaultLangSys; - } - var pos = searchTag(scriptTable.langSysRecords, language); - if (pos >= 0) { - return scriptTable.langSysRecords[pos].langSys; - } else if (create) { - var langSysRecord = { - tag: language, - langSys: {reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: []} - }; - scriptTable.langSysRecords.splice(-1 - pos, 0, langSysRecord); - return langSysRecord.langSys; - } - } - }, - - /** - * Get a specific feature table. - * @instance - * @param {string} [script='DFLT'] - * @param {string} [language='dlft'] - * @param {string} feature - One of the codes listed at https://www.microsoft.com/typography/OTSPEC/featurelist.htm - * @param {boolean} create - forces the creation of the feature table if it doesn't exist. - * @return {Object} - */ - getFeatureTable: function(script, language, feature, create) { - var langSysTable = this.getLangSysTable(script, language, create); - if (langSysTable) { - var featureRecord; - var featIndexes = langSysTable.featureIndexes; - var allFeatures = this.font.tables[this.tableName].features; - // The FeatureIndex array of indices is in arbitrary order, - // even if allFeatures is sorted alphabetically by feature tag. - for (var i = 0; i < featIndexes.length; i++) { - featureRecord = allFeatures[featIndexes[i]]; - if (featureRecord.tag === feature) { - return featureRecord.feature; - } - } - if (create) { - var index = allFeatures.length; - // Automatic ordering of features would require to shift feature indexes in the script list. - check.assert(index === 0 || feature >= allFeatures[index - 1].tag, 'Features must be added in alphabetical order.'); - featureRecord = { - tag: feature, - feature: { params: 0, lookupListIndexes: [] } - }; - allFeatures.push(featureRecord); - featIndexes.push(index); - return featureRecord.feature; - } - } - }, - - /** - * Get the lookup tables of a given type for a script/language/feature. - * @instance - * @param {string} [script='DFLT'] - * @param {string} [language='dlft'] - * @param {string} feature - 4-letter feature code - * @param {number} lookupType - 1 to 9 - * @param {boolean} create - forces the creation of the lookup table if it doesn't exist, with no subtables. - * @return {Object[]} - */ - getLookupTables: function(script, language, feature, lookupType, create) { - var featureTable = this.getFeatureTable(script, language, feature, create); - var tables = []; - if (featureTable) { - var lookupTable; - var lookupListIndexes = featureTable.lookupListIndexes; - var allLookups = this.font.tables[this.tableName].lookups; - // lookupListIndexes are in no particular order, so use naive search. - for (var i = 0; i < lookupListIndexes.length; i++) { - lookupTable = allLookups[lookupListIndexes[i]]; - if (lookupTable.lookupType === lookupType) { - tables.push(lookupTable); - } - } - if (tables.length === 0 && create) { - lookupTable = { - lookupType: lookupType, - lookupFlag: 0, - subtables: [], - markFilteringSet: undefined - }; - var index = allLookups.length; - allLookups.push(lookupTable); - lookupListIndexes.push(index); - return [lookupTable]; - } - } - return tables; - }, - - /** - * Find a glyph in a class definition table - * https://docs.microsoft.com/en-us/typography/opentype/spec/chapter2#class-definition-table - * @param {object} classDefTable - an OpenType Layout class definition table - * @param {number} glyphIndex - the index of the glyph to find - * @returns {number} -1 if not found - */ - getGlyphClass: function(classDefTable, glyphIndex) { - switch (classDefTable.format) { - case 1: - if (classDefTable.startGlyph <= glyphIndex && glyphIndex < classDefTable.startGlyph + classDefTable.classes.length) { - return classDefTable.classes[glyphIndex - classDefTable.startGlyph]; - } - return 0; - case 2: - var range = searchRange(classDefTable.ranges, glyphIndex); - return range ? range.classId : 0; - } - }, - - /** - * Find a glyph in a coverage table - * https://docs.microsoft.com/en-us/typography/opentype/spec/chapter2#coverage-table - * @param {object} coverageTable - an OpenType Layout coverage table - * @param {number} glyphIndex - the index of the glyph to find - * @returns {number} -1 if not found - */ - getCoverageIndex: function(coverageTable, glyphIndex) { - switch (coverageTable.format) { - case 1: - var index = binSearch(coverageTable.glyphs, glyphIndex); - return index >= 0 ? index : -1; - case 2: - var range = searchRange(coverageTable.ranges, glyphIndex); - return range ? range.index + glyphIndex - range.start : -1; - } - }, - - /** - * Returns the list of glyph indexes of a coverage table. - * Format 1: the list is stored raw - * Format 2: compact list as range records. - * @instance - * @param {Object} coverageTable - * @return {Array} - */ - expandCoverage: function(coverageTable) { - if (coverageTable.format === 1) { - return coverageTable.glyphs; - } else { - var glyphs = []; - var ranges = coverageTable.ranges; - for (var i = 0; i < ranges.length; i++) { - var range = ranges[i]; - var start = range.start; - var end = range.end; - for (var j = start; j <= end; j++) { - glyphs.push(j); - } - } - return glyphs; - } - } - -}; - -// The Position object provides utility methods to manipulate - -/** - * @exports opentype.Position - * @class - * @extends opentype.Layout - * @param {opentype.Font} - * @constructor - */ -function Position(font) { - Layout.call(this, font, 'gpos'); -} - -Position.prototype = Layout.prototype; - -/** - * Init some data for faster and easier access later. - */ -Position.prototype.init = function() { - var script = this.getDefaultScriptName(); - this.defaultKerningTables = this.getKerningTables(script); -}; - -/** - * Find a glyph pair in a list of lookup tables of type 2 and retrieve the xAdvance kerning value. - * - * @param {integer} leftIndex - left glyph index - * @param {integer} rightIndex - right glyph index - * @returns {integer} - */ -Position.prototype.getKerningValue = function(kerningLookups, leftIndex, rightIndex) { - for (var i = 0; i < kerningLookups.length; i++) { - var subtables = kerningLookups[i].subtables; - for (var j = 0; j < subtables.length; j++) { - var subtable = subtables[j]; - var covIndex = this.getCoverageIndex(subtable.coverage, leftIndex); - if (covIndex < 0) { continue; } - switch (subtable.posFormat) { - case 1: - // Search Pair Adjustment Positioning Format 1 - var pairSet = subtable.pairSets[covIndex]; - for (var k = 0; k < pairSet.length; k++) { - var pair = pairSet[k]; - if (pair.secondGlyph === rightIndex) { - return pair.value1 && pair.value1.xAdvance || 0; - } - } - break; // left glyph found, not right glyph - try next subtable - case 2: - // Search Pair Adjustment Positioning Format 2 - var class1 = this.getGlyphClass(subtable.classDef1, leftIndex); - var class2 = this.getGlyphClass(subtable.classDef2, rightIndex); - var pair$1 = subtable.classRecords[class1][class2]; - return pair$1.value1 && pair$1.value1.xAdvance || 0; - } - } - } - return 0; -}; - -/** - * List all kerning lookup tables. - * - * @param {string} [script='DFLT'] - use font.position.getDefaultScriptName() for a better default value - * @param {string} [language='dflt'] - * @return {object[]} The list of kerning lookup tables (may be empty), or undefined if there is no GPOS table (and we should use the kern table) - */ -Position.prototype.getKerningTables = function(script, language) { - if (this.font.tables.gpos) { - return this.getLookupTables(script, language, 'kern', 2); - } -}; - -// The Substitution object provides utility methods to manipulate - -/** - * @exports opentype.Substitution - * @class - * @extends opentype.Layout - * @param {opentype.Font} - * @constructor - */ -function Substitution(font) { - Layout.call(this, font, 'gsub'); -} - -// Check if 2 arrays of primitives are equal. -function arraysEqual(ar1, ar2) { - var n = ar1.length; - if (n !== ar2.length) { return false; } - for (var i = 0; i < n; i++) { - if (ar1[i] !== ar2[i]) { return false; } - } - return true; -} - -// Find the first subtable of a lookup table in a particular format. -function getSubstFormat(lookupTable, format, defaultSubtable) { - var subtables = lookupTable.subtables; - for (var i = 0; i < subtables.length; i++) { - var subtable = subtables[i]; - if (subtable.substFormat === format) { - return subtable; - } - } - if (defaultSubtable) { - subtables.push(defaultSubtable); - return defaultSubtable; - } - return undefined; -} - -Substitution.prototype = Layout.prototype; - -/** - * Create a default GSUB table. - * @return {Object} gsub - The GSUB table. - */ -Substitution.prototype.createDefaultTable = function() { - // Generate a default empty GSUB table with just a DFLT script and dflt lang sys. - return { - version: 1, - scripts: [{ - tag: 'DFLT', - script: { - defaultLangSys: { reserved: 0, reqFeatureIndex: 0xffff, featureIndexes: [] }, - langSysRecords: [] - } - }], - features: [], - lookups: [] - }; -}; - -/** - * List all single substitutions (lookup type 1) for a given script, language, and feature. - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - * @param {string} feature - 4-character feature name ('aalt', 'salt', 'ss01'...) - * @return {Array} substitutions - The list of substitutions. - */ -Substitution.prototype.getSingle = function(feature, script, language) { - var substitutions = []; - var lookupTables = this.getLookupTables(script, language, feature, 1); - for (var idx = 0; idx < lookupTables.length; idx++) { - var subtables = lookupTables[idx].subtables; - for (var i = 0; i < subtables.length; i++) { - var subtable = subtables[i]; - var glyphs = this.expandCoverage(subtable.coverage); - var j = (void 0); - if (subtable.substFormat === 1) { - var delta = subtable.deltaGlyphId; - for (j = 0; j < glyphs.length; j++) { - var glyph = glyphs[j]; - substitutions.push({ sub: glyph, by: glyph + delta }); - } - } else { - var substitute = subtable.substitute; - for (j = 0; j < glyphs.length; j++) { - substitutions.push({ sub: glyphs[j], by: substitute[j] }); - } - } - } - } - return substitutions; -}; - -/** - * List all multiple substitutions (lookup type 2) for a given script, language, and feature. - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - * @param {string} feature - 4-character feature name ('ccmp', 'stch') - * @return {Array} substitutions - The list of substitutions. - */ -Substitution.prototype.getMultiple = function(feature, script, language) { - var substitutions = []; - var lookupTables = this.getLookupTables(script, language, feature, 2); - for (var idx = 0; idx < lookupTables.length; idx++) { - var subtables = lookupTables[idx].subtables; - for (var i = 0; i < subtables.length; i++) { - var subtable = subtables[i]; - var glyphs = this.expandCoverage(subtable.coverage); - var j = (void 0); - - for (j = 0; j < glyphs.length; j++) { - var glyph = glyphs[j]; - var replacements = subtable.sequences[j]; - substitutions.push({ sub: glyph, by: replacements }); - } - } - } - return substitutions; -}; - -/** - * List all alternates (lookup type 3) for a given script, language, and feature. - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - * @param {string} feature - 4-character feature name ('aalt', 'salt'...) - * @return {Array} alternates - The list of alternates - */ -Substitution.prototype.getAlternates = function(feature, script, language) { - var alternates = []; - var lookupTables = this.getLookupTables(script, language, feature, 3); - for (var idx = 0; idx < lookupTables.length; idx++) { - var subtables = lookupTables[idx].subtables; - for (var i = 0; i < subtables.length; i++) { - var subtable = subtables[i]; - var glyphs = this.expandCoverage(subtable.coverage); - var alternateSets = subtable.alternateSets; - for (var j = 0; j < glyphs.length; j++) { - alternates.push({ sub: glyphs[j], by: alternateSets[j] }); - } - } - } - return alternates; -}; - -/** - * List all ligatures (lookup type 4) for a given script, language, and feature. - * The result is an array of ligature objects like { sub: [ids], by: id } - * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - * @return {Array} ligatures - The list of ligatures. - */ -Substitution.prototype.getLigatures = function(feature, script, language) { - var ligatures = []; - var lookupTables = this.getLookupTables(script, language, feature, 4); - for (var idx = 0; idx < lookupTables.length; idx++) { - var subtables = lookupTables[idx].subtables; - for (var i = 0; i < subtables.length; i++) { - var subtable = subtables[i]; - var glyphs = this.expandCoverage(subtable.coverage); - var ligatureSets = subtable.ligatureSets; - for (var j = 0; j < glyphs.length; j++) { - var startGlyph = glyphs[j]; - var ligSet = ligatureSets[j]; - for (var k = 0; k < ligSet.length; k++) { - var lig = ligSet[k]; - ligatures.push({ - sub: [startGlyph].concat(lig.components), - by: lig.ligGlyph - }); - } - } - } - } - return ligatures; -}; - -/** - * Add or modify a single substitution (lookup type 1) - * Format 2, more flexible, is always used. - * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) - * @param {Object} substitution - { sub: id, by: id } (format 1 is not supported) - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - */ -Substitution.prototype.addSingle = function(feature, substitution, script, language) { - var lookupTable = this.getLookupTables(script, language, feature, 1, true)[0]; - var subtable = getSubstFormat(lookupTable, 2, { // lookup type 1 subtable, format 2, coverage format 1 - substFormat: 2, - coverage: {format: 1, glyphs: []}, - substitute: [] - }); - check.assert(subtable.coverage.format === 1, 'Single: unable to modify coverage table format ' + subtable.coverage.format); - var coverageGlyph = substitution.sub; - var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); - if (pos < 0) { - pos = -1 - pos; - subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); - subtable.substitute.splice(pos, 0, 0); - } - subtable.substitute[pos] = substitution.by; -}; - -/** - * Add or modify a multiple substitution (lookup type 2) - * @param {string} feature - 4-letter feature name ('ccmp', 'stch') - * @param {Object} substitution - { sub: id, by: [id] } for format 2. - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - */ -Substitution.prototype.addMultiple = function(feature, substitution, script, language) { - check.assert(substitution.by instanceof Array && substitution.by.length > 1, 'Multiple: "by" must be an array of two or more ids'); - var lookupTable = this.getLookupTables(script, language, feature, 2, true)[0]; - var subtable = getSubstFormat(lookupTable, 1, { // lookup type 2 subtable, format 1, coverage format 1 - substFormat: 1, - coverage: {format: 1, glyphs: []}, - sequences: [] - }); - check.assert(subtable.coverage.format === 1, 'Multiple: unable to modify coverage table format ' + subtable.coverage.format); - var coverageGlyph = substitution.sub; - var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); - if (pos < 0) { - pos = -1 - pos; - subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); - subtable.sequences.splice(pos, 0, 0); - } - subtable.sequences[pos] = substitution.by; -}; - -/** - * Add or modify an alternate substitution (lookup type 3) - * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) - * @param {Object} substitution - { sub: id, by: [ids] } - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - */ -Substitution.prototype.addAlternate = function(feature, substitution, script, language) { - var lookupTable = this.getLookupTables(script, language, feature, 3, true)[0]; - var subtable = getSubstFormat(lookupTable, 1, { // lookup type 3 subtable, format 1, coverage format 1 - substFormat: 1, - coverage: {format: 1, glyphs: []}, - alternateSets: [] - }); - check.assert(subtable.coverage.format === 1, 'Alternate: unable to modify coverage table format ' + subtable.coverage.format); - var coverageGlyph = substitution.sub; - var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); - if (pos < 0) { - pos = -1 - pos; - subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); - subtable.alternateSets.splice(pos, 0, 0); - } - subtable.alternateSets[pos] = substitution.by; -}; - -/** - * Add a ligature (lookup type 4) - * Ligatures with more components must be stored ahead of those with fewer components in order to be found - * @param {string} feature - 4-letter feature name ('liga', 'rlig', 'dlig'...) - * @param {Object} ligature - { sub: [ids], by: id } - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - */ -Substitution.prototype.addLigature = function(feature, ligature, script, language) { - var lookupTable = this.getLookupTables(script, language, feature, 4, true)[0]; - var subtable = lookupTable.subtables[0]; - if (!subtable) { - subtable = { // lookup type 4 subtable, format 1, coverage format 1 - substFormat: 1, - coverage: { format: 1, glyphs: [] }, - ligatureSets: [] - }; - lookupTable.subtables[0] = subtable; - } - check.assert(subtable.coverage.format === 1, 'Ligature: unable to modify coverage table format ' + subtable.coverage.format); - var coverageGlyph = ligature.sub[0]; - var ligComponents = ligature.sub.slice(1); - var ligatureTable = { - ligGlyph: ligature.by, - components: ligComponents - }; - var pos = this.binSearch(subtable.coverage.glyphs, coverageGlyph); - if (pos >= 0) { - // ligatureSet already exists - var ligatureSet = subtable.ligatureSets[pos]; - for (var i = 0; i < ligatureSet.length; i++) { - // If ligature already exists, return. - if (arraysEqual(ligatureSet[i].components, ligComponents)) { - return; - } - } - // ligature does not exist: add it. - ligatureSet.push(ligatureTable); - } else { - // Create a new ligatureSet and add coverage for the first glyph. - pos = -1 - pos; - subtable.coverage.glyphs.splice(pos, 0, coverageGlyph); - subtable.ligatureSets.splice(pos, 0, [ligatureTable]); - } -}; - -/** - * List all feature data for a given script and language. - * @param {string} feature - 4-letter feature name - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - * @return {Array} substitutions - The list of substitutions. - */ -Substitution.prototype.getFeature = function(feature, script, language) { - if (/ss\d\d/.test(feature)) { - // ss01 - ss20 - return this.getSingle(feature, script, language); - } - switch (feature) { - case 'aalt': - case 'salt': - return this.getSingle(feature, script, language) - .concat(this.getAlternates(feature, script, language)); - case 'dlig': - case 'liga': - case 'rlig': - return this.getLigatures(feature, script, language); - case 'ccmp': - return this.getMultiple(feature, script, language) - .concat(this.getLigatures(feature, script, language)); - case 'stch': - return this.getMultiple(feature, script, language); - } - return undefined; -}; - -/** - * Add a substitution to a feature for a given script and language. - * @param {string} feature - 4-letter feature name - * @param {Object} sub - the substitution to add (an object like { sub: id or [ids], by: id or [ids] }) - * @param {string} [script='DFLT'] - * @param {string} [language='dflt'] - */ -Substitution.prototype.add = function(feature, sub, script, language) { - if (/ss\d\d/.test(feature)) { - // ss01 - ss20 - return this.addSingle(feature, sub, script, language); - } - switch (feature) { - case 'aalt': - case 'salt': - if (typeof sub.by === 'number') { - return this.addSingle(feature, sub, script, language); - } - return this.addAlternate(feature, sub, script, language); - case 'dlig': - case 'liga': - case 'rlig': - return this.addLigature(feature, sub, script, language); - case 'ccmp': - if (sub.by instanceof Array) { - return this.addMultiple(feature, sub, script, language); - } - return this.addLigature(feature, sub, script, language); - } - return undefined; -}; - -function isBrowser() { - return typeof window !== 'undefined'; -} - -function nodeBufferToArrayBuffer(buffer) { - var ab = new ArrayBuffer(buffer.length); - var view = new Uint8Array(ab); - for (var i = 0; i < buffer.length; ++i) { - view[i] = buffer[i]; - } - - return ab; -} - -function arrayBufferToNodeBuffer(ab) { - var buffer = new Buffer(ab.byteLength); - var view = new Uint8Array(ab); - for (var i = 0; i < buffer.length; ++i) { - buffer[i] = view[i]; - } - - return buffer; -} - -function checkArgument(expression, message) { - if (!expression) { - throw message; - } -} - -// The `glyf` table describes the glyphs in TrueType outline format. - -// Parse the coordinate data for a glyph. -function parseGlyphCoordinate(p, flag, previousValue, shortVectorBitMask, sameBitMask) { - var v; - if ((flag & shortVectorBitMask) > 0) { - // The coordinate is 1 byte long. - v = p.parseByte(); - // The `same` bit is re-used for short values to signify the sign of the value. - if ((flag & sameBitMask) === 0) { - v = -v; - } - - v = previousValue + v; - } else { - // The coordinate is 2 bytes long. - // If the `same` bit is set, the coordinate is the same as the previous coordinate. - if ((flag & sameBitMask) > 0) { - v = previousValue; - } else { - // Parse the coordinate as a signed 16-bit delta value. - v = previousValue + p.parseShort(); - } - } - - return v; -} - -// Parse a TrueType glyph. -function parseGlyph(glyph, data, start) { - var p = new parse.Parser(data, start); - glyph.numberOfContours = p.parseShort(); - glyph._xMin = p.parseShort(); - glyph._yMin = p.parseShort(); - glyph._xMax = p.parseShort(); - glyph._yMax = p.parseShort(); - var flags; - var flag; - - if (glyph.numberOfContours > 0) { - // This glyph is not a composite. - var endPointIndices = glyph.endPointIndices = []; - for (var i = 0; i < glyph.numberOfContours; i += 1) { - endPointIndices.push(p.parseUShort()); - } - - glyph.instructionLength = p.parseUShort(); - glyph.instructions = []; - for (var i$1 = 0; i$1 < glyph.instructionLength; i$1 += 1) { - glyph.instructions.push(p.parseByte()); - } - - var numberOfCoordinates = endPointIndices[endPointIndices.length - 1] + 1; - flags = []; - for (var i$2 = 0; i$2 < numberOfCoordinates; i$2 += 1) { - flag = p.parseByte(); - flags.push(flag); - // If bit 3 is set, we repeat this flag n times, where n is the next byte. - if ((flag & 8) > 0) { - var repeatCount = p.parseByte(); - for (var j = 0; j < repeatCount; j += 1) { - flags.push(flag); - i$2 += 1; - } - } - } - - check.argument(flags.length === numberOfCoordinates, 'Bad flags.'); - - if (endPointIndices.length > 0) { - var points = []; - var point; - // X/Y coordinates are relative to the previous point, except for the first point which is relative to 0,0. - if (numberOfCoordinates > 0) { - for (var i$3 = 0; i$3 < numberOfCoordinates; i$3 += 1) { - flag = flags[i$3]; - point = {}; - point.onCurve = !!(flag & 1); - point.lastPointOfContour = endPointIndices.indexOf(i$3) >= 0; - points.push(point); - } - - var px = 0; - for (var i$4 = 0; i$4 < numberOfCoordinates; i$4 += 1) { - flag = flags[i$4]; - point = points[i$4]; - point.x = parseGlyphCoordinate(p, flag, px, 2, 16); - px = point.x; - } - - var py = 0; - for (var i$5 = 0; i$5 < numberOfCoordinates; i$5 += 1) { - flag = flags[i$5]; - point = points[i$5]; - point.y = parseGlyphCoordinate(p, flag, py, 4, 32); - py = point.y; - } - } - - glyph.points = points; - } else { - glyph.points = []; - } - } else if (glyph.numberOfContours === 0) { - glyph.points = []; - } else { - glyph.isComposite = true; - glyph.points = []; - glyph.components = []; - var moreComponents = true; - while (moreComponents) { - flags = p.parseUShort(); - var component = { - glyphIndex: p.parseUShort(), - xScale: 1, - scale01: 0, - scale10: 0, - yScale: 1, - dx: 0, - dy: 0 - }; - if ((flags & 1) > 0) { - // The arguments are words - if ((flags & 2) > 0) { - // values are offset - component.dx = p.parseShort(); - component.dy = p.parseShort(); - } else { - // values are matched points - component.matchedPoints = [p.parseUShort(), p.parseUShort()]; - } - - } else { - // The arguments are bytes - if ((flags & 2) > 0) { - // values are offset - component.dx = p.parseChar(); - component.dy = p.parseChar(); - } else { - // values are matched points - component.matchedPoints = [p.parseByte(), p.parseByte()]; - } - } - - if ((flags & 8) > 0) { - // We have a scale - component.xScale = component.yScale = p.parseF2Dot14(); - } else if ((flags & 64) > 0) { - // We have an X / Y scale - component.xScale = p.parseF2Dot14(); - component.yScale = p.parseF2Dot14(); - } else if ((flags & 128) > 0) { - // We have a 2x2 transformation - component.xScale = p.parseF2Dot14(); - component.scale01 = p.parseF2Dot14(); - component.scale10 = p.parseF2Dot14(); - component.yScale = p.parseF2Dot14(); - } - - glyph.components.push(component); - moreComponents = !!(flags & 32); - } - if (flags & 0x100) { - // We have instructions - glyph.instructionLength = p.parseUShort(); - glyph.instructions = []; - for (var i$6 = 0; i$6 < glyph.instructionLength; i$6 += 1) { - glyph.instructions.push(p.parseByte()); - } - } - } -} - -// Transform an array of points and return a new array. -function transformPoints(points, transform) { - var newPoints = []; - for (var i = 0; i < points.length; i += 1) { - var pt = points[i]; - var newPt = { - x: transform.xScale * pt.x + transform.scale01 * pt.y + transform.dx, - y: transform.scale10 * pt.x + transform.yScale * pt.y + transform.dy, - onCurve: pt.onCurve, - lastPointOfContour: pt.lastPointOfContour - }; - newPoints.push(newPt); - } - - return newPoints; -} - -function getContours(points) { - var contours = []; - var currentContour = []; - for (var i = 0; i < points.length; i += 1) { - var pt = points[i]; - currentContour.push(pt); - if (pt.lastPointOfContour) { - contours.push(currentContour); - currentContour = []; - } - } - - check.argument(currentContour.length === 0, 'There are still points left in the current contour.'); - return contours; -} - -// Convert the TrueType glyph outline to a Path. -function getPath(points) { - var p = new Path(); - if (!points) { - return p; - } - - var contours = getContours(points); - - for (var contourIndex = 0; contourIndex < contours.length; ++contourIndex) { - var contour = contours[contourIndex]; - - var prev = null; - var curr = contour[contour.length - 1]; - var next = contour[0]; - - if (curr.onCurve) { - p.moveTo(curr.x, curr.y); - } else { - if (next.onCurve) { - p.moveTo(next.x, next.y); - } else { - // If both first and last points are off-curve, start at their middle. - var start = {x: (curr.x + next.x) * 0.5, y: (curr.y + next.y) * 0.5}; - p.moveTo(start.x, start.y); - } - } - - for (var i = 0; i < contour.length; ++i) { - prev = curr; - curr = next; - next = contour[(i + 1) % contour.length]; - - if (curr.onCurve) { - // This is a straight line. - p.lineTo(curr.x, curr.y); - } else { - var prev2 = prev; - var next2 = next; - - if (!prev.onCurve) { - prev2 = { x: (curr.x + prev.x) * 0.5, y: (curr.y + prev.y) * 0.5 }; - } - - if (!next.onCurve) { - next2 = { x: (curr.x + next.x) * 0.5, y: (curr.y + next.y) * 0.5 }; - } - - p.quadraticCurveTo(curr.x, curr.y, next2.x, next2.y); - } - } - - p.closePath(); - } - return p; -} - -function buildPath(glyphs, glyph) { - if (glyph.isComposite) { - for (var j = 0; j < glyph.components.length; j += 1) { - var component = glyph.components[j]; - var componentGlyph = glyphs.get(component.glyphIndex); - // Force the ttfGlyphLoader to parse the glyph. - componentGlyph.getPath(); - if (componentGlyph.points) { - var transformedPoints = (void 0); - if (component.matchedPoints === undefined) { - // component positioned by offset - transformedPoints = transformPoints(componentGlyph.points, component); - } else { - // component positioned by matched points - if ((component.matchedPoints[0] > glyph.points.length - 1) || - (component.matchedPoints[1] > componentGlyph.points.length - 1)) { - throw Error('Matched points out of range in ' + glyph.name); - } - var firstPt = glyph.points[component.matchedPoints[0]]; - var secondPt = componentGlyph.points[component.matchedPoints[1]]; - var transform = { - xScale: component.xScale, scale01: component.scale01, - scale10: component.scale10, yScale: component.yScale, - dx: 0, dy: 0 - }; - secondPt = transformPoints([secondPt], transform)[0]; - transform.dx = firstPt.x - secondPt.x; - transform.dy = firstPt.y - secondPt.y; - transformedPoints = transformPoints(componentGlyph.points, transform); - } - glyph.points = glyph.points.concat(transformedPoints); - } - } - } - - return getPath(glyph.points); -} - -function parseGlyfTableAll(data, start, loca, font) { - var glyphs = new glyphset.GlyphSet(font); - - // The last element of the loca table is invalid. - for (var i = 0; i < loca.length - 1; i += 1) { - var offset = loca[i]; - var nextOffset = loca[i + 1]; - if (offset !== nextOffset) { - glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath)); - } else { - glyphs.push(i, glyphset.glyphLoader(font, i)); - } - } - - return glyphs; -} - -function parseGlyfTableOnLowMemory(data, start, loca, font) { - var glyphs = new glyphset.GlyphSet(font); - - font._push = function(i) { - var offset = loca[i]; - var nextOffset = loca[i + 1]; - if (offset !== nextOffset) { - glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath)); - } else { - glyphs.push(i, glyphset.glyphLoader(font, i)); - } - }; - - return glyphs; -} - -// Parse all the glyphs according to the offsets from the `loca` table. -function parseGlyfTable(data, start, loca, font, opt) { - if (opt.lowMemory) - { return parseGlyfTableOnLowMemory(data, start, loca, font); } - else - { return parseGlyfTableAll(data, start, loca, font); } -} - -var glyf = { getPath: getPath, parse: parseGlyfTable}; - -/* A TrueType font hinting interpreter. -* -* (c) 2017 Axel Kittenberger -* -* This interpreter has been implemented according to this documentation: -* https://developer.apple.com/fonts/TrueType-Reference-Manual/RM05/Chap5.html -* -* According to the documentation F24DOT6 values are used for pixels. -* That means calculation is 1/64 pixel accurate and uses integer operations. -* However, Javascript has floating point operations by default and only -* those are available. One could make a case to simulate the 1/64 accuracy -* exactly by truncating after every division operation -* (for example with << 0) to get pixel exactly results as other TrueType -* implementations. It may make sense since some fonts are pixel optimized -* by hand using DELTAP instructions. The current implementation doesn't -* and rather uses full floating point precision. -* -* xScale, yScale and rotation is currently ignored. -* -* A few non-trivial instructions are missing as I didn't encounter yet -* a font that used them to test a possible implementation. -* -* Some fonts seem to use undocumented features regarding the twilight zone. -* Only some of them are implemented as they were encountered. -* -* The exports.DEBUG statements are removed on the minified distribution file. -*/ - -var instructionTable; -var exec; -var execGlyph; -var execComponent; - -/* -* Creates a hinting object. -* -* There ought to be exactly one -* for each truetype font that is used for hinting. -*/ -function Hinting(font) { - // the font this hinting object is for - this.font = font; - - this.getCommands = function (hPoints) { - return glyf.getPath(hPoints).commands; - }; - - // cached states - this._fpgmState = - this._prepState = - undefined; - - // errorState - // 0 ... all okay - // 1 ... had an error in a glyf, - // continue working but stop spamming - // the console - // 2 ... error at prep, stop hinting at this ppem - // 3 ... error at fpeg, stop hinting for this font at all - this._errorState = 0; -} - -/* -* Not rounding. -*/ -function roundOff(v) { - return v; -} - -/* -* Rounding to grid. -*/ -function roundToGrid(v) { - //Rounding in TT is supposed to "symmetrical around zero" - return Math.sign(v) * Math.round(Math.abs(v)); -} - -/* -* Rounding to double grid. -*/ -function roundToDoubleGrid(v) { - return Math.sign(v) * Math.round(Math.abs(v * 2)) / 2; -} - -/* -* Rounding to half grid. -*/ -function roundToHalfGrid(v) { - return Math.sign(v) * (Math.round(Math.abs(v) + 0.5) - 0.5); -} - -/* -* Rounding to up to grid. -*/ -function roundUpToGrid(v) { - return Math.sign(v) * Math.ceil(Math.abs(v)); -} - -/* -* Rounding to down to grid. -*/ -function roundDownToGrid(v) { - return Math.sign(v) * Math.floor(Math.abs(v)); -} - -/* -* Super rounding. -*/ -var roundSuper = function (v) { - var period = this.srPeriod; - var phase = this.srPhase; - var threshold = this.srThreshold; - var sign = 1; - - if (v < 0) { - v = -v; - sign = -1; - } - - v += threshold - phase; - - v = Math.trunc(v / period) * period; - - v += phase; - - // according to http://xgridfit.sourceforge.net/round.html - if (v < 0) { return phase * sign; } - - return v * sign; -}; - -/* -* Unit vector of x-axis. -*/ -var xUnitVector = { - x: 1, - - y: 0, - - axis: 'x', - - // Gets the projected distance between two points. - // o1/o2 ... if true, respective original position is used. - distance: function (p1, p2, o1, o2) { - return (o1 ? p1.xo : p1.x) - (o2 ? p2.xo : p2.x); - }, - - // Moves point p so the moved position has the same relative - // position to the moved positions of rp1 and rp2 than the - // original positions had. - // - // See APPENDIX on INTERPOLATE at the bottom of this file. - interpolate: function (p, rp1, rp2, pv) { - var do1; - var do2; - var doa1; - var doa2; - var dm1; - var dm2; - var dt; - - if (!pv || pv === this) { - do1 = p.xo - rp1.xo; - do2 = p.xo - rp2.xo; - dm1 = rp1.x - rp1.xo; - dm2 = rp2.x - rp2.xo; - doa1 = Math.abs(do1); - doa2 = Math.abs(do2); - dt = doa1 + doa2; - - if (dt === 0) { - p.x = p.xo + (dm1 + dm2) / 2; - return; - } - - p.x = p.xo + (dm1 * doa2 + dm2 * doa1) / dt; - return; - } - - do1 = pv.distance(p, rp1, true, true); - do2 = pv.distance(p, rp2, true, true); - dm1 = pv.distance(rp1, rp1, false, true); - dm2 = pv.distance(rp2, rp2, false, true); - doa1 = Math.abs(do1); - doa2 = Math.abs(do2); - dt = doa1 + doa2; - - if (dt === 0) { - xUnitVector.setRelative(p, p, (dm1 + dm2) / 2, pv, true); - return; - } - - xUnitVector.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); - }, - - // Slope of line normal to this - normalSlope: Number.NEGATIVE_INFINITY, - - // Sets the point 'p' relative to point 'rp' - // by the distance 'd'. - // - // See APPENDIX on SETRELATIVE at the bottom of this file. - // - // p ... point to set - // rp ... reference point - // d ... distance on projection vector - // pv ... projection vector (undefined = this) - // org ... if true, uses the original position of rp as reference. - setRelative: function (p, rp, d, pv, org) { - if (!pv || pv === this) { - p.x = (org ? rp.xo : rp.x) + d; - return; - } - - var rpx = org ? rp.xo : rp.x; - var rpy = org ? rp.yo : rp.y; - var rpdx = rpx + d * pv.x; - var rpdy = rpy + d * pv.y; - - p.x = rpdx + (p.y - rpdy) / pv.normalSlope; - }, - - // Slope of vector line. - slope: 0, - - // Touches the point p. - touch: function (p) { - p.xTouched = true; - }, - - // Tests if a point p is touched. - touched: function (p) { - return p.xTouched; - }, - - // Untouches the point p. - untouch: function (p) { - p.xTouched = false; - } -}; - -/* -* Unit vector of y-axis. -*/ -var yUnitVector = { - x: 0, - - y: 1, - - axis: 'y', - - // Gets the projected distance between two points. - // o1/o2 ... if true, respective original position is used. - distance: function (p1, p2, o1, o2) { - return (o1 ? p1.yo : p1.y) - (o2 ? p2.yo : p2.y); - }, - - // Moves point p so the moved position has the same relative - // position to the moved positions of rp1 and rp2 than the - // original positions had. - // - // See APPENDIX on INTERPOLATE at the bottom of this file. - interpolate: function (p, rp1, rp2, pv) { - var do1; - var do2; - var doa1; - var doa2; - var dm1; - var dm2; - var dt; - - if (!pv || pv === this) { - do1 = p.yo - rp1.yo; - do2 = p.yo - rp2.yo; - dm1 = rp1.y - rp1.yo; - dm2 = rp2.y - rp2.yo; - doa1 = Math.abs(do1); - doa2 = Math.abs(do2); - dt = doa1 + doa2; - - if (dt === 0) { - p.y = p.yo + (dm1 + dm2) / 2; - return; - } - - p.y = p.yo + (dm1 * doa2 + dm2 * doa1) / dt; - return; - } - - do1 = pv.distance(p, rp1, true, true); - do2 = pv.distance(p, rp2, true, true); - dm1 = pv.distance(rp1, rp1, false, true); - dm2 = pv.distance(rp2, rp2, false, true); - doa1 = Math.abs(do1); - doa2 = Math.abs(do2); - dt = doa1 + doa2; - - if (dt === 0) { - yUnitVector.setRelative(p, p, (dm1 + dm2) / 2, pv, true); - return; - } - - yUnitVector.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); - }, - - // Slope of line normal to this. - normalSlope: 0, - - // Sets the point 'p' relative to point 'rp' - // by the distance 'd' - // - // See APPENDIX on SETRELATIVE at the bottom of this file. - // - // p ... point to set - // rp ... reference point - // d ... distance on projection vector - // pv ... projection vector (undefined = this) - // org ... if true, uses the original position of rp as reference. - setRelative: function (p, rp, d, pv, org) { - if (!pv || pv === this) { - p.y = (org ? rp.yo : rp.y) + d; - return; - } - - var rpx = org ? rp.xo : rp.x; - var rpy = org ? rp.yo : rp.y; - var rpdx = rpx + d * pv.x; - var rpdy = rpy + d * pv.y; - - p.y = rpdy + pv.normalSlope * (p.x - rpdx); - }, - - // Slope of vector line. - slope: Number.POSITIVE_INFINITY, - - // Touches the point p. - touch: function (p) { - p.yTouched = true; - }, - - // Tests if a point p is touched. - touched: function (p) { - return p.yTouched; - }, - - // Untouches the point p. - untouch: function (p) { - p.yTouched = false; - } -}; - -Object.freeze(xUnitVector); -Object.freeze(yUnitVector); - -/* -* Creates a unit vector that is not x- or y-axis. -*/ -function UnitVector(x, y) { - this.x = x; - this.y = y; - this.axis = undefined; - this.slope = y / x; - this.normalSlope = -x / y; - Object.freeze(this); -} - -/* -* Gets the projected distance between two points. -* o1/o2 ... if true, respective original position is used. -*/ -UnitVector.prototype.distance = function(p1, p2, o1, o2) { - return ( - this.x * xUnitVector.distance(p1, p2, o1, o2) + - this.y * yUnitVector.distance(p1, p2, o1, o2) - ); -}; - -/* -* Moves point p so the moved position has the same relative -* position to the moved positions of rp1 and rp2 than the -* original positions had. -* -* See APPENDIX on INTERPOLATE at the bottom of this file. -*/ -UnitVector.prototype.interpolate = function(p, rp1, rp2, pv) { - var dm1; - var dm2; - var do1; - var do2; - var doa1; - var doa2; - var dt; - - do1 = pv.distance(p, rp1, true, true); - do2 = pv.distance(p, rp2, true, true); - dm1 = pv.distance(rp1, rp1, false, true); - dm2 = pv.distance(rp2, rp2, false, true); - doa1 = Math.abs(do1); - doa2 = Math.abs(do2); - dt = doa1 + doa2; - - if (dt === 0) { - this.setRelative(p, p, (dm1 + dm2) / 2, pv, true); - return; - } - - this.setRelative(p, p, (dm1 * doa2 + dm2 * doa1) / dt, pv, true); -}; - -/* -* Sets the point 'p' relative to point 'rp' -* by the distance 'd' -* -* See APPENDIX on SETRELATIVE at the bottom of this file. -* -* p ... point to set -* rp ... reference point -* d ... distance on projection vector -* pv ... projection vector (undefined = this) -* org ... if true, uses the original position of rp as reference. -*/ -UnitVector.prototype.setRelative = function(p, rp, d, pv, org) { - pv = pv || this; - - var rpx = org ? rp.xo : rp.x; - var rpy = org ? rp.yo : rp.y; - var rpdx = rpx + d * pv.x; - var rpdy = rpy + d * pv.y; - - var pvns = pv.normalSlope; - var fvs = this.slope; - - var px = p.x; - var py = p.y; - - p.x = (fvs * px - pvns * rpdx + rpdy - py) / (fvs - pvns); - p.y = fvs * (p.x - px) + py; -}; - -/* -* Touches the point p. -*/ -UnitVector.prototype.touch = function(p) { - p.xTouched = true; - p.yTouched = true; -}; - -/* -* Returns a unit vector with x/y coordinates. -*/ -function getUnitVector(x, y) { - var d = Math.sqrt(x * x + y * y); - - x /= d; - y /= d; - - if (x === 1 && y === 0) { return xUnitVector; } - else if (x === 0 && y === 1) { return yUnitVector; } - else { return new UnitVector(x, y); } -} - -/* -* Creates a point in the hinting engine. -*/ -function HPoint( - x, - y, - lastPointOfContour, - onCurve -) { - this.x = this.xo = Math.round(x * 64) / 64; // hinted x value and original x-value - this.y = this.yo = Math.round(y * 64) / 64; // hinted y value and original y-value - - this.lastPointOfContour = lastPointOfContour; - this.onCurve = onCurve; - this.prevPointOnContour = undefined; - this.nextPointOnContour = undefined; - this.xTouched = false; - this.yTouched = false; - - Object.preventExtensions(this); -} - -/* -* Returns the next touched point on the contour. -* -* v ... unit vector to test touch axis. -*/ -HPoint.prototype.nextTouched = function(v) { - var p = this.nextPointOnContour; - - while (!v.touched(p) && p !== this) { p = p.nextPointOnContour; } - - return p; -}; - -/* -* Returns the previous touched point on the contour -* -* v ... unit vector to test touch axis. -*/ -HPoint.prototype.prevTouched = function(v) { - var p = this.prevPointOnContour; - - while (!v.touched(p) && p !== this) { p = p.prevPointOnContour; } - - return p; -}; - -/* -* The zero point. -*/ -var HPZero = Object.freeze(new HPoint(0, 0)); - -/* -* The default state of the interpreter. -* -* Note: Freezing the defaultState and then deriving from it -* makes the V8 Javascript engine going awkward, -* so this is avoided, albeit the defaultState shouldn't -* ever change. -*/ -var defaultState = { - cvCutIn: 17 / 16, // control value cut in - deltaBase: 9, - deltaShift: 0.125, - loop: 1, // loops some instructions - minDis: 1, // minimum distance - autoFlip: true -}; - -/* -* The current state of the interpreter. -* -* env ... 'fpgm' or 'prep' or 'glyf' -* prog ... the program -*/ -function State(env, prog) { - this.env = env; - this.stack = []; - this.prog = prog; - - switch (env) { - case 'glyf' : - this.zp0 = this.zp1 = this.zp2 = 1; - this.rp0 = this.rp1 = this.rp2 = 0; - /* fall through */ - case 'prep' : - this.fv = this.pv = this.dpv = xUnitVector; - this.round = roundToGrid; - } -} - -/* -* Executes a glyph program. -* -* This does the hinting for each glyph. -* -* Returns an array of moved points. -* -* glyph: the glyph to hint -* ppem: the size the glyph is rendered for -*/ -Hinting.prototype.exec = function(glyph, ppem) { - if (typeof ppem !== 'number') { - throw new Error('Point size is not a number!'); - } - - // Received a fatal error, don't do any hinting anymore. - if (this._errorState > 2) { return; } - - var font = this.font; - var prepState = this._prepState; - - if (!prepState || prepState.ppem !== ppem) { - var fpgmState = this._fpgmState; - - if (!fpgmState) { - // Executes the fpgm state. - // This is used by fonts to define functions. - State.prototype = defaultState; - - fpgmState = - this._fpgmState = - new State('fpgm', font.tables.fpgm); - - fpgmState.funcs = [ ]; - fpgmState.font = font; - - if (exports.DEBUG) { - console.log('---EXEC FPGM---'); - fpgmState.step = -1; - } - - try { - exec(fpgmState); - } catch (e) { - console.log('Hinting error in FPGM:' + e); - this._errorState = 3; - return; - } - } - - // Executes the prep program for this ppem setting. - // This is used by fonts to set cvt values - // depending on to be rendered font size. - - State.prototype = fpgmState; - prepState = - this._prepState = - new State('prep', font.tables.prep); - - prepState.ppem = ppem; - - // Creates a copy of the cvt table - // and scales it to the current ppem setting. - var oCvt = font.tables.cvt; - if (oCvt) { - var cvt = prepState.cvt = new Array(oCvt.length); - var scale = ppem / font.unitsPerEm; - for (var c = 0; c < oCvt.length; c++) { - cvt[c] = oCvt[c] * scale; - } - } else { - prepState.cvt = []; - } - - if (exports.DEBUG) { - console.log('---EXEC PREP---'); - prepState.step = -1; - } - - try { - exec(prepState); - } catch (e) { - if (this._errorState < 2) { - console.log('Hinting error in PREP:' + e); - } - this._errorState = 2; - } - } - - if (this._errorState > 1) { return; } - - try { - return execGlyph(glyph, prepState); - } catch (e) { - if (this._errorState < 1) { - console.log('Hinting error:' + e); - console.log('Note: further hinting errors are silenced'); - } - this._errorState = 1; - return undefined; - } -}; - -/* -* Executes the hinting program for a glyph. -*/ -execGlyph = function(glyph, prepState) { - // original point positions - var xScale = prepState.ppem / prepState.font.unitsPerEm; - var yScale = xScale; - var components = glyph.components; - var contours; - var gZone; - var state; - - State.prototype = prepState; - if (!components) { - state = new State('glyf', glyph.instructions); - if (exports.DEBUG) { - console.log('---EXEC GLYPH---'); - state.step = -1; - } - execComponent(glyph, state, xScale, yScale); - gZone = state.gZone; - } else { - var font = prepState.font; - gZone = []; - contours = []; - for (var i = 0; i < components.length; i++) { - var c = components[i]; - var cg = font.glyphs.get(c.glyphIndex); - - state = new State('glyf', cg.instructions); - - if (exports.DEBUG) { - console.log('---EXEC COMP ' + i + '---'); - state.step = -1; - } - - execComponent(cg, state, xScale, yScale); - // appends the computed points to the result array - // post processes the component points - var dx = Math.round(c.dx * xScale); - var dy = Math.round(c.dy * yScale); - var gz = state.gZone; - var cc = state.contours; - for (var pi = 0; pi < gz.length; pi++) { - var p = gz[pi]; - p.xTouched = p.yTouched = false; - p.xo = p.x = p.x + dx; - p.yo = p.y = p.y + dy; - } - - var gLen = gZone.length; - gZone.push.apply(gZone, gz); - for (var j = 0; j < cc.length; j++) { - contours.push(cc[j] + gLen); - } - } - - if (glyph.instructions && !state.inhibitGridFit) { - // the composite has instructions on its own - state = new State('glyf', glyph.instructions); - - state.gZone = state.z0 = state.z1 = state.z2 = gZone; - - state.contours = contours; - - // note: HPZero cannot be used here, since - // the point might be modified - gZone.push( - new HPoint(0, 0), - new HPoint(Math.round(glyph.advanceWidth * xScale), 0) - ); - - if (exports.DEBUG) { - console.log('---EXEC COMPOSITE---'); - state.step = -1; - } - - exec(state); - - gZone.length -= 2; - } - } - - return gZone; -}; - -/* -* Executes the hinting program for a component of a multi-component glyph -* or of the glyph itself for a non-component glyph. -*/ -execComponent = function(glyph, state, xScale, yScale) -{ - var points = glyph.points || []; - var pLen = points.length; - var gZone = state.gZone = state.z0 = state.z1 = state.z2 = []; - var contours = state.contours = []; - - // Scales the original points and - // makes copies for the hinted points. - var cp; // current point - for (var i = 0; i < pLen; i++) { - cp = points[i]; - - gZone[i] = new HPoint( - cp.x * xScale, - cp.y * yScale, - cp.lastPointOfContour, - cp.onCurve - ); - } - - // Chain links the contours. - var sp; // start point - var np; // next point - - for (var i$1 = 0; i$1 < pLen; i$1++) { - cp = gZone[i$1]; - - if (!sp) { - sp = cp; - contours.push(i$1); - } - - if (cp.lastPointOfContour) { - cp.nextPointOnContour = sp; - sp.prevPointOnContour = cp; - sp = undefined; - } else { - np = gZone[i$1 + 1]; - cp.nextPointOnContour = np; - np.prevPointOnContour = cp; - } - } - - if (state.inhibitGridFit) { return; } - - if (exports.DEBUG) { - console.log('PROCESSING GLYPH', state.stack); - for (var i$2 = 0; i$2 < pLen; i$2++) { - console.log(i$2, gZone[i$2].x, gZone[i$2].y); - } - } - - gZone.push( - new HPoint(0, 0), - new HPoint(Math.round(glyph.advanceWidth * xScale), 0) - ); - - exec(state); - - // Removes the extra points. - gZone.length -= 2; - - if (exports.DEBUG) { - console.log('FINISHED GLYPH', state.stack); - for (var i$3 = 0; i$3 < pLen; i$3++) { - console.log(i$3, gZone[i$3].x, gZone[i$3].y); - } - } -}; - -/* -* Executes the program loaded in state. -*/ -exec = function(state) { - var prog = state.prog; - - if (!prog) { return; } - - var pLen = prog.length; - var ins; - - for (state.ip = 0; state.ip < pLen; state.ip++) { - if (exports.DEBUG) { state.step++; } - ins = instructionTable[prog[state.ip]]; - - if (!ins) { - throw new Error( - 'unknown instruction: 0x' + - Number(prog[state.ip]).toString(16) - ); - } - - ins(state); - - // very extensive debugging for each step - /* - if (exports.DEBUG) { - var da; - if (state.gZone) { - da = []; - for (let i = 0; i < state.gZone.length; i++) - { - da.push(i + ' ' + - state.gZone[i].x * 64 + ' ' + - state.gZone[i].y * 64 + ' ' + - (state.gZone[i].xTouched ? 'x' : '') + - (state.gZone[i].yTouched ? 'y' : '') - ); - } - console.log('GZ', da); - } - - if (state.tZone) { - da = []; - for (let i = 0; i < state.tZone.length; i++) { - da.push(i + ' ' + - state.tZone[i].x * 64 + ' ' + - state.tZone[i].y * 64 + ' ' + - (state.tZone[i].xTouched ? 'x' : '') + - (state.tZone[i].yTouched ? 'y' : '') - ); - } - console.log('TZ', da); - } - - if (state.stack.length > 10) { - console.log( - state.stack.length, - '...', state.stack.slice(state.stack.length - 10) - ); - } else { - console.log(state.stack.length, state.stack); - } - } - */ - } -}; - -/* -* Initializes the twilight zone. -* -* This is only done if a SZPx instruction -* refers to the twilight zone. -*/ -function initTZone(state) -{ - var tZone = state.tZone = new Array(state.gZone.length); - - // no idea if this is actually correct... - for (var i = 0; i < tZone.length; i++) - { - tZone[i] = new HPoint(0, 0); - } -} - -/* -* Skips the instruction pointer ahead over an IF/ELSE block. -* handleElse .. if true breaks on matching ELSE -*/ -function skip(state, handleElse) -{ - var prog = state.prog; - var ip = state.ip; - var nesting = 1; - var ins; - - do { - ins = prog[++ip]; - if (ins === 0x58) // IF - { nesting++; } - else if (ins === 0x59) // EIF - { nesting--; } - else if (ins === 0x40) // NPUSHB - { ip += prog[ip + 1] + 1; } - else if (ins === 0x41) // NPUSHW - { ip += 2 * prog[ip + 1] + 1; } - else if (ins >= 0xB0 && ins <= 0xB7) // PUSHB - { ip += ins - 0xB0 + 1; } - else if (ins >= 0xB8 && ins <= 0xBF) // PUSHW - { ip += (ins - 0xB8 + 1) * 2; } - else if (handleElse && nesting === 1 && ins === 0x1B) // ELSE - { break; } - } while (nesting > 0); - - state.ip = ip; -} - -/*----------------------------------------------------------* -* And then a lot of instructions... * -*----------------------------------------------------------*/ - -// SVTCA[a] Set freedom and projection Vectors To Coordinate Axis -// 0x00-0x01 -function SVTCA(v, state) { - if (exports.DEBUG) { console.log(state.step, 'SVTCA[' + v.axis + ']'); } - - state.fv = state.pv = state.dpv = v; -} - -// SPVTCA[a] Set Projection Vector to Coordinate Axis -// 0x02-0x03 -function SPVTCA(v, state) { - if (exports.DEBUG) { console.log(state.step, 'SPVTCA[' + v.axis + ']'); } - - state.pv = state.dpv = v; -} - -// SFVTCA[a] Set Freedom Vector to Coordinate Axis -// 0x04-0x05 -function SFVTCA(v, state) { - if (exports.DEBUG) { console.log(state.step, 'SFVTCA[' + v.axis + ']'); } - - state.fv = v; -} - -// SPVTL[a] Set Projection Vector To Line -// 0x06-0x07 -function SPVTL(a, state) { - var stack = state.stack; - var p2i = stack.pop(); - var p1i = stack.pop(); - var p2 = state.z2[p2i]; - var p1 = state.z1[p1i]; - - if (exports.DEBUG) { console.log('SPVTL[' + a + ']', p2i, p1i); } - - var dx; - var dy; - - if (!a) { - dx = p1.x - p2.x; - dy = p1.y - p2.y; - } else { - dx = p2.y - p1.y; - dy = p1.x - p2.x; - } - - state.pv = state.dpv = getUnitVector(dx, dy); -} - -// SFVTL[a] Set Freedom Vector To Line -// 0x08-0x09 -function SFVTL(a, state) { - var stack = state.stack; - var p2i = stack.pop(); - var p1i = stack.pop(); - var p2 = state.z2[p2i]; - var p1 = state.z1[p1i]; - - if (exports.DEBUG) { console.log('SFVTL[' + a + ']', p2i, p1i); } - - var dx; - var dy; - - if (!a) { - dx = p1.x - p2.x; - dy = p1.y - p2.y; - } else { - dx = p2.y - p1.y; - dy = p1.x - p2.x; - } - - state.fv = getUnitVector(dx, dy); -} - -// SPVFS[] Set Projection Vector From Stack -// 0x0A -function SPVFS(state) { - var stack = state.stack; - var y = stack.pop(); - var x = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SPVFS[]', y, x); } - - state.pv = state.dpv = getUnitVector(x, y); -} - -// SFVFS[] Set Freedom Vector From Stack -// 0x0B -function SFVFS(state) { - var stack = state.stack; - var y = stack.pop(); - var x = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SPVFS[]', y, x); } - - state.fv = getUnitVector(x, y); -} - -// GPV[] Get Projection Vector -// 0x0C -function GPV(state) { - var stack = state.stack; - var pv = state.pv; - - if (exports.DEBUG) { console.log(state.step, 'GPV[]'); } - - stack.push(pv.x * 0x4000); - stack.push(pv.y * 0x4000); -} - -// GFV[] Get Freedom Vector -// 0x0C -function GFV(state) { - var stack = state.stack; - var fv = state.fv; - - if (exports.DEBUG) { console.log(state.step, 'GFV[]'); } - - stack.push(fv.x * 0x4000); - stack.push(fv.y * 0x4000); -} - -// SFVTPV[] Set Freedom Vector To Projection Vector -// 0x0E -function SFVTPV(state) { - state.fv = state.pv; - - if (exports.DEBUG) { console.log(state.step, 'SFVTPV[]'); } -} - -// ISECT[] moves point p to the InterSECTion of two lines -// 0x0F -function ISECT(state) -{ - var stack = state.stack; - var pa0i = stack.pop(); - var pa1i = stack.pop(); - var pb0i = stack.pop(); - var pb1i = stack.pop(); - var pi = stack.pop(); - var z0 = state.z0; - var z1 = state.z1; - var pa0 = z0[pa0i]; - var pa1 = z0[pa1i]; - var pb0 = z1[pb0i]; - var pb1 = z1[pb1i]; - var p = state.z2[pi]; - - if (exports.DEBUG) { console.log('ISECT[], ', pa0i, pa1i, pb0i, pb1i, pi); } - - // math from - // en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line - - var x1 = pa0.x; - var y1 = pa0.y; - var x2 = pa1.x; - var y2 = pa1.y; - var x3 = pb0.x; - var y3 = pb0.y; - var x4 = pb1.x; - var y4 = pb1.y; - - var div = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); - var f1 = x1 * y2 - y1 * x2; - var f2 = x3 * y4 - y3 * x4; - - p.x = (f1 * (x3 - x4) - f2 * (x1 - x2)) / div; - p.y = (f1 * (y3 - y4) - f2 * (y1 - y2)) / div; -} - -// SRP0[] Set Reference Point 0 -// 0x10 -function SRP0(state) { - state.rp0 = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SRP0[]', state.rp0); } -} - -// SRP1[] Set Reference Point 1 -// 0x11 -function SRP1(state) { - state.rp1 = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SRP1[]', state.rp1); } -} - -// SRP1[] Set Reference Point 2 -// 0x12 -function SRP2(state) { - state.rp2 = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SRP2[]', state.rp2); } -} - -// SZP0[] Set Zone Pointer 0 -// 0x13 -function SZP0(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SZP0[]', n); } - - state.zp0 = n; - - switch (n) { - case 0: - if (!state.tZone) { initTZone(state); } - state.z0 = state.tZone; - break; - case 1 : - state.z0 = state.gZone; - break; - default : - throw new Error('Invalid zone pointer'); - } -} - -// SZP1[] Set Zone Pointer 1 -// 0x14 -function SZP1(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SZP1[]', n); } - - state.zp1 = n; - - switch (n) { - case 0: - if (!state.tZone) { initTZone(state); } - state.z1 = state.tZone; - break; - case 1 : - state.z1 = state.gZone; - break; - default : - throw new Error('Invalid zone pointer'); - } -} - -// SZP2[] Set Zone Pointer 2 -// 0x15 -function SZP2(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SZP2[]', n); } - - state.zp2 = n; - - switch (n) { - case 0: - if (!state.tZone) { initTZone(state); } - state.z2 = state.tZone; - break; - case 1 : - state.z2 = state.gZone; - break; - default : - throw new Error('Invalid zone pointer'); - } -} - -// SZPS[] Set Zone PointerS -// 0x16 -function SZPS(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SZPS[]', n); } - - state.zp0 = state.zp1 = state.zp2 = n; - - switch (n) { - case 0: - if (!state.tZone) { initTZone(state); } - state.z0 = state.z1 = state.z2 = state.tZone; - break; - case 1 : - state.z0 = state.z1 = state.z2 = state.gZone; - break; - default : - throw new Error('Invalid zone pointer'); - } -} - -// SLOOP[] Set LOOP variable -// 0x17 -function SLOOP(state) { - state.loop = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SLOOP[]', state.loop); } -} - -// RTG[] Round To Grid -// 0x18 -function RTG(state) { - if (exports.DEBUG) { console.log(state.step, 'RTG[]'); } - - state.round = roundToGrid; -} - -// RTHG[] Round To Half Grid -// 0x19 -function RTHG(state) { - if (exports.DEBUG) { console.log(state.step, 'RTHG[]'); } - - state.round = roundToHalfGrid; -} - -// SMD[] Set Minimum Distance -// 0x1A -function SMD(state) { - var d = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SMD[]', d); } - - state.minDis = d / 0x40; -} - -// ELSE[] ELSE clause -// 0x1B -function ELSE(state) { - // This instruction has been reached by executing a then branch - // so it just skips ahead until matching EIF. - // - // In case the IF was negative the IF[] instruction already - // skipped forward over the ELSE[] - - if (exports.DEBUG) { console.log(state.step, 'ELSE[]'); } - - skip(state, false); -} - -// JMPR[] JuMP Relative -// 0x1C -function JMPR(state) { - var o = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'JMPR[]', o); } - - // A jump by 1 would do nothing. - state.ip += o - 1; -} - -// SCVTCI[] Set Control Value Table Cut-In -// 0x1D -function SCVTCI(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SCVTCI[]', n); } - - state.cvCutIn = n / 0x40; -} - -// DUP[] DUPlicate top stack element -// 0x20 -function DUP(state) { - var stack = state.stack; - - if (exports.DEBUG) { console.log(state.step, 'DUP[]'); } - - stack.push(stack[stack.length - 1]); -} - -// POP[] POP top stack element -// 0x21 -function POP(state) { - if (exports.DEBUG) { console.log(state.step, 'POP[]'); } - - state.stack.pop(); -} - -// CLEAR[] CLEAR the stack -// 0x22 -function CLEAR(state) { - if (exports.DEBUG) { console.log(state.step, 'CLEAR[]'); } - - state.stack.length = 0; -} - -// SWAP[] SWAP the top two elements on the stack -// 0x23 -function SWAP(state) { - var stack = state.stack; - - var a = stack.pop(); - var b = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SWAP[]'); } - - stack.push(a); - stack.push(b); -} - -// DEPTH[] DEPTH of the stack -// 0x24 -function DEPTH(state) { - var stack = state.stack; - - if (exports.DEBUG) { console.log(state.step, 'DEPTH[]'); } - - stack.push(stack.length); -} - -// LOOPCALL[] LOOPCALL function -// 0x2A -function LOOPCALL(state) { - var stack = state.stack; - var fn = stack.pop(); - var c = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'LOOPCALL[]', fn, c); } - - // saves callers program - var cip = state.ip; - var cprog = state.prog; - - state.prog = state.funcs[fn]; - - // executes the function - for (var i = 0; i < c; i++) { - exec(state); - - if (exports.DEBUG) { console.log( - ++state.step, - i + 1 < c ? 'next loopcall' : 'done loopcall', - i - ); } - } - - // restores the callers program - state.ip = cip; - state.prog = cprog; -} - -// CALL[] CALL function -// 0x2B -function CALL(state) { - var fn = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'CALL[]', fn); } - - // saves callers program - var cip = state.ip; - var cprog = state.prog; - - state.prog = state.funcs[fn]; - - // executes the function - exec(state); - - // restores the callers program - state.ip = cip; - state.prog = cprog; - - if (exports.DEBUG) { console.log(++state.step, 'returning from', fn); } -} - -// CINDEX[] Copy the INDEXed element to the top of the stack -// 0x25 -function CINDEX(state) { - var stack = state.stack; - var k = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'CINDEX[]', k); } - - // In case of k == 1, it copies the last element after popping - // thus stack.length - k. - stack.push(stack[stack.length - k]); -} - -// MINDEX[] Move the INDEXed element to the top of the stack -// 0x26 -function MINDEX(state) { - var stack = state.stack; - var k = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'MINDEX[]', k); } - - stack.push(stack.splice(stack.length - k, 1)[0]); -} - -// FDEF[] Function DEFinition -// 0x2C -function FDEF(state) { - if (state.env !== 'fpgm') { throw new Error('FDEF not allowed here'); } - var stack = state.stack; - var prog = state.prog; - var ip = state.ip; - - var fn = stack.pop(); - var ipBegin = ip; - - if (exports.DEBUG) { console.log(state.step, 'FDEF[]', fn); } - - while (prog[++ip] !== 0x2D){ } - - state.ip = ip; - state.funcs[fn] = prog.slice(ipBegin + 1, ip); -} - -// MDAP[a] Move Direct Absolute Point -// 0x2E-0x2F -function MDAP(round, state) { - var pi = state.stack.pop(); - var p = state.z0[pi]; - var fv = state.fv; - var pv = state.pv; - - if (exports.DEBUG) { console.log(state.step, 'MDAP[' + round + ']', pi); } - - var d = pv.distance(p, HPZero); - - if (round) { d = state.round(d); } - - fv.setRelative(p, HPZero, d, pv); - fv.touch(p); - - state.rp0 = state.rp1 = pi; -} - -// IUP[a] Interpolate Untouched Points through the outline -// 0x30 -function IUP(v, state) { - var z2 = state.z2; - var pLen = z2.length - 2; - var cp; - var pp; - var np; - - if (exports.DEBUG) { console.log(state.step, 'IUP[' + v.axis + ']'); } - - for (var i = 0; i < pLen; i++) { - cp = z2[i]; // current point - - // if this point has been touched go on - if (v.touched(cp)) { continue; } - - pp = cp.prevTouched(v); - - // no point on the contour has been touched? - if (pp === cp) { continue; } - - np = cp.nextTouched(v); - - if (pp === np) { - // only one point on the contour has been touched - // so simply moves the point like that - - v.setRelative(cp, cp, v.distance(pp, pp, false, true), v, true); - } - - v.interpolate(cp, pp, np, v); - } -} - -// SHP[] SHift Point using reference point -// 0x32-0x33 -function SHP(a, state) { - var stack = state.stack; - var rpi = a ? state.rp1 : state.rp2; - var rp = (a ? state.z0 : state.z1)[rpi]; - var fv = state.fv; - var pv = state.pv; - var loop = state.loop; - var z2 = state.z2; - - while (loop--) - { - var pi = stack.pop(); - var p = z2[pi]; - - var d = pv.distance(rp, rp, false, true); - fv.setRelative(p, p, d, pv); - fv.touch(p); - - if (exports.DEBUG) { - console.log( - state.step, - (state.loop > 1 ? - 'loop ' + (state.loop - loop) + ': ' : - '' - ) + - 'SHP[' + (a ? 'rp1' : 'rp2') + ']', pi - ); - } - } - - state.loop = 1; -} - -// SHC[] SHift Contour using reference point -// 0x36-0x37 -function SHC(a, state) { - var stack = state.stack; - var rpi = a ? state.rp1 : state.rp2; - var rp = (a ? state.z0 : state.z1)[rpi]; - var fv = state.fv; - var pv = state.pv; - var ci = stack.pop(); - var sp = state.z2[state.contours[ci]]; - var p = sp; - - if (exports.DEBUG) { console.log(state.step, 'SHC[' + a + ']', ci); } - - var d = pv.distance(rp, rp, false, true); - - do { - if (p !== rp) { fv.setRelative(p, p, d, pv); } - p = p.nextPointOnContour; - } while (p !== sp); -} - -// SHZ[] SHift Zone using reference point -// 0x36-0x37 -function SHZ(a, state) { - var stack = state.stack; - var rpi = a ? state.rp1 : state.rp2; - var rp = (a ? state.z0 : state.z1)[rpi]; - var fv = state.fv; - var pv = state.pv; - - var e = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SHZ[' + a + ']', e); } - - var z; - switch (e) { - case 0 : z = state.tZone; break; - case 1 : z = state.gZone; break; - default : throw new Error('Invalid zone'); - } - - var p; - var d = pv.distance(rp, rp, false, true); - var pLen = z.length - 2; - for (var i = 0; i < pLen; i++) - { - p = z[i]; - fv.setRelative(p, p, d, pv); - //if (p !== rp) fv.setRelative(p, p, d, pv); - } -} - -// SHPIX[] SHift point by a PIXel amount -// 0x38 -function SHPIX(state) { - var stack = state.stack; - var loop = state.loop; - var fv = state.fv; - var d = stack.pop() / 0x40; - var z2 = state.z2; - - while (loop--) { - var pi = stack.pop(); - var p = z2[pi]; - - if (exports.DEBUG) { - console.log( - state.step, - (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + - 'SHPIX[]', pi, d - ); - } - - fv.setRelative(p, p, d); - fv.touch(p); - } - - state.loop = 1; -} - -// IP[] Interpolate Point -// 0x39 -function IP(state) { - var stack = state.stack; - var rp1i = state.rp1; - var rp2i = state.rp2; - var loop = state.loop; - var rp1 = state.z0[rp1i]; - var rp2 = state.z1[rp2i]; - var fv = state.fv; - var pv = state.dpv; - var z2 = state.z2; - - while (loop--) { - var pi = stack.pop(); - var p = z2[pi]; - - if (exports.DEBUG) { - console.log( - state.step, - (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + - 'IP[]', pi, rp1i, '<->', rp2i - ); - } - - fv.interpolate(p, rp1, rp2, pv); - - fv.touch(p); - } - - state.loop = 1; -} - -// MSIRP[a] Move Stack Indirect Relative Point -// 0x3A-0x3B -function MSIRP(a, state) { - var stack = state.stack; - var d = stack.pop() / 64; - var pi = stack.pop(); - var p = state.z1[pi]; - var rp0 = state.z0[state.rp0]; - var fv = state.fv; - var pv = state.pv; - - fv.setRelative(p, rp0, d, pv); - fv.touch(p); - - if (exports.DEBUG) { console.log(state.step, 'MSIRP[' + a + ']', d, pi); } - - state.rp1 = state.rp0; - state.rp2 = pi; - if (a) { state.rp0 = pi; } -} - -// ALIGNRP[] Align to reference point. -// 0x3C -function ALIGNRP(state) { - var stack = state.stack; - var rp0i = state.rp0; - var rp0 = state.z0[rp0i]; - var loop = state.loop; - var fv = state.fv; - var pv = state.pv; - var z1 = state.z1; - - while (loop--) { - var pi = stack.pop(); - var p = z1[pi]; - - if (exports.DEBUG) { - console.log( - state.step, - (state.loop > 1 ? 'loop ' + (state.loop - loop) + ': ' : '') + - 'ALIGNRP[]', pi - ); - } - - fv.setRelative(p, rp0, 0, pv); - fv.touch(p); - } - - state.loop = 1; -} - -// RTG[] Round To Double Grid -// 0x3D -function RTDG(state) { - if (exports.DEBUG) { console.log(state.step, 'RTDG[]'); } - - state.round = roundToDoubleGrid; -} - -// MIAP[a] Move Indirect Absolute Point -// 0x3E-0x3F -function MIAP(round, state) { - var stack = state.stack; - var n = stack.pop(); - var pi = stack.pop(); - var p = state.z0[pi]; - var fv = state.fv; - var pv = state.pv; - var cv = state.cvt[n]; - - if (exports.DEBUG) { - console.log( - state.step, - 'MIAP[' + round + ']', - n, '(', cv, ')', pi - ); - } - - var d = pv.distance(p, HPZero); - - if (round) { - if (Math.abs(d - cv) < state.cvCutIn) { d = cv; } - - d = state.round(d); - } - - fv.setRelative(p, HPZero, d, pv); - - if (state.zp0 === 0) { - p.xo = p.x; - p.yo = p.y; - } - - fv.touch(p); - - state.rp0 = state.rp1 = pi; -} - -// NPUSB[] PUSH N Bytes -// 0x40 -function NPUSHB(state) { - var prog = state.prog; - var ip = state.ip; - var stack = state.stack; - - var n = prog[++ip]; - - if (exports.DEBUG) { console.log(state.step, 'NPUSHB[]', n); } - - for (var i = 0; i < n; i++) { stack.push(prog[++ip]); } - - state.ip = ip; -} - -// NPUSHW[] PUSH N Words -// 0x41 -function NPUSHW(state) { - var ip = state.ip; - var prog = state.prog; - var stack = state.stack; - var n = prog[++ip]; - - if (exports.DEBUG) { console.log(state.step, 'NPUSHW[]', n); } - - for (var i = 0; i < n; i++) { - var w = (prog[++ip] << 8) | prog[++ip]; - if (w & 0x8000) { w = -((w ^ 0xffff) + 1); } - stack.push(w); - } - - state.ip = ip; -} - -// WS[] Write Store -// 0x42 -function WS(state) { - var stack = state.stack; - var store = state.store; - - if (!store) { store = state.store = []; } - - var v = stack.pop(); - var l = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'WS', v, l); } - - store[l] = v; -} - -// RS[] Read Store -// 0x43 -function RS(state) { - var stack = state.stack; - var store = state.store; - - var l = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'RS', l); } - - var v = (store && store[l]) || 0; - - stack.push(v); -} - -// WCVTP[] Write Control Value Table in Pixel units -// 0x44 -function WCVTP(state) { - var stack = state.stack; - - var v = stack.pop(); - var l = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'WCVTP', v, l); } - - state.cvt[l] = v / 0x40; -} - -// RCVT[] Read Control Value Table entry -// 0x45 -function RCVT(state) { - var stack = state.stack; - var cvte = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'RCVT', cvte); } - - stack.push(state.cvt[cvte] * 0x40); -} - -// GC[] Get Coordinate projected onto the projection vector -// 0x46-0x47 -function GC(a, state) { - var stack = state.stack; - var pi = stack.pop(); - var p = state.z2[pi]; - - if (exports.DEBUG) { console.log(state.step, 'GC[' + a + ']', pi); } - - stack.push(state.dpv.distance(p, HPZero, a, false) * 0x40); -} - -// MD[a] Measure Distance -// 0x49-0x4A -function MD(a, state) { - var stack = state.stack; - var pi2 = stack.pop(); - var pi1 = stack.pop(); - var p2 = state.z1[pi2]; - var p1 = state.z0[pi1]; - var d = state.dpv.distance(p1, p2, a, a); - - if (exports.DEBUG) { console.log(state.step, 'MD[' + a + ']', pi2, pi1, '->', d); } - - state.stack.push(Math.round(d * 64)); -} - -// MPPEM[] Measure Pixels Per EM -// 0x4B -function MPPEM(state) { - if (exports.DEBUG) { console.log(state.step, 'MPPEM[]'); } - state.stack.push(state.ppem); -} - -// FLIPON[] set the auto FLIP Boolean to ON -// 0x4D -function FLIPON(state) { - if (exports.DEBUG) { console.log(state.step, 'FLIPON[]'); } - state.autoFlip = true; -} - -// LT[] Less Than -// 0x50 -function LT(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'LT[]', e2, e1); } - - stack.push(e1 < e2 ? 1 : 0); -} - -// LTEQ[] Less Than or EQual -// 0x53 -function LTEQ(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'LTEQ[]', e2, e1); } - - stack.push(e1 <= e2 ? 1 : 0); -} - -// GTEQ[] Greater Than -// 0x52 -function GT(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'GT[]', e2, e1); } - - stack.push(e1 > e2 ? 1 : 0); -} - -// GTEQ[] Greater Than or EQual -// 0x53 -function GTEQ(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'GTEQ[]', e2, e1); } - - stack.push(e1 >= e2 ? 1 : 0); -} - -// EQ[] EQual -// 0x54 -function EQ(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'EQ[]', e2, e1); } - - stack.push(e2 === e1 ? 1 : 0); -} - -// NEQ[] Not EQual -// 0x55 -function NEQ(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'NEQ[]', e2, e1); } - - stack.push(e2 !== e1 ? 1 : 0); -} - -// ODD[] ODD -// 0x56 -function ODD(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'ODD[]', n); } - - stack.push(Math.trunc(n) % 2 ? 1 : 0); -} - -// EVEN[] EVEN -// 0x57 -function EVEN(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'EVEN[]', n); } - - stack.push(Math.trunc(n) % 2 ? 0 : 1); -} - -// IF[] IF test -// 0x58 -function IF(state) { - var test = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'IF[]', test); } - - // if test is true it just continues - // if not the ip is skipped until matching ELSE or EIF - if (!test) { - skip(state, true); - - if (exports.DEBUG) { console.log(state.step, 'EIF[]'); } - } -} - -// EIF[] End IF -// 0x59 -function EIF(state) { - // this can be reached normally when - // executing an else branch. - // -> just ignore it - - if (exports.DEBUG) { console.log(state.step, 'EIF[]'); } -} - -// AND[] logical AND -// 0x5A -function AND(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'AND[]', e2, e1); } - - stack.push(e2 && e1 ? 1 : 0); -} - -// OR[] logical OR -// 0x5B -function OR(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'OR[]', e2, e1); } - - stack.push(e2 || e1 ? 1 : 0); -} - -// NOT[] logical NOT -// 0x5C -function NOT(state) { - var stack = state.stack; - var e = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'NOT[]', e); } - - stack.push(e ? 0 : 1); -} - -// DELTAP1[] DELTA exception P1 -// DELTAP2[] DELTA exception P2 -// DELTAP3[] DELTA exception P3 -// 0x5D, 0x71, 0x72 -function DELTAP123(b, state) { - var stack = state.stack; - var n = stack.pop(); - var fv = state.fv; - var pv = state.pv; - var ppem = state.ppem; - var base = state.deltaBase + (b - 1) * 16; - var ds = state.deltaShift; - var z0 = state.z0; - - if (exports.DEBUG) { console.log(state.step, 'DELTAP[' + b + ']', n, stack); } - - for (var i = 0; i < n; i++) { - var pi = stack.pop(); - var arg = stack.pop(); - var appem = base + ((arg & 0xF0) >> 4); - if (appem !== ppem) { continue; } - - var mag = (arg & 0x0F) - 8; - if (mag >= 0) { mag++; } - if (exports.DEBUG) { console.log(state.step, 'DELTAPFIX', pi, 'by', mag * ds); } - - var p = z0[pi]; - fv.setRelative(p, p, mag * ds, pv); - } -} - -// SDB[] Set Delta Base in the graphics state -// 0x5E -function SDB(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SDB[]', n); } - - state.deltaBase = n; -} - -// SDS[] Set Delta Shift in the graphics state -// 0x5F -function SDS(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SDS[]', n); } - - state.deltaShift = Math.pow(0.5, n); -} - -// ADD[] ADD -// 0x60 -function ADD(state) { - var stack = state.stack; - var n2 = stack.pop(); - var n1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'ADD[]', n2, n1); } - - stack.push(n1 + n2); -} - -// SUB[] SUB -// 0x61 -function SUB(state) { - var stack = state.stack; - var n2 = stack.pop(); - var n1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SUB[]', n2, n1); } - - stack.push(n1 - n2); -} - -// DIV[] DIV -// 0x62 -function DIV(state) { - var stack = state.stack; - var n2 = stack.pop(); - var n1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'DIV[]', n2, n1); } - - stack.push(n1 * 64 / n2); -} - -// MUL[] MUL -// 0x63 -function MUL(state) { - var stack = state.stack; - var n2 = stack.pop(); - var n1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'MUL[]', n2, n1); } - - stack.push(n1 * n2 / 64); -} - -// ABS[] ABSolute value -// 0x64 -function ABS(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'ABS[]', n); } - - stack.push(Math.abs(n)); -} - -// NEG[] NEGate -// 0x65 -function NEG(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'NEG[]', n); } - - stack.push(-n); -} - -// FLOOR[] FLOOR -// 0x66 -function FLOOR(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'FLOOR[]', n); } - - stack.push(Math.floor(n / 0x40) * 0x40); -} - -// CEILING[] CEILING -// 0x67 -function CEILING(state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'CEILING[]', n); } - - stack.push(Math.ceil(n / 0x40) * 0x40); -} - -// ROUND[ab] ROUND value -// 0x68-0x6B -function ROUND(dt, state) { - var stack = state.stack; - var n = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'ROUND[]'); } - - stack.push(state.round(n / 0x40) * 0x40); -} - -// WCVTF[] Write Control Value Table in Funits -// 0x70 -function WCVTF(state) { - var stack = state.stack; - var v = stack.pop(); - var l = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'WCVTF[]', v, l); } - - state.cvt[l] = v * state.ppem / state.font.unitsPerEm; -} - -// DELTAC1[] DELTA exception C1 -// DELTAC2[] DELTA exception C2 -// DELTAC3[] DELTA exception C3 -// 0x73, 0x74, 0x75 -function DELTAC123(b, state) { - var stack = state.stack; - var n = stack.pop(); - var ppem = state.ppem; - var base = state.deltaBase + (b - 1) * 16; - var ds = state.deltaShift; - - if (exports.DEBUG) { console.log(state.step, 'DELTAC[' + b + ']', n, stack); } - - for (var i = 0; i < n; i++) { - var c = stack.pop(); - var arg = stack.pop(); - var appem = base + ((arg & 0xF0) >> 4); - if (appem !== ppem) { continue; } - - var mag = (arg & 0x0F) - 8; - if (mag >= 0) { mag++; } - - var delta = mag * ds; - - if (exports.DEBUG) { console.log(state.step, 'DELTACFIX', c, 'by', delta); } - - state.cvt[c] += delta; - } -} - -// SROUND[] Super ROUND -// 0x76 -function SROUND(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'SROUND[]', n); } - - state.round = roundSuper; - - var period; - - switch (n & 0xC0) { - case 0x00: - period = 0.5; - break; - case 0x40: - period = 1; - break; - case 0x80: - period = 2; - break; - default: - throw new Error('invalid SROUND value'); - } - - state.srPeriod = period; - - switch (n & 0x30) { - case 0x00: - state.srPhase = 0; - break; - case 0x10: - state.srPhase = 0.25 * period; - break; - case 0x20: - state.srPhase = 0.5 * period; - break; - case 0x30: - state.srPhase = 0.75 * period; - break; - default: throw new Error('invalid SROUND value'); - } - - n &= 0x0F; - - if (n === 0) { state.srThreshold = 0; } - else { state.srThreshold = (n / 8 - 0.5) * period; } -} - -// S45ROUND[] Super ROUND 45 degrees -// 0x77 -function S45ROUND(state) { - var n = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'S45ROUND[]', n); } - - state.round = roundSuper; - - var period; - - switch (n & 0xC0) { - case 0x00: - period = Math.sqrt(2) / 2; - break; - case 0x40: - period = Math.sqrt(2); - break; - case 0x80: - period = 2 * Math.sqrt(2); - break; - default: - throw new Error('invalid S45ROUND value'); - } - - state.srPeriod = period; - - switch (n & 0x30) { - case 0x00: - state.srPhase = 0; - break; - case 0x10: - state.srPhase = 0.25 * period; - break; - case 0x20: - state.srPhase = 0.5 * period; - break; - case 0x30: - state.srPhase = 0.75 * period; - break; - default: - throw new Error('invalid S45ROUND value'); - } - - n &= 0x0F; - - if (n === 0) { state.srThreshold = 0; } - else { state.srThreshold = (n / 8 - 0.5) * period; } -} - -// ROFF[] Round Off -// 0x7A -function ROFF(state) { - if (exports.DEBUG) { console.log(state.step, 'ROFF[]'); } - - state.round = roundOff; -} - -// RUTG[] Round Up To Grid -// 0x7C -function RUTG(state) { - if (exports.DEBUG) { console.log(state.step, 'RUTG[]'); } - - state.round = roundUpToGrid; -} - -// RDTG[] Round Down To Grid -// 0x7D -function RDTG(state) { - if (exports.DEBUG) { console.log(state.step, 'RDTG[]'); } - - state.round = roundDownToGrid; -} - -// SCANCTRL[] SCAN conversion ConTRoL -// 0x85 -function SCANCTRL(state) { - var n = state.stack.pop(); - - // ignored by opentype.js - - if (exports.DEBUG) { console.log(state.step, 'SCANCTRL[]', n); } -} - -// SDPVTL[a] Set Dual Projection Vector To Line -// 0x86-0x87 -function SDPVTL(a, state) { - var stack = state.stack; - var p2i = stack.pop(); - var p1i = stack.pop(); - var p2 = state.z2[p2i]; - var p1 = state.z1[p1i]; - - if (exports.DEBUG) { console.log(state.step, 'SDPVTL[' + a + ']', p2i, p1i); } - - var dx; - var dy; - - if (!a) { - dx = p1.x - p2.x; - dy = p1.y - p2.y; - } else { - dx = p2.y - p1.y; - dy = p1.x - p2.x; - } - - state.dpv = getUnitVector(dx, dy); -} - -// GETINFO[] GET INFOrmation -// 0x88 -function GETINFO(state) { - var stack = state.stack; - var sel = stack.pop(); - var r = 0; - - if (exports.DEBUG) { console.log(state.step, 'GETINFO[]', sel); } - - // v35 as in no subpixel hinting - if (sel & 0x01) { r = 35; } - - // TODO rotation and stretch currently not supported - // and thus those GETINFO are always 0. - - // opentype.js is always gray scaling - if (sel & 0x20) { r |= 0x1000; } - - stack.push(r); -} - -// ROLL[] ROLL the top three stack elements -// 0x8A -function ROLL(state) { - var stack = state.stack; - var a = stack.pop(); - var b = stack.pop(); - var c = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'ROLL[]'); } - - stack.push(b); - stack.push(a); - stack.push(c); -} - -// MAX[] MAXimum of top two stack elements -// 0x8B -function MAX(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'MAX[]', e2, e1); } - - stack.push(Math.max(e1, e2)); -} - -// MIN[] MINimum of top two stack elements -// 0x8C -function MIN(state) { - var stack = state.stack; - var e2 = stack.pop(); - var e1 = stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'MIN[]', e2, e1); } - - stack.push(Math.min(e1, e2)); -} - -// SCANTYPE[] SCANTYPE -// 0x8D -function SCANTYPE(state) { - var n = state.stack.pop(); - // ignored by opentype.js - if (exports.DEBUG) { console.log(state.step, 'SCANTYPE[]', n); } -} - -// INSTCTRL[] INSTCTRL -// 0x8D -function INSTCTRL(state) { - var s = state.stack.pop(); - var v = state.stack.pop(); - - if (exports.DEBUG) { console.log(state.step, 'INSTCTRL[]', s, v); } - - switch (s) { - case 1 : state.inhibitGridFit = !!v; return; - case 2 : state.ignoreCvt = !!v; return; - default: throw new Error('invalid INSTCTRL[] selector'); - } -} - -// PUSHB[abc] PUSH Bytes -// 0xB0-0xB7 -function PUSHB(n, state) { - var stack = state.stack; - var prog = state.prog; - var ip = state.ip; - - if (exports.DEBUG) { console.log(state.step, 'PUSHB[' + n + ']'); } - - for (var i = 0; i < n; i++) { stack.push(prog[++ip]); } - - state.ip = ip; -} - -// PUSHW[abc] PUSH Words -// 0xB8-0xBF -function PUSHW(n, state) { - var ip = state.ip; - var prog = state.prog; - var stack = state.stack; - - if (exports.DEBUG) { console.log(state.ip, 'PUSHW[' + n + ']'); } - - for (var i = 0; i < n; i++) { - var w = (prog[++ip] << 8) | prog[++ip]; - if (w & 0x8000) { w = -((w ^ 0xffff) + 1); } - stack.push(w); - } - - state.ip = ip; -} - -// MDRP[abcde] Move Direct Relative Point -// 0xD0-0xEF -// (if indirect is 0) -// -// and -// -// MIRP[abcde] Move Indirect Relative Point -// 0xE0-0xFF -// (if indirect is 1) - -function MDRP_MIRP(indirect, setRp0, keepD, ro, dt, state) { - var stack = state.stack; - var cvte = indirect && stack.pop(); - var pi = stack.pop(); - var rp0i = state.rp0; - var rp = state.z0[rp0i]; - var p = state.z1[pi]; - - var md = state.minDis; - var fv = state.fv; - var pv = state.dpv; - var od; // original distance - var d; // moving distance - var sign; // sign of distance - var cv; - - d = od = pv.distance(p, rp, true, true); - sign = d >= 0 ? 1 : -1; // Math.sign would be 0 in case of 0 - - // TODO consider autoFlip - d = Math.abs(d); - - if (indirect) { - cv = state.cvt[cvte]; - - if (ro && Math.abs(d - cv) < state.cvCutIn) { d = cv; } - } - - if (keepD && d < md) { d = md; } - - if (ro) { d = state.round(d); } - - fv.setRelative(p, rp, sign * d, pv); - fv.touch(p); - - if (exports.DEBUG) { - console.log( - state.step, - (indirect ? 'MIRP[' : 'MDRP[') + - (setRp0 ? 'M' : 'm') + - (keepD ? '>' : '_') + - (ro ? 'R' : '_') + - (dt === 0 ? 'Gr' : (dt === 1 ? 'Bl' : (dt === 2 ? 'Wh' : ''))) + - ']', - indirect ? - cvte + '(' + state.cvt[cvte] + ',' + cv + ')' : - '', - pi, - '(d =', od, '->', sign * d, ')' - ); - } - - state.rp1 = state.rp0; - state.rp2 = pi; - if (setRp0) { state.rp0 = pi; } -} - -/* -* The instruction table. -*/ -instructionTable = [ - /* 0x00 */ SVTCA.bind(undefined, yUnitVector), - /* 0x01 */ SVTCA.bind(undefined, xUnitVector), - /* 0x02 */ SPVTCA.bind(undefined, yUnitVector), - /* 0x03 */ SPVTCA.bind(undefined, xUnitVector), - /* 0x04 */ SFVTCA.bind(undefined, yUnitVector), - /* 0x05 */ SFVTCA.bind(undefined, xUnitVector), - /* 0x06 */ SPVTL.bind(undefined, 0), - /* 0x07 */ SPVTL.bind(undefined, 1), - /* 0x08 */ SFVTL.bind(undefined, 0), - /* 0x09 */ SFVTL.bind(undefined, 1), - /* 0x0A */ SPVFS, - /* 0x0B */ SFVFS, - /* 0x0C */ GPV, - /* 0x0D */ GFV, - /* 0x0E */ SFVTPV, - /* 0x0F */ ISECT, - /* 0x10 */ SRP0, - /* 0x11 */ SRP1, - /* 0x12 */ SRP2, - /* 0x13 */ SZP0, - /* 0x14 */ SZP1, - /* 0x15 */ SZP2, - /* 0x16 */ SZPS, - /* 0x17 */ SLOOP, - /* 0x18 */ RTG, - /* 0x19 */ RTHG, - /* 0x1A */ SMD, - /* 0x1B */ ELSE, - /* 0x1C */ JMPR, - /* 0x1D */ SCVTCI, - /* 0x1E */ undefined, // TODO SSWCI - /* 0x1F */ undefined, // TODO SSW - /* 0x20 */ DUP, - /* 0x21 */ POP, - /* 0x22 */ CLEAR, - /* 0x23 */ SWAP, - /* 0x24 */ DEPTH, - /* 0x25 */ CINDEX, - /* 0x26 */ MINDEX, - /* 0x27 */ undefined, // TODO ALIGNPTS - /* 0x28 */ undefined, - /* 0x29 */ undefined, // TODO UTP - /* 0x2A */ LOOPCALL, - /* 0x2B */ CALL, - /* 0x2C */ FDEF, - /* 0x2D */ undefined, // ENDF (eaten by FDEF) - /* 0x2E */ MDAP.bind(undefined, 0), - /* 0x2F */ MDAP.bind(undefined, 1), - /* 0x30 */ IUP.bind(undefined, yUnitVector), - /* 0x31 */ IUP.bind(undefined, xUnitVector), - /* 0x32 */ SHP.bind(undefined, 0), - /* 0x33 */ SHP.bind(undefined, 1), - /* 0x34 */ SHC.bind(undefined, 0), - /* 0x35 */ SHC.bind(undefined, 1), - /* 0x36 */ SHZ.bind(undefined, 0), - /* 0x37 */ SHZ.bind(undefined, 1), - /* 0x38 */ SHPIX, - /* 0x39 */ IP, - /* 0x3A */ MSIRP.bind(undefined, 0), - /* 0x3B */ MSIRP.bind(undefined, 1), - /* 0x3C */ ALIGNRP, - /* 0x3D */ RTDG, - /* 0x3E */ MIAP.bind(undefined, 0), - /* 0x3F */ MIAP.bind(undefined, 1), - /* 0x40 */ NPUSHB, - /* 0x41 */ NPUSHW, - /* 0x42 */ WS, - /* 0x43 */ RS, - /* 0x44 */ WCVTP, - /* 0x45 */ RCVT, - /* 0x46 */ GC.bind(undefined, 0), - /* 0x47 */ GC.bind(undefined, 1), - /* 0x48 */ undefined, // TODO SCFS - /* 0x49 */ MD.bind(undefined, 0), - /* 0x4A */ MD.bind(undefined, 1), - /* 0x4B */ MPPEM, - /* 0x4C */ undefined, // TODO MPS - /* 0x4D */ FLIPON, - /* 0x4E */ undefined, // TODO FLIPOFF - /* 0x4F */ undefined, // TODO DEBUG - /* 0x50 */ LT, - /* 0x51 */ LTEQ, - /* 0x52 */ GT, - /* 0x53 */ GTEQ, - /* 0x54 */ EQ, - /* 0x55 */ NEQ, - /* 0x56 */ ODD, - /* 0x57 */ EVEN, - /* 0x58 */ IF, - /* 0x59 */ EIF, - /* 0x5A */ AND, - /* 0x5B */ OR, - /* 0x5C */ NOT, - /* 0x5D */ DELTAP123.bind(undefined, 1), - /* 0x5E */ SDB, - /* 0x5F */ SDS, - /* 0x60 */ ADD, - /* 0x61 */ SUB, - /* 0x62 */ DIV, - /* 0x63 */ MUL, - /* 0x64 */ ABS, - /* 0x65 */ NEG, - /* 0x66 */ FLOOR, - /* 0x67 */ CEILING, - /* 0x68 */ ROUND.bind(undefined, 0), - /* 0x69 */ ROUND.bind(undefined, 1), - /* 0x6A */ ROUND.bind(undefined, 2), - /* 0x6B */ ROUND.bind(undefined, 3), - /* 0x6C */ undefined, // TODO NROUND[ab] - /* 0x6D */ undefined, // TODO NROUND[ab] - /* 0x6E */ undefined, // TODO NROUND[ab] - /* 0x6F */ undefined, // TODO NROUND[ab] - /* 0x70 */ WCVTF, - /* 0x71 */ DELTAP123.bind(undefined, 2), - /* 0x72 */ DELTAP123.bind(undefined, 3), - /* 0x73 */ DELTAC123.bind(undefined, 1), - /* 0x74 */ DELTAC123.bind(undefined, 2), - /* 0x75 */ DELTAC123.bind(undefined, 3), - /* 0x76 */ SROUND, - /* 0x77 */ S45ROUND, - /* 0x78 */ undefined, // TODO JROT[] - /* 0x79 */ undefined, // TODO JROF[] - /* 0x7A */ ROFF, - /* 0x7B */ undefined, - /* 0x7C */ RUTG, - /* 0x7D */ RDTG, - /* 0x7E */ POP, // actually SANGW, supposed to do only a pop though - /* 0x7F */ POP, // actually AA, supposed to do only a pop though - /* 0x80 */ undefined, // TODO FLIPPT - /* 0x81 */ undefined, // TODO FLIPRGON - /* 0x82 */ undefined, // TODO FLIPRGOFF - /* 0x83 */ undefined, - /* 0x84 */ undefined, - /* 0x85 */ SCANCTRL, - /* 0x86 */ SDPVTL.bind(undefined, 0), - /* 0x87 */ SDPVTL.bind(undefined, 1), - /* 0x88 */ GETINFO, - /* 0x89 */ undefined, // TODO IDEF - /* 0x8A */ ROLL, - /* 0x8B */ MAX, - /* 0x8C */ MIN, - /* 0x8D */ SCANTYPE, - /* 0x8E */ INSTCTRL, - /* 0x8F */ undefined, - /* 0x90 */ undefined, - /* 0x91 */ undefined, - /* 0x92 */ undefined, - /* 0x93 */ undefined, - /* 0x94 */ undefined, - /* 0x95 */ undefined, - /* 0x96 */ undefined, - /* 0x97 */ undefined, - /* 0x98 */ undefined, - /* 0x99 */ undefined, - /* 0x9A */ undefined, - /* 0x9B */ undefined, - /* 0x9C */ undefined, - /* 0x9D */ undefined, - /* 0x9E */ undefined, - /* 0x9F */ undefined, - /* 0xA0 */ undefined, - /* 0xA1 */ undefined, - /* 0xA2 */ undefined, - /* 0xA3 */ undefined, - /* 0xA4 */ undefined, - /* 0xA5 */ undefined, - /* 0xA6 */ undefined, - /* 0xA7 */ undefined, - /* 0xA8 */ undefined, - /* 0xA9 */ undefined, - /* 0xAA */ undefined, - /* 0xAB */ undefined, - /* 0xAC */ undefined, - /* 0xAD */ undefined, - /* 0xAE */ undefined, - /* 0xAF */ undefined, - /* 0xB0 */ PUSHB.bind(undefined, 1), - /* 0xB1 */ PUSHB.bind(undefined, 2), - /* 0xB2 */ PUSHB.bind(undefined, 3), - /* 0xB3 */ PUSHB.bind(undefined, 4), - /* 0xB4 */ PUSHB.bind(undefined, 5), - /* 0xB5 */ PUSHB.bind(undefined, 6), - /* 0xB6 */ PUSHB.bind(undefined, 7), - /* 0xB7 */ PUSHB.bind(undefined, 8), - /* 0xB8 */ PUSHW.bind(undefined, 1), - /* 0xB9 */ PUSHW.bind(undefined, 2), - /* 0xBA */ PUSHW.bind(undefined, 3), - /* 0xBB */ PUSHW.bind(undefined, 4), - /* 0xBC */ PUSHW.bind(undefined, 5), - /* 0xBD */ PUSHW.bind(undefined, 6), - /* 0xBE */ PUSHW.bind(undefined, 7), - /* 0xBF */ PUSHW.bind(undefined, 8), - /* 0xC0 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 0), - /* 0xC1 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 1), - /* 0xC2 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 2), - /* 0xC3 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 0, 3), - /* 0xC4 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 0), - /* 0xC5 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 1), - /* 0xC6 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 2), - /* 0xC7 */ MDRP_MIRP.bind(undefined, 0, 0, 0, 1, 3), - /* 0xC8 */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 0), - /* 0xC9 */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 1), - /* 0xCA */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 2), - /* 0xCB */ MDRP_MIRP.bind(undefined, 0, 0, 1, 0, 3), - /* 0xCC */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 0), - /* 0xCD */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 1), - /* 0xCE */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 2), - /* 0xCF */ MDRP_MIRP.bind(undefined, 0, 0, 1, 1, 3), - /* 0xD0 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 0), - /* 0xD1 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 1), - /* 0xD2 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 2), - /* 0xD3 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 0, 3), - /* 0xD4 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 0), - /* 0xD5 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 1), - /* 0xD6 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 2), - /* 0xD7 */ MDRP_MIRP.bind(undefined, 0, 1, 0, 1, 3), - /* 0xD8 */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 0), - /* 0xD9 */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 1), - /* 0xDA */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 2), - /* 0xDB */ MDRP_MIRP.bind(undefined, 0, 1, 1, 0, 3), - /* 0xDC */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 0), - /* 0xDD */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 1), - /* 0xDE */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 2), - /* 0xDF */ MDRP_MIRP.bind(undefined, 0, 1, 1, 1, 3), - /* 0xE0 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 0), - /* 0xE1 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 1), - /* 0xE2 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 2), - /* 0xE3 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 0, 3), - /* 0xE4 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 0), - /* 0xE5 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 1), - /* 0xE6 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 2), - /* 0xE7 */ MDRP_MIRP.bind(undefined, 1, 0, 0, 1, 3), - /* 0xE8 */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 0), - /* 0xE9 */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 1), - /* 0xEA */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 2), - /* 0xEB */ MDRP_MIRP.bind(undefined, 1, 0, 1, 0, 3), - /* 0xEC */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 0), - /* 0xED */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 1), - /* 0xEE */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 2), - /* 0xEF */ MDRP_MIRP.bind(undefined, 1, 0, 1, 1, 3), - /* 0xF0 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 0), - /* 0xF1 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 1), - /* 0xF2 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 2), - /* 0xF3 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 0, 3), - /* 0xF4 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 0), - /* 0xF5 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 1), - /* 0xF6 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 2), - /* 0xF7 */ MDRP_MIRP.bind(undefined, 1, 1, 0, 1, 3), - /* 0xF8 */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 0), - /* 0xF9 */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 1), - /* 0xFA */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 2), - /* 0xFB */ MDRP_MIRP.bind(undefined, 1, 1, 1, 0, 3), - /* 0xFC */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 0), - /* 0xFD */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 1), - /* 0xFE */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 2), - /* 0xFF */ MDRP_MIRP.bind(undefined, 1, 1, 1, 1, 3) -]; - -/***************************** - Mathematical Considerations -****************************** - -fv ... refers to freedom vector -pv ... refers to projection vector -rp ... refers to reference point -p ... refers to to point being operated on -d ... refers to distance - -SETRELATIVE: -============ - -case freedom vector == x-axis: ------------------------------- - - (pv) - .-' - rpd .-' - .-* - d .-'90°' - .-' ' - .-' ' - *-' ' b - rp ' - ' - ' - p *----------*-------------- (fv) - pm - - rpdx = rpx + d * pv.x - rpdy = rpy + d * pv.y - - equation of line b - - y - rpdy = pvns * (x- rpdx) - - y = p.y - - x = rpdx + ( p.y - rpdy ) / pvns - - -case freedom vector == y-axis: ------------------------------- - - * pm - |\ - | \ - | \ - | \ - | \ - | \ - | \ - | \ - | \ - | \ b - | \ - | \ - | \ .-' (pv) - | 90° \.-' - | .-'* rpd - | .-' - * *-' d - p rp - - rpdx = rpx + d * pv.x - rpdy = rpy + d * pv.y - - equation of line b: - pvns ... normal slope to pv - - y - rpdy = pvns * (x - rpdx) - - x = p.x - - y = rpdy + pvns * (p.x - rpdx) - - - -generic case: -------------- - - - .'(fv) - .' - .* pm - .' ! - .' . - .' ! - .' . b - .' ! - * . - p ! - 90° . ... (pv) - ...-*-''' - ...---''' rpd - ...---''' d - *--''' - rp - - rpdx = rpx + d * pv.x - rpdy = rpy + d * pv.y - - equation of line b: - pvns... normal slope to pv - - y - rpdy = pvns * (x - rpdx) - - equation of freedom vector line: - fvs ... slope of freedom vector (=fy/fx) - - y - py = fvs * (x - px) - - - on pm both equations are true for same x/y - - y - rpdy = pvns * (x - rpdx) - - y - py = fvs * (x - px) - - form to y and set equal: - - pvns * (x - rpdx) + rpdy = fvs * (x - px) + py - - expand: - - pvns * x - pvns * rpdx + rpdy = fvs * x - fvs * px + py - - switch: - - fvs * x - fvs * px + py = pvns * x - pvns * rpdx + rpdy - - solve for x: - - fvs * x - pvns * x = fvs * px - pvns * rpdx - py + rpdy - - - - fvs * px - pvns * rpdx + rpdy - py - x = ----------------------------------- - fvs - pvns - - and: - - y = fvs * (x - px) + py - - - -INTERPOLATE: -============ - -Examples of point interpolation. - -The weight of the movement of the reference point gets bigger -the further the other reference point is away, thus the safest -option (that is avoiding 0/0 divisions) is to weight the -original distance of the other point by the sum of both distances. - -If the sum of both distances is 0, then move the point by the -arithmetic average of the movement of both reference points. - - - - - (+6) - rp1o *---->*rp1 - . . (+12) - . . rp2o *---------->* rp2 - . . . . - . . . . - . 10 20 . . - |.........|...................| . - . . . - . . (+8) . - po *------>*p . - . . . - . 12 . 24 . - |...........|.......................| - 36 - - -------- - - - - (+10) - rp1o *-------->*rp1 - . . (-10) - . . rp2 *<---------* rpo2 - . . . . - . . . . - . 10 . 30 . . - |.........|.............................| - . . - . (+5) . - po *--->* p . - . . . - . . 20 . - |....|..............| - 5 15 - - -------- - - - (+10) - rp1o *-------->*rp1 - . . - . . - rp2o *-------->*rp2 - - - (+10) - po *-------->* p - -------- - - - (+10) - rp1o *-------->*rp1 - . . - . .(+30) - rp2o *---------------------------->*rp2 - - - (+25) - po *----------------------->* p - - - -vim: set ts=4 sw=4 expandtab: -*****/ - -/** - * Converts a string into a list of tokens. - */ - -/** - * Create a new token - * @param {string} char a single char - */ -function Token(char) { - this.char = char; - this.state = {}; - this.activeState = null; -} - -/** - * Create a new context range - * @param {number} startIndex range start index - * @param {number} endOffset range end index offset - * @param {string} contextName owner context name - */ -function ContextRange(startIndex, endOffset, contextName) { - this.contextName = contextName; - this.startIndex = startIndex; - this.endOffset = endOffset; -} - -/** - * Check context start and end - * @param {string} contextName a unique context name - * @param {function} checkStart a predicate function the indicates a context's start - * @param {function} checkEnd a predicate function the indicates a context's end - */ -function ContextChecker(contextName, checkStart, checkEnd) { - this.contextName = contextName; - this.openRange = null; - this.ranges = []; - this.checkStart = checkStart; - this.checkEnd = checkEnd; -} - -/** - * @typedef ContextParams - * @type Object - * @property {array} context context items - * @property {number} currentIndex current item index - */ - -/** - * Create a context params - * @param {array} context a list of items - * @param {number} currentIndex current item index - */ -function ContextParams(context, currentIndex) { - this.context = context; - this.index = currentIndex; - this.length = context.length; - this.current = context[currentIndex]; - this.backtrack = context.slice(0, currentIndex); - this.lookahead = context.slice(currentIndex + 1); -} - -/** - * Create an event instance - * @param {string} eventId event unique id - */ -function Event(eventId) { - this.eventId = eventId; - this.subscribers = []; -} - -/** - * Initialize a core events and auto subscribe required event handlers - * @param {any} events an object that enlists core events handlers - */ -function initializeCoreEvents(events) { - var this$1 = this; - - var coreEvents = [ - 'start', 'end', 'next', 'newToken', 'contextStart', - 'contextEnd', 'insertToken', 'removeToken', 'removeRange', - 'replaceToken', 'replaceRange', 'composeRUD', 'updateContextsRanges' - ]; - - coreEvents.forEach(function (eventId) { - Object.defineProperty(this$1.events, eventId, { - value: new Event(eventId) - }); - }); - - if (!!events) { - coreEvents.forEach(function (eventId) { - var event = events[eventId]; - if (typeof event === 'function') { - this$1.events[eventId].subscribe(event); - } - }); - } - var requiresContextUpdate = [ - 'insertToken', 'removeToken', 'removeRange', - 'replaceToken', 'replaceRange', 'composeRUD' - ]; - requiresContextUpdate.forEach(function (eventId) { - this$1.events[eventId].subscribe( - this$1.updateContextsRanges - ); - }); -} - -/** - * Converts a string into a list of tokens - * @param {any} events tokenizer core events - */ -function Tokenizer(events) { - this.tokens = []; - this.registeredContexts = {}; - this.contextCheckers = []; - this.events = {}; - this.registeredModifiers = []; - - initializeCoreEvents.call(this, events); -} - -/** - * Sets the state of a token, usually called by a state modifier. - * @param {string} key state item key - * @param {any} value state item value - */ -Token.prototype.setState = function(key, value) { - this.state[key] = value; - this.activeState = { key: key, value: this.state[key] }; - return this.activeState; -}; - -Token.prototype.getState = function (stateId) { - return this.state[stateId] || null; -}; - -/** - * Checks if an index exists in the tokens list. - * @param {number} index token index - */ -Tokenizer.prototype.inboundIndex = function(index) { - return index >= 0 && index < this.tokens.length; -}; - -/** - * Compose and apply a list of operations (replace, update, delete) - * @param {array} RUDs replace, update and delete operations - * TODO: Perf. Optimization (lengthBefore === lengthAfter ? dispatch once) - */ -Tokenizer.prototype.composeRUD = function (RUDs) { - var this$1 = this; - - var silent = true; - var state = RUDs.map(function (RUD) { return ( - this$1[RUD[0]].apply(this$1, RUD.slice(1).concat(silent)) - ); }); - var hasFAILObject = function (obj) { return ( - typeof obj === 'object' && - obj.hasOwnProperty('FAIL') - ); }; - if (state.every(hasFAILObject)) { - return { - FAIL: "composeRUD: one or more operations hasn't completed successfully", - report: state.filter(hasFAILObject) - }; - } - this.dispatch('composeRUD', [state.filter(function (op) { return !hasFAILObject(op); })]); -}; - -/** - * Replace a range of tokens with a list of tokens - * @param {number} startIndex range start index - * @param {number} offset range offset - * @param {token} tokens a list of tokens to replace - * @param {boolean} silent dispatch events and update context ranges - */ -Tokenizer.prototype.replaceRange = function (startIndex, offset, tokens, silent) { - offset = offset !== null ? offset : this.tokens.length; - var isTokenType = tokens.every(function (token) { return token instanceof Token; }); - if (!isNaN(startIndex) && this.inboundIndex(startIndex) && isTokenType) { - var replaced = this.tokens.splice.apply( - this.tokens, [startIndex, offset].concat(tokens) - ); - if (!silent) { this.dispatch('replaceToken', [startIndex, offset, tokens]); } - return [replaced, tokens]; - } else { - return { FAIL: 'replaceRange: invalid tokens or startIndex.' }; - } -}; - -/** - * Replace a token with another token - * @param {number} index token index - * @param {token} token a token to replace - * @param {boolean} silent dispatch events and update context ranges - */ -Tokenizer.prototype.replaceToken = function (index, token, silent) { - if (!isNaN(index) && this.inboundIndex(index) && token instanceof Token) { - var replaced = this.tokens.splice(index, 1, token); - if (!silent) { this.dispatch('replaceToken', [index, token]); } - return [replaced[0], token]; - } else { - return { FAIL: 'replaceToken: invalid token or index.' }; - } -}; - -/** - * Removes a range of tokens - * @param {number} startIndex range start index - * @param {number} offset range offset - * @param {boolean} silent dispatch events and update context ranges - */ -Tokenizer.prototype.removeRange = function(startIndex, offset, silent) { - offset = !isNaN(offset) ? offset : this.tokens.length; - var tokens = this.tokens.splice(startIndex, offset); - if (!silent) { this.dispatch('removeRange', [tokens, startIndex, offset]); } - return tokens; -}; - -/** - * Remove a token at a certain index - * @param {number} index token index - * @param {boolean} silent dispatch events and update context ranges - */ -Tokenizer.prototype.removeToken = function(index, silent) { - if (!isNaN(index) && this.inboundIndex(index)) { - var token = this.tokens.splice(index, 1); - if (!silent) { this.dispatch('removeToken', [token, index]); } - return token; - } else { - return { FAIL: 'removeToken: invalid token index.' }; - } -}; - -/** - * Insert a list of tokens at a certain index - * @param {array} tokens a list of tokens to insert - * @param {number} index insert the list of tokens at index - * @param {boolean} silent dispatch events and update context ranges - */ -Tokenizer.prototype.insertToken = function (tokens, index, silent) { - var tokenType = tokens.every( - function (token) { return token instanceof Token; } - ); - if (tokenType) { - this.tokens.splice.apply( - this.tokens, [index, 0].concat(tokens) - ); - if (!silent) { this.dispatch('insertToken', [tokens, index]); } - return tokens; - } else { - return { FAIL: 'insertToken: invalid token(s).' }; - } -}; - -/** - * A state modifier that is called on 'newToken' event - * @param {string} modifierId state modifier id - * @param {function} condition a predicate function that returns true or false - * @param {function} modifier a function to update token state - */ -Tokenizer.prototype.registerModifier = function(modifierId, condition, modifier) { - this.events.newToken.subscribe(function(token, contextParams) { - var conditionParams = [token, contextParams]; - var canApplyModifier = ( - condition === null || - condition.apply(this, conditionParams) === true - ); - var modifierParams = [token, contextParams]; - if (canApplyModifier) { - var newStateValue = modifier.apply(this, modifierParams); - token.setState(modifierId, newStateValue); - } - }); - this.registeredModifiers.push(modifierId); -}; - -/** - * Subscribe a handler to an event - * @param {function} eventHandler an event handler function - */ -Event.prototype.subscribe = function (eventHandler) { - if (typeof eventHandler === 'function') { - return ((this.subscribers.push(eventHandler)) - 1); - } else { - return { FAIL: ("invalid '" + (this.eventId) + "' event handler")}; - } -}; - -/** - * Unsubscribe an event handler - * @param {string} subsId subscription id - */ -Event.prototype.unsubscribe = function (subsId) { - this.subscribers.splice(subsId, 1); -}; - -/** - * Sets context params current value index - * @param {number} index context params current value index - */ -ContextParams.prototype.setCurrentIndex = function(index) { - this.index = index; - this.current = this.context[index]; - this.backtrack = this.context.slice(0, index); - this.lookahead = this.context.slice(index + 1); -}; - -/** - * Get an item at an offset from the current value - * example (current value is 3): - * 1 2 [3] 4 5 | items values - * -2 -1 0 1 2 | offset values - * @param {number} offset an offset from current value index - */ -ContextParams.prototype.get = function (offset) { - switch (true) { - case (offset === 0): - return this.current; - case (offset < 0 && Math.abs(offset) <= this.backtrack.length): - return this.backtrack.slice(offset)[0]; - case (offset > 0 && offset <= this.lookahead.length): - return this.lookahead[offset - 1]; - default: - return null; - } -}; - -/** - * Converts a context range into a string value - * @param {contextRange} range a context range - */ -Tokenizer.prototype.rangeToText = function (range) { - if (range instanceof ContextRange) { - return ( - this.getRangeTokens(range) - .map(function (token) { return token.char; }).join('') - ); - } -}; - -/** - * Converts all tokens into a string - */ -Tokenizer.prototype.getText = function () { - return this.tokens.map(function (token) { return token.char; }).join(''); -}; - -/** - * Get a context by name - * @param {string} contextName context name to get - */ -Tokenizer.prototype.getContext = function (contextName) { - var context = this.registeredContexts[contextName]; - return !!context ? context : null; -}; - -/** - * Subscribes a new event handler to an event - * @param {string} eventName event name to subscribe to - * @param {function} eventHandler a function to be invoked on event - */ -Tokenizer.prototype.on = function(eventName, eventHandler) { - var event = this.events[eventName]; - if (!!event) { - return event.subscribe(eventHandler); - } else { - return null; - } -}; - -/** - * Dispatches an event - * @param {string} eventName event name - * @param {any} args event handler arguments - */ -Tokenizer.prototype.dispatch = function(eventName, args) { - var this$1 = this; - - var event = this.events[eventName]; - if (event instanceof Event) { - event.subscribers.forEach(function (subscriber) { - subscriber.apply(this$1, args || []); - }); - } -}; - -/** - * Register a new context checker - * @param {string} contextName a unique context name - * @param {function} contextStartCheck a predicate function that returns true on context start - * @param {function} contextEndCheck a predicate function that returns true on context end - * TODO: call tokenize on registration to update context ranges with the new context. - */ -Tokenizer.prototype.registerContextChecker = function(contextName, contextStartCheck, contextEndCheck) { - if (!!this.getContext(contextName)) { return { - FAIL: - ("context name '" + contextName + "' is already registered.") - }; } - if (typeof contextStartCheck !== 'function') { return { - FAIL: - "missing context start check." - }; } - if (typeof contextEndCheck !== 'function') { return { - FAIL: - "missing context end check." - }; } - var contextCheckers = new ContextChecker( - contextName, contextStartCheck, contextEndCheck - ); - this.registeredContexts[contextName] = contextCheckers; - this.contextCheckers.push(contextCheckers); - return contextCheckers; -}; - -/** - * Gets a context range tokens - * @param {contextRange} range a context range - */ -Tokenizer.prototype.getRangeTokens = function(range) { - var endIndex = range.startIndex + range.endOffset; - return [].concat( - this.tokens - .slice(range.startIndex, endIndex) - ); -}; - -/** - * Gets the ranges of a context - * @param {string} contextName context name - */ -Tokenizer.prototype.getContextRanges = function(contextName) { - var context = this.getContext(contextName); - if (!!context) { - return context.ranges; - } else { - return { FAIL: ("context checker '" + contextName + "' is not registered.") }; - } -}; - -/** - * Resets context ranges to run context update - */ -Tokenizer.prototype.resetContextsRanges = function () { - var registeredContexts = this.registeredContexts; - for (var contextName in registeredContexts) { - if (registeredContexts.hasOwnProperty(contextName)) { - var context = registeredContexts[contextName]; - context.ranges = []; - } - } -}; - -/** - * Updates context ranges - */ -Tokenizer.prototype.updateContextsRanges = function () { - this.resetContextsRanges(); - var chars = this.tokens.map(function (token) { return token.char; }); - for (var i = 0; i < chars.length; i++) { - var contextParams = new ContextParams(chars, i); - this.runContextCheck(contextParams); - } - this.dispatch('updateContextsRanges', [this.registeredContexts]); -}; - -/** - * Sets the end offset of an open range - * @param {number} offset range end offset - * @param {string} contextName context name - */ -Tokenizer.prototype.setEndOffset = function (offset, contextName) { - var startIndex = this.getContext(contextName).openRange.startIndex; - var range = new ContextRange(startIndex, offset, contextName); - var ranges = this.getContext(contextName).ranges; - range.rangeId = contextName + "." + (ranges.length); - ranges.push(range); - this.getContext(contextName).openRange = null; - return range; -}; - -/** - * Runs a context check on the current context - * @param {contextParams} contextParams current context params - */ -Tokenizer.prototype.runContextCheck = function(contextParams) { - var this$1 = this; - - var index = contextParams.index; - this.contextCheckers.forEach(function (contextChecker) { - var contextName = contextChecker.contextName; - var openRange = this$1.getContext(contextName).openRange; - if (!openRange && contextChecker.checkStart(contextParams)) { - openRange = new ContextRange(index, null, contextName); - this$1.getContext(contextName).openRange = openRange; - this$1.dispatch('contextStart', [contextName, index]); - } - if (!!openRange && contextChecker.checkEnd(contextParams)) { - var offset = (index - openRange.startIndex) + 1; - var range = this$1.setEndOffset(offset, contextName); - this$1.dispatch('contextEnd', [contextName, range]); - } - }); -}; - -/** - * Converts a text into a list of tokens - * @param {string} text a text to tokenize - */ -Tokenizer.prototype.tokenize = function (text) { - this.tokens = []; - this.resetContextsRanges(); - var chars = Array.from(text); - this.dispatch('start'); - for (var i = 0; i < chars.length; i++) { - var char = chars[i]; - var contextParams = new ContextParams(chars, i); - this.dispatch('next', [contextParams]); - this.runContextCheck(contextParams); - var token = new Token(char); - this.tokens.push(token); - this.dispatch('newToken', [token, contextParams]); - } - this.dispatch('end', [this.tokens]); - return this.tokens; -}; - -// ╭─┄┄┄────────────────────────┄─────────────────────────────────────────────╮ -// ┊ Character Class Assertions ┊ Checks if a char belongs to a certain class ┊ -// ╰─╾──────────────────────────┄─────────────────────────────────────────────╯ -// jscs:disable maximumLineLength -/** - * Check if a char is Arabic - * @param {string} c a single char - */ -function isArabicChar(c) { - return /[\u0600-\u065F\u066A-\u06D2\u06FA-\u06FF]/.test(c); -} - -/** - * Check if a char is an isolated arabic char - * @param {string} c a single char - */ -function isIsolatedArabicChar(char) { - return /[\u0630\u0690\u0621\u0631\u0661\u0671\u0622\u0632\u0672\u0692\u06C2\u0623\u0673\u0693\u06C3\u0624\u0694\u06C4\u0625\u0675\u0695\u06C5\u06E5\u0676\u0696\u06C6\u0627\u0677\u0697\u06C7\u0648\u0688\u0698\u06C8\u0689\u0699\u06C9\u068A\u06CA\u066B\u068B\u06CB\u068C\u068D\u06CD\u06FD\u068E\u06EE\u06FE\u062F\u068F\u06CF\u06EF]/.test(char); -} - -/** - * Check if a char is an Arabic Tashkeel char - * @param {string} c a single char - */ -function isTashkeelArabicChar(char) { - return /[\u0600-\u0605\u060C-\u060E\u0610-\u061B\u061E\u064B-\u065F\u0670\u06D6-\u06DC\u06DF-\u06E4\u06E7\u06E8\u06EA-\u06ED]/.test(char); -} - -/** - * Check if a char is Latin - * @param {string} c a single char - */ -function isLatinChar(c) { - return /[A-z]/.test(c); -} - -/** - * Check if a char is whitespace char - * @param {string} c a single char - */ -function isWhiteSpace(c) { - return /\s/.test(c); -} - -/** - * Query a feature by some of it's properties to lookup a glyph substitution. - */ - -/** - * Create feature query instance - * @param {Font} font opentype font instance - */ -function FeatureQuery(font) { - this.font = font; - this.features = {}; -} - -/** - * @typedef SubstitutionAction - * @type Object - * @property {number} id substitution type - * @property {string} tag feature tag - * @property {any} substitution substitution value(s) - */ - -/** - * Create a substitution action instance - * @param {SubstitutionAction} action - */ -function SubstitutionAction(action) { - this.id = action.id; - this.tag = action.tag; - this.substitution = action.substitution; -} - -/** - * Lookup a coverage table - * @param {number} glyphIndex glyph index - * @param {CoverageTable} coverage coverage table - */ -function lookupCoverage(glyphIndex, coverage) { - if (!glyphIndex) { return -1; } - switch (coverage.format) { - case 1: - return coverage.glyphs.indexOf(glyphIndex); - - case 2: - var ranges = coverage.ranges; - for (var i = 0; i < ranges.length; i++) { - var range = ranges[i]; - if (glyphIndex >= range.start && glyphIndex <= range.end) { - var offset = glyphIndex - range.start; - return range.index + offset; - } - } - break; - default: - return -1; // not found - } - return -1; -} - -/** - * Handle a single substitution - format 1 - * @param {ContextParams} contextParams context params to lookup - */ -function singleSubstitutionFormat1(glyphIndex, subtable) { - var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); - if (substituteIndex === -1) { return null; } - return glyphIndex + subtable.deltaGlyphId; -} - -/** - * Handle a single substitution - format 2 - * @param {ContextParams} contextParams context params to lookup - */ -function singleSubstitutionFormat2(glyphIndex, subtable) { - var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); - if (substituteIndex === -1) { return null; } - return subtable.substitute[substituteIndex]; -} - -/** - * Lookup a list of coverage tables - * @param {any} coverageList a list of coverage tables - * @param {ContextParams} contextParams context params to lookup - */ -function lookupCoverageList(coverageList, contextParams) { - var lookupList = []; - for (var i = 0; i < coverageList.length; i++) { - var coverage = coverageList[i]; - var glyphIndex = contextParams.current; - glyphIndex = Array.isArray(glyphIndex) ? glyphIndex[0] : glyphIndex; - var lookupIndex = lookupCoverage(glyphIndex, coverage); - if (lookupIndex !== -1) { - lookupList.push(lookupIndex); - } - } - if (lookupList.length !== coverageList.length) { return -1; } - return lookupList; -} - -/** - * Handle chaining context substitution - format 3 - * @param {ContextParams} contextParams context params to lookup - */ -function chainingSubstitutionFormat3(contextParams, subtable) { - var lookupsCount = ( - subtable.inputCoverage.length + - subtable.lookaheadCoverage.length + - subtable.backtrackCoverage.length - ); - if (contextParams.context.length < lookupsCount) { return []; } - // INPUT LOOKUP // - var inputLookups = lookupCoverageList( - subtable.inputCoverage, contextParams - ); - if (inputLookups === -1) { return []; } - // LOOKAHEAD LOOKUP // - var lookaheadOffset = subtable.inputCoverage.length - 1; - if (contextParams.lookahead.length < subtable.lookaheadCoverage.length) { return []; } - var lookaheadContext = contextParams.lookahead.slice(lookaheadOffset); - while (lookaheadContext.length && isTashkeelArabicChar(lookaheadContext[0].char)) { - lookaheadContext.shift(); - } - var lookaheadParams = new ContextParams(lookaheadContext, 0); - var lookaheadLookups = lookupCoverageList( - subtable.lookaheadCoverage, lookaheadParams - ); - // BACKTRACK LOOKUP // - var backtrackContext = [].concat(contextParams.backtrack); - backtrackContext.reverse(); - while (backtrackContext.length && isTashkeelArabicChar(backtrackContext[0].char)) { - backtrackContext.shift(); - } - if (backtrackContext.length < subtable.backtrackCoverage.length) { return []; } - var backtrackParams = new ContextParams(backtrackContext, 0); - var backtrackLookups = lookupCoverageList( - subtable.backtrackCoverage, backtrackParams - ); - var contextRulesMatch = ( - inputLookups.length === subtable.inputCoverage.length && - lookaheadLookups.length === subtable.lookaheadCoverage.length && - backtrackLookups.length === subtable.backtrackCoverage.length - ); - var substitutions = []; - if (contextRulesMatch) { - for (var i = 0; i < subtable.lookupRecords.length; i++) { - var lookupRecord = subtable.lookupRecords[i]; - var lookupListIndex = lookupRecord.lookupListIndex; - var lookupTable = this.getLookupByIndex(lookupListIndex); - for (var s = 0; s < lookupTable.subtables.length; s++) { - var subtable$1 = lookupTable.subtables[s]; - var lookup = this.getLookupMethod(lookupTable, subtable$1); - var substitutionType = this.getSubstitutionType(lookupTable, subtable$1); - if (substitutionType === '12') { - for (var n = 0; n < inputLookups.length; n++) { - var glyphIndex = contextParams.get(n); - var substitution = lookup(glyphIndex); - if (substitution) { substitutions.push(substitution); } - } - } - } - } - } - return substitutions; -} - -/** - * Handle ligature substitution - format 1 - * @param {ContextParams} contextParams context params to lookup - */ -function ligatureSubstitutionFormat1(contextParams, subtable) { - // COVERAGE LOOKUP // - var glyphIndex = contextParams.current; - var ligSetIndex = lookupCoverage(glyphIndex, subtable.coverage); - if (ligSetIndex === -1) { return null; } - // COMPONENTS LOOKUP - // (!) note, components are ordered in the written direction. - var ligature; - var ligatureSet = subtable.ligatureSets[ligSetIndex]; - for (var s = 0; s < ligatureSet.length; s++) { - ligature = ligatureSet[s]; - for (var l = 0; l < ligature.components.length; l++) { - var lookaheadItem = contextParams.lookahead[l]; - var component = ligature.components[l]; - if (lookaheadItem !== component) { break; } - if (l === ligature.components.length - 1) { return ligature; } - } - } - return null; -} - -/** - * Handle decomposition substitution - format 1 - * @param {number} glyphIndex glyph index - * @param {any} subtable subtable - */ -function decompositionSubstitutionFormat1(glyphIndex, subtable) { - var substituteIndex = lookupCoverage(glyphIndex, subtable.coverage); - if (substituteIndex === -1) { return null; } - return subtable.sequences[substituteIndex]; -} - -/** - * Get default script features indexes - */ -FeatureQuery.prototype.getDefaultScriptFeaturesIndexes = function () { - var scripts = this.font.tables.gsub.scripts; - for (var s = 0; s < scripts.length; s++) { - var script = scripts[s]; - if (script.tag === 'DFLT') { return ( - script.script.defaultLangSys.featureIndexes - ); } - } - return []; -}; - -/** - * Get feature indexes of a specific script - * @param {string} scriptTag script tag - */ -FeatureQuery.prototype.getScriptFeaturesIndexes = function(scriptTag) { - var tables = this.font.tables; - if (!tables.gsub) { return []; } - if (!scriptTag) { return this.getDefaultScriptFeaturesIndexes(); } - var scripts = this.font.tables.gsub.scripts; - for (var i = 0; i < scripts.length; i++) { - var script = scripts[i]; - if (script.tag === scriptTag && script.script.defaultLangSys) { - return script.script.defaultLangSys.featureIndexes; - } else { - var langSysRecords = script.langSysRecords; - if (!!langSysRecords) { - for (var j = 0; j < langSysRecords.length; j++) { - var langSysRecord = langSysRecords[j]; - if (langSysRecord.tag === scriptTag) { - var langSys = langSysRecord.langSys; - return langSys.featureIndexes; - } - } - } - } - } - return this.getDefaultScriptFeaturesIndexes(); -}; - -/** - * Map a feature tag to a gsub feature - * @param {any} features gsub features - * @param {string} scriptTag script tag - */ -FeatureQuery.prototype.mapTagsToFeatures = function (features, scriptTag) { - var tags = {}; - for (var i = 0; i < features.length; i++) { - var tag = features[i].tag; - var feature = features[i].feature; - tags[tag] = feature; - } - this.features[scriptTag].tags = tags; -}; - -/** - * Get features of a specific script - * @param {string} scriptTag script tag - */ -FeatureQuery.prototype.getScriptFeatures = function (scriptTag) { - var features = this.features[scriptTag]; - if (this.features.hasOwnProperty(scriptTag)) { return features; } - var featuresIndexes = this.getScriptFeaturesIndexes(scriptTag); - if (!featuresIndexes) { return null; } - var gsub = this.font.tables.gsub; - features = featuresIndexes.map(function (index) { return gsub.features[index]; }); - this.features[scriptTag] = features; - this.mapTagsToFeatures(features, scriptTag); - return features; -}; - -/** - * Get substitution type - * @param {any} lookupTable lookup table - * @param {any} subtable subtable - */ -FeatureQuery.prototype.getSubstitutionType = function(lookupTable, subtable) { - var lookupType = lookupTable.lookupType.toString(); - var substFormat = subtable.substFormat.toString(); - return lookupType + substFormat; -}; - -/** - * Get lookup method - * @param {any} lookupTable lookup table - * @param {any} subtable subtable - */ -FeatureQuery.prototype.getLookupMethod = function(lookupTable, subtable) { - var this$1 = this; - - var substitutionType = this.getSubstitutionType(lookupTable, subtable); - switch (substitutionType) { - case '11': - return function (glyphIndex) { return singleSubstitutionFormat1.apply( - this$1, [glyphIndex, subtable] - ); }; - case '12': - return function (glyphIndex) { return singleSubstitutionFormat2.apply( - this$1, [glyphIndex, subtable] - ); }; - case '63': - return function (contextParams) { return chainingSubstitutionFormat3.apply( - this$1, [contextParams, subtable] - ); }; - case '41': - return function (contextParams) { return ligatureSubstitutionFormat1.apply( - this$1, [contextParams, subtable] - ); }; - case '21': - return function (glyphIndex) { return decompositionSubstitutionFormat1.apply( - this$1, [glyphIndex, subtable] - ); }; - default: - throw new Error( - "lookupType: " + (lookupTable.lookupType) + " - " + - "substFormat: " + (subtable.substFormat) + " " + - "is not yet supported" - ); - } -}; - -/** - * [ LOOKUP TYPES ] - * ------------------------------- - * Single 1; - * Multiple 2; - * Alternate 3; - * Ligature 4; - * Context 5; - * ChainingContext 6; - * ExtensionSubstitution 7; - * ReverseChainingContext 8; - * ------------------------------- - * - */ - -/** - * @typedef FQuery - * @type Object - * @param {string} tag feature tag - * @param {string} script feature script - * @param {ContextParams} contextParams context params - */ - -/** - * Lookup a feature using a query parameters - * @param {FQuery} query feature query - */ -FeatureQuery.prototype.lookupFeature = function (query) { - var contextParams = query.contextParams; - var currentIndex = contextParams.index; - var feature = this.getFeature({ - tag: query.tag, script: query.script - }); - if (!feature) { return new Error( - "font '" + (this.font.names.fullName.en) + "' " + - "doesn't support feature '" + (query.tag) + "' " + - "for script '" + (query.script) + "'." - ); } - var lookups = this.getFeatureLookups(feature); - var substitutions = [].concat(contextParams.context); - for (var l = 0; l < lookups.length; l++) { - var lookupTable = lookups[l]; - var subtables = this.getLookupSubtables(lookupTable); - for (var s = 0; s < subtables.length; s++) { - var subtable = subtables[s]; - var substType = this.getSubstitutionType(lookupTable, subtable); - var lookup = this.getLookupMethod(lookupTable, subtable); - var substitution = (void 0); - switch (substType) { - case '11': - substitution = lookup(contextParams.current); - if (substitution) { - substitutions.splice(currentIndex, 1, new SubstitutionAction({ - id: 11, tag: query.tag, substitution: substitution - })); - } - break; - case '12': - substitution = lookup(contextParams.current); - if (substitution) { - substitutions.splice(currentIndex, 1, new SubstitutionAction({ - id: 12, tag: query.tag, substitution: substitution - })); - } - break; - case '63': - substitution = lookup(contextParams); - if (Array.isArray(substitution) && substitution.length) { - substitutions.splice(currentIndex, 1, new SubstitutionAction({ - id: 63, tag: query.tag, substitution: substitution - })); - } - break; - case '41': - substitution = lookup(contextParams); - if (substitution) { - substitutions.splice(currentIndex, 1, new SubstitutionAction({ - id: 41, tag: query.tag, substitution: substitution - })); - } - break; - case '21': - substitution = lookup(contextParams.current); - if (substitution) { - substitutions.splice(currentIndex, 1, new SubstitutionAction({ - id: 21, tag: query.tag, substitution: substitution - })); - } - break; - } - contextParams = new ContextParams(substitutions, currentIndex); - if (Array.isArray(substitution) && !substitution.length) { continue; } - substitution = null; - } - } - return substitutions.length ? substitutions : null; -}; - -/** - * Checks if a font supports a specific features - * @param {FQuery} query feature query object - */ -FeatureQuery.prototype.supports = function (query) { - if (!query.script) { return false; } - this.getScriptFeatures(query.script); - var supportedScript = this.features.hasOwnProperty(query.script); - if (!query.tag) { return supportedScript; } - var supportedFeature = ( - this.features[query.script].some(function (feature) { return feature.tag === query.tag; }) - ); - return supportedScript && supportedFeature; -}; - -/** - * Get lookup table subtables - * @param {any} lookupTable lookup table - */ -FeatureQuery.prototype.getLookupSubtables = function (lookupTable) { - return lookupTable.subtables || null; -}; - -/** - * Get lookup table by index - * @param {number} index lookup table index - */ -FeatureQuery.prototype.getLookupByIndex = function (index) { - var lookups = this.font.tables.gsub.lookups; - return lookups[index] || null; -}; - -/** - * Get lookup tables for a feature - * @param {string} feature - */ -FeatureQuery.prototype.getFeatureLookups = function (feature) { - // TODO: memoize - return feature.lookupListIndexes.map(this.getLookupByIndex.bind(this)); -}; - -/** - * Query a feature by it's properties - * @param {any} query an object that describes the properties of a query - */ -FeatureQuery.prototype.getFeature = function getFeature(query) { - if (!this.font) { return { FAIL: "No font was found"}; } - if (!this.features.hasOwnProperty(query.script)) { - this.getScriptFeatures(query.script); - } - var scriptFeatures = this.features[query.script]; - if (!scriptFeatures) { return ( - { FAIL: ("No feature for script " + (query.script))} - ); } - if (!scriptFeatures.tags[query.tag]) { return null; } - return this.features[query.script].tags[query.tag]; -}; - -/** - * Arabic word context checkers - */ - -function arabicWordStartCheck(contextParams) { - var char = contextParams.current; - var prevChar = contextParams.get(-1); - return ( - // ? arabic first char - (prevChar === null && isArabicChar(char)) || - // ? arabic char preceded with a non arabic char - (!isArabicChar(prevChar) && isArabicChar(char)) - ); -} - -function arabicWordEndCheck(contextParams) { - var nextChar = contextParams.get(1); - return ( - // ? last arabic char - (nextChar === null) || - // ? next char is not arabic - (!isArabicChar(nextChar)) - ); -} - -var arabicWordCheck = { - startCheck: arabicWordStartCheck, - endCheck: arabicWordEndCheck -}; - -/** - * Arabic sentence context checkers - */ - -function arabicSentenceStartCheck(contextParams) { - var char = contextParams.current; - var prevChar = contextParams.get(-1); - return ( - // ? an arabic char preceded with a non arabic char - (isArabicChar(char) || isTashkeelArabicChar(char)) && - !isArabicChar(prevChar) - ); -} - -function arabicSentenceEndCheck(contextParams) { - var nextChar = contextParams.get(1); - switch (true) { - case nextChar === null: - return true; - case (!isArabicChar(nextChar) && !isTashkeelArabicChar(nextChar)): - var nextIsWhitespace = isWhiteSpace(nextChar); - if (!nextIsWhitespace) { return true; } - if (nextIsWhitespace) { - var arabicCharAhead = false; - arabicCharAhead = ( - contextParams.lookahead.some( - function (c) { return isArabicChar(c) || isTashkeelArabicChar(c); } - ) - ); - if (!arabicCharAhead) { return true; } - } - break; - default: - return false; - } -} - -var arabicSentenceCheck = { - startCheck: arabicSentenceStartCheck, - endCheck: arabicSentenceEndCheck -}; - -/** - * Apply single substitution format 1 - * @param {Array} substitutions substitutions - * @param {any} tokens a list of tokens - * @param {number} index token index - */ -function singleSubstitutionFormat1$1(action, tokens, index) { - tokens[index].setState(action.tag, action.substitution); -} - -/** - * Apply single substitution format 2 - * @param {Array} substitutions substitutions - * @param {any} tokens a list of tokens - * @param {number} index token index - */ -function singleSubstitutionFormat2$1(action, tokens, index) { - tokens[index].setState(action.tag, action.substitution); -} - -/** - * Apply chaining context substitution format 3 - * @param {Array} substitutions substitutions - * @param {any} tokens a list of tokens - * @param {number} index token index - */ -function chainingSubstitutionFormat3$1(action, tokens, index) { - action.substitution.forEach(function (subst, offset) { - var token = tokens[index + offset]; - token.setState(action.tag, subst); - }); -} - -/** - * Apply ligature substitution format 1 - * @param {Array} substitutions substitutions - * @param {any} tokens a list of tokens - * @param {number} index token index - */ -function ligatureSubstitutionFormat1$1(action, tokens, index) { - var token = tokens[index]; - token.setState(action.tag, action.substitution.ligGlyph); - var compsCount = action.substitution.components.length; - for (var i = 0; i < compsCount; i++) { - token = tokens[index + i + 1]; - token.setState('deleted', true); - } -} - -/** - * Supported substitutions - */ -var SUBSTITUTIONS = { - 11: singleSubstitutionFormat1$1, - 12: singleSubstitutionFormat2$1, - 63: chainingSubstitutionFormat3$1, - 41: ligatureSubstitutionFormat1$1 -}; - -/** - * Apply substitutions to a list of tokens - * @param {Array} substitutions substitutions - * @param {any} tokens a list of tokens - * @param {number} index token index - */ -function applySubstitution(action, tokens, index) { - if (action instanceof SubstitutionAction && SUBSTITUTIONS[action.id]) { - SUBSTITUTIONS[action.id](action, tokens, index); - } -} - -/** - * Apply Arabic presentation forms to a range of tokens - */ - -/** - * Check if a char can be connected to it's preceding char - * @param {ContextParams} charContextParams context params of a char - */ -function willConnectPrev(charContextParams) { - var backtrack = [].concat(charContextParams.backtrack); - for (var i = backtrack.length - 1; i >= 0; i--) { - var prevChar = backtrack[i]; - var isolated = isIsolatedArabicChar(prevChar); - var tashkeel = isTashkeelArabicChar(prevChar); - if (!isolated && !tashkeel) { return true; } - if (isolated) { return false; } - } - return false; -} - -/** - * Check if a char can be connected to it's proceeding char - * @param {ContextParams} charContextParams context params of a char - */ -function willConnectNext(charContextParams) { - if (isIsolatedArabicChar(charContextParams.current)) { return false; } - for (var i = 0; i < charContextParams.lookahead.length; i++) { - var nextChar = charContextParams.lookahead[i]; - var tashkeel = isTashkeelArabicChar(nextChar); - if (!tashkeel) { return true; } - } - return false; -} - -/** - * Apply arabic presentation forms to a list of tokens - * @param {ContextRange} range a range of tokens - */ -function arabicPresentationForms(range) { - var this$1 = this; - - var script = 'arab'; - var tags = this.featuresTags[script]; - var tokens = this.tokenizer.getRangeTokens(range); - if (tokens.length === 1) { return; } - var contextParams = new ContextParams( - tokens.map(function (token) { return token.getState('glyphIndex'); } - ), 0); - var charContextParams = new ContextParams( - tokens.map(function (token) { return token.char; } - ), 0); - tokens.forEach(function (token, index) { - if (isTashkeelArabicChar(token.char)) { return; } - contextParams.setCurrentIndex(index); - charContextParams.setCurrentIndex(index); - var CONNECT = 0; // 2 bits 00 (10: can connect next) (01: can connect prev) - if (willConnectPrev(charContextParams)) { CONNECT |= 1; } - if (willConnectNext(charContextParams)) { CONNECT |= 2; } - var tag; - switch (CONNECT) { - case 1: (tag = 'fina'); break; - case 2: (tag = 'init'); break; - case 3: (tag = 'medi'); break; - } - if (tags.indexOf(tag) === -1) { return; } - var substitutions = this$1.query.lookupFeature({ - tag: tag, script: script, contextParams: contextParams - }); - if (substitutions instanceof Error) { return console.info(substitutions.message); } - substitutions.forEach(function (action, index) { - if (action instanceof SubstitutionAction) { - applySubstitution(action, tokens, index); - contextParams.context[index] = action.substitution; - } - }); - }); -} - -/** - * Apply Arabic required ligatures feature to a range of tokens - */ - -/** - * Update context params - * @param {any} tokens a list of tokens - * @param {number} index current item index - */ -function getContextParams(tokens, index) { - var context = tokens.map(function (token) { return token.activeState.value; }); - return new ContextParams(context, index || 0); -} - -/** - * Apply Arabic required ligatures to a context range - * @param {ContextRange} range a range of tokens - */ -function arabicRequiredLigatures(range) { - var this$1 = this; - - var script = 'arab'; - var tokens = this.tokenizer.getRangeTokens(range); - var contextParams = getContextParams(tokens); - contextParams.context.forEach(function (glyphIndex, index) { - contextParams.setCurrentIndex(index); - var substitutions = this$1.query.lookupFeature({ - tag: 'rlig', script: script, contextParams: contextParams - }); - if (substitutions.length) { - substitutions.forEach( - function (action) { return applySubstitution(action, tokens, index); } - ); - contextParams = getContextParams(tokens); - } - }); -} - -/** - * Latin word context checkers - */ - -function latinWordStartCheck(contextParams) { - var char = contextParams.current; - var prevChar = contextParams.get(-1); - return ( - // ? latin first char - (prevChar === null && isLatinChar(char)) || - // ? latin char preceded with a non latin char - (!isLatinChar(prevChar) && isLatinChar(char)) - ); -} - -function latinWordEndCheck(contextParams) { - var nextChar = contextParams.get(1); - return ( - // ? last latin char - (nextChar === null) || - // ? next char is not latin - (!isLatinChar(nextChar)) - ); -} - -var latinWordCheck = { - startCheck: latinWordStartCheck, - endCheck: latinWordEndCheck -}; - -/** - * Apply Latin ligature feature to a range of tokens - */ - -/** - * Update context params - * @param {any} tokens a list of tokens - * @param {number} index current item index - */ -function getContextParams$1(tokens, index) { - var context = tokens.map(function (token) { return token.activeState.value; }); - return new ContextParams(context, index || 0); -} - -/** - * Apply Arabic required ligatures to a context range - * @param {ContextRange} range a range of tokens - */ -function latinLigature(range) { - var this$1 = this; - - var script = 'latn'; - var tokens = this.tokenizer.getRangeTokens(range); - var contextParams = getContextParams$1(tokens); - contextParams.context.forEach(function (glyphIndex, index) { - contextParams.setCurrentIndex(index); - var substitutions = this$1.query.lookupFeature({ - tag: 'liga', script: script, contextParams: contextParams - }); - if (substitutions.length) { - substitutions.forEach( - function (action) { return applySubstitution(action, tokens, index); } - ); - contextParams = getContextParams$1(tokens); - } - }); -} - -/** - * Infer bidirectional properties for a given text and apply - * the corresponding layout rules. - */ - -/** - * Create Bidi. features - * @param {string} baseDir text base direction. value either 'ltr' or 'rtl' - */ -function Bidi(baseDir) { - this.baseDir = baseDir || 'ltr'; - this.tokenizer = new Tokenizer(); - this.featuresTags = {}; -} - -/** - * Sets Bidi text - * @param {string} text a text input - */ -Bidi.prototype.setText = function (text) { - this.text = text; -}; - -/** - * Store essential context checks: - * arabic word check for applying gsub features - * arabic sentence check for adjusting arabic layout - */ -Bidi.prototype.contextChecks = ({ - latinWordCheck: latinWordCheck, - arabicWordCheck: arabicWordCheck, - arabicSentenceCheck: arabicSentenceCheck -}); - -/** - * Register arabic word check - */ -function registerContextChecker(checkId) { - var check = this.contextChecks[(checkId + "Check")]; - return this.tokenizer.registerContextChecker( - checkId, check.startCheck, check.endCheck - ); -} - -/** - * Perform pre tokenization procedure then - * tokenize text input - */ -function tokenizeText() { - registerContextChecker.call(this, 'latinWord'); - registerContextChecker.call(this, 'arabicWord'); - registerContextChecker.call(this, 'arabicSentence'); - return this.tokenizer.tokenize(this.text); -} - -/** - * Reverse arabic sentence layout - * TODO: check base dir before applying adjustments - priority low - */ -function reverseArabicSentences() { - var this$1 = this; - - var ranges = this.tokenizer.getContextRanges('arabicSentence'); - ranges.forEach(function (range) { - var rangeTokens = this$1.tokenizer.getRangeTokens(range); - this$1.tokenizer.replaceRange( - range.startIndex, - range.endOffset, - rangeTokens.reverse() - ); - }); -} - -/** - * Register supported features tags - * @param {script} script script tag - * @param {Array} tags features tags list - */ -Bidi.prototype.registerFeatures = function (script, tags) { - var this$1 = this; - - var supportedTags = tags.filter( - function (tag) { return this$1.query.supports({script: script, tag: tag}); } - ); - if (!this.featuresTags.hasOwnProperty(script)) { - this.featuresTags[script] = supportedTags; - } else { - this.featuresTags[script] = - this.featuresTags[script].concat(supportedTags); - } -}; - -/** - * Apply GSUB features - * @param {Array} tagsList a list of features tags - * @param {string} script a script tag - * @param {Font} font opentype font instance - */ -Bidi.prototype.applyFeatures = function (font, features) { - if (!font) { throw new Error( - 'No valid font was provided to apply features' - ); } - if (!this.query) { this.query = new FeatureQuery(font); } - for (var f = 0; f < features.length; f++) { - var feature = features[f]; - if (!this.query.supports({script: feature.script})) { continue; } - this.registerFeatures(feature.script, feature.tags); - } -}; - -/** - * Register a state modifier - * @param {string} modifierId state modifier id - * @param {function} condition a predicate function that returns true or false - * @param {function} modifier a modifier function to set token state - */ -Bidi.prototype.registerModifier = function (modifierId, condition, modifier) { - this.tokenizer.registerModifier(modifierId, condition, modifier); -}; - -/** - * Check if 'glyphIndex' is registered - */ -function checkGlyphIndexStatus() { - if (this.tokenizer.registeredModifiers.indexOf('glyphIndex') === -1) { - throw new Error( - 'glyphIndex modifier is required to apply ' + - 'arabic presentation features.' - ); - } -} - -/** - * Apply arabic presentation forms features - */ -function applyArabicPresentationForms() { - var this$1 = this; - - var script = 'arab'; - if (!this.featuresTags.hasOwnProperty(script)) { return; } - checkGlyphIndexStatus.call(this); - var ranges = this.tokenizer.getContextRanges('arabicWord'); - ranges.forEach(function (range) { - arabicPresentationForms.call(this$1, range); - }); -} - -/** - * Apply required arabic ligatures - */ -function applyArabicRequireLigatures() { - var this$1 = this; - - var script = 'arab'; - if (!this.featuresTags.hasOwnProperty(script)) { return; } - var tags = this.featuresTags[script]; - if (tags.indexOf('rlig') === -1) { return; } - checkGlyphIndexStatus.call(this); - var ranges = this.tokenizer.getContextRanges('arabicWord'); - ranges.forEach(function (range) { - arabicRequiredLigatures.call(this$1, range); - }); -} - -/** - * Apply required arabic ligatures - */ -function applyLatinLigatures() { - var this$1 = this; - - var script = 'latn'; - if (!this.featuresTags.hasOwnProperty(script)) { return; } - var tags = this.featuresTags[script]; - if (tags.indexOf('liga') === -1) { return; } - checkGlyphIndexStatus.call(this); - var ranges = this.tokenizer.getContextRanges('latinWord'); - ranges.forEach(function (range) { - latinLigature.call(this$1, range); - }); -} - -/** - * Check if a context is registered - * @param {string} contextId context id - */ -Bidi.prototype.checkContextReady = function (contextId) { - return !!this.tokenizer.getContext(contextId); -}; - -/** - * Apply features to registered contexts - */ -Bidi.prototype.applyFeaturesToContexts = function () { - if (this.checkContextReady('arabicWord')) { - applyArabicPresentationForms.call(this); - applyArabicRequireLigatures.call(this); - } - if (this.checkContextReady('latinWord')) { - applyLatinLigatures.call(this); - } - if (this.checkContextReady('arabicSentence')) { - reverseArabicSentences.call(this); - } -}; - -/** - * process text input - * @param {string} text an input text - */ -Bidi.prototype.processText = function(text) { - if (!this.text || this.text !== text) { - this.setText(text); - tokenizeText.call(this); - this.applyFeaturesToContexts(); - } -}; - -/** - * Process a string of text to identify and adjust - * bidirectional text entities. - * @param {string} text input text - */ -Bidi.prototype.getBidiText = function (text) { - this.processText(text); - return this.tokenizer.getText(); -}; - -/** - * Get the current state index of each token - * @param {text} text an input text - */ -Bidi.prototype.getTextGlyphs = function (text) { - this.processText(text); - var indexes = []; - for (var i = 0; i < this.tokenizer.tokens.length; i++) { - var token = this.tokenizer.tokens[i]; - if (token.state.deleted) { continue; } - var index = token.activeState.value; - indexes.push(Array.isArray(index) ? index[0] : index); - } - return indexes; -}; - -// The Font object - -/** - * @typedef FontOptions - * @type Object - * @property {Boolean} empty - whether to create a new empty font - * @property {string} familyName - * @property {string} styleName - * @property {string=} fullName - * @property {string=} postScriptName - * @property {string=} designer - * @property {string=} designerURL - * @property {string=} manufacturer - * @property {string=} manufacturerURL - * @property {string=} license - * @property {string=} licenseURL - * @property {string=} version - * @property {string=} description - * @property {string=} copyright - * @property {string=} trademark - * @property {Number} unitsPerEm - * @property {Number} ascender - * @property {Number} descender - * @property {Number} createdTimestamp - * @property {string=} weightClass - * @property {string=} widthClass - * @property {string=} fsSelection - */ - -/** - * A Font represents a loaded OpenType font file. - * It contains a set of glyphs and methods to draw text on a drawing context, - * or to get a path representing the text. - * @exports opentype.Font - * @class - * @param {FontOptions} - * @constructor - */ -function Font(options) { - options = options || {}; - options.tables = options.tables || {}; - - if (!options.empty) { - // Check that we've provided the minimum set of names. - checkArgument(options.familyName, 'When creating a new Font object, familyName is required.'); - checkArgument(options.styleName, 'When creating a new Font object, styleName is required.'); - checkArgument(options.unitsPerEm, 'When creating a new Font object, unitsPerEm is required.'); - checkArgument(options.ascender, 'When creating a new Font object, ascender is required.'); - checkArgument(options.descender <= 0, 'When creating a new Font object, negative descender value is required.'); - - // OS X will complain if the names are empty, so we put a single space everywhere by default. - this.names = { - fontFamily: {en: options.familyName || ' '}, - fontSubfamily: {en: options.styleName || ' '}, - fullName: {en: options.fullName || options.familyName + ' ' + options.styleName}, - // postScriptName may not contain any whitespace - postScriptName: {en: options.postScriptName || (options.familyName + options.styleName).replace(/\s/g, '')}, - designer: {en: options.designer || ' '}, - designerURL: {en: options.designerURL || ' '}, - manufacturer: {en: options.manufacturer || ' '}, - manufacturerURL: {en: options.manufacturerURL || ' '}, - license: {en: options.license || ' '}, - licenseURL: {en: options.licenseURL || ' '}, - version: {en: options.version || 'Version 0.1'}, - description: {en: options.description || ' '}, - copyright: {en: options.copyright || ' '}, - trademark: {en: options.trademark || ' '} - }; - this.unitsPerEm = options.unitsPerEm || 1000; - this.ascender = options.ascender; - this.descender = options.descender; - this.createdTimestamp = options.createdTimestamp; - this.tables = Object.assign(options.tables, { - os2: Object.assign({ - usWeightClass: options.weightClass || this.usWeightClasses.MEDIUM, - usWidthClass: options.widthClass || this.usWidthClasses.MEDIUM, - fsSelection: options.fsSelection || this.fsSelectionValues.REGULAR, - }, options.tables.os2) - }); - } - - this.supported = true; // Deprecated: parseBuffer will throw an error if font is not supported. - this.glyphs = new glyphset.GlyphSet(this, options.glyphs || []); - this.encoding = new DefaultEncoding(this); - this.position = new Position(this); - this.substitution = new Substitution(this); - this.tables = this.tables || {}; - - // needed for low memory mode only. - this._push = null; - this._hmtxTableData = {}; - - Object.defineProperty(this, 'hinting', { - get: function() { - if (this._hinting) { return this._hinting; } - if (this.outlinesFormat === 'truetype') { - return (this._hinting = new Hinting(this)); - } - } - }); -} - -/** - * Check if the font has a glyph for the given character. - * @param {string} - * @return {Boolean} - */ -Font.prototype.hasChar = function(c) { - return this.encoding.charToGlyphIndex(c) !== null; -}; - -/** - * Convert the given character to a single glyph index. - * Note that this function assumes that there is a one-to-one mapping between - * the given character and a glyph; for complex scripts this might not be the case. - * @param {string} - * @return {Number} - */ -Font.prototype.charToGlyphIndex = function(s) { - return this.encoding.charToGlyphIndex(s); -}; - -/** - * Convert the given character to a single Glyph object. - * Note that this function assumes that there is a one-to-one mapping between - * the given character and a glyph; for complex scripts this might not be the case. - * @param {string} - * @return {opentype.Glyph} - */ -Font.prototype.charToGlyph = function(c) { - var glyphIndex = this.charToGlyphIndex(c); - var glyph = this.glyphs.get(glyphIndex); - if (!glyph) { - // .notdef - glyph = this.glyphs.get(0); - } - - return glyph; -}; - -/** - * Update features - * @param {any} options features options - */ -Font.prototype.updateFeatures = function (options) { - // TODO: update all features options not only 'latn'. - return this.defaultRenderOptions.features.map(function (feature) { - if (feature.script === 'latn') { - return { - script: 'latn', - tags: feature.tags.filter(function (tag) { return options[tag]; }) - }; - } else { - return feature; - } - }); -}; - -/** - * Convert the given text to a list of Glyph objects. - * Note that there is no strict one-to-one mapping between characters and - * glyphs, so the list of returned glyphs can be larger or smaller than the - * length of the given string. - * @param {string} - * @param {GlyphRenderOptions} [options] - * @return {opentype.Glyph[]} - */ -Font.prototype.stringToGlyphs = function(s, options) { - var this$1 = this; - - - var bidi = new Bidi(); - - // Create and register 'glyphIndex' state modifier - var charToGlyphIndexMod = function (token) { return this$1.charToGlyphIndex(token.char); }; - bidi.registerModifier('glyphIndex', null, charToGlyphIndexMod); - - // roll-back to default features - var features = options ? - this.updateFeatures(options.features) : - this.defaultRenderOptions.features; - - bidi.applyFeatures(this, features); - - var indexes = bidi.getTextGlyphs(s); - - var length = indexes.length; - - // convert glyph indexes to glyph objects - var glyphs = new Array(length); - var notdef = this.glyphs.get(0); - for (var i = 0; i < length; i += 1) { - glyphs[i] = this.glyphs.get(indexes[i]) || notdef; - } - return glyphs; -}; - -/** - * @param {string} - * @return {Number} - */ -Font.prototype.nameToGlyphIndex = function(name) { - return this.glyphNames.nameToGlyphIndex(name); -}; - -/** - * @param {string} - * @return {opentype.Glyph} - */ -Font.prototype.nameToGlyph = function(name) { - var glyphIndex = this.nameToGlyphIndex(name); - var glyph = this.glyphs.get(glyphIndex); - if (!glyph) { - // .notdef - glyph = this.glyphs.get(0); - } - - return glyph; -}; - -/** - * @param {Number} - * @return {String} - */ -Font.prototype.glyphIndexToName = function(gid) { - if (!this.glyphNames.glyphIndexToName) { - return ''; - } - - return this.glyphNames.glyphIndexToName(gid); -}; - -/** - * Retrieve the value of the kerning pair between the left glyph (or its index) - * and the right glyph (or its index). If no kerning pair is found, return 0. - * The kerning value gets added to the advance width when calculating the spacing - * between glyphs. - * For GPOS kerning, this method uses the default script and language, which covers - * most use cases. To have greater control, use font.position.getKerningValue . - * @param {opentype.Glyph} leftGlyph - * @param {opentype.Glyph} rightGlyph - * @return {Number} - */ -Font.prototype.getKerningValue = function(leftGlyph, rightGlyph) { - leftGlyph = leftGlyph.index || leftGlyph; - rightGlyph = rightGlyph.index || rightGlyph; - var gposKerning = this.position.defaultKerningTables; - if (gposKerning) { - return this.position.getKerningValue(gposKerning, leftGlyph, rightGlyph); - } - // "kern" table - return this.kerningPairs[leftGlyph + ',' + rightGlyph] || 0; -}; - -/** - * @typedef GlyphRenderOptions - * @type Object - * @property {string} [script] - script used to determine which features to apply. By default, 'DFLT' or 'latn' is used. - * See https://www.microsoft.com/typography/otspec/scripttags.htm - * @property {string} [language='dflt'] - language system used to determine which features to apply. - * See https://www.microsoft.com/typography/developers/opentype/languagetags.aspx - * @property {boolean} [kerning=true] - whether to include kerning values - * @property {object} [features] - OpenType Layout feature tags. Used to enable or disable the features of the given script/language system. - * See https://www.microsoft.com/typography/otspec/featuretags.htm - */ -Font.prototype.defaultRenderOptions = { - kerning: true, - features: [ - /** - * these 4 features are required to render Arabic text properly - * and shouldn't be turned off when rendering arabic text. - */ - { script: 'arab', tags: ['init', 'medi', 'fina', 'rlig'] }, - { script: 'latn', tags: ['liga', 'rlig'] } - ] -}; - -/** - * Helper function that invokes the given callback for each glyph in the given text. - * The callback gets `(glyph, x, y, fontSize, options)`.* @param {string} text - * @param {string} text - The text to apply. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - * @param {Function} callback - */ -Font.prototype.forEachGlyph = function(text, x, y, fontSize, options, callback) { - x = x !== undefined ? x : 0; - y = y !== undefined ? y : 0; - fontSize = fontSize !== undefined ? fontSize : 72; - options = Object.assign({}, this.defaultRenderOptions, options); - var fontScale = 1 / this.unitsPerEm * fontSize; - var glyphs = this.stringToGlyphs(text, options); - var kerningLookups; - if (options.kerning) { - var script = options.script || this.position.getDefaultScriptName(); - kerningLookups = this.position.getKerningTables(script, options.language); - } - for (var i = 0; i < glyphs.length; i += 1) { - var glyph = glyphs[i]; - callback.call(this, glyph, x, y, fontSize, options); - if (glyph.advanceWidth) { - x += glyph.advanceWidth * fontScale; - } - - if (options.kerning && i < glyphs.length - 1) { - // We should apply position adjustment lookups in a more generic way. - // Here we only use the xAdvance value. - var kerningValue = kerningLookups ? - this.position.getKerningValue(kerningLookups, glyph.index, glyphs[i + 1].index) : - this.getKerningValue(glyph, glyphs[i + 1]); - x += kerningValue * fontScale; - } - - if (options.letterSpacing) { - x += options.letterSpacing * fontSize; - } else if (options.tracking) { - x += (options.tracking / 1000) * fontSize; - } - } - return x; -}; - -/** - * Create a Path object that represents the given text. - * @param {string} text - The text to create. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - * @return {opentype.Path} - */ -Font.prototype.getPath = function(text, x, y, fontSize, options) { - var fullPath = new Path(); - this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { - var glyphPath = glyph.getPath(gX, gY, gFontSize, options, this); - fullPath.extend(glyphPath); - }); - return fullPath; -}; - -/** - * Create an array of Path objects that represent the glyphs of a given text. - * @param {string} text - The text to create. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - * @return {opentype.Path[]} - */ -Font.prototype.getPaths = function(text, x, y, fontSize, options) { - var glyphPaths = []; - this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { - var glyphPath = glyph.getPath(gX, gY, gFontSize, options, this); - glyphPaths.push(glyphPath); - }); - - return glyphPaths; -}; - -/** - * Returns the advance width of a text. - * - * This is something different than Path.getBoundingBox() as for example a - * suffixed whitespace increases the advanceWidth but not the bounding box - * or an overhanging letter like a calligraphic 'f' might have a quite larger - * bounding box than its advance width. - * - * This corresponds to canvas2dContext.measureText(text).width - * - * @param {string} text - The text to create. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - * @return advance width - */ -Font.prototype.getAdvanceWidth = function(text, fontSize, options) { - return this.forEachGlyph(text, 0, 0, fontSize, options, function() {}); -}; - -/** - * Draw the text on the given drawing context. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {string} text - The text to create. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - */ -Font.prototype.draw = function(ctx, text, x, y, fontSize, options) { - this.getPath(text, x, y, fontSize, options).draw(ctx); -}; - -/** - * Draw the points of all glyphs in the text. - * On-curve points will be drawn in blue, off-curve points will be drawn in red. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {string} text - The text to create. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - */ -Font.prototype.drawPoints = function(ctx, text, x, y, fontSize, options) { - this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { - glyph.drawPoints(ctx, gX, gY, gFontSize); - }); -}; - -/** - * Draw lines indicating important font measurements for all glyphs in the text. - * Black lines indicate the origin of the coordinate system (point 0,0). - * Blue lines indicate the glyph bounding box. - * Green line indicates the advance width of the glyph. - * @param {CanvasRenderingContext2D} ctx - A 2D drawing context, like Canvas. - * @param {string} text - The text to create. - * @param {number} [x=0] - Horizontal position of the beginning of the text. - * @param {number} [y=0] - Vertical position of the *baseline* of the text. - * @param {number} [fontSize=72] - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. - * @param {GlyphRenderOptions=} options - */ -Font.prototype.drawMetrics = function(ctx, text, x, y, fontSize, options) { - this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) { - glyph.drawMetrics(ctx, gX, gY, gFontSize); - }); -}; - -/** - * @param {string} - * @return {string} - */ -Font.prototype.getEnglishName = function(name) { - var translations = this.names[name]; - if (translations) { - return translations.en; - } -}; - -/** - * Validate - */ -Font.prototype.validate = function() { - var _this = this; - - function assert(predicate, message) { - } - - function assertNamePresent(name) { - var englishName = _this.getEnglishName(name); - assert(englishName && englishName.trim().length > 0); - } - - // Identification information - assertNamePresent('fontFamily'); - assertNamePresent('weightName'); - assertNamePresent('manufacturer'); - assertNamePresent('copyright'); - assertNamePresent('version'); - - // Dimension information - assert(this.unitsPerEm > 0); -}; - -/** - * Convert the font object to a SFNT data structure. - * This structure contains all the necessary tables and metadata to create a binary OTF file. - * @return {opentype.Table} - */ -Font.prototype.toTables = function() { - return sfnt.fontToTable(this); -}; -/** - * @deprecated Font.toBuffer is deprecated. Use Font.toArrayBuffer instead. - */ -Font.prototype.toBuffer = function() { - console.warn('Font.toBuffer is deprecated. Use Font.toArrayBuffer instead.'); - return this.toArrayBuffer(); -}; -/** - * Converts a `opentype.Font` into an `ArrayBuffer` - * @return {ArrayBuffer} - */ -Font.prototype.toArrayBuffer = function() { - var sfntTable = this.toTables(); - var bytes = sfntTable.encode(); - var buffer = new ArrayBuffer(bytes.length); - var intArray = new Uint8Array(buffer); - for (var i = 0; i < bytes.length; i++) { - intArray[i] = bytes[i]; - } - - return buffer; -}; - -/** - * Initiate a download of the OpenType font. - */ -Font.prototype.download = function(fileName) { - var familyName = this.getEnglishName('fontFamily'); - var styleName = this.getEnglishName('fontSubfamily'); - fileName = fileName || familyName.replace(/\s/g, '') + '-' + styleName + '.otf'; - var arrayBuffer = this.toArrayBuffer(); - - if (isBrowser()) { - window.URL = window.URL || window.webkitURL; - - if (window.URL) { - var dataView = new DataView(arrayBuffer); - var blob = new Blob([dataView], {type: 'font/opentype'}); - - var link = document.createElement('a'); - link.href = window.URL.createObjectURL(blob); - link.download = fileName; - - var event = document.createEvent('MouseEvents'); - event.initEvent('click', true, false); - link.dispatchEvent(event); - } else { - console.warn('Font file could not be downloaded. Try using a different browser.'); - } - } else { - var fs = require('fs'); - var buffer = arrayBufferToNodeBuffer(arrayBuffer); - fs.writeFileSync(fileName, buffer); - } -}; -/** - * @private - */ -Font.prototype.fsSelectionValues = { - ITALIC: 0x001, //1 - UNDERSCORE: 0x002, //2 - NEGATIVE: 0x004, //4 - OUTLINED: 0x008, //8 - STRIKEOUT: 0x010, //16 - BOLD: 0x020, //32 - REGULAR: 0x040, //64 - USER_TYPO_METRICS: 0x080, //128 - WWS: 0x100, //256 - OBLIQUE: 0x200 //512 -}; - -/** - * @private - */ -Font.prototype.usWidthClasses = { - ULTRA_CONDENSED: 1, - EXTRA_CONDENSED: 2, - CONDENSED: 3, - SEMI_CONDENSED: 4, - MEDIUM: 5, - SEMI_EXPANDED: 6, - EXPANDED: 7, - EXTRA_EXPANDED: 8, - ULTRA_EXPANDED: 9 -}; - -/** - * @private - */ -Font.prototype.usWeightClasses = { - THIN: 100, - EXTRA_LIGHT: 200, - LIGHT: 300, - NORMAL: 400, - MEDIUM: 500, - SEMI_BOLD: 600, - BOLD: 700, - EXTRA_BOLD: 800, - BLACK: 900 -}; - -// The `fvar` table stores font variation axes and instances. - -function addName(name, names) { - var nameString = JSON.stringify(name); - var nameID = 256; - for (var nameKey in names) { - var n = parseInt(nameKey); - if (!n || n < 256) { - continue; - } - - if (JSON.stringify(names[nameKey]) === nameString) { - return n; - } - - if (nameID <= n) { - nameID = n + 1; - } - } - - names[nameID] = name; - return nameID; -} - -function makeFvarAxis(n, axis, names) { - var nameID = addName(axis.name, names); - return [ - {name: 'tag_' + n, type: 'TAG', value: axis.tag}, - {name: 'minValue_' + n, type: 'FIXED', value: axis.minValue << 16}, - {name: 'defaultValue_' + n, type: 'FIXED', value: axis.defaultValue << 16}, - {name: 'maxValue_' + n, type: 'FIXED', value: axis.maxValue << 16}, - {name: 'flags_' + n, type: 'USHORT', value: 0}, - {name: 'nameID_' + n, type: 'USHORT', value: nameID} - ]; -} - -function parseFvarAxis(data, start, names) { - var axis = {}; - var p = new parse.Parser(data, start); - axis.tag = p.parseTag(); - axis.minValue = p.parseFixed(); - axis.defaultValue = p.parseFixed(); - axis.maxValue = p.parseFixed(); - p.skip('uShort', 1); // reserved for flags; no values defined - axis.name = names[p.parseUShort()] || {}; - return axis; -} - -function makeFvarInstance(n, inst, axes, names) { - var nameID = addName(inst.name, names); - var fields = [ - {name: 'nameID_' + n, type: 'USHORT', value: nameID}, - {name: 'flags_' + n, type: 'USHORT', value: 0} - ]; - - for (var i = 0; i < axes.length; ++i) { - var axisTag = axes[i].tag; - fields.push({ - name: 'axis_' + n + ' ' + axisTag, - type: 'FIXED', - value: inst.coordinates[axisTag] << 16 - }); - } - - return fields; -} - -function parseFvarInstance(data, start, axes, names) { - var inst = {}; - var p = new parse.Parser(data, start); - inst.name = names[p.parseUShort()] || {}; - p.skip('uShort', 1); // reserved for flags; no values defined - - inst.coordinates = {}; - for (var i = 0; i < axes.length; ++i) { - inst.coordinates[axes[i].tag] = p.parseFixed(); - } - - return inst; -} - -function makeFvarTable(fvar, names) { - var result = new table.Table('fvar', [ - {name: 'version', type: 'ULONG', value: 0x10000}, - {name: 'offsetToData', type: 'USHORT', value: 0}, - {name: 'countSizePairs', type: 'USHORT', value: 2}, - {name: 'axisCount', type: 'USHORT', value: fvar.axes.length}, - {name: 'axisSize', type: 'USHORT', value: 20}, - {name: 'instanceCount', type: 'USHORT', value: fvar.instances.length}, - {name: 'instanceSize', type: 'USHORT', value: 4 + fvar.axes.length * 4} - ]); - result.offsetToData = result.sizeOf(); - - for (var i = 0; i < fvar.axes.length; i++) { - result.fields = result.fields.concat(makeFvarAxis(i, fvar.axes[i], names)); - } - - for (var j = 0; j < fvar.instances.length; j++) { - result.fields = result.fields.concat(makeFvarInstance(j, fvar.instances[j], fvar.axes, names)); - } - - return result; -} - -function parseFvarTable(data, start, names) { - var p = new parse.Parser(data, start); - var tableVersion = p.parseULong(); - check.argument(tableVersion === 0x00010000, 'Unsupported fvar table version.'); - var offsetToData = p.parseOffset16(); - // Skip countSizePairs. - p.skip('uShort', 1); - var axisCount = p.parseUShort(); - var axisSize = p.parseUShort(); - var instanceCount = p.parseUShort(); - var instanceSize = p.parseUShort(); - - var axes = []; - for (var i = 0; i < axisCount; i++) { - axes.push(parseFvarAxis(data, start + offsetToData + i * axisSize, names)); - } - - var instances = []; - var instanceStart = start + offsetToData + axisCount * axisSize; - for (var j = 0; j < instanceCount; j++) { - instances.push(parseFvarInstance(data, instanceStart + j * instanceSize, axes, names)); - } - - return {axes: axes, instances: instances}; -} - -var fvar = { make: makeFvarTable, parse: parseFvarTable }; - -// The `GDEF` table contains various glyph properties - -var attachList = function() { - return { - coverage: this.parsePointer(Parser.coverage), - attachPoints: this.parseList(Parser.pointer(Parser.uShortList)) - }; -}; - -var caretValue = function() { - var format = this.parseUShort(); - check.argument(format === 1 || format === 2 || format === 3, - 'Unsupported CaretValue table version.'); - if (format === 1) { - return { coordinate: this.parseShort() }; - } else if (format === 2) { - return { pointindex: this.parseShort() }; - } else if (format === 3) { - // Device / Variation Index tables unsupported - return { coordinate: this.parseShort() }; - } -}; - -var ligGlyph = function() { - return this.parseList(Parser.pointer(caretValue)); -}; - -var ligCaretList = function() { - return { - coverage: this.parsePointer(Parser.coverage), - ligGlyphs: this.parseList(Parser.pointer(ligGlyph)) - }; -}; - -var markGlyphSets = function() { - this.parseUShort(); // Version - return this.parseList(Parser.pointer(Parser.coverage)); -}; - -function parseGDEFTable(data, start) { - start = start || 0; - var p = new Parser(data, start); - var tableVersion = p.parseVersion(1); - check.argument(tableVersion === 1 || tableVersion === 1.2 || tableVersion === 1.3, - 'Unsupported GDEF table version.'); - var gdef = { - version: tableVersion, - classDef: p.parsePointer(Parser.classDef), - attachList: p.parsePointer(attachList), - ligCaretList: p.parsePointer(ligCaretList), - markAttachClassDef: p.parsePointer(Parser.classDef) - }; - if (tableVersion >= 1.2) { - gdef.markGlyphSets = p.parsePointer(markGlyphSets); - } - return gdef; -} -var gdef = { parse: parseGDEFTable }; - -// The `GPOS` table contains kerning pairs, among other things. - -var subtableParsers$1 = new Array(10); // subtableParsers[0] is unused - -// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#lookup-type-1-single-adjustment-positioning-subtable -// this = Parser instance -subtableParsers$1[1] = function parseLookup1() { - var start = this.offset + this.relativeOffset; - var posformat = this.parseUShort(); - if (posformat === 1) { - return { - posFormat: 1, - coverage: this.parsePointer(Parser.coverage), - value: this.parseValueRecord() - }; - } else if (posformat === 2) { - return { - posFormat: 2, - coverage: this.parsePointer(Parser.coverage), - values: this.parseValueRecordList() - }; - } - check.assert(false, '0x' + start.toString(16) + ': GPOS lookup type 1 format must be 1 or 2.'); -}; - -// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos#lookup-type-2-pair-adjustment-positioning-subtable -subtableParsers$1[2] = function parseLookup2() { - var start = this.offset + this.relativeOffset; - var posFormat = this.parseUShort(); - check.assert(posFormat === 1 || posFormat === 2, '0x' + start.toString(16) + ': GPOS lookup type 2 format must be 1 or 2.'); - var coverage = this.parsePointer(Parser.coverage); - var valueFormat1 = this.parseUShort(); - var valueFormat2 = this.parseUShort(); - if (posFormat === 1) { - // Adjustments for Glyph Pairs - return { - posFormat: posFormat, - coverage: coverage, - valueFormat1: valueFormat1, - valueFormat2: valueFormat2, - pairSets: this.parseList(Parser.pointer(Parser.list(function() { - return { // pairValueRecord - secondGlyph: this.parseUShort(), - value1: this.parseValueRecord(valueFormat1), - value2: this.parseValueRecord(valueFormat2) - }; - }))) - }; - } else if (posFormat === 2) { - var classDef1 = this.parsePointer(Parser.classDef); - var classDef2 = this.parsePointer(Parser.classDef); - var class1Count = this.parseUShort(); - var class2Count = this.parseUShort(); - return { - // Class Pair Adjustment - posFormat: posFormat, - coverage: coverage, - valueFormat1: valueFormat1, - valueFormat2: valueFormat2, - classDef1: classDef1, - classDef2: classDef2, - class1Count: class1Count, - class2Count: class2Count, - classRecords: this.parseList(class1Count, Parser.list(class2Count, function() { - return { - value1: this.parseValueRecord(valueFormat1), - value2: this.parseValueRecord(valueFormat2) - }; - })) - }; - } -}; - -subtableParsers$1[3] = function parseLookup3() { return { error: 'GPOS Lookup 3 not supported' }; }; -subtableParsers$1[4] = function parseLookup4() { return { error: 'GPOS Lookup 4 not supported' }; }; -subtableParsers$1[5] = function parseLookup5() { return { error: 'GPOS Lookup 5 not supported' }; }; -subtableParsers$1[6] = function parseLookup6() { return { error: 'GPOS Lookup 6 not supported' }; }; -subtableParsers$1[7] = function parseLookup7() { return { error: 'GPOS Lookup 7 not supported' }; }; -subtableParsers$1[8] = function parseLookup8() { return { error: 'GPOS Lookup 8 not supported' }; }; -subtableParsers$1[9] = function parseLookup9() { return { error: 'GPOS Lookup 9 not supported' }; }; - -// https://docs.microsoft.com/en-us/typography/opentype/spec/gpos -function parseGposTable(data, start) { - start = start || 0; - var p = new Parser(data, start); - var tableVersion = p.parseVersion(1); - check.argument(tableVersion === 1 || tableVersion === 1.1, 'Unsupported GPOS table version ' + tableVersion); - - if (tableVersion === 1) { - return { - version: tableVersion, - scripts: p.parseScriptList(), - features: p.parseFeatureList(), - lookups: p.parseLookupList(subtableParsers$1) - }; - } else { - return { - version: tableVersion, - scripts: p.parseScriptList(), - features: p.parseFeatureList(), - lookups: p.parseLookupList(subtableParsers$1), - variations: p.parseFeatureVariationsList() - }; - } - -} - -// GPOS Writing ////////////////////////////////////////////// -// NOT SUPPORTED -var subtableMakers$1 = new Array(10); - -function makeGposTable(gpos) { - return new table.Table('GPOS', [ - {name: 'version', type: 'ULONG', value: 0x10000}, - {name: 'scripts', type: 'TABLE', value: new table.ScriptList(gpos.scripts)}, - {name: 'features', type: 'TABLE', value: new table.FeatureList(gpos.features)}, - {name: 'lookups', type: 'TABLE', value: new table.LookupList(gpos.lookups, subtableMakers$1)} - ]); -} - -var gpos = { parse: parseGposTable, make: makeGposTable }; - -// The `kern` table contains kerning pairs. - -function parseWindowsKernTable(p) { - var pairs = {}; - // Skip nTables. - p.skip('uShort'); - var subtableVersion = p.parseUShort(); - check.argument(subtableVersion === 0, 'Unsupported kern sub-table version.'); - // Skip subtableLength, subtableCoverage - p.skip('uShort', 2); - var nPairs = p.parseUShort(); - // Skip searchRange, entrySelector, rangeShift. - p.skip('uShort', 3); - for (var i = 0; i < nPairs; i += 1) { - var leftIndex = p.parseUShort(); - var rightIndex = p.parseUShort(); - var value = p.parseShort(); - pairs[leftIndex + ',' + rightIndex] = value; - } - return pairs; -} - -function parseMacKernTable(p) { - var pairs = {}; - // The Mac kern table stores the version as a fixed (32 bits) but we only loaded the first 16 bits. - // Skip the rest. - p.skip('uShort'); - var nTables = p.parseULong(); - //check.argument(nTables === 1, 'Only 1 subtable is supported (got ' + nTables + ').'); - if (nTables > 1) { - console.warn('Only the first kern subtable is supported.'); - } - p.skip('uLong'); - var coverage = p.parseUShort(); - var subtableVersion = coverage & 0xFF; - p.skip('uShort'); - if (subtableVersion === 0) { - var nPairs = p.parseUShort(); - // Skip searchRange, entrySelector, rangeShift. - p.skip('uShort', 3); - for (var i = 0; i < nPairs; i += 1) { - var leftIndex = p.parseUShort(); - var rightIndex = p.parseUShort(); - var value = p.parseShort(); - pairs[leftIndex + ',' + rightIndex] = value; - } - } - return pairs; -} - -// Parse the `kern` table which contains kerning pairs. -function parseKernTable(data, start) { - var p = new parse.Parser(data, start); - var tableVersion = p.parseUShort(); - if (tableVersion === 0) { - return parseWindowsKernTable(p); - } else if (tableVersion === 1) { - return parseMacKernTable(p); - } else { - throw new Error('Unsupported kern table version (' + tableVersion + ').'); - } -} - -var kern = { parse: parseKernTable }; - -// The `loca` table stores the offsets to the locations of the glyphs in the font. - -// Parse the `loca` table. This table stores the offsets to the locations of the glyphs in the font, -// relative to the beginning of the glyphData table. -// The number of glyphs stored in the `loca` table is specified in the `maxp` table (under numGlyphs) -// The loca table has two versions: a short version where offsets are stored as uShorts, and a long -// version where offsets are stored as uLongs. The `head` table specifies which version to use -// (under indexToLocFormat). -function parseLocaTable(data, start, numGlyphs, shortVersion) { - var p = new parse.Parser(data, start); - var parseFn = shortVersion ? p.parseUShort : p.parseULong; - // There is an extra entry after the last index element to compute the length of the last glyph. - // That's why we use numGlyphs + 1. - var glyphOffsets = []; - for (var i = 0; i < numGlyphs + 1; i += 1) { - var glyphOffset = parseFn.call(p); - if (shortVersion) { - // The short table version stores the actual offset divided by 2. - glyphOffset *= 2; - } - - glyphOffsets.push(glyphOffset); - } - - return glyphOffsets; -} - -var loca = { parse: parseLocaTable }; - -// opentype.js - -/** - * The opentype library. - * @namespace opentype - */ - -// File loaders ///////////////////////////////////////////////////////// -/** - * Loads a font from a file. The callback throws an error message as the first parameter if it fails - * and the font as an ArrayBuffer in the second parameter if it succeeds. - * @param {string} path - The path of the file - * @param {Function} callback - The function to call when the font load completes - */ -function loadFromFile(path, callback) { - var fs = require('fs'); - fs.readFile(path, function(err, buffer) { - if (err) { - return callback(err.message); - } - - callback(null, nodeBufferToArrayBuffer(buffer)); - }); -} -/** - * Loads a font from a URL. The callback throws an error message as the first parameter if it fails - * and the font as an ArrayBuffer in the second parameter if it succeeds. - * @param {string} url - The URL of the font file. - * @param {Function} callback - The function to call when the font load completes - */ -function loadFromUrl(url, callback) { - var request = new XMLHttpRequest(); - request.open('get', url, true); - request.responseType = 'arraybuffer'; - request.onload = function() { - if (request.response) { - return callback(null, request.response); - } else { - return callback('Font could not be loaded: ' + request.statusText); - } - }; - - request.onerror = function () { - callback('Font could not be loaded'); - }; - - request.send(); -} - -// Table Directory Entries ////////////////////////////////////////////// -/** - * Parses OpenType table entries. - * @param {DataView} - * @param {Number} - * @return {Object[]} - */ -function parseOpenTypeTableEntries(data, numTables) { - var tableEntries = []; - var p = 12; - for (var i = 0; i < numTables; i += 1) { - var tag = parse.getTag(data, p); - var checksum = parse.getULong(data, p + 4); - var offset = parse.getULong(data, p + 8); - var length = parse.getULong(data, p + 12); - tableEntries.push({tag: tag, checksum: checksum, offset: offset, length: length, compression: false}); - p += 16; - } - - return tableEntries; -} - -/** - * Parses WOFF table entries. - * @param {DataView} - * @param {Number} - * @return {Object[]} - */ -function parseWOFFTableEntries(data, numTables) { - var tableEntries = []; - var p = 44; // offset to the first table directory entry. - for (var i = 0; i < numTables; i += 1) { - var tag = parse.getTag(data, p); - var offset = parse.getULong(data, p + 4); - var compLength = parse.getULong(data, p + 8); - var origLength = parse.getULong(data, p + 12); - var compression = (void 0); - if (compLength < origLength) { - compression = 'WOFF'; - } else { - compression = false; - } - - tableEntries.push({tag: tag, offset: offset, compression: compression, - compressedLength: compLength, length: origLength}); - p += 20; - } - - return tableEntries; -} - -/** - * @typedef TableData - * @type Object - * @property {DataView} data - The DataView - * @property {number} offset - The data offset. - */ - -/** - * @param {DataView} - * @param {Object} - * @return {TableData} - */ -function uncompressTable(data, tableEntry) { - if (tableEntry.compression === 'WOFF') { - var inBuffer = new Uint8Array(data.buffer, tableEntry.offset + 2, tableEntry.compressedLength - 2); - var outBuffer = new Uint8Array(tableEntry.length); - tinyInflate(inBuffer, outBuffer); - if (outBuffer.byteLength !== tableEntry.length) { - throw new Error('Decompression error: ' + tableEntry.tag + ' decompressed length doesn\'t match recorded length'); - } - - var view = new DataView(outBuffer.buffer, 0); - return {data: view, offset: 0}; - } else { - return {data: data, offset: tableEntry.offset}; - } -} - -// Public API /////////////////////////////////////////////////////////// - -/** - * Parse the OpenType file data (as an ArrayBuffer) and return a Font object. - * Throws an error if the font could not be parsed. - * @param {ArrayBuffer} - * @param {Object} opt - options for parsing - * @return {opentype.Font} - */ -function parseBuffer(buffer, opt) { - opt = (opt === undefined || opt === null) ? {} : opt; - - var indexToLocFormat; - var ltagTable; - - // Since the constructor can also be called to create new fonts from scratch, we indicate this - // should be an empty font that we'll fill with our own data. - var font = new Font({empty: true}); - - // OpenType fonts use big endian byte ordering. - // We can't rely on typed array view types, because they operate with the endianness of the host computer. - // Instead we use DataViews where we can specify endianness. - var data = new DataView(buffer, 0); - var numTables; - var tableEntries = []; - var signature = parse.getTag(data, 0); - if (signature === String.fromCharCode(0, 1, 0, 0) || signature === 'true' || signature === 'typ1') { - font.outlinesFormat = 'truetype'; - numTables = parse.getUShort(data, 4); - tableEntries = parseOpenTypeTableEntries(data, numTables); - } else if (signature === 'OTTO') { - font.outlinesFormat = 'cff'; - numTables = parse.getUShort(data, 4); - tableEntries = parseOpenTypeTableEntries(data, numTables); - } else if (signature === 'wOFF') { - var flavor = parse.getTag(data, 4); - if (flavor === String.fromCharCode(0, 1, 0, 0)) { - font.outlinesFormat = 'truetype'; - } else if (flavor === 'OTTO') { - font.outlinesFormat = 'cff'; - } else { - throw new Error('Unsupported OpenType flavor ' + signature); - } - - numTables = parse.getUShort(data, 12); - tableEntries = parseWOFFTableEntries(data, numTables); - } else { - throw new Error('Unsupported OpenType signature ' + signature); - } - - var cffTableEntry; - var fvarTableEntry; - var glyfTableEntry; - var gdefTableEntry; - var gposTableEntry; - var gsubTableEntry; - var hmtxTableEntry; - var kernTableEntry; - var locaTableEntry; - var nameTableEntry; - var metaTableEntry; - var p; - - for (var i = 0; i < numTables; i += 1) { - var tableEntry = tableEntries[i]; - var table = (void 0); - switch (tableEntry.tag) { - case 'cmap': - table = uncompressTable(data, tableEntry); - font.tables.cmap = cmap.parse(table.data, table.offset); - font.encoding = new CmapEncoding(font.tables.cmap); - break; - case 'cvt ' : - table = uncompressTable(data, tableEntry); - p = new parse.Parser(table.data, table.offset); - font.tables.cvt = p.parseShortList(tableEntry.length / 2); - break; - case 'fvar': - fvarTableEntry = tableEntry; - break; - case 'fpgm' : - table = uncompressTable(data, tableEntry); - p = new parse.Parser(table.data, table.offset); - font.tables.fpgm = p.parseByteList(tableEntry.length); - break; - case 'head': - table = uncompressTable(data, tableEntry); - font.tables.head = head.parse(table.data, table.offset); - font.unitsPerEm = font.tables.head.unitsPerEm; - indexToLocFormat = font.tables.head.indexToLocFormat; - break; - case 'hhea': - table = uncompressTable(data, tableEntry); - font.tables.hhea = hhea.parse(table.data, table.offset); - font.ascender = font.tables.hhea.ascender; - font.descender = font.tables.hhea.descender; - font.numberOfHMetrics = font.tables.hhea.numberOfHMetrics; - break; - case 'hmtx': - hmtxTableEntry = tableEntry; - break; - case 'ltag': - table = uncompressTable(data, tableEntry); - ltagTable = ltag.parse(table.data, table.offset); - break; - case 'maxp': - table = uncompressTable(data, tableEntry); - font.tables.maxp = maxp.parse(table.data, table.offset); - font.numGlyphs = font.tables.maxp.numGlyphs; - break; - case 'name': - nameTableEntry = tableEntry; - break; - case 'OS/2': - table = uncompressTable(data, tableEntry); - font.tables.os2 = os2.parse(table.data, table.offset); - break; - case 'post': - table = uncompressTable(data, tableEntry); - font.tables.post = post.parse(table.data, table.offset); - font.glyphNames = new GlyphNames(font.tables.post); - break; - case 'prep' : - table = uncompressTable(data, tableEntry); - p = new parse.Parser(table.data, table.offset); - font.tables.prep = p.parseByteList(tableEntry.length); - break; - case 'glyf': - glyfTableEntry = tableEntry; - break; - case 'loca': - locaTableEntry = tableEntry; - break; - case 'CFF ': - cffTableEntry = tableEntry; - break; - case 'kern': - kernTableEntry = tableEntry; - break; - case 'GDEF': - gdefTableEntry = tableEntry; - break; - case 'GPOS': - gposTableEntry = tableEntry; - break; - case 'GSUB': - gsubTableEntry = tableEntry; - break; - case 'meta': - metaTableEntry = tableEntry; - break; - } - } - - var nameTable = uncompressTable(data, nameTableEntry); - font.tables.name = _name.parse(nameTable.data, nameTable.offset, ltagTable); - font.names = font.tables.name; - - if (glyfTableEntry && locaTableEntry) { - var shortVersion = indexToLocFormat === 0; - var locaTable = uncompressTable(data, locaTableEntry); - var locaOffsets = loca.parse(locaTable.data, locaTable.offset, font.numGlyphs, shortVersion); - var glyfTable = uncompressTable(data, glyfTableEntry); - font.glyphs = glyf.parse(glyfTable.data, glyfTable.offset, locaOffsets, font, opt); - } else if (cffTableEntry) { - var cffTable = uncompressTable(data, cffTableEntry); - cff.parse(cffTable.data, cffTable.offset, font, opt); - } else { - throw new Error('Font doesn\'t contain TrueType or CFF outlines.'); - } - - var hmtxTable = uncompressTable(data, hmtxTableEntry); - hmtx.parse(font, hmtxTable.data, hmtxTable.offset, font.numberOfHMetrics, font.numGlyphs, font.glyphs, opt); - addGlyphNames(font, opt); - - if (kernTableEntry) { - var kernTable = uncompressTable(data, kernTableEntry); - font.kerningPairs = kern.parse(kernTable.data, kernTable.offset); - } else { - font.kerningPairs = {}; - } - - if (gdefTableEntry) { - var gdefTable = uncompressTable(data, gdefTableEntry); - font.tables.gdef = gdef.parse(gdefTable.data, gdefTable.offset); - } - - if (gposTableEntry) { - var gposTable = uncompressTable(data, gposTableEntry); - font.tables.gpos = gpos.parse(gposTable.data, gposTable.offset); - font.position.init(); - } - - if (gsubTableEntry) { - var gsubTable = uncompressTable(data, gsubTableEntry); - font.tables.gsub = gsub.parse(gsubTable.data, gsubTable.offset); - } - - if (fvarTableEntry) { - var fvarTable = uncompressTable(data, fvarTableEntry); - font.tables.fvar = fvar.parse(fvarTable.data, fvarTable.offset, font.names); - } - - if (metaTableEntry) { - var metaTable = uncompressTable(data, metaTableEntry); - font.tables.meta = meta.parse(metaTable.data, metaTable.offset); - font.metas = font.tables.meta; - } - - return font; -} - -/** - * Asynchronously load the font from a URL or a filesystem. When done, call the callback - * with two arguments `(err, font)`. The `err` will be null on success, - * the `font` is a Font object. - * We use the node.js callback convention so that - * opentype.js can integrate with frameworks like async.js. - * @alias opentype.load - * @param {string} url - The URL of the font to load. - * @param {Function} callback - The callback. - */ -function load(url, callback, opt) { - opt = (opt === undefined || opt === null) ? {} : opt; - var isNode = typeof window === 'undefined'; - var loadFn = isNode && !opt.isUrl ? loadFromFile : loadFromUrl; - - return new Promise(function (resolve, reject) { - loadFn(url, function(err, arrayBuffer) { - if (err) { - if (callback) { - return callback(err); - } else { - reject(err); - } - } - var font; - try { - font = parseBuffer(arrayBuffer, opt); - } catch (e) { - if (callback) { - return callback(e, null); - } else { - reject(e); - } - } - if (callback) { - return callback(null, font); - } else { - resolve(font); - } - }); - }); -} - -/** - * Synchronously load the font from a URL or file. - * When done, returns the font object or throws an error. - * @alias opentype.loadSync - * @param {string} url - The URL of the font to load. - * @param {Object} opt - opt.lowMemory - * @return {opentype.Font} - */ -function loadSync(url, opt) { - var fs = require('fs'); - var buffer = fs.readFileSync(url); - return parseBuffer(nodeBufferToArrayBuffer(buffer), opt); -} - -var opentype = /*#__PURE__*/Object.freeze({ - __proto__: null, - Font: Font, - Glyph: Glyph, - Path: Path, - BoundingBox: BoundingBox, - _parse: parse, - parse: parseBuffer, - load: load, - loadSync: loadSync -}); - -export default opentype; -export { BoundingBox, Font, Glyph, Path, parse as _parse, load, loadSync, parseBuffer as parse }; -//# sourceMappingURL=opentype.module.js.map diff --git a/public/bluebey-studio/vendor/lib/opentype.module.js.LICENSE b/public/bluebey-studio/vendor/lib/opentype.module.js.LICENSE deleted file mode 100644 index 023e618..0000000 --- a/public/bluebey-studio/vendor/lib/opentype.module.js.LICENSE +++ /dev/null @@ -1,20 +0,0 @@ -The MIT License (MIT) - -Copyright (c) 2020 Frederik De Bleser - -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of -the Software, and to permit persons to whom the Software is furnished to do so, -subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS -FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR -COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER -IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/public/bluebey-studio/vendor/lib/opentype.module.js.VERSION b/public/bluebey-studio/vendor/lib/opentype.module.js.VERSION deleted file mode 100644 index a0023af..0000000 --- a/public/bluebey-studio/vendor/lib/opentype.module.js.VERSION +++ /dev/null @@ -1 +0,0 @@ -opentype.js 1.3.4 diff --git a/public/bluebey-studio/vendor/three/LICENSE b/public/bluebey-studio/vendor/three/LICENSE deleted file mode 100644 index 8ada2a5..0000000 --- a/public/bluebey-studio/vendor/three/LICENSE +++ /dev/null @@ -1,21 +0,0 @@ -The MIT License - -Copyright © 2010-2026 three.js authors - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. diff --git a/public/bluebey-studio/vendor/three/VERSION b/public/bluebey-studio/vendor/three/VERSION deleted file mode 100644 index 3ec66c8..0000000 --- a/public/bluebey-studio/vendor/three/VERSION +++ /dev/null @@ -1 +0,0 @@ -0.186.0 diff --git a/public/bluebey-studio/vendor/three/build/three.core.js b/public/bluebey-studio/vendor/three/build/three.core.js deleted file mode 100644 index 0a1d6cb..0000000 --- a/public/bluebey-studio/vendor/three/build/three.core.js +++ /dev/null @@ -1,60586 +0,0 @@ -/** - * @license - * Copyright 2010-2026 Three.js Authors - * SPDX-License-Identifier: MIT - */ -const REVISION = '186'; - -/** - * Represents mouse buttons and interaction types in context of controls. - * - * @type {ConstantsMouse} - * @constant - */ -const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; - -/** - * Represents touch interaction types in context of controls. - * - * @type {ConstantsTouch} - * @constant - */ -const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; - -/** - * Disables face culling. - * - * @type {number} - * @constant - */ -const CullFaceNone = 0; - -/** - * Culls back faces. - * - * @type {number} - * @constant - */ -const CullFaceBack = 1; - -/** - * Culls front faces. - * - * @type {number} - * @constant - */ -const CullFaceFront = 2; - -/** - * Culls both front and back faces. - * - * @type {number} - * @constant - */ -const CullFaceFrontBack = 3; - -/** - * Gives unfiltered shadow maps - fastest, but lowest quality. - * - * @type {number} - * @constant - */ -const BasicShadowMap = 0; - -/** - * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm. - * - * @type {number} - * @constant - */ -const PCFShadowMap = 1; - -/** - * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with - * better soft shadows especially when using low-resolution shadow maps. - * - * @type {number} - * @constant - * @deprecated since r186. Use `PCFShadowMap` instead. - */ -const PCFSoftShadowMap = 2; - -/** - * Filters shadow maps using the Variance Shadow Map (VSM) algorithm. - * When using VSMShadowMap all shadow receivers will also cast shadows. - * - * @type {number} - * @constant - */ -const VSMShadowMap = 3; - -/** - * Only front faces are rendered. - * - * @type {number} - * @constant - */ -const FrontSide = 0; - -/** - * Only back faces are rendered. - * - * @type {number} - * @constant - */ -const BackSide = 1; - -/** - * Both front and back faces are rendered. - * - * @type {number} - * @constant - */ -const DoubleSide = 2; - -/** - * No blending is performed which effectively disables - * alpha transparency. - * - * @type {number} - * @constant - */ -const NoBlending = 0; - -/** - * The default blending. - * - * @type {number} - * @constant - */ -const NormalBlending = 1; - -/** - * Represents additive blending. - * - * @type {number} - * @constant - */ -const AdditiveBlending = 2; - -/** - * Represents subtractive blending. - * - * @type {number} - * @constant - */ -const SubtractiveBlending = 3; - -/** - * Represents multiply blending. - * - * @type {number} - * @constant - */ -const MultiplyBlending = 4; - -/** - * Represents custom blending. - * - * @type {number} - * @constant - */ -const CustomBlending = 5; - -/** - * Represents material blending. - * - * @type {number} - * @constant - */ -const MaterialBlending = 6; - -/** - * A `source + destination` blending equation. - * - * @type {number} - * @constant - */ -const AddEquation = 100; - -/** - * A `source - destination` blending equation. - * - * @type {number} - * @constant - */ -const SubtractEquation = 101; - -/** - * A `destination - source` blending equation. - * - * @type {number} - * @constant - */ -const ReverseSubtractEquation = 102; - -/** - * A blend equation that uses the minimum of source and destination. - * - * @type {number} - * @constant - */ -const MinEquation = 103; - -/** - * A blend equation that uses the maximum of source and destination. - * - * @type {number} - * @constant - */ -const MaxEquation = 104; - -/** - * Multiplies all colors by `0`. - * - * @type {number} - * @constant - */ -const ZeroFactor = 200; - -/** - * Multiplies all colors by `1`. - * - * @type {number} - * @constant - */ -const OneFactor = 201; - -/** - * Multiplies all colors by the source colors. - * - * @type {number} - * @constant - */ -const SrcColorFactor = 202; - -/** - * Multiplies all colors by `1` minus each source color. - * - * @type {number} - * @constant - */ -const OneMinusSrcColorFactor = 203; - -/** - * Multiplies all colors by the source alpha value. - * - * @type {number} - * @constant - */ -const SrcAlphaFactor = 204; - -/** - * Multiplies all colors by 1 minus the source alpha value. - * - * @type {number} - * @constant - */ -const OneMinusSrcAlphaFactor = 205; - -/** - * Multiplies all colors by the destination alpha value. - * - * @type {number} - * @constant - */ -const DstAlphaFactor = 206; - -/** - * Multiplies all colors by `1` minus the destination alpha value. - * - * @type {number} - * @constant - */ -const OneMinusDstAlphaFactor = 207; - -/** - * Multiplies all colors by the destination color. - * - * @type {number} - * @constant - */ -const DstColorFactor = 208; - -/** - * Multiplies all colors by `1` minus each destination color. - * - * @type {number} - * @constant - */ -const OneMinusDstColorFactor = 209; - -/** - * Multiplies the RGB colors by the smaller of either the source alpha - * value or the value of `1` minus the destination alpha value. The alpha - * value is multiplied by `1`. - * - * @type {number} - * @constant - */ -const SrcAlphaSaturateFactor = 210; - -/** - * Multiplies all colors by a constant color. - * - * @type {number} - * @constant - */ -const ConstantColorFactor = 211; - -/** - * Multiplies all colors by `1` minus a constant color. - * - * @type {number} - * @constant - */ -const OneMinusConstantColorFactor = 212; - -/** - * Multiplies all colors by a constant alpha value. - * - * @type {number} - * @constant - */ -const ConstantAlphaFactor = 213; - -/** - * Multiplies all colors by 1 minus a constant alpha value. - * - * @type {number} - * @constant - */ -const OneMinusConstantAlphaFactor = 214; - -/** - * Never pass. - * - * @type {number} - * @constant - */ -const NeverDepth = 0; - -/** - * Always pass. - * - * @type {number} - * @constant - */ -const AlwaysDepth = 1; - -/** - * Pass if the incoming value is less than the depth buffer value. - * - * @type {number} - * @constant - */ -const LessDepth = 2; - -/** - * Pass if the incoming value is less than or equal to the depth buffer value. - * - * @type {number} - * @constant - */ -const LessEqualDepth = 3; - -/** - * Pass if the incoming value equals the depth buffer value. - * - * @type {number} - * @constant - */ -const EqualDepth = 4; - -/** - * Pass if the incoming value is greater than or equal to the depth buffer value. - * - * @type {number} - * @constant - */ -const GreaterEqualDepth = 5; - -/** - * Pass if the incoming value is greater than the depth buffer value. - * - * @type {number} - * @constant - */ -const GreaterDepth = 6; - -/** - * Pass if the incoming value is not equal to the depth buffer value. - * - * @type {number} - * @constant - */ -const NotEqualDepth = 7; - -/** - * Multiplies the environment map color with the surface color. - * - * @type {number} - * @constant - */ -const MultiplyOperation = 0; - -/** - * Uses reflectivity to blend between the two colors. - * - * @type {number} - * @constant - */ -const MixOperation = 1; - -/** - * Adds the two colors. - * - * @type {number} - * @constant - */ -const AddOperation = 2; - -/** - * No tone mapping is applied. - * - * @type {number} - * @constant - */ -const NoToneMapping = 0; - -/** - * Linear tone mapping. - * - * @type {number} - * @constant - */ -const LinearToneMapping = 1; - -/** - * Reinhard tone mapping. - * - * @type {number} - * @constant - */ -const ReinhardToneMapping = 2; - -/** - * Cineon tone mapping. - * - * @type {number} - * @constant - */ -const CineonToneMapping = 3; - -/** - * ACES Filmic tone mapping. - * - * @type {number} - * @constant - */ -const ACESFilmicToneMapping = 4; - -/** - * Custom tone mapping. - * - * Expects a custom implementation by modifying shader code of the material's fragment shader. - * - * @type {number} - * @constant - */ -const CustomToneMapping = 5; - -/** - * AgX tone mapping. - * - * @type {number} - * @constant - */ -const AgXToneMapping = 6; - -/** - * Neutral tone mapping. - * - * Implementation based on the Khronos 3D Commerce Group standard tone mapping. - * - * @type {number} - * @constant - */ -const NeutralToneMapping = 7; - -/** - * The skinned mesh shares the same world space as the skeleton. - * - * @type {string} - * @constant - */ -const AttachedBindMode = 'attached'; - -/** - * The skinned mesh does not share the same world space as the skeleton. - * This is useful when a skeleton is shared across multiple skinned meshes. - * - * @type {string} - * @constant - */ -const DetachedBindMode = 'detached'; - -/** - * Maps textures using the geometry's UV coordinates. - * - * @type {number} - * @constant - */ -const UVMapping = 300; - -/** - * Reflection mapping for cube textures. - * - * @type {number} - * @constant - */ -const CubeReflectionMapping = 301; - -/** - * Refraction mapping for cube textures. - * - * @type {number} - * @constant - */ -const CubeRefractionMapping = 302; - -/** - * Reflection mapping for equirectangular textures. - * - * @type {number} - * @constant - */ -const EquirectangularReflectionMapping = 303; - -/** - * Refraction mapping for equirectangular textures. - * - * @type {number} - * @constant - */ -const EquirectangularRefractionMapping = 304; - -/** - * Reflection mapping for PMREM textures. - * - * @type {number} - * @constant - */ -const CubeUVReflectionMapping = 306; - -/** - * The texture will simply repeat to infinity. - * - * @type {number} - * @constant - */ -const RepeatWrapping = 1000; - -/** - * The last pixel of the texture stretches to the edge of the mesh. - * - * @type {number} - * @constant - */ -const ClampToEdgeWrapping = 1001; - -/** - * The texture will repeats to infinity, mirroring on each repeat. - * - * @type {number} - * @constant - */ -const MirroredRepeatWrapping = 1002; - -/** - * Returns the value of the texture element that is nearest (in Manhattan distance) - * to the specified texture coordinates. - * - * @type {number} - * @constant - */ -const NearestFilter = 1003; - -/** - * Chooses the mipmap that most closely matches the size of the pixel being textured - * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel) - * to produce a texture value. - * - * @type {number} - * @constant - */ -const NearestMipmapNearestFilter = 1004; -const NearestMipMapNearestFilter = 1004; // legacy - -/** - * Chooses the two mipmaps that most closely match the size of the pixel being textured and - * uses the `NearestFilter` criterion to produce a texture value from each mipmap. - * The final texture value is a weighted average of those two values. - * - * @type {number} - * @constant - */ -const NearestMipmapLinearFilter = 1005; -const NearestMipMapLinearFilter = 1005; // legacy - -/** - * Returns the weighted average of the four texture elements that are closest to the specified - * texture coordinates, and can include items wrapped or repeated from other parts of a texture, - * depending on the values of `wrapS` and `wrapT`, and on the exact mapping. - * - * @type {number} - * @constant - */ -const LinearFilter = 1006; - -/** - * Chooses the mipmap that most closely matches the size of the pixel being textured and uses - * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the - * center of the pixel) to produce a texture value. - * - * @type {number} - * @constant - */ -const LinearMipmapNearestFilter = 1007; -const LinearMipMapNearestFilter = 1007; // legacy - -/** - * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses - * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value - * is a weighted average of those two values. - * - * @type {number} - * @constant - */ -const LinearMipmapLinearFilter = 1008; -const LinearMipMapLinearFilter = 1008; // legacy - -/** - * An unsigned byte data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedByteType = 1009; - -/** - * A byte data type for textures. - * - * @type {number} - * @constant - */ -const ByteType = 1010; - -/** - * A short data type for textures. - * - * @type {number} - * @constant - */ -const ShortType = 1011; - -/** - * An unsigned short data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedShortType = 1012; - -/** - * An int data type for textures. - * - * @type {number} - * @constant - */ -const IntType = 1013; - -/** - * An unsigned int data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedIntType = 1014; - -/** - * A float data type for textures. - * - * @type {number} - * @constant - */ -const FloatType = 1015; - -/** - * A half float data type for textures. - * - * @type {number} - * @constant - */ -const HalfFloatType = 1016; - -/** - * An unsigned short 4_4_4_4 (packed) data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedShort4444Type = 1017; - -/** - * An unsigned short 5_5_5_1 (packed) data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedShort5551Type = 1018; - -/** - * An unsigned int 24_8 data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedInt248Type = 1020; - -/** - * An unsigned int 5_9_9_9 (packed) data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedInt5999Type = 35902; - -/** - * An unsigned int 10_11_11 (packed) data type for textures. - * - * @type {number} - * @constant - */ -const UnsignedInt101111Type = 35899; - -/** - * Discards the red, green and blue components and reads just the alpha component. - * - * @type {number} - * @constant - */ -const AlphaFormat = 1021; - -/** - * Discards the alpha component and reads the red, green and blue component. - * - * @type {number} - * @constant - */ -const RGBFormat = 1022; - -/** - * Reads the red, green, blue and alpha components. - * - * @type {number} - * @constant - */ -const RGBAFormat = 1023; - -/** - * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`. - * - * @type {number} - * @constant - */ -const DepthFormat = 1026; - -/** - * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as - * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format. - * - * @type {number} - * @constant - */ -const DepthStencilFormat = 1027; - -/** - * Discards the green, blue and alpha components and reads just the red component. - * - * @type {number} - * @constant - */ -const RedFormat = 1028; - -/** - * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point. - * - * @type {number} - * @constant - */ -const RedIntegerFormat = 1029; - -/** - * Discards the alpha, and blue components and reads the red, and green components. - * - * @type {number} - * @constant - */ -const RGFormat = 1030; - -/** - * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. - * - * @type {number} - * @constant - */ -const RGIntegerFormat = 1031; - -/** - * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point. - * - * @type {number} - * @constant - */ -const RGBIntegerFormat = 1032; - -/** - * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. - * - * @type {number} - * @constant - */ -const RGBAIntegerFormat = 1033; - -/** - * A DXT1-compressed image in an RGB image format. - * - * @type {number} - * @constant - */ -const RGB_S3TC_DXT1_Format = 33776; - -/** - * A DXT1-compressed image in an RGB image format with a simple on/off alpha value. - * - * @type {number} - * @constant - */ -const RGBA_S3TC_DXT1_Format = 33777; - -/** - * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. - * - * @type {number} - * @constant - */ -const RGBA_S3TC_DXT3_Format = 33778; - -/** - * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 - * compression in how the alpha compression is done. - * - * @type {number} - * @constant - */ -const RGBA_S3TC_DXT5_Format = 33779; - -/** - * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels. - * - * @type {number} - * @constant - */ -const RGB_PVRTC_4BPPV1_Format = 35840; - -/** - * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels. - * - * @type {number} - * @constant - */ -const RGB_PVRTC_2BPPV1_Format = 35841; - -/** - * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels. - * - * @type {number} - * @constant - */ -const RGBA_PVRTC_4BPPV1_Format = 35842; - -/** - * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels. - * - * @type {number} - * @constant - */ -const RGBA_PVRTC_2BPPV1_Format = 35843; - -/** - * ETC1 RGB format. - * - * @type {number} - * @constant - */ -const RGB_ETC1_Format = 36196; - -/** - * ETC2 RGB format. - * - * @type {number} - * @constant - */ -const RGB_ETC2_Format = 37492; - -/** - * ETC2 RGBA format. - * - * @type {number} - * @constant - */ -const RGBA_ETC2_EAC_Format = 37496; - -/** - * EAC R11 UNORM format. - * - * @type {number} - * @constant - */ -const R11_EAC_Format = 37488; // 0x9270 - -/** - * EAC R11 SNORM format. - * - * @type {number} - * @constant - */ -const SIGNED_R11_EAC_Format = 37489; // 0x9271 - -/** - * EAC RG11 UNORM format. - * - * @type {number} - * @constant - */ -const RG11_EAC_Format = 37490; // 0x9272 - -/** - * EAC RG11 SNORM format. - * - * @type {number} - * @constant - */ -const SIGNED_RG11_EAC_Format = 37491; // 0x9273 - -/** - * ASTC RGBA 4x4 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_4x4_Format = 37808; - -/** - * ASTC RGBA 5x4 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_5x4_Format = 37809; - -/** - * ASTC RGBA 5x5 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_5x5_Format = 37810; - -/** - * ASTC RGBA 6x5 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_6x5_Format = 37811; - -/** - * ASTC RGBA 6x6 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_6x6_Format = 37812; - -/** - * ASTC RGBA 8x5 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_8x5_Format = 37813; - -/** - * ASTC RGBA 8x6 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_8x6_Format = 37814; - -/** - * ASTC RGBA 8x8 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_8x8_Format = 37815; - -/** - * ASTC RGBA 10x5 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_10x5_Format = 37816; - -/** - * ASTC RGBA 10x6 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_10x6_Format = 37817; - -/** - * ASTC RGBA 10x8 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_10x8_Format = 37818; - -/** - * ASTC RGBA 10x10 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_10x10_Format = 37819; - -/** - * ASTC RGBA 12x10 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_12x10_Format = 37820; - -/** - * ASTC RGBA 12x12 format. - * - * @type {number} - * @constant - */ -const RGBA_ASTC_12x12_Format = 37821; - -/** - * BPTC RGBA format. - * - * @type {number} - * @constant - */ -const RGBA_BPTC_Format = 36492; - -/** - * BPTC Signed RGB format. - * - * @type {number} - * @constant - */ -const RGB_BPTC_SIGNED_Format = 36494; - -/** - * BPTC Unsigned RGB format. - * - * @type {number} - * @constant - */ -const RGB_BPTC_UNSIGNED_Format = 36495; - -/** - * RGTC1 Red format. - * - * @type {number} - * @constant - */ -const RED_RGTC1_Format = 36283; - -/** - * RGTC1 Signed Red format. - * - * @type {number} - * @constant - */ -const SIGNED_RED_RGTC1_Format = 36284; - -/** - * RGTC2 Red Green format. - * - * @type {number} - * @constant - */ -const RED_GREEN_RGTC2_Format = 36285; - -/** - * RGTC2 Signed Red Green format. - * - * @type {number} - * @constant - */ -const SIGNED_RED_GREEN_RGTC2_Format = 36286; - -/** - * Animations are played once. - * - * @type {number} - * @constant - */ -const LoopOnce = 2200; - -/** - * Animations are played with a chosen number of repetitions, each time jumping from - * the end of the clip directly to its beginning. - * - * @type {number} - * @constant - */ -const LoopRepeat = 2201; - -/** - * Animations are played with a chosen number of repetitions, alternately playing forward - * and backward. - * - * @type {number} - * @constant - */ -const LoopPingPong = 2202; - -/** - * Discrete interpolation mode for keyframe tracks. - * - * @type {number} - * @constant - */ -const InterpolateDiscrete = 2300; - -/** - * Linear interpolation mode for keyframe tracks. - * - * @type {number} - * @constant - */ -const InterpolateLinear = 2301; - -/** - * Smooth interpolation mode for keyframe tracks. - * - * @type {number} - * @constant - */ -const InterpolateSmooth = 2302; - -/** - * Bezier interpolation mode for keyframe tracks. - * - * Uses cubic Bezier curves with explicit 2D control points. - * Requires tangent data to be set on the track. - * - * @type {number} - * @constant - */ -const InterpolateBezier = 2303; - -/** - * Zero curvature ending for animations. - * - * @type {number} - * @constant - */ -const ZeroCurvatureEnding = 2400; - -/** - * Zero slope ending for animations. - * - * @type {number} - * @constant - */ -const ZeroSlopeEnding = 2401; - -/** - * Wrap around ending for animations. - * - * @type {number} - * @constant - */ -const WrapAroundEnding = 2402; - -/** - * Default animation blend mode. - * - * @type {number} - * @constant - */ -const NormalAnimationBlendMode = 2500; - -/** - * Additive animation blend mode. Can be used to layer motions on top of - * each other to build complex performances from smaller re-usable assets. - * - * @type {number} - * @constant - */ -const AdditiveAnimationBlendMode = 2501; - -/** - * For every three vertices draw a single triangle. - * - * @type {number} - * @constant - */ -const TrianglesDrawMode = 0; - -/** - * For each vertex draw a triangle from the last three vertices. - * - * @type {number} - * @constant - */ -const TriangleStripDrawMode = 1; - -/** - * For each vertex draw a triangle from the first vertex and the last two vertices. - * - * @type {number} - * @constant - */ -const TriangleFanDrawMode = 2; - -/** - * The depth value is inverted (1.0 - z) for visualization purposes. - * - * @type {number} - * @constant - */ -const BasicDepthPacking = 3200; - -/** - * The depth value is packed into 32 bit RGBA. - * - * @type {number} - * @constant - */ -const RGBADepthPacking = 3201; - -/** - * The depth value is packed into 24 bit RGB. - * - * @type {number} - * @constant - */ -const RGBDepthPacking = 3202; - -/** - * The depth value is packed into 16 bit RG. - * - * @type {number} - * @constant - */ -const RGDepthPacking = 3203; - -/** - * Normal information is relative to the underlying surface. - * - * @type {number} - * @constant - */ -const TangentSpaceNormalMap = 0; - -/** - * Normal information is relative to the object orientation. - * - * @type {number} - * @constant - */ -const ObjectSpaceNormalMap = 1; - -// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. - -/** - * No color space. - * - * @type {string} - * @constant - */ -const NoColorSpace = ''; - -/** - * sRGB color space. - * - * @type {string} - * @constant - */ -const SRGBColorSpace = 'srgb'; - -/** - * sRGB-linear color space. - * - * @type {string} - * @constant - */ -const LinearSRGBColorSpace = 'srgb-linear'; - -/** - * Linear transfer function. - * - * @type {string} - * @constant - */ -const LinearTransfer = 'linear'; - -/** - * sRGB transfer function. - * - * @type {string} - * @constant - */ -const SRGBTransfer = 'srgb'; - -/** - * No normal map packing. - * - * @type {string} - * @constant - */ -const NoNormalPacking = ''; - -/** - * Normal RG packing. - * - * @type {string} - * @constant - */ -const NormalRGPacking = 'rg'; - -/** - * Normal GA packing. - * - * @type {string} - * @constant - */ -const NormalGAPacking = 'ga'; - -/** - * Sets the stencil buffer value to `0`. - * - * @type {number} - * @constant - */ -const ZeroStencilOp = 0; - -/** - * Keeps the current value. - * - * @type {number} - * @constant - */ -const KeepStencilOp = 7680; - -/** - * Sets the stencil buffer value to the specified reference value. - * - * @type {number} - * @constant - */ -const ReplaceStencilOp = 7681; - -/** - * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. - * - * @type {number} - * @constant - */ -const IncrementStencilOp = 7682; - -/** - * Decrements the current stencil buffer value. Clamps to `0`. - * - * @type {number} - * @constant - */ -const DecrementStencilOp = 7683; - -/** - * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing - * the maximum representable unsigned value. - * - * @type {number} - * @constant - */ -const IncrementWrapStencilOp = 34055; - -/** - * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable - * unsigned value when decrementing a stencil buffer value of `0`. - * - * @type {number} - * @constant - */ -const DecrementWrapStencilOp = 34056; - -/** - * Inverts the current stencil buffer value bitwise. - * - * @type {number} - * @constant - */ -const InvertStencilOp = 5386; - -/** - * Will never return true. - * - * @type {number} - * @constant - */ -const NeverStencilFunc = 512; - -/** - * Will return true if the stencil reference value is less than the current stencil value. - * - * @type {number} - * @constant - */ -const LessStencilFunc = 513; - -/** - * Will return true if the stencil reference value is equal to the current stencil value. - * - * @type {number} - * @constant - */ -const EqualStencilFunc = 514; - -/** - * Will return true if the stencil reference value is less than or equal to the current stencil value. - * - * @type {number} - * @constant - */ -const LessEqualStencilFunc = 515; - -/** - * Will return true if the stencil reference value is greater than the current stencil value. - * - * @type {number} - * @constant - */ -const GreaterStencilFunc = 516; - -/** - * Will return true if the stencil reference value is not equal to the current stencil value. - * - * @type {number} - * @constant - */ -const NotEqualStencilFunc = 517; - -/** - * Will return true if the stencil reference value is greater than or equal to the current stencil value. - * - * @type {number} - * @constant - */ -const GreaterEqualStencilFunc = 518; - -/** - * Will always return true. - * - * @type {number} - * @constant - */ -const AlwaysStencilFunc = 519; - -/** - * Never pass. - * - * @type {number} - * @constant - */ -const NeverCompare = 512; - -/** - * Pass if the incoming value is less than the texture value. - * - * @type {number} - * @constant - */ -const LessCompare = 513; - -/** - * Pass if the incoming value equals the texture value. - * - * @type {number} - * @constant - */ -const EqualCompare = 514; - -/** - * Pass if the incoming value is less than or equal to the texture value. - * - * @type {number} - * @constant - */ -const LessEqualCompare = 515; - -/** - * Pass if the incoming value is greater than the texture value. - * - * @type {number} - * @constant - */ -const GreaterCompare = 516; - -/** - * Pass if the incoming value is not equal to the texture value. - * - * @type {number} - * @constant - */ -const NotEqualCompare = 517; - -/** - * Pass if the incoming value is greater than or equal to the texture value. - * - * @type {number} - * @constant - */ -const GreaterEqualCompare = 518; - -/** - * Always pass. - * - * @type {number} - * @constant - */ -const AlwaysCompare = 519; - -/** - * The contents are intended to be specified once by the application, and used many - * times as the source for drawing and image specification commands. - * - * @type {number} - * @constant - */ -const StaticDrawUsage = 35044; - -/** - * The contents are intended to be respecified repeatedly by the application, and - * used many times as the source for drawing and image specification commands. - * - * @type {number} - * @constant - */ -const DynamicDrawUsage = 35048; - -/** - * The contents are intended to be specified once by the application, and used at most - * a few times as the source for drawing and image specification commands. - * - * @type {number} - * @constant - */ -const StreamDrawUsage = 35040; - -/** - * The contents are intended to be specified once by reading data from the 3D API, and queried - * many times by the application. - * - * @type {number} - * @constant - */ -const StaticReadUsage = 35045; - -/** - * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried - * many times by the application. - * - * @type {number} - * @constant - */ -const DynamicReadUsage = 35049; - -/** - * The contents are intended to be specified once by reading data from the 3D API, and queried at most - * a few times by the application - * - * @type {number} - * @constant - */ -const StreamReadUsage = 35041; - -/** - * The contents are intended to be specified once by reading data from the 3D API, and used many times as - * the source for WebGL drawing and image specification commands. - * - * @type {number} - * @constant - */ -const StaticCopyUsage = 35046; - -/** - * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times - * as the source for WebGL drawing and image specification commands. - * - * @type {number} - * @constant - */ -const DynamicCopyUsage = 35050; - -/** - * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times - * as the source for WebGL drawing and image specification commands. - * - * @type {number} - * @constant - */ -const StreamCopyUsage = 35042; - -/** - * GLSL 1 shader code. - * - * @type {string} - * @constant - */ -const GLSL1 = '100'; - -/** - * GLSL 3 shader code. - * - * @type {string} - * @constant - */ -const GLSL3 = '300 es'; - -/** - * WebGL coordinate system. - * - * @type {number} - * @constant - */ -const WebGLCoordinateSystem = 2000; - -/** - * WebGPU coordinate system. - * - * @type {number} - * @constant - */ -const WebGPUCoordinateSystem = 2001; - -/** - * Represents the different timestamp query types. - * - * @type {ConstantsTimestampQuery} - * @constant - */ -const TimestampQuery = { - COMPUTE: 'compute', - RENDER: 'render' -}; - -/** - * Represents mouse buttons and interaction types in context of controls. - * - * @type {ConstantsInterpolationSamplingType} - * @constant - */ -const InterpolationSamplingType = { - PERSPECTIVE: 'perspective', - LINEAR: 'linear', - FLAT: 'flat' -}; - -/** - * Represents the different interpolation sampling modes. - * - * @type {ConstantsInterpolationSamplingMode} - * @constant - */ -const InterpolationSamplingMode = { - NORMAL: 'normal', - CENTROID: 'centroid', - SAMPLE: 'sample', - FIRST: 'first', - EITHER: 'either' -}; - -/** - * Compatibility flags for features that may not be supported across all platforms. - * - * @type {Object} - * @constant - */ -const Compatibility = { - TEXTURE_COMPARE: 'depthTextureCompare' -}; - -/** - * Represents the refresh types of render objects. - * - * @type {ConstantsRenderObjectRefreshType} - * @constant - */ -const RenderObjectRefreshType = { - NONE: 0, - SHARED: 1, - FULL: 2 -}; - -/** - * This type represents mouse buttons and interaction types in context of controls. - * - * @typedef {Object} ConstantsMouse - * @property {number} MIDDLE - The left mouse button. - * @property {number} LEFT - The middle mouse button. - * @property {number} RIGHT - The right mouse button. - * @property {number} ROTATE - A rotate interaction. - * @property {number} DOLLY - A dolly interaction. - * @property {number} PAN - A pan interaction. - **/ - -/** - * This type represents touch interaction types in context of controls. - * - * @typedef {Object} ConstantsTouch - * @property {number} ROTATE - A rotate interaction. - * @property {number} PAN - A pan interaction. - * @property {number} DOLLY_PAN - The dolly-pan interaction. - * @property {number} DOLLY_ROTATE - A dolly-rotate interaction. - **/ - -/** - * This type represents the different timestamp query types. - * - * @typedef {Object} ConstantsTimestampQuery - * @property {string} COMPUTE - A `compute` timestamp query. - * @property {string} RENDER - A `render` timestamp query. - **/ - -/** - * Represents the different interpolation sampling types. - * - * @typedef {Object} ConstantsInterpolationSamplingType - * @property {string} PERSPECTIVE - Perspective-correct interpolation. - * @property {string} LINEAR - Linear interpolation. - * @property {string} FLAT - Flat interpolation. - */ - -/** - * Represents the different interpolation sampling modes. - * - * @typedef {Object} ConstantsInterpolationSamplingMode - * @property {string} NORMAL - Normal sampling mode. - * @property {string} CENTROID - Centroid sampling mode. - * @property {string} SAMPLE - Sample-specific sampling mode. - * @property {string} FIRST - Flat interpolation using the first vertex. - * @property {string} EITHER - Flat interpolation using either vertex. - */ - -/** - * Represents the refresh types of render objects. - * - * @typedef {Object} ConstantsRenderObjectRefreshType - * @property {number} NONE - No refresh required. - * @property {number} SHARED - Only shared uniform buffers require an update. - * @property {number} FULL - The render object requires a full refresh. - */ - -/** - * Checks if an array contains values that require Uint32 representation. - * - * This function determines whether the array contains any values >= 65535, - * which would require a Uint32Array rather than a Uint16Array for proper storage. - * The function iterates from the end of the array, assuming larger values are - * typically located at the end. - * - * @private - * @param {Array} array - The array to check. - * @return {boolean} True if the array contains values >= 65535, false otherwise. - */ -function arrayNeedsUint32( array ) { - - // assumes larger values usually on last - - for ( let i = array.length - 1; i >= 0; -- i ) { - - if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 - - } - - return false; - -} - -/** - * Map of typed array constructor names to their constructors. - * This mapping enables dynamic creation of typed arrays based on string type names. - * - * @private - * @constant - * @type {Object} - */ -const TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - Uint8ClampedArray: Uint8ClampedArray, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; - -/** - * Creates a typed array of the specified type from the given buffer. - * - * @private - * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array'). - * @param {ArrayBuffer} buffer - The buffer to create the typed array from. - * @return {TypedArray} A new typed array of the specified type. - */ -function getTypedArray( type, buffer ) { - - return new TYPED_ARRAYS[ type ]( buffer ); - -} - -/** - * Returns `true` if the given object is a typed array. - * - * @param {any} array - The object to check. - * @return {boolean} Whether the given object is a typed array. - */ -function isTypedArray( array ) { - - return ArrayBuffer.isView( array ) && ! ( array instanceof DataView ); - -} - -/** - * Creates an XHTML element with the specified tag name. - * - * This function uses the XHTML namespace to create DOM elements, - * ensuring proper element creation in XML-based contexts. - * - * @private - * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div'). - * @return {HTMLElement} The created XHTML element. - */ -function createElementNS( name ) { - - return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); - -} - -/** - * Creates a canvas element configured for block display. - * - * This is a convenience function that creates a canvas element with - * display style set to 'block', which is commonly used in three.js - * rendering contexts to avoid inline element spacing issues. - * - * @return {HTMLCanvasElement} A canvas element with display set to 'block'. - */ -function createCanvasElement() { - - const canvas = createElementNS( 'canvas' ); - canvas.style.display = 'block'; - return canvas; - -} - -/** - * Internal cache for tracking warning messages to prevent duplicate warnings. - * - * @private - * @type {Object} - */ -const _cache = {}; - -/** - * Custom console function handler for intercepting log, warn, and error calls. - * - * @private - * @type {Function|null} - */ -let _setConsoleFunction = null; - -/** - * Sets a custom function to handle console output. - * - * This allows external code to intercept and handle console.log, console.warn, - * and console.error calls made by three.js, which is useful for custom logging, - * testing, or debugging workflows. - * - * @param {Function} fn - The function to handle console output. Should accept - * (type, message, ...params) where type is 'log', 'warn', or 'error'. - */ -function setConsoleFunction( fn ) { - - _setConsoleFunction = fn; - -} - -/** - * Gets the currently set custom console function. - * - * @return {Function|null} The custom console function, or null if not set. - */ -function getConsoleFunction() { - - return _setConsoleFunction; - -} - -/** - * Logs an informational message with the 'THREE.' prefix. - * - * If a custom console function is set via setConsoleFunction(), it will be used - * instead of the native console.log. The first parameter is treated as the - * method name and is automatically prefixed with 'THREE.'. - * - * @param {...any} params - The message components. The first param is used as - * the method name and prefixed with 'THREE.'. - */ -function log( ...params ) { - - const message = 'THREE.' + params.shift(); - - if ( _setConsoleFunction ) { - - _setConsoleFunction( 'log', message, ...params ); - - } else { - - console.log( message, ...params ); - - } - -} - -/** - * Enhances log/warn/error messages related to TSL. - * - * @param {Array} params - The original message parameters. - * @returns {Array} The filtered and enhanced message parameters. - */ -function enhanceLogMessage( params ) { - - const message = params[ 0 ]; - - if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) { - - const stackTrace = params[ 1 ]; - - if ( stackTrace && stackTrace.isStackTrace ) { - - params[ 0 ] += ' ' + stackTrace.getLocation(); - - } else { - - params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.'; - - } - - } - - return params; - -} - -/** - * Logs a warning message with the 'THREE.' prefix. - * - * If a custom console function is set via setConsoleFunction(), it will be used - * instead of the native console.warn. The first parameter is treated as the - * method name and is automatically prefixed with 'THREE.'. - * - * @param {...any} params - The message components. The first param is used as - * the method name and prefixed with 'THREE.'. - */ -function warn( ...params ) { - - params = enhanceLogMessage( params ); - - const message = 'THREE.' + params.shift(); - - if ( _setConsoleFunction ) { - - _setConsoleFunction( 'warn', message, ...params ); - - } else { - - const stackTrace = params[ 0 ]; - - if ( stackTrace && stackTrace.isStackTrace ) { - - console.warn( stackTrace.getError( message ) ); - - } else { - - console.warn( message, ...params ); - - } - - } - -} - -/** - * Logs an error message with the 'THREE.' prefix. - * - * If a custom console function is set via setConsoleFunction(), it will be used - * instead of the native console.error. The first parameter is treated as the - * method name and is automatically prefixed with 'THREE.'. - * - * @param {...any} params - The message components. The first param is used as - * the method name and prefixed with 'THREE.'. - */ -function error( ...params ) { - - params = enhanceLogMessage( params ); - - const message = 'THREE.' + params.shift(); - - if ( _setConsoleFunction ) { - - _setConsoleFunction( 'error', message, ...params ); - - } else { - - const stackTrace = params[ 0 ]; - - if ( stackTrace && stackTrace.isStackTrace ) { - - console.error( stackTrace.getError( message ) ); - - } else { - - console.error( message, ...params ); - - } - - } - -} - -/** - * Logs a warning message only once, preventing duplicate warnings. - * - * This function maintains an internal cache of warning messages and will only - * output each unique warning message once. Useful for warnings that may be - * triggered repeatedly but should only be shown to the user once. - * - * @param {...any} params - The warning message components. - */ -function warnOnce( ...params ) { - - const message = params.join( ' ' ); - - if ( message in _cache ) return; - - _cache[ message ] = true; - - warn( ...params ); - -} - -/** - * Yields execution to the main thread to allow rendering and other tasks. - * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame. - * - * @return {Promise} - */ -function yieldToMain() { - - if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) { - - return self.scheduler.yield(); - - } - - return new Promise( resolve => { - - requestAnimationFrame( resolve ); - - } ); - -} - -/** - * Asynchronously probes for WebGL sync object completion. - * - * This function creates a promise that resolves when the WebGL sync object - * signals completion or rejects if the sync operation fails. It uses polling - * at the specified interval to check the sync status without blocking the - * main thread. This is useful for GPU-CPU synchronization in WebGL contexts. - * - * @private - * @param {WebGL2RenderingContext} gl - The WebGL rendering context. - * @param {WebGLSync} sync - The WebGL sync object to wait for. - * @param {number} interval - The polling interval in milliseconds. - * @return {Promise} A promise that resolves when the sync completes or rejects if it fails. - */ -function probeAsync( gl, sync, interval ) { - - return new Promise( function ( resolve, reject ) { - - function probe() { - - switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) { - - case gl.WAIT_FAILED: - reject(); - break; - - case gl.TIMEOUT_EXPIRED: - setTimeout( probe, interval ); - break; - - default: - resolve(); - - } - - } - - setTimeout( probe, interval ); - - } ); - -} - -/** - * Used to select the correct depth functions - * when reversed depth buffer is used. - * - * @private - * @type {Object} - */ -const ReversedDepthFuncs = { - [ NeverDepth ]: AlwaysDepth, - [ LessDepth ]: GreaterDepth, - [ EqualDepth ]: NotEqualDepth, - [ LessEqualDepth ]: GreaterEqualDepth, - - [ AlwaysDepth ]: NeverDepth, - [ GreaterDepth ]: LessDepth, - [ NotEqualDepth ]: EqualDepth, - [ GreaterEqualDepth ]: LessEqualDepth, -}; - -/** - * This modules allows to dispatch event objects on custom JavaScript objects. - * - * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/) - * - * Code Example: - * ```js - * class Car extends EventDispatcher { - * start() { - * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } ); - * } - *}; - * - * // Using events with the custom object - * const car = new Car(); - * car.addEventListener( 'start', function ( event ) { - * alert( event.message ); - * } ); - * - * car.start(); - * ``` - */ -class EventDispatcher { - - /** - * Adds the given event listener to the given event type. - * - * @param {string} type - The type of event to listen to. - * @param {Function} listener - The function that gets called when the event is fired. - */ - addEventListener( type, listener ) { - - if ( this._listeners === undefined ) this._listeners = {}; - - const listeners = this._listeners; - - if ( listeners[ type ] === undefined ) { - - listeners[ type ] = []; - - } - - if ( listeners[ type ].indexOf( listener ) === -1 ) { - - listeners[ type ].push( listener ); - - } - - } - - /** - * Returns `true` if the given event listener has been added to the given event type. - * - * @param {string} type - The type of event. - * @param {Function} listener - The listener to check. - * @return {boolean} Whether the given event listener has been added to the given event type. - */ - hasEventListener( type, listener ) { - - const listeners = this._listeners; - - if ( listeners === undefined ) return false; - - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1; - - } - - /** - * Removes the given event listener from the given event type. - * - * @param {string} type - The type of event. - * @param {Function} listener - The listener to remove. - */ - removeEventListener( type, listener ) { - - const listeners = this._listeners; - - if ( listeners === undefined ) return; - - const listenerArray = listeners[ type ]; - - if ( listenerArray !== undefined ) { - - const index = listenerArray.indexOf( listener ); - - if ( index !== -1 ) { - - listenerArray.splice( index, 1 ); - - } - - } - - } - - /** - * Dispatches an event object. - * - * @param {Object} event - The event that gets fired. - */ - dispatchEvent( event ) { - - const listeners = this._listeners; - - if ( listeners === undefined ) return; - - const listenerArray = listeners[ event.type ]; - - if ( listenerArray !== undefined ) { - - event.target = this; - - // Make a copy, in case listeners are removed while iterating. - const array = listenerArray.slice( 0 ); - - for ( let i = 0, l = array.length; i < l; i ++ ) { - - array[ i ].call( this, event ); - - } - - event.target = null; - - } - - } - -} - -const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; - -let _seed = 1234567; - - -const DEG2RAD = Math.PI / 180; -const RAD2DEG = 180 / Math.PI; - -/** - * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) - * (universally unique identifier). - * - * @return {string} The UUID. - */ -function generateUUID() { - - // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - - const d0 = Math.random() * 0xffffffff | 0; - const d1 = Math.random() * 0xffffffff | 0; - const d2 = Math.random() * 0xffffffff | 0; - const d3 = Math.random() * 0xffffffff | 0; - const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + - _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + - _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + - _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; - - // .toLowerCase() here flattens concatenated strings to save heap memory space. - return uuid.toLowerCase(); - -} - -/** - * Clamps the given value between min and max. - * - * @param {number} value - The value to clamp. - * @param {number} min - The min value. - * @param {number} max - The max value. - * @return {number} The clamped value. - */ -function clamp( value, min, max ) { - - return Math.max( min, Math.min( max, value ) ); - -} - -/** - * Computes the Euclidean modulo of the given parameters that - * is `( ( n % m ) + m ) % m`. - * - * @param {number} n - The first parameter. - * @param {number} m - The second parameter. - * @return {number} The Euclidean modulo. - */ -function euclideanModulo( n, m ) { - - // https://en.wikipedia.org/wiki/Modulo_operation - - return ( ( n % m ) + m ) % m; - -} - -/** - * Performs a linear mapping from range `` to range `` - * for the given value. `a2` must be greater than `a1`. - * - * @param {number} x - The value to be mapped. - * @param {number} a1 - Minimum value for range A. - * @param {number} a2 - Maximum value for range A. - * @param {number} b1 - Minimum value for range B. - * @param {number} b2 - Maximum value for range B. - * @return {number} The mapped value. - */ -function mapLinear( x, a1, a2, b1, b2 ) { - - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - -} - -/** - * Returns the percentage in the closed interval `[0, 1]` of the given value - * between the start and end point. - * - * @param {number} x - The start point - * @param {number} y - The end point. - * @param {number} value - A value between start and end. - * @return {number} The interpolation factor. - */ -function inverseLerp( x, y, value ) { - - // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ - - if ( x !== y ) { - - return ( value - x ) / ( y - x ); - - } else { - - return 0; - - } - -} - -/** - * Returns a value linearly interpolated from two known points based on the given interval - - * `t = 0` will return `x` and `t = 1` will return `y`. - * - * @param {number} x - The start point - * @param {number} y - The end point. - * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. - * @return {number} The interpolated value. - */ -function lerp( x, y, t ) { - - return ( 1 - t ) * x + t * y; - -} - -/** - * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta - * time to maintain frame rate independent movement. For details, see - * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). - * - * @param {number} x - The current point. - * @param {number} y - The target point. - * @param {number} lambda - A higher lambda value will make the movement more sudden, - * and a lower value will make the movement more gradual. - * @param {number} dt - Delta time in seconds. - * @return {number} The interpolated value. - */ -function damp( x, y, lambda, dt ) { - - return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); - -} - -/** - * Returns a value that alternates between `0` and the given `length` parameter. - * - * @param {number} x - The value to pingpong. - * @param {number} [length=1] - The positive value the function will pingpong to. - * @return {number} The alternated value. - */ -function pingpong( x, length = 1 ) { - - // https://www.desmos.com/calculator/vcsjnyz7x4 - - return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); - -} - -/** - * Returns a value in the range `[0,1]` that represents the percentage that `x` has - * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to - * the `min` and `max`. - * - * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. - * - * @param {number} x - The value to evaluate based on its position between `min` and `max`. - * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. - * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. - * @return {number} The alternated value. - */ -function smoothstep( x, min, max ) { - - if ( x <= min ) return 0; - if ( x >= max ) return 1; - - x = ( x - min ) / ( max - min ); - - return x * x * ( 3 - 2 * x ); - -} - -/** - * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) - * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`. - * - * @param {number} x - The value to evaluate based on its position between `min` and `max`. - * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. - * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. - * @return {number} The alternated value. - */ -function smootherstep( x, min, max ) { - - if ( x <= min ) return 0; - if ( x >= max ) return 1; - - x = ( x - min ) / ( max - min ); - - return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); - -} - -/** - * Returns a random integer from `` interval. - * - * @param {number} low - The lower value boundary. - * @param {number} high - The upper value boundary - * @return {number} A random integer. - */ -function randInt( low, high ) { - - return low + Math.floor( Math.random() * ( high - low + 1 ) ); - -} - -/** - * Returns a random float from `` interval. - * - * @param {number} low - The lower value boundary. - * @param {number} high - The upper value boundary - * @return {number} A random float. - */ -function randFloat( low, high ) { - - return low + Math.random() * ( high - low ); - -} - -/** - * Returns a random integer from `<-range/2, range/2>` interval. - * - * @param {number} range - Defines the value range. - * @return {number} A random float. - */ -function randFloatSpread( range ) { - - return range * ( 0.5 - Math.random() ); - -} - -/** - * Returns a deterministic pseudo-random float in the interval `[0, 1]`. - * - * @param {number} [s] - The integer seed. - * @return {number} A random float. - */ -function seededRandom( s ) { - - if ( s !== undefined ) _seed = s; - - // Mulberry32 generator - - let t = _seed += 0x6D2B79F5; - - t = Math.imul( t ^ t >>> 15, t | 1 ); - - t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); - - return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; - -} - -/** - * Converts degrees to radians. - * - * @param {number} degrees - A value in degrees. - * @return {number} The converted value in radians. - */ -function degToRad( degrees ) { - - return degrees * DEG2RAD; - -} - -/** - * Converts radians to degrees. - * - * @param {number} radians - A value in radians. - * @return {number} The converted value in degrees. - */ -function radToDeg( radians ) { - - return radians * RAD2DEG; - -} - -/** - * Returns `true` if the given integer is a power of two. - * - * @param {number} value - The value to check. - * @return {boolean} Whether the given integer is a power of two or not. - */ -function isPowerOfTwo( value ) { - - return value > 0 && Number.isInteger( value ) && 2 ** Math.round( Math.log2( value ) ) === value; - -} - -/** - * Returns the smallest power of two that is greater than or equal to the given number. - * - * @param {number} value - The value to find a POT for. Must be greater than `0`. - * @return {number} The smallest power of two that is greater than or equal to the given number. - */ -function ceilPowerOfTwo( value ) { - - return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); - -} - -/** - * Returns the largest power of two that is less than or equal to the given number. - * - * @param {number} value - The value to find a POT for. Must be greater than `0`. - * @return {number} The largest power of two that is less than or equal to the given number. - */ -function floorPowerOfTwo( value ) { - - return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); - -} - -/** - * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) - * defined by the given angles and order. - * - * Rotations are applied to the axes in the order specified by order: - * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`. - * - * @param {Quaternion} q - The quaternion to set. - * @param {number} a - The rotation applied to the first axis, in radians. - * @param {number} b - The rotation applied to the second axis, in radians. - * @param {number} c - The rotation applied to the third axis, in radians. - * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. - */ -function setQuaternionFromProperEuler( q, a, b, c, order ) { - - const cos = Math.cos; - const sin = Math.sin; - - const c2 = cos( b / 2 ); - const s2 = sin( b / 2 ); - - const c13 = cos( ( a + c ) / 2 ); - const s13 = sin( ( a + c ) / 2 ); - - const c1_3 = cos( ( a - c ) / 2 ); - const s1_3 = sin( ( a - c ) / 2 ); - - const c3_1 = cos( ( c - a ) / 2 ); - const s3_1 = sin( ( c - a ) / 2 ); - - switch ( order ) { - - case 'XYX': - q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); - break; - - case 'YZY': - q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); - break; - - case 'ZXZ': - q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - break; - - case 'XZX': - q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); - break; - - case 'YXY': - q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); - break; - - case 'ZYZ': - q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); - break; - - default: - warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); - - } - -} - -/** - * Denormalizes the given value according to the given typed array. - * - * @param {number} value - The value to denormalize. - * @param {TypedArray} array - The typed array that defines the data type of the value. - * @return {number} The denormalize (float) value in the range `[0,1]`. - */ -function denormalize( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return value / 4294967295.0; - - case Uint16Array: - - return value / 65535.0; - - case Uint8Array: - case Uint8ClampedArray: - - return value / 255.0; - - case Int32Array: - - return Math.max( value / 2147483647.0, -1 ); - - case Int16Array: - - return Math.max( value / 32767.0, -1 ); - - case Int8Array: - - return Math.max( value / 127.0, -1 ); - - default: - - throw new Error( 'THREE.MathUtils: Invalid component type.' ); - - } - -} - -/** - * Normalizes the given value according to the given typed array. - * - * @param {number} value - The float value in the range `[0,1]` to normalize. - * @param {TypedArray} array - The typed array that defines the data type of the value. - * @return {number} The normalize value. - */ -function normalize( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return Math.round( value * 4294967295.0 ); - - case Uint16Array: - - return Math.round( value * 65535.0 ); - - case Uint8Array: - case Uint8ClampedArray: - - return Math.round( value * 255.0 ); - - case Int32Array: - - return Math.round( value * 2147483647.0 ); - - case Int16Array: - - return Math.round( value * 32767.0 ); - - case Int8Array: - - return Math.round( value * 127.0 ); - - default: - - throw new Error( 'THREE.MathUtils: Invalid component type.' ); - - } - -} - -/** - * @class - * @classdesc A collection of math utility functions. - * @hideconstructor - */ -const MathUtils = { - DEG2RAD: DEG2RAD, - RAD2DEG: RAD2DEG, - /** - * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) - * (universally unique identifier). - * - * @static - * @method - * @return {string} The UUID. - */ - generateUUID: generateUUID, - /** - * Clamps the given value between min and max. - * - * @static - * @method - * @param {number} value - The value to clamp. - * @param {number} min - The min value. - * @param {number} max - The max value. - * @return {number} The clamped value. - */ - clamp: clamp, - /** - * Computes the Euclidean modulo of the given parameters that - * is `( ( n % m ) + m ) % m`. - * - * @static - * @method - * @param {number} n - The first parameter. - * @param {number} m - The second parameter. - * @return {number} The Euclidean modulo. - */ - euclideanModulo: euclideanModulo, - /** - * Performs a linear mapping from range `` to range `` - * for the given value. - * - * @static - * @method - * @param {number} x - The value to be mapped. - * @param {number} a1 - Minimum value for range A. - * @param {number} a2 - Maximum value for range A. - * @param {number} b1 - Minimum value for range B. - * @param {number} b2 - Maximum value for range B. - * @return {number} The mapped value. - */ - mapLinear: mapLinear, - /** - * Returns the percentage in the closed interval `[0, 1]` of the given value - * between the start and end point. - * - * @static - * @method - * @param {number} x - The start point - * @param {number} y - The end point. - * @param {number} value - A value between start and end. - * @return {number} The interpolation factor. - */ - inverseLerp: inverseLerp, - /** - * Returns a value linearly interpolated from two known points based on the given interval - - * `t = 0` will return `x` and `t = 1` will return `y`. - * - * @static - * @method - * @param {number} x - The start point - * @param {number} y - The end point. - * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. - * @return {number} The interpolated value. - */ - lerp: lerp, - /** - * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta - * time to maintain frame rate independent movement. For details, see - * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). - * - * @static - * @method - * @param {number} x - The current point. - * @param {number} y - The target point. - * @param {number} lambda - A higher lambda value will make the movement more sudden, - * and a lower value will make the movement more gradual. - * @param {number} dt - Delta time in seconds. - * @return {number} The interpolated value. - */ - damp: damp, - /** - * Returns a value that alternates between `0` and the given `length` parameter. - * - * @static - * @method - * @param {number} x - The value to pingpong. - * @param {number} [length=1] - The positive value the function will pingpong to. - * @return {number} The alternated value. - */ - pingpong: pingpong, - /** - * Returns a value in the range `[0,1]` that represents the percentage that `x` has - * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to - * the `min` and `max`. - * - * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. - * - * @static - * @method - * @param {number} x - The value to evaluate based on its position between min and max. - * @param {number} min - The min value. Any x value below min will be `0`. - * @param {number} max - The max value. Any x value above max will be `1`. - * @return {number} The alternated value. - */ - smoothstep: smoothstep, - /** - * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) - * that has zero 1st and 2nd order derivatives at x=0 and x=1. - * - * @static - * @method - * @param {number} x - The value to evaluate based on its position between min and max. - * @param {number} min - The min value. Any x value below min will be `0`. - * @param {number} max - The max value. Any x value above max will be `1`. - * @return {number} The alternated value. - */ - smootherstep: smootherstep, - /** - * Returns a random integer from `` interval. - * - * @static - * @method - * @param {number} low - The lower value boundary. - * @param {number} high - The upper value boundary - * @return {number} A random integer. - */ - randInt: randInt, - /** - * Returns a random float from `` interval. - * - * @static - * @method - * @param {number} low - The lower value boundary. - * @param {number} high - The upper value boundary - * @return {number} A random float. - */ - randFloat: randFloat, - /** - * Returns a random integer from `<-range/2, range/2>` interval. - * - * @static - * @method - * @param {number} range - Defines the value range. - * @return {number} A random float. - */ - randFloatSpread: randFloatSpread, - /** - * Returns a deterministic pseudo-random float in the interval `[0, 1]`. - * - * @static - * @method - * @param {number} [s] - The integer seed. - * @return {number} A random float. - */ - seededRandom: seededRandom, - /** - * Converts degrees to radians. - * - * @static - * @method - * @param {number} degrees - A value in degrees. - * @return {number} The converted value in radians. - */ - degToRad: degToRad, - /** - * Converts radians to degrees. - * - * @static - * @method - * @param {number} radians - A value in radians. - * @return {number} The converted value in degrees. - */ - radToDeg: radToDeg, - /** - * Returns `true` if the given number is a power of two. - * - * @static - * @method - * @param {number} value - The value to check. - * @return {boolean} Whether the given number is a power of two or not. - */ - isPowerOfTwo: isPowerOfTwo, - /** - * Returns the smallest power of two that is greater than or equal to the given number. - * - * @static - * @method - * @param {number} value - The value to find a POT for. - * @return {number} The smallest power of two that is greater than or equal to the given number. - */ - ceilPowerOfTwo: ceilPowerOfTwo, - /** - * Returns the largest power of two that is less than or equal to the given number. - * - * @static - * @method - * @param {number} value - The value to find a POT for. - * @return {number} The largest power of two that is less than or equal to the given number. - */ - floorPowerOfTwo: floorPowerOfTwo, - /** - * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) - * defined by the given angles and order. - * - * Rotations are applied to the axes in the order specified by order: - * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`. - * - * @static - * @method - * @param {Quaternion} q - The quaternion to set. - * @param {number} a - The rotation applied to the first axis, in radians. - * @param {number} b - The rotation applied to the second axis, in radians. - * @param {number} c - The rotation applied to the third axis, in radians. - * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. - */ - setQuaternionFromProperEuler: setQuaternionFromProperEuler, - /** - * Normalizes the given value according to the given typed array. - * - * @static - * @method - * @param {number} value - The float value in the range `[0,1]` to normalize. - * @param {TypedArray} array - The typed array that defines the data type of the value. - * @return {number} The normalize value. - */ - normalize: normalize, - /** - * Denormalizes the given value according to the given typed array. - * - * @static - * @method - * @param {number} value - The value to denormalize. - * @param {TypedArray} array - The typed array that defines the data type of the value. - * @return {number} The denormalize (float) value in the range `[0,1]`. - */ - denormalize: denormalize -}; - -/** - * Class representing a 2D vector. A 2D vector is an ordered pair of numbers - * (labeled x and y), which can be used to represent a number of things, such as: - * - * - A point in 2D space (i.e. a position on a plane). - * - A direction and length across a plane. In three.js the length will - * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)` - * and the direction is also measured from `(0, 0)` towards `(x, y)`. - * - Any arbitrary ordered pair of numbers. - * - * There are other things a 2D vector can be used to represent, such as - * momentum vectors, complex numbers and so on, however these are the most - * common uses in three.js. - * - * Iterating through a vector instance will yield its components `(x, y)` in - * the corresponding order. - * ```js - * const a = new THREE.Vector2( 0, 1 ); - * - * //no arguments; will be initialised to (0, 0) - * const b = new THREE.Vector2( ); - * - * const d = a.distanceTo( b ); - * ``` - */ -class Vector2 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Vector2.prototype.isVector2 = true; - - } - - /** - * Constructs a new 2D vector. - * - * @param {number} [x=0] - The x value of this vector. - * @param {number} [y=0] - The y value of this vector. - */ - constructor( x = 0, y = 0 ) { - - /** - * The x value of this vector. - * - * @type {number} - */ - this.x = x; - - /** - * The y value of this vector. - * - * @type {number} - */ - this.y = y; - - } - - /** - * Alias for {@link Vector2#x}. - * - * @type {number} - */ - get width() { - - return this.x; - - } - - set width( value ) { - - this.x = value; - - } - - /** - * Alias for {@link Vector2#y}. - * - * @type {number} - */ - get height() { - - return this.y; - - } - - set height( value ) { - - this.y = value; - - } - - /** - * Sets the vector components. - * - * @param {number} x - The value of the x component. - * @param {number} y - The value of the y component. - * @return {Vector2} A reference to this vector. - */ - set( x, y ) { - - this.x = x; - this.y = y; - - return this; - - } - - /** - * Sets the vector components to the same value. - * - * @param {number} scalar - The value to set for all vector components. - * @return {Vector2} A reference to this vector. - */ - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - - return this; - - } - - /** - * Sets the vector's x component to the given value - * - * @param {number} x - The value to set. - * @return {Vector2} A reference to this vector. - */ - setX( x ) { - - this.x = x; - - return this; - - } - - /** - * Sets the vector's y component to the given value - * - * @param {number} y - The value to set. - * @return {Vector2} A reference to this vector. - */ - setY( y ) { - - this.y = y; - - return this; - - } - - /** - * Allows to set a vector component with an index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y. - * @param {number} value - The value to set. - * @return {Vector2} A reference to this vector. - */ - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'THREE.Vector2: index is out of range: ' + index ); - - } - - return this; - - } - - /** - * Returns the value of the vector component which matches the given index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y. - * @return {number} A vector component value. - */ - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'THREE.Vector2: index is out of range: ' + index ); - - } - - } - - /** - * Returns a new vector with copied values from this instance. - * - * @return {Vector2} A clone of this instance. - */ - clone() { - - return new this.constructor( this.x, this.y ); - - } - - /** - * Copies the values of the given vector to this instance. - * - * @param {Vector2} v - The vector to copy. - * @return {Vector2} A reference to this vector. - */ - copy( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - } - - /** - * Adds the given vector to this instance. - * - * @param {Vector2} v - The vector to add. - * @return {Vector2} A reference to this vector. - */ - add( v ) { - - this.x += v.x; - this.y += v.y; - - return this; - - } - - /** - * Adds the given scalar value to all components of this instance. - * - * @param {number} s - The scalar to add. - * @return {Vector2} A reference to this vector. - */ - addScalar( s ) { - - this.x += s; - this.y += s; - - return this; - - } - - /** - * Adds the given vectors and stores the result in this instance. - * - * @param {Vector2} a - The first vector. - * @param {Vector2} b - The second vector. - * @return {Vector2} A reference to this vector. - */ - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - } - - /** - * Adds the given vector scaled by the given factor to this instance. - * - * @param {Vector2} v - The vector. - * @param {number} s - The factor that scales `v`. - * @return {Vector2} A reference to this vector. - */ - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - - return this; - - } - - /** - * Subtracts the given vector from this instance. - * - * @param {Vector2} v - The vector to subtract. - * @return {Vector2} A reference to this vector. - */ - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - - return this; - - } - - /** - * Subtracts the given scalar value from all components of this instance. - * - * @param {number} s - The scalar to subtract. - * @return {Vector2} A reference to this vector. - */ - subScalar( s ) { - - this.x -= s; - this.y -= s; - - return this; - - } - - /** - * Subtracts the given vectors and stores the result in this instance. - * - * @param {Vector2} a - The first vector. - * @param {Vector2} b - The second vector. - * @return {Vector2} A reference to this vector. - */ - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - - return this; - - } - - /** - * Multiplies the given vector with this instance. - * - * @param {Vector2} v - The vector to multiply. - * @return {Vector2} A reference to this vector. - */ - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - - return this; - - } - - /** - * Multiplies the given scalar value with all components of this instance. - * - * @param {number} scalar - The scalar to multiply. - * @return {Vector2} A reference to this vector. - */ - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - - return this; - - } - - /** - * Divides this instance by the given vector. - * - * @param {Vector2} v - The vector to divide. - * @return {Vector2} A reference to this vector. - */ - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - - return this; - - } - - /** - * Divides this vector by the given scalar. - * - * @param {number} scalar - The scalar to divide. - * @return {Vector2} A reference to this vector. - */ - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - /** - * Multiplies this vector (with an implicit 1 as the 3rd component) by - * the given 3x3 matrix. - * - * @param {Matrix3} m - The matrix to apply. - * @return {Vector2} A reference to this vector. - */ - applyMatrix3( m ) { - - const x = this.x, y = this.y; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; - - return this; - - } - - /** - * If this vector's x or y value is greater than the given vector's x or y - * value, replace that value with the corresponding min value. - * - * @param {Vector2} v - The vector. - * @return {Vector2} A reference to this vector. - */ - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - - return this; - - } - - /** - * If this vector's x or y value is less than the given vector's x or y - * value, replace that value with the corresponding max value. - * - * @param {Vector2} v - The vector. - * @return {Vector2} A reference to this vector. - */ - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - - return this; - - } - - /** - * If this vector's x or y value is greater than the max vector's x or y - * value, it is replaced by the corresponding value. - * If this vector's x or y value is less than the min vector's x or y value, - * it is replaced by the corresponding value. - * - * @param {Vector2} min - The minimum x and y values. - * @param {Vector2} max - The maximum x and y values in the desired range. - * @return {Vector2} A reference to this vector. - */ - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = clamp( this.x, min.x, max.x ); - this.y = clamp( this.y, min.y, max.y ); - - return this; - - } - - /** - * If this vector's x or y values are greater than the max value, they are - * replaced by the max value. - * If this vector's x or y values are less than the min value, they are - * replaced by the min value. - * - * @param {number} minVal - The minimum value the components will be clamped to. - * @param {number} maxVal - The maximum value the components will be clamped to. - * @return {Vector2} A reference to this vector. - */ - clampScalar( minVal, maxVal ) { - - this.x = clamp( this.x, minVal, maxVal ); - this.y = clamp( this.y, minVal, maxVal ); - - return this; - - } - - /** - * If this vector's length is greater than the max value, it is replaced by - * the max value. - * If this vector's length is less than the min value, it is replaced by the - * min value. - * - * @param {number} min - The minimum value the vector length will be clamped to. - * @param {number} max - The maximum value the vector length will be clamped to. - * @return {Vector2} A reference to this vector. - */ - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); - - } - - /** - * The components of this vector are rounded down to the nearest integer value. - * - * @return {Vector2} A reference to this vector. - */ - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - - return this; - - } - - /** - * The components of this vector are rounded up to the nearest integer value. - * - * @return {Vector2} A reference to this vector. - */ - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - - return this; - - } - - /** - * The components of this vector are rounded to the nearest integer value - * - * @return {Vector2} A reference to this vector. - */ - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - - return this; - - } - - /** - * The components of this vector are rounded towards zero (up if negative, - * down if positive) to an integer value. - * - * @return {Vector2} A reference to this vector. - */ - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - - return this; - - } - - /** - * Inverts this vector - i.e. sets x = -x and y = -y. - * - * @return {Vector2} A reference to this vector. - */ - negate() { - - this.x = - this.x; - this.y = - this.y; - - return this; - - } - - /** - * Calculates the dot product of the given vector with this instance. - * - * @param {Vector2} v - The vector to compute the dot product with. - * @return {number} The result of the dot product. - */ - dot( v ) { - - return this.x * v.x + this.y * v.y; - - } - - /** - * Calculates the cross product of the given vector with this instance. - * - * @param {Vector2} v - The vector to compute the cross product with. - * @return {number} The result of the cross product. - */ - cross( v ) { - - return this.x * v.y - this.y * v.x; - - } - - /** - * Computes the square of the Euclidean length (straight-line length) from - * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should - * compare the length squared instead as it is slightly more efficient to calculate. - * - * @return {number} The square length of this vector. - */ - lengthSq() { - - return this.x * this.x + this.y * this.y; - - } - - /** - * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y). - * - * @return {number} The length of this vector. - */ - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y ); - - } - - /** - * Computes the Manhattan length of this vector. - * - * @return {number} The length of this vector. - */ - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ); - - } - - /** - * Converts this vector to a unit vector - that is, sets it equal to a vector - * with the same direction as this one, but with a vector length of `1`. - * - * @return {Vector2} A reference to this vector. - */ - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - /** - * Computes the angle in radians of this vector with respect to the positive x-axis. - * - * @return {number} The angle in radians. - */ - angle() { - - const angle = Math.atan2( - this.y, - this.x ) + Math.PI; - - return angle; - - } - - /** - * Returns the angle between the given vector and this instance in radians. - * - * @param {Vector2} v - The vector to compute the angle with. - * @return {number} The angle in radians. - */ - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( clamp( theta, -1, 1 ) ); - - } - - /** - * Computes the distance from the given vector to this instance. - * - * @param {Vector2} v - The vector to compute the distance to. - * @return {number} The distance. - */ - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - /** - * Computes the squared distance from the given vector to this instance. - * If you are just comparing the distance with another distance, you should compare - * the distance squared instead as it is slightly more efficient to calculate. - * - * @param {Vector2} v - The vector to compute the squared distance to. - * @return {number} The squared distance. - */ - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; - - } - - /** - * Computes the Manhattan distance from the given vector to this instance. - * - * @param {Vector2} v - The vector to compute the Manhattan distance to. - * @return {number} The Manhattan distance. - */ - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - - } - - /** - * Sets this vector to a vector with the same direction as this one, but - * with the specified length. - * - * @param {number} length - The new length of this vector. - * @return {Vector2} A reference to this vector. - */ - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - /** - * Linearly interpolates between the given vector and this instance, where - * alpha is the percent distance along the line - alpha = 0 will be this - * vector, and alpha = 1 will be the given one. - * - * @param {Vector2} v - The vector to interpolate towards. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector2} A reference to this vector. - */ - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - - return this; - - } - - /** - * Linearly interpolates between the given vectors, where alpha is the percent - * distance along the line - alpha = 0 will be first vector, and alpha = 1 will - * be the second one. The result is stored in this instance. - * - * @param {Vector2} v1 - The first vector. - * @param {Vector2} v2 - The second vector. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector2} A reference to this vector. - */ - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - - return this; - - } - - /** - * Returns `true` if this vector is equal with the given one. - * - * @param {Vector2} v - The vector to test for equality. - * @return {boolean} Whether this vector is equal with the given one. - */ - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) ); - - } - - /** - * Sets this vector's x value to be `array[ offset ]` and y - * value to be `array[ offset + 1 ]`. - * - * @param {Array} array - An array holding the vector component values. - * @param {number} [offset=0] - The offset into the array. - * @return {Vector2} A reference to this vector. - */ - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - - return this; - - } - - /** - * Writes the components of this vector to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the vector components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The vector components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - - return array; - - } - - /** - * Sets the components of this vector from the given buffer attribute. - * - * @param {BufferAttribute} attribute - The buffer attribute holding vector data. - * @param {number} index - The index into the attribute. - * @return {Vector2} A reference to this vector. - */ - fromBufferAttribute( attribute, index ) { - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - - return this; - - } - - /** - * Rotates this vector around the given center by the given angle. - * - * @param {Vector2} center - The point around which to rotate. - * @param {number} angle - The angle to rotate, in radians. - * @return {Vector2} A reference to this vector. - */ - rotateAround( center, angle ) { - - const c = Math.cos( angle ), s = Math.sin( angle ); - - const x = this.x - center.x; - const y = this.y - center.y; - - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - - return this; - - } - - /** - * Sets each component of this vector to a pseudo-random value between `0` and - * `1`, excluding `1`. - * - * @return {Vector2} A reference to this vector. - */ - random() { - - this.x = Math.random(); - this.y = Math.random(); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - - } - -} - -/** - * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations. - * - * Iterating through a vector instance will yield its components `(x, y, z, w)` in - * the corresponding order. - * - * Note that three.js expects Quaternions to be normalized. - * ```js - * const quaternion = new THREE.Quaternion(); - * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); - * - * const vector = new THREE.Vector3( 1, 0, 0 ); - * vector.applyQuaternion( quaternion ); - * ``` - */ -class Quaternion { - - /** - * Constructs a new quaternion. - * - * @param {number} [x=0] - The x value of this quaternion. - * @param {number} [y=0] - The y value of this quaternion. - * @param {number} [z=0] - The z value of this quaternion. - * @param {number} [w=1] - The w value of this quaternion. - */ - constructor( x = 0, y = 0, z = 0, w = 1 ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isQuaternion = true; - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - } - - /** - * Interpolates between two quaternions via SLERP. This implementation assumes the - * quaternion data are managed in flat arrays. - * - * @param {Array} dst - The destination array. - * @param {number} dstOffset - An offset into the destination array. - * @param {Array} src0 - The source array of the first quaternion. - * @param {number} srcOffset0 - An offset into the first source array. - * @param {Array} src1 - The source array of the second quaternion. - * @param {number} srcOffset1 - An offset into the second source array. - * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. - * @see {@link Quaternion#slerp} - */ - static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { - - let x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ]; - - let x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; - - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - - let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1; - - if ( dot < 0 ) { - - x1 = - x1; - y1 = - y1; - z1 = - z1; - w1 = - w1; - - dot = - dot; - - } - - let s = 1 - t; - - if ( dot < 0.9995 ) { - - // slerp - - const theta = Math.acos( dot ); - const sin = Math.sin( theta ); - - s = Math.sin( s * theta ) / sin; - t = Math.sin( t * theta ) / sin; - - x0 = x0 * s + x1 * t; - y0 = y0 * s + y1 * t; - z0 = z0 * s + z1 * t; - w0 = w0 * s + w1 * t; - - } else { - - // for small angles, lerp then normalize - - x0 = x0 * s + x1 * t; - y0 = y0 * s + y1 * t; - z0 = z0 * s + z1 * t; - w0 = w0 * s + w1 * t; - - const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - - } - - } - - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - - } - - /** - * Multiplies two quaternions. This implementation assumes the quaternion data are managed - * in flat arrays. - * - * @param {Array} dst - The destination array. - * @param {number} dstOffset - An offset into the destination array. - * @param {Array} src0 - The source array of the first quaternion. - * @param {number} srcOffset0 - An offset into the first source array. - * @param {Array} src1 - The source array of the second quaternion. - * @param {number} srcOffset1 - An offset into the second source array. - * @return {Array} The destination array. - * @see {@link Quaternion#multiplyQuaternions}. - */ - static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { - - const x0 = src0[ srcOffset0 ]; - const y0 = src0[ srcOffset0 + 1 ]; - const z0 = src0[ srcOffset0 + 2 ]; - const w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 ]; - const y1 = src1[ srcOffset1 + 1 ]; - const z1 = src1[ srcOffset1 + 2 ]; - const w1 = src1[ srcOffset1 + 3 ]; - - dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; - dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; - dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; - dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; - - return dst; - - } - - /** - * The x value of this quaternion. - * - * @type {number} - * @default 0 - */ - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - /** - * The y value of this quaternion. - * - * @type {number} - * @default 0 - */ - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - /** - * The z value of this quaternion. - * - * @type {number} - * @default 0 - */ - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - /** - * The w value of this quaternion. - * - * @type {number} - * @default 1 - */ - get w() { - - return this._w; - - } - - set w( value ) { - - this._w = value; - this._onChangeCallback(); - - } - - /** - * Sets the quaternion components. - * - * @param {number} x - The x value of this quaternion. - * @param {number} y - The y value of this quaternion. - * @param {number} z - The z value of this quaternion. - * @param {number} w - The w value of this quaternion. - * @return {Quaternion} A reference to this quaternion. - */ - set( x, y, z, w ) { - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - this._onChangeCallback(); - - return this; - - } - - /** - * Returns a new quaternion with copied values from this instance. - * - * @return {Quaternion} A clone of this instance. - */ - clone() { - - return new this.constructor( this._x, this._y, this._z, this._w ); - - } - - /** - * Copies the values of the given quaternion to this instance. - * - * @param {Quaternion} quaternion - The quaternion to copy. - * @return {Quaternion} A reference to this quaternion. - */ - copy( quaternion ) { - - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; - - this._onChangeCallback(); - - return this; - - } - - /** - * Sets this quaternion from the rotation specified by the given - * Euler angles. - * - * @param {Euler} euler - The Euler angles. - * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. - * @return {Quaternion} A reference to this quaternion. - */ - setFromEuler( euler, update = true ) { - - const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - const cos = Math.cos; - const sin = Math.sin; - - const c1 = cos( x / 2 ); - const c2 = cos( y / 2 ); - const c3 = cos( z / 2 ); - - const s1 = sin( x / 2 ); - const s2 = sin( y / 2 ); - const s3 = sin( z / 2 ); - - switch ( order ) { - - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - default: - warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order ); - - } - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - /** - * Sets this quaternion from the given axis and angle. - * - * @param {Vector3} axis - The normalized axis. - * @param {number} angle - The angle in radians. - * @return {Quaternion} A reference to this quaternion. - */ - setFromAxisAngle( axis, angle ) { - - const halfAngle = angle / 2, s = Math.sin( halfAngle ); - - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); - - this._onChangeCallback(); - - return this; - - } - - /** - * Sets this quaternion from the given rotation matrix. - * - * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). - * @return {Quaternion} A reference to this quaternion. - */ - setFromRotationMatrix( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], - - trace = m11 + m22 + m33; - - if ( trace > 0 ) { - - const s = 0.5 / Math.sqrt( trace + 1.0 ); - - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; - - } else if ( m11 > m22 && m11 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; - - } else if ( m22 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); - - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; - - } else { - - const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); - - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; - - } - - this._onChangeCallback(); - - return this; - - } - - /** - * Sets this quaternion to the rotation required to rotate the direction vector - * `vFrom` to the direction vector `vTo`. - * - * @param {Vector3} vFrom - The first (normalized) direction vector. - * @param {Vector3} vTo - The second (normalized) direction vector. - * @return {Quaternion} A reference to this quaternion. - */ - setFromUnitVectors( vFrom, vTo ) { - - // assumes direction vectors vFrom and vTo are normalized - - let r = vFrom.dot( vTo ) + 1; - - if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286 - - // vFrom and vTo point in opposite directions - - r = 0; - - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - - this._x = - vFrom.y; - this._y = vFrom.x; - this._z = 0; - this._w = r; - - } else { - - this._x = 0; - this._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; - - } - - } else { - - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; - - } - - return this.normalize(); - - } - - /** - * Returns the angle between this quaternion and the given one in radians. - * - * @param {Quaternion} q - The quaternion to compute the angle with. - * @return {number} The angle in radians. - */ - angleTo( q ) { - - return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) ); - - } - - /** - * Rotates this quaternion by a given angular step to the given quaternion. - * The method ensures that the final quaternion will not overshoot `q`. - * - * @param {Quaternion} q - The target quaternion. - * @param {number} step - The angular step in radians. - * @return {Quaternion} A reference to this quaternion. - */ - rotateTowards( q, step ) { - - const angle = this.angleTo( q ); - - if ( angle === 0 ) return this; - - const t = Math.min( 1, step / angle ); - - this.slerp( q, t ); - - return this; - - } - - /** - * Sets this quaternion to the identity quaternion; that is, to the - * quaternion that represents "no rotation". - * - * @return {Quaternion} A reference to this quaternion. - */ - identity() { - - return this.set( 0, 0, 0, 1 ); - - } - - /** - * Inverts this quaternion via {@link Quaternion#conjugate}. The - * quaternion is assumed to have unit length. - * - * @return {Quaternion} A reference to this quaternion. - */ - invert() { - - return this.conjugate(); - - } - - /** - * Returns the rotational conjugate of this quaternion. The conjugate of a - * quaternion represents the same rotation in the opposite direction about - * the rotational axis. - * - * @return {Quaternion} A reference to this quaternion. - */ - conjugate() { - - this._x *= -1; - this._y *= -1; - this._z *= -1; - - this._onChangeCallback(); - - return this; - - } - - /** - * Calculates the dot product of this quaternion and the given one. - * - * @param {Quaternion} v - The quaternion to compute the dot product with. - * @return {number} The result of the dot product. - */ - dot( v ) { - - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - - } - - /** - * Computes the squared Euclidean length (straight-line length) of this quaternion, - * considered as a 4 dimensional vector. This can be useful if you are comparing the - * lengths of two quaternions, as this is a slightly more efficient calculation than - * {@link Quaternion#length}. - * - * @return {number} The squared Euclidean length. - */ - lengthSq() { - - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - - } - - /** - * Computes the Euclidean length (straight-line length) of this quaternion, - * considered as a 4 dimensional vector. - * - * @return {number} The Euclidean length. - */ - length() { - - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - - } - - /** - * Normalizes this quaternion - that is, calculated the quaternion that performs - * the same rotation as this one, but has a length equal to `1`. - * - * @return {Quaternion} A reference to this quaternion. - */ - normalize() { - - let l = this.length(); - - if ( l === 0 ) { - - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; - - } else { - - l = 1 / l; - - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; - - } - - this._onChangeCallback(); - - return this; - - } - - /** - * Multiplies this quaternion by the given one. - * - * @param {Quaternion} q - The quaternion. - * @return {Quaternion} A reference to this quaternion. - */ - multiply( q ) { - - return this.multiplyQuaternions( this, q ); - - } - - /** - * Pre-multiplies this quaternion by the given one. - * - * @param {Quaternion} q - The quaternion. - * @return {Quaternion} A reference to this quaternion. - */ - premultiply( q ) { - - return this.multiplyQuaternions( q, this ); - - } - - /** - * Multiplies the given quaternions and stores the result in this instance. - * - * @param {Quaternion} a - The first quaternion. - * @param {Quaternion} b - The second quaternion. - * @return {Quaternion} A reference to this quaternion. - */ - multiplyQuaternions( a, b ) { - - const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; - - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - this._onChangeCallback(); - - return this; - - } - - /** - * Performs a spherical linear interpolation between this quaternion and the target quaternion. - * - * @param {Quaternion} qb - The target quaternion. - * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. - * @return {Quaternion} A reference to this quaternion. - */ - slerp( qb, t ) { - - let x = qb._x, y = qb._y, z = qb._z, w = qb._w; - - let dot = this.dot( qb ); - - if ( dot < 0 ) { - - x = - x; - y = - y; - z = - z; - w = - w; - - dot = - dot; - - } - - let s = 1 - t; - - if ( dot < 0.9995 ) { - - // slerp - - const theta = Math.acos( dot ); - const sin = Math.sin( theta ); - - s = Math.sin( s * theta ) / sin; - t = Math.sin( t * theta ) / sin; - - this._x = this._x * s + x * t; - this._y = this._y * s + y * t; - this._z = this._z * s + z * t; - this._w = this._w * s + w * t; - - this._onChangeCallback(); - - } else { - - // for small angles, lerp then normalize - - this._x = this._x * s + x * t; - this._y = this._y * s + y * t; - this._z = this._z * s + z * t; - this._w = this._w * s + w * t; - - this.normalize(); // normalize calls _onChangeCallback() - - } - - return this; - - } - - /** - * Performs a spherical linear interpolation between the given quaternions - * and stores the result in this quaternion. - * - * @param {Quaternion} qa - The source quaternion. - * @param {Quaternion} qb - The target quaternion. - * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. - * @return {Quaternion} A reference to this quaternion. - */ - slerpQuaternions( qa, qb, t ) { - - return this.copy( qa ).slerp( qb, t ); - - } - - /** - * Sets this quaternion to a uniformly random, normalized quaternion. - * - * @return {Quaternion} A reference to this quaternion. - */ - random() { - - // Ken Shoemake - // Uniform random rotations - // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. - - const theta1 = 2 * Math.PI * Math.random(); - const theta2 = 2 * Math.PI * Math.random(); - - const x0 = Math.random(); - const r1 = Math.sqrt( 1 - x0 ); - const r2 = Math.sqrt( x0 ); - - return this.set( - r1 * Math.sin( theta1 ), - r1 * Math.cos( theta1 ), - r2 * Math.sin( theta2 ), - r2 * Math.cos( theta2 ), - ); - - } - - /** - * Returns `true` if this quaternion is equal with the given one. - * - * @param {Quaternion} quaternion - The quaternion to test for equality. - * @return {boolean} Whether this quaternion is equal with the given one. - */ - equals( quaternion ) { - - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - - } - - /** - * Sets this quaternion's components from the given array. - * - * @param {Array} array - An array holding the quaternion component values. - * @param {number} [offset=0] - The offset into the array. - * @return {Quaternion} A reference to this quaternion. - */ - fromArray( array, offset = 0 ) { - - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; - - this._onChangeCallback(); - - return this; - - } - - /** - * Writes the components of this quaternion to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the quaternion components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The quaternion components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; - - return array; - - } - - /** - * Sets the components of this quaternion from the given buffer attribute. - * - * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data. - * @param {number} index - The index into the attribute. - * @return {Quaternion} A reference to this quaternion. - */ - fromBufferAttribute( attribute, index ) { - - this._x = attribute.getX( index ); - this._y = attribute.getY( index ); - this._z = attribute.getZ( index ); - this._w = attribute.getW( index ); - - this._onChangeCallback(); - - return this; - - } - - /** - * This methods defines the serialization result of this class. Returns the - * numerical elements of this quaternion in an array of format `[x, y, z, w]`. - * - * @return {Array} The serialized quaternion. - */ - toJSON() { - - return this.toArray(); - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._w; - - } - -} - -/** - * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers - * (labeled x, y and z), which can be used to represent a number of things, such as: - * - * - A point in 3D space. - * - A direction and length in 3D space. In three.js the length will - * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)` - * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`. - * - Any arbitrary ordered triplet of numbers. - * - * There are other things a 3D vector can be used to represent, such as - * momentum vectors and so on, however these are the most - * common uses in three.js. - * - * Iterating through a vector instance will yield its components `(x, y, z)` in - * the corresponding order. - * ```js - * const a = new THREE.Vector3( 0, 1, 0 ); - * - * //no arguments; will be initialised to (0, 0, 0) - * const b = new THREE.Vector3( ); - * - * const d = a.distanceTo( b ); - * ``` - */ -class Vector3 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Vector3.prototype.isVector3 = true; - - } - - /** - * Constructs a new 3D vector. - * - * @param {number} [x=0] - The x value of this vector. - * @param {number} [y=0] - The y value of this vector. - * @param {number} [z=0] - The z value of this vector. - */ - constructor( x = 0, y = 0, z = 0 ) { - - /** - * The x value of this vector. - * - * @type {number} - */ - this.x = x; - - /** - * The y value of this vector. - * - * @type {number} - */ - this.y = y; - - /** - * The z value of this vector. - * - * @type {number} - */ - this.z = z; - - } - - /** - * Sets the vector components. - * - * @param {number} x - The value of the x component. - * @param {number} y - The value of the y component. - * @param {number} z - The value of the z component. - * @return {Vector3} A reference to this vector. - */ - set( x, y, z ) { - - if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) - - this.x = x; - this.y = y; - this.z = z; - - return this; - - } - - /** - * Sets the vector components to the same value. - * - * @param {number} scalar - The value to set for all vector components. - * @return {Vector3} A reference to this vector. - */ - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - - return this; - - } - - /** - * Sets the vector's x component to the given value. - * - * @param {number} x - The value to set. - * @return {Vector3} A reference to this vector. - */ - setX( x ) { - - this.x = x; - - return this; - - } - - /** - * Sets the vector's y component to the given value. - * - * @param {number} y - The value to set. - * @return {Vector3} A reference to this vector. - */ - setY( y ) { - - this.y = y; - - return this; - - } - - /** - * Sets the vector's z component to the given value. - * - * @param {number} z - The value to set. - * @return {Vector3} A reference to this vector. - */ - setZ( z ) { - - this.z = z; - - return this; - - } - - /** - * Allows to set a vector component with an index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. - * @param {number} value - The value to set. - * @return {Vector3} A reference to this vector. - */ - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - default: throw new Error( 'THREE.Vector3: index is out of range: ' + index ); - - } - - return this; - - } - - /** - * Returns the value of the vector component which matches the given index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. - * @return {number} A vector component value. - */ - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - default: throw new Error( 'THREE.Vector3: index is out of range: ' + index ); - - } - - } - - /** - * Returns a new vector with copied values from this instance. - * - * @return {Vector3} A clone of this instance. - */ - clone() { - - return new this.constructor( this.x, this.y, this.z ); - - } - - /** - * Copies the values of the given vector to this instance. - * - * @param {Vector3} v - The vector to copy. - * @return {Vector3} A reference to this vector. - */ - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - } - - /** - * Adds the given vector to this instance. - * - * @param {Vector3} v - The vector to add. - * @return {Vector3} A reference to this vector. - */ - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - } - - /** - * Adds the given scalar value to all components of this instance. - * - * @param {number} s - The scalar to add. - * @return {Vector3} A reference to this vector. - */ - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - } - - /** - * Adds the given vectors and stores the result in this instance. - * - * @param {Vector3} a - The first vector. - * @param {Vector3} b - The second vector. - * @return {Vector3} A reference to this vector. - */ - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - } - - /** - * Adds the given vector scaled by the given factor to this instance. - * - * @param {Vector3|Vector4} v - The vector. - * @param {number} s - The factor that scales `v`. - * @return {Vector3} A reference to this vector. - */ - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - - return this; - - } - - /** - * Subtracts the given vector from this instance. - * - * @param {Vector3} v - The vector to subtract. - * @return {Vector3} A reference to this vector. - */ - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - } - - /** - * Subtracts the given scalar value from all components of this instance. - * - * @param {number} s - The scalar to subtract. - * @return {Vector3} A reference to this vector. - */ - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - - return this; - - } - - /** - * Subtracts the given vectors and stores the result in this instance. - * - * @param {Vector3} a - The first vector. - * @param {Vector3} b - The second vector. - * @return {Vector3} A reference to this vector. - */ - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - } - - /** - * Multiplies the given vector with this instance. - * - * @param {Vector3} v - The vector to multiply. - * @return {Vector3} A reference to this vector. - */ - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - } - - /** - * Multiplies the given scalar value with all components of this instance. - * - * @param {number} scalar - The scalar to multiply. - * @return {Vector3} A reference to this vector. - */ - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - return this; - - } - - /** - * Multiplies the given vectors and stores the result in this instance. - * - * @param {Vector3} a - The first vector. - * @param {Vector3} b - The second vector. - * @return {Vector3} A reference to this vector. - */ - multiplyVectors( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - } - - /** - * Applies the given Euler rotation to this vector. - * - * @param {Euler} euler - The Euler angles. - * @return {Vector3} A reference to this vector. - */ - applyEuler( euler ) { - - return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) ); - - } - - /** - * Applies a rotation specified by an axis and an angle to this vector. - * - * @param {Vector3} axis - A normalized vector representing the rotation axis. - * @param {number} angle - The angle in radians. - * @return {Vector3} A reference to this vector. - */ - applyAxisAngle( axis, angle ) { - - return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) ); - - } - - /** - * Multiplies this vector with the given 3x3 matrix. - * - * @param {Matrix3} m - The 3x3 matrix. - * @return {Vector3} A reference to this vector. - */ - applyMatrix3( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; - this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; - - return this; - - } - - /** - * Multiplies this vector by the given normal matrix and normalizes - * the result. - * - * @param {Matrix3} m - The normal matrix. - * @return {Vector3} A reference to this vector. - */ - applyNormalMatrix( m ) { - - return this.applyMatrix3( m ).normalize(); - - } - - /** - * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and - * divides by perspective. - * - * @param {Matrix4} m - The matrix to apply. - * @return {Vector3} A reference to this vector. - */ - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); - - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; - - return this; - - } - - /** - * Applies the given Quaternion to this vector. - * - * @param {Quaternion} q - The Quaternion. - * @return {Vector3} A reference to this vector. - */ - applyQuaternion( q ) { - - // quaternion q is assumed to have unit length - - const vx = this.x, vy = this.y, vz = this.z; - const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // t = 2 * cross( q.xyz, v ); - const tx = 2 * ( qy * vz - qz * vy ); - const ty = 2 * ( qz * vx - qx * vz ); - const tz = 2 * ( qx * vy - qy * vx ); - - // v + q.w * t + cross( q.xyz, t ); - this.x = vx + qw * tx + qy * tz - qz * ty; - this.y = vy + qw * ty + qz * tx - qx * tz; - this.z = vz + qw * tz + qx * ty - qy * tx; - - return this; - - } - - /** - * Projects this vector from world space into the camera's normalized - * device coordinate (NDC) space. - * - * @param {Camera} camera - The camera. - * @return {Vector3} A reference to this vector. - */ - project( camera ) { - - return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); - - } - - /** - * Unprojects this vector from the camera's normalized device coordinate (NDC) - * space into world space. - * - * @param {Camera} camera - The camera. - * @return {Vector3} A reference to this vector. - */ - unproject( camera ) { - - return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); - - } - - /** - * Transforms this vector by the upper left 3x3 sub-matrix of the given 4x4 matrix, - * and normalizes the result. - * - * @param {Matrix4} m - The matrix. - * @return {Vector3} A reference to this vector. - */ - transformDirection( m ) { - - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; - - return this.normalize(); - - } - - /** - * Divides this instance by the given vector. - * - * @param {Vector3} v - The vector to divide. - * @return {Vector3} A reference to this vector. - */ - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - } - - /** - * Divides this vector by the given scalar. - * - * @param {number} scalar - The scalar to divide. - * @return {Vector3} A reference to this vector. - */ - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - /** - * If this vector's x, y or z value is greater than the given vector's x, y or z - * value, replace that value with the corresponding min value. - * - * @param {Vector3} v - The vector. - * @return {Vector3} A reference to this vector. - */ - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - - return this; - - } - - /** - * If this vector's x, y or z value is less than the given vector's x, y or z - * value, replace that value with the corresponding max value. - * - * @param {Vector3} v - The vector. - * @return {Vector3} A reference to this vector. - */ - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - - return this; - - } - - /** - * If this vector's x, y or z value is greater than the max vector's x, y or z - * value, it is replaced by the corresponding value. - * If this vector's x, y or z value is less than the min vector's x, y or z value, - * it is replaced by the corresponding value. - * - * @param {Vector3} min - The minimum x, y and z values. - * @param {Vector3} max - The maximum x, y and z values in the desired range. - * @return {Vector3} A reference to this vector. - */ - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = clamp( this.x, min.x, max.x ); - this.y = clamp( this.y, min.y, max.y ); - this.z = clamp( this.z, min.z, max.z ); - - return this; - - } - - /** - * If this vector's x, y or z values are greater than the max value, they are - * replaced by the max value. - * If this vector's x, y or z values are less than the min value, they are - * replaced by the min value. - * - * @param {number} minVal - The minimum value the components will be clamped to. - * @param {number} maxVal - The maximum value the components will be clamped to. - * @return {Vector3} A reference to this vector. - */ - clampScalar( minVal, maxVal ) { - - this.x = clamp( this.x, minVal, maxVal ); - this.y = clamp( this.y, minVal, maxVal ); - this.z = clamp( this.z, minVal, maxVal ); - - return this; - - } - - /** - * If this vector's length is greater than the max value, it is replaced by - * the max value. - * If this vector's length is less than the min value, it is replaced by the - * min value. - * - * @param {number} min - The minimum value the vector length will be clamped to. - * @param {number} max - The maximum value the vector length will be clamped to. - * @return {Vector3} A reference to this vector. - */ - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); - - } - - /** - * The components of this vector are rounded down to the nearest integer value. - * - * @return {Vector3} A reference to this vector. - */ - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - - return this; - - } - - /** - * The components of this vector are rounded up to the nearest integer value. - * - * @return {Vector3} A reference to this vector. - */ - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - - return this; - - } - - /** - * The components of this vector are rounded to the nearest integer value - * - * @return {Vector3} A reference to this vector. - */ - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - - return this; - - } - - /** - * The components of this vector are rounded towards zero (up if negative, - * down if positive) to an integer value. - * - * @return {Vector3} A reference to this vector. - */ - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - - return this; - - } - - /** - * Inverts this vector - i.e. sets x = -x, y = -y and z = -z. - * - * @return {Vector3} A reference to this vector. - */ - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - - return this; - - } - - /** - * Calculates the dot product of the given vector with this instance. - * - * @param {Vector3} v - The vector to compute the dot product with. - * @return {number} The result of the dot product. - */ - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z; - - } - - /** - * Computes the square of the Euclidean length (straight-line length) from - * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should - * compare the length squared instead as it is slightly more efficient to calculate. - * - * @return {number} The square length of this vector. - */ - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z; - - } - - /** - * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z). - * - * @return {number} The length of this vector. - */ - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - - } - - /** - * Computes the Manhattan length of this vector. - * - * @return {number} The length of this vector. - */ - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - - } - - /** - * Converts this vector to a unit vector - that is, sets it equal to a vector - * with the same direction as this one, but with a vector length of `1`. - * - * @return {Vector3} A reference to this vector. - */ - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - /** - * Sets this vector to a vector with the same direction as this one, but - * with the specified length. - * - * @param {number} length - The new length of this vector. - * @return {Vector3} A reference to this vector. - */ - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - /** - * Linearly interpolates between the given vector and this instance, where - * alpha is the percent distance along the line - alpha = 0 will be this - * vector, and alpha = 1 will be the given one. - * - * @param {Vector3} v - The vector to interpolate towards. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector3} A reference to this vector. - */ - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - - return this; - - } - - /** - * Linearly interpolates between the given vectors, where alpha is the percent - * distance along the line - alpha = 0 will be first vector, and alpha = 1 will - * be the second one. The result is stored in this instance. - * - * @param {Vector3} v1 - The first vector. - * @param {Vector3} v2 - The second vector. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector3} A reference to this vector. - */ - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - - return this; - - } - - /** - * Calculates the cross product of the given vector with this instance. - * - * @param {Vector3} v - The vector to compute the cross product with. - * @return {Vector3} The result of the cross product. - */ - cross( v ) { - - return this.crossVectors( this, v ); - - } - - /** - * Calculates the cross product of the given vectors and stores the result - * in this instance. - * - * @param {Vector3} a - The first vector. - * @param {Vector3} b - The second vector. - * @return {Vector3} A reference to this vector. - */ - crossVectors( a, b ) { - - const ax = a.x, ay = a.y, az = a.z; - const bx = b.x, by = b.y, bz = b.z; - - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - - return this; - - } - - /** - * Projects this vector onto the given one. - * - * @param {Vector3} v - The vector to project to. - * @return {Vector3} A reference to this vector. - */ - projectOnVector( v ) { - - const denominator = v.lengthSq(); - - if ( denominator === 0 ) return this.set( 0, 0, 0 ); - - const scalar = v.dot( this ) / denominator; - - return this.copy( v ).multiplyScalar( scalar ); - - } - - /** - * Projects this vector onto a plane by subtracting this - * vector projected onto the plane's normal from this vector. - * - * @param {Vector3} planeNormal - The plane normal. - * @return {Vector3} A reference to this vector. - */ - projectOnPlane( planeNormal ) { - - _vector$c.copy( this ).projectOnVector( planeNormal ); - - return this.sub( _vector$c ); - - } - - /** - * Reflects this vector off a plane orthogonal to the given normal vector. - * - * @param {Vector3} normal - The (normalized) normal vector. - * @return {Vector3} A reference to this vector. - */ - reflect( normal ) { - - return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - - } - /** - * Returns the angle between the given vector and this instance in radians. - * - * @param {Vector3} v - The vector to compute the angle with. - * @return {number} The angle in radians. - */ - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( clamp( theta, -1, 1 ) ); - - } - - /** - * Computes the distance from the given vector to this instance. - * - * @param {Vector3} v - The vector to compute the distance to. - * @return {number} The distance. - */ - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - /** - * Computes the squared distance from the given vector to this instance. - * If you are just comparing the distance with another distance, you should compare - * the distance squared instead as it is slightly more efficient to calculate. - * - * @param {Vector3} v - The vector to compute the squared distance to. - * @return {number} The squared distance. - */ - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - - return dx * dx + dy * dy + dz * dz; - - } - - /** - * Computes the Manhattan distance from the given vector to this instance. - * - * @param {Vector3} v - The vector to compute the Manhattan distance to. - * @return {number} The Manhattan distance. - */ - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - - } - - /** - * Sets the vector components from the given spherical coordinates. - * - * @param {Spherical} s - The spherical coordinates. - * @return {Vector3} A reference to this vector. - */ - setFromSpherical( s ) { - - return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); - - } - - /** - * Sets the vector components from the given spherical coordinates. - * - * @param {number} radius - The radius. - * @param {number} phi - The phi angle in radians. - * @param {number} theta - The theta angle in radians. - * @return {Vector3} A reference to this vector. - */ - setFromSphericalCoords( radius, phi, theta ) { - - const sinPhiRadius = Math.sin( phi ) * radius; - - this.x = sinPhiRadius * Math.sin( theta ); - this.y = Math.cos( phi ) * radius; - this.z = sinPhiRadius * Math.cos( theta ); - - return this; - - } - - /** - * Sets the vector components from the given cylindrical coordinates. - * - * @param {Cylindrical} c - The cylindrical coordinates. - * @return {Vector3} A reference to this vector. - */ - setFromCylindrical( c ) { - - return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); - - } - - /** - * Sets the vector components from the given cylindrical coordinates. - * - * @param {number} radius - The radius. - * @param {number} theta - The theta angle in radians. - * @param {number} y - The y value. - * @return {Vector3} A reference to this vector. - */ - setFromCylindricalCoords( radius, theta, y ) { - - this.x = radius * Math.sin( theta ); - this.y = y; - this.z = radius * Math.cos( theta ); - - return this; - - } - - /** - * Sets the vector components to the position elements of the - * given transformation matrix. - * - * @param {Matrix4} m - The 4x4 matrix. - * @return {Vector3} A reference to this vector. - */ - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - - return this; - - } - - /** - * Sets the vector components to the scale elements of the - * given transformation matrix. - * - * @param {Matrix4} m - The 4x4 matrix. - * @return {Vector3} A reference to this vector. - */ - setFromMatrixScale( m ) { - - const sx = this.setFromMatrixColumn( m, 0 ).length(); - const sy = this.setFromMatrixColumn( m, 1 ).length(); - const sz = this.setFromMatrixColumn( m, 2 ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - - } - - /** - * Sets the vector components from the specified matrix column. - * - * @param {Matrix4} m - The 4x4 matrix. - * @param {number} index - The column index. - * @return {Vector3} A reference to this vector. - */ - setFromMatrixColumn( m, index ) { - - return this.fromArray( m.elements, index * 4 ); - - } - - /** - * Sets the vector components from the specified matrix column. - * - * @param {Matrix3} m - The 3x3 matrix. - * @param {number} index - The column index. - * @return {Vector3} A reference to this vector. - */ - setFromMatrix3Column( m, index ) { - - return this.fromArray( m.elements, index * 3 ); - - } - - /** - * Sets the vector components from the given Euler angles. - * - * @param {Euler} e - The Euler angles to set. - * @return {Vector3} A reference to this vector. - */ - setFromEuler( e ) { - - this.x = e._x; - this.y = e._y; - this.z = e._z; - - return this; - - } - - /** - * Sets the vector components from the RGB components of the - * given color. - * - * @param {Color} c - The color to set. - * @return {Vector3} A reference to this vector. - */ - setFromColor( c ) { - - this.x = c.r; - this.y = c.g; - this.z = c.b; - - return this; - - } - - /** - * Returns `true` if this vector is equal with the given one. - * - * @param {Vector3} v - The vector to test for equality. - * @return {boolean} Whether this vector is equal with the given one. - */ - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - } - - /** - * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]` - * and z value to be `array[ offset + 2 ]`. - * - * @param {Array} array - An array holding the vector component values. - * @param {number} [offset=0] - The offset into the array. - * @return {Vector3} A reference to this vector. - */ - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - - return this; - - } - - /** - * Writes the components of this vector to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the vector components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The vector components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - - return array; - - } - - /** - * Sets the components of this vector from the given buffer attribute. - * - * @param {BufferAttribute} attribute - The buffer attribute holding vector data. - * @param {number} index - The index into the attribute. - * @return {Vector3} A reference to this vector. - */ - fromBufferAttribute( attribute, index ) { - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - - return this; - - } - - /** - * Sets each component of this vector to a pseudo-random value between `0` and - * `1`, excluding `1`. - * - * @return {Vector3} A reference to this vector. - */ - random() { - - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - - return this; - - } - - /** - * Sets this vector to a uniformly random point on a unit sphere. - * - * @return {Vector3} A reference to this vector. - */ - randomDirection() { - - // https://mathworld.wolfram.com/SpherePointPicking.html - - const theta = Math.random() * Math.PI * 2; - const u = Math.random() * 2 - 1; - const c = Math.sqrt( 1 - u * u ); - - this.x = c * Math.cos( theta ); - this.y = u; - this.z = c * Math.sin( theta ); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - yield this.z; - - } - -} - -const _vector$c = /*@__PURE__*/ new Vector3(); -const _quaternion$5 = /*@__PURE__*/ new Quaternion(); - -/** - * Represents a 3x3 matrix. - * - * A Note on Row-Major and Column-Major Ordering: - * - * The constructor and {@link Matrix3#set} method take arguments in - * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) - * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. - * This means that calling: - * ```js - * const m = new THREE.Matrix(); - * m.set( 11, 12, 13, - * 21, 22, 23, - * 31, 32, 33 ); - * ``` - * will result in the elements array containing: - * ```js - * m.elements = [ 11, 21, 31, - * 12, 22, 32, - * 13, 23, 33 ]; - * ``` - * and internally all calculations are performed using column-major ordering. - * However, as the actual ordering makes no difference mathematically and - * most people are used to thinking about matrices in row-major order, the - * three.js documentation shows matrices in row-major order. Just bear in - * mind that if you are reading the source code, you'll have to take the - * transpose of any matrices outlined here to make sense of the calculations. - */ -class Matrix3 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Matrix3.prototype.isMatrix3 = true; - - } - - /** - * Constructs a new 3x3 matrix. The arguments are supposed to be - * in row-major order. If no arguments are provided, the constructor - * initializes the matrix as an identity matrix. - * - * @param {number} [n11] - 1-1 matrix element. - * @param {number} [n12] - 1-2 matrix element. - * @param {number} [n13] - 1-3 matrix element. - * @param {number} [n21] - 2-1 matrix element. - * @param {number} [n22] - 2-2 matrix element. - * @param {number} [n23] - 2-3 matrix element. - * @param {number} [n31] - 3-1 matrix element. - * @param {number} [n32] - 3-2 matrix element. - * @param {number} [n33] - 3-3 matrix element. - */ - constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - - /** - * A column-major list of matrix values. - * - * @type {Array} - */ - this.elements = [ - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ); - - } - - } - - /** - * Sets the elements of the matrix.The arguments are supposed to be - * in row-major order. - * - * @param {number} [n11] - 1-1 matrix element. - * @param {number} [n12] - 1-2 matrix element. - * @param {number} [n13] - 1-3 matrix element. - * @param {number} [n21] - 2-1 matrix element. - * @param {number} [n22] - 2-2 matrix element. - * @param {number} [n23] - 2-3 matrix element. - * @param {number} [n31] - 3-1 matrix element. - * @param {number} [n32] - 3-2 matrix element. - * @param {number} [n33] - 3-3 matrix element. - * @return {Matrix3} A reference to this matrix. - */ - set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; - te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; - te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; - - return this; - - } - - /** - * Sets this matrix to the 3x3 identity matrix. - * - * @return {Matrix3} A reference to this matrix. - */ - identity() { - - this.set( - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ); - - return this; - - } - - /** - * Copies the values of the given matrix to this instance. - * - * @param {Matrix3} m - The matrix to copy. - * @return {Matrix3} A reference to this matrix. - */ - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; - - return this; - - } - - /** - * Extracts the basis of this matrix into the three axis vectors provided. - * - * @param {Vector3} xAxis - The basis's x axis. - * @param {Vector3} yAxis - The basis's y axis. - * @param {Vector3} zAxis - The basis's z axis. - * @return {Matrix3} A reference to this matrix. - */ - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrix3Column( this, 0 ); - yAxis.setFromMatrix3Column( this, 1 ); - zAxis.setFromMatrix3Column( this, 2 ); - - return this; - - } - - /** - * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix. - * - * @param {Matrix4} m - The 4x4 matrix. - * @return {Matrix3} A reference to this matrix. - */ - setFromMatrix4( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] - - ); - - return this; - - } - - /** - * Post-multiplies this matrix by the given 3x3 matrix. - * - * @param {Matrix3} m - The matrix to multiply with. - * @return {Matrix3} A reference to this matrix. - */ - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - /** - * Pre-multiplies this matrix by the given 3x3 matrix. - * - * @param {Matrix3} m - The matrix to multiply with. - * @return {Matrix3} A reference to this matrix. - */ - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - /** - * Multiples the given 3x3 matrices and stores the result - * in this matrix. - * - * @param {Matrix3} a - The first matrix. - * @param {Matrix3} b - The second matrix. - * @return {Matrix3} A reference to this matrix. - */ - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - - const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; - te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; - te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; - - return this; - - } - - /** - * Multiplies every component of the matrix by the given scalar. - * - * @param {number} s - The scalar. - * @return {Matrix3} A reference to this matrix. - */ - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - - return this; - - } - - /** - * Computes and returns the determinant of this matrix. - * - * @return {number} The determinant. - */ - determinant() { - - const te = this.elements; - - const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - - } - - /** - * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). - * You can not invert with a determinant of zero. If you attempt this, the method produces - * a zero matrix instead. - * - * @return {Matrix3} A reference to this matrix. - */ - invert() { - - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], - n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], - n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], - - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - - det = n11 * t11 + n21 * t12 + n31 * t13; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - - return this; - - } - - /** - * Transposes this matrix in place. - * - * @return {Matrix3} A reference to this matrix. - */ - transpose() { - - let tmp; - const m = this.elements; - - tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; - tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; - tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; - - return this; - - } - - /** - * Computes the normal matrix which is the inverse transpose of the upper - * left 3x3 portion of the given 4x4 matrix. - * - * @param {Matrix4} matrix4 - The 4x4 matrix. - * @return {Matrix3} A reference to this matrix. - */ - getNormalMatrix( matrix4 ) { - - return this.setFromMatrix4( matrix4 ).invert().transpose(); - - } - - /** - * Transposes this matrix into the supplied array, and returns itself unchanged. - * - * @param {Array} r - An array to store the transposed matrix elements. - * @return {Matrix3} A reference to this matrix. - */ - transposeIntoArray( r ) { - - const m = this.elements; - - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; - - return this; - - } - - /** - * Sets the UV transform matrix from offset, repeat, rotation, and center. - * - * @param {number} tx - Offset x. - * @param {number} ty - Offset y. - * @param {number} sx - Repeat x. - * @param {number} sy - Repeat y. - * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise. - * @param {number} cx - Center x of rotation. - * @param {number} cy - Center y of rotation - * @return {Matrix3} A reference to this matrix. - */ - setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { - - const c = Math.cos( rotation ); - const s = Math.sin( rotation ); - - this.set( - sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, - 0, 0, 1 - ); - - return this; - - } - - /** - * Scales this matrix with the given scalar values. - * - * @deprecated - * @param {number} sx - The amount to scale in the X axis. - * @param {number} sy - The amount to scale in the Y axis. - * @return {Matrix3} A reference to this matrix. - */ - scale( sx, sy ) { - - warnOnce( 'Matrix3: .scale() is deprecated. Use .makeScale() instead.' ); // @deprecated r185 - - this.premultiply( _m3.makeScale( sx, sy ) ); - - return this; - - } - - /** - * Rotates this matrix by the given angle. - * - * @deprecated - * @param {number} theta - The rotation in radians. - * @return {Matrix3} A reference to this matrix. - */ - rotate( theta ) { - - warnOnce( 'Matrix3: .rotate() is deprecated. Use .makeRotation() instead.' ); // @deprecated r185 - - this.premultiply( _m3.makeRotation( - theta ) ); - - return this; - - } - - /** - * Translates this matrix by the given scalar values. - * - * @deprecated - * @param {number} tx - The amount to translate in the X axis. - * @param {number} ty - The amount to translate in the Y axis. - * @return {Matrix3} A reference to this matrix. - */ - translate( tx, ty ) { - - warnOnce( 'Matrix3: .translate() is deprecated. Use .makeTranslation() instead.' ); // @deprecated r185 - - this.premultiply( _m3.makeTranslation( tx, ty ) ); - - return this; - - } - - // for 2D Transforms - - /** - * Sets this matrix as a 2D translation transform. - * - * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector. - * @param {number} y - The amount to translate in the Y axis. - * @return {Matrix3} A reference to this matrix. - */ - makeTranslation( x, y ) { - - if ( x.isVector2 ) { - - this.set( - - 1, 0, x.x, - 0, 1, x.y, - 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, x, - 0, 1, y, - 0, 0, 1 - - ); - - } - - return this; - - } - - /** - * Sets this matrix as a 2D rotational transformation. - * - * @param {number} theta - The rotation in radians. - * @return {Matrix3} A reference to this matrix. - */ - makeRotation( theta ) { - - // counterclockwise - - const c = Math.cos( theta ); - const s = Math.sin( theta ); - - this.set( - - c, - s, 0, - s, c, 0, - 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a 2D scale transform. - * - * @param {number} x - The amount to scale in the X axis. - * @param {number} y - The amount to scale in the Y axis. - * @return {Matrix3} A reference to this matrix. - */ - makeScale( x, y ) { - - this.set( - - x, 0, 0, - 0, y, 0, - 0, 0, 1 - - ); - - return this; - - } - - /** - * Returns `true` if this matrix is equal with the given one. - * - * @param {Matrix3} matrix - The matrix to test for equality. - * @return {boolean} Whether this matrix is equal with the given one. - */ - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 9; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - /** - * Sets the elements of the matrix from the given array. - * - * @param {Array} array - The matrix elements in column-major order. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Matrix3} A reference to this matrix. - */ - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - /** - * Writes the elements of this matrix to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The matrix elements in column-major order. - */ - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; - - return array; - - } - - /** - * Returns a matrix with copied values from this instance. - * - * @return {Matrix3} A clone of this instance. - */ - clone() { - - return new this.constructor().fromArray( this.elements ); - - } - -} - -const _m3 = /*@__PURE__*/ new Matrix3(); - -const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set( - 0.4123908, 0.3575843, 0.1804808, - 0.2126390, 0.7151687, 0.0721923, - 0.0193308, 0.1191948, 0.9505322 -); - -const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set( - 3.2409699, -1.5373832, -0.4986108, - -0.9692436, 1.8759675, 0.0415551, - 0.0556301, -0.203977, 1.0569715 -); - -function createColorManagement() { - - const ColorManagement = { - - enabled: true, - - workingColorSpace: LinearSRGBColorSpace, - - /** - * Implementations of supported color spaces. - * - * Required: - * - primaries: chromaticity coordinates [ rx ry gx gy bx by ] - * - whitePoint: reference white [ x y ] - * - transfer: transfer function (pre-defined) - * - toXYZ: Matrix3 RGB to XYZ transform - * - fromXYZ: Matrix3 XYZ to RGB transform - * - luminanceCoefficients: RGB luminance coefficients - * - * Optional: - * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' } - * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace } - * - * Reference: - * - https://www.russellcottrell.com/photo/matrixCalculator.htm - */ - spaces: {}, - - convert: function ( color, sourceColorSpace, targetColorSpace ) { - - if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { - - return color; - - } - - if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) { - - color.r = SRGBToLinear( color.r ); - color.g = SRGBToLinear( color.g ); - color.b = SRGBToLinear( color.b ); - - } - - if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) { - - color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ ); - color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ ); - - } - - if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) { - - color.r = LinearToSRGB( color.r ); - color.g = LinearToSRGB( color.g ); - color.b = LinearToSRGB( color.b ); - - } - - return color; - - }, - - workingToColorSpace: function ( color, targetColorSpace ) { - - return this.convert( color, this.workingColorSpace, targetColorSpace ); - - }, - - colorSpaceToWorking: function ( color, sourceColorSpace ) { - - return this.convert( color, sourceColorSpace, this.workingColorSpace ); - - }, - - getPrimaries: function ( colorSpace ) { - - return this.spaces[ colorSpace ].primaries; - - }, - - getTransfer: function ( colorSpace ) { - - if ( colorSpace === NoColorSpace ) return LinearTransfer; - - return this.spaces[ colorSpace ].transfer; - - }, - - getToneMappingMode: function ( colorSpace ) { - - return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard'; - - }, - - getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) { - - return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients ); - - }, - - define: function ( colorSpaces ) { - - Object.assign( this.spaces, colorSpaces ); - - }, - - // Internal APIs - - _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) { - - return targetMatrix - .copy( this.spaces[ sourceColorSpace ].toXYZ ) - .multiply( this.spaces[ targetColorSpace ].fromXYZ ); - - }, - - _getDrawingBufferColorSpace: function ( colorSpace ) { - - return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace; - - }, - - _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) { - - return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace; - - }, - - // Deprecated - - fromWorkingColorSpace: function ( color, targetColorSpace ) { - - warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177 - - return ColorManagement.workingToColorSpace( color, targetColorSpace ); - - }, - - toWorkingColorSpace: function ( color, sourceColorSpace ) { - - warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177 - - return ColorManagement.colorSpaceToWorking( color, sourceColorSpace ); - - }, - - }; - - /****************************************************************************** - * sRGB definitions - */ - - const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ]; - const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ]; - const D65 = [ 0.3127, 0.3290 ]; - - ColorManagement.define( { - - [ LinearSRGBColorSpace ]: { - primaries: REC709_PRIMARIES, - whitePoint: D65, - transfer: LinearTransfer, - toXYZ: LINEAR_REC709_TO_XYZ, - fromXYZ: XYZ_TO_LINEAR_REC709, - luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, - workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace }, - outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } - }, - - [ SRGBColorSpace ]: { - primaries: REC709_PRIMARIES, - whitePoint: D65, - transfer: SRGBTransfer, - toXYZ: LINEAR_REC709_TO_XYZ, - fromXYZ: XYZ_TO_LINEAR_REC709, - luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, - outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } - }, - - } ); - - return ColorManagement; - -} - -const ColorManagement = /*@__PURE__*/ createColorManagement(); - -function SRGBToLinear( c ) { - - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); - -} - -function LinearToSRGB( c ) { - - return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; - -} - -let _canvas; - -/** - * A class containing utility functions for images. - * - * @hideconstructor - */ -class ImageUtils { - - /** - * Returns a data URI containing a representation of the given image. - * - * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object. - * @param {string} [type='image/png'] - Indicates the image format. - * @return {string} The data URI. - */ - static getDataURL( image, type = 'image/png' ) { - - if ( /^data:/i.test( image.src ) ) { - - return image.src; - - } - - if ( typeof HTMLCanvasElement === 'undefined' ) { - - return image.src; - - } - - let canvas; - - if ( image instanceof HTMLCanvasElement ) { - - canvas = image; - - } else { - - if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); - - _canvas.width = image.width; - _canvas.height = image.height; - - const context = _canvas.getContext( '2d' ); - - if ( image instanceof ImageData ) { - - context.putImageData( image, 0, 0 ); - - } else { - - context.drawImage( image, 0, 0, image.width, image.height ); - - } - - canvas = _canvas; - - } - - return canvas.toDataURL( type ); - - } - - /** - * Converts the given sRGB image data to linear color space. - * - * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object. - * @return {HTMLCanvasElement|Object} The converted image. - */ - static sRGBToLinear( image ) { - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { - - const canvas = createElementNS( 'canvas' ); - - canvas.width = image.width; - canvas.height = image.height; - - const context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, image.width, image.height ); - - const imageData = context.getImageData( 0, 0, image.width, image.height ); - const data = imageData.data; - - for ( let i = 0; i < data.length; i ++ ) { - - data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; - - } - - context.putImageData( imageData, 0, 0 ); - - return canvas; - - } else if ( image.data ) { - - const data = image.data.slice( 0 ); - - for ( let i = 0; i < data.length; i ++ ) { - - if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { - - data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); - - } else { - - // assuming float - - data[ i ] = SRGBToLinear( data[ i ] ); - - } - - } - - return { - data: data, - width: image.width, - height: image.height - }; - - } else { - - warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); - return image; - - } - - } - -} - -let _sourceId = 0; - -/** - * Represents the data source of a texture. - * - * The main purpose of this class is to decouple the data definition from the texture - * definition so the same data can be used with multiple texture instances. - */ -class TextureSource { - - /** - * Constructs a new texture source. - * - * @param {any} [data=null] - The data definition of a texture. - */ - constructor( data = null ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isTextureSource = true; - - /** - * The ID of the source. - * - * @name TextureSource#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _sourceId ++ } ); - - /** - * The UUID of the source. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - /** - * The data definition of a texture. - * - * @type {any} - */ - this.data = data; - - /** - * This property is only relevant when {@link TextureSource#needsUpdate} is set to `true` and - * provides more control on how texture data should be processed. When `dataReady` is set - * to `false`, the engine performs the memory allocation (if necessary) but does not transfer - * the data into the GPU memory. - * - * @type {boolean} - * @default true - */ - this.dataReady = true; - - /** - * This starts at `0` and counts how many times {@link TextureSource#needsUpdate} is set to `true`. - * - * @type {number} - * @readonly - * @default 0 - */ - this.version = 0; - - } - - /** - * Returns the dimensions of the source into the given target vector. - * - * @param {(Vector2|Vector3)} target - The target object the result is written into. - * @return {(Vector2|Vector3)} The dimensions of the source. - */ - getSize( target ) { - - const data = this.data; - - if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) { - - target.set( data.videoWidth, data.videoHeight, 0 ); - - } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) { - - target.set( data.displayWidth, data.displayHeight, 0 ); - - } else if ( data !== null ) { - - target.set( data.width, data.height, data.depth || 0 ); - - } else { - - target.set( 0, 0, 0 ); - - } - - return target; - - } - - /** - * When the property is set to `true`, the engine allocates the memory - * for the texture (if necessary) and triggers the actual texture upload - * to the GPU next time the source is used. - * - * @type {boolean} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - /** - * Serializes the source into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized source. - * @see {@link ObjectLoader#parse} - */ - toJSON( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { - - return meta.images[ this.uuid ]; - - } - - const output = { - uuid: this.uuid, - url: '' - }; - - const data = this.data; - - if ( data !== null ) { - - let url; - - if ( Array.isArray( data ) ) { - - // cube texture - - url = []; - - for ( let i = 0, l = data.length; i < l; i ++ ) { - - if ( data[ i ].isDataTexture ) { - - url.push( serializeImage( data[ i ].image ) ); - - } else { - - url.push( serializeImage( data[ i ] ) ); - - } - - } - - } else { - - // texture - - url = serializeImage( data ); - - } - - output.url = url; - - } - - if ( ! isRootObject ) { - - meta.images[ this.uuid ] = output; - - } - - return output; - - } - -} - -function serializeImage( image ) { - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { - - // default images - - return ImageUtils.getDataURL( image ); - - } else { - - if ( image.data ) { - - // images of DataTexture - - return { - data: Array.from( image.data ), - width: image.width, - height: image.height, - type: image.data.constructor.name - }; - - } else { - - warn( 'Texture: Unable to serialize Texture.' ); - return {}; - - } - - } - -} - -/** - * @deprecated since r186. Use {@link TextureSource} instead. `Source` has been renamed to `TextureSource`. - */ -class Source extends TextureSource { - - /** - * Constructs a new texture source. - * - * @param {any} [data=null] - The data definition of a texture. - * @deprecated since r186. Use {@link TextureSource} instead. - */ - constructor( data = null ) { - - warnOnce( 'Source: "Source" has been renamed to "TextureSource". Please update your code to use "THREE.TextureSource" instead.' ); // @deprecated, r186 - - super( data ); - - /** - * This flag can be used for type testing. - * - * @deprecated since r186. Use {@link TextureSource#isTextureSource} instead. - * @type {boolean} - * @readonly - * @default true - */ - this.isSource = true; - - } - -} - -let _textureId = 0; - -const _tempVec3 = /*@__PURE__*/ new Vector3(); - -/** - * Base class for all textures. - * - * Note: After the initial use of a texture, its dimensions, format, and type - * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. - * - * @augments EventDispatcher - */ -class Texture extends EventDispatcher { - - /** - * Constructs a new texture. - * - * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {string} [colorSpace=NoColorSpace] - The color space. - */ - constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isTexture = true; - - /** - * The ID of the texture. - * - * @name Texture#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _textureId ++ } ); - - /** - * The UUID of the texture. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - /** - * The name of the texture. - * - * @type {string} - */ - this.name = ''; - - /** - * The data definition of a texture. A reference to the data source can be - * shared across textures. This is often useful in context of spritesheets - * where multiple textures render the same data but with different texture - * transformations. - * - * @type {TextureSource} - */ - this.source = new TextureSource( image ); - - /** - * An array holding user-defined mipmaps. - * - * @type {Array} - */ - this.mipmaps = []; - - /** - * How the texture is applied to the object. The value `UVMapping` - * is the default, where texture or uv coordinates are used to apply the map. - * - * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)} - * @default UVMapping - */ - this.mapping = mapping; - - /** - * Lets you select the uv attribute to map the texture to. `0` for `uv`, - * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`. - * - * @type {number} - * @default 0 - */ - this.channel = 0; - - /** - * This defines how the texture is wrapped horizontally and corresponds to - * *U* in UV mapping. - * - * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} - * @default ClampToEdgeWrapping - */ - this.wrapS = wrapS; - - /** - * This defines how the texture is wrapped horizontally and corresponds to - * *V* in UV mapping. - * - * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} - * @default ClampToEdgeWrapping - */ - this.wrapT = wrapT; - - /** - * How the texture is sampled when a texel covers more than one pixel. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default LinearFilter - */ - this.magFilter = magFilter; - - /** - * How the texture is sampled when a texel covers less than one pixel. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default LinearMipmapLinearFilter - */ - this.minFilter = minFilter; - - /** - * The number of samples taken along the axis through the pixel that has the - * highest density of texels. By default, this value is `1`. A higher value - * gives a less blurry result than a basic mipmap, at the cost of more - * texture samples being used. - * - * @type {number} - * @default Texture.DEFAULT_ANISOTROPY - */ - this.anisotropy = anisotropy; - - /** - * The format of the texture. - * - * @type {number} - * @default RGBAFormat - */ - this.format = format; - - /** - * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and - * defines how the texture data is going to be stored on the GPU. - * - * This property allows to overwrite the default format. - * - * @type {?string} - * @default null - */ - this.internalFormat = null; - - /** - * The data type of the texture. - * - * @type {number} - * @default UnsignedByteType - */ - this.type = type; - - /** - * How much a single repetition of the texture is offset from the beginning, - * in each direction U and V. Typical range is `0.0` to `1.0`. - * - * @type {Vector2} - * @default (0,0) - */ - this.offset = new Vector2( 0, 0 ); - - /** - * How many times the texture is repeated across the surface, in each - * direction U and V. If repeat is set greater than `1` in either direction, - * the corresponding wrap parameter should also be set to `RepeatWrapping` - * or `MirroredRepeatWrapping` to achieve the desired tiling effect. - * - * @type {Vector2} - * @default (1,1) - */ - this.repeat = new Vector2( 1, 1 ); - - /** - * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds - * to the center of the texture. Default is `(0, 0)`, the lower left. - * - * @type {Vector2} - * @default (0,0) - */ - this.center = new Vector2( 0, 0 ); - - /** - * How much the texture is rotated around the center point, in radians. - * Positive values are counter-clockwise. - * - * @type {number} - * @default 0 - */ - this.rotation = 0; - - /** - * Whether to update the texture's uv-transformation {@link Texture#matrix} - * from the properties {@link Texture#offset}, {@link Texture#repeat}, - * {@link Texture#rotation}, and {@link Texture#center}. - * - * Set this to `false` if you are specifying the uv-transform matrix directly. - * - * @type {boolean} - * @default true - */ - this.matrixAutoUpdate = true; - - /** - * The uv-transformation matrix of the texture. - * - * @type {Matrix3} - */ - this.matrix = new Matrix3(); - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Set this to `false` if you are creating mipmaps manually. - * - * @type {boolean} - * @default true - */ - this.generateMipmaps = true; - - /** - * If set to `true`, the alpha channel, if present, is multiplied into the - * color channels when the texture is uploaded to the GPU. - * - * Note that this property has no effect when using `ImageBitmap`. You need to - * configure premultiply alpha on bitmap creation instead. - * - * @type {boolean} - * @default false - */ - this.premultiplyAlpha = false; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Note that this property has no effect when using `ImageBitmap`. You need to - * configure the flip on bitmap creation instead. - * - * @type {boolean} - * @default true - */ - this.flipY = true; - - /** - * Specifies the alignment requirements for the start of each pixel row in memory. - * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes), - * `4` (word-alignment), and `8` (rows start on double-word boundaries). - * - * @type {number} - * @default 4 - */ - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - /** - * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`. - * - * @type {string} - * @default NoColorSpace - */ - this.colorSpace = colorSpace; - - /** - * An object that can be used to store custom data about the texture. It - * should not hold references to functions as these will not be cloned. - * - * @type {Object} - */ - this.userData = {}; - - /** - * This can be used to only update a subregion or specific rows of the texture (for example, just the - * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array. - * - * @type {Array} - */ - this.updateRanges = []; - - /** - * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`. - * - * @type {number} - * @readonly - * @default 0 - */ - this.version = 0; - - /** - * A callback function, called when the texture is updated (e.g., when - * {@link Texture#needsUpdate} has been set to true and then the texture is used). - * - * @type {?Function} - * @default null - */ - this.onUpdate = null; - - /** - * An optional back reference to the textures render target. - * - * @type {?(RenderTarget|WebGLRenderTarget)} - * @default null - */ - this.renderTarget = null; - - /** - * Indicates whether a texture belongs to a render target or not. - * - * @type {boolean} - * @readonly - * @default false - */ - this.isRenderTargetTexture = false; - - /** - * Indicates if a texture should be handled like a texture array. - * - * @type {boolean} - * @readonly - * @default false - */ - this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false; - - /** - * Indicates whether this texture should be processed by `PMREMGenerator` or not - * (only relevant for render target textures). - * - * @type {number} - * @readonly - * @default 0 - */ - this.pmremVersion = 0; - - /** - * Whether the texture should use one of the 16 bit integer formats which are normalized - * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled. - * - * @type {boolean} - * @default false - */ - this.normalized = false; - - } - - /** - * The width of the texture in pixels. - */ - get width() { - - return this.source.getSize( _tempVec3 ).x; - - } - - /** - * The height of the texture in pixels. - */ - get height() { - - return this.source.getSize( _tempVec3 ).y; - - } - - /** - * The depth of the texture in pixels. - */ - get depth() { - - return this.source.getSize( _tempVec3 ).z; - - } - - /** - * The image object holding the texture data. - * - * @type {?Object} - */ - get image() { - - return this.source.data; - - } - - set image( value ) { - - this.source.data = value; - - } - - /** - * Updates the texture transformation matrix from the properties {@link Texture#offset}, - * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}. - */ - updateMatrix() { - - this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); - - } - - /** - * Adds a range of data in the data texture to be updated on the GPU. - * - * @param {number} start - Position at which to start update. - * @param {number} count - The number of components to update. - */ - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - /** - * Clears the update ranges. - */ - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - /** - * Returns a new texture with copied values from this instance. - * - * @return {Texture} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given texture to this instance. - * - * @param {Texture} source - The texture to copy. - * @return {Texture} A reference to this instance. - */ - copy( source ) { - - this.name = source.name; - - this.source = source.source; - this.mipmaps = source.mipmaps.slice( 0 ); - - this.mapping = source.mapping; - this.channel = source.channel; - - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - - this.anisotropy = source.anisotropy; - - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; - this.normalized = source.normalized; - - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - this.center.copy( source.center ); - this.rotation = source.rotation; - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrix.copy( source.matrix ); - - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.colorSpace = source.colorSpace; - - this.renderTarget = source.renderTarget; - this.isRenderTargetTexture = source.isRenderTargetTexture; - this.isArrayTexture = source.isArrayTexture; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - this.needsUpdate = true; - - return this; - - } - - /** - * Sets this texture's properties based on `values`. - * @param {Object} values - A container with texture parameters. - */ - setValues( values ) { - - for ( const key in values ) { - - const newValue = values[ key ]; - - if ( newValue === undefined ) { - - warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` ); - continue; - - } - - const currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - warn( `Texture.setValues(): property '${ key }' does not exist.` ); - continue; - - } - - if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) { - - currentValue.copy( newValue ); - - } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) { - - currentValue.copy( newValue ); - - } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - - /** - * Serializes the texture into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized texture. - * @see {@link ObjectLoader#parse} - */ - toJSON( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { - - return meta.textures[ this.uuid ]; - - } - - const output = { - - metadata: { - version: 4.7, - type: 'Texture', - generator: 'Texture.toJSON' - }, - - uuid: this.uuid, - name: this.name, - - image: this.source.toJSON( meta ).uuid, - - mapping: this.mapping, - channel: this.channel, - - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - center: [ this.center.x, this.center.y ], - rotation: this.rotation, - - wrap: [ this.wrapS, this.wrapT ], - - format: this.format, - internalFormat: this.internalFormat, - type: this.type, - normalized: this.normalized, - colorSpace: this.colorSpace, - - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy, - - flipY: this.flipY, - - generateMipmaps: this.generateMipmaps, - premultiplyAlpha: this.premultiplyAlpha, - unpackAlignment: this.unpackAlignment - - }; - - if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; - - if ( ! isRootObject ) { - - meta.textures[ this.uuid ] = output; - - } - - return output; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * @fires Texture#dispose - */ - dispose() { - - /** - * Fires when the texture has been disposed of. - * - * @event Texture#dispose - * @type {Object} - */ - this.dispatchEvent( { type: 'dispose' } ); - - } - - /** - * Transforms the given uv vector with the textures uv transformation matrix. - * - * @param {Vector2} uv - The uv vector. - * @return {Vector2} The transformed uv vector. - */ - transformUv( uv ) { - - if ( this.mapping !== UVMapping ) return uv; - - uv.applyMatrix3( this.matrix ); - - if ( uv.x < 0 || uv.x > 1 ) { - - switch ( this.wrapS ) { - - case RepeatWrapping: - - uv.x = uv.x - Math.floor( uv.x ); - break; - - case ClampToEdgeWrapping: - - uv.x = uv.x < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - - uv.x = Math.ceil( uv.x ) - uv.x; - - } else { - - uv.x = uv.x - Math.floor( uv.x ); - - } - - break; - - } - - } - - if ( uv.y < 0 || uv.y > 1 ) { - - switch ( this.wrapT ) { - - case RepeatWrapping: - - uv.y = uv.y - Math.floor( uv.y ); - break; - - case ClampToEdgeWrapping: - - uv.y = uv.y < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - - uv.y = Math.ceil( uv.y ) - uv.y; - - } else { - - uv.y = uv.y - Math.floor( uv.y ); - - } - - break; - - } - - } - - if ( this.flipY ) { - - uv.y = 1 - uv.y; - - } - - return uv; - - } - - /** - * Setting this property to `true` indicates the engine the texture - * must be updated in the next render. This triggers a texture upload - * to the GPU and ensures correct texture parameter configuration. - * - * @type {boolean} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) { - - this.version ++; - this.source.needsUpdate = true; - - } - - } - - /** - * Setting this property to `true` indicates the engine the PMREM - * must be regenerated. - * - * @type {boolean} - * @default false - * @param {boolean} value - */ - set needsPMREMUpdate( value ) { - - if ( value === true ) { - - this.pmremVersion ++; - - } - - } - -} - -/** - * The default image for all textures. - * - * @static - * @type {?Image} - * @default null - */ -Texture.DEFAULT_IMAGE = null; - -/** - * The default mapping for all textures. - * - * @static - * @type {number} - * @default UVMapping - */ -Texture.DEFAULT_MAPPING = UVMapping; - -/** - * The default anisotropy value for all textures. - * - * @static - * @type {number} - * @default 1 - */ -Texture.DEFAULT_ANISOTROPY = 1; - -/** - * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers - * (labeled x, y, z and w), which can be used to represent a number of things, such as: - * - * - A point in 4D space. - * - A direction and length in 4D space. In three.js the length will - * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` - * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`. - * - Any arbitrary ordered quadruplet of numbers. - * - * There are other things a 4D vector can be used to represent, however these - * are the most common uses in *three.js*. - * - * Iterating through a vector instance will yield its components `(x, y, z, w)` in - * the corresponding order. - * ```js - * const a = new THREE.Vector4( 0, 1, 0, 0 ); - * - * //no arguments; will be initialised to (0, 0, 0, 1) - * const b = new THREE.Vector4( ); - * - * const d = a.dot( b ); - * ``` - */ -class Vector4 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Vector4.prototype.isVector4 = true; - - } - - /** - * Constructs a new 4D vector. - * - * @param {number} [x=0] - The x value of this vector. - * @param {number} [y=0] - The y value of this vector. - * @param {number} [z=0] - The z value of this vector. - * @param {number} [w=1] - The w value of this vector. - */ - constructor( x = 0, y = 0, z = 0, w = 1 ) { - - /** - * The x value of this vector. - * - * @type {number} - */ - this.x = x; - - /** - * The y value of this vector. - * - * @type {number} - */ - this.y = y; - - /** - * The z value of this vector. - * - * @type {number} - */ - this.z = z; - - /** - * The w value of this vector. - * - * @type {number} - */ - this.w = w; - - } - - /** - * Alias for {@link Vector4#z}. - * - * @type {number} - */ - get width() { - - return this.z; - - } - - set width( value ) { - - this.z = value; - - } - - /** - * Alias for {@link Vector4#w}. - * - * @type {number} - */ - get height() { - - return this.w; - - } - - set height( value ) { - - this.w = value; - - } - - /** - * Sets the vector components. - * - * @param {number} x - The value of the x component. - * @param {number} y - The value of the y component. - * @param {number} z - The value of the z component. - * @param {number} w - The value of the w component. - * @return {Vector4} A reference to this vector. - */ - set( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - } - - /** - * Sets the vector components to the same value. - * - * @param {number} scalar - The value to set for all vector components. - * @return {Vector4} A reference to this vector. - */ - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - - return this; - - } - - /** - * Sets the vector's x component to the given value - * - * @param {number} x - The value to set. - * @return {Vector4} A reference to this vector. - */ - setX( x ) { - - this.x = x; - - return this; - - } - - /** - * Sets the vector's y component to the given value - * - * @param {number} y - The value to set. - * @return {Vector4} A reference to this vector. - */ - setY( y ) { - - this.y = y; - - return this; - - } - - /** - * Sets the vector's z component to the given value - * - * @param {number} z - The value to set. - * @return {Vector4} A reference to this vector. - */ - setZ( z ) { - - this.z = z; - - return this; - - } - - /** - * Sets the vector's w component to the given value - * - * @param {number} w - The value to set. - * @return {Vector4} A reference to this vector. - */ - setW( w ) { - - this.w = w; - - return this; - - } - - /** - * Allows to set a vector component with an index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y, - * `2` equals to z, `3` equals to w. - * @param {number} value - The value to set. - * @return {Vector4} A reference to this vector. - */ - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - case 3: this.w = value; break; - default: throw new Error( 'THREE.Vector4: index is out of range: ' + index ); - - } - - return this; - - } - - /** - * Returns the value of the vector component which matches the given index. - * - * @param {number} index - The component index. `0` equals to x, `1` equals to y, - * `2` equals to z, `3` equals to w. - * @return {number} A vector component value. - */ - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - case 3: return this.w; - default: throw new Error( 'THREE.Vector4: index is out of range: ' + index ); - - } - - } - - /** - * Returns a new vector with copied values from this instance. - * - * @return {Vector4} A clone of this instance. - */ - clone() { - - return new this.constructor( this.x, this.y, this.z, this.w ); - - } - - /** - * Copies the values of the given vector to this instance. - * - * @param {Vector3|Vector4} v - The vector to copy. - * @return {Vector4} A reference to this vector. - */ - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; - - return this; - - } - - /** - * Adds the given vector to this instance. - * - * @param {Vector4} v - The vector to add. - * @return {Vector4} A reference to this vector. - */ - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - } - - /** - * Adds the given scalar value to all components of this instance. - * - * @param {number} s - The scalar to add. - * @return {Vector4} A reference to this vector. - */ - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - this.w += s; - - return this; - - } - - /** - * Adds the given vectors and stores the result in this instance. - * - * @param {Vector4} a - The first vector. - * @param {Vector4} b - The second vector. - * @return {Vector4} A reference to this vector. - */ - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - } - - /** - * Adds the given vector scaled by the given factor to this instance. - * - * @param {Vector4} v - The vector. - * @param {number} s - The factor that scales `v`. - * @return {Vector4} A reference to this vector. - */ - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - - return this; - - } - - /** - * Subtracts the given vector from this instance. - * - * @param {Vector4} v - The vector to subtract. - * @return {Vector4} A reference to this vector. - */ - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - } - - /** - * Subtracts the given scalar value from all components of this instance. - * - * @param {number} s - The scalar to subtract. - * @return {Vector4} A reference to this vector. - */ - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - - return this; - - } - - /** - * Subtracts the given vectors and stores the result in this instance. - * - * @param {Vector4} a - The first vector. - * @param {Vector4} b - The second vector. - * @return {Vector4} A reference to this vector. - */ - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - - return this; - - } - - /** - * Multiplies the given vector with this instance. - * - * @param {Vector4} v - The vector to multiply. - * @return {Vector4} A reference to this vector. - */ - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - this.w *= v.w; - - return this; - - } - - /** - * Multiplies the given scalar value with all components of this instance. - * - * @param {number} scalar - The scalar to multiply. - * @return {Vector4} A reference to this vector. - */ - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - - return this; - - } - - /** - * Multiplies this vector with the given 4x4 matrix. - * - * @param {Matrix4} m - The 4x4 matrix. - * @return {Vector4} A reference to this vector. - */ - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; - - return this; - - } - - /** - * Divides this instance by the given vector. - * - * @param {Vector4} v - The vector to divide. - * @return {Vector4} A reference to this vector. - */ - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - this.w /= v.w; - - return this; - - } - - /** - * Divides this vector by the given scalar. - * - * @param {number} scalar - The scalar to divide. - * @return {Vector4} A reference to this vector. - */ - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - /** - * Sets the x, y and z components of this - * vector to the quaternion's axis and w to the angle. - * - * @param {Quaternion} q - The Quaternion to set. - * @return {Vector4} A reference to this vector. - */ - setAxisAngleFromQuaternion( q ) { - - // q is assumed to be normalized - - this.w = 2 * Math.acos( q.w ); - - const s = Math.sqrt( 1 - q.w * q.w ); - - if ( s < 0.0001 ) { - - this.x = 1; - this.y = 0; - this.z = 0; - - } else { - - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - - } - - return this; - - } - - /** - * Sets the x, y and z components of this - * vector to the axis of rotation and w to the angle. - * - * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix. - * @return {Vector4} A reference to this vector. - */ - setAxisAngleFromRotationMatrix( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result - const epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { - - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && - ( Math.abs( m13 + m31 ) < epsilon2 ) && - ( Math.abs( m23 + m32 ) < epsilon2 ) && - ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis - - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; - - const xx = ( m11 + 1 ) / 2; - const yy = ( m22 + 1 ) / 2; - const zz = ( m33 + 1 ) / 2; - const xy = ( m12 + m21 ) / 4; - const xz = ( m13 + m31 ) / 4; - const yz = ( m23 + m32 ) / 4; - - if ( ( xx > yy ) && ( xx > zz ) ) { - - // m11 is the largest diagonal term - - if ( xx < epsilon ) { - - x = 0; - y = 0.707106781; - z = 0.707106781; - - } else { - - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; - - } - - } else if ( yy > zz ) { - - // m22 is the largest diagonal term - - if ( yy < epsilon ) { - - x = 0.707106781; - y = 0; - z = 0.707106781; - - } else { - - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; - - } - - } else { - - // m33 is the largest diagonal term so base result on this - - if ( zz < epsilon ) { - - x = 0.707106781; - y = 0.707106781; - z = 0; - - } else { - - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; - - } - - } - - this.set( x, y, z, angle ); - - return this; // return 180 deg rotation - - } - - // as we have reached here there are no singularities so we can handle normally - - let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - - if ( Math.abs( s ) < 0.001 ) s = 1; - - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); - - return this; - - } - - /** - * Sets the vector components to the position elements of the - * given transformation matrix. - * - * @param {Matrix4} m - The 4x4 matrix. - * @return {Vector4} A reference to this vector. - */ - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - this.w = e[ 15 ]; - - return this; - - } - - /** - * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w - * value, replace that value with the corresponding min value. - * - * @param {Vector4} v - The vector. - * @return {Vector4} A reference to this vector. - */ - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); - - return this; - - } - - /** - * If this vector's x, y, z or w value is less than the given vector's x, y, z or w - * value, replace that value with the corresponding max value. - * - * @param {Vector4} v - The vector. - * @return {Vector4} A reference to this vector. - */ - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( this.w, v.w ); - - return this; - - } - - /** - * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w - * value, it is replaced by the corresponding value. - * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, - * it is replaced by the corresponding value. - * - * @param {Vector4} min - The minimum x, y and z values. - * @param {Vector4} max - The maximum x, y and z values in the desired range. - * @return {Vector4} A reference to this vector. - */ - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = clamp( this.x, min.x, max.x ); - this.y = clamp( this.y, min.y, max.y ); - this.z = clamp( this.z, min.z, max.z ); - this.w = clamp( this.w, min.w, max.w ); - - return this; - - } - - /** - * If this vector's x, y, z or w values are greater than the max value, they are - * replaced by the max value. - * If this vector's x, y, z or w values are less than the min value, they are - * replaced by the min value. - * - * @param {number} minVal - The minimum value the components will be clamped to. - * @param {number} maxVal - The maximum value the components will be clamped to. - * @return {Vector4} A reference to this vector. - */ - clampScalar( minVal, maxVal ) { - - this.x = clamp( this.x, minVal, maxVal ); - this.y = clamp( this.y, minVal, maxVal ); - this.z = clamp( this.z, minVal, maxVal ); - this.w = clamp( this.w, minVal, maxVal ); - - return this; - - } - - /** - * If this vector's length is greater than the max value, it is replaced by - * the max value. - * If this vector's length is less than the min value, it is replaced by the - * min value. - * - * @param {number} min - The minimum value the vector length will be clamped to. - * @param {number} max - The maximum value the vector length will be clamped to. - * @return {Vector4} A reference to this vector. - */ - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); - - } - - /** - * The components of this vector are rounded down to the nearest integer value. - * - * @return {Vector4} A reference to this vector. - */ - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); - - return this; - - } - - /** - * The components of this vector are rounded up to the nearest integer value. - * - * @return {Vector4} A reference to this vector. - */ - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); - - return this; - - } - - /** - * The components of this vector are rounded to the nearest integer value - * - * @return {Vector4} A reference to this vector. - */ - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); - - return this; - - } - - /** - * The components of this vector are rounded towards zero (up if negative, - * down if positive) to an integer value. - * - * @return {Vector4} A reference to this vector. - */ - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - this.w = Math.trunc( this.w ); - - return this; - - } - - /** - * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w. - * - * @return {Vector4} A reference to this vector. - */ - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; - - return this; - - } - - /** - * Calculates the dot product of the given vector with this instance. - * - * @param {Vector4} v - The vector to compute the dot product with. - * @return {number} The result of the dot product. - */ - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - - } - - /** - * Computes the square of the Euclidean length (straight-line length) from - * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should - * compare the length squared instead as it is slightly more efficient to calculate. - * - * @return {number} The square length of this vector. - */ - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - - } - - /** - * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). - * - * @return {number} The length of this vector. - */ - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - } - - /** - * Computes the Manhattan length of this vector. - * - * @return {number} The length of this vector. - */ - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - - } - - /** - * Converts this vector to a unit vector - that is, sets it equal to a vector - * with the same direction as this one, but with a vector length of `1`. - * - * @return {Vector4} A reference to this vector. - */ - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - /** - * Sets this vector to a vector with the same direction as this one, but - * with the specified length. - * - * @param {number} length - The new length of this vector. - * @return {Vector4} A reference to this vector. - */ - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - /** - * Linearly interpolates between the given vector and this instance, where - * alpha is the percent distance along the line - alpha = 0 will be this - * vector, and alpha = 1 will be the given one. - * - * @param {Vector4} v - The vector to interpolate towards. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector4} A reference to this vector. - */ - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; - - return this; - - } - - /** - * Linearly interpolates between the given vectors, where alpha is the percent - * distance along the line - alpha = 0 will be first vector, and alpha = 1 will - * be the second one. The result is stored in this instance. - * - * @param {Vector4} v1 - The first vector. - * @param {Vector4} v2 - The second vector. - * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. - * @return {Vector4} A reference to this vector. - */ - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - this.w = v1.w + ( v2.w - v1.w ) * alpha; - - return this; - - } - - /** - * Returns `true` if this vector is equal with the given one. - * - * @param {Vector4} v - The vector to test for equality. - * @return {boolean} Whether this vector is equal with the given one. - */ - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - - } - - /** - * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`, - * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`. - * - * @param {Array} array - An array holding the vector component values. - * @param {number} [offset=0] - The offset into the array. - * @return {Vector4} A reference to this vector. - */ - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; - - return this; - - } - - /** - * Writes the components of this vector to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the vector components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The vector components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; - - return array; - - } - - /** - * Sets the components of this vector from the given buffer attribute. - * - * @param {BufferAttribute} attribute - The buffer attribute holding vector data. - * @param {number} index - The index into the attribute. - * @return {Vector4} A reference to this vector. - */ - fromBufferAttribute( attribute, index ) { - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); - - return this; - - } - - /** - * Sets each component of this vector to a pseudo-random value between `0` and - * `1`, excluding `1`. - * - * @return {Vector4} A reference to this vector. - */ - random() { - - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - this.w = Math.random(); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - yield this.z; - yield this.w; - - } - -} - -/** - * A render target is a buffer where the video card draws pixels for a scene - * that is being rendered in the background. It is used in different effects, - * such as applying postprocessing to a rendered image before displaying it - * on the screen. - * - * @augments EventDispatcher - */ -class RenderTarget extends EventDispatcher { - - /** - * Render target options. - * - * @typedef {Object} RenderTarget~Options - * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not. - * @property {number} [magFilter=LinearFilter] - The mag filter. - * @property {number} [minFilter=LinearFilter] - The min filter. - * @property {number} [format=RGBAFormat] - The texture format. - * @property {number} [type=UnsignedByteType] - The texture type. - * @property {?string} [internalFormat=null] - The texture's internal format. - * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode. - * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode. - * @property {number} [anisotropy=1] - The texture's anisotropy value. - * @property {string} [colorSpace=NoColorSpace] - The texture's color space. - * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not. - * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not. - * @property {boolean} [resolveColorBuffer=true] - Whether to resolve the color buffer or not. Only relevant for multisampled render targets. - * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not. Only relevant for multisampled render targets. - * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not. Only relevant for multisampled render targets. - * @property {boolean} [storeMultisampledColorBuffer=true] - Whether to store the multisampled color buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. - * @property {boolean} [storeMultisampledDepthBuffer=true] - Whether to store the multisampled depth buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. - * @property {boolean} [storeMultisampledStencilBuffer=true] - Whether to store the multisampled stencil buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass. - * @property {?Texture} [depthTexture=null] - Reference to a depth texture. - * @property {number} [samples=0] - The MSAA samples count. - * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`. - * @property {number} [depth=1] - The texture depth. - * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering (WebGL OVR_multiview2 extension). - * @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension. - */ - - /** - * Constructs a new render target. - * - * @param {number} [width=1] - The width of the render target. - * @param {number} [height=1] - The height of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( width = 1, height = 1, options = {} ) { - - super(); - - options = Object.assign( { - generateMipmaps: false, - internalFormat: null, - minFilter: LinearFilter, - depthBuffer: true, - stencilBuffer: false, - resolveColorBuffer: true, - resolveDepthBuffer: true, - resolveStencilBuffer: true, - storeMultisampledColorBuffer: true, - storeMultisampledDepthBuffer: true, - storeMultisampledStencilBuffer: true, - depthTexture: null, - samples: 0, - count: 1, - depth: 1, - multiview: false, - useArrayDepthTexture: false - }, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isRenderTarget = true; - - /** - * The width of the render target. - * - * @type {number} - * @default 1 - */ - this.width = width; - - /** - * The height of the render target. - * - * @type {number} - * @default 1 - */ - this.height = height; - - /** - * The depth of the render target. - * - * @type {number} - * @default 1 - */ - this.depth = options.depth; - - /** - * A rectangular area inside the render target's viewport. Fragments that are - * outside the area will be discarded. - * - * @type {Vector4} - * @default (0,0,width,height) - */ - this.scissor = new Vector4( 0, 0, width, height ); - - /** - * Indicates whether the scissor test should be enabled when rendering into - * this render target or not. - * - * @type {boolean} - * @default false - */ - this.scissorTest = false; - - /** - * A rectangular area representing the render target's viewport. - * - * @type {Vector4} - * @default (0,0,width,height) - */ - this.viewport = new Vector4( 0, 0, width, height ); - - /** - * An array of textures. Each color attachment is represented as a separate texture. - * Has at least a single entry for the default color attachment. - * - * @type {Array} - */ - this.textures = []; - - const image = { width: width, height: height, depth: options.depth }; - const texture = new Texture( image ); - - const count = options.count; - for ( let i = 0; i < count; i ++ ) { - - this.textures[ i ] = texture.clone(); - this.textures[ i ].isRenderTargetTexture = true; - this.textures[ i ].renderTarget = this; - - } - - this._setTextureOptions( options ); - - /** - * Whether to allocate a depth buffer or not. - * - * @type {boolean} - * @default true - */ - this.depthBuffer = options.depthBuffer; - - /** - * Whether to allocate a stencil buffer or not. - * - * @type {boolean} - * @default false - */ - this.stencilBuffer = options.stencilBuffer; - - /** - * Whether to resolve the color buffer or not. When set to `false`, the color - * attachments do not receive the resolved (single-sampled) output of a render - * pass and the render target's textures are left untouched. The rendered - * content is then only accessible within the render pass itself. - * - * Only relevant for multisampled render targets. - * - * @type {boolean} - * @default true - */ - this.resolveColorBuffer = options.resolveColorBuffer; - - /** - * Whether to resolve the depth buffer or not. When set to `false`, the depth - * texture does not receive the resolved depth output of a render pass which - * saves memory bandwidth. Use this setting when the depth data of a render - * pass are not required afterwards. - * - * Only relevant for multisampled render targets in WebGL. WebGPU does not - * support depth resolves; sampling the depth texture of a multisampled render - * target accesses the multisampled data directly, see - * {@link RenderTarget#storeMultisampledDepthBuffer}. - * - * @type {boolean} - * @default true - */ - this.resolveDepthBuffer = options.resolveDepthBuffer; - - /** - * Whether to resolve the stencil buffer or not. Analogous to - * {@link RenderTarget#resolveDepthBuffer} but for the stencil aspect. - * - * @type {boolean} - * @default true - */ - this.resolveStencilBuffer = options.resolveStencilBuffer; - - /** - * Whether to store the multisampled color buffer or not. When set to `false`, - * the multisampled data are discarded at the end of a render pass, right after - * they have been resolved. This saves memory bandwidth, especially on tile-based - * GPUs, and is the recommended setting for render targets that are fully redrawn - * each frame and whose output is only accessed via the resolved textures (e.g. - * scene passes in post-processing chains). - * - * Must be kept `true` when the multisampled data are needed after the render - * pass ends, e.g. when rendering into the target without clearing or when the - * scene contains transmissive objects which require a mid-pass framebuffer copy. - * - * @type {boolean} - * @default true - */ - this.storeMultisampledColorBuffer = options.storeMultisampledColorBuffer; - - /** - * Whether to store the multisampled depth buffer or not. When set to `false`, - * the multisampled depth data are discarded at the end of a render pass which - * saves memory bandwidth. - * - * Must be kept `true` in WebGPU when the depth texture of a multisampled render - * target is sampled (e.g. by depth-based post-processing effects) since depth - * is read directly from the multisampled data. - * - * @type {boolean} - * @default true - */ - this.storeMultisampledDepthBuffer = options.storeMultisampledDepthBuffer; - - /** - * Whether to store the multisampled stencil buffer or not. Analogous to - * {@link RenderTarget#storeMultisampledDepthBuffer} but for the stencil aspect. - * - * @type {boolean} - * @default true - */ - this.storeMultisampledStencilBuffer = options.storeMultisampledStencilBuffer; - - this._depthTexture = null; - this.depthTexture = options.depthTexture; - - /** - * The number of MSAA samples. - * - * A value of `0` disables MSAA. - * - * @type {number} - * @default 0 - */ - this.samples = options.samples; - - /** - * Whether to this target is used in multiview rendering. - * - * @type {boolean} - * @default false - */ - this.multiview = options.multiview; - - /** - * Whether to create the depth texture as an array texture for per-layer depth testing. - * This is separate from multiview so layered render targets can use array depth without - * the multiview extension. - * - * @type {boolean} - * @default false - */ - this.useArrayDepthTexture = options.useArrayDepthTexture; - - } - - _setTextureOptions( options = {} ) { - - const values = { - minFilter: LinearFilter, - generateMipmaps: false, - flipY: false, - internalFormat: null - }; - - if ( options.mapping !== undefined ) values.mapping = options.mapping; - if ( options.wrapS !== undefined ) values.wrapS = options.wrapS; - if ( options.wrapT !== undefined ) values.wrapT = options.wrapT; - if ( options.wrapR !== undefined ) values.wrapR = options.wrapR; - if ( options.magFilter !== undefined ) values.magFilter = options.magFilter; - if ( options.minFilter !== undefined ) values.minFilter = options.minFilter; - if ( options.format !== undefined ) values.format = options.format; - if ( options.type !== undefined ) values.type = options.type; - if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy; - if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace; - if ( options.flipY !== undefined ) values.flipY = options.flipY; - if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps; - if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat; - - for ( let i = 0; i < this.textures.length; i ++ ) { - - const texture = this.textures[ i ]; - texture.setValues( values ); - - } - - } - - /** - * The texture representing the default color attachment. - * - * @type {Texture} - */ - get texture() { - - return this.textures[ 0 ]; - - } - - set texture( value ) { - - this.textures[ 0 ] = value; - - } - - set depthTexture( current ) { - - if ( this._depthTexture !== null && this._depthTexture.renderTarget === this ) this._depthTexture.renderTarget = null; - if ( current !== null && current.renderTarget === null ) current.renderTarget = this; - - this._depthTexture = current; - - } - - /** - * Instead of saving the depth in a renderbuffer, a texture - * can be used instead which is useful for further processing - * e.g. in context of post-processing. - * - * @type {?DepthTexture} - * @default null - */ - get depthTexture() { - - return this._depthTexture; - - } - - /** - * Sets the size of this render target. - * - * @param {number} width - The width. - * @param {number} height - The height. - * @param {number} [depth=1] - The depth. - */ - setSize( width, height, depth = 1 ) { - - if ( this.width !== width || this.height !== height || this.depth !== depth ) { - - this.width = width; - this.height = height; - this.depth = depth; - - for ( let i = 0, il = this.textures.length; i < il; i ++ ) { - - this.textures[ i ].image.width = width; - this.textures[ i ].image.height = height; - this.textures[ i ].image.depth = depth; - - if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693 - - // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture. - // Maybe a method `isArrayTexture()` or just a getter could replace a flag since - // both are evaluated on each call? - - this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1; - - } - - } - - this.dispose(); - - } - - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); - - } - - /** - * Returns a new render target with copied values from this instance. - * - * @return {RenderTarget} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the settings of the given render target. This is a structural copy so - * no resources are shared between render targets after the copy. That includes - * all MRT textures and the depth texture. - * - * @param {RenderTarget} source - The render target to copy. - * @return {RenderTarget} A reference to this instance. - */ - copy( source ) { - - this.width = source.width; - this.height = source.height; - this.depth = source.depth; - - this.scissor.copy( source.scissor ); - this.scissorTest = source.scissorTest; - - this.viewport.copy( source.viewport ); - - this.textures.length = 0; - - for ( let i = 0, il = source.textures.length; i < il; i ++ ) { - - this.textures[ i ] = source.textures[ i ].clone(); - this.textures[ i ].isRenderTargetTexture = true; - this.textures[ i ].renderTarget = this; - - // ensure image object is not shared, see #20328 - - const image = Object.assign( {}, source.textures[ i ].image ); - this.textures[ i ].source = new TextureSource( image ); - - } - - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - - this.resolveColorBuffer = source.resolveColorBuffer; - this.resolveDepthBuffer = source.resolveDepthBuffer; - this.resolveStencilBuffer = source.resolveStencilBuffer; - - this.storeMultisampledColorBuffer = source.storeMultisampledColorBuffer; - this.storeMultisampledDepthBuffer = source.storeMultisampledDepthBuffer; - this.storeMultisampledStencilBuffer = source.storeMultisampledStencilBuffer; - - if ( source.depthTexture !== null ) { - - if ( source.depthTexture.renderTarget === source ) { - - const depthTexture = source.depthTexture.clone(); - depthTexture.renderTarget = null; - - this.depthTexture = depthTexture; - - } else { - - this.depthTexture = source.depthTexture; - - } - - } - - this.samples = source.samples; - this.multiview = source.multiview; - this.useArrayDepthTexture = source.useArrayDepthTexture; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * @fires RenderTarget#dispose - */ - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -/** - * A render target used in context of {@link WebGLRenderer}. - * - * @augments RenderTarget - */ -class WebGLRenderTarget extends RenderTarget { - - /** - * Constructs a new 3D render target. - * - * @param {number} [width=1] - The width of the render target. - * @param {number} [height=1] - The height of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( width = 1, height = 1, options = {} ) { - - super( width, height, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isWebGLRenderTarget = true; - - } - -} - -/** - * Creates an array of textures directly from raw buffer data. - * - * @augments Texture - */ -class DataArrayTexture extends Texture { - - /** - * Constructs a new data array texture. - * - * @param {?TypedArray} [data=null] - The buffer data. - * @param {number} [width=1] - The width of the texture. - * @param {number} [height=1] - The height of the texture. - * @param {number} [depth=1] - The depth of the texture. - */ - constructor( data = null, width = 1, height = 1, depth = 1 ) { - - super( null ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isDataArrayTexture = true; - - /** - * The image definition of a data texture. - * - * @type {{data:TypedArray,width:number,height:number,depth:number}} - */ - this.image = { data, width, height, depth }; - - /** - * How the texture is sampled when a texel covers more than one pixel. - * - * Overwritten and set to `NearestFilter` by default. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.magFilter = NearestFilter; - - /** - * How the texture is sampled when a texel covers less than one pixel. - * - * Overwritten and set to `NearestFilter` by default. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.minFilter = NearestFilter; - - /** - * This defines how the texture is wrapped in the depth and corresponds to - * *W* in UVW mapping. - * - * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} - * @default ClampToEdgeWrapping - */ - this.wrapR = ClampToEdgeWrapping; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.flipY = false; - - /** - * Specifies the alignment requirements for the start of each pixel row in memory. - * - * Overwritten and set to `1` by default. - * - * @type {boolean} - * @default 1 - */ - this.unpackAlignment = 1; - - /** - * A set of all layers which need to be updated in the texture. - * - * @type {Set} - */ - this.layerUpdates = new Set(); - - } - - /** - * Copies the values of the given texture to this instance. - * - * @param {DataArrayTexture} source - The texture to copy. - * @return {DataArrayTexture} A reference to this instance. - */ - copy( source ) { - - super.copy( source ); - - this.wrapR = source.wrapR; - - return this; - - } - - /** - * Describes that a specific layer of the texture needs to be updated. - * Normally when {@link Texture#needsUpdate} is set to `true`, the - * entire data texture array is sent to the GPU. Marking specific - * layers will only transmit subsets of all mipmaps associated with a - * specific depth in the array which is often much more performant. - * - * @param {number} layerIndex - The layer index that should be updated. - */ - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - /** - * Resets the layer updates registry. - */ - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -/** - * An array render target used in context of {@link WebGLRenderer}. - * - * @augments WebGLRenderTarget - */ -class WebGLArrayRenderTarget extends WebGLRenderTarget { - - /** - * Constructs a new array render target. - * - * @param {number} [width=1] - The width of the render target. - * @param {number} [height=1] - The height of the render target. - * @param {number} [depth=1] - The height of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( width = 1, height = 1, depth = 1, options = {} ) { - - super( width, height, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isWebGLArrayRenderTarget = true; - - this.depth = depth; - - /** - * Overwritten with a different texture type. - * - * @type {DataArrayTexture} - */ - this.texture = new DataArrayTexture( null, width, height, depth ); - this._setTextureOptions( options ); - - this.texture.isRenderTargetTexture = true; - - } - -} - -/** - * Creates a three-dimensional texture from raw data, with parameters to - * divide it into width, height, and depth. - * - * @augments Texture - */ -class Data3DTexture extends Texture { - - /** - * Constructs a new data array texture. - * - * @param {?TypedArray} [data=null] - The buffer data. - * @param {number} [width=1] - The width of the texture. - * @param {number} [height=1] - The height of the texture. - * @param {number} [depth=1] - The depth of the texture. - */ - constructor( data = null, width = 1, height = 1, depth = 1 ) { - - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in Data3DTexture directly. - // - // const texture = new THREE.Data3DTexture( data, width, height, depth ); - // texture.anisotropy = 16; - // - // See #14839 - - super( null ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isData3DTexture = true; - - /** - * The image definition of a data texture. - * - * @type {{data:TypedArray,width:number,height:number,depth:number}} - */ - this.image = { data, width, height, depth }; - - /** - * How the texture is sampled when a texel covers more than one pixel. - * - * Overwritten and set to `NearestFilter` by default. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.magFilter = NearestFilter; - - /** - * How the texture is sampled when a texel covers less than one pixel. - * - * Overwritten and set to `NearestFilter` by default. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.minFilter = NearestFilter; - - /** - * This defines how the texture is wrapped in the depth and corresponds to - * *W* in UVW mapping. - * - * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} - * @default ClampToEdgeWrapping - */ - this.wrapR = ClampToEdgeWrapping; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.flipY = false; - - /** - * Specifies the alignment requirements for the start of each pixel row in memory. - * - * Overwritten and set to `1` by default. - * - * @type {boolean} - * @default 1 - */ - this.unpackAlignment = 1; - - } - - /** - * Copies the values of the given texture to this instance. - * - * @param {Data3DTexture} source - The texture to copy. - * @return {Data3DTexture} A reference to this instance. - */ - copy( source ) { - - super.copy( source ); - - this.wrapR = source.wrapR; - - return this; - - } - -} - -/** - * A 3D render target used in context of {@link WebGLRenderer}. - * - * @augments WebGLRenderTarget - */ -class WebGL3DRenderTarget extends WebGLRenderTarget { - - /** - * Constructs a new 3D render target. - * - * @param {number} [width=1] - The width of the render target. - * @param {number} [height=1] - The height of the render target. - * @param {number} [depth=1] - The height of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( width = 1, height = 1, depth = 1, options = {} ) { - - super( width, height, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isWebGL3DRenderTarget = true; - - this.depth = depth; - - /** - * Overwritten with a different texture type. - * - * @type {Data3DTexture} - */ - this.texture = new Data3DTexture( null, width, height, depth ); - this._setTextureOptions( options ); - - this.texture.isRenderTargetTexture = true; - - } - -} - -/** - * Represents a 4x4 matrix. - * - * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix. - * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices) - * - * This allows a 3D vector representing a point in 3D space to undergo - * transformations such as translation, rotation, shear, scale, reflection, - * orthogonal or perspective projection and so on, by being multiplied by the - * matrix. This is known as `applying` the matrix to the vector. - * - * A Note on Row-Major and Column-Major Ordering: - * - * The constructor and {@link Matrix3#set} method take arguments in - * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) - * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. - * This means that calling: - * ```js - * const m = new THREE.Matrix4(); - * m.set( 11, 12, 13, 14, - * 21, 22, 23, 24, - * 31, 32, 33, 34, - * 41, 42, 43, 44 ); - * ``` - * will result in the elements array containing: - * ```js - * m.elements = [ 11, 21, 31, 41, - * 12, 22, 32, 42, - * 13, 23, 33, 43, - * 14, 24, 34, 44 ]; - * ``` - * and internally all calculations are performed using column-major ordering. - * However, as the actual ordering makes no difference mathematically and - * most people are used to thinking about matrices in row-major order, the - * three.js documentation shows matrices in row-major order. Just bear in - * mind that if you are reading the source code, you'll have to take the - * transpose of any matrices outlined here to make sense of the calculations. - */ -class Matrix4 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Matrix4.prototype.isMatrix4 = true; - - } - - /** - * Constructs a new 4x4 matrix. The arguments are supposed to be - * in row-major order. If no arguments are provided, the constructor - * initializes the matrix as an identity matrix. - * - * @param {number} [n11] - 1-1 matrix element. - * @param {number} [n12] - 1-2 matrix element. - * @param {number} [n13] - 1-3 matrix element. - * @param {number} [n14] - 1-4 matrix element. - * @param {number} [n21] - 2-1 matrix element. - * @param {number} [n22] - 2-2 matrix element. - * @param {number} [n23] - 2-3 matrix element. - * @param {number} [n24] - 2-4 matrix element. - * @param {number} [n31] - 3-1 matrix element. - * @param {number} [n32] - 3-2 matrix element. - * @param {number} [n33] - 3-3 matrix element. - * @param {number} [n34] - 3-4 matrix element. - * @param {number} [n41] - 4-1 matrix element. - * @param {number} [n42] - 4-2 matrix element. - * @param {number} [n43] - 4-3 matrix element. - * @param {number} [n44] - 4-4 matrix element. - */ - constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - /** - * A column-major list of matrix values. - * - * @type {Array} - */ - this.elements = [ - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); - - } - - } - - /** - * Sets the elements of the matrix.The arguments are supposed to be - * in row-major order. - * - * @param {number} [n11] - 1-1 matrix element. - * @param {number} [n12] - 1-2 matrix element. - * @param {number} [n13] - 1-3 matrix element. - * @param {number} [n14] - 1-4 matrix element. - * @param {number} [n21] - 2-1 matrix element. - * @param {number} [n22] - 2-2 matrix element. - * @param {number} [n23] - 2-3 matrix element. - * @param {number} [n24] - 2-4 matrix element. - * @param {number} [n31] - 3-1 matrix element. - * @param {number} [n32] - 3-2 matrix element. - * @param {number} [n33] - 3-3 matrix element. - * @param {number} [n34] - 3-4 matrix element. - * @param {number} [n41] - 4-1 matrix element. - * @param {number} [n42] - 4-2 matrix element. - * @param {number} [n43] - 4-3 matrix element. - * @param {number} [n44] - 4-4 matrix element. - * @return {Matrix4} A reference to this matrix. - */ - set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; - te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; - te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; - te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; - - return this; - - } - - /** - * Sets this matrix to the 4x4 identity matrix. - * - * @return {Matrix4} A reference to this matrix. - */ - identity() { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Returns a matrix with copied values from this instance. - * - * @return {Matrix4} A clone of this instance. - */ - clone() { - - return new Matrix4().fromArray( this.elements ); - - } - - /** - * Copies the values of the given matrix to this instance. - * - * @param {Matrix4} m - The matrix to copy. - * @return {Matrix4} A reference to this matrix. - */ - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; - - return this; - - } - - /** - * Copies the translation component of the given matrix - * into this matrix's translation component. - * - * @param {Matrix4} m - The matrix to copy the translation component. - * @return {Matrix4} A reference to this matrix. - */ - copyPosition( m ) { - - const te = this.elements, me = m.elements; - - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; - - return this; - - } - - /** - * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix. - * - * @param {Matrix3} m - The 3x3 matrix. - * @return {Matrix4} A reference to this matrix. - */ - setFromMatrix3( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 3 ], me[ 6 ], 0, - me[ 1 ], me[ 4 ], me[ 7 ], 0, - me[ 2 ], me[ 5 ], me[ 8 ], 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Extracts the basis vectors of this matrix into the three vectors provided. - * - * @param {Vector3} xAxis - The basis's x axis. - * @param {Vector3} yAxis - The basis's y axis. - * @param {Vector3} zAxis - The basis's z axis. - * @return {Matrix4} A reference to this matrix. - */ - extractBasis( xAxis, yAxis, zAxis ) { - - if ( this.determinantAffine() === 0 ) { - - xAxis.set( 1, 0, 0 ); - yAxis.set( 0, 1, 0 ); - zAxis.set( 0, 0, 1 ); - - return this; - - } - - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); - - return this; - - } - - /** - * Sets the given basis vectors to this matrix. - * - * @param {Vector3} xAxis - The basis's x axis. - * @param {Vector3} yAxis - The basis's y axis. - * @param {Vector3} zAxis - The basis's z axis. - * @return {Matrix4} A reference to this matrix. - */ - makeBasis( xAxis, yAxis, zAxis ) { - - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); - - return this; - - } - - /** - * Extracts the rotation component of the given matrix - * into this matrix's rotation component. - * - * Note: This method does not support reflection matrices. - * - * @param {Matrix4} m - The matrix. - * @return {Matrix4} A reference to this matrix. - */ - extractRotation( m ) { - - if ( m.determinantAffine() === 0 ) { - - return this.identity(); - - } - - const te = this.elements; - const me = m.elements; - - const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length(); - const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length(); - const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length(); - - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; - - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; - - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; - - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - /** - * Sets the rotation component (the upper left 3x3 matrix) of this matrix to - * the rotation specified by the given Euler angles. The rest of - * the matrix is set to the identity. Depending on the {@link Euler#order}, - * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix) - * for a complete list. - * - * @param {Euler} euler - The Euler angles. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationFromEuler( euler ) { - - const te = this.elements; - - const x = euler.x, y = euler.y, z = euler.z; - const a = Math.cos( x ), b = Math.sin( x ); - const c = Math.cos( y ), d = Math.sin( y ); - const e = Math.cos( z ), f = Math.sin( z ); - - if ( euler.order === 'XYZ' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; - - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; - - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YXZ' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; - - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; - - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZXY' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; - - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; - - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZYX' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; - - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; - - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YZX' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; - - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; - - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; - - } else if ( euler.order === 'XZY' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; - - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; - - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; - - } - - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - /** - * Sets the rotation component of this matrix to the rotation specified by - * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion) - * The rest of the matrix is set to the identity. - * - * @param {Quaternion} q - The Quaternion. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationFromQuaternion( q ) { - - return this.compose( _zero, q, _one ); - - } - - /** - * Sets the rotation component of the transformation matrix, looking from `eye` towards - * `target`, and oriented by the up-direction. - * - * @param {Vector3} eye - The eye vector. - * @param {Vector3} target - The target vector. - * @param {Vector3} up - The up vector. - * @return {Matrix4} A reference to this matrix. - */ - lookAt( eye, target, up ) { - - const te = this.elements; - - _z.subVectors( eye, target ); - - if ( _z.lengthSq() === 0 ) { - - // eye and target are in the same position - - _z.z = 1; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - if ( _x.lengthSq() === 0 ) { - - // up and z are parallel - - if ( Math.abs( up.z ) === 1 ) { - - _z.x += 0.0001; - - } else { - - _z.z += 0.0001; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - } - - _x.normalize(); - _y.crossVectors( _z, _x ); - - te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; - te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; - te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; - - return this; - - } - - /** - * Post-multiplies this matrix by the given 4x4 matrix. - * - * @param {Matrix4} m - The matrix to multiply with. - * @return {Matrix4} A reference to this matrix. - */ - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - /** - * Pre-multiplies this matrix by the given 4x4 matrix. - * - * @param {Matrix4} m - The matrix to multiply with. - * @return {Matrix4} A reference to this matrix. - */ - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - /** - * Multiples the given 4x4 matrices and stores the result - * in this matrix. - * - * @param {Matrix4} a - The first matrix. - * @param {Matrix4} b - The second matrix. - * @return {Matrix4} A reference to this matrix. - */ - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - - const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - } - - /** - * Multiplies every component of the matrix by the given scalar. - * - * @param {number} s - The scalar. - * @return {Matrix4} A reference to this matrix. - */ - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - - return this; - - } - - /** - * Computes and returns the determinant of this matrix. - * - * @return {number} The determinant. - */ - determinant() { - - const te = this.elements; - - const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - const t11 = n23 * n34 - n24 * n33; - const t12 = n22 * n34 - n24 * n32; - const t13 = n22 * n33 - n23 * n32; - - const t21 = n21 * n34 - n24 * n31; - const t22 = n21 * n33 - n23 * n31; - const t23 = n21 * n32 - n22 * n31; - - return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) - - n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) + - n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) - - n14 * ( n41 * t13 - n42 * t22 + n43 * t23 ); - - } - - /** - * Computes and returns the determinant of the 4x4 matrix, but assumes the - * matrix is affine, saving some computations. - * - * For affine matrices (like an object's world matrix), this value equals the - * full 4x4 {@link Matrix4#determinant} but is cheaper to compute. - * - * Assumes the bottom row is [0, 0, 0, 1]. - * - * @return {number} The determinant of the matrix. - */ - determinantAffine() { - - const te = this.elements; - - const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ]; - const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ]; - const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ]; - - return n11 * ( n22 * n33 - n23 * n32 ) - - n12 * ( n21 * n33 - n23 * n31 ) + - n13 * ( n21 * n32 - n22 * n31 ); - - } - - /** - * Transposes this matrix in place. - * - * @return {Matrix4} A reference to this matrix. - */ - transpose() { - - const te = this.elements; - let tmp; - - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; - - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; - - return this; - - } - - /** - * Sets the position component for this matrix from the given vector, - * without affecting the rest of the matrix. - * - * @param {number|Vector3} x - The x component of the vector or alternatively the vector object. - * @param {number} y - The y component of the vector. - * @param {number} z - The z component of the vector. - * @return {Matrix4} A reference to this matrix. - */ - setPosition( x, y, z ) { - - const te = this.elements; - - if ( x.isVector3 ) { - - te[ 12 ] = x.x; - te[ 13 ] = x.y; - te[ 14 ] = x.z; - - } else { - - te[ 12 ] = x; - te[ 13 ] = y; - te[ 14 ] = z; - - } - - return this; - - } - - /** - * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). - * You can not invert with a determinant of zero. If you attempt this, the method produces - * a zero matrix instead. - * - * @return {Matrix4} A reference to this matrix. - */ - invert() { - - // based on https://github.com/toji/gl-matrix - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], - n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], - n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], - n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], - - t1 = n11 * n22 - n21 * n12, - t2 = n11 * n32 - n31 * n12, - t3 = n11 * n42 - n41 * n12, - t4 = n21 * n32 - n31 * n22, - t5 = n21 * n42 - n41 * n22, - t6 = n31 * n42 - n41 * n32, - t7 = n13 * n24 - n23 * n14, - t8 = n13 * n34 - n33 * n14, - t9 = n13 * n44 - n43 * n14, - t10 = n23 * n34 - n33 * n24, - t11 = n23 * n44 - n43 * n24, - t12 = n33 * n44 - n43 * n34; - - const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv; - te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv; - te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv; - te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv; - - te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv; - te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv; - te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv; - te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv; - - te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv; - te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv; - te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv; - te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv; - - te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv; - te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv; - te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv; - te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv; - - return this; - - } - - /** - * Scales each of the first three columns of this matrix by the corresponding component of the given vector. - * - * @param {Vector3} v - The scale vector. - * @return {Matrix4} A reference to this matrix. - */ - scale( v ) { - - const te = this.elements; - const x = v.x, y = v.y, z = v.z; - - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; - - return this; - - } - - /** - * Gets the maximum scale value of the three axes. - * - * @return {number} The maximum scale. - */ - getMaxScaleOnAxis() { - - const te = this.elements; - - const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - - } - - /** - * Sets this matrix as a translation transform from the given vector. - * - * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector. - * @param {number} y - The amount to translate in the Y axis. - * @param {number} z - The amount to translate in the z axis. - * @return {Matrix4} A reference to this matrix. - */ - makeTranslation( x, y, z ) { - - if ( x.isVector3 ) { - - this.set( - - 1, 0, 0, x.x, - 0, 1, 0, x.y, - 0, 0, 1, x.z, - 0, 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - - ); - - } - - return this; - - } - - /** - * Sets this matrix as a rotational transformation around the X axis by - * the given angle. - * - * @param {number} theta - The rotation in radians. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationX( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a rotational transformation around the Y axis by - * the given angle. - * - * @param {number} theta - The rotation in radians. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationY( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a rotational transformation around the Z axis by - * the given angle. - * - * @param {number} theta - The rotation in radians. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationZ( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a rotational transformation around the given axis by - * the given angle. - * - * @param {Vector3} axis - The normalized rotation axis. - * @param {number} angle - The rotation in radians. - * @return {Matrix4} A reference to this matrix. - */ - makeRotationAxis( axis, angle ) { - - const c = Math.cos( angle ); - const s = Math.sin( angle ); - const t = 1 - c; - const x = axis.x, y = axis.y, z = axis.z; - const tx = t * x, ty = t * y; - - this.set( - - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a scale transformation. - * - * @param {number} x - The amount to scale in the X axis. - * @param {number} y - The amount to scale in the Y axis. - * @param {number} z - The amount to scale in the Z axis. - * @return {Matrix4} A reference to this matrix. - */ - makeScale( x, y, z ) { - - this.set( - - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix as a shear transformation. - * - * @param {number} xy - The amount to shear X by Y. - * @param {number} xz - The amount to shear X by Z. - * @param {number} yx - The amount to shear Y by X. - * @param {number} yz - The amount to shear Y by Z. - * @param {number} zx - The amount to shear Z by X. - * @param {number} zy - The amount to shear Z by Y. - * @return {Matrix4} A reference to this matrix. - */ - makeShear( xy, xz, yx, yz, zx, zy ) { - - this.set( - - 1, yx, zx, 0, - xy, 1, zy, 0, - xz, yz, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - /** - * Sets this matrix to the transformation composed of the given position, - * rotation (Quaternion) and scale. - * - * @param {Vector3} position - The position vector. - * @param {Quaternion} quaternion - The rotation as a Quaternion. - * @param {Vector3} scale - The scale vector. - * @return {Matrix4} A reference to this matrix. - */ - compose( position, quaternion, scale ) { - - const te = this.elements; - - const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - const x2 = x + x, y2 = y + y, z2 = z + z; - const xx = x * x2, xy = x * y2, xz = x * z2; - const yy = y * y2, yz = y * z2, zz = z * z2; - const wx = w * x2, wy = w * y2, wz = w * z2; - - const sx = scale.x, sy = scale.y, sz = scale.z; - - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; - - te[ 4 ] = ( xy - wz ) * sy; - te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; - te[ 6 ] = ( yz + wx ) * sy; - te[ 7 ] = 0; - - te[ 8 ] = ( xz + wy ) * sz; - te[ 9 ] = ( yz - wx ) * sz; - te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; - te[ 11 ] = 0; - - te[ 12 ] = position.x; - te[ 13 ] = position.y; - te[ 14 ] = position.z; - te[ 15 ] = 1; - - return this; - - } - - /** - * Decomposes this matrix into its position, rotation and scale components - * and provides the result in the given objects. - * - * Note: Not all matrices are decomposable in this way. For example, if an - * object has a non-uniformly scaled parent, then the object's world matrix - * may not be decomposable, and this method may not be appropriate. - * - * @param {Vector3} position - The position vector. - * @param {Quaternion} quaternion - The rotation as a Quaternion. - * @param {Vector3} scale - The scale vector. - * @return {Matrix4} A reference to this matrix. - */ - decompose( position, quaternion, scale ) { - - const te = this.elements; - - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; - - const det = this.determinantAffine(); - - if ( det === 0 ) { - - scale.set( 1, 1, 1 ); - quaternion.identity(); - - return this; - - } - - let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determinant is negative, we need to invert one scale - if ( det < 0 ) sx = - sx; - - // scale the rotation part - _m1$2.copy( this ); - - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; - - _m1$2.elements[ 0 ] *= invSX; - _m1$2.elements[ 1 ] *= invSX; - _m1$2.elements[ 2 ] *= invSX; - - _m1$2.elements[ 4 ] *= invSY; - _m1$2.elements[ 5 ] *= invSY; - _m1$2.elements[ 6 ] *= invSY; - - _m1$2.elements[ 8 ] *= invSZ; - _m1$2.elements[ 9 ] *= invSZ; - _m1$2.elements[ 10 ] *= invSZ; - - quaternion.setFromRotationMatrix( _m1$2 ); - - scale.x = sx; - scale.y = sy; - scale.z = sz; - - return this; - - } - - /** - * Creates a perspective projection matrix. This is used internally by - * {@link PerspectiveCamera#updateProjectionMatrix}. - - * @param {number} left - Left boundary of the viewing frustum at the near plane. - * @param {number} right - Right boundary of the viewing frustum at the near plane. - * @param {number} top - Top boundary of the viewing frustum at the near plane. - * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. - * @param {number} near - The distance from the camera to the near plane. - * @param {number} far - The distance from the camera to the far plane. - * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. - * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. - * @return {Matrix4} A reference to this matrix. - */ - makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { - - const te = this.elements; - - const x = 2 * near / ( right - left ); - const y = 2 * near / ( top - bottom ); - - const a = ( right + left ) / ( right - left ); - const b = ( top + bottom ) / ( top - bottom ); - - let c, d; - - if ( reversedDepth ) { - - c = near / ( far - near ); - d = ( far * near ) / ( far - near ); - - } else { - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - c = - ( far + near ) / ( far - near ); - d = ( -2 * far * near ) / ( far - near ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - c = - far / ( far - near ); - d = ( - far * near ) / ( far - near ); - - } else { - - throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); - - } - - } - - te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; - te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0; - - return this; - - } - - /** - * Creates a orthographic projection matrix. This is used internally by - * {@link OrthographicCamera#updateProjectionMatrix}. - - * @param {number} left - Left boundary of the viewing frustum at the near plane. - * @param {number} right - Right boundary of the viewing frustum at the near plane. - * @param {number} top - Top boundary of the viewing frustum at the near plane. - * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. - * @param {number} near - The distance from the camera to the near plane. - * @param {number} far - The distance from the camera to the far plane. - * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. - * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. - * @return {Matrix4} A reference to this matrix. - */ - makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { - - const te = this.elements; - - const x = 2 / ( right - left ); - const y = 2 / ( top - bottom ); - - const a = - ( right + left ) / ( right - left ); - const b = - ( top + bottom ) / ( top - bottom ); - - let c, d; - - if ( reversedDepth ) { - - c = 1 / ( far - near ); - d = far / ( far - near ); - - } else { - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - c = -2 / ( far - near ); - d = - ( far + near ) / ( far - near ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - c = -1 / ( far - near ); - d = - near / ( far - near ); - - } else { - - throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); - - } - - } - - te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a; - te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; - - return this; - - } - - /** - * Returns `true` if this matrix is equal with the given one. - * - * @param {Matrix4} matrix - The matrix to test for equality. - * @return {boolean} Whether this matrix is equal with the given one. - */ - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 16; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - /** - * Sets the elements of the matrix from the given array. - * - * @param {Array} array - The matrix elements in column-major order. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Matrix4} A reference to this matrix. - */ - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 16; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - /** - * Writes the elements of this matrix to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The matrix elements in column-major order. - */ - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; - - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; - - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; - - return array; - - } - -} - -const _v1$7 = /*@__PURE__*/ new Vector3(); -const _m1$2 = /*@__PURE__*/ new Matrix4(); -const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); -const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); -const _x = /*@__PURE__*/ new Vector3(); -const _y = /*@__PURE__*/ new Vector3(); -const _z = /*@__PURE__*/ new Vector3(); - -const _matrix$2 = /*@__PURE__*/ new Matrix4(); -const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - -/** - * A class representing Euler angles. - * - * Euler angles describe a rotational transformation by rotating an object on - * its various axes in specified amounts per axis, and a specified axis - * order. - * - * Iterating through an instance will yield its components (x, y, z, - * order) in the corresponding order. - * - * ```js - * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' ); - * const b = new THREE.Vector3( 1, 0, 1 ); - * b.applyEuler(a); - * ``` - */ -class Euler { - - /** - * Constructs a new euler instance. - * - * @param {number} [x=0] - The angle of the x axis in radians. - * @param {number} [y=0] - The angle of the y axis in radians. - * @param {number} [z=0] - The angle of the z axis in radians. - * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied. - */ - constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isEuler = true; - - this._x = x; - this._y = y; - this._z = z; - this._order = order; - - } - - /** - * The angle of the x axis in radians. - * - * @type {number} - * @default 0 - */ - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - /** - * The angle of the y axis in radians. - * - * @type {number} - * @default 0 - */ - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - /** - * The angle of the z axis in radians. - * - * @type {number} - * @default 0 - */ - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - /** - * A string representing the order that the rotations are applied. - * - * @type {string} - * @default 'XYZ' - */ - get order() { - - return this._order; - - } - - set order( value ) { - - this._order = value; - this._onChangeCallback(); - - } - - /** - * Sets the Euler components. - * - * @param {number} x - The angle of the x axis in radians. - * @param {number} y - The angle of the y axis in radians. - * @param {number} z - The angle of the z axis in radians. - * @param {string} [order] - A string representing the order that the rotations are applied. - * @return {Euler} A reference to this Euler instance. - */ - set( x, y, z, order = this._order ) { - - this._x = x; - this._y = y; - this._z = z; - this._order = order; - - this._onChangeCallback(); - - return this; - - } - - /** - * Returns a new Euler instance with copied values from this instance. - * - * @return {Euler} A clone of this instance. - */ - clone() { - - return new this.constructor( this._x, this._y, this._z, this._order ); - - } - - /** - * Copies the values of the given Euler instance to this instance. - * - * @param {Euler} euler - The Euler instance to copy. - * @return {Euler} A reference to this Euler instance. - */ - copy( euler ) { - - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; - - this._onChangeCallback(); - - return this; - - } - - /** - * Sets the angles of this Euler instance from a pure rotation matrix. - * - * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). - * @param {string} [order] - A string representing the order that the rotations are applied. - * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. - * @return {Euler} A reference to this Euler instance. - */ - setFromRotationMatrix( m, order = this._order, update = true ) { - - const te = m.elements; - const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - switch ( order ) { - - case 'XYZ': - - this._y = Math.asin( clamp( m13, -1, 1 ) ); - - if ( Math.abs( m13 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); - - } else { - - this._x = Math.atan2( m32, m22 ); - this._z = 0; - - } - - break; - - case 'YXZ': - - this._x = Math.asin( - clamp( m23, -1, 1 ) ); - - if ( Math.abs( m23 ) < 0.9999999 ) { - - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); - - } else { - - this._y = Math.atan2( - m31, m11 ); - this._z = 0; - - } - - break; - - case 'ZXY': - - this._x = Math.asin( clamp( m32, -1, 1 ) ); - - if ( Math.abs( m32 ) < 0.9999999 ) { - - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); - - } else { - - this._y = 0; - this._z = Math.atan2( m21, m11 ); - - } - - break; - - case 'ZYX': - - this._y = Math.asin( - clamp( m31, -1, 1 ) ); - - if ( Math.abs( m31 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); - - } else { - - this._x = 0; - this._z = Math.atan2( - m12, m22 ); - - } - - break; - - case 'YZX': - - this._z = Math.asin( clamp( m21, -1, 1 ) ); - - if ( Math.abs( m21 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); - - } else { - - this._x = 0; - this._y = Math.atan2( m13, m33 ); - - } - - break; - - case 'XZY': - - this._z = Math.asin( - clamp( m12, -1, 1 ) ); - - if ( Math.abs( m12 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); - - } else { - - this._x = Math.atan2( - m23, m33 ); - this._y = 0; - - } - - break; - - default: - - warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); - - } - - this._order = order; - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - /** - * Sets the angles of this Euler instance from a normalized quaternion. - * - * @param {Quaternion} q - A normalized Quaternion. - * @param {string} [order] - A string representing the order that the rotations are applied. - * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. - * @return {Euler} A reference to this Euler instance. - */ - setFromQuaternion( q, order, update ) { - - _matrix$2.makeRotationFromQuaternion( q ); - - return this.setFromRotationMatrix( _matrix$2, order, update ); - - } - - /** - * Sets the angles of this Euler instance from the given vector. - * - * @param {Vector3} v - The vector. - * @param {string} [order] - A string representing the order that the rotations are applied. - * @return {Euler} A reference to this Euler instance. - */ - setFromVector3( v, order = this._order ) { - - return this.set( v.x, v.y, v.z, order ); - - } - - /** - * Resets the euler angle with a new order by creating a quaternion from this - * euler angle and then setting this euler angle with the quaternion and the - * new order. - * - * Warning: This discards revolution information. - * - * @param {string} [newOrder] - A string representing the new order that the rotations are applied. - * @return {Euler} A reference to this Euler instance. - */ - reorder( newOrder ) { - - _quaternion$4.setFromEuler( this ); - - return this.setFromQuaternion( _quaternion$4, newOrder ); - - } - - /** - * Returns `true` if this Euler instance is equal with the given one. - * - * @param {Euler} euler - The Euler instance to test for equality. - * @return {boolean} Whether this Euler instance is equal with the given one. - */ - equals( euler ) { - - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - - } - - /** - * Sets this Euler instance's components to values from the given array. The first three - * entries of the array are assign to the x,y and z components. An optional fourth entry - * defines the Euler order. - * - * @param {Array} array - An array holding the Euler component values. - * @return {Euler} A reference to this Euler instance. - */ - fromArray( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this._onChangeCallback(); - - return this; - - } - - /** - * Writes the components of this Euler instance to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the Euler components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The Euler components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; - - return array; - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._order; - - } - -} - -/** - * The default Euler angle order. - * - * @static - * @type {string} - * @default 'XYZ' - */ -Euler.DEFAULT_ORDER = 'XYZ'; - -/** - * A layers object assigns an 3D object to 1 or more of 32 - * layers numbered `0` to `31` - internally the layers are stored as a - * bit mask], and by default all 3D objects are a member of layer `0`. - * - * This can be used to control visibility - an object must share a layer with - * a camera to be visible when that camera's view is - * rendered. - * - * All classes that inherit from {@link Object3D} have an `layers` property which - * is an instance of this class. - */ -class Layers { - - /** - * Constructs a new layers instance, with membership - * initially set to layer `0`. - */ - constructor() { - - /** - * A bit mask storing which of the 32 layers this layers object is currently - * a member of. - * - * @type {number} - */ - this.mask = 1 | 0; - - } - - /** - * Sets membership to the given layer, and remove membership all other layers. - * - * @param {number} layer - The layer to set. - */ - set( layer ) { - - this.mask = ( 1 << layer | 0 ) >>> 0; - - } - - /** - * Adds membership of the given layer. - * - * @param {number} layer - The layer to enable. - */ - enable( layer ) { - - this.mask |= 1 << layer | 0; - - } - - /** - * Adds membership to all layers. - */ - enableAll() { - - this.mask = 0xffffffff | 0; - - } - - /** - * Toggles the membership of the given layer. - * - * @param {number} layer - The layer to toggle. - */ - toggle( layer ) { - - this.mask ^= 1 << layer | 0; - - } - - /** - * Removes membership of the given layer. - * - * @param {number} layer - The layer to enable. - */ - disable( layer ) { - - this.mask &= ~ ( 1 << layer | 0 ); - - } - - /** - * Removes the membership from all layers. - */ - disableAll() { - - this.mask = 0; - - } - - /** - * Returns `true` if this and the given layers object have at least one - * layer in common. - * - * @param {Layers} layers - The layers to test. - * @return {boolean } Whether this and the given layers object have at least one layer in common or not. - */ - test( layers ) { - - return ( this.mask & layers.mask ) !== 0; - - } - - /** - * Returns `true` if the given layer is enabled. - * - * @param {number} layer - The layer to test. - * @return {boolean } Whether the given layer is enabled or not. - */ - isEnabled( layer ) { - - return ( this.mask & ( 1 << layer | 0 ) ) !== 0; - - } - -} - -let _object3DId = 0; - -const _v1$6 = /*@__PURE__*/ new Vector3(); -const _q1 = /*@__PURE__*/ new Quaternion(); -const _m1$1 = /*@__PURE__*/ new Matrix4(); -const _target = /*@__PURE__*/ new Vector3(); - -const _position$4 = /*@__PURE__*/ new Vector3(); -const _scale$3 = /*@__PURE__*/ new Vector3(); -const _quaternion$3 = /*@__PURE__*/ new Quaternion(); - -const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); -const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); - -/** - * Fires when the object has been added to its parent object. - * - * @event Object3D#added - * @type {Object} - */ -const _addedEvent = { type: 'added' }; - -/** - * Fires when the object has been removed from its parent object. - * - * @event Object3D#removed - * @type {Object} - */ -const _removedEvent = { type: 'removed' }; - -/** - * Fires when a new child object has been added. - * - * @event Object3D#childadded - * @type {Object} - */ -const _childaddedEvent = { type: 'childadded', child: null }; - -/** - * Fires when a child object has been removed. - * - * @event Object3D#childremoved - * @type {Object} - */ -const _childremovedEvent = { type: 'childremoved', child: null }; - -/** - * This is the base class for most objects in three.js and provides a set of - * properties and methods for manipulating objects in 3D space. - * - * @augments EventDispatcher - */ -class Object3D extends EventDispatcher { - - /** - * Constructs a new 3D object. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isObject3D = true; - - /** - * The ID of the 3D object. - * - * @name Object3D#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _object3DId ++ } ); - - /** - * The UUID of the 3D object. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - /** - * The name of the 3D object. - * - * @type {string} - */ - this.name = ''; - - /** - * The type property is used for detecting the object type - * in context of serialization/deserialization. - * - * @type {string} - * @readonly - */ - this.type = 'Object3D'; - - /** - * A reference to the parent object. - * - * @type {?Object3D} - * @default null - */ - this.parent = null; - - /** - * An array holding the child 3D objects of this instance. - * - * @type {Array} - */ - this.children = []; - - /** - * Defines the `up` direction of the 3D object which influences - * the orientation via methods like {@link Object3D#lookAt}. - * - * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`. - * - * @type {Vector3} - */ - this.up = Object3D.DEFAULT_UP.clone(); - - const position = new Vector3(); - const rotation = new Euler(); - const quaternion = new Quaternion(); - const scale = new Vector3( 1, 1, 1 ); - - function onRotationChange() { - - quaternion.setFromEuler( rotation, false ); - - } - - function onQuaternionChange() { - - rotation.setFromQuaternion( quaternion, undefined, false ); - - } - - rotation._onChange( onRotationChange ); - quaternion._onChange( onQuaternionChange ); - - Object.defineProperties( this, { - /** - * Represents the object's local position. - * - * @name Object3D#position - * @type {Vector3} - * @default (0,0,0) - */ - position: { - configurable: true, - enumerable: true, - value: position - }, - /** - * Represents the object's local rotation as Euler angles, in radians. - * - * @name Object3D#rotation - * @type {Euler} - * @default (0,0,0) - */ - rotation: { - configurable: true, - enumerable: true, - value: rotation - }, - /** - * Represents the object's local rotation as Quaternions. - * - * @name Object3D#quaternion - * @type {Quaternion} - */ - quaternion: { - configurable: true, - enumerable: true, - value: quaternion - }, - /** - * Represents the object's local scale. - * - * @name Object3D#scale - * @type {Vector3} - * @default (1,1,1) - */ - scale: { - configurable: true, - enumerable: true, - value: scale - }, - /** - * Represents the object's model-view matrix. - * - * @name Object3D#modelViewMatrix - * @type {Matrix4} - */ - modelViewMatrix: { - value: new Matrix4() - }, - /** - * Represents the object's normal matrix. - * - * @name Object3D#normalMatrix - * @type {Matrix3} - */ - normalMatrix: { - value: new Matrix3() - } - } ); - - /** - * Represents the object's transformation matrix in local space. - * - * @type {Matrix4} - */ - this.matrix = new Matrix4(); - - /** - * Represents the object's transformation matrix in world space. - * If the 3D object has no parent, then it's identical to the local transformation matrix - * - * @type {Matrix4} - */ - this.matrixWorld = new Matrix4(); - - /** - * When set to `true`, the engine automatically computes the local matrix from position, - * rotation and scale every frame. If set to `false`, the app is responsible for recomputing - * the local matrix by calling `updateMatrix()`. - * - * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`. - * - * @type {boolean} - * @default true - */ - this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; - - /** - * When set to `true`, the engine automatically computes the world matrix from the current local - * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for - * recomputing the world matrix by directly updating the `matrixWorld` property. - * - * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`. - * - * @type {boolean} - * @default true - */ - this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer - - /** - * When set to `true`, it calculates the world matrix in that frame and resets this property - * to `false`. - * - * @type {boolean} - * @default false - */ - this.matrixWorldNeedsUpdate = false; - - /** - * The layer membership of the 3D object. The 3D object is only visible if it has - * at least one layer in common with the camera in use. This property can also be - * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}. - * - * @type {Layers} - */ - this.layers = new Layers(); - - /** - * When set to `true`, the 3D object gets rendered. - * - * @type {boolean} - * @default true - */ - this.visible = true; - - /** - * When set to `true`, the 3D object gets rendered into shadow maps. - * - * @type {boolean} - * @default false - */ - this.castShadow = false; - - /** - * When set to `true`, the 3D object is affected by shadows in the scene. - * - * @type {boolean} - * @default false - */ - this.receiveShadow = false; - - /** - * When set to `true`, the 3D object is honored by view frustum culling. - * - * @type {boolean} - * @default true - */ - this.frustumCulled = true; - - /** - * This value allows the default rendering order of scene graph objects to be - * overridden although opaque and transparent objects remain sorted independently. - * When this property is set for an instance of {@link Group},all descendants - * objects will be sorted and rendered together. Sorting is from lowest to highest - * render order. - * - * @type {number} - * @default 0 - */ - this.renderOrder = 0; - - /** - * An array holding the animation clips of the 3D object. - * - * @type {Array} - */ - this.animations = []; - - /** - * Custom depth material to be used when rendering to the depth map. Can only be used - * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight}, - * if you are modifying vertex positions in the vertex shader you must specify a custom depth - * material for proper shadows. - * - * Only relevant in context of {@link WebGLRenderer}. - * - * @type {(Material|undefined)} - * @default undefined - */ - this.customDepthMaterial = undefined; - - /** - * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}. - * - * Only relevant in context of {@link WebGLRenderer}. - * - * @type {(Material|undefined)} - * @default undefined - */ - this.customDistanceMaterial = undefined; - - /** - * Whether the 3D object is supposed to be static or not. If set to `true`, it means - * the 3D object is not going to be changed after the initial renderer. This includes - * geometry and material settings. A static 3D object can be processed by the renderer - * slightly faster since certain state checks can be bypassed. - * - * Only relevant in context of {@link WebGPURenderer}. - * - * @type {boolean} - * @default false - */ - this.static = false; - - /** - * An object that can be used to store custom data about the 3D object. It - * should not hold references to functions as these will not be cloned. - * - * @type {Object} - */ - this.userData = {}; - - /** - * The pivot point for rotation and scale transformations. - * When set, rotation and scale are applied around this point - * instead of the object's origin. - * - * @type {?Vector3} - * @default null - */ - this.pivot = null; - - } - - /** - * A callback that is executed immediately before a 3D object is rendered to a shadow map. - * - * @param {Renderer|WebGLRenderer} renderer - The renderer. - * @param {Object3D} object - The 3D object. - * @param {Camera} camera - The camera that is used to render the scene. - * @param {Camera} shadowCamera - The shadow camera. - * @param {BufferGeometry} geometry - The 3D object's geometry. - * @param {Material} depthMaterial - The depth material. - * @param {Object} group - The geometry group data. - */ - onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - /** - * A callback that is executed immediately after a 3D object is rendered to a shadow map. - * - * @param {Renderer|WebGLRenderer} renderer - The renderer. - * @param {Object3D} object - The 3D object. - * @param {Camera} camera - The camera that is used to render the scene. - * @param {Camera} shadowCamera - The shadow camera. - * @param {BufferGeometry} geometry - The 3D object's geometry. - * @param {Material} depthMaterial - The depth material. - * @param {Object} group - The geometry group data. - */ - onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - /** - * A callback that is executed immediately before a 3D object is rendered. - * - * @param {Renderer|WebGLRenderer} renderer - The renderer. - * @param {Object3D} object - The 3D object. - * @param {Camera} camera - The camera that is used to render the scene. - * @param {BufferGeometry} geometry - The 3D object's geometry. - * @param {Material} material - The 3D object's material. - * @param {Object} group - The geometry group data. - */ - onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} - - /** - * A callback that is executed immediately after a 3D object is rendered. - * - * @param {Renderer|WebGLRenderer} renderer - The renderer. - * @param {Object3D} object - The 3D object. - * @param {Camera} camera - The camera that is used to render the scene. - * @param {BufferGeometry} geometry - The 3D object's geometry. - * @param {Material} material - The 3D object's material. - * @param {Object} group - The geometry group data. - */ - onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} - - /** - * Applies the given transformation matrix to the object and updates the object's position, - * rotation and scale. - * - * @param {Matrix4} matrix - The transformation matrix. - */ - applyMatrix4( matrix ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - this.matrix.premultiply( matrix ); - - this.matrix.decompose( this.position, this.quaternion, this.scale ); - - } - - /** - * Applies a rotation represented by given the quaternion to the 3D object. - * - * @param {Quaternion} q - The quaternion. - * @return {Object3D} A reference to this instance. - */ - applyQuaternion( q ) { - - this.quaternion.premultiply( q ); - - return this; - - } - - /** - * Sets the given rotation represented as an axis/angle couple to the 3D object. - * - * @param {Vector3} axis - The (normalized) axis vector. - * @param {number} angle - The angle in radians. - */ - setRotationFromAxisAngle( axis, angle ) { - - // assumes axis is normalized - - this.quaternion.setFromAxisAngle( axis, angle ); - - } - - /** - * Sets the given rotation represented as Euler angles to the 3D object. - * - * @param {Euler} euler - The Euler angles. - */ - setRotationFromEuler( euler ) { - - this.quaternion.setFromEuler( euler, true ); - - } - - /** - * Sets the given rotation represented as rotation matrix to the 3D object. - * - * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be - * a pure rotation matrix (i.e, unscaled). - */ - setRotationFromMatrix( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - this.quaternion.setFromRotationMatrix( m ); - - } - - /** - * Sets the given rotation represented as a Quaternion to the 3D object. - * - * @param {Quaternion} q - The Quaternion - */ - setRotationFromQuaternion( q ) { - - // assumes q is normalized - - this.quaternion.copy( q ); - - } - - /** - * Rotates the 3D object along an axis in local space. - * - * @param {Vector3} axis - The (normalized) axis vector. - * @param {number} angle - The angle in radians. - * @return {Object3D} A reference to this instance. - */ - rotateOnAxis( axis, angle ) { - - // rotate object on axis in object space - // axis is assumed to be normalized - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( _q1 ); - - return this; - - } - - /** - * Rotates the 3D object along an axis in world space. - * - * @param {Vector3} axis - The (normalized) axis vector. - * @param {number} angle - The angle in radians. - * @return {Object3D} A reference to this instance. - */ - rotateOnWorldAxis( axis, angle ) { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( _q1 ); - - return this; - - } - - /** - * Rotates the 3D object around its X axis in local space. - * - * @param {number} angle - The angle in radians. - * @return {Object3D} A reference to this instance. - */ - rotateX( angle ) { - - return this.rotateOnAxis( _xAxis, angle ); - - } - - /** - * Rotates the 3D object around its Y axis in local space. - * - * @param {number} angle - The angle in radians. - * @return {Object3D} A reference to this instance. - */ - rotateY( angle ) { - - return this.rotateOnAxis( _yAxis, angle ); - - } - - /** - * Rotates the 3D object around its Z axis in local space. - * - * @param {number} angle - The angle in radians. - * @return {Object3D} A reference to this instance. - */ - rotateZ( angle ) { - - return this.rotateOnAxis( _zAxis, angle ); - - } - - /** - * Translate the 3D object by a distance along the given axis in local space. - * - * @param {Vector3} axis - The (normalized) axis vector. - * @param {number} distance - The distance in world units. - * @return {Object3D} A reference to this instance. - */ - translateOnAxis( axis, distance ) { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - _v1$6.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( _v1$6.multiplyScalar( distance ) ); - - return this; - - } - - /** - * Translate the 3D object by a distance along its X-axis in local space. - * - * @param {number} distance - The distance in world units. - * @return {Object3D} A reference to this instance. - */ - translateX( distance ) { - - return this.translateOnAxis( _xAxis, distance ); - - } - - /** - * Translate the 3D object by a distance along its Y-axis in local space. - * - * @param {number} distance - The distance in world units. - * @return {Object3D} A reference to this instance. - */ - translateY( distance ) { - - return this.translateOnAxis( _yAxis, distance ); - - } - - /** - * Translate the 3D object by a distance along its Z-axis in local space. - * - * @param {number} distance - The distance in world units. - * @return {Object3D} A reference to this instance. - */ - translateZ( distance ) { - - return this.translateOnAxis( _zAxis, distance ); - - } - - /** - * Converts the given vector from this 3D object's local space to world space. - * - * @param {Vector3} vector - The vector to convert. - * @return {Vector3} The converted vector. - */ - localToWorld( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( this.matrixWorld ); - - } - - /** - * Converts the given vector from this 3D object's world space to local space. - * - * @param {Vector3} vector - The vector to convert. - * @return {Vector3} The converted vector. - */ - worldToLocal( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); - - } - - /** - * Rotates the object to face a point in world space. - * - * This method does not support objects having non-uniformly-scaled parent(s). - * - * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space - * @param {number} [y] - The y coordinate in world space. - * @param {number} [z] - The z coordinate in world space. - */ - lookAt( x, y, z ) { - - // This method does not support objects having non-uniformly-scaled parent(s) - - if ( x.isVector3 ) { - - _target.copy( x ); - - } else { - - _target.set( x, y, z ); - - } - - const parent = this.parent; - - this.updateWorldMatrix( true, false ); - - _position$4.setFromMatrixPosition( this.matrixWorld ); - - if ( this.isCamera || this.isLight ) { - - _m1$1.lookAt( _position$4, _target, this.up ); - - } else { - - _m1$1.lookAt( _target, _position$4, this.up ); - - } - - this.quaternion.setFromRotationMatrix( _m1$1 ); - - if ( parent ) { - - _m1$1.extractRotation( parent.matrixWorld ); - _q1.setFromRotationMatrix( _m1$1 ); - this.quaternion.premultiply( _q1.invert() ); - - } - - } - - /** - * Adds the given 3D object as a child to this 3D object. An arbitrary number of - * objects may be added. Any current parent on an object passed in here will be - * removed, since an object can have at most one parent. - * - * @fires Object3D#added - * @fires Object3D#childadded - * @param {Object3D} object - The 3D object to add. - * @return {Object3D} A reference to this instance. - */ - add( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.add( arguments[ i ] ); - - } - - return this; - - } - - if ( object === this ) { - - error( 'Object3D.add: object can\'t be added as a child of itself.', object ); - return this; - - } - - if ( object && object.isObject3D ) { - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - } else { - - error( 'Object3D.add: object not an instance of THREE.Object3D.', object ); - - } - - return this; - - } - - /** - * Removes the given 3D object as child from this 3D object. - * An arbitrary number of objects may be removed. - * - * @fires Object3D#removed - * @fires Object3D#childremoved - * @param {Object3D} object - The 3D object to remove. - * @return {Object3D} A reference to this instance. - */ - remove( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.remove( arguments[ i ] ); - - } - - return this; - - } - - const index = this.children.indexOf( object ); - - if ( index !== -1 ) { - - object.parent = null; - this.children.splice( index, 1 ); - - object.dispatchEvent( _removedEvent ); - - _childremovedEvent.child = object; - this.dispatchEvent( _childremovedEvent ); - _childremovedEvent.child = null; - - } - - return this; - - } - - /** - * Removes this 3D object from its current parent. - * - * @fires Object3D#removed - * @fires Object3D#childremoved - * @return {Object3D} A reference to this instance. - */ - removeFromParent() { - - const parent = this.parent; - - if ( parent !== null ) { - - parent.remove( this ); - - } - - return this; - - } - - /** - * Removes all child objects. - * - * @fires Object3D#removed - * @fires Object3D#childremoved - * @return {Object3D} A reference to this instance. - */ - clear() { - - return this.remove( ... this.children ); - - } - - /** - * Adds the given 3D object as a child of this 3D object, while maintaining the object's world - * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s). - * - * @fires Object3D#added - * @fires Object3D#childadded - * @param {Object3D} object - The 3D object to attach. - * @return {Object3D} A reference to this instance. - */ - attach( object ) { - - // adds object as a child of this, while maintaining the object's world transform - - // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) - - this.updateWorldMatrix( true, false ); - - _m1$1.copy( this.matrixWorld ).invert(); - - if ( object.parent !== null ) { - - object.parent.updateWorldMatrix( true, false ); - - _m1$1.multiply( object.parent.matrixWorld ); - - } - - object.applyMatrix4( _m1$1 ); - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.updateWorldMatrix( false, true ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - return this; - - } - - /** - * Searches through the 3D object and its children, starting with the 3D object - * itself, and returns the first with a matching ID. - * - * @param {number} id - The id. - * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. - */ - getObjectById( id ) { - - return this.getObjectByProperty( 'id', id ); - - } - - /** - * Searches through the 3D object and its children, starting with the 3D object - * itself, and returns the first with a matching name. - * - * @param {string} name - The name. - * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. - */ - getObjectByName( name ) { - - return this.getObjectByProperty( 'name', name ); - - } - - /** - * Searches through the 3D object and its children, starting with the 3D object - * itself, and returns the first with a matching property value. - * - * @param {string} name - The name of the property. - * @param {any} value - The value. - * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. - */ - getObjectByProperty( name, value ) { - - if ( this[ name ] === value ) return this; - - for ( let i = 0, l = this.children.length; i < l; i ++ ) { - - const child = this.children[ i ]; - const object = child.getObjectByProperty( name, value ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - } - - /** - * Searches through the 3D object and its children, starting with the 3D object - * itself, and returns all 3D objects with a matching property value. - * - * @param {string} name - The name of the property. - * @param {any} value - The value. - * @param {Array} result - The method stores the result in this array. - * @return {Array} The found 3D objects. - */ - getObjectsByProperty( name, value, result = [] ) { - - if ( this[ name ] === value ) result.push( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].getObjectsByProperty( name, value, result ); - - } - - return result; - - } - - /** - * Returns a vector representing the position of the 3D object in world space. - * - * @param {Vector3} target - The target vector the result is stored to. - * @return {Vector3} The 3D object's position in world space. - */ - getWorldPosition( target ) { - - this.updateWorldMatrix( true, false ); - - return target.setFromMatrixPosition( this.matrixWorld ); - - } - - /** - * Returns a Quaternion representing the position of the 3D object in world space. - * - * @param {Quaternion} target - The target Quaternion the result is stored to. - * @return {Quaternion} The 3D object's rotation in world space. - */ - getWorldQuaternion( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$4, target, _scale$3 ); - - return target; - - } - - /** - * Returns a vector representing the scale of the 3D object in world space. - * - * @param {Vector3} target - The target vector the result is stored to. - * @return {Vector3} The 3D object's scale in world space. - */ - getWorldScale( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$4, _quaternion$3, target ); - - return target; - - } - - /** - * Returns a vector representing the ("look") direction of the 3D object in world space. - * - * @param {Vector3} target - The target vector the result is stored to. - * @return {Vector3} The 3D object's direction in world space. - */ - getWorldDirection( target ) { - - this.updateWorldMatrix( true, false ); - - const e = this.matrixWorld.elements; - - return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); - - } - - /** - * Abstract method to get intersections between a casted ray and this - * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points} - * implement this method in order to use raycasting. - * - * @abstract - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - An array holding the result of the method. - */ - raycast( /* raycaster, intersects */ ) {} - - /** - * Abstract method to test whether this 3D object intersects the given frustum. - * Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points} - * implement this method in order to use frustum culling. - * - * @abstract - * @param {Frustum|FrustumArray} frustum - The frustum to test. - * @return {boolean|undefined} Whether this 3D object intersects the given frustum or not. - */ - intersectsFrustum( /* frustum */ ) {} - - /** - * Executes the callback on this 3D object and all descendants. - * - * Note: Modifying the scene graph inside the callback is discouraged. - * - * @param {Function} callback - A callback function that allows to process the current 3D object. - */ - traverse( callback ) { - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverse( callback ); - - } - - } - - /** - * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects. - * Descendants of invisible 3D objects are not traversed. - * - * Note: Modifying the scene graph inside the callback is discouraged. - * - * @param {Function} callback - A callback function that allows to process the current 3D object. - */ - traverseVisible( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverseVisible( callback ); - - } - - } - - /** - * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors. - * - * Note: Modifying the scene graph inside the callback is discouraged. - * - * @param {Function} callback - A callback function that allows to process the current 3D object. - */ - traverseAncestors( callback ) { - - const parent = this.parent; - - if ( parent !== null ) { - - callback( parent ); - - parent.traverseAncestors( callback ); - - } - - } - - /** - * Updates the transformation matrix in local space by computing it from the current - * position, rotation and scale values. - */ - updateMatrix() { - - this.matrix.compose( this.position, this.quaternion, this.scale ); - - const pivot = this.pivot; - - if ( pivot !== null ) { - - const px = pivot.x, py = pivot.y, pz = pivot.z; - const te = this.matrix.elements; - - te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz; - te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz; - te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz; - - } - - this.matrixWorldNeedsUpdate = true; - - } - - /** - * Updates the transformation matrix in world space of this 3D objects and its descendants. - * - * To ensure correct results, this method also recomputes the 3D object's transformation matrix in - * local space. The computation of the local and world matrix can be controlled with the - * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both - * `true` by default. Set these flags to `false` if you need more control over the update matrix process. - * - * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even - * when {@link Object3D#matrixWorldNeedsUpdate} is `false`. - */ - updateMatrixWorld( force ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // make sure descendants are updated if required - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateMatrixWorld( force ); - - } - - } - - /** - * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the - * update of ancestor and descendant nodes. - * - * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not. - * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not. - * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even - * when {@link Object3D#matrixWorldNeedsUpdate} is `false`. - */ - updateWorldMatrix( updateParents, updateChildren, force = false ) { - - const parent = this.parent; - - if ( updateParents === true && parent !== null ) { - - parent.updateWorldMatrix( true, false ); - - } - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // make sure descendants are updated - - if ( updateChildren === true ) { - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateWorldMatrix( false, true, force ); - - } - - } - - } - - /** - * Serializes the 3D object into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized 3D object. - * @see {@link ObjectLoader#parse} - */ - toJSON( meta ) { - - // meta is a string when called from JSON.stringify - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {}, - skeletons: {}, - animations: {}, - nodes: {} - }; - - output.metadata = { - version: 4.7, - type: 'Object', - generator: 'Object3D.toJSON' - }; - - } - - // standard Object3D serialization - - const object = {}; - - object.uuid = this.uuid; - object.type = this.type; - - object.name = this.name; - object.castShadow = this.castShadow; - object.receiveShadow = this.receiveShadow; - object.visible = this.visible; - object.frustumCulled = this.frustumCulled; - object.renderOrder = this.renderOrder; - object.static = this.static; - object.matrixAutoUpdate = this.matrixAutoUpdate; - - if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; - - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); - object.up = this.up.toArray(); - - if ( this.pivot !== null ) object.pivot = this.pivot.toArray(); - - if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary ); - if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice(); - - // object specific properties - - if ( this.isInstancedMesh ) { - - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); - if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); - - } - - if ( this.isBatchedMesh ) { - - object.type = 'BatchedMesh'; - object.perObjectFrustumCulled = this.perObjectFrustumCulled; - object.sortObjects = this.sortObjects; - - object.drawRanges = this._drawRanges; - object.reservedRanges = this._reservedRanges; - - object.geometryInfo = this._geometryInfo.map( info => ( { - ...info, - boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined, - boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined - } ) ); - object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) ); - - object.availableInstanceIds = this._availableInstanceIds.slice(); - object.availableGeometryIds = this._availableGeometryIds.slice(); - - object.nextIndexStart = this._nextIndexStart; - object.nextVertexStart = this._nextVertexStart; - object.geometryCount = this._geometryCount; - - object.maxInstanceCount = this._maxInstanceCount; - object.maxVertexCount = this._maxVertexCount; - object.maxIndexCount = this._maxIndexCount; - - object.geometryInitialized = this._geometryInitialized; - - object.matricesTexture = this._matricesTexture.toJSON( meta ); - - object.indirectTexture = this._indirectTexture.toJSON( meta ); - - if ( this._colorsTexture !== null ) { - - object.colorsTexture = this._colorsTexture.toJSON( meta ); - - } - - if ( this.boundingSphere !== null ) { - - object.boundingSphere = this.boundingSphere.toJSON(); - - } - - if ( this.boundingBox !== null ) { - - object.boundingBox = this.boundingBox.toJSON(); - - } - - } - - // - - function serialize( library, element ) { - - if ( library[ element.uuid ] === undefined ) { - - library[ element.uuid ] = element.toJSON( meta ); - - } - - return element.uuid; - - } - - if ( this.isScene ) { - - if ( this.background ) { - - if ( this.background.isColor ) { - - object.background = this.background.toJSON(); - - } else if ( this.background.isTexture ) { - - object.background = this.background.toJSON( meta ).uuid; - - } - - } - - if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { - - object.environment = this.environment.toJSON( meta ).uuid; - - } - - } else if ( this.isMesh || this.isLine || this.isPoints ) { - - object.geometry = serialize( meta.geometries, this.geometry ); - - const parameters = this.geometry.parameters; - - if ( parameters !== undefined && parameters.shapes !== undefined ) { - - const shapes = parameters.shapes; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - serialize( meta.shapes, shape ); - - } - - } else { - - serialize( meta.shapes, shapes ); - - } - - } - - } - - if ( this.isSkinnedMesh ) { - - object.bindMode = this.bindMode; - object.bindMatrix = this.bindMatrix.toArray(); - - if ( this.skeleton !== undefined ) { - - serialize( meta.skeletons, this.skeleton ); - - object.skeleton = this.skeleton.uuid; - - } - - } - - if ( this.material !== undefined ) { - - if ( Array.isArray( this.material ) ) { - - const uuids = []; - - for ( let i = 0, l = this.material.length; i < l; i ++ ) { - - uuids.push( serialize( meta.materials, this.material[ i ] ) ); - - } - - object.material = uuids; - - } else { - - object.material = serialize( meta.materials, this.material ); - - } - - } - - // - - if ( this.children.length > 0 ) { - - object.children = []; - - for ( let i = 0; i < this.children.length; i ++ ) { - - object.children.push( this.children[ i ].toJSON( meta ).object ); - - } - - } - - // - - if ( this.animations.length > 0 ) { - - object.animations = []; - - for ( let i = 0; i < this.animations.length; i ++ ) { - - const animation = this.animations[ i ]; - - object.animations.push( serialize( meta.animations, animation ) ); - - } - - } - - if ( isRootObject ) { - - const geometries = extractFromCache( meta.geometries ); - const materials = extractFromCache( meta.materials ); - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const shapes = extractFromCache( meta.shapes ); - const skeletons = extractFromCache( meta.skeletons ); - const animations = extractFromCache( meta.animations ); - const nodes = extractFromCache( meta.nodes ); - - if ( geometries.length > 0 ) output.geometries = geometries; - if ( materials.length > 0 ) output.materials = materials; - if ( textures.length > 0 ) output.textures = textures; - if ( images.length > 0 ) output.images = images; - if ( shapes.length > 0 ) output.shapes = shapes; - if ( skeletons.length > 0 ) output.skeletons = skeletons; - if ( animations.length > 0 ) output.animations = animations; - if ( nodes.length > 0 ) output.nodes = nodes; - - } - - output.object = object; - - return output; - - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { - - const values = []; - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - } - - /** - * Returns a new 3D object with copied values from this instance. - * - * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned. - * @return {Object3D} A clone of this instance. - */ - clone( recursive ) { - - return new this.constructor().copy( this, recursive ); - - } - - /** - * Copies the values of the given 3D object to this instance. - * - * @param {Object3D} source - The 3D object to copy. - * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned. - * @return {Object3D} A reference to this instance. - */ - copy( source, recursive = true ) { - - this.name = source.name; - - this.up.copy( source.up ); - - this.position.copy( source.position ); - this.rotation.order = source.rotation.order; - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); - - this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null; - - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - - this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - this.layers.mask = source.layers.mask; - this.visible = source.visible; - - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - - this.static = source.static; - - this.animations = source.animations.slice(); - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - if ( recursive === true ) { - - for ( let i = 0; i < source.children.length; i ++ ) { - - const child = source.children[ i ]; - this.add( child.clone() ); - - } - - } - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * Geometries, materials and textures are potentially shared with other - * 3D objects and must be disposed of separately. - * - * @fires Object3D#dispose - */ - dispose() { - - /** - * Fires when the 3D object has been disposed of. - * - * @event Object3D#dispose - * @type {Object} - */ - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -/** - * The default up direction for objects, also used as the default - * position for {@link DirectionalLight} and {@link HemisphereLight}. - * - * @static - * @type {Vector3} - * @default (0,1,0) - */ -Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); - -/** - * The default setting for {@link Object3D#matrixAutoUpdate} for - * newly created 3D objects. - * - * @static - * @type {boolean} - * @default true - */ -Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; - -/** - * The default setting for {@link Object3D#matrixWorldAutoUpdate} for - * newly created 3D objects. - * - * @static - * @type {boolean} - * @default true - */ -Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; - -/** - * This is almost identical to an {@link Object3D}. Its purpose is to - * make working with groups of objects syntactically clearer. - * - * ```js - * // Create a group and add the two cubes. - * // These cubes can now be rotated / scaled etc as a group. - * const group = new THREE.Group(); - * - * group.add( meshA ); - * group.add( meshB ); - * - * scene.add( group ); - * ``` - * - * @augments Object3D - */ -class Group extends Object3D { - - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isGroup = true; - - this.type = 'Group'; - - } - -} - -const _moveEvent = { type: 'move' }; - -/** - * Class for representing a XR controller with its - * different coordinate systems. - * - * @private - */ -class WebXRController { - - /** - * Constructs a new XR controller. - */ - constructor() { - - /** - * A group representing the target ray space - * of the XR controller. - * - * @private - * @type {?Group} - * @default null - */ - this._targetRay = null; - - /** - * A group representing the grip space - * of the XR controller. - * - * @private - * @type {?Group} - * @default null - */ - this._grip = null; - - /** - * A group representing the hand space - * of the XR controller. - * - * @private - * @type {?Group} - * @default null - */ - this._hand = null; - - } - - /** - * Returns a group representing the hand space of the XR controller. - * - * @return {Group} A group representing the hand space of the XR controller. - */ - getHandSpace() { - - if ( this._hand === null ) { - - this._hand = new Group(); - this._hand.matrixAutoUpdate = false; - this._hand.visible = false; - - this._hand.joints = {}; - this._hand.inputState = { pinching: false }; - - } - - return this._hand; - - } - - /** - * Returns a group representing the target ray space of the XR controller. - * - * @return {Group} A group representing the target ray space of the XR controller. - */ - getTargetRaySpace() { - - if ( this._targetRay === null ) { - - this._targetRay = new Group(); - this._targetRay.matrixAutoUpdate = false; - this._targetRay.visible = false; - this._targetRay.hasLinearVelocity = false; - this._targetRay.linearVelocity = new Vector3(); - this._targetRay.hasAngularVelocity = false; - this._targetRay.angularVelocity = new Vector3(); - - } - - return this._targetRay; - - } - - /** - * Returns a group representing the grip space of the XR controller. - * - * @return {Group} A group representing the grip space of the XR controller. - */ - getGripSpace() { - - if ( this._grip === null ) { - - this._grip = new Group(); - this._grip.matrixAutoUpdate = false; - this._grip.visible = false; - this._grip.hasLinearVelocity = false; - this._grip.linearVelocity = new Vector3(); - this._grip.hasAngularVelocity = false; - this._grip.angularVelocity = new Vector3(); - this._grip.eventsEnabled = false; - - } - - return this._grip; - - } - - /** - * Dispatches the given event to the groups representing - * the different coordinate spaces of the XR controller. - * - * @param {Object} event - The event to dispatch. - * @return {WebXRController} A reference to this instance. - */ - dispatchEvent( event ) { - - if ( this._targetRay !== null ) { - - this._targetRay.dispatchEvent( event ); - - } - - if ( this._grip !== null ) { - - this._grip.dispatchEvent( event ); - - } - - if ( this._hand !== null ) { - - this._hand.dispatchEvent( event ); - - } - - return this; - - } - - /** - * Connects the controller with the given XR input source. - * - * @param {XRInputSource} inputSource - The input source. - * @return {WebXRController} A reference to this instance. - */ - connect( inputSource ) { - - if ( inputSource && inputSource.hand ) { - - const hand = this._hand; - - if ( hand ) { - - for ( const inputjoint of inputSource.hand.values() ) { - - // Initialize hand with joints when connected - this._getHandJoint( hand, inputjoint ); - - } - - } - - } - - this.dispatchEvent( { type: 'connected', data: inputSource } ); - - return this; - - } - - /** - * Disconnects the controller from the given XR input source. - * - * @param {XRInputSource} inputSource - The input source. - * @return {WebXRController} A reference to this instance. - */ - disconnect( inputSource ) { - - this.dispatchEvent( { type: 'disconnected', data: inputSource } ); - - if ( this._targetRay !== null ) { - - this._targetRay.visible = false; - - } - - if ( this._grip !== null ) { - - this._grip.visible = false; - - } - - if ( this._hand !== null ) { - - this._hand.visible = false; - - } - - return this; - - } - - /** - * Updates the controller with the given input source, XR frame and reference space. - * This updates the transformations of the groups that represent the different - * coordinate systems of the controller. - * - * @param {XRInputSource} inputSource - The input source. - * @param {XRFrame} frame - The XR frame. - * @param {XRReferenceSpace} referenceSpace - The reference space. - * @return {WebXRController} A reference to this instance. - */ - update( inputSource, frame, referenceSpace ) { - - let inputPose = null; - let gripPose = null; - let handPose = null; - - const targetRay = this._targetRay; - const grip = this._grip; - const hand = this._hand; - - if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { - - if ( hand && inputSource.hand ) { - - handPose = true; - - for ( const inputjoint of inputSource.hand.values() ) { - - // Update the joints groups with the XRJoint poses - const jointPose = frame.getJointPose( inputjoint, referenceSpace ); - - // The transform of this joint will be updated with the joint pose on each frame - const joint = this._getHandJoint( hand, inputjoint ); - - if ( jointPose !== null ) { - - joint.matrix.fromArray( jointPose.transform.matrix ); - joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); - joint.matrixWorldNeedsUpdate = true; - joint.jointRadius = jointPose.radius; - - } - - joint.visible = jointPose !== null; - - } - - // Custom events - - // Check pinchz - const indexTip = hand.joints[ 'index-finger-tip' ]; - const thumbTip = hand.joints[ 'thumb-tip' ]; - const distance = indexTip.position.distanceTo( thumbTip.position ); - - const distanceToPinch = 0.02; - const threshold = 0.005; - - if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { - - hand.inputState.pinching = false; - this.dispatchEvent( { - type: 'pinchend', - handedness: inputSource.handedness, - target: this - } ); - - } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { - - hand.inputState.pinching = true; - this.dispatchEvent( { - type: 'pinchstart', - handedness: inputSource.handedness, - target: this - } ); - - } - - } else { - - if ( grip !== null && inputSource.gripSpace ) { - - gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); - - if ( gripPose !== null ) { - - grip.matrix.fromArray( gripPose.transform.matrix ); - grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); - grip.matrixWorldNeedsUpdate = true; - - if ( gripPose.linearVelocity ) { - - grip.hasLinearVelocity = true; - grip.linearVelocity.copy( gripPose.linearVelocity ); - - } else { - - grip.hasLinearVelocity = false; - - } - - if ( gripPose.angularVelocity ) { - - grip.hasAngularVelocity = true; - grip.angularVelocity.copy( gripPose.angularVelocity ); - - } else { - - grip.hasAngularVelocity = false; - - } - - // grip update event if enabled - if ( grip.eventsEnabled ) { - - grip.dispatchEvent( { - type: 'gripUpdated', - data: inputSource, - target: this - } ); - - } - - } - - } - - } - - if ( targetRay !== null ) { - - inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - - // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it - if ( inputPose === null && gripPose !== null ) { - - inputPose = gripPose; - - } - - if ( inputPose !== null ) { - - targetRay.matrix.fromArray( inputPose.transform.matrix ); - targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); - targetRay.matrixWorldNeedsUpdate = true; - - if ( inputPose.linearVelocity ) { - - targetRay.hasLinearVelocity = true; - targetRay.linearVelocity.copy( inputPose.linearVelocity ); - - } else { - - targetRay.hasLinearVelocity = false; - - } - - if ( inputPose.angularVelocity ) { - - targetRay.hasAngularVelocity = true; - targetRay.angularVelocity.copy( inputPose.angularVelocity ); - - } else { - - targetRay.hasAngularVelocity = false; - - } - - this.dispatchEvent( _moveEvent ); - - } - - } - - - } - - if ( targetRay !== null ) { - - targetRay.visible = ( inputPose !== null ); - - } - - if ( grip !== null ) { - - grip.visible = ( gripPose !== null ); - - } - - if ( hand !== null ) { - - hand.visible = ( handPose !== null ); - - } - - return this; - - } - - /** - * Returns a group representing the hand joint for the given input joint. - * - * @private - * @param {Group} hand - The group representing the hand space. - * @param {XRJointSpace} inputjoint - The hand joint data. - * @return {Group} A group representing the hand joint for the given input joint. - */ - _getHandJoint( hand, inputjoint ) { - - if ( hand.joints[ inputjoint.jointName ] === undefined ) { - - const joint = new Group(); - joint.matrixAutoUpdate = false; - joint.visible = false; - hand.joints[ inputjoint.jointName ] = joint; - - hand.add( joint ); - - } - - return hand.joints[ inputjoint.jointName ]; - - } - -} - -const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - -const _hslA = { h: 0, s: 0, l: 0 }; -const _hslB = { h: 0, s: 0, l: 0 }; - -function hue2rgb( p, q, t ) { - - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; - -} - -/** - * A Color instance is represented by RGB components in the linear working - * color space, which defaults to `LinearSRGBColorSpace`. Inputs - * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS - * strings) are converted to the working color space automatically. - * - * ```js - * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace - * const color = new THREE.Color().setHex( 0x112233 ); - * ``` - * Source color spaces may be specified explicitly, to ensure correct conversions. - * ```js - * // assumed already LinearSRGBColorSpace; no conversion - * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 ); - * - * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace - * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace ); - * ``` - * If THREE.ColorManagement is disabled, no conversions occur. For details, - * see Color management. Iterating through a Color instance will yield - * its components (r, g, b) in the corresponding order. A Color can be initialised - * in any of the following ways: - * ```js - * //empty constructor - will default white - * const color1 = new THREE.Color(); - * - * //Hexadecimal color (recommended) - * const color2 = new THREE.Color( 0xff0000 ); - * - * //RGB string - * const color3 = new THREE.Color("rgb(255, 0, 0)"); - * const color4 = new THREE.Color("rgb(100%, 0%, 0%)"); - * - * //X11 color name - all 140 color names are supported. - * //Note the lack of CamelCase in the name - * const color5 = new THREE.Color( 'skyblue' ); - * //HSL string - * const color6 = new THREE.Color("hsl(0, 100%, 50%)"); - * - * //Separate RGB values between 0 and 1 - * const color7 = new THREE.Color( 1, 0, 0 ); - * ``` - */ -class Color { - - /** - * Constructs a new color. - * - * Note that standard method of specifying color in three.js is with a hexadecimal triplet, - * and that method is used throughout the rest of the documentation. - * - * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are - * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. - * @param {number} [g] - The green component. - * @param {number} [b] - The blue component. - */ - constructor( r, g, b ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isColor = true; - - /** - * The red component. - * - * @type {number} - * @default 1 - */ - this.r = 1; - - /** - * The green component. - * - * @type {number} - * @default 1 - */ - this.g = 1; - - /** - * The blue component. - * - * @type {number} - * @default 1 - */ - this.b = 1; - - return this.set( r, g, b ); - - } - - /** - * Sets the colors's components from the given values. - * - * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are - * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. - * @param {number} [g] - The green component. - * @param {number} [b] - The blue component. - * @return {Color} A reference to this color. - */ - set( r, g, b ) { - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - - const value = r; - - if ( value && value.isColor ) { - - this.copy( value ); - - } else if ( typeof value === 'number' ) { - - this.setHex( value ); - - } else if ( typeof value === 'string' ) { - - this.setStyle( value ); - - } - - } else { - - this.setRGB( r, g, b ); - - } - - return this; - - } - - /** - * Sets the colors's components to the given scalar value. - * - * @param {number} scalar - The scalar value. - * @return {Color} A reference to this color. - */ - setScalar( scalar ) { - - this.r = scalar; - this.g = scalar; - this.b = scalar; - - return this; - - } - - /** - * Sets this color from a hexadecimal value. - * - * @param {number} hex - The hexadecimal value. - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {Color} A reference to this color. - */ - setHex( hex, colorSpace = SRGBColorSpace ) { - - hex = Math.floor( hex ); - - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; - - ColorManagement.colorSpaceToWorking( this, colorSpace ); - - return this; - - } - - /** - * Sets this color from RGB values. - * - * @param {number} r - Red channel value between `0.0` and `1.0`. - * @param {number} g - Green channel value between `0.0` and `1.0`. - * @param {number} b - Blue channel value between `0.0` and `1.0`. - * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. - * @return {Color} A reference to this color. - */ - setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { - - this.r = r; - this.g = g; - this.b = b; - - ColorManagement.colorSpaceToWorking( this, colorSpace ); - - return this; - - } - - /** - * Sets this color from RGB values. - * - * @param {number} h - Hue value between `0.0` and `1.0`. - * @param {number} s - Saturation value between `0.0` and `1.0`. - * @param {number} l - Lightness value between `0.0` and `1.0`. - * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. - * @return {Color} A reference to this color. - */ - setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { - - // h,s,l ranges are in 0.0 - 1.0 - h = euclideanModulo( h, 1 ); - s = clamp( s, 0, 1 ); - l = clamp( l, 0, 1 ); - - if ( s === 0 ) { - - this.r = this.g = this.b = l; - - } else { - - const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - const q = ( 2 * l ) - p; - - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); - - } - - ColorManagement.colorSpaceToWorking( this, colorSpace ); - - return this; - - } - - /** - * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`, - * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or - * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) - - * all 140 color names are supported). - * - * @param {string} style - Color as a CSS-style string. - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {Color} A reference to this color. - */ - setStyle( style, colorSpace = SRGBColorSpace ) { - - function handleAlpha( string ) { - - if ( string === undefined ) return; - - if ( parseFloat( string ) < 1 ) { - - warn( 'Color: Alpha component of ' + style + ' will be ignored.' ); - - } - - } - - - let m; - - if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { - - // rgb / hsl - - let color; - const name = m[ 1 ]; - const components = m[ 2 ]; - - switch ( name ) { - - case 'rgb': - case 'rgba': - - if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(255,0,0) rgba(255,0,0,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, - colorSpace - ); - - } - - if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, - colorSpace - ); - - } - - break; - - case 'hsl': - case 'hsla': - - if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setHSL( - parseFloat( color[ 1 ] ) / 360, - parseFloat( color[ 2 ] ) / 100, - parseFloat( color[ 3 ] ) / 100, - colorSpace - ); - - } - - break; - - default: - - warn( 'Color: Unknown color model ' + style ); - - } - - } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { - - // hex color - - const hex = m[ 1 ]; - const size = hex.length; - - if ( size === 3 ) { - - // #ff0 - return this.setRGB( - parseInt( hex.charAt( 0 ), 16 ) / 15, - parseInt( hex.charAt( 1 ), 16 ) / 15, - parseInt( hex.charAt( 2 ), 16 ) / 15, - colorSpace - ); - - } else if ( size === 6 ) { - - // #ff0000 - return this.setHex( parseInt( hex, 16 ), colorSpace ); - - } else { - - warn( 'Color: Invalid hex color ' + style ); - - } - - } else if ( style && style.length > 0 ) { - - return this.setColorName( style, colorSpace ); - - } - - return this; - - } - - /** - * Sets this color from a color name. Faster than {@link Color#setStyle} if - * you don't need the other CSS-style formats. - * - * For convenience, the list of names is exposed in `Color.NAMES` as a hash. - * ```js - * Color.NAMES.aliceblue // returns 0xF0F8FF - * ``` - * - * @param {string} style - The color name. - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {Color} A reference to this color. - */ - setColorName( style, colorSpace = SRGBColorSpace ) { - - // color keywords - const hex = _colorKeywords[ style.toLowerCase() ]; - - if ( hex !== undefined ) { - - // red - this.setHex( hex, colorSpace ); - - } else { - - // unknown color - warn( 'Color: Unknown color ' + style ); - - } - - return this; - - } - - /** - * Returns a new color with copied values from this instance. - * - * @return {Color} A clone of this instance. - */ - clone() { - - return new this.constructor( this.r, this.g, this.b ); - - } - - /** - * Copies the values of the given color to this instance. - * - * @param {Color} color - The color to copy. - * @return {Color} A reference to this color. - */ - copy( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - } - - /** - * Copies the given color into this color, and then converts this color from - * `SRGBColorSpace` to `LinearSRGBColorSpace`. - * - * @param {Color} color - The color to copy/convert. - * @return {Color} A reference to this color. - */ - copySRGBToLinear( color ) { - - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); - - return this; - - } - - /** - * Copies the given color into this color, and then converts this color from - * `LinearSRGBColorSpace` to `SRGBColorSpace`. - * - * @param {Color} color - The color to copy/convert. - * @return {Color} A reference to this color. - */ - copyLinearToSRGB( color ) { - - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); - - return this; - - } - - /** - * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`. - * - * @return {Color} A reference to this color. - */ - convertSRGBToLinear() { - - this.copySRGBToLinear( this ); - - return this; - - } - - /** - * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`. - * - * @return {Color} A reference to this color. - */ - convertLinearToSRGB() { - - this.copyLinearToSRGB( this ); - - return this; - - } - - /** - * Returns the hexadecimal value of this color. - * - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {number} The hexadecimal value. - */ - getHex( colorSpace = SRGBColorSpace ) { - - ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); - - return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); - - } - - /** - * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF'). - * - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {string} The hexadecimal value as a string. - */ - getHexString( colorSpace = SRGBColorSpace ) { - - return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 ); - - } - - /** - * Converts the colors RGB values into the HSL format and stores them into the - * given target object. - * - * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result. - * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. - * @return {{h:number,s:number,l:number}} The HSL representation of this color. - */ - getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { - - // h,s,l ranges are in 0.0 - 1.0 - - ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - const max = Math.max( r, g, b ); - const min = Math.min( r, g, b ); - - let hue, saturation; - const lightness = ( min + max ) / 2.0; - - if ( min === max ) { - - hue = 0; - saturation = 0; - - } else { - - const delta = max - min; - - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - - switch ( max ) { - - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; - - } - - hue /= 6; - - } - - target.h = hue; - target.s = saturation; - target.l = lightness; - - return target; - - } - - /** - * Returns the RGB values of this color and stores them into the given target object. - * - * @param {Color} target - The target color that is used to store the method's result. - * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. - * @return {Color} The RGB representation of this color. - */ - getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { - - ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); - - target.r = _color.r; - target.g = _color.g; - target.b = _color.b; - - return target; - - } - - /** - * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`. - * - * @param {string} [colorSpace=SRGBColorSpace] - The color space. - * @return {string} The CSS representation of this color. - */ - getStyle( colorSpace = SRGBColorSpace ) { - - ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - if ( colorSpace !== SRGBColorSpace ) { - - // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). - return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; - - } - - return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; - - } - - /** - * Adds the given HSL values to this color's values. - * Internally, this converts the color's RGB values to HSL, adds HSL - * and then converts the color back to RGB. - * - * @param {number} h - Hue value between `0.0` and `1.0`. - * @param {number} s - Saturation value between `0.0` and `1.0`. - * @param {number} l - Lightness value between `0.0` and `1.0`. - * @return {Color} A reference to this color. - */ - offsetHSL( h, s, l ) { - - this.getHSL( _hslA ); - - return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); - - } - - /** - * Adds the RGB values of the given color to the RGB values of this color. - * - * @param {Color} color - The color to add. - * @return {Color} A reference to this color. - */ - add( color ) { - - this.r += color.r; - this.g += color.g; - this.b += color.b; - - return this; - - } - - /** - * Adds the RGB values of the given colors and stores the result in this instance. - * - * @param {Color} color1 - The first color. - * @param {Color} color2 - The second color. - * @return {Color} A reference to this color. - */ - addColors( color1, color2 ) { - - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - - return this; - - } - - /** - * Adds the given scalar value to the RGB values of this color. - * - * @param {number} s - The scalar to add. - * @return {Color} A reference to this color. - */ - addScalar( s ) { - - this.r += s; - this.g += s; - this.b += s; - - return this; - - } - - /** - * Subtracts the RGB values of the given color from the RGB values of this color. - * - * @param {Color} color - The color to subtract. - * @return {Color} A reference to this color. - */ - sub( color ) { - - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); - - return this; - - } - - /** - * Multiplies the RGB values of the given color with the RGB values of this color. - * - * @param {Color} color - The color to multiply. - * @return {Color} A reference to this color. - */ - multiply( color ) { - - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; - - return this; - - } - - /** - * Multiplies the given scalar value with the RGB values of this color. - * - * @param {number} s - The scalar to multiply. - * @return {Color} A reference to this color. - */ - multiplyScalar( s ) { - - this.r *= s; - this.g *= s; - this.b *= s; - - return this; - - } - - /** - * Linearly interpolates this color's RGB values toward the RGB values of the - * given color. The alpha argument can be thought of as the ratio between - * the two colors, where `0.0` is this color and `1.0` is the first argument. - * - * @param {Color} color - The color to converge on. - * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. - * @return {Color} A reference to this color. - */ - lerp( color, alpha ) { - - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; - - return this; - - } - - /** - * Linearly interpolates between the given colors and stores the result in this instance. - * The alpha argument can be thought of as the ratio between the two colors, where `0.0` - * is the first and `1.0` is the second color. - * - * @param {Color} color1 - The first color. - * @param {Color} color2 - The second color. - * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. - * @return {Color} A reference to this color. - */ - lerpColors( color1, color2, alpha ) { - - this.r = color1.r + ( color2.r - color1.r ) * alpha; - this.g = color1.g + ( color2.g - color1.g ) * alpha; - this.b = color1.b + ( color2.b - color1.b ) * alpha; - - return this; - - } - - /** - * Linearly interpolates this color's HSL values toward the HSL values of the - * given color. It differs from {@link Color#lerp} by not interpolating straight - * from one color to the other, but instead going through all the hues in between - * those two colors. The alpha argument can be thought of as the ratio between - * the two colors, where 0.0 is this color and 1.0 is the first argument. - * - * @param {Color} color - The color to converge on. - * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. - * @return {Color} A reference to this color. - */ - lerpHSL( color, alpha ) { - - this.getHSL( _hslA ); - color.getHSL( _hslB ); - - const h = lerp( _hslA.h, _hslB.h, alpha ); - const s = lerp( _hslA.s, _hslB.s, alpha ); - const l = lerp( _hslA.l, _hslB.l, alpha ); - - this.setHSL( h, s, l ); - - return this; - - } - - /** - * Sets the color's RGB components from the given 3D vector. - * - * @param {Vector3} v - The vector to set. - * @return {Color} A reference to this color. - */ - setFromVector3( v ) { - - this.r = v.x; - this.g = v.y; - this.b = v.z; - - return this; - - } - - /** - * Transforms this color with the given 3x3 matrix. - * - * @param {Matrix3} m - The matrix. - * @return {Color} A reference to this color. - */ - applyMatrix3( m ) { - - const r = this.r, g = this.g, b = this.b; - const e = m.elements; - - this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; - this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; - this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; - - return this; - - } - - /** - * Returns `true` if this color is equal with the given one. - * - * @param {Color} c - The color to test for equality. - * @return {boolean} Whether this bounding color is equal with the given one. - */ - equals( c ) { - - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - - } - - /** - * Sets this color's RGB components from the given array. - * - * @param {Array} array - An array holding the RGB values. - * @param {number} [offset=0] - The offset into the array. - * @return {Color} A reference to this color. - */ - fromArray( array, offset = 0 ) { - - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; - - return this; - - } - - /** - * Writes the RGB components of this color to the given array. If no array is provided, - * the method returns a new instance. - * - * @param {Array} [array=[]] - The target array holding the color components. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Array} The color components. - */ - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; - - return array; - - } - - /** - * Sets the components of this color from the given buffer attribute. - * - * @param {BufferAttribute} attribute - The buffer attribute holding color data. - * @param {number} index - The index into the attribute. - * @return {Color} A reference to this color. - */ - fromBufferAttribute( attribute, index ) { - - this.r = attribute.getX( index ); - this.g = attribute.getY( index ); - this.b = attribute.getZ( index ); - - return this; - - } - - /** - * This methods defines the serialization result of this class. Returns the color - * as a hexadecimal value. - * - * @return {number} The hexadecimal value. - */ - toJSON() { - - return this.getHex(); - - } - - *[ Symbol.iterator ]() { - - yield this.r; - yield this.g; - yield this.b; - - } - -} - -const _color = /*@__PURE__*/ new Color(); - -/** - * A dictionary with X11 color names. - * - * Note that multiple words such as Dark Orange become the string 'darkorange'. - * - * @static - * @type {Object} - */ -Color.NAMES = _colorKeywords; - -/** - * This class can be used to define an exponential squared fog, - * which gives a clear view near the camera and a faster than exponentially - * densening fog farther from the camera. - * - * ```js - * const scene = new THREE.Scene(); - * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 ); - * ``` - */ -class FogExp2 { - - /** - * Constructs a new fog. - * - * @param {number|Color} color - The fog's color. - * @param {number} [density=0.00025] - Defines how fast the fog will grow dense. - */ - constructor( color, density = 0.00025 ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isFogExp2 = true; - - /** - * The name of the fog. - * - * @type {string} - */ - this.name = ''; - - /** - * The fog's color. - * - * @type {Color} - */ - this.color = new Color( color ); - - /** - * Defines how fast the fog will grow dense. - * - * @type {number} - * @default 0.00025 - */ - this.density = density; - - } - - /** - * Returns a new fog with copied values from this instance. - * - * @return {FogExp2} A clone of this instance. - */ - clone() { - - return new FogExp2( this.color, this.density ); - - } - - /** - * Serializes the fog into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized fog - */ - toJSON( /* meta */ ) { - - return { - type: 'FogExp2', - name: this.name, - color: this.color.getHex(), - density: this.density - }; - - } - -} - -/** - * This class can be used to define a linear fog that grows linearly denser - * with the distance. - * - * ```js - * const scene = new THREE.Scene(); - * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 ); - * ``` - */ -class Fog { - - /** - * Constructs a new fog. - * - * @param {number|Color} color - The fog's color. - * @param {number} [near=1] - The minimum distance to start applying fog. - * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied. - */ - constructor( color, near = 1, far = 1000 ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isFog = true; - - /** - * The name of the fog. - * - * @type {string} - */ - this.name = ''; - - /** - * The fog's color. - * - * @type {Color} - */ - this.color = new Color( color ); - - /** - * The minimum distance to start applying fog. Objects that are less than - * `near` units from the active camera won't be affected by fog. - * - * @type {number} - * @default 1 - */ - this.near = near; - - /** - * The maximum distance at which fog stops being calculated and applied. - * Objects that are more than `far` units away from the active camera won't - * be affected by fog. - * - * @type {number} - * @default 1000 - */ - this.far = far; - - } - - /** - * Returns a new fog with copied values from this instance. - * - * @return {Fog} A clone of this instance. - */ - clone() { - - return new Fog( this.color, this.near, this.far ); - - } - - /** - * Serializes the fog into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized fog - */ - toJSON( /* meta */ ) { - - return { - type: 'Fog', - name: this.name, - color: this.color.getHex(), - near: this.near, - far: this.far - }; - - } - -} - -/** - * Scenes allow you to set up what is to be rendered and where by three.js. - * This is where you place 3D objects like meshes, lines or lights. - * - * @augments Object3D - */ -class Scene extends Object3D { - - /** - * Constructs a new scene. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isScene = true; - - this.type = 'Scene'; - - /** - * Defines the background of the scene. Valid inputs are: - * - * - A color for defining a uniform colored background. - * - A texture for defining a (flat) textured background. - * - Cube textures or equirectangular textures for defining a skybox. - * - * @type {?(Color|Texture)} - * @default null - */ - this.background = null; - - /** - * Sets the environment map for all physical materials in the scene. However, - * it's not possible to overwrite an existing texture assigned to the `envMap` - * material property. - * - * @type {?Texture} - * @default null - */ - this.environment = null; - - /** - * A fog instance defining the type of fog that affects everything - * rendered in the scene. - * - * @type {?(Fog|FogExp2)} - * @default null - */ - this.fog = null; - - /** - * Sets the blurriness of the background. Only influences environment maps - * assigned to {@link Scene#background}. Valid input is a float between `0` - * and `1`. - * - * @type {number} - * @default 0 - */ - this.backgroundBlurriness = 0; - - /** - * Attenuates the color of the background. Only applies to background textures. - * - * @type {number} - * @default 1 - */ - this.backgroundIntensity = 1; - - /** - * The rotation of the background in radians. Only influences environment maps - * assigned to {@link Scene#background}. - * - * @type {Euler} - * @default (0,0,0) - */ - this.backgroundRotation = new Euler(); - - /** - * Attenuates the color of the environment. Only influences environment maps - * assigned to {@link Scene#environment}. - * - * @type {number} - * @default 1 - */ - this.environmentIntensity = 1; - - /** - * The rotation of the environment map in radians. Only influences physical materials - * in the scene when {@link Scene#environment} is used. - * - * @type {Euler} - * @default (0,0,0) - */ - this.environmentRotation = new Euler(); - - /** - * Forces everything in the scene to be rendered with the defined material. It is possible - * to exclude materials from override by setting {@link Material#allowOverride} to `false`. - * - * @type {?Material} - * @default null - */ - this.overrideMaterial = null; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.environment !== null ) this.environment = source.environment.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - - this.backgroundBlurriness = source.backgroundBlurriness; - this.backgroundIntensity = source.backgroundIntensity; - this.backgroundRotation.copy( source.backgroundRotation ); - - this.environmentIntensity = source.environmentIntensity; - this.environmentRotation.copy( source.environmentRotation ); - - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - - data.object.backgroundBlurriness = this.backgroundBlurriness; - data.object.backgroundIntensity = this.backgroundIntensity; - data.object.backgroundRotation = this.backgroundRotation.toArray(); - - data.object.environmentIntensity = this.environmentIntensity; - data.object.environmentRotation = this.environmentRotation.toArray(); - - return data; - - } - -} - -const _v0$2 = /*@__PURE__*/ new Vector3(); -const _v1$5 = /*@__PURE__*/ new Vector3(); -const _v2$4 = /*@__PURE__*/ new Vector3(); -const _v3$2 = /*@__PURE__*/ new Vector3(); - -const _vab = /*@__PURE__*/ new Vector3(); -const _vac = /*@__PURE__*/ new Vector3(); -const _vbc = /*@__PURE__*/ new Vector3(); -const _vap = /*@__PURE__*/ new Vector3(); -const _vbp = /*@__PURE__*/ new Vector3(); -const _vcp = /*@__PURE__*/ new Vector3(); - -const _v40 = /*@__PURE__*/ new Vector4(); -const _v41 = /*@__PURE__*/ new Vector4(); -const _v42 = /*@__PURE__*/ new Vector4(); - -/** - * A geometric triangle as defined by three vectors representing its three corners. - */ -class Triangle { - - /** - * Constructs a new triangle. - * - * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle. - * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle. - * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle. - */ - constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { - - /** - * The first corner of the triangle. - * - * @type {Vector3} - */ - this.a = a; - - /** - * The second corner of the triangle. - * - * @type {Vector3} - */ - this.b = b; - - /** - * The third corner of the triangle. - * - * @type {Vector3} - */ - this.c = c; - - } - - /** - * Computes the normal vector of a triangle. - * - * @param {Vector3} a - The first corner of the triangle. - * @param {Vector3} b - The second corner of the triangle. - * @param {Vector3} c - The third corner of the triangle. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The triangle's normal. - */ - static getNormal( a, b, c, target ) { - - target.subVectors( c, b ); - _v0$2.subVectors( a, b ); - target.cross( _v0$2 ); - - const targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { - - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - - } - - return target.set( 0, 0, 0 ); - - } - - /** - * Computes a barycentric coordinates from the given vector. - * Returns `null` if the triangle is degenerate. - * - * @param {Vector3} point - A point in 3D space. - * @param {Vector3} a - The first corner of the triangle. - * @param {Vector3} b - The second corner of the triangle. - * @param {Vector3} c - The third corner of the triangle. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The barycentric coordinates for the given point - */ - static getBarycoord( point, a, b, c, target ) { - - _v0$2.subVectors( c, a ); - _v1$5.subVectors( b, a ); - _v2$4.subVectors( point, a ); - - const dot00 = _v0$2.dot( _v0$2 ); - const dot01 = _v0$2.dot( _v1$5 ); - const dot02 = _v0$2.dot( _v2$4 ); - const dot11 = _v1$5.dot( _v1$5 ); - const dot12 = _v1$5.dot( _v2$4 ); - - const denom = ( dot00 * dot11 - dot01 * dot01 ); - - // collinear or singular triangle - if ( denom === 0 ) { - - target.set( 0, 0, 0 ); - return null; - - } - - const invDenom = 1 / denom; - const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); - - } - - /** - * Returns `true` if the given point, when projected onto the plane of the - * triangle, lies within the triangle. - * - * @param {Vector3} point - The point in 3D space to test. - * @param {Vector3} a - The first corner of the triangle. - * @param {Vector3} b - The second corner of the triangle. - * @param {Vector3} c - The third corner of the triangle. - * @return {boolean} Whether the given point, when projected onto the plane of the - * triangle, lies within the triangle or not. - */ - static containsPoint( point, a, b, c ) { - - // if the triangle is degenerate then we can't contain a point - if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { - - return false; - - } - - return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); - - } - - /** - * Computes the value barycentrically interpolated for the given point on the - * triangle. Returns `null` if the triangle is degenerate. - * - * @param {Vector3} point - Position of interpolated point. - * @param {Vector3} p1 - The first corner of the triangle. - * @param {Vector3} p2 - The second corner of the triangle. - * @param {Vector3} p3 - The third corner of the triangle. - * @param {Vector3} v1 - Value to interpolate of first vertex. - * @param {Vector3} v2 - Value to interpolate of second vertex. - * @param {Vector3} v3 - Value to interpolate of third vertex. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The interpolated value. - */ - static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { - - if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { - - target.x = 0; - target.y = 0; - if ( 'z' in target ) target.z = 0; - if ( 'w' in target ) target.w = 0; - return null; - - } - - target.setScalar( 0 ); - target.addScaledVector( v1, _v3$2.x ); - target.addScaledVector( v2, _v3$2.y ); - target.addScaledVector( v3, _v3$2.z ); - - return target; - - } - - /** - * Computes the value barycentrically interpolated for the given attribute and indices. - * - * @param {BufferAttribute} attr - The attribute to interpolate. - * @param {number} i1 - Index of first vertex. - * @param {number} i2 - Index of second vertex. - * @param {number} i3 - Index of third vertex. - * @param {Vector3} barycoord - The barycoordinate value to use to interpolate. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The interpolated attribute value. - */ - static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) { - - _v40.setScalar( 0 ); - _v41.setScalar( 0 ); - _v42.setScalar( 0 ); - - _v40.fromBufferAttribute( attr, i1 ); - _v41.fromBufferAttribute( attr, i2 ); - _v42.fromBufferAttribute( attr, i3 ); - - target.setScalar( 0 ); - target.addScaledVector( _v40, barycoord.x ); - target.addScaledVector( _v41, barycoord.y ); - target.addScaledVector( _v42, barycoord.z ); - - return target; - - } - - /** - * Returns `true` if the triangle is oriented towards the given direction. - * - * @param {Vector3} a - The first corner of the triangle. - * @param {Vector3} b - The second corner of the triangle. - * @param {Vector3} c - The third corner of the triangle. - * @param {Vector3} direction - The (normalized) direction vector. - * @return {boolean} Whether the triangle is oriented towards the given direction or not. - */ - static isFrontFacing( a, b, c, direction ) { - - _v0$2.subVectors( c, b ); - _v1$5.subVectors( a, b ); - - // strictly front facing - return _v0$2.cross( _v1$5 ).dot( direction ) < 0; - - } - - /** - * Sets the triangle's vertices by copying the given values. - * - * @param {Vector3} a - The first corner of the triangle. - * @param {Vector3} b - The second corner of the triangle. - * @param {Vector3} c - The third corner of the triangle. - * @return {Triangle} A reference to this triangle. - */ - set( a, b, c ) { - - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); - - return this; - - } - - /** - * Sets the triangle's vertices by copying the given array values. - * - * @param {Array} points - An array with 3D points. - * @param {number} i0 - The array index representing the first corner of the triangle. - * @param {number} i1 - The array index representing the second corner of the triangle. - * @param {number} i2 - The array index representing the third corner of the triangle. - * @return {Triangle} A reference to this triangle. - */ - setFromPointsAndIndices( points, i0, i1, i2 ) { - - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); - - return this; - - } - - /** - * Sets the triangle's vertices by copying the given attribute values. - * - * @param {BufferAttribute} attribute - A buffer attribute with 3D points data. - * @param {number} i0 - The attribute index representing the first corner of the triangle. - * @param {number} i1 - The attribute index representing the second corner of the triangle. - * @param {number} i2 - The attribute index representing the third corner of the triangle. - * @return {Triangle} A reference to this triangle. - */ - setFromAttributeAndIndices( attribute, i0, i1, i2 ) { - - this.a.fromBufferAttribute( attribute, i0 ); - this.b.fromBufferAttribute( attribute, i1 ); - this.c.fromBufferAttribute( attribute, i2 ); - - return this; - - } - - /** - * Returns a new triangle with copied values from this instance. - * - * @return {Triangle} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given triangle to this instance. - * - * @param {Triangle} triangle - The triangle to copy. - * @return {Triangle} A reference to this triangle. - */ - copy( triangle ) { - - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); - - return this; - - } - - /** - * Computes the area of the triangle. - * - * @return {number} The triangle's area. - */ - getArea() { - - _v0$2.subVectors( this.c, this.b ); - _v1$5.subVectors( this.a, this.b ); - - return _v0$2.cross( _v1$5 ).length() * 0.5; - - } - - /** - * Computes the midpoint of the triangle. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The triangle's midpoint. - */ - getMidpoint( target ) { - - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - } - - /** - * Computes the normal of the triangle. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The triangle's normal. - */ - getNormal( target ) { - - return Triangle.getNormal( this.a, this.b, this.c, target ); - - } - - /** - * Computes a plane the triangle lies within. - * - * @param {Plane} target - The target vector that is used to store the method's result. - * @return {Plane} The plane the triangle lies within. - */ - getPlane( target ) { - - return target.setFromCoplanarPoints( this.a, this.b, this.c ); - - } - - /** - * Computes a barycentric coordinates from the given vector. - * Returns `null` if the triangle is degenerate. - * - * @param {Vector3} point - A point in 3D space. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The barycentric coordinates for the given point - */ - getBarycoord( point, target ) { - - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - - } - - /** - * Computes the value barycentrically interpolated for the given point on the - * triangle. Returns `null` if the triangle is degenerate. - * - * @param {Vector3} point - Position of interpolated point. - * @param {Vector3} v1 - Value to interpolate of first vertex. - * @param {Vector3} v2 - Value to interpolate of second vertex. - * @param {Vector3} v3 - Value to interpolate of third vertex. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The interpolated value. - */ - getInterpolation( point, v1, v2, v3, target ) { - - return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); - - } - - /** - * Returns `true` if the given point, when projected onto the plane of the - * triangle, lies within the triangle. - * - * @param {Vector3} point - The point in 3D space to test. - * @return {boolean} Whether the given point, when projected onto the plane of the - * triangle, lies within the triangle or not. - */ - containsPoint( point ) { - - return Triangle.containsPoint( point, this.a, this.b, this.c ); - - } - - /** - * Returns `true` if the triangle is oriented towards the given direction. - * - * @param {Vector3} direction - The (normalized) direction vector. - * @return {boolean} Whether the triangle is oriented towards the given direction or not. - */ - isFrontFacing( direction ) { - - return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); - - } - - /** - * Returns `true` if this triangle intersects with the given box. - * - * @param {Box3} box - The box to intersect. - * @return {boolean} Whether this triangle intersects with the given box or not. - */ - intersectsBox( box ) { - - return box.intersectsTriangle( this ); - - } - - /** - * Returns the closest point on the triangle to the given point. - * - * @param {Vector3} p - The point to compute the closest point for. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The closest point on the triangle. - */ - closestPointToPoint( p, target ) { - - const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, - // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., - // under the accompanying license; see chapter 5.1.5 for detailed explanation. - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - - _vab.subVectors( b, a ); - _vac.subVectors( c, a ); - _vap.subVectors( p, a ); - const d1 = _vab.dot( _vap ); - const d2 = _vac.dot( _vap ); - if ( d1 <= 0 && d2 <= 0 ) { - - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); - - } - - _vbp.subVectors( p, b ); - const d3 = _vab.dot( _vbp ); - const d4 = _vac.dot( _vbp ); - if ( d3 >= 0 && d4 <= d3 ) { - - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); - - } - - const vc = d1 * d4 - d3 * d2; - if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { - - v = d1 / ( d1 - d3 ); - // edge region of AB; barycentric coords (1-v, v, 0) - return target.copy( a ).addScaledVector( _vab, v ); - - } - - _vcp.subVectors( p, c ); - const d5 = _vab.dot( _vcp ); - const d6 = _vac.dot( _vcp ); - if ( d6 >= 0 && d5 <= d6 ) { - - // vertex region of C; barycentric coords (0, 0, 1) - return target.copy( c ); - - } - - const vb = d5 * d2 - d1 * d6; - if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { - - w = d2 / ( d2 - d6 ); - // edge region of AC; barycentric coords (1-w, 0, w) - return target.copy( a ).addScaledVector( _vac, w ); - - } - - const va = d3 * d6 - d5 * d4; - if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { - - _vbc.subVectors( c, b ); - w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); - // edge region of BC; barycentric coords (0, 1-w, w) - return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC - - } - - // face region - const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; - - return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); - - } - - /** - * Returns `true` if this triangle is equal with the given one. - * - * @param {Triangle} triangle - The triangle to test for equality. - * @return {boolean} Whether this triangle is equal with the given one. - */ - equals( triangle ) { - - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - - } - -} - -/** - * Represents an axis-aligned bounding box (AABB) in 3D space. - */ -class Box3 { - - /** - * Constructs a new bounding box. - * - * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box. - * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box. - */ - constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBox3 = true; - - /** - * The lower boundary of the box. - * - * @type {Vector3} - */ - this.min = min; - - /** - * The upper boundary of the box. - * - * @type {Vector3} - */ - this.max = max; - - } - - /** - * Sets the lower and upper boundaries of this box. - * Please note that this method only copies the values from the given objects. - * - * @param {Vector3} min - The lower boundary of the box. - * @param {Vector3} max - The upper boundary of the box. - * @return {Box3} A reference to this bounding box. - */ - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - /** - * Sets the upper and lower bounds of this box so it encloses the position data - * in the given array. - * - * @param {Array} array - An array holding 3D position data. - * @return {Box3} A reference to this bounding box. - */ - setFromArray( array ) { - - this.makeEmpty(); - - for ( let i = 0, il = array.length; i < il; i += 3 ) { - - this.expandByPoint( _vector$b.fromArray( array, i ) ); - - } - - return this; - - } - - /** - * Sets the upper and lower bounds of this box so it encloses the position data - * in the given buffer attribute. - * - * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data. - * @return {Box3} A reference to this bounding box. - */ - setFromBufferAttribute( attribute ) { - - this.makeEmpty(); - - for ( let i = 0, il = attribute.count; i < il; i ++ ) { - - this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); - - } - - return this; - - } - - /** - * Sets the upper and lower bounds of this box so it encloses the position data - * in the given array. - * - * @param {Array} points - An array holding 3D position data as instances of {@link Vector3}. - * @return {Box3} A reference to this bounding box. - */ - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - /** - * Centers this box on the given center vector and sets this box's width, height and - * depth to the given size values. - * - * @param {Vector3} center - The center of the box. - * @param {Vector3} size - The x, y and z dimensions of the box. - * @return {Box3} A reference to this bounding box. - */ - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); - - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - /** - * Computes the world-axis-aligned bounding box for the given 3D object - * (including its children), accounting for the object's, and children's, - * world transforms. The function may result in a larger box than strictly necessary. - * - * Note: To compute the correct bounding box, make sure the given 3D object - * has an up-to-date world matrix that reflects the current transformation of its - * ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if - * you're unsure. - * - * @param {Object3D} object - The 3D object to compute the bounding box for. - * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest - * world-axis-aligned bounding box at the expense of more computation. - * @return {Box3} A reference to this bounding box. - */ - setFromObject( object, precise = false ) { - - this.makeEmpty(); - - return this.expandByObject( object, precise ); - - } - - /** - * Returns a new box with copied values from this instance. - * - * @return {Box3} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given box to this instance. - * - * @param {Box3} box - The box to copy. - * @return {Box3} A reference to this bounding box. - */ - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - /** - * Makes this box empty which means in encloses a zero space in 3D. - * - * @return {Box3} A reference to this bounding box. - */ - makeEmpty() { - - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; - - return this; - - } - - /** - * Returns true if this box includes zero points within its bounds. - * Note that a box with equal lower and upper bounds still includes one - * point, the one both bounds share. - * - * @return {boolean} Whether this box is empty or not. - */ - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - - } - - /** - * Returns the center point of this box. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The center point. - */ - getCenter( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - /** - * Returns the dimensions of this box. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The size. - */ - getSize( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - /** - * Expands the boundaries of this box to include the given point. - * - * @param {Vector3} point - The point that should be included by the bounding box. - * @return {Box3} A reference to this bounding box. - */ - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - /** - * Expands this box equilaterally by the given vector. The width of this - * box will be expanded by the x component of the vector in both - * directions. The height of this box will be expanded by the y component of - * the vector in both directions. The depth of this box will be - * expanded by the z component of the vector in both directions. - * - * @param {Vector3} vector - The vector that should expand the bounding box. - * @return {Box3} A reference to this bounding box. - */ - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - /** - * Expands each dimension of the box by the given scalar. If negative, the - * dimensions of the box will be contracted. - * - * @param {number} scalar - The scalar value that should expand the bounding box. - * @return {Box3} A reference to this bounding box. - */ - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - /** - * Expands the boundaries of this box to include the given 3D object and - * its children, accounting for the object's, and children's, world - * transforms. The function may result in a larger box than strictly - * necessary (unless the precise parameter is set to true). - * - * @param {Object3D} object - The 3D object that should expand the bounding box. - * @param {boolean} precise - If set to `true`, the method expands the bounding box - * as little as necessary at the expense of more computation. - * @return {Box3} A reference to this bounding box. - */ - expandByObject( object, precise = false ) { - - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms - - object.updateWorldMatrix( false, false ); - - const geometry = object.geometry; - - if ( geometry !== undefined ) { - - const positionAttribute = geometry.getAttribute( 'position' ); - - // precise AABB computation based on vertex data requires at least a position attribute. - // instancing isn't supported so far and uses the normal (conservative) code path. - - if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { - - for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { - - if ( object.isMesh === true ) { - - object.getVertexPosition( i, _vector$b ); - - } else { - - _vector$b.fromBufferAttribute( positionAttribute, i ); - - } - - _vector$b.applyMatrix4( object.matrixWorld ); - this.expandByPoint( _vector$b ); - - } - - } else { - - if ( object.boundingBox !== undefined ) { - - // object-level bounding box - - if ( object.boundingBox === null ) { - - object.computeBoundingBox(); - - } - - _box$4.copy( object.boundingBox ); - - - } else { - - // geometry-level bounding box - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - _box$4.copy( geometry.boundingBox ); - - } - - _box$4.applyMatrix4( object.matrixWorld ); - - this.union( _box$4 ); - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - this.expandByObject( children[ i ], precise ); - - } - - return this; - - } - - /** - * Returns `true` if the given point lies within or on the boundaries of this box. - * - * @param {Vector3} point - The point to test. - * @return {boolean} Whether the bounding box contains the given point or not. - */ - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.y <= this.max.y && - point.z >= this.min.z && point.z <= this.max.z; - - } - - /** - * Returns `true` if this bounding box includes the entirety of the given bounding box. - * If this box and the given one are identical, this function also returns `true`. - * - * @param {Box3} box - The bounding box to test. - * @return {boolean} Whether the bounding box contains the given bounding box or not. - */ - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; - - } - - /** - * Returns a point as a proportion of this box's width, height and depth. - * - * @param {Vector3} point - A point in 3D space. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} A point as a proportion of this box's width, height and depth. - */ - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); - - } - - /** - * Returns `true` if the given bounding box intersects with this bounding box. - * - * @param {Box3} box - The bounding box to test. - * @return {boolean} Whether the given bounding box intersects with this bounding box. - */ - intersectsBox( box ) { - - // using 6 splitting planes to rule out intersections. - return box.max.x >= this.min.x && box.min.x <= this.max.x && - box.max.y >= this.min.y && box.min.y <= this.max.y && - box.max.z >= this.min.z && box.min.z <= this.max.z; - - } - - /** - * Returns `true` if the given bounding sphere intersects with this bounding box. - * - * @param {Sphere} sphere - The bounding sphere to test. - * @return {boolean} Whether the given bounding sphere intersects with this bounding box. - */ - intersectsSphere( sphere ) { - - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, _vector$b ); - - // If that point is inside the sphere, the AABB and sphere intersect. - return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - /** - * Returns `true` if the given plane intersects with this bounding box. - * - * @param {Plane} plane - The plane to test. - * @return {boolean} Whether the given plane intersects with this bounding box. - */ - intersectsPlane( plane ) { - - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; - - if ( plane.normal.x > 0 ) { - - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - - } else { - - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - - } - - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - - } else { - - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - - } - - if ( plane.normal.z > 0 ) { - - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - - } else { - - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - - } - - return ( min <= - plane.constant && max >= - plane.constant ); - - } - - /** - * Returns `true` if the given triangle intersects with this bounding box. - * - * @param {Triangle} triangle - The triangle to test. - * @return {boolean} Whether the given triangle intersects with this bounding box. - */ - intersectsTriangle( triangle ) { - - if ( this.isEmpty() ) { - - return false; - - } - - // compute box center and extents - this.getCenter( _center ); - _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin - _v0$1.subVectors( triangle.a, _center ); - _v1$4.subVectors( triangle.b, _center ); - _v2$3.subVectors( triangle.c, _center ); - - // compute edge vectors for triangle - _f0.subVectors( _v1$4, _v0$1 ); - _f1.subVectors( _v2$3, _v1$4 ); - _f2.subVectors( _v0$1, _v2$3 ); - - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) - let axes = [ - 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, - _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, - - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 - ]; - if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) { - - return false; - - } - - // test 3 face normals from the aabb - axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; - if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) { - - return false; - - } - - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here - _triangleNormal.crossVectors( _f0, _f1 ); - axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; - - return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ); - - } - - /** - * Clamps the given point within the bounds of this box. - * - * @param {Vector3} point - The point to clamp. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The clamped point. - */ - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - /** - * Returns the euclidean distance from any edge of this box to the specified point. If - * the given point lies inside of this box, the distance will be `0`. - * - * @param {Vector3} point - The point to compute the distance to. - * @return {number} The euclidean distance. - */ - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$b ).distanceTo( point ); - - } - - /** - * Returns a bounding sphere that encloses this bounding box. - * - * @param {Sphere} target - The target sphere that is used to store the method's result. - * @return {Sphere} The bounding sphere that encloses this bounding box. - */ - getBoundingSphere( target ) { - - if ( this.isEmpty() ) { - - target.makeEmpty(); - - } else { - - this.getCenter( target.center ); - - target.radius = this.getSize( _vector$b ).length() * 0.5; - - } - - return target; - - } - - /** - * Computes the intersection of this bounding box and the given one, setting the upper - * bound of this box to the lesser of the two boxes' upper bounds and the - * lower bound of this box to the greater of the two boxes' lower bounds. If - * there's no overlap, makes this box empty. - * - * @param {Box3} box - The bounding box to intersect with. - * @return {Box3} A reference to this bounding box. - */ - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - /** - * Computes the union of this box and another and the given one, setting the upper - * bound of this box to the greater of the two boxes' upper bounds and the - * lower bound of this box to the lesser of the two boxes' lower bounds. - * - * @param {Box3} box - The bounding box that will be unioned with this instance. - * @return {Box3} A reference to this bounding box. - */ - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - /** - * Transforms this bounding box by the given 4x4 transformation matrix. - * - * @param {Matrix4} matrix - The transformation matrix. - * @return {Box3} A reference to this bounding box. - */ - applyMatrix4( matrix ) { - - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; - - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 - - this.setFromPoints( _points ); - - return this; - - } - - /** - * Adds the given offset to both the upper and lower bounds of this bounding box, - * effectively moving it in 3D space. - * - * @param {Vector3} offset - The offset that should be used to translate the bounding box. - * @return {Box3} A reference to this bounding box. - */ - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - /** - * Returns `true` if this bounding box is equal with the given one. - * - * @param {Box3} box - The box to test for equality. - * @return {boolean} Whether this bounding box is equal with the given one. - */ - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - - /** - * Returns a serialized structure of the bounding box. - * - * @return {Object} Serialized structure with fields representing the object state. - */ - toJSON() { - - return { - min: this.min.toArray(), - max: this.max.toArray() - }; - - } - - /** - * Returns a serialized structure of the bounding box. - * - * @param {Object} json - The serialized json to set the box from. - * @return {Box3} A reference to this bounding box. - */ - fromJSON( json ) { - - this.min.fromArray( json.min ); - this.max.fromArray( json.max ); - return this; - - } - -} - -const _points = [ - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3() -]; - -const _vector$b = /*@__PURE__*/ new Vector3(); - -const _box$4 = /*@__PURE__*/ new Box3(); - -// triangle centered vertices - -const _v0$1 = /*@__PURE__*/ new Vector3(); -const _v1$4 = /*@__PURE__*/ new Vector3(); -const _v2$3 = /*@__PURE__*/ new Vector3(); - -// triangle edge vectors - -const _f0 = /*@__PURE__*/ new Vector3(); -const _f1 = /*@__PURE__*/ new Vector3(); -const _f2 = /*@__PURE__*/ new Vector3(); - -const _center = /*@__PURE__*/ new Vector3(); -const _extents = /*@__PURE__*/ new Vector3(); -const _triangleNormal = /*@__PURE__*/ new Vector3(); -const _testAxis = /*@__PURE__*/ new Vector3(); - -function satForAxes( axes, v0, v1, v2, extents ) { - - for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { - - _testAxis.fromArray( axes, i ); - // project the aabb onto the separating axis - const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); - // project all 3 vertices of the triangle onto the separating axis - const p0 = v0.dot( _testAxis ); - const p1 = v1.dot( _testAxis ); - const p2 = v2.dot( _testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { - - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is separating and we can exit - return false; - - } - - } - - return true; - -} - -// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf - -const _tables = /*@__PURE__*/ _generateTables(); - -function _generateTables() { - - // float32 to float16 helpers - - const buffer = new ArrayBuffer( 4 ); - const floatView = new Float32Array( buffer ); - const uint32View = new Uint32Array( buffer ); - - const baseTable = new Uint32Array( 512 ); - const shiftTable = new Uint32Array( 512 ); - - for ( let i = 0; i < 256; ++ i ) { - - const e = i - 127; - - // very small number (0, -0) - - if ( e < -27 ) { - - baseTable[ i ] = 0x0000; - baseTable[ i | 0x100 ] = 0x8000; - shiftTable[ i ] = 24; - shiftTable[ i | 0x100 ] = 24; - - // small number (denorm) - - } else if ( e < -14 ) { - - baseTable[ i ] = 0x0400 >> ( - e - 14 ); - baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; - shiftTable[ i ] = - e - 1; - shiftTable[ i | 0x100 ] = - e - 1; - - // normal number - - } else if ( e <= 15 ) { - - baseTable[ i ] = ( e + 15 ) << 10; - baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; - shiftTable[ i ] = 13; - shiftTable[ i | 0x100 ] = 13; - - // large number (Infinity, -Infinity) - - } else if ( e < 128 ) { - - baseTable[ i ] = 0x7c00; - baseTable[ i | 0x100 ] = 0xfc00; - shiftTable[ i ] = 24; - shiftTable[ i | 0x100 ] = 24; - - // stay (NaN, Infinity, -Infinity) - - } else { - - baseTable[ i ] = 0x7c00; - baseTable[ i | 0x100 ] = 0xfc00; - shiftTable[ i ] = 13; - shiftTable[ i | 0x100 ] = 13; - - } - - } - - // float16 to float32 helpers - - const mantissaTable = new Uint32Array( 2048 ); - const exponentTable = new Uint32Array( 64 ); - const offsetTable = new Uint32Array( 64 ); - - for ( let i = 1; i < 1024; ++ i ) { - - let m = i << 13; // zero pad mantissa bits - let e = 0; // zero exponent - - // normalized - while ( ( m & 0x00800000 ) === 0 ) { - - m <<= 1; - e -= 0x00800000; // decrement exponent - - } - - m &= -8388609; // clear leading 1 bit - e += 0x38800000; // adjust bias - - mantissaTable[ i ] = m | e; - - } - - for ( let i = 1024; i < 2048; ++ i ) { - - mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); - - } - - for ( let i = 1; i < 31; ++ i ) { - - exponentTable[ i ] = i << 23; - - } - - exponentTable[ 31 ] = 0x47800000; - exponentTable[ 32 ] = 0x80000000; - - for ( let i = 33; i < 63; ++ i ) { - - exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); - - } - - exponentTable[ 63 ] = 0xc7800000; - - for ( let i = 1; i < 64; ++ i ) { - - if ( i !== 32 ) { - - offsetTable[ i ] = 1024; - - } - - } - - return { - floatView: floatView, - uint32View: uint32View, - baseTable: baseTable, - shiftTable: shiftTable, - mantissaTable: mantissaTable, - exponentTable: exponentTable, - offsetTable: offsetTable - }; - -} - -/** - * Returns a half precision floating point value (FP16) from the given single - * precision floating point value (FP32). - * - * @param {number} val - A single precision floating point value. - * @return {number} The FP16 value. - */ -function toHalfFloat( val ) { - - if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' ); - - val = clamp( val, -65504, 65504 ); - - _tables.floatView[ 0 ] = val; - const f = _tables.uint32View[ 0 ]; - const e = ( f >> 23 ) & 0x1ff; - return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); - -} - -/** - * Returns a single precision floating point value (FP32) from the given half - * precision floating point value (FP16). - * - * @param {number} val - A half precision floating point value. - * @return {number} The FP32 value. - */ -function fromHalfFloat( val ) { - - const m = val >> 10; - _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; - return _tables.floatView[ 0 ]; - -} - -/** - * A class containing utility functions for data. - * - * @hideconstructor - */ -class DataUtils { - - /** - * Returns a half precision floating point value (FP16) from the given single - * precision floating point value (FP32). - * - * @param {number} val - A single precision floating point value. - * @return {number} The FP16 value. - */ - static toHalfFloat( val ) { - - return toHalfFloat( val ); - - } - - /** - * Returns a single precision floating point value (FP32) from the given half - * precision floating point value (FP16). - * - * @param {number} val - A half precision floating point value. - * @return {number} The FP32 value. - */ - static fromHalfFloat( val ) { - - return fromHalfFloat( val ); - - } - -} - -const _vector$a = /*@__PURE__*/ new Vector3(); -const _vector2$1 = /*@__PURE__*/ new Vector2(); - -let _id$2 = 0; - -/** - * This class stores data for an attribute (such as vertex positions, face - * indices, normals, colors, UVs, and any custom attributes ) associated with - * a geometry, which allows for more efficient passing of data to the GPU. - * - * When working with vector-like data, the `fromBufferAttribute( attribute, index )` - * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}. - */ -class BufferAttribute extends EventDispatcher { - - /** - * Constructs a new buffer attribute. - * - * @param {TypedArray} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized = false ) { - - super(); - - if ( Array.isArray( array ) ) { - - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - - } - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBufferAttribute = true; - - /** - * The ID of the buffer attribute. - * - * @name BufferAttribute#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _id$2 ++ } ); - - /** - * The name of the buffer attribute. - * - * @type {string} - */ - this.name = ''; - - /** - * The array holding the attribute data. It should have `itemSize * numVertices` - * elements, where `numVertices` is the number of vertices in the associated geometry. - * - * @type {TypedArray} - */ - this.array = array; - - /** - * The number of values of the array that should be associated with a particular vertex. - * For instance, if this attribute is storing a 3-component vector (such as a position, - * normal, or color), then the value should be `3`. - * - * @type {number} - */ - this.itemSize = itemSize; - - /** - * Represents the number of items this buffer attribute stores. It is internally computed - * by dividing the `array` length by the `itemSize`. - * - * @type {number} - * @readonly - */ - this.count = array !== undefined ? array.length / itemSize : 0; - - /** - * Applies to integer data only. Indicates how the underlying data in the buffer maps to - * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`, - * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to - * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted - * to floats unmodified, i.e. `65535` becomes `65535.0f`. - * - * @type {boolean} - */ - this.normalized = normalized; - - /** - * Defines the intended usage pattern of the data store for optimization purposes. - * - * Note: After the initial use of a buffer, its usage cannot be changed. Instead, - * instantiate a new one and set the desired usage before the next render. - * - * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} - * @default StaticDrawUsage - */ - this.usage = StaticDrawUsage; - - /** - * This can be used to only update some components of stored vectors (for example, just the - * component related to color). Use the `addUpdateRange()` function to add ranges to this array. - * - * @type {Array} - */ - this.updateRanges = []; - - /** - * Configures the bound GPU type for use in shaders. - * - * Note: this only has an effect for integer arrays and is not configurable for float arrays. - * For lower precision float types, use `Float16BufferAttribute`. - * - * @type {(FloatType|IntType)} - * @default FloatType - */ - this.gpuType = FloatType; - - /** - * A version number, incremented every time the `needsUpdate` is set to `true`. - * - * @type {number} - */ - this.version = 0; - - } - - /** - * A callback function that is executed after the renderer has transferred the attribute - * array data to the GPU. - */ - onUploadCallback() {} - - /** - * Flag to indicate that this attribute has changed and should be re-sent to - * the GPU. Set this to `true` when you modify the value of the array. - * - * @type {number} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - /** - * Sets the usage of this buffer attribute. - * - * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. - * @return {BufferAttribute} A reference to this buffer attribute. - */ - setUsage( value ) { - - this.usage = value; - - return this; - - } - - /** - * Adds a range of data in the data array to be updated on the GPU. - * - * @param {number} start - Position at which to start update. - * @param {number} count - The number of components to update. - */ - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - /** - * Clears the update ranges. - */ - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - /** - * Copies the values of the given buffer attribute to this instance. - * - * @param {BufferAttribute} source - The buffer attribute to copy. - * @return {BufferAttribute} A reference to this instance. - */ - copy( source ) { - - this.name = source.name; - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; - - this.usage = source.usage; - this.gpuType = source.gpuType; - - return this; - - } - - /** - * Copies a vector from the given buffer attribute to this one. The start - * and destination position in the attribute buffers are represented by the - * given indices. - * - * @param {number} index1 - The destination index into this buffer attribute. - * @param {BufferAttribute} attribute - The buffer attribute to copy from. - * @param {number} index2 - The source index into the given buffer attribute. - * @return {BufferAttribute} A reference to this instance. - */ - copyAt( index1, attribute, index2 ) { - - index1 *= this.itemSize; - index2 *= attribute.itemSize; - - for ( let i = 0, l = this.itemSize; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - } - - /** - * Copies the given array data into this buffer attribute. - * - * @param {(TypedArray|Array)} array - The array to copy. - * @return {BufferAttribute} A reference to this instance. - */ - copyArray( array ) { - - this.array.set( array ); - - return this; - - } - - /** - * Applies the given 3x3 matrix to the given attribute. Works with - * item size `2` and `3`. - * - * @param {Matrix3} m - The matrix to apply. - * @return {BufferAttribute} A reference to this instance. - */ - applyMatrix3( m ) { - - if ( this.itemSize === 2 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector2$1.fromBufferAttribute( this, i ); - _vector2$1.applyMatrix3( m ); - - this.setXY( i, _vector2$1.x, _vector2$1.y ); - - } - - } else if ( this.itemSize === 3 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$a.fromBufferAttribute( this, i ); - _vector$a.applyMatrix3( m ); - - this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); - - } - - } - - return this; - - } - - /** - * Applies the given 4x4 matrix to the given attribute. Only works with - * item size `3`. - * - * @param {Matrix4} m - The matrix to apply. - * @return {BufferAttribute} A reference to this instance. - */ - applyMatrix4( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$a.fromBufferAttribute( this, i ); - - _vector$a.applyMatrix4( m ); - - this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); - - } - - return this; - - } - - /** - * Applies the given 3x3 normal matrix to the given attribute. Only works with - * item size `3`. - * - * @param {Matrix3} m - The normal matrix to apply. - * @return {BufferAttribute} A reference to this instance. - */ - applyNormalMatrix( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$a.fromBufferAttribute( this, i ); - - _vector$a.applyNormalMatrix( m ); - - this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); - - } - - return this; - - } - - /** - * Applies the given 4x4 matrix to the given attribute. Only works with - * item size `3` and with direction vectors. - * - * @param {Matrix4} m - The matrix to apply. - * @return {BufferAttribute} A reference to this instance. - */ - transformDirection( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$a.fromBufferAttribute( this, i ); - - _vector$a.transformDirection( m ); - - this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); - - } - - return this; - - } - - /** - * Sets the given array data in the buffer attribute. - * - * @param {(TypedArray|Array)} value - The array data to set. - * @param {number} [offset=0] - The offset in this buffer attribute's array. - * @return {BufferAttribute} A reference to this instance. - */ - set( value, offset = 0 ) { - - // Matching BufferAttribute constructor, do not normalize the array. - this.array.set( value, offset ); - - return this; - - } - - /** - * Returns the given component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} component - The component index. - * @return {number} The returned value. - */ - getComponent( index, component ) { - - let value = this.array[ index * this.itemSize + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - /** - * Sets the given value to the given component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} component - The component index. - * @param {number} value - The value to set. - * @return {BufferAttribute} A reference to this instance. - */ - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize( value, this.array ); - - this.array[ index * this.itemSize + component ] = value; - - return this; - - } - - /** - * Returns the x component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The x component. - */ - getX( index ) { - - let x = this.array[ index * this.itemSize ]; - - if ( this.normalized ) x = denormalize( x, this.array ); - - return x; - - } - - /** - * Sets the x component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value to set. - * @return {BufferAttribute} A reference to this instance. - */ - setX( index, x ) { - - if ( this.normalized ) x = normalize( x, this.array ); - - this.array[ index * this.itemSize ] = x; - - return this; - - } - - /** - * Returns the y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The y component. - */ - getY( index ) { - - let y = this.array[ index * this.itemSize + 1 ]; - - if ( this.normalized ) y = denormalize( y, this.array ); - - return y; - - } - - /** - * Sets the y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} y - The value to set. - * @return {BufferAttribute} A reference to this instance. - */ - setY( index, y ) { - - if ( this.normalized ) y = normalize( y, this.array ); - - this.array[ index * this.itemSize + 1 ] = y; - - return this; - - } - - /** - * Returns the z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The z component. - */ - getZ( index ) { - - let z = this.array[ index * this.itemSize + 2 ]; - - if ( this.normalized ) z = denormalize( z, this.array ); - - return z; - - } - - /** - * Sets the z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} z - The value to set. - * @return {BufferAttribute} A reference to this instance. - */ - setZ( index, z ) { - - if ( this.normalized ) z = normalize( z, this.array ); - - this.array[ index * this.itemSize + 2 ] = z; - - return this; - - } - - /** - * Returns the w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The w component. - */ - getW( index ) { - - let w = this.array[ index * this.itemSize + 3 ]; - - if ( this.normalized ) w = denormalize( w, this.array ); - - return w; - - } - - /** - * Sets the w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} w - The value to set. - * @return {BufferAttribute} A reference to this instance. - */ - setW( index, w ) { - - if ( this.normalized ) w = normalize( w, this.array ); - - this.array[ index * this.itemSize + 3 ] = w; - - return this; - - } - - /** - * Sets the x and y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @return {BufferAttribute} A reference to this instance. - */ - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - - return this; - - } - - /** - * Sets the x, y and z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @param {number} z - The value for the z component to set. - * @return {BufferAttribute} A reference to this instance. - */ - setXYZ( index, x, y, z ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - - return this; - - } - - /** - * Sets the x, y, z and w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @param {number} z - The value for the z component to set. - * @param {number} w - The value for the w component to set. - * @return {BufferAttribute} A reference to this instance. - */ - setXYZW( index, x, y, z, w ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - w = normalize( w, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; - - return this; - - } - - /** - * Sets the given callback function that is executed after the Renderer has transferred - * the attribute array data to the GPU. Can be used to perform clean-up operations after - * the upload when attribute data are not needed anymore on the CPU side. - * - * @param {Function} callback - The `onUpload()` callback. - * @return {BufferAttribute} A reference to this instance. - */ - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - /** - * Returns a new buffer attribute with copied values from this instance. - * - * @return {BufferAttribute} A clone of this instance. - */ - clone() { - - return new this.constructor( this.array, this.itemSize ).copy( this ); - - } - - /** - * Serializes the buffer attribute into JSON. - * - * @return {Object} A JSON object representing the serialized buffer attribute. - */ - toJSON() { - - const data = { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: Array.from( this.array ), - normalized: this.normalized - }; - - data.name = this.name; - data.usage = this.usage; - data.gpuType = this.gpuType; - - return data; - - } - - /** - * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}. - */ - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -/** - * Convenient class that can be used when creating a `Int8` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Int8BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Int8Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Int8Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `UInt8` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Uint8BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Uint8Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Uint8Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Uint8ClampedBufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Uint8ClampedArray)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Uint8ClampedArray( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `Int16` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Int16BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Int16Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Int16Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `UInt16` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Uint16BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Uint16Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `Int32` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Int32BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Int32Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Int32Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `UInt32` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Uint32BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Uint32Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Uint32Array( array ), itemSize, normalized ); - - } - -} - -/** - * Convenient class that can be used when creating a `Float16` buffer attribute with - * a plain `Array` instance. - * - * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array` - * browser support is still problematic. - * - * @augments BufferAttribute - */ -class Float16BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Uint16Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - this.isFloat16BufferAttribute = true; - - } - - getX( index ) { - - let x = fromHalfFloat( this.array[ index * this.itemSize ] ); - - if ( this.normalized ) x = denormalize( x, this.array ); - - return x; - - } - - setX( index, x ) { - - if ( this.normalized ) x = normalize( x, this.array ); - - this.array[ index * this.itemSize ] = toHalfFloat( x ); - - return this; - - } - - getY( index ) { - - let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); - - if ( this.normalized ) y = denormalize( y, this.array ); - - return y; - - } - - setY( index, y ) { - - if ( this.normalized ) y = normalize( y, this.array ); - - this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); - - return this; - - } - - getZ( index ) { - - let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); - - if ( this.normalized ) z = denormalize( z, this.array ); - - return z; - - } - - setZ( index, z ) { - - if ( this.normalized ) z = normalize( z, this.array ); - - this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); - - return this; - - } - - getW( index ) { - - let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); - - if ( this.normalized ) w = denormalize( w, this.array ); - - return w; - - } - - setW( index, w ) { - - if ( this.normalized ) w = normalize( w, this.array ); - - this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); - - return this; - - } - - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - - return this; - - } - - setXYZ( index, x, y, z ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - w = normalize( w, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - this.array[ index + 3 ] = toHalfFloat( w ); - - return this; - - } - -} - -/** - * Convenient class that can be used when creating a `Float32` buffer attribute with - * a plain `Array` instance. - * - * @augments BufferAttribute - */ -class Float32BufferAttribute extends BufferAttribute { - - /** - * Constructs a new buffer attribute. - * - * @param {(Array|Float32Array)} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( array, itemSize, normalized ) { - - super( new Float32Array( array ), itemSize, normalized ); - - } - -} - -const _box$3 = /*@__PURE__*/ new Box3(); -const _v1$3 = /*@__PURE__*/ new Vector3(); -const _v2$2 = /*@__PURE__*/ new Vector3(); - -/** - * An analytical 3D sphere defined by a center and radius. This class is mainly - * used as a Bounding Sphere for 3D objects. - */ -class Sphere { - - /** - * Constructs a new sphere. - * - * @param {Vector3} [center=(0,0,0)] - The center of the sphere - * @param {number} [radius=-1] - The radius of the sphere. - */ - constructor( center = new Vector3(), radius = -1 ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSphere = true; - - /** - * The center of the sphere - * - * @type {Vector3} - */ - this.center = center; - - /** - * The radius of the sphere. - * - * @type {number} - */ - this.radius = radius; - - } - - /** - * Sets the sphere's components by copying the given values. - * - * @param {Vector3} center - The center. - * @param {number} radius - The radius. - * @return {Sphere} A reference to this sphere. - */ - set( center, radius ) { - - this.center.copy( center ); - this.radius = radius; - - return this; - - } - - /** - * Computes the minimum bounding sphere for list of points. - * If the optional center point is given, it is used as the sphere's - * center. Otherwise, the center of the axis-aligned bounding box - * encompassing the points is calculated. - * - * @param {Array} points - A list of points in 3D space. - * @param {Vector3} [optionalCenter] - The center of the sphere. - * @return {Sphere} A reference to this sphere. - */ - setFromPoints( points, optionalCenter ) { - - const center = this.center; - - if ( optionalCenter !== undefined ) { - - center.copy( optionalCenter ); - - } else { - - _box$3.setFromPoints( points ).getCenter( center ); - - } - - let maxRadiusSq = 0; - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - - } - - this.radius = Math.sqrt( maxRadiusSq ); - - return this; - - } - - /** - * Copies the values of the given sphere to this instance. - * - * @param {Sphere} sphere - The sphere to copy. - * @return {Sphere} A reference to this sphere. - */ - copy( sphere ) { - - this.center.copy( sphere.center ); - this.radius = sphere.radius; - - return this; - - } - - /** - * Returns `true` if the sphere is empty (the radius set to a negative number). - * - * Spheres with a radius of `0` contain only their center point and are not - * considered to be empty. - * - * @return {boolean} Whether this sphere is empty or not. - */ - isEmpty() { - - return ( this.radius < 0 ); - - } - - /** - * Makes this sphere empty which means in encloses a zero space in 3D. - * - * @return {Sphere} A reference to this sphere. - */ - makeEmpty() { - - this.center.set( 0, 0, 0 ); - this.radius = -1; - - return this; - - } - - /** - * Returns `true` if this sphere contains the given point inclusive of - * the surface of the sphere. - * - * @param {Vector3} point - The point to check. - * @return {boolean} Whether this sphere contains the given point or not. - */ - containsPoint( point ) { - - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - - } - - /** - * Returns the closest distance from the boundary of the sphere to the - * given point. If the sphere contains the point, the distance will - * be negative. - * - * @param {Vector3} point - The point to compute the distance to. - * @return {number} The distance to the point. - */ - distanceToPoint( point ) { - - return ( point.distanceTo( this.center ) - this.radius ); - - } - - /** - * Returns `true` if this sphere intersects with the given one. - * - * @param {Sphere} sphere - The sphere to test. - * @return {boolean} Whether this sphere intersects with the given one or not. - */ - intersectsSphere( sphere ) { - - const radiusSum = this.radius + sphere.radius; - - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - - } - - /** - * Returns `true` if this sphere intersects with the given box. - * - * @param {Box3} box - The box to test. - * @return {boolean} Whether this sphere intersects with the given box or not. - */ - intersectsBox( box ) { - - return box.intersectsSphere( this ); - - } - - /** - * Returns `true` if this sphere intersects with the given plane. - * - * @param {Plane} plane - The plane to test. - * @return {boolean} Whether this sphere intersects with the given plane or not. - */ - intersectsPlane( plane ) { - - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - - } - - /** - * Clamps a point within the sphere. If the point is outside the sphere, it - * will clamp it to the closest point on the edge of the sphere. Points - * already inside the sphere will not be affected. - * - * @param {Vector3} point - The plane to clamp. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The clamped point. - */ - clampPoint( point, target ) { - - const deltaLengthSq = this.center.distanceToSquared( point ); - - target.copy( point ); - - if ( deltaLengthSq > ( this.radius * this.radius ) ) { - - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - - } - - return target; - - } - - /** - * Returns a bounding box that encloses this sphere. - * - * @param {Box3} target - The target box that is used to store the method's result. - * @return {Box3} The bounding box that encloses this sphere. - */ - getBoundingBox( target ) { - - if ( this.isEmpty() ) { - - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; - - } - - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); - - return target; - - } - - /** - * Transforms this sphere with the given 4x4 transformation matrix. - * - * @param {Matrix4} matrix - The transformation matrix. - * @return {Sphere} A reference to this sphere. - */ - applyMatrix4( matrix ) { - - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); - - return this; - - } - - /** - * Translates the sphere's center by the given offset. - * - * @param {Vector3} offset - The offset. - * @return {Sphere} A reference to this sphere. - */ - translate( offset ) { - - this.center.add( offset ); - - return this; - - } - - /** - * Expands the boundaries of this sphere to include the given point. - * - * @param {Vector3} point - The point to include. - * @return {Sphere} A reference to this sphere. - */ - expandByPoint( point ) { - - if ( this.isEmpty() ) { - - this.center.copy( point ); - - this.radius = 0; - - return this; - - } - - _v1$3.subVectors( point, this.center ); - - const lengthSq = _v1$3.lengthSq(); - - if ( lengthSq > ( this.radius * this.radius ) ) { - - // calculate the minimal sphere - - const length = Math.sqrt( lengthSq ); - - const delta = ( length - this.radius ) * 0.5; - - this.center.addScaledVector( _v1$3, delta / length ); - - this.radius += delta; - - } - - return this; - - } - - /** - * Expands this sphere to enclose both the original sphere and the given sphere. - * - * @param {Sphere} sphere - The sphere to include. - * @return {Sphere} A reference to this sphere. - */ - union( sphere ) { - - if ( sphere.isEmpty() ) { - - return this; - - } - - if ( this.isEmpty() ) { - - this.copy( sphere ); - - return this; - - } - - if ( this.center.equals( sphere.center ) === true ) { - - this.radius = Math.max( this.radius, sphere.radius ); - - } else { - - _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius ); - - this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) ); - - this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) ); - - } - - return this; - - } - - /** - * Returns `true` if this sphere is equal with the given one. - * - * @param {Sphere} sphere - The sphere to test for equality. - * @return {boolean} Whether this bounding sphere is equal with the given one. - */ - equals( sphere ) { - - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - - } - - /** - * Returns a new sphere with copied values from this instance. - * - * @return {Sphere} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Returns a serialized structure of the bounding sphere. - * - * @return {Object} Serialized structure with fields representing the object state. - */ - toJSON() { - - return { - radius: this.radius, - center: this.center.toArray() - }; - - } - - /** - * Returns a serialized structure of the bounding sphere. - * - * @param {Object} json - The serialized json to set the sphere from. - * @return {Sphere} A reference to this bounding sphere. - */ - fromJSON( json ) { - - this.radius = json.radius; - this.center.fromArray( json.center ); - return this; - - } - -} - -let _id$1 = 0; - -const _m1 = /*@__PURE__*/ new Matrix4(); -const _obj = /*@__PURE__*/ new Object3D(); -const _offset = /*@__PURE__*/ new Vector3(); -const _box$2 = /*@__PURE__*/ new Box3(); -const _boxMorphTargets = /*@__PURE__*/ new Box3(); -const _vector$9 = /*@__PURE__*/ new Vector3(); - -/** - * A representation of mesh, line, or point geometry. Includes vertex - * positions, face indices, normals, colors, UVs, and custom attributes - * within buffers, reducing the cost of passing all this data to the GPU. - * - * ```js - * const geometry = new THREE.BufferGeometry(); - * // create a simple square shape. We duplicate the top left and bottom right - * // vertices because each vertex needs to appear once per triangle. - * const vertices = new Float32Array( [ - * -1.0, -1.0, 1.0, // v0 - * 1.0, -1.0, 1.0, // v1 - * 1.0, 1.0, 1.0, // v2 - * - * 1.0, 1.0, 1.0, // v3 - * -1.0, 1.0, 1.0, // v4 - * -1.0, -1.0, 1.0 // v5 - * ] ); - * // itemSize = 3 because there are 3 values (components) per vertex - * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); - * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); - * const mesh = new THREE.Mesh( geometry, material ); - * ``` - * - * @augments EventDispatcher - */ -class BufferGeometry extends EventDispatcher { - - /** - * Constructs a new geometry. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBufferGeometry = true; - - /** - * The ID of the geometry. - * - * @name BufferGeometry#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _id$1 ++ } ); - - /** - * The UUID of the geometry. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - /** - * The name of the geometry. - * - * @type {string} - */ - this.name = ''; - this.type = 'BufferGeometry'; - - /** - * Allows for vertices to be re-used across multiple triangles; this is - * called using "indexed triangles". Each triangle is associated with the - * indices of three vertices. This attribute therefore stores the index of - * each vertex for each triangular face. If this attribute is not set, the - * renderer assumes that each three contiguous positions represent a single triangle. - * - * @type {?BufferAttribute} - * @default null - */ - this.index = null; - - /** - * A (storage) buffer attribute which was generated with a compute shader and - * now defines indirect draw calls. - * - * Can only be used with {@link WebGPURenderer} and a WebGPU backend. - * - * @type {?BufferAttribute} - * @default null - */ - this.indirect = null; - - /** - * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. - * - * Can only be used with {@link WebGPURenderer} and a WebGPU backend. - * - * @type {number|Array} - * @default 0 - */ - this.indirectOffset = 0; - - /** - * This dictionary has as id the name of the attribute to be set and as value - * the buffer attribute to set it to. Rather than accessing this property directly, - * use `setAttribute()` and `getAttribute()` to access attributes of this geometry. - * - * @type {Object} - */ - this.attributes = {}; - - /** - * This dictionary holds the morph targets of the geometry. - * - * Note: Once the geometry has been rendered, the morph attribute data cannot - * be changed. You will have to call `dispose()`, and create a new geometry instance. - * - * @type {Object} - */ - this.morphAttributes = {}; - - /** - * Used to control the morph target behavior; when set to `true`, the morph - * target data is treated as relative offsets, rather than as absolute - * positions/normals. - * - * @type {boolean} - * @default false - */ - this.morphTargetsRelative = false; - - /** - * Split the geometry into groups, each of which will be rendered in a - * separate draw call. This allows an array of materials to be used with the geometry. - * - * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly. - * - * Every vertex and index must belong to exactly one group — groups must not share vertices or - * indices, and must not leave vertices or indices unused. - * - * @type {Array} - */ - this.groups = []; - - /** - * Bounding box for the geometry which can be calculated with `computeBoundingBox()`. - * - * @type {?Box3} - * @default null - */ - this.boundingBox = null; - - /** - * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`. - * - * @type {?Sphere} - * @default null - */ - this.boundingSphere = null; - - /** - * Determines the part of the geometry to render. This should not be set directly, - * instead use `setDrawRange()`. - * - * @type {{start:number,count:number}} - */ - this.drawRange = { start: 0, count: Infinity }; - - /** - * An object that can be used to store custom data about the geometry. - * It should not hold references to functions as these will not be cloned. - * - * @type {Object} - */ - this.userData = {}; - - /** - * `true` when the geometry has been transformed since construction - * (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for - * geometry generators (subclasses that populate `parameters`): when set, - * {@link BufferGeometry#toJSON} omits `parameters` since they no longer - * describe the geometry. - * - * @private - * @type {boolean} - * @default false - */ - this._transformed = false; - - } - - /** - * Returns the index of this geometry. - * - * @return {?BufferAttribute} The index. Returns `null` if no index is defined. - */ - getIndex() { - - return this.index; - - } - - /** - * Sets the given index to this geometry. - * - * @param {Array|BufferAttribute} index - The index to set. - * @return {BufferGeometry} A reference to this instance. - */ - setIndex( index ) { - - if ( Array.isArray( index ) ) { - - this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - - } else { - - this.index = index; - - } - - return this; - - } - - /** - * Sets the given indirect attribute to this geometry. - * - * @param {BufferAttribute} indirect - The attribute holding indirect draw calls. - * @param {number|Array} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. - * @return {BufferGeometry} A reference to this instance. - */ - setIndirect( indirect, indirectOffset = 0 ) { - - this.indirect = indirect; - this.indirectOffset = indirectOffset; - - return this; - - } - - /** - * Returns the indirect attribute of this geometry. - * - * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined. - */ - getIndirect() { - - return this.indirect; - - } - - /** - * Returns the buffer attribute for the given name. - * - * @param {string} name - The attribute name. - * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute. - * Returns `undefined` if not attribute has been found. - */ - getAttribute( name ) { - - return this.attributes[ name ]; - - } - - /** - * Sets the given attribute for the given name. - * - * @param {string} name - The attribute name. - * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set. - * @return {BufferGeometry} A reference to this instance. - */ - setAttribute( name, attribute ) { - - this.attributes[ name ] = attribute; - - return this; - - } - - /** - * Deletes the attribute for the given name. - * - * @param {string} name - The attribute name to delete. - * @return {BufferGeometry} A reference to this instance. - */ - deleteAttribute( name ) { - - delete this.attributes[ name ]; - - return this; - - } - - /** - * Returns `true` if this geometry has an attribute for the given name. - * - * @param {string} name - The attribute name. - * @return {boolean} Whether this geometry has an attribute for the given name or not. - */ - hasAttribute( name ) { - - return this.attributes[ name ] !== undefined; - - } - - /** - * Adds a group to this geometry. - * - * @param {number} start - The first element in this draw call. That is the first - * vertex for non-indexed geometry, otherwise the first triangle index. - * @param {number} count - Specifies how many vertices (or indices) are part of this group. - * @param {number} [materialIndex=0] - The material array index to use. - */ - addGroup( start, count, materialIndex = 0 ) { - - this.groups.push( { - - start: start, - count: count, - materialIndex: materialIndex - - } ); - - } - - /** - * Clears all groups. - */ - clearGroups() { - - this.groups = []; - - } - - /** - * Sets the draw range for this geometry. - * - * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index. - * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render. - * For indexed BufferGeometry, `count` is the number of indices to render. - */ - setDrawRange( start, count ) { - - this.drawRange.start = start; - this.drawRange.count = count; - - } - - /** - * Applies the given 4x4 transformation matrix to the geometry. - * - * @param {Matrix4} matrix - The matrix to apply. - * @return {BufferGeometry} A reference to this instance. - */ - applyMatrix4( matrix ) { - - const position = this.attributes.position; - - if ( position !== undefined ) { - - position.applyMatrix4( matrix ); - - position.needsUpdate = true; - - } - - const normal = this.attributes.normal; - - if ( normal !== undefined ) { - - const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - normal.applyNormalMatrix( normalMatrix ); - - normal.needsUpdate = true; - - } - - const tangent = this.attributes.tangent; - - if ( tangent !== undefined ) { - - tangent.transformDirection( matrix ); - - tangent.needsUpdate = true; - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - this._transformed = true; - - return this; - - } - - /** - * Applies the rotation represented by the Quaternion to the geometry. - * - * @param {Quaternion} q - The Quaternion to apply. - * @return {BufferGeometry} A reference to this instance. - */ - applyQuaternion( q ) { - - _m1.makeRotationFromQuaternion( q ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Rotates the geometry about the X axis. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#rotation} for typical - * real-time mesh rotation. - * - * @param {number} angle - The angle in radians. - * @return {BufferGeometry} A reference to this instance. - */ - rotateX( angle ) { - - // rotate geometry around world x-axis - - _m1.makeRotationX( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Rotates the geometry about the Y axis. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#rotation} for typical - * real-time mesh rotation. - * - * @param {number} angle - The angle in radians. - * @return {BufferGeometry} A reference to this instance. - */ - rotateY( angle ) { - - // rotate geometry around world y-axis - - _m1.makeRotationY( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Rotates the geometry about the Z axis. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#rotation} for typical - * real-time mesh rotation. - * - * @param {number} angle - The angle in radians. - * @return {BufferGeometry} A reference to this instance. - */ - rotateZ( angle ) { - - // rotate geometry around world z-axis - - _m1.makeRotationZ( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Translates the geometry. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#position} for typical - * real-time mesh rotation. - * - * @param {number} x - The x offset. - * @param {number} y - The y offset. - * @param {number} z - The z offset. - * @return {BufferGeometry} A reference to this instance. - */ - translate( x, y, z ) { - - // translate geometry - - _m1.makeTranslation( x, y, z ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Scales the geometry. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#scale} for typical - * real-time mesh rotation. - * - * @param {number} x - The x scale. - * @param {number} y - The y scale. - * @param {number} z - The z scale. - * @return {BufferGeometry} A reference to this instance. - */ - scale( x, y, z ) { - - // scale geometry - - _m1.makeScale( x, y, z ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - /** - * Rotates the geometry to face a point in 3D space. This is typically done as a one time - * operation, and not during a loop. Use {@link Object3D#lookAt} for typical - * real-time mesh rotation. - * - * @param {Vector3} vector - The target point. - * @return {BufferGeometry} A reference to this instance. - */ - lookAt( vector ) { - - _obj.lookAt( vector ); - - _obj.updateMatrix(); - - this.applyMatrix4( _obj.matrix ); - - return this; - - } - - /** - * Center the geometry based on its bounding box. - * - * @return {BufferGeometry} A reference to this instance. - */ - center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( _offset ).negate(); - - this.translate( _offset.x, _offset.y, _offset.z ); - - return this; - - } - - /** - * Defines a geometry by creating a `position` attribute based on the given array of points. The array - * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is - * set to `0`. - * - * If the method is used with an existing `position` attribute, the vertex data are overwritten with the - * data from the array. The length of the array must match the vertex count. - * - * @param {Array|Array} points - The points. - * @return {BufferGeometry} A reference to this instance. - */ - setFromPoints( points ) { - - const positionAttribute = this.getAttribute( 'position' ); - - if ( positionAttribute === undefined ) { - - const position = []; - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); - - } - - this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); - - } else { - - const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size - - for ( let i = 0; i < l; i ++ ) { - - const point = points[ i ]; - positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 ); - - } - - if ( points.length > positionAttribute.count ) { - - warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' ); - - } - - positionAttribute.needsUpdate = true; - - } - - return this; - - } - - /** - * Computes the bounding box of the geometry, and updates the `boundingBox` member. - * The bounding box is not computed by the engine; it must be computed by your app. - * You may need to recompute the bounding box if the geometry vertices are modified. - */ - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); - - this.boundingBox.set( - new Vector3( - Infinity, - Infinity, - Infinity ), - new Vector3( + Infinity, + Infinity, + Infinity ) - ); - - return; - - } - - if ( position !== undefined ) { - - this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _box$2.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$9.addVectors( this.boundingBox.min, _box$2.min ); - this.boundingBox.expandByPoint( _vector$9 ); - - _vector$9.addVectors( this.boundingBox.max, _box$2.max ); - this.boundingBox.expandByPoint( _vector$9 ); - - } else { - - this.boundingBox.expandByPoint( _box$2.min ); - this.boundingBox.expandByPoint( _box$2.max ); - - } - - } - - } - - } else { - - this.boundingBox.makeEmpty(); - - } - - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - - error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - /** - * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member. - * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. - * You may need to recompute the bounding sphere if the geometry vertices are modified. - */ - computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this ); - - this.boundingSphere.set( new Vector3(), Infinity ); - - return; - - } - - if ( position ) { - - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; - - _box$2.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _boxMorphTargets.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$9.addVectors( _box$2.min, _boxMorphTargets.min ); - _box$2.expandByPoint( _vector$9 ); - - _vector$9.addVectors( _box$2.max, _boxMorphTargets.max ); - _box$2.expandByPoint( _vector$9 ); - - } else { - - _box$2.expandByPoint( _boxMorphTargets.min ); - _box$2.expandByPoint( _boxMorphTargets.max ); - - } - - } - - } - - _box$2.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; - - for ( let i = 0, il = position.count; i < il; i ++ ) { - - _vector$9.fromBufferAttribute( position, i ); - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); - - } - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; - - for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { - - _vector$9.fromBufferAttribute( morphAttribute, j ); - - if ( morphTargetsRelative ) { - - _offset.fromBufferAttribute( position, j ); - _vector$9.add( _offset ); - - } - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); - - } - - } - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - } - - /** - * Calculates and adds a tangent attribute to this geometry. - * - * The computation is only supported for indexed geometries and if position, normal, and uv attributes - * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by - * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead. - */ - computeTangents() { - - const index = this.index; - const attributes = this.attributes; - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - - if ( index === null || - attributes.position === undefined || - attributes.normal === undefined || - attributes.uv === undefined ) { - - error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); - return; - - } - - const positionAttribute = attributes.position; - const normalAttribute = attributes.normal; - const uvAttribute = attributes.uv; - - let tangentAttribute = this.getAttribute( 'tangent' ); - - if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) { - - tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ); - this.setAttribute( 'tangent', tangentAttribute ); - - } - - const tan1 = [], tan2 = []; - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - tan1[ i ] = new Vector3(); - tan2[ i ] = new Vector3(); - - } - - const vA = new Vector3(), - vB = new Vector3(), - vC = new Vector3(), - - uvA = new Vector2(), - uvB = new Vector2(), - uvC = new Vector2(), - - sdir = new Vector3(), - tdir = new Vector3(); - - function handleTriangle( a, b, c ) { - - vA.fromBufferAttribute( positionAttribute, a ); - vB.fromBufferAttribute( positionAttribute, b ); - vC.fromBufferAttribute( positionAttribute, c ); - - uvA.fromBufferAttribute( uvAttribute, a ); - uvB.fromBufferAttribute( uvAttribute, b ); - uvC.fromBufferAttribute( uvAttribute, c ); - - vB.sub( vA ); - vC.sub( vA ); - - uvB.sub( uvA ); - uvC.sub( uvA ); - - const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - - // silently ignore degenerate uv triangles having coincident or colinear vertices - - if ( ! isFinite( r ) ) return; - - sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); - tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); - - tan1[ a ].add( sdir ); - tan1[ b ].add( sdir ); - tan1[ c ].add( sdir ); - - tan2[ a ].add( tdir ); - tan2[ b ].add( tdir ); - tan2[ c ].add( tdir ); - - } - - let groups = this.groups; - - if ( groups.length === 0 ) { - - groups = [ { - start: 0, - count: index.count - } ]; - - } - - for ( let i = 0, il = groups.length; i < il; ++ i ) { - - const group = groups[ i ]; - - const start = group.start; - const count = group.count; - - for ( let j = start, jl = start + count; j < jl; j += 3 ) { - - handleTriangle( - index.getX( j + 0 ), - index.getX( j + 1 ), - index.getX( j + 2 ) - ); - - } - - } - - const tmp = new Vector3(), tmp2 = new Vector3(); - const n = new Vector3(), n2 = new Vector3(); - - function handleVertex( v ) { - - n.fromBufferAttribute( normalAttribute, v ); - n2.copy( n ); - - const t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - - tmp.copy( t ); - tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - - tmp2.crossVectors( n2, t ); - const test = tmp2.dot( tan2[ v ] ); - const w = ( test < 0.0 ) ? -1 : 1.0; - - tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); - - } - - for ( let i = 0, il = groups.length; i < il; ++ i ) { - - const group = groups[ i ]; - - const start = group.start; - const count = group.count; - - for ( let j = start, jl = start + count; j < jl; j += 3 ) { - - handleVertex( index.getX( j + 0 ) ); - handleVertex( index.getX( j + 1 ) ); - handleVertex( index.getX( j + 2 ) ); - - } - - } - - this._transformed = true; - - } - - /** - * Computes vertex normals for the given vertex data. For indexed geometries, the method sets - * each vertex normal to be the average of the face normals of the faces that share that vertex. - * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal - * to be the same as the face normal. - */ - computeVertexNormals() { - - const index = this.index; - const positionAttribute = this.getAttribute( 'position' ); - - if ( positionAttribute !== undefined ) { - - let normalAttribute = this.getAttribute( 'normal' ); - - if ( normalAttribute === undefined || normalAttribute.count !== positionAttribute.count ) { - - normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); - this.setAttribute( 'normal', normalAttribute ); - - } else { - - // reset existing normals to zero - - for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - - normalAttribute.setXYZ( i, 0, 0, 0 ); - - } - - } - - const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); - const cb = new Vector3(), ab = new Vector3(); - - // indexed elements - - if ( index ) { - - for ( let i = 0, il = index.count; i < il; i += 3 ) { - - const vA = index.getX( i + 0 ); - const vB = index.getX( i + 1 ); - const vC = index.getX( i + 2 ); - - pA.fromBufferAttribute( positionAttribute, vA ); - pB.fromBufferAttribute( positionAttribute, vB ); - pC.fromBufferAttribute( positionAttribute, vC ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - nA.fromBufferAttribute( normalAttribute, vA ); - nB.fromBufferAttribute( normalAttribute, vB ); - nC.fromBufferAttribute( normalAttribute, vC ); - - nA.add( cb ); - nB.add( cb ); - nC.add( cb ); - - normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); - normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); - normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); - - } - - } else { - - // non-indexed elements (unconnected triangle soup) - - for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { - - pA.fromBufferAttribute( positionAttribute, i + 0 ); - pB.fromBufferAttribute( positionAttribute, i + 1 ); - pC.fromBufferAttribute( positionAttribute, i + 2 ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); - - } - - } - - this.normalizeNormals(); - - normalAttribute.needsUpdate = true; - - } - - } - - /** - * Ensures every normal vector in a geometry will have a magnitude of `1`. This will - * correct lighting on the geometry surfaces. - */ - normalizeNormals() { - - const normals = this.attributes.normal; - - for ( let i = 0, il = normals.count; i < il; i ++ ) { - - _vector$9.fromBufferAttribute( normals, i ); - - _vector$9.normalize(); - - normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); - - } - - } - - /** - * Return a new non-index version of this indexed geometry. If the geometry - * is already non-indexed, the method is a NOOP. - * - * @return {BufferGeometry} The non-indexed version of this indexed geometry. - */ - toNonIndexed() { - - function convertBufferAttribute( attribute, indices ) { - - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - const array2 = new array.constructor( indices.length * itemSize ); - - let index = 0, index2 = 0; - - for ( let i = 0, l = indices.length; i < l; i ++ ) { - - if ( attribute.isInterleavedBufferAttribute ) { - - index = indices[ i ] * attribute.data.stride + attribute.offset; - - } else { - - index = indices[ i ] * itemSize; - - } - - for ( let j = 0; j < itemSize; j ++ ) { - - array2[ index2 ++ ] = array[ index ++ ]; - - } - - } - - return new BufferAttribute( array2, itemSize, normalized ); - - } - - // - - if ( this.index === null ) { - - warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); - return this; - - } - - const geometry2 = new BufferGeometry(); - - const indices = this.index.array; - const attributes = this.attributes; - - // attributes - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - geometry2.setAttribute( name, newAttribute ); - - } - - // morph attributes - - const morphAttributes = this.morphAttributes; - - for ( const name in morphAttributes ) { - - const morphArray = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - - const attribute = morphAttribute[ i ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - morphArray.push( newAttribute ); - - } - - geometry2.morphAttributes[ name ] = morphArray; - - } - - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); - - } - - return geometry2; - - } - - /** - * Serializes the geometry into JSON. - * - * @return {Object} A JSON object representing the serialized geometry. - */ - toJSON() { - - const data = { - metadata: { - version: 4.7, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; - - // standard BufferGeometry serialization - - data.uuid = this.uuid; - data.type = ( this.parameters !== undefined && this._transformed === true ) ? 'BufferGeometry' : this.type; - data.name = this.name; - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - if ( this.parameters !== undefined && this._transformed !== true ) { - - const parameters = this.parameters; - - for ( const key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - // for simplicity the code assumes attributes are not shared across geometries, see #15811 - - data.data = { attributes: {} }; - - const index = this.index; - - if ( index !== null ) { - - data.data.index = { - type: index.array.constructor.name, - array: Array.prototype.slice.call( index.array ) - }; - - } - - const attributes = this.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - - data.data.attributes[ key ] = attribute.toJSON( data.data ); - - } - - const morphAttributes = {}; - let hasMorphAttributes = false; - - for ( const key in this.morphAttributes ) { - - const attributeArray = this.morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - - array.push( attribute.toJSON( data.data ) ); - - } - - if ( array.length > 0 ) { - - morphAttributes[ key ] = array; - - hasMorphAttributes = true; - - } - - } - - if ( hasMorphAttributes ) { - - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; - - } - - const groups = this.groups; - - if ( groups.length > 0 ) { - - data.data.groups = JSON.parse( JSON.stringify( groups ) ); - - } - - const boundingSphere = this.boundingSphere; - - if ( boundingSphere !== null ) { - - data.data.boundingSphere = boundingSphere.toJSON(); - - } - - return data; - - } - - /** - * Returns a new geometry with copied values from this instance. - * - * @return {BufferGeometry} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given geometry to this instance. - * - * @param {BufferGeometry} source - The geometry to copy. - * @return {BufferGeometry} A reference to this instance. - */ - copy( source ) { - - // reset - - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; - - // used for storing cloned, shared data - - const data = {}; - - // name - - this.name = source.name; - - // index - - const index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone() ); - - } - - // attributes - - const attributes = source.attributes; - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - this.setAttribute( name, attribute.clone( data ) ); - - } - - // morph attributes - - const morphAttributes = source.morphAttributes; - - for ( const name in morphAttributes ) { - - const array = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { - - array.push( morphAttribute[ i ].clone( data ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); - - } - - // bounding box - - const boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // draw range - - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; - - // user data - - this.userData = source.userData; - - // transformed flag - - this._transformed = source._transformed; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * @fires BufferGeometry#dispose - */ - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -/** - * "Interleaved" means that multiple attributes, possibly of different types, - * (e.g., position, normal, uv, color) are packed into a single array buffer. - * - * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html) - */ -class InterleavedBuffer { - - /** - * Constructs a new interleaved buffer. - * - * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. - * @param {number} stride - The number of typed-array elements per vertex. - */ - constructor( array, stride ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInterleavedBuffer = true; - - /** - * A typed array with a shared buffer storing attribute data. - * - * @type {TypedArray} - */ - this.array = array; - - /** - * The number of typed-array elements per vertex. - * - * @type {number} - */ - this.stride = stride; - - /** - * The total number of elements in the array - * - * @type {number} - * @readonly - */ - this.count = array !== undefined ? array.length / stride : 0; - - /** - * Defines the intended usage pattern of the data store for optimization purposes. - * - * Note: After the initial use of a buffer, its usage cannot be changed. Instead, - * instantiate a new one and set the desired usage before the next render. - * - * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} - * @default StaticDrawUsage - */ - this.usage = StaticDrawUsage; - - /** - * This can be used to only update some components of stored vectors (for example, just the - * component related to color). Use the `addUpdateRange()` function to add ranges to this array. - * - * @type {Array} - */ - this.updateRanges = []; - - /** - * A version number, incremented every time the `needsUpdate` is set to `true`. - * - * @type {number} - */ - this.version = 0; - - /** - * The UUID of the interleaved buffer. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - } - - /** - * A callback function that is executed after the renderer has transferred the attribute array - * data to the GPU. - */ - onUploadCallback() {} - - /** - * Flag to indicate that this attribute has changed and should be re-sent to - * the GPU. Set this to `true` when you modify the value of the array. - * - * @type {number} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - /** - * Sets the usage of this interleaved buffer. - * - * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. - * @return {InterleavedBuffer} A reference to this interleaved buffer. - */ - setUsage( value ) { - - this.usage = value; - - return this; - - } - - /** - * Adds a range of data in the data array to be updated on the GPU. - * - * @param {number} start - Position at which to start update. - * @param {number} count - The number of components to update. - */ - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - /** - * Clears the update ranges. - */ - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - /** - * Copies the values of the given interleaved buffer to this instance. - * - * @param {InterleavedBuffer} source - The interleaved buffer to copy. - * @return {InterleavedBuffer} A reference to this instance. - */ - copy( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; - - return this; - - } - - /** - * Copies a vector from the given interleaved buffer to this one. The start - * and destination position in the attribute buffers are represented by the - * given indices. - * - * @param {number} index1 - The destination index into this interleaved buffer. - * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from. - * @param {number} index2 - The source index into the given interleaved buffer. - * @return {InterleavedBuffer} A reference to this instance. - */ - copyAt( index1, interleavedBuffer, index2 ) { - - index1 *= this.stride; - index2 *= interleavedBuffer.stride; - - for ( let i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ]; - - } - - return this; - - } - - /** - * Sets the given array data in the interleaved buffer. - * - * @param {(TypedArray|Array)} value - The array data to set. - * @param {number} [offset=0] - The offset in this interleaved buffer's array. - * @return {InterleavedBuffer} A reference to this instance. - */ - set( value, offset = 0 ) { - - this.array.set( value, offset ); - - return this; - - } - - /** - * Returns a new interleaved buffer with copied values from this instance. - * - * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures. - * @return {InterleavedBuffer} A clone of this instance. - */ - clone( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; - - } - - const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); - - const ib = new this.constructor( array, this.stride ); - ib.setUsage( this.usage ); - - return ib; - - } - - /** - * Sets the given callback function that is executed after the Renderer has transferred - * the array data to the GPU. Can be used to perform clean-up operations after - * the upload when data are not needed anymore on the CPU side. - * - * @param {Function} callback - The `onUpload()` callback. - * @return {InterleavedBuffer} A reference to this instance. - */ - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - /** - * Serializes the interleaved buffer into JSON. - * - * @param {Object} [data] - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized interleaved buffer. - */ - toJSON( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - // generate UUID for array buffer if necessary - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); - - } - - // - - const json = { - uuid: this.uuid, - buffer: this.array.buffer._uuid, - type: this.array.constructor.name, - stride: this.stride - }; - - json.usage = this.usage; - - return json; - - } - -} - -const _vector$8 = /*@__PURE__*/ new Vector3(); - -/** - * An alternative version of a buffer attribute with interleaved data. Interleaved - * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with - * different offsets into the buffer. - */ -class InterleavedBufferAttribute { - - /** - * Constructs a new interleaved buffer attribute. - * - * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data. - * @param {number} itemSize - The item size. - * @param {number} offset - The attribute offset into the buffer. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( interleavedBuffer, itemSize, offset, normalized = false ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInterleavedBufferAttribute = true; - - /** - * The name of the buffer attribute. - * - * @type {string} - */ - this.name = ''; - - /** - * The buffer holding the interleaved data. - * - * @type {InterleavedBuffer} - */ - this.data = interleavedBuffer; - - /** - * The item size, see {@link BufferAttribute#itemSize}. - * - * @type {number} - */ - this.itemSize = itemSize; - - /** - * The attribute offset into the buffer. - * - * @type {number} - */ - this.offset = offset; - - /** - * Whether the data are normalized or not, see {@link BufferAttribute#normalized} - * - * @type {InterleavedBuffer} - */ - this.normalized = normalized; - - } - - /** - * The item count of this buffer attribute. - * - * @type {number} - * @readonly - */ - get count() { - - return this.data.count; - - } - - /** - * The array holding the interleaved buffer attribute data. - * - * @type {TypedArray} - */ - get array() { - - return this.data.array; - - } - - /** - * Flag to indicate that this attribute has changed and should be re-sent to - * the GPU. Set this to `true` when you modify the value of the array. - * - * @type {number} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - this.data.needsUpdate = value; - - } - - /** - * Applies the given 4x4 matrix to the given attribute. Only works with - * item size `3`. - * - * @param {Matrix4} m - The matrix to apply. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - applyMatrix4( m ) { - - for ( let i = 0, l = this.data.count; i < l; i ++ ) { - - _vector$8.fromBufferAttribute( this, i ); - - _vector$8.applyMatrix4( m ); - - this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - - } - - return this; - - } - - /** - * Applies the given 3x3 normal matrix to the given attribute. Only works with - * item size `3`. - * - * @param {Matrix3} m - The normal matrix to apply. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - applyNormalMatrix( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$8.fromBufferAttribute( this, i ); - - _vector$8.applyNormalMatrix( m ); - - this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - - } - - return this; - - } - - /** - * Applies the given 4x4 matrix to the given attribute. Only works with - * item size `3` and with direction vectors. - * - * @param {Matrix4} m - The matrix to apply. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - transformDirection( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$8.fromBufferAttribute( this, i ); - - _vector$8.transformDirection( m ); - - this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - - } - - return this; - - } - - /** - * Returns the given component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} component - The component index. - * @return {number} The returned value. - */ - getComponent( index, component ) { - - let value = this.array[ index * this.data.stride + this.offset + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - /** - * Sets the given value to the given component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} component - The component index. - * @param {number} value - The value to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize( value, this.array ); - - this.data.array[ index * this.data.stride + this.offset + component ] = value; - - return this; - - } - - /** - * Sets the x component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setX( index, x ) { - - if ( this.normalized ) x = normalize( x, this.array ); - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - } - - /** - * Sets the y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} y - The value to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setY( index, y ) { - - if ( this.normalized ) y = normalize( y, this.array ); - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - } - - /** - * Sets the z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} z - The value to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setZ( index, z ) { - - if ( this.normalized ) z = normalize( z, this.array ); - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - } - - /** - * Sets the w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} w - The value to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setW( index, w ) { - - if ( this.normalized ) w = normalize( w, this.array ); - - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - - return this; - - } - - /** - * Returns the x component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The x component. - */ - getX( index ) { - - let x = this.data.array[ index * this.data.stride + this.offset ]; - - if ( this.normalized ) x = denormalize( x, this.array ); - - return x; - - } - - /** - * Returns the y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The y component. - */ - getY( index ) { - - let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; - - if ( this.normalized ) y = denormalize( y, this.array ); - - return y; - - } - - /** - * Returns the z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The z component. - */ - getZ( index ) { - - let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; - - if ( this.normalized ) z = denormalize( z, this.array ); - - return z; - - } - - /** - * Returns the w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @return {number} The w component. - */ - getW( index ) { - - let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; - - if ( this.normalized ) w = denormalize( w, this.array ); - - return w; - - } - - /** - * Sets the x and y component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setXY( index, x, y ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - } - - /** - * Sets the x, y and z component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @param {number} z - The value for the z component to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setXYZ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - } - - /** - * Sets the x, y, z and w component of the vector at the given index. - * - * @param {number} index - The index into the buffer attribute. - * @param {number} x - The value for the x component to set. - * @param {number} y - The value for the y component to set. - * @param {number} z - The value for the z component to set. - * @param {number} w - The value for the w component to set. - * @return {InterleavedBufferAttribute} A reference to this instance. - */ - setXYZW( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - z = normalize( z, this.array ); - w = normalize( w, this.array ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; - - return this; - - } - - /** - * Returns a new buffer attribute with copied values from this instance. - * - * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. - * - * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property. - * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance. - */ - clone( data ) { - - if ( data === undefined ) { - - log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); - - } else { - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); - - } - - return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); - - } - - } - - /** - * Serializes the buffer attribute into JSON. - * - * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. - * - * @param {Object} [data] - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized buffer attribute. - */ - toJSON( data ) { - - if ( data === undefined ) { - - log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - // de-interleave data and save it as an ordinary buffer attribute for now - - return { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: array, - normalized: this.normalized - }; - - } else { - - // save as true interleaved attribute - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); - - } - - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, - data: this.data.uuid, - offset: this.offset, - normalized: this.normalized - }; - - } - - } - -} - -const _vector1 = /*@__PURE__*/ new Vector3(); -const _vector2 = /*@__PURE__*/ new Vector3(); -const _normalMatrix = /*@__PURE__*/ new Matrix3(); - -/** - * A two dimensional surface that extends infinitely in 3D space, represented - * in [Hessian normal form](https://mathworld.wolfram.com/HessianNormalForm.html) - * by a unit length normal vector and a constant. - */ -class Plane { - - /** - * Constructs a new plane. - * - * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane. - * @param {number} [constant=0] - The signed distance from the origin to the plane. - */ - constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPlane = true; - - /** - * A unit length vector defining the normal of the plane. - * - * @type {Vector3} - */ - this.normal = normal; - - /** - * The signed distance from the origin to the plane. - * - * @type {number} - * @default 0 - */ - this.constant = constant; - - } - - /** - * Sets the plane components by copying the given values. - * - * @param {Vector3} normal - The normal. - * @param {number} constant - The constant. - * @return {Plane} A reference to this plane. - */ - set( normal, constant ) { - - this.normal.copy( normal ); - this.constant = constant; - - return this; - - } - - /** - * Sets the plane components by defining `x`, `y`, `z` as the - * plane normal and `w` as the constant. - * - * @param {number} x - The value for the normal's x component. - * @param {number} y - The value for the normal's y component. - * @param {number} z - The value for the normal's z component. - * @param {number} w - The constant value. - * @return {Plane} A reference to this plane. - */ - setComponents( x, y, z, w ) { - - this.normal.set( x, y, z ); - this.constant = w; - - return this; - - } - - /** - * Sets the plane from the given normal and coplanar point (that is a point - * that lies onto the plane). - * - * @param {Vector3} normal - The normal. - * @param {Vector3} point - A coplanar point. - * @return {Plane} A reference to this plane. - */ - setFromNormalAndCoplanarPoint( normal, point ) { - - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); - - return this; - - } - - /** - * Sets the plane from three coplanar points. The winding order is - * assumed to be counter-clockwise, and determines the direction of - * the plane normal. - * - * @param {Vector3} a - The first coplanar point. - * @param {Vector3} b - The second coplanar point. - * @param {Vector3} c - The third coplanar point. - * @return {Plane} A reference to this plane. - */ - setFromCoplanarPoints( a, b, c ) { - - const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - - this.setFromNormalAndCoplanarPoint( normal, a ); - - return this; - - } - - /** - * Copies the values of the given plane to this instance. - * - * @param {Plane} plane - The plane to copy. - * @return {Plane} A reference to this plane. - */ - copy( plane ) { - - this.normal.copy( plane.normal ); - this.constant = plane.constant; - - return this; - - } - - /** - * Normalizes the plane normal and adjusts the constant accordingly. - * - * @return {Plane} A reference to this plane. - */ - normalize() { - - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; - - return this; - - } - - /** - * Negates both the plane normal and the constant. - * - * @return {Plane} A reference to this plane. - */ - negate() { - - this.constant *= -1; - this.normal.negate(); - - return this; - - } - - /** - * Returns the signed distance from the given point to this plane. - * - * @param {Vector3} point - The point to compute the distance for. - * @return {number} The signed distance. - */ - distanceToPoint( point ) { - - return this.normal.dot( point ) + this.constant; - - } - - /** - * Returns the signed distance from the given sphere to this plane. - * - * @param {Sphere} sphere - The sphere to compute the distance for. - * @return {number} The signed distance. - */ - distanceToSphere( sphere ) { - - return this.distanceToPoint( sphere.center ) - sphere.radius; - - } - - /** - * Projects a the given point onto the plane. - * - * @param {Vector3} point - The point to project. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The projected point on the plane. - */ - projectPoint( point, target ) { - - return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); - - } - - /** - * Returns the intersection point of the passed line and the plane. Returns - * `null` if the line does not intersect. Returns the line's starting point if - * the line is coplanar with the plane. - * - * @param {Line3} line - The line to compute the intersection for. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment. - * @return {?Vector3} The intersection point. Returns `null` if no intersection is detected. - */ - intersectLine( line, target, clampToLine = true ) { - - const direction = line.delta( _vector1 ); - - const denominator = this.normal.dot( direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { - - return target.copy( line.start ); - - } - - // Unsure if this is the correct method to handle this case. - return null; - - } - - const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - - if ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) { - - return null; - - } - - return target.copy( line.start ).addScaledVector( direction, t ); - - } - - /** - * Returns `true` if the given line segment intersects with (passes through) the plane. - * - * @param {Line3} line - The line to test. - * @return {boolean} Whether the given line segment intersects with the plane or not. - */ - intersectsLine( line ) { - - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - - const startSign = this.distanceToPoint( line.start ); - const endSign = this.distanceToPoint( line.end ); - - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - - } - - /** - * Returns `true` if the given bounding box intersects with the plane. - * - * @param {Box3} box - The bounding box to test. - * @return {boolean} Whether the given bounding box intersects with the plane or not. - */ - intersectsBox( box ) { - - return box.intersectsPlane( this ); - - } - - /** - * Returns `true` if the given bounding sphere intersects with the plane. - * - * @param {Sphere} sphere - The bounding sphere to test. - * @return {boolean} Whether the given bounding sphere intersects with the plane or not. - */ - intersectsSphere( sphere ) { - - return sphere.intersectsPlane( this ); - - } - - /** - * Returns a coplanar vector to the plane, by calculating the - * projection of the normal at the origin onto the plane. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The coplanar point. - */ - coplanarPoint( target ) { - - return target.copy( this.normal ).multiplyScalar( - this.constant ); - - } - - /** - * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform. - * - * The optional normal matrix can be pre-computed like so: - * ```js - * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); - * ``` - * - * @param {Matrix4} matrix - The transformation matrix. - * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix. - * @return {Plane} A reference to this plane. - */ - applyMatrix4( matrix, optionalNormalMatrix ) { - - const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); - - const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); - - const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - - this.constant = - referencePoint.dot( normal ); - - return this; - - } - - /** - * Translates the plane by the distance defined by the given offset vector. - * Note that this only affects the plane constant and will not affect the normal vector. - * - * @param {Vector3} offset - The offset vector. - * @return {Plane} A reference to this plane. - */ - translate( offset ) { - - this.constant -= offset.dot( this.normal ); - - return this; - - } - - /** - * Returns `true` if this plane is equal with the given one. - * - * @param {Plane} plane - The plane to test for equality. - * @return {boolean} Whether this plane is equal with the given one. - */ - equals( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } - - /** - * Returns a new plane with copied values from this instance. - * - * @return {Plane} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Returns a serialized structure of the plane. - * - * @return {Object} Serialized structure with fields representing the object state. - */ - toJSON() { - - return { - normal: this.normal.toArray(), - constant: this.constant - }; - - } - - /** - * Sets the plane properties from the given JSON. - * - * @param {Object} json - The serialized json to set the plane from. - * @return {Plane} A reference to this plane. - */ - fromJSON( json ) { - - this.normal.fromArray( json.normal ); - this.constant = json.constant; - - return this; - - } - -} - -let _materialId = 0; - -/** - * Abstract base class for materials. - * - * Materials define the appearance of renderable 3D objects. - * - * @abstract - * @augments EventDispatcher - */ -class Material extends EventDispatcher { - - /** - * Constructs a new material. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMaterial = true; - - /** - * The ID of the material. - * - * @name Material#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _materialId ++ } ); - - /** - * The UUID of the material. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - /** - * The name of the material. - * - * @type {string} - */ - this.name = ''; - - /** - * The type property is used for detecting the object type - * in context of serialization/deserialization. - * - * @type {string} - * @readonly - */ - this.type = 'Material'; - - /** - * Defines the blending type of the material. - * - * It must be set to `CustomBlending` if custom blending properties like - * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation} - * should have any effect. - * - * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)} - * @default NormalBlending - */ - this.blending = NormalBlending; - - /** - * Defines which side of faces will be rendered - front, back or both. - * - * @type {(FrontSide|BackSide|DoubleSide)} - * @default FrontSide - */ - this.side = FrontSide; - - /** - * If set to `true`, vertex colors should be used. - * - * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or - * four (RGBA) component color buffer attribute is used. - * - * @type {boolean} - * @default false - */ - this.vertexColors = false; - - /** - * Defines how transparent the material is. - * A value of `0.0` indicates fully transparent, `1.0` is fully opaque. - * - * If the {@link Material#transparent} is not set to `true`, - * the material will remain fully opaque and this value will only affect its color. - * - * @type {number} - * @default 1 - */ - this.opacity = 1; - - /** - * Defines whether this material is transparent. This has an effect on - * rendering as transparent objects need special treatment and are rendered - * after non-transparent objects. - * - * When set to true, the extent to which the material is transparent is - * controlled by {@link Material#opacity}. - * - * @type {boolean} - * @default false - */ - this.transparent = false; - - /** - * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or - * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than - * a random threshold. Randomization introduces some grain or noise, but approximates alpha - * blending without the associated problems of sorting. Using TAA can reduce the resulting noise. - * - * @type {boolean} - * @default false - */ - this.alphaHash = false; - - /** - * Defines the blending source factor. - * - * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} - * @default SrcAlphaFactor - */ - this.blendSrc = SrcAlphaFactor; - - /** - * Defines the blending destination factor. - * - * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} - * @default OneMinusSrcAlphaFactor - */ - this.blendDst = OneMinusSrcAlphaFactor; - - /** - * Defines the blending equation. - * - * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} - * @default AddEquation - */ - this.blendEquation = AddEquation; - - /** - * Defines the blending source alpha factor. - * - * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} - * @default null - */ - this.blendSrcAlpha = null; - - /** - * Defines the blending destination alpha factor. - * - * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} - * @default null - */ - this.blendDstAlpha = null; - - /** - * Defines the blending equation of the alpha channel. - * - * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} - * @default null - */ - this.blendEquationAlpha = null; - - /** - * Represents the RGB values of the constant blend color. - * - * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`. - * - * @type {Color} - * @default (0,0,0) - */ - this.blendColor = new Color( 0, 0, 0 ); - - /** - * Represents the alpha value of the constant blend color. - * - * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`. - * - * @type {number} - * @default 0 - */ - this.blendAlpha = 0; - - /** - * Defines the depth function. - * - * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)} - * @default LessEqualDepth - */ - this.depthFunc = LessEqualDepth; - - /** - * Whether to have depth test enabled when rendering this material. - * When the depth test is disabled, the depth write will also be implicitly disabled. - * - * @type {boolean} - * @default true - */ - this.depthTest = true; - - /** - * Whether rendering this material has any effect on the depth buffer. - * - * When drawing 2D overlays it can be useful to disable the depth writing in - * order to layer several things together without creating z-index artifacts. - * - * @type {boolean} - * @default true - */ - this.depthWrite = true; - - /** - * The bit mask to use when writing to the stencil buffer. - * - * @type {number} - * @default 0xff - */ - this.stencilWriteMask = 0xff; - - /** - * The stencil comparison function to use. - * - * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc} - * @default AlwaysStencilFunc - */ - this.stencilFunc = AlwaysStencilFunc; - - /** - * The value to use when performing stencil comparisons or stencil operations. - * - * @type {number} - * @default 0 - */ - this.stencilRef = 0; - - /** - * The bit mask to use when comparing against the stencil buffer. - * - * @type {number} - * @default 0xff - */ - this.stencilFuncMask = 0xff; - - /** - * Which stencil operation to perform when the comparison function returns `false`. - * - * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} - * @default KeepStencilOp - */ - this.stencilFail = KeepStencilOp; - - /** - * Which stencil operation to perform when the comparison function returns - * `true` but the depth test fails. - * - * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} - * @default KeepStencilOp - */ - this.stencilZFail = KeepStencilOp; - - /** - * Which stencil operation to perform when the comparison function returns - * `true` and the depth test passes. - * - * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} - * @default KeepStencilOp - */ - this.stencilZPass = KeepStencilOp; - - /** - * Whether stencil operations are performed against the stencil buffer. In - * order to perform writes or comparisons against the stencil buffer this - * value must be `true`. - * - * @type {boolean} - * @default false - */ - this.stencilWrite = false; - - /** - * User-defined clipping planes specified as THREE.Plane objects in world - * space. These planes apply to the objects this material is attached to. - * Points in space whose signed distance to the plane is negative are clipped - * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to - * be `true`. - * - * @type {?Array} - * @default null - */ - this.clippingPlanes = null; - - /** - * Changes the behavior of clipping planes so that only their intersection is - * clipped, rather than their union. - * - * @type {boolean} - * @default false - */ - this.clipIntersection = false; - - /** - * Defines whether to clip shadows according to the clipping planes specified - * on this material. - * - * @type {boolean} - * @default false - */ - this.clipShadows = false; - - /** - * Defines which side of faces cast shadows. If `null`, the side casting shadows - * is determined as follows: - * - * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows. - * - When {@link Material#side} is set to `BackSide`, the front side cast shadows. - * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows. - * - * @type {?(FrontSide|BackSide|DoubleSide)} - * @default null - */ - this.shadowSide = null; - - /** - * Whether to render the material's color. - * - * This can be used in conjunction with {@link Object3D#renderOder} to create invisible - * objects that occlude other objects. - * - * @type {boolean} - * @default true - */ - this.colorWrite = true; - - /** - * Override the renderer's default precision for this material. - * - * @type {?('highp'|'mediump'|'lowp')} - * @default null - */ - this.precision = null; - - /** - * Whether to use polygon offset or not. When enabled, each fragment's depth value will - * be offset after it is interpolated from the depth values of the appropriate vertices. - * The offset is added before the depth test is performed and before the value is written - * into the depth buffer. - * - * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for - * rendering solids with highlighted edges. - * - * @type {boolean} - * @default false - */ - this.polygonOffset = false; - - /** - * Specifies a scale factor that is used to create a variable depth offset for each polygon. - * - * @type {number} - * @default 0 - */ - this.polygonOffsetFactor = 0; - - /** - * Is multiplied by an implementation-specific value to create a constant depth offset. - * - * @type {number} - * @default 0 - */ - this.polygonOffsetUnits = 0; - - /** - * Whether to apply dithering to the color to remove the appearance of banding. - * - * @type {boolean} - * @default false - */ - this.dithering = false; - - /** - * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts - * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this - * will smooth aliasing on clip plane edges and alphaTest-clipped edges. - * - * @type {boolean} - * @default false - */ - this.alphaToCoverage = false; - - /** - * Whether to premultiply the alpha (transparency) value. - * - * @type {boolean} - * @default false - */ - this.premultipliedAlpha = false; - - /** - * Whether double-sided, transparent objects should be rendered with a single pass or not. - * - * The engine renders double-sided, transparent objects with two draw calls (back faces first, - * then front faces) to mitigate transparency artifacts. There are scenarios however where this - * approach produces no quality gains but still doubles draw calls e.g. when rendering flat - * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to - * disable the two pass rendering to avoid performance issues. - * - * @type {boolean} - * @default false - */ - this.forceSinglePass = false; - - /** - * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not. - * - * @type {boolean} - * @default true - */ - this.allowOverride = true; - - /** - * Defines whether 3D objects using this material are visible. - * - * @type {boolean} - * @default true - */ - this.visible = true; - - /** - * Defines whether this material is tone mapped according to the renderer's tone mapping setting. - * - * It is ignored when rendering to a render target or using post processing or when using - * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping. - * - * @type {boolean} - * @default true - */ - this.toneMapped = true; - - /** - * An object that can be used to store custom data about the Material. It - * should not hold references to functions as these will not be cloned. - * - * @type {Object} - */ - this.userData = {}; - - /** - * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`. - * - * @type {number} - * @readonly - * @default 0 - */ - this.version = 0; - - this._alphaTest = 0; - - } - - /** - * Sets the alpha value to be used when running an alpha test. The material - * will not be rendered if the opacity is lower than this value. - * - * @type {number} - * @readonly - * @default 0 - */ - get alphaTest() { - - return this._alphaTest; - - } - - set alphaTest( value ) { - - if ( this._alphaTest > 0 !== value > 0 ) { - - this.version ++; - - } - - this._alphaTest = value; - - } - - /** - * An optional callback that is executed immediately before the material is used to render a 3D object. - * - * This method can only be used when rendering with {@link WebGLRenderer}. - * - * @param {WebGLRenderer} renderer - The renderer. - * @param {Scene} scene - The scene. - * @param {Camera} camera - The camera that is used to render the scene. - * @param {BufferGeometry} geometry - The 3D object's geometry. - * @param {Object3D} object - The 3D object. - * @param {Object} group - The geometry group data. - */ - onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} - - /** - * An optional callback that is executed immediately before the shader - * program is compiled. This function is called with the shader source code - * as a parameter. Useful for the modification of built-in materials. - * - * This method can only be used when rendering with {@link WebGLRenderer}. The - * recommended approach when customizing materials is to use `WebGPURenderer` with the new - * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language). - * - * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source. - * @param {WebGLRenderer} renderer - A reference to the renderer. - */ - onBeforeCompile( /* shaderobject, renderer */ ) {} - - /** - * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify - * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached - * shader or recompile the shader for this material as needed. - * - * This method can only be used when rendering with {@link WebGLRenderer}. - * - * @return {string} The custom program cache key. - */ - customProgramCacheKey() { - - return this.onBeforeCompile.toString(); - - } - - /** - * This method can be used to set default values from parameter objects. - * It is a generic implementation so it can be used with different types - * of materials. - * - * @param {Object} [values] - The material values to set. - */ - setValues( values ) { - - if ( values === undefined ) return; - - for ( const key in values ) { - - const newValue = values[ key ]; - - if ( newValue === undefined ) { - - warn( `Material: parameter '${ key }' has value of undefined.` ); - continue; - - } - - const currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` ); - continue; - - } - - if ( currentValue && currentValue.isColor ) { - - currentValue.set( newValue ); - - } else if ( - ( ( currentValue && currentValue.isVector2 ) && ( newValue && newValue.isVector2 ) ) || - ( ( currentValue && currentValue.isEuler ) && ( newValue && newValue.isEuler ) ) || - ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) - ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - - /** - * Serializes the material into JSON. - * - * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. - * @return {Object} A JSON object representing the serialized material. - * @see {@link ObjectLoader#parse} - */ - toJSON( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( isRootObject ) { - - meta = { - textures: {}, - images: {} - }; - - } - - const data = { - metadata: { - version: 4.7, - type: 'Material', - generator: 'Material.toJSON' - } - }; - - // standard Material serialization - - data.uuid = this.uuid; - data.type = this.type; - - data.blending = this.blending; - data.side = this.side; - data.shadowSide = this.shadowSide; - data.vertexColors = this.vertexColors; - - data.opacity = this.opacity; - data.transparent = this.transparent; - - data.blendSrc = this.blendSrc; - data.blendDst = this.blendDst; - data.blendEquation = this.blendEquation; - data.blendSrcAlpha = this.blendSrcAlpha; - data.blendDstAlpha = this.blendDstAlpha; - data.blendEquationAlpha = this.blendEquationAlpha; - data.blendColor = this.blendColor.getHex(); - data.blendAlpha = this.blendAlpha; - - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; - data.colorWrite = this.colorWrite; - - data.clipIntersection = this.clipIntersection; - data.clipShadows = this.clipShadows; - - data.stencilWriteMask = this.stencilWriteMask; - data.stencilFunc = this.stencilFunc; - data.stencilRef = this.stencilRef; - data.stencilFuncMask = this.stencilFuncMask; - data.stencilFail = this.stencilFail; - data.stencilZFail = this.stencilZFail; - data.stencilZPass = this.stencilZPass; - data.stencilWrite = this.stencilWrite; - - data.polygonOffset = this.polygonOffset; - data.polygonOffsetFactor = this.polygonOffsetFactor; - data.polygonOffsetUnits = this.polygonOffsetUnits; - - data.dithering = this.dithering; - - data.alphaTest = this.alphaTest; - data.alphaHash = this.alphaHash; - data.alphaToCoverage = this.alphaToCoverage; - data.premultipliedAlpha = this.premultipliedAlpha; - data.forceSinglePass = this.forceSinglePass; - data.allowOverride = this.allowOverride; - - data.visible = this.visible; - data.toneMapped = this.toneMapped; - - data.name = this.name; - - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; - - if ( this.sheen !== undefined ) data.sheen = this.sheen; - if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); - if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity !== undefined ) data.emissiveIntensity = this.emissiveIntensity; - - if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); - if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; - if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); - if ( this.shininess !== undefined ) data.shininess = this.shininess; - if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; - if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; - - if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { - - data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; - - } - - if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { - - data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; - - } - - if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { - - data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; - data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); - - } - - if ( this.sheenColorMap && this.sheenColorMap.isTexture ) { - - data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid; - - } - - if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) { - - data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid; - - } - - if ( this.dispersion !== undefined ) data.dispersion = this.dispersion; - if ( this.retroreflectivity !== undefined ) data.retroreflectivity = this.retroreflectivity; - - if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; - if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; - if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; - - if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { - - data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; - - } - - if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { - - data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; - - } - - if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; - if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; - - if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { - - data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; - - } - - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - - if ( this.lightMap && this.lightMap.isTexture ) { - - data.lightMap = this.lightMap.toJSON( meta ).uuid; - data.lightMapIntensity = this.lightMapIntensity; - - } - - if ( this.aoMap && this.aoMap.isTexture ) { - - data.aoMap = this.aoMap.toJSON( meta ).uuid; - data.aoMapIntensity = this.aoMapIntensity; - - } - - if ( this.bumpMap && this.bumpMap.isTexture ) { - - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; - - } - - if ( this.normalMap && this.normalMap.isTexture ) { - - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalMapType = this.normalMapType; - data.normalScale = this.normalScale.toArray(); - - } - - if ( this.displacementMap && this.displacementMap.isTexture ) { - - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - - } - - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; - if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; - - if ( this.envMap && this.envMap.isTexture ) { - - data.envMap = this.envMap.toJSON( meta ).uuid; - - if ( this.combine !== undefined ) data.combine = this.combine; - - } - - if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); - if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; - if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; - if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; - - if ( this.gradientMap && this.gradientMap.isTexture ) { - - data.gradientMap = this.gradientMap.toJSON( meta ).uuid; - - } - - if ( this.transmission !== undefined ) data.transmission = this.transmission; - if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; - if ( this.thickness !== undefined ) data.thickness = this.thickness; - if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; - if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance; - if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); - - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; - - if ( Array.isArray( this.clippingPlanes ) && this.clippingPlanes.length > 0 ) { - - data.clippingPlanes = this.clippingPlanes.map( plane => plane.toJSON() ); - - } - - // rotation (SpriteMaterial) - if ( this.rotation !== undefined ) data.rotation = this.rotation; - - // depthPacking (MeshDepthMaterial) - if ( this.depthPacking !== undefined ) data.depthPacking = this.depthPacking; - - if ( this.linewidth !== undefined ) data.linewidth = this.linewidth; - if ( this.linecap !== undefined ) data.linecap = this.linecap; - if ( this.linejoin !== undefined ) data.linejoin = this.linejoin; - if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; - if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; - if ( this.scale !== undefined ) data.scale = this.scale; - - if ( this.wireframe !== undefined ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth !== undefined ) data.wireframeLinewidth = this.wireframeLinewidth; - if ( this.wireframeLinecap !== undefined ) data.wireframeLinecap = this.wireframeLinecap; - if ( this.wireframeLinejoin !== undefined ) data.wireframeLinejoin = this.wireframeLinejoin; - - if ( this.flatShading !== undefined ) data.flatShading = this.flatShading; - - if ( this.fog !== undefined ) data.fog = this.fog; - - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - // TODO: Copied from Object3D.toJSON - - function extractFromCache( cache ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - if ( isRootObject ) { - - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; - - } - - return data; - - } - - /** - * Deserializes the material from the given JSON. - * - * @param {Object} json - The JSON holding the serialized material. - * @param {Object} textures - A dictionary holding textures referenced by the material. - * @return {Material} A reference to this material. - */ - fromJSON( json, textures ) { - - if ( json.uuid !== undefined ) this.uuid = json.uuid; - if ( json.name !== undefined ) this.name = json.name; - if ( json.color !== undefined && this.color !== undefined ) this.color.setHex( json.color ); - if ( json.roughness !== undefined ) this.roughness = json.roughness; - if ( json.metalness !== undefined ) this.metalness = json.metalness; - if ( json.sheen !== undefined ) this.sheen = json.sheen; - if ( json.sheenColor !== undefined ) this.sheenColor = new Color().setHex( json.sheenColor ); - if ( json.sheenRoughness !== undefined ) this.sheenRoughness = json.sheenRoughness; - if ( json.emissive !== undefined && this.emissive !== undefined ) this.emissive.setHex( json.emissive ); - if ( json.specular !== undefined && this.specular !== undefined ) this.specular.setHex( json.specular ); - if ( json.specularIntensity !== undefined ) this.specularIntensity = json.specularIntensity; - if ( json.specularColor !== undefined && this.specularColor !== undefined ) this.specularColor.setHex( json.specularColor ); - if ( json.shininess !== undefined ) this.shininess = json.shininess; - if ( json.clearcoat !== undefined ) this.clearcoat = json.clearcoat; - if ( json.clearcoatRoughness !== undefined ) this.clearcoatRoughness = json.clearcoatRoughness; - if ( json.dispersion !== undefined ) this.dispersion = json.dispersion; - if ( json.retroreflectivity !== undefined ) this.retroreflectivity = json.retroreflectivity; - if ( json.iridescence !== undefined ) this.iridescence = json.iridescence; - if ( json.iridescenceIOR !== undefined ) this.iridescenceIOR = json.iridescenceIOR; - if ( json.iridescenceThicknessRange !== undefined ) this.iridescenceThicknessRange = json.iridescenceThicknessRange; - if ( json.transmission !== undefined ) this.transmission = json.transmission; - if ( json.thickness !== undefined ) this.thickness = json.thickness; - if ( json.attenuationDistance !== undefined ) this.attenuationDistance = json.attenuationDistance; - if ( json.attenuationColor !== undefined && this.attenuationColor !== undefined ) this.attenuationColor.setHex( json.attenuationColor ); - if ( json.anisotropy !== undefined ) this.anisotropy = json.anisotropy; - if ( json.anisotropyRotation !== undefined ) this.anisotropyRotation = json.anisotropyRotation; - if ( json.fog !== undefined ) this.fog = json.fog; - if ( json.flatShading !== undefined ) this.flatShading = json.flatShading; - if ( json.blending !== undefined ) this.blending = json.blending; - if ( json.combine !== undefined ) this.combine = json.combine; - if ( json.side !== undefined ) this.side = json.side; - if ( json.shadowSide !== undefined ) this.shadowSide = json.shadowSide; - if ( json.opacity !== undefined ) this.opacity = json.opacity; - if ( json.transparent !== undefined ) this.transparent = json.transparent; - if ( json.alphaTest !== undefined ) this.alphaTest = json.alphaTest; - if ( json.alphaHash !== undefined ) this.alphaHash = json.alphaHash; - if ( json.depthFunc !== undefined ) this.depthFunc = json.depthFunc; - if ( json.depthTest !== undefined ) this.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) this.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) this.colorWrite = json.colorWrite; - if ( json.clippingPlanes !== undefined ) this.clippingPlanes = json.clippingPlanes.map( plane => new Plane().fromJSON( plane ) ); - if ( json.clipIntersection !== undefined ) this.clipIntersection = json.clipIntersection; - if ( json.clipShadows !== undefined ) this.clipShadows = json.clipShadows; - if ( json.depthPacking !== undefined ) this.depthPacking = json.depthPacking; - if ( json.blendSrc !== undefined ) this.blendSrc = json.blendSrc; - if ( json.blendDst !== undefined ) this.blendDst = json.blendDst; - if ( json.blendEquation !== undefined ) this.blendEquation = json.blendEquation; - if ( json.blendSrcAlpha !== undefined ) this.blendSrcAlpha = json.blendSrcAlpha; - if ( json.blendDstAlpha !== undefined ) this.blendDstAlpha = json.blendDstAlpha; - if ( json.blendEquationAlpha !== undefined ) this.blendEquationAlpha = json.blendEquationAlpha; - if ( json.blendColor !== undefined && this.blendColor !== undefined ) this.blendColor.setHex( json.blendColor ); - if ( json.blendAlpha !== undefined ) this.blendAlpha = json.blendAlpha; - if ( json.stencilWriteMask !== undefined ) this.stencilWriteMask = json.stencilWriteMask; - if ( json.stencilFunc !== undefined ) this.stencilFunc = json.stencilFunc; - if ( json.stencilRef !== undefined ) this.stencilRef = json.stencilRef; - if ( json.stencilFuncMask !== undefined ) this.stencilFuncMask = json.stencilFuncMask; - if ( json.stencilFail !== undefined ) this.stencilFail = json.stencilFail; - if ( json.stencilZFail !== undefined ) this.stencilZFail = json.stencilZFail; - if ( json.stencilZPass !== undefined ) this.stencilZPass = json.stencilZPass; - if ( json.stencilWrite !== undefined ) this.stencilWrite = json.stencilWrite; - - if ( json.wireframe !== undefined ) this.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) this.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) this.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) this.wireframeLinejoin = json.wireframeLinejoin; - - if ( json.rotation !== undefined ) this.rotation = json.rotation; - - if ( json.linewidth !== undefined ) this.linewidth = json.linewidth; - if ( json.linecap !== undefined ) this.linecap = json.linecap; - if ( json.linejoin !== undefined ) this.linejoin = json.linejoin; - if ( json.dashSize !== undefined ) this.dashSize = json.dashSize; - if ( json.gapSize !== undefined ) this.gapSize = json.gapSize; - if ( json.scale !== undefined ) this.scale = json.scale; - - if ( json.polygonOffset !== undefined ) this.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) this.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) this.polygonOffsetUnits = json.polygonOffsetUnits; - - if ( json.dithering !== undefined ) this.dithering = json.dithering; - - if ( json.alphaToCoverage !== undefined ) this.alphaToCoverage = json.alphaToCoverage; - if ( json.premultipliedAlpha !== undefined ) this.premultipliedAlpha = json.premultipliedAlpha; - if ( json.forceSinglePass !== undefined ) this.forceSinglePass = json.forceSinglePass; - if ( json.allowOverride !== undefined ) this.allowOverride = json.allowOverride; - - if ( json.visible !== undefined ) this.visible = json.visible; - - if ( json.toneMapped !== undefined ) this.toneMapped = json.toneMapped; - - if ( json.userData !== undefined ) this.userData = json.userData; - - if ( json.vertexColors !== undefined ) { - - if ( typeof json.vertexColors === 'number' ) { - - this.vertexColors = json.vertexColors > 0; - - } else { - - this.vertexColors = json.vertexColors; - - } - - } - - // for PointsMaterial - - if ( json.size !== undefined ) this.size = json.size; - if ( json.sizeAttenuation !== undefined ) this.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) this.map = textures[ json.map ] || null; - if ( json.matcap !== undefined ) this.matcap = textures[ json.matcap ] || null; - - if ( json.alphaMap !== undefined ) this.alphaMap = textures[ json.alphaMap ] || null; - - if ( json.bumpMap !== undefined ) this.bumpMap = textures[ json.bumpMap ] || null; - if ( json.bumpScale !== undefined ) this.bumpScale = json.bumpScale; - - if ( json.normalMap !== undefined ) this.normalMap = textures[ json.normalMap ] || null; - if ( json.normalMapType !== undefined ) this.normalMapType = json.normalMapType; - if ( json.normalScale !== undefined ) { - - let normalScale = json.normalScale; - - if ( Array.isArray( normalScale ) === false ) { - - // Blender exporter used to export a scalar. See #7459 - - normalScale = [ normalScale, normalScale ]; - - } - - this.normalScale = new Vector2().fromArray( normalScale ); - - } - - if ( json.displacementMap !== undefined ) this.displacementMap = textures[ json.displacementMap ] || null; - if ( json.displacementScale !== undefined ) this.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) this.displacementBias = json.displacementBias; - - if ( json.roughnessMap !== undefined ) this.roughnessMap = textures[ json.roughnessMap ] || null; - if ( json.metalnessMap !== undefined ) this.metalnessMap = textures[ json.metalnessMap ] || null; - - if ( json.emissiveMap !== undefined ) this.emissiveMap = textures[ json.emissiveMap ] || null; - if ( json.emissiveIntensity !== undefined ) this.emissiveIntensity = json.emissiveIntensity; - - if ( json.specularMap !== undefined ) this.specularMap = textures[ json.specularMap ] || null; - if ( json.specularIntensityMap !== undefined ) this.specularIntensityMap = textures[ json.specularIntensityMap ] || null; - if ( json.specularColorMap !== undefined ) this.specularColorMap = textures[ json.specularColorMap ] || null; - - if ( json.envMap !== undefined ) this.envMap = textures[ json.envMap ] || null; - if ( json.envMapRotation !== undefined ) this.envMapRotation.fromArray( json.envMapRotation ); - if ( json.envMapIntensity !== undefined ) this.envMapIntensity = json.envMapIntensity; - - if ( json.reflectivity !== undefined ) this.reflectivity = json.reflectivity; - if ( json.refractionRatio !== undefined ) this.refractionRatio = json.refractionRatio; - - if ( json.lightMap !== undefined ) this.lightMap = textures[ json.lightMap ] || null; - if ( json.lightMapIntensity !== undefined ) this.lightMapIntensity = json.lightMapIntensity; - - if ( json.aoMap !== undefined ) this.aoMap = textures[ json.aoMap ] || null; - if ( json.aoMapIntensity !== undefined ) this.aoMapIntensity = json.aoMapIntensity; - - if ( json.gradientMap !== undefined ) this.gradientMap = textures[ json.gradientMap ] || null; - - if ( json.clearcoatMap !== undefined ) this.clearcoatMap = textures[ json.clearcoatMap ] || null; - if ( json.clearcoatRoughnessMap !== undefined ) this.clearcoatRoughnessMap = textures[ json.clearcoatRoughnessMap ] || null; - if ( json.clearcoatNormalMap !== undefined ) this.clearcoatNormalMap = textures[ json.clearcoatNormalMap ] || null; - if ( json.clearcoatNormalScale !== undefined ) this.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); - - if ( json.iridescenceMap !== undefined ) this.iridescenceMap = textures[ json.iridescenceMap ] || null; - if ( json.iridescenceThicknessMap !== undefined ) this.iridescenceThicknessMap = textures[ json.iridescenceThicknessMap ] || null; - - if ( json.transmissionMap !== undefined ) this.transmissionMap = textures[ json.transmissionMap ] || null; - if ( json.thicknessMap !== undefined ) this.thicknessMap = textures[ json.thicknessMap ] || null; - - if ( json.anisotropyMap !== undefined ) this.anisotropyMap = textures[ json.anisotropyMap ] || null; - - if ( json.sheenColorMap !== undefined ) this.sheenColorMap = textures[ json.sheenColorMap ] || null; - if ( json.sheenRoughnessMap !== undefined ) this.sheenRoughnessMap = textures[ json.sheenRoughnessMap ] || null; - - return this; - - } - - /** - * Returns a new material with copied values from this instance. - * - * @return {Material} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given material to this instance. - * - * @param {Material} source - The material to copy. - * @return {Material} A reference to this instance. - */ - copy( source ) { - - this.name = source.name; - - this.blending = source.blending; - this.side = source.side; - this.vertexColors = source.vertexColors; - - this.opacity = source.opacity; - this.transparent = source.transparent; - - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; - this.blendColor.copy( source.blendColor ); - this.blendAlpha = source.blendAlpha; - - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; - this.stencilFuncMask = source.stencilFuncMask; - this.stencilFail = source.stencilFail; - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; - - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; - - if ( srcPlanes !== null ) { - - const n = srcPlanes.length; - dstPlanes = new Array( n ); - - for ( let i = 0; i !== n; ++ i ) { - - dstPlanes[ i ] = srcPlanes[ i ].clone(); - - } - - } - - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; - - this.shadowSide = source.shadowSide; - - this.colorWrite = source.colorWrite; - - this.precision = source.precision; - - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - - this.dithering = source.dithering; - - this.alphaTest = source.alphaTest; - this.alphaHash = source.alphaHash; - this.alphaToCoverage = source.alphaToCoverage; - this.premultipliedAlpha = source.premultipliedAlpha; - this.forceSinglePass = source.forceSinglePass; - this.allowOverride = source.allowOverride; - - this.visible = source.visible; - - this.toneMapped = source.toneMapped; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * @fires Material#dispose - */ - dispose() { - - /** - * Fires when the material has been disposed of. - * - * @event Material#dispose - * @type {Object} - */ - this.dispatchEvent( { type: 'dispose' } ); - - } - - /** - * Setting this property to `true` indicates the engine the material - * needs to be recompiled. - * - * @type {boolean} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - -} - -/** - * A material for rendering instances of {@link Sprite}. - * - * ```js - * const map = new THREE.TextureLoader().load( 'textures/sprite.png' ); - * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } ); - * - * const sprite = new THREE.Sprite( material ); - * sprite.scale.set(200, 200, 1) - * scene.add( sprite ); - * ``` - * - * @augments Material - */ -class SpriteMaterial extends Material { - - /** - * Constructs a new sprite material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSpriteMaterial = true; - - this.type = 'SpriteMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The rotation of the sprite in radians. - * - * @type {number} - * @default 0 - */ - this.rotation = 0; - - /** - * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only). - * - * @type {boolean} - * @default true - */ - this.sizeAttenuation = true; - - /** - * Overwritten since sprite materials are transparent - * by default. - * - * @type {boolean} - * @default true - */ - this.transparent = true; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.rotation = source.rotation; - - this.sizeAttenuation = source.sizeAttenuation; - - this.fog = source.fog; - - return this; - - } - -} - -let _geometry; - -const _intersectPoint = /*@__PURE__*/ new Vector3(); -const _worldScale = /*@__PURE__*/ new Vector3(); -const _mvPosition = /*@__PURE__*/ new Vector3(); - -const _alignedPosition = /*@__PURE__*/ new Vector2(); -const _rotatedPosition = /*@__PURE__*/ new Vector2(); -const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); - -const _vA$1 = /*@__PURE__*/ new Vector3(); -const _vB$1 = /*@__PURE__*/ new Vector3(); -const _vC$1 = /*@__PURE__*/ new Vector3(); - -const _uvA = /*@__PURE__*/ new Vector2(); -const _uvB = /*@__PURE__*/ new Vector2(); -const _uvC = /*@__PURE__*/ new Vector2(); - -/** - * A sprite is a plane that always faces towards the camera, generally with a - * partially transparent texture applied. - * - * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will - * have no effect. - * - * ```js - * const map = new THREE.TextureLoader().load( 'sprite.png' ); - * const material = new THREE.SpriteMaterial( { map: map } ); - * - * const sprite = new THREE.Sprite( material ); - * scene.add( sprite ); - * ``` - * - * @augments Object3D - */ -class Sprite extends Object3D { - - /** - * Constructs a new sprite. - * - * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material. - */ - constructor( material = new SpriteMaterial() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSprite = true; - - this.type = 'Sprite'; - - if ( _geometry === undefined ) { - - _geometry = new BufferGeometry(); - - const float32Array = new Float32Array( [ - -0.5, -0.5, 0, 0, 0, - 0.5, -0.5, 0, 1, 0, - 0.5, 0.5, 0, 1, 1, - -0.5, 0.5, 0, 0, 1 - ] ); - - const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); - - _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - - } - - /** - * The sprite geometry. - * - * @type {BufferGeometry} - */ - this.geometry = _geometry; - - /** - * The sprite material. - * - * @type {(SpriteMaterial|SpriteNodeMaterial)} - */ - this.material = material; - - /** - * The sprite's anchor point, and the point around which the sprite rotates. - * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value - * of `(0, 0)` corresponds to the lower left corner of the sprite. - * - * @type {Vector2} - * @default (0.5,0.5) - */ - this.center = new Vector2( 0.5, 0.5 ); - - /** - * The number of instances of this sprite. - * Can only be used with {@link WebGPURenderer}. - * - * @type {number} - * @default 1 - */ - this.count = 1; - - } - - /** - * Returns `true` if this sprite intersects the given frustum. - * - * @param {Frustum|FrustumArray} frustum - The frustum to test. - * @return {boolean} Whether this sprite intersects the given frustum or not. - */ - intersectsFrustum( frustum ) { - - return frustum.intersectsSprite( this ); - - } - - /** - * Computes intersection points between a casted ray and this sprite. - * - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - The target array that holds the intersection points. - */ - raycast( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); - - } - - _worldScale.setFromMatrixScale( this.matrixWorld ); - - _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); - this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); - - _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - - if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { - - _worldScale.multiplyScalar( - _mvPosition.z ); - - } - - const rotation = this.material.rotation; - let sin, cos; - - if ( rotation !== 0 ) { - - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); - - } - - const center = this.center; - - transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - - _uvA.set( 0, 0 ); - _uvB.set( 1, 0 ); - _uvC.set( 1, 1 ); - - // check first triangle - let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint ); - - if ( intersect === null ) { - - // check second triangle - transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - _uvB.set( 0, 1 ); - - intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint ); - if ( intersect === null ) { - - return; - - } - - } - - const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: _intersectPoint.clone(), - uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ), - face: null, - object: this - - } ); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - if ( source.center !== undefined ) this.center.copy( source.center ); - - this.material = source.material; - - return this; - - } - -} - -function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - - // compute position in camera space - _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero - if ( sin !== undefined ) { - - _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); - _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); - - } else { - - _rotatedPosition.copy( _alignedPosition ); - - } - - - vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space - vertexPosition.applyMatrix4( _viewWorldMatrix ); - -} - -const _v1$2 = /*@__PURE__*/ new Vector3(); -const _v2$1 = /*@__PURE__*/ new Vector3(); - -/** - * A component for providing a basic Level of Detail (LOD) mechanism. - * - * Every LOD level is associated with an object, and rendering can be switched - * between them at the distances specified. Typically you would create, say, - * three meshes, one for far away (low detail), one for mid range (medium - * detail) and one for close up (high detail). - * - * ```js - * const lod = new THREE.LOD(); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * - * //Create spheres with 3 levels of detail and create new LOD levels for them - * for( let i = 0; i < 3; i++ ) { - * - * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i ); - * const mesh = new THREE.Mesh( geometry, material ); - * lod.addLevel( mesh, i * 75 ); - * - * } - * - * scene.add( lod ); - * ``` - * - * @augments Object3D - */ -class LOD extends Object3D { - - /** - * Constructs a new LOD. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLOD = true; - - /** - * The current LOD index. - * - * @private - * @type {number} - * @default 0 - */ - this._currentLevel = 0; - - this.type = 'LOD'; - - Object.defineProperties( this, { - /** - * This array holds the LOD levels. - * - * @name LOD#levels - * @type {Array<{object:Object3D,distance:number,hysteresis:number}>} - */ - levels: { - enumerable: true, - value: [] - } - } ); - - /** - * Whether the LOD object is updated automatically by the renderer per frame - * or not. If set to `false`, you have to call {@link LOD#update} in the - * render loop by yourself. - * - * @type {boolean} - * @default true - */ - this.autoUpdate = true; - - } - - copy( source ) { - - super.copy( source, false ); - - const levels = source.levels; - - for ( let i = 0, l = levels.length; i < l; i ++ ) { - - const level = levels[ i ]; - - this.addLevel( level.object.clone(), level.distance, level.hysteresis ); - - } - - this.autoUpdate = source.autoUpdate; - - return this; - - } - - /** - * Adds a mesh that will display at a certain distance and greater. Typically - * the further away the distance, the lower the detail on the mesh. - * - * @param {Object3D} object - The 3D object to display at this level. - * @param {number} [distance=0] - The distance at which to display this level of detail. - * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. - * @return {LOD} A reference to this instance. - */ - addLevel( object, distance = 0, hysteresis = 0 ) { - - distance = Math.abs( distance ); - - const levels = this.levels; - - let l; - - for ( l = 0; l < levels.length; l ++ ) { - - if ( distance < levels[ l ].distance ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); - - this.add( object ); - - return this; - - } - - /** - * Removes an existing level, based on the distance from the camera. - * Returns `true` when the level has been removed. Otherwise `false`. - * - * @param {number} distance - Distance of the level to remove. - * @return {boolean} Whether the level has been removed or not. - */ - removeLevel( distance ) { - - const levels = this.levels; - - for ( let i = 0; i < levels.length; i ++ ) { - - if ( levels[ i ].distance === distance ) { - - const removedElements = levels.splice( i, 1 ); - this.remove( removedElements[ 0 ].object ); - - return true; - - } - - } - - return false; - - } - - /** - * Returns the currently active LOD level index. - * - * @return {number} The current active LOD level index. - */ - getCurrentLevel() { - - return this._currentLevel; - - } - - /** - * Returns a reference to the first 3D object that is greater than - * the given distance. - * - * @param {number} distance - The LOD distance. - * @return {?Object3D} The found 3D object. `null` if no 3D object has been found. - */ - getObjectForDistance( distance ) { - - const levels = this.levels; - - if ( levels.length > 0 ) { - - let i, l; - - for ( i = 1, l = levels.length; i < l; i ++ ) { - - let levelDistance = levels[ i ].distance; - - if ( levels[ i ].object.visible ) { - - levelDistance -= levelDistance * levels[ i ].hysteresis; - - } - - if ( distance < levelDistance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - } - - return null; - - } - - /** - * Computes intersection points between a casted ray and this LOD. - * - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - The target array that holds the intersection points. - */ - raycast( raycaster, intersects ) { - - const levels = this.levels; - - if ( levels.length > 0 ) { - - _v1$2.setFromMatrixPosition( this.matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( _v1$2 ); - - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - - } - - } - - /** - * Updates the LOD by computing which LOD level should be visible according - * to the current distance of the given camera. - * - * @param {Camera} camera - The camera the scene is rendered with. - */ - update( camera ) { - - const levels = this.levels; - - if ( levels.length > 1 ) { - - _v1$2.setFromMatrixPosition( camera.matrixWorld ); - _v2$1.setFromMatrixPosition( this.matrixWorld ); - - const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; - - levels[ 0 ].object.visible = true; - - let i, l; - - for ( i = 1, l = levels.length; i < l; i ++ ) { - - let levelDistance = levels[ i ].distance; - - if ( levels[ i ].object.visible ) { - - levelDistance -= levelDistance * levels[ i ].hysteresis; - - } - - if ( distance >= levelDistance ) { - - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; - - } else { - - break; - - } - - } - - this._currentLevel = i - 1; - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = false; - - } - - } - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.autoUpdate = this.autoUpdate; - - data.object.levels = []; - - const levels = this.levels; - - for ( let i = 0, l = levels.length; i < l; i ++ ) { - - const level = levels[ i ]; - - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance, - hysteresis: level.hysteresis - } ); - - } - - return data; - - } - -} - -const _vector$7 = /*@__PURE__*/ new Vector3(); -const _segCenter = /*@__PURE__*/ new Vector3(); -const _segDir = /*@__PURE__*/ new Vector3(); -const _diff = /*@__PURE__*/ new Vector3(); - -/** - * A ray that emits from an origin in a certain direction. The class is used by - * {@link Raycaster} to assist with raycasting. Raycasting is used for - * mouse picking (working out what objects in the 3D space the mouse is over) - * amongst other things. - */ -class Ray { - - /** - * Constructs a new ray. - * - * @param {Vector3} [origin=(0,0,0)] - The origin of the ray. - * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray. - */ - constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) { - - /** - * The origin of the ray. - * - * @type {Vector3} - */ - this.origin = origin; - - /** - * The (normalized) direction of the ray. - * - * @type {Vector3} - */ - this.direction = direction; - - } - - /** - * Sets the ray's components by copying the given values. - * - * @param {Vector3} origin - The origin. - * @param {Vector3} direction - The direction. - * @return {Ray} A reference to this ray. - */ - set( origin, direction ) { - - this.origin.copy( origin ); - this.direction.copy( direction ); - - return this; - - } - - /** - * Copies the values of the given ray to this instance. - * - * @param {Ray} ray - The ray to copy. - * @return {Ray} A reference to this ray. - */ - copy( ray ) { - - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); - - return this; - - } - - /** - * Returns a vector that is located at a given distance along this ray. - * - * @param {number} t - The distance along the ray to retrieve a position for. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} A position on the ray. - */ - at( t, target ) { - - return target.copy( this.origin ).addScaledVector( this.direction, t ); - - } - - /** - * Adjusts the direction of the ray to point at the given vector in world space. - * - * @param {Vector3} v - The target position. - * @return {Ray} A reference to this ray. - */ - lookAt( v ) { - - this.direction.copy( v ).sub( this.origin ).normalize(); - - return this; - - } - - /** - * Shift the origin of this ray along its direction by the given distance. - * - * @param {number} t - The distance along the ray to interpolate. - * @return {Ray} A reference to this ray. - */ - recast( t ) { - - this.origin.copy( this.at( t, _vector$7 ) ); - - return this; - - } - - /** - * Returns the point along this ray that is closest to the given point. - * - * @param {Vector3} point - A point in 3D space to get the closet location on the ray for. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The closest point on this ray. - */ - closestPointToPoint( point, target ) { - - target.subVectors( point, this.origin ); - - const directionDistance = target.dot( this.direction ); - - if ( directionDistance < 0 ) { - - return target.copy( this.origin ); - - } - - return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - } - - /** - * Returns the distance of the closest approach between this ray and the given point. - * - * @param {Vector3} point - A point in 3D space to compute the distance to. - * @return {number} The distance. - */ - distanceToPoint( point ) { - - return Math.sqrt( this.distanceSqToPoint( point ) ); - - } - - /** - * Returns the squared distance of the closest approach between this ray and the given point. - * - * @param {Vector3} point - A point in 3D space to compute the distance to. - * @return {number} The squared distance. - */ - distanceSqToPoint( point ) { - - const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - - if ( directionDistance < 0 ) { - - return this.origin.distanceToSquared( point ); - - } - - _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - return _vector$7.distanceToSquared( point ); - - } - - /** - * Returns the squared distance between this ray and the given line segment. - * - * @param {Vector3} v0 - The start point of the line segment. - * @param {Vector3} v1 - The end point of the line segment. - * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment. - * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray. - * @return {number} The squared distance. - */ - distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { - - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment - - _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - _segDir.copy( v1 ).sub( v0 ).normalize(); - _diff.copy( this.origin ).sub( _segCenter ); - - const segExtent = v0.distanceTo( v1 ) * 0.5; - const a01 = - this.direction.dot( _segDir ); - const b0 = _diff.dot( this.direction ); - const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); - const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; - - if ( det > 0 ) { - - // The ray and segment are not parallel. - - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; - - if ( s0 >= 0 ) { - - if ( s1 >= - extDet ) { - - if ( s1 <= extDet ) { - - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - - } else { - - // region 1 - - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - // region 5 - - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - if ( s1 <= - extDet ) { - - // region 4 - - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } else if ( s1 <= extDet ) { - - // region 3 - - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; - - } else { - - // region 2 - - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } - - } else { - - // Ray and segment are parallel. - - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - if ( optionalPointOnRay ) { - - optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); - - } - - if ( optionalPointOnSegment ) { - - optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); - - } - - return sqrDist; - - } - - /** - * Intersects this ray with the given sphere, returning the intersection - * point or `null` if there is no intersection. - * - * @param {Sphere} sphere - The sphere to intersect. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The intersection point. - */ - intersectSphere( sphere, target ) { - - if ( sphere.radius < 0 ) return null; // handle empty spheres, see #31187 - - _vector$7.subVectors( sphere.center, this.origin ); - const tca = _vector$7.dot( this.direction ); - const d2 = _vector$7.dot( _vector$7 ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; - - if ( d2 > radius2 ) return null; - - const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; - - // t1 = second intersect point - exit point on back of sphere - const t1 = tca + thc; - - // test to see if t1 is behind the ray - if so, return null - if ( t1 < 0 ) return null; - - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); - - } - - /** - * Returns `true` if this ray intersects with the given sphere. - * - * @param {Sphere} sphere - The sphere to intersect. - * @return {boolean} Whether this ray intersects with the given sphere or not. - */ - intersectsSphere( sphere ) { - - if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187 - - return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - /** - * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray - * does not intersect with the plane. - * - * @param {Plane} plane - The plane to compute the distance to. - * @return {?number} Whether this ray intersects with the given sphere or not. - */ - distanceToPlane( plane ) { - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { - - return 0; - - } - - // Null is preferable to undefined since undefined means.... it is undefined - - return null; - - } - - const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - - // Return if the ray never intersects the plane - - return t >= 0 ? t : null; - - } - - /** - * Intersects this ray with the given plane, returning the intersection - * point or `null` if there is no intersection. - * - * @param {Plane} plane - The plane to intersect. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The intersection point. - */ - intersectPlane( plane, target ) { - - const t = this.distanceToPlane( plane ); - - if ( t === null ) { - - return null; - - } - - return this.at( t, target ); - - } - - /** - * Returns `true` if this ray intersects with the given plane. - * - * @param {Plane} plane - The plane to intersect. - * @return {boolean} Whether this ray intersects with the given plane or not. - */ - intersectsPlane( plane ) { - - // check if the ray lies on the plane first - - const distToPoint = plane.distanceToPoint( this.origin ); - - if ( distToPoint === 0 ) { - - return true; - - } - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator * distToPoint < 0 ) { - - return true; - - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; - - } - - /** - * Intersects this ray with the given bounding box, returning the intersection - * point or `null` if there is no intersection. - * - * @param {Box3} box - The box to intersect. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The intersection point. - */ - intersectBox( box, target ) { - - let tmin, tmax, tymin, tymax, tzmin, tzmax; - - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; - - const origin = this.origin; - - if ( invdirx >= 0 ) { - - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; - - } else { - - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; - - } - - if ( invdiry >= 0 ) { - - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; - - } else { - - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; - - } - - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - - if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; - - if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax; - - if ( invdirz >= 0 ) { - - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; - - } else { - - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; - - } - - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - - //return point closest to the ray (positive side) - - if ( tmax < 0 ) return null; - - return this.at( tmin >= 0 ? tmin : tmax, target ); - - } - - /** - * Returns `true` if this ray intersects with the given box. - * - * @param {Box3} box - The box to intersect. - * @return {boolean} Whether this ray intersects with the given box or not. - */ - intersectsBox( box ) { - - return this.intersectBox( box, _vector$7 ) !== null; - - } - - /** - * Intersects this ray with the given triangle, returning the intersection - * point or `null` if there is no intersection. - * - * @param {Vector3} a - The first vertex of the triangle. - * @param {Vector3} b - The second vertex of the triangle. - * @param {Vector3} c - The third vertex of the triangle. - * @param {boolean} backfaceCulling - Whether to use backface culling or not. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {?Vector3} The intersection point. - */ - intersectTriangle( a, b, c, backfaceCulling, target ) { - - // Watertight ray/triangle intersection. Reference: Woop, Benthin, Wald, - // "Watertight Ray/Triangle Intersection", JCGT vol. 2 no. 1 (2013), Appendix A. - // https://jcgt.org/published/0002/01/05/ - - const origin = this.origin; - const direction = this.direction; - - const dx = direction.x; - const dy = direction.y; - const dz = direction.z; - - // triangle vertices relative to the ray origin - - const aox = a.x - origin.x, aoy = a.y - origin.y, aoz = a.z - origin.z; - const box = b.x - origin.x, boy = b.y - origin.y, boz = b.z - origin.z; - const cox = c.x - origin.x, coy = c.y - origin.y, coz = c.z - origin.z; - - // Use the dimension where the ray direction is maximal as the projection - // axis (kz) and read every component already permuted into (kx, ky, kz). - // kx and ky are swapped when the direction's kz component is negative, to - // preserve the winding order of triangles. - - const adx = Math.abs( dx ), ady = Math.abs( dy ), adz = Math.abs( dz ); - - let dkx, dky, dkz; - let akx, aky, akz, bkx, bky, bkz, ckx, cky, ckz; - - if ( adx >= ady && adx >= adz ) { - - dkz = dx; akz = aox; bkz = box; ckz = cox; - - if ( dx >= 0 ) { - - dkx = dy; dky = dz; - akx = aoy; aky = aoz; bkx = boy; bky = boz; ckx = coy; cky = coz; - - } else { - - dkx = dz; dky = dy; - akx = aoz; aky = aoy; bkx = boz; bky = boy; ckx = coz; cky = coy; - - } - - } else if ( ady >= adz ) { - - dkz = dy; akz = aoy; bkz = boy; ckz = coy; - - if ( dy >= 0 ) { - - dkx = dz; dky = dx; - akx = aoz; aky = aox; bkx = boz; bky = box; ckx = coz; cky = cox; - - } else { - - dkx = dx; dky = dz; - akx = aox; aky = aoz; bkx = box; bky = boz; ckx = cox; cky = coz; - - } - - } else { - - dkz = dz; akz = aoz; bkz = boz; ckz = coz; - - if ( dz >= 0 ) { - - dkx = dx; dky = dy; - akx = aox; aky = aoy; bkx = box; bky = boy; ckx = cox; cky = coy; - - } else { - - dkx = dy; dky = dx; - akx = aoy; aky = aox; bkx = boy; bky = box; ckx = coy; cky = cox; - - } - - } - - // a zero direction has no maximal axis and cannot intersect - - if ( dkz === 0 ) return null; - - // shear constants that align the ray with the +kz axis - - const sx = dkx / dkz, sy = dky / dkz, sz = 1 / dkz; - - // sheared and scaled vertices - - const ax = akx - sx * akz, ay = aky - sy * akz; - const bx = bkx - sx * bkz, by = bky - sy * bkz; - const cx = ckx - sx * ckz, cy = cky - sy * ckz; - - // scaled barycentric coordinates (signed edge functions); the shear makes a - // shared edge evaluate identically for both adjacent triangles, so the ray - // can never fall between them - - const u = cx * by - cy * bx; - const v = ax * cy - ay * cx; - const w = bx * ay - by * ax; - - if ( backfaceCulling ) { - - if ( u < 0 || v < 0 || w < 0 ) return null; - - } else { - - if ( ( u < 0 || v < 0 || w < 0 ) && ( u > 0 || v > 0 || w > 0 ) ) return null; - - } - - const det = u + v + w; - - // ray is co-planar with the triangle - - if ( det === 0 ) return null; - - // scaled hit distance; t = tScaled / det must lie in front of the origin - - const tScaled = sz * ( u * akz + v * bkz + w * ckz ); - - if ( det > 0 ? tScaled < 0 : tScaled > 0 ) return null; - - return this.at( tScaled / det, target ); - - } - - /** - * Transforms this ray with the given 4x4 transformation matrix. - * - * @param {Matrix4} matrix4 - The transformation matrix. - * @return {Ray} A reference to this ray. - */ - applyMatrix4( matrix4 ) { - - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); - - return this; - - } - - /** - * Returns `true` if this ray is equal with the given one. - * - * @param {Ray} ray - The ray to test for equality. - * @return {boolean} Whether this ray is equal with the given one. - */ - equals( ray ) { - - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - - } - - /** - * Returns a new ray with copied values from this instance. - * - * @return {Ray} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * A material for drawing geometries in a simple shaded (flat or wireframe) way. - * - * This material is not affected by lights. - * - * @augments Material - * @demo scenes/material-browser.html#MeshBasicMaterial - */ -class MeshBasicMaterial extends Material { - - /** - * Constructs a new mesh basic material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshBasicMaterial = true; - - this.type = 'MeshBasicMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); // diffuse - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The light map. Requires a second set of UVs. - * - * `lightMap` represents pre-baked illuminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `lightMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.lightMap = null; - - /** - * Intensity of the baked light. - * - * @type {number} - * @default 1 - */ - this.lightMapIntensity = 1.0; - - /** - * The red channel of this texture is used as the ambient occlusion map. - * Requires a second set of UVs. - * - * `aoMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.aoMap = null; - - /** - * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` - * disables ambient occlusion. Where intensity is `1` and the AO map's - * red channel is also `1`, ambient light is fully occluded on a surface. - * - * @type {number} - * @default 1 - */ - this.aoMapIntensity = 1.0; - - /** - * Specular map used by the material. - * - * `specularMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `specularMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.specularMap = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The environment map. - * - * `envMap` represents luminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `envMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.envMap = null; - - /** - * The rotation of the environment map in radians. - * - * @type {Euler} - * @default (0,0,0) - */ - this.envMapRotation = new Euler(); - - /** - * How to combine the result of the surface's color with the environment map, if any. - * - * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to - * blend between the two colors. - * - * @type {(MultiplyOperation|MixOperation|AddOperation)} - * @default MultiplyOperation - */ - this.combine = MultiplyOperation; - - /** - * How much the environment map affects the surface. - * The valid range is between `0` (no reflections) and `1` (full reflections). - * - * @type {number} - * @default 1 - */ - this.reflectivity = 1; - - /** - * The index of refraction (IOR) of air (approximately 1) divided by the - * index of refraction of the material. It is used with environment mapping - * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. - * The refraction ratio should not exceed `1`. - * - * @type {number} - * @default 0.98 - */ - this.refractionRatio = 0.98; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines appearance of wireframe ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinecap = 'round'; - - /** - * Defines appearance of wireframe joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinejoin = 'round'; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.fog = source.fog; - - return this; - - } - -} - -const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); -const _ray$3 = /*@__PURE__*/ new Ray(); -const _sphere$6 = /*@__PURE__*/ new Sphere(); -const _sphereHitAt = /*@__PURE__*/ new Vector3(); - -const _vA = /*@__PURE__*/ new Vector3(); -const _vB = /*@__PURE__*/ new Vector3(); -const _vC = /*@__PURE__*/ new Vector3(); - -const _tempA = /*@__PURE__*/ new Vector3(); -const _morphA = /*@__PURE__*/ new Vector3(); - -const _intersectionPoint = /*@__PURE__*/ new Vector3(); -const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); - -/** - * Class representing triangular polygon mesh based objects. - * - * ```js - * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const mesh = new THREE.Mesh( geometry, material ); - * scene.add( mesh ); - * ``` - * - * @augments Object3D - */ -class Mesh extends Object3D { - - /** - * Constructs a new mesh. - * - * @param {BufferGeometry} [geometry] - The mesh geometry. - * @param {Material|Array} [material] - The mesh material. - */ - constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMesh = true; - - this.type = 'Mesh'; - - /** - * The mesh geometry. - * - * @type {BufferGeometry} - */ - this.geometry = geometry; - - /** - * The mesh material. - * - * @type {Material|Array} - * @default MeshBasicMaterial - */ - this.material = material; - - /** - * A dictionary representing the morph targets in the geometry. The key is the - * morph targets name, the value its attribute index. This member is `undefined` - * by default and only set when morph targets are detected in the geometry. - * - * @type {Object|undefined} - * @default undefined - */ - this.morphTargetDictionary = undefined; - - /** - * An array of weights typically in the range `[0,1]` that specify how much of the morph - * is applied. This member is `undefined` by default and only set when morph targets are - * detected in the geometry. - * - * @type {Array|undefined} - * @default undefined - */ - this.morphTargetInfluences = undefined; - - /** - * The number of instances of this mesh. - * Can only be used with {@link WebGPURenderer}. - * - * @type {number} - * @default 1 - */ - this.count = 1; - - this.updateMorphTargets(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - if ( source.morphTargetInfluences !== undefined ) { - - this.morphTargetInfluences = source.morphTargetInfluences.slice(); - - } - - if ( source.morphTargetDictionary !== undefined ) { - - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); - - } - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - /** - * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences} - * to make sure existing morph targets can influence this 3D object. - */ - updateMorphTargets() { - - const geometry = this.geometry; - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } - - /** - * Returns the local-space position of the vertex at the given index, taking into - * account the current animation state of both morph targets and skinning. - * - * @param {number} index - The vertex index. - * @param {Vector3} target - The target object that is used to store the method's result. - * @return {Vector3} The vertex position in local space. - */ - getVertexPosition( index, target ) { - - const geometry = this.geometry; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; - - target.fromBufferAttribute( position, index ); - - const morphInfluences = this.morphTargetInfluences; - - if ( morphPosition && morphInfluences ) { - - _morphA.set( 0, 0, 0 ); - - for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { - - const influence = morphInfluences[ i ]; - const morphAttribute = morphPosition[ i ]; - - if ( influence === 0 ) continue; - - _tempA.fromBufferAttribute( morphAttribute, index ); - - if ( morphTargetsRelative ) { - - _morphA.addScaledVector( _tempA, influence ); - - } else { - - _morphA.addScaledVector( _tempA.sub( target ), influence ); - - } - - } - - target.add( _morphA ); - - } - - return target; - - } - - /** - * Returns `true` if this mesh intersects the given frustum. - * - * @param {Frustum|FrustumArray} frustum - The frustum to test. - * @return {boolean} Whether this mesh intersects the given frustum or not. - */ - intersectsFrustum( frustum ) { - - return frustum.intersectsObject( this ); - - } - - /** - * Computes intersection points between a casted ray and this line. - * - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - The target array that holds the intersection points. - */ - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$6.copy( geometry.boundingSphere ); - _sphere$6.applyMatrix4( matrixWorld ); - - // check distance from ray origin to bounding sphere - - _ray$3.copy( raycaster.ray ).recast( raycaster.near ); - - if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { - - if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; - - if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; - - } - - // convert ray to local space of mesh - - _inverseMatrix$3.copy( matrixWorld ).invert(); - _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); - - // test with bounding box in local space - - if ( geometry.boundingBox !== null ) { - - if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$3 ); - - } - - _computeIntersections( raycaster, intersects, rayLocalSpace ) { - - let intersection; - - const geometry = this.geometry; - const material = this.material; - - const index = geometry.index; - const position = geometry.attributes.position; - const uv = geometry.attributes.uv; - const uv1 = geometry.attributes.uv1; - const normal = geometry.attributes.normal; - const groups = geometry.groups; - const drawRange = geometry.drawRange; - - if ( index !== null ) { - - // indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); - - for ( let j = start, jl = end; j < jl; j += 3 ) { - - const a = index.getX( j ); - const b = index.getX( j + 1 ); - const c = index.getX( j + 2 ); - - intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = index.getX( i ); - const b = index.getX( i + 1 ); - const c = index.getX( i + 2 ); - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } else if ( position !== undefined ) { - - // non-indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); - - for ( let j = start, jl = end; j < jl; j += 3 ) { - - const a = j; - const b = j + 1; - const c = j + 2; - - intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = i; - const b = i + 1; - const c = i + 2; - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } - - } - -} - -function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { - - let intersect; - - if ( material.side === BackSide ) { - - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - - } else { - - intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); - - } - - if ( intersect === null ) return null; - - _intersectionPointWorld.copy( point ); - _intersectionPointWorld.applyMatrix4( object.matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); - - if ( distance < raycaster.near || distance > raycaster.far ) return null; - - return { - distance: distance, - point: _intersectionPointWorld.clone(), - object: object - }; - -} - -function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { - - object.getVertexPosition( a, _vA ); - object.getVertexPosition( b, _vB ); - object.getVertexPosition( c, _vC ); - - const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); - - if ( intersection ) { - - const barycoord = new Vector3(); - Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord ); - - if ( uv ) { - - intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() ); - - } - - if ( uv1 ) { - - intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() ); - - } - - if ( normal ) { - - intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() ); - - if ( intersection.normal.dot( ray.direction ) > 0 ) { - - intersection.normal.multiplyScalar( -1 ); - - } - - } - - const face = { - a: a, - b: b, - c: c, - normal: new Vector3(), - materialIndex: 0 - }; - - Triangle.getNormal( _vA, _vB, _vC, face.normal ); - - intersection.face = face; - intersection.barycoord = barycoord; - - } - - return intersection; - -} - -const _baseVector = /*@__PURE__*/ new Vector4(); - -const _skinIndex = /*@__PURE__*/ new Vector4(); -const _skinWeight = /*@__PURE__*/ new Vector4(); - -const _vector4 = /*@__PURE__*/ new Vector4(); -const _matrix4 = /*@__PURE__*/ new Matrix4(); -const _vertex = /*@__PURE__*/ new Vector3(); - -const _sphere$5 = /*@__PURE__*/ new Sphere(); -const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); -const _ray$2 = /*@__PURE__*/ new Ray(); - -/** - * A mesh that has a {@link Skeleton} that can then be used to animate the - * vertices of the geometry with skinning/skeleton animation. - * - * Next to a valid skeleton, the skinned mesh requires skin indices and weights - * as buffer attributes in its geometry. These attribute define which bones affect a single - * vertex to a certain extend. - * - * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader} - * or {@link FBXLoader } import respective models. - * - * @augments Mesh - * @demo scenes/bones-browser.html - */ -class SkinnedMesh extends Mesh { - - /** - * Constructs a new skinned mesh. - * - * @param {BufferGeometry} [geometry] - The mesh geometry. - * @param {Material|Array} [material] - The mesh material. - */ - constructor( geometry, material ) { - - super( geometry, material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSkinnedMesh = true; - - this.type = 'SkinnedMesh'; - - /** - * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton. - * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton - * across multiple skinned meshes. - * - * @type {(AttachedBindMode|DetachedBindMode)} - * @default AttachedBindMode - */ - this.bindMode = AttachedBindMode; - - /** - * The base matrix that is used for the bound bone transforms. - * - * @type {Matrix4} - */ - this.bindMatrix = new Matrix4(); - - /** - * The base matrix that is used for resetting the bound bone transforms. - * - * @type {Matrix4} - */ - this.bindMatrixInverse = new Matrix4(); - - /** - * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}. - * - * @type {?Box3} - * @default null - */ - this.boundingBox = null; - - /** - * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}. - * - * @type {?Sphere} - * @default null - */ - this.boundingSphere = null; - - } - - /** - * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}. - * The bounding box is not automatically computed by the engine; this method must be called by your app. - * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect - * the current animation state. - */ - computeBoundingBox() { - - const geometry = this.geometry; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - this.boundingBox.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingBox.expandByPoint( _vertex ); - - } - - } - - /** - * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}. - * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting - * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed - * per frame in order to reflect the current animation state. - */ - computeBoundingSphere() { - - const geometry = this.geometry; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - this.boundingSphere.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingSphere.expandByPoint( _vertex ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.bindMode = source.bindMode; - this.bindMatrix.copy( source.bindMatrix ); - this.bindMatrixInverse.copy( source.bindMatrixInverse ); - - this.skeleton = source.skeleton; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - raycast( raycaster, intersects ) { - - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$5.copy( this.boundingSphere ); - _sphere$5.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return; - - // convert ray to local space of skinned mesh - - _inverseMatrix$2.copy( matrixWorld ).invert(); - _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - // test with bounding box in local space - - if ( this.boundingBox !== null ) { - - if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$2 ); - - } - - getVertexPosition( index, target ) { - - super.getVertexPosition( index, target ); - - this.applyBoneTransform( index, target ); - - return target; - - } - - /** - * Binds the given skeleton to the skinned mesh. - * - * @param {Skeleton} skeleton - The skeleton to bind. - * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided, - * the skinned mesh's world matrix will be used instead. - */ - bind( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.copy( bindMatrix ).invert(); - - } - - /** - * This method sets the skinned mesh in the rest pose). - */ - pose() { - - this.skeleton.pose(); - - } - - /** - * Normalizes the skin weights which are defined as a buffer attribute - * in the skinned mesh's geometry. - */ - normalizeSkinWeights() { - - const vector = new Vector4(); - - const skinWeight = this.geometry.attributes.skinWeight; - - for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { - - vector.fromBufferAttribute( skinWeight, i ); - - const scale = 1.0 / vector.manhattanLength(); - - if ( scale !== Infinity ) { - - vector.multiplyScalar( scale ); - - } else { - - vector.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); - - } - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - if ( this.bindMode === AttachedBindMode ) { - - this.bindMatrixInverse.copy( this.matrixWorld ).invert(); - - } else if ( this.bindMode === DetachedBindMode ) { - - this.bindMatrixInverse.copy( this.bindMatrix ).invert(); - - } else { - - warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - } - - /** - * Applies the bone transform associated with the given index to the given - * vector. Can be used to transform positions or direction vectors by providing - * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector. - * - * @param {number} index - The vertex index. - * @param {Vector3|Vector4} target - The target object that is used to store the method's result. - * @return {Vector3|Vector4} The updated vertex attribute data. - */ - applyBoneTransform( index, target ) { - - const skeleton = this.skeleton; - const geometry = this.geometry; - - _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); - _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); - - if ( target.isVector4 ) { - - _baseVector.copy( target ); - target.set( 0, 0, 0, 0 ); - - } else { - - _baseVector.set( ...target, 1 ); - target.set( 0, 0, 0 ); - - } - - _baseVector.applyMatrix4( this.bindMatrix ); - - for ( let i = 0; i < 4; i ++ ) { - - const weight = _skinWeight.getComponent( i ); - - if ( weight !== 0 ) { - - const boneIndex = _skinIndex.getComponent( i ); - - _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); - - target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight ); - - } - - } - - if ( target.isVector4 ) { - - // ensure the homogenous coordinate remains unchanged after vector operations - target.w = _baseVector.w; - - } - - return target.applyMatrix4( this.bindMatrixInverse ); - - } - -} - -/** - * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by - * the {@link SkinnedMesh}. - * - * ```js - * const root = new THREE.Bone(); - * const child = new THREE.Bone(); - * - * root.add( child ); - * child.position.y = 5; - * ``` - * - * @augments Object3D - */ -class Bone extends Object3D { - - /** - * Constructs a new bone. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBone = true; - - this.type = 'Bone'; - - } - -} - -/** - * Creates a texture directly from raw buffer data. - * - * The interpretation of the data depends on type and format: If the type is - * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the - * texel data. If the format is `RGBAFormat`, data needs four values for - * one texel; Red, Green, Blue and Alpha (typically the opacity). - * - * @augments Texture - */ -class DataTexture extends Texture { - - /** - * Constructs a new data texture. - * - * @param {?TypedArray} [data=null] - The buffer data. - * @param {number} [width=1] - The width of the texture. - * @param {number} [height=1] - The height of the texture. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=NearestFilter] - The mag filter value. - * @param {number} [minFilter=NearestFilter] - The min filter value. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {string} [colorSpace=NoColorSpace] - The color space. - */ - constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isDataTexture = true; - - /** - * The image definition of a data texture. - * - * @type {{data:TypedArray,width:number,height:number}} - */ - this.image = { data: data, width: width, height: height }; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.flipY = false; - - /** - * Specifies the alignment requirements for the start of each pixel row in memory. - * - * Overwritten and set to `1` by default. - * - * @type {boolean} - * @default 1 - */ - this.unpackAlignment = 1; - - } - -} - -const _offsetMatrix = /*@__PURE__*/ new Matrix4(); -const _identityMatrix = /*@__PURE__*/ new Matrix4(); - -/** - * Class for representing the armatures in `three.js`. The skeleton - * is defined by a hierarchy of bones. - * - * ```js - * const bones = []; - * - * const shoulder = new THREE.Bone(); - * const elbow = new THREE.Bone(); - * const hand = new THREE.Bone(); - * - * shoulder.add( elbow ); - * elbow.add( hand ); - * - * bones.push( shoulder , elbow, hand); - * - * shoulder.position.y = -5; - * elbow.position.y = 0; - * hand.position.y = 5; - * - * const armSkeleton = new THREE.Skeleton( bones ); - * ``` - */ -class Skeleton { - - /** - * Constructs a new skeleton. - * - * @param {Array} [bones] - An array of bones. - * @param {Array} [boneInverses] - An array of bone inverse matrices. - * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}. - */ - constructor( bones = [], boneInverses = [] ) { - - this.uuid = generateUUID(); - - /** - * An array of bones defining the skeleton. - * - * @type {Array} - */ - this.bones = bones.slice( 0 ); - - /** - * An array of bone inverse matrices. - * - * @type {Array} - */ - this.boneInverses = boneInverses; - - /** - * An array buffer holding the bone data. - * Input data for {@link Skeleton#boneTexture}. - * - * @type {?Float32Array} - * @default null - */ - this.boneMatrices = null; - - /** - * A texture holding the bone data for use - * in the vertex shader. - * - * @type {?DataTexture} - * @default null - */ - this.boneTexture = null; - - this.init(); - - } - - /** - * Initializes the skeleton. This method gets automatically called by the constructor - * but depending on how the skeleton is created it might be necessary to call this method - * manually. - */ - init() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - - this.boneMatrices = new Float32Array( bones.length * 16 ); - - // calculate inverse bone matrices if necessary - - if ( boneInverses.length === 0 ) { - - this.calculateInverses(); - - } else { - - // handle special case - - if ( bones.length !== boneInverses.length ) { - - warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' ); - - this.boneInverses = []; - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - this.boneInverses.push( new Matrix4() ); - - } - - } - - } - - } - - /** - * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses} - * and fills it with new matrices. - */ - calculateInverses() { - - this.boneInverses.length = 0; - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.copy( this.bones[ i ].matrixWorld ).invert(); - - } - - this.boneInverses.push( inverse ); - - } - - } - - /** - * Resets the skeleton to the base pose. - */ - pose() { - - // recover the bind-time world matrices - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone ) { - - bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); - - } - - } - - // compute the local matrices, positions, rotations and scales - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone ) { - - if ( bone.parent && bone.parent.isBone ) { - - bone.matrix.copy( bone.parent.matrixWorld ).invert(); - bone.matrix.multiply( bone.matrixWorld ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - } - - /** - * Resets the skeleton to the base pose. - */ - update() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; - const boneTexture = this.boneTexture; - - // flatten bone matrices to array - - for ( let i = 0, il = bones.length; i < il; i ++ ) { - - // compute the offset between the current and the original transform - - const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; - - _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - _offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== null ) { - - boneTexture.needsUpdate = true; - - } - - } - - /** - * Returns a new skeleton with copied values from this instance. - * - * @return {Skeleton} A clone of this instance. - */ - clone() { - - return new Skeleton( this.bones, this.boneInverses ); - - } - - /** - * Computes a data texture for passing bone data to the vertex shader. - * - * @return {Skeleton} A reference of this instance. - */ - computeBoneTexture() { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - - let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix - size = Math.ceil( size / 4 ) * 4; - size = Math.max( size, 4 ); - - const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - boneMatrices.set( this.boneMatrices ); // copy current values - - const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - boneTexture.needsUpdate = true; - - this.boneMatrices = boneMatrices; - this.boneTexture = boneTexture; - - return this; - - } - - /** - * Searches through the skeleton's bone array and returns the first with a - * matching name. - * - * @param {string} name - The name of the bone. - * @return {Bone|undefined} The found bone. `undefined` if no bone has been found. - */ - getBoneByName( name ) { - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone.name === name ) { - - return bone; - - } - - } - - return undefined; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose( ) { - - if ( this.boneTexture !== null ) { - - this.boneTexture.dispose(); - - this.boneTexture = null; - - } - - } - - /** - * Setups the skeleton by the given JSON and bones. - * - * @param {Object} json - The skeleton as serialized JSON. - * @param {Object} bones - An array of bones. - * @return {Skeleton} A reference of this instance. - */ - fromJSON( json, bones ) { - - this.uuid = json.uuid; - - for ( let i = 0, l = json.bones.length; i < l; i ++ ) { - - const uuid = json.bones[ i ]; - let bone = bones[ uuid ]; - - if ( bone === undefined ) { - - warn( 'Skeleton: No bone found with UUID:', uuid ); - bone = new Bone(); - - } - - this.bones.push( bone ); - this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); - - } - - this.init(); - - return this; - - } - - /** - * Serializes the skeleton into JSON. - * - * @return {Object} A JSON object representing the serialized skeleton. - * @see {@link ObjectLoader#parse} - */ - toJSON() { - - const data = { - metadata: { - version: 4.7, - type: 'Skeleton', - generator: 'Skeleton.toJSON' - }, - bones: [], - boneInverses: [] - }; - - data.uuid = this.uuid; - - const bones = this.bones; - const boneInverses = this.boneInverses; - - for ( let i = 0, l = bones.length; i < l; i ++ ) { - - const bone = bones[ i ]; - data.bones.push( bone.uuid ); - - const boneInverse = boneInverses[ i ]; - data.boneInverses.push( boneInverse.toArray() ); - - } - - return data; - - } - -} - -/** - * An instanced version of a buffer attribute. - * - * @augments BufferAttribute - */ -class InstancedBufferAttribute extends BufferAttribute { - - /** - * Constructs a new instanced buffer attribute. - * - * @param {TypedArray} array - The array holding the attribute data. - * @param {number} itemSize - The item size. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated. - */ - constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { - - super( array, itemSize, normalized ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInstancedBufferAttribute = true; - - /** - * Defines how often a value of this buffer attribute should be repeated. A - * value of one means that each value of the instanced attribute is used for - * a single instance. A value of two means that each value is used for two - * consecutive instances (and so on). - * - * @type {number} - * @default 1 - */ - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.meshPerAttribute = this.meshPerAttribute; - - data.isInstancedBufferAttribute = true; - - return data; - - } - -} - -const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); -const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); - -const _instanceIntersects = []; - -const _box3 = /*@__PURE__*/ new Box3(); -const _identity = /*@__PURE__*/ new Matrix4(); -const _mesh$1 = /*@__PURE__*/ new Mesh(); -const _sphere$4 = /*@__PURE__*/ new Sphere(); - -/** - * A special version of a mesh with instanced rendering support. Use - * this class if you have to render a large number of objects with the same - * geometry and material(s) but with different world transformations. The usage - * of 'InstancedMesh' will help you to reduce the number of draw calls and thus - * improve the overall rendering performance in your application. - * - * @augments Mesh - */ -class InstancedMesh extends Mesh { - - /** - * Constructs a new instanced mesh. - * - * @param {BufferGeometry} [geometry] - The mesh geometry. - * @param {Material|Array} [material] - The mesh material. - * @param {number} count - The number of instances. - */ - constructor( geometry, material, count ) { - - super( geometry, material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInstancedMesh = true; - - /** - * Represents the local transformation of all instances. You have to set its - * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data - * via {@link InstancedMesh#setMatrixAt}. - * - * @type {InstancedBufferAttribute} - */ - this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); - - /** - * Represents the color of all instances. You have to set its - * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data - * via {@link InstancedMesh#setColorAt}. - * - * @type {?InstancedBufferAttribute} - * @default null - */ - this.instanceColor = null; - - /** - * Represents the morph target weights of all instances. You have to set its - * {@link Texture#needsUpdate} flag to true if you modify instanced data - * via {@link InstancedMesh#setMorphAt}. - * - * @type {?DataTexture} - * @default null - */ - this.morphTexture = null; - - /** - * The number of instances. - * - * @type {number} - */ - this.count = count; - - /** - * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}. - * - * @type {?Box3} - * @default null - */ - this.boundingBox = null; - - /** - * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}. - * - * @type {?Sphere} - * @default null - */ - this.boundingSphere = null; - - for ( let i = 0; i < count; i ++ ) { - - this.setMatrixAt( i, _identity ); - - } - - } - - /** - * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}. - * The bounding box is not automatically computed by the engine; this method must be called by your app. - * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}. - */ - computeBoundingBox() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - this.boundingBox.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingBox.union( _box3 ); - - } - - } - - /** - * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere} - * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. - * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}. - */ - computeBoundingSphere() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - if ( geometry.boundingSphere === null ) { - - geometry.computeBoundingSphere(); - - } - - this.boundingSphere.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingSphere.union( _sphere$4 ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.instanceMatrix.copy( source.instanceMatrix ); - - if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); - if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); - - this.count = source.count; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - /** - * Gets the color of the defined instance. - * - * @param {number} index - The instance index. - * @param {Color} color - The target object that is used to store the method's result. - * @return {Color} A reference to the target color. - */ - getColorAt( index, color ) { - - if ( this.instanceColor === null ) { - - return color.setRGB( 1, 1, 1 ); - - } else { - - return color.fromArray( this.instanceColor.array, index * 3 ); - - } - - } - - /** - * Gets the local transformation matrix of the defined instance. - * - * @param {number} index - The instance index. - * @param {Matrix4} matrix - The target object that is used to store the method's result. - * @return {Matrix4} A reference to the target matrix. - */ - getMatrixAt( index, matrix ) { - - return matrix.fromArray( this.instanceMatrix.array, index * 16 ); - - } - - /** - * Gets the morph target weights of the defined instance. - * - * @param {number} index - The instance index. - * @param {Mesh} object - The target object that is used to store the method's result. - */ - getMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const array = this.morphTexture.source.data.data; - - const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum - - const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - objectInfluences[ i ] = array[ dataIndex + i ]; - - } - - } - - raycast( raycaster, intersects ) { - - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; - - _mesh$1.geometry = this.geometry; - _mesh$1.material = this.material; - - if ( _mesh$1.material === undefined ) return; - - // test with bounding sphere first - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$4.copy( this.boundingSphere ); - _sphere$4.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; - - // now test each instance - - for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - - // calculate the world matrix for each instance - - this.getMatrixAt( instanceId, _instanceLocalMatrix ); - - _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh$1.matrixWorld = _instanceWorldMatrix; - - _mesh$1.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - - for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { - - const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; - intersects.push( intersect ); - - } - - _instanceIntersects.length = 0; - - } - - } - - /** - * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of - * {@link InstancedMesh#instanceColor} to `true` after updating all the colors. - * - * @param {number} index - The instance index. - * @param {Color} color - The instance color. - * @return {InstancedMesh} A reference to this instanced mesh. - */ - setColorAt( index, color ) { - - if ( this.instanceColor === null ) { - - this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); - - } - - color.toArray( this.instanceColor.array, index * 3 ); - return this; - - } - - /** - * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of - * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices. - * - * @param {number} index - The instance index. - * @param {Matrix4} matrix - The local transformation. - * @return {InstancedMesh} A reference to this instanced mesh. - */ - setMatrixAt( index, matrix ) { - - matrix.toArray( this.instanceMatrix.array, index * 16 ); - return this; - - } - - /** - * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of - * {@link InstancedMesh#morphTexture} to `true` after updating all the influences. - * - * @param {number} index - The instance index. - * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights - * of a single instance. - * @return {InstancedMesh} A reference to this instanced mesh. - */ - setMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const len = objectInfluences.length + 1; // morphBaseInfluence + all influences - - if ( this.morphTexture === null ) { - - this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); - - } - - const array = this.morphTexture.source.data.data; - - let morphInfluencesSum = 0; - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - morphInfluencesSum += objectInfluences[ i ]; - - } - - const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - const dataIndex = len * index; - - array[ dataIndex ] = morphBaseInfluence; - - array.set( objectInfluences, dataIndex + 1 ); - return this; - - } - - updateMorphTargets() { - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - if ( this.morphTexture !== null ) { - - this.morphTexture.dispose(); - this.morphTexture = null; - - } - - } - -} - -const _sphere$3 = /*@__PURE__*/ new Sphere(); -const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 ); -const _vector$6 = /*@__PURE__*/ new Vector3(); - -/** - * Frustums are used to determine what is inside the camera's field of view. - * They help speed up the rendering process - objects which lie outside a camera's - * frustum can safely be excluded from rendering. - * - * This class is mainly intended for use internally by a renderer. - */ -class Frustum { - - /** - * Constructs a new frustum. - * - * @param {Plane} [p0] - The first plane that encloses the frustum. - * @param {Plane} [p1] - The second plane that encloses the frustum. - * @param {Plane} [p2] - The third plane that encloses the frustum. - * @param {Plane} [p3] - The fourth plane that encloses the frustum. - * @param {Plane} [p4] - The fifth plane that encloses the frustum. - * @param {Plane} [p5] - The sixth plane that encloses the frustum. - */ - constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { - - /** - * This array holds the planes that enclose the frustum. - * - * @type {Array} - */ - this.planes = [ p0, p1, p2, p3, p4, p5 ]; - - } - - /** - * Sets the frustum planes by copying the given planes. - * - * @param {Plane} [p0] - The first plane that encloses the frustum. - * @param {Plane} [p1] - The second plane that encloses the frustum. - * @param {Plane} [p2] - The third plane that encloses the frustum. - * @param {Plane} [p3] - The fourth plane that encloses the frustum. - * @param {Plane} [p4] - The fifth plane that encloses the frustum. - * @param {Plane} [p5] - The sixth plane that encloses the frustum. - * @return {Frustum} A reference to this frustum. - */ - set( p0, p1, p2, p3, p4, p5 ) { - - const planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); - - return this; - - } - - /** - * Copies the values of the given frustum to this instance. - * - * @param {Frustum} frustum - The frustum to copy. - * @return {Frustum} A reference to this frustum. - */ - copy( frustum ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - planes[ i ].copy( frustum.planes[ i ] ); - - } - - return this; - - } - - /** - * Sets the frustum planes from the given projection matrix. - * - * @param {Matrix4} m - The projection matrix. - * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system. - * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. - * @return {Frustum} A reference to this frustum. - */ - setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { - - const planes = this.planes; - const me = m.elements; - const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; - const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; - const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; - const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; - - planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); - planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); - planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); - planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); - - if ( reversedDepth ) { - - planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far - planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near - - } else { - - planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near - - } else { - - throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); - - } - - } - - return this; - - } - - /** - * Returns `true` if the 3D object's bounding sphere is intersecting this frustum. - * - * Note that the 3D object must have a geometry so that the bounding sphere can be calculated. - * - * @param {Object3D} object - The 3D object to test. - * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not. - */ - intersectsObject( object ) { - - if ( object.boundingSphere !== undefined ) { - - if ( object.boundingSphere === null ) object.computeBoundingSphere(); - - _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } else { - - const geometry = object.geometry; - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } - - return this.intersectsSphere( _sphere$3 ); - - } - - /** - * Returns `true` if the given sprite is intersecting this frustum. - * - * @param {Sprite} sprite - The sprite to test. - * @return {boolean} Whether the sprite is intersecting this frustum or not. - */ - intersectsSprite( sprite ) { - - _sphere$3.center.set( 0, 0, 0 ); - - const offset = _defaultSpriteCenter.distanceTo( sprite.center ); - - _sphere$3.radius = 0.7071067811865476 + offset; - _sphere$3.applyMatrix4( sprite.matrixWorld ); - - return this.intersectsSphere( _sphere$3 ); - - } - - /** - * Returns `true` if the given bounding sphere is intersecting this frustum. - * - * This is a fast, conservative test that favors performance over precision. It can - * report false positives for spheres that lie outside the frustum but are not separated - * by a single frustum plane. It never reports false negatives, so it is safe for culling. - * - * @param {Sphere} sphere - The bounding sphere to test. - * @return {boolean} Whether the bounding sphere is intersecting this frustum or not. - */ - intersectsSphere( sphere ) { - - const planes = this.planes; - const center = sphere.center; - const negRadius = - sphere.radius; - - for ( let i = 0; i < 6; i ++ ) { - - const distance = planes[ i ].distanceToPoint( center ); - - if ( distance < negRadius ) { - - return false; - - } - - } - - return true; - - } - - /** - * Returns `true` if the given bounding box is intersecting this frustum. - * - * This is a fast, conservative test that favors performance over precision. It can - * report false positives for large boxes that lie outside the frustum but are not - * separated by a single frustum plane. It never reports false negatives, so it is - * safe for culling. - * - * @param {Box3} box - The bounding box to test. - * @return {boolean} Whether the bounding box is intersecting this frustum or not. - */ - intersectsBox( box ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - const plane = planes[ i ]; - - // corner at max distance - - _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z; - - if ( plane.distanceToPoint( _vector$6 ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - /** - * Returns `true` if the given point lies within the frustum. - * - * @param {Vector3} point - The point to test. - * @return {boolean} Whether the point lies within this frustum or not. - */ - containsPoint( point ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - if ( planes[ i ].distanceToPoint( point ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - /** - * Returns a new frustum with copied values from this instance. - * - * @return {Frustum} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); - -/** - * FrustumArray is used to determine if an object is visible in at least one camera - * from an array of cameras. This is particularly useful for multi-view renderers. -*/ -class FrustumArray { - - /** - * Constructs a new frustum array. - * - */ - constructor() { - - /** - * The coordinate system to use. - * - * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} - * @default WebGLCoordinateSystem - */ - this.coordinateSystem = WebGLCoordinateSystem; - - /** - * A pool of frustum instances. It may hold more entries than are - * currently in use; surplus instances are kept for reuse to avoid - * reallocating when array cameras of different lengths are rendered. - * - * @private - * @type {Array} - */ - this._frustums = []; - - /** - * The number of frustums in {@link FrustumArray#_frustums} that are currently - * in use. - * - * @private - * @type {number} - * @default 0 - */ - this._count = 0; - - } - - /** - * Computes and caches a frustum for each camera of the given array camera. - * - * @param {ArrayCamera} cameraArray - The array camera whose sub-cameras define the frustums. - * @return {FrustumArray} A reference to this frustum array. - */ - setFromArrayCamera( cameraArray ) { - - const cameras = cameraArray.cameras; - const frustums = this._frustums; - - for ( let i = 0; i < cameras.length; i ++ ) { - - const camera = cameras[ i ]; - - _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - - if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum(); - - frustums[ i ].setFromProjectionMatrix( _projScreenMatrix$1, camera.coordinateSystem, camera.reversedDepth ); - - } - - this._count = cameras.length; - - return this; - - } - - /** - * Returns `true` if the 3D object's bounding sphere is intersecting any cached frustum. - * - * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. - * - * @param {Object3D} object - The 3D object to test. - * @return {boolean} Whether the 3D object is visible in any camera. - */ - intersectsObject( object ) { - - const frustums = this._frustums; - - for ( let i = 0; i < this._count; i ++ ) { - - if ( frustums[ i ].intersectsObject( object ) ) return true; - - } - - return false; - - } - - /** - * Returns `true` if the given sprite is intersecting any cached frustum. - * - * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. - * - * @param {Sprite} sprite - The sprite to test. - * @return {boolean} Whether the sprite is visible in any camera. - */ - intersectsSprite( sprite ) { - - const frustums = this._frustums; - - for ( let i = 0; i < this._count; i ++ ) { - - if ( frustums[ i ].intersectsSprite( sprite ) ) return true; - - } - - return false; - - } - - /** - * Returns `true` if the given bounding sphere is intersecting any cached frustum. - * - * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. - * - * @param {Sphere} sphere - The bounding sphere to test. - * @return {boolean} Whether the sphere is visible in any camera. - */ - intersectsSphere( sphere ) { - - const frustums = this._frustums; - - for ( let i = 0; i < this._count; i ++ ) { - - if ( frustums[ i ].intersectsSphere( sphere ) ) return true; - - } - - return false; - - } - - /** - * Returns `true` if the given bounding box is intersecting any cached frustum. - * - * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. - * - * @param {Box3} box - The bounding box to test. - * @return {boolean} Whether the box is visible in any camera. - */ - intersectsBox( box ) { - - const frustums = this._frustums; - - for ( let i = 0; i < this._count; i ++ ) { - - if ( frustums[ i ].intersectsBox( box ) ) return true; - - } - - return false; - - } - - /** - * Returns `true` if the given point lies within any cached frustum. - * - * {@link FrustumArray#setFromArrayCamera} must be called once per render before this method. - * - * @param {Vector3} point - The point to test. - * @return {boolean} Whether the point is visible in any camera. - */ - containsPoint( point ) { - - const frustums = this._frustums; - - for ( let i = 0; i < this._count; i ++ ) { - - if ( frustums[ i ].containsPoint( point ) ) return true; - - } - - return false; - - } - - /** - * Copies the values of the given frustum array to this instance. - * - * @param {FrustumArray} source - The frustum array to copy. - * @return {FrustumArray} A reference to this frustum array. - */ - copy( source ) { - - this.coordinateSystem = source.coordinateSystem; - - const frustums = this._frustums; - const sourceFrustums = source._frustums; - - for ( let i = 0; i < source._count; i ++ ) { - - if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum(); - - frustums[ i ].copy( sourceFrustums[ i ] ); - - } - - this._count = source._count; - - return this; - - } - - /** - * Returns a new frustum array with copied values from this instance. - * - * @return {FrustumArray} A clone of this instance. - */ - clone() { - - return new FrustumArray().copy( this ); - - } - -} - -function ascIdSort( a, b ) { - - return a - b; - -} - -function sortOpaque( a, b ) { - - return a.z - b.z; - -} - -function sortTransparent( a, b ) { - - return b.z - a.z; - -} - -class MultiDrawRenderList { - - constructor() { - - this.index = 0; - this.pool = []; - this.list = []; - - } - - push( start, count, z, index ) { - - const pool = this.pool; - const list = this.list; - if ( this.index >= pool.length ) { - - pool.push( { - - start: -1, - count: -1, - z: -1, - index: -1, - - } ); - - } - - const item = pool[ this.index ]; - list.push( item ); - this.index ++; - - item.start = start; - item.count = count; - item.z = z; - item.index = index; - - } - - reset() { - - this.list.length = 0; - this.index = 0; - - } - -} - -const _matrix$1 = /*@__PURE__*/ new Matrix4(); -const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); -const _frustum = /*@__PURE__*/ new Frustum(); -const _frustumArray = /*@__PURE__*/ new FrustumArray(); -const _box$1 = /*@__PURE__*/ new Box3(); -const _sphere$2 = /*@__PURE__*/ new Sphere(); -const _vector$5 = /*@__PURE__*/ new Vector3(); -const _forward$1 = /*@__PURE__*/ new Vector3(); -const _temp = /*@__PURE__*/ new Vector3(); -const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); -const _mesh = /*@__PURE__*/ new Mesh(); -const _batchIntersects = []; - -// copies data from attribute "src" into "target" starting at "targetOffset" -function copyAttributeData( src, target, targetOffset = 0 ) { - - const itemSize = target.itemSize; - if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { - - // use the component getters and setters if the array data cannot - // be copied directly - const vertexCount = src.count; - for ( let i = 0; i < vertexCount; i ++ ) { - - for ( let c = 0; c < itemSize; c ++ ) { - - target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); - - } - - } - - } else { - - // faster copy approach using typed array set function - target.array.set( src.array, targetOffset * itemSize ); - - } - - target.needsUpdate = true; - -} - -// safely copies array contents to a potentially smaller array -function copyArrayContents( src, target ) { - - if ( src.constructor !== target.constructor ) { - - // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied - const len = Math.min( src.length, target.length ); - for ( let i = 0; i < len; i ++ ) { - - target[ i ] = src[ i ]; - - } - - } else { - - // if the arrays use the same data layout we can use a fast block copy - const len = Math.min( src.length, target.length ); - target.set( new src.constructor( src.buffer, 0, len ) ); - - } - -} - -/** - * A special version of a mesh with multi draw batch rendering support. Use - * this class if you have to render a large number of objects with the same - * material but with different geometries or world transformations. The usage of - * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall - * rendering performance in your application. - * - * ```js - * const box = new THREE.BoxGeometry( 1, 1, 1 ); - * const sphere = new THREE.SphereGeometry( 1, 12, 12 ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - * - * // initialize and add geometries into the batched mesh - * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material ); - * const boxGeometryId = batchedMesh.addGeometry( box ); - * const sphereGeometryId = batchedMesh.addGeometry( sphere ); - * - * // create instances of those geometries - * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId ); - * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId ); - * - * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId ); - * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId ); - * - * // position the geometries - * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 ); - * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 ); - * - * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 ); - * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 ); - * - * scene.add( batchedMesh ); - * ``` - * - * @augments Mesh - */ -class BatchedMesh extends Mesh { - - /** - * Constructs a new batched mesh. - * - * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered. - * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries. - * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries - * @param {Material|Array} [material] - The mesh material. - */ - constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { - - super( new BufferGeometry(), material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBatchedMesh = true; - - /** - * When set ot `true`, the individual objects of a batch are frustum culled. - * - * @type {boolean} - * @default true - */ - this.perObjectFrustumCulled = true; - - /** - * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts. - * If the material is marked as "transparent" objects are rendered back to front and if not then they are - * rendered front to back. - * - * @type {boolean} - * @default true - */ - this.sortObjects = true; - - /** - * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}. - * - * @type {?Box3} - * @default null - */ - this.boundingBox = null; - - /** - * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}. - * - * @type {?Sphere} - * @default null - */ - this.boundingSphere = null; - - /** - * Takes a sort a function that is run before render. The function takes a list of instances to - * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered - * sort with. - * - * @type {?Function} - * @default null - */ - this.customSort = null; - - // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries - this._instanceInfo = []; - this._geometryInfo = []; - - // instance, geometry ids that have been set as inactive, and are available to be overwritten - this._availableInstanceIds = []; - this._availableGeometryIds = []; - - // used to track where the next point is that geometry should be inserted - this._nextIndexStart = 0; - this._nextVertexStart = 0; - this._geometryCount = 0; - - // flags - this._visibilityChanged = true; - this._geometryInitialized = false; - - // cached user options - this._maxInstanceCount = maxInstanceCount; - this._maxVertexCount = maxVertexCount; - this._maxIndexCount = maxIndexCount; - - // buffers for multi draw - this._multiDrawCounts = new Int32Array( maxInstanceCount ); - this._multiDrawStarts = new Int32Array( maxInstanceCount ); - this._multiDrawCount = 0; - this._multiDrawBytesPerElement = 1; - - // Local matrix per geometry by using data texture - this._matricesTexture = null; - this._indirectTexture = null; - this._colorsTexture = null; - - this._initMatricesTexture(); - this._initIndirectTexture(); - - } - - /** - * The maximum number of individual instances that can be stored in the batch. - * - * @type {number} - * @readonly - */ - get maxInstanceCount() { - - return this._maxInstanceCount; - - } - - /** - * The instance count. - * - * @type {number} - * @readonly - */ - get instanceCount() { - - return this._instanceInfo.length - this._availableInstanceIds.length; - - } - - /** - * The number of unused vertices. - * - * @type {number} - * @readonly - */ - get unusedVertexCount() { - - return this._maxVertexCount - this._nextVertexStart; - - } - - /** - * The number of unused indices. - * - * @type {number} - * @readonly - */ - get unusedIndexCount() { - - return this._maxIndexCount - this._nextIndexStart; - - } - - _initMatricesTexture() { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) - - let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix - size = Math.ceil( size / 4 ) * 4; - size = Math.max( size, 4 ); - - const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); - - this._matricesTexture = matricesTexture; - - } - - _initIndirectTexture() { - - let size = Math.sqrt( this._maxInstanceCount ); - size = Math.ceil( size ); - - const indirectArray = new Uint32Array( size * size ); - const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); - - this._indirectTexture = indirectTexture; - - } - - _initColorsTexture() { - - let size = Math.sqrt( this._maxInstanceCount ); - size = Math.ceil( size ); - - // 4 floats per RGBA pixel initialized to white - const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); - const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); - colorsTexture.colorSpace = ColorManagement.workingColorSpace; - - this._colorsTexture = colorsTexture; - - } - - _initializeGeometry( reference ) { - - const geometry = this.geometry; - const maxVertexCount = this._maxVertexCount; - const maxIndexCount = this._maxIndexCount; - if ( this._geometryInitialized === false ) { - - for ( const attributeName in reference.attributes ) { - - const srcAttribute = reference.getAttribute( attributeName ); - const { array, itemSize, normalized } = srcAttribute; - - const dstArray = new array.constructor( maxVertexCount * itemSize ); - const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); - - geometry.setAttribute( attributeName, dstAttribute ); - - } - - if ( reference.getIndex() !== null ) { - - // Reserve last u16 index for primitive restart. - const indexArray = maxVertexCount > 65535 - ? new Uint32Array( maxIndexCount ) - : new Uint16Array( maxIndexCount ); - - geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); - - } - - this._geometryInitialized = true; - - } - - } - - // Make sure the geometry is compatible with the existing combined geometry attributes - _validateGeometry( geometry ) { - - // check to ensure the geometries are using consistent attributes and indices - const batchGeometry = this.geometry; - if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { - - throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' ); - - } - - for ( const attributeName in batchGeometry.attributes ) { - - if ( ! geometry.hasAttribute( attributeName ) ) { - - throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); - - } - - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { - - throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); - - } - - } - - } - - /** - * Validates the instance defined by the given ID. - * - * @param {number} instanceId - The instance to validate. - */ - validateInstanceId( instanceId ) { - - const instanceInfo = this._instanceInfo; - if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { - - throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` ); - - } - - } - - /** - * Validates the geometry defined by the given ID. - * - * @param {number} geometryId - The geometry to validate. - */ - validateGeometryId( geometryId ) { - - const geometryInfoList = this._geometryInfo; - if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { - - throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` ); - - } - - } - - /** - * Takes a sort a function that is run before render. The function takes a list of instances to - * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with. - * - * @param {Function} func - The custom sort function. - * @return {BatchedMesh} A reference to this batched mesh. - */ - setCustomSort( func ) { - - this.customSort = func; - return this; - - } - - /** - * Computes the bounding box, updating {@link BatchedMesh#boundingBox}. - * Bounding boxes aren't computed by default. They need to be explicitly computed, - * otherwise they are `null`. - */ - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const boundingBox = this.boundingBox; - const instanceInfo = this._instanceInfo; - - boundingBox.makeEmpty(); - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( instanceInfo[ i ].active === false ) continue; - - const geometryId = instanceInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); - boundingBox.union( _box$1 ); - - } - - } - - /** - * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}. - * Bounding spheres aren't computed by default. They need to be explicitly computed, - * otherwise they are `null`. - */ - computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - const boundingSphere = this.boundingSphere; - const instanceInfo = this._instanceInfo; - - boundingSphere.makeEmpty(); - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( instanceInfo[ i ].active === false ) continue; - - const geometryId = instanceInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - boundingSphere.union( _sphere$2 ); - - } - - } - - /** - * Adds a new instance to the batch using the geometry of the given ID and returns - * a new id referring to the new instance to be used by other functions. - * - * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}. - * @return {number} The instance ID. - */ - addInstance( geometryId ) { - - const atCapacity = this._instanceInfo.length >= this.maxInstanceCount; - - // ensure we're not over geometry - if ( atCapacity && this._availableInstanceIds.length === 0 ) { - - throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' ); - - } - - const instanceInfo = { - visible: true, - active: true, - geometryIndex: geometryId, - }; - - let drawId = null; - - // Prioritize using previously freed instance ids - if ( this._availableInstanceIds.length > 0 ) { - - this._availableInstanceIds.sort( ascIdSort ); - - drawId = this._availableInstanceIds.shift(); - this._instanceInfo[ drawId ] = instanceInfo; - - } else { - - drawId = this._instanceInfo.length; - this._instanceInfo.push( instanceInfo ); - - } - - const matricesTexture = this._matricesTexture; - _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 ); - matricesTexture.needsUpdate = true; - - const colorsTexture = this._colorsTexture; - if ( colorsTexture ) { - - _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); - colorsTexture.needsUpdate = true; - - } - - this._visibilityChanged = true; - return drawId; - - } - - /** - * Adds the given geometry to the batch and returns the associated - * geometry id referring to it to be used in other functions. - * - * @param {BufferGeometry} geometry - The geometry to add. - * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of - * vertex buffer space to reserve for the added geometry. This is necessary if it is planned - * to set a new geometry at this index at a later time that is larger than the original geometry. - * Defaults to the length of the given geometry vertex buffer. - * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index - * buffer space to reserve for the added geometry. This is necessary if it is planned to set a - * new geometry at this index at a later time that is larger than the original geometry. Defaults to - * the length of the given geometry index buffer. - * @return {number} The geometry ID. - */ - addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) { - - this._initializeGeometry( geometry ); - - this._validateGeometry( geometry ); - - const geometryInfo = { - // geometry information - vertexStart: -1, - vertexCount: -1, - reservedVertexCount: -1, - - indexStart: -1, - indexCount: -1, - reservedIndexCount: -1, - - // draw range information - start: -1, - count: -1, - - // state - boundingBox: null, - boundingSphere: null, - active: true, - }; - - const geometryInfoList = this._geometryInfo; - geometryInfo.vertexStart = this._nextVertexStart; - geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount; - - const index = geometry.getIndex(); - const hasIndex = index !== null; - if ( hasIndex ) { - - geometryInfo.indexStart = this._nextIndexStart; - geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount; - - } - - if ( - geometryInfo.indexStart !== -1 && - geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount || - geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount - ) { - - throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); - - } - - // update id - let geometryId; - if ( this._availableGeometryIds.length > 0 ) { - - this._availableGeometryIds.sort( ascIdSort ); - - geometryId = this._availableGeometryIds.shift(); - geometryInfoList[ geometryId ] = geometryInfo; - - - } else { - - geometryId = this._geometryCount; - this._geometryCount ++; - geometryInfoList.push( geometryInfo ); - - } - - // update the geometry - this.setGeometryAt( geometryId, geometry ); - - // increment the next geometry position - this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount; - this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount; - - return geometryId; - - } - - /** - * Replaces the geometry at the given ID with the provided geometry. Throws an error if there - * is not enough space reserved for geometry. Calling this will change all instances that are - * rendering that geometry. - * - * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry. - * @param {BufferGeometry} geometry - The new geometry. - * @return {number} The geometry ID. - */ - setGeometryAt( geometryId, geometry ) { - - if ( geometryId >= this._geometryCount ) { - - throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' ); - - } - - this._validateGeometry( geometry ); - - const batchGeometry = this.geometry; - const hasIndex = batchGeometry.getIndex() !== null; - const dstIndex = batchGeometry.getIndex(); - const srcIndex = geometry.getIndex(); - const geometryInfo = this._geometryInfo[ geometryId ]; - if ( - hasIndex && - srcIndex.count > geometryInfo.reservedIndexCount || - geometry.attributes.position.count > geometryInfo.reservedVertexCount - ) { - - throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' ); - - } - - // copy geometry buffer data over - const vertexStart = geometryInfo.vertexStart; - const reservedVertexCount = geometryInfo.reservedVertexCount; - geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count; - - for ( const attributeName in batchGeometry.attributes ) { - - // copy attribute data - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - copyAttributeData( srcAttribute, dstAttribute, vertexStart ); - - // fill the rest in with zeroes - const itemSize = srcAttribute.itemSize; - for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) { - - const index = vertexStart + i; - for ( let c = 0; c < itemSize; c ++ ) { - - dstAttribute.setComponent( index, c, 0 ); - - } - - } - - dstAttribute.needsUpdate = true; - dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize ); - - } - - // copy index - if ( hasIndex ) { - - const indexStart = geometryInfo.indexStart; - const reservedIndexCount = geometryInfo.reservedIndexCount; - geometryInfo.indexCount = geometry.getIndex().count; - - // copy index data over - for ( let i = 0; i < srcIndex.count; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); - - } - - // fill the rest in with zeroes - for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart ); - - } - - dstIndex.needsUpdate = true; - dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount ); - - } - - // update the draw range - geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart; - geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount; - - // store the bounding boxes - geometryInfo.boundingBox = null; - if ( geometry.boundingBox !== null ) { - - geometryInfo.boundingBox = geometry.boundingBox.clone(); - - } - - geometryInfo.boundingSphere = null; - if ( geometry.boundingSphere !== null ) { - - geometryInfo.boundingSphere = geometry.boundingSphere.clone(); - - } - - this._visibilityChanged = true; - return geometryId; - - } - - /** - * Deletes the geometry defined by the given ID from this batch. Any instances referencing - * this geometry will also be removed as a side effect. - * - * @param {number} geometryId - The ID of the geometry to remove from the batch. - * @return {BatchedMesh} A reference to this batched mesh. - */ - deleteGeometry( geometryId ) { - - const geometryInfoList = this._geometryInfo; - if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { - - return this; - - } - - // delete any instances associated with this geometry - const instanceInfo = this._instanceInfo; - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) { - - this.deleteInstance( i ); - - } - - } - - geometryInfoList[ geometryId ].active = false; - this._availableGeometryIds.push( geometryId ); - this._visibilityChanged = true; - - return this; - - } - - /** - * Deletes an existing instance from the batch using the given ID. - * - * @param {number} instanceId - The ID of the instance to remove from the batch. - * @return {BatchedMesh} A reference to this batched mesh. - */ - deleteInstance( instanceId ) { - - this.validateInstanceId( instanceId ); - - this._instanceInfo[ instanceId ].active = false; - this._availableInstanceIds.push( instanceId ); - this._visibilityChanged = true; - - return this; - - } - - /** - * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from - * previously deleted geometry, freeing up space to add new geometry. - * - * @return {BatchedMesh} A reference to this batched mesh. - */ - optimize() { - - // track the next indices to copy data to - let nextVertexStart = 0; - let nextIndexStart = 0; - - // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest - // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order. - const geometryInfoList = this._geometryInfo; - const indices = geometryInfoList - .map( ( e, i ) => i ) - .sort( ( a, b ) => { - - return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart; - - } ); - - const geometry = this.geometry; - for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) { - - // if a geometry range is inactive then don't copy anything - const index = indices[ i ]; - const geometryInfo = geometryInfoList[ index ]; - if ( geometryInfo.active === false ) { - - continue; - - } - - // if a geometry contains an index buffer then shift it, as well - if ( geometry.index !== null ) { - - if ( geometryInfo.indexStart !== nextIndexStart ) { - - const { indexStart, vertexStart, reservedIndexCount } = geometryInfo; - const index = geometry.index; - const array = index.array; - - // shift the index pointers based on how the vertex data will shift - // adjusting the index must happen first so the original vertex start value is available - const elementDelta = nextVertexStart - vertexStart; - for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) { - - array[ j ] = array[ j ] + elementDelta; - - } - - index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount ); - index.addUpdateRange( nextIndexStart, reservedIndexCount ); - index.needsUpdate = true; - - geometryInfo.indexStart = nextIndexStart; - - } - - nextIndexStart += geometryInfo.reservedIndexCount; - - } - - // if a geometry needs to be moved then copy attribute data to overwrite unused space - if ( geometryInfo.vertexStart !== nextVertexStart ) { - - const { vertexStart, reservedVertexCount } = geometryInfo; - const attributes = geometry.attributes; - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - const { array, itemSize } = attribute; - array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize ); - attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize ); - attribute.needsUpdate = true; - - } - - geometryInfo.vertexStart = nextVertexStart; - - } - - nextVertexStart += geometryInfo.reservedVertexCount; - geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart; - - } - - this._nextIndexStart = nextIndexStart; - this._nextVertexStart = nextVertexStart; - this._visibilityChanged = true; - - return this; - - } - - /** - * Returns the bounding box for the given geometry. - * - * @param {number} geometryId - The ID of the geometry to return the bounding box for. - * @param {Box3} target - The target object that is used to store the method's result. - * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID. - */ - getBoundingBoxAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding box - const geometry = this.geometry; - const geometryInfo = this._geometryInfo[ geometryId ]; - if ( geometryInfo.boundingBox === null ) { - - const box = new Box3(); - const index = geometry.index; - const position = geometry.attributes.position; - for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); - - } - - geometryInfo.boundingBox = box; - - } - - target.copy( geometryInfo.boundingBox ); - return target; - - } - - /** - * Returns the bounding sphere for the given geometry. - * - * @param {number} geometryId - The ID of the geometry to return the bounding sphere for. - * @param {Sphere} target - The target object that is used to store the method's result. - * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID. - */ - getBoundingSphereAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding sphere - const geometry = this.geometry; - const geometryInfo = this._geometryInfo[ geometryId ]; - if ( geometryInfo.boundingSphere === null ) { - - const sphere = new Sphere(); - this.getBoundingBoxAt( geometryId, _box$1 ); - _box$1.getCenter( sphere.center ); - - const index = geometry.index; - const position = geometry.attributes.position; - - let maxRadiusSq = 0; - for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - _vector$5.fromBufferAttribute( position, iv ); - maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); - - } - - sphere.radius = Math.sqrt( maxRadiusSq ); - geometryInfo.boundingSphere = sphere; - - } - - target.copy( geometryInfo.boundingSphere ); - return target; - - } - - /** - * Sets the given local transformation matrix to the defined instance. - * Negatively scaled matrices are not supported. - * - * @param {number} instanceId - The ID of an instance to set the matrix of. - * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance. - * @return {BatchedMesh} A reference to this batched mesh. - */ - setMatrixAt( instanceId, matrix ) { - - this.validateInstanceId( instanceId ); - - const matricesTexture = this._matricesTexture; - const matricesArray = this._matricesTexture.image.data; - matrix.toArray( matricesArray, instanceId * 16 ); - matricesTexture.needsUpdate = true; - - return this; - - } - - /** - * Returns the local transformation matrix of the defined instance. - * - * @param {number} instanceId - The ID of an instance to get the matrix of. - * @param {Matrix4} matrix - The target object that is used to store the method's result. - * @return {Matrix4} The instance's local transformation matrix. - */ - getMatrixAt( instanceId, matrix ) { - - this.validateInstanceId( instanceId ); - return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 ); - - } - - /** - * Sets the given color to the defined instance. - * - * @param {number} instanceId - The ID of an instance to set the color of. - * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha. - * @return {BatchedMesh} A reference to this batched mesh. - */ - setColorAt( instanceId, color ) { - - this.validateInstanceId( instanceId ); - - if ( this._colorsTexture === null ) { - - this._initColorsTexture(); - - } - - color.toArray( this._colorsTexture.image.data, instanceId * 4 ); - this._colorsTexture.needsUpdate = true; - - return this; - - } - - /** - * Returns the color of the defined instance. - * - * @param {number} instanceId - The ID of an instance to get the color of. - * @param {Color|Vector4} color - The target object that is used to store the method's result. - * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha. - */ - getColorAt( instanceId, color ) { - - this.validateInstanceId( instanceId ); - if ( this._colorsTexture === null ) { - - if ( color.isVector4 ) { - - return color.set( 1, 1, 1, 1 ); - - } else { - - return color.setRGB( 1, 1, 1 ); - - } - - } else { - - return color.fromArray( this._colorsTexture.image.data, instanceId * 4 ); - - } - - } - - /** - * Sets the visibility of the instance. - * - * @param {number} instanceId - The id of the instance to set the visibility of. - * @param {boolean} visible - Whether the instance is visible or not. - * @return {BatchedMesh} A reference to this batched mesh. - */ - setVisibleAt( instanceId, visible ) { - - this.validateInstanceId( instanceId ); - - if ( this._instanceInfo[ instanceId ].visible === visible ) { - - return this; - - } - - this._instanceInfo[ instanceId ].visible = visible; - this._visibilityChanged = true; - - return this; - - } - - /** - * Returns the visibility state of the defined instance. - * - * @param {number} instanceId - The ID of an instance to get the visibility state of. - * @return {boolean} Whether the instance is visible or not. - */ - getVisibleAt( instanceId ) { - - this.validateInstanceId( instanceId ); - - return this._instanceInfo[ instanceId ].visible; - - } - - /** - * Sets the geometry ID of the instance at the given index. - * - * @param {number} instanceId - The ID of the instance to set the geometry ID of. - * @param {number} geometryId - The geometry ID to be use by the instance. - * @return {BatchedMesh} A reference to this batched mesh. - */ - setGeometryIdAt( instanceId, geometryId ) { - - this.validateInstanceId( instanceId ); - this.validateGeometryId( geometryId ); - - this._instanceInfo[ instanceId ].geometryIndex = geometryId; - this._visibilityChanged = true; - - return this; - - } - - /** - * Returns the geometry ID of the defined instance. - * - * @param {number} instanceId - The ID of an instance to get the geometry ID of. - * @return {number} The instance's geometry ID. - */ - getGeometryIdAt( instanceId ) { - - this.validateInstanceId( instanceId ); - - return this._instanceInfo[ instanceId ].geometryIndex; - - } - - /** - * Get the range representing the subset of triangles related to the attached geometry, - * indicating the starting offset and count, or `null` if invalid. - * - * @param {number} geometryId - The id of the geometry to get the range of. - * @param {Object} [target] - The target object that is used to store the method's result. - * @return {{ - * vertexStart:number,vertexCount:number,reservedVertexCount:number, - * indexStart:number,indexCount:number,reservedIndexCount:number, - * start:number,count:number - * }} The result object with range data. - */ - getGeometryRangeAt( geometryId, target = {} ) { - - this.validateGeometryId( geometryId ); - - const geometryInfo = this._geometryInfo[ geometryId ]; - target.vertexStart = geometryInfo.vertexStart; - target.vertexCount = geometryInfo.vertexCount; - target.reservedVertexCount = geometryInfo.reservedVertexCount; - - target.indexStart = geometryInfo.indexStart; - target.indexCount = geometryInfo.indexCount; - target.reservedIndexCount = geometryInfo.reservedIndexCount; - - target.start = geometryInfo.start; - target.count = geometryInfo.count; - - return target; - - } - - /** - * Resizes the necessary buffers to support the provided number of instances. - * If the provided arguments shrink the number of instances but there are not enough - * unused Ids at the end of the list then an error is thrown. - * - * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch. - */ - setInstanceCount( maxInstanceCount ) { - - // shrink the available instances as much as possible - const availableInstanceIds = this._availableInstanceIds; - const instanceInfo = this._instanceInfo; - availableInstanceIds.sort( ascIdSort ); - while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) { - - instanceInfo.pop(); - availableInstanceIds.pop(); - - } - - // throw an error if it can't be shrunk to the desired size - if ( maxInstanceCount < instanceInfo.length ) { - - throw new Error( `THREE.BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` ); - - } - - // copy the multi draw counts - const multiDrawCounts = new Int32Array( maxInstanceCount ); - const multiDrawStarts = new Int32Array( maxInstanceCount ); - copyArrayContents( this._multiDrawCounts, multiDrawCounts ); - copyArrayContents( this._multiDrawStarts, multiDrawStarts ); - - this._multiDrawCounts = multiDrawCounts; - this._multiDrawStarts = multiDrawStarts; - this._maxInstanceCount = maxInstanceCount; - - // update texture data for instance sampling - const indirectTexture = this._indirectTexture; - const matricesTexture = this._matricesTexture; - const colorsTexture = this._colorsTexture; - - indirectTexture.dispose(); - this._initIndirectTexture(); - copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data ); - - matricesTexture.dispose(); - this._initMatricesTexture(); - copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data ); - - if ( colorsTexture ) { - - colorsTexture.dispose(); - this._initColorsTexture(); - copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data ); - - } - - } - - /** - * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes. - * If the provided arguments shrink the geometry buffers but there is not enough unused space at the - * end of the geometry attributes then an error is thrown. - * - * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to. - * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to. - */ - setGeometrySize( maxVertexCount, maxIndexCount ) { - - // Check if we can shrink to the requested vertex attribute size - const validRanges = [ ...this._geometryInfo ].filter( info => info.active ); - const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) ); - if ( requiredVertexLength > maxVertexCount ) { - - throw new Error( `THREE.BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); - - } - - // Check if we can shrink to the requested index attribute size - if ( this.geometry.index ) { - - const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) ); - if ( requiredIndexLength > maxIndexCount ) { - - throw new Error( `THREE.BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); - - } - - } - - // - - // dispose of the previous geometry - const oldGeometry = this.geometry; - oldGeometry.dispose(); - - // recreate the geometry needed based on the previous variant - this._maxVertexCount = maxVertexCount; - this._maxIndexCount = maxIndexCount; - - if ( this._geometryInitialized ) { - - this._geometryInitialized = false; - this.geometry = new BufferGeometry(); - this._initializeGeometry( oldGeometry ); - - } - - // copy data from the previous geometry - const geometry = this.geometry; - if ( oldGeometry.index ) { - - copyArrayContents( oldGeometry.index.array, geometry.index.array ); - - } - - for ( const key in oldGeometry.attributes ) { - - copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array ); - - } - - } - - raycast( raycaster, intersects ) { - - const instanceInfo = this._instanceInfo; - const geometryInfoList = this._geometryInfo; - const matrixWorld = this.matrixWorld; - const batchGeometry = this.geometry; - - // iterate over each geometry - _mesh.material = this.material; - _mesh.geometry.index = batchGeometry.index; - _mesh.geometry.attributes = batchGeometry.attributes; - if ( _mesh.geometry.boundingBox === null ) { - - _mesh.geometry.boundingBox = new Box3(); - - } - - if ( _mesh.geometry.boundingSphere === null ) { - - _mesh.geometry.boundingSphere = new Sphere(); - - } - - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) { - - continue; - - } - - const geometryId = instanceInfo[ i ].geometryIndex; - const geometryInfo = geometryInfoList[ geometryId ]; - _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count ); - - // get the intersects - this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); - this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); - this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); - _mesh.raycast( raycaster, _batchIntersects ); - - // add batch id to the intersects - for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { - - const intersect = _batchIntersects[ j ]; - intersect.object = this; - intersect.batchId = i; - intersects.push( intersect ); - - } - - _batchIntersects.length = 0; - - } - - _mesh.material = null; - _mesh.geometry.index = null; - _mesh.geometry.attributes = {}; - _mesh.geometry.setDrawRange( 0, Infinity ); - - } - - copy( source ) { - - super.copy( source ); - - this.geometry = source.geometry.clone(); - this.perObjectFrustumCulled = source.perObjectFrustumCulled; - this.sortObjects = source.sortObjects; - this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; - this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; - - this._geometryInfo = source._geometryInfo.map( info => ( { - ...info, - - boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null, - boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null, - } ) ); - this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) ); - - this._availableInstanceIds = source._availableInstanceIds.slice(); - this._availableGeometryIds = source._availableGeometryIds.slice(); - - this._nextIndexStart = source._nextIndexStart; - this._nextVertexStart = source._nextVertexStart; - this._geometryCount = source._geometryCount; - - this._maxInstanceCount = source._maxInstanceCount; - this._maxVertexCount = source._maxVertexCount; - this._maxIndexCount = source._maxIndexCount; - - this._geometryInitialized = source._geometryInitialized; - this._multiDrawCounts = source._multiDrawCounts.slice(); - this._multiDrawStarts = source._multiDrawStarts.slice(); - this._multiDrawBytesPerElement = source._multiDrawBytesPerElement; - - this._indirectTexture = source._indirectTexture.clone(); - this._indirectTexture.image.data = this._indirectTexture.image.data.slice(); - - this._matricesTexture = source._matricesTexture.clone(); - this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); - - if ( this._colorsTexture !== null ) { - - this._colorsTexture = source._colorsTexture.clone(); - this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); - - } - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - // Assuming the geometry is not shared with other meshes - this.geometry.dispose(); - - this._matricesTexture.dispose(); - this._matricesTexture = null; - - this._indirectTexture.dispose(); - this._indirectTexture = null; - - if ( this._colorsTexture !== null ) { - - this._colorsTexture.dispose(); - this._colorsTexture = null; - - } - - } - - onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { - - // if visibility has not changed and frustum culling and object sorting is not required - // then skip iterating over all items - if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { - - return; - - } - - // the indexed version of the multi draw function requires specifying the start - // offset in bytes. - const index = geometry.getIndex(); - let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; - - - // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double - // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make - // assumptions about the index buffer byte size. - let multiDrawMultiplier = 1; - if ( material.wireframe ) { - - multiDrawMultiplier = 2; - bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2; - - } - - const instanceInfo = this._instanceInfo; - const multiDrawStarts = this._multiDrawStarts; - const multiDrawCounts = this._multiDrawCounts; - const geometryInfoList = this._geometryInfo; - const perObjectFrustumCulled = this.perObjectFrustumCulled; - const indirectTexture = this._indirectTexture; - const indirectArray = indirectTexture.image.data; - - const frustum = camera.isArrayCamera ? _frustumArray : _frustum; - // prepare the frustum in the local frame - if ( perObjectFrustumCulled ) { - - if ( camera.isArrayCamera ) { - - frustum.setFromArrayCamera( camera ); - - } else { - - _matrix$1 - .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) - .multiply( this.matrixWorld ); - - frustum.setFromProjectionMatrix( - _matrix$1, - camera.coordinateSystem, - camera.reversedDepth - ); - - } - - } - - let multiDrawCount = 0; - if ( this.sortObjects ) { - - // get the camera position in the local frame - _matrix$1.copy( this.matrixWorld ).invert(); - _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 ); - _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 ); - - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { - - const geometryId = instanceInfo[ i ].geometryIndex; - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - culled = ! frustum.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - // get the distance from camera used for sorting - const geometryInfo = geometryInfoList[ geometryId ]; - const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 ); - _renderList.push( geometryInfo.start, geometryInfo.count, z, i ); - - } - - } - - } - - // Sort the draw ranges and prep for rendering - const list = _renderList.list; - const customSort = this.customSort; - if ( customSort === null ) { - - list.sort( material.transparent ? sortTransparent : sortOpaque ); - - } else { - - customSort.call( this, list, camera ); - - } - - for ( let i = 0, l = list.length; i < l; i ++ ) { - - const item = list[ i ]; - multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier; - multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier; - indirectArray[ multiDrawCount ] = item.index; - multiDrawCount ++; - - } - - _renderList.reset(); - - } else { - - for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { - - if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { - - const geometryId = instanceInfo[ i ].geometryIndex; - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - culled = ! frustum.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - const geometryInfo = geometryInfoList[ geometryId ]; - multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier; - multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier; - indirectArray[ multiDrawCount ] = i; - multiDrawCount ++; - - } - - } - - } - - } - - indirectTexture.needsUpdate = true; - this._multiDrawCount = multiDrawCount; - this._multiDrawBytesPerElement = bytesPerElement; - this._visibilityChanged = false; - - } - - onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { - - this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); - - } - -} - -/** - * A material for rendering line primitives. - * - * Materials define the appearance of renderable 3D objects. - * - * ```js - * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); - * ``` - * - * @augments Material - */ -class LineBasicMaterial extends Material { - - /** - * Constructs a new line basic material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineBasicMaterial = true; - - this.type = 'LineBasicMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); - - /** - * Sets the color of the lines using data from a texture. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * Controls line thickness or lines. - * - * Can only be used with {@link SVGRenderer}. WebGL and WebGPU - * ignore this setting and always render line primitives with a - * width of one pixel. - * - * @type {number} - * @default 1 - */ - this.linewidth = 1; - - /** - * Defines appearance of line ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('butt'|'round'|'square')} - * @default 'round' - */ - this.linecap = 'round'; - - /** - * Defines appearance of line joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.linejoin = 'round'; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - this.fog = source.fog; - - return this; - - } - -} - -const _vStart = /*@__PURE__*/ new Vector3(); -const _vEnd = /*@__PURE__*/ new Vector3(); - -const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); -const _ray$1 = /*@__PURE__*/ new Ray(); -const _sphere$1 = /*@__PURE__*/ new Sphere(); - -const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); -const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); - -/** - * A continuous line. The line are rendered by connecting consecutive - * vertices with straight lines. - * - * ```js - * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } ); - * - * const points = []; - * points.push( new THREE.Vector3( - 10, 0, 0 ) ); - * points.push( new THREE.Vector3( 0, 10, 0 ) ); - * points.push( new THREE.Vector3( 10, 0, 0 ) ); - * - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const line = new THREE.Line( geometry, material ); - * scene.add( line ); - * ``` - * - * @augments Object3D - */ -class Line extends Object3D { - - /** - * Constructs a new line. - * - * @param {BufferGeometry} [geometry] - The line geometry. - * @param {Material|Array} [material] - The line material. - */ - constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLine = true; - - this.type = 'Line'; - - /** - * The line geometry. - * - * @type {BufferGeometry} - */ - this.geometry = geometry; - - /** - * The line material. - * - * @type {Material|Array} - * @default LineBasicMaterial - */ - this.material = material; - - /** - * A dictionary representing the morph targets in the geometry. The key is the - * morph targets name, the value its attribute index. This member is `undefined` - * by default and only set when morph targets are detected in the geometry. - * - * @type {Object|undefined} - * @default undefined - */ - this.morphTargetDictionary = undefined; - - /** - * An array of weights typically in the range `[0,1]` that specify how much of the morph - * is applied. This member is `undefined` by default and only set when morph targets are - * detected in the geometry. - * - * @type {Array|undefined} - * @default undefined - */ - this.morphTargetInfluences = undefined; - - this.updateMorphTargets(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - /** - * Computes an array of distance values which are necessary for rendering dashed lines. - * For each vertex in the geometry, the method calculates the cumulative length from the - * current point to the very beginning of the line. - * - * @return {Line} A reference to this line. - */ - computeLineDistances() { - - const geometry = this.geometry; - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = [ 0 ]; - - for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { - - _vStart.fromBufferAttribute( positionAttribute, i - 1 ); - _vEnd.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += _vStart.distanceTo( _vEnd ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - - /** - * Returns `true` if this line intersects the given frustum. - * - * @param {Frustum|FrustumArray} frustum - The frustum to test. - * @return {boolean} Whether this line intersects the given frustum or not. - */ - intersectsFrustum( frustum ) { - - return frustum.intersectsObject( this ); - - } - - /** - * Computes intersection points between a casted ray and this line. - * - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - The target array that holds the intersection points. - */ - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$1.copy( geometry.boundingSphere ); - _sphere$1.applyMatrix4( matrixWorld ); - _sphere$1.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - - // - - _inverseMatrix$1.copy( matrixWorld ).invert(); - _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - const step = this.isLineSegments ? 2 : 1; - - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; - - if ( index !== null ) { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, l = end - 1; i < l; i += step ) { - - const a = index.getX( i ); - const b = index.getX( i + 1 ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const a = index.getX( end - 1 ); - const b = index.getX( start ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, l = end - 1; i < l; i += step ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } - - } - - /** - * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences} - * to make sure existing morph targets can influence this 3D object. - */ - updateMorphTargets() { - - const geometry = this.geometry; - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } - -} - -function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) { - - const positionAttribute = object.geometry.attributes.position; - - _vStart.fromBufferAttribute( positionAttribute, a ); - _vEnd.fromBufferAttribute( positionAttribute, b ); - - const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); - - if ( distSq > thresholdSq ) return; - - _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - return { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), - index: i, - face: null, - faceIndex: null, - barycoord: null, - object: object - - }; - -} - -const _start = /*@__PURE__*/ new Vector3(); -const _end = /*@__PURE__*/ new Vector3(); - -/** - * A series of lines drawn between pairs of vertices. - * - * @augments Line - */ -class LineSegments extends Line { - - /** - * Constructs a new line segments. - * - * @param {BufferGeometry} [geometry] - The line geometry. - * @param {Material|Array} [material] - The line material. - */ - constructor( geometry, material ) { - - super( geometry, material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineSegments = true; - - this.type = 'LineSegments'; - - } - - computeLineDistances() { - - const geometry = this.geometry; - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = []; - - for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - _start.fromBufferAttribute( positionAttribute, i ); - _end.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - -} - -/** - * A continuous line. This is nearly the same as {@link Line} the only difference - * is that the last vertex is connected with the first vertex in order to close - * the line to form a loop. - * - * @augments Line - */ -class LineLoop extends Line { - - /** - * Constructs a new line loop. - * - * @param {BufferGeometry} [geometry] - The line geometry. - * @param {Material|Array} [material] - The line material. - */ - constructor( geometry, material ) { - - super( geometry, material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineLoop = true; - - this.type = 'LineLoop'; - - } - -} - -/** - * A material for rendering point primitives. - * - * Materials define the appearance of renderable 3D objects. - * - * ```js - * const vertices = []; - * - * for ( let i = 0; i < 10000; i ++ ) { - * const x = THREE.MathUtils.randFloatSpread( 2000 ); - * const y = THREE.MathUtils.randFloatSpread( 2000 ); - * const z = THREE.MathUtils.randFloatSpread( 2000 ); - * - * vertices.push( x, y, z ); - * } - * - * const geometry = new THREE.BufferGeometry(); - * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); - * const material = new THREE.PointsMaterial( { color: 0x888888 } ); - * const points = new THREE.Points( geometry, material ); - * scene.add( points ); - * ``` - * - * @augments Material - */ -class PointsMaterial extends Material { - - /** - * Constructs a new points material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPointsMaterial = true; - - this.type = 'PointsMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * Defines the size of the points in pixels. - * - * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete). - * - * @type {number} - * @default 1 - */ - this.size = 1; - - /** - * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only). - * - * @type {boolean} - * @default true - */ - this.sizeAttenuation = true; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.fog = source.fog; - - return this; - - } - -} - -const _inverseMatrix = /*@__PURE__*/ new Matrix4(); -const _ray = /*@__PURE__*/ new Ray(); -const _sphere = /*@__PURE__*/ new Sphere(); -const _position$3 = /*@__PURE__*/ new Vector3(); - -/** - * A class for displaying points or point clouds. - * - * @augments Object3D - */ -class Points extends Object3D { - - /** - * Constructs a new point cloud. - * - * @param {BufferGeometry} [geometry] - The points geometry. - * @param {Material|Array} [material] - The points material. - */ - constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPoints = true; - - this.type = 'Points'; - - /** - * The points geometry. - * - * @type {BufferGeometry} - */ - this.geometry = geometry; - - /** - * The line material. - * - * @type {Material|Array} - * @default PointsMaterial - */ - this.material = material; - - /** - * A dictionary representing the morph targets in the geometry. The key is the - * morph targets name, the value its attribute index. This member is `undefined` - * by default and only set when morph targets are detected in the geometry. - * - * @type {Object|undefined} - * @default undefined - */ - this.morphTargetDictionary = undefined; - - /** - * An array of weights typically in the range `[0,1]` that specify how much of the morph - * is applied. This member is `undefined` by default and only set when morph targets are - * detected in the geometry. - * - * @type {Array|undefined} - * @default undefined - */ - this.morphTargetInfluences = undefined; - - this.updateMorphTargets(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - /** - * Returns `true` if this point cloud intersects the given frustum. - * - * @param {Frustum|FrustumArray} frustum - The frustum to test. - * @return {boolean} Whether this point cloud intersects the given frustum or not. - */ - intersectsFrustum( frustum ) { - - return frustum.intersectsObject( this ); - - } - - /** - * Computes intersection points between a casted ray and this point cloud. - * - * @param {Raycaster} raycaster - The raycaster. - * @param {Array} intersects - The target array that holds the intersection points. - */ - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere.copy( geometry.boundingSphere ); - _sphere.applyMatrix4( matrixWorld ); - _sphere.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - - _inverseMatrix.copy( matrixWorld ).invert(); - _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - const index = geometry.index; - const attributes = geometry.attributes; - const positionAttribute = attributes.position; - - if ( index !== null ) { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i ++ ) { - - const a = index.getX( i ); - - _position$3.fromBufferAttribute( positionAttribute, a ); - - testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, l = end; i < l; i ++ ) { - - _position$3.fromBufferAttribute( positionAttribute, i ); - - testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } - - } - - /** - * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences} - * to make sure existing morph targets can influence this 3D object. - */ - updateMorphTargets() { - - const geometry = this.geometry; - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } - -} - -function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - - const rayPointDistanceSq = _ray.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - const intersectPoint = new Vector3(); - - _ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - faceIndex: null, - barycoord: null, - object: object - - } ); - - } - -} - -/** - * A texture for use with a video. - * - * ```js - * // assuming you have created a HTML video element with id="video" - * const video = document.getElementById( 'video' ); - * const texture = new THREE.VideoTexture( video ); - * ``` - * - * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be - * set to THREE.SRGBColorSpace. - * - * Note: After the initial use of a texture, its dimensions, format, and type - * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. - * - * @augments Texture - */ -class VideoTexture extends Texture { - - /** - * Constructs a new video texture. - * - * @param {HTMLVideoElement} video - The video element to use as a data source for the texture. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - */ - constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) { - - super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isVideoTexture = true; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - /** - * The video frame request callback identifier, which is a positive integer. - * - * Value of 0 represents no scheduled rVFC. - * - * @private - * @type {number} - */ - this._requestVideoFrameCallbackId = 0; - - const scope = this; - - function updateVideo() { - - scope.needsUpdate = true; - scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); - - } - - if ( 'requestVideoFrameCallback' in video ) { - - this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); - - } - - } - - clone() { - - return new this.constructor( this.image ).copy( this ); - - } - - /** - * This method is called automatically by the renderer and sets {@link Texture#needsUpdate} - * to `true` every time a new frame is available. - * - * Only relevant if `requestVideoFrameCallback` is not supported in the browser. - */ - update() { - - const video = this.image; - const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; - - if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - - dispose() { - - if ( this._requestVideoFrameCallbackId !== 0 ) { - - this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId ); - - this._requestVideoFrameCallbackId = 0; - - } - - super.dispose(); - - } - -} - -/** - * This class can be used as an alternative way to define video data. Instead of using - * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is - * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when - * video frames are decoded with the WebCodecs API. - * - * ```js - * const texture = new THREE.VideoFrameTexture(); - * texture.setFrame( frame ); - * ``` - * - * @augments VideoTexture - */ -class VideoFrameTexture extends VideoTexture { - - /** - * Constructs a new video frame texture. - * - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - */ - constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isVideoFrameTexture = true; - - } - - /** - * This method overwritten with an empty implementation since - * this type of texture is updated via `setFrame()`. - */ - update() {} - - clone() { - - return new this.constructor().copy( this ); // restoring Texture.clone() - - } - - /** - * Sets the current frame of the video. This will automatically update the texture - * so the data can be used for rendering. - * - * @param {VideoFrame} frame - The video frame. - */ - setFrame( frame ) { - - this.image = frame; - this.needsUpdate = true; - - } - -} - -/** - * This class can only be used in combination with `copyFramebufferToTexture()` methods - * of renderers. It extracts the contents of the current bound framebuffer and provides it - * as a texture for further usage. - * - * ```js - * const pixelRatio = window.devicePixelRatio; - * const textureSize = 128 * pixelRatio; - * - * const frameTexture = new FramebufferTexture( textureSize, textureSize ); - * - * // calculate start position for copying part of the frame data - * const vector = new Vector2(); - * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 ); - * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 ); - * - * renderer.render( scene, camera ); - * - * // copy part of the rendered frame into the framebuffer texture - * renderer.copyFramebufferToTexture( frameTexture, vector ); - * ``` - * - * @augments Texture - */ -class FramebufferTexture extends Texture { - - /** - * Constructs a new framebuffer texture. - * - * @param {number} [width] - The width of the texture. - * @param {number} [height] - The height of the texture. - */ - constructor( width, height ) { - - super( { width, height } ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isFramebufferTexture = true; - - /** - * How the texture is sampled when a texel covers more than one pixel. - * - * Overwritten and set to `NearestFilter` by default to disable filtering. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.magFilter = NearestFilter; - - /** - * How the texture is sampled when a texel covers less than one pixel. - * - * Overwritten and set to `NearestFilter` by default to disable filtering. - * - * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} - * @default NearestFilter - */ - this.minFilter = NearestFilter; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - this.needsUpdate = true; - - } - -} - -/** - * Creates a texture based on data in compressed form. - * - * These texture are usually loaded with {@link CompressedTextureLoader}. - * - * @augments Texture - */ -class CompressedTexture extends Texture { - - /** - * Constructs a new compressed texture. - * - * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) - * the data and dimensions. - * @param {number} width - The width of the texture. - * @param {number} height - The height of the texture. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {string} [colorSpace=NoColorSpace] - The color space. - */ - constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCompressedTexture = true; - - /** - * The image property of a compressed texture just defines its dimensions. - * - * @type {{width:number,height:number}} - */ - this.image = { width: width, height: height }; - - /** - * This array holds for all mipmaps (including the bases mip) the data and dimensions. - * - * @type {Array} - */ - this.mipmaps = mipmaps; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default since it is not possible to - * flip compressed textures. - * - * @type {boolean} - * @default false - * @readonly - */ - this.flipY = false; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default since it is not - * possible to generate mipmaps for compressed data. Mipmaps - * must be embedded in the compressed texture file. - * - * @type {boolean} - * @default false - * @readonly - */ - this.generateMipmaps = false; - - } - -} - -/** - * Creates a texture 2D array based on data in compressed form. - * - * These texture are usually loaded with {@link CompressedTextureLoader}. - * - * @augments CompressedTexture - */ -class CompressedArrayTexture extends CompressedTexture { - - /** - * Constructs a new compressed array texture. - * - * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) - * the data and dimensions. - * @param {number} width - The width of the texture. - * @param {number} height - The height of the texture. - * @param {number} depth - The depth of the texture. - * @param {number} [format=RGBAFormat] - The min filter value. - * @param {number} [type=UnsignedByteType] - The min filter value. - */ - constructor( mipmaps, width, height, depth, format, type ) { - - super( mipmaps, width, height, format, type ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCompressedArrayTexture = true; - - /** - * The image property of a compressed texture just defines its dimensions. - * - * @name CompressedArrayTexture#image - * @type {{width:number,height:number,depth:number}} - */ - this.image.depth = depth; - - /** - * This defines how the texture is wrapped in the depth and corresponds to - * *W* in UVW mapping. - * - * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} - * @default ClampToEdgeWrapping - */ - this.wrapR = ClampToEdgeWrapping; - - /** - * A set of all layers which need to be updated in the texture. - * - * @type {Set} - */ - this.layerUpdates = new Set(); - - } - - /** - * Copies the values of the given texture to this instance. - * - * @param {CompressedArrayTexture} source - The texture to copy. - * @return {CompressedArrayTexture} A reference to this instance. - */ - copy( source ) { - - super.copy( source ); - - this.wrapR = source.wrapR; - - return this; - - } - - /** - * Describes that a specific layer of the texture needs to be updated. - * Normally when {@link Texture#needsUpdate} is set to `true`, the - * entire compressed texture array is sent to the GPU. Marking specific - * layers will only transmit subsets of all mipmaps associated with a - * specific depth in the array which is often much more performant. - * - * @param {number} layerIndex - The layer index that should be updated. - */ - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - /** - * Resets the layer updates registry. - */ - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -/** - * Creates a cube texture based on data in compressed form. - * - * These texture are usually loaded with {@link CompressedTextureLoader}. - * - * @augments CompressedTexture - */ -class CompressedCubeTexture extends CompressedTexture { - - /** - * Constructs a new compressed texture. - * - * @param {Array} images - An array of compressed textures. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - */ - constructor( images, format, type ) { - - super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCompressedCubeTexture = true; - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubeTexture = true; - - this.image = images; - - } - -} - -/** - * Creates a cube texture made up of six images. - * - * ```js - * const loader = new THREE.CubeTextureLoader(); - * loader.setPath( 'textures/cube/pisa/' ); - * - * const textureCube = loader.load( [ - * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' - * ] ); - * - * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } ); - * ``` - * - * @augments Texture - */ -class CubeTexture extends Texture { - - /** - * Constructs a new cube texture. - * - * @param {Array} [images=[]] - An array holding a image for each side of a cube. - * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {string} [colorSpace=NoColorSpace] - The color space value. - */ - constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { - - super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubeTexture = true; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.flipY = false; - - } - - /** - * Alias for {@link CubeTexture#image}. - * - * @type {Array} - */ - get images() { - - return this.image; - - } - - set images( value ) { - - this.image = value; - - } - -} - -/** - * Creates a texture from a canvas element. - * - * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} - * to `true` immediately since a canvas can directly be used for rendering. - * - * @augments Texture - */ -class CanvasTexture extends Texture { - - /** - * Constructs a new texture. - * - * @param {HTMLCanvasElement} [canvas] - The HTML canvas element. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - */ - constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCanvasTexture = true; - - this.needsUpdate = true; - - } - -} - -/** - * Creates a texture from an HTML element. - * - * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} - * to `true` immediately and listens for the parent canvas's paint events to trigger updates. - * - * @augments Texture - */ -class HTMLTexture extends Texture { - - /** - * Constructs a new texture. - * - * @param {HTMLElement} [element] - The HTML element. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. - * @param {number} [format=RGBAFormat] - The texture format. - * @param {number} [type=UnsignedByteType] - The texture type. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - */ - constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isHTMLTexture = true; - this.generateMipmaps = false; - - this.needsUpdate = true; - - const parent = element ? element.parentNode : null; - - if ( parent !== null && 'requestPaint' in parent ) { - - parent.onpaint = () => { - - this.needsUpdate = true; - - }; - - parent.requestPaint(); - - } - - } - - dispose() { - - const parent = this.image ? this.image.parentNode : null; - - if ( parent !== null && 'onpaint' in parent ) { - - parent.onpaint = null; - - } - - super.dispose(); - - } - -} - -/** - * This class can be used to automatically save the depth information of a - * rendering into a texture. - * - * @augments Texture - */ -class DepthTexture extends Texture { - - /** - * Constructs a new depth texture. - * - * @param {number} width - The width of the texture. - * @param {number} height - The height of the texture. - * @param {number} [type=UnsignedIntType] - The texture type. - * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=LinearFilter] - The mag filter value. - * @param {number} [minFilter=LinearFilter] - The min filter value. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {number} [format=DepthFormat] - The texture format. - * @param {number} [depth=1] - The depth of the texture. - */ - constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) { - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - const image = { width: width, height: height, depth: depth }; - - super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isDepthTexture = true; - - /** - * If set to `true`, the texture is flipped along the vertical axis when - * uploaded to the GPU. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.flipY = false; - - /** - * Whether to generate mipmaps (if possible) for a texture. - * - * Overwritten and set to `false` by default. - * - * @type {boolean} - * @default false - */ - this.generateMipmaps = false; - - /** - * Code corresponding to the depth compare function. - * - * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)} - * @default null - */ - this.compareFunction = null; - - } - - - copy( source ) { - - super.copy( source ); - - this.source = new TextureSource( Object.assign( {}, source.image ) ); // see #30540 - this.compareFunction = source.compareFunction; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.compareFunction = this.compareFunction; - - return data; - - } - -} - -/** - * This class can be used to automatically save the depth information of a - * cube rendering into a cube texture with depth format. Used for PointLight shadows. - * - * @augments DepthTexture - */ -class CubeDepthTexture extends DepthTexture { - - /** - * Constructs a new cube depth texture. - * - * @param {number} size - The size (width and height) of each cube face. - * @param {number} [type=UnsignedIntType] - The texture type. - * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. - * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. - * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. - * @param {number} [magFilter=NearestFilter] - The mag filter value. - * @param {number} [minFilter=NearestFilter] - The min filter value. - * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. - * @param {number} [format=DepthFormat] - The texture format. - */ - constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) { - - // Create 6 identical image descriptors for the cube faces - const image = { width: size, height: size, depth: 1 }; - const images = [ image, image, image, image, image, image ]; - - // Call DepthTexture constructor with width, height - super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ); - - // Replace the single image with the array of 6 images - this.image = images; - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubeDepthTexture = true; - - /** - * Set to true for cube texture handling in WebGLTextures. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubeTexture = true; - - } - - /** - * Alias for {@link CubeDepthTexture#image}. - * - * @type {Array} - */ - get images() { - - return this.image; - - } - - set images( value ) { - - this.image = value; - - } - -} - -/** - * Represents a texture created externally with the same renderer context. - * - * This may be a texture from a protected media stream, device camera feed, - * or other data feeds like a depth sensor. - * - * @augments Texture - */ -class ExternalTexture extends Texture { - - /** - * Creates a new raw texture. - * - * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture. - */ - constructor( sourceTexture = null ) { - - super(); - - /** - * The external source texture. - * - * @type {?(WebGLTexture|GPUTexture)} - * @default null - */ - this.sourceTexture = sourceTexture; - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isExternalTexture = true; - - } - - copy( source ) { - - super.copy( source ); - - this.sourceTexture = source.sourceTexture; - - return this; - - } - -} - -/** - * A geometry class for a rectangular cuboid with a given width, height, and depth. - * On creation, the cuboid is centred on the origin, with each edge parallel to one - * of the axes. - * - * ```js - * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - * const cube = new THREE.Mesh( geometry, material ); - * scene.add( cube ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#BoxGeometry - */ -class BoxGeometry extends BufferGeometry { - - /** - * Constructs a new box geometry. - * - * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis. - * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis. - * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis. - * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides. - * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides. - * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides. - */ - constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { - - super(); - - this.type = 'BoxGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - const scope = this; - - // segments - - widthSegments = Math.floor( widthSegments ); - heightSegments = Math.floor( heightSegments ); - depthSegments = Math.floor( depthSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let numberOfVertices = 0; - let groupStart = 0; - - // build each side of the box geometry - - buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; - - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - let vertexCounter = 0; - let groupCount = 0; - - const vector = new Vector3(); - - // generate vertices, normals and uvs - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segmentHeight - heightHalf; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - - vertices.push( vector.x, vector.y, vector.z ); - - // set values to correct vector component - - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : -1; - - // now apply vector to normal buffer - - normals.push( vector.x, vector.y, vector.z ); - - // uvs - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; - - } - - } - - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = numberOfVertices + ix + gridX1 * iy; - const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // increase counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - - groupStart += groupCount; - - // update total number of vertices - - numberOfVertices += vertexCounter; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {BoxGeometry} A new instance. - */ - static fromJSON( data ) { - - return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); - - } - -} - -/** - * A geometry class for representing a capsule. - * - * ```js - * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - * const capsule = new THREE.Mesh( geometry, material ); - * scene.add( capsule ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#CapsuleGeometry - */ -class CapsuleGeometry extends BufferGeometry { - - /** - * Constructs a new capsule geometry. - * - * @param {number} [radius=1] - Radius of the capsule. - * @param {number} [height=1] - Height of the middle section. - * @param {number} [capSegments=4] - Number of curve segments used to build each cap. - * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3. - * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1. - */ - constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) { - - super(); - - this.type = 'CapsuleGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - height: height, - capSegments: capSegments, - radialSegments: radialSegments, - heightSegments: heightSegments, - }; - - height = Math.max( 0, height ); - capSegments = Math.max( 1, Math.floor( capSegments ) ); - radialSegments = Math.max( 3, Math.floor( radialSegments ) ); - heightSegments = Math.max( 1, Math.floor( heightSegments ) ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const halfHeight = height / 2; - const capArcLength = ( Math.PI / 2 ) * radius; - const cylinderPartLength = height; - const totalArcLength = 2 * capArcLength + cylinderPartLength; - - const numVerticalSegments = capSegments * 2 + heightSegments; - const verticesPerRow = radialSegments + 1; - - const normal = new Vector3(); - const vertex = new Vector3(); - - // generate vertices, normals, and uvs - - for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) { - - let currentArcLength = 0; - let profileY = 0; - let profileRadius = 0; - let normalYComponent = 0; - - if ( iy <= capSegments ) { - - // bottom cap - const segmentProgress = iy / capSegments; - const angle = ( segmentProgress * Math.PI ) / 2; - profileY = - halfHeight - radius * Math.cos( angle ); - profileRadius = radius * Math.sin( angle ); - normalYComponent = - radius * Math.cos( angle ); - currentArcLength = segmentProgress * capArcLength; - - } else if ( iy <= capSegments + heightSegments ) { - - // middle section - const segmentProgress = ( iy - capSegments ) / heightSegments; - profileY = - halfHeight + segmentProgress * height; - profileRadius = radius; - normalYComponent = 0; - currentArcLength = capArcLength + segmentProgress * cylinderPartLength; - - } else { - - // top cap - const segmentProgress = - ( iy - capSegments - heightSegments ) / capSegments; - const angle = ( segmentProgress * Math.PI ) / 2; - profileY = halfHeight + radius * Math.sin( angle ); - profileRadius = radius * Math.cos( angle ); - normalYComponent = radius * Math.sin( angle ); - currentArcLength = - capArcLength + cylinderPartLength + segmentProgress * capArcLength; - - } - - const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) ); - - - // special case for the poles - - let uOffset = 0; - - if ( iy === 0 ) { - - uOffset = 0.5 / radialSegments; - - } else if ( iy === numVerticalSegments ) { - - uOffset = -0.5 / radialSegments; - - } - - for ( let ix = 0; ix <= radialSegments; ix ++ ) { - - const u = ix / radialSegments; - const theta = u * Math.PI * 2; - - const sinTheta = Math.sin( theta ); - const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = - profileRadius * cosTheta; - vertex.y = profileY; - vertex.z = profileRadius * sinTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( - - profileRadius * cosTheta, - normalYComponent, - profileRadius * sinTheta - ); - normal.normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u + uOffset, v ); - - } - - if ( iy > 0 ) { - - const prevIndexRow = ( iy - 1 ) * verticesPerRow; - for ( let ix = 0; ix < radialSegments; ix ++ ) { - - const i1 = prevIndexRow + ix; - const i2 = prevIndexRow + ix + 1; - const i3 = iy * verticesPerRow + ix; - const i4 = iy * verticesPerRow + ix + 1; - - indices.push( i1, i2, i3 ); - indices.push( i2, i4, i3 ); - - } - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {CapsuleGeometry} A new instance. - */ - static fromJSON( data ) { - - return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments ); - - } - -} - -/** - * A simple shape of Euclidean geometry. It is constructed from a - * number of triangular segments that are oriented around a central point and - * extend as far out as a given radius. It is built counter-clockwise from a - * start angle and a given central angle. It can also be used to create - * regular polygons, where the number of segments determines the number of - * sides. - * - * ```js - * const geometry = new THREE.CircleGeometry( 5, 32 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const circle = new THREE.Mesh( geometry, material ); - * scene.add( circle ) - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#CircleGeometry - */ -class CircleGeometry extends BufferGeometry { - - /** - * Constructs a new circle geometry. - * - * @param {number} [radius=1] - Radius of the circle. - * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`. - * @param {number} [thetaStart=0] - Start angle for first segment in radians. - * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, - * of the circular sector in radians. The default value results in a complete circle. - */ - constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { - - super(); - - this.type = 'CircleGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - segments = Math.max( 3, segments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const uv = new Vector2(); - - // center point - - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); - - for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { - - const segment = thetaStart + s / segments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uvs - - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // indices - - for ( let i = 1; i <= segments; i ++ ) { - - indices.push( i, i + 1, 0 ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {CircleGeometry} A new instance. - */ - static fromJSON( data ) { - - return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * A geometry class for representing a cylinder. - * - * ```js - * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const cylinder = new THREE.Mesh( geometry, material ); - * scene.add( cylinder ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#CylinderGeometry - */ -class CylinderGeometry extends BufferGeometry { - - /** - * Constructs a new cylinder geometry. - * - * @param {number} [radiusTop=1] - Radius of the cylinder at the top. - * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom. - * @param {number} [height=1] - Height of the cylinder. - * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder. - * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder. - * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped. - * @param {number} [thetaStart=0] - Start angle for first segment, in radians. - * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. - * The default value results in a complete cylinder. - */ - constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { - - super(); - - this.type = 'CylinderGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - const scope = this; - - radialSegments = Math.floor( radialSegments ); - heightSegments = Math.floor( heightSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let index = 0; - const indexArray = []; - const halfHeight = height / 2; - let groupStart = 0; - - // generate geometry - - generateTorso(); - - if ( openEnded === false ) { - - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function generateTorso() { - - const normal = new Vector3(); - const vertex = new Vector3(); - - let groupCount = 0; - - // this will be used to calculate the normal - const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( let y = 0; y <= heightSegments; y ++ ) { - - const indexRow = []; - - const v = y / heightSegments; - - // calculate the radius of the current row - - const radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - - const theta = u * thetaLength + thetaStart; - - const sinTheta = Math.sin( theta ); - const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - // save index of vertex in respective row - - indexRow.push( index ++ ); - - } - - // now save vertices of the row in our index array - - indexArray.push( indexRow ); - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - for ( let y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - - const a = indexArray[ y ][ x ]; - const b = indexArray[ y + 1 ][ x ]; - const c = indexArray[ y + 1 ][ x + 1 ]; - const d = indexArray[ y ][ x + 1 ]; - - // faces - - if ( radiusTop > 0 || y !== 0 ) { - - indices.push( a, b, d ); - groupCount += 3; - - } - - if ( radiusBottom > 0 || y !== heightSegments - 1 ) { - - indices.push( b, c, d ); - groupCount += 3; - - } - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - function generateCap( top ) { - - // save the index of the first center vertex - const centerIndexStart = index; - - const uv = new Vector2(); - const vertex = new Vector3(); - - let groupCount = 0; - - const radius = ( top === true ) ? radiusTop : radiusBottom; - const sign = ( top === true ) ? 1 : -1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( let x = 1; x <= radialSegments; x ++ ) { - - // vertex - - vertices.push( 0, halfHeight * sign, 0 ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uvs.push( 0.5, 0.5 ); - - // increase index - - index ++; - - } - - // save the index of the last center vertex - const centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; - - const cosTheta = Math.cos( theta ); - const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); - - // increase index - - index ++; - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - const c = centerIndexStart + x; - const i = centerIndexEnd + x; - - if ( top === true ) { - - // face top - - indices.push( i, i + 1, c ); - - } else { - - // face bottom - - indices.push( i + 1, i, c ); - - } - - groupCount += 3; - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {CylinderGeometry} A new instance. - */ - static fromJSON( data ) { - - return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * A geometry class for representing a cone. - * - * ```js - * const geometry = new THREE.ConeGeometry( 5, 20, 32 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const cone = new THREE.Mesh(geometry, material ); - * scene.add( cone ); - * ``` - * - * @augments CylinderGeometry - * @demo scenes/geometry-browser.html#ConeGeometry - */ -class ConeGeometry extends CylinderGeometry { - - /** - * Constructs a new cone geometry. - * - * @param {number} [radius=1] - Radius of the cone base. - * @param {number} [height=1] - Height of the cone. - * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone. - * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone. - * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped. - * @param {number} [thetaStart=0] - Start angle for first segment, in radians. - * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. - * The default value results in a complete cone. - */ - constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { - - super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - - this.type = 'ConeGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {ConeGeometry} A new instance. - */ - static fromJSON( data ) { - - return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * A polyhedron is a solid in three dimensions with flat faces. This class - * will take an array of vertices, project them onto a sphere, and then - * divide them up to the desired level of detail. - * - * @augments BufferGeometry - */ -class PolyhedronGeometry extends BufferGeometry { - - /** - * Constructs a new polyhedron geometry. - * - * @param {Array} [vertices] - A flat array of vertices describing the base shape. - * @param {Array} [indices] - A flat array of indices describing the base shape. - * @param {number} [radius=1] - The radius of the shape. - * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape. - */ - constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { - - super(); - - this.type = 'PolyhedronGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - // default buffer data - - const vertexBuffer = []; - const uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - applyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // build non-indexed geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - - if ( detail === 0 ) { - - this.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - function subdivide( detail ) { - - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - // iterate over all faces and apply a subdivision with the given detail value - - for ( let i = 0; i < indices.length; i += 3 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - const cols = detail + 1; - - // we use this multidimensional array as a data structure for creating the subdivision - - const v = []; - - // construct all of the vertices for this subdivision - - for ( let i = 0; i <= cols; i ++ ) { - - v[ i ] = []; - - const aj = a.clone().lerp( c, i / cols ); - const bj = b.clone().lerp( c, i / cols ); - - const rows = cols - i; - - for ( let j = 0; j <= rows; j ++ ) { - - if ( j === 0 && i === cols ) { - - v[ i ][ j ] = aj; - - } else { - - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - - } - - } - - } - - // construct all of the faces - - for ( let i = 0; i < cols; i ++ ) { - - for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - - const k = Math.floor( j / 2 ); - - if ( j % 2 === 0 ) { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - function applyRadius( radius ) { - - const vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - - for ( let i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - vertex.normalize().multiplyScalar( radius ); - - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; - - } - - } - - function generateUVs() { - - const vertex = new Vector3(); - - for ( let i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - const u = azimuth( vertex ) / 2 / Math.PI + 0.5; - const v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - for ( let i = 0; i < uvBuffer.length; i += 6 ) { - - // uv data of a single face - - const x0 = uvBuffer[ i + 0 ]; - const x1 = uvBuffer[ i + 2 ]; - const x2 = uvBuffer[ i + 4 ]; - - const max = Math.max( x0, x1, x2 ); - const min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - const stride = index * 3; - - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; - - } - - function correctUVs() { - - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - const centroid = new Vector3(); - - const uvA = new Vector2(); - const uvB = new Vector2(); - const uvC = new Vector2(); - - for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { - - a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); - b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); - c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); - - uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); - uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); - uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); - - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); - - const azi = azimuth( centroid ); - - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {PolyhedronGeometry} A new instance. - */ - static fromJSON( data ) { - - return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail ); - - } - -} - -/** - * A geometry class for representing a dodecahedron. - * - * ```js - * const geometry = new THREE.DodecahedronGeometry(); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const dodecahedron = new THREE.Mesh( geometry, material ); - * scene.add( dodecahedron ); - * ``` - * - * @augments PolyhedronGeometry - * @demo scenes/geometry-browser.html#DodecahedronGeometry - */ -class DodecahedronGeometry extends PolyhedronGeometry { - - /** - * Constructs a new dodecahedron geometry. - * - * @param {number} [radius=1] - Radius of the dodecahedron. - * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron. - */ - constructor( radius = 1, detail = 0 ) { - - const t = ( 1 + Math.sqrt( 5 ) ) / 2; - const r = 1 / t; - - const vertices = [ - - // (±1, ±1, ±1) - -1, -1, -1, -1, -1, 1, - -1, 1, -1, -1, 1, 1, - 1, -1, -1, 1, -1, 1, - 1, 1, -1, 1, 1, 1, - - // (0, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, - - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, - - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; - - const indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'DodecahedronGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - detail: detail - }; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {DodecahedronGeometry} A new instance. - */ - static fromJSON( data ) { - - return new DodecahedronGeometry( data.radius, data.detail ); - - } - -} - -const _v0 = /*@__PURE__*/ new Vector3(); -const _v1$1 = /*@__PURE__*/ new Vector3(); -const _normal = /*@__PURE__*/ new Vector3(); -const _triangle = /*@__PURE__*/ new Triangle(); - -/** - * Can be used as a helper object to view the edges of a geometry. - * - * ```js - * const geometry = new THREE.BoxGeometry(); - * const edges = new THREE.EdgesGeometry( geometry ); - * const line = new THREE.LineSegments( edges ); - * scene.add( line ); - * ``` - * - * Note: It is not yet possible to serialize/deserialize instances of this class. - * - * @augments BufferGeometry - */ -class EdgesGeometry extends BufferGeometry { - - /** - * Constructs a new edges geometry. - * - * @param {?BufferGeometry} [geometry=null] - The geometry. - * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees) - * between the face normals of the adjoining faces exceeds this value. - */ - constructor( geometry = null, thresholdAngle = 1 ) { - - super(); - - this.type = 'EdgesGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - geometry: geometry, - thresholdAngle: thresholdAngle - }; - - if ( geometry !== null ) { - - const precisionPoints = 4; - const precision = Math.pow( 10, precisionPoints ); - const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); - - const indexAttr = geometry.getIndex(); - const positionAttr = geometry.getAttribute( 'position' ); - const indexCount = indexAttr ? indexAttr.count : positionAttr.count; - - const indexArr = [ 0, 0, 0 ]; - const vertKeys = [ 'a', 'b', 'c' ]; - const hashes = new Array( 3 ); - - const edgeData = {}; - const vertices = []; - for ( let i = 0; i < indexCount; i += 3 ) { - - if ( indexAttr ) { - - indexArr[ 0 ] = indexAttr.getX( i ); - indexArr[ 1 ] = indexAttr.getX( i + 1 ); - indexArr[ 2 ] = indexAttr.getX( i + 2 ); - - } else { - - indexArr[ 0 ] = i; - indexArr[ 1 ] = i + 1; - indexArr[ 2 ] = i + 2; - - } - - const { a, b, c } = _triangle; - a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); - b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); - c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); - _triangle.getNormal( _normal ); - - // create hashes for the edge from the vertices - hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; - hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; - hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; - - // skip degenerate triangles - if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { - - continue; - - } - - // iterate over every edge - for ( let j = 0; j < 3; j ++ ) { - - // get the first and next vertex making up the edge - const jNext = ( j + 1 ) % 3; - const vecHash0 = hashes[ j ]; - const vecHash1 = hashes[ jNext ]; - const v0 = _triangle[ vertKeys[ j ] ]; - const v1 = _triangle[ vertKeys[ jNext ] ]; - - const hash = `${ vecHash0 }_${ vecHash1 }`; - const reverseHash = `${ vecHash1 }_${ vecHash0 }`; - - if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { - - // if we found a sibling edge add it into the vertex array if - // it meets the angle threshold and delete the edge from the map. - if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { - - vertices.push( v0.x, v0.y, v0.z ); - vertices.push( v1.x, v1.y, v1.z ); - - } - - edgeData[ reverseHash ] = null; - - } else if ( ! ( hash in edgeData ) ) { - - // if we've already got an edge here then skip adding a new one - edgeData[ hash ] = { - - index0: indexArr[ j ], - index1: indexArr[ jNext ], - normal: _normal.clone(), - - }; - - } - - } - - } - - // iterate over all remaining, unmatched edges and add them to the vertex array - for ( const key in edgeData ) { - - if ( edgeData[ key ] ) { - - const { index0, index1 } = edgeData[ key ]; - _v0.fromBufferAttribute( positionAttr, index0 ); - _v1$1.fromBufferAttribute( positionAttr, index1 ); - - vertices.push( _v0.x, _v0.y, _v0.z ); - vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); - - } - - } - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -/** - * An abstract base class for creating an analytic curve object that contains methods - * for interpolation. - * - * @abstract - */ -class Curve { - - /** - * Constructs a new curve. - */ - constructor() { - - /** - * The type property is used for detecting the object type - * in context of serialization/deserialization. - * - * @type {string} - * @readonly - */ - this.type = 'Curve'; - - /** - * This value determines the amount of divisions when calculating the - * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure - * precision when using methods like {@link Curve#getSpacedPoints}, it is - * recommended to increase the value of this property if the curve is very large. - * - * @type {number} - * @default 200 - */ - this.arcLengthDivisions = 200; - - /** - * Must be set to `true` if the curve parameters have changed. - * - * @type {boolean} - * @default false - */ - this.needsUpdate = false; - - /** - * An internal cache that holds precomputed curve length values. - * - * @private - * @type {?Array} - * @default null - */ - this.cacheArcLengths = null; - - } - - /** - * This method returns a vector in 2D or 3D space (depending on the curve definition) - * for the given interpolation factor. - * - * @abstract - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. - * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. - */ - getPoint( /* t, optionalTarget */ ) { - - warn( 'Curve: .getPoint() not implemented.' ); - - } - - /** - * This method returns a vector in 2D or 3D space (depending on the curve definition) - * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length - * of the curve which equidistant samples. - * - * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. - * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. - */ - getPointAt( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); - - } - - /** - * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing - * the curve shape. - * - * @param {number} [divisions=5] - The number of divisions. - * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. - */ - getPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPoint( d / divisions ) ); - - } - - return points; - - } - - // Get sequence of points using getPointAt( u ) - - /** - * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing - * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire - * curve. - * - * @param {number} [divisions=5] - The number of divisions. - * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. - */ - getSpacedPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPointAt( d / divisions ) ); - - } - - return points; - - } - - /** - * Returns the total arc length of the curve. - * - * @return {number} The length of the curve. - */ - getLength() { - - const lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - } - - /** - * Returns an array of cumulative segment lengths of the curve. - * - * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions. - * @return {Array} 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, normals: Array, binormals: Array}} The Frenet Frames. - */ - computeFrenetFrames( segments, closed = false ) { - - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); - - const tangents = []; - const normals = []; - const binormals = []; - - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - - for ( let i = 0; i <= segments; i ++ ) { - - const u = i / segments; - - tangents[ i ] = this.getTangentAt( u, new Vector3() ); - - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; - const tx = Math.abs( tangents[ 0 ].x ); - const ty = Math.abs( tangents[ 0 ].y ); - const tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= min ) { - - min = tx; - normal.set( 1, 0, 0 ); - - } - - if ( ty <= min ) { - - min = ty; - normal.set( 0, 1, 0 ); - - } - - if ( tz <= min ) { - - normal.set( 0, 0, 1 ); - - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - - for ( let i = 1; i <= segments; i ++ ) { - - normals[ i ] = normals[ i - 1 ].clone(); - - binormals[ i ] = binormals[ i - 1 ].clone(); - - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - - if ( vec.length() > Number.EPSILON ) { - - vec.normalize(); - - const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed === true ) { - - let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) ); - theta /= segments; - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( let i = 1; i <= segments; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } - - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; - - } - - /** - * Returns a new curve with copied values from this instance. - * - * @return {Curve} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given curve to this instance. - * - * @param {Curve} source - The curve to copy. - * @return {Curve} A reference to this curve. - */ - copy( source ) { - - this.arcLengthDivisions = source.arcLengthDivisions; - - return this; - - } - - /** - * Serializes the curve into JSON. - * - * @return {Object} A JSON object representing the serialized curve. - * @see {@link ObjectLoader#parse} - */ - toJSON() { - - const data = { - metadata: { - version: 4.7, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - - return data; - - } - - /** - * Deserializes the curve from the given JSON. - * - * @param {Object} json - The JSON holding the serialized curve. - * @return {Curve} A reference to this curve. - */ - fromJSON( json ) { - - this.arcLengthDivisions = json.arcLengthDivisions; - - return this; - - } - -} - -/** - * A curve representing an ellipse. - * - * ```js - * const curve = new THREE.EllipseCurve( - * 0, 0, - * 10, 10, - * 0, 2 * Math.PI, - * false, - * 0 - * ); - * - * const points = curve.getPoints( 50 ); - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); - * - * // Create the final object to add to the scene - * const ellipse = new THREE.Line( geometry, material ); - * ``` - * - * @augments Curve - */ -class EllipseCurve extends Curve { - - /** - * Constructs a new ellipse curve. - * - * @param {number} [aX=0] - The X center of the ellipse. - * @param {number} [aY=0] - The Y center of the ellipse. - * @param {number} [xRadius=1] - The radius of the ellipse in the x direction. - * @param {number} [yRadius=1] - The radius of the ellipse in the y direction. - * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. - * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. - * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. - * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. - */ - constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isEllipseCurve = true; - - this.type = 'EllipseCurve'; - - /** - * The X center of the ellipse. - * - * @type {number} - * @default 0 - */ - this.aX = aX; - - /** - * The Y center of the ellipse. - * - * @type {number} - * @default 0 - */ - this.aY = aY; - - /** - * The radius of the ellipse in the x direction. - * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle. - * - * @type {number} - * @default 1 - */ - this.xRadius = xRadius; - - /** - * The radius of the ellipse in the y direction. - * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle. - * - * @type {number} - * @default 1 - */ - this.yRadius = yRadius; - - /** - * The start angle of the curve in radians starting from the positive X axis. - * - * @type {number} - * @default 0 - */ - this.aStartAngle = aStartAngle; - - /** - * The end angle of the curve in radians starting from the positive X axis. - * - * @type {number} - * @default Math.PI*2 - */ - this.aEndAngle = aEndAngle; - - /** - * Whether the ellipse is drawn clockwise or not. - * - * @type {boolean} - * @default false - */ - this.aClockwise = aClockwise; - - /** - * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. - * - * @type {number} - * @default 0 - */ - this.aRotation = aRotation; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector2} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; - const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - - if ( deltaAngle < Number.EPSILON ) { - - if ( samePoints ) { - - deltaAngle = 0; - - } else { - - deltaAngle = twoPi; - - } - - } - - if ( this.aClockwise === true && ! samePoints ) { - - if ( deltaAngle === twoPi ) { - - deltaAngle = - twoPi; - - } else { - - deltaAngle = deltaAngle - twoPi; - - } - - } - - const angle = this.aStartAngle + t * deltaAngle; - let x = this.aX + this.xRadius * Math.cos( angle ); - let y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - const cos = Math.cos( this.aRotation ); - const sin = Math.sin( this.aRotation ); - - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; - - } - - return point.set( x, y ); - - } - - copy( source ) { - - super.copy( source ); - - this.aX = source.aX; - this.aY = source.aY; - - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; - - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; - - this.aClockwise = source.aClockwise; - - this.aRotation = source.aRotation; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.aX = this.aX; - data.aY = this.aY; - - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; - - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; - - data.aClockwise = this.aClockwise; - - data.aRotation = this.aRotation; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.aX = json.aX; - this.aY = json.aY; - - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; - - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; - - this.aClockwise = json.aClockwise; - - this.aRotation = json.aRotation; - - return this; - - } - -} - -/** - * A curve representing an arc. - * - * @augments EllipseCurve - */ -class ArcCurve extends EllipseCurve { - - /** - * Constructs a new arc curve. - * - * @param {number} [aX=0] - The X center of the ellipse. - * @param {number} [aY=0] - The Y center of the ellipse. - * @param {number} [aRadius=1] - The radius of the ellipse in the x direction. - * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. - * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. - * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. - */ - constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isArcCurve = true; - - this.type = 'ArcCurve'; - - } - -} - -function CubicPoly() { - - /** - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - - This CubicPoly class could be used for reusing some variables and calculations, - but for three.js curve use, it could be possible inlined and flatten into a single function call - which can be placed in CurveUtils. - */ - - let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { - - c0 = x0; - c1 = t0; - c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; - - } - - return { - - initCatmullRom: function ( x0, x1, x2, x3, tension ) { - - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }, - - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - init( x1, x2, t1, t2 ); - - }, - - calc: function ( t ) { - - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; - - } - - }; - -} - -// - -const tmp = /*@__PURE__*/ new Vector3(); -const tmp2 = /*@__PURE__*/ new Vector3(); -const px = /*@__PURE__*/ new CubicPoly(); -const py = /*@__PURE__*/ new CubicPoly(); -const pz = /*@__PURE__*/ new CubicPoly(); - -/** - * A curve representing a Catmull-Rom spline. - * - * ```js - * //Create a closed wavey loop - * const curve = new THREE.CatmullRomCurve3( [ - * new THREE.Vector3( -10, 0, 10 ), - * new THREE.Vector3( -5, 5, 5 ), - * new THREE.Vector3( 0, 0, 0 ), - * new THREE.Vector3( 5, -5, 5 ), - * new THREE.Vector3( 10, 0, 10 ) - * ] ); - * - * const points = curve.getPoints( 50 ); - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); - * - * // Create the final object to add to the scene - * const curveObject = new THREE.Line( geometry, material ); - * ``` - * - * @augments Curve - */ -class CatmullRomCurve3 extends Curve { - - /** - * Constructs a new Catmull-Rom curve. - * - * @param {Array} [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} - */ - this.points = points; - - /** - * Whether the curve is closed or not. - * - * @type {boolean} - * @default false - */ - this.closed = closed; - - /** - * The curve type. - * - * @type {('centripetal'|'chordal'|'catmullrom')} - * @default 'centripetal' - */ - this.curveType = curveType; - - /** - * Tension of the curve. - * - * @type {number} - * @default 0.5 - */ - this.tension = tension; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector3} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - const points = this.points; - const l = points.length; - - const p = ( l - ( this.closed ? 0 : 1 ) ) * t; - let intPoint = Math.floor( p ); - let weight = p - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - let p0, p3; // 4 points (p1 & p2 defined below) - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp2; - - } - - const p1 = points[ intPoint % l ]; - const p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; - let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.curveType === 'catmullrom' ) { - - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); - - } - - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); - - } - - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; - - return this; - - } - -} - -/** - * Interpolations contains spline and Bézier functions internally used by concrete curve classes. - * - * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve - * - * @module Interpolations - */ - -/** - * Computes a point on a Catmull-Rom spline. - * - * @param {number} t - The interpolation factor. - * @param {number} p0 - The first control point. - * @param {number} p1 - The second control point. - * @param {number} p2 - The third control point. - * @param {number} p3 - The fourth control point. - * @return {number} The calculated point on a Catmull-Rom spline. - */ -function CatmullRom( t, p0, p1, p2, p3 ) { - - const v0 = ( p2 - p0 ) * 0.5; - const v1 = ( p3 - p1 ) * 0.5; - const t2 = t * t; - const t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - -} - -// - -function QuadraticBezierP0( t, p ) { - - const k = 1 - t; - return k * k * p; - -} - -function QuadraticBezierP1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - -} - -function QuadraticBezierP2( t, p ) { - - return t * t * p; - -} - -/** - * Computes a point on a Quadratic Bezier curve. - * - * @param {number} t - The interpolation factor. - * @param {number} p0 - The first control point. - * @param {number} p1 - The second control point. - * @param {number} p2 - The third control point. - * @return {number} The calculated point on a Quadratic Bezier curve. - */ -function QuadraticBezier( t, p0, p1, p2 ) { - - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); - -} - -// - -function CubicBezierP0( t, p ) { - - const k = 1 - t; - return k * k * k * p; - -} - -function CubicBezierP1( t, p ) { - - const k = 1 - t; - return 3 * k * k * t * p; - -} - -function CubicBezierP2( t, p ) { - - return 3 * ( 1 - t ) * t * t * p; - -} - -function CubicBezierP3( t, p ) { - - return t * t * t * p; - -} - -/** - * Computes a point on a Cubic Bezier curve. - * - * @param {number} t - The interpolation factor. - * @param {number} p0 - The first control point. - * @param {number} p1 - The second control point. - * @param {number} p2 - The third control point. - * @param {number} p3 - The fourth control point. - * @return {number} The calculated point on a Cubic Bezier curve. - */ -function CubicBezier( t, p0, p1, p2, p3 ) { - - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); - -} - -/** - * A curve representing a 2D Cubic Bezier curve. - * - * ```js - * const curve = new THREE.CubicBezierCurve( - * new THREE.Vector2( - 0, 0 ), - * new THREE.Vector2( - 5, 15 ), - * new THREE.Vector2( 20, 15 ), - * new THREE.Vector2( 10, 0 ) - * ); - * - * const points = curve.getPoints( 50 ); - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); - * - * // Create the final object to add to the scene - * const curveObject = new THREE.Line( geometry, material ); - * ``` - * - * @augments Curve - */ -class CubicBezierCurve extends Curve { - - /** - * Constructs a new Cubic Bezier curve. - * - * @param {Vector2} [v0] - The start point. - * @param {Vector2} [v1] - The first control point. - * @param {Vector2} [v2] - The second control point. - * @param {Vector2} [v3] - The end point. - */ - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubicBezierCurve = true; - - this.type = 'CubicBezierCurve'; - - /** - * The start point. - * - * @type {Vector2} - */ - this.v0 = v0; - - /** - * The first control point. - * - * @type {Vector2} - */ - this.v1 = v1; - - /** - * The second control point. - * - * @type {Vector2} - */ - this.v2 = v2; - - /** - * The end point. - * - * @type {Vector2} - */ - this.v3 = v3; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector2} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -/** - * A curve representing a 3D Cubic Bezier curve. - * - * @augments Curve - */ -class CubicBezierCurve3 extends Curve { - - /** - * Constructs a new Cubic Bezier curve. - * - * @param {Vector3} [v0] - The start point. - * @param {Vector3} [v1] - The first control point. - * @param {Vector3} [v2] - The second control point. - * @param {Vector3} [v3] - The end point. - */ - constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCubicBezierCurve3 = true; - - this.type = 'CubicBezierCurve3'; - - /** - * The start point. - * - * @type {Vector3} - */ - this.v0 = v0; - - /** - * The first control point. - * - * @type {Vector3} - */ - this.v1 = v1; - - /** - * The second control point. - * - * @type {Vector3} - */ - this.v2 = v2; - - /** - * The end point. - * - * @type {Vector3} - */ - this.v3 = v3; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector3} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -/** - * A curve representing a 2D line segment. - * - * @augments Curve - */ -class LineCurve extends Curve { - - /** - * Constructs a new line curve. - * - * @param {Vector2} [v1] - The start point. - * @param {Vector2} [v2] - The end point. - */ - constructor( v1 = new Vector2(), v2 = new Vector2() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineCurve = true; - - this.type = 'LineCurve'; - - /** - * The start point. - * - * @type {Vector2} - */ - this.v1 = v1; - - /** - * The end point. - * - * @type {Vector2} - */ - this.v2 = v2; - - } - - /** - * Returns a point on the line. - * - * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. - * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector2} The position on the line. - */ - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector2() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -/** - * A curve representing a 3D line segment. - * - * @augments Curve - */ -class LineCurve3 extends Curve { - - /** - * Constructs a new line curve. - * - * @param {Vector3} [v1] - The start point. - * @param {Vector3} [v2] - The end point. - */ - constructor( v1 = new Vector3(), v2 = new Vector3() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineCurve3 = true; - - this.type = 'LineCurve3'; - - /** - * The start point. - * - * @type {Vector3} - */ - this.v1 = v1; - - /** - * The end point. - * - * @type {Vector2} - */ - this.v2 = v2; - - } - - /** - * Returns a point on the line. - * - * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. - * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector3} The position on the line. - */ - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector3() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -/** - * A curve representing a 2D Quadratic Bezier curve. - * - * ```js - * const curve = new THREE.QuadraticBezierCurve( - * new THREE.Vector2( - 10, 0 ), - * new THREE.Vector2( 20, 15 ), - * new THREE.Vector2( 10, 0 ) - * ) - * - * const points = curve.getPoints( 50 ); - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); - * - * // Create the final object to add to the scene - * const curveObject = new THREE.Line( geometry, material ); - * ``` - * - * @augments Curve - */ -class QuadraticBezierCurve extends Curve { - - /** - * Constructs a new Quadratic Bezier curve. - * - * @param {Vector2} [v0] - The start point. - * @param {Vector2} [v1] - The control point. - * @param {Vector2} [v2] - The end point. - */ - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isQuadraticBezierCurve = true; - - this.type = 'QuadraticBezierCurve'; - - /** - * The start point. - * - * @type {Vector2} - */ - this.v0 = v0; - - /** - * The control point. - * - * @type {Vector2} - */ - this.v1 = v1; - - /** - * The end point. - * - * @type {Vector2} - */ - this.v2 = v2; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector2} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -/** - * A curve representing a 3D Quadratic Bezier curve. - * - * @augments Curve - */ -class QuadraticBezierCurve3 extends Curve { - - /** - * Constructs a new Quadratic Bezier curve. - * - * @param {Vector3} [v0] - The start point. - * @param {Vector3} [v1] - The control point. - * @param {Vector3} [v2] - The end point. - */ - constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isQuadraticBezierCurve3 = true; - - this.type = 'QuadraticBezierCurve3'; - - /** - * The start point. - * - * @type {Vector3} - */ - this.v0 = v0; - - /** - * The control point. - * - * @type {Vector3} - */ - this.v1 = v1; - - /** - * The end point. - * - * @type {Vector3} - */ - this.v2 = v2; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector3} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -/** - * A curve representing a 2D spline curve. - * - * ```js - * // Create a sine-like wave - * const curve = new THREE.SplineCurve( [ - * new THREE.Vector2( -10, 0 ), - * new THREE.Vector2( -5, 5 ), - * new THREE.Vector2( 0, 0 ), - * new THREE.Vector2( 5, -5 ), - * new THREE.Vector2( 10, 0 ) - * ] ); - * - * const points = curve.getPoints( 50 ); - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * - * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); - * - * // Create the final object to add to the scene - * const splineObject = new THREE.Line( geometry, material ); - * ``` - * - * @augments Curve - */ -class SplineCurve extends Curve { - - /** - * Constructs a new 2D spline curve. - * - * @param {Array} [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} - */ - this.points = points; - - } - - /** - * Returns a point on the curve. - * - * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. - * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. - * @return {Vector2} The position on the curve. - */ - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const points = this.points; - const p = ( points.length - 1 ) * t; - - const intPoint = Math.floor( p ); - const weight = p - intPoint; - - const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - const p1 = points[ intPoint ]; - const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); - - } - - return this; - - } - -} - -var Curves = /*#__PURE__*/Object.freeze({ - __proto__: null, - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve -}); - -/** - * A base class extending {@link Curve}. `CurvePath` is simply an - * array of connected curves, but retains the API of a curve. - * - * @augments Curve - */ -class CurvePath extends Curve { - - /** - * Constructs a new curve path. - */ - constructor() { - - super(); - - this.type = 'CurvePath'; - - /** - * An array of curves defining the - * path. - * - * @type {Array} - */ - 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 } The curve lengths. - */ - getCurveLengths() { - - // Compute lengths and cache them - // We cannot overwrite getLengths() because UtoT mapping uses it. - // We use cache values if curves and cache array are same length - - if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { - - return this.cacheLengths; - - } - - // Get length of sub-curve - // Push sums into cached array - - const lengths = []; - let sums = 0; - - for ( let i = 0, l = this.curves.length; i < l; i ++ ) { - - sums += this.curves[ i ].getLength(); - lengths.push( sums ); - - } - - this.cacheLengths = lengths; - - return lengths; - - } - - getSpacedPoints( divisions = 40 ) { - - const points = []; - - for ( let i = 0; i <= divisions; i ++ ) { - - points.push( this.getPoint( i / divisions ) ); - - } - - if ( this.autoClose ) { - - points.push( points[ 0 ] ); - - } - - return points; - - } - - getPoints( divisions = 12 ) { - - const points = []; - let last; - - for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) { - - const curve = curves[ i ]; - const resolution = curve.isEllipseCurve ? divisions * 2 - : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1 - : curve.isSplineCurve ? divisions * curve.points.length - : divisions; - - const pts = curve.getPoints( resolution ); - - for ( let j = 0; j < pts.length; j ++ ) { - - const point = pts[ j ]; - - if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates - - points.push( point ); - last = point; - - } - - } - - if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } - - return points; - - } - - copy( source ) { - - super.copy( source ); - - this.curves = []; - - for ( let i = 0, l = source.curves.length; i < l; i ++ ) { - - const curve = source.curves[ i ]; - - this.curves.push( curve.clone() ); - - } - - this.autoClose = source.autoClose; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.autoClose = this.autoClose; - data.curves = []; - - for ( let i = 0, l = this.curves.length; i < l; i ++ ) { - - const curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.autoClose = json.autoClose; - this.curves = []; - - for ( let i = 0, l = json.curves.length; i < l; i ++ ) { - - const curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); - - } - - return this; - - } - -} - -/** - * A 2D path representation. The class provides methods for creating paths - * and contours of 2D shapes similar to the 2D Canvas API. - * - * ```js - * const path = new THREE.Path(); - * - * path.lineTo( 0, 0.8 ); - * path.quadraticCurveTo( 0, 1, 0.2, 1 ); - * path.lineTo( 1, 1 ); - * - * const points = path.getPoints(); - * - * const geometry = new THREE.BufferGeometry().setFromPoints( points ); - * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); - * - * const line = new THREE.Line( geometry, material ); - * scene.add( line ); - * ``` - * - * @augments CurvePath - */ -class Path extends CurvePath { - - /** - * Constructs a new path. - * - * @param {Array} [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} 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} pts - An array of points in 2D space. - * @return {Path} A reference to this path. - */ - splineThru( pts ) { - - const npts = [ this.currentPoint.clone() ].concat( pts ); - - const curve = new SplineCurve( npts ); - this.curves.push( curve ); - - this.currentPoint.copy( pts[ pts.length - 1 ] ); - - return this; - - } - - /** - * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative - * to the current point. - * - * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve. - * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve. - * @param {number} [aRadius=1] - The radius of the arc. - * @param {number} [aStartAngle=0] - The start angle in radians. - * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. - * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. - * @return {Path} A reference to this path. - */ - arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - /** - * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path. - * - * @param {number} [aX=0] - The x coordinate of the center of the arc. - * @param {number} [aY=0] - The y coordinate of the center of the arc. - * @param {number} [aRadius=1] - The radius of the arc. - * @param {number} [aStartAngle=0] - The start angle in radians. - * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. - * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. - * @return {Path} A reference to this path. - */ - absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - /** - * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative - * to the current point - * - * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve. - * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve. - * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. - * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. - * @param {number} [aStartAngle=0] - The start angle in radians. - * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. - * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. - * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. - * @return {Path} A reference to this path. - */ - ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - return this; - - } - - /** - * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path. - * - * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse. - * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse. - * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. - * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. - * @param {number} [aStartAngle=0] - The start angle in radians. - * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. - * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. - * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. - * @return {Path} A reference to this path. - */ - absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - if ( this.curves.length > 0 ) { - - // if a previous curve is present, attempt to join - const firstPoint = curve.getPoint( 0 ); - - if ( ! firstPoint.equals( this.currentPoint ) ) { - - this.lineTo( firstPoint.x, firstPoint.y ); - - } - - } - - this.curves.push( curve ); - - const lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); - - return this; - - } - - copy( source ) { - - super.copy( source ); - - this.currentPoint.copy( source.currentPoint ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.currentPoint = this.currentPoint.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.currentPoint.fromArray( json.currentPoint ); - - return this; - - } - -} - -/** - * Defines an arbitrary 2d shape plane using paths with optional holes. It - * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get - * points, or to get triangulated faces. - * - * ```js - * const heartShape = new THREE.Shape(); - * - * heartShape.moveTo( 25, 25 ); - * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 ); - * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 ); - * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 ); - * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 ); - * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 ); - * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 ); - * - * const extrudeSettings = { - * depth: 8, - * bevelEnabled: true, - * bevelSegments: 2, - * steps: 2, - * bevelSize: 1, - * bevelThickness: 1 - * }; - * - * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings ); - * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() ); - * ``` - * - * @augments Path - */ -class Shape extends Path { - - /** - * Constructs a new shape. - * - * @param {Array} [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} - * @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>} 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,holes:Array>}} An object with contour data. - */ - extractPoints( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - - } - - copy( source ) { - - super.copy( source ); - - this.holes = []; - - for ( let i = 0, l = source.holes.length; i < l; i ++ ) { - - const hole = source.holes[ i ]; - - this.holes.push( hole.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.uuid = this.uuid; - data.holes = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - const hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.uuid = json.uuid; - this.holes = []; - - for ( let i = 0, l = json.holes.length; i < l; i ++ ) { - - const hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); - - } - - return this; - - } - -} - -/* eslint-disable */ -// copy of mapbox/earcut version 3.0.2 -// https://github.com/mapbox/earcut/tree/v3.0.2 - -function earcut(data, holeIndices, dim = 2) { - - const hasHoles = holeIndices && holeIndices.length; - const outerLen = hasHoles ? holeIndices[0] * dim : data.length; - let outerNode = linkedList(data, 0, outerLen, dim, true); - const triangles = []; - - if (!outerNode || outerNode.next === outerNode.prev) return triangles; - - let minX, minY, invSize; - - if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if (data.length > 80 * dim) { - minX = data[0]; - minY = data[1]; - let maxX = minX; - let maxY = minY; - - for (let i = dim; i < outerLen; i += dim) { - const x = data[i]; - const y = data[i + 1]; - if (x < minX) minX = x; - if (y < minY) minY = y; - if (x > maxX) maxX = x; - if (y > maxY) maxY = y; - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max(maxX - minX, maxY - minY); - invSize = invSize !== 0 ? 32767 / invSize : 0; - } - - earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); - - return triangles; -} - -// create a circular doubly linked list from polygon points in the specified winding order -function linkedList(data, start, end, dim, clockwise) { - let last; - - if (clockwise === (signedArea(data, start, end, dim) > 0)) { - for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last); - } else { - for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last); - } - - if (last && equals(last, last.next)) { - removeNode(last); - last = last.next; - } - - return last; -} - -// eliminate colinear or duplicate points -function filterPoints(start, end) { - if (!start) return start; - if (!end) end = start; - - let p = start, - again; - do { - again = false; - - if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { - removeNode(p); - p = end = p.prev; - if (p === p.next) break; - again = true; - - } else { - p = p.next; - } - } while (again || p !== end); - - return end; -} - -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { - if (!ear) return; - - // interlink polygon nodes in z-order - if (!pass && invSize) indexCurve(ear, minX, minY, invSize); - - let stop = ear; - - // iterate through ears, slicing them one by one - while (ear.prev !== ear.next) { - const prev = ear.prev; - const next = ear.next; - - if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { - triangles.push(prev.i, ear.i, next.i); // cut off the triangle - - removeNode(ear); - - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; - - continue; - } - - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears - if (ear === stop) { - // try filtering points and slicing again - if (!pass) { - earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); - - // if this didn't work, try curing all small self-intersections locally - } else if (pass === 1) { - ear = cureLocalIntersections(filterPoints(ear), triangles); - earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); - - // as a last resort, try splitting the remaining polygon into two - } else if (pass === 2) { - splitEarcut(ear, triangles, dim, minX, minY, invSize); - } - - break; - } - } -} - -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar(ear) { - const a = ear.prev, - b = ear, - c = ear.next; - - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox - const x0 = Math.min(ax, bx, cx), - y0 = Math.min(ay, by, cy), - x1 = Math.max(ax, bx, cx), - y1 = Math.max(ay, by, cy); - - let p = c.next; - while (p !== a) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && - pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && - area(p.prev, p, p.next) >= 0) return false; - p = p.next; - } - - return true; -} - -function isEarHashed(ear, minX, minY, invSize) { - const a = ear.prev, - b = ear, - c = ear.next; - - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - - const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox - const x0 = Math.min(ax, bx, cx), - y0 = Math.min(ay, by, cy), - x1 = Math.max(ax, bx, cx), - y1 = Math.max(ay, by, cy); - - // z-order range for the current triangle bbox; - const minZ = zOrder(x0, y0, minX, minY, invSize), - maxZ = zOrder(x1, y1, minX, minY, invSize); - - let p = ear.prevZ, - n = ear.nextZ; - - // look for points inside the triangle in both directions - while (p && p.z >= minZ && n && n.z <= maxZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; - - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } - - // look for remaining points in decreasing z-order - while (p && p.z >= minZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; - } - - // look for remaining points in increasing z-order - while (n && n.z <= maxZ) { - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } - - return true; -} - -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections(start, triangles) { - let p = start; - do { - const a = p.prev, - b = p.next.next; - - if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { - - triangles.push(a.i, p.i, b.i); - - // remove two nodes involved - removeNode(p); - removeNode(p.next); - - p = start = b; - } - p = p.next; - } while (p !== start); - - return filterPoints(p); -} - -// try splitting polygon into two and triangulate them independently -function splitEarcut(start, triangles, dim, minX, minY, invSize) { - // look for a valid diagonal that divides the polygon into two - let a = start; - do { - let b = a.next.next; - while (b !== a.prev) { - if (a.i !== b.i && isValidDiagonal(a, b)) { - // split the polygon in two by the diagonal - let c = splitPolygon(a, b); - - // filter colinear points around the cuts - a = filterPoints(a, a.next); - c = filterPoints(c, c.next); - - // run earcut on each half - earcutLinked(a, triangles, dim, minX, minY, invSize, 0); - earcutLinked(c, triangles, dim, minX, minY, invSize, 0); - return; - } - b = b.next; - } - a = a.next; - } while (a !== start); -} - -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles(data, holeIndices, outerNode, dim) { - const queue = []; - - for (let i = 0, len = holeIndices.length; i < len; i++) { - const start = holeIndices[i] * dim; - const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; - const list = linkedList(data, start, end, dim, false); - if (list === list.next) list.steiner = true; - queue.push(getLeftmost(list)); - } - - queue.sort(compareXYSlope); - - // process holes from left to right - for (let i = 0; i < queue.length; i++) { - outerNode = eliminateHole(queue[i], outerNode); - } - - return outerNode; -} - -function compareXYSlope(a, b) { - let result = a.x - b.x; - // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find - // the bridge to the outer shell is always the point that they meet at. - if (result === 0) { - result = a.y - b.y; - if (result === 0) { - const aSlope = (a.next.y - a.y) / (a.next.x - a.x); - const bSlope = (b.next.y - b.y) / (b.next.x - b.x); - result = aSlope - bSlope; - } - } - return result; -} - -// find a bridge between vertices that connects hole with an outer ring and link it -function eliminateHole(hole, outerNode) { - const bridge = findHoleBridge(hole, outerNode); - if (!bridge) { - return outerNode; - } - - const bridgeReverse = splitPolygon(bridge, hole); - - // filter collinear points around the cuts - filterPoints(bridgeReverse, bridgeReverse.next); - return filterPoints(bridge, bridge.next); -} - -// David Eberly's algorithm for finding a bridge between hole and outer polygon -function findHoleBridge(hole, outerNode) { - let p = outerNode; - const hx = hole.x; - const hy = hole.y; - let qx = -Infinity; - let m; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - // unless they intersect at a vertex, then choose the vertex - if (equals(hole, p)) return p; - do { - if (equals(hole, p.next)) return p.next; - else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { - const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); - if (x <= hx && x > qx) { - qx = x; - m = p.x < p.next.x ? p : p.next; - if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint - } - } - p = p.next; - } while (p !== outerNode); - - if (!m) return null; - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point - - const stop = m; - const mx = m.x; - const my = m.y; - let tanMin = Infinity; - - p = m; - - do { - if (hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { - - const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - - if (locallyInside(p, hole) && - (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { - m = p; - tanMin = tan; - } - } - - p = p.next; - } while (p !== stop); - - return m; -} - -// whether sector in vertex m contains sector in vertex p in the same coordinates -function sectorContainsSector(m, p) { - return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; -} - -// interlink polygon nodes in z-order -function indexCurve(start, minX, minY, invSize) { - let p = start; - do { - if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; - } while (p !== start); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked(p); -} - -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked(list) { - let numMerges; - let inSize = 1; - - do { - let p = list; - let e; - list = null; - let tail = null; - numMerges = 0; - - while (p) { - numMerges++; - let q = p; - let pSize = 0; - for (let i = 0; i < inSize; i++) { - pSize++; - q = q.nextZ; - if (!q) break; - } - let qSize = inSize; - - while (pSize > 0 || (qSize > 0 && q)) { - - if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { - e = p; - p = p.nextZ; - pSize--; - } else { - e = q; - q = q.nextZ; - qSize--; - } - - if (tail) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - } - - p = q; - } - - tail.nextZ = null; - inSize *= 2; - - } while (numMerges > 1); - - return list; -} - -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder(x, y, minX, minY, invSize) { - // coords are transformed into non-negative 15-bit integer range - x = (x - minX) * invSize | 0; - y = (y - minY) * invSize | 0; - - x = (x | (x << 8)) & 0x00FF00FF; - x = (x | (x << 4)) & 0x0F0F0F0F; - x = (x | (x << 2)) & 0x33333333; - x = (x | (x << 1)) & 0x55555555; - - y = (y | (y << 8)) & 0x00FF00FF; - y = (y | (y << 4)) & 0x0F0F0F0F; - y = (y | (y << 2)) & 0x33333333; - y = (y | (y << 1)) & 0x55555555; - - return x | (y << 1); -} - -// find the leftmost node of a polygon ring -function getLeftmost(start) { - let p = start, - leftmost = start; - do { - if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; - p = p.next; - } while (p !== start); - - return leftmost; -} - -// check if a point lies within a convex triangle -function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { - return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && - (ax - px) * (by - py) >= (bx - px) * (ay - py) && - (bx - px) * (cy - py) >= (cx - px) * (by - py); -} - -// check if a point lies within a convex triangle but false if its equal to the first point of the triangle -function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) { - return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py); -} - -// check if a diagonal between two polygon nodes is valid (lies in polygon interior) -function isValidDiagonal(a, b) { - return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges - (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible - (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors - equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case -} - -// signed area of a triangle -function area(p, q, r) { - return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); -} - -// check if two points are equal -function equals(p1, p2) { - return p1.x === p2.x && p1.y === p2.y; -} - -// check if two segments intersect -function intersects(p1, q1, p2, q2) { - const o1 = sign(area(p1, q1, p2)); - const o2 = sign(area(p1, q1, q2)); - const o3 = sign(area(p2, q2, p1)); - const o4 = sign(area(p2, q2, q1)); - - if (o1 !== o2 && o3 !== o4) return true; // general case - - if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; -} - -// for collinear points p, q, r, check if point q lies on segment pr -function onSegment(p, q, r) { - return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); -} - -function sign(num) { - return num > 0 ? 1 : num < 0 ? -1 : 0; -} - -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon(a, b) { - let p = a; - do { - if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects(p, p.next, a, b)) return true; - p = p.next; - } while (p !== a); - - return false; -} - -// check if a polygon diagonal is locally inside the polygon -function locallyInside(a, b) { - return area(a.prev, a, a.next) < 0 ? - area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : - area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; -} - -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside(a, b) { - let p = a; - let inside = false; - const px = (a.x + b.x) / 2; - const py = (a.y + b.y) / 2; - do { - if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && - (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) - inside = !inside; - p = p.next; - } while (p !== a); - - return inside; -} - -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon(a, b) { - const a2 = createNode(a.i, a.x, a.y), - b2 = createNode(b.i, b.x, b.y), - an = a.next, - bp = b.prev; - - a.next = b; - b.prev = a; - - a2.next = an; - an.prev = a2; - - b2.next = a2; - a2.prev = b2; - - bp.next = b2; - b2.prev = bp; - - return b2; -} - -// create a node and optionally link it with previous one (in a circular doubly linked list) -function insertNode(i, x, y, last) { - const p = createNode(i, x, y); - - if (!last) { - p.prev = p; - p.next = p; - - } else { - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - } - return p; -} - -function removeNode(p) { - p.next.prev = p.prev; - p.prev.next = p.next; - - if (p.prevZ) p.prevZ.nextZ = p.nextZ; - if (p.nextZ) p.nextZ.prevZ = p.prevZ; -} - -function createNode(i, x, y) { - return { - i, // vertex index in coordinates array - x, y, // vertex coordinates - prev: null, // previous and next vertex nodes in a polygon ring - next: null, - z: 0, // z-order curve value - prevZ: null, // previous and next nodes in z-order - nextZ: null, - steiner: false // indicates whether this is a steiner point - }; -} - -function signedArea(data, start, end, dim) { - let sum = 0; - for (let i = start, j = end - dim; i < end; i += dim) { - sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); - j = i; - } - return sum; -} - -/** - * An implementation of the earcut polygon triangulation algorithm. - * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut). - * - * @see https://github.com/mapbox/earcut - */ -class Earcut { - - /** - * Triangulates the given shape definition by returning an array of triangles. - * - * @param {Array} data - An array with 2D points. - * @param {Array} holeIndices - An array with indices defining holes. - * @param {number} [dim=2] - The number of coordinates per vertex in the input array. - * @return {Array} An array representing the triangulated faces. Each face is defined by three consecutive numbers - * representing vertex indices. - */ - static triangulate( data, holeIndices, dim = 2 ) { - - return earcut( data, holeIndices, dim ); - - } - -} - -/** - * A class containing utility functions for shapes. - * - * @hideconstructor - */ -class ShapeUtils { - - /** - * Calculate area of a ( 2D ) contour polygon. - * - * @param {Array} 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} 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} contour - An array of 2D points defining the contour. - * @param {Array>} holes - An array that holds arrays of 2D points defining the holes. - * @return {Array>} An array that holds for each face definition an array with three indices. - */ - static triangulateShape( contour, holes ) { - - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - - removeDupEndPts( contour ); - addContour( vertices, contour ); - - // - - let holeIndex = contour.length; - - holes.forEach( removeDupEndPts ); - - for ( let i = 0; i < holes.length; i ++ ) { - - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); - - } - - // - - const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - - for ( let i = 0; i < triangles.length; i += 3 ) { - - faces.push( triangles.slice( i, i + 3 ) ); - - } - - return faces; - - } - -} - -function removeDupEndPts( points ) { - - const l = points.length; - - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - - points.pop(); - - } - -} - -function addContour( vertices, contour ) { - - for ( let i = 0; i < contour.length; i ++ ) { - - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); - - } - -} - -/** - * Creates extruded geometry from a path shape. - * - * ```js - * const length = 12, width = 8; - * - * const shape = new THREE.Shape(); - * shape.moveTo( 0,0 ); - * shape.lineTo( 0, width ); - * shape.lineTo( length, width ); - * shape.lineTo( length, 0 ); - * shape.lineTo( 0, 0 ); - * - * const geometry = new THREE.ExtrudeGeometry( shape ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - * const mesh = new THREE.Mesh( geometry, material ) ; - * scene.add( mesh ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#ExtrudeGeometry - */ -class ExtrudeGeometry extends BufferGeometry { - - /** - * Constructs a new extrude geometry. - * - * @param {Shape|Array} [shapes] - A shape or an array of shapes. - * @param {ExtrudeGeometry~Options} [options] - The extrude settings. - */ - constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( -0.5, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), options = {} ) { - - super(); - - this.type = 'ExtrudeGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - shapes: shapes, - options: options - }; - - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - - const scope = this; - - const verticesArray = []; - const uvArray = []; - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - addShape( shape ); - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - - this.computeVertexNormals(); - - // functions - - function addShape( shape ) { - - const placeholder = []; - - // options - - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - const depth = options.depth !== undefined ? options.depth : 1; - - let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; - let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; - let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; - let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; - let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - - const extrudePath = options.extrudePath; - - const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - - // - - let extrudePts, extrudeByPath = false; - let splineTube, binormal, normal, position2; - - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false; - - splineTube = extrudePath.computeFrenetFrames( steps, isClosed ); - - // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; - - } - - // Variables initialization - - const shapePoints = shape.extractPoints( curveSegments ); - - let vertices = shapePoints.shape; - const holes = shapePoints.holes; - - const reverse = ! ShapeUtils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - if ( ShapeUtils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - } - - /**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates. - * @param {Array} points - */ - function mergeOverlappingPoints( points ) { - - const THRESHOLD = 1e-10; - const THRESHOLD_SQ = THRESHOLD * THRESHOLD; - let prevPos = points[ 0 ]; - for ( let i = 1; i <= points.length; i ++ ) { - - const currentIndex = i % points.length; - const currentPos = points[ currentIndex ]; - const dx = currentPos.x - prevPos.x; - const dy = currentPos.y - prevPos.y; - const distSq = dx * dx + dy * dy; - - const scalingFactorSqrt = Math.max( - Math.abs( currentPos.x ), - Math.abs( currentPos.y ), - Math.abs( prevPos.x ), - Math.abs( prevPos.y ) - ); - const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt; - if ( distSq <= thresholdSqScaled ) { - - points.splice( currentIndex, 1 ); - i --; - continue; - - } - - prevPos = currentPos; - - } - - } - - mergeOverlappingPoints( vertices ); - holes.forEach( mergeOverlappingPoints ); - - const numHoles = holes.length; - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - - for ( let h = 0; h < numHoles; h ++ ) { - - const ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2( pt, vec, size ) { - - if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' ); - - return pt.clone().addScaledVector( vec, size ); - - } - - const vlen = vertices.length; - - - // Find directions for point movement - - - function getBevelVec( inPt, inPrev, inNext ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - const v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; - - const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges - const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // length of vectors for normalizing - - const v_prev_len = Math.sqrt( v_prev_lensq ); - const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { - - return new Vector2( v_trans_x, v_trans_y ); - - } else { - - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - - } - - } else { - - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - - direction_eq = true; - - } - - } - - } - - if ( direction_eq ) { - - // log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - - } else { - - // log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - - } - - } - - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - const contourMovements = []; - - for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // log('i,j,k', i, j , k) - - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - const holesMovements = []; - let oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( let h = 0, hl = numHoles; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - let faces; - - if ( bevelSegments === 0 ) { - - faces = ShapeUtils.triangulateShape( contour, holes ); - - } else { - - const contractedContourVertices = []; - const expandedHoleVertices = []; - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( let b = 0; b < bevelSegments; b ++ ) { - - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - if ( t === 0 ) contractedContourVertices.push( vert ); - - } - - // expand holes - - for ( let h = 0, hl = numHoles; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - const oneHoleVertices = []; - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - if ( t === 0 ) oneHoleVertices.push( vert ); - - } - - if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices ); - - } - - } - - faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices ); - - } - - const flen = faces.length; - - const bs = bevelSize + bevelOffset; - - // Back facing vertices - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - for ( let s = 1; s <= steps; s ++ ) { - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( let b = bevelSegments - 1; b >= 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - const start = verticesArray.length / 3; - - if ( bevelEnabled ) { - - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - - } - - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - const start = verticesArray.length / 3; - let layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - - - } - - function sidewalls( contour, layeroffset ) { - - let i = contour.length; - - while ( -- i >= 0 ) { - - const j = i; - let k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //log('b', i,j, i-1, k,vertices.length); - - for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { - - const slen1 = vlen * s; - const slen2 = vlen * ( s + 1 ); - - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d ); - - } - - } - - } - - function v( x, y, z ) { - - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); - - } - - - function f3( a, b, c ) { - - addVertex( a ); - addVertex( b ); - addVertex( c ); - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - - } - - function f4( a, b, c, d ) { - - addVertex( a ); - addVertex( b ); - addVertex( d ); - - addVertex( b ); - addVertex( c ); - addVertex( d ); - - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); - - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); - - } - - function addVertex( index ) { - - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); - - } - - - function addUV( vector2 ) { - - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - const options = this.parameters.options; - - return toJSON$1( shapes, options, data ); - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @param {Array} shapes - An array of shapes. - * @return {ExtrudeGeometry} A new instance. - */ - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - const extrudePath = data.options.extrudePath; - - if ( extrudePath !== undefined ) { - - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - - } - - return new ExtrudeGeometry( geometryShapes, data.options ); - - } - -} - -const WorldUVGenerator = { - - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; - - }, - - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const a_z = vertices[ indexA * 3 + 2 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const b_z = vertices[ indexB * 3 + 2 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - const c_z = vertices[ indexC * 3 + 2 ]; - const d_x = vertices[ indexD * 3 ]; - const d_y = vertices[ indexD * 3 + 1 ]; - const d_z = vertices[ indexD * 3 + 2 ]; - - if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { - - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; - - } else { - - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; - - } - - } - -}; - -function toJSON$1( shapes, options, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - data.options = Object.assign( {}, options ); - - if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); - - return data; - -} - -/** - * A geometry class for representing an icosahedron. - * - * ```js - * const geometry = new THREE.IcosahedronGeometry(); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const icosahedron = new THREE.Mesh( geometry, material ); - * scene.add( icosahedron ); - * ``` - * - * @augments PolyhedronGeometry - * @demo scenes/geometry-browser.html#IcosahedronGeometry - */ -class IcosahedronGeometry extends PolyhedronGeometry { - - /** - * Constructs a new icosahedron geometry. - * - * @param {number} [radius=1] - Radius of the icosahedron. - * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron. - */ - constructor( radius = 1, detail = 0 ) { - - const t = ( 1 + Math.sqrt( 5 ) ) / 2; - - const vertices = [ - -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0, - 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, - t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1 - ]; - - const indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'IcosahedronGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - detail: detail - }; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {IcosahedronGeometry} A new instance. - */ - static fromJSON( data ) { - - return new IcosahedronGeometry( data.radius, data.detail ); - - } - -} - -/** - * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis. - * - * ```js - * const points = []; - * for ( let i = 0; i < 10; i ++ ) { - * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) ); - * } - * const geometry = new THREE.LatheGeometry( points ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const lathe = new THREE.Mesh( geometry, material ); - * scene.add( lathe ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#LatheGeometry - */ -class LatheGeometry extends BufferGeometry { - - /** - * Constructs a new lathe geometry. - * - * @param {Array} [points] - An array of points in 2D space. The x-coordinate of each point - * must be greater than zero. - * @param {number} [segments=12] - The number of circumference segments to generate. - * @param {number} [phiStart=0] - The starting angle in radians. - * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a - * closed lathe, less than 2PI is a portion. - */ - constructor( points = [ new Vector2( 0, -0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { - - super(); - - this.type = 'LatheGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ); - - // clamp phiLength so it's in range of [ 0, 2PI ] - - phiLength = clamp( phiLength, 0, Math.PI * 2 ); - - // buffers - - const indices = []; - const vertices = []; - const uvs = []; - const initNormals = []; - const normals = []; - - // helper variables - - const inverseSegments = 1.0 / segments; - const vertex = new Vector3(); - const uv = new Vector2(); - const normal = new Vector3(); - const curNormal = new Vector3(); - const prevNormal = new Vector3(); - let dx = 0; - let dy = 0; - - // pre-compute normals for initial "meridian" - - for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { - - switch ( j ) { - - case 0: // special handling for 1st vertex on path - - dx = points[ j + 1 ].x - points[ j ].x; - dy = points[ j + 1 ].y - points[ j ].y; - - normal.x = dy * 1.0; - normal.y = - dx; - normal.z = dy * 0.0; - - prevNormal.copy( normal ); - - normal.normalize(); - - initNormals.push( normal.x, normal.y, normal.z ); - - break; - - case ( points.length - 1 ): // special handling for last Vertex on path - - initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); - - break; - - default: // default handling for all vertices in between - - dx = points[ j + 1 ].x - points[ j ].x; - dy = points[ j + 1 ].y - points[ j ].y; - - normal.x = dy * 1.0; - normal.y = - dx; - normal.z = dy * 0.0; - - curNormal.copy( normal ); - - normal.x += prevNormal.x; - normal.y += prevNormal.y; - normal.z += prevNormal.z; - - normal.normalize(); - - initNormals.push( normal.x, normal.y, normal.z ); - - prevNormal.copy( curNormal ); - - } - - } - - // generate vertices, uvs and normals - - for ( let i = 0; i <= segments; i ++ ) { - - const phi = phiStart + i * inverseSegments * phiLength; - - const sin = Math.sin( phi ); - const cos = Math.cos( phi ); - - for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { - - // vertex - - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - - uvs.push( uv.x, uv.y ); - - // normal - - const x = initNormals[ 3 * j + 0 ] * sin; - const y = initNormals[ 3 * j + 1 ]; - const z = initNormals[ 3 * j + 0 ] * cos; - - normals.push( x, y, z ); - - } - - } - - // indices - - for ( let i = 0; i < segments; i ++ ) { - - for ( let j = 0; j < ( points.length - 1 ); j ++ ) { - - const base = j + i * points.length; - - const a = base; - const b = base + points.length; - const c = base + points.length + 1; - const d = base + 1; - - // faces - - indices.push( a, b, d ); - indices.push( c, d, b ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {LatheGeometry} A new instance. - */ - static fromJSON( data ) { - - return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); - - } - -} - -/** - * A geometry class for representing an octahedron. - * - * ```js - * const geometry = new THREE.OctahedronGeometry(); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const octahedron = new THREE.Mesh( geometry, material ); - * scene.add( octahedron ); - * ``` - * - * @augments PolyhedronGeometry - * @demo scenes/geometry-browser.html#OctahedronGeometry - */ -class OctahedronGeometry extends PolyhedronGeometry { - - /** - * Constructs a new octahedron geometry. - * - * @param {number} [radius=1] - Radius of the octahedron. - * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron. - */ - constructor( radius = 1, detail = 0 ) { - - const vertices = [ - 1, 0, 0, -1, 0, 0, 0, 1, 0, - 0, -1, 0, 0, 0, 1, 0, 0, -1 - ]; - - const indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, - 0, 5, 2, 1, 2, 5, 1, 5, 3, - 1, 3, 4, 1, 4, 2 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'OctahedronGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - detail: detail - }; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {OctahedronGeometry} A new instance. - */ - static fromJSON( data ) { - - return new OctahedronGeometry( data.radius, data.detail ); - - } - -} - -/** - * A geometry class for representing a plane. - * - * ```js - * const geometry = new THREE.PlaneGeometry( 1, 1 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); - * const plane = new THREE.Mesh( geometry, material ); - * scene.add( plane ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#PlaneGeometry - */ -class PlaneGeometry extends BufferGeometry { - - /** - * Constructs a new plane geometry. - * - * @param {number} [width=1] - The width along the X axis. - * @param {number} [height=1] - The height along the Y axis - * @param {number} [widthSegments=1] - The number of segments along the X axis. - * @param {number} [heightSegments=1] - The number of segments along the Y axis. - */ - constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { - - super(); - - this.type = 'PlaneGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - const width_half = width / 2; - const height_half = height / 2; - - const gridX = Math.floor( widthSegments ); - const gridY = Math.floor( heightSegments ); - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - const segment_width = width / gridX; - const segment_height = height / gridY; - - // - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segment_height - height_half; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segment_width - width_half; - - vertices.push( x, - y, 0 ); - - normals.push( 0, 0, 1 ); - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - } - - } - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = ix + gridX1 * iy; - const b = ix + gridX1 * ( iy + 1 ); - const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = ( ix + 1 ) + gridX1 * iy; - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {PlaneGeometry} A new instance. - */ - static fromJSON( data ) { - - return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); - - } - -} - -/** - * A class for generating a two-dimensional ring geometry. - * - * ```js - * const geometry = new THREE.RingGeometry( 1, 5, 32 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); - * const mesh = new THREE.Mesh( geometry, material ); - * scene.add( mesh ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#RingGeometry - */ -class RingGeometry extends BufferGeometry { - - /** - * Constructs a new ring geometry. - * - * @param {number} [innerRadius=0.5] - The inner radius of the ring. - * @param {number} [outerRadius=1] - The outer radius of the ring. - * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`. - * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`. - * @param {number} [thetaStart=0] - Starting angle in radians. - * @param {number} [thetaLength=Math.PI*2] - Central angle in radians. - */ - constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { - - super(); - - this.type = 'RingGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - thetaSegments = Math.max( 3, thetaSegments ); - phiSegments = Math.max( 1, phiSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // some helper variables - - let radius = innerRadius; - const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - const vertex = new Vector3(); - const uv = new Vector2(); - - // generate vertices, normals and uvs - - for ( let j = 0; j <= phiSegments; j ++ ) { - - for ( let i = 0; i <= thetaSegments; i ++ ) { - - // values are generate from the inside of the ring to the outside - - const segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uv - - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // increase the radius for next row of vertices - - radius += radiusStep; - - } - - // indices - - for ( let j = 0; j < phiSegments; j ++ ) { - - const thetaSegmentLevel = j * ( thetaSegments + 1 ); - - for ( let i = 0; i < thetaSegments; i ++ ) { - - const segment = i + thetaSegmentLevel; - - const a = segment; - const b = segment + thetaSegments + 1; - const c = segment + thetaSegments + 2; - const d = segment + 1; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {RingGeometry} A new instance. - */ - static fromJSON( data ) { - - return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * Creates an one-sided polygonal geometry from one or more path shapes. - * - * ```js - * const arcShape = new THREE.Shape() - * .moveTo( 5, 1 ) - * .absarc( 1, 1, 4, 0, Math.PI * 2, false ); - * - * const geometry = new THREE.ShapeGeometry( arcShape ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } ); - * const mesh = new THREE.Mesh( geometry, material ) ; - * scene.add( mesh ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#ShapeGeometry - */ -class ShapeGeometry extends BufferGeometry { - - /** - * Constructs a new shape geometry. - * - * @param {Shape|Array} [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} shapes - An array of shapes. - * @return {ShapeGeometry} A new instance. - */ - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - return new ShapeGeometry( geometryShapes, data.curveSegments ); - - } - -} - -function toJSON( shapes, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - return data; - -} - -/** - * A class for generating a sphere geometry. - * - * ```js - * const geometry = new THREE.SphereGeometry( 15, 32, 16 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const sphere = new THREE.Mesh( geometry, material ); - * scene.add( sphere ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#SphereGeometry - */ -class SphereGeometry extends BufferGeometry { - - /** - * Constructs a new sphere geometry. - * - * @param {number} [radius=1] - The sphere radius. - * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`. - * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`. - * @param {number} [phiStart=0] - The horizontal starting angle in radians. - * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size. - * @param {number} [thetaStart=0] - The vertical starting angle in radians. - * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size. - */ - constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { - - super(); - - this.type = 'SphereGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) ); - - const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); - - let index = 0; - const grid = []; - - const vertex = new Vector3(); - const normal = new Vector3(); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // generate vertices, normals and uvs - - for ( let iy = 0; iy <= heightSegments; iy ++ ) { - - const verticesRow = []; - - const v = iy / heightSegments; - const theta = thetaStart + v * thetaLength; - - const y = radius * Math.cos( theta ); - const ringRadius = Math.sqrt( radius * radius - y * y ); - - // special case for the poles - - let uOffset = 0; - - if ( iy === 0 && thetaStart === 0 ) { - - uOffset = 0.5 / widthSegments; - - } else if ( iy === heightSegments && thetaEnd === Math.PI ) { - - uOffset = -0.5 / widthSegments; - - } - - for ( let ix = 0; ix <= widthSegments; ix ++ ) { - - const u = ix / widthSegments; - const phi = phiStart + u * phiLength; - - // vertex - - vertex.x = - ringRadius * Math.cos( phi ); - vertex.y = y; - vertex.z = ringRadius * Math.sin( phi ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.copy( vertex ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u + uOffset, 1 - v ); - - verticesRow.push( index ++ ); - - } - - grid.push( verticesRow ); - - } - - // indices - - for ( let iy = 0; iy < heightSegments; iy ++ ) { - - for ( let ix = 0; ix < widthSegments; ix ++ ) { - - const a = grid[ iy ][ ix + 1 ]; - const b = grid[ iy ][ ix ]; - const c = grid[ iy + 1 ][ ix ]; - const d = grid[ iy + 1 ][ ix + 1 ]; - - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {SphereGeometry} A new instance. - */ - static fromJSON( data ) { - - return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * A geometry class for representing an tetrahedron. - * - * ```js - * const geometry = new THREE.TetrahedronGeometry(); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const tetrahedron = new THREE.Mesh( geometry, material ); - * scene.add( tetrahedron ); - * ``` - * - * @augments PolyhedronGeometry - * @demo scenes/geometry-browser.html#TetrahedronGeometry - */ -class TetrahedronGeometry extends PolyhedronGeometry { - - /** - * Constructs a new tetrahedron geometry. - * - * @param {number} [radius=1] - Radius of the tetrahedron. - * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron. - */ - constructor( radius = 1, detail = 0 ) { - - const vertices = [ - 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1 - ]; - - const indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'TetrahedronGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - detail: detail - }; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {TetrahedronGeometry} A new instance. - */ - static fromJSON( data ) { - - return new TetrahedronGeometry( data.radius, data.detail ); - - } - -} - -/** - * A geometry class for representing an torus. - * - * ```js - * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const torus = new THREE.Mesh( geometry, material ); - * scene.add( torus ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#TorusGeometry - */ -class TorusGeometry extends BufferGeometry { - - /** - * Constructs a new torus geometry. - * - * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube. - * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`. - * @param {number} [radialSegments=12] - The number of radial segments. - * @param {number} [tubularSegments=48] - The number of tubular segments. - * @param {number} [arc=Math.PI*2] - Central angle in radians. - * @param {number} [thetaStart=0] - Start of the tubular sweep in radians. - * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians. - */ - constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) { - - super(); - - this.type = 'TorusGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc, - thetaStart: thetaStart, - thetaLength: thetaLength, - }; - - radialSegments = Math.floor( radialSegments ); - tubularSegments = Math.floor( tubularSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const center = new Vector3(); - const vertex = new Vector3(); - const normal = new Vector3(); - - // generate vertices, normals and uvs - - for ( let j = 0; j <= radialSegments; j ++ ) { - - const v = thetaStart + ( j / radialSegments ) * thetaLength; - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - const u = i / tubularSegments * arc; - - // vertex - - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( let j = 1; j <= radialSegments; j ++ ) { - - for ( let i = 1; i <= tubularSegments; i ++ ) { - - // indices - - const a = ( tubularSegments + 1 ) * j + i - 1; - const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - const d = ( tubularSegments + 1 ) * j + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {TorusGeometry} A new instance. - */ - static fromJSON( data ) { - - return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc, data.thetaStart, data.thetaLength ); - - } - -} - -/** - * Creates a torus knot, the particular shape of which is defined by a pair - * of coprime integers, p and q. If p and q are not coprime, the result will - * be a torus link. - * - * ```js - * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 ); - * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); - * const torusKnot = new THREE.Mesh( geometry, material ); - * scene.add( torusKnot ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#TorusKnotGeometry - */ -class TorusKnotGeometry extends BufferGeometry { - - /** - * Constructs a new torus knot geometry. - * - * @param {number} [radius=1] - Radius of the torus knot. - * @param {number} [tube=0.4] - Radius of the tube. - * @param {number} [tubularSegments=64] - The number of tubular segments. - * @param {number} [radialSegments=8] - The number of radial segments. - * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry. - * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus. - */ - constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { - - super(); - - this.type = 'TorusKnotGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - tubularSegments = Math.floor( tubularSegments ); - radialSegments = Math.floor( radialSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - - const P1 = new Vector3(); - const P2 = new Vector3(); - - const B = new Vector3(); - const T = new Vector3(); - const N = new Vector3(); - - // generate vertices, normals and uvs - - for ( let i = 0; i <= tubularSegments; ++ i ) { - - // the radian "u" is used to calculate the position on the torus curve of the current tubular segment - - const u = i / tubularSegments * p * Math.PI * 2; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( let j = 0; j <= radialSegments; ++ j ) { - - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - const v = j / radialSegments * Math.PI * 2; - const cx = - tube * Math.cos( v ); - const cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve - - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - // indices - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - - function calculatePositionOnCurve( u, p, q, radius, position ) { - - const cu = Math.cos( u ); - const su = Math.sin( u ); - const quOverP = q / p * u; - const cs = Math.cos( quOverP ); - - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {TorusKnotGeometry} A new instance. - */ - static fromJSON( data ) { - - return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); - - } - -} - -/** - * Creates a tube that extrudes along a 3D curve. - * - * ```js - * class CustomSinCurve extends THREE.Curve { - * - * getPoint( t, optionalTarget = new THREE.Vector3() ) { - * - * const tx = t * 3 - 1.5; - * const ty = Math.sin( 2 * Math.PI * t ); - * const tz = 0; - * - * return optionalTarget.set( tx, ty, tz ); - * } - * - * } - * - * const path = new CustomSinCurve( 10 ); - * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false ); - * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - * const mesh = new THREE.Mesh( geometry, material ); - * scene.add( mesh ); - * ``` - * - * @augments BufferGeometry - * @demo scenes/geometry-browser.html#TubeGeometry - */ -class TubeGeometry extends BufferGeometry { - - /** - * Constructs a new tube geometry. - * - * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube. - * @param {number} [tubularSegments=64] - The number of segments that make up the tube. - * @param {number} [radius=1] -The radius of the tube. - * @param {number} [radialSegments=8] - The number of segments that make up the cross-section. - * @param {boolean} [closed=false] - Whether the tube is closed or not. - */ - constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { - - super(); - - this.type = 'TubeGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - const uv = new Vector2(); - let P = new Vector3(); - - // buffer - - const vertices = []; - const normals = []; - const uvs = []; - const indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( let i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - const N = frames.normals[ i ]; - const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( let j = 0; j <= radialSegments; j ++ ) { - - const v = j / radialSegments * Math.PI * 2; - - const sin = Math.sin( v ); - const cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - for ( let j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.path = this.parameters.path.toJSON(); - - return data; - - } - - /** - * Factory method for creating an instance of this class from the given - * JSON object. - * - * @param {Object} data - A JSON object representing the serialized geometry. - * @return {TubeGeometry} A new instance. - */ - static fromJSON( data ) { - - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. - return new TubeGeometry( - new Curves[ data.path.type ]().fromJSON( data.path ), - data.tubularSegments, - data.radius, - data.radialSegments, - data.closed - ); - - } - -} - -/** - * Can be used as a helper object to visualize a geometry as a wireframe. - * - * ```js - * const geometry = new THREE.SphereGeometry(); - * - * const wireframe = new THREE.WireframeGeometry( geometry ); - * - * const line = new THREE.LineSegments( wireframe ); - * line.material.depthWrite = false; - * line.material.opacity = 0.25; - * line.material.transparent = true; - * - * scene.add( line ); - * ``` - * - * Note: It is not yet possible to serialize/deserialize instances of this class. - * - * @augments BufferGeometry - */ -class WireframeGeometry extends BufferGeometry { - - /** - * Constructs a new wireframe geometry. - * - * @param {?BufferGeometry} [geometry=null] - The geometry. - */ - constructor( geometry = null ) { - - super(); - - this.type = 'WireframeGeometry'; - - /** - * Holds the constructor parameters that have been - * used to generate the geometry. Any modification - * after instantiation does not change the geometry. - * - * @type {Object} - */ - this.parameters = { - geometry: geometry - }; - - if ( geometry !== null ) { - - // buffer - - const vertices = []; - const edges = new Set(); - - // helper variables - - const start = new Vector3(); - const end = new Vector3(); - - if ( geometry.index !== null ) { - - // indexed BufferGeometry - - const position = geometry.attributes.position; - const indices = geometry.index; - let groups = geometry.groups; - - if ( groups.length === 0 ) { - - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - - } - - // create a data structure that contains all edges without duplicates - - for ( let o = 0, ol = groups.length; o < ol; ++ o ) { - - const group = groups[ o ]; - - const groupStart = group.start; - const groupCount = group.count; - - for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { - - for ( let j = 0; j < 3; j ++ ) { - - const index1 = indices.getX( i + j ); - const index2 = indices.getX( i + ( j + 1 ) % 3 ); - - start.fromBufferAttribute( position, index1 ); - end.fromBufferAttribute( position, index2 ); - - if ( isUniqueEdge( start, end, edges ) === true ) { - - vertices.push( start.x, start.y, start.z ); - vertices.push( end.x, end.y, end.z ); - - } - - } - - } - - } - - } else { - - // non-indexed BufferGeometry - - const position = geometry.attributes.position; - - for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - - for ( let j = 0; j < 3; j ++ ) { - - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - const index1 = 3 * i + j; - const index2 = 3 * i + ( ( j + 1 ) % 3 ); - - start.fromBufferAttribute( position, index1 ); - end.fromBufferAttribute( position, index2 ); - - if ( isUniqueEdge( start, end, edges ) === true ) { - - vertices.push( start.x, start.y, start.z ); - vertices.push( end.x, end.y, end.z ); - - } - - } - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -function isUniqueEdge( start, end, edges ) { - - const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; - const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge - - if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { - - return false; - - } else { - - edges.add( hash1 ); - edges.add( hash2 ); - return true; - - } - -} - -var Geometries = /*#__PURE__*/Object.freeze({ - __proto__: null, - BoxGeometry: BoxGeometry, - CapsuleGeometry: CapsuleGeometry, - CircleGeometry: CircleGeometry, - ConeGeometry: ConeGeometry, - CylinderGeometry: CylinderGeometry, - DodecahedronGeometry: DodecahedronGeometry, - EdgesGeometry: EdgesGeometry, - ExtrudeGeometry: ExtrudeGeometry, - IcosahedronGeometry: IcosahedronGeometry, - LatheGeometry: LatheGeometry, - OctahedronGeometry: OctahedronGeometry, - PlaneGeometry: PlaneGeometry, - PolyhedronGeometry: PolyhedronGeometry, - RingGeometry: RingGeometry, - ShapeGeometry: ShapeGeometry, - SphereGeometry: SphereGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TorusGeometry: TorusGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TubeGeometry: TubeGeometry, - WireframeGeometry: WireframeGeometry -}); - -/** - * This material can receive shadows, but otherwise is completely transparent. - * - * ```js - * const geometry = new THREE.PlaneGeometry( 2000, 2000 ); - * geometry.rotateX( - Math.PI / 2 ); - * - * const material = new THREE.ShadowMaterial(); - * material.opacity = 0.2; - * - * const plane = new THREE.Mesh( geometry, material ); - * plane.position.y = -200; - * plane.receiveShadow = true; - * scene.add( plane ); - * ``` - * - * @augments Material - */ -class ShadowMaterial extends Material { - - /** - * Constructs a new shadow material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isShadowMaterial = true; - - this.type = 'ShadowMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (0,0,0) - */ - this.color = new Color( 0x000000 ); - - /** - * Overwritten since shadow materials are transparent - * by default. - * - * @type {boolean} - * @default true - */ - this.transparent = true; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.fog = source.fog; - - return this; - - } - -} - -/** - * Provides utility functions for managing uniforms. - * - * @module UniformsUtils - */ - -/** - * Clones the given uniform definitions by performing a deep-copy. That means - * if the value of a uniform refers to an object like a Vector3 or Texture, - * the cloned uniform will refer to a new object reference. - * - * @param {Object} src - An object representing uniform definitions. - * @return {Object} The cloned uniforms. - */ -function cloneUniforms( src ) { - - const dst = {}; - - for ( const u in src ) { - - dst[ u ] = {}; - - for ( const p in src[ u ] ) { - - const property = src[ u ][ p ]; - - if ( isThreeObject( property ) ) { - - if ( property.isRenderTargetTexture ) { - - warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); - dst[ u ][ p ] = null; - - } else { - - dst[ u ][ p ] = property.clone(); - - } - - } else if ( Array.isArray( property ) ) { - - if ( isThreeObject( property[ 0 ] ) ) { - - const clonedProperty = []; - - for ( let i = 0, l = property.length; i < l; i ++ ) { - - clonedProperty[ i ] = property[ i ].clone(); - - } - - dst[ u ][ p ] = clonedProperty; - - } else { - - dst[ u ][ p ] = property.slice(); - - } - - } else { - - dst[ u ][ p ] = property; - - } - - } - - } - - return dst; - -} - -/** - * Merges the given uniform definitions into a single object. Since the - * method internally uses cloneUniforms(), it performs a deep-copy when - * producing the merged uniform definitions. - * - * @param {Array} uniforms - An array of objects containing uniform definitions. - * @return {Object} The merged uniforms. - */ -function mergeUniforms( uniforms ) { - - const merged = {}; - - for ( let u = 0; u < uniforms.length; u ++ ) { - - const tmp = cloneUniforms( uniforms[ u ] ); - - for ( const p in tmp ) { - - merged[ p ] = tmp[ p ]; - - } - - } - - return merged; - -} - -function isThreeObject( property ) { - - return ( property && ( property.isColor || - property.isMatrix3 || property.isMatrix4 || - property.isVector2 || property.isVector3 || property.isVector4 || - property.isTexture || property.isQuaternion ) ); - -} - -function cloneUniformsGroups( src ) { - - const dst = []; - - for ( let u = 0; u < src.length; u ++ ) { - - dst.push( src[ u ].clone() ); - - } - - return dst; - -} - -function getUnlitUniformColorSpace( renderer ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - if ( currentRenderTarget === null ) { - - // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 - return renderer.outputColorSpace; - - } - - // https://github.com/mrdoob/three.js/issues/27868 - if ( currentRenderTarget.isXRRenderTarget === true ) { - - return currentRenderTarget.texture.colorSpace; - - } - - return ColorManagement.workingColorSpace; - -} - -// Legacy - -const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - -var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - -var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - -/** - * A material rendered with custom shaders. A shader is a small program written in GLSL. - * that runs on the GPU. You may want to use a custom shader if you need to implement an - * effect not included with any of the built-in materials. - * - * There are the following notes to bear in mind when using a `ShaderMaterial`: - * - * - `ShaderMaterial` can only be used with {@link WebGLRenderer}. - * - Built in attributes and uniforms are passed to the shaders along with your code. If - * you don't want that, use {@link RawShaderMaterial} instead. - * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end` - * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has - * to be placed right above the loop. The loop formatting has to correspond to a defined standard. - * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop). - * - The loop variable has to be *i*. - * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly - * value of *i* for the given iteration and can be used in preprocessor - * statements. - * - * ```js - * const material = new THREE.ShaderMaterial( { - * uniforms: { - * time: { value: 1.0 }, - * resolution: { value: new THREE.Vector2() } - * }, - * vertexShader: document.getElementById( 'vertexShader' ).textContent, - * fragmentShader: document.getElementById( 'fragmentShader' ).textContent - * } ); - * ``` - * - * @augments Material - */ -class ShaderMaterial extends Material { - - /** - * Constructs a new shader material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isShaderMaterial = true; - - this.type = 'ShaderMaterial'; - - /** - * Defines custom constants using `#define` directives within the GLSL code - * for both the vertex shader and the fragment shader; each key/value pair - * yields another directive. - * ```js - * defines: { - * FOO: 15, - * BAR: true - * } - * ``` - * Yields the lines: - * ``` - * #define FOO 15 - * #define BAR true - * ``` - * - * @type {Object} - */ - this.defines = {}; - - /** - * An object of the form: - * ```js - * { - * "uniform1": { value: 1.0 }, - * "uniform2": { value: 2 } - * } - * ``` - * specifying the uniforms to be passed to the shader code; keys are uniform - * names, values are definitions of the form - * ``` - * { - * value: 1.0 - * } - * ``` - * where `value` is the value of the uniform. Names must match the name of - * the uniform, as defined in the GLSL code. Note that uniforms are refreshed - * on every frame, so updating the value of the uniform will immediately - * update the value available to the GLSL code. - * - * @type {Object} - */ - this.uniforms = {}; - - /** - * An array holding uniforms groups for configuring UBOs. - * - * @type {Array} - */ - this.uniformsGroups = []; - - /** - * Vertex shader GLSL code. This is the actual code for the shader. - * - * @type {string} - */ - this.vertexShader = default_vertex; - - /** - * Fragment shader GLSL code. This is the actual code for the shader. - * - * @type {string} - */ - this.fragmentShader = default_fragment; - - /** - * Controls line thickness or lines. - * - * WebGL and WebGPU ignore this setting and always render line primitives with a - * width of one pixel. - * - * @type {number} - * @default 1 - */ - this.linewidth = 1; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * WebGL and WebGPU ignore this property and always render - * 1 pixel wide lines. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines whether the material color is affected by global fog settings; `true` - * to pass fog uniforms to the shader. - * - * Setting this property to `true` requires the definition of fog uniforms. It is - * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms - * with predefined fog uniforms. - * - * ```js - * const material = new ShaderMaterial( { - * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] ); - * vertexShader: vertexShader, - * fragmentShader: fragmentShader, - * fog: true - * } ); - * ``` - * - * @type {boolean} - * @default false - */ - this.fog = false; - - /** - * Defines whether this material uses lighting; `true` to pass uniform data - * related to lighting to this shader. - * - * @type {boolean} - * @default false - */ - this.lights = false; - - /** - * Defines whether this material supports clipping; `true` to let the renderer - * pass the clippingPlanes uniform. - * - * @type {boolean} - * @default false - */ - this.clipping = false; - - /** - * Overwritten and set to `true` by default. - * - * @type {boolean} - * @default true - */ - this.forceSinglePass = true; - - /** - * This object allows to enable certain WebGL 2 extensions. - * - * - clipCullDistance: set to `true` to use vertex shader clipping - * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID - * - * @type {{clipCullDistance:false,multiDraw:false}} - */ - this.extensions = { - clipCullDistance: false, // set to use vertex shader clipping - multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID - }; - - /** - * When the rendered geometry doesn't include these attributes but the - * material does, these default values will be passed to the shaders. This - * avoids errors when buffer data is missing. - * - * - color: [ 1, 1, 1 ] - * - uv: [ 0, 0 ] - * - uv1: [ 0, 0 ] - * - * @type {Object} - */ - this.defaultAttributeValues = { - 'color': [ 1, 1, 1 ], - 'uv': [ 0, 0 ], - 'uv1': [ 0, 0 ] - }; - - /** - * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation) - * to bind a generic vertex index to an attribute variable. - * - * @type {string|undefined} - * @default undefined - */ - this.index0AttributeName = undefined; - - /** - * Can be used to force a uniform update while changing uniforms in - * {@link Object3D#onBeforeRender}. - * - * @type {boolean} - * @default false - */ - this.uniformsNeedUpdate = false; - - /** - * Defines the GLSL version of custom shader code. - * - * @type {?(GLSL1|GLSL3)} - * @default null - */ - this.glslVersion = null; - - if ( parameters !== undefined ) { - - this.setValues( parameters ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; - - this.uniforms = cloneUniforms( source.uniforms ); - this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); - - this.defines = Object.assign( {}, source.defines ); - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.fog = source.fog; - this.lights = source.lights; - this.clipping = source.clipping; - - this.extensions = Object.assign( {}, source.extensions ); - - this.glslVersion = source.glslVersion; - - this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues ); - - this.index0AttributeName = source.index0AttributeName; - - this.uniformsNeedUpdate = source.uniformsNeedUpdate; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.glslVersion = this.glslVersion; - data.uniforms = {}; - - for ( const name in this.uniforms ) { - - const uniform = this.uniforms[ name ]; - const value = uniform.value; - - if ( value && value.isTexture ) { - - data.uniforms[ name ] = { - type: 't', - value: value.toJSON( meta ).uuid - }; - - } else if ( value && value.isColor ) { - - data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; - - } else if ( value && value.isVector2 ) { - - data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; - - } else if ( value && value.isVector3 ) { - - data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; - - } else if ( value && value.isVector4 ) { - - data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; - - } else if ( value && value.isMatrix3 ) { - - data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; - - } else if ( value && value.isMatrix4 ) { - - data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; - - } else { - - data.uniforms[ name ] = { - value: value - }; - - // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - - } - - } - - if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - data.lights = this.lights; - data.clipping = this.clipping; - - const extensions = {}; - - for ( const key in this.extensions ) { - - if ( this.extensions[ key ] === true ) extensions[ key ] = true; - - } - - if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; - - return data; - - } - - /** - * Deserializes the material from the given JSON. - * - * @param {Object} json - The JSON holding the serialized material. - * @param {Object} textures - A dictionary holding textures referenced by the material. - * @return {ShaderMaterial} A reference to this material. - */ - fromJSON( json, textures ) { - - super.fromJSON( json, textures ); - - if ( json.uniforms !== undefined ) { - - for ( const name in json.uniforms ) { - - const uniform = json.uniforms[ name ]; - - this.uniforms[ name ] = {}; - - switch ( uniform.type ) { - - case 't': - this.uniforms[ name ].value = textures[ uniform.value ] || null; - break; - - case 'c': - this.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; - - case 'v2': - this.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; - - case 'v3': - this.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; - - case 'v4': - this.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; - - case 'm3': - this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; - - case 'm4': - this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; - - default: - this.uniforms[ name ].value = uniform.value; - - } - - } - - } - - if ( json.defines !== undefined ) this.defines = json.defines; - if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader; - if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion; - - if ( json.extensions !== undefined ) { - - for ( const key in json.extensions ) { - - this.extensions[ key ] = json.extensions[ key ]; - - } - - } - - if ( json.lights !== undefined ) this.lights = json.lights; - if ( json.clipping !== undefined ) this.clipping = json.clipping; - - return this; - - } - -} - -/** - * This class works just like {@link ShaderMaterial}, except that definitions - * of built-in uniforms and attributes are not automatically prepended to the - * GLSL shader code. - * - * `RawShaderMaterial` can only be used with {@link WebGLRenderer}. - * - * @augments ShaderMaterial - */ -class RawShaderMaterial extends ShaderMaterial { - - /** - * Constructs a new raw shader material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super( parameters ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isRawShaderMaterial = true; - - this.type = 'RawShaderMaterial'; - - } - -} - -/** - * A standard physically based material, using Metallic-Roughness workflow. - * - * Physically based rendering (PBR) has recently become the standard in many - * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/), - * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and - * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017). - * - * This approach differs from older approaches in that instead of using - * approximations for the way in which light interacts with a surface, a - * physically correct model is used. The idea is that, instead of tweaking - * materials to look good under specific lighting, a material can be created - * that will react 'correctly' under all lighting scenarios. - * - * In practice this gives a more accurate and realistic looking result than - * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of - * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment - * shading. - * - * Note that for best results you should always specify an environment map when using this material. - * - * For a non-technical introduction to the concept of PBR and how to set up a - * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co): - * - * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/) - * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/) - * - * Technical details of the approach used in three.js (and most other PBR systems) can be found is this - * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf) - * (pdf), by Brent Burley. - * - * @augments Material - * @demo scenes/material-browser.html#MeshStandardMaterial - */ -class MeshStandardMaterial extends Material { - - /** - * Constructs a new mesh standard material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshStandardMaterial = true; - - this.type = 'MeshStandardMaterial'; - - this.defines = { 'STANDARD': '' }; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); // diffuse - - /** - * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0` - * means fully diffuse. If `roughnessMap` is also provided, - * both values are multiplied. - * - * @type {number} - * @default 1 - */ - this.roughness = 1.0; - - /** - * How much the material is like a metal. Non-metallic materials such as wood - * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between. - * A value between `0.0` and `1.0` could be used for a rusty metal look. - * If `metalnessMap` is also provided, both values are multiplied. - * - * @type {number} - * @default 0 - */ - this.metalness = 0.0; - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The light map. Requires a second set of UVs. - * - * `lightMap` represents pre-baked illuminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `lightMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.lightMap = null; - - /** - * Intensity of the baked light. - * - * @type {number} - * @default 1 - */ - this.lightMapIntensity = 1.0; - - /** - * The red channel of this texture is used as the ambient occlusion map. - * Requires a second set of UVs. - * - * `aoMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.aoMap = null; - - /** - * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` - * disables ambient occlusion. Where intensity is `1` and the AO map's - * red channel is also `1`, ambient light is fully occluded on a surface. - * - * @type {number} - * @default 1 - */ - this.aoMapIntensity = 1.0; - - /** - * Emissive (light) color of the material, essentially a solid color - * unaffected by other lighting. - * - * @type {Color} - * @default (0,0,0) - */ - this.emissive = new Color( 0x000000 ); - - /** - * Intensity of the emissive light. Modulates the emissive color. - * - * @type {number} - * @default 1 - */ - this.emissiveIntensity = 1.0; - - /** - * Set emissive (glow) map. The emissive map color is modulated by the - * emissive color and the emissive intensity. If you have an emissive map, - * be sure to set the emissive color to something other than black. - * - * `emissiveMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `emissiveMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.emissiveMap = null; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * The green channel of this texture is used to alter the roughness of the - * material. - * - * `roughnessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.roughnessMap = null; - - /** - * The blue channel of this texture is used to alter the metalness of the - * material. - * - * `metalnessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.metalnessMap = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The environment map. To ensure a physically correct rendering, environment maps - * are internally pre-processed with {@link PMREMGenerator}. - * - * `envMap` represents luminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `envMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.envMap = null; - - /** - * The rotation of the environment map in radians. - * - * @type {Euler} - * @default (0,0,0) - */ - this.envMapRotation = new Euler(); - - /** - * Scales the effect of the environment map by multiplying its color. - * - * @type {number} - * @default 1 - */ - this.envMapIntensity = 1.0; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines appearance of wireframe ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinecap = 'round'; - - /** - * Defines appearance of wireframe joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinejoin = 'round'; - - /** - * Whether the material is rendered with flat shading or not. - * - * @type {boolean} - * @default false - */ - this.flatShading = false; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.defines = { 'STANDARD': '' }; - - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - this.envMapIntensity = source.envMapIntensity; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -/** - * An extension of the {@link MeshStandardMaterial}, providing more advanced - * physically-based rendering properties: - * - * - Anisotropy: Ability to represent the anisotropic property of materials - * as observable with brushed metals. - * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require - * a clear, reflective layer on top of another layer that may be irregular or rough. - * Clearcoat approximates this effect, without the need for a separate transparent surface. - * - Iridescence: Allows to render the effect where hue varies depending on the viewing - * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the - * wings of many insects. - * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly - * transparent materials are less reflective. Physically-based transmission provides a more - * realistic option for thin, transparent surfaces like glass. - * - Advanced reflectivity: More flexible reflectivity for non-metallic materials. - * - Retroreflection: Redirects specular light back toward the light source for - * safety materials like road markings and reflective tape. - * - Sheen: Can be used for representing cloth and fabric materials. - * - * As a result of these complex shading features, `MeshPhysicalMaterial` has a - * higher performance cost, per pixel, than other three.js materials. Most - * effects are disabled by default, and add cost as they are enabled. For - * best results, always specify an environment map when using this material. - * - * @augments MeshStandardMaterial - * @demo scenes/material-browser.html#MeshPhysicalMaterial - */ -class MeshPhysicalMaterial extends MeshStandardMaterial { - - /** - * Constructs a new mesh physical material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshPhysicalMaterial = true; - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.type = 'MeshPhysicalMaterial'; - - /** - * The rotation of the anisotropy in tangent, bitangent space, measured in radians - * counter-clockwise from the tangent. When `anisotropyMap` is present, this - * property provides additional rotation to the vectors in the texture. - * - * @type {number} - * @default 1 - */ - this.anisotropyRotation = 0; - - /** - * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent, - * bitangent space, to be rotated by `anisotropyRotation`. The blue channel - * contains strength as `[0, 1]` to be multiplied by `anisotropy`. - * - * `anisotropyMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.anisotropyMap = null; - - /** - * The red channel of this texture is multiplied against `clearcoat`, - * for per-pixel control over a coating's intensity. - * - * `clearcoatMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.clearcoatMap = null; - - /** - * Roughness of the clear coat layer, from `0.0` to `1.0`. - * - * @type {number} - * @default 0 - */ - this.clearcoatRoughness = 0.0; - - /** - * The green channel of this texture is multiplied against - * `clearcoatRoughness`, for per-pixel control over a coating's roughness. - * - * `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.clearcoatRoughnessMap = null; - - /** - * How much `clearcoatNormalMap` affects the clear coat layer, from - * `(0,0)` to `(1,1)`. - * - * @type {Vector2} - * @default (1,1) - */ - this.clearcoatNormalScale = new Vector2( 1, 1 ); - - /** - * Can be used to enable independent normals for the clear coat layer. - * - * `clearcoatNormalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.clearcoatNormalMap = null; - - /** - * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. - * - * @type {number} - * @default 1.5 - */ - this.ior = 1.5; - - /** - * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which - * corresponds to an index-of-refraction of `1.5`. - * - * This models the reflectivity of non-metallic materials. It has no effect - * when `metalness` is `1.0` - * - * @name MeshPhysicalMaterial#reflectivity - * @type {number} - * @default 0.5 - */ - Object.defineProperty( this, 'reflectivity', { - get: function () { - - return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); - - }, - set: function ( reflectivity ) { - - this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); - - } - } ); - - /** - * The red channel of this texture is multiplied against `iridescence`, for per-pixel - * control over iridescence. - * - * `iridescenceMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.iridescenceMap = null; - - /** - * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction. - * Between `1.0` to `2.333`. - * - * @type {number} - * @default 1.3 - */ - this.iridescenceIOR = 1.3; - - /** - *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer. - Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`. - * - * @type {Array} - * @default [100,400] - */ - this.iridescenceThicknessRange = [ 100, 400 ]; - - /** - * A texture that defines the thickness of the iridescence layer, stored in the green channel. - * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array: - * - `0.0` in the green channel will result in thickness equal to first element of the array. - * - `1.0` in the green channel will result in thickness equal to second element of the array. - * - Values in-between will linearly interpolate between the elements of the array. - * - * `iridescenceThicknessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.iridescenceThicknessMap = null; - - /** - * The sheen tint. - * - * @type {Color} - * @default (0,0,0) - */ - this.sheenColor = new Color( 0x000000 ); - - /** - * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control - * over sheen tint. - * - * `sheenColorMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `sheenColorMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.sheenColorMap = null; - - /** - * Roughness of the sheen layer, from `0.0` to `1.0`. - * - * @type {number} - * @default 1 - */ - this.sheenRoughness = 1.0; - - /** - * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control - * over sheen roughness. - * - * `sheenRoughnessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.sheenRoughnessMap = null; - - /** - * The red channel of this texture is multiplied against `transmission`, for per-pixel control over - * optical transparency. - * - * `transmissionMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.transmissionMap = null; - - /** - * The thickness of the volume beneath the surface. The value is given in the - * coordinate space of the mesh. If the value is `0` the material is - * thin-walled. Otherwise the material is a volume boundary. - * - * @type {number} - * @default 0 - */ - this.thickness = 0; - - /** - * A texture that defines the thickness, stored in the green channel. This will - * be multiplied by `thickness`. - * - * `thicknessMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.thicknessMap = null; - - /** - * Density of the medium given as the average distance that light travels in - * the medium before interacting with a particle. The value is given in world - * space units, and must be greater than zero. - * - * @type {number} - * @default Infinity - */ - this.attenuationDistance = Infinity; - - /** - * The color that white light turns into due to absorption when reaching the - * attenuation distance. - * - * @type {Color} - * @default (1,1,1) - */ - this.attenuationColor = new Color( 1, 1, 1 ); - - /** - * A float that scales the amount of specular reflection for non-metals only. - * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. - * - * @type {number} - * @default 1 - */ - this.specularIntensity = 1.0; - - /** - * The alpha channel of this texture is multiplied against `specularIntensity`, - * for per-pixel control over specular intensity. - * - * `specularIntensityMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.specularIntensityMap = null; - - /** - * Tints the specular reflection at normal incidence for non-metals only. - * - * @type {Color} - * @default (1,1,1) - */ - this.specularColor = new Color( 1, 1, 1 ); - - /** - * The RGB channels of this texture are multiplied against `specularColor`, - * for per-pixel control over specular color. - * - * `specularColorMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `specularColorMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.specularColorMap = null; - - this._anisotropy = 0; - this._clearcoat = 0; - this._dispersion = 0; - this._iridescence = 0; - this._retroreflectivity = 0; - this._sheen = 0.0; - this._transmission = 0; - - this.setValues( parameters ); - - } - - /** - * The anisotropy strength, from `0.0` to `1.0`. - * - * @type {number} - * @default 0 - */ - get anisotropy() { - - return this._anisotropy; - - } - - set anisotropy( value ) { - - if ( this._anisotropy > 0 !== value > 0 ) { - - this.version ++; - - } - - this._anisotropy = value; - - } - - /** - * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use - * clear coat related properties to enable multilayer materials that have a - * thin translucent layer over the base layer. - * - * @type {number} - * @default 0 - */ - get clearcoat() { - - return this._clearcoat; - - } - - set clearcoat( value ) { - - if ( this._clearcoat > 0 !== value > 0 ) { - - this.version ++; - - } - - this._clearcoat = value; - - } - /** - * The intensity of the iridescence layer, simulating RGB color shift based on the angle between - * the surface and the viewer, from `0.0` to `1.0`. - * - * @type {number} - * @default 0 - */ - get iridescence() { - - return this._iridescence; - - } - - set iridescence( value ) { - - if ( this._iridescence > 0 !== value > 0 ) { - - this.version ++; - - } - - this._iridescence = value; - - } - - /** - * Defines the strength of the angular separation of colors (chromatic aberration) transmitting - * through a relatively clear volume. Any value zero or larger is valid, the typical range of - * realistic values is `[0, 1]`. This property can be only be used with transmissive objects. - * - * @type {number} - * @default 0 - */ - get dispersion() { - - return this._dispersion; - - } - - set dispersion( value ) { - - if ( this._dispersion > 0 !== value > 0 ) { - - this.version ++; - - } - - this._dispersion = value; - - } - - /** - * The strength of retroreflection, from `0.0` to `1.0`. A value of `1.0` - * evaluates the material's microfacet reflection with the view direction - * reflected about the surface normal, redirecting the specular lobe back - * toward the light source. - * - * @type {number} - * @default 0 - */ - get retroreflectivity() { - - return this._retroreflectivity; - - } - - set retroreflectivity( value ) { - - if ( this._retroreflectivity > 0 !== value > 0 ) { - - this.version ++; - - } - - this._retroreflectivity = value; - - } - - /** - * The intensity of the sheen layer, from `0.0` to `1.0`. - * - * @type {number} - * @default 0 - */ - get sheen() { - - return this._sheen; - - } - - set sheen( value ) { - - if ( this._sheen > 0 !== value > 0 ) { - - this.version ++; - - } - - this._sheen = value; - - } - - /** - * Degree of transmission (or optical transparency), from `0.0` to `1.0`. - * - * Thin, transparent or semitransparent, plastic or glass materials remain - * largely reflective even if they are fully transmissive. The transmission - * property can be used to model these materials. - * - * When transmission is non-zero, `opacity` should be set to `1`. - * - * @type {number} - * @default 0 - */ - get transmission() { - - return this._transmission; - - } - - set transmission( value ) { - - if ( this._transmission > 0 !== value > 0 ) { - - this.version ++; - - } - - this._transmission = value; - - } - - copy( source ) { - - super.copy( source ); - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.anisotropy = source.anisotropy; - this.anisotropyRotation = source.anisotropyRotation; - this.anisotropyMap = source.anisotropyMap; - - this.clearcoat = source.clearcoat; - this.clearcoatMap = source.clearcoatMap; - this.clearcoatRoughness = source.clearcoatRoughness; - this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; - this.clearcoatNormalMap = source.clearcoatNormalMap; - this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); - - this.dispersion = source.dispersion; - this.ior = source.ior; - - this.iridescence = source.iridescence; - this.iridescenceMap = source.iridescenceMap; - this.iridescenceIOR = source.iridescenceIOR; - this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; - this.iridescenceThicknessMap = source.iridescenceThicknessMap; - - this.retroreflectivity = source.retroreflectivity; - - this.sheen = source.sheen; - this.sheenColor.copy( source.sheenColor ); - this.sheenColorMap = source.sheenColorMap; - this.sheenRoughness = source.sheenRoughness; - this.sheenRoughnessMap = source.sheenRoughnessMap; - - this.transmission = source.transmission; - this.transmissionMap = source.transmissionMap; - - this.thickness = source.thickness; - this.thicknessMap = source.thicknessMap; - this.attenuationDistance = source.attenuationDistance; - this.attenuationColor.copy( source.attenuationColor ); - - this.specularIntensity = source.specularIntensity; - this.specularIntensityMap = source.specularIntensityMap; - this.specularColor.copy( source.specularColor ); - this.specularColorMap = source.specularColorMap; - - return this; - - } - -} - -/** - * A material for shiny surfaces with specular highlights. - * - * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model) - * model for calculating reflectance. Unlike the Lambertian model used in the - * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular - * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading. - * - * Performance will generally be greater when using this material over the - * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of - * some graphical accuracy. - * - * @augments Material - * @demo scenes/material-browser.html#MeshPhongMaterial - */ -class MeshPhongMaterial extends Material { - - /** - * Constructs a new mesh phong material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshPhongMaterial = true; - - this.type = 'MeshPhongMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); // diffuse - - /** - * Specular color of the material. The default color is set to `0x111111` (very dark grey) - * - * This defines how shiny the material is and the color of its shine. - * - * @type {Color} - */ - this.specular = new Color( 0x111111 ); - - /** - * How shiny the specular highlight is; a higher value gives a sharper highlight. - * - * @type {number} - * @default 30 - */ - this.shininess = 30; - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The light map. Requires a second set of UVs. - * - * `lightMap` represents pre-baked illuminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `lightMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.lightMap = null; - - /** - * Intensity of the baked light. - * - * @type {number} - * @default 1 - */ - this.lightMapIntensity = 1.0; - - /** - * The red channel of this texture is used as the ambient occlusion map. - * Requires a second set of UVs. - * - * `aoMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.aoMap = null; - - /** - * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` - * disables ambient occlusion. Where intensity is `1` and the AO map's - * red channel is also `1`, ambient light is fully occluded on a surface. - * - * @type {number} - * @default 1 - */ - this.aoMapIntensity = 1.0; - - /** - * Emissive (light) color of the material, essentially a solid color - * unaffected by other lighting. - * - * @type {Color} - * @default (0,0,0) - */ - this.emissive = new Color( 0x000000 ); - - /** - * Intensity of the emissive light. Modulates the emissive color. - * - * @type {number} - * @default 1 - */ - this.emissiveIntensity = 1.0; - - /** - * Set emissive (glow) map. The emissive map color is modulated by the - * emissive color and the emissive intensity. If you have an emissive map, - * be sure to set the emissive color to something other than black. - * - * `emissiveMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `emissiveMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.emissiveMap = null; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * The specular map value affects both how much the specular surface - * highlight contributes and how much of the environment map affects the - * surface. - * - * `specularMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `specularMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.specularMap = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The environment map. - * - * `envMap` represents luminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `envMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.envMap = null; - - /** - * The rotation of the environment map in radians. - * - * @type {Euler} - * @default (0,0,0) - */ - this.envMapRotation = new Euler(); - - /** - * How to combine the result of the surface's color with the environment map, if any. - * - * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to - * blend between the two colors. - * - * @type {(MultiplyOperation|MixOperation|AddOperation)} - * @default MultiplyOperation - */ - this.combine = MultiplyOperation; - - /** - * How much the environment map affects the surface. - * The valid range is between `0` (no reflections) and `1` (full reflections). - * - * @type {number} - * @default 1 - */ - this.reflectivity = 1; - - /** - * Scales the effect of the environment map by multiplying its color. - * - * @type {number} - * @default 1 - */ - this.envMapIntensity = 1.0; - - /** - * The index of refraction (IOR) of air (approximately 1) divided by the - * index of refraction of the material. It is used with environment mapping - * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. - * The refraction ratio should not exceed `1`. - * - * @type {number} - * @default 0.98 - */ - this.refractionRatio = 0.98; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines appearance of wireframe ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinecap = 'round'; - - /** - * Defines appearance of wireframe joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinejoin = 'round'; - - /** - * Whether the material is rendered with flat shading or not. - * - * @type {boolean} - * @default false - */ - this.flatShading = false; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.envMapIntensity = source.envMapIntensity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -/** - * A material implementing toon shading. - * - * @augments Material - * @demo scenes/material-browser.html#MeshToonMaterial - */ -class MeshToonMaterial extends Material { - - /** - * Constructs a new mesh toon material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshToonMaterial = true; - - this.defines = { 'TOON': '' }; - - this.type = 'MeshToonMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * Gradient map for toon shading. It's required to set - * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter} - * when using this type of texture. - * - * `gradientMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.gradientMap = null; - - /** - * The light map. Requires a second set of UVs. - * - * `lightMap` represents pre-baked illuminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `lightMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.lightMap = null; - - /** - * Intensity of the baked light. - * - * @type {number} - * @default 1 - */ - this.lightMapIntensity = 1.0; - - /** - * The red channel of this texture is used as the ambient occlusion map. - * Requires a second set of UVs. - * - * `aoMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.aoMap = null; - - /** - * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` - * disables ambient occlusion. Where intensity is `1` and the AO map's - * red channel is also `1`, ambient light is fully occluded on a surface. - * - * @type {number} - * @default 1 - */ - this.aoMapIntensity = 1.0; - - /** - * Emissive (light) color of the material, essentially a solid color - * unaffected by other lighting. - * - * @type {Color} - * @default (0,0,0) - */ - this.emissive = new Color( 0x000000 ); - - /** - * Intensity of the emissive light. Modulates the emissive color. - * - * @type {number} - * @default 1 - */ - this.emissiveIntensity = 1.0; - - /** - * Set emissive (glow) map. The emissive map color is modulated by the - * emissive color and the emissive intensity. If you have an emissive map, - * be sure to set the emissive color to something other than black. - * - * `emissiveMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `emissiveMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.emissiveMap = null; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines appearance of wireframe ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinecap = 'round'; - - /** - * Defines appearance of wireframe joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinejoin = 'round'; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - this.gradientMap = source.gradientMap; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.fog = source.fog; - - return this; - - } - -} - -/** - * A material that maps the normal vectors to RGB colors. - * - * @augments Material - * @demo scenes/material-browser.html#MeshNormalMaterial - */ -class MeshNormalMaterial extends Material { - - /** - * Constructs a new mesh normal material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshNormalMaterial = true; - - this.type = 'MeshNormalMaterial'; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * WebGL and WebGPU ignore this property and always render - * 1 pixel wide lines. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Whether the material is rendered with flat shading or not. - * - * @type {boolean} - * @default false - */ - this.flatShading = false; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.flatShading = source.flatShading; - - return this; - - } - -} - -/** - * A material for non-shiny surfaces, without specular highlights. - * - * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance) - * model for calculating reflectance. This can simulate some surfaces (such - * as untreated wood or stone) well, but cannot simulate shiny surfaces with - * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment - * shading. - * - * Due to the simplicity of the reflectance and illumination models, - * performance will be greater when using this material over the - * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or - * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy. - * - * @augments Material - * @demo scenes/material-browser.html#MeshLambertMaterial - */ -class MeshLambertMaterial extends Material { - - /** - * Constructs a new mesh lambert material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshLambertMaterial = true; - - this.type = 'MeshLambertMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); // diffuse - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The light map. Requires a second set of UVs. - * - * `lightMap` represents pre-baked illuminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `lightMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.lightMap = null; - - /** - * Intensity of the baked light. - * - * @type {number} - * @default 1 - */ - this.lightMapIntensity = 1.0; - - /** - * The red channel of this texture is used as the ambient occlusion map. - * Requires a second set of UVs. - * - * `aoMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.aoMap = null; - - /** - * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` - * disables ambient occlusion. Where intensity is `1` and the AO map's - * red channel is also `1`, ambient light is fully occluded on a surface. - * - * @type {number} - * @default 1 - */ - this.aoMapIntensity = 1.0; - - /** - * Emissive (light) color of the material, essentially a solid color - * unaffected by other lighting. - * - * @type {Color} - * @default (0,0,0) - */ - this.emissive = new Color( 0x000000 ); - - /** - * Intensity of the emissive light. Modulates the emissive color. - * - * @type {number} - * @default 1 - */ - this.emissiveIntensity = 1.0; - - /** - * Set emissive (glow) map. The emissive map color is modulated by the - * emissive color and the emissive intensity. If you have an emissive map, - * be sure to set the emissive color to something other than black. - * - * `emissiveMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `emissiveMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.emissiveMap = null; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * Specular map used by the material. - * - * `specularMap` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `specularMap` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.specularMap = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The environment map. - * - * `envMap` represents luminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. Most `envMap` textures set - * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats - * such as `.exr` or `.hdr`. - * - * @type {?Texture} - * @default null - */ - this.envMap = null; - - /** - * The rotation of the environment map in radians. - * - * @type {Euler} - * @default (0,0,0) - */ - this.envMapRotation = new Euler(); - - /** - * How to combine the result of the surface's color with the environment map, if any. - * - * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to - * blend between the two colors. - * - * @type {(MultiplyOperation|MixOperation|AddOperation)} - * @default MultiplyOperation - */ - this.combine = MultiplyOperation; - - /** - * How much the environment map affects the surface. - * The valid range is between `0` (no reflections) and `1` (full reflections). - * - * @type {number} - * @default 1 - */ - this.reflectivity = 1; - - /** - * Scales the effect of the environment map by multiplying its color. - * - * @type {number} - * @default 1 - */ - this.envMapIntensity = 1.0; - - /** - * The index of refraction (IOR) of air (approximately 1) divided by the - * index of refraction of the material. It is used with environment mapping - * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. - * The refraction ratio should not exceed `1`. - * - * @type {number} - * @default 0.98 - */ - this.refractionRatio = 0.98; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Defines appearance of wireframe ends. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinecap = 'round'; - - /** - * Defines appearance of wireframe joints. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {('round'|'bevel'|'miter')} - * @default 'round' - */ - this.wireframeLinejoin = 'round'; - - /** - * Whether the material is rendered with flat shading or not. - * - * @type {boolean} - * @default false - */ - this.flatShading = false; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.envMapIntensity = source.envMapIntensity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -/** - * A material for drawing geometry by depth. Depth is based off of the camera - * near and far plane. White is nearest, black is farthest. - * - * @augments Material - * @demo scenes/material-browser.html#MeshDepthMaterial - */ -class MeshDepthMaterial extends Material { - - /** - * Constructs a new mesh depth material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshDepthMaterial = true; - - this.type = 'MeshDepthMaterial'; - - /** - * Type for depth packing. - * - * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)} - * @default BasicDepthPacking - */ - this.depthPacking = BasicDepthPacking; - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * WebGL and WebGPU ignore this property and always render - * 1 pixel wide lines. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.depthPacking = source.depthPacking; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - - } - -} - -/** - * A material used internally for implementing shadow mapping with - * point lights. - * - * Can also be used to customize the shadow casting of an object by assigning - * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}. - * The following examples demonstrates this approach in order to ensure - * transparent parts of objects do not cast shadows. - * - * @augments Material - */ -class MeshDistanceMaterial extends Material { - - /** - * Constructs a new mesh distance material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshDistanceMaterial = true; - - this.type = 'MeshDistanceMaterial'; - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - return this; - - } - -} - -/** - * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the - * material color and shading. - * - * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes - * baked lighting. It will cast a shadow onto an object that receives shadows - * (and shadow clipping works), but it will not self-shadow or receive - * shadows. - * - * @augments Material - * @demo scenes/material-browser.html#MeshMatcapMaterial - */ -class MeshMatcapMaterial extends Material { - - /** - * Constructs a new mesh matcap material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isMeshMatcapMaterial = true; - - this.defines = { 'MATCAP': '' }; - - this.type = 'MeshMatcapMaterial'; - - /** - * Color of the material. - * - * @type {Color} - * @default (1,1,1) - */ - this.color = new Color( 0xffffff ); // diffuse - - /** - * The matcap map. - * - * `matcap` represents luminance data, and the texture must be assigned - * a {@link Texture#colorSpace}. HDR `matcap` textures (e.g. `.exr`) - * typically set `texture.colorSpace = LinearSRGBColorSpace`, while LDR - * `matcap` textures (e.g. `.png`, `.jpg`, `.webp`) typically set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.matcap = null; - - /** - * The color map. May optionally include an alpha channel, typically combined - * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map - * color is modulated by the diffuse `color`. - * - * `map` represents color data, and the texture must be assigned a - * {@link Texture#colorSpace}. Most `map` textures set - * `texture.colorSpace = SRGBColorSpace`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * The texture to create a bump map. The black and white values map to the - * perceived depth in relation to the lights. Bump doesn't actually affect - * the geometry of the object, only the lighting. If a normal map is defined - * this will be ignored. - * - * `bumpMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.bumpMap = null; - - /** - * How much the bump map affects the material. Typical range is `[0,1]`. - * - * @type {number} - * @default 1 - */ - this.bumpScale = 1; - - /** - * The texture to create a normal map. The RGB values affect the surface - * normal for each pixel fragment and change the way the color is lit. Normal - * maps do not change the actual shape of the surface, only the lighting. In - * case the material has a normal map authored using the left handed - * convention, the `y` component of `normalScale` should be negated to compensate - * for the different handedness. - * - * `normalMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.normalMap = null; - - /** - * The type of normal map. - * - * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} - * @default TangentSpaceNormalMap - */ - this.normalMapType = TangentSpaceNormalMap; - - /** - * How much the normal map affects the material. Typical value range is `[0,1]`. - * - * @type {Vector2} - * @default (1,1) - */ - this.normalScale = new Vector2( 1, 1 ); - - /** - * The displacement map affects the position of the mesh's vertices. Unlike - * other maps which only affect the light and shade of the material the - * displaced vertices can cast shadows, block other objects, and otherwise - * act as real geometry. The displacement texture is an image where the value - * of each pixel (white being the highest) is mapped against, and - * repositions, the vertices of the mesh. For best results, pair a - * displacement map with a matching normal map, since the renderer can - * not recompute surface normals from the displaced vertices. - * - * `displacementMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.displacementMap = null; - - /** - * How much the displacement map affects the mesh (where black is no - * displacement, and white is maximum displacement). Without a displacement - * map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementScale = 1; - - /** - * The offset of the displacement map's values on the mesh's vertices. - * The bias is added to the scaled sample of the displacement map. - * Without a displacement map set, this value is not applied. - * - * @type {number} - * @default 0 - */ - this.displacementBias = 0; - - /** - * The alpha map is a grayscale texture that controls the opacity across the - * surface (black: fully transparent; white: fully opaque). - * - * Only the color of the texture is used, ignoring the alpha channel if one - * exists. For RGB and RGBA textures, the renderer will use the green channel - * when sampling this texture due to the extra bit of precision provided for - * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and - * luminance/alpha textures will also still work as expected. - * - * `alphaMap` represents non-color data. Any texture assigned must have - * `texture.colorSpace = NoColorSpace` (default). - * - * @type {?Texture} - * @default null - */ - this.alphaMap = null; - - /** - * Renders the geometry as a wireframe. - * - * @type {boolean} - * @default false - */ - this.wireframe = false; - - /** - * Controls the thickness of the wireframe. - * - * Can only be used with {@link SVGRenderer}. - * - * @type {number} - * @default 1 - */ - this.wireframeLinewidth = 1; - - /** - * Whether the material is rendered with flat shading or not. - * - * @type {boolean} - * @default false - */ - this.flatShading = false; - - /** - * Whether the material is affected by fog or not. - * - * @type {boolean} - * @default true - */ - this.fog = true; - - this.setValues( parameters ); - - } - - - copy( source ) { - - super.copy( source ); - - this.defines = { 'MATCAP': '' }; - - this.color.copy( source.color ); - - this.matcap = source.matcap; - - this.map = source.map; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -/** - * A material for rendering line primitives. - * - * Materials define the appearance of renderable 3D objects. - * - * ```js - * const material = new THREE.LineDashedMaterial( { - * color: 0xffffff, - * scale: 1, - * dashSize: 3, - * gapSize: 1, - * } ); - * ``` - * - * @augments LineBasicMaterial - */ -class LineDashedMaterial extends LineBasicMaterial { - - /** - * Constructs a new line dashed material. - * - * @param {Object} [parameters] - An object with one or more properties - * defining the material's appearance. Any property of the material - * (including any property from inherited materials) can be passed - * in here. Color values can be passed any type of value accepted - * by {@link Color#set}. - */ - constructor( parameters ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLineDashedMaterial = true; - this.type = 'LineDashedMaterial'; - - /** - * The scale of the dashed part of a line. - * - * @type {number} - * @default 1 - */ - this.scale = 1; - - /** - * The size of the dash. This is both the gap with the stroke. - * - * @type {number} - * @default 3 - */ - this.dashSize = 3; - - /** - * The size of the gap. - * - * @type {number} - * @default 1 - */ - this.gapSize = 1; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - return this; - - } - -} - -/** - * Converts an array to a specific type. - * - * @param {TypedArray|Array} array - The array to convert. - * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type. - * @return {TypedArray} The converted array. - */ -function convertArray( array, type ) { - - if ( ! array || array.constructor === type ) return array; - - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - - return new type( array ); // create typed array - - } - - return Array.prototype.slice.call( array ); // create Array - -} - -/** - * Returns `true` if the given keyframe track settings hold Bezier tangent data. - * - * @param {?Object} settings - The settings of a keyframe track. - * @return {boolean} Whether both tangent arrays are defined or not. - */ -function hasTangents( settings ) { - - return settings !== undefined && settings.inTangents !== undefined && settings.outTangents !== undefined; - -} - -/** - * Returns an array by which times and values can be sorted. - * - * @param {Array} times - The keyframe time values. - * @return {Array} 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} values - The values to sort. - * @param {number} stride - The stride. - * @param {Array} order - The sort order. - * @return {Array} 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} jsonKeys - A list of JSON keyframes. - * @param {Array} times - This array will be filled with keyframe times by this function. - * @param {Array} values - This array will be filled with keyframe values by this function. - * @param {string} valuePropertyName - The name of the property to use. - */ -function flattenJSON( jsonKeys, times, values, valuePropertyName ) { - - let i = 1, key = jsonKeys[ 0 ]; - - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - - key = jsonKeys[ i ++ ]; - - } - - if ( key === undefined ) return; // no data - - let value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( ...value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - -} - -/** - * Creates a new clip, containing only the segment of the original clip between the given frames. - * - * @param {AnimationClip} sourceClip - The values to sort. - * @param {string} name - The name of the clip. - * @param {number} startFrame - The start frame. - * @param {number} endFrame - The end frame. - * @param {number} [fps=30] - The FPS. - * @return {AnimationClip} The new sub clip. - */ -function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { - - const clip = sourceClip.clone(); - - clip.name = name; - - const tracks = []; - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - const track = clip.tracks[ i ]; - const valueSize = track.getValueSize(); - - const times = []; - const values = []; - - for ( let j = 0; j < track.times.length; ++ j ) { - - const frame = track.times[ j ] * fps; - - if ( frame < startFrame || frame >= endFrame ) continue; - - times.push( track.times[ j ] ); - - for ( let k = 0; k < valueSize; ++ k ) { - - values.push( track.values[ j * valueSize + k ] ); - - } - - } - - if ( times.length === 0 ) continue; - - track.times = convertArray( times, track.times.constructor ); - track.values = convertArray( values, track.values.constructor ); - - tracks.push( track ); - - } - - clip.tracks = tracks; - - // find minimum .times value across all tracks in the trimmed clip - - let minStartTime = Infinity; - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { - - minStartTime = clip.tracks[ i ].times[ 0 ]; - - } - - } - - // shift all tracks such that clip begins at t=0 - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - clip.tracks[ i ].shift( -1 * minStartTime ); - - } - - clip.resetDuration(); - - return clip; - -} - -/** - * Converts the keyframes of the given animation clip to an additive format. - * - * @param {AnimationClip} targetClip - The clip to make additive. - * @param {number} [referenceFrame=0] - The reference frame. - * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. - * @param {number} [fps=30] - The FPS. - * @return {AnimationClip} The updated clip which is now additive. - */ -function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { - - if ( fps <= 0 ) fps = 30; - - const numTracks = referenceClip.tracks.length; - const referenceTime = referenceFrame / fps; - - // Make each track's values relative to the values at the reference frame - for ( let i = 0; i < numTracks; ++ i ) { - - const referenceTrack = referenceClip.tracks[ i ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric - if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track - const targetTrack = targetClip.tracks.find( function ( track ) { - - return track.name === referenceTrack.name - && track.ValueTypeName === referenceTrackType; - - } ); - - if ( targetTrack === undefined ) continue; - - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); - - if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - referenceOffset = referenceValueSize / 3; - - } - - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); - - if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - targetOffset = targetValueSize / 3; - - } - - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track - if ( referenceTime <= referenceTrack.times[ 0 ] ) { - - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - referenceValue = referenceTrack.values.slice( startIndex, endIndex ); - - } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { - - // Reference frame is after the last keyframe, so just use the last keyframe - const startIndex = lastIndex * referenceValueSize + referenceOffset; - const endIndex = startIndex + referenceValueSize - referenceOffset; - referenceValue = referenceTrack.values.slice( startIndex, endIndex ); - - } else { - - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - interpolant.evaluate( referenceTime ); - referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); - - } - - // Conjugate the quaternion - if ( referenceTrackType === 'quaternion' ) { - - const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); - referenceQuat.toArray( referenceValue ); - - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; - for ( let j = 0; j < numTimes; ++ j ) { - - const valueStart = j * targetValueSize + targetOffset; - - if ( referenceTrackType === 'quaternion' ) { - - // Multiply the conjugate for quaternion track types - Quaternion.multiplyQuaternionsFlat( - targetTrack.values, - valueStart, - referenceValue, - 0, - targetTrack.values, - valueStart - ); - - } else { - - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types - for ( let k = 0; k < valueEnd; ++ k ) { - - targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; - - } - - } - - } - - } - - targetClip.blendMode = AdditiveAnimationBlendMode; - - return targetClip; - -} - -/** - * A class with various methods to assist with animations. - * - * @hideconstructor - */ -class AnimationUtils { - - /** - * Converts an array to a specific type - * - * @static - * @param {TypedArray|Array} array - The array to convert. - * @param {TypedArray.constructor} type - The constructor of a type array. - * @return {TypedArray} The converted array - */ - static convertArray( array, type ) { - - return convertArray( array, type ); - - } - - /** - * Returns `true` if the given object is a typed array. - * - * @static - * @param {any} object - The object to check. - * @return {boolean} Whether the given object is a typed array. - */ - static isTypedArray( object ) { - - return isTypedArray( object ); - - } - - /** - * Returns `true` if the given keyframe track settings hold Bezier tangent data. - * - * @static - * @param {?Object} settings - The settings of a keyframe track. - * @return {boolean} Whether both tangent arrays are defined or not. - */ - static hasTangents( settings ) { - - return hasTangents( settings ); - - } - - /** - * Returns an array by which times and values can be sorted. - * - * @static - * @param {Array} times - The keyframe time values. - * @return {Array} The array. - */ - static getKeyframeOrder( times ) { - - return getKeyframeOrder( times ); - - } - - /** - * Sorts the given array by the previously computed order via `getKeyframeOrder()`. - * - * @static - * @param {Array} values - The values to sort. - * @param {number} stride - The stride. - * @param {Array} order - The sort order. - * @return {Array} The sorted values. - */ - static sortedArray( values, stride, order ) { - - return sortedArray( values, stride, order ); - - } - - /** - * Used for parsing AOS keyframe formats. - * - * @static - * @param {Array} jsonKeys - A list of JSON keyframes. - * @param {Array} times - This array will be filled with keyframe times by this method. - * @param {Array} values - This array will be filled with keyframe values by this method. - * @param {string} valuePropertyName - The name of the property to use. - */ - static flattenJSON( jsonKeys, times, values, valuePropertyName ) { - - flattenJSON( jsonKeys, times, values, valuePropertyName ); - - } - - /** - * Creates a new clip, containing only the segment of the original clip between the given frames. - * - * @static - * @param {AnimationClip} sourceClip - The values to sort. - * @param {string} name - The name of the clip. - * @param {number} startFrame - The start frame. - * @param {number} endFrame - The end frame. - * @param {number} [fps=30] - The FPS. - * @return {AnimationClip} The new sub clip. - */ - static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { - - return subclip( sourceClip, name, startFrame, endFrame, fps ); - - } - - /** - * Converts the keyframes of the given animation clip to an additive format. - * - * @static - * @param {AnimationClip} targetClip - The clip to make additive. - * @param {number} [referenceFrame=0] - The reference frame. - * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. - * @param {number} [fps=30] - The FPS. - * @return {AnimationClip} The updated clip which is now additive. - */ - static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { - - return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps ); - - } - -} - -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: {@link http://www.oodesign.com/template-method-pattern.html} - * - * @abstract - */ -class Interpolant { - - /** - * Constructs a new interpolant. - * - * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. - * @param {TypedArray} sampleValues - The sample values. - * @param {number} sampleSize - The sample size - * @param {TypedArray} [resultBuffer] - The result buffer. - */ - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - /** - * The parameter positions. - * - * @type {TypedArray} - */ - this.parameterPositions = parameterPositions; - - /** - * A cache index. - * - * @private - * @type {number} - * @default 0 - */ - this._cachedIndex = 0; - - /** - * The result buffer. - * - * @type {TypedArray} - */ - this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize ); - - /** - * The sample values. - * - * @type {TypedArray} - */ - this.sampleValues = sampleValues; - - /** - * The value size. - * - * @type {TypedArray} - */ - this.valueSize = sampleSize; - - /** - * The interpolation settings. - * - * @type {?Object} - * @default null - */ - this.settings = null; - - /** - * The default settings object. - * - * @type {Object} - */ - this.DefaultSettings_ = {}; - - } - - /** - * Evaluate the interpolant at position `t`. - * - * @param {number} t - The interpolation factor. - * @return {TypedArray} The result buffer. - */ - evaluate( t ) { - - const pp = this.parameterPositions; - let i1 = this._cachedIndex, - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - let right; - - linear_scan: { - - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( let giveUpAt = i1 + 2; ; ) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - const t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( let giveUpAt = i1 - 2; ; ) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - const mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - } - - /** - * Returns the interpolation settings. - * - * @return {Object} The interpolation settings. - */ - getSettings_() { - - return this.settings || this.DefaultSettings_; - - } - - /** - * Copies a sample value to the result buffer. - * - * @param {number} index - An index into the sample value buffer. - * @return {TypedArray} The result buffer. - */ - copySampleValue_( index ) { - - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - } - - /** - * Copies a sample value to the result buffer. - * - * @abstract - * @param {number} i1 - An index into the sample value buffer. - * @param {number} t0 - The previous interpolation factor. - * @param {number} t - The current interpolation factor. - * @param {number} t1 - The next interpolation factor. - * @return {TypedArray} The result buffer. - */ - interpolate_( /* i1, t0, t, t1 */ ) { - - throw new Error( 'THREE.Interpolant: Call to abstract method.' ); - // implementations shall return this.resultBuffer - - } - - /** - * Optional method that is executed when the interval has changed. - * - * @param {number} i1 - An index into the sample value buffer. - * @param {number} t0 - The previous interpolation factor. - * @param {number} t - The current interpolation factor. - */ - intervalChanged_( /* i1, t0, t1 */ ) { - - // empty - - } - -} - -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @augments Interpolant - */ -class CubicInterpolant extends Interpolant { - - /** - * Constructs a new cubic interpolant. - * - * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. - * @param {TypedArray} sampleValues - The sample values. - * @param {number} sampleSize - The sample size - * @param {TypedArray} [resultBuffer] - The result buffer. - */ - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = -0; - this._offsetPrev = -0; - this._weightNext = -0; - this._offsetNext = -0; - - this.DefaultSettings_ = { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - - }; - - } - - intervalChanged_( i1, t0, t1 ) { - - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - const sP = - wP * ppp + 2 * wP * pp - wP * p; - const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; - const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - -} - -/** - * A basic linear interpolant. - * - * @augments Interpolant - */ -class LinearInterpolant extends Interpolant { - - /** - * Constructs a new linear interpolant. - * - * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. - * @param {TypedArray} sampleValues - The sample values. - * @param {number} sampleSize - The sample size - * @param {TypedArray} [resultBuffer] - The result buffer. - */ - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - -} - -/** - * Interpolant that evaluates to the sample value at the position preceding - * the parameter. - * - * @augments Interpolant - */ -class DiscreteInterpolant extends Interpolant { - - /** - * Constructs a new discrete interpolant. - * - * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. - * @param {TypedArray} sampleValues - The sample values. - * @param {number} sampleSize - The sample size - * @param {TypedArray} [resultBuffer] - The result buffer. - */ - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1 /*, t0, t, t1 */ ) { - - return this.copySampleValue_( i1 - 1 ); - - } - -} - -/** - * A Bezier interpolant using cubic Bezier curves with 2D control points. - * - * This interpolant supports the COLLADA/Maya style of Bezier animation where - * each keyframe has explicit in/out tangent control points specified as - * 2D coordinates (time, value). - * - * Tangent data is read from `inTangents` and `outTangents` on the interpolant - * (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`). - * - * For a track with N keyframes and stride S: - * - Each tangent array has N * S * 2 values - * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value, - * k1_c0_time, k1_c0_value, ...] - * - * @augments Interpolant - */ -class BezierInterpolant extends Interpolant { - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer; - const values = this.sampleValues; - const stride = this.valueSize; - - const offset1 = i1 * stride; - const offset0 = offset1 - stride; - - const inTangents = this.inTangents; - const outTangents = this.outTangents; - - // If no tangent data, fall back to linear interpolation - if ( ! inTangents || ! outTangents ) { - - const weight1 = ( t - t0 ) / ( t1 - t0 ); - const weight0 = 1 - weight1; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1; - - } - - return result; - - } - - const tangentStride = stride * 2; - const i0 = i1 - 1; - - for ( let i = 0; i !== stride; ++ i ) { - - const v0 = values[ offset0 + i ]; - const v1 = values[ offset1 + i ]; - - // outTangent of previous keyframe (C0) - const outTangentOffset = i0 * tangentStride + i * 2; - const c0x = outTangents[ outTangentOffset ]; - const c0y = outTangents[ outTangentOffset + 1 ]; - - // inTangent of current keyframe (C1) - const inTangentOffset = i1 * tangentStride + i * 2; - const c1x = inTangents[ inTangentOffset ]; - const c1y = inTangents[ inTangentOffset + 1 ]; - - // Find the curve parameter s where the Bezier X(s) matches t, then evaluate Y(s) - const s = solveBezierParameter( t, t0, c0x, c1x, t1 ); - - result[ i ] = cubicBezier( s, v0, c0y, c1y, v1 ); - - } - - return result; - - } - -} - -function cubicBezier( s, p0, p1, p2, p3 ) { - - const k = 1 - s; - - return k * k * k * p0 + 3 * k * k * s * p1 + 3 * k * s * s * p2 + s * s * s * p3; - -} - -function cubicBezierSlope( s, p0, p1, p2, p3 ) { - - const k = 1 - s; - - return 3 * k * k * ( p1 - p0 ) + 6 * k * s * ( p2 - p1 ) + 3 * s * s * ( p3 - p2 ); - -} - -// Solves cubicBezier( s, x0, x1, x2, x3 ) = x for s in [0,1] using Newton-Raphson - -function solveBezierParameter( x, x0, x1, x2, x3 ) { - - let s = ( x - x0 ) / ( x3 - x0 ); - - for ( let i = 0; i < 8; i ++ ) { - - const error = cubicBezier( s, x0, x1, x2, x3 ) - x; - if ( Math.abs( error ) < 1e-10 ) break; - - const slope = cubicBezierSlope( s, x0, x1, x2, x3 ); - if ( Math.abs( slope ) < 1e-10 ) break; - - s = Math.max( 0, Math.min( 1, s - error / slope ) ); - - } - - return s; - -} - -/** - * Represents a timed sequence of keyframes, which are composed of lists of - * times and related values, and which are used to animate a specific property - * of an object. - */ -class KeyframeTrack { - - /** - * Constructs a new keyframe track. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type. - */ - constructor( name, times, values, interpolation ) { - - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); - - /** - * The track's name can refer to morph targets or bones or - * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName} - * for the forms of strings that can be parsed for property binding. - * - * @type {string} - */ - this.name = name; - - /** - * The keyframe times. - * - * @type {Float32Array} - */ - this.times = convertArray( times, this.TimeBufferType ); - - /** - * The keyframe values. - * - * @type {Float32Array} - */ - this.values = convertArray( values, this.ValueBufferType ); - - this.setInterpolation( interpolation || this.DefaultInterpolation ); - - } - - /** - * Converts the keyframe track to JSON. - * - * @static - * @param {KeyframeTrack} track - The keyframe track to serialize. - * @return {Object} The serialized keyframe track as JSON. - */ - static toJSON( track ) { - - const trackType = track.constructor; - - let json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== this.toJSON ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': convertArray( track.times, Array ), - 'values': convertArray( track.values, Array ) - - }; - - const interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - if ( hasTangents( track.settings ) ) { - - json.settings = { - inTangents: convertArray( track.settings.inTangents, Array ), - outTangents: convertArray( track.settings.outTangents, Array ) - }; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - } - - /** - * Factory method for creating a new discrete interpolant. - * - * @static - * @param {TypedArray} [result] - The result buffer. - * @return {DiscreteInterpolant} The new interpolant. - */ - InterpolantFactoryMethodDiscrete( result ) { - - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - /** - * Factory method for creating a new linear interpolant. - * - * @static - * @param {TypedArray} [result] - The result buffer. - * @return {LinearInterpolant} The new interpolant. - */ - InterpolantFactoryMethodLinear( result ) { - - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - /** - * Factory method for creating a new smooth interpolant. - * - * @static - * @param {TypedArray} [result] - The result buffer. - * @return {CubicInterpolant} The new interpolant. - */ - InterpolantFactoryMethodSmooth( result ) { - - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - /** - * Factory method for creating a new Bezier interpolant. - * - * The Bezier interpolant requires tangent data to be set via the `settings` property - * on the track before creating the interpolant. The settings should contain: - * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component - * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component - * - * @static - * @param {TypedArray} [result] - The result buffer. - * @return {BezierInterpolant} The new interpolant. - */ - InterpolantFactoryMethodBezier( result ) { - - const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result ); - - if ( this.settings ) { - - interpolant.inTangents = this.settings.inTangents; - interpolant.outTangents = this.settings.outTangents; - - } - - return interpolant; - - } - - /** - * Defines the interpolation factor method for this keyframe track. - * - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type. - * @return {KeyframeTrack} A reference to this keyframe track. - */ - setInterpolation( interpolation ) { - - let factoryMethod; - - switch ( interpolation ) { - - case InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - case InterpolateBezier: - - factoryMethod = this.InterpolantFactoryMethodBezier; - - break; - - } - - if ( factoryMethod === undefined ) { - - const message = 'unsupported interpolation for ' + - this.ValueTypeName + ' keyframe track named ' + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - warn( 'KeyframeTrack:', message ); - return this; - - } - - this.createInterpolant = factoryMethod; - - return this; - - } - - /** - * Returns the current interpolation type. - * - * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type. - */ - getInterpolation() { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return InterpolateSmooth; - - case this.InterpolantFactoryMethodBezier: - - return InterpolateBezier; - - } - - } - - /** - * Returns the value size. - * - * @return {number} The value size. - */ - getValueSize() { - - return this.values.length / this.times.length; - - } - - /** - * Moves all keyframes either forward or backward in time. - * - * @param {number} timeOffset - The offset to move the time values. - * @return {KeyframeTrack} A reference to this keyframe track. - */ - shift( timeOffset ) { - - if ( timeOffset !== 0.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - } - - /** - * Scale all keyframe times by a factor (useful for frame - seconds conversions). - * - * @param {number} timeScale - The time scale. - * @return {KeyframeTrack} A reference to this keyframe track. - */ - scale( timeScale ) { - - if ( timeScale !== 1.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - if ( hasTangents( this.settings ) ) { - - scaleTangentTimes( this.settings.inTangents, timeScale ); - scaleTangentTimes( this.settings.outTangents, timeScale ); - - } - - } - - return this; - - } - - /** - * Removes keyframes before and after animation without changing any values within the defined time range. - * - * Note: The method does not shift around keys to the start of the track time, because for interpolated - * keys this will change their values - * - * @param {number} startTime - The start time. - * @param {number} endTime - The end time. - * @return {KeyframeTrack} A reference to this keyframe track. - */ - trim( startTime, endTime ) { - - const times = this.times, - nKeys = times.length; - - let from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) { - - ++ from; - - } - - while ( to !== -1 && times[ to ] > endTime ) { - - -- to; - - } - - ++ to; // inclusive -> exclusive bound - - if ( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) { - - to = Math.max( to, 1 ); - from = to - 1; - - } - - const stride = this.getValueSize(); - this.times = times.slice( from, to ); - this.values = this.values.slice( from * stride, to * stride ); - - } - - return this; - - } - - /** - * Performs minimal validation on the keyframe track. Returns `true` if the values - * are valid. - * - * @return {boolean} Whether the keyframes are valid or not. - */ - validate() { - - let valid = true; - - const valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - error( 'KeyframeTrack: Invalid value size in track.', this ); - valid = false; - - } - - const times = this.times, - values = this.values, - - nKeys = times.length; - - if ( nKeys === 0 ) { - - error( 'KeyframeTrack: Track is empty.', this ); - valid = false; - - } - - let prevTime = null; - - for ( let i = 0; i !== nKeys; i ++ ) { - - const currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; - - } - - if ( prevTime !== null && prevTime > currTime ) { - - error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( isTypedArray( values ) ) { - - for ( let i = 0, n = values.length; i !== n; ++ i ) { - - const value = values[ i ]; - - if ( isNaN( value ) ) { - - error( 'KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; - - } - - } - - } - - } - - return valid; - - } - - /** - * Optimizes this keyframe track by removing equivalent sequential keys (which are - * common in morph target sequences). - * - * @return {KeyframeTrack} A reference to this keyframe track. - */ - optimize() { - - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - - // times or values may be shared with other tracks, so overwriting is unsafe - const times = this.times.slice(), - values = this.values.slice(), - stride = this.getValueSize(), - - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - - lastIndex = times.length - 1; - - let writeIndex = 1; - - for ( let i = 1; i < lastIndex; ++ i ) { - - let keep = false; - - const time = times[ i ]; - const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { - - if ( ! smoothInterpolation ) { - - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( let j = 0; j !== stride; ++ j ) { - - const value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } else { - - keep = true; - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - const readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( let j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - } - - ++ writeIndex; - - } - - } - - // flush last keyframe (compaction looks ahead) - - if ( lastIndex > 0 ) { - - times[ writeIndex ] = times[ lastIndex ]; - - for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - ++ writeIndex; - - } - - if ( writeIndex !== times.length ) { - - this.times = times.slice( 0, writeIndex ); - this.values = values.slice( 0, writeIndex * stride ); - - } else { - - this.times = times; - this.values = values; - - } - - return this; - - } - - /** - * Returns a new keyframe track with copied values from this instance. - * - * @return {KeyframeTrack} A clone of this instance. - */ - clone() { - - const times = this.times.slice(); - const values = this.values.slice(); - - const TypedKeyframeTrack = this.constructor; - const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; - - if ( hasTangents( this.settings ) ) { - - track.settings = { - inTangents: this.settings.inTangents.slice(), - outTangents: this.settings.outTangents.slice() - }; - - } - - return track; - - } - -} - -function scaleTangentTimes( tangents, timeScale ) { - - // tangents are [ time, value ] pairs, so only every second entry is a time - - for ( let i = 0, n = tangents.length; i !== n; i += 2 ) { - - tangents[ i ] *= timeScale; - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default '' - */ -KeyframeTrack.prototype.ValueTypeName = ''; - -/** - * The time buffer type of this keyframe track. - * - * @type {TypedArray|Array} - * @default Float32Array.constructor - */ -KeyframeTrack.prototype.TimeBufferType = Float32Array; - -/** - * The value buffer type of this keyframe track. - * - * @type {TypedArray|Array} - * @default Float32Array.constructor - */ -KeyframeTrack.prototype.ValueBufferType = Float32Array; - -/** - * The default interpolation type of this keyframe track. - * - * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} - * @default InterpolateLinear - */ -KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - -/** - * A track for boolean keyframe values. - * - * @augments KeyframeTrack - */ -class BooleanKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new boolean keyframe track. - * - * This keyframe track type has no `interpolation` parameter because the - * interpolation is always discrete. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - */ - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'bool' - */ -BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; - -/** - * The value buffer type of this keyframe track. - * - * @type {TypedArray|Array} - * @default Array.constructor - */ -BooleanKeyframeTrack.prototype.ValueBufferType = Array; - -/** - * The default interpolation type of this keyframe track. - * - * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} - * @default InterpolateDiscrete - */ -BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A track for color keyframe values. - * - * @augments KeyframeTrack - */ -class ColorKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new color keyframe track. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. - */ - constructor( name, times, values, interpolation ) { - - super( name, times, values, interpolation ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'color' - */ -ColorKeyframeTrack.prototype.ValueTypeName = 'color'; - -/** - * A track for numeric keyframe values. - * - * @augments KeyframeTrack - */ -class NumberKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new number keyframe track. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. - */ - constructor( name, times, values, interpolation ) { - - super( name, times, values, interpolation ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'number' - */ -NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - -/** - * Spherical linear unit quaternion interpolant. - * - * @augments Interpolant - */ -class QuaternionLinearInterpolant extends Interpolant { - - /** - * Constructs a new SLERP interpolant. - * - * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. - * @param {TypedArray} sampleValues - The sample values. - * @param {number} sampleSize - The sample size - * @param {TypedArray} [resultBuffer] - The result buffer. - */ - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - let offset = i1 * stride; - - for ( let end = offset + stride; offset !== end; offset += 4 ) { - - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - -} - -/** - * A track for Quaternion keyframe values. - * - * @augments KeyframeTrack - */ -class QuaternionKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new Quaternion keyframe track. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. - */ - constructor( name, times, values, interpolation ) { - - super( name, times, values, interpolation ); - - } - - /** - * Overwritten so the method returns Quaternion based interpolant. - * - * @static - * @param {TypedArray} [result] - The result buffer. - * @return {QuaternionLinearInterpolant} The new interpolant. - */ - InterpolantFactoryMethodLinear( result ) { - - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'quaternion' - */ -QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; -// ValueBufferType is inherited -// DefaultInterpolation is inherited; -QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A track for string keyframe values. - * - * @augments KeyframeTrack - */ -class StringKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new string keyframe track. - * - * This keyframe track type has no `interpolation` parameter because the - * interpolation is always discrete. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - */ - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'string' - */ -StringKeyframeTrack.prototype.ValueTypeName = 'string'; - -/** - * The value buffer type of this keyframe track. - * - * @type {TypedArray|Array} - * @default Array.constructor - */ -StringKeyframeTrack.prototype.ValueBufferType = Array; - -/** - * The default interpolation type of this keyframe track. - * - * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} - * @default InterpolateDiscrete - */ -StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A track for vector keyframe values. - * - * @augments KeyframeTrack - */ -class VectorKeyframeTrack extends KeyframeTrack { - - /** - * Constructs a new vector keyframe track. - * - * @param {string} name - The keyframe track's name. - * @param {Array} times - A list of keyframe times. - * @param {Array} values - A list of keyframe values. - * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. - */ - constructor( name, times, values, interpolation ) { - - super( name, times, values, interpolation ); - - } - -} - -/** - * The value type name. - * - * @type {string} - * @default 'vector' - */ -VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; - -/** - * A reusable set of keyframe tracks which represent an animation. - */ -class AnimationClip { - - /** - * Constructs a new animation clip. - * - * Note: Instead of instantiating an AnimationClip directly with the constructor, you can - * use the static interface of this class for creating clips. In most cases though, animation clips - * will automatically be created by loaders when importing animated 3D assets. - * - * @param {string} [name=''] - The clip's name. - * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed, - * the duration will be calculated from the passed keyframes. - * @param {Array} 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} - */ - 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} morphTargetSequence - A sequence of morph targets. - * @param {number} fps - The Frames-Per-Second value. - * @param {boolean} noLoop - Whether the clip should be no loop or not. - * @return {AnimationClip} The new animation clip. - */ - static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { - - const numMorphTargets = morphTargetSequence.length; - const tracks = []; - - for ( let i = 0; i < numMorphTargets; i ++ ) { - - let times = []; - let values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - const order = getKeyframeOrder( times ); - times = sortedArray( times, 1, order ); - values = sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( ! noLoop && times[ 0 ] === 0 ) { - - times.push( numMorphTargets ); - values.push( values[ 0 ] ); - - } - - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } - - return new this( name, -1, tracks ); - - } - - /** - * Searches for an animation clip by name, taking as its first parameter - * either an array of clips, or a mesh or geometry that contains an - * array named "animations" property. - * - * @static - * @param {(Array|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} 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} An array of new animation clips. - */ - static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { - - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - const pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { - - const morphTarget = morphTargets[ i ]; - const parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - const name = parts[ 1 ]; - - let animationMorphTargets = animationToMorphTargets[ name ]; - - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - const clips = []; - - for ( const name in animationToMorphTargets ) { - - clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - - } - - return clips; - - } - - /** - * Sets the duration of this clip to the duration of its longest keyframe track. - * - * @return {AnimationClip} A reference to this animation clip. - */ - resetDuration() { - - const tracks = this.tracks; - let duration = 0; - - for ( let i = 0, n = tracks.length; i !== n; ++ i ) { - - const track = this.tracks[ i ]; - - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - return this; - - } - - /** - * Trims all tracks to the clip's duration. - * - * @return {AnimationClip} A reference to this animation clip. - */ - trim() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - } - - /** - * Performs minimal validation on each track in the clip. Returns `true` if all - * tracks are valid. - * - * @return {boolean} Whether the clip's keyframes are valid or not. - */ - validate() { - - let valid = true; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - valid = valid && this.tracks[ i ].validate(); - - } - - return valid; - - } - - /** - * Optimizes each track by removing equivalent sequential keys (which are - * common in morph target sequences). - * - * @return {AnimationClip} A reference to this animation clip. - */ - optimize() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - } - - /** - * Returns a new animation clip with copied values from this instance. - * - * @return {AnimationClip} A clone of this instance. - */ - clone() { - - const tracks = []; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - tracks.push( this.tracks[ i ].clone() ); - - } - - const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode ); - - clip.userData = JSON.parse( JSON.stringify( this.userData ) ); - - return clip; - - } - - /** - * Serializes this animation clip into JSON. - * - * @return {Object} The JSON object. - */ - toJSON() { - - return this.constructor.toJSON( this ); - - } - -} - -function getTrackTypeForValueTypeName( typeName ) { - - switch ( typeName.toLowerCase() ) { - - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': - - return NumberKeyframeTrack; - - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': - - return VectorKeyframeTrack; - - case 'color': - - return ColorKeyframeTrack; - - case 'quaternion': - - return QuaternionKeyframeTrack; - - case 'bool': - case 'boolean': - - return BooleanKeyframeTrack; - - case 'string': - - return StringKeyframeTrack; - - } - - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - -} - -function parseKeyframeTrack( json ) { - - if ( json.type === undefined ) { - - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - - } - - const trackType = getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - const times = [], values = []; - - flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - let track; - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - track = trackType.parse( json ); - - } else { - - // by default, we assume a constructor compatible with the base - track = new trackType( json.name, json.times, json.values, json.interpolation ); - - } - - if ( hasTangents( json.settings ) ) { - - track.settings = { - inTangents: convertArray( json.settings.inTangents, Float32Array ), - outTangents: convertArray( json.settings.outTangents, Float32Array ) - }; - - } - - return track; - -} - -/** - * @class - * @classdesc A simple caching system, used internally by {@link FileLoader}. - * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app. - * @hideconstructor - */ -const Cache = { - - /** - * Whether caching is enabled or not. - * - * @static - * @type {boolean} - * @default false - */ - enabled: false, - - /** - * A dictionary that holds cached files. - * - * @static - * @type {Object} - */ - files: {}, - - /** - * Adds a cache entry with a key to reference the file. If this key already - * holds a file, it is overwritten. - * - * @static - * @param {string} key - The key to reference the cached file. - * @param {Object} file - The file to be cached. - */ - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - if ( isBlobURL( key ) ) return; - - // log( 'Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - /** - * Gets the cached value for the given key. - * - * @static - * @param {string} key - The key to reference the cached file. - * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned. - */ - get: function ( key ) { - - if ( this.enabled === false ) return; - - if ( isBlobURL( key ) ) return; - - // log( 'Cache', 'Checking key:', key ); - - return this.files[ key ]; - - }, - - /** - * Removes the cached file associated with the given key. - * - * @static - * @param {string} key - The key to reference the cached file. - */ - remove: function ( key ) { - - delete this.files[ key ]; - - }, - - /** - * Remove all values from the cache. - * - * @static - */ - clear: function () { - - this.files = {}; - - } - -}; - -/** - * Returns true if the given cache key contains the blob: scheme. - * - * @private - * @param {string} key - The cache key. - * @return {boolean} Whether the given cache key contains the blob: scheme or not. - */ -function isBlobURL( key ) { - - try { - - const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier - - const url = new URL( urlString ); - return url.protocol === 'blob:'; - - } catch ( e ) { - - // If the string is not a valid URL, it throws an error - return false; - - } - -} - -/** - * Handles and keeps track of loaded and pending data. A default global - * instance of this class is created and used by loaders if not supplied - * manually. - * - * In general that should be sufficient, however there are times when it can - * be useful to have separate loaders - for example if you want to show - * separate loading bars for objects and textures. - * - * ```js - * const manager = new THREE.LoadingManager(); - * manager.onLoad = () => console.log( 'Loading complete!' ); - * - * const loader1 = new OBJLoader( manager ); - * const loader2 = new ColladaLoader( manager ); - * ``` - */ -class LoadingManager { - - /** - * Constructs a new loading manager. - * - * @param {Function} [onLoad] - Executes when all items have been loaded. - * @param {Function} [onProgress] - Executes when single items have been loaded. - * @param {Function} [onError] - Executes when an error occurs. - */ - constructor( onLoad, onProgress, onError ) { - - const scope = this; - - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; - let urlModifier = undefined; - const handlers = []; - - // Refer to #5689 for the reason why we don't set .onStart - // in the constructor - - /** - * Executes when an item starts loading. - * - * @type {Function|undefined} - * @default undefined - */ - this.onStart = undefined; - - /** - * Executes when all items have been loaded. - * - * @type {Function|undefined} - * @default undefined - */ - this.onLoad = onLoad; - - /** - * Executes when single items have been loaded. - * - * @type {Function|undefined} - * @default undefined - */ - this.onProgress = onProgress; - - /** - * Executes when an error occurs. - * - * @type {Function|undefined} - * @default undefined - */ - this.onError = onError; - - /** - * Used for aborting ongoing requests in loaders using this manager. - * - * @private - * @type {AbortController | null} - */ - this._abortController = null; - - /** - * This should be called by any loader using the manager when the loader - * starts loading an item. - * - * @param {string} url - The URL to load. - */ - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - /** - * This should be called by any loader using the manager when the loader - * ended loading an item. - * - * @param {string} url - The URL of the loaded item. - */ - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - /** - * This should be called by any loader using the manager when the loader - * encounters an error when loading an item. - * - * @param {string} url - The URL of the item that produces an error. - */ - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - - /** - * Given a URL, uses the URL modifier callback (if any) and returns a - * resolved URL. If no URL modifier is set, returns the original URL. - * - * @param {string} url - The URL to load. - * @return {string} The resolved URL. - */ - this.resolveURL = function ( url ) { - - // Normalize to NFC so that Unicode URIs (e.g. from glTF) - // are percent-encoded correctly per RFC 3987. - - url = url.normalize( 'NFC' ); - - if ( urlModifier ) { - - return urlModifier( url ); - - } - - return url; - - }; - - /** - * If provided, the callback will be passed each resource URL before a - * request is sent. The callback may return the original URL, or a new URL to - * override loading behavior. This behavior can be used to load assets from - * .ZIP files, drag-and-drop APIs, and Data URIs. - * - * ```js - * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3}; - * - * const manager = new THREE.LoadingManager(); - * - * // Initialize loading manager with URL callback. - * const objectURLs = []; - * manager.setURLModifier( ( url ) => { - * - * url = URL.createObjectURL( blobs[ url ] ); - * objectURLs.push( url ); - * return url; - * - * } ); - * - * // Load as usual, then revoke the blob URLs. - * const loader = new GLTFLoader( manager ); - * loader.load( 'fish.gltf', (gltf) => { - * - * scene.add( gltf.scene ); - * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) ); - * - * } ); - * ``` - * - * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL. - * @return {LoadingManager} A reference to this loading manager. - */ - this.setURLModifier = function ( transform ) { - - urlModifier = transform; - - return this; - - }; - - /** - * Registers a loader with the given regular expression. Can be used to - * define what loader should be used in order to load specific files. A - * typical use case is to overwrite the default loader for textures. - * - * ```js - * // add handler for TGA textures - * manager.addHandler( /\.tga$/i, new TGALoader() ); - * ``` - * - * @param {string} regex - A regular expression. - * @param {Loader} loader - A loader that should handle matched cases. - * @return {LoadingManager} A reference to this loading manager. - */ - this.addHandler = function ( regex, loader ) { - - handlers.push( regex, loader ); - - return this; - - }; - - /** - * Removes the loader for the given regular expression. - * - * @param {string} regex - A regular expression. - * @return {LoadingManager} A reference to this loading manager. - */ - this.removeHandler = function ( regex ) { - - const index = handlers.indexOf( regex ); - - if ( index !== -1 ) { - - handlers.splice( index, 2 ); - - } - - return this; - - }; - - /** - * Can be used to retrieve the registered loader for the given file path. - * - * @param {string} file - The file path. - * @return {?Loader} The registered loader. Returns `null` if no loader was found. - */ - this.getHandler = function ( file ) { - - for ( let i = 0, l = handlers.length; i < l; i += 2 ) { - - const regex = handlers[ i ]; - const loader = handlers[ i + 1 ]; - - if ( regex.global ) regex.lastIndex = 0; // see #17920 - - if ( regex.test( file ) ) { - - return loader; - - } - - } - - return null; - - }; - - /** - * Can be used to abort ongoing loading requests in loaders using this manager. - * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()` - * is supported in the browser. - * - * @return {LoadingManager} A reference to this loading manager. - */ - this.abort = function () { - - - this.abortController.abort(); - this._abortController = null; - - return this; - - }; - - } - - // TODO: Revert this back to a single member variable once this issue has been fixed - // https://github.com/cloudflare/workerd/issues/3657 - - /** - * Used for aborting ongoing requests in loaders using this manager. - * - * @type {AbortController} - */ - get abortController() { - - if ( ! this._abortController ) { - - this._abortController = new AbortController(); - - } - - return this._abortController; - - } - -} - -/** - * The global default loading manager. - * - * @constant - * @type {LoadingManager} - */ -const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); - -/** - * Abstract base class for loaders. - * - * @abstract - */ -class Loader { - - /** - * Constructs a new loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - /** - * The loading manager. - * - * @type {LoadingManager} - * @default DefaultLoadingManager - */ - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - /** - * The crossOrigin string to implement CORS for loading the url from a - * different domain that allows CORS. - * - * @type {string} - * @default 'anonymous' - */ - this.crossOrigin = 'anonymous'; - - /** - * Whether the XMLHttpRequest uses credentials. - * - * @type {boolean} - * @default false - */ - this.withCredentials = false; - - /** - * The base path from which the asset will be loaded. - * - * @type {string} - */ - this.path = ''; - - /** - * The base path from which additional resources like textures will be loaded. - * - * @type {string} - */ - this.resourcePath = ''; - - /** - * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) - * used in HTTP request. - * - * @type {Object} - */ - this.requestHeader = {}; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); - - } - - } - - /** - * This method needs to be implemented by all concrete loaders. It holds the - * logic for loading assets from the backend. - * - * @abstract - * @param {string} url - The path/URL of the file to be loaded. - * @param {Function} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. - * @param {onErrorCallback} [onError] - Executed when errors occur. - */ - load( /* url, onLoad, onProgress, onError */ ) {} - - /** - * A async version of {@link Loader#load}. - * - * @param {string} url - The path/URL of the file to be loaded. - * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. - * @return {Promise} A Promise that resolves when the asset has been loaded. - */ - loadAsync( url, onProgress ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.load( url, resolve, onProgress, reject ); - - } ); - - } - - /** - * This method needs to be implemented by all concrete loaders. It holds the - * logic for parsing the asset into three.js entities. - * - * @abstract - * @param {any} data - The data to parse. - */ - parse( /* data */ ) {} - - /** - * Sets the `crossOrigin` String to implement CORS for loading the URL - * from a different domain that allows CORS. - * - * @param {string} crossOrigin - The `crossOrigin` value. - * @return {Loader} A reference to this instance. - */ - setCrossOrigin( crossOrigin ) { - - this.crossOrigin = crossOrigin; - return this; - - } - - /** - * Whether the XMLHttpRequest uses credentials such as cookies, authorization - * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials). - * - * Note: This setting has no effect if you are loading files locally or from the same domain. - * - * @param {boolean} value - The `withCredentials` value. - * @return {Loader} A reference to this instance. - */ - setWithCredentials( value ) { - - this.withCredentials = value; - return this; - - } - - /** - * Sets the base path for the asset. - * - * @param {string} path - The base path. - * @return {Loader} A reference to this instance. - */ - setPath( path ) { - - this.path = path; - return this; - - } - - /** - * Sets the base path for dependent resources like textures. - * - * @param {string} resourcePath - The resource path. - * @return {Loader} A reference to this instance. - */ - setResourcePath( resourcePath ) { - - this.resourcePath = resourcePath; - return this; - - } - - /** - * Sets the given request header. - * - * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) - * for configuring the HTTP request. - * @return {Loader} A reference to this instance. - */ - setRequestHeader( requestHeader ) { - - this.requestHeader = requestHeader; - return this; - - } - - /** - * This method can be implemented in loaders for aborting ongoing requests. - * - * @abstract - * @return {Loader} A reference to this instance. - */ - abort() { - - return this; - - } - -} - -/** - * Callback for onProgress in loaders. - * - * @callback onProgressCallback - * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status. - */ - -/** - * Callback for onError in loaders. - * - * @callback onErrorCallback - * @param {Error} error - The error which occurred during the loading process. - */ - -/** - * The default material name that is used by loaders - * when creating materials for loaded 3D objects. - * - * Note: Not all loaders might honor this setting. - * - * @static - * @type {string} - * @default '__DEFAULT' - */ -Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; - -const loading = {}; - -class HttpError extends Error { - - constructor( message, response ) { - - super( message ); - this.response = response; - - } - -} - -/** - * A low level class for loading resources with the Fetch API, used internally by - * most loaders. It can also be used directly to load any file type that does - * not have a loader. - * - * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;` - * once to your application. - * - * ```js - * const loader = new THREE.FileLoader(); - * const data = await loader.loadAsync( 'example.txt' ); - * ``` - * - * @augments Loader - */ -class FileLoader extends Loader { - - /** - * Constructs a new file loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - /** - * The expected mime type. Valid values can be found - * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype) - * - * @type {string} - */ - this.mimeType = ''; - - /** - * The expected response type. - * - * @type {('arraybuffer'|'blob'|'document'|'json'|'')} - * @default '' - */ - this.responseType = ''; - - /** - * Used for aborting requests. - * - * @private - * @type {AbortController} - */ - this._abortController = new AbortController(); - - } - - /** - * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(any)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. - * @param {onErrorCallback} [onError] - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const cached = Cache.get( `file:${url}` ); - - if ( cached !== undefined ) { - - this.manager.itemStart( url ); - - setTimeout( () => { - - if ( onLoad ) onLoad( cached ); - - this.manager.itemEnd( url ); - - }, 0 ); - - return; - - } - - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - return; - - } - - // Initialise array for duplicate requests - loading[ url ] = []; - - loading[ url ].push( { - onLoad: onLoad, - onProgress: onProgress, - onError: onError, - } ); - - // create request - const req = new Request( url, { - headers: new Headers( this.requestHeader ), - credentials: this.withCredentials ? 'include' : 'same-origin', - signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal - } ); - - // record states ( avoid data race ) - const mimeType = this.mimeType; - const responseType = this.responseType; - - // start the fetch - fetch( req ) - .then( response => { - - if ( response.status === 200 || response.status === 0 ) { - - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. - - if ( response.status === 0 ) { - - warn( 'FileLoader: HTTP Status 0 received.' ); - - } - - // Workaround: Checking if response.body === undefined for Alipay browser #23548 - - if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { - - return response; - - } - - const callbacks = loading[ url ]; - const reader = response.body.getReader(); - - // Nginx needs X-File-Size check - // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content - const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); - const total = contentLength ? parseInt( contentLength ) : 0; - const lengthComputable = total !== 0; - let loaded = 0; - - // periodically read data into the new stream tracking while download progress - const stream = new ReadableStream( { - start( controller ) { - - readData(); - - function readData() { - - reader.read().then( ( { done, value } ) => { - - if ( done ) { - - controller.close(); - - } else { - - loaded += value.byteLength; - - const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); - - } - - controller.enqueue( value ); - readData(); - - } - - }, ( e ) => { - - controller.error( e ); - - } ); - - } - - } - - } ); - - return new Response( stream ); - - } else { - - throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); - - } - - } ) - .then( response => { - - switch ( responseType ) { - - case 'arraybuffer': - - return response.arrayBuffer(); - - case 'blob': - - return response.blob(); - - case 'document': - - return response.text() - .then( text => { - - const parser = new DOMParser(); - return parser.parseFromString( text, mimeType ); - - } ); - - case 'json': - - return response.json(); - - default: - - if ( mimeType === '' ) { - - return response.text(); - - } else { - - // sniff encoding - const re = /charset="?([^;"\s]*)"?/i; - const exec = re.exec( mimeType ); - const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; - const decoder = new TextDecoder( label ); - return response.arrayBuffer().then( ab => decoder.decode( ab ) ); - - } - - } - - } ) - .then( data => { - - // Add to cache only on HTTP success, so that we do not cache - // error response bodies as proper responses to requests. - Cache.add( `file:${url}`, data ); - - const callbacks = loading[ url ]; - delete loading[ url ]; - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( data ); - - } - - } ) - .catch( err => { - - // Abort errors and other errors are handled the same - - const callbacks = loading[ url ]; - - if ( callbacks === undefined ) { - - // When onLoad was called and url was deleted in `loading` - this.manager.itemError( url ); - throw err; - - } - - delete loading[ url ]; - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( err ); - - } - - this.manager.itemError( url ); - - } ) - .finally( () => { - - this.manager.itemEnd( url ); - - } ); - - this.manager.itemStart( url ); - - } - - /** - * Sets the expected response type. - * - * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type. - * @return {FileLoader} A reference to this file loader. - */ - setResponseType( value ) { - - this.responseType = value; - return this; - - } - - /** - * Sets the expected mime type of the loaded file. - * - * @param {string} value - The mime type. - * @return {FileLoader} A reference to this file loader. - */ - setMimeType( value ) { - - this.mimeType = value; - return this; - - } - - /** - * Aborts ongoing fetch requests. - * - * @return {FileLoader} A reference to this instance. - */ - abort() { - - this._abortController.abort(); - this._abortController = new AbortController(); - - return this; - - } - -} - -/** - * Class for loading animation clips in the JSON format. The files are internally - * loaded via {@link FileLoader}. - * - * ```js - * const loader = new THREE.AnimationLoader(); - * const animations = await loader.loadAsync( 'animations/animation.js' ); - * ``` - * - * @augments Loader - */ -class AnimationLoader extends Loader { - - /** - * Constructs a new animation loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and pass the loaded animations as an array - * holding instances of {@link AnimationClip} to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(Array)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - /** - * Parses the given JSON object and returns an array of animation clips. - * - * @param {Object} json - The serialized animation clips. - * @return {Array} The parsed animation clips. - */ - parse( json ) { - - const animations = []; - - for ( let i = 0; i < json.length; i ++ ) { - - const clip = AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - } - -} - -/** - * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC. - * Textures are internally loaded via {@link FileLoader}. - * - * Derived classes have to implement the `parse()` method which holds the parsing - * for the respective format. - * - * @abstract - * @augments Loader - */ -class CompressedTextureLoader extends Loader { - - /** - * Constructs a new compressed texture loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and passes the loaded compressed texture - * to the `onLoad()` callback. The method also returns a new texture object which can - * directly be used for material creation. If you do it this way, the texture - * may pop up in your scene once the respective loading process is finished. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - * @return {CompressedTexture} The compressed texture. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const images = []; - - const texture = new CompressedTexture(); - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( scope.withCredentials ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( url[ i ], function ( buffer ) { - - const texDatas = scope.parse( buffer, true ); - - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; - - loaded += 1; - - if ( loaded === 6 ) { - - if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; - - texture.image = images; - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, onProgress, onError ); - - } - - if ( Array.isArray( url ) ) { - - for ( let i = 0, il = url.length; i < il; ++ i ) { - - loadTexture( i ); - - } - - } else { - - // compressed cubemap texture stored in a single DDS file - - loader.load( url, function ( buffer ) { - - const texDatas = scope.parse( buffer, true ); - - if ( texDatas.isCubemap ) { - - const faces = texDatas.mipmaps.length / texDatas.mipmapCount; - - for ( let f = 0; f < faces; f ++ ) { - - images[ f ] = { mipmaps: [] }; - - for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { - - images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); - images[ f ].format = texDatas.format; - images[ f ].width = texDatas.width; - images[ f ].height = texDatas.height; - - } - - } - - texture.image = images; - - } else { - - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; - - } - - if ( texDatas.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - }, onProgress, onError ); - - } - - return texture; - - } - -} - -const _loading = new WeakMap(); - -/** - * A loader for loading images. The class loads images with the HTML `Image` API. - * - * ```js - * const loader = new THREE.ImageLoader(); - * const image = await loader.loadAsync( 'image.png' ); - * ``` - * Please note that `ImageLoader` has dropped support for progress - * events in `r84`. For an `ImageLoader` that supports progress events, see - * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639). - * - * @augments Loader - */ -class ImageLoader extends Loader { - - /** - * Constructs a new image loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and passes the loaded image - * to the `onLoad()` callback. The method also returns a new `Image` object which can - * directly be used for texture creation. If you do it this way, the texture - * may pop up in your scene once the respective loading process is finished. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(Image)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Unsupported in this loader. - * @param {onErrorCallback} onError - Executed when errors occur. - * @return {Image} The image. - */ - load( url, onLoad, onProgress, onError ) { - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( `image:${url}` ); - - if ( cached !== undefined ) { - - if ( cached.complete === true ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - } else { - - let arr = _loading.get( cached ); - - if ( arr === undefined ) { - - arr = []; - _loading.set( cached, arr ); - - } - - arr.push( { onLoad, onError } ); - - } - - return cached; - - } - - const image = createElementNS( 'img' ); - - function onImageLoad() { - - removeEventListeners(); - - if ( onLoad ) onLoad( this ); - - // - - const callbacks = _loading.get( this ) || []; - - for ( let i = 0; i < callbacks.length; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( this ); - - } - - _loading.delete( this ); - - scope.manager.itemEnd( url ); - - } - - function onImageError( event ) { - - removeEventListeners(); - - if ( onError ) onError( event ); - - Cache.remove( `image:${url}` ); - - // - - const callbacks = _loading.get( this ) || []; - - for ( let i = 0; i < callbacks.length; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - _loading.delete( this ); - - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } - - function removeEventListeners() { - - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); - - } - - image.addEventListener( 'load', onImageLoad, false ); - image.addEventListener( 'error', onImageError, false ); - - if ( url.slice( 0, 5 ) !== 'data:' ) { - - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - - } - - Cache.add( `image:${url}`, image ); - scope.manager.itemStart( url ); - - image.src = url; - - return image; - - } - -} - -/** - * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}. - * - * The loader returns an instance of {@link CubeTexture} and expects the cube map to - * be defined as six separate images representing the sides of a cube. Other cube map definitions - * like vertical and horizontal cross, column and row layouts are not supported. - * - * Note that, by convention, cube maps are specified in a coordinate system - * in which positive-x is to the right when looking up the positive-z axis -- - * in other words, using a left-handed coordinate system. Since three.js uses - * a right-handed coordinate system, environment maps used in three.js will - * have pos-x and neg-x swapped. - * - * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace} - * is set to `SRGBColorSpace` by default. - * - * ```js - * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' ); - * const cubeTexture = await loader.loadAsync( [ - * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' - * ] ); - * scene.background = cubeTexture; - * ``` - * - * @augments Loader - */ -class CubeTextureLoader extends Loader { - - /** - * Constructs a new cube texture loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and pass the fully loaded cube texture - * to the `onLoad()` callback. The method also returns a new cube texture object which can - * directly be used for material creation. If you do it this way, the cube texture - * may pop up in your scene once the respective loading process is finished. - * - * @param {Array} urls - Array of 6 URLs to images, one for each side of the - * cube texture. The urls should be specified in the following order: pos-x, - * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well. - * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Unsupported in this loader. - * @param {onErrorCallback} onError - Executed when errors occur. - * @return {CubeTexture} The cube texture. - */ - load( urls, onLoad, onProgress, onError ) { - - const texture = new CubeTexture(); - texture.colorSpace = SRGBColorSpace; - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( let i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - } - -} - -/** - * Abstract base class for loading binary texture formats RGBE, EXR or TGA. - * Textures are internally loaded via {@link FileLoader}. - * - * Derived classes have to implement the `parse()` method which holds the parsing - * for the respective format. - * - * @abstract - * @augments Loader - */ -class DataTextureLoader extends Loader { - - /** - * Constructs a new data texture loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and passes the loaded data texture - * to the `onLoad()` callback. The method also returns a new texture object which can - * directly be used for material creation. If you do it this way, the texture - * may pop up in your scene once the respective loading process is finished. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - * @return {DataTexture} The data texture. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const texture = new DataTexture(); - - const loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setRequestHeader( this.requestHeader ); - loader.setPath( this.path ); - loader.setWithCredentials( scope.withCredentials ); - loader.load( url, function ( buffer ) { - - let texData; - - try { - - texData = scope.parse( buffer ); - - } catch ( e ) { - - if ( onError !== undefined ) { - - onError( e ); - - } else { - - error( e ); - - } - - return; - - } - - scope._applyTexData( texture, texData ); - - if ( onLoad ) onLoad( texture, texData ); - - }, onProgress, onError ); - - - return texture; - - } - - /** - * Parses the given buffer and returns a configured data texture. Use this method - * for parsing texture data that is already in memory (e.g. drag and drop or data - * loaded from a server) without going through {@link DataTextureLoader#load}. - * - * @param {ArrayBuffer} buffer - The raw texture data. - * @return {DataTexture} The data texture. - */ - createDataTexture( buffer ) { - - const texture = new DataTexture(); - - this._applyTexData( texture, this.parse( buffer ) ); - - return texture; - - } - - /** - * Applies the given parsed texture data to the given data texture. - * - * @private - * @param {DataTexture} texture - The data texture. - * @param {DataTextureLoader~TexData} texData - The parsed texture data. - */ - _applyTexData( texture, texData ) { - - if ( texData.image !== undefined ) { - - texture.image = texData.image; - - } else if ( texData.data !== undefined ) { - - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; - - } - - texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; - - texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; - texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; - - texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; - - if ( texData.colorSpace !== undefined ) { - - texture.colorSpace = texData.colorSpace; - - } - - if ( texData.flipY !== undefined ) { - - texture.flipY = texData.flipY; - - } - - if ( texData.format !== undefined ) { - - texture.format = texData.format; - - } - - if ( texData.type !== undefined ) { - - texture.type = texData.type; - - } - - if ( texData.mipmaps !== undefined ) { - - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... - - } - - if ( texData.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - if ( texData.generateMipmaps !== undefined ) { - - texture.generateMipmaps = texData.generateMipmaps; - - } - - texture.needsUpdate = true; - - } - -} - -/** - * Class for loading textures. Images are internally - * loaded via {@link ImageLoader}. - * - * ```js - * const loader = new THREE.TextureLoader(); - * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' ); - * - * const material = new THREE.MeshBasicMaterial( { map:texture } ); - * ``` - * Please note that `TextureLoader` has dropped support for progress - * events in `r84`. For a `TextureLoader` that supports progress events, see - * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145). - * - * @augments Loader - */ -class TextureLoader extends Loader { - - /** - * Constructs a new texture loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and pass the fully loaded texture - * to the `onLoad()` callback. The method also returns a new texture object which can - * directly be used for material creation. If you do it this way, the texture - * may pop up in your scene once the respective loading process is finished. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(Texture)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Unsupported in this loader. - * @param {onErrorCallback} onError - Executed when errors occur. - * @return {Texture} The texture. - */ - load( url, onLoad, onProgress, onError ) { - - const texture = new Texture(); - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - loader.load( url, function ( image ) { - - texture.image = image; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - } - -} - -/** - * Abstract base class for lights - all other light types inherit the - * properties and methods described here. - * - * @abstract - * @augments Object3D - */ -class Light extends Object3D { - - /** - * Constructs a new light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity. - */ - constructor( color, intensity = 1 ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLight = true; - - this.type = 'Light'; - - /** - * The light's color. - * - * @type {Color} - */ - this.color = new Color( color ); - - /** - * The light's intensity. - * - * @type {number} - * @default 1 - */ - this.intensity = intensity; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.color.copy( source.color ); - this.intensity = source.intensity; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - return data; - - } - -} - -/** - * A light source positioned directly above the scene, with color fading from - * the sky color to the ground color. - * - * This light cannot be used to cast shadows. - * - * ```js - * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); - * scene.add( light ); - * ``` - * - * @augments Light - */ -class HemisphereLight extends Light { - - /** - * Constructs a new hemisphere light. - * - * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color. - * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color. - * @param {number} [intensity=1] - The light's strength/intensity. - */ - constructor( skyColor, groundColor, intensity ) { - - super( skyColor, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isHemisphereLight = true; - - this.type = 'HemisphereLight'; - - this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - /** - * The light's ground color. - * - * @type {Color} - */ - this.groundColor = new Color( groundColor ); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.groundColor.copy( source.groundColor ); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.groundColor = this.groundColor.getHex(); - - return data; - - } - -} - -const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); -const _lightPositionWorld = /*@__PURE__*/ new Vector3(); -const _lookTarget = /*@__PURE__*/ new Vector3(); - -/** - * Abstract base class for light shadow classes. These classes - * represent the shadow configuration for different light types. - * - * @abstract - */ -class LightShadow { - - /** - * Constructs a new light shadow. - * - * @param {Camera} camera - The light's view of the world. - */ - constructor( camera ) { - - /** - * The light's view of the world. - * - * @type {Camera} - */ - this.camera = camera; - - /** - * The intensity of the shadow. The default is `1`. - * Valid values are in the range `[0, 1]`. - * - * @type {number} - * @default 1 - */ - this.intensity = 1; - - /** - * Shadow map bias, how much to add or subtract from the normalized depth - * when deciding whether a surface is in shadow. - * - * The default is `0`. Very tiny adjustments here (in the order of `0.0001`) - * may help reduce artifacts in shadows. - * - * @type {number} - * @default 0 - */ - this.bias = 0; - - /** - * A node version of `bias`. Only supported with `WebGPURenderer`. - * - * If a bias node is defined, `bias` has no effect. - * - * @type {?Node} - * @default null - */ - this.biasNode = null; - - /** - * Defines how much the position used to query the shadow map is offset along - * the object normal. The default is `0`. Increasing this value can be used to - * reduce shadow acne especially in large scenes where light shines onto - * geometry at a shallow angle. The cost is that shadows may appear distorted. - * - * @type {number} - * @default 0 - */ - this.normalBias = 0; - - /** - * Setting this to values greater than 1 will blur the edges of the shadow. - * High values will cause unwanted banding effects in the shadows - a greater - * map size will allow for a higher value to be used here before these effects - * become visible. - * - * The property has no effect when the shadow map type is `BasicShadowMap`. - * - * @type {number} - * @default 1 - */ - this.radius = 1; - - /** - * The amount of samples to use when blurring a VSM shadow map. - * - * @type {number} - * @default 8 - */ - this.blurSamples = 8; - - /** - * Defines the width and height of the shadow map. Higher values give better quality - * shadows at the cost of computation time. Values must be powers of two. - * - * @type {Vector2} - * @default (512,512) - */ - this.mapSize = new Vector2( 512, 512 ); - - /** - * The type of shadow texture. The default is `UnsignedByteType`. - * - * @type {number} - * @default UnsignedByteType - */ - this.mapType = UnsignedByteType; - - /** - * The depth map generated using the internal camera; a location beyond a - * pixel's depth is in shadow. Computed internally during rendering. - * - * @type {?RenderTarget} - * @default null - */ - this.map = null; - - /** - * The distribution map generated using the internal camera; an occlusion is - * calculated based on the distribution of depths. Computed internally during - * rendering. - * - * @type {?RenderTarget} - * @default null - */ - this.mapPass = null; - - /** - * Model to shadow camera space, to compute location and depth in shadow map. - * This is computed internally during rendering. - * - * @type {Matrix4} - */ - this.matrix = new Matrix4(); - - /** - * Enables automatic updates of the light's shadow. If you do not require dynamic - * lighting / shadows, you may set this to `false`. - * - * @type {boolean} - * @default true - */ - this.autoUpdate = true; - - /** - * When set to `true`, shadow maps will be updated in the next `render` call. - * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to - * set this property to `true` and then make a render call to update the light's shadow. - * - * @type {boolean} - * @default false - */ - this.needsUpdate = false; - - this._frustum = new Frustum(); - this._frameExtents = new Vector2( 1, 1 ); - - this._viewportCount = 1; - - this._viewports = [ - - new Vector4( 0, 0, 1, 1 ) - - ]; - - } - - /** - * Used internally by the renderer to get the number of viewports that need - * to be rendered for this shadow. - * - * @return {number} The viewport count. - */ - getViewportCount() { - - return this._viewportCount; - - } - - /** - * Used internally by the renderer to get the camera that renders the given viewport. - * - * @param {number} [viewportIndex=0] - The viewport index. - * @return {Camera} The shadow camera. - */ - getCamera( /* viewportIndex */ ) { - - return this.camera; - - } - - /** - * Gets the shadow cameras frustum. Used internally by the renderer to cull objects. - * - * @return {Frustum} The shadow camera frustum. - */ - getFrustum() { - - return this._frustum; - - } - - /** - * Update the matrices for the camera and shadow, used internally by the renderer. - * - * @param {Light} light - The light for which the shadow is being rendered. - */ - updateMatrices( light ) { - - const shadowCamera = this.camera; - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld ); - - _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget ); - shadowCamera.updateMatrixWorld(); - this._updateMatrix( shadowCamera, this.matrix, this._frustum ); - - } - - /** - * Updates a shadow projection matrix and its corresponding frustum. - * - * @private - * @param {Camera} shadowCamera - The shadow camera. - * @param {Matrix4} shadowMatrix - The target shadow matrix. - * @param {Frustum} frustum - The target frustum. - * @param {Vector4} [viewport] - The viewport within the shadow atlas. - */ - _updateMatrix( shadowCamera, shadowMatrix, frustum, viewport ) { - - _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth ); - - const frameExtents = this._frameExtents; - const scaleX = viewport ? viewport.z / frameExtents.x : 1; - const scaleY = viewport ? viewport.w / frameExtents.y : 1; - const offsetX = viewport ? viewport.x / frameExtents.x : 0; - const offsetY = viewport ? viewport.y / frameExtents.y : 0; - - if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) { - - shadowMatrix.set( - 0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX, - 0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY, - 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix) - 0.0, 0.0, 0.0, 1.0 - ); - - } else { - - shadowMatrix.set( - 0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX, - 0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 - ); - - } - - shadowMatrix.multiply( _projScreenMatrix ); - - } - - /** - * Returns a viewport definition for the given viewport index. - * - * @param {number} viewportIndex - The viewport index. - * @return {Vector4} The viewport. - */ - getViewport( viewportIndex ) { - - return this._viewports[ viewportIndex ]; - - } - - /** - * Returns the frame extends. - * - * @return {Vector2} The frame extends. - */ - getFrameExtents() { - - return this._frameExtents; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - if ( this.map ) { - - this.map.dispose(); - - } - - if ( this.mapPass ) { - - this.mapPass.dispose(); - - } - - } - - /** - * Copies the values of the given light shadow instance to this instance. - * - * @param {LightShadow} source - The light shadow to copy. - * @return {LightShadow} A reference to this light shadow instance. - */ - copy( source ) { - - this.camera = source.camera.clone(); - - this.intensity = source.intensity; - - this.bias = source.bias; - this.radius = source.radius; - - this.autoUpdate = source.autoUpdate; - this.needsUpdate = source.needsUpdate; - this.normalBias = source.normalBias; - this.blurSamples = source.blurSamples; - - this.mapSize.copy( source.mapSize ); - - this.biasNode = source.biasNode; - - return this; - - } - - /** - * Returns a new light shadow instance with copied values from this instance. - * - * @return {LightShadow} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Serializes the light shadow into JSON. - * - * @return {Object} A JSON object representing the serialized light shadow. - * @see {@link ObjectLoader#parse} - */ - toJSON() { - - const object = {}; - - object.intensity = this.intensity; - object.bias = this.bias; - object.normalBias = this.normalBias; - object.radius = this.radius; - object.blurSamples = this.blurSamples; - object.mapSize = this.mapSize.toArray(); - - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; - - return object; - - } - -} - -const _position$2 = /*@__PURE__*/ new Vector3(); -const _quaternion$2 = /*@__PURE__*/ new Quaternion(); -const _scale$2 = /*@__PURE__*/ new Vector3(); - -/** - * Abstract base class for cameras. This class should always be inherited - * when you build a new camera. - * - * @abstract - * @augments Object3D - */ -class Camera extends Object3D { - - /** - * Constructs a new camera. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isCamera = true; - - this.type = 'Camera'; - - /** - * The inverse of the camera's world matrix. - * - * @type {Matrix4} - */ - this.matrixWorldInverse = new Matrix4(); - - /** - * The camera's projection matrix. - * - * @type {Matrix4} - */ - this.projectionMatrix = new Matrix4(); - - /** - * The inverse of the camera's projection matrix. - * - * @type {Matrix4} - */ - this.projectionMatrixInverse = new Matrix4(); - - /** - * The coordinate system in which the camera is used. - * - * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} - */ - this.coordinateSystem = WebGLCoordinateSystem; - - this._reversedDepth = false; - - } - - /** - * The flag that indicates whether the camera uses a reversed depth buffer. - * - * @type {boolean} - * @default false - */ - get reversedDepth() { - - return this._reversedDepth; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - - this.projectionMatrix.copy( source.projectionMatrix ); - this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - - this.coordinateSystem = source.coordinateSystem; - - return this; - - } - - /** - * Returns a vector representing the ("look") direction of the 3D object in world space. - * - * This method is overwritten since cameras have a different forward vector compared to other - * 3D objects. A camera looks down its local, negative z-axis by default. - * - * @param {Vector3} target - The target vector the result is stored to. - * @return {Vector3} The 3D object's direction in world space. - */ - getWorldDirection( target ) { - - return super.getWorldDirection( target ).negate(); - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - // exclude scale from view matrix to be glTF conform - - this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); - - if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } else { - - this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); - - } - - } - - updateWorldMatrix( updateParents, updateChildren, force = false ) { - - super.updateWorldMatrix( updateParents, updateChildren, force ); - - // exclude scale from view matrix to be glTF conform - - this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); - - if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } else { - - this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); - - } - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _v3$1 = /*@__PURE__*/ new Vector3(); -const _minTarget = /*@__PURE__*/ new Vector2(); -const _maxTarget = /*@__PURE__*/ new Vector2(); - -/** - * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)). - * - * This projection mode is designed to mimic the way the human eye sees. It - * is the most common projection mode used for rendering a 3D scene. - * - * ```js - * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 ); - * scene.add( camera ); - * ``` - * - * @augments Camera - */ -class PerspectiveCamera extends Camera { - - /** - * Constructs a new perspective camera. - * - * @param {number} [fov=50] - The vertical field of view. - * @param {number} [aspect=1] - The aspect ratio. - * @param {number} [near=0.1] - The camera's near plane. - * @param {number} [far=2000] - The camera's far plane. - */ - constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPerspectiveCamera = true; - - this.type = 'PerspectiveCamera'; - - /** - * The vertical field of view, from bottom to top of view, - * in degrees. - * - * @type {number} - * @default 50 - */ - this.fov = fov; - - /** - * The zoom factor of the camera. - * - * @type {number} - * @default 1 - */ - this.zoom = 1; - - /** - * The camera's near plane. The valid range is greater than `0` - * and less than the current value of {@link PerspectiveCamera#far}. - * - * Note that, unlike for the {@link OrthographicCamera}, `0` is not a - * valid value for a perspective camera's near plane. - * - * @type {number} - * @default 0.1 - */ - this.near = near; - - /** - * The camera's far plane. Must be greater than the - * current value of {@link PerspectiveCamera#near}. - * - * @type {number} - * @default 2000 - */ - this.far = far; - - /** - * Object distance used for stereoscopy and depth-of-field effects. This - * parameter does not influence the projection matrix unless a - * {@link StereoCamera} is being used. - * - * @type {number} - * @default 10 - */ - this.focus = 10; - - /** - * The aspect ratio, usually the canvas width / canvas height. - * - * @type {number} - * @default 1 - */ - this.aspect = aspect; - - /** - * Represents the frustum window specification. This property should not be edited - * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. - * - * @type {?Object} - * @default null - */ - this.view = null; - - /** - * Film size used for the larger axis. Default is `35` (millimeters). This - * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset} - * is set to a nonzero value. - * - * @type {number} - * @default 35 - */ - this.filmGauge = 35; - - /** - * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}. - * - * @type {number} - * @default 0 - */ - this.filmOffset = 0; - - this.updateProjectionMatrix(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - } - - /** - * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * @param {number} focalLength - Values for focal length and film gauge must have the same unit. - */ - setFocalLength( focalLength ) { - - /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - } - - /** - * Returns the focal length from the current {@link PerspectiveCamera#fov} and - * {@link PerspectiveCamera#filmGauge}. - * - * @return {number} The computed focal length. - */ - getFocalLength() { - - const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - } - - /** - * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}. - * - * @return {number} The effective FOV. - */ - getEffectiveFOV() { - - return RAD2DEG * 2 * Math.atan( - Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - } - - /** - * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or - * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. - * - * @return {number} The film width. - */ - getFilmWidth() { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - } - - /** - * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or - * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. - * - * @return {number} The film width. - */ - getFilmHeight() { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - } - - /** - * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. - * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle. - * - * @param {number} distance - The viewing distance. - * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector. - * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector. - */ - getViewBounds( distance, minTarget, maxTarget ) { - - _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - } - - /** - * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. - * - * @param {number} distance - The viewing distance. - * @param {Vector2} target - The target vector that is used to store result where x is width and y is height. - * @returns {Vector2} The view size. - */ - getViewSize( distance, target ) { - - this.getViewBounds( distance, _minTarget, _maxTarget ); - - return target.subVectors( _maxTarget, _minTarget ); - - } - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - *``` - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - *``` - * then for each monitor you would call it like this: - *```js - * const w = 1920; - * const h = 1080; - * const fullWidth = w * 3; - * const fullHeight = h * 2; - * - * // --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * // --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * // --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * // --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * // --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * // --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * ``` - * - * Note there is no reason monitors have to be the same size or in a grid. - * - * @param {number} fullWidth - The full width of multiview setup. - * @param {number} fullHeight - The full height of multiview setup. - * @param {number} x - The horizontal offset of the subcamera. - * @param {number} y - The vertical offset of the subcamera. - * @param {number} width - The width of subcamera. - * @param {number} height - The height of subcamera. - */ - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - /** - * Removes the view offset from the projection matrix. - */ - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - /** - * Updates the camera's projection matrix. Must be called after any change of - * camera properties. - */ - updateProjectionMatrix() { - - const near = this.near; - let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; - let left = -0.5 * width; - const view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - const skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - -} - -/** - * Represents the shadow configuration of directional lights. - * - * @augments LightShadow - */ -class SpotLightShadow extends LightShadow { - - /** - * Constructs a new spot light shadow. - */ - constructor() { - - super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSpotLightShadow = true; - - /** - * Used to focus the shadow camera. The camera's field of view is set as a - * percentage of the spotlight's field-of-view. Range is `[0, 1]`. - * - * @type {number} - * @default 1 - */ - this.focus = 1; - - /** - * Texture aspect ratio. - * - * @type {number} - * @default 1 - */ - this.aspect = 1; - - } - - updateMatrices( light ) { - - const camera = this.camera; - - const fov = RAD2DEG * 2 * light.angle * this.focus; - const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect; - const far = light.distance || camera.far; - - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); - - } - - super.updateMatrices( light ); - - } - - copy( source ) { - - super.copy( source ); - - this.focus = source.focus; - this.aspect = source.aspect; - - return this; - - } - - /** - * Serializes the light shadow into JSON. - * - * @return {Object} A JSON object representing the serialized light shadow. - * @see {@link ObjectLoader#parse} - */ - toJSON() { - - const object = super.toJSON(); - - object.focus = this.focus; - object.aspect = this.aspect; - - return object; - - } - -} - -/** - * This light gets emitted from a single point in one direction, along a cone - * that increases in size the further from the light it gets. - * - * This light can cast shadows - see the {@link SpotLightShadow} for details. - * - * ```js - * // white spotlight shining from the side, modulated by a texture - * const spotLight = new THREE.SpotLight( 0xffffff ); - * spotLight.position.set( 100, 1000, 100 ); - * spotLight.map = new THREE.TextureLoader().load( url ); - * - * spotLight.castShadow = true; - * spotLight.shadow.mapSize.width = 1024; - * spotLight.shadow.mapSize.height = 1024; - * spotLight.shadow.camera.near = 500; - * spotLight.shadow.camera.far = 4000; - * spotLight.shadow.camera.fov = 30;s - * ``` - * - * @augments Light - */ -class SpotLight extends Light { - - /** - * Constructs a new spot light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). - * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. - * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. - * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`. - * @param {number} [decay=2] - The amount the light dims along the distance of the light. - */ - constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { - - super( color, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSpotLight = true; - - this.type = 'SpotLight'; - - this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - /** - * The spot light points from its position to the - * target's position. - * - * For the target's position to be changed to anything other - * than the default, it must be added to the scene. - * - * It is also possible to set the target to be another 3D object - * in the scene. The light will now track the target object. - * - * @type {Object3D} - */ - this.target = new Object3D(); - - /** - * Maximum range of the light. `0` means no limit. - * - * @type {number} - * @default 0 - */ - this.distance = distance; - - /** - * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. - * - * @type {number} - * @default Math.PI/3 - */ - this.angle = angle; - - /** - * Percent of the spotlight cone that is attenuated due to penumbra. - * Value range is `[0,1]`. - * - * @type {number} - * @default 0 - */ - this.penumbra = penumbra; - - /** - * The amount the light dims along the distance of the light. In context of - * physically-correct rendering the default value should not be changed. - * - * @type {number} - * @default 2 - */ - this.decay = decay; - - /** - * A texture used to modulate the color of the light. The spot light - * color is mixed with the RGB value of this texture, with a ratio - * corresponding to its alpha value. The cookie-like masking effect is - * reproduced using pixel values (0, 0, 0, 1-cookie_value). - * - * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`. - * - * @type {?Texture} - * @default null - */ - this.map = null; - - /** - * This property holds the light's shadow configuration. - * - * @type {SpotLightShadow} - */ - this.shadow = new SpotLightShadow(); - - } - - /** - * The light's power. Power is the luminous power of the light measured in lumens (lm). - * Changing the power will also change the light's intensity. - * - * @type {number} - */ - get power() { - - // compute the light's luminous power (in lumens) from its intensity (in candela) - // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) - return this.intensity * Math.PI; - - } - - set power( power ) { - - // set the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / Math.PI; - - } - - dispose() { - - super.dispose(); - - this.shadow.dispose(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; - - this.target = source.target.clone(); - this.map = source.map; - this.shadow = source.shadow.clone(); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.distance = this.distance; - data.object.angle = this.angle; - data.object.decay = this.decay; - data.object.penumbra = this.penumbra; - - data.object.target = this.target.uuid; - - if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid; - - data.object.shadow = this.shadow.toJSON(); - - return data; - - } - -} - -/** - * Represents the shadow configuration of point lights. - * - * @augments LightShadow - */ -class PointLightShadow extends LightShadow { - - /** - * Constructs a new point light shadow. - */ - constructor() { - - super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPointLightShadow = true; - - } - -} - -/** - * A light that gets emitted from a single point in all directions. A common - * use case for this is to replicate the light emitted from a bare - * lightbulb. - * - * This light can cast shadows - see the {@link PointLightShadow} for details. - * - * ```js - * const light = new THREE.PointLight( 0xff0000, 1, 100 ); - * light.position.set( 50, 50, 50 ); - * scene.add( light ); - * ``` - * - * @augments Light - */ -class PointLight extends Light { - - /** - * Constructs a new point light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). - * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. - * @param {number} [decay=2] - The amount the light dims along the distance of the light. - */ - constructor( color, intensity, distance = 0, decay = 2 ) { - - super( color, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isPointLight = true; - - this.type = 'PointLight'; - - /** - * When distance is zero, light will attenuate according to inverse-square - * law to infinite distance. When distance is non-zero, light will attenuate - * according to inverse-square law until near the distance cutoff, where it - * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not - * physically correct. - * - * @type {number} - * @default 0 - */ - this.distance = distance; - - /** - * The amount the light dims along the distance of the light. In context of - * physically-correct rendering the default value should not be changed. - * - * @type {number} - * @default 2 - */ - this.decay = decay; - - /** - * This property holds the light's shadow configuration. - * - * @type {PointLightShadow} - */ - this.shadow = new PointLightShadow(); - - } - - /** - * The light's power. Power is the luminous power of the light measured in lumens (lm). - * Changing the power will also change the light's intensity. - * - * @type {number} - */ - get power() { - - // compute the light's luminous power (in lumens) from its intensity (in candela) - // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) - return this.intensity * 4 * Math.PI; - - } - - set power( power ) { - - // set the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / ( 4 * Math.PI ); - - } - - dispose() { - - super.dispose(); - - this.shadow.dispose(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.distance = source.distance; - this.decay = source.decay; - - this.shadow = source.shadow.clone(); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.distance = this.distance; - data.object.decay = this.decay; - - data.object.shadow = this.shadow.toJSON(); - - return data; - - } - -} - -/** - * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection). - * - * In this projection mode, an object's size in the rendered image stays - * constant regardless of its distance from the camera. This can be useful - * for rendering 2D scenes and UI elements, amongst other things. - * - * ```js - * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 ); - * scene.add( camera ); - * ``` - * - * @augments Camera - */ -class OrthographicCamera extends Camera { - - /** - * Constructs a new orthographic camera. - * - * @param {number} [left=-1] - The left plane of the camera's frustum. - * @param {number} [right=1] - The right plane of the camera's frustum. - * @param {number} [top=1] - The top plane of the camera's frustum. - * @param {number} [bottom=-1] - The bottom plane of the camera's frustum. - * @param {number} [near=0.1] - The camera's near plane. - * @param {number} [far=2000] - The camera's far plane. - */ - constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isOrthographicCamera = true; - - this.type = 'OrthographicCamera'; - - /** - * The zoom factor of the camera. - * - * @type {number} - * @default 1 - */ - this.zoom = 1; - - /** - * Represents the frustum window specification. This property should not be edited - * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. - * - * @type {?Object} - * @default null - */ - this.view = null; - - /** - * The left plane of the camera's frustum. - * - * @type {number} - * @default -1 - */ - this.left = left; - - /** - * The right plane of the camera's frustum. - * - * @type {number} - * @default 1 - */ - this.right = right; - - /** - * The top plane of the camera's frustum. - * - * @type {number} - * @default 1 - */ - this.top = top; - - /** - * The bottom plane of the camera's frustum. - * - * @type {number} - * @default -1 - */ - this.bottom = bottom; - - /** - * The camera's near plane. The valid range is greater than `0` - * and less than the current value of {@link OrthographicCamera#far}. - * - * Note that, unlike for the {@link PerspectiveCamera}, `0` is a - * valid value for an orthographic camera's near plane. - * - * @type {number} - * @default 0.1 - */ - this.near = near; - - /** - * The camera's far plane. Must be greater than the - * current value of {@link OrthographicCamera#near}. - * - * @type {number} - * @default 2000 - */ - this.far = far; - - this.updateProjectionMatrix(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; - - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - return this; - - } - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * @param {number} fullWidth - The full width of multiview setup. - * @param {number} fullHeight - The full height of multiview setup. - * @param {number} x - The horizontal offset of the subcamera. - * @param {number} y - The vertical offset of the subcamera. - * @param {number} width - The width of subcamera. - * @param {number} height - The height of subcamera. - * @see {@link PerspectiveCamera#setViewOffset} - */ - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - /** - * Removes the view offset from the projection matrix. - */ - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - /** - * Updates the camera's projection matrix. Must be called after any change of - * camera properties. - */ - updateProjectionMatrix() { - - const dx = ( this.right - this.left ) / ( 2 * this.zoom ); - const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - const cx = ( this.right + this.left ) / 2; - const cy = ( this.top + this.bottom ) / 2; - - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; - - if ( this.view !== null && this.view.enabled ) { - - const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; - const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; - - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; - - } - - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - return data; - - } - -} - -/** - * Represents the shadow configuration of directional lights. - * - * @augments LightShadow - */ -class DirectionalLightShadow extends LightShadow { - - /** - * Constructs a new directional light shadow. - */ - constructor() { - - super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isDirectionalLightShadow = true; - - } - -} - -/** - * A light that gets emitted in a specific direction. This light will behave - * as though it is infinitely far away and the rays produced from it are all - * parallel. The common use case for this is to simulate daylight; the sun is - * far enough away that its position can be considered to be infinite, and - * all light rays coming from it are parallel. - * - * A common point of confusion for directional lights is that setting the - * rotation has no effect. This is because three.js's DirectionalLight is the - * equivalent to what is often called a 'Target Direct Light' in other - * applications. - * - * This means that its direction is calculated as pointing from the light's - * {@link Object3D#position} to the {@link DirectionalLight#target} position - * (as opposed to a 'Free Direct Light' that just has a rotation - * component). - * - * This light can cast shadows - see the {@link DirectionalLightShadow} for details. - * - * ```js - * // White directional light at half intensity shining from the top. - * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); - * scene.add( directionalLight ); - * ``` - * - * @augments Light - */ -class DirectionalLight extends Light { - - /** - * Constructs a new directional light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity. - */ - constructor( color, intensity ) { - - super( color, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isDirectionalLight = true; - - this.type = 'DirectionalLight'; - - this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - /** - * The directional light points from its position to the - * target's position. - * - * For the target's position to be changed to anything other - * than the default, it must be added to the scene. - * - * It is also possible to set the target to be another 3D object - * in the scene. The light will now track the target object. - * - * @type {Object3D} - */ - this.target = new Object3D(); - - /** - * This property holds the light's shadow configuration. - * - * @type {DirectionalLightShadow} - */ - this.shadow = new DirectionalLightShadow(); - - } - - dispose() { - - super.dispose(); - - this.shadow.dispose(); - - } - - copy( source ) { - - super.copy( source ); - - this.target = source.target.clone(); - this.shadow = source.shadow.clone(); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.shadow = this.shadow.toJSON(); - data.object.target = this.target.uuid; - - return data; - - } - -} - -/** - * This light globally illuminates all objects in the scene equally. - * - * It cannot be used to cast shadows as it does not have a direction. - * - * ```js - * const light = new THREE.AmbientLight( 0x404040 ); // soft white light - * scene.add( light ); - * ``` - * - * @augments Light - */ -class AmbientLight extends Light { - - /** - * Constructs a new ambient light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity. - */ - constructor( color, intensity ) { - - super( color, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isAmbientLight = true; - - this.type = 'AmbientLight'; - - } - -} - -/** - * This class emits light uniformly across the face a rectangular plane. - * This light type can be used to simulate light sources such as bright - * windows or strip lighting. - * - * Important Notes: - * - * - There is no shadow support. - * - Only PBR materials are supported. - * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`) - * into your app and init the uniforms/textures. - * - * ```js - * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer - * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer - * - * const intensity = 1; const width = 10; const height = 10; - * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height ); - * rectLight.position.set( 5, 5, 0 ); - * rectLight.lookAt( 0, 0, 0 ); - * scene.add( rectLight ) - * ``` - * - * @augments Light - */ -class RectAreaLight extends Light { - - /** - * Constructs a new area light. - * - * @param {(number|Color|string)} [color=0xffffff] - The light's color. - * @param {number} [intensity=1] - The light's strength/intensity. - * @param {number} [width=10] - The width of the light. - * @param {number} [height=10] - The height of the light. - */ - constructor( color, intensity, width = 10, height = 10 ) { - - super( color, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isRectAreaLight = true; - - this.type = 'RectAreaLight'; - - /** - * The width of the light. - * - * @type {number} - * @default 10 - */ - this.width = width; - - /** - * The height of the light. - * - * @type {number} - * @default 10 - */ - this.height = height; - - } - - /** - * The light's power. Power is the luminous power of the light measured in lumens (lm). - * Changing the power will also change the light's intensity. - * - * @type {number} - */ - get power() { - - // compute the light's luminous power (in lumens) from its intensity (in nits) - return this.intensity * this.width * this.height * Math.PI; - - } - - set power( power ) { - - // set the light's intensity (in nits) from the desired luminous power (in lumens) - this.intensity = power / ( this.width * this.height * Math.PI ); - - } - - copy( source ) { - - super.copy( source ); - - this.width = source.width; - this.height = source.height; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.width = this.width; - data.object.height = this.height; - - return data; - - } - -} - -/** - * Represents a third-order spherical harmonics (SH). Light probes use this class - * to encode lighting information. - * - * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf} - * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf} - */ -class SphericalHarmonics3 { - - /** - * Constructs a new spherical harmonics. - */ - constructor() { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSphericalHarmonics3 = true; - - /** - * An array holding the (9) SH coefficients. - * - * @type {Array} - */ - this.coefficients = []; - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients.push( new Vector3() ); - - } - - } - - /** - * Sets the given SH coefficients to this instance by copying - * the values. - * - * @param {Array} coefficients - The SH coefficients. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - set( coefficients ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].copy( coefficients[ i ] ); - - } - - return this; - - } - - /** - * Sets all SH coefficients to `0`. - * - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - zero() { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].set( 0, 0, 0 ); - - } - - return this; - - } - - /** - * Returns the radiance in the direction of the given normal. - * - * @param {Vector3} normal - The normal vector (assumed to be unit length) - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The radiance. - */ - getAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 - target.addScaledVector( coeff[ 1 ], 0.488603 * y ); - target.addScaledVector( coeff[ 2 ], 0.488603 * z ); - target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); - target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); - target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); - target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); - target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); - - return target; - - } - - /** - * Returns the irradiance (radiance convolved with cosine lobe) in the - * direction of the given normal. - * - * @param {Vector3} normal - The normal vector (assumed to be unit length) - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The irradiance. - */ - getIrradianceAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 - target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 - target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); - target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 - target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); - target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 - target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); - target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; - - } - - /** - * Adds the given SH to this instance. - * - * @param {SphericalHarmonics3} sh - The SH to add. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - add( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].add( sh.coefficients[ i ] ); - - } - - return this; - - } - - /** - * A convenience method for performing {@link SphericalHarmonics3#add} and - * {@link SphericalHarmonics3#scale} at once. - * - * @param {SphericalHarmonics3} sh - The SH to add. - * @param {number} s - The scale factor. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - addScaledSH( sh, s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); - - } - - return this; - - } - - /** - * Scales this SH by the given scale factor. - * - * @param {number} s - The scale factor. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - scale( s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].multiplyScalar( s ); - - } - - return this; - - } - - /** - * Linear interpolates between the given SH and this instance by the given - * alpha factor. - * - * @param {SphericalHarmonics3} sh - The SH to interpolate with. - * @param {number} alpha - The alpha factor. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - lerp( sh, alpha ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); - - } - - return this; - - } - - /** - * Returns `true` if this spherical harmonics is equal with the given one. - * - * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality. - * @return {boolean} Whether this spherical harmonics is equal with the given one. - */ - equals( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { - - return false; - - } - - } - - return true; - - } - - /** - * Copies the values of the given spherical harmonics to this instance. - * - * @param {SphericalHarmonics3} sh - The spherical harmonics to copy. - * @return {SphericalHarmonics3} A reference to this spherical harmonics. - */ - copy( sh ) { - - return this.set( sh.coefficients ); - - } - - /** - * Returns a new spherical harmonics with copied values from this instance. - * - * @return {SphericalHarmonics3} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Sets the SH coefficients of this instance from the given array. - * - * @param {Array} array - An array holding the SH coefficients. - * @param {number} [offset=0] - The array offset where to start copying. - * @return {SphericalHarmonics3} A clone of this instance. - */ - fromArray( array, offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); - - } - - return this; - - } - - /** - * Returns an array with the SH coefficients, or copies them into the provided - * array. The coefficients are represented as numbers. - * - * @param {Array} [array=[]] - The target array. - * @param {number} [offset=0] - The array offset where to start copying. - * @return {Array} An array with flat SH coefficients. - */ - toArray( array = [], offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].toArray( array, offset + ( i * 3 ) ); - - } - - return array; - - } - - /** - * Computes the SH basis for the given normal vector. - * - * @param {Vector3} normal - The normal. - * @param {Array} shBasis - The target array holding the SH basis. - */ - static getBasisAt( normal, shBasis ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - // band 0 - shBasis[ 0 ] = 0.282095; - - // band 1 - shBasis[ 1 ] = 0.488603 * y; - shBasis[ 2 ] = 0.488603 * z; - shBasis[ 3 ] = 0.488603 * x; - - // band 2 - shBasis[ 4 ] = 1.092548 * x * y; - shBasis[ 5 ] = 1.092548 * y * z; - shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); - shBasis[ 7 ] = 1.092548 * x * z; - shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); - - } - -} - -/** - * Light probes are an alternative way of adding light to a 3D scene. Unlike - * classical light sources (e.g. directional, point or spot lights), light - * probes do not emit light. Instead they store information about light - * passing through 3D space. During rendering, the light that hits a 3D - * object is approximated by using the data from the light probe. - * - * Light probes are usually created from (radiance) environment maps. The - * class {@link LightProbeGenerator} can be used to create light probes from - * cube textures or render targets. However, light estimation data could also - * be provided in other forms e.g. by WebXR. This enables the rendering of - * augmented reality content that reacts to real world lighting. - * - * The current probe implementation in three.js supports so-called diffuse - * light probes. This type of light probe is functionally equivalent to an - * irradiance environment map. - * - * @augments Light - */ -class LightProbe extends Light { - - /** - * Constructs a new light probe. - * - * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information. - * @param {number} [intensity=1] - The light's strength/intensity. - */ - constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { - - super( undefined, intensity ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isLightProbe = true; - - /** - * A light probe uses spherical harmonics to encode lighting information. - * - * @type {SphericalHarmonics3} - */ - this.sh = sh; - - } - - copy( source ) { - - super.copy( source ); - - this.sh.copy( source.sh ); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.sh = this.sh.toArray(); - - return data; - - } - -} - -const _customMaterials = {}; - -/** - * Class for loading materials. The files are internally - * loaded via {@link FileLoader}. - * - * ```js - * const loader = new THREE.MaterialLoader(); - * const material = await loader.loadAsync( 'material.json' ); - * ``` - * This loader does not support node materials. Use {@link NodeMaterialLoader} instead. - * - * @augments Loader - */ -class MaterialLoader extends Loader { - - /** - * Constructs a new material loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - /** - * A dictionary holding textures used by the material. - * - * @type {Object} - */ - this.textures = {}; - - } - - /** - * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(Material)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.setWithCredentials( scope.withCredentials ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - /** - * Parses the given JSON object and returns a material. - * - * @param {Object} json - The serialized material. - * @return {Material} The parsed material. - */ - parse( json ) { - - const material = this.createMaterialFromType( json.type ); - - material.fromJSON( json, this.textures ); - - return material; - - } - - /** - * Textures are not embedded in the material JSON so they have - * to be injected before the loading process starts. - * - * @param {Object} value - A dictionary holding textures for material properties. - * @return {MaterialLoader} A reference to this material loader. - */ - setTextures( value ) { - - this.textures = value; - return this; - - } - - /** - * Creates a material for the given type. - * - * @param {string} type - The material type. - * @return {Material} The new material. - */ - createMaterialFromType( type ) { - - return MaterialLoader.createMaterialFromType( type ); - - } - - /** - * Creates a material for the given type. - * - * @static - * @param {string} type - The material type. - * @return {Material} The new material. - */ - static createMaterialFromType( type ) { - - const materialLib = { - ShadowMaterial, - SpriteMaterial, - RawShaderMaterial, - ShaderMaterial, - PointsMaterial, - MeshPhysicalMaterial, - MeshStandardMaterial, - MeshPhongMaterial, - MeshToonMaterial, - MeshNormalMaterial, - MeshLambertMaterial, - MeshDepthMaterial, - MeshDistanceMaterial, - MeshBasicMaterial, - MeshMatcapMaterial, - LineDashedMaterial, - LineBasicMaterial, - Material, - ... _customMaterials - }; - - const MaterialType = materialLib[ type ]; - - let materialInstance; - - if ( MaterialType === undefined ) { - - warnOnce( `MaterialLoader: Unknown material type "${ type }". Use .registerMaterial() before starting the deserialization process.` ); - materialInstance = new Material(); - - } else { - - materialInstance = new MaterialType(); - - } - - return materialInstance; - - } - - /** - * Registers the given material at the internal - * material library. - * - * @static - * @param {string} type - The material type. - * @param {Material.constructor} materialClass - The material class. - */ - static registerMaterial( type, materialClass ) { - - _customMaterials[ type ] = materialClass; - - } - -} - -/** - * A class with loader utility functions. - */ -class LoaderUtils { - - /** - * Extracts the base URL from the given URL. - * - * @param {string} url -The URL to extract the base URL from. - * @return {string} The extracted base URL. - */ - static extractUrlBase( url ) { - - const index = url.lastIndexOf( '/' ); - - if ( index === -1 ) return './'; - - return url.slice( 0, index + 1 ); - - } - - /** - * Resolves relative URLs against the given path. Absolute paths, data urls, - * and blob URLs will be returned as is. Invalid URLs will return an empty - * string. - * - * @param {string} url -The URL to resolve. - * @param {string} path - The base path for relative URLs to be resolved against. - * @return {string} The resolved URL. - */ - static resolveURL( url, path ) { - - // Invalid URL - if ( typeof url !== 'string' || url === '' ) return ''; - - // Host Relative URL - if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { - - path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); - - } - - // Absolute URL http://,https://,// - if ( /^(https?:)?\/\//i.test( url ) ) return url; - - // Data URI - if ( /^data:.*,.*$/i.test( url ) ) return url; - - // Blob URL - if ( /^blob:.*$/i.test( url ) ) return url; - - // Relative URL - return path + url; - - } - -} - -/** - * An instanced version of a geometry. - */ -class InstancedBufferGeometry extends BufferGeometry { - - /** - * Constructs a new instanced buffer geometry. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInstancedBufferGeometry = true; - - this.type = 'InstancedBufferGeometry'; - - /** - * The instance count. - * - * @type {number} - * @default Infinity - */ - this.instanceCount = Infinity; - - } - - copy( source ) { - - super.copy( source ); - - this.instanceCount = source.instanceCount; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.instanceCount = this.instanceCount; - - data.isInstancedBufferGeometry = true; - - return data; - - } - -} - -/** - * Class for loading geometries. The files are internally - * loaded via {@link FileLoader}. - * - * ```js - * const loader = new THREE.BufferGeometryLoader(); - * const geometry = await loader.loadAsync( 'models/json/pressure.json' ); - * - * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } ); - * const object = new THREE.Mesh( geometry, material ); - * scene.add( object ); - * ``` - * - * @augments Loader - */ -class BufferGeometryLoader extends Loader { - - /** - * Constructs a new geometry loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.setWithCredentials( scope.withCredentials ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - /** - * Parses the given JSON object and returns a geometry. - * - * @param {Object} json - The serialized geometry. - * @return {BufferGeometry} The parsed geometry. - */ - parse( json ) { - - const interleavedBufferMap = {}; - const arrayBufferMap = {}; - - function getInterleavedBuffer( json, uuid ) { - - if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; - - const interleavedBuffers = json.interleavedBuffers; - const interleavedBuffer = interleavedBuffers[ uuid ]; - - const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); - - const array = getTypedArray( interleavedBuffer.type, buffer ); - const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); - ib.uuid = interleavedBuffer.uuid; - - if ( interleavedBuffer.usage !== undefined ) ib.setUsage( interleavedBuffer.usage ); - - interleavedBufferMap[ uuid ] = ib; - - return ib; - - } - - function getArrayBuffer( json, uuid ) { - - if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; - - const arrayBuffers = json.arrayBuffers; - const arrayBuffer = arrayBuffers[ uuid ]; - - const ab = new Uint32Array( arrayBuffer ).buffer; - - arrayBufferMap[ uuid ] = ab; - - return ab; - - } - - const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); - - const index = json.data.index; - - if ( index !== undefined ) { - - const typedArray = getTypedArray( index.type, index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); - - } - - const attributes = json.data.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - let bufferAttribute; - - if ( attribute.isInterleavedBufferAttribute ) { - - const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); - bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); - - } else { - - const typedArray = getTypedArray( attribute.type, attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; - bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); - if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType; - - geometry.setAttribute( key, bufferAttribute ); - - } - - const morphAttributes = json.data.morphAttributes; - - if ( morphAttributes ) { - - for ( const key in morphAttributes ) { - - const attributeArray = morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - let bufferAttribute; - - if ( attribute.isInterleavedBufferAttribute ) { - - const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); - bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); - - } else { - - const typedArray = getTypedArray( attribute.type, attribute.array ); - bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); - if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType; - array.push( bufferAttribute ); - - } - - geometry.morphAttributes[ key ] = array; - - } - - } - - const morphTargetsRelative = json.data.morphTargetsRelative; - - if ( morphTargetsRelative ) { - - geometry.morphTargetsRelative = true; - - } - - const groups = json.data.groups || json.data.drawcalls || json.data.offsets; - - if ( groups !== undefined ) { - - for ( let i = 0, n = groups.length; i !== n; ++ i ) { - - const group = groups[ i ]; - - geometry.addGroup( group.start, group.count, group.materialIndex ); - - } - - } - - const boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { - - geometry.boundingSphere = new Sphere().fromJSON( boundingSphere ); - - } - - if ( json.name ) geometry.name = json.name; - if ( json.userData ) geometry.userData = json.userData; - - return geometry; - - } - -} - -const _customGeometries = {}; - -/** - * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4). - * The files are internally loaded via {@link FileLoader}. - * - * ```js - * const loader = new THREE.ObjectLoader(); - * const obj = await loader.loadAsync( 'models/json/example.json' ); - * scene.add( obj ); - * - * // Alternatively, to parse a previously loaded JSON structure - * const object = await loader.parseAsync( a_json_object ); - * scene.add( object ); - * ``` - * - * @augments Loader - */ -class ObjectLoader extends Loader { - - /** - * Constructs a new object loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(Object3D)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { - - let json = null; - - try { - - json = JSON.parse( text ); - - } catch ( e ) { - - if ( onError !== undefined ) onError( e ); - - error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message ); - - return; - - } - - const metadata = json.metadata; - - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { - - if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); - - error( 'ObjectLoader: Can\'t load ' + url ); - return; - - } - - scope.parse( json, onLoad ); - - }, onProgress, onError ); - - } - - /** - * Async version of {@link ObjectLoader#load}. - * - * @async - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @return {Promise} A Promise that resolves with the loaded 3D object. - */ - async loadAsync( url, onProgress ) { - - const scope = this; - - const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - - const text = await loader.loadAsync( url, onProgress ); - - let json; - - try { - - json = JSON.parse( text ); - - } catch ( e ) { - - throw new Error( 'THREE.ObjectLoader: Can\'t parse ' + url + '. ' + e.message ); - - } - - const metadata = json.metadata; - - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { - - throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); - - } - - return await scope.parseAsync( json ); - - } - - /** - * Parses the given JSON. This is used internally by {@link ObjectLoader#load} - * but can also be used directly to parse a previously loaded JSON structure. - * - * @param {Object} json - The serialized 3D object. - * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded. - * @return {Object3D} The parsed 3D object. - */ - parse( json, onLoad ) { - - const animations = this.parseAnimations( json.animations ); - const shapes = this.parseShapes( json.shapes ); - const geometries = this.parseGeometries( json.geometries, shapes ); - - const images = this.parseImages( json.images, function () { - - if ( onLoad !== undefined ) onLoad( object ); - - } ); - - const textures = this.parseTextures( json.textures, images ); - const materials = this.parseMaterials( json.materials, textures ); - - const object = this.parseObject( json.object, geometries, materials, textures, animations ); - const skeletons = this.parseSkeletons( json.skeletons, object ); - - this.bindSkeletons( object, skeletons ); - this.bindLightTargets( object ); - - // - - if ( onLoad !== undefined ) { - - let hasImages = false; - - for ( const uuid in images ) { - - if ( images[ uuid ].data instanceof HTMLImageElement ) { - - hasImages = true; - break; - - } - - } - - if ( hasImages === false ) onLoad( object ); - - } - - return object; - - } - - /** - * Async version of {@link ObjectLoader#parse}. - * - * @param {Object} json - The serialized 3D object. - * @return {Promise} A Promise that resolves with the parsed 3D object. - */ - async parseAsync( json ) { - - const animations = this.parseAnimations( json.animations ); - const shapes = this.parseShapes( json.shapes ); - const geometries = this.parseGeometries( json.geometries, shapes ); - - const images = await this.parseImagesAsync( json.images ); - - const textures = this.parseTextures( json.textures, images ); - const materials = this.parseMaterials( json.materials, textures ); - - const object = this.parseObject( json.object, geometries, materials, textures, animations ); - const skeletons = this.parseSkeletons( json.skeletons, object ); - - this.bindSkeletons( object, skeletons ); - this.bindLightTargets( object ); - - return object; - - } - - /** - * Registers the given geometry at the internal - * geometry library. - * - * @static - * @param {string} type - The geometry type. - * @param {BufferGeometry.constructor} geometryClass - The geometry class. - */ - static registerGeometry( type, geometryClass ) { - - _customGeometries[ type ] = geometryClass; - - } - - // internals - - parseShapes( json ) { - - const shapes = {}; - - if ( json !== undefined ) { - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const shape = new Shape().fromJSON( json[ i ] ); - - shapes[ shape.uuid ] = shape; - - } - - } - - return shapes; - - } - - parseSkeletons( json, object ) { - - const skeletons = {}; - const bones = {}; - - // generate bone lookup table - - object.traverse( function ( child ) { - - if ( child.isBone ) bones[ child.uuid ] = child; - - } ); - - // create skeletons - - if ( json !== undefined ) { - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const skeleton = new Skeleton().fromJSON( json[ i ], bones ); - - skeletons[ skeleton.uuid ] = skeleton; - - } - - } - - return skeletons; - - } - - parseGeometries( json, shapes ) { - - const geometries = {}; - - if ( json !== undefined ) { - - const bufferGeometryLoader = new BufferGeometryLoader(); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - let geometry; - const data = json[ i ]; - - switch ( data.type ) { - - case 'BufferGeometry': - case 'InstancedBufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - break; - - default: - - if ( data.type in Geometries ) { - - geometry = Geometries[ data.type ].fromJSON( data, shapes ); - - } else if ( data.type in _customGeometries ) { - - geometry = _customGeometries[ data.type ].fromJSON( data, shapes ); - - } else { - - warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` ); - - } - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - if ( data.userData !== undefined ) geometry.userData = data.userData; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - } - - parseMaterials( json, textures ) { - - const cache = {}; // MultiMaterial - const materials = {}; - - if ( json !== undefined ) { - - const loader = new MaterialLoader(); - loader.setTextures( textures ); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const data = json[ i ]; - - if ( cache[ data.uuid ] === undefined ) { - - cache[ data.uuid ] = loader.parse( data ); - - } - - materials[ data.uuid ] = cache[ data.uuid ]; - - } - - } - - return materials; - - } - - parseAnimations( json ) { - - const animations = {}; - - if ( json !== undefined ) { - - for ( let i = 0; i < json.length; i ++ ) { - - const data = json[ i ]; - - const clip = AnimationClip.parse( data ); - - animations[ clip.uuid ] = clip; - - } - - } - - return animations; - - } - - parseImages( json, onLoad ) { - - const scope = this; - const images = {}; - - let loader; - - function loadImage( url ) { - - url = scope.manager.resolveURL( url ); - - scope.manager.itemStart( url ); - - return loader.load( url, function () { - - scope.manager.itemEnd( url ); - - }, undefined, function () { - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - } - - function deserializeImage( image ) { - - if ( typeof image === 'string' ) { - - const url = image; - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; - - return loadImage( path ); - - } else { - - if ( image.data ) { - - return { - data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; - - } else { - - return null; - - } - - } - - } - - if ( json !== undefined && json.length > 0 ) { - - const manager = new LoadingManager( onLoad ); - - loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); - - for ( let i = 0, il = json.length; i < il; i ++ ) { - - const image = json[ i ]; - const url = image.url; - - if ( Array.isArray( url ) ) { - - // load array of images e.g CubeTexture - - const imageArray = []; - - for ( let j = 0, jl = url.length; j < jl; j ++ ) { - - const currentUrl = url[ j ]; - - const deserializedImage = deserializeImage( currentUrl ); - - if ( deserializedImage !== null ) { - - if ( deserializedImage instanceof HTMLImageElement ) { - - imageArray.push( deserializedImage ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new TextureSource( imageArray ); - - } else { - - // load single image - - const deserializedImage = deserializeImage( image.url ); - images[ image.uuid ] = new TextureSource( deserializedImage ); - - - } - - } - - } - - return images; - - } - - async parseImagesAsync( json ) { - - const scope = this; - const images = {}; - - let loader; - - async function deserializeImage( image ) { - - if ( typeof image === 'string' ) { - - const url = image; - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; - - return await loader.loadAsync( path ); - - } else { - - if ( image.data ) { - - return { - data: getTypedArray( image.type, image.data ), - width: image.width, - height: image.height - }; - - } else { - - return null; - - } - - } - - } - - if ( json !== undefined && json.length > 0 ) { - - loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - - for ( let i = 0, il = json.length; i < il; i ++ ) { - - const image = json[ i ]; - const url = image.url; - - if ( Array.isArray( url ) ) { - - // load array of images e.g CubeTexture - - const imageArray = []; - - for ( let j = 0, jl = url.length; j < jl; j ++ ) { - - const currentUrl = url[ j ]; - - const deserializedImage = await deserializeImage( currentUrl ); - - if ( deserializedImage !== null ) { - - if ( deserializedImage instanceof HTMLImageElement ) { - - imageArray.push( deserializedImage ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new TextureSource( imageArray ); - - } else { - - // load single image - - const deserializedImage = await deserializeImage( image.url ); - images[ image.uuid ] = new TextureSource( deserializedImage ); - - } - - } - - } - - return images; - - } - - parseTextures( json, images ) { - - function parseConstant( value, type ) { - - if ( typeof value === 'number' ) return value; - - warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - - return type[ value ]; - - } - - const textures = {}; - - if ( json !== undefined ) { - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const data = json[ i ]; - - if ( data.image === undefined ) { - - warn( 'ObjectLoader: No "image" specified for', data.uuid ); - - } - - if ( images[ data.image ] === undefined ) { - - warn( 'ObjectLoader: Undefined image', data.image ); - - } - - const source = images[ data.image ]; - const image = source.data; - - let texture; - - if ( Array.isArray( image ) ) { - - texture = new CubeTexture(); - - if ( image.length === 6 ) texture.needsUpdate = true; - - } else { - - if ( image && image.data ) { - - texture = new DataTexture(); - - } else { - - texture = new Texture(); - - } - - if ( image ) texture.needsUpdate = true; // textures can have undefined image data - - } - - texture.source = source; - - texture.uuid = data.uuid; - - if ( data.name !== undefined ) texture.name = data.name; - - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); - if ( data.channel !== undefined ) texture.channel = data.channel; - - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.center !== undefined ) texture.center.fromArray( data.center ); - if ( data.rotation !== undefined ) texture.rotation = data.rotation; - - if ( data.wrap !== undefined ) { - - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); - - } - - if ( data.format !== undefined ) texture.format = data.format; - if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; - if ( data.type !== undefined ) texture.type = data.type; - if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; - - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - - if ( data.flipY !== undefined ) texture.flipY = data.flipY; - - if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; - if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; - if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; - if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; - if ( data.normalized !== undefined ) texture.normalized = data.normalized; - - if ( data.userData !== undefined ) texture.userData = data.userData; - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - } - - parseObject( data, geometries, materials, textures, animations ) { - - let object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - warn( 'ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( Array.isArray( name ) ) { - - const array = []; - - for ( let i = 0, l = name.length; i < l; i ++ ) { - - const uuid = name[ i ]; - - if ( materials[ uuid ] === undefined ) { - - warn( 'ObjectLoader: Undefined material', uuid ); - - } - - array.push( materials[ uuid ] ); - - } - - return array; - - } - - if ( materials[ name ] === undefined ) { - - warn( 'ObjectLoader: Undefined material', name ); - - } - - return materials[ name ]; - - } - - function getTexture( uuid ) { - - if ( textures[ uuid ] === undefined ) { - - warn( 'ObjectLoader: Undefined texture', uuid ); - - } - - return textures[ uuid ]; - - } - - let geometry, material; - - switch ( data.type ) { - - case 'Scene': - - object = new Scene(); - - if ( data.background !== undefined ) { - - if ( Number.isInteger( data.background ) ) { - - object.background = new Color( data.background ); - - } else { - - object.background = getTexture( data.background ); - - } - - } - - if ( data.environment !== undefined ) { - - object.environment = getTexture( data.environment ); - - } - - if ( data.fog !== undefined ) { - - if ( data.fog.type === 'Fog' ) { - - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - - } else if ( data.fog.type === 'FogExp2' ) { - - object.fog = new FogExp2( data.fog.color, data.fog.density ); - - } - - if ( data.fog.name !== '' ) { - - object.fog.name = data.fog.name; - - } - - } - - if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; - if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; - if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); - - if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; - if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); - - break; - - case 'PerspectiveCamera': - - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'OrthographicCamera': - - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'AmbientLight': - - object = new AmbientLight( data.color, data.intensity ); - - break; - - case 'DirectionalLight': - - object = new DirectionalLight( data.color, data.intensity ); - object.target = data.target || ''; - - break; - - case 'PointLight': - - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - - break; - - case 'RectAreaLight': - - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - - break; - - case 'SpotLight': - - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - object.target = data.target || ''; - - break; - - case 'HemisphereLight': - - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'LightProbe': - - const sh = new SphericalHarmonics3().fromArray( data.sh ); - object = new LightProbe( sh, data.intensity ); - - break; - - case 'SkinnedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new SkinnedMesh( geometry, material ); - - if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; - if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); - if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; - - break; - - case 'Mesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new Mesh( geometry, material ); - - break; - - case 'InstancedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - const count = data.count; - const instanceMatrix = data.instanceMatrix; - const instanceColor = data.instanceColor; - - object = new InstancedMesh( geometry, material, count ); - object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); - if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); - - break; - - case 'BatchedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); - object.geometry = geometry; - object.perObjectFrustumCulled = data.perObjectFrustumCulled; - object.sortObjects = data.sortObjects; - - object._drawRanges = data.drawRanges; - object._reservedRanges = data.reservedRanges; - - object._geometryInfo = data.geometryInfo.map( info => { - - let box = null; - let sphere = null; - if ( info.boundingBox !== undefined ) { - - box = new Box3().fromJSON( info.boundingBox ); - - } - - if ( info.boundingSphere !== undefined ) { - - sphere = new Sphere().fromJSON( info.boundingSphere ); - - } - - return { - ...info, - boundingBox: box, - boundingSphere: sphere - }; - - } ); - object._instanceInfo = data.instanceInfo; - - object._availableInstanceIds = data._availableInstanceIds; - object._availableGeometryIds = data._availableGeometryIds; - - object._nextIndexStart = data.nextIndexStart; - object._nextVertexStart = data.nextVertexStart; - object._geometryCount = data.geometryCount; - - object._maxInstanceCount = data.maxInstanceCount; - object._maxVertexCount = data.maxVertexCount; - object._maxIndexCount = data.maxIndexCount; - - object._geometryInitialized = data.geometryInitialized; - - object._matricesTexture = getTexture( data.matricesTexture.uuid ); - - object._indirectTexture = getTexture( data.indirectTexture.uuid ); - - if ( data.colorsTexture !== undefined ) { - - object._colorsTexture = getTexture( data.colorsTexture.uuid ); - - } - - if ( data.boundingSphere !== undefined ) { - - object.boundingSphere = new Sphere().fromJSON( data.boundingSphere ); - - } - - if ( data.boundingBox !== undefined ) { - - object.boundingBox = new Box3().fromJSON( data.boundingBox ); - - } - - break; - - case 'LOD': - - object = new LOD(); - - break; - - case 'Line': - - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineLoop': - - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineSegments': - - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'PointCloud': - case 'Points': - - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'Sprite': - - object = new Sprite( getMaterial( data.material ) ); - - break; - - case 'Group': - - object = new Group(); - - break; - - case 'Bone': - - object = new Bone(); - - break; - - default: - - object = new Object3D(); - - } - - object.uuid = data.uuid; - - if ( data.name !== undefined ) object.name = data.name; - - if ( data.matrix !== undefined ) { - - object.matrix.fromArray( data.matrix ); - - if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; - if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); - - } else { - - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); - - } - - if ( data.up !== undefined ) object.up.fromArray( data.up ); - - if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot ); - - if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary ); - if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice(); - - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - if ( data.shadow ) { - - if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.blurSamples !== undefined ) object.shadow.blurSamples = data.shadow.blurSamples; - if ( data.shadow.focus !== undefined ) object.shadow.focus = data.shadow.focus; - if ( data.shadow.aspect !== undefined ) object.shadow.aspect = data.shadow.aspect; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); - - } - - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; - if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; - if ( data.static !== undefined ) object.static = data.static; - if ( data.userData !== undefined ) object.userData = data.userData; - if ( data.layers !== undefined ) object.layers.mask = data.layers; - - if ( data.children !== undefined ) { - - const children = data.children; - - for ( let i = 0; i < children.length; i ++ ) { - - object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); - - } - - } - - if ( data.animations !== undefined ) { - - const objectAnimations = data.animations; - - for ( let i = 0; i < objectAnimations.length; i ++ ) { - - const uuid = objectAnimations[ i ]; - - object.animations.push( animations[ uuid ] ); - - } - - } - - if ( data.type === 'LOD' ) { - - if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; - - const levels = data.levels; - - for ( let l = 0; l < levels.length; l ++ ) { - - const level = levels[ l ]; - const child = object.getObjectByProperty( 'uuid', level.object ); - - if ( child !== undefined ) { - - object.addLevel( child, level.distance, level.hysteresis ); - - } - - } - - } - - return object; - - } - - bindSkeletons( object, skeletons ) { - - if ( Object.keys( skeletons ).length === 0 ) return; - - object.traverse( function ( child ) { - - if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { - - const skeleton = skeletons[ child.skeleton ]; - - if ( skeleton === undefined ) { - - warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton ); - - } else { - - child.bind( skeleton, child.bindMatrix ); - - } - - } - - } ); - - } - - bindLightTargets( object ) { - - object.traverse( function ( child ) { - - if ( child.isDirectionalLight || child.isSpotLight ) { - - const uuid = child.target; - - const target = object.getObjectByProperty( 'uuid', uuid ); - - if ( target !== undefined ) { - - child.target = target; - - } else { - - child.target = new Object3D(); - - } - - } - - } ); - - } - -} - -const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping -}; - -const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; - -const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, - NearestMipmapLinearFilter: NearestMipmapLinearFilter, - LinearFilter: LinearFilter, - LinearMipmapNearestFilter: LinearMipmapNearestFilter, - LinearMipmapLinearFilter: LinearMipmapLinearFilter -}; - -const _errorMap = new WeakMap(); - -/** - * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap). - * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare - * textures for rendering. - * - * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps. - * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading, - * unlike regular images which can be configured on the Texture to set these options on GPU upload instead. - * - * To match the default behaviour of {@link Texture}, the following options are needed: - * - * ```js - * { imageOrientation: 'flipY', premultiplyAlpha: 'none' } - * ``` - * - * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled. - * - * ```js - * const loader = new THREE.ImageBitmapLoader(); - * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed - * const imageBitmap = await loader.loadAsync( 'image.png' ); - * - * const texture = new THREE.Texture( imageBitmap ); - * texture.needsUpdate = true; - * ``` - * - * @augments Loader - */ -class ImageBitmapLoader extends Loader { - - /** - * Constructs a new image bitmap loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isImageBitmapLoader = true; - - if ( typeof createImageBitmap === 'undefined' ) { - - warn( 'ImageBitmapLoader: createImageBitmap() not supported.' ); - - } - - if ( typeof fetch === 'undefined' ) { - - warn( 'ImageBitmapLoader: fetch() not supported.' ); - - } - - /** - * Represents the loader options. - * - * @type {Object} - * @default {premultiplyAlpha:'none'} - */ - this.options = { premultiplyAlpha: 'none' }; - - /** - * Used for aborting requests. - * - * @private - * @type {AbortController} - */ - this._abortController = new AbortController(); - - } - - /** - * Sets the given loader options. The structure of the object must match the `options` parameter of - * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap). - * - * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with - * different options will return the cached result of the first request. - * - * @param {Object} options - The loader options to set. - * @return {ImageBitmapLoader} A reference to this image bitmap loader. - */ - setOptions( options ) { - - this.options = options; - - return this; - - } - - /** - * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Unsupported in this loader. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( `image-bitmap:${url}` ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - // If cached is a promise, wait for it to resolve - if ( cached.then ) { - - cached.then( imageBitmap => { - - // check if there is an error for the cached promise - - if ( _errorMap.has( cached ) === true ) { - - if ( onError ) onError( _errorMap.get( cached ) ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } else { - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - } - - } ); - - return; - - } - - // If cached is not a promise (i.e., it's already an imageBitmap) - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return; - - } - - const fetchOptions = {}; - fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; - fetchOptions.headers = this.requestHeader; - fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal; - - const promise = fetch( url, fetchOptions ).then( function ( res ) { - - return res.blob(); - - } ).then( function ( blob ) { - - return createImageBitmap( blob, Object.assign( {}, scope.options, { colorSpaceConversion: 'none' } ) ); - - } ).then( function ( imageBitmap ) { - - Cache.add( `image-bitmap:${url}`, imageBitmap ); - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - return imageBitmap; // see #34150 - - } ).catch( function ( e ) { - - if ( onError ) onError( e ); - - _errorMap.set( promise, e ); - - Cache.remove( `image-bitmap:${url}` ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - Cache.add( `image-bitmap:${url}`, promise ); - scope.manager.itemStart( url ); - - } - - /** - * Aborts ongoing fetch requests. - * - * @return {ImageBitmapLoader} A reference to this instance. - */ - abort() { - - this._abortController.abort(); - this._abortController = new AbortController(); - - return this; - - } - -} - -let _context; - -/** - * Manages the global audio context in the engine. - * - * @hideconstructor - */ -class AudioContext { - - /** - * Returns the global native audio context. - * - * @return {Window.AudioContext} The native audio context. - */ - static getContext() { - - if ( _context === undefined ) { - - _context = new ( window.AudioContext || window.webkitAudioContext )(); - - } - - return _context; - - } - - /** - * Allows to set the global native audio context from outside. - * - * @param {Window.AudioContext} value - The native context to set. - */ - static setContext( value ) { - - _context = value; - - } - -} - -/** - * Class for loading audio buffers. Audios are internally - * loaded via {@link FileLoader}. - * - * ```js - * const audioListener = new THREE.AudioListener(); - * const ambientSound = new THREE.Audio( audioListener ); - * - * const loader = new THREE.AudioLoader(); - * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' ); - * - * ambientSound.setBuffer( audioBuffer ); - * ambientSound.play(); - * ``` - * - * @augments Loader - */ -class AudioLoader extends Loader { - - /** - * Constructs a new audio loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - } - - /** - * Starts loading from the given URL and passes the loaded audio buffer - * to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( buffer ) { - - try { - - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. - const bufferCopy = buffer.slice( 0 ); - - const context = AudioContext.getContext(); - - const decodeUrl = url + '#decode'; - scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378 - - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { - - onLoad( audioBuffer ); - scope.manager.itemEnd( decodeUrl ); - - } ).catch( function ( e ) { - - handleError( e ); - scope.manager.itemEnd( decodeUrl ); - - } ); - - } catch ( e ) { - - handleError( e ); - - } - - }, onProgress, onError ); - - function handleError( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - error( e ); - - } - - scope.manager.itemError( url ); - - } - - } - -} - -const _eyeRight = /*@__PURE__*/ new Matrix4(); -const _eyeLeft = /*@__PURE__*/ new Matrix4(); -const _projectionMatrix = /*@__PURE__*/ new Matrix4(); - -/** - * A special type of camera that uses two perspective cameras with - * stereoscopic projection. Can be used for rendering stereo effects - * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or - * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier). - */ -class StereoCamera { - - /** - * Constructs a new stereo camera. - */ - constructor() { - - /** - * The type property is used for detecting the object type - * in context of serialization/deserialization. - * - * @type {string} - * @readonly - */ - this.type = 'StereoCamera'; - - /** - * The aspect. - * - * @type {number} - * @default 1 - */ - this.aspect = 1; - - /** - * The eye separation which represents the distance - * between the left and right camera. - * - * @type {number} - * @default 0.064 - */ - this.eyeSep = 0.064; - - /** - * The camera representing the left eye. This is added to layer `1` so objects to be - * rendered by the left camera must also be added to this layer. - * - * @type {PerspectiveCamera} - */ - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; - - /** - * The camera representing the right eye. This is added to layer `2` so objects to be - * rendered by the right camera must also be added to this layer. - * - * @type {PerspectiveCamera} - */ - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - - this._cache = { - focus: null, - fov: null, - aspect: null, - near: null, - far: null, - zoom: null, - eyeSep: null - }; - - } - - /** - * Updates the stereo camera based on the given perspective camera. - * - * @param {PerspectiveCamera} camera - The perspective camera. - */ - update( camera ) { - - const cache = this._cache; - - const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || - cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || - cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; - - if ( needsUpdate ) { - - cache.focus = camera.focus; - cache.fov = camera.fov; - cache.aspect = camera.aspect * this.aspect; - cache.near = camera.near; - cache.far = camera.far; - cache.zoom = camera.zoom; - cache.eyeSep = this.eyeSep; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - _projectionMatrix.copy( camera.projectionMatrix ); - const eyeSepHalf = cache.eyeSep / 2; - const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; - const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; - let xmin, xmax; - - // translate xOffset - - _eyeLeft.elements[ 12 ] = - eyeSepHalf; - _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - - xmin = - ymax * cache.aspect + eyeSepOnProjection; - xmax = ymax * cache.aspect + eyeSepOnProjection; - - _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraL.projectionMatrix.copy( _projectionMatrix ); - - // for right eye - - xmin = - ymax * cache.aspect - eyeSepOnProjection; - xmax = ymax * cache.aspect - eyeSepOnProjection; - - _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraR.projectionMatrix.copy( _projectionMatrix ); - - } - - this.cameraL.matrix.copy( camera.matrixWorld ).multiply( _eyeLeft ); - this.cameraL.matrixWorldNeedsUpdate = true; - - this.cameraR.matrix.copy( camera.matrixWorld ).multiply( _eyeRight ); - this.cameraR.matrixWorldNeedsUpdate = true; - - } - -} - -const fov = -90; // negative fov is not an error -const aspect = 1; - -/** - * A special type of camera that is positioned in 3D space to render its surroundings into a - * cube render target. The render target can then be used as an environment map for rendering - * realtime reflections in your scene. - * - * ```js - * // Create cube render target - * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } ); - * - * // Create cube camera - * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget ); - * scene.add( cubeCamera ); - * - * // Create car - * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } ); - * const car = new THREE.Mesh( carGeometry, chromeMaterial ); - * scene.add( car ); - * - * // Update the render target cube - * car.visible = false; - * cubeCamera.position.copy( car.position ); - * cubeCamera.update( renderer, scene ); - * - * // Render the scene - * car.visible = true; - * renderer.render( scene, camera ); - * ``` - * - * @augments Object3D - */ -class CubeCamera extends Object3D { - - /** - * Constructs a new cube camera. - * - * @param {number} near - The camera's near plane. - * @param {number} far - The camera's far plane. - * @param {WebGLCubeRenderTarget} renderTarget - The cube render target. - */ - constructor( near, far, renderTarget ) { - - super(); - - this.type = 'CubeCamera'; - - /** - * A reference to the cube render target. - * - * @type {WebGLCubeRenderTarget} - */ - this.renderTarget = renderTarget; - - /** - * The current active coordinate system. - * - * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)} - * @default null - */ - this.coordinateSystem = null; - - /** - * The current active mipmap level - * - * @type {number} - * @default 0 - */ - this.activeMipmapLevel = 0; - - const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; - this.add( cameraPX ); - - const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; - this.add( cameraNX ); - - const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; - this.add( cameraPY ); - - const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; - this.add( cameraNY ); - - const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; - this.add( cameraPZ ); - - const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; - this.add( cameraNZ ); - - } - - /** - * Must be called when the coordinate system of the cube camera is changed. - */ - updateCoordinateSystem() { - - const coordinateSystem = this.coordinateSystem; - - const cameras = this.children.concat(); - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; - - for ( const camera of cameras ) this.remove( camera ); - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - cameraPX.up.set( 0, 1, 0 ); - cameraPX.lookAt( 1, 0, 0 ); - - cameraNX.up.set( 0, 1, 0 ); - cameraNX.lookAt( -1, 0, 0 ); - - cameraPY.up.set( 0, 0, -1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, 1 ); - cameraNY.lookAt( 0, -1, 0 ); - - cameraPZ.up.set( 0, 1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, 1, 0 ); - cameraNZ.lookAt( 0, 0, -1 ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - cameraPX.up.set( 0, -1, 0 ); - cameraPX.lookAt( -1, 0, 0 ); - - cameraNX.up.set( 0, -1, 0 ); - cameraNX.lookAt( 1, 0, 0 ); - - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, -1 ); - cameraNY.lookAt( 0, -1, 0 ); - - cameraPZ.up.set( 0, -1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, -1, 0 ); - cameraNZ.lookAt( 0, 0, -1 ); - - } else { - - throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); - - } - - for ( const camera of cameras ) { - - this.add( camera ); - - camera.updateMatrixWorld(); - - } - - } - - /** - * Calling this method will render the given scene with the given renderer - * into the cube render target of the camera. - * - * @param {(Renderer|WebGLRenderer)} renderer - The renderer. - * @param {Scene} scene - The scene to render. - */ - update( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - const { renderTarget, activeMipmapLevel } = this; - - if ( this.coordinateSystem !== renderer.coordinateSystem ) { - - this.coordinateSystem = renderer.coordinateSystem; - - this.updateCoordinateSystem(); - - } - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentActiveCubeFace = renderer.getActiveCubeFace(); - const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); - - const currentXrEnabled = renderer.xr.enabled; - - renderer.xr.enabled = false; - - const generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812 - - let reversedDepthBuffer = false; - - if ( renderer.isWebGLRenderer === true ) { - - reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); - - } else { - - reversedDepthBuffer = renderer.reversedDepthBuffer; - - } - - renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraPX ); - - renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraNX ); - - renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraPY ); - - renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraNY ); - - renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraPZ ); - - // mipmaps are generated during the last call of render() - // at this point, all sides of the cube render target are defined - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); - if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); - renderer.render( scene, cameraNZ ); - - renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); - - renderer.xr.enabled = currentXrEnabled; - - renderTarget.texture.needsPMREMUpdate = true; - - } - -} - -/** - * This type of camera can be used in order to efficiently render a scene with a - * predefined set of cameras. This is an important performance aspect for - * rendering VR scenes. - * - * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory - * to define for each sub camera the `viewport` property which determines the - * part of the viewport that is rendered with this camera. - * - * @augments PerspectiveCamera - */ -class ArrayCamera extends PerspectiveCamera { - - /** - * Constructs a new array camera. - * - * @param {Array} [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} - */ - this.cameras = array; - - } - -} - -/** - * This class is an alternative to {@link Clock} with a different API design and behavior. - * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time. - * - * - `Timer` has an `update()` method that updates its internal state. That makes it possible to - * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values. - * - The class can make use of the Page Visibility API to avoid large time delta values when the app - * is inactive (e.g. tab switched or browser hidden). - * - * ```js - * const timer = new Timer(); - * timer.connect( document ); // use Page Visibility API - * ``` - */ -class Timer { - - /** - * Constructs a new timer. - */ - constructor() { - - this._previousTime = 0; - this._currentTime = 0; - this._startTime = performance.now(); - - this._delta = 0; - this._elapsed = 0; - - this._timescale = 1; - - this._document = null; - this._pageVisibilityHandler = null; - - } - - /** - * Connect the timer to the given document.Calling this method is not mandatory to - * use the timer but enables the usage of the Page Visibility API to avoid large time - * delta values. - * - * @param {Document} document - The document. - */ - connect( document ) { - - this._document = document; - - // use Page Visibility API to avoid large time delta values - - if ( document.hidden !== undefined ) { - - this._pageVisibilityHandler = handleVisibilityChange.bind( this ); - - document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false ); - - } - - } - - /** - * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API. - */ - disconnect() { - - if ( this._pageVisibilityHandler !== null ) { - - this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler ); - this._pageVisibilityHandler = null; - - } - - this._document = null; - - } - - /** - * Returns the time delta in seconds. - * - * @return {number} The time delta in second. - */ - getDelta() { - - return this._delta / 1000; - - } - - /** - * Returns the elapsed time in seconds. - * - * @return {number} The elapsed time in second. - */ - getElapsed() { - - return this._elapsed / 1000; - - } - - /** - * Returns the timescale. - * - * @return {number} The timescale. - */ - getTimescale() { - - return this._timescale; - - } - - /** - * Sets the given timescale which scale the time delta computation - * in `update()`. - * - * @param {number} timescale - The timescale to set. - * @return {Timer} A reference to this timer. - */ - setTimescale( timescale ) { - - this._timescale = timescale; - - return this; - - } - - /** - * Resets the time computation for the current simulation step. - * - * @return {Timer} A reference to this timer. - */ - reset() { - - this._currentTime = performance.now() - this._startTime; - - return this; - - } - - /** - * Can be used to free all internal resources. Usually called when - * the timer instance isn't required anymore. - */ - dispose() { - - this.disconnect(); - - } - - /** - * Updates the internal state of the timer. This method should be called - * once per simulation step and before you perform queries against the timer - * (e.g. via `getDelta()`). - * - * @param {number} timestamp - The current time in milliseconds. Can be obtained - * from the `requestAnimationFrame` callback argument. If not provided, the current - * time will be determined with `performance.now`. - * @return {Timer} A reference to this timer. - */ - update( timestamp ) { - - if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) { - - this._delta = 0; - - } else { - - this._previousTime = this._currentTime; - this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime; - - this._delta = ( this._currentTime - this._previousTime ) * this._timescale; - this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas - - } - - return this; - - } - -} - -function handleVisibilityChange() { - - if ( this._document.hidden === false ) this.reset(); - -} - -const _position$1 = /*@__PURE__*/ new Vector3(); -const _quaternion$1 = /*@__PURE__*/ new Quaternion(); -const _scale$1 = /*@__PURE__*/ new Vector3(); - -const _forward = /*@__PURE__*/ new Vector3(); -const _up = /*@__PURE__*/ new Vector3(); - -/** - * The class represents a virtual listener of the all positional and non-positional audio effects - * in the scene. A three.js application usually creates a single listener. It is a mandatory - * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}. - * - * In most cases, the listener object is a child of the camera. So the 3D transformation of the - * camera represents the 3D transformation of the listener. - * - * @augments Object3D - */ -class AudioListener extends Object3D { - - /** - * Constructs a new audio listener. - */ - constructor() { - - super(); - - this.type = 'AudioListener'; - - /** - * The native audio context. - * - * @type {AudioContext} - * @readonly - */ - this.context = AudioContext.getContext(); - - /** - * The gain node used for volume control. - * - * @type {GainNode} - * @readonly - */ - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - /** - * An optional filter. - * - * Defined via {@link AudioListener#setFilter}. - * - * @type {?AudioNode} - * @default null - * @readonly - */ - this.filter = null; - - /** - * Time delta values required for `linearRampToValueAtTime()` usage. - * - * @type {number} - * @default 0 - * @readonly - */ - this.timeDelta = 0; - - // private - - this._timer = new Timer(); - - } - - /** - * Returns the listener's input node. - * - * This method is used by other audio nodes to connect to this listener. - * - * @return {GainNode} The input node. - */ - getInput() { - - return this.gain; - - } - - /** - * Removes the current filter from this listener. - * - * @return {AudioListener} A reference to this listener. - */ - removeFilter() { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; - - } - - return this; - - } - - /** - * Returns the current set filter. - * - * @return {?AudioNode} The filter. - */ - getFilter() { - - return this.filter; - - } - - /** - * Sets the given filter to this listener. - * - * @param {AudioNode} value - The filter to set. - * @return {AudioListener} A reference to this listener. - */ - setFilter( value ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); - - return this; - - } - - /** - * Returns the applications master volume. - * - * @return {number} The master volume. - */ - getMasterVolume() { - - return this.gain.gain.value; - - } - - /** - * Sets the applications master volume. This volume setting affects - * all audio nodes in the scene. - * - * @param {number} value - The master volume to set. - * @return {AudioListener} A reference to this listener. - */ - setMasterVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - this._timer.update(); - - const listener = this.context.listener; - - this.timeDelta = this._timer.getDelta(); - - this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); - - // the initial forward and up directions must be orthogonal - _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 ); - _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 ); - - if ( listener.positionX ) { - - // code path for Chrome (see #14393) - - const endTime = this.context.currentTime + this.timeDelta; - - listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); - listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); - listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); - listener.forwardX.linearRampToValueAtTime( _forward.x, endTime ); - listener.forwardY.linearRampToValueAtTime( _forward.y, endTime ); - listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime ); - listener.upX.linearRampToValueAtTime( _up.x, endTime ); - listener.upY.linearRampToValueAtTime( _up.y, endTime ); - listener.upZ.linearRampToValueAtTime( _up.z, endTime ); - - } else { - - listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); - listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z ); - - } - - } - -} - -/** - * Represents a non-positional ( global ) audio object. - * - * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/). - * - * ```js - * // create an AudioListener and add it to the camera - * const listener = new THREE.AudioListener(); - * camera.add( listener ); - * - * // create a global audio source - * const sound = new THREE.Audio( listener ); - * - * // load a sound and set it as the Audio object's buffer - * const audioLoader = new THREE.AudioLoader(); - * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { - * sound.setBuffer( buffer ); - * sound.setLoop( true ); - * sound.setVolume( 0.5 ); - * sound.play(); - * }); - * ``` - * - * @augments Object3D - */ -class Audio extends Object3D { - - /** - * Constructs a new audio. - * - * @param {AudioListener} listener - The global audio listener. - */ - constructor( listener ) { - - super(); - - this.type = 'Audio'; - - /** - * The global audio listener. - * - * @type {AudioListener} - * @readonly - */ - this.listener = listener; - - /** - * The audio context. - * - * @type {AudioContext} - * @readonly - */ - this.context = listener.context; - - /** - * The gain node used for volume control. - * - * @type {GainNode} - * @readonly - */ - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); - - /** - * Whether to start playback automatically or not. - * - * @type {boolean} - * @default false - */ - this.autoplay = false; - - /** - * A reference to an audio buffer. - * - * Defined via {@link Audio#setBuffer}. - * - * @type {?AudioBuffer} - * @default null - * @readonly - */ - this.buffer = null; - - /** - * Modify pitch, measured in cents. +/- 100 is a semitone. - * +/- 1200 is an octave. - * - * Defined via {@link Audio#setDetune}. - * - * @type {number} - * @default 0 - * @readonly - */ - this.detune = 0; - - /** - * Whether the audio should loop or not. - * - * Defined via {@link Audio#setLoop}. - * - * @type {boolean} - * @default false - * @readonly - */ - this.loop = false; - - /** - * Defines where in the audio buffer the replay should - * start, in seconds. - * - * @type {number} - * @default 0 - */ - this.loopStart = 0; - - /** - * Defines where in the audio buffer the replay should - * stop, in seconds. - * - * @type {number} - * @default 0 - */ - this.loopEnd = 0; - - /** - * An offset to the time within the audio buffer the playback - * should begin, in seconds. - * - * @type {number} - * @default 0 - */ - this.offset = 0; - - /** - * Overrides the default duration of the audio. - * - * @type {undefined|number} - * @default undefined - */ - this.duration = undefined; - - /** - * The playback speed. - * - * Defined via {@link Audio#setPlaybackRate}. - * - * @type {number} - * @readonly - * @default 1 - */ - this.playbackRate = 1; - - /** - * Indicates whether the audio is playing or not. - * - * This flag will be automatically set when using {@link Audio#play}, - * {@link Audio#pause}, {@link Audio#stop}. - * - * @type {boolean} - * @readonly - * @default false - */ - this.isPlaying = false; - - /** - * Indicates whether the audio playback can be controlled - * with method like {@link Audio#play} or {@link Audio#pause}. - * - * This flag will be automatically set when audio sources are - * defined. - * - * @type {boolean} - * @readonly - * @default true - */ - this.hasPlaybackControl = true; - - /** - * Holds a reference to the current audio source. - * - * The property is automatically by one of the `set*()` methods. - * - * @type {?AudioNode} - * @readonly - * @default null - */ - this.source = null; - - /** - * Defines the source type. - * - * The property is automatically set by one of the `set*()` methods. - * - * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')} - * @readonly - * @default 'empty' - */ - this.sourceType = 'empty'; - - this._startedAt = 0; - this._progress = 0; - this._connected = false; - - /** - * Can be used to apply a variety of low-order filters to create - * more complex sound effects e.g. via `BiquadFilterNode`. - * - * The property is automatically set by {@link Audio#setFilters}. - * - * @type {Array} - * @readonly - */ - this.filters = []; - - } - - /** - * Returns the output audio node. - * - * @return {GainNode} The output node. - */ - getOutput() { - - return this.gain; - - } - - /** - * Sets the given audio node as the source of this instance. - * - * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`. - * - * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`. - * @return {Audio} A reference to this instance. - */ - setNodeSource( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - - } - - /** - * Sets the given media element as the source of this instance. - * - * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`. - * - * @param {HTMLMediaElement} mediaElement - The media element. - * @return {Audio} A reference to this instance. - */ - setMediaElementSource( mediaElement ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; - this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); - - return this; - - } - - /** - * Sets the given media stream as the source of this instance. - * - * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`. - * - * @param {MediaStream} mediaStream - The media stream. - * @return {Audio} A reference to this instance. - */ - setMediaStreamSource( mediaStream ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; - this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); - - return this; - - } - - /** - * Sets the given audio buffer as the source of this instance. - * - * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`. - * - * @param {AudioBuffer} audioBuffer - The audio buffer. - * @return {Audio} A reference to this instance. - */ - setBuffer( audioBuffer ) { - - this.buffer = audioBuffer; - this.sourceType = 'buffer'; - - if ( this.autoplay ) this.play(); - - return this; - - } - - /** - * Starts the playback of the audio. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing. - * @return {Audio|undefined} A reference to this instance. - */ - play( delay = 0 ) { - - if ( this.isPlaying === true ) { - - warn( 'Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return; - - } - - this._startedAt = this.context.currentTime + delay; - - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; - source.onended = this.onEnded.bind( this ); - source.start( this._startedAt, this._progress + this.offset, this.duration ); - - this.isPlaying = true; - - this.source = source; - - this.setDetune( this.detune ); - this.setPlaybackRate( this.playbackRate ); - - return this.connect(); - - } - - /** - * Pauses the playback of the audio. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @return {Audio|undefined} A reference to this instance. - */ - pause() { - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return; - - } - - if ( this.isPlaying === true ) { - - // update current progress - - this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; - - if ( this.loop === true ) { - - // ensure _progress does not exceed duration with looped audios - - this._progress = this._progress % ( this.duration || this.buffer.duration ); - - } - - this.source.stop(); - this.source.onended = null; - - this.isPlaying = false; - - } - - return this; - - } - - /** - * Stops the playback of the audio. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing. - * @return {Audio|undefined} A reference to this instance. - */ - stop( delay = 0 ) { - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return; - - } - - this._progress = 0; - - if ( this.source !== null ) { - - this.source.stop( this.context.currentTime + delay ); - this.source.onended = null; - - } - - this.isPlaying = false; - - return this; - - } - - /** - * Connects to the audio source. This is used internally on - * initialisation and when setting / removing filters. - * - * @return {Audio} A reference to this instance. - */ - connect() { - - if ( this.filters.length > 0 ) { - - this.source.connect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].connect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - - this._connected = true; - - return this; - - } - - /** - * Disconnects to the audio source. This is used internally on - * initialisation and when setting / removing filters. - * - * @return {Audio|undefined} A reference to this instance. - */ - disconnect() { - - if ( this._connected === false ) { - - return; - - } - - if ( this.filters.length > 0 ) { - - this.source.disconnect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - - this._connected = false; - - return this; - - } - - /** - * Returns the current set filters. - * - * @return {Array} The list of filters. - */ - getFilters() { - - return this.filters; - - } - - /** - * Sets an array of filters and connects them with the audio source. - * - * @param {Array} [value] - A list of filters. - * @return {Audio} A reference to this instance. - */ - setFilters( value ) { - - if ( ! value ) value = []; - - if ( this._connected === true ) { - - this.disconnect(); - this.filters = value.slice(); - this.connect(); - - } else { - - this.filters = value.slice(); - - } - - return this; - - } - - /** - * Defines the detuning of oscillation in cents. - * - * @param {number} value - The detuning of oscillation in cents. - * @return {Audio} A reference to this instance. - */ - setDetune( value ) { - - this.detune = value; - - if ( this.isPlaying === true && this.source.detune !== undefined ) { - - this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - /** - * Returns the detuning of oscillation in cents. - * - * @return {number} The detuning of oscillation in cents. - */ - getDetune() { - - return this.detune; - - } - - /** - * Returns the first filter in the list of filters. - * - * @return {AudioNode|undefined} The first filter in the list of filters. - */ - getFilter() { - - return this.getFilters()[ 0 ]; - - } - - /** - * Applies a single filter node to the audio. - * - * @param {AudioNode} [filter] - The filter to set. - * @return {Audio} A reference to this instance. - */ - setFilter( filter ) { - - return this.setFilters( filter ? [ filter ] : [] ); - - } - - /** - * Sets the playback rate. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @param {number} [value] - The playback rate to set. - * @return {Audio|undefined} A reference to this instance. - */ - setPlaybackRate( value ) { - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - /** - * Returns the current playback rate. - - * @return {number} The playback rate. - */ - getPlaybackRate() { - - return this.playbackRate; - - } - - /** - * Automatically called when playback finished. - */ - onEnded() { - - this.isPlaying = false; - this._progress = 0; - - } - - /** - * Returns the loop flag. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @return {boolean} Whether the audio should loop or not. - */ - getLoop() { - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return false; - - } - - return this.loop; - - } - - /** - * Sets the loop flag. - * - * Can only be used with compatible audio sources that allow playback control. - * - * @param {boolean} value - Whether the audio should loop or not. - * @return {Audio|undefined} A reference to this instance. - */ - setLoop( value ) { - - if ( this.hasPlaybackControl === false ) { - - warn( 'Audio: this Audio has no playback control.' ); - return; - - } - - this.loop = value; - - if ( this.isPlaying === true ) { - - this.source.loop = this.loop; - - } - - return this; - - } - - /** - * Sets the loop start value which defines where in the audio buffer the replay should - * start, in seconds. - * - * @param {number} value - The loop start value. - * @return {Audio} A reference to this instance. - */ - setLoopStart( value ) { - - this.loopStart = value; - - return this; - - } - - /** - * Sets the loop end value which defines where in the audio buffer the replay should - * stop, in seconds. - * - * @param {number} value - The loop end value. - * @return {Audio} A reference to this instance. - */ - setLoopEnd( value ) { - - this.loopEnd = value; - - return this; - - } - - /** - * Returns the volume. - * - * @return {number} The volume. - */ - getVolume() { - - return this.gain.gain.value; - - } - - /** - * Sets the volume. - * - * @param {number} value - The volume to set. - * @return {Audio} A reference to this instance. - */ - setVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - if ( source.sourceType !== 'buffer' ) { - - warn( 'Audio: Audio source type cannot be copied.' ); - - return this; - - } - - this.autoplay = source.autoplay; - - this.buffer = source.buffer; - this.detune = source.detune; - this.loop = source.loop; - this.loopStart = source.loopStart; - this.loopEnd = source.loopEnd; - this.offset = source.offset; - this.duration = source.duration; - this.playbackRate = source.playbackRate; - this.hasPlaybackControl = source.hasPlaybackControl; - this.sourceType = source.sourceType; - - this.filters = source.filters.slice(); - - return this; - - } - - clone( recursive ) { - - return new this.constructor( this.listener ).copy( this, recursive ); - - } - -} - -const _position = /*@__PURE__*/ new Vector3(); -const _quaternion = /*@__PURE__*/ new Quaternion(); -const _scale = /*@__PURE__*/ new Vector3(); -const _orientation = /*@__PURE__*/ new Vector3(); - -/** - * Represents a positional audio object. - * - * ```js - * // create an AudioListener and add it to the camera - * const listener = new THREE.AudioListener(); - * camera.add( listener ); - * - * // create the PositionalAudio object (passing in the listener) - * const sound = new THREE.PositionalAudio( listener ); - * - * // load a sound and set it as the PositionalAudio object's buffer - * const audioLoader = new THREE.AudioLoader(); - * audioLoader.load( 'sounds/song.ogg', function( buffer ) { - * sound.setBuffer( buffer ); - * sound.setRefDistance( 20 ); - * sound.play(); - * }); - * - * // create an object for the sound to play from - * const sphere = new THREE.SphereGeometry( 20, 32, 16 ); - * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } ); - * const mesh = new THREE.Mesh( sphere, material ); - * scene.add( mesh ); - * - * // finally add the sound to the mesh - * mesh.add( sound ); - * - * @augments Audio - */ -class PositionalAudio extends Audio { - - /** - * Constructs a positional audio. - * - * @param {AudioListener} listener - The global audio listener. - */ - constructor( listener ) { - - super( listener ); - - /** - * The panner node represents the location, direction, and behavior of an audio - * source in 3D space. - * - * @type {PannerNode} - * @readonly - */ - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; - this.panner.connect( this.gain ); - - } - - connect() { - - super.connect(); - - this.panner.connect( this.gain ); - - return this; - - } - - disconnect() { - - super.disconnect(); - - this.panner.disconnect( this.gain ); - - return this; - - } - - getOutput() { - - return this.panner; - - } - - /** - * Returns the current reference distance. - * - * @return {number} The reference distance. - */ - getRefDistance() { - - return this.panner.refDistance; - - } - - /** - * Defines the reference distance for reducing volume as the audio source moves - * further from the listener – i.e. the distance at which the volume reduction - * starts taking effect. - * - * @param {number} value - The reference distance to set. - * @return {PositionalAudio} A reference to this instance. - */ - setRefDistance( value ) { - - this.panner.refDistance = value; - - return this; - - } - - /** - * Returns the current rolloff factor. - * - * @return {number} The rolloff factor. - */ - getRolloffFactor() { - - return this.panner.rolloffFactor; - - } - - /** - * Defines how quickly the volume is reduced as the source moves away from the listener. - * - * @param {number} value - The rolloff factor. - * @return {PositionalAudio} A reference to this instance. - */ - setRolloffFactor( value ) { - - this.panner.rolloffFactor = value; - - return this; - - } - - /** - * Returns the current distance model. - * - * @return {('linear'|'inverse'|'exponential')} The distance model. - */ - getDistanceModel() { - - return this.panner.distanceModel; - - } - - /** - * Defines which algorithm to use to reduce the volume of the audio source - * as it moves away from the listener. - * - * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype) - * for more details. - * - * @param {('linear'|'inverse'|'exponential')} value - The distance model to set. - * @return {PositionalAudio} A reference to this instance. - */ - setDistanceModel( value ) { - - this.panner.distanceModel = value; - - return this; - - } - - /** - * Returns the current max distance. - * - * @return {number} The max distance. - */ - getMaxDistance() { - - return this.panner.maxDistance; - - } - - /** - * Defines the maximum distance between the audio source and the listener, - * after which the volume is not reduced any further. - * - * This value is used only by the `linear` distance model. - * - * @param {number} value - The max distance. - * @return {PositionalAudio} A reference to this instance. - */ - setMaxDistance( value ) { - - this.panner.maxDistance = value; - - return this; - - } - - /** - * Sets the directional cone in which the audio can be listened. - * - * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction. - * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter. - * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard. - * @return {PositionalAudio} A reference to this instance. - */ - setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { - - this.panner.coneInnerAngle = coneInnerAngle; - this.panner.coneOuterAngle = coneOuterAngle; - this.panner.coneOuterGain = coneOuterGain; - - return this; - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; - - this.matrixWorld.decompose( _position, _quaternion, _scale ); - - _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); - - const panner = this.panner; - - if ( panner.positionX ) { - - // code path for Chrome and Firefox (see #14393) - - const endTime = this.context.currentTime + this.listener.timeDelta; - - panner.positionX.linearRampToValueAtTime( _position.x, endTime ); - panner.positionY.linearRampToValueAtTime( _position.y, endTime ); - panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); - panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); - panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); - panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); - - } else { - - panner.setPosition( _position.x, _position.y, _position.z ); - panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); - - } - - } - -} - -/** - * This class can be used to analyse audio data. - * - * ```js - * // create an AudioListener and add it to the camera - * const listener = new THREE.AudioListener(); - * camera.add( listener ); - * - * // create an Audio source - * const sound = new THREE.Audio( listener ); - * - * // load a sound and set it as the Audio object's buffer - * const audioLoader = new THREE.AudioLoader(); - * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { - * sound.setBuffer( buffer ); - * sound.setLoop(true); - * sound.setVolume(0.5); - * sound.play(); - * }); - * - * // create an AudioAnalyser, passing in the sound and desired fftSize - * const analyser = new THREE.AudioAnalyser( sound, 32 ); - * - * // get the average frequency of the sound - * const data = analyser.getAverageFrequency(); - * ``` - */ -class AudioAnalyser { - - /** - * Constructs a new audio analyzer. - * - * @param {Audio} audio - The audio to analyze. - * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data. - */ - constructor( audio, fftSize = 2048 ) { - - /** - * The global audio listener. - * - * @type {AnalyserNode} - */ - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize; - - /** - * Holds the analyzed data. - * - * @type {Uint8Array} - */ - this.data = new Uint8Array( this.analyser.frequencyBinCount ); - - audio.getOutput().connect( this.analyser ); - - } - - /** - * Returns an array with frequency data of the audio. - * - * Each item in the array represents the decibel value for a specific frequency. - * The frequencies are spread linearly from 0 to 1/2 of the sample rate. - * For example, for 48000 sample rate, the last item of the array will represent - * the decibel value for 24000 Hz. - * - * @return {Uint8Array} The frequency data. - */ - getFrequencyData() { - - this.analyser.getByteFrequencyData( this.data ); - - return this.data; - - } - - /** - * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}. - * - * @return {number} The average frequency. - */ - getAverageFrequency() { - - let value = 0; - const data = this.getFrequencyData(); - - for ( let i = 0; i < data.length; i ++ ) { - - value += data[ i ]; - - } - - return value / data.length; - - } - -} - -/** - * Buffered scene graph property that allows weighted accumulation; used internally. - */ -class PropertyMixer { - - /** - * Constructs a new property mixer. - * - * @param {PropertyBinding} binding - The property binding. - * @param {string} typeName - The keyframe track type name. - * @param {number} valueSize - The keyframe track value size. - */ - constructor( binding, typeName, valueSize ) { - - /** - * The property binding. - * - * @type {PropertyBinding} - */ - this.binding = binding; - - /** - * The keyframe track value size. - * - * @type {number} - */ - this.valueSize = valueSize; - - let mixFunction, - mixFunctionAdditive, - setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - // - // 'add' is used for additive cumulative results - // - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - - switch ( typeName ) { - - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; - - this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; - - case 'string': - case 'bool': - mixFunction = this._select; - - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; - - setIdentity = this._setAdditiveIdentityOther; - - this.buffer = new Array( valueSize * 5 ); - break; - - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; - - this.buffer = new Float64Array( valueSize * 5 ); - - } - - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; - - /** - * Accumulated weight of the property binding. - * - * @type {number} - * @default 0 - */ - this.cumulativeWeight = 0; - - /** - * Accumulated additive weight of the property binding. - * - * @type {number} - * @default 0 - */ - this.cumulativeWeightAdditive = 0; - - /** - * Number of active keyframe tracks currently using this property binding. - * - * @type {number} - * @default 0 - */ - this.useCount = 0; - - /** - * Number of keyframe tracks referencing this property binding. - * - * @type {number} - * @default 0 - */ - this.referenceCount = 0; - - } - - /** - * Accumulates data in the `incoming` region into `accu`. - * - * @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` to the binding when accus differ. - * - * @param {number} accuIndex - The accumulation index. - */ - apply( accuIndex ) { - - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, - - binding = this.binding; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - if ( weightAdditive > 0 ) { - - // accuN := accuN + additive accuN - - this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); - - } - - for ( let i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - } - - - /** - * Remembers the state of the bound property and copy it to both accus. - */ - saveOriginalState() { - - const binding = this.binding; - - const buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * this._origIndex; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - // Add to identity for additive - this._setIdentity(); - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - } - - /** - * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding. - */ - restoreOriginalState() { - - const originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - } - - // internals - - _setAdditiveIdentityNumeric() { - - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; - - for ( let i = startIndex; i < endIndex; i ++ ) { - - this.buffer[ i ] = 0; - - } - - } - - _setAdditiveIdentityQuaternion() { - - this._setAdditiveIdentityNumeric(); - this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; - - } - - _setAdditiveIdentityOther() { - - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; - - for ( let i = 0; i < this.valueSize; i ++ ) { - - this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; - - } - - } - - - // mix functions - - _select( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - } - - _slerp( buffer, dstOffset, srcOffset, t ) { - - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - - } - - _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset - Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); - - } - - _lerp( buffer, dstOffset, srcOffset, t, stride ) { - - const s = 1 - t; - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - } - - _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; - - } - - } - -} - -// Characters [].:/ are reserved for track binding syntax. -const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - -// Attempts to allow node names from any language. ES5's `\w` regexp matches -// only latin characters, and the unicode \p{L} is not yet supported. So -// instead, we exclude reserved characters and match everything else. -const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - -// Parent directories, delimited by '/' or ':'. Currently unused, but must -// be matched to parse the rest of the track name. -const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); - -// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. -const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); - -// Object on target node, and accessor. May not contain reserved -// characters. Accessor may contain any character except closing bracket. -const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); - -// Property and accessor. May not contain reserved characters. Accessor may -// contain any non-bracket characters. -const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); - -const _trackRe = new RegExp( '' - + '^' - + _directoryRe - + _nodeRe - + _objectRe - + _propertyRe - + '$' -); - -const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; - -class Composite { - - constructor( targetGroup, path, optionalParsedPath ) { - - const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - - } - - getValue( array, offset ) { - - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - } - - setValue( array, offset ) { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - } - - bind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - } - - unbind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - -} - -// Note: This class uses a State pattern on a per-method basis: -// 'bind' sets 'this.getValue' / 'setValue' and shadows the -// prototype version of these methods with one that represents -// the bound state. When the property is not found, the methods -// become no-ops. - - -/** - * This holds a reference to a real property in the scene graph; used internally. - */ -class PropertyBinding { - - /** - * Constructs a new property binding. - * - * @param {Object} rootNode - The root node. - * @param {string} path - The path. - * @param {?Object} [parsedPath] - The parsed path. - */ - constructor( rootNode, path, parsedPath ) { - - /** - * The object path to the animated property. - * - * @type {string} - */ - this.path = path; - - /** - * An object holding information about the path. - * - * @type {Object} - */ - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - - /** - * The object owns the animated property. - * - * @type {?Object} - */ - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); - - /** - * The root node. - * - * @type {Object3D|Skeleton} - */ - this.rootNode = rootNode; - - // initial state of these methods that calls 'bind' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - - - /** - * Factory method for creating a property binding from the given parameters. - * - * @static - * @param {Object} root - The root node. - * @param {string} path - The path. - * @param {?Object} [parsedPath] - The parsed path. - * @return {PropertyBinding|Composite} The created property binding or composite. - */ - static create( root, path, parsedPath ) { - - if ( ! ( root && root.isAnimationObjectGroup ) ) { - - return new PropertyBinding( root, path, parsedPath ); - - } else { - - return new PropertyBinding.Composite( root, path, parsedPath ); - - } - - } - - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name - Node name to be sanitized. - * @return {string} The sanitized node name. - */ - static sanitizeNodeName( name ) { - - return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); - - } - - /** - * Parses the given track name (an object path to an animated property) and - * returns an object with information about the path. Matches strings in the following forms: - * - * - nodeName.property - * - nodeName.property[accessor] - * - nodeName.material.property[accessor] - * - uuid.property[accessor] - * - uuid.objectName[objectIndex].propertyName[propertyIndex] - * - parentName/nodeName.property - * - parentName/parentName/nodeName.property[index] - * - .bone[Armature.DEF_cog].position - * - scene:helium_balloon_model:helium_balloon_model.position - * - * @static - * @param {string} trackName - The track name to parse. - * @return {Object} The parsed track name as an object. - */ - static parseTrackName( trackName ) { - - const matches = _trackRe.exec( trackName ); - - if ( matches === null ) { - - throw new Error( 'THREE.PropertyBinding: Cannot parse trackName: ' + trackName ); - - } - - const results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], // required - propertyIndex: matches[ 6 ] - }; - - const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - - if ( lastDot !== undefined && lastDot !== -1 ) { - - const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) { - - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; - - } - - } - - if ( results.propertyName === null || results.propertyName.length === 0 ) { - - throw new Error( 'THREE.PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - - } - - return results; - - } - - /** - * Searches for a node in the hierarchy of the given root object by the given - * node name. - * - * @static - * @param {Object} root - The root object. - * @param {string|number} nodeName - The name of the node. - * @return {?Object} The found node. Returns `null` if no object was found. - */ - static findNode( root, nodeName ) { - - if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { - - return root; - - } - - // search into skeleton bones. - if ( root.skeleton ) { - - const bone = root.skeleton.getBoneByName( nodeName ); - - if ( bone !== undefined ) { - - return bone; - - } - - } - - // search into node subtree. - if ( root.children ) { - - const searchNodeSubtree = function ( children ) { - - for ( let i = 0; i < children.length; i ++ ) { - - const childNode = children[ i ]; - - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - const result = searchNodeSubtree( childNode.children ); - - if ( result ) return result; - - } - - return null; - - }; - - const subTreeNode = searchNodeSubtree( root.children ); - - if ( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - - } - - // these are used to "bind" a nonexistent property - _getValue_unavailable() {} - _setValue_unavailable() {} - - // Getters - - _getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.targetObject[ this.propertyName ]; - - } - - _getValue_array( buffer, offset ) { - - const source = this.resolvedProperty; - - for ( let i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - } - - _getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - } - - _getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - // Direct - - _setValue_direct( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - - } - - _setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // EntireArray - - _setValue_array( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - } - - _setValue_array_setNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - } - - _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // ArrayElement - - _setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - } - - _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // HasToFromArray - - _setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - } - - _setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - } - - _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - _getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - } - - _setValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - } - - /** - * Creates a getter / setter pair for the property tracked by this binding. - */ - bind() { - - let targetObject = this.node; - const parsedPath = this.parsedPath; - - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' ); - return; - - } - - if ( objectName ) { - - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if ( ! targetObject.material ) { - - error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.materials ) { - - error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if ( ! targetObject.skeleton ) { - - error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( let i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[ i ].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - case 'map': - - if ( 'map' in targetObject ) { - - targetObject = targetObject.map; - break; - - } - - if ( ! targetObject.material ) { - - error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.map ) { - - error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); - return; - - } - - targetObject = targetObject.material.map; - break; - - default: - - if ( targetObject[ objectName ] === undefined ) { - - error( 'PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if ( targetObject[ objectIndex ] === undefined ) { - - error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - const nodeProperty = targetObject[ propertyName ]; - - if ( nodeProperty === undefined ) { - - const nodeName = parsedPath.nodeName; - - error( 'PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; - - } - - // determine versioning scheme - let versioning = this.Versioning.None; - - this.targetObject = targetObject; - - if ( targetObject.isMaterial === true ) { - - versioning = this.Versioning.NeedsUpdate; - - } else if ( targetObject.isObject3D === true ) { - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === 'morphTargetInfluences' ) { - - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; - - } - - if ( ! targetObject.geometry.morphAttributes ) { - - error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; - - } - - if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { - - propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( Array.isArray( nodeProperty ) ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - } - - /** - * Unbinds the property. - */ - unbind() { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - -} - -PropertyBinding.Composite = Composite; - -PropertyBinding.prototype.BindingType = { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 -}; - -PropertyBinding.prototype.Versioning = { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 -}; - -PropertyBinding.prototype.GetterByBindingType = [ - - PropertyBinding.prototype._getValue_direct, - PropertyBinding.prototype._getValue_array, - PropertyBinding.prototype._getValue_arrayElement, - PropertyBinding.prototype._getValue_toArray, - -]; - -PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ - - [ - // Direct - PropertyBinding.prototype._setValue_direct, - PropertyBinding.prototype._setValue_direct_setNeedsUpdate, - PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, - - ], [ - - // EntireArray - - PropertyBinding.prototype._setValue_array, - PropertyBinding.prototype._setValue_array_setNeedsUpdate, - PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, - - ], [ - - // ArrayElement - PropertyBinding.prototype._setValue_arrayElement, - PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, - PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, - - ], [ - - // HasToFromArray - PropertyBinding.prototype._setValue_fromArray, - PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, - PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, - - ] - -]; - -/** - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - Instead pass this object as 'root'. - * - You can also add and remove objects later when the mixer is running. - * - * Note: - * - * - Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the all objects in the group. - * - A single property can either be controlled through a target group or directly, but not both. - */ -class AnimationObjectGroup { - - /** - * Constructs a new animation group. - * - * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state. - */ - constructor() { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isAnimationObjectGroup = true; - - /** - * The UUID of the 3D object. - * - * @type {string} - * @readonly - */ - this.uuid = generateUUID(); - - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); - - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - const indices = {}; - this._indicesByUUID = indices; // for bookkeeping - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - indices[ arguments[ i ].uuid ] = i; - - } - - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - const scope = this; - - this.stats = { - - objects: { - get total() { - - return scope._objects.length; - - }, - get inUse() { - - return this.total - scope.nCachedObjects_; - - } - }, - get bindingsPerObject() { - - return scope._bindings.length; - - } - - }; - - } - - /** - * Adds an arbitrary number of objects to this animation group. - * - * @param {...Object3D} arguments - The 3D objects to add. - */ - add() { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; - - let knownObject = undefined, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid; - let index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); - - } - - } else if ( index < nCachedObjects ) { - - knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - - const firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; - - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ]; - - let binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; - - if ( binding === undefined ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - error( 'AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - /** - * Removes an arbitrary number of objects to this animation group - * - * @param {...Object3D} arguments - The 3D objects to remove. - */ - remove() { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - let nCachedObjects = this.nCachedObjects_; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined && index >= nCachedObjects ) { - - // move existing object into the CACHED region - - const lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; - - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; - - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; - - } - - } - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - /** - * Deallocates all memory resources for the passed 3D objects of this animation group. - * - * @param {...Object3D} arguments - The 3D objects to uncache. - */ - uncache() { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - let nCachedObjects = this.nCachedObjects_, - nObjects = objects.length; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined ) { - - delete indicesByUUID[ uuid ]; - - if ( index < nCachedObjects ) { - - // object is cached, shrink the CACHED region - - const firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - if ( index !== firstActiveIndex ) { - - // last cached object takes this object's place - - indicesByUUID[ lastCachedObject.uuid ] = index; - - } - - objects[ index ] = lastCachedObject; - - if ( firstActiveIndex !== lastIndex ) { - - // last object goes to the activated slot and pop - - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - - } - - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; - - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); - - } - - } else { - - // object is active, just swap with the last and pop - - const lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - if ( index !== lastIndex ) { - - indicesByUUID[ lastObject.uuid ] = index; - - } - - objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ]; - - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - // Internal interface used by befriended PropertyBinding.Composite: - - subscribe_( path, parsedPath ) { - - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - const indicesByPath = this._bindingsIndicesByPath; - let index = indicesByPath[ path ]; - const bindings = this._bindings; - - if ( index !== undefined ) return bindings[ index ]; - - const paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); - - index = bindings.length; - - indicesByPath[ path ] = index; - - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); - - for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - - const object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - - } - - return bindingsForPath; - - } - - unsubscribe_( path ) { - - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - const indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; - - if ( index !== undefined ) { - - const paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = paths[ lastBindingsIndex ]; - - indicesByPath[ lastBindingsPath ] = index; - - bindings[ index ] = lastBindings; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - -} - -/** - * An instance of `AnimationAction` schedules the playback of an animation which is - * stored in {@link AnimationClip}. - */ -class AnimationAction { - - /** - * Constructs a new animation action. - * - * @param {AnimationMixer} mixer - The mixer that is controlled by this action. - * @param {AnimationClip} clip - The animation clip that holds the actual keyframes. - * @param {?Object3D} [localRoot=null] - The root object on which this action is performed. - * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. - */ - constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot; - - /** - * Defines how the animation is blended/combined when two or more animations - * are simultaneously played. - * - * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} - */ - this.blendMode = blendMode; - - const tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; - - for ( let i = 0; i !== nTracks; ++ i ) { - - const interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._restoreTimeScale = null; - this._weightInterpolant = null; - - /** - * The loop mode, set via {@link AnimationAction#setLoop}. - * - * @type {(LoopRepeat|LoopOnce|LoopPingPong)} - * @default LoopRepeat - */ - this.loop = LoopRepeat; - this._loopCount = -1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - /** - * The local time of this action (in seconds, starting with `0`). - * - * The value gets clamped or wrapped to `[0,clip.duration]` (according to the - * loop state). - * - * @type {number} - * @default Infinity - */ - this.time = 0; - - /** - * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the - * animation to pause. Negative values cause the animation to play backwards. - * - * @type {number} - * @default 1 - */ - this.timeScale = 1; - this._effectiveTimeScale = 1; - - /** - * The degree of influence of this action (in the interval `[0, 1]`). Values - * between `0` (no impact) and `1` (full impact) can be used to blend between - * several actions. - * - * @type {number} - * @default 1 - */ - this.weight = 1; - this._effectiveWeight = 1; - - /** - * The number of repetitions of the performed clip over the course of this action. - * Can be set via {@link AnimationAction#setLoop}. - * - * Setting this number has no effect if {@link AnimationAction#loop} is set to - * `THREE:LoopOnce`. - * - * @type {number} - * @default Infinity - */ - this.repetitions = Infinity; - - /** - * If set to `true`, the playback of the action is paused. - * - * @type {boolean} - * @default false - */ - this.paused = false; - - /** - * If set to `false`, the action is disabled so it has no impact. - * - * When the action is re-enabled, the animation continues from its current - * time (setting `enabled` to `false` doesn't reset the action). - * - * @type {boolean} - * @default true - */ - this.enabled = true; - - /** - * If set to true the animation will automatically be paused on its last frame. - * - * If set to false, {@link AnimationAction#enabled} will automatically be switched - * to `false` when the last loop of the action has finished, so that this action has - * no further impact. - * - * Note: This member has no impact if the action is interrupted (it - * has only an effect if its last loop has really finished). - * - * @type {boolean} - * @default false - */ - this.clampWhenFinished = false; - - /** - * Enables smooth interpolation without separate clips for start, loop and end. - * - * @type {boolean} - * @default true - */ - this.zeroSlopeAtStart = true; - - /** - * Enables smooth interpolation without separate clips for start, loop and end. - * - * @type {boolean} - * @default true - */ - this.zeroSlopeAtEnd = true; - - } - - /** - * Starts the playback of the animation. - * - * @return {AnimationAction} A reference to this animation action. - */ - play() { - - this._mixer._activateAction( this ); - - return this; - - } - - /** - * Stops the playback of the animation. - * - * @return {AnimationAction} A reference to this animation action. - */ - stop() { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - } - - /** - * Resets the playback of the animation. - * - * @return {AnimationAction} A reference to this animation action. - */ - reset() { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = -1;// forget previous loops - this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); - - } - - /** - * Returns `true` if the animation is running. - * - * @return {boolean} Whether the animation is running or not. - */ - isRunning() { - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); - - } - - /** - * Returns `true` when {@link AnimationAction#play} has been called. - * - * @return {boolean} Whether the animation is scheduled or not. - */ - isScheduled() { - - return this._mixer._isActiveAction( this ); - - } - - /** - * Defines the time when the animation should start. - * - * @param {number} time - The start time in seconds. - * @return {AnimationAction} A reference to this animation action. - */ - startAt( time ) { - - this._startTime = time; - - return this; - - } - - /** - * Configures the loop settings for this action. - * - * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode. - * @param {number} repetitions - The number of repetitions. - * @return {AnimationAction} A reference to this animation action. - */ - setLoop( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - } - - /** - * Sets the effective weight of this action. - * - * An action has no effect and thus an effective weight of zero when the - * action is disabled. - * - * @param {number} weight - The weight to set. - * @return {AnimationAction} A reference to this animation action. - */ - setEffectiveWeight( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - } - - /** - * Returns the effective weight of this action. - * - * @return {number} The effective weight. - */ - getEffectiveWeight() { - - return this._effectiveWeight; - - } - - /** - * Fades the animation in by increasing its weight gradually from `0` to `1`, - * within the passed time interval. - * - * @param {number} duration - The duration of the fade. - * @return {AnimationAction} A reference to this animation action. - */ - fadeIn( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - } - - /** - * Fades the animation out by decreasing its weight gradually from `1` to `0`, - * within the passed time interval. - * - * @param {number} duration - The duration of the fade. - * @return {AnimationAction} A reference to this animation action. - */ - fadeOut( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - } - - /** - * Causes this action to fade in and the given action to fade out, - * within the passed time interval. - * - * @param {AnimationAction} fadeOutAction - The animation action to fade out. - * @param {number} duration - The duration of the fade. - * @param {boolean} [warp=false] - Whether warping should be used or not. - * @return {AnimationAction} A reference to this animation action. - */ - crossFadeFrom( fadeOutAction, duration, warp = false ) { - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if ( warp === true ) { - - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - - fadeOutAction._restoreTimeScale = fadeOutAction.timeScale; - this._restoreTimeScale = this.timeScale; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - } - - /** - * Causes this action to fade out and the given action to fade in, - * within the passed time interval. - * - * @param {AnimationAction} fadeInAction - The animation action to fade in. - * @param {number} duration - The duration of the fade. - * @param {boolean} [warp=false] - Whether warping should be used or not. - * @return {AnimationAction} A reference to this animation action. - */ - crossFadeTo( fadeInAction, duration, warp = false ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - } - - /** - * Stops any fading which is applied to this action. - * - * @return {AnimationAction} A reference to this animation action. - */ - stopFading() { - - const weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - } - - /** - * Sets the effective time scale of this action. - * - * An action has no effect and thus an effective time scale of zero when the - * action is paused. - * - * @param {number} timeScale - The time scale to set. - * @return {AnimationAction} A reference to this animation action. - */ - setEffectiveTimeScale( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; - - return this.stopWarping(); - - } - - /** - * Returns the effective time scale of this action. - * - * @return {number} The effective time scale. - */ - getEffectiveTimeScale() { - - return this._effectiveTimeScale; - - } - - /** - * Sets the duration for a single loop of this action. - * - * @param {number} duration - The duration to set. - * @return {AnimationAction} A reference to this animation action. - */ - setDuration( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - } - - /** - * Synchronizes this action with the passed other action. - * - * @param {AnimationAction} action - The action to sync with. - * @return {AnimationAction} A reference to this animation action. - */ - syncWith( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - } - - /** - * Decelerates this animation's speed to `0` within the passed time interval. - * - * @param {number} duration - The duration. - * @return {AnimationAction} A reference to this animation action. - */ - halt( duration ) { - - return this.warp( this._effectiveTimeScale, 0, duration ); - - } - - /** - * Changes the playback speed, within the passed time interval, by modifying - * {@link AnimationAction#timeScale} gradually from `startTimeScale` to - * `endTimeScale`. - * - * @param {number} startTimeScale - The start time scale. - * @param {number} endTimeScale - The end time scale. - * @param {number} duration - The duration. - * @return {AnimationAction} A reference to this animation action. - */ - warp( startTimeScale, endTimeScale, duration ) { - - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; - - let interpolant = this._timeScaleInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - } - - /** - * Stops any scheduled warping which is applied to this action. - * - * @return {AnimationAction} A reference to this animation action. - */ - stopWarping() { - - const timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - this._restoreTimeScale = null; - - return this; - - } - - /** - * Returns the animation mixer of this animation action. - * - * @return {AnimationMixer} The animation mixer. - */ - getMixer() { - - return this._mixer; - - } - - /** - * Returns the animation clip of this animation action. - * - * @return {AnimationClip} The animation clip. - */ - getClip() { - - return this._clip; - - } - - /** - * Returns the root object of this animation action. - * - * @return {Object3D} The root object. - */ - getRoot() { - - return this._localRoot || this._mixer._root; - - } - - // Internal - - _update( time, deltaTime, timeDirection, accuIndex ) { - - // called by the mixer - - if ( ! this.enabled ) { - - // call ._updateWeight() to update ._effectiveWeight - - this._updateWeight( time ); - return; - - } - - const startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - const timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - deltaTime = 0; - - } else { - - - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; - - } - - } - - // apply time scale and advance time - - deltaTime *= this._updateTimeScale( time ); - const clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - const weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; - - switch ( this.blendMode ) { - - case AdditiveAnimationBlendMode: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulateAdditive( weight ); - - } - - break; - - case NormalAnimationBlendMode: - default: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - } - - } - - _updateWeight( time ) { - - let weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - const interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - } - - _updateTimeScale( time ) { - - let timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - const interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.paused = true; - - } else { - - if ( this._restoreTimeScale !== null ) { - - timeScale = this._restoreTimeScale; - - } - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - this.stopWarping(); - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - } - - _updateTime( deltaTime ) { - - const duration = this._clip.duration; - const loop = this.loop; - - let time = this.time + deltaTime; - let loopCount = this._loopCount; - - const pingPong = ( loop === LoopPingPong ); - - if ( deltaTime === 0 ) { - - if ( loopCount === -1 ) return time; - - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - - } - - if ( loop === LoopOnce ) { - - if ( loopCount === -1 ) { - - // just started - - this._loopCount = 0; - this._setEndings( true, true, false ); - - } - - handle_stop: { - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else { - - this.time = time; - - break handle_stop; - - } - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? -1 : 1 - } ); - - } - - } else { // repetitive Repeat or PingPong - - if ( loopCount === -1 ) { - - // just started - - if ( deltaTime >= 0 ) { - - loopCount = 0; - - this._setEndings( true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - const pending = this.repetitions - loopCount; - - if ( pending <= 0 ) { - - // have to stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : -1 - } ); - - } else { - - // keep running - - if ( pending === 1 ) { - - // entering the last round - - const atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - } else { - - this._loopCount = loopCount; - this.time = time; - - } - - if ( pingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - return duration - time; - - } - - } - - return time; - - } - - _setEndings( atStart, atEnd, pingPong ) { - - const settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingStart = WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingEnd = WrapAroundEnding; - - } - - } - - } - - _scheduleFading( duration, weightNow, weightThen ) { - - const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - values[ 0 ] = weightNow; - times[ 1 ] = now + duration; - values[ 1 ] = weightThen; - - return this; - - } - -} - -const _controlInterpolantsResultBuffer = new Float32Array( 1 ); - -/** - * `AnimationMixer` is a player for animations on a particular object in - * the scene. When multiple objects in the scene are animated independently, - * one `AnimationMixer` may be used for each object. - */ -class AnimationMixer extends EventDispatcher { - - /** - * Constructs a new animation mixer. - * - * @param {Object3D} root - The object whose animations shall be played by this mixer. - */ - constructor( root ) { - - super(); - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - - /** - * The global mixer time (in seconds; starting with `0` on the mixer's creation). - * - * @type {number} - * @default 0 - */ - this.time = 0; - - /** - * A scaling factor for the global time. - * - * Note: Setting this member to `0` and later back to `1` is a - * possibility to pause/unpause all actions that are controlled by this - * mixer. - * - * @type {number} - * @default 1 - */ - this.timeScale = 1.0; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); - - } - - } - - _bindAction( action, prototypeAction ) { - - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; - - let bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( let i = 0; i !== nTracks; ++ i ) { - - const track = tracks[ i ], - trackName = track.name; - - let binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - ++ binding.referenceCount; - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - const path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - } - - _activateAction( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipUuid, rootUuid ); - - } - - const bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - } - - _deactivateAction( action ) { - - if ( this._isActiveAction( action ) ) { - - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - } - - // Memory manager - - _initMemoryManager() { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - const scope = this; - - this.stats = { - - actions: { - get total() { - - return scope._actions.length; - - }, - get inUse() { - - return scope._nActiveActions; - - } - }, - bindings: { - get total() { - - return scope._bindings.length; - - }, - get inUse() { - - return scope._nActiveBindings; - - } - }, - controlInterpolants: { - get total() { - - return scope._controlInterpolants.length; - - }, - get inUse() { - - return scope._nActiveControlInterpolants; - - } - } - - }; - - } - - // Memory management for AnimationAction objects - - _isActiveAction( action ) { - - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - } - - _addInactiveAction( action, clipUuid, rootUuid ) { - - const actions = this._actions, - actionsByClip = this._actionsByClip; - - let actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipUuid ] = actionsForClip; - - } else { - - const knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - } - - _removeInactiveAction( action ) { - - const actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - const actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipUuid ]; - - } - - this._removeInactiveBindingsForAction( action ); - - } - - _removeInactiveBindingsForAction( action ) { - - const bindings = action._propertyBindings; - - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - } - - _lendAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - } - - _takeBackAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - } - - // Memory management for PropertyMixer objects - - _addInactiveBinding( binding, rootUuid, trackName ) { - - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; - - let bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - } - - _removeInactiveBinding( binding ) { - - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - if ( Object.keys( bindingByName ).length === 0 ) { - - delete bindingsByRoot[ rootUuid ]; - - } - - } - - _lendBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - } - - _takeBackBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - } - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant() { - - const interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++; - - let interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, _controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - } - - _takeBackControlInterpolant( interpolant ) { - - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - } - - /** - * Returns an instance of {@link AnimationAction} for the passed clip. - * - * If an action fitting the clip and root parameters doesn't yet exist, it - * will be created by this method. Calling this method several times with the - * same clip and root parameters always returns the same action. - * - * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. - * @param {Object3D} [optionalRoot] - An alternative root object. - * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. - * @return {?AnimationAction} The animation action. - */ - clipAction( clip, optionalRoot, blendMode ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid; - - let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; - - const clipUuid = clipObject !== null ? clipObject.uuid : clip; - - const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; - - if ( blendMode === undefined ) { - - if ( clipObject !== null ) { - - blendMode = clipObject.blendMode; - - } else { - - blendMode = NormalAnimationBlendMode; - - } - - } - - if ( actionsForClip !== undefined ) { - - const existingAction = actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); - - return newAction; - - } - - /** - * Returns an existing animation action for the passed clip. - * - * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. - * @param {Object3D} [optionalRoot] - An alternative root object. - * @return {?AnimationAction} The animation action. Returns `null` if no action was found. - */ - existingAction( clip, optionalRoot ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - } - - /** - * Deactivates all previously scheduled actions on this mixer. - * - * @return {AnimationMixer} A reference to this animation mixer. - */ - stopAllAction() { - - const actions = this._actions, - nActions = this._nActiveActions; - - for ( let i = nActions - 1; i >= 0; -- i ) { - - actions[ i ].stop(); - - } - - return this; - - } - - /** - * Advances the global mixer time and updates the animation. - * - * This is usually done in the render loop by passing the delta - * time from {@link Clock} or {@link Timer}. - * - * @param {number} deltaTime - The delta time in seconds. - * @return {AnimationMixer} A reference to this animation mixer. - */ - update( deltaTime ) { - - deltaTime *= this.timeScale; - - const actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( let i = 0; i !== nActions; ++ i ) { - - const action = actions[ i ]; - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( let i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - } - - /** - * Sets the global mixer to a specific time and updates the animation accordingly. - * - * This is useful when you need to jump to an exact time in an animation. The - * input parameter will be scaled by {@link AnimationMixer#timeScale} - * - * @param {number} time - The time to set in seconds. - * @return {AnimationMixer} A reference to this animation mixer. - */ - setTime( time ) { - - this.time = 0; // Zero out time attribute for AnimationMixer object; - for ( let i = 0; i < this._actions.length; i ++ ) { - - this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. - - } - - return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object. - - } - - /** - * Returns this mixer's root object. - * - * @return {Object3D} The mixer's root object. - */ - getRoot() { - - return this._root; - - } - - /** - * Deallocates all memory resources for a clip. Before using this method make - * sure to call {@link AnimationAction#stop} for all related actions. - * - * @param {AnimationClip} clip - The clip to uncache. - */ - uncacheClip( clip ) { - - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; - - for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - const action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - const cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipUuid ]; - - } - - } - - /** - * Deallocates all memory resources for a root object. Before using this - * method make sure to call {@link AnimationAction#stop} for all related - * actions or alternatively {@link AnimationMixer#stopAllAction} when the - * mixer operates on a single root. - * - * @param {Object3D} root - The root object to uncache. - */ - uncacheRoot( root ) { - - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( const clipUuid in actionsByClip ) { - - const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - const bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( const trackName in bindingByName ) { - - const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - } - - /** - * Deallocates all memory resources for an action. The action is identified by the - * given clip and an optional root object. Before using this method make - * sure to call {@link AnimationAction#stop} to deactivate the action. - * - * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. - * @param {Object3D} [optionalRoot] - An alternative root object. - */ - uncacheAction( clip, optionalRoot ) { - - const action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - -} - -/** - * Represents a 3D render target. - * - * @augments RenderTarget - */ -class RenderTarget3D extends RenderTarget { - - /** - * Constructs a new 3D render target. - * - * @param {number} [width=1] - The width of the render target. - * @param {number} [height=1] - The height of the render target. - * @param {number} [depth=1] - The height of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( width = 1, height = 1, depth = 1, options = {} ) { - - super( width, height, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isRenderTarget3D = true; - - this.depth = depth; - - // overwrite attachments with 3D textures - - for ( let i = 0; i < this.textures.length; i ++ ) { - - const texture = new Data3DTexture( null, width, height, depth ); - texture.isRenderTargetTexture = true; - texture.renderTarget = this; - - this.textures[ i ] = texture; - - } - - this._setTextureOptions( options ); - - } - -} - -/** - * Represents a uniform which is a global shader variable. They are passed to shader programs. - * - * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object. - * ```js - * uniforms: { - * time: { value: 1.0 }, - * resolution: new Uniform( new Vector2() ) - * }; - * ``` - * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported - * in {@link WebGLRenderer}. - */ -class Uniform { - - /** - * Constructs a new uniform. - * - * @param {any} value - The uniform value. - */ - constructor( value ) { - - /** - * The uniform value. - * - * @type {any} - */ - this.value = value; - - } - - /** - * Returns a new uniform with copied values from this instance. - * If the value has a `clone()` method, the value is cloned as well. - * - * @return {Uniform} A clone of this instance. - */ - clone() { - - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); - - } - -} - -let _id = 0; - -/** - * A class for managing multiple uniforms in a single group. The renderer will process - * such a definition as a single UBO. - * - * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported - * in {@link WebGLRenderer}. - * - * @augments EventDispatcher - */ -class UniformsGroup extends EventDispatcher { - - /** - * Constructs a new uniforms group. - */ - constructor() { - - super(); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isUniformsGroup = true; - - /** - * The ID of the 3D object. - * - * @name UniformsGroup#id - * @type {number} - * @readonly - */ - Object.defineProperty( this, 'id', { value: _id ++ } ); - - /** - * The name of the uniforms group. - * - * @type {string} - */ - this.name = ''; - - /** - * The buffer usage. - * - * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} - * @default StaticDrawUsage - */ - this.usage = StaticDrawUsage; - - /** - * An array holding the uniforms. - * - * @type {Array} - */ - this.uniforms = []; - - } - - /** - * Adds the given uniform to this uniforms group. - * - * @param {Uniform} uniform - The uniform to add. - * @return {UniformsGroup} A reference to this uniforms group. - */ - add( uniform ) { - - this.uniforms.push( uniform ); - - return this; - - } - - /** - * Removes the given uniform from this uniforms group. - * - * @param {Uniform} uniform - The uniform to remove. - * @return {UniformsGroup} A reference to this uniforms group. - */ - remove( uniform ) { - - const index = this.uniforms.indexOf( uniform ); - - if ( index !== -1 ) this.uniforms.splice( index, 1 ); - - return this; - - } - - /** - * Sets the name of this uniforms group. - * - * @param {string} name - The name to set. - * @return {UniformsGroup} A reference to this uniforms group. - */ - setName( name ) { - - this.name = name; - - return this; - - } - - /** - * Sets the usage of this uniforms group. - * - * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. - * @return {UniformsGroup} A reference to this uniforms group. - */ - setUsage( value ) { - - this.usage = value; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - * - * @fires Texture#dispose - */ - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - /** - * Copies the values of the given uniforms group to this instance. - * - * @param {UniformsGroup} source - The uniforms group to copy. - * @return {UniformsGroup} A reference to this uniforms group. - */ - copy( source ) { - - this.name = source.name; - this.usage = source.usage; - - const uniformsSource = source.uniforms; - - this.uniforms.length = 0; - - for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { - - const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; - - for ( let j = 0; j < uniforms.length; j ++ ) { - - this.uniforms.push( uniforms[ j ].clone() ); - - } - - } - - return this; - - } - - /** - * Returns a new uniforms group with copied values from this instance. - * - * @return {UniformsGroup} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * An instanced version of an interleaved buffer. - * - * @augments InterleavedBuffer - */ -class InstancedInterleavedBuffer extends InterleavedBuffer { - - /** - * Constructs a new instanced interleaved buffer. - * - * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. - * @param {number} stride - The number of typed-array elements per vertex. - * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated. - */ - constructor( array, stride, meshPerAttribute = 1 ) { - - super( array, stride ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isInstancedInterleavedBuffer = true; - - /** - * Defines how often a value of this buffer attribute should be repeated, - * see {@link InstancedBufferAttribute#meshPerAttribute}. - * - * @type {number} - * @default 1 - */ - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - clone( data ) { - - const ib = super.clone( data ); - - ib.meshPerAttribute = this.meshPerAttribute; - - return ib; - - } - - toJSON( data ) { - - const json = super.toJSON( data ); - - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; - - return json; - - } - -} - -/** - * An alternative version of a buffer attribute with more control over the VBO. - * - * The renderer does not construct a VBO for this kind of attribute. Instead, it uses - * whatever VBO is passed in constructor and can later be altered via the `buffer` property. - * - * The most common use case for this class is when some kind of GPGPU calculation interferes - * or even produces the VBOs in question. - * - * Notice that this class can only be used with {@link WebGLRenderer}. - */ -class GLBufferAttribute { - - /** - * Constructs a new GL buffer attribute. - * - * @param {WebGLBuffer} buffer - The native WebGL buffer. - * @param {number} type - The native data type (e.g. `gl.FLOAT`). - * @param {number} itemSize - The item size. - * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. - * @param {number} count - The expected number of vertices in VBO. - * @param {boolean} [normalized=false] - Whether the data are normalized or not. - */ - constructor( buffer, type, itemSize, elementSize, count, normalized = false ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isGLBufferAttribute = true; - - /** - * The name of the buffer attribute. - * - * @type {string} - */ - this.name = ''; - - /** - * The native WebGL buffer. - * - * @type {WebGLBuffer} - */ - this.buffer = buffer; - - /** - * The native data type. - * - * @type {number} - */ - this.type = type; - - /** - * The item size, see {@link BufferAttribute#itemSize}. - * - * @type {number} - */ - this.itemSize = itemSize; - - /** - * The corresponding size (in bytes) for the given `type` parameter. - * - * @type {number} - */ - this.elementSize = elementSize; - - /** - * The expected number of vertices in VBO. - * - * @type {number} - */ - this.count = count; - - /** - * Applies to integer data only. Indicates how the underlying data in the buffer maps to - * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`, - * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to - * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted - * to floats unmodified, i.e. `65535` becomes `65535.0f`. - * - * @type {boolean} - */ - this.normalized = normalized; - - /** - * A version number, incremented every time the `needsUpdate` is set to `true`. - * - * @type {number} - */ - this.version = 0; - - } - - /** - * Flag to indicate that this attribute has changed and should be re-sent to - * the GPU. Set this to `true` when you modify the value of the array. - * - * @type {number} - * @default false - * @param {boolean} value - */ - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - /** - * Sets the given native WebGL buffer. - * - * @param {WebGLBuffer} buffer - The buffer to set. - * @return {BufferAttribute} A reference to this instance. - */ - setBuffer( buffer ) { - - this.buffer = buffer; - - return this; - - } - - /** - * Sets the given native data type and element size. - * - * @param {number} type - The native data type (e.g. `gl.FLOAT`). - * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. - * @return {BufferAttribute} A reference to this instance. - */ - setType( type, elementSize ) { - - this.type = type; - this.elementSize = elementSize; - - return this; - - } - - /** - * Sets the item size. - * - * @param {number} itemSize - The item size. - * @return {BufferAttribute} A reference to this instance. - */ - setItemSize( itemSize ) { - - this.itemSize = itemSize; - - return this; - - } - - /** - * Sets the count (the expected number of vertices in VBO). - * - * @param {number} count - The count. - * @return {BufferAttribute} A reference to this instance. - */ - setCount( count ) { - - this.count = count; - - return this; - - } - -} - -const _matrix = /*@__PURE__*/ new Matrix4(); - -/** - * This class is designed to assist with raycasting. Raycasting is used for - * mouse picking (working out what objects in the 3d space the mouse is over) - * amongst other things. - */ -class Raycaster { - - /** - * Constructs a new raycaster. - * - * @param {Vector3} origin - The origin vector where the ray casts from. - * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. - * @param {number} [near=0] - All results returned are further away than near. Near can't be negative. - * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near. - */ - constructor( origin, direction, near = 0, far = Infinity ) { - - /** - * The ray used for raycasting. - * - * @type {Ray} - */ - this.ray = new Ray( origin, direction ); - - /** - * All results returned are further away than near. Near can't be negative. - * - * @type {number} - * @default 0 - */ - this.near = near; - - /** - * All results returned are closer than far. Far can't be lower than near. - * - * @type {number} - * @default Infinity - */ - this.far = far; - - /** - * The camera to use when raycasting against view-dependent objects such as - * billboarded objects like sprites. This field can be set manually or - * is set when calling `setFromCamera()`. - * - * @type {?Camera} - * @default null - */ - this.camera = null; - - /** - * Allows to selectively ignore 3D objects when performing intersection tests. - * The following code example ensures that only 3D objects on layer `1` will be - * honored by raycaster. - * ```js - * raycaster.layers.set( 1 ); - * object.layers.enable( 1 ); - * ``` - * - * @type {Layers} - */ - this.layers = new Layers(); - - - /** - * A parameter object that configures the raycasting. It has the structure: - * - * ``` - * { - * Mesh: {}, - * Line: { threshold: 1 }, - * LOD: {}, - * Points: { threshold: 1 }, - * Sprite: {} - * } - * ``` - * Where `threshold` is the precision of the raycaster when intersecting objects, in world units. - * - * @type {Object} - */ - this.params = { - Mesh: {}, - Line: { threshold: 1 }, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - } - - /** - * Updates the ray with a new origin and direction by copying the values from the arguments. - * - * @param {Vector3} origin - The origin vector where the ray casts from. - * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. - */ - set( origin, direction ) { - - // direction is assumed to be normalized (for accurate distance calculations) - - this.ray.set( origin, direction ); - - } - - /** - * Uses the given coordinates and camera to compute a new origin and direction for the internal ray. - * - * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC). - * X and Y components should be between `-1` and `1`. - * @param {Camera} camera - The camera from which the ray should originate. - */ - setFromCamera( coords, camera ) { - - if ( camera.isPerspectiveCamera ) { - - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - this.camera = camera; - - } else if ( camera.isOrthographicCamera ) { - - this.ray.origin.set( coords.x, coords.y, camera.projectionMatrix.elements[ 14 ] ).unproject( camera ); // set origin in plane of camera - this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ); - this.camera = camera; - - } else { - - error( 'Raycaster: Unsupported camera type: ' + camera.type ); - - } - - } - - /** - * Uses the given WebXR controller to compute a new origin and direction for the internal ray. - * - * @param {WebXRController} controller - The controller to copy the position and direction from. - * @return {Raycaster} A reference to this raycaster. - */ - setFromXRController( controller ) { - - _matrix.identity().extractRotation( controller.matrixWorld ); - - this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); - this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix ); - - return this; - - } - - /** - * The intersection point of a raycaster intersection test. - * @typedef {Object} Raycaster~Intersection - * @property {number} distance - The distance from the ray's origin to the intersection point. - * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the - * intersection to the nearest point on the ray. For other objects it will be `undefined`. - * @property {Vector3} point - The intersection point, in world coordinates. - * @property {Object} face - The face that has been intersected. - * @property {number} faceIndex - The face index. - * @property {Object3D} object - The 3D object that has been intersected. - * @property {Vector2} uv - U,V coordinates at point of intersection. - * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection. - * @property {Vector3} normal - Interpolated normal vector at point of intersection. - * @property {number} instanceId - The index number of the instance where the ray - * intersects the {@link InstancedMesh}. - */ - - /** - * Checks all intersection between the ray and the object with or without the - * descendants. Intersections are returned sorted by distance, closest first. - * - * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when - * evaluating whether the ray intersects the object or not. This allows meshes to respond - * differently to ray casting than lines or points. - * - * Note that for meshes, faces must be pointed towards the origin of the ray in order - * to be detected; intersections of the ray passing through the back of a face will not - * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side} - * to `THREE.DoubleSide`. - * - * Note that a ray hitting a triangle mesh exactly along an edge shared by two faces may be - * reported by both faces, resulting in two coincident intersections (identical point and - * distance) in the returned array. - * - * @param {Object3D} object - The 3D object to check for intersection with the ray. - * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. - * Otherwise it only checks intersection with the object. - * @param {Array} [intersects=[]] The target array that holds the result of the method. - * @return {Array} 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} 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} [intersects=[]] The target array that holds the result of the method. - * @return {Array} An array holding the intersection points. - */ - intersectObjects( objects, recursive = true, intersects = [] ) { - - for ( let i = 0, l = objects.length; i < l; i ++ ) { - - intersect( objects[ i ], this, intersects, recursive ); - - } - - intersects.sort( ascSort ); - - return intersects; - - } - -} - -function ascSort( a, b ) { - - return a.distance - b.distance; - -} - -function intersect( object, raycaster, intersects, recursive ) { - - let propagate = true; - - if ( object.layers.test( raycaster.layers ) ) { - - const result = object.raycast( raycaster, intersects ); - - if ( result === false ) propagate = false; - - } - - if ( propagate === true && recursive === true ) { - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - intersect( children[ i ], raycaster, intersects, true ); - - } - - } - -} - -/** - * Class for keeping track of time. - * - * @deprecated since r183. - */ -class Clock { - - /** - * Constructs a new clock. - * - * @deprecated since 183. - * @param {boolean} [autoStart=true] - Whether to automatically start the clock when - * `getDelta()` is called for the first time. - */ - constructor( autoStart = true ) { - - /** - * If set to `true`, the clock starts automatically when `getDelta()` is called - * for the first time. - * - * @type {boolean} - * @default true - */ - this.autoStart = autoStart; - - /** - * Holds the time at which the clock's `start()` method was last called. - * - * @type {number} - * @default 0 - */ - this.startTime = 0; - - /** - * Holds the time at which the clock's `start()`, `getElapsedTime()` or - * `getDelta()` methods were last called. - * - * @type {number} - * @default 0 - */ - this.oldTime = 0; - - /** - * Keeps track of the total time that the clock has been running. - * - * @type {number} - * @default 0 - */ - this.elapsedTime = 0; - - /** - * Whether the clock is running or not. - * - * @type {boolean} - * @default true - */ - this.running = false; - - warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183 - - } - - /** - * Starts the clock. When `autoStart` is set to `true`, the method is automatically - * called by the class. - */ - start() { - - this.startTime = performance.now(); - - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; - - } - - /** - * Stops the clock. - */ - stop() { - - this.getElapsedTime(); - this.running = false; - this.autoStart = false; - - } - - /** - * Returns the elapsed time in seconds. - * - * @return {number} The elapsed time. - */ - getElapsedTime() { - - this.getDelta(); - return this.elapsedTime; - - } - - /** - * Returns the delta time in seconds. - * - * @return {number} The delta time. - */ - getDelta() { - - let diff = 0; - - if ( this.autoStart && ! this.running ) { - - this.start(); - return 0; - - } - - if ( this.running ) { - - const newTime = performance.now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - - } - -} - -/** - * This class can be used to represent points in 3D space as - * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system). - */ -class Spherical { - - /** - * Constructs a new spherical. - * - * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin. - * @param {number} [phi=0] - The polar angle in radians from the y (up) axis. - * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis. - */ - constructor( radius = 1, phi = 0, theta = 0 ) { - - /** - * The radius, or the Euclidean distance (straight-line distance) from the point to the origin. - * - * @type {number} - * @default 1 - */ - this.radius = radius; - - /** - * The polar angle in radians from the y (up) axis. - * - * @type {number} - * @default 0 - */ - this.phi = phi; - - /** - * The equator/azimuthal angle in radians around the y (up) axis. - * - * @type {number} - * @default 0 - */ - this.theta = theta; - - } - - /** - * Sets the spherical components by copying the given values. - * - * @param {number} radius - The radius. - * @param {number} phi - The polar angle. - * @param {number} theta - The azimuthal angle. - * @return {Spherical} A reference to this spherical. - */ - set( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - return this; - - } - - /** - * Copies the values of the given spherical to this instance. - * - * @param {Spherical} other - The spherical to copy. - * @return {Spherical} A reference to this spherical. - */ - copy( other ) { - - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; - - return this; - - } - - /** - * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi - - * `0.000001`. - * - * @return {Spherical} A reference to this spherical. - */ - makeSafe() { - - const EPS = 0.000001; - this.phi = clamp( this.phi, EPS, Math.PI - EPS ); - - return this; - - } - - /** - * Sets the spherical components from the given vector which is assumed to hold - * Cartesian coordinates. - * - * @param {Vector3} v - The vector to set. - * @return {Spherical} A reference to this spherical. - */ - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - /** - * Sets the spherical components from the given Cartesian coordinates. - * - * @param {number} x - The x value. - * @param {number} y - The y value. - * @param {number} z - The z value. - * @return {Spherical} A reference to this spherical. - */ - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + y * y + z * z ); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( x, z ); - this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) ); - - } - - return this; - - } - - /** - * Returns a new spherical with copied values from this instance. - * - * @return {Spherical} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * This class can be used to represent points in 3D space as - * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system). - */ -class Cylindrical { - - /** - * Constructs a new cylindrical. - * - * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane. - * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. - * @param {number} [y=0] - The height above the x-z plane. - */ - constructor( radius = 1, theta = 0, y = 0 ) { - - /** - * The distance from the origin to a point in the x-z plane. - * - * @type {number} - * @default 1 - */ - this.radius = radius; - - /** - * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. - * - * @type {number} - * @default 0 - */ - this.theta = theta; - - /** - * The height above the x-z plane. - * - * @type {number} - * @default 0 - */ - this.y = y; - - } - - /** - * Sets the cylindrical components by copying the given values. - * - * @param {number} radius - The radius. - * @param {number} theta - The theta angle. - * @param {number} y - The height value. - * @return {Cylindrical} A reference to this cylindrical. - */ - set( radius, theta, y ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; - - } - - /** - * Copies the values of the given cylindrical to this instance. - * - * @param {Cylindrical} other - The cylindrical to copy. - * @return {Cylindrical} A reference to this cylindrical. - */ - copy( other ) { - - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; - - return this; - - } - - /** - * Sets the cylindrical components from the given vector which is assumed to hold - * Cartesian coordinates. - * - * @param {Vector3} v - The vector to set. - * @return {Cylindrical} A reference to this cylindrical. - */ - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - /** - * Sets the cylindrical components from the given Cartesian coordinates. - * - * @param {number} x - The x value. - * @param {number} y - The x value. - * @param {number} z - The x value. - * @return {Cylindrical} A reference to this cylindrical. - */ - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + z * z ); - this.theta = Math.atan2( x, z ); - this.y = y; - - return this; - - } - - /** - * Returns a new cylindrical with copied values from this instance. - * - * @return {Cylindrical} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * Represents a 2x2 matrix. - * - * A Note on Row-Major and Column-Major Ordering: - * - * The constructor and {@link Matrix2#set} method take arguments in - * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) - * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order. - * This means that calling: - * ```js - * const m = new THREE.Matrix2(); - * m.set( 11, 12, - * 21, 22 ); - * ``` - * will result in the elements array containing: - * ```js - * m.elements = [ 11, 21, - * 12, 22 ]; - * ``` - * and internally all calculations are performed using column-major ordering. - * However, as the actual ordering makes no difference mathematically and - * most people are used to thinking about matrices in row-major order, the - * three.js documentation shows matrices in row-major order. Just bear in - * mind that if you are reading the source code, you'll have to take the - * transpose of any matrices outlined here to make sense of the calculations. - */ -class Matrix2 { - - static { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - Matrix2.prototype.isMatrix2 = true; - - } - - /** - * Constructs a new 2x2 matrix. The arguments are supposed to be - * in row-major order. If no arguments are provided, the constructor - * initializes the matrix as an identity matrix. - * - * @param {number} [n11] - 1-1 matrix element. - * @param {number} [n12] - 1-2 matrix element. - * @param {number} [n21] - 2-1 matrix element. - * @param {number} [n22] - 2-2 matrix element. - */ - constructor( n11, n12, n21, n22 ) { - - /** - * A column-major list of matrix values. - * - * @type {Array} - */ - this.elements = [ - 1, 0, - 0, 1, - ]; - - if ( n11 !== undefined ) { - - this.set( n11, n12, n21, n22 ); - - } - - } - - /** - * Sets this matrix to the 2x2 identity matrix. - * - * @return {Matrix2} A reference to this matrix. - */ - identity() { - - this.set( - 1, 0, - 0, 1, - ); - - return this; - - } - - /** - * Sets the elements of the matrix from the given array. - * - * @param {Array} array - The matrix elements in column-major order. - * @param {number} [offset=0] - Index of the first element in the array. - * @return {Matrix2} A reference to this matrix. - */ - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 4; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - /** - * Sets the elements of the matrix.The arguments are supposed to be - * in row-major order. - * - * @param {number} n11 - 1-1 matrix element. - * @param {number} n12 - 1-2 matrix element. - * @param {number} n21 - 2-1 matrix element. - * @param {number} n22 - 2-2 matrix element. - * @return {Matrix2} A reference to this matrix. - */ - set( n11, n12, n21, n22 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 2 ] = n12; - te[ 1 ] = n21; te[ 3 ] = n22; - - return this; - - } - -} - -const _vector$4 = /*@__PURE__*/ new Vector2(); - -/** - * Represents an axis-aligned bounding box (AABB) in 2D space. - */ -class Box2 { - - /** - * Constructs a new bounding box. - * - * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box. - * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box. - */ - constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isBox2 = true; - - /** - * The lower boundary of the box. - * - * @type {Vector2} - */ - this.min = min; - - /** - * The upper boundary of the box. - * - * @type {Vector2} - */ - this.max = max; - - } - - /** - * Sets the lower and upper boundaries of this box. - * Please note that this method only copies the values from the given objects. - * - * @param {Vector2} min - The lower boundary of the box. - * @param {Vector2} max - The upper boundary of the box. - * @return {Box2} A reference to this bounding box. - */ - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - /** - * Sets the upper and lower bounds of this box so it encloses the position data - * in the given array. - * - * @param {Array} points - An array holding 2D position data as instances of {@link Vector2}. - * @return {Box2} A reference to this bounding box. - */ - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - /** - * Centers this box on the given center vector and sets this box's width, height and - * depth to the given size values. - * - * @param {Vector2} center - The center of the box. - * @param {Vector2} size - The x and y dimensions of the box. - * @return {Box2} A reference to this bounding box. - */ - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - /** - * Returns a new box with copied values from this instance. - * - * @return {Box2} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - - /** - * Copies the values of the given box to this instance. - * - * @param {Box2} box - The box to copy. - * @return {Box2} A reference to this bounding box. - */ - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - /** - * Makes this box empty which means in encloses a zero space in 2D. - * - * @return {Box2} A reference to this bounding box. - */ - makeEmpty() { - - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; - - return this; - - } - - /** - * Returns true if this box includes zero points within its bounds. - * Note that a box with equal lower and upper bounds still includes one - * point, the one both bounds share. - * - * @return {boolean} Whether this box is empty or not. - */ - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); - - } - - /** - * Returns the center point of this box. - * - * @param {Vector2} target - The target vector that is used to store the method's result. - * @return {Vector2} The center point. - */ - getCenter( target ) { - - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - /** - * Returns the dimensions of this box. - * - * @param {Vector2} target - The target vector that is used to store the method's result. - * @return {Vector2} The size. - */ - getSize( target ) { - - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - /** - * Expands the boundaries of this box to include the given point. - * - * @param {Vector2} point - The point that should be included by the bounding box. - * @return {Box2} A reference to this bounding box. - */ - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - /** - * Expands this box equilaterally by the given vector. The width of this - * box will be expanded by the x component of the vector in both - * directions. The height of this box will be expanded by the y component of - * the vector in both directions. - * - * @param {Vector2} vector - The vector that should expand the bounding box. - * @return {Box2} A reference to this bounding box. - */ - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - /** - * Expands each dimension of the box by the given scalar. If negative, the - * dimensions of the box will be contracted. - * - * @param {number} scalar - The scalar value that should expand the bounding box. - * @return {Box2} A reference to this bounding box. - */ - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - /** - * Returns `true` if the given point lies within or on the boundaries of this box. - * - * @param {Vector2} point - The point to test. - * @return {boolean} Whether the bounding box contains the given point or not. - */ - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.y <= this.max.y; - - } - - /** - * Returns `true` if this bounding box includes the entirety of the given bounding box. - * If this box and the given one are identical, this function also returns `true`. - * - * @param {Box2} box - The bounding box to test. - * @return {boolean} Whether the bounding box contains the given bounding box or not. - */ - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; - - } - - /** - * Returns a point as a proportion of this box's width and height. - * - * @param {Vector2} point - A point in 2D space. - * @param {Vector2} target - The target vector that is used to store the method's result. - * @return {Vector2} A point as a proportion of this box's width and height. - */ - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ) - ); - - } - - /** - * Returns `true` if the given bounding box intersects with this bounding box. - * - * @param {Box2} box - The bounding box to test. - * @return {boolean} Whether the given bounding box intersects with this bounding box. - */ - intersectsBox( box ) { - - // using 4 splitting planes to rule out intersections - - return box.max.x >= this.min.x && box.min.x <= this.max.x && - box.max.y >= this.min.y && box.min.y <= this.max.y; - - } - - /** - * Clamps the given point within the bounds of this box. - * - * @param {Vector2} point - The point to clamp. - * @param {Vector2} target - The target vector that is used to store the method's result. - * @return {Vector2} The clamped point. - */ - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - /** - * Returns the euclidean distance from any edge of this box to the specified point. If - * the given point lies inside of this box, the distance will be `0`. - * - * @param {Vector2} point - The point to compute the distance to. - * @return {number} The euclidean distance. - */ - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$4 ).distanceTo( point ); - - } - - /** - * Computes the intersection of this bounding box and the given one, setting the upper - * bound of this box to the lesser of the two boxes' upper bounds and the - * lower bound of this box to the greater of the two boxes' lower bounds. If - * there's no overlap, makes this box empty. - * - * @param {Box2} box - The bounding box to intersect with. - * @return {Box2} A reference to this bounding box. - */ - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - /** - * Computes the union of this box and another and the given one, setting the upper - * bound of this box to the greater of the two boxes' upper bounds and the - * lower bound of this box to the lesser of the two boxes' lower bounds. - * - * @param {Box2} box - The bounding box that will be unioned with this instance. - * @return {Box2} A reference to this bounding box. - */ - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - /** - * Adds the given offset to both the upper and lower bounds of this bounding box, - * effectively moving it in 2D space. - * - * @param {Vector2} offset - The offset that should be used to translate the bounding box. - * @return {Box2} A reference to this bounding box. - */ - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - /** - * Returns `true` if this bounding box is equal with the given one. - * - * @param {Box2} box - The box to test for equality. - * @return {boolean} Whether this bounding box is equal with the given one. - */ - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _startP = /*@__PURE__*/ new Vector3(); -const _startEnd = /*@__PURE__*/ new Vector3(); - -const _d1 = /*@__PURE__*/ new Vector3(); -const _d2 = /*@__PURE__*/ new Vector3(); -const _r = /*@__PURE__*/ new Vector3(); -const _c1 = /*@__PURE__*/ new Vector3(); -const _c2 = /*@__PURE__*/ new Vector3(); - -/** - * An analytical line segment in 3D space represented by a start and end point. - */ -class Line3 { - - /** - * Constructs a new line segment. - * - * @param {Vector3} [start=(0,0,0)] - Start of the line segment. - * @param {Vector3} [end=(0,0,0)] - End of the line segment. - */ - constructor( start = new Vector3(), end = new Vector3() ) { - - /** - * Start of the line segment. - * - * @type {Vector3} - */ - this.start = start; - - /** - * End of the line segment. - * - * @type {Vector3} - */ - this.end = end; - - } - - /** - * Sets the start and end values by copying the given vectors. - * - * @param {Vector3} start - The start point. - * @param {Vector3} end - The end point. - * @return {Line3} A reference to this line segment. - */ - set( start, end ) { - - this.start.copy( start ); - this.end.copy( end ); - - return this; - - } - - /** - * Copies the values of the given line segment to this instance. - * - * @param {Line3} line - The line segment to copy. - * @return {Line3} A reference to this line segment. - */ - copy( line ) { - - this.start.copy( line.start ); - this.end.copy( line.end ); - - return this; - - } - - /** - * Returns the center of the line segment. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The center point. - */ - getCenter( target ) { - - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - - } - - /** - * Returns the delta vector of the line segment's start and end point. - * - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The delta vector. - */ - delta( target ) { - - return target.subVectors( this.end, this.start ); - - } - - /** - * Returns the squared Euclidean distance between the line' start and end point. - * - * @return {number} The squared Euclidean distance. - */ - distanceSq() { - - return this.start.distanceToSquared( this.end ); - - } - - /** - * Returns the Euclidean distance between the line' start and end point. - * - * @return {number} The Euclidean distance. - */ - distance() { - - return this.start.distanceTo( this.end ); - - } - - /** - * Returns a vector at a certain position along the line segment. - * - * @param {number} t - A value between `[0,1]` to represent a position along the line segment. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The delta vector. - */ - at( t, target ) { - - return this.delta( target ).multiplyScalar( t ).add( this.start ); - - } - - /** - * Returns a point parameter based on the closest point as projected on the line segment. - * - * @param {Vector3} point - The point for which to return a point parameter. - * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. - * @return {number} The point parameter. - */ - closestPointToPointParameter( point, clampToLine ) { - - _startP.subVectors( point, this.start ); - _startEnd.subVectors( this.end, this.start ); - - const startEnd2 = _startEnd.dot( _startEnd ); - - if ( startEnd2 === 0 ) return 0; - - const startEnd_startP = _startEnd.dot( _startP ); - - let t = startEnd_startP / startEnd2; - - if ( clampToLine ) { - - t = clamp( t, 0, 1 ); - - } - - return t; - - } - - /** - * Returns the closest point on the line for a given point. - * - * @param {Vector3} point - The point to compute the closest point on the line for. - * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. - * @param {Vector3} target - The target vector that is used to store the method's result. - * @return {Vector3} The closest point on the line. - */ - closestPointToPoint( point, clampToLine, target ) { - - const t = this.closestPointToPointParameter( point, clampToLine ); - - return this.delta( target ).multiplyScalar( t ).add( this.start ); - - } - - /** - * Returns the closest squared distance between this line segment and the given one. - * - * @param {Line3} line - The line segment to compute the closest squared distance to. - * @param {Vector3} [c1] - The closest point on this line segment. - * @param {Vector3} [c2] - The closest point on the given line segment. - * @return {number} The squared distance between this line segment and the given one. - */ - distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) { - - // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9 - - // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and - // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared - // distance between between S1(s) and S2(t) - - const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length - let s, t; - - const p1 = this.start; - const p2 = line.start; - const q1 = this.end; - const q2 = line.end; - - _d1.subVectors( q1, p1 ); // Direction vector of segment S1 - _d2.subVectors( q2, p2 ); // Direction vector of segment S2 - _r.subVectors( p1, p2 ); - - const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative - const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative - const f = _d2.dot( _r ); - - // Check if either or both segments degenerate into points - - if ( a <= EPSILON && e <= EPSILON ) { - - // Both segments degenerate into points - - c1.copy( p1 ); - c2.copy( p2 ); - - c1.sub( c2 ); - - return c1.dot( c1 ); - - } - - if ( a <= EPSILON ) { - - // First segment degenerates into a point - - s = 0; - t = f / e; // s = 0 => t = (b*s + f) / e = f / e - t = clamp( t, 0, 1 ); - - - } else { - - const c = _d1.dot( _r ); - - if ( e <= EPSILON ) { - - // Second segment degenerates into a point - - t = 0; - s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a - - } else { - - // The general nondegenerate case starts here - - const b = _d1.dot( _d2 ); - const denom = a * e - b * b; // Always nonnegative - - // If segments not parallel, compute closest point on L1 to L2 and - // clamp to segment S1. Else pick arbitrary s (here 0) - - if ( denom !== 0 ) { - - s = clamp( ( b * f - c * e ) / denom, 0, 1 ); - - } else { - - s = 0; - - } - - // Compute point on L2 closest to S1(s) using - // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e - - t = ( b * s + f ) / e; - - // If t in [0,1] done. Else clamp t, recompute s for the new value - // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a - // and clamp s to [0, 1] - - if ( t < 0 ) { - - t = 0.; - s = clamp( - c / a, 0, 1 ); - - } else if ( t > 1 ) { - - t = 1; - s = clamp( ( b - c ) / a, 0, 1 ); - - } - - } - - } - - c1.copy( p1 ).addScaledVector( _d1, s ); - c2.copy( p2 ).addScaledVector( _d2, t ); - - return c1.distanceToSquared( c2 ); - - } - - /** - * Applies a 4x4 transformation matrix to this line segment. - * - * @param {Matrix4} matrix - The transformation matrix. - * @return {Line3} A reference to this line segment. - */ - applyMatrix4( matrix ) { - - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); - - return this; - - } - - /** - * Returns `true` if this line segment is equal with the given one. - * - * @param {Line3} line - The line segment to test for equality. - * @return {boolean} Whether this line segment is equal with the given one. - */ - equals( line ) { - - return line.start.equals( this.start ) && line.end.equals( this.end ); - - } - - /** - * Returns a new line segment with copied values from this instance. - * - * @return {Line3} A clone of this instance. - */ - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _vector$3 = /*@__PURE__*/ new Vector3(); - -/** - * This displays a cone shaped helper object for a {@link SpotLight}. - * - * When the spot light or its target are transformed or light properties are - * changed, it's necessary to call the `update()` method of the respective helper. - * - * ```js - * const spotLight = new THREE.SpotLight( 0xffffff ); - * spotLight.position.set( 10, 10, 10 ); - * scene.add( spotLight ); - * - * const spotLightHelper = new THREE.SpotLightHelper( spotLight ); - * scene.add( spotLightHelper ); - * ``` - * - * @augments Object3D - */ -class SpotLightHelper extends Object3D { - - /** - * Constructs a new spot light helper. - * - * @param {HemisphereLight} light - The light to be visualized. - * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take - * the color of the light. - */ - constructor( light, color ) { - - super(); - - /** - * The light being visualized. - * - * @type {SpotLight} - */ - this.light = light; - - this.matrixAutoUpdate = false; - - /** - * The color parameter passed in the constructor. - * If not set, the helper will take the color of the light. - * - * @type {number|Color|string} - */ - this.color = color; - - this.type = 'SpotLightHelper'; - - const geometry = new BufferGeometry(); - - const positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, -1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, -1, 1 - ]; - - for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - - const p1 = ( i / l ) * Math.PI * 2; - const p2 = ( j / l ) * Math.PI * 2; - - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); - - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); - - this.update(); - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - } - - /** - * Updates the helper to match the position and direction of the - * light being visualized. - */ - update() { - - this.light.updateWorldMatrix( true, false ); - this.light.target.updateWorldMatrix( true, false ); - - // update the local matrix based on the parent and light target transforms - if ( this.parent ) { - - this.parent.updateWorldMatrix( true ); - - this.matrix - .copy( this.parent.matrixWorld ) - .invert() - .multiply( this.light.matrixWorld ); - - } else { - - this.matrix.copy( this.light.matrixWorld ); - - } - - this.matrixWorldNeedsUpdate = true; - - const coneLength = this.light.distance ? this.light.distance : 1000; - const coneWidth = coneLength * Math.tan( this.light.angle ); - - this.cone.scale.set( coneWidth, coneWidth, coneLength ); - - _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); - - this.cone.lookAt( _vector$3 ); - - if ( this.color !== undefined ) { - - this.cone.material.color.set( this.color ); - - } else { - - this.cone.material.color.copy( this.light.color ); - - } - - } - -} - -const _vector$2 = /*@__PURE__*/ new Vector3(); -const _boneMatrix = /*@__PURE__*/ new Matrix4(); -const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); - -/** - * A helper object to assist with visualizing a {@link Skeleton}. - * - * ```js - * const helper = new THREE.SkeletonHelper( skinnedMesh ); - * scene.add( helper ); - * ``` - * - * @augments LineSegments - */ -class SkeletonHelper extends LineSegments { - - /** - * Constructs a new skeleton helper. - * - * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object - * can be used if it represents a hierarchy of bones (see {@link Bone}). - */ - constructor( object ) { - - const bones = getBoneList( object ); - - const geometry = new BufferGeometry(); - - const vertices = []; - const colors = []; - - for ( let i = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( 0, 0, 0 ); - colors.push( 0, 0, 0 ); - - } - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); - - super( geometry, material ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isSkeletonHelper = true; - - this.type = 'SkeletonHelper'; - - /** - * The object being visualized. - * - * @type {Object3D} - */ - this.root = object; - - /** - * The list of bones that the helper visualizes. - * - * @type {Array} - */ - this.bones = bones; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - // colors - - const color1 = new Color( 0x0000ff ); - const color2 = new Color( 0x00ff00 ); - - this.setColors( color1, color2 ); - - } - - updateMatrixWorld( force ) { - - const bones = this.bones; - - const geometry = this.geometry; - const position = geometry.getAttribute( 'position' ); - - _matrixWorldInv.copy( this.root.matrixWorld ).invert(); - - for ( let i = 0, j = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); - - j += 2; - - } - - } - - geometry.getAttribute( 'position' ).needsUpdate = true; - - super.updateMatrixWorld( force ); - - } - - /** - * Defines the colors of the helper. - * - * @param {Color} color1 - The first line color for each bone. - * @param {Color} color2 - The second line color for each bone. - * @return {SkeletonHelper} A reference to this helper. - */ - setColors( color1, color2 ) { - - const geometry = this.geometry; - const colorAttribute = geometry.getAttribute( 'color' ); - - for ( let i = 0; i < colorAttribute.count; i += 2 ) { - - colorAttribute.setXYZ( i, color1.r, color1.g, color1.b ); - colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b ); - - } - - colorAttribute.needsUpdate = true; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - - -function getBoneList( object ) { - - const boneList = []; - - if ( object.isBone === true ) { - - boneList.push( object ); - - } - - for ( let i = 0; i < object.children.length; i ++ ) { - - boneList.push( ...getBoneList( object.children[ i ] ) ); - - } - - return boneList; - -} - -/** - * This displays a helper object consisting of a spherical mesh for - * visualizing an instance of {@link PointLight}. - * - * ```js - * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 ); - * pointLight.position.set( 10, 10, 10 ); - * scene.add( pointLight ); - * - * const sphereSize = 1; - * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize ); - * scene.add( pointLightHelper ); - * ``` - * - * @augments Mesh - */ -class PointLightHelper extends Mesh { - - /** - * Constructs a new point light helper. - * - * @param {PointLight} light - The light to be visualized. - * @param {number} [sphereSize=1] - The size of the sphere helper. - * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take - * the color of the light. - */ - constructor( light, sphereSize, color ) { - - const geometry = new SphereGeometry( sphereSize, 4, 2 ); - const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); - - super( geometry, material ); - - /** - * The light being visualized. - * - * @type {PointLight} - */ - this.light = light; - - /** - * The color parameter passed in the constructor. - * If not set, the helper will take the color of the light. - * - * @type {number|Color|string} - */ - this.color = color; - - this.type = 'PointLightHelper'; - - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; - - this.update(); - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - - /** - * Updates the helper to match the position of the - * light being visualized. - */ - update() { - - this.matrixWorldNeedsUpdate = true; - - this.light.updateWorldMatrix( true, false ); - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - this.material.color.copy( this.light.color ); - - } - - /* - const d = this.light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); - - } - */ - - } - -} - -const _vector$1 = /*@__PURE__*/ new Vector3(); -const _color1 = /*@__PURE__*/ new Color(); -const _color2 = /*@__PURE__*/ new Color(); - -/** - * Creates a visual aid consisting of a spherical mesh for a - * given {@link HemisphereLight}. - * - * When the hemisphere light is transformed or its light properties are changed, - * it's necessary to call the `update()` method of the respective helper. - * - * ```js - * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); - * const helper = new THREE.HemisphereLightHelper( light, 5 ); - * scene.add( helper ); - * ``` - * - * @augments Object3D - */ -class HemisphereLightHelper extends Object3D { - - /** - * Constructs a new hemisphere light helper. - * - * @param {HemisphereLight} light - The light to be visualized. - * @param {number} [size=1] - The size of the mesh used to visualize the light. - * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take - * the color of the light. - */ - constructor( light, size, color ) { - - super(); - - /** - * The light being visualized. - * - * @type {HemisphereLight} - */ - this.light = light; - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - /** - * The color parameter passed in the constructor. - * If not set, the helper will take the color of the light. - * - * @type {number|Color|string} - */ - this.color = color; - - this.type = 'HemisphereLightHelper'; - - const geometry = new OctahedronGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); - - this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); - if ( this.color === undefined ) this.material.vertexColors = true; - - const position = geometry.getAttribute( 'position' ); - const colors = new Float32Array( position.count * 3 ); - - geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); - - this.add( new Mesh( geometry, this.material ) ); - - this.update(); - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); - - } - - /** - * Updates the helper to match the position and direction of the - * light being visualized. - */ - update() { - - const mesh = this.children[ 0 ]; - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - const colors = mesh.geometry.getAttribute( 'color' ); - - _color1.copy( this.light.color ); - _color2.copy( this.light.groundColor ); - - for ( let i = 0, l = colors.count; i < l; i ++ ) { - - const color = ( i < ( l / 2 ) ) ? _color1 : _color2; - - colors.setXYZ( i, color.r, color.g, color.b ); - - } - - colors.needsUpdate = true; - - } - - this.matrixWorldNeedsUpdate = true; - - this.light.updateWorldMatrix( true, false ); - - mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - - } - -} - -/** - * The helper is an object to define grids. Grids are two-dimensional - * arrays of lines. - * - * ```js - * const size = 10; - * const divisions = 10; - * - * const gridHelper = new THREE.GridHelper( size, divisions ); - * scene.add( gridHelper ); - * ``` - * - * @augments LineSegments - */ -class GridHelper extends LineSegments { - - /** - * Constructs a new grid helper. - * - * @param {number} [size=10] - The size of the grid. - * @param {number} [divisions=10] - The number of divisions across the grid. - * @param {number|Color|string} [color1=0x444444] - The color of the center line. - * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid. - */ - constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { - - color1 = new Color( color1 ); - color2 = new Color( color2 ); - - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; - - const vertices = [], colors = []; - - for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); - - const color = i === center ? color1 : color2; - - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'GridHelper'; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -/** - * This helper is an object to define polar grids. Grids are - * two-dimensional arrays of lines. - * - * ```js - * const radius = 10; - * const sectors = 16; - * const rings = 8; - * const divisions = 64; - * - * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions ); - * scene.add( helper ); - * ``` - * - * @augments LineSegments - */ -class PolarGridHelper extends LineSegments { - - /** - * Constructs a new polar grid helper. - * - * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number. - * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer. - * @param {number} [rings=16] - The number of rings. This can be any positive integer. - * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer. - * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements. - * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements. - */ - constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { - - color1 = new Color( color1 ); - color2 = new Color( color2 ); - - const vertices = []; - const colors = []; - - // create the sectors - - if ( sectors > 1 ) { - - for ( let i = 0; i < sectors; i ++ ) { - - const v = ( i / sectors ) * ( Math.PI * 2 ); - - const x = Math.sin( v ) * radius; - const z = Math.cos( v ) * radius; - - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); - - const color = ( i & 1 ) ? color1 : color2; - - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); - - } - - } - - // create the rings - - for ( let i = 0; i < rings; i ++ ) { - - const color = ( i & 1 ) ? color1 : color2; - - const r = radius - ( radius / rings * i ); - - for ( let j = 0; j < divisions; j ++ ) { - - // first vertex - - let v = ( j / divisions ) * ( Math.PI * 2 ); - - let x = Math.sin( v ) * r; - let z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - // second vertex - - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - } - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'PolarGridHelper'; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -const _v1 = /*@__PURE__*/ new Vector3(); -const _v2 = /*@__PURE__*/ new Vector3(); -const _v3 = /*@__PURE__*/ new Vector3(); - -/** - * Helper object to assist with visualizing a {@link DirectionalLight}'s - * effect on the scene. This consists of a plane and a line representing the - * light's position and direction. - * - * When the directional light or its target are transformed or light properties - * are changed, it's necessary to call the `update()` method of the respective helper. - * - * ```js - * const light = new THREE.DirectionalLight( 0xFFFFFF ); - * scene.add( light ); - * - * const helper = new THREE.DirectionalLightHelper( light, 5 ); - * scene.add( helper ); - * ``` - * - * @augments Object3D - */ -class DirectionalLightHelper extends Object3D { - - /** - * Constructs a new directional light helper. - * - * @param {DirectionalLight} light - The light to be visualized. - * @param {number} [size=1] - The dimensions of the plane. - * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take - * the color of the light. - */ - constructor( light, size, color ) { - - super(); - - /** - * The light being visualized. - * - * @type {DirectionalLight} - */ - this.light = light; - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - /** - * The color parameter passed in the constructor. - * If not set, the helper will take the color of the light. - * - * @type {number|Color|string} - */ - this.color = color; - - this.type = 'DirectionalLightHelper'; - - if ( size === undefined ) size = 1; - - let geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); - - const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); - - /** - * Contains the line showing the location of the directional light. - * - * @type {Line} - */ - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); - - geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - - /** - * Represents the target line of the directional light. - * - * @type {Line} - */ - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); - - this.update(); - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); - - } - - /** - * Updates the helper to match the position and direction of the - * light being visualized. - */ - update() { - - this.matrixWorldNeedsUpdate = true; - - this.light.updateWorldMatrix( true, false ); - this.light.target.updateWorldMatrix( true, false ); - - _v1.setFromMatrixPosition( this.light.matrixWorld ); - _v2.setFromMatrixPosition( this.light.target.matrixWorld ); - _v3.subVectors( _v2, _v1 ); - - this.lightPlane.lookAt( _v2 ); - - if ( this.color !== undefined ) { - - this.lightPlane.material.color.set( this.color ); - this.targetLine.material.color.set( this.color ); - - } else { - - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); - - } - - this.targetLine.lookAt( _v2 ); - this.targetLine.scale.z = _v3.length(); - - } - -} - -const _vector = /*@__PURE__*/ new Vector3(); -const _camera = /*@__PURE__*/ new Camera(); - -/** - * This helps with visualizing what a camera contains in its frustum. It - * visualizes the frustum of a camera using a line segments. - * - * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html). - * - * `CameraHelper` must be a child of the scene. - * - * When the camera is transformed or its projection matrix is changed, it's necessary - * to call the `update()` method of the respective helper. - * - * ```js - * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); - * const helper = new THREE.CameraHelper( camera ); - * scene.add( helper ); - * ``` - * - * @augments LineSegments - */ -class CameraHelper extends LineSegments { - - /** - * Constructs a new arrow helper. - * - * @param {Camera} camera - The camera to visualize. - */ - constructor( camera ) { - - const geometry = new BufferGeometry(); - const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); - - const vertices = []; - const colors = []; - - const pointMap = {}; - - // near - - addLine( 'n1', 'n2' ); - addLine( 'n2', 'n4' ); - addLine( 'n4', 'n3' ); - addLine( 'n3', 'n1' ); - - // far - - addLine( 'f1', 'f2' ); - addLine( 'f2', 'f4' ); - addLine( 'f4', 'f3' ); - addLine( 'f3', 'f1' ); - - // sides - - addLine( 'n1', 'f1' ); - addLine( 'n2', 'f2' ); - addLine( 'n3', 'f3' ); - addLine( 'n4', 'f4' ); - - // cone - - addLine( 'p', 'n1' ); - addLine( 'p', 'n2' ); - addLine( 'p', 'n3' ); - addLine( 'p', 'n4' ); - - // up - - addLine( 'u1', 'u2' ); - addLine( 'u2', 'u3' ); - addLine( 'u3', 'u1' ); - - // target - - addLine( 'c', 't' ); - addLine( 'p', 'c' ); - - // cross - - addLine( 'cn1', 'cn2' ); - addLine( 'cn3', 'cn4' ); - - addLine( 'cf1', 'cf2' ); - addLine( 'cf3', 'cf4' ); - - function addLine( a, b ) { - - addPoint( a ); - addPoint( b ); - - } - - function addPoint( id ) { - - vertices.push( 0, 0, 0 ); - colors.push( 0, 0, 0 ); - - if ( pointMap[ id ] === undefined ) { - - pointMap[ id ] = []; - - } - - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - super( geometry, material ); - - this.type = 'CameraHelper'; - - /** - * The camera being visualized. - * - * @type {Camera} - */ - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); - - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; - - /** - * This contains the points used to visualize the camera. - * - * @type {Object>} - */ - this.pointMap = pointMap; - - this.update(); - - // colors - - const colorFrustum = new Color( 0xffaa00 ); - const colorCone = new Color( 0xff0000 ); - const colorUp = new Color( 0x00aaff ); - const colorTarget = new Color( 0xffffff ); - const colorCross = new Color( 0x333333 ); - - this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); - - } - - /** - * Defines the colors of the helper. - * - * @param {Color} frustum - The frustum line color. - * @param {Color} cone - The cone line color. - * @param {Color} up - The up line color. - * @param {Color} target - The target line color. - * @param {Color} cross - The cross line color. - * @return {CameraHelper} A reference to this helper. - */ - setColors( frustum, cone, up, target, cross ) { - - const geometry = this.geometry; - - const colorAttribute = geometry.getAttribute( 'color' ); - - // near - - colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 - colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 - colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 - colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 - - // far - - colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 - colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 - colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 - colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 - - // sides - - colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 - colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 - colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 - colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 - - // cone - - colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 - colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 - colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 - colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 - - // up - - colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 - colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 - colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 - - // target - - colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t - colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c - - // cross - - colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 - colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 - - colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 - colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 - - colorAttribute.needsUpdate = true; - - return this; - - } - - /** - * Updates the helper based on the projection matrix of the camera. - */ - update() { - - const geometry = this.geometry; - const pointMap = this.pointMap; - - const w = 1, h = 1; - - let nearZ, farZ; - - // we need just camera projection matrix inverse - // world matrix must be identity - - _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // Adjust z values based on coordinate system - - if ( this.camera.reversedDepth === true ) { - - nearZ = 1; - farZ = 0; - - } else { - - if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) { - - nearZ = -1; - farZ = 1; - - } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) { - - nearZ = 0; - farZ = 1; - - } else { - - throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem ); - - } - - } - - - // center / target - setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ ); - setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ ); - - // near - - setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ ); - setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ ); - setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ ); - setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ ); - - // far - - setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ ); - setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ ); - setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ ); - setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ ); - - // up - - setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ ); - setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ ); - setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ ); - - // cross - - setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ ); - setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ ); - setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ ); - setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ ); - - setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ ); - setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ ); - setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ ); - setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ ); - - geometry.getAttribute( 'position' ).needsUpdate = true; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - - -function setPoint( point, pointMap, geometry, camera, x, y, z ) { - - _vector.set( x, y, z ).unproject( camera ); - - const points = pointMap[ point ]; - - if ( points !== undefined ) { - - const position = geometry.getAttribute( 'position' ); - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); - - } - - } - -} - -const _box = /*@__PURE__*/ new Box3(); - -/** - * Helper object to graphically show the world-axis-aligned bounding box - * around an object. The actual bounding box is handled with {@link Box3}, - * this is just a visual helper for debugging. It can be automatically - * resized with {@link BoxHelper#update} when the object it's created from - * is transformed. Note that the object must have a geometry for this to work, - * so it won't work with sprites. - * - * ```js - * const sphere = new THREE.SphereGeometry(); - * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) ); - * const box = new THREE.BoxHelper( object, 0xffff00 ); - * scene.add( box ); - * ``` - * - * @augments LineSegments - */ -class BoxHelper extends LineSegments { - - /** - * Constructs a new box helper. - * - * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box. - * @param {number|Color|string} [color=0xffff00] - The box's color. - */ - constructor( object, color = 0xffff00 ) { - - const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - const positions = new Float32Array( 8 * 3 ); - - const geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - /** - * The 3D object being visualized. - * - * @type {Object3D} - */ - this.object = object; - this.type = 'BoxHelper'; - - this.matrixAutoUpdate = false; - - this.update(); - - } - - /** - * Updates the helper's geometry to match the dimensions of the object, - * including any children. - */ - update() { - - if ( this.object !== undefined ) { - - _box.setFromObject( this.object ); - - } - - if ( _box.isEmpty() ) return; - - const min = _box.min; - const max = _box.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - const position = this.geometry.attributes.position; - const array = position.array; - - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - } - - /** - * Updates the wireframe box for the passed object. - * - * @param {Object3D} object - The 3D object to create the helper for. - * @return {BoxHelper} A reference to this instance. - */ - setFromObject( object ) { - - this.object = object; - this.update(); - - return this; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.object = source.object; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -/** - * A helper object to visualize an instance of {@link Box3}. - * - * ```js - * const box = new THREE.Box3(); - * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) ); - * - * const helper = new THREE.Box3Helper( box, 0xffff00 ); - * scene.add( helper ) - * ``` - * - * @augments LineSegments - */ -class Box3Helper extends LineSegments { - - /** - * Constructs a new box3 helper. - * - * @param {Box3} box - The box to visualize. - * @param {number|Color|string} [color=0xffff00] - The box's color. - */ - constructor( box, color = 0xffff00 ) { - - const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - - const positions = [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1 ]; - - const geometry = new BufferGeometry(); - - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - /** - * The box being visualized. - * - * @type {Box3} - */ - this.box = box; - - this.type = 'Box3Helper'; - - this.geometry.computeBoundingSphere(); - - } - - updateMatrixWorld( force ) { - - const box = this.box; - - if ( box.isEmpty() ) return; - - box.getCenter( this.position ); - - box.getSize( this.scale ); - - this.scale.multiplyScalar( 0.5 ); - - super.updateMatrixWorld( force ); - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -/** - * A helper object to visualize an instance of {@link Plane}. - * - * ```js - * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 ); - * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 ); - * scene.add( helper ); - * ``` - * - * @augments Line - */ -class PlaneHelper extends Line { - - /** - * Constructs a new plane helper. - * - * @param {Plane} plane - The plane to be visualized. - * @param {number} [size=1] - The side length of plane helper. - * @param {number|Color|string} [hex=0xffff00] - The helper's color. - */ - constructor( plane, size = 1, hex = 0xffff00 ) { - - const color = hex; - - const positions = [ 1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0 ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - this.type = 'PlaneHelper'; - - /** - * The plane being visualized. - * - * @type {Plane} - */ - this.plane = plane; - - /** - * The side length of plane helper. - * - * @type {number} - * @default 1 - */ - this.size = size; - - const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ]; - - const geometry2 = new BufferGeometry(); - geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); - - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); - - } - - updateMatrixWorld( force ) { - - this.position.set( 0, 0, 0 ); - - this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); - - this.lookAt( this.plane.normal ); - - this.translateZ( - this.plane.constant ); - - super.updateMatrixWorld( force ); - - } - - /** - * Updates the helper to match the position and direction of the - * light being visualized. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); - - } - -} - -const _axis = /*@__PURE__*/ new Vector3(); -let _lineGeometry, _coneGeometry; - -/** - * An 3D arrow object for visualizing directions. - * - * ```js - * const dir = new THREE.Vector3( 1, 2, 0 ); - * - * //normalize the direction vector (convert to vector of length 1) - * dir.normalize(); - * - * const origin = new THREE.Vector3( 0, 0, 0 ); - * const length = 1; - * const hex = 0xffff00; - * - * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex ); - * scene.add( arrowHelper ); - * ``` - * - * @augments Object3D - */ -class ArrowHelper extends Object3D { - - /** - * Constructs a new arrow helper. - * - * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector. - * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts. - * @param {number} [length=1] - Length of the arrow in world units. - * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow. - * @param {number} [headLength=length*0.2] - The length of the head of the arrow. - * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. - */ - constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { - - super(); - - this.type = 'ArrowHelper'; - - if ( _lineGeometry === undefined ) { - - _lineGeometry = new BufferGeometry(); - _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - - _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 ); - _coneGeometry.translate( 0, -0.5, 0 ); - - } - - this.position.copy( origin ); - - /** - * The line part of the arrow helper. - * - * @type {Line} - */ - this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); - - /** - * The cone part of the arrow helper. - * - * @type {Mesh} - */ - this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); - - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); - - } - - /** - * Sets the direction of the helper. - * - * @param {Vector3} dir - The normalized direction vector. - */ - setDirection( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < -0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - _axis.set( dir.z, 0, - dir.x ).normalize(); - - const radians = Math.acos( dir.y ); - - this.quaternion.setFromAxisAngle( _axis, radians ); - - } - - } - - /** - * Sets the length of the helper. - * - * @param {number} length - Length of the arrow in world units. - * @param {number} [headLength=length*0.2] - The length of the head of the arrow. - * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. - */ - setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { - - this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 - this.line.updateMatrix(); - - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); - - } - - /** - * Sets the color of the helper. - * - * @param {number|Color|string} color - The color to set. - */ - setColor( color ) { - - this.line.material.color.set( color ); - this.cone.material.color.set( color ); - - } - - copy( source ) { - - super.copy( source, false ); - - this.line.copy( source.line ); - this.cone.copy( source.cone ); - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.line.geometry.dispose(); - this.line.material.dispose(); - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - } - -} - -/** - * An axis object to visualize the 3 axes in a simple way. - * The X axis is red. The Y axis is green. The Z axis is blue. - * - * ```js - * const axesHelper = new THREE.AxesHelper( 5 ); - * scene.add( axesHelper ); - * ``` - * - * @augments LineSegments - */ -class AxesHelper extends LineSegments { - - /** - * Constructs a new axes helper. - * - * @param {number} [size=1] - Size of the lines representing the axes. - */ - constructor( size = 1 ) { - - const vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; - - const colors = [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'AxesHelper'; - - } - - /** - * Defines the colors of the axes helper. - * - * @param {number|Color|string} xAxisColor - The color for the x axis. - * @param {number|Color|string} yAxisColor - The color for the y axis. - * @param {number|Color|string} zAxisColor - The color for the z axis. - * @return {AxesHelper} A reference to this axes helper. - */ - setColors( xAxisColor, yAxisColor, zAxisColor ) { - - const color = new Color(); - const array = this.geometry.attributes.color.array; - - color.set( xAxisColor ); - color.toArray( array, 0 ); - color.toArray( array, 3 ); - - color.set( yAxisColor ); - color.toArray( array, 6 ); - color.toArray( array, 9 ); - - color.set( zAxisColor ); - color.toArray( array, 12 ); - color.toArray( array, 15 ); - - this.geometry.attributes.color.needsUpdate = true; - - return this; - - } - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - dispose() { - - super.dispose(); - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -/** - * This class is used to convert a series of paths to an array of - * shapes. It is specifically used in context of fonts and SVG. - */ -class ShapePath { - - /** - * Constructs a new shape path. - */ - constructor() { - - this.type = 'ShapePath'; - - /** - * The color of the shape. - * - * @type {Color} - */ - this.color = new Color(); - - /** - * The paths that have been generated for this shape. - * - * @type {Array} - * @default null - */ - this.subPaths = []; - - /** - * The current path that is being generated. - * - * @type {?Path} - * @default null - */ - this.currentPath = null; - - /** - * An object that can be used to store custom data about the shape path. - * Mainly used by SVGLoader to store style information. - * - * @type {Object} - */ - this.userData = {}; - - } - - /** - * Creates a new path and moves it current point to the given one. - * - * @param {number} x - The x coordinate. - * @param {number} y - The y coordinate. - * @return {ShapePath} A reference to this shape path. - */ - moveTo( x, y ) { - - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); - - return this; - - } - - /** - * Adds an instance of {@link LineCurve} to the path by connecting - * the current point with the given one. - * - * @param {number} x - The x coordinate of the end point. - * @param {number} y - The y coordinate of the end point. - * @return {ShapePath} A reference to this shape path. - */ - lineTo( x, y ) { - - this.currentPath.lineTo( x, y ); - - return this; - - } - - /** - * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting - * the current point with the given one. - * - * @param {number} aCPx - The x coordinate of the control point. - * @param {number} aCPy - The y coordinate of the control point. - * @param {number} aX - The x coordinate of the end point. - * @param {number} aY - The y coordinate of the end point. - * @return {ShapePath} A reference to this shape path. - */ - quadraticCurveTo( aCPx, aCPy, aX, aY ) { - - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - - return this; - - } - - /** - * Adds an instance of {@link CubicBezierCurve} to the path by connecting - * the current point with the given one. - * - * @param {number} aCP1x - The x coordinate of the first control point. - * @param {number} aCP1y - The y coordinate of the first control point. - * @param {number} aCP2x - The x coordinate of the second control point. - * @param {number} aCP2y - The y coordinate of the second control point. - * @param {number} aX - The x coordinate of the end point. - * @param {number} aY - The y coordinate of the end point. - * @return {ShapePath} A reference to this shape path. - */ - bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - - return this; - - } - - /** - * Adds an instance of {@link SplineCurve} to the path by connecting - * the current point with the given list of points. - * - * @param {Array} pts - An array of points in 2D space. - * @return {ShapePath} A reference to this shape path. - */ - splineThru( pts ) { - - this.currentPath.splineThru( pts ); - - return this; - - } - - /** - * Converts the paths into an array of shapes. - * - * @return {Array} An array of shapes. - */ - toShapes() { - - // Point-in-polygon test using the even-odd ray-casting rule. Valid for - // simple (non self-intersecting) polygons. - function pointInPolygon( p, polygon ) { - - let inside = false; - const n = polygon.length; - - for ( let i = 0, j = n - 1; i < n; j = i ++ ) { - - const a = polygon[ i ]; - const b = polygon[ j ]; - - if ( ( a.y > p.y ) !== ( b.y > p.y ) && - p.x < ( b.x - a.x ) * ( p.y - a.y ) / ( b.y - a.y ) + a.x ) { - - inside = ! inside; - - } - - } - - return inside; - - } - - // Returns a point guaranteed to be strictly inside the given simple - // polygon. First tries the bounding-box center; if that falls outside - // the polygon, casts a horizontal ray at the center's y and picks the - // midpoint between the first two sorted intercepts. - // - // Port of paper.js' Path#getInteriorPoint() - // https://github.com/paperjs/paper.js/blob/develop/src/path/PathItem.Boolean.js - function getInteriorPoint( polygon, boundingBox ) { - - const point = boundingBox.getCenter( new Vector2() ); - - if ( pointInPolygon( point, polygon ) ) return point; - - const y = point.y; - const intercepts = []; - const n = polygon.length; - - for ( let i = 0; i < n; i ++ ) { - - const a = polygon[ i ]; - const b = polygon[ ( i + 1 ) % n ]; - - // Half-open crossing rule — counts each vertex exactly once and - // skips horizontal edges. - if ( ( a.y > y ) !== ( b.y > y ) ) { - - const x = a.x + ( y - a.y ) * ( b.x - a.x ) / ( b.y - a.y ); - intercepts.push( x ); - - } - - } - - if ( intercepts.length > 1 ) { - - intercepts.sort( ( a, b ) => a - b ); - point.x = ( intercepts[ 0 ] + intercepts[ 1 ] ) / 2; - - } - - return point; - - } - - // Resolve fill-rule. Defaults to 'nonzero'. - let fillRule = ( this.userData.style && this.userData.style.fillRule ) || 'nonzero'; - - if ( fillRule !== 'nonzero' && fillRule !== 'evenodd' ) { - - warn( 'Fill-rule "' + fillRule + '" is not supported, falling back to "nonzero".' ); - fillRule = 'nonzero'; - - } - - // Predicate that decides whether a winding number falls inside the fill - // region, per the SVG fill-rule spec. Works for negative windings too, - // because JavaScript's bitwise AND preserves odd/even under two's - // complement. - const isInside = fillRule === 'nonzero' - ? ( w => w !== 0 ) - : ( w => ( w & 1 ) !== 0 ); - - // Build an entry per usable subpath. Self-winding follows the standard - // convention used by ShapeUtils: counter-clockwise (signed area > 0) - // contributes +1 to the winding number at an interior point, - // clockwise contributes -1. - const entries = []; - - for ( const subPath of this.subPaths ) { - - const points = subPath.getPoints(); - if ( points.length < 3 ) continue; - - const area = ShapeUtils.area( points ); - if ( area === 0 ) continue; - - const boundingBox = new Box2(); - for ( let i = 0; i < points.length; i ++ ) boundingBox.expandByPoint( points[ i ] ); - - entries.push( { - subPath: subPath, - points: points, - boundingBox: boundingBox, - interiorPoint: getInteriorPoint( points, boundingBox ), - absArea: Math.abs( area ), - winding: area < 0 ? -1 : 1, - container: null, - exclude: false, - role: null - } ); - - } - - // Sort by area descending. This guarantees that any subpath that could - // contain `entries[i]` is located at a smaller index and has already - // been processed when it's entries[i]'s turn. Port of paper.js' - // reorientPaths() algorithm. - entries.sort( ( a, b ) => b.absArea - a.absArea ); - - // Walk already-processed entries from closest-in-size to largest, - // stopping at the innermost container. Accumulate the container's - // cumulative winding into this entry's winding so that the final value - // equals the winding number at this entry's interior point. - // - // A subpath only contributes to the fill boundary when crossing it - // actually flips the "insideness" per the fill rule; otherwise it's a - // redundant overlap and gets excluded to avoid double-counting. - for ( let i = 0; i < entries.length; i ++ ) { - - const entry = entries[ i ]; - let containerWinding = 0; - - for ( let j = i - 1; j >= 0; j -- ) { - - const candidate = entries[ j ]; - - if ( ! candidate.boundingBox.containsBox( entry.boundingBox ) ) continue; - if ( ! pointInPolygon( entry.interiorPoint, candidate.points ) ) continue; - - entry.container = candidate.exclude ? candidate.container : candidate; - containerWinding = candidate.winding; - entry.winding += containerWinding; - break; - - } - - if ( isInside( entry.winding ) === isInside( containerWinding ) ) { - - entry.exclude = true; - - } - - } - - // Classify retained entries. An entry is an outer shape if it has no - // container or if its container is itself a hole (a solid nested inside - // a hole becomes a new top-level shape); otherwise it's a hole in its - // container. Entries were already sorted outermost-first, so each - // container's role is known by the time we look at it. - for ( const entry of entries ) { - - if ( entry.exclude ) continue; - entry.role = ( entry.container === null || entry.container.role === 'hole' ) ? 'outer' : 'hole'; - - } - - // Build Shapes for outers first, then attach holes to their container's - // Shape. - const shapes = []; - const shapeByEntry = new Map(); - - for ( const entry of entries ) { - - if ( entry.exclude || entry.role !== 'outer' ) continue; - - const shape = new Shape(); - shape.curves = entry.subPath.curves; - shapes.push( shape ); - shapeByEntry.set( entry, shape ); - - } - - for ( const entry of entries ) { - - if ( entry.exclude || entry.role !== 'hole' ) continue; - - const shape = shapeByEntry.get( entry.container ); - if ( ! shape ) continue; - - const hole = new Path(); - hole.curves = entry.subPath.curves; - shape.holes.push( hole ); - - } - - return shapes; - - - } - -} - -/** - * Abstract base class for controls. - * - * @abstract - * @augments EventDispatcher - */ -class Controls extends EventDispatcher { - - /** - * Constructs a new controls instance. - * - * @param {Object3D} object - The object that is managed by the controls. - * @param {?HTMLElement} domElement - The HTML element used for event listeners. - */ - constructor( object, domElement = null ) { - - super(); - - /** - * The object that is managed by the controls. - * - * @type {Object3D} - */ - this.object = object; - - /** - * The HTML element used for event listeners. - * - * @type {?HTMLElement} - * @default null - */ - this.domElement = domElement; - - /** - * Whether the controls responds to user input or not. - * - * @type {boolean} - * @default true - */ - this.enabled = true; - - /** - * The internal state of the controls. - * - * @type {number} - * @default -1 - */ - this.state = -1; - - /** - * This object defines the keyboard input of the controls. - * - * @type {Object} - */ - this.keys = {}; - - /** - * This object defines what type of actions are assigned to the available mouse buttons. - * It depends on the control implementation what kind of mouse buttons and actions are supported. - * - * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}} - */ - this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }; - - /** - * This object defines what type of actions are assigned to what kind of touch interaction. - * It depends on the control implementation what kind of touch interaction and actions are supported. - * - * @type {{ONE: ?number, TWO: ?number}} - */ - this.touches = { ONE: null, TWO: null }; - - } - - /** - * Connects the controls to the DOM. This method has so called "side effects" since - * it adds the module's event listeners to the DOM. - * - * @param {HTMLElement} element - The DOM element to connect to. - */ - connect( element ) { - - if ( this.domElement !== null ) this.disconnect(); - - this.domElement = element; - - } - - /** - * Disconnects the controls from the DOM. - */ - disconnect() {} - - /** - * Call this method if you no longer want use to the controls. It frees all internal - * resources and removes all event listeners. - */ - dispose() {} - - /** - * Controls should implement this method if they have to update their internal state - * per simulation step. - * - * @param {number} [delta] - The time delta in seconds. - */ - update( /* delta */ ) {} - -} - -/** - * Scales the texture as large as possible within its surface without cropping - * or stretching the texture. The method preserves the original aspect ratio of - * the texture. Akin to CSS `object-fit: contain` - * - * @param {Texture} texture - The texture. - * @param {number} aspect - The texture's aspect ratio. - * @return {Texture} The updated texture. - */ -function contain( texture, aspect ) { - - const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; - - if ( imageAspect > aspect ) { - - texture.repeat.x = 1; - texture.repeat.y = imageAspect / aspect; - - texture.offset.x = 0; - texture.offset.y = ( 1 - texture.repeat.y ) / 2; - - } else { - - texture.repeat.x = aspect / imageAspect; - texture.repeat.y = 1; - - texture.offset.x = ( 1 - texture.repeat.x ) / 2; - texture.offset.y = 0; - - } - - return texture; - -} - -/** - * Scales the texture to the smallest possible size to fill the surface, leaving - * no empty space. The method preserves the original aspect ratio of the texture. - * Akin to CSS `object-fit: cover`. - * - * @param {Texture} texture - The texture. - * @param {number} aspect - The texture's aspect ratio. - * @return {Texture} The updated texture. - */ -function cover( texture, aspect ) { - - const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; - - if ( imageAspect > aspect ) { - - texture.repeat.x = aspect / imageAspect; - texture.repeat.y = 1; - - texture.offset.x = ( 1 - texture.repeat.x ) / 2; - texture.offset.y = 0; - - } else { - - texture.repeat.x = 1; - texture.repeat.y = imageAspect / aspect; - - texture.offset.x = 0; - texture.offset.y = ( 1 - texture.repeat.y ) / 2; - - } - - return texture; - -} - -/** - * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. - * - * @param {Texture} texture - The texture. - * @return {Texture} The updated texture. - */ -function fill( texture ) { - - texture.repeat.x = 1; - texture.repeat.y = 1; - - texture.offset.x = 0; - texture.offset.y = 0; - - return texture; - -} - -/** - * Determines how many bytes must be used to represent the texture. - * - * @param {number} width - The width of the texture. - * @param {number} height - The height of the texture. - * @param {number} format - The texture's format. - * @param {number} type - The texture's type. - * @return {number} The byte length. - */ -function getByteLength( width, height, format, type ) { - - const typeByteLength = getTextureTypeByteLength( type ); - - switch ( format ) { - - // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml - case AlphaFormat: - return width * height; - case RedFormat: - return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; - case RedIntegerFormat: - return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGFormat: - return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGIntegerFormat: - return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBFormat: - return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBAFormat: - return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBAIntegerFormat: - return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/ - case RGB_S3TC_DXT1_Format: - case RGBA_S3TC_DXT1_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; - case RGBA_S3TC_DXT3_Format: - case RGBA_S3TC_DXT5_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/ - case RGB_PVRTC_2BPPV1_Format: - case RGBA_PVRTC_2BPPV1_Format: - return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4; - case RGB_PVRTC_4BPPV1_Format: - case RGBA_PVRTC_4BPPV1_Format: - return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/ - case RGB_ETC1_Format: - case RGB_ETC2_Format: - case R11_EAC_Format: - case SIGNED_R11_EAC_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; - case RGBA_ETC2_EAC_Format: - case RG11_EAC_Format: - case SIGNED_RG11_EAC_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/ - case RGBA_ASTC_4x4_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - case RGBA_ASTC_5x4_Format: - return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - case RGBA_ASTC_5x5_Format: - return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_6x5_Format: - return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_6x6_Format: - return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_8x5_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_8x6_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_8x8_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16; - case RGBA_ASTC_10x5_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_10x6_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_10x8_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16; - case RGBA_ASTC_10x10_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16; - case RGBA_ASTC_12x10_Format: - return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16; - case RGBA_ASTC_12x12_Format: - return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16; - - // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/ - case RGBA_BPTC_Format: - case RGB_BPTC_SIGNED_Format: - case RGB_BPTC_UNSIGNED_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/ - case RED_RGTC1_Format: - case SIGNED_RED_RGTC1_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8; - case RED_GREEN_RGTC2_Format: - case SIGNED_RED_GREEN_RGTC2_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; - - } - - throw new Error( - `Unable to determine texture byte length for ${format} format.`, - ); - -} - -function getTextureTypeByteLength( type ) { - - switch ( type ) { - - case UnsignedByteType: - case ByteType: - return { byteLength: 1, components: 1 }; - case UnsignedShortType: - case ShortType: - case HalfFloatType: - return { byteLength: 2, components: 1 }; - case UnsignedShort4444Type: - case UnsignedShort5551Type: - return { byteLength: 2, components: 4 }; - case UnsignedIntType: - case IntType: - case FloatType: - return { byteLength: 4, components: 1 }; - case UnsignedInt5999Type: - case UnsignedInt101111Type: - return { byteLength: 4, components: 3 }; - - } - - throw new Error( `THREE.TextureUtils: Unknown texture type ${type}.` ); - -} - -/** - * A class containing utility functions for textures. - * - * @hideconstructor - */ -class TextureUtils { - - /** - * Scales the texture as large as possible within its surface without cropping - * or stretching the texture. The method preserves the original aspect ratio of - * the texture. Akin to CSS `object-fit: contain` - * - * @param {Texture} texture - The texture. - * @param {number} aspect - The texture's aspect ratio. - * @return {Texture} The updated texture. - */ - static contain( texture, aspect ) { - - return contain( texture, aspect ); - - } - - /** - * Scales the texture to the smallest possible size to fill the surface, leaving - * no empty space. The method preserves the original aspect ratio of the texture. - * Akin to CSS `object-fit: cover`. - * - * @param {Texture} texture - The texture. - * @param {number} aspect - The texture's aspect ratio. - * @return {Texture} The updated texture. - */ - static cover( texture, aspect ) { - - return cover( texture, aspect ); - - } - - /** - * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. - * - * @param {Texture} texture - The texture. - * @return {Texture} The updated texture. - */ - static fill( texture ) { - - return fill( texture ); - - } - - /** - * Determines how many bytes must be used to represent the texture. - * - * @param {number} width - The width of the texture. - * @param {number} height - The height of the texture. - * @param {number} format - The texture's format. - * @param {number} type - The texture's type. - * @return {number} The byte length. - */ - static getByteLength( width, height, format, type ) { - - return getByteLength( width, height, format, type ); - - } - -} - -if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { - revision: REVISION, - } } ) ); - -} - -if ( typeof window !== 'undefined' ) { - - if ( window.__THREE__ ) { - - warn( 'WARNING: Multiple instances of Three.js being imported.' ); - - } else { - - window.__THREE__ = REVISION; - - } - -} - -export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderObjectRefreshType, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain }; diff --git a/public/bluebey-studio/vendor/three/build/three.module.js b/public/bluebey-studio/vendor/three/build/three.module.js deleted file mode 100644 index c52087a..0000000 --- a/public/bluebey-studio/vendor/three/build/three.module.js +++ /dev/null @@ -1,19719 +0,0 @@ -/** - * @license - * Copyright 2010-2026 Three.js Authors - * SPDX-License-Identifier: MIT - */ -import { Matrix3, Vector2, Color, Vector3, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Matrix4, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, error, DataArrayTexture, Vector4, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, DepthTexture, Texture, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_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, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js'; -export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderObjectRefreshType, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js'; - -function WebGLAnimation() { - - let context = null; - let isAnimating = false; - let animationLoop = null; - let requestId = null; - - function onAnimationFrame( time, frame ) { - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - animationLoop( time, frame ); - - } - - return { - - start: function () { - - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; - if ( context === null ) return; - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - isAnimating = true; - - }, - - stop: function () { - - if ( context !== null ) context.cancelAnimationFrame( requestId ); - - isAnimating = false; - - }, - - setAnimationLoop: function ( callback ) { - - animationLoop = callback; - - }, - - setContext: function ( value ) { - - context = value; - - } - - }; - -} - -function WebGLAttributes( gl ) { - - const buffers = new WeakMap(); - - function createBuffer( attribute, bufferType ) { - - const array = attribute.array; - const usage = attribute.usage; - const size = array.byteLength; - - const buffer = gl.createBuffer(); - - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); - - attribute.onUploadCallback(); - - let type; - - if ( array instanceof Float32Array ) { - - type = gl.FLOAT; - - } else if ( typeof Float16Array !== 'undefined' && array instanceof Float16Array ) { - - type = gl.HALF_FLOAT; - - } else if ( array instanceof Uint16Array ) { - - if ( attribute.isFloat16BufferAttribute ) { - - type = gl.HALF_FLOAT; - - } else { - - type = gl.UNSIGNED_SHORT; - - } - - } else if ( array instanceof Int16Array ) { - - type = gl.SHORT; - - } else if ( array instanceof Uint32Array ) { - - type = gl.UNSIGNED_INT; - - } else if ( array instanceof Int32Array ) { - - type = gl.INT; - - } else if ( array instanceof Int8Array ) { - - type = gl.BYTE; - - } else if ( array instanceof Uint8Array ) { - - type = gl.UNSIGNED_BYTE; - - } else if ( array instanceof Uint8ClampedArray ) { - - type = gl.UNSIGNED_BYTE; - - } else { - - throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); - - } - - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version, - size: size - }; - - } - - function updateBuffer( buffer, attribute, bufferType ) { - - const array = attribute.array; - const updateRanges = attribute.updateRanges; - - gl.bindBuffer( bufferType, buffer ); - - if ( updateRanges.length === 0 ) { - - // Not using update ranges - gl.bufferSubData( bufferType, 0, array ); - - } else { - - // Before applying update ranges, we merge any adjacent / overlapping - // ranges to reduce load on `gl.bufferSubData`. Empirically, this has led - // to performance improvements for applications which make heavy use of - // update ranges. Likely due to GPU command overhead. - // - // Note that to reduce garbage collection between frames, we merge the - // update ranges in-place. This is safe because this method will clear the - // update ranges once updated. - - updateRanges.sort( ( a, b ) => a.start - b.start ); - - // To merge the update ranges in-place, we work from left to right in the - // existing updateRanges array, merging ranges. This may result in a final - // array which is smaller than the original. This index tracks the last - // index representing a merged range, any data after this index can be - // trimmed once the merge algorithm is completed. - let mergeIndex = 0; - - for ( let i = 1; i < updateRanges.length; i ++ ) { - - const previousRange = updateRanges[ mergeIndex ]; - const range = updateRanges[ i ]; - - // We add one here to merge adjacent ranges. This is safe because ranges - // operate over positive integers. - if ( range.start <= previousRange.start + previousRange.count + 1 ) { - - previousRange.count = Math.max( - previousRange.count, - range.start + range.count - previousRange.start - ); - - } else { - - ++ mergeIndex; - updateRanges[ mergeIndex ] = range; - - } - - } - - // Trim the array to only contain the merged ranges. - updateRanges.length = mergeIndex + 1; - - for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { - - const range = updateRanges[ i ]; - - gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, - array, range.start, range.count ); - - } - - attribute.clearUpdateRanges(); - - } - - attribute.onUploadCallback(); - - } - - // - - function get( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return buffers.get( attribute ); - - } - - function remove( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - const data = buffers.get( attribute ); - - if ( data ) { - - gl.deleteBuffer( data.buffer ); - - buffers.delete( attribute ); - - } - - } - - function update( attribute, bufferType ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - if ( attribute.isGLBufferAttribute ) { - - const cached = buffers.get( attribute ); - - if ( ! cached || cached.version < attribute.version ) { - - buffers.set( attribute, { - buffer: attribute.buffer, - type: attribute.type, - bytesPerElement: attribute.elementSize, - version: attribute.version - } ); - - } - - return; - - } - - const data = buffers.get( attribute ); - - if ( data === undefined ) { - - buffers.set( attribute, createBuffer( attribute, bufferType ) ); - - } else if ( data.version < attribute.version ) { - - if ( data.size !== attribute.array.byteLength ) { - - throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); - - } - - updateBuffer( data.buffer, attribute, bufferType ); - - data.version = attribute.version; - - } - - } - - return { - - get: get, - remove: remove, - update: update - - }; - -} - -var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; - -var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; - -var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; - -var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif"; - -var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; - -var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; - -var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - -var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec4 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n\t}\n#endif"; - -var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif"; - -var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; - -var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - -var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; - -var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; - -var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - -var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif"; - -var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - -var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - -var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - -var color_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif"; - -var color_pars_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif"; - -var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif"; - -var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif"; - -var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\n#define inverseTransformDirection transformDirectionByInverseViewMatrix\nvec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );\n}\nvec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * viewMatrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; - -var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; - -var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n#endif"; - -var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - -var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; - -var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - -var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - -var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - -var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}"; - -var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif"; - -var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif"; - -var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; - -var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; - -var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - -var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; - -var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; - -var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; - -var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; - -var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; - -var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - -var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; - -var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; - -var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_SUN_LIGHTS > 0\n\tstruct SunLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform SunLight sunLights[ NUM_SUN_LIGHTS ];\n\tvoid getSunLightInfo( const in SunLight sunLight, out IncidentLight light ) {\n\t\tlight.color = sunLight.color;\n\t\tlight.direction = sunLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include "; - -var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 getIBLRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 retroVec = normalize( mix( viewDir, normal, pow4( roughness ) ) );\n\t\t\t\tretroVec = transformDirectionByInverseViewMatrix( retroVec, viewMatrix );\n\t\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * retroVec, roughness );\n\t\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t\t#ifdef USE_RETROREFLECTION\n\t\t\tvec3 getIBLAnisotropyRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\t\treturn getIBLRetroRadiance( viewDir, bentNormal, roughness );\n\t\t\t\t#else\n\t\t\t\t\treturn vec3( 0.0 );\n\t\t\t\t#endif\n\t\t\t}\n\t\t#endif\n\t#endif\n#endif"; - -var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; - -var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; - -var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - -var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; - -var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tmaterial.retroreflectivity = retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; - -var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\tvec2 dfg;\n\tvec3 multiScatteringCompensation;\n\t#ifdef USE_RETROREFLECTION\n\t\tfloat retroreflectivity;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0Dielectric;\n\t\tvec3 iridescenceF0Metallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec2 fab, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec2 fab, const in vec3 specularColor, const in float specularF90, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\tvec3 specularBRDF = BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroViewDir = reflect( - geometryViewDir, geometryNormal );\n\t\tvec3 retroSpecularBRDF = BRDF_GGX( directLight.direction, retroViewDir, geometryNormal, material );\n\t\tspecularBRDF = mix( specularBRDF, retroSpecularBRDF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directSpecular += irradiance * specularBRDF * material.multiScatteringCompensation;\n\tvec3 halfDir = normalize( directLight.direction + geometryViewDir );\n\tfloat dotVH = saturate( dot( geometryViewDir, halfDir ) );\n\tvec3 F = F_Schlick( material.specularColor, material.specularF90, dotVH );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroHalfDir = normalize( directLight.direction + retroViewDir );\n\t\tfloat dotRetroVH = saturate( dot( retroViewDir, retroHalfDir ) );\n\t\tvec3 retroF = F_Schlick( material.specularColor, material.specularF90, dotRetroVH );\n\t\tF = mix( F, retroF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - F );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScattering, multiScattering );\n\t#endif\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - singleScattering - multiScattering );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * sheenAlbedo * RECIPROCAL_PI;\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceF0Metallic, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( material.dfg, material.diffuseColor, material.specularF90, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; - -var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tvec3 iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tvec3 iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( iridescenceFresnelDielectric, iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0Dielectric = Schlick_to_F0( iridescenceFresnelDielectric, 1.0, dotNVi );\n\t\tmaterial.iridescenceF0Metallic = Schlick_to_F0( iridescenceFresnelMetallic, 1.0, dotNVi );\n\t}\n#endif\n#ifdef STANDARD\n\tfloat dotNVms = saturate( dot( geometryNormal, geometryViewDir ) );\n\tmaterial.dfg = texture2D( dfgLUT, vec2( material.roughness, dotNVms ) ).rg;\n\t#if ( NUM_SUN_LIGHTS > 0 || NUM_DIR_LIGHTS > 0 || NUM_POINT_LIGHTS > 0 || NUM_SPOT_LIGHTS > 0 )\n\t\tfloat EssMs = material.dfg.x + material.dfg.y;\n\t\tmaterial.multiScatteringCompensation = 1.0 + material.specularColorBlended * ( 1.0 / EssMs - 1.0 );\n\t#endif\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SUN_LIGHTS > 0 ) && defined( RE_Direct )\n\tSunLight sunLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHTS; i ++ ) {\n\t\tsunLight = sunLights[ i ];\n\t\tgetSunLightInfo( sunLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SUN_LIGHT_SHADOWS )\n\t\tsunLightShadow = sunLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getSunShadow( sunShadowMap[ i ], sunLightShadow, UNROLLED_LOOP_INDEX ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 iblRadiance = getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tvec3 iblRadiance = getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_RETROREFLECTION\n\t\t#ifdef USE_ANISOTROPY\n\t\t\tvec3 retroIBLRadiance = getIBLAnisotropyRetroRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t\t#else\n\t\t\tvec3 retroIBLRadiance = getIBLRetroRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t\t#endif\n\t\tiblRadiance = mix( iblRadiance, retroIBLRadiance, saturate( material.retroreflectivity ) );\n\t#endif\n\tradiance += iblRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; - -var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; - -var lightprobes_pars_fragment = "#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n\tvec3 res = probesResolution;\n\tvec3 gridRange = probesMax - probesMin;\n\tvec3 resMinusOne = res - 1.0;\n\tvec3 probeSpacing = gridRange / resMinusOne;\n\tvec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n\tvec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n\tuvw = uvw * resMinusOne / res + 0.5 / res;\n\tfloat nz = res.z;\n\tfloat paddedSlices = nz + 2.0;\n\tfloat atlasDepth = 7.0 * paddedSlices;\n\tfloat uvZBase = uvw.z * nz + 1.0;\n\tvec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );\n\tvec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );\n\tvec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );\n\tvec3 c0 = s0.xyz;\n\tvec3 c1 = vec3( s0.w, s1.xy );\n\tvec3 c2 = vec3( s1.zw, s2.x );\n\tvec3 c3 = s2.yzw;\n\tvec3 c4 = s3.xyz;\n\tvec3 c5 = vec3( s3.w, s4.xy );\n\tvec3 c6 = vec3( s4.zw, s5.x );\n\tvec3 c7 = s5.yzw;\n\tvec3 c8 = s6.xyz;\n\tfloat x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n\tvec3 result = c0 * 0.886227;\n\tresult += c1 * 2.0 * 0.511664 * y;\n\tresult += c2 * 2.0 * 0.511664 * z;\n\tresult += c3 * 2.0 * 0.511664 * x;\n\tresult += c4 * 2.0 * 0.429043 * x * y;\n\tresult += c5 * 2.0 * 0.429043 * y * z;\n\tresult += c6 * ( 0.743125 * z * z - 0.247708 );\n\tresult += c7 * 2.0 * 0.429043 * x * z;\n\tresult += c8 * 0.429043 * ( x * x - y * y );\n\treturn max( result, vec3( 0.0 ) );\n}\n#endif"; - -var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - -var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif"; - -var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; - -var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - -var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; - -var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - -var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - -var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif"; - -var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; - -var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; - -var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif"; - -var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; - -var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; - -var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; - -var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; - -var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; - -var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t\t#ifdef FLIP_SIDED\n\t\t\tvBitangent = - vBitangent;\n\t\t#endif\n\t#endif\n#endif"; - -var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; - -var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; - -var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; - -var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; - -var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; - -var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; - -var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}"; - -var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - -var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; - -var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - -var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; - -var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - -var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - -var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\t#define SUN_LIGHT_CASCADES 2\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tuniform mat4 sunShadowMatrix[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tuniform vec4 sunShadowCascade[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t\tstruct SunLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SunLightShadow sunLightShadows[ NUM_SUN_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tfloat getSunShadow(\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tsampler2DShadow shadowMap,\n\t\t\t#else\n\t\t\t\tsampler2D shadowMap,\n\t\t\t#endif\n\t\t\tSunLightShadow sunLightShadow,\n\t\t\tint shadowIndex\n\t\t) {\n\t\t\tvec4 shadowWorldPosition = vec4( vSunShadowWorldPosition.xyz + vSunShadowWorldNormal * sunLightShadow.shadowNormalBias, 1.0 );\n\t\t\tfloat viewDepth = vSunShadowWorldPosition.w;\n\t\t\tint cascadeOffset = shadowIndex * SUN_LIGHT_CASCADES;\n\t\t\tfloat shadow = 1.0;\n\t\t\tfor ( int i = SUN_LIGHT_CASCADES - 1; i >= 0; i -- ) {\n\t\t\t\tvec4 cascade = sunShadowCascade[ cascadeOffset + i ];\n\t\t\t\tif ( viewDepth >= cascade.x && viewDepth < cascade.y ) {\n\t\t\t\t\tfloat cascadeShadow = getShadow(\n\t\t\t\t\t\tshadowMap,\n\t\t\t\t\t\tsunLightShadow.shadowMapSize,\n\t\t\t\t\t\tsunLightShadow.shadowIntensity,\n\t\t\t\t\t\tsunLightShadow.shadowBias,\n\t\t\t\t\t\tsunLightShadow.shadowRadius,\n\t\t\t\t\t\tsunShadowMatrix[ cascadeOffset + i ] * shadowWorldPosition\n\t\t\t\t\t);\n\t\t\t\t\tshadow = mix( cascadeShadow, shadow, smoothstep( cascade.z, cascade.y, viewDepth ) );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn shadow;\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif"; - -var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - -var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SUN_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvSunShadowWorldPosition = vec4( worldPosition.xyz, - mvPosition.z );\n\t\tvSunShadowWorldNormal = shadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; - -var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHT_SHADOWS; i ++ ) {\n\t\tsunLight = sunLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getSunShadow( sunShadowMap[ i ], sunLight, UNROLLED_LOOP_INDEX ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - -var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; - -var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; - -var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; - -var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; - -var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; - -var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - -var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - -var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - -var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; - -var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; - -var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; - -var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; - -var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; - -var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; - -const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; - -const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - -const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - -const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - -const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - -const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - -const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; - -const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}"; - -const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; - -const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}"; - -const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; - -const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; - -const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; - -const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - -const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; - -const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; - -const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tuniform float retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - -const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; - -const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const ShaderChunk = { - alphahash_fragment: alphahash_fragment, - alphahash_pars_fragment: alphahash_pars_fragment, - alphamap_fragment: alphamap_fragment, - alphamap_pars_fragment: alphamap_pars_fragment, - alphatest_fragment: alphatest_fragment, - alphatest_pars_fragment: alphatest_pars_fragment, - aomap_fragment: aomap_fragment, - aomap_pars_fragment: aomap_pars_fragment, - batching_pars_vertex: batching_pars_vertex, - batching_vertex: batching_vertex, - begin_vertex: begin_vertex, - beginnormal_vertex: beginnormal_vertex, - bsdfs: bsdfs, - iridescence_fragment: iridescence_fragment, - bumpmap_pars_fragment: bumpmap_pars_fragment, - clipping_planes_fragment: clipping_planes_fragment, - clipping_planes_pars_fragment: clipping_planes_pars_fragment, - clipping_planes_pars_vertex: clipping_planes_pars_vertex, - clipping_planes_vertex: clipping_planes_vertex, - color_fragment: color_fragment, - color_pars_fragment: color_pars_fragment, - color_pars_vertex: color_pars_vertex, - color_vertex: color_vertex, - common: common, - cube_uv_reflection_fragment: cube_uv_reflection_fragment, - defaultnormal_vertex: defaultnormal_vertex, - displacementmap_pars_vertex: displacementmap_pars_vertex, - displacementmap_vertex: displacementmap_vertex, - emissivemap_fragment: emissivemap_fragment, - emissivemap_pars_fragment: emissivemap_pars_fragment, - colorspace_fragment: colorspace_fragment, - colorspace_pars_fragment: colorspace_pars_fragment, - envmap_fragment: envmap_fragment, - envmap_common_pars_fragment: envmap_common_pars_fragment, - envmap_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - envmap_physical_pars_fragment: envmap_physical_pars_fragment, - envmap_vertex: envmap_vertex, - fog_vertex: fog_vertex, - fog_pars_vertex: fog_pars_vertex, - fog_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - gradientmap_pars_fragment: gradientmap_pars_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_fragment: lights_lambert_fragment, - lights_lambert_pars_fragment: lights_lambert_pars_fragment, - lights_pars_begin: lights_pars_begin, - lights_toon_fragment: lights_toon_fragment, - lights_toon_pars_fragment: lights_toon_pars_fragment, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_fragment_begin: lights_fragment_begin, - lights_fragment_maps: lights_fragment_maps, - lights_fragment_end: lights_fragment_end, - lightprobes_pars_fragment: lightprobes_pars_fragment, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphinstance_vertex: morphinstance_vertex, - morphcolor_vertex: morphcolor_vertex, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_fragment_begin: normal_fragment_begin, - normal_fragment_maps: normal_fragment_maps, - normal_pars_fragment: normal_pars_fragment, - normal_pars_vertex: normal_pars_vertex, - normal_vertex: normal_vertex, - normalmap_pars_fragment: normalmap_pars_fragment, - clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, - clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, - clearcoat_pars_fragment: clearcoat_pars_fragment, - iridescence_pars_fragment: iridescence_pars_fragment, - opaque_fragment: opaque_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - dithering_fragment: dithering_fragment, - dithering_pars_fragment: dithering_pars_fragment, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - transmission_fragment: transmission_fragment, - transmission_pars_fragment: transmission_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - worldpos_vertex: worldpos_vertex, - - background_vert: vertex$h, - background_frag: fragment$h, - backgroundCube_vert: vertex$g, - backgroundCube_frag: fragment$g, - cube_vert: vertex$f, - cube_frag: fragment$f, - depth_vert: vertex$e, - depth_frag: fragment$e, - distance_vert: vertex$d, - distance_frag: fragment$d, - equirect_vert: vertex$c, - equirect_frag: fragment$c, - linedashed_vert: vertex$b, - linedashed_frag: fragment$b, - meshbasic_vert: vertex$a, - meshbasic_frag: fragment$a, - meshlambert_vert: vertex$9, - meshlambert_frag: fragment$9, - meshmatcap_vert: vertex$8, - meshmatcap_frag: fragment$8, - meshnormal_vert: vertex$7, - meshnormal_frag: fragment$7, - meshphong_vert: vertex$6, - meshphong_frag: fragment$6, - meshphysical_vert: vertex$5, - meshphysical_frag: fragment$5, - meshtoon_vert: vertex$4, - meshtoon_frag: fragment$4, - points_vert: vertex$3, - points_frag: fragment$3, - shadow_vert: vertex$2, - shadow_frag: fragment$2, - sprite_vert: vertex$1, - sprite_frag: fragment$1 -}; - -// Uniforms library for shared webgl shaders -const UniformsLib = { - - common: { - - diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, - opacity: { value: 1.0 }, - - map: { value: null }, - mapTransform: { value: /*@__PURE__*/ new Matrix3() }, - - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - - alphaTest: { value: 0 } - - }, - - specularmap: { - - specularMap: { value: null }, - specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - envmap: { - - envMap: { value: null }, - envMapRotation: { value: /*@__PURE__*/ new Matrix3() }, - reflectivity: { value: 1.0 }, // basic, lambert, phong - ior: { value: 1.5 }, // physical - refractionRatio: { value: 0.98 }, // basic, lambert, phong - dfgLUT: { value: null } // DFG LUT for physically-based rendering - - }, - - aomap: { - - aoMap: { value: null }, - aoMapIntensity: { value: 1 }, - aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - lightmap: { - - lightMap: { value: null }, - lightMapIntensity: { value: 1 }, - lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - bumpmap: { - - bumpMap: { value: null }, - bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - bumpScale: { value: 1 } - - }, - - normalmap: { - - normalMap: { value: null }, - normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } - - }, - - displacementmap: { - - displacementMap: { value: null }, - displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } - - }, - - emissivemap: { - - emissiveMap: { value: null }, - emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - metalnessmap: { - - metalnessMap: { value: null }, - metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - roughnessmap: { - - roughnessMap: { value: null }, - roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - gradientmap: { - - gradientMap: { value: null } - - }, - - fog: { - - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } - - }, - - lights: { - - ambientLightColor: { value: [] }, - - lightProbe: { value: [] }, - - sunLights: { value: [], properties: { - direction: {}, - color: {} - } }, - - sunLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - sunShadowMatrix: { value: [] }, - sunShadowCascade: { value: [] }, - - directionalLights: { value: [], properties: { - direction: {}, - color: {} - } }, - - directionalLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - directionalShadowMatrix: { value: [] }, - - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {} - } }, - - spotLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - spotLightMap: { value: [] }, - spotLightMatrix: { value: [] }, - - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {} - } }, - - pointLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {}, - shadowCameraNear: {}, - shadowCameraFar: {} - } }, - - pointShadowMatrix: { value: [] }, - - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, - - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } }, - - ltc_1: { value: null }, - ltc_2: { value: null }, - - probesSH: { value: null }, - probesMin: { value: /*@__PURE__*/ new Vector3() }, - probesMax: { value: /*@__PURE__*/ new Vector3() }, - probesResolution: { value: /*@__PURE__*/ new Vector3() } - - }, - - points: { - - diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - alphaTest: { value: 0 }, - uvTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - sprite: { - - diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, - opacity: { value: 1.0 }, - center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, - rotation: { value: 0.0 }, - map: { value: null }, - mapTransform: { value: /*@__PURE__*/ new Matrix3() }, - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - alphaTest: { value: 0 } - - } - -}; - -const ShaderLib = { - - basic: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag - - }, - - lambert: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - envMapIntensity: { value: 1 } - } - ] ), - - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag - - }, - - phong: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, - shininess: { value: 30 }, - envMapIntensity: { value: 1 } - } - ] ), - - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag - - }, - - standard: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.roughnessmap, - UniformsLib.metalnessmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - roughness: { value: 1.0 }, - metalness: { value: 0.0 }, - envMapIntensity: { value: 1 } - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - - }, - - toon: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.gradientmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } - } - ] ), - - vertexShader: ShaderChunk.meshtoon_vert, - fragmentShader: ShaderChunk.meshtoon_frag - - }, - - matcap: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - { - matcap: { value: null } - } - ] ), - - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag - - }, - - points: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.points, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag - - }, - - dashed: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.fog, - { - scale: { value: 1 }, - dashSize: { value: 1 }, - totalSize: { value: 2 } - } - ] ), - - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag - - }, - - depth: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap - ] ), - - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag - - }, - - normal: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - { - opacity: { value: 1.0 } - } - ] ), - - vertexShader: ShaderChunk.meshnormal_vert, - fragmentShader: ShaderChunk.meshnormal_frag - - }, - - sprite: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.sprite, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.sprite_vert, - fragmentShader: ShaderChunk.sprite_frag - - }, - - background: { - - uniforms: { - uvTransform: { value: /*@__PURE__*/ new Matrix3() }, - t2D: { value: null }, - backgroundIntensity: { value: 1 } - }, - - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag - - }, - - backgroundCube: { - - uniforms: { - envMap: { value: null }, - backgroundBlurriness: { value: 0 }, - backgroundIntensity: { value: 1 }, - backgroundRotation: { value: /*@__PURE__*/ new Matrix3() } - }, - - vertexShader: ShaderChunk.backgroundCube_vert, - fragmentShader: ShaderChunk.backgroundCube_frag - - }, - - cube: { - - uniforms: { - tCube: { value: null }, - tFlip: { value: -1 }, - opacity: { value: 1.0 } - }, - - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag - - }, - - equirect: { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag - - }, - - distance: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap, - { - referencePosition: { value: /*@__PURE__*/ new Vector3() }, - nearDistance: { value: 1 }, - farDistance: { value: 1000 } - } - ] ), - - vertexShader: ShaderChunk.distance_vert, - fragmentShader: ShaderChunk.distance_frag - - }, - - shadow: { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - UniformsLib.lights, - UniformsLib.fog, - { - color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, - opacity: { value: 1.0 } - }, - ] ), - - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag - - } - -}; - -ShaderLib.physical = { - - uniforms: /*@__PURE__*/ mergeUniforms( [ - ShaderLib.standard.uniforms, - { - clearcoat: { value: 0 }, - clearcoatMap: { value: null }, - clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - clearcoatNormalMap: { value: null }, - clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, - clearcoatRoughness: { value: 0 }, - clearcoatRoughnessMap: { value: null }, - clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - dispersion: { value: 0 }, - retroreflectivity: { value: 0 }, - iridescence: { value: 0 }, - iridescenceMap: { value: null }, - iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - iridescenceIOR: { value: 1.3 }, - iridescenceThicknessMinimum: { value: 100 }, - iridescenceThicknessMaximum: { value: 400 }, - iridescenceThicknessMap: { value: null }, - iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - sheen: { value: 0 }, - sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - sheenColorMap: { value: null }, - sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - sheenRoughness: { value: 1 }, - sheenRoughnessMap: { value: null }, - sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - transmission: { value: 0 }, - transmissionMap: { value: null }, - transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, - transmissionSamplerMap: { value: null }, - thickness: { value: 0 }, - thicknessMap: { value: null }, - thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - attenuationDistance: { value: 0 }, - attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, - specularColorMap: { value: null }, - specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - specularIntensity: { value: 1 }, - specularIntensityMap: { value: null }, - specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, - anisotropyMap: { value: null }, - anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - -}; - -const _rgb = { r: 0, b: 0, g: 0 }; -const _m1$1 = /*@__PURE__*/ new Matrix4(); -const _m$1 = /*@__PURE__*/ new Matrix3(); - -_m$1.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); - -function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) { - - const clearColor = new Color( 0x000000 ); - let clearAlpha = alpha === true ? 0 : 1; - - let planeMesh; - let boxMesh; - - let currentBackground = null; - let currentBackgroundVersion = 0; - let currentTonemapping = null; - - function getBackground( scene ) { - - let background = scene.isScene === true ? scene.background : null; - - if ( background && background.isTexture ) { - - const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background - background = environments.get( background, usePMREM ); - - } - - return background; - - } - - function render( scene ) { - - let forceClear = false; - const background = getBackground( scene ); - - if ( background === null ) { - - setClear( clearColor, clearAlpha ); - - } else if ( background && background.isColor ) { - - setClear( background, 1 ); - forceClear = true; - - } - - const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); - - if ( environmentBlendMode === 'additive' ) { - - state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); - - } else if ( environmentBlendMode === 'alpha-blend' ) { - - state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); - - } - - if ( renderer.autoClear || forceClear ) { - - // buffers might not be writable which is required to ensure a correct clear - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - - } - - } - - function addToRenderList( renderList, scene ) { - - const background = getBackground( scene ); - - if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { - - if ( boxMesh === undefined ) { - - boxMesh = new Mesh( - new BoxGeometry( 1, 1, 1 ), - new ShaderMaterial( { - name: 'BackgroundCubeMaterial', - uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), - vertexShader: ShaderLib.backgroundCube.vertexShader, - fragmentShader: ShaderLib.backgroundCube.fragmentShader, - side: BackSide, - depthTest: false, - depthWrite: false, - fog: false, - allowOverride: false - } ) - ); - - boxMesh.geometry.deleteAttribute( 'normal' ); - boxMesh.geometry.deleteAttribute( 'uv' ); - - boxMesh.onBeforeRender = function ( renderer, scene, camera ) { - - this.matrixWorld.copyPosition( camera.matrixWorld ); - - }; - - // add "envMap" material property so the renderer can evaluate it like for built-in materials - Object.defineProperty( boxMesh.material, 'envMap', { - - get: function () { - - return this.uniforms.envMap.value; - - } - - } ); - - objects.update( boxMesh ); - - } - - - boxMesh.material.uniforms.envMap.value = background; - boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; - boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; - - - // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() - boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( scene.backgroundRotation ) ).transpose(); - - if ( background.isCubeTexture && background.isRenderTargetTexture === false ) { - - boxMesh.material.uniforms.backgroundRotation.value.premultiply( _m$1 ); - - } - - - boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - boxMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - boxMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list - renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); - - } else if ( background && background.isTexture ) { - - if ( planeMesh === undefined ) { - - planeMesh = new Mesh( - new PlaneGeometry( 2, 2 ), - new ShaderMaterial( { - name: 'BackgroundMaterial', - uniforms: cloneUniforms( ShaderLib.background.uniforms ), - vertexShader: ShaderLib.background.vertexShader, - fragmentShader: ShaderLib.background.fragmentShader, - side: FrontSide, - depthTest: false, - depthWrite: false, - fog: false, - allowOverride: false - } ) - ); - - planeMesh.geometry.deleteAttribute( 'normal' ); - - // add "map" material property so the renderer can evaluate it like for built-in materials - Object.defineProperty( planeMesh.material, 'map', { - - get: function () { - - return this.uniforms.t2D.value; - - } - - } ); - - objects.update( planeMesh ); - - } - - planeMesh.material.uniforms.t2D.value = background; - planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; - planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; - - if ( background.matrixAutoUpdate === true ) { - - background.updateMatrix(); - - } - - planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - planeMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - planeMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list - renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); - - } - - } - - function setClear( color, alpha ) { - - color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); - - state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); - - } - - function dispose() { - - if ( boxMesh !== undefined ) { - - boxMesh.geometry.dispose(); - boxMesh.material.dispose(); - - boxMesh = undefined; - - } - - if ( planeMesh !== undefined ) { - - planeMesh.geometry.dispose(); - planeMesh.material.dispose(); - - planeMesh = undefined; - - } - - } - - return { - - getClearColor: function () { - - return clearColor; - - }, - setClearColor: function ( color, alpha = 1 ) { - - clearColor.set( color ); - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - getClearAlpha: function () { - - return clearAlpha; - - }, - setClearAlpha: function ( alpha ) { - - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - render: render, - addToRenderList: addToRenderList, - dispose: dispose - - }; - -} - -function WebGLBindingStates( gl, attributes ) { - - const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - - const bindingStates = {}; - - const defaultState = createBindingState( null ); - let currentState = defaultState; - let forceUpdate = false; - - function setup( object, material, program, geometry, index ) { - - let updateBuffers = false; - - const state = getBindingState( object, geometry, program, material ); - - if ( currentState !== state ) { - - currentState = state; - bindVertexArrayObject( currentState.object ); - - } - - updateBuffers = needsUpdate( object, geometry, program, index ); - - if ( updateBuffers ) saveCache( object, geometry, program, index ); - - if ( index !== null ) { - - attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); - - } - - if ( updateBuffers || forceUpdate ) { - - forceUpdate = false; - - setupVertexAttributes( object, material, program, geometry ); - - if ( index !== null ) { - - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); - - } - - } - - } - - function createVertexArrayObject() { - - return gl.createVertexArray(); - - } - - function bindVertexArrayObject( vao ) { - - return gl.bindVertexArray( vao ); - - } - - function deleteVertexArrayObject( vao ) { - - return gl.deleteVertexArray( vao ); - - } - - function getBindingState( object, geometry, program, material ) { - - const wireframe = ( material.wireframe === true ); - - let objectMap = bindingStates[ geometry.id ]; - - if ( objectMap === undefined ) { - - objectMap = {}; - bindingStates[ geometry.id ] = objectMap; - - } - - // Each InstancedMesh requires unique binding states because it contains instanced attributes. - const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; - - let programMap = objectMap[ objectId ]; - - if ( programMap === undefined ) { - - programMap = {}; - objectMap[ objectId ] = programMap; - - } - - let stateMap = programMap[ program.id ]; - - if ( stateMap === undefined ) { - - stateMap = {}; - programMap[ program.id ] = stateMap; - - } - - let state = stateMap[ wireframe ]; - - if ( state === undefined ) { - - state = createBindingState( createVertexArrayObject() ); - stateMap[ wireframe ] = state; - - } - - return state; - - } - - function createBindingState( vao ) { - - const newAttributes = []; - const enabledAttributes = []; - const attributeDivisors = []; - - for ( let i = 0; i < maxVertexAttributes; i ++ ) { - - newAttributes[ i ] = 0; - enabledAttributes[ i ] = 0; - attributeDivisors[ i ] = 0; - - } - - return { - - // for backward compatibility on non-VAO support browser - geometry: null, - program: null, - wireframe: false, - - newAttributes: newAttributes, - enabledAttributes: enabledAttributes, - attributeDivisors: attributeDivisors, - object: vao, - attributes: {}, - index: null - - }; - - } - - function needsUpdate( object, geometry, program, index ) { - - const cachedAttributes = currentState.attributes; - const geometryAttributes = geometry.attributes; - - let attributesNum = 0; - - const programAttributes = program.getAttributes(); - - for ( const name in programAttributes ) { - - const programAttribute = programAttributes[ name ]; - - if ( programAttribute.location >= 0 ) { - - const cachedAttribute = cachedAttributes[ name ]; - let geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute === undefined ) { - - if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; - if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; - - } - - if ( cachedAttribute === undefined ) return true; - - if ( cachedAttribute.attribute !== geometryAttribute ) return true; - - if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; - - attributesNum ++; - - } - - } - - if ( currentState.attributesNum !== attributesNum ) return true; - - if ( currentState.index !== index ) return true; - - return false; - - } - - function saveCache( object, geometry, program, index ) { - - const cache = {}; - const attributes = geometry.attributes; - let attributesNum = 0; - - const programAttributes = program.getAttributes(); - - for ( const name in programAttributes ) { - - const programAttribute = programAttributes[ name ]; - - if ( programAttribute.location >= 0 ) { - - let attribute = attributes[ name ]; - - if ( attribute === undefined ) { - - if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; - if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; - - } - - const data = {}; - data.attribute = attribute; - - if ( attribute && attribute.data ) { - - data.data = attribute.data; - - } - - cache[ name ] = data; - - attributesNum ++; - - } - - } - - currentState.attributes = cache; - currentState.attributesNum = attributesNum; - - currentState.index = index; - - } - - function initAttributes() { - - const newAttributes = currentState.newAttributes; - - for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { - - newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - enableAttributeAndDivisor( attribute, 0 ); - - } - - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - const attributeDivisors = currentState.attributeDivisors; - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - gl.vertexAttribDivisor( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - } - - function disableUnusedAttributes() { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - - for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { - - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - } - - function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { - - if ( integer === true ) { - - gl.vertexAttribIPointer( index, size, type, stride, offset ); - - } else { - - gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); - - } - - } - - function setupVertexAttributes( object, material, program, geometry ) { - - initAttributes(); - - const geometryAttributes = geometry.attributes; - - const programAttributes = program.getAttributes(); - - const materialDefaultAttributeValues = material.defaultAttributeValues; - - for ( const name in programAttributes ) { - - const programAttribute = programAttributes[ name ]; - - if ( programAttribute.location >= 0 ) { - - let geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute === undefined ) { - - if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; - if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; - - } - - if ( geometryAttribute !== undefined ) { - - const normalized = geometryAttribute.normalized; - const size = geometryAttribute.itemSize; - - const attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - const buffer = attribute.buffer; - const type = attribute.type; - const bytesPerElement = attribute.bytesPerElement; - - // check for integer attributes - - const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ); - - if ( geometryAttribute.isInterleavedBufferAttribute ) { - - const data = geometryAttribute.data; - const stride = data.stride; - const offset = geometryAttribute.offset; - - if ( data.isInstancedInterleavedBuffer ) { - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); - - } - - if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { - - geometry._maxInstanceCount = data.meshPerAttribute * data.count; - - } - - } else { - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - enableAttribute( programAttribute.location + i ); - - } - - } - - gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - vertexAttribPointer( - programAttribute.location + i, - size / programAttribute.locationSize, - type, - normalized, - stride * bytesPerElement, - ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, - integer - ); - - } - - } else { - - if ( geometryAttribute.isInstancedBufferAttribute ) { - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); - - } - - if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { - - geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - - } - - } else { - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - enableAttribute( programAttribute.location + i ); - - } - - } - - gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - vertexAttribPointer( - programAttribute.location + i, - size / programAttribute.locationSize, - type, - normalized, - size * bytesPerElement, - ( size / programAttribute.locationSize ) * i * bytesPerElement, - integer - ); - - } - - } - - } else if ( materialDefaultAttributeValues !== undefined ) { - - const value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - gl.vertexAttrib2fv( programAttribute.location, value ); - break; - - case 3: - gl.vertexAttrib3fv( programAttribute.location, value ); - break; - - case 4: - gl.vertexAttrib4fv( programAttribute.location, value ); - break; - - default: - gl.vertexAttrib1fv( programAttribute.location, value ); - - } - - } - - } - - } - - } - - disableUnusedAttributes(); - - } - - function dispose() { - - reset(); - - for ( const geometryId in bindingStates ) { - - const objectMap = bindingStates[ geometryId ]; - - for ( const objectId in objectMap ) { - - const programMap = objectMap[ objectId ]; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - } - - delete bindingStates[ geometryId ]; - - } - - } - - function releaseStatesOfGeometry( geometry ) { - - if ( bindingStates[ geometry.id ] === undefined ) return; - - const objectMap = bindingStates[ geometry.id ]; - - for ( const objectId in objectMap ) { - - const programMap = objectMap[ objectId ]; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - } - - delete bindingStates[ geometry.id ]; - - } - - function releaseStatesOfProgram( program ) { - - for ( const geometryId in bindingStates ) { - - const objectMap = bindingStates[ geometryId ]; - - for ( const objectId in objectMap ) { - - const programMap = objectMap[ objectId ]; - - if ( programMap[ program.id ] === undefined ) continue; - - const stateMap = programMap[ program.id ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ program.id ]; - - } - - } - - } - - function releaseStatesOfObject( object ) { - - for ( const geometryId in bindingStates ) { - - const objectMap = bindingStates[ geometryId ]; - - const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; - - const programMap = objectMap[ objectId ]; - - if ( programMap === undefined ) continue; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - delete objectMap[ objectId ]; - - if ( Object.keys( objectMap ).length === 0 ) { - - delete bindingStates[ geometryId ]; - - } - - } - - } - - - function reset() { - - resetDefaultState(); - forceUpdate = true; - - if ( currentState === defaultState ) return; - - currentState = defaultState; - bindVertexArrayObject( currentState.object ); - - } - - // for backward-compatibility - - function resetDefaultState() { - - defaultState.geometry = null; - defaultState.program = null; - defaultState.wireframe = false; - - } - - return { - - setup: setup, - reset: reset, - resetDefaultState: resetDefaultState, - dispose: dispose, - releaseStatesOfGeometry: releaseStatesOfGeometry, - releaseStatesOfObject: releaseStatesOfObject, - releaseStatesOfProgram: releaseStatesOfProgram, - - initAttributes: initAttributes, - enableAttribute: enableAttribute, - disableUnusedAttributes: disableUnusedAttributes - - }; - -} - -function WebGLBufferRenderer( gl, extensions, info ) { - - let mode; - - function setMode( value ) { - - mode = value; - - } - - function render( start, count ) { - - gl.drawArrays( mode, start, count ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - gl.drawArraysInstanced( mode, start, count, primcount ); - - info.update( count, mode, primcount ); - - } - - function renderMultiDraw( starts, counts, drawCount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - info.update( elementCount, mode, 1 ); - - } - - // - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - this.renderMultiDraw = renderMultiDraw; - -} - -function WebGLCapabilities( gl, extensions, parameters, utils ) { - - let maxAnisotropy; - - function getMaxAnisotropy() { - - if ( maxAnisotropy !== undefined ) return maxAnisotropy; - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - maxAnisotropy = 0; - - } - - return maxAnisotropy; - - } - - function textureFormatReadable( textureFormat ) { - - if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { - - return false; - - } - - return true; - - } - - function textureTypeReadable( textureType ) { - - const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ); - - if ( textureType !== UnsignedByteType && textureType !== FloatType && ! halfFloatSupportedByExt && - utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) { // Edge and Chrome Mac < 52 (#9513) - - return false; - - } - - return true; - - } - - function getMaxPrecision( precision ) { - - if ( precision === 'highp' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { - - return 'highp'; - - } - - precision = 'mediump'; - - } - - if ( precision === 'mediump' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - - return 'mediump'; - - } - - } - - return 'lowp'; - - } - - let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - const maxPrecision = getMaxPrecision( precision ); - - if ( maxPrecision !== precision ) { - - warn( 'WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; - - } - - const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; - const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' ); - - if ( parameters.reversedDepthBuffer === true && reversedDepthBuffer === false ) { - - warn( 'WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' ); - - } - - const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); - const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); - const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); - - const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); - const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); - const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); - - const maxSamples = gl.getParameter( gl.MAX_SAMPLES ); - const samples = gl.getParameter( gl.SAMPLES ); - - return { - - isWebGL2: true, // keeping this for backwards compatibility - - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, - - textureFormatReadable: textureFormatReadable, - textureTypeReadable: textureTypeReadable, - - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, - reversedDepthBuffer: reversedDepthBuffer, - - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, - - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, - - maxSamples: maxSamples, - - samples: samples - - }; - -} - -function WebGLClipping( properties ) { - - const scope = this; - - let globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false; - - const plane = new Plane(), - viewNormalMatrix = new Matrix3(), - - uniform = { value: null, needsUpdate: false }; - - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; - - this.init = function ( planes, enableLocalClipping ) { - - const enabled = - planes.length !== 0 || - enableLocalClipping || - // enable state of previous frame - the clipping code has to - // run another frame in order to reset the state: - numGlobalPlanes !== 0 || - localClippingEnabled; - - localClippingEnabled = enableLocalClipping; - - numGlobalPlanes = planes.length; - - return enabled; - - }; - - this.beginShadows = function () { - - renderingShadows = true; - projectPlanes( null ); - - }; - - this.endShadows = function () { - - renderingShadows = false; - - }; - - this.setGlobalState = function ( planes, camera ) { - - globalState = projectPlanes( planes, camera, 0 ); - - }; - - this.setState = function ( material, camera, useCache ) { - - const planes = material.clippingPlanes, - clipIntersection = material.clipIntersection, - clipShadows = material.clipShadows; - - const materialProperties = properties.get( material ); - - if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - - // there's no local clipping - - if ( renderingShadows ) { - - // there's no global clipping - - projectPlanes( null ); - - } else { - - resetGlobalState(); - - } - - } else { - - const nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4; - - let dstArray = materialProperties.clippingState || null; - - uniform.value = dstArray; // ensure unique state - - dstArray = projectPlanes( planes, camera, lGlobal, useCache ); - - for ( let i = 0; i !== lGlobal; ++ i ) { - - dstArray[ i ] = globalState[ i ]; - - } - - materialProperties.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; - - } - - - }; - - function resetGlobalState() { - - if ( uniform.value !== globalState ) { - - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; - - } - - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; - - } - - function projectPlanes( planes, camera, dstOffset, skipTransform ) { - - const nPlanes = planes !== null ? planes.length : 0; - let dstArray = null; - - if ( nPlanes !== 0 ) { - - dstArray = uniform.value; - - if ( skipTransform !== true || dstArray === null ) { - - const flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; - - viewNormalMatrix.getNormalMatrix( viewMatrix ); - - if ( dstArray === null || dstArray.length < flatSize ) { - - dstArray = new Float32Array( flatSize ); - - } - - for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { - - plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); - - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; - - } - - } - - uniform.value = dstArray; - uniform.needsUpdate = true; - - } - - scope.numPlanes = nPlanes; - scope.numIntersection = 0; - - return dstArray; - - } - -} - -const LOD_MIN = 4; - -// The number of extra mips. -// Used for scene blur in fromScene() method. -const EXTRA_LODS = 6; - -// The number of spiral samples per blur pass. -// Used for scene blur in fromScene() method. -const BLUR_SAMPLES = 20; - -// GGX VNDF importance sampling configuration -const GGX_SAMPLES = 256; - -const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); -const _clearColor = /*@__PURE__*/ new Color(); -let _oldTarget = null; -let _oldActiveCubeFace = 0; -let _oldActiveMipmapLevel = 0; -let _oldXrEnabled = false; - -const _origin = /*@__PURE__*/ new Vector3(); -const _direction = /*@__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. - * - * The prefiltering uses GGX VNDF (Visible Normal Distribution Function) - * importance sampling based on "Sampling the GGX Distribution of Visible Normals" - * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF - * used in material rendering for physically-based image-based lighting. - */ -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._sizeLods = []; - this._lodMeshes = []; - - this._backgroundBox = null; - - this._cubemapMaterial = null; - this._equirectMaterial = null; - - this._blurMaterial = null; - this._ggxMaterial = null; - - } - - /** - * 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.position=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. The minimum supported input image size - * is 64 x 32. - * - * @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. The minimum supported input cube - * size is 16 x 16 per face. - * - * @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(); - - if ( this._backgroundBox !== null ) { - - this._backgroundBox.geometry.dispose(); - this._backgroundBox.material.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._ggxMaterial !== null ) this._ggxMaterial.dispose(); - - if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); - - for ( let i = 0; i < this._lodMeshes.length; i ++ ) { - - this._lodMeshes[ i ].geometry.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; - ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods } = _createPlanes( _lodMax ) ); - - this._blurMaterial = _getBlurShader( _lodMax, width, height ); - this._ggxMaterial = _getGGXShader( _lodMax, width, height ); - - } - - return cubeUVRenderTarget; - - } - - _compileMaterial( material ) { - - const mesh = new Mesh( new BufferGeometry(), material ); - this._renderer.compile( mesh, _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 ); - - } - - if ( this._backgroundBox === null ) { - - this._backgroundBox = new Mesh( - new BoxGeometry(), - new MeshBasicMaterial( { - name: 'PMREM.Background', - side: BackSide, - depthWrite: false, - depthTest: false, - } ) - ); - - } - - const backgroundBox = this._backgroundBox; - const backgroundMaterial = backgroundBox.material; - - 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 ); - - } - - 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 = this._lodMeshes[ 0 ]; - mesh.material = 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._lodMeshes.length; - - // Use GGX VNDF importance sampling - for ( let i = 1; i < n; i ++ ) { - - this._applyGGXFilter( cubeUVRenderTarget, i - 1, i ); - - } - - renderer.autoClear = autoClear; - - } - - /** - * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map. - * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the - * GGX BRDF for physically-based rendering. Reads from the previous LOD level and - * applies incremental roughness filtering to avoid over-blurring. - * - * @private - * @param {WebGLRenderTarget} cubeUVRenderTarget - * @param {number} lodIn - Source LOD level to read from - * @param {number} lodOut - Target LOD level to write to - */ - _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) { - - const renderer = this._renderer; - const pingPongRenderTarget = this._pingPongRenderTarget; - - const ggxMaterial = this._ggxMaterial; - const ggxMesh = this._lodMeshes[ lodOut ]; - ggxMesh.material = ggxMaterial; - - const ggxUniforms = ggxMaterial.uniforms; - - // Calculate incremental roughness between LOD levels - const targetRoughness = lodOut / ( this._lodMeshes.length - 1 ); - const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 ); - const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness ); - - // Apply blur strength mapping for better quality across the roughness range - const blurStrength = targetRoughness * 1.25; - const adjustedRoughness = incrementalRoughness * blurStrength; - - // Calculate viewport position based on output LOD level - const { _lodMax } = this; - const outputSize = this._sizeLods[ lodOut ]; - const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); - const y = 4 * ( this._cubeSize - outputSize ); - - // Read from previous LOD with incremental roughness - ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture; - ggxUniforms[ 'roughness' ].value = adjustedRoughness; - ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD - - _setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); - renderer.setRenderTarget( pingPongRenderTarget ); - renderer.render( ggxMesh, _flatCamera ); - - // Copy from pingPong back to cubeUV (simple direct copy) - ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture; - ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy - ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote - - _setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); - renderer.setRenderTarget( cubeUVRenderTarget ); - renderer.render( ggxMesh, _flatCamera ); - - } - - /** - * This is a two-pass Gaussian blur for a cubemap. Each pass importance-samples - * the Gaussian along a spiral kernel (Golden Angle), which distributes samples - * isotropically on the sphere (no pole artifacts). - * - * Used for initial scene blur in fromScene() method when sigma > 0. - * - * @private - * @param {WebGLRenderTarget} cubeUVRenderTarget - * @param {number} lodIn - * @param {number} lodOut - * @param {number} sigma - */ - _blur( cubeUVRenderTarget, lodIn, lodOut, sigma ) { - - const pingPongRenderTarget = this._pingPongRenderTarget; - - // Two passes of sigma / sqrt( 2 ) compose to a blur of sigma while squaring - // the effective sample count. Sigmas beyond PI are visually indistinguishable - // from a uniform blur, so clamp to keep the shader math finite. - const blurSigma = Math.min( sigma, Math.PI ) / Math.SQRT2; - - this._blurPass( cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, blurSigma ); - this._blurPass( pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, blurSigma ); - - } - - _blurPass( targetIn, targetOut, lodIn, lodOut, sigmaRadians ) { - - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; - - const blurMesh = this._lodMeshes[ lodOut ]; - blurMesh.material = blurMaterial; - - const blurUniforms = blurMaterial.uniforms; - - blurUniforms[ 'envMap' ].value = targetIn.texture; - blurUniforms[ 'sigma' ].value = sigmaRadians; - blurUniforms[ 'mipInt' ].value = this._lodMax - lodIn; - - const outputSize = this._sizeLods[ lodOut ]; - const x = 3 * outputSize * ( lodOut > this._lodMax - LOD_MIN ? lodOut - this._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 sizeLods = []; - const lodMeshes = []; - - let lod = lodMax; - - const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LODS; - - for ( let i = 0; i < totalLods; i ++ ) { - - const sizeLod = Math.pow( 2, lod ); - sizeLods.push( sizeLod ); - - // UVs overshoot the face by one texel to bake the CubeUV border into the directions. - 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 position = new Float32Array( positionSize * vertices * cubeFaces ); - const outputDirection = new Float32Array( positionSize * 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 ); - - for ( let vertex = 0; vertex < vertices; vertex ++ ) { - - const u = uv1[ vertex * 2 ] * 2 - 1; - const v = uv1[ vertex * 2 + 1 ] * 2 - 1; - - // RH coordinate system; PMREM face-indexing convention - if ( face === 0 ) { - - _direction.set( 1, v, u ); // pos x - - } else if ( face === 1 ) { - - _direction.set( - u, 1, - v ); // pos y - - } else if ( face === 2 ) { - - _direction.set( - u, v, 1 ); // pos z - - } else if ( face === 3 ) { - - _direction.set( -1, v, - u ); // neg x - - } else if ( face === 4 ) { - - _direction.set( - u, -1, v ); // neg y - - } else { - - _direction.set( u, v, -1 ); // neg z - - } - - _direction.toArray( outputDirection, ( face * vertices + vertex ) * positionSize ); - - } - - } - - const planes = new BufferGeometry(); - planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); - planes.setAttribute( 'outputDirection', new BufferAttribute( outputDirection, positionSize ) ); - lodMeshes.push( new Mesh( planes, null ) ); - - if ( lod > LOD_MIN ) { - - lod --; - - } - - } - - return { lodMeshes, sizeLods }; - -} - -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 _getGGXShader( lodMax, width, height ) { - - const shaderMaterial = new ShaderMaterial( { - - name: 'PMREMGGXConvolution', - - defines: { - 'GGX_SAMPLES': GGX_SAMPLES, - 'CUBEUV_TEXEL_WIDTH': 1.0 / width, - 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, - 'CUBEUV_MAX_MIP': `${lodMax}.0`, - }, - - uniforms: { - 'envMap': { value: null }, - 'roughness': { value: 0.0 }, - 'mipInt': { value: 0 } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision highp float; - precision highp int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - uniform float roughness; - uniform float mipInt; - - #define ENVMAP_TYPE_CUBE_UV - #include - - #define PI 3.14159265359 - - // Van der Corput radical inverse - float radicalInverse_VdC(uint bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 - } - - // Hammersley sequence - vec2 hammersley(uint i, uint N) { - return vec2(float(i) / float(N), radicalInverse_VdC(i)); - } - - // GGX VNDF importance sampling (Eric Heitz 2018) - // "Sampling the GGX Distribution of Visible Normals" - // https://jcgt.org/published/0007/04/01/ - vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) { - float alpha = roughness * roughness; - - // Section 4.1: Orthonormal basis - vec3 T1 = vec3(1.0, 0.0, 0.0); - vec3 T2 = cross(V, T1); - - // Section 4.2: Parameterization of projected area - float r = sqrt(Xi.x); - float phi = 2.0 * PI * Xi.y; - float t1 = r * cos(phi); - float t2 = r * sin(phi); - float s = 0.5 * (1.0 + V.z); - t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2; - - // Section 4.3: Reprojection onto hemisphere - vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V; - - // Section 3.4: Transform back to ellipsoid configuration - return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z))); - } - - void main() { - vec3 N = normalize(vOutputDirection); - vec3 V = N; // Assume view direction equals normal for pre-filtering - - vec3 prefilteredColor = vec3(0.0); - float totalWeight = 0.0; - - // For very low roughness, just sample the environment directly - if (roughness < 0.001) { - gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0); - return; - } - - // Tangent space basis for VNDF sampling - vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - - for(uint i = 0u; i < uint(GGX_SAMPLES); i++) { - vec2 Xi = hammersley(i, uint(GGX_SAMPLES)); - - // For PMREM, V = N, so in tangent space V is always (0, 0, 1) - vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness); - - // Transform H back to world space - vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z); - vec3 L = normalize(2.0 * dot(V, H) * H - V); - - float NdotL = max(dot(N, L), 0.0); - - if(NdotL > 0.0) { - // Sample environment at fixed mip level - // VNDF importance sampling handles the distribution filtering - vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt); - - // Weight by NdotL for the split-sum approximation - // VNDF PDF naturally accounts for the visible microfacet distribution - prefilteredColor += sampleColor * NdotL; - totalWeight += NdotL; - } - } - - if (totalWeight > 0.0) { - prefilteredColor = prefilteredColor / totalWeight; - } - - gl_FragColor = vec4(prefilteredColor, 1.0); - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - - return shaderMaterial; - -} - -function _getBlurShader( lodMax, width, height ) { - - const shaderMaterial = new ShaderMaterial( { - - name: 'SphericalGaussianBlur', - - defines: { - 'SAMPLES': BLUR_SAMPLES, - 'CUBEUV_TEXEL_WIDTH': 1.0 / width, - 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, - 'CUBEUV_MAX_MIP': `${lodMax}.0`, - }, - - uniforms: { - 'envMap': { value: null }, - 'sigma': { value: 0 }, - 'mipInt': { value: 0 }, - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision highp float; - precision highp int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - uniform float sigma; - uniform float mipInt; - - #define ENVMAP_TYPE_CUBE_UV - #include - - #define PI 3.14159265359 - #define GOLDEN_ANGLE 2.39996322973 - - void main() { - - if ( sigma == 0.0 ) { - - gl_FragColor = vec4( bilinearCubeUV( envMap, vOutputDirection, mipInt ), 1.0 ); - return; - - } - - vec3 outputDirection = normalize( vOutputDirection ); - - vec3 up = abs( outputDirection.z ) < 0.999 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 1.0, 0.0, 0.0 ); - vec3 tangent = normalize( cross( up, outputDirection ) ); - vec3 bitangent = cross( outputDirection, tangent ); - - // Truncate the kernel at three standard deviations or at the antipode. - float thetaMax = min( 3.0 * sigma, PI ); - float truncation = 1.0 - exp( - 0.5 * thetaMax * thetaMax / ( sigma * sigma ) ); - - vec3 accumColor = vec3( 0.0 ); - float accumWeight = 0.0; - - for ( int i = 0; i < SAMPLES; i ++ ) { - - // Stratified inverse-CDF sampling of the Gaussian, placed on a golden-angle spiral. - float stratum = ( float( i ) + 0.5 ) / float( SAMPLES ); - float theta = sigma * sqrt( - 2.0 * log( 1.0 - stratum * truncation ) ); - float phi = float( i ) * GOLDEN_ANGLE; - - vec3 offset = cos( phi ) * tangent + sin( phi ) * bitangent; - vec3 sampleDirection = cos( theta ) * outputDirection + sin( theta ) * offset; - - // Correct the planar sample density to solid angle. - float weight = sin( theta ) / theta; - - accumColor += weight * bilinearCubeUV( envMap, sampleDirection, mipInt ); - accumWeight += weight; - - } - - gl_FragColor = vec4( accumColor / accumWeight, 1.0 ); - - } - `, - - 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 - - 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 vec3 outputDirection; - - varying vec3 vOutputDirection; - - void main() { - - vOutputDirection = outputDirection; - gl_Position = vec4( position, 1.0 ); - - } - `; - -} - -/** - * A cube render target used in context of {@link WebGLRenderer}. - * - * @augments WebGLRenderTarget - */ -class WebGLCubeRenderTarget extends WebGLRenderTarget { - - /** - * Constructs a new cube render target. - * - * @param {number} [size=1] - The size of the render target. - * @param {RenderTarget~Options} [options] - The configuration object. - */ - constructor( size = 1, options = {} ) { - - super( size, size, options ); - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isWebGLCubeRenderTarget = true; - - const image = { width: size, height: size, depth: 1 }; - const images = [ image, image, image, image, image, image ]; - - /** - * Overwritten with a different texture type. - * - * @type {DataArrayTexture} - */ - this.texture = new CubeTexture( images ); - this._setTextureOptions( options ); - - // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) - // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, - // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. - - // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped - // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture - // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). - - this.texture.isRenderTargetTexture = true; - - } - - /** - * Converts the given equirectangular texture to a cube map. - * - * @param {WebGLRenderer} renderer - The renderer. - * @param {Texture} texture - The equirectangular texture. - * @return {WebGLCubeRenderTarget} A reference to this cube render target. - */ - fromEquirectangularTexture( renderer, texture ) { - - this.texture.type = texture.type; - this.texture.colorSpace = texture.colorSpace; - - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; - - const shader = { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; - - vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - - return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - - } - - void main() { - - vWorldDirection = transformDirection( position, modelMatrix ); - - #include - #include - - } - `, - - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; - - varying vec3 vWorldDirection; - - #include - - void main() { - - vec3 direction = normalize( vWorldDirection ); - - vec2 sampleUV = equirectUv( direction ); - - gl_FragColor = texture2D( tEquirect, sampleUV ); - - } - ` - }; - - const geometry = new BoxGeometry( 5, 5, 5 ); - - const material = new ShaderMaterial( { - - name: 'CubemapFromEquirect', - - uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending - - } ); - - material.uniforms.tEquirect.value = texture; - - const mesh = new Mesh( geometry, material ); - - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles - if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; - - const camera = new CubeCamera( 1, 10, this ); - camera.update( renderer, mesh ); - - texture.minFilter = currentMinFilter; - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - - } - - /** - * Clears this cube render target. - * - * @param {WebGLRenderer} renderer - The renderer. - * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. - * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. - * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. - */ - clear( renderer, color = true, depth = true, stencil = true ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - for ( let i = 0; i < 6; i ++ ) { - - renderer.setRenderTarget( this, i ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( currentRenderTarget ); - - } - -} - -function WebGLEnvironments( renderer ) { - - let cubeMaps = new WeakMap(); - let pmremMaps = new WeakMap(); - - let pmremGenerator = null; - - function get( texture, usePMREM = false ) { - - if ( texture === null || texture === undefined ) return null; - - if ( usePMREM ) { - - return getPMREM( texture ); - - } - - return getCube( texture ); - - } - - function getCube( texture ) { - - if ( texture && texture.isTexture ) { - - const mapping = texture.mapping; - - if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { - - if ( cubeMaps.has( texture ) ) { - - const cubemap = cubeMaps.get( texture ).texture; - return mapTextureMapping( cubemap, texture.mapping ); - - } else { - - const image = texture.image; - - if ( image && image.height > 0 ) { - - const renderTarget = new WebGLCubeRenderTarget( image.height ); - renderTarget.fromEquirectangularTexture( renderer, texture ); - cubeMaps.set( texture, renderTarget ); - - texture.addEventListener( 'dispose', onCubemapDispose ); - - return mapTextureMapping( renderTarget.texture, texture.mapping ); - - } else { - - // image not yet ready. try the conversion next frame - - return null; - - } - - } - - } - - } - - return texture; - - } - - function getPMREM( texture ) { - - if ( texture && texture.isTexture ) { - - const mapping = texture.mapping; - - const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); - const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - // equirect/cube map to cubeUV conversion - - if ( isEquirectMap || isCubeMap ) { - - let renderTarget = pmremMaps.get( texture ); - - const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0; - - if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) { - - if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); - - renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); - renderTarget.texture.pmremVersion = texture.pmremVersion; - - pmremMaps.set( texture, renderTarget ); - - return renderTarget.texture; - - } else { - - if ( renderTarget !== undefined ) { - - return renderTarget.texture; - - } else { - - const image = texture.image; - - if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { - - if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); - - renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); - renderTarget.texture.pmremVersion = texture.pmremVersion; - - pmremMaps.set( texture, renderTarget ); - - texture.addEventListener( 'dispose', onPMREMDispose ); - - return renderTarget.texture; - - } else { - - // image not yet ready. try the conversion next frame - - return null; - - } - - } - - } - - } - - } - - return texture; - - } - - function mapTextureMapping( texture, mapping ) { - - if ( mapping === EquirectangularReflectionMapping ) { - - texture.mapping = CubeReflectionMapping; - - } else if ( mapping === EquirectangularRefractionMapping ) { - - texture.mapping = CubeRefractionMapping; - - } - - return texture; - - } - - function isCubeTextureComplete( image ) { - - let count = 0; - const length = 6; - - for ( let i = 0; i < length; i ++ ) { - - if ( image[ i ] !== undefined ) count ++; - - } - - return count === length; - - } - - function onCubemapDispose( event ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onCubemapDispose ); - - const cubemap = cubeMaps.get( texture ); - - if ( cubemap !== undefined ) { - - cubeMaps.delete( texture ); - cubemap.dispose(); - - } - - } - - function onPMREMDispose( event ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onPMREMDispose ); - - const pmrem = pmremMaps.get( texture ); - - if ( pmrem !== undefined ) { - - pmremMaps.delete( texture ); - pmrem.dispose(); - - } - - } - - function dispose() { - - cubeMaps = new WeakMap(); - pmremMaps = new WeakMap(); - - if ( pmremGenerator !== null ) { - - pmremGenerator.dispose(); - pmremGenerator = null; - - } - - } - - return { - get: get, - dispose: dispose - }; - -} - -function WebGLExtensions( gl ) { - - const extensions = {}; - - function getExtension( name ) { - - if ( extensions[ name ] !== undefined ) { - - return extensions[ name ]; - - } - - const extension = gl.getExtension( name ); - - extensions[ name ] = extension; - - return extension; - - } - - return { - - has: function ( name ) { - - return getExtension( name ) !== null; - - }, - - init: function () { - - getExtension( 'EXT_color_buffer_float' ); - getExtension( 'WEBGL_clip_cull_distance' ); - getExtension( 'OES_texture_float_linear' ); - getExtension( 'EXT_color_buffer_half_float' ); - getExtension( 'WEBGL_multisampled_render_to_texture' ); - getExtension( 'WEBGL_render_shared_exponent' ); - - }, - - get: function ( name ) { - - const extension = getExtension( name ); - - if ( extension === null ) { - - warnOnce( 'WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - return extension; - - } - - }; - -} - -function WebGLGeometries( gl, attributes, info, bindingStates ) { - - const geometries = {}; - const wireframeAttributes = new WeakMap(); - - function onGeometryDispose( event ) { - - const geometry = event.target; - - if ( geometry.index !== null ) { - - attributes.remove( geometry.index ); - - } - - for ( const name in geometry.attributes ) { - - attributes.remove( geometry.attributes[ name ] ); - - } - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - delete geometries[ geometry.id ]; - - const attribute = wireframeAttributes.get( geometry ); - - if ( attribute ) { - - attributes.remove( attribute ); - wireframeAttributes.delete( geometry ); - - } - - bindingStates.releaseStatesOfGeometry( geometry ); - - if ( geometry.isInstancedBufferGeometry === true ) { - - delete geometry._maxInstanceCount; - - } - - // - - info.memory.geometries --; - - } - - function get( object, geometry ) { - - if ( geometries[ geometry.id ] === true ) return geometry; - - geometry.addEventListener( 'dispose', onGeometryDispose ); - - geometries[ geometry.id ] = true; - - info.memory.geometries ++; - - return geometry; - - } - - function update( geometry ) { - - const geometryAttributes = geometry.attributes; - - // Updating index buffer in VAO now. See WebGLBindingStates. - - for ( const name in geometryAttributes ) { - - attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); - - } - - } - - function updateWireframeAttribute( geometry ) { - - const indices = []; - - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - let version = 0; - - if ( geometryPosition === undefined ) { - - return; - - } - - if ( geometryIndex !== null ) { - - const array = geometryIndex.array; - version = geometryIndex.version; - - for ( let i = 0, l = array.length; i < l; i += 3 ) { - - const a = array[ i + 0 ]; - const b = array[ i + 1 ]; - const c = array[ i + 2 ]; - - indices.push( a, b, b, c, c, a ); - - } - - } else { - - const array = geometryPosition.array; - version = geometryPosition.version; - - for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - const a = i + 0; - const b = i + 1; - const c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } - - // check whether a 32 bit or 16 bit buffer is required to store the indices - // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 - const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = version; - - // Updating index buffer in VAO now. See WebGLBindingStates - - // - - const previousAttribute = wireframeAttributes.get( geometry ); - - if ( previousAttribute ) attributes.remove( previousAttribute ); - - // - - wireframeAttributes.set( geometry, attribute ); - - } - - function getWireframeAttribute( geometry ) { - - const currentAttribute = wireframeAttributes.get( geometry ); - - if ( currentAttribute ) { - - const geometryIndex = geometry.index; - - if ( geometryIndex !== null ) { - - // if the attribute is obsolete, create a new one - - if ( currentAttribute.version < geometryIndex.version ) { - - updateWireframeAttribute( geometry ); - - } - - } - - } else { - - updateWireframeAttribute( geometry ); - - } - - return wireframeAttributes.get( geometry ); - - } - - return { - - get: get, - update: update, - - getWireframeAttribute: getWireframeAttribute - - }; - -} - -function WebGLIndexedBufferRenderer( gl, extensions, info ) { - - let mode; - - function setMode( value ) { - - mode = value; - - } - - let type, bytesPerElement; - - function setIndex( value ) { - - type = value.type; - bytesPerElement = value.bytesPerElement; - - } - - function render( start, count ) { - - gl.drawElements( mode, count, type, start * bytesPerElement ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount ); - - info.update( count, mode, primcount ); - - } - - function renderMultiDraw( starts, counts, drawCount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - info.update( elementCount, mode, 1 ); - - - } - - // - - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; - this.renderMultiDraw = renderMultiDraw; - -} - -function WebGLInfo( gl ) { - - const memory = { - geometries: 0, - textures: 0 - }; - - const render = { - frame: 0, - calls: 0, - triangles: 0, - points: 0, - lines: 0 - }; - - function update( count, mode, instanceCount ) { - - render.calls ++; - - switch ( mode ) { - - case gl.TRIANGLES: - render.triangles += instanceCount * ( count / 3 ); - break; - - case gl.LINES: - render.lines += instanceCount * ( count / 2 ); - break; - - case gl.LINE_STRIP: - render.lines += instanceCount * ( count - 1 ); - break; - - case gl.LINE_LOOP: - render.lines += instanceCount * count; - break; - - case gl.POINTS: - render.points += instanceCount * count; - break; - - default: - error( 'WebGLInfo: Unknown draw mode:', mode ); - break; - - } - - } - - function reset() { - - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; - - } - - return { - memory: memory, - render: render, - programs: null, - autoReset: true, - reset: reset, - update: update - }; - -} - -function WebGLMorphtargets( gl, capabilities, textures ) { - - const morphTextures = new WeakMap(); - const morph = new Vector4(); - - function update( object, geometry, program ) { - - const objectInfluences = object.morphTargetInfluences; - - // the following encodes morph targets into an array of data textures. Each layer represents a single morph target. - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; - - let entry = morphTextures.get( geometry ); - - if ( entry === undefined || entry.count !== morphTargetsCount ) { - - if ( entry !== undefined ) entry.texture.dispose(); - - const hasMorphPosition = geometry.morphAttributes.position !== undefined; - const hasMorphNormals = geometry.morphAttributes.normal !== undefined; - const hasMorphColors = geometry.morphAttributes.color !== undefined; - - const morphTargets = geometry.morphAttributes.position || []; - const morphNormals = geometry.morphAttributes.normal || []; - const morphColors = geometry.morphAttributes.color || []; - - let vertexDataCount = 0; - - if ( hasMorphPosition === true ) vertexDataCount = 1; - if ( hasMorphNormals === true ) vertexDataCount = 2; - if ( hasMorphColors === true ) vertexDataCount = 3; - - let width = geometry.attributes.position.count * vertexDataCount; - let height = 1; - - if ( width > capabilities.maxTextureSize ) { - - height = Math.ceil( width / capabilities.maxTextureSize ); - width = capabilities.maxTextureSize; - - } - - const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); - - const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); - texture.type = FloatType; - texture.needsUpdate = true; - - // fill buffer - - const vertexDataStride = vertexDataCount * 4; - - for ( let i = 0; i < morphTargetsCount; i ++ ) { - - const morphTarget = morphTargets[ i ]; - const morphNormal = morphNormals[ i ]; - const morphColor = morphColors[ i ]; - - const offset = width * height * 4 * i; - - for ( let j = 0; j < morphTarget.count; j ++ ) { - - const stride = j * vertexDataStride; - - if ( hasMorphPosition === true ) { - - morph.fromBufferAttribute( morphTarget, j ); - - buffer[ offset + stride + 0 ] = morph.x; - buffer[ offset + stride + 1 ] = morph.y; - buffer[ offset + stride + 2 ] = morph.z; - buffer[ offset + stride + 3 ] = 0; - - } - - if ( hasMorphNormals === true ) { - - morph.fromBufferAttribute( morphNormal, j ); - - buffer[ offset + stride + 4 ] = morph.x; - buffer[ offset + stride + 5 ] = morph.y; - buffer[ offset + stride + 6 ] = morph.z; - buffer[ offset + stride + 7 ] = 0; - - } - - if ( hasMorphColors === true ) { - - morph.fromBufferAttribute( morphColor, j ); - - buffer[ offset + stride + 8 ] = morph.x; - buffer[ offset + stride + 9 ] = morph.y; - buffer[ offset + stride + 10 ] = morph.z; - buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; - - } - - } - - } - - entry = { - count: morphTargetsCount, - texture: texture, - size: new Vector2( width, height ) - }; - - morphTextures.set( geometry, entry ); - - function disposeTexture() { - - texture.dispose(); - - morphTextures.delete( geometry ); - - geometry.removeEventListener( 'dispose', disposeTexture ); - - } - - geometry.addEventListener( 'dispose', disposeTexture ); - - } - - // - if ( object.isInstancedMesh === true && object.morphTexture !== null ) { - - program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures ); - - } else { - - let morphInfluencesSum = 0; - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - morphInfluencesSum += objectInfluences[ i ]; - - } - - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - - program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); - program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); - - } - - program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); - program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); - - } - - return { - - update: update - - }; - -} - -function WebGLObjects( gl, geometries, attributes, bindingStates, info ) { - - let updateMap = new WeakMap(); - - function update( object ) { - - const frame = info.render.frame; - - const geometry = object.geometry; - const buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - - if ( updateMap.get( buffergeometry ) !== frame ) { - - geometries.update( buffergeometry ); - - updateMap.set( buffergeometry, frame ); - - } - - if ( object.isInstancedMesh ) { - - if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { - - object.addEventListener( 'dispose', onInstancedMeshDispose ); - - } - - if ( updateMap.get( object ) !== frame ) { - - attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); - - if ( object.instanceColor !== null ) { - - attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); - - } - - updateMap.set( object, frame ); - - } - - } - - if ( object.isSkinnedMesh ) { - - const skeleton = object.skeleton; - - if ( updateMap.get( skeleton ) !== frame ) { - - skeleton.update(); - - updateMap.set( skeleton, frame ); - - } - - } - - return buffergeometry; - - } - - function dispose() { - - updateMap = new WeakMap(); - - } - - function onInstancedMeshDispose( event ) { - - const instancedMesh = event.target; - - instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); - - bindingStates.releaseStatesOfObject( instancedMesh ); - - attributes.remove( instancedMesh.instanceMatrix ); - - if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); - - } - - return { - - update: update, - dispose: dispose - - }; - -} - -const toneMappingMap = { - [ LinearToneMapping ]: 'LINEAR_TONE_MAPPING', - [ ReinhardToneMapping ]: 'REINHARD_TONE_MAPPING', - [ CineonToneMapping ]: 'CINEON_TONE_MAPPING', - [ ACESFilmicToneMapping ]: 'ACES_FILMIC_TONE_MAPPING', - [ AgXToneMapping ]: 'AGX_TONE_MAPPING', - [ NeutralToneMapping ]: 'NEUTRAL_TONE_MAPPING', - [ CustomToneMapping ]: 'CUSTOM_TONE_MAPPING' -}; - -function WebGLOutput( type, width, height, antialias, depth, stencil ) { - - // render target for the scene pass (potentially multisampled) - const targetScene = new WebGLRenderTarget( width, height, { - type: type, - depthBuffer: depth, - stencilBuffer: stencil, - samples: antialias ? 4 : 0, - storeMultisampledDepthBuffer: false, - storeMultisampledStencilBuffer: false, - resolveDepthBuffer: false, - resolveStencilBuffer: false - } ); - - // single-sampled ping-pong buffers for post-processing effects, allocated on demand - let targetA = null; - let targetB = null; - - // create fullscreen triangle geometry - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) ); - geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); - - // create output material with tone mapping support - const material = new RawShaderMaterial( { - uniforms: { - tDiffuse: { value: null } - }, - vertexShader: /* glsl */` - precision highp float; - - uniform mat4 modelViewMatrix; - uniform mat4 projectionMatrix; - - attribute vec3 position; - attribute vec2 uv; - - varying vec2 vUv; - - void main() { - vUv = uv; - gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); - }`, - fragmentShader: /* glsl */` - precision highp float; - - uniform sampler2D tDiffuse; - - varying vec2 vUv; - - #include - #include - - void main() { - gl_FragColor = texture2D( tDiffuse, vUv ); - - #ifdef LINEAR_TONE_MAPPING - gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb ); - #elif defined( REINHARD_TONE_MAPPING ) - gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb ); - #elif defined( CINEON_TONE_MAPPING ) - gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb ); - #elif defined( ACES_FILMIC_TONE_MAPPING ) - gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb ); - #elif defined( AGX_TONE_MAPPING ) - gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb ); - #elif defined( NEUTRAL_TONE_MAPPING ) - gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb ); - #elif defined( CUSTOM_TONE_MAPPING ) - gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb ); - #endif - - #ifdef SRGB_TRANSFER - gl_FragColor = sRGBTransferOETF( gl_FragColor ); - #endif - }`, - depthTest: false, - depthWrite: false - } ); - - const mesh = new Mesh( geometry, material ); - const camera = new OrthographicCamera( -1, 1, 1, -1, 0, 1 ); - - let _outputColorSpace = null; - let _outputToneMapping = null; - let _isCompositing = false; - let _savedToneMapping; - let _savedRenderTarget = null; - let _effects = []; - let _hasRenderPass = false; - - this.setSize = function ( width, height ) { - - targetScene.setSize( width, height ); - - if ( targetA !== null ) targetA.setSize( width, height ); - if ( targetB !== null ) targetB.setSize( width, height ); - - for ( let i = 0; i < _effects.length; i ++ ) { - - const effect = _effects[ i ]; - if ( effect.setSize ) effect.setSize( width, height ); - - } - - }; - - this.setEffects = function ( effects ) { - - _effects = effects; - _hasRenderPass = _effects.length > 0 && _effects[ 0 ].isRenderPass === true; - - const width = targetScene.width; - const height = targetScene.height; - - if ( _effects.length > 0 && targetA === null ) { - - targetA = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } ); - targetB = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } ); - - } - - for ( let i = 0; i < _effects.length; i ++ ) { - - const effect = _effects[ i ]; - if ( effect.setSize ) effect.setSize( width, height ); - - } - - }; - - this.begin = function ( renderer, renderTarget ) { - - // Don't begin during compositing phase (post-processing effects call render()) - if ( _isCompositing ) return false; - - if ( renderer.toneMapping === NoToneMapping && _effects.length === 0 ) return false; - - _savedRenderTarget = renderTarget; - - // resize internal buffers to match render target (e.g. XR resolution) - if ( renderTarget !== null ) { - - const width = renderTarget.width; - const height = renderTarget.height; - - if ( targetScene.width !== width || targetScene.height !== height ) { - - this.setSize( width, height ); - - } - - } - - // if the first effect is a RenderPass, it renders the scene itself (see end()) - if ( _hasRenderPass === false ) { - - renderer.setRenderTarget( targetScene ); - - } - - // disable tone mapping during render - it will be applied in end() - _savedToneMapping = renderer.toneMapping; - renderer.toneMapping = NoToneMapping; - - return true; - - }; - - this.hasRenderPass = function () { - - return _hasRenderPass; - - }; - - this.end = function ( renderer, deltaTime ) { - - // restore tone mapping - renderer.toneMapping = _savedToneMapping; - - _isCompositing = true; - - // run post-processing effects - the scene lives in the multisampled targetScene, - // effects ping-pong between the single-sampled targetA and targetB - let readBuffer = targetScene; - let writeBuffer = targetA; - - for ( let i = 0; i < _effects.length; i ++ ) { - - const effect = _effects[ i ]; - - if ( effect.enabled === false ) continue; - - effect.render( renderer, writeBuffer, readBuffer, deltaTime ); - - if ( effect.needsSwap !== false ) { - - // keep targetScene out of the rotation so only the scene pass is multisampled - readBuffer = writeBuffer; - writeBuffer = ( writeBuffer === targetA ) ? targetB : targetA; - - } - - } - - // update output material defines if settings changed - if ( _outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping ) { - - _outputColorSpace = renderer.outputColorSpace; - _outputToneMapping = renderer.toneMapping; - - material.defines = {}; - - if ( ColorManagement.getTransfer( _outputColorSpace ) === SRGBTransfer ) material.defines.SRGB_TRANSFER = ''; - - const toneMapping = toneMappingMap[ _outputToneMapping ]; - if ( toneMapping ) material.defines[ toneMapping ] = ''; - - material.needsUpdate = true; - - } - - // final output to canvas (or XR render target) - material.uniforms.tDiffuse.value = readBuffer.texture; - renderer.setRenderTarget( _savedRenderTarget ); - renderer.render( mesh, camera ); - - _savedRenderTarget = null; - _isCompositing = false; - - }; - - this.isCompositing = function () { - - return _isCompositing; - - }; - - this.dispose = function () { - - targetScene.dispose(); - - if ( targetA !== null ) targetA.dispose(); - if ( targetB !== null ) targetB.dispose(); - - geometry.dispose(); - material.dispose(); - - }; - -} - -/** - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - - -const emptyTexture = /*@__PURE__*/ new Texture(); - -const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); - -const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); -const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); -const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); - -// --- Utilities --- - -// Array Caches (provide typed arrays for temporary by size) - -const arrayCacheF32 = []; -const arrayCacheI32 = []; - -// Float32Array caches used for uploading Matrix uniforms - -const mat4array = new Float32Array( 16 ); -const mat3array = new Float32Array( 9 ); -const mat2array = new Float32Array( 4 ); - -// Flattening for arrays of vectors and matrices - -function flatten( array, nBlocks, blockSize ) { - - const firstElem = array[ 0 ]; - - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - const n = nBlocks * blockSize; - let r = arrayCacheF32[ n ]; - - if ( r === undefined ) { - - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; - - } - - if ( nBlocks !== 0 ) { - - firstElem.toArray( r, 0 ); - - for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { - - offset += blockSize; - array[ i ].toArray( r, offset ); - - } - - } - - return r; - -} - -function arraysEqual( a, b ) { - - if ( a.length !== b.length ) return false; - - for ( let i = 0, l = a.length; i < l; i ++ ) { - - if ( a[ i ] !== b[ i ] ) return false; - - } - - return true; - -} - -function copyArray( a, b ) { - - for ( let i = 0, l = b.length; i < l; i ++ ) { - - a[ i ] = b[ i ]; - - } - -} - -// Texture unit allocation - -function allocTexUnits( textures, n ) { - - let r = arrayCacheI32[ n ]; - - if ( r === undefined ) { - - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; - - } - - for ( let i = 0; i !== n; ++ i ) { - - r[ i ] = textures.allocateTextureUnit(); - - } - - return r; - -} - -// --- Setters --- - -// Note: Defining these methods externally, because they come in a bunch -// and this way their names minify. - -// Single scalar - -function setValueV1f( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1f( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single float vector (from flat array or THREE.VectorN) - -function setValueV2f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2f( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3f( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else if ( v.r !== undefined ) { - - if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { - - gl.uniform3f( this.addr, v.r, v.g, v.b ); - - cache[ 0 ] = v.r; - cache[ 1 ] = v.g; - cache[ 2 ] = v.b; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -// Single matrix (from flat array or THREE.MatrixN) - -function setValueM2( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix2fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat2array.set( elements ); - - gl.uniformMatrix2fv( this.addr, false, mat2array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM3( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix3fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat3array.set( elements ); - - gl.uniformMatrix3fv( this.addr, false, mat3array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM4( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix4fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat4array.set( elements ); - - gl.uniformMatrix4fv( this.addr, false, mat4array ); - - copyArray( cache, elements ); - - } - -} - -// Single integer / boolean - -function setValueV1i( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1i( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single integer / boolean vector (from flat array or THREE.VectorN) - -function setValueV2i( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2i( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2iv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3i( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3i( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3iv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4i( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4iv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -// Single unsigned integer - -function setValueV1ui( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1ui( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single unsigned integer vector (from flat array or THREE.VectorN) - -function setValueV2ui( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2ui( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2uiv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3ui( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3ui( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3uiv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4ui( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4uiv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - - -// Single texture (2D / Cube) - -function setValueT1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - let emptyTexture2D; - - if ( this.type === gl.SAMPLER_2D_SHADOW ) { - - emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? GreaterEqualCompare : LessEqualCompare; - emptyTexture2D = emptyShadowTexture; - - } else { - - emptyTexture2D = emptyTexture; - - } - - textures.setTexture2D( v || emptyTexture2D, unit ); - -} - -function setValueT3D1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture3D( v || empty3dTexture, unit ); - -} - -function setValueT6( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTextureCube( v || emptyCubeTexture, unit ); - -} - -function setValueT2DArray1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture2DArray( v || emptyArrayTexture, unit ); - -} - -// Helper to pick the right setter for the singular case - -function getSingularSetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1f; // FLOAT - case 0x8b50: return setValueV2f; // _VEC2 - case 0x8b51: return setValueV3f; // _VEC3 - case 0x8b52: return setValueV4f; // _VEC4 - - case 0x8b5a: return setValueM2; // _MAT2 - case 0x8b5b: return setValueM3; // _MAT3 - case 0x8b5c: return setValueM4; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 - - case 0x1405: return setValueV1ui; // UINT - case 0x8dc6: return setValueV2ui; // _VEC2 - case 0x8dc7: return setValueV3ui; // _VEC3 - case 0x8dc8: return setValueV4ui; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D - case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; - - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; - - } - -} - - -// Array of scalars - -function setValueV1fArray( gl, v ) { - - gl.uniform1fv( this.addr, v ); - -} - -// Array of vectors (from flat array or array of THREE.VectorN) - -function setValueV2fArray( gl, v ) { - - const data = flatten( v, this.size, 2 ); - - gl.uniform2fv( this.addr, data ); - -} - -function setValueV3fArray( gl, v ) { - - const data = flatten( v, this.size, 3 ); - - gl.uniform3fv( this.addr, data ); - -} - -function setValueV4fArray( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniform4fv( this.addr, data ); - -} - -// Array of matrices (from flat array or array of THREE.MatrixN) - -function setValueM2Array( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniformMatrix2fv( this.addr, false, data ); - -} - -function setValueM3Array( gl, v ) { - - const data = flatten( v, this.size, 9 ); - - gl.uniformMatrix3fv( this.addr, false, data ); - -} - -function setValueM4Array( gl, v ) { - - const data = flatten( v, this.size, 16 ); - - gl.uniformMatrix4fv( this.addr, false, data ); - -} - -// Array of integer / boolean - -function setValueV1iArray( gl, v ) { - - gl.uniform1iv( this.addr, v ); - -} - -// Array of integer / boolean vectors (from flat array) - -function setValueV2iArray( gl, v ) { - - gl.uniform2iv( this.addr, v ); - -} - -function setValueV3iArray( gl, v ) { - - gl.uniform3iv( this.addr, v ); - -} - -function setValueV4iArray( gl, v ) { - - gl.uniform4iv( this.addr, v ); - -} - -// Array of unsigned integer - -function setValueV1uiArray( gl, v ) { - - gl.uniform1uiv( this.addr, v ); - -} - -// Array of unsigned integer vectors (from flat array) - -function setValueV2uiArray( gl, v ) { - - gl.uniform2uiv( this.addr, v ); - -} - -function setValueV3uiArray( gl, v ) { - - gl.uniform3uiv( this.addr, v ); - -} - -function setValueV4uiArray( gl, v ) { - - gl.uniform4uiv( this.addr, v ); - -} - - -// Array of textures (2D / 3D / Cube / 2DArray) - -function setValueT1Array( gl, v, textures ) { - - const cache = this.cache; - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - if ( ! arraysEqual( cache, units ) ) { - - gl.uniform1iv( this.addr, units ); - - copyArray( cache, units ); - - } - - let emptyTexture2D; - - if ( this.type === gl.SAMPLER_2D_SHADOW ) { - - emptyTexture2D = emptyShadowTexture; - - } else { - - emptyTexture2D = emptyTexture; - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTexture2D( v[ i ] || emptyTexture2D, units[ i ] ); - - } - -} - -function setValueT3DArray( gl, v, textures ) { - - const cache = this.cache; - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - if ( ! arraysEqual( cache, units ) ) { - - gl.uniform1iv( this.addr, units ); - - copyArray( cache, units ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); - - } - -} - -function setValueT6Array( gl, v, textures ) { - - const cache = this.cache; - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - if ( ! arraysEqual( cache, units ) ) { - - gl.uniform1iv( this.addr, units ); - - copyArray( cache, units ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - - } - -} - -function setValueT2DArrayArray( gl, v, textures ) { - - const cache = this.cache; - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - if ( ! arraysEqual( cache, units ) ) { - - gl.uniform1iv( this.addr, units ); - - copyArray( cache, units ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); - - } - -} - - -// Helper to pick the right setter for a pure (bottom-level) array - -function getPureArraySetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1fArray; // FLOAT - case 0x8b50: return setValueV2fArray; // _VEC2 - case 0x8b51: return setValueV3fArray; // _VEC3 - case 0x8b52: return setValueV4fArray; // _VEC4 - - case 0x8b5a: return setValueM2Array; // _MAT2 - case 0x8b5b: return setValueM3Array; // _MAT3 - case 0x8b5c: return setValueM4Array; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 - - case 0x1405: return setValueV1uiArray; // UINT - case 0x8dc6: return setValueV2uiArray; // _VEC2 - case 0x8dc7: return setValueV3uiArray; // _VEC3 - case 0x8dc8: return setValueV4uiArray; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D - case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3DArray; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6Array; - - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArrayArray; - - } - -} - -// --- Uniform Classes --- - -class SingleUniform { - - constructor( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.type = activeInfo.type; - this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - - } - -} - -class PureArrayUniform { - - constructor( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.type = activeInfo.type; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - - } - -} - -class StructuredUniform { - - constructor( id ) { - - this.id = id; - - this.seq = []; - this.map = {}; - - } - - setValue( gl, value, textures ) { - - const seq = this.seq; - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ]; - u.setValue( gl, value[ u.id ], textures ); - - } - - } - -} - -// --- Top-level --- - -// Parser - builds up the property tree from the path strings - -const RePathPart = /(\w+)(\])?(\[|\.)?/g; - -// extracts -// - the identifier (member name or array index) -// - followed by an optional right bracket (found when array index) -// - followed by an optional left bracket or dot (type of subscript) -// -// Note: These portions can be read in a non-overlapping fashion and -// allow straightforward parsing of the hierarchy that WebGL encodes -// in the uniform names. - -function addUniform( container, uniformObject ) { - - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; - -} - -function parseUniform( activeInfo, addr, container ) { - - const path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; - - while ( true ) { - - const match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex; - - let id = match[ 1 ]; - const idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; - - if ( idIsIndex ) id = id | 0; // convert to integer - - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { - - // bare name or "pure" bottom-level array "[0]" suffix - - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); - - break; - - } else { - - // step into inner node / create it in case it doesn't exist - - const map = container.map; - let next = map[ id ]; - - if ( next === undefined ) { - - next = new StructuredUniform( id ); - addUniform( container, next ); - - } - - container = next; - - } - - } - -} - -// Root Container - -class WebGLUniforms { - - constructor( gl, program ) { - - this.seq = []; - this.map = {}; - - const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - - for ( let i = 0; i < n; ++ i ) { - - const info = gl.getActiveUniform( program, i ), - addr = gl.getUniformLocation( program, info.name ); - - parseUniform( info, addr, this ); - - } - - // Sort uniforms to prioritize shadow samplers first (for optimal texture unit allocation) - - const shadowSamplers = []; - const otherUniforms = []; - - for ( const u of this.seq ) { - - if ( u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW ) { - - shadowSamplers.push( u ); - - } else { - - otherUniforms.push( u ); - - } - - } - - if ( shadowSamplers.length > 0 ) { - - this.seq = shadowSamplers.concat( otherUniforms ); - - } - - } - - setValue( gl, name, value, textures ) { - - const u = this.map[ name ]; - - if ( u !== undefined ) u.setValue( gl, value, textures ); - - } - - setOptional( gl, object, name ) { - - const v = object[ name ]; - - if ( v !== undefined ) this.setValue( gl, name, v ); - - } - - static upload( gl, seq, values, textures ) { - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ], - v = values[ u.id ]; - - if ( v.needsUpdate !== false ) { - - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, textures ); - - } - - } - - } - - static seqWithValue( seq, values ) { - - const r = []; - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ]; - if ( u.id in values ) r.push( u ); - - } - - return r; - - } - -} - -function WebGLShader( gl, type, string ) { - - const shader = gl.createShader( type ); - - gl.shaderSource( shader, string ); - gl.compileShader( shader ); - - return shader; - -} - -// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ -const COMPLETION_STATUS_KHR = 0x91B1; - -let programIdCount = 0; - -function handleSource( string, errorLine ) { - - const lines = string.split( '\n' ); - const lines2 = []; - - const from = Math.max( errorLine - 6, 0 ); - const to = Math.min( errorLine + 6, lines.length ); - - for ( let i = from; i < to; i ++ ) { - - const line = i + 1; - lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); - - } - - return lines2.join( '\n' ); - -} - -const _m0 = /*@__PURE__*/ new Matrix3(); - -function getEncodingComponents( colorSpace ) { - - ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace ); - - const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`; - - switch ( ColorManagement.getTransfer( colorSpace ) ) { - - case LinearTransfer: - return [ encodingMatrix, 'LinearTransferOETF' ]; - - case SRGBTransfer: - return [ encodingMatrix, 'sRGBTransferOETF' ]; - - default: - warn( 'WebGLProgram: Unsupported color space: ', colorSpace ); - return [ encodingMatrix, 'LinearTransferOETF' ]; - - } - -} - -function getShaderErrors( gl, shader, type ) { - - const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); - - const shaderInfoLog = gl.getShaderInfoLog( shader ) || ''; - const errors = shaderInfoLog.trim(); - - if ( status && errors === '' ) return ''; - - const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); - if ( errorMatches ) { - - // --enable-privileged-webgl-extension - // log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - const errorLine = parseInt( errorMatches[ 1 ] ); - return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); - - } else { - - return errors; - - } - -} - -function getTexelEncodingFunction( functionName, colorSpace ) { - - const components = getEncodingComponents( colorSpace ); - - return [ - - `vec4 ${functionName}( vec4 value ) {`, - - ` return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`, - - '}', - - ].join( '\n' ); - -} - -const toneMappingFunctions = { - [ LinearToneMapping ]: 'Linear', - [ ReinhardToneMapping ]: 'Reinhard', - [ CineonToneMapping ]: 'Cineon', - [ ACESFilmicToneMapping ]: 'ACESFilmic', - [ AgXToneMapping ]: 'AgX', - [ NeutralToneMapping ]: 'Neutral', - [ CustomToneMapping ]: 'Custom' -}; - -function getToneMappingFunction( functionName, toneMapping ) { - - const toneMappingName = toneMappingFunctions[ toneMapping ]; - - if ( toneMappingName === undefined ) { - - warn( 'WebGLProgram: Unsupported toneMapping:', toneMapping ); - return 'vec3 ' + functionName + '( vec3 color ) { return LinearToneMapping( color ); }'; - - } - - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; - -} - -const _v0 = /*@__PURE__*/ new Vector3(); - -function getLuminanceFunction() { - - ColorManagement.getLuminanceCoefficients( _v0 ); - - const r = _v0.x.toFixed( 4 ); - const g = _v0.y.toFixed( 4 ); - const b = _v0.z.toFixed( 4 ); - - return [ - - 'float luminance( const in vec3 rgb ) {', - - ` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`, - - ' return dot( weights, rgb );', - - '}' - - ].join( '\n' ); - -} - -function generateVertexExtensions( parameters ) { - - const chunks = [ - parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '', - parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '', - ]; - - return chunks.filter( filterEmptyLine ).join( '\n' ); - -} - -function generateDefines( defines ) { - - const chunks = []; - - for ( const name in defines ) { - - const value = defines[ name ]; - - if ( value === false ) continue; - - chunks.push( '#define ' + name + ' ' + value ); - - } - - return chunks.join( '\n' ); - -} - -function fetchAttributeLocations( gl, program ) { - - const attributes = {}; - - const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); - - for ( let i = 0; i < n; i ++ ) { - - const info = gl.getActiveAttrib( program, i ); - const name = info.name; - - let locationSize = 1; - if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; - if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; - if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; - - // log( 'WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - - attributes[ name ] = { - type: info.type, - location: gl.getAttribLocation( program, name ), - locationSize: locationSize - }; - - } - - return attributes; - -} - -function filterEmptyLine( string ) { - - return string !== ''; - -} - -function replaceLightNums( string, parameters ) { - - const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; - - return string - .replace( /NUM_SUN_LIGHTS/g, parameters.numSunLights ) - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) - .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) - .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) - .replace( /NUM_SUN_LIGHT_SHADOWS/g, parameters.numSunLightShadows ) - .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) - .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) - .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) - .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); - -} - -function replaceClippingPlaneNums( string, parameters ) { - - return string - .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) - .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); - -} - -// Resolve Includes - -const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; - -function resolveIncludes( string ) { - - return string.replace( includePattern, includeReplacer ); - -} - -const shaderChunkMap = new Map(); - -function includeReplacer( match, include ) { - - let string = ShaderChunk[ include ]; - - if ( string === undefined ) { - - const newInclude = shaderChunkMap.get( include ); - - if ( newInclude !== undefined ) { - - string = ShaderChunk[ newInclude ]; - warn( 'WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); - - } else { - - throw new Error( 'THREE.WebGLProgram: Can not resolve #include <' + include + '>' ); - - } - - } - - return resolveIncludes( string ); - -} - -// Unroll Loops - -const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; - -function unrollLoops( string ) { - - return string.replace( unrollLoopPattern, loopReplacer ); - -} - -function loopReplacer( match, start, end, snippet ) { - - let string = ''; - - for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { - - string += snippet - .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) - .replace( /UNROLLED_LOOP_INDEX/g, i ); - - } - - return string; - -} - -// - -function generatePrecision( parameters ) { - - let precisionstring = `precision ${parameters.precision} float; - precision ${parameters.precision} int; - precision ${parameters.precision} sampler2D; - precision ${parameters.precision} samplerCube; - precision ${parameters.precision} sampler3D; - precision ${parameters.precision} sampler2DArray; - precision ${parameters.precision} sampler2DShadow; - precision ${parameters.precision} samplerCubeShadow; - precision ${parameters.precision} sampler2DArrayShadow; - precision ${parameters.precision} isampler2D; - precision ${parameters.precision} isampler3D; - precision ${parameters.precision} isamplerCube; - precision ${parameters.precision} isampler2DArray; - precision ${parameters.precision} usampler2D; - precision ${parameters.precision} usampler3D; - precision ${parameters.precision} usamplerCube; - precision ${parameters.precision} usampler2DArray; - `; - - if ( parameters.precision === 'highp' ) { - - precisionstring += '\n#define HIGH_PRECISION'; - - } else if ( parameters.precision === 'mediump' ) { - - precisionstring += '\n#define MEDIUM_PRECISION'; - - } else if ( parameters.precision === 'lowp' ) { - - precisionstring += '\n#define LOW_PRECISION'; - - } - - return precisionstring; - -} - -const shadowMapTypeDefines = { - [ PCFShadowMap ]: 'SHADOWMAP_TYPE_PCF', - [ VSMShadowMap ]: 'SHADOWMAP_TYPE_VSM' -}; - -function generateShadowMapTypeDefine( parameters ) { - - return shadowMapTypeDefines[ parameters.shadowMapType ] || 'SHADOWMAP_TYPE_BASIC'; - -} - -const envMapTypeDefines = { - [ CubeReflectionMapping ]: 'ENVMAP_TYPE_CUBE', - [ CubeRefractionMapping ]: 'ENVMAP_TYPE_CUBE', - [ CubeUVReflectionMapping ]: 'ENVMAP_TYPE_CUBE_UV' -}; - -function generateEnvMapTypeDefine( parameters ) { - - if ( parameters.envMap === false ) return 'ENVMAP_TYPE_CUBE'; - - return envMapTypeDefines[ parameters.envMapMode ] || 'ENVMAP_TYPE_CUBE'; - -} - -const envMapModeDefines = { - [ CubeRefractionMapping ]: 'ENVMAP_MODE_REFRACTION' -}; - -function generateEnvMapModeDefine( parameters ) { - - if ( parameters.envMap === false ) return 'ENVMAP_MODE_REFLECTION'; - - return envMapModeDefines[ parameters.envMapMode ] || 'ENVMAP_MODE_REFLECTION'; - -} - -const envMapBlendingDefines = { - [ MultiplyOperation ]: 'ENVMAP_BLENDING_MULTIPLY', - [ MixOperation ]: 'ENVMAP_BLENDING_MIX', - [ AddOperation ]: 'ENVMAP_BLENDING_ADD' -}; - -function generateEnvMapBlendingDefine( parameters ) { - - if ( parameters.envMap === false ) return 'ENVMAP_BLENDING_NONE'; - - return envMapBlendingDefines[ parameters.combine ] || 'ENVMAP_BLENDING_NONE'; - -} - -function generateCubeUVSize( parameters ) { - - const imageHeight = parameters.envMapCubeUVHeight; - - if ( imageHeight === null ) return null; - - const maxMip = Math.log2( imageHeight ) - 2; - - const texelHeight = 1.0 / imageHeight; - - const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); - - return { texelWidth, texelHeight, maxMip }; - -} - -function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { - - // TODO Send this event to Three.js DevTools - // log( 'WebGLProgram', cacheKey ); - - const gl = renderer.getContext(); - - const defines = parameters.defines; - - let vertexShader = parameters.vertexShader; - let fragmentShader = parameters.fragmentShader; - - const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); - const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); - const envMapModeDefine = generateEnvMapModeDefine( parameters ); - const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); - const envMapCubeUVSize = generateCubeUVSize( parameters ); - - const customVertexExtensions = generateVertexExtensions( parameters ); - - const customDefines = generateDefines( defines ); - - const program = gl.createProgram(); - - let prefixVertex, prefixFragment; - let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; - - if ( parameters.isRawShaderMaterial ) { - - prefixVertex = [ - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixVertex.length > 0 ) { - - prefixVertex += '\n'; - - } - - prefixFragment = [ - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixFragment.length > 0 ) { - - prefixFragment += '\n'; - - } - - } else { - - prefixVertex = [ - - generatePrecision( parameters ), - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', - parameters.batching ? '#define USE_BATCHING' : '', - parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '', - parameters.instancing ? '#define USE_INSTANCING' : '', - parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', - parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '', - - parameters.useFog && parameters.fog ? '#define USE_FOG' : '', - parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', - - parameters.map ? '#define USE_MAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', - parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', - parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - - parameters.anisotropy ? '#define USE_ANISOTROPY' : '', - parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', - - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - - parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', - parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', - - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', - parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', - - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.alphaHash ? '#define USE_ALPHAHASH' : '', - - parameters.transmission ? '#define USE_TRANSMISSION' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', - - parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', - parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', - - // - - parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', - parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', - parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', - parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', - parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', - parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', - parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', - parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', - - parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', - parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', - - parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', - - parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', - parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', - parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', - - parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', - parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', - - parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', - parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', - - parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', - parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', - parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', - - parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', - parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', - - // - - parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', - parameters.vertexNormals ? '#define HAS_NORMAL' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', - parameters.vertexUv1s ? '#define USE_UV1' : '', - parameters.vertexUv2s ? '#define USE_UV2' : '', - parameters.vertexUv3s ? '#define USE_UV3' : '', - - parameters.pointsUvs ? '#define USE_POINTS_UV' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.skinning ? '#define USE_SKINNING' : '', - - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - ( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '', - ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', - ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - - parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', - parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', - - 'uniform mat4 modelMatrix;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform mat4 viewMatrix;', - 'uniform mat3 normalMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - '#ifdef USE_INSTANCING', - - ' attribute mat4 instanceMatrix;', - - '#endif', - - '#ifdef USE_INSTANCING_COLOR', - - ' attribute vec3 instanceColor;', - - '#endif', - - '#ifdef USE_INSTANCING_MORPH', - - ' uniform sampler2D morphTexture;', - - '#endif', - - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', - - '#ifdef USE_UV1', - - ' attribute vec2 uv1;', - - '#endif', - - '#ifdef USE_UV2', - - ' attribute vec2 uv2;', - - '#endif', - - '#ifdef USE_UV3', - - ' attribute vec2 uv3;', - - '#endif', - - '#ifdef USE_TANGENT', - - ' attribute vec4 tangent;', - - '#endif', - - '#if defined( USE_COLOR_ALPHA )', - - ' attribute vec4 color;', - - '#elif defined( USE_COLOR )', - - ' attribute vec3 color;', - - '#endif', - - '#ifdef USE_SKINNING', - - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', - - '#endif', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - prefixFragment = [ - - generatePrecision( parameters ), - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.useFog && parameters.fog ? '#define USE_FOG' : '', - parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', - - parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '', - parameters.map ? '#define USE_MAP' : '', - parameters.matcap ? '#define USE_MATCAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapTypeDefine : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.envMap ? '#define ' + envMapBlendingDefine : '', - envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', - envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', - envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', - parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', - parameters.packedNormalMap ? '#define USE_PACKED_NORMALMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - - parameters.anisotropy ? '#define USE_ANISOTROPY' : '', - parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', - - parameters.clearcoat ? '#define USE_CLEARCOAT' : '', - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - - parameters.dispersion ? '#define USE_DISPERSION' : '', - parameters.retroreflection ? '#define USE_RETROREFLECTION' : '', - - parameters.iridescence ? '#define USE_IRIDESCENCE' : '', - parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', - parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', - - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', - parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', - - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.alphaTest ? '#define USE_ALPHATEST' : '', - parameters.alphaHash ? '#define USE_ALPHAHASH' : '', - - parameters.sheen ? '#define USE_SHEEN' : '', - parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', - parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', - - parameters.transmission ? '#define USE_TRANSMISSION' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', - - parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', - parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', - parameters.vertexAlphas || parameters.batchingColor ? '#define USE_COLOR_ALPHA' : '', - parameters.vertexUv1s ? '#define USE_UV1' : '', - parameters.vertexUv2s ? '#define USE_UV2' : '', - parameters.vertexUv3s ? '#define USE_UV3' : '', - - parameters.pointsUvs ? '#define USE_POINTS_UV' : '', - - parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', - - parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', - - parameters.numLightProbeGrids > 0 ? '#define USE_LIGHT_PROBES_GRID' : '', - - parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', - parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', - parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', - - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', - ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below - ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', - - parameters.dithering ? '#define DITHERING' : '', - parameters.opaque ? '#define OPAQUE' : '', - - ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below - getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), - getLuminanceFunction(), - - parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - } - - vertexShader = resolveIncludes( vertexShader ); - vertexShader = replaceLightNums( vertexShader, parameters ); - vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); - - fragmentShader = resolveIncludes( fragmentShader ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); - fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); - - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); - - if ( parameters.isRawShaderMaterial !== true ) { - - // GLSL 3.0 conversion for built-in materials and ShaderMaterial - - versionString = '#version 300 es\n'; - - prefixVertex = [ - customVertexExtensions, - '#define attribute in', - '#define varying out', - '#define texture2D texture' - ].join( '\n' ) + '\n' + prefixVertex; - - prefixFragment = [ - '#define varying in', - ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', - ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', - '#define gl_FragDepthEXT gl_FragDepth', - '#define texture2D texture', - '#define textureCube texture', - '#define texture2DProj textureProj', - '#define texture2DLodEXT textureLod', - '#define texture2DProjLodEXT textureProjLod', - '#define textureCubeLodEXT textureLod', - '#define texture2DGradEXT textureGrad', - '#define texture2DProjGradEXT textureProjGrad', - '#define textureCubeGradEXT textureGrad' - ].join( '\n' ) + '\n' + prefixFragment; - - } - - const vertexGlsl = versionString + prefixVertex + vertexShader; - const fragmentGlsl = versionString + prefixFragment + fragmentShader; - - // log( '*VERTEX*', vertexGlsl ); - // log( '*FRAGMENT*', fragmentGlsl ); - - const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); - const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); - - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); - - // Force a particular attribute to index 0. - - if ( parameters.index0AttributeName !== undefined ) { - - gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); - - } else if ( parameters.hasPositionAttribute === true ) { - - // below avoids the "Attribute 0 is disabled" performance penalty - - gl.bindAttribLocation( program, 0, 'position' ); - - } - - gl.linkProgram( program ); - - function onFirstUse( self ) { - - // check for link errors - if ( renderer.debug.checkShaderErrors ) { - - const programInfoLog = gl.getProgramInfoLog( program ) || ''; - const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || ''; - const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || ''; - - const programLog = programInfoLog.trim(); - const vertexLog = vertexShaderInfoLog.trim(); - const fragmentLog = fragmentShaderInfoLog.trim(); - - let runnable = true; - let haveDiagnostics = true; - - if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { - - runnable = false; - - if ( typeof renderer.debug.onShaderError === 'function' ) { - - renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); - - } else { - - // default error reporting - - const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); - const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); - - error( - 'WebGLProgram: Shader Error ' + gl.getError() + ' - ' + - 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + - 'Material Name: ' + self.name + '\n' + - 'Material Type: ' + self.type + '\n\n' + - 'Program Info Log: ' + programLog + '\n' + - vertexErrors + '\n' + - fragmentErrors - ); - - } - - } else if ( programLog !== '' ) { - - warn( 'WebGLProgram: Program Info Log:', programLog ); - - } else if ( vertexLog === '' || fragmentLog === '' ) { - - haveDiagnostics = false; - - } - - if ( haveDiagnostics ) { - - self.diagnostics = { - - runnable: runnable, - - programLog: programLog, - - vertexShader: { - - log: vertexLog, - prefix: prefixVertex - - }, - - fragmentShader: { - - log: fragmentLog, - prefix: prefixFragment - - } - - }; - - } - - } - - // Clean up - - // Crashes in iOS9 and iOS10. #18402 - // gl.detachShader( program, glVertexShader ); - // gl.detachShader( program, glFragmentShader ); - - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); - - cachedUniforms = new WebGLUniforms( gl, program ); - cachedAttributes = fetchAttributeLocations( gl, program ); - - } - - // set up caching for uniform locations - - let cachedUniforms; - - this.getUniforms = function () { - - if ( cachedUniforms === undefined ) { - - // Populates cachedUniforms and cachedAttributes - onFirstUse( this ); - - } - - return cachedUniforms; - - }; - - // set up caching for attribute locations - - let cachedAttributes; - - this.getAttributes = function () { - - if ( cachedAttributes === undefined ) { - - // Populates cachedAttributes and cachedUniforms - onFirstUse( this ); - - } - - return cachedAttributes; - - }; - - // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, - // flag the program as ready immediately. It may cause a stall when it's first used. - - let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); - - this.isReady = function () { - - if ( programReady === false ) { - - programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); - - } - - return programReady; - - }; - - // free resource - - this.destroy = function () { - - bindingStates.releaseStatesOfProgram( this ); - - gl.deleteProgram( program ); - this.program = undefined; - - }; - - // - - this.type = parameters.shaderType; - this.name = parameters.shaderName; - this.id = programIdCount ++; - this.cacheKey = cacheKey; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - -} - -let _id = 0; - -class WebGLShaderCache { - - constructor() { - - this.shaderCache = new Map(); - this.materialCache = new Map(); - - } - - update( material, vertexShaderStage, fragmentShaderStage ) { - - const materialShaders = this._getShaderCacheForMaterial( material ); - - if ( materialShaders.has( vertexShaderStage ) === false ) { - - materialShaders.add( vertexShaderStage ); - vertexShaderStage.usedTimes ++; - - } - - if ( materialShaders.has( fragmentShaderStage ) === false ) { - - materialShaders.add( fragmentShaderStage ); - fragmentShaderStage.usedTimes ++; - - } - - return this; - - } - - remove( material ) { - - const materialShaders = this.materialCache.get( material ); - - for ( const shaderStage of materialShaders ) { - - shaderStage.usedTimes --; - - if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); - - } - - this.materialCache.delete( material ); - - return this; - - } - - getVertexShaderStage( material ) { - - return this._getShaderStage( material.vertexShader ); - - } - - getFragmentShaderStage( material ) { - - return this._getShaderStage( material.fragmentShader ); - - } - - dispose() { - - this.shaderCache.clear(); - this.materialCache.clear(); - - } - - _getShaderCacheForMaterial( material ) { - - const cache = this.materialCache; - let set = cache.get( material ); - - if ( set === undefined ) { - - set = new Set(); - cache.set( material, set ); - - } - - return set; - - } - - _getShaderStage( code ) { - - const cache = this.shaderCache; - let stage = cache.get( code ); - - if ( stage === undefined ) { - - stage = new WebGLShaderStage( code ); - cache.set( code, stage ); - - } - - return stage; - - } - -} - -class WebGLShaderStage { - - constructor( code ) { - - this.id = _id ++; - - this.code = code; - this.usedTimes = 0; - - } - -} - -function isPackedRGFormat( format ) { - - return format === RGFormat || format === RG11_EAC_Format || format === RED_GREEN_RGTC2_Format; - -} - -function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) { - - const _programLayers = new Layers(); - const _customShaders = new WebGLShaderCache(); - const _activeChannels = new Set(); - const programs = []; - const programsMap = new Map(); - - const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - - let precision = capabilities.precision; - - const shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distance', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'toon', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - MeshMatcapMaterial: 'matcap', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points', - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; - - function getChannel( value ) { - - _activeChannels.add( value ); - - if ( value === 0 ) return 'uv'; - - return `uv${ value }`; - - } - - function getParameters( material, lights, shadows, scene, object, lightProbeGrids ) { - - const fog = scene.fog; - const geometry = object.geometry; - const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; - - const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); - const envMap = environments.get( material.envMap || environment, usePMREM ); - const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; - - const shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - - if ( material.precision !== null ) { - - precision = capabilities.getMaxPrecision( material.precision ); - - if ( precision !== material.precision ) { - - warn( 'WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - - } - - } - - // - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; - - let morphTextureStride = 0; - - if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; - if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; - if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; - - // - - let vertexShader, fragmentShader; - let customVertexShaderID, customFragmentShaderID; - - if ( shaderID ) { - - const shader = ShaderLib[ shaderID ]; - - vertexShader = shader.vertexShader; - fragmentShader = shader.fragmentShader; - - } else { - - vertexShader = material.vertexShader; - fragmentShader = material.fragmentShader; - - const vertexShaderStage = _customShaders.getVertexShaderStage( material ); - const fragmentShaderStage = _customShaders.getFragmentShaderStage( material ); - - _customShaders.update( material, vertexShaderStage, fragmentShaderStage ); - - customVertexShaderID = vertexShaderStage.id; - customFragmentShaderID = fragmentShaderStage.id; - - } - - const currentRenderTarget = renderer.getRenderTarget(); - const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); - - const IS_INSTANCEDMESH = object.isInstancedMesh === true; - const IS_BATCHEDMESH = object.isBatchedMesh === true; - - const HAS_MAP = !! material.map; - const HAS_MATCAP = !! material.matcap; - const HAS_ENVMAP = !! envMap; - const HAS_AOMAP = !! material.aoMap; - const HAS_LIGHTMAP = !! material.lightMap; - const HAS_BUMPMAP = !! material.bumpMap && material.wireframe === false; - const HAS_NORMALMAP = !! material.normalMap; - const HAS_DISPLACEMENTMAP = !! material.displacementMap; - const HAS_EMISSIVEMAP = !! material.emissiveMap; - - const HAS_METALNESSMAP = !! material.metalnessMap; - const HAS_ROUGHNESSMAP = !! material.roughnessMap; - - const HAS_ANISOTROPY = material.anisotropy > 0; - const HAS_CLEARCOAT = material.clearcoat > 0; - const HAS_DISPERSION = material.dispersion > 0; - const HAS_RETROREFLECTION = material.retroreflectivity > 0; - const HAS_IRIDESCENCE = material.iridescence > 0; - const HAS_SHEEN = material.sheen > 0; - const HAS_TRANSMISSION = material.transmission > 0; - - const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; - - const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; - const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; - const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; - - const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; - const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; - - const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; - const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; - - const HAS_SPECULARMAP = !! material.specularMap; - const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; - const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; - - const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; - const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; - - const HAS_GRADIENTMAP = !! material.gradientMap; - - const HAS_ALPHAMAP = !! material.alphaMap; - - const HAS_ALPHATEST = material.alphaTest > 0; - - const HAS_ALPHAHASH = !! material.alphaHash; - - const HAS_EXTENSIONS = !! material.extensions; - - let toneMapping = NoToneMapping; - - if ( material.toneMapped ) { - - if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { - - toneMapping = renderer.toneMapping; - - } - - } - - const parameters = { - - shaderID: shaderID, - shaderType: material.type, - shaderName: material.name, - - vertexShader: vertexShader, - fragmentShader: fragmentShader, - defines: material.defines, - - customVertexShaderID: customVertexShaderID, - customFragmentShaderID: customFragmentShaderID, - - isRawShaderMaterial: material.isRawShaderMaterial === true, - glslVersion: material.glslVersion, - - precision: precision, - - batching: IS_BATCHEDMESH, - batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, - instancing: IS_INSTANCEDMESH, - instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, - instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null, - - outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ), - alphaToCoverage: !! material.alphaToCoverage, - - map: HAS_MAP, - matcap: HAS_MATCAP, - envMap: HAS_ENVMAP, - envMapMode: HAS_ENVMAP && envMap.mapping, - envMapCubeUVHeight: envMapCubeUVHeight, - aoMap: HAS_AOMAP, - lightMap: HAS_LIGHTMAP, - bumpMap: HAS_BUMPMAP, - normalMap: HAS_NORMALMAP, - displacementMap: HAS_DISPLACEMENTMAP, - emissiveMap: HAS_EMISSIVEMAP, - - normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, - normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, - packedNormalMap: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap && isPackedRGFormat( material.normalMap.format ), - - metalnessMap: HAS_METALNESSMAP, - roughnessMap: HAS_ROUGHNESSMAP, - - anisotropy: HAS_ANISOTROPY, - anisotropyMap: HAS_ANISOTROPYMAP, - - clearcoat: HAS_CLEARCOAT, - clearcoatMap: HAS_CLEARCOATMAP, - clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, - clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, - - dispersion: HAS_DISPERSION, - retroreflection: HAS_RETROREFLECTION, - - iridescence: HAS_IRIDESCENCE, - iridescenceMap: HAS_IRIDESCENCEMAP, - iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, - - sheen: HAS_SHEEN, - sheenColorMap: HAS_SHEEN_COLORMAP, - sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, - - specularMap: HAS_SPECULARMAP, - specularColorMap: HAS_SPECULAR_COLORMAP, - specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, - - transmission: HAS_TRANSMISSION, - transmissionMap: HAS_TRANSMISSIONMAP, - thicknessMap: HAS_THICKNESSMAP, - - gradientMap: HAS_GRADIENTMAP, - - opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false, - - alphaMap: HAS_ALPHAMAP, - alphaTest: HAS_ALPHATEST, - alphaHash: HAS_ALPHAHASH, - - combine: material.combine, - - // - - mapUv: HAS_MAP && getChannel( material.map.channel ), - aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), - lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), - bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), - normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), - displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), - emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), - - metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), - roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), - - anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), - - clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), - clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), - clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), - - iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), - iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), - - sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), - sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), - - specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), - specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), - specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), - - transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), - thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), - - alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), - - // - - vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), - vertexNormals: !! geometry.attributes.normal, - vertexColors: material.vertexColors, - vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, - - pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), - - fog: !! fog, - useFog: material.fog === true, - fogExp2: ( !! fog && fog.isFogExp2 ), - - flatShading: material.wireframe === false && ( - material.flatShading === true || - ( geometry.attributes.normal === undefined && HAS_NORMALMAP === false && - ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial ) - ) - ), - - sizeAttenuation: material.sizeAttenuation === true, - logarithmicDepthBuffer: logarithmicDepthBuffer, - reversedDepthBuffer: reversedDepthBuffer, - - skinning: object.isSkinnedMesh === true, - - hasPositionAttribute: geometry.attributes.position !== undefined, - - morphTargets: geometry.morphAttributes.position !== undefined, - morphNormals: geometry.morphAttributes.normal !== undefined, - morphColors: geometry.morphAttributes.color !== undefined, - morphTargetsCount: morphTargetsCount, - morphTextureStride: morphTextureStride, - - numSunLights: lights.sun.length, - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numSpotLightMaps: lights.spotLightMap.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, - - numSunLightShadows: lights.sunShadowMap.length, - numDirLightShadows: lights.directionalShadowMap.length, - numPointLightShadows: lights.pointShadowMap.length, - numSpotLightShadows: lights.spotShadowMap.length, - numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, - - numLightProbes: lights.numLightProbes, - - numLightProbeGrids: lightProbeGrids.length, - - numClippingPlanes: clipping.numPlanes, - numClipIntersection: clipping.numIntersection, - - dithering: material.dithering, - - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - - toneMapping: toneMapping, - - decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), - decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ), - - premultipliedAlpha: material.premultipliedAlpha, - - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, - - useDepthPacking: material.depthPacking >= 0, - depthPacking: material.depthPacking || 0, - - index0AttributeName: material.index0AttributeName, - - extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), - extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ), - - rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), - - customProgramCacheKey: material.customProgramCacheKey() - - }; - - // the usage of getChannel() determines the active texture channels for this shader - - parameters.vertexUv1s = _activeChannels.has( 1 ); - parameters.vertexUv2s = _activeChannels.has( 2 ); - parameters.vertexUv3s = _activeChannels.has( 3 ); - - _activeChannels.clear(); - - return parameters; - - } - - function getProgramCacheKey( parameters ) { - - const array = []; - - if ( parameters.shaderID ) { - - array.push( parameters.shaderID ); - - } else { - - array.push( parameters.customVertexShaderID ); - array.push( parameters.customFragmentShaderID ); - - } - - if ( parameters.defines !== undefined ) { - - for ( const name in parameters.defines ) { - - array.push( name ); - array.push( parameters.defines[ name ] ); - - } - - } - - if ( parameters.isRawShaderMaterial === false ) { - - getProgramCacheKeyParameters( array, parameters ); - getProgramCacheKeyBooleans( array, parameters ); - array.push( renderer.outputColorSpace ); - - } - - array.push( parameters.customProgramCacheKey ); - - return array.join(); - - } - - function getProgramCacheKeyParameters( array, parameters ) { - - array.push( parameters.precision ); - array.push( parameters.outputColorSpace ); - array.push( parameters.envMapMode ); - array.push( parameters.envMapCubeUVHeight ); - array.push( parameters.mapUv ); - array.push( parameters.alphaMapUv ); - array.push( parameters.lightMapUv ); - array.push( parameters.aoMapUv ); - array.push( parameters.bumpMapUv ); - array.push( parameters.normalMapUv ); - array.push( parameters.displacementMapUv ); - array.push( parameters.emissiveMapUv ); - array.push( parameters.metalnessMapUv ); - array.push( parameters.roughnessMapUv ); - array.push( parameters.anisotropyMapUv ); - array.push( parameters.clearcoatMapUv ); - array.push( parameters.clearcoatNormalMapUv ); - array.push( parameters.clearcoatRoughnessMapUv ); - array.push( parameters.iridescenceMapUv ); - array.push( parameters.iridescenceThicknessMapUv ); - array.push( parameters.sheenColorMapUv ); - array.push( parameters.sheenRoughnessMapUv ); - array.push( parameters.specularMapUv ); - array.push( parameters.specularColorMapUv ); - array.push( parameters.specularIntensityMapUv ); - array.push( parameters.transmissionMapUv ); - array.push( parameters.thicknessMapUv ); - array.push( parameters.combine ); - array.push( parameters.fogExp2 ); - array.push( parameters.sizeAttenuation ); - array.push( parameters.morphTargetsCount ); - array.push( parameters.morphAttributeCount ); - array.push( parameters.numSunLights ); - array.push( parameters.numDirLights ); - array.push( parameters.numPointLights ); - array.push( parameters.numSpotLights ); - array.push( parameters.numSpotLightMaps ); - array.push( parameters.numHemiLights ); - array.push( parameters.numRectAreaLights ); - array.push( parameters.numSunLightShadows ); - array.push( parameters.numDirLightShadows ); - array.push( parameters.numPointLightShadows ); - array.push( parameters.numSpotLightShadows ); - array.push( parameters.numSpotLightShadowsWithMaps ); - array.push( parameters.numLightProbes ); - array.push( parameters.shadowMapType ); - array.push( parameters.toneMapping ); - array.push( parameters.numClippingPlanes ); - array.push( parameters.numClipIntersection ); - array.push( parameters.depthPacking ); - - } - - function getProgramCacheKeyBooleans( array, parameters ) { - - _programLayers.disableAll(); - - if ( parameters.instancing ) - _programLayers.enable( 0 ); - if ( parameters.instancingColor ) - _programLayers.enable( 1 ); - if ( parameters.instancingMorph ) - _programLayers.enable( 2 ); - if ( parameters.matcap ) - _programLayers.enable( 3 ); - if ( parameters.envMap ) - _programLayers.enable( 4 ); - if ( parameters.normalMapObjectSpace ) - _programLayers.enable( 5 ); - if ( parameters.normalMapTangentSpace ) - _programLayers.enable( 6 ); - if ( parameters.clearcoat ) - _programLayers.enable( 7 ); - if ( parameters.iridescence ) - _programLayers.enable( 8 ); - if ( parameters.alphaTest ) - _programLayers.enable( 9 ); - if ( parameters.vertexColors ) - _programLayers.enable( 10 ); - if ( parameters.vertexAlphas ) - _programLayers.enable( 11 ); - if ( parameters.vertexUv1s ) - _programLayers.enable( 12 ); - if ( parameters.vertexUv2s ) - _programLayers.enable( 13 ); - if ( parameters.vertexUv3s ) - _programLayers.enable( 14 ); - if ( parameters.vertexTangents ) - _programLayers.enable( 15 ); - if ( parameters.anisotropy ) - _programLayers.enable( 16 ); - if ( parameters.alphaHash ) - _programLayers.enable( 17 ); - if ( parameters.batching ) - _programLayers.enable( 18 ); - if ( parameters.dispersion ) - _programLayers.enable( 19 ); - if ( parameters.retroreflection ) - _programLayers.enable( 24 ); - if ( parameters.batchingColor ) - _programLayers.enable( 20 ); - if ( parameters.gradientMap ) - _programLayers.enable( 21 ); - if ( parameters.packedNormalMap ) - _programLayers.enable( 22 ); - if ( parameters.vertexNormals ) - _programLayers.enable( 23 ); - - array.push( _programLayers.mask ); - _programLayers.disableAll(); - - if ( parameters.fog ) - _programLayers.enable( 0 ); - if ( parameters.useFog ) - _programLayers.enable( 1 ); - if ( parameters.flatShading ) - _programLayers.enable( 2 ); - if ( parameters.logarithmicDepthBuffer ) - _programLayers.enable( 3 ); - if ( parameters.reversedDepthBuffer ) - _programLayers.enable( 4 ); - if ( parameters.skinning ) - _programLayers.enable( 5 ); - if ( parameters.morphTargets ) - _programLayers.enable( 6 ); - if ( parameters.morphNormals ) - _programLayers.enable( 7 ); - if ( parameters.morphColors ) - _programLayers.enable( 8 ); - if ( parameters.premultipliedAlpha ) - _programLayers.enable( 9 ); - if ( parameters.shadowMapEnabled ) - _programLayers.enable( 10 ); - if ( parameters.doubleSided ) - _programLayers.enable( 11 ); - if ( parameters.flipSided ) - _programLayers.enable( 12 ); - if ( parameters.useDepthPacking ) - _programLayers.enable( 13 ); - if ( parameters.dithering ) - _programLayers.enable( 14 ); - if ( parameters.transmission ) - _programLayers.enable( 15 ); - if ( parameters.sheen ) - _programLayers.enable( 16 ); - if ( parameters.opaque ) - _programLayers.enable( 17 ); - if ( parameters.pointsUvs ) - _programLayers.enable( 18 ); - if ( parameters.decodeVideoTexture ) - _programLayers.enable( 19 ); - if ( parameters.decodeVideoTextureEmissive ) - _programLayers.enable( 20 ); - if ( parameters.alphaToCoverage ) - _programLayers.enable( 21 ); - if ( parameters.numLightProbeGrids > 0 ) - _programLayers.enable( 22 ); - if ( parameters.hasPositionAttribute ) - _programLayers.enable( 23 ); - - array.push( _programLayers.mask ); - - } - - function getUniforms( material ) { - - const shaderID = shaderIDs[ material.type ]; - let uniforms; - - if ( shaderID ) { - - const shader = ShaderLib[ shaderID ]; - uniforms = UniformsUtils.clone( shader.uniforms ); - - } else { - - uniforms = material.uniforms; - - } - - return uniforms; - - } - - function acquireProgram( parameters, cacheKey ) { - - let program = programsMap.get( cacheKey ); - - if ( program !== undefined ) { - - ++ program.usedTimes; - - } else { - - program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); - programs.push( program ); - - programsMap.set( cacheKey, program ); - - } - - return program; - - } - - function releaseProgram( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - const i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Remove from map - programsMap.delete( program.cacheKey ); - - // Free WebGL resources - program.destroy(); - - } - - } - - function releaseShaderCache( material ) { - - _customShaders.remove( material ); - - } - - function dispose() { - - _customShaders.dispose(); - - } - - return { - getParameters: getParameters, - getProgramCacheKey: getProgramCacheKey, - getUniforms: getUniforms, - acquireProgram: acquireProgram, - releaseProgram: releaseProgram, - releaseShaderCache: releaseShaderCache, - // Exposed for resource monitoring & error feedback via renderer.info: - programs: programs, - dispose: dispose - }; - -} - -function WebGLProperties() { - - let properties = new WeakMap(); - - function has( object ) { - - return properties.has( object ); - - } - - function get( object ) { - - let map = properties.get( object ); - - if ( map === undefined ) { - - map = {}; - properties.set( object, map ); - - } - - return map; - - } - - function remove( object ) { - - properties.delete( object ); - - } - - function update( object, key, value ) { - - properties.get( object )[ key ] = value; - - } - - function dispose() { - - properties = new WeakMap(); - - } - - return { - has: has, - get: get, - remove: remove, - update: update, - dispose: dispose - }; - -} - -function painterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.material.id !== b.material.id ) { - - return a.material.id - b.material.id; - - } else if ( a.materialVariant !== b.materialVariant ) { - - return a.materialVariant - b.materialVariant; - - } else if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - -} - -function reversePainterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - -} - - -function WebGLRenderList() { - - const renderItems = []; - let renderItemsIndex = 0; - - const opaque = []; - const transmissive = []; - const transparent = []; - - function init() { - - renderItemsIndex = 0; - - opaque.length = 0; - transmissive.length = 0; - transparent.length = 0; - - } - - function materialVariant( object ) { - - let variant = 0; - if ( object.isInstancedMesh ) variant += 2; - if ( object.isSkinnedMesh ) variant += 1; - return variant; - - } - - function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { - - let renderItem = renderItems[ renderItemsIndex ]; - - if ( renderItem === undefined ) { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - materialVariant: materialVariant( object ), - groupOrder: groupOrder, - renderOrder: object.renderOrder, - z: z, - group: group - }; - - renderItems[ renderItemsIndex ] = renderItem; - - } else { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.materialVariant = materialVariant( object ); - renderItem.groupOrder = groupOrder; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; - - } - - renderItemsIndex ++; - - return renderItem; - - } - - function push( object, geometry, material, groupOrder, z, group, camera ) { - - // with a reversed depth buffer the projected z is inverted - - if ( camera.reversedDepth === true ) z = - z; - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - if ( material.transmission > 0.0 ) { - - transmissive.push( renderItem ); - - } else if ( material.transparent === true ) { - - transparent.push( renderItem ); - - } else { - - opaque.push( renderItem ); - - } - - } - - function unshift( object, geometry, material, groupOrder, z, group ) { - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - if ( material.transmission > 0.0 ) { - - transmissive.unshift( renderItem ); - - } else if ( material.transparent === true ) { - - transparent.unshift( renderItem ); - - } else { - - opaque.unshift( renderItem ); - - } - - } - - function sort( customOpaqueSort, customTransparentSort ) { - - if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); - if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); - if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); - - } - - function finish() { - - // Clear references from inactive renderItems in the list - - for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { - - const renderItem = renderItems[ i ]; - - if ( renderItem.id === null ) break; - - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.group = null; - - } - - } - - return { - - opaque: opaque, - transmissive: transmissive, - transparent: transparent, - - init: init, - push: push, - unshift: unshift, - finish: finish, - - sort: sort - }; - -} - -function WebGLRenderLists() { - - let lists = new WeakMap(); - - function get( scene, renderCallDepth ) { - - const listArray = lists.get( scene ); - let list; - - if ( listArray === undefined ) { - - list = new WebGLRenderList(); - lists.set( scene, [ list ] ); - - } else { - - if ( renderCallDepth >= listArray.length ) { - - list = new WebGLRenderList(); - listArray.push( list ); - - } else { - - list = listArray[ renderCallDepth ]; - - } - - } - - return list; - - } - - function dispose() { - - lists = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -function UniformsCache() { - - const lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'SunLight': - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; - - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0 - }; - break; - - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0 - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; - - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - }; - break; - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - -function ShadowUniformsCache() { - - const lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'SunLight': - case 'DirectionalLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'PointLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2(), - shadowCameraNear: 1, - shadowCameraFar: 1000 - }; - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - - - -let nextVersion = 0; - -function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { - - return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); - -} - -function WebGLLights( extensions ) { - - const cache = new UniformsCache(); - - const shadowCache = ShadowUniformsCache(); - - const state = { - - version: 0, - - hash: { - sunLength: -1, - directionalLength: -1, - pointLength: -1, - spotLength: -1, - rectAreaLength: -1, - hemiLength: -1, - - numSunShadows: -1, - numDirectionalShadows: -1, - numPointShadows: -1, - numSpotShadows: -1, - numSpotMaps: -1, - - numLightProbes: -1 - }, - - ambient: [ 0, 0, 0 ], - probe: [], - sun: [], - sunShadow: [], - sunShadowMap: [], - sunShadowMatrix: [], - sunShadowCascade: [], - directional: [], - directionalShadow: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotLightMap: [], - spotShadow: [], - spotShadowMap: [], - spotLightMatrix: [], - rectArea: [], - rectAreaLTC1: null, - rectAreaLTC2: null, - point: [], - pointShadow: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [], - numSpotLightShadowsWithMaps: 0, - numLightProbes: 0 - - }; - - for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); - - const vector3 = new Vector3(); - const matrix4 = new Matrix4(); - const matrix42 = new Matrix4(); - - function setup( lights ) { - - let r = 0, g = 0, b = 0; - - for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); - - let sunLength = 0; - let numSunShadows = 0; - let numSunShadowCascades = 0; - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; - - let numDirectionalShadows = 0; - let numPointShadows = 0; - let numSpotShadows = 0; - let numSpotMaps = 0; - let numSpotShadowsWithMaps = 0; - - let numLightProbes = 0; - - // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] - lights.sort( shadowCastingAndTexturingLightsFirst ); - - for ( let i = 0, l = lights.length; i < l; i ++ ) { - - const light = lights[ i ]; - - const color = light.color; - const intensity = light.intensity; - const distance = light.distance; - - let shadowMap = null; - - if ( light.shadow && light.shadow.map ) { - - if ( light.shadow.map.texture.format === RGFormat ) { - - // VSM uses color texture with blurred mean/std_dev - shadowMap = light.shadow.map.texture; - - } else { - - // Other types use depth texture - shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture; - - } - - } - - if ( light.isAmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light.isLightProbe ) { - - for ( let j = 0; j < 9; j ++ ) { - - state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); - - } - - numLightProbes ++; - - } else if ( light.isSunLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize.copy( shadow.mapSize ).multiply( shadow.getFrameExtents() ); - - state.sunShadow[ numSunShadows ] = shadowUniforms; - state.sunShadowMap[ numSunShadows ] = shadowMap; - - const cascadeCount = shadow.getViewportCount(); - - for ( let j = 0; j < cascadeCount; j ++ ) { - - state.sunShadowMatrix[ numSunShadowCascades + j ] = shadow.getMatrix( j ); - state.sunShadowCascade[ numSunShadowCascades + j ] = shadow._cascadeData[ j ]; - - } - - numSunShadowCascades += cascadeCount; - numSunShadows ++; - - } - - state.sun[ sunLength ] = uniforms; - - sunLength ++; - - } else if ( light.isDirectionalLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.directionalShadow[ directionalLength ] = shadowUniforms; - state.directionalShadowMap[ directionalLength ] = shadowMap; - state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - - numDirectionalShadows ++; - - } - - state.directional[ directionalLength ] = uniforms; - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - const uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; - - state.spot[ spotLength ] = uniforms; - - const shadow = light.shadow; - - if ( light.map ) { - - state.spotLightMap[ numSpotMaps ] = light.map; - numSpotMaps ++; - - // make sure the lightMatrix is up to date - // TODO : do it if required only - shadow.updateMatrices( light ); - - if ( light.castShadow ) numSpotShadowsWithMaps ++; - - } - - state.spotLightMatrix[ spotLength ] = shadow.matrix; - - if ( light.castShadow ) { - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.spotShadow[ spotLength ] = shadowUniforms; - state.spotShadowMap[ spotLength ] = shadowMap; - - numSpotShadows ++; - - } - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - state.rectArea[ rectAreaLength ] = uniforms; - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; - - state.pointShadow[ pointLength ] = shadowUniforms; - state.pointShadowMap[ pointLength ] = shadowMap; - state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - - numPointShadows ++; - - } - - state.point[ pointLength ] = uniforms; - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - const uniforms = cache.get( light ); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - state.hemi[ hemiLength ] = uniforms; - - hemiLength ++; - - } - - } - - if ( rectAreaLength > 0 ) { - - if ( extensions.has( 'OES_texture_float_linear' ) === true ) { - - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; - - } else { - - state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; - state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; - - } - - } - - state.ambient[ 0 ] = r; - state.ambient[ 1 ] = g; - state.ambient[ 2 ] = b; - - const hash = state.hash; - - if ( hash.sunLength !== sunLength || - hash.directionalLength !== directionalLength || - hash.pointLength !== pointLength || - hash.spotLength !== spotLength || - hash.rectAreaLength !== rectAreaLength || - hash.hemiLength !== hemiLength || - hash.numSunShadows !== numSunShadows || - hash.numDirectionalShadows !== numDirectionalShadows || - hash.numPointShadows !== numPointShadows || - hash.numSpotShadows !== numSpotShadows || - hash.numSpotMaps !== numSpotMaps || - hash.numLightProbes !== numLightProbes ) { - - state.sun.length = sunLength; - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.sunShadow.length = numSunShadows; - state.sunShadowMap.length = numSunShadows; - state.sunShadowMatrix.length = numSunShadowCascades; - state.sunShadowCascade.length = numSunShadowCascades; - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.directionalShadowMatrix.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; - state.pointShadowMap.length = numPointShadows; - state.pointShadowMatrix.length = numPointShadows; - state.spotShadow.length = numSpotShadows; - state.spotShadowMap.length = numSpotShadows; - state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; - state.spotLightMap.length = numSpotMaps; - state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; - state.numLightProbes = numLightProbes; - - hash.sunLength = sunLength; - hash.directionalLength = directionalLength; - hash.pointLength = pointLength; - hash.spotLength = spotLength; - hash.rectAreaLength = rectAreaLength; - hash.hemiLength = hemiLength; - - hash.numSunShadows = numSunShadows; - hash.numDirectionalShadows = numDirectionalShadows; - hash.numPointShadows = numPointShadows; - hash.numSpotShadows = numSpotShadows; - hash.numSpotMaps = numSpotMaps; - - hash.numLightProbes = numLightProbes; - - state.version = nextVersion ++; - - } - - } - - function setupView( lights, camera ) { - - let sunLength = 0; - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; - - const viewMatrix = camera.matrixWorldInverse; - - for ( let i = 0, l = lights.length; i < l; i ++ ) { - - const light = lights[ i ]; - - if ( light.isSunLight ) { - - const uniforms = state.sun[ sunLength ]; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - - sunLength ++; - - } else if ( light.isDirectionalLight ) { - - const uniforms = state.directional[ directionalLength ]; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - const uniforms = state.spot[ spotLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - const uniforms = state.rectArea[ rectAreaLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); - matrix4.copy( light.matrixWorld ); - matrix4.premultiply( viewMatrix ); - matrix42.extractRotation( matrix4 ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - uniforms.halfWidth.applyMatrix4( matrix42 ); - uniforms.halfHeight.applyMatrix4( matrix42 ); - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - const uniforms = state.point[ pointLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - const uniforms = state.hemi[ hemiLength ]; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - - hemiLength ++; - - } - - } - - } - - return { - setup: setup, - setupView: setupView, - state: state - }; - -} - -function WebGLRenderState( extensions ) { - - const lights = new WebGLLights( extensions ); - - const lightsArray = []; - const shadowsArray = []; - const lightProbeGridArray = []; - - function init( camera ) { - - state.camera = camera; - - lightsArray.length = 0; - shadowsArray.length = 0; - lightProbeGridArray.length = 0; - - } - - function pushLight( light ) { - - lightsArray.push( light ); - - } - - function pushShadow( shadowLight ) { - - shadowsArray.push( shadowLight ); - - } - - function pushLightProbeGrid( volume ) { - - lightProbeGridArray.push( volume ); - - } - - function setupLights() { - - lights.setup( lightsArray ); - - } - - function setupLightsView( camera ) { - - lights.setupView( lightsArray, camera ); - - } - - const state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, - lightProbeGridArray: lightProbeGridArray, - - camera: null, - - lights: lights, - - transmissionRenderTarget: {}, - textureUnits: 0 - }; - - return { - init: init, - state: state, - setupLights: setupLights, - setupLightsView: setupLightsView, - - pushLight: pushLight, - pushShadow: pushShadow, - pushLightProbeGrid: pushLightProbeGrid - }; - -} - -function WebGLRenderStates( extensions ) { - - let renderStates = new WeakMap(); - - function get( scene, renderCallDepth = 0 ) { - - const renderStateArray = renderStates.get( scene ); - let renderState; - - if ( renderStateArray === undefined ) { - - renderState = new WebGLRenderState( extensions ); - renderStates.set( scene, [ renderState ] ); - - } else { - - if ( renderCallDepth >= renderStateArray.length ) { - - renderState = new WebGLRenderState( extensions ); - renderStateArray.push( renderState ); - - } else { - - renderState = renderStateArray[ renderCallDepth ]; - - } - - } - - return renderState; - - } - - function dispose() { - - renderStates = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; - -const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n\tgl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}"; - -const _cubeDirections = [ - /*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ), - /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 ) -]; - -const _cubeUps = [ - /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), - /*@__PURE__*/ new Vector3( 0, 0, -1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ) -]; - -const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); -const _lightPositionWorld = /*@__PURE__*/ new Vector3(); -const _lookTarget = /*@__PURE__*/ new Vector3(); - -function WebGLShadowMap( renderer, objects, capabilities ) { - - let _frustum = new Frustum(); - - const _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), - - _viewport = new Vector4(), - - _depthMaterial = new MeshDepthMaterial(), - _distanceMaterial = new MeshDistanceMaterial(), - - _materialCache = {}, - - _maxTextureSize = capabilities.maxTextureSize; - - const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; - - const shadowMaterialVertical = new ShaderMaterial( { - defines: { - VSM_SAMPLES: 8 - }, - uniforms: { - shadow_pass: { value: null }, - resolution: { value: new Vector2() }, - radius: { value: 4.0 } - }, - - vertexShader: vertex, - fragmentShader: fragment - - } ); - - const shadowMaterialHorizontal = shadowMaterialVertical.clone(); - shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; - - const fullScreenTri = new BufferGeometry(); - fullScreenTri.setAttribute( - 'position', - new BufferAttribute( - new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ), - 3 - ) - ); - - const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); - - const scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = PCFShadowMap; - let _previousType = this.type; - - this.render = function ( lights, scene, camera ) { - - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - - if ( lights.length === 0 ) return; - - if ( this.type === PCFSoftShadowMap ) { - - warn( 'WebGLShadowMap: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.' ); - this.type = PCFShadowMap; - - } - - const currentRenderTarget = renderer.getRenderTarget(); - const activeCubeFace = renderer.getActiveCubeFace(); - const activeMipmapLevel = renderer.getActiveMipmapLevel(); - - const _state = renderer.state; - - // Set GL state for depth map. - _state.setBlending( NoBlending ); - - if ( _state.buffers.depth.getReversed() === true ) { - - _state.buffers.color.setClear( 0, 0, 0, 0 ); - - } else { - - _state.buffers.color.setClear( 1, 1, 1, 1 ); - - } - - _state.buffers.depth.setTest( true ); - _state.setScissorTest( false ); - - // check for shadow map type changes - - const typeChanged = _previousType !== this.type; - - // When shadow map type changes, materials need recompilation because sampler types change - // (sampler2DShadow for PCF vs sampler2D for Basic) - if ( typeChanged ) { - - scene.traverse( function ( object ) { - - if ( object.material ) { - - if ( Array.isArray( object.material ) ) { - - object.material.forEach( mat => mat.needsUpdate = true ); - - } else { - - object.material.needsUpdate = true; - - } - - } - - } ); - - } - - // render depth map - - for ( let i = 0, il = lights.length; i < il; i ++ ) { - - const light = lights[ i ]; - const shadow = light.shadow; - - if ( shadow === undefined ) { - - warn( 'WebGLShadowMap:', light, 'has no shadow.' ); - continue; - - } - - if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; - - _shadowMapSize.copy( shadow.mapSize ); - - const shadowFrameExtents = shadow.getFrameExtents(); - - _shadowMapSize.multiply( shadowFrameExtents ); - - _viewportSize.copy( shadow.mapSize ); - - if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { - - if ( _shadowMapSize.x > _maxTextureSize ) { - - _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; - - } - - if ( _shadowMapSize.y > _maxTextureSize ) { - - _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; - - } - - } - - const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); - shadow.camera._reversedDepth = reversedDepthBuffer; - - if ( shadow.map === null || typeChanged === true ) { - - if ( shadow.map !== null ) { - - if ( shadow.map.depthTexture !== null ) { - - shadow.map.depthTexture.dispose(); - shadow.map.depthTexture = null; - - } - - shadow.map.dispose(); - - } - - if ( this.type === VSMShadowMap ) { - - if ( light.isPointLight ) { - - warn( 'WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.' ); - continue; - - } - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, { - format: RGFormat, - type: HalfFloatType, - minFilter: LinearFilter, - magFilter: LinearFilter, - generateMipmaps: false - } ); - shadow.map.texture.name = light.name + '.shadowMap'; - - // Native depth texture for VSM - depth is captured here, then blurred into the color texture - shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, FloatType ); - shadow.map.depthTexture.name = light.name + '.shadowMapDepth'; - shadow.map.depthTexture.format = DepthFormat; - shadow.map.depthTexture.compareFunction = null; // For regular sampling (not shadow comparison) - shadow.map.depthTexture.minFilter = NearestFilter; - shadow.map.depthTexture.magFilter = NearestFilter; - - } else { - - if ( light.isPointLight ) { - - shadow.map = new WebGLCubeRenderTarget( _shadowMapSize.x ); - shadow.map.depthTexture = new CubeDepthTexture( _shadowMapSize.x, UnsignedIntType ); - - } else { - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); - shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, UnsignedIntType ); - - } - - shadow.map.depthTexture.name = light.name + '.shadowMap'; - shadow.map.depthTexture.format = DepthFormat; - - if ( this.type === PCFShadowMap ) { - - shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare; - shadow.map.depthTexture.minFilter = LinearFilter; - shadow.map.depthTexture.magFilter = LinearFilter; - - } else { - - shadow.map.depthTexture.compareFunction = null; - shadow.map.depthTexture.minFilter = NearestFilter; - shadow.map.depthTexture.magFilter = NearestFilter; - - } - - } - - shadow.camera.updateProjectionMatrix(); - - } - - if ( shadow.map.isWebGLCubeRenderTarget !== true && ( shadow.map.width !== _shadowMapSize.x || shadow.map.height !== _shadowMapSize.y ) ) { - - shadow.map.setSize( _shadowMapSize.x, _shadowMapSize.y ); - - } - - // For cube render targets (PointLights), render all 6 faces. Sun lights - // render one atlas viewport per cascade. - const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : shadow.getViewportCount(); - - if ( light.isPointLight !== true ) shadow.updateMatrices( light, camera ); - - for ( let face = 0; face < faceCount; face ++ ) { - - const shadowCamera = shadow.getCamera( face ); - - if ( light.isPointLight ) { - - const camera = shadow.camera; - const shadowMatrix = shadow.matrix; - - const far = light.distance || camera.far; - - if ( far !== camera.far ) { - - camera.far = far; - camera.updateProjectionMatrix(); - - } - - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - camera.position.copy( _lightPositionWorld ); - - _lookTarget.copy( camera.position ); - _lookTarget.add( _cubeDirections[ face ] ); - camera.up.copy( _cubeUps[ face ] ); - camera.lookAt( _lookTarget ); - camera.updateMatrixWorld(); - - shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - shadow._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth ); - - } - - // For cube render targets, render to each face separately - if ( shadow.map.isWebGLCubeRenderTarget ) { - - renderer.setRenderTarget( shadow.map, face ); - renderer.clear(); - - } else { - - // For 2D render targets, use viewports - if ( face === 0 ) { - - renderer.setRenderTarget( shadow.map ); - renderer.clear(); - - } - - const viewport = shadow.getViewport( face ); - - _viewport.set( - _viewportSize.x * viewport.x, - _viewportSize.y * viewport.y, - _viewportSize.x * viewport.z, - _viewportSize.y * viewport.w - ); - - _state.viewport( _viewport ); - - } - - _frustum = shadow.getFrustum( face ); - - renderObject( scene, camera, shadowCamera, light, this.type ); - - } - - // do blur pass for VSM - - if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { - - VSMPass( shadow, camera ); - - } - - shadow.needsUpdate = false; - - } - - _previousType = this.type; - - scope.needsUpdate = false; - - renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); - - }; - - function VSMPass( shadow, camera ) { - - const geometry = objects.update( fullScreenMesh ); - - if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { - - shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; - shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; - - shadowMaterialVertical.needsUpdate = true; - shadowMaterialHorizontal.needsUpdate = true; - - } - - if ( shadow.mapPass === null ) { - - shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, { - format: RGFormat, - type: HalfFloatType - } ); - - } else if ( shadow.mapPass.width !== shadow.map.width || shadow.mapPass.height !== shadow.map.height ) { - - shadow.mapPass.setSize( shadow.map.width, shadow.map.height ); - - } - - // vertical pass - read from native depth texture - - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture; - shadowMaterialVertical.uniforms.resolution.value.set( shadow.map.width, shadow.map.height ); - shadowMaterialVertical.uniforms.radius.value = shadow.radius; - renderer.setRenderTarget( shadow.mapPass ); - renderer.clear(); - renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizontal pass - - shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizontal.uniforms.resolution.value.set( shadow.map.width, shadow.map.height ); - shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; - renderer.setRenderTarget( shadow.map ); - renderer.clear(); - renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); - - } - - function getDepthMaterial( object, material, light, type ) { - - let result = null; - - const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; - - if ( customMaterial !== undefined ) { - - result = customMaterial; - - } else { - - result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; - - if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || - ( material.displacementMap && material.displacementScale !== 0 ) || - ( material.alphaMap && material.alphaTest > 0 ) || - ( material.map && material.alphaTest > 0 ) || - ( material.alphaToCoverage === true ) ) { - - // in this case we need a unique material instance reflecting the - // appropriate state - - const keyA = result.uuid, keyB = material.uuid; - - let materialsForVariant = _materialCache[ keyA ]; - - if ( materialsForVariant === undefined ) { - - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; - - } - - let cachedMaterial = materialsForVariant[ keyB ]; - - if ( cachedMaterial === undefined ) { - - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; - material.addEventListener( 'dispose', onMaterialDispose ); - - } - - result = cachedMaterial; - - } - - } - - result.visible = material.visible; - result.wireframe = material.wireframe; - - if ( type === VSMShadowMap ) { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; - - } else { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; - - } - - result.alphaMap = material.alphaMap; - result.alphaTest = ( material.alphaToCoverage === true ) ? 0.5 : material.alphaTest; // approximate alphaToCoverage by using a fixed alphaTest value - result.map = material.map; - - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; - - result.displacementMap = material.displacementMap; - result.displacementScale = material.displacementScale; - result.displacementBias = material.displacementBias; - - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; - - if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { - - const materialProperties = renderer.properties.get( result ); - materialProperties.light = light; - - } - - return result; - - } - - function renderObject( object, camera, shadowCamera, light, type ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - - if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - const geometry = objects.update( object ); - const material = object.material; - - if ( Array.isArray( material ) ) { - - const groups = geometry.groups; - - for ( let k = 0, kl = groups.length; k < kl; k ++ ) { - - const group = groups[ k ]; - const groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); - - object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); - - renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); - - } - - } - - } else if ( material.visible ) { - - const depthMaterial = getDepthMaterial( object, material, light, type ); - - object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); - - renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - renderObject( children[ i ], camera, shadowCamera, light, type ); - - } - - } - - function onMaterialDispose( event ) { - - const material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - // make sure to remove the unique distance/depth materials used for shadow map rendering - - for ( const id in _materialCache ) { - - const cache = _materialCache[ id ]; - - const uuid = event.target.uuid; - - if ( uuid in cache ) { - - const shadowMaterial = cache[ uuid ]; - shadowMaterial.dispose(); - delete cache[ uuid ]; - - } - - } - - } - -} - -function WebGLState( gl, extensions ) { - - function ColorBuffer() { - - let locked = false; - - const color = new Vector4(); - let currentColorMask = null; - const currentColorClear = new Vector4( 0, 0, 0, 0 ); - - return { - - setMask: function ( colorMask ) { - - if ( currentColorMask !== colorMask && ! locked ) { - - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( r, g, b, a, premultipliedAlpha ) { - - if ( premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - color.set( r, g, b, a ); - - if ( currentColorClear.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); - - } - - }, - - reset: function () { - - locked = false; - - currentColorMask = null; - currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state - - } - - }; - - } - - function DepthBuffer() { - - let locked = false; - - let currentReversed = false; - let currentDepthMask = null; - let currentDepthFunc = null; - let currentDepthClear = null; - - return { - - setReversed: function ( reversed ) { - - if ( currentReversed !== reversed ) { - - const ext = extensions.get( 'EXT_clip_control' ); - - if ( reversed ) { - - ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT ); - - } else { - - ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT ); - - } - - currentReversed = reversed; - - const oldDepth = currentDepthClear; - currentDepthClear = null; - this.setClear( oldDepth ); - - } - - }, - - getReversed: function () { - - return currentReversed; - - }, - - setTest: function ( depthTest ) { - - if ( depthTest ) { - - enable( gl.DEPTH_TEST ); - - } else { - - disable( gl.DEPTH_TEST ); - - } - - }, - - setMask: function ( depthMask ) { - - if ( currentDepthMask !== depthMask && ! locked ) { - - gl.depthMask( depthMask ); - currentDepthMask = depthMask; - - } - - }, - - setFunc: function ( depthFunc ) { - - if ( currentReversed ) depthFunc = ReversedDepthFuncs[ depthFunc ]; - - if ( currentDepthFunc !== depthFunc ) { - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( gl.NEVER ); - break; - - case AlwaysDepth: - - gl.depthFunc( gl.ALWAYS ); - break; - - case LessDepth: - - gl.depthFunc( gl.LESS ); - break; - - case LessEqualDepth: - - gl.depthFunc( gl.LEQUAL ); - break; - - case EqualDepth: - - gl.depthFunc( gl.EQUAL ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( gl.GEQUAL ); - break; - - case GreaterDepth: - - gl.depthFunc( gl.GREATER ); - break; - - case NotEqualDepth: - - gl.depthFunc( gl.NOTEQUAL ); - break; - - default: - - gl.depthFunc( gl.LEQUAL ); - - } - - currentDepthFunc = depthFunc; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( depth ) { - - if ( currentDepthClear !== depth ) { - - currentDepthClear = depth; - - if ( currentReversed ) { - - depth = 1 - depth; - - } - - gl.clearDepth( depth ); - - } - - }, - - reset: function () { - - locked = false; - - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; - currentReversed = false; - - } - - }; - - } - - function StencilBuffer() { - - let locked = false; - - let currentStencilMask = null; - let currentStencilFunc = null; - let currentStencilRef = null; - let currentStencilFuncMask = null; - let currentStencilFail = null; - let currentStencilZFail = null; - let currentStencilZPass = null; - let currentStencilClear = null; - - return { - - setTest: function ( stencilTest ) { - - if ( ! locked ) { - - if ( stencilTest ) { - - enable( gl.STENCIL_TEST ); - - } else { - - disable( gl.STENCIL_TEST ); - - } - - } - - }, - - setMask: function ( stencilMask ) { - - if ( currentStencilMask !== stencilMask && ! locked ) { - - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; - - } - - }, - - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; - - } - - }, - - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( stencil ) { - - if ( currentStencilClear !== stencil ) { - - gl.clearStencil( stencil ); - currentStencilClear = stencil; - - } - - }, - - reset: function () { - - locked = false; - - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; - - } - - }; - - } - - // - - const colorBuffer = new ColorBuffer(); - const depthBuffer = new DepthBuffer(); - const stencilBuffer = new StencilBuffer(); - - const uboBindings = new WeakMap(); - const uboProgramMap = new WeakMap(); - - let enabledCapabilities = {}; - let parameters = {}; - - let currentBoundFramebuffers = {}; - let currentDrawbuffers = new WeakMap(); - let defaultDrawbuffers = []; - - let currentProgram = null; - - let currentBlendingEnabled = false; - let currentBlending = null; - let currentBlendEquation = null; - let currentBlendSrc = null; - let currentBlendDst = null; - let currentBlendEquationAlpha = null; - let currentBlendSrcAlpha = null; - let currentBlendDstAlpha = null; - let currentBlendColor = new Color( 0, 0, 0 ); - let currentBlendAlpha = 0; - let currentPremultipledAlpha = false; - - let currentFlipSided = null; - let currentCullFace = null; - - let currentLineWidth = null; - - let currentPolygonOffsetFactor = null; - let currentPolygonOffsetUnits = null; - - const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); - - let lineWidthAvailable = false; - let version = 0; - const glVersion = gl.getParameter( gl.VERSION ); - - if ( glVersion.indexOf( 'WebGL' ) !== -1 ) { - - version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 1.0 ); - - } else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) { - - version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 2.0 ); - - } - - let currentTextureSlot = null; - let currentBoundTextures = {}; - - const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); - const viewportParam = gl.getParameter( gl.VIEWPORT ); - - const currentScissor = new Vector4().fromArray( scissorParam ); - const currentViewport = new Vector4().fromArray( viewportParam ); - - function createTexture( type, target, count, dimensions ) { - - const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - const texture = gl.createTexture(); - - gl.bindTexture( type, texture ); - gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - - for ( let i = 0; i < count; i ++ ) { - - if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) { - - gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - - } else { - - gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - - } - - } - - return texture; - - } - - const emptyTextures = {}; - emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); - emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); - emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); - emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); - - // init - - colorBuffer.setClear( 0, 0, 0, 1 ); - depthBuffer.setClear( 1 ); - stencilBuffer.setClear( 0 ); - - enable( gl.DEPTH_TEST ); - depthBuffer.setFunc( LessEqualDepth ); - - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( gl.CULL_FACE ); - - setBlending( NoBlending ); - - // - - function enable( id ) { - - if ( enabledCapabilities[ id ] !== true ) { - - gl.enable( id ); - enabledCapabilities[ id ] = true; - - } - - } - - function disable( id ) { - - if ( enabledCapabilities[ id ] !== false ) { - - gl.disable( id ); - enabledCapabilities[ id ] = false; - - } - - } - - function bindFramebuffer( target, framebuffer ) { - - if ( currentBoundFramebuffers[ target ] !== framebuffer ) { - - gl.bindFramebuffer( target, framebuffer ); - - currentBoundFramebuffers[ target ] = framebuffer; - - // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER - - if ( target === gl.DRAW_FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; - - } - - if ( target === gl.FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; - - } - - return true; - - } - - return false; - - } - - function drawBuffers( renderTarget, framebuffer ) { - - let drawBuffers = defaultDrawbuffers; - - let needsUpdate = false; - - if ( renderTarget ) { - - drawBuffers = currentDrawbuffers.get( framebuffer ); - - if ( drawBuffers === undefined ) { - - drawBuffers = []; - currentDrawbuffers.set( framebuffer, drawBuffers ); - - } - - const textures = renderTarget.textures; - - if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; - - } - - drawBuffers.length = textures.length; - - needsUpdate = true; - - } - - } else { - - if ( drawBuffers[ 0 ] !== gl.BACK ) { - - drawBuffers[ 0 ] = gl.BACK; - - needsUpdate = true; - - } - - } - - if ( needsUpdate ) { - - gl.drawBuffers( drawBuffers ); - - } - - } - - function useProgram( program ) { - - if ( currentProgram !== program ) { - - gl.useProgram( program ); - - currentProgram = program; - - return true; - - } - - return false; - - } - - const equationToGL = { - [ AddEquation ]: gl.FUNC_ADD, - [ SubtractEquation ]: gl.FUNC_SUBTRACT, - [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT - }; - - equationToGL[ MinEquation ] = gl.MIN; - equationToGL[ MaxEquation ] = gl.MAX; - - const factorToGL = { - [ ZeroFactor ]: gl.ZERO, - [ OneFactor ]: gl.ONE, - [ SrcColorFactor ]: gl.SRC_COLOR, - [ SrcAlphaFactor ]: gl.SRC_ALPHA, - [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, - [ DstColorFactor ]: gl.DST_COLOR, - [ DstAlphaFactor ]: gl.DST_ALPHA, - [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, - [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, - [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, - [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA, - [ ConstantColorFactor ]: gl.CONSTANT_COLOR, - [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, - [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, - [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA - }; - - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { - - if ( blending === NoBlending ) { - - if ( currentBlendingEnabled === true ) { - - disable( gl.BLEND ); - currentBlendingEnabled = false; - - } - - return; - - } - - if ( currentBlendingEnabled === false ) { - - enable( gl.BLEND ); - currentBlendingEnabled = true; - - } - - if ( blending !== CustomBlending ) { - - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - - if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { - - gl.blendEquation( gl.FUNC_ADD ); - - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; - - } - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; - - case AdditiveBlending: - gl.blendFunc( gl.ONE, gl.ONE ); - break; - - case SubtractiveBlending: - gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; - - case MultiplyBlending: - gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE ); - break; - - default: - error( 'WebGLState: Invalid blending: ', blending ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - break; - - case AdditiveBlending: - gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE ); - break; - - case SubtractiveBlending: - error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' ); - break; - - case MultiplyBlending: - error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' ); - break; - - default: - error( 'WebGLState: Invalid blending: ', blending ); - break; - - } - - } - - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentBlendColor.set( 0, 0, 0 ); - currentBlendAlpha = 0; - - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - - } - - return; - - } - - // custom blending - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); - - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - - gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - - } - - if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { - - gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); - - currentBlendColor.copy( blendColor ); - currentBlendAlpha = blendAlpha; - - } - - currentBlending = blending; - currentPremultipledAlpha = false; - - } - - function setMaterial( material, frontFaceCW ) { - - material.side === DoubleSide - ? disable( gl.CULL_FACE ) - : enable( gl.CULL_FACE ); - - let flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; - - setFlipSided( flipSided ); - - ( material.blending === NormalBlending && material.transparent === false ) - ? setBlending( NoBlending ) - : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha ); - - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); - - const stencilWrite = material.stencilWrite; - stencilBuffer.setTest( stencilWrite ); - if ( stencilWrite ) { - - stencilBuffer.setMask( material.stencilWriteMask ); - stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); - stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - - } - - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - material.alphaToCoverage === true - ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) - : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); - - } - - // - - function setFlipSided( flipSided ) { - - if ( currentFlipSided !== flipSided ) { - - if ( flipSided ) { - - gl.frontFace( gl.CW ); - - } else { - - gl.frontFace( gl.CCW ); - - } - - currentFlipSided = flipSided; - - } - - } - - function setCullFace( cullFace ) { - - if ( cullFace !== CullFaceNone ) { - - enable( gl.CULL_FACE ); - - if ( cullFace !== currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( gl.BACK ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( gl.FRONT ); - - } else { - - gl.cullFace( gl.FRONT_AND_BACK ); - - } - - } - - } else { - - disable( gl.CULL_FACE ); - - } - - currentCullFace = cullFace; - - } - - function setLineWidth( width ) { - - if ( width !== currentLineWidth ) { - - if ( lineWidthAvailable ) gl.lineWidth( width ); - - currentLineWidth = width; - - } - - } - - function setPolygonOffset( polygonOffset, factor, units ) { - - if ( polygonOffset ) { - - enable( gl.POLYGON_OFFSET_FILL ); - - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - if ( depthBuffer.getReversed() ) { - - factor = - factor; - - } - - gl.polygonOffset( factor, units ); - - } - - } else { - - disable( gl.POLYGON_OFFSET_FILL ); - - } - - } - - function setScissorTest( scissorTest ) { - - if ( scissorTest ) { - - enable( gl.SCISSOR_TEST ); - - } else { - - disable( gl.SCISSOR_TEST ); - - } - - } - - // texture - - function activeTexture( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - } - - function bindTexture( webglType, webglTexture, webglSlot ) { - - if ( webglSlot === undefined ) { - - if ( currentTextureSlot === null ) { - - webglSlot = gl.TEXTURE0 + maxTextures - 1; - - } else { - - webglSlot = currentTextureSlot; - - } - - } - - let boundTexture = currentBoundTextures[ webglSlot ]; - - if ( boundTexture === undefined ) { - - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ webglSlot ] = boundTexture; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - } - - function unbindTexture() { - - const boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - - gl.bindTexture( boundTexture.type, null ); - - boundTexture.type = undefined; - boundTexture.texture = undefined; - - } - - } - - function compressedTexImage2D() { - - try { - - gl.compressedTexImage2D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function compressedTexImage3D() { - - try { - - gl.compressedTexImage3D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texSubImage2D() { - - try { - - gl.texSubImage2D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texSubImage3D() { - - try { - - gl.texSubImage3D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function compressedTexSubImage2D() { - - try { - - gl.compressedTexSubImage2D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function compressedTexSubImage3D() { - - try { - - gl.compressedTexSubImage3D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texStorage2D() { - - try { - - gl.texStorage2D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texStorage3D() { - - try { - - gl.texStorage3D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texImage2D() { - - try { - - gl.texImage2D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function texImage3D() { - - try { - - gl.texImage3D( ...arguments ); - - } catch ( e ) { - - error( 'WebGLState:', e ); - - } - - } - - function getParameter( name ) { - - if ( parameters[ name ] !== undefined ) { - - return parameters[ name ]; - - } else { - - return gl.getParameter( name ); - - } - - } - - function pixelStorei( name, value ) { - - if ( parameters[ name ] !== value ) { - - gl.pixelStorei( name, value ); - parameters[ name ] = value; - - } - - } - - // - - function scissor( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - } - - function viewport( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - } - - function updateUBOMapping( uniformsGroup, program ) { - - let mapping = uboProgramMap.get( program ); - - if ( mapping === undefined ) { - - mapping = new WeakMap(); - - uboProgramMap.set( program, mapping ); - - } - - let blockIndex = mapping.get( uniformsGroup ); - - if ( blockIndex === undefined ) { - - blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); - - mapping.set( uniformsGroup, blockIndex ); - - } - - } - - function uniformBlockBinding( uniformsGroup, program ) { - - const mapping = uboProgramMap.get( program ); - const blockIndex = mapping.get( uniformsGroup ); - - if ( uboBindings.get( program ) !== blockIndex ) { - - // bind shader specific block index to global block point - gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); - - uboBindings.set( program, blockIndex ); - - } - - } - - // - - function reset() { - - // reset state - - gl.disable( gl.BLEND ); - gl.disable( gl.CULL_FACE ); - gl.disable( gl.DEPTH_TEST ); - gl.disable( gl.POLYGON_OFFSET_FILL ); - gl.disable( gl.SCISSOR_TEST ); - gl.disable( gl.STENCIL_TEST ); - gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ONE, gl.ZERO ); - gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); - gl.blendColor( 0, 0, 0, 0 ); - - gl.colorMask( true, true, true, true ); - gl.clearColor( 0, 0, 0, 0 ); - - gl.depthMask( true ); - gl.depthFunc( gl.LESS ); - - depthBuffer.setReversed( false ); - - gl.clearDepth( 1 ); - - gl.stencilMask( 0xffffffff ); - gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); - gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); - gl.clearStencil( 0 ); - - gl.cullFace( gl.BACK ); - gl.frontFace( gl.CCW ); - - gl.polygonOffset( 0, 0 ); - - gl.activeTexture( gl.TEXTURE0 ); - - gl.bindFramebuffer( gl.FRAMEBUFFER, null ); - gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); - gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); - - gl.useProgram( null ); - - gl.lineWidth( 1 ); - - gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); - gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); - - gl.pixelStorei( gl.PACK_ALIGNMENT, 4 ); - gl.pixelStorei( gl.UNPACK_ALIGNMENT, 4 ); - gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false ); - gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false ); - gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL ); - gl.pixelStorei( gl.PACK_ROW_LENGTH, 0 ); - gl.pixelStorei( gl.PACK_SKIP_PIXELS, 0 ); - gl.pixelStorei( gl.PACK_SKIP_ROWS, 0 ); - gl.pixelStorei( gl.UNPACK_ROW_LENGTH, 0 ); - gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, 0 ); - gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, 0 ); - gl.pixelStorei( gl.UNPACK_SKIP_ROWS, 0 ); - gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, 0 ); - - // reset internals - - enabledCapabilities = {}; - parameters = {}; - - currentTextureSlot = null; - currentBoundTextures = {}; - - currentBoundFramebuffers = {}; - currentDrawbuffers = new WeakMap(); - defaultDrawbuffers = []; - - currentProgram = null; - - currentBlendingEnabled = false; - currentBlending = null; - currentBlendEquation = null; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentBlendColor = new Color( 0, 0, 0 ); - currentBlendAlpha = 0; - currentPremultipledAlpha = false; - - currentFlipSided = null; - currentCullFace = null; - - currentLineWidth = null; - - currentPolygonOffsetFactor = null; - currentPolygonOffsetUnits = null; - - currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); - currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); - - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); - - } - - return { - - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, - - enable: enable, - disable: disable, - - bindFramebuffer: bindFramebuffer, - drawBuffers: drawBuffers, - - useProgram: useProgram, - - setBlending: setBlending, - setMaterial: setMaterial, - - setFlipSided: setFlipSided, - setCullFace: setCullFace, - - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, - - setScissorTest: setScissorTest, - - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, - compressedTexImage2D: compressedTexImage2D, - compressedTexImage3D: compressedTexImage3D, - texImage2D: texImage2D, - texImage3D: texImage3D, - pixelStorei: pixelStorei, - getParameter: getParameter, - - updateUBOMapping: updateUBOMapping, - uniformBlockBinding: uniformBlockBinding, - - texStorage2D: texStorage2D, - texStorage3D: texStorage3D, - texSubImage2D: texSubImage2D, - texSubImage3D: texSubImage3D, - compressedTexSubImage2D: compressedTexSubImage2D, - compressedTexSubImage3D: compressedTexSubImage3D, - - scissor: scissor, - viewport: viewport, - - reset: reset - - }; - -} - -function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - - const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; - const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); - - const _imageDimensions = new Vector2(); - const _videoTextures = new WeakMap(); - const _htmlTextures = new Set(); - let _canvas; - - const _sources = new WeakMap(); // maps WebglTexture objects to instances of TextureSource - - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - - let useOffscreenCanvas = false; - - try { - - useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' - && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; - - - } catch ( err ) { - - // Ignore any errors - - } - - function createCanvas( width, height ) { - - // Use OffscreenCanvas when available. Specially needed in web workers - - return useOffscreenCanvas ? - new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); - - } - - function resizeImage( image, needsNewCanvas, maxSize ) { - - let scale = 1; - - const dimensions = getDimensions( image ); - - // handle case if texture exceeds max size - - if ( dimensions.width > maxSize || dimensions.height > maxSize ) { - - scale = maxSize / Math.max( dimensions.width, dimensions.height ); - - } - - // only perform resize if necessary - - if ( scale < 1 ) { - - // only perform resize for certain image types - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || - ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) { - - const width = Math.floor( scale * dimensions.width ); - const height = Math.floor( scale * dimensions.height ); - - if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - - const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; - - canvas.width = width; - canvas.height = height; - - const context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, width, height ); - - warn( 'WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' ); - - return canvas; - - } else { - - if ( 'data' in image ) { - - warn( 'WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' ); - - } - - return image; - - } - - } - - return image; - - } - - function textureNeedsGenerateMipmaps( texture ) { - - return texture.generateMipmaps; - - } - - function generateMipmap( target ) { - - _gl.generateMipmap( target ); - - } - - function getTargetType( texture ) { - - if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP; - if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D; - if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY; - return _gl.TEXTURE_2D; - - } - - function getInternalFormat( internalFormatName, glFormat, glType, normalized, colorSpace, forceLinearTransfer = false ) { - - if ( internalFormatName !== null ) { - - if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; - - warn( 'WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); - - } - - let ext_texture_norm16; - - if ( normalized ) { - - ext_texture_norm16 = extensions.get( 'EXT_texture_norm16' ); - - if ( ! ext_texture_norm16 ) { - - warn( 'WebGLRenderer: Unable to use normalized textures without EXT_texture_norm16 extension' ); - - } - - } - - let internalFormat = glFormat; - - if ( glFormat === _gl.RED ) { - - if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; - if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; - if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_EXT; - if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_SNORM_EXT; - - } - - if ( glFormat === _gl.RED_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; - if ( glType === _gl.INT ) internalFormat = _gl.R32I; - - } - - if ( glFormat === _gl.RG ) { - - if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; - if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; - if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_EXT; - if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_SNORM_EXT; - - } - - if ( glFormat === _gl.RG_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I; - if ( glType === _gl.INT ) internalFormat = _gl.RG32I; - - } - - if ( glFormat === _gl.RGB_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I; - if ( glType === _gl.INT ) internalFormat = _gl.RGB32I; - - } - - if ( glFormat === _gl.RGBA_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I; - if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I; - - } - - if ( glFormat === _gl.RGB ) { - - if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_EXT; - if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_SNORM_EXT; - if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5; - if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F; - - } - - if ( glFormat === _gl.RGBA ) { - - const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); - - if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; - if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; - if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_EXT; - if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_SNORM_EXT; - if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; - if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; - - } - - if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || - internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || - internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { - - extensions.get( 'EXT_color_buffer_float' ); - - } - - return internalFormat; - - } - - function getInternalDepthFormat( useStencil, depthType ) { - - let glInternalFormat; - if ( useStencil ) { - - if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { - - glInternalFormat = _gl.DEPTH24_STENCIL8; - - } else if ( depthType === FloatType ) { - - glInternalFormat = _gl.DEPTH32F_STENCIL8; - - } else if ( depthType === UnsignedShortType ) { - - glInternalFormat = _gl.DEPTH24_STENCIL8; - warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' ); - - } - - } else { - - if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { - - glInternalFormat = _gl.DEPTH_COMPONENT24; - - } else if ( depthType === FloatType ) { - - glInternalFormat = _gl.DEPTH_COMPONENT32F; - - } else if ( depthType === UnsignedShortType ) { - - glInternalFormat = _gl.DEPTH_COMPONENT16; - - } - - } - - return glInternalFormat; - - } - - function getMipLevels( texture, image ) { - - if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { - - return Math.log2( Math.max( image.width, image.height ) ) + 1; - - } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { - - // user-defined mipmaps - - return texture.mipmaps.length; - - } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { - - return image.mipmaps.length; - - } else { - - // texture without mipmaps (only base level) - - return 1; - - } - - } - - // - - function onTextureDispose( event ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - if ( texture.isVideoTexture ) { - - _videoTextures.delete( texture ); - - } - - if ( texture.isHTMLTexture ) { - - _htmlTextures.delete( texture ); - - } - - } - - function onRenderTargetDispose( event ) { - - const renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - } - - // - - function deallocateTexture( texture ) { - - const textureProperties = properties.get( texture ); - - if ( textureProperties.__webglInit === undefined ) return; - - // check if it's necessary to remove the WebGLTexture object - - const source = texture.source; - const webglTextures = _sources.get( source ); - - if ( webglTextures ) { - - const webglTexture = webglTextures[ textureProperties.__cacheKey ]; - webglTexture.usedTimes --; - - // the WebGLTexture object is not used anymore, remove it - - if ( webglTexture.usedTimes === 0 ) { - - deleteTexture( texture ); - - } - - // remove the weak map entry if no WebGLTexture uses the source anymore - - if ( Object.keys( webglTextures ).length === 0 ) { - - _sources.delete( source ); - - } - - } - - properties.remove( texture ); - - } - - function deleteTexture( texture ) { - - const textureProperties = properties.get( texture ); - _gl.deleteTexture( textureProperties.__webglTexture ); - - const source = texture.source; - const webglTextures = _sources.get( source ); - delete webglTextures[ textureProperties.__cacheKey ]; - - info.memory.textures --; - - } - - function deallocateRenderTarget( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - - if ( renderTarget.depthTexture ) { - - renderTarget.depthTexture.dispose(); - - properties.remove( renderTarget.depthTexture ); - - } - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - for ( let i = 0; i < 6; i ++ ) { - - if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { - - for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - - } - - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { - - for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - - } - - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); - - if ( renderTargetProperties.__webglColorRenderbuffer ) { - - for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { - - if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - } - - } - - if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); - - } - - const textures = renderTarget.textures; - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const attachmentProperties = properties.get( textures[ i ] ); - - if ( attachmentProperties.__webglTexture ) { - - _gl.deleteTexture( attachmentProperties.__webglTexture ); - - info.memory.textures --; - - } - - properties.remove( textures[ i ] ); - - } - - properties.remove( renderTarget ); - - } - - // - - let textureUnits = 0; - - function resetTextureUnits() { - - textureUnits = 0; - - } - - function getTextureUnits() { - - return textureUnits; - - } - - function setTextureUnits( value ) { - - textureUnits = value; - - } - - function allocateTextureUnit() { - - const textureUnit = textureUnits; - - if ( textureUnit >= capabilities.maxTextures ) { - - warn( 'WebGLTextures: Trying to use ' + ( textureUnit + 1 ) + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - - } - - textureUnits += 1; - - return textureUnit; - - } - - function getTextureCacheKey( texture ) { - - const array = []; - - array.push( texture.wrapS ); - array.push( texture.wrapT ); - array.push( texture.wrapR || 0 ); - array.push( texture.magFilter ); - array.push( texture.minFilter ); - array.push( texture.anisotropy ); - array.push( texture.internalFormat ); - array.push( texture.format ); - array.push( texture.type ); - array.push( texture.generateMipmaps ); - array.push( texture.premultiplyAlpha ); - array.push( texture.flipY ); - array.push( texture.unpackAlignment ); - array.push( texture.colorSpace ); - - return array.join(); - - } - - // - - function setTexture2D( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.isVideoTexture ) updateVideoTexture( texture ); - - if ( texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { - - const image = texture.image; - - if ( image === null ) { - - warn( 'WebGLRenderer: Texture marked for update but no image data found.' ); - - } else if ( image.complete === false ) { - - warn( 'WebGLRenderer: Texture marked for update but image is incomplete' ); - - } else { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - } else if ( texture.isExternalTexture ) { - - textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; - - } - - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - } - - function setTexture2DArray( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } else if ( texture.isExternalTexture ) { - - textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; - - } - - state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - } - - function setTexture3D( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - } - - function setTextureCube( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadCubeTexture( textureProperties, texture, slot ); - return; - - } - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - } - - const wrappingToGL = { - [ RepeatWrapping ]: _gl.REPEAT, - [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, - [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT - }; - - const filterToGL = { - [ NearestFilter ]: _gl.NEAREST, - [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, - [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, - - [ LinearFilter ]: _gl.LINEAR, - [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, - [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR - }; - - const compareToGL = { - [ NeverCompare ]: _gl.NEVER, - [ AlwaysCompare ]: _gl.ALWAYS, - [ LessCompare ]: _gl.LESS, - [ LessEqualCompare ]: _gl.LEQUAL, - [ EqualCompare ]: _gl.EQUAL, - [ GreaterEqualCompare ]: _gl.GEQUAL, - [ GreaterCompare ]: _gl.GREATER, - [ NotEqualCompare ]: _gl.NOTEQUAL - }; - - function setTextureParameters( textureType, texture ) { - - if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false && - ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || - texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) { - - warn( 'WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' ); - - } - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); - - if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); - - } - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); - - if ( texture.compareFunction ) { - - _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); - _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); - - } - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - if ( texture.magFilter === NearestFilter ) return; - if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; - if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function initTexture( textureProperties, texture ) { - - let forceUpload = false; - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - } - - // create TextureSource <-> WebGLTextures mapping if necessary - - const source = texture.source; - let webglTextures = _sources.get( source ); - - if ( webglTextures === undefined ) { - - webglTextures = {}; - _sources.set( source, webglTextures ); - - } - - // check if there is already a WebGLTexture object for the given texture parameters - - const textureCacheKey = getTextureCacheKey( texture ); - - if ( textureCacheKey !== textureProperties.__cacheKey ) { - - // if not, create a new instance of WebGLTexture - - if ( webglTextures[ textureCacheKey ] === undefined ) { - - // create new entry - - webglTextures[ textureCacheKey ] = { - texture: _gl.createTexture(), - usedTimes: 0 - }; - - info.memory.textures ++; - - // when a new instance of WebGLTexture was created, a texture upload is required - // even if the image contents are identical - - forceUpload = true; - - } - - webglTextures[ textureCacheKey ].usedTimes ++; - - // every time the texture cache key changes, it's necessary to check if an instance of - // WebGLTexture can be deleted in order to avoid a memory leak. - - const webglTexture = webglTextures[ textureProperties.__cacheKey ]; - - if ( webglTexture !== undefined ) { - - webglTextures[ textureProperties.__cacheKey ].usedTimes --; - - if ( webglTexture.usedTimes === 0 ) { - - deleteTexture( texture ); - - } - - } - - // store references to cache key and WebGLTexture object - - textureProperties.__cacheKey = textureCacheKey; - textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; - - } - - return forceUpload; - - } - - function getRow( index, rowLength, componentStride ) { - - return Math.floor( Math.floor( index / componentStride ) / rowLength ); - - } - - function updateTexture( texture, image, glFormat, glType ) { - - const componentStride = 4; // only RGBA supported - - const updateRanges = texture.updateRanges; - - if ( updateRanges.length === 0 ) { - - state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); - - } else { - - // Before applying update ranges, we merge any adjacent / overlapping - // ranges to reduce load on `gl.texSubImage2D`. Empirically, this has led - // to performance improvements for applications which make heavy use of - // update ranges. Likely due to GPU command overhead. - // - // Note that to reduce garbage collection between frames, we merge the - // update ranges in-place. This is safe because this method will clear the - // update ranges once updated. - - updateRanges.sort( ( a, b ) => a.start - b.start ); - - // To merge the update ranges in-place, we work from left to right in the - // existing updateRanges array, merging ranges. This may result in a final - // array which is smaller than the original. This index tracks the last - // index representing a merged range, any data after this index can be - // trimmed once the merge algorithm is completed. - let mergeIndex = 0; - - for ( let i = 1; i < updateRanges.length; i ++ ) { - - const previousRange = updateRanges[ mergeIndex ]; - const range = updateRanges[ i ]; - - // Only merge if in the same row and overlapping/adjacent - const previousEnd = previousRange.start + previousRange.count; - const currentRow = getRow( range.start, image.width, componentStride ); - const previousRow = getRow( previousRange.start, image.width, componentStride ); - - // We add one here to merge adjacent ranges. This is safe because ranges - // operate over positive integers. - if ( - range.start <= previousEnd + 1 && - currentRow === previousRow && - getRow( range.start + range.count - 1, image.width, componentStride ) === currentRow // ensure range doesn't spill - ) { - - previousRange.count = Math.max( - previousRange.count, - range.start + range.count - previousRange.start - ); - - } else { - - ++ mergeIndex; - updateRanges[ mergeIndex ] = range; - - } - - - } - - // Trim the array to only contain the merged ranges. - updateRanges.length = mergeIndex + 1; - - const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); - const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); - const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); - - state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); - - for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { - - const range = updateRanges[ i ]; - - const pixelStart = Math.floor( range.start / componentStride ); - const pixelCount = Math.ceil( range.count / componentStride ); - - const x = pixelStart % image.width; - const y = Math.floor( pixelStart / image.width ); - - // Assumes update ranges refer to contiguous memory - const width = pixelCount; - const height = 1; - - state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, x ); - state.pixelStorei( _gl.UNPACK_SKIP_ROWS, y ); - - state.texSubImage2D( _gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data ); - - } - - texture.clearUpdateRanges(); - - state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); - state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); - state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); - - } - - } - - function uploadTexture( textureProperties, texture, slot ) { - - let textureType = _gl.TEXTURE_2D; - - if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; - if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; - - const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; - - state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - const sourceProperties = properties.get( source ); - - if ( source.version !== sourceProperties.__version || forceUpload === true ) { - - state.activeTexture( _gl.TEXTURE0 + slot ); - - const isImageBitmap = ( typeof ImageBitmap !== 'undefined' && texture.image instanceof ImageBitmap ); - - if ( isImageBitmap === false ) { - - const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); - const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); - const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; - - state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); - - } - - state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); - - let image = resizeImage( texture.image, false, capabilities.maxTextureSize ); - image = verifyColorSpace( texture, image ); - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - - const glType = utils.convert( texture.type ); - let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, texture.isVideoTexture ); - - setTextureParameters( textureType, texture ); - - let mipmap; - const mipmaps = texture.mipmaps; - - const useTexStorage = ( texture.isVideoTexture !== true ); - const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); - const dataReady = source.dataReady; - const levels = getMipLevels( texture, image ); - - if ( texture.isDepthTexture ) { - - glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type ); - - // - - if ( allocateMemory ) { - - if ( useTexStorage ) { - - state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); - - } - - } - - } else if ( texture.isDataTexture ) { - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 ) { - - if ( useTexStorage && allocateMemory ) { - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - texture.generateMipmaps = false; - - } else { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); - - } - - if ( dataReady ) { - - updateTexture( texture, image, glFormat, glType ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); - - } - - } - - } else if ( texture.isCompressedTexture ) { - - if ( texture.isCompressedArrayTexture ) { - - if ( useTexStorage && allocateMemory ) { - - state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat ) { - - if ( glFormat !== null ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - if ( texture.layerUpdates.size > 0 ) { - - const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type ); - - for ( const layerIndex of texture.layerUpdates ) { - - const layerData = mipmap.data.subarray( - layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, - ( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT - ); - state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData ); - - } - - } else { - - state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data ); - - } - - } - - } else { - - state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); - - } - - } else { - - warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); - - } - - } else { - - state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - if ( texture.layerUpdates.size > 0 ) texture.clearLayerUpdates(); - - } else { - - if ( useTexStorage && allocateMemory ) { - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat ) { - - if ( glFormat !== null ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); - - } - - } else { - - state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } - - } else { - - warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - } - - } else if ( texture.isDataArrayTexture ) { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); - - } - - if ( dataReady ) { - - if ( texture.layerUpdates.size > 0 ) { - - const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type ); - - for ( const layerIndex of texture.layerUpdates ) { - - const layerData = image.data.subarray( - layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, - ( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT - ); - state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData ); - - } - - texture.clearLayerUpdates(); - - } else { - - state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); - - } - - } - - } else { - - state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - - } - - } else if ( texture.isData3DTexture ) { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); - - } - - if ( dataReady ) { - - state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); - - } - - } else { - - state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - - } - - } else if ( texture.isFramebufferTexture ) { - - if ( allocateMemory ) { - - if ( useTexStorage ) { - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); - - } else { - - let width = image.width, height = image.height; - - for ( let i = 0; i < levels; i ++ ) { - - state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); - - width >>= 1; - height >>= 1; - - } - - } - - } - - } else if ( texture.isHTMLTexture ) { - - if ( 'texElementImage2D' in _gl ) { - - const canvas = _gl.canvas; - - // Ensure the canvas supports HTML-in-Canvas and the element is a child. - if ( ! canvas.hasAttribute( 'layoutsubtree' ) ) { - - canvas.setAttribute( 'layoutsubtree', 'true' ); - - } - - if ( image.parentNode !== canvas ) { - - canvas.appendChild( image ); - - // Register and set up a shared paint callback for all HTMLTextures. - _htmlTextures.add( texture ); - - canvas.onpaint = ( event ) => { - - const changed = event.changedElements; - - for ( const t of _htmlTextures ) { - - if ( changed.includes( t.image ) ) { - - t.needsUpdate = true; - - } - - } - - }; - - canvas.requestPaint(); - return; - - } - - if ( _gl.texElementImage2D.length === 3 ) { - - // Chrome 150+ - - _gl.texElementImage2D( _gl.TEXTURE_2D, _gl.RGBA8, image ); - - } else { - - // Chrome 138 - 149 - - const level = 0; - const internalFormat = _gl.RGBA; - const srcFormat = _gl.RGBA; - const srcType = _gl.UNSIGNED_BYTE; - - _gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image ); - - } - - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - - } - - } else { - - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 ) { - - if ( useTexStorage && allocateMemory ) { - - const dimensions = getDimensions( mipmaps[ 0 ] ); - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); - - } - - } - - texture.generateMipmaps = false; - - } else { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - const dimensions = getDimensions( image ); - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); - - } - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( textureType ); - - } - - sourceProperties.__version = source.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - textureProperties.__version = texture.version; - - } - - function uploadCubeTexture( textureProperties, texture, slot ) { - - if ( texture.image.length !== 6 ) return; - - const forceUpload = initTexture( textureProperties, texture ); - const source = texture.source; - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); - - const sourceProperties = properties.get( source ); - - if ( source.version !== sourceProperties.__version || forceUpload === true ) { - - state.activeTexture( _gl.TEXTURE0 + slot ); - - const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); - const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); - const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; - - state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); - state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); - - const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); - const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); - - const cubeImage = []; - - for ( let i = 0; i < 6; i ++ ) { - - if ( ! isCompressed && ! isDataTexture ) { - - cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); - - } - - const image = cubeImage[ 0 ], - glFormat = utils.convert( texture.format, texture.colorSpace ), - glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); - - const useTexStorage = ( texture.isVideoTexture !== true ); - const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); - const dataReady = source.dataReady; - let levels = getMipLevels( texture, image ); - - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); - - let mipmaps; - - if ( isCompressed ) { - - if ( useTexStorage && allocateMemory ) { - - state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); - - } - - for ( let i = 0; i < 6; i ++ ) { - - mipmaps = cubeImage[ i ].mipmaps; - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - - if ( texture.format !== RGBAFormat ) { - - if ( glFormat !== null ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); - - } - - } else { - - state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } - - } else { - - warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - } - - } else { - - mipmaps = texture.mipmaps; - - if ( useTexStorage && allocateMemory ) { - - // TODO: Uniformly handle mipmap definitions - // Normal textures and compressed cube textures define base level + mips with their mipmap array - // Uncompressed cube textures use their mipmap array only for mips (no base level) - - if ( mipmaps.length > 0 ) levels ++; - - const dimensions = getDimensions( cubeImage[ 0 ] ); - - state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - for ( let i = 0; i < 6; i ++ ) { - - if ( isDataTexture ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - } - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - const mipmapImage = mipmap.image[ i ].image; - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); - - } - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); - - } - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); - - } - - } - - } - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - // We assume images for cube map have the same size. - generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } - - sourceProperties.__version = source.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - textureProperties.__version = texture.version; - - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) { - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); - const renderTargetProperties = properties.get( renderTarget ); - const textureProperties = properties.get( texture ); - - textureProperties.__renderTarget = renderTarget; - - if ( ! renderTargetProperties.__hasExternalTextures ) { - - const width = Math.max( 1, renderTarget.width >> level ); - const height = Math.max( 1, renderTarget.height >> level ); - - if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { - - state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); - - } else { - - state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null ); - - } - - } - - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - if ( useMultisampledRTT( renderTarget ) ) { - - multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); - - } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level ); - - } - - state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage( renderbuffer, renderTarget, useMultisample ) { - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - - if ( renderTarget.depthBuffer ) { - - // retrieve the depth attachment types - const depthTexture = renderTarget.depthTexture; - const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null; - const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType ); - const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - - // set up the attachment - if ( useMultisampledRTT( renderTarget ) ) { - - multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); - - } else if ( useMultisample ) { - - _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); - - } else { - - const textures = renderTarget.textures; - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); - - if ( useMultisampledRTT( renderTarget ) ) { - - multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); - - } else if ( useMultisample ) { - - _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - } - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - - } - - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget, cubeFace ) { - - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - - throw new Error( 'THREE.WebGLTextures: renderTarget.depthTexture must be an instance of THREE.DepthTexture.' ); - - } - - const textureProperties = properties.get( renderTarget.depthTexture ); - textureProperties.__renderTarget = renderTarget; - - // upload an empty depth texture with framebuffer size - if ( ! textureProperties.__webglTexture || - renderTarget.depthTexture.image.width !== renderTarget.width || - renderTarget.depthTexture.image.height !== renderTarget.height ) { - - renderTarget.depthTexture.image.width = renderTarget.width; - renderTarget.depthTexture.image.height = renderTarget.height; - renderTarget.depthTexture.needsUpdate = true; - - } - - if ( isCube ) { - - // For cube depth textures, initialize and bind without uploading image data - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - renderTarget.depthTexture.addEventListener( 'dispose', onTextureDispose ); - - } - - // Only create and allocate storage once - if ( textureProperties.__webglTexture === undefined ) { - - textureProperties.__webglTexture = _gl.createTexture(); - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture ); - - // Allocate storage for all 6 faces with correct depth texture format - const glFormat = utils.convert( renderTarget.depthTexture.format ); - const glType = utils.convert( renderTarget.depthTexture.type ); - - // Use proper internal format for depth textures - let glInternalFormat; - if ( renderTarget.depthTexture.format === DepthFormat ) { - - glInternalFormat = _gl.DEPTH_COMPONENT24; - - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - - glInternalFormat = _gl.DEPTH24_STENCIL8; - - } - - for ( let i = 0; i < 6; i ++ ) { - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - } - - } - - } else { - - setTexture2D( renderTarget.depthTexture, 0 ); - - } - - const webglDepthTexture = textureProperties.__webglTexture; - const samples = getRenderTargetSamples( renderTarget ); - - const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D; - const glAttachmentType = renderTarget.depthTexture.format === DepthStencilFormat ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - - if ( renderTarget.depthTexture.format === DepthFormat ) { - - if ( useMultisampledRTT( renderTarget ) ) { - - multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); - - } else { - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); - - } - - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - - if ( useMultisampledRTT( renderTarget ) ) { - - multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); - - } else { - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); - - } - - } else { - - throw new Error( 'THREE.WebGLTextures: Unknown depthTexture format.' ); - - } - - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - - // if the bound depth texture has changed - if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) { - - // fire the dispose event to get rid of stored state associated with the previously bound depth buffer - const depthTexture = renderTarget.depthTexture; - if ( renderTargetProperties.__depthDisposeCallback ) { - - renderTargetProperties.__depthDisposeCallback(); - - } - - // set up dispose listeners to track when the currently attached buffer is implicitly unbound - if ( depthTexture ) { - - const disposeEvent = () => { - - delete renderTargetProperties.__boundDepthTexture; - delete renderTargetProperties.__depthDisposeCallback; - depthTexture.removeEventListener( 'dispose', disposeEvent ); - - }; - - depthTexture.addEventListener( 'dispose', disposeEvent ); - renderTargetProperties.__depthDisposeCallback = disposeEvent; - - } - - renderTargetProperties.__boundDepthTexture = depthTexture; - - } - - if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { - - if ( isCube ) { - - // For cube render targets with depth texture, setup each face - for ( let i = 0; i < 6; i ++ ) { - - setupDepthTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, i ); - - } - - } else { - - const mipmaps = renderTarget.texture.mipmaps; - - if ( mipmaps && mipmaps.length > 0 ) { - - setupDepthTexture( renderTargetProperties.__webglFramebuffer[ 0 ], renderTarget, 0 ); - - } else { - - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 0 ); - - } - - } - - } else { - - if ( isCube ) { - - renderTargetProperties.__webglDepthbuffer = []; - - for ( let i = 0; i < 6; i ++ ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); - - if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) { - - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); - - } else { - - // attach buffer if it's been created already - const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ]; - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); - - } - - } - - } else { - - const mipmaps = renderTarget.texture.mipmaps; - - if ( mipmaps && mipmaps.length > 0 ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); - - } else { - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - - } - - if ( renderTargetProperties.__webglDepthbuffer === undefined ) { - - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); - - } else { - - // attach buffer if it's been created already - const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - const renderbuffer = renderTargetProperties.__webglDepthbuffer; - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); - - } - - } - - } - - state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // rebind framebuffer with external textures - function rebindTextures( renderTarget, colorTexture, depthTexture ) { - - const renderTargetProperties = properties.get( renderTarget ); - - if ( colorTexture !== undefined ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); - - } - - if ( depthTexture !== undefined ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - const texture = renderTarget.texture; - - const renderTargetProperties = properties.get( renderTarget ); - const textureProperties = properties.get( texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - const textures = renderTarget.textures; - - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - const isMultipleRenderTargets = ( textures.length > 1 ); - - if ( ! isMultipleRenderTargets ) { - - if ( textureProperties.__webglTexture === undefined ) { - - textureProperties.__webglTexture = _gl.createTexture(); - - } - - textureProperties.__version = texture.version; - info.memory.textures ++; - - } - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( let i = 0; i < 6; i ++ ) { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - renderTargetProperties.__webglFramebuffer[ i ] = []; - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } - - } else { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - } - - if ( isMultipleRenderTargets ) { - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const attachmentProperties = properties.get( textures[ i ] ); - - if ( attachmentProperties.__webglTexture === undefined ) { - - attachmentProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - } - - } - - } - - if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { - - renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); - renderTargetProperties.__webglColorRenderbuffer = []; - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, renderTarget.isXRRenderTarget === true ); - const samples = getRenderTargetSamples( renderTarget ); - _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - - if ( renderTarget.depthBuffer ) { - - renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); - - } - - state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); - - for ( let i = 0; i < 6; i ++ ) { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); - - } - - } else { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } - - state.unbindTexture(); - - } else if ( isMultipleRenderTargets ) { - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const attachment = textures[ i ]; - const attachmentProperties = properties.get( attachment ); - - let glTextureType = _gl.TEXTURE_2D; - - if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { - - glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; - - } - - state.bindTexture( glTextureType, attachmentProperties.__webglTexture ); - setTextureParameters( glTextureType, attachment ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0 ); - - if ( textureNeedsGenerateMipmaps( attachment ) ) { - - generateMipmap( glTextureType ); - - } - - } - - state.unbindTexture(); - - } else { - - let glTextureType = _gl.TEXTURE_2D; - - if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { - - glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; - - } - - state.bindTexture( glTextureType, textureProperties.__webglTexture ); - setTextureParameters( glTextureType, texture ); - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); - - } - - } else { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( glTextureType ); - - } - - state.unbindTexture(); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - function updateRenderTargetMipmap( renderTarget ) { - - const textures = renderTarget.textures; - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const texture = textures[ i ]; - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - const targetType = getTargetType( renderTarget ); - const webglTexture = properties.get( texture ).__webglTexture; - - state.bindTexture( targetType, webglTexture ); - generateMipmap( targetType ); - state.unbindTexture(); - - } - - } - - } - - const invalidationArrayRead = []; - const invalidationArrayDraw = []; - - function updateMultisampleRenderTarget( renderTarget ) { - - if ( renderTarget.samples > 0 ) { - - if ( useMultisampledRTT( renderTarget ) === false ) { - - const textures = renderTarget.textures; - const width = renderTarget.width; - const height = renderTarget.height; - let mask = _gl.COLOR_BUFFER_BIT; - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - const renderTargetProperties = properties.get( renderTarget ); - const isMultipleRenderTargets = ( textures.length > 1 ); - - // If MRT we need to remove FBO attachments - if ( isMultipleRenderTargets ) { - - for ( let i = 0; i < textures.length; i ++ ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); - - } - - } - - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - - const mipmaps = renderTarget.texture.mipmaps; - - if ( mipmaps && mipmaps.length > 0 ) { - - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); - - } else { - - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - - } - - for ( let i = 0; i < textures.length; i ++ ) { - - if ( renderTarget.resolveDepthBuffer ) { - - if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; - - // resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799) - - if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; - - } - - if ( isMultipleRenderTargets ) { - - _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - const webglTexture = properties.get( textures[ i ] ).__webglTexture; - _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); - - } - - _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); - - if ( supportsInvalidateFramebuffer === true ) { - - invalidationArrayRead.length = 0; - invalidationArrayDraw.length = 0; - - invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i ); - - if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false ) { - - invalidationArrayRead.push( depthStyle ); - invalidationArrayDraw.push( depthStyle ); - - _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw ); - - } - - _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead ); - - } - - } - - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); - - // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments - if ( isMultipleRenderTargets ) { - - for ( let i = 0; i < textures.length; i ++ ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - const webglTexture = properties.get( textures[ i ] ).__webglTexture; - - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); - - } - - } - - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - - } else { - - if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false && supportsInvalidateFramebuffer ) { - - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - - _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); - - } - - } - - } - - } - - function getRenderTargetSamples( renderTarget ) { - - return Math.min( capabilities.maxSamples, renderTarget.samples ); - - } - - function useMultisampledRTT( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - - return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; - - } - - function updateVideoTexture( texture ) { - - const frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - - if ( _videoTextures.get( texture ) !== frame ) { - - _videoTextures.set( texture, frame ); - texture.update(); - - } - - } - - function verifyColorSpace( texture, image ) { - - const colorSpace = texture.colorSpace; - const format = texture.format; - const type = texture.type; - - if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image; - - if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { - - // sRGB - - if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { - - // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format - - if ( format !== RGBAFormat || type !== UnsignedByteType ) { - - warn( 'WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); - - } - - } else { - - error( 'WebGLTextures: Unsupported texture color space:', colorSpace ); - - } - - } - - return image; - - } - - function getDimensions( image ) { - - if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) { - - // if intrinsic data are not available, fallback to width/height - - _imageDimensions.width = image.naturalWidth || image.width; - _imageDimensions.height = image.naturalHeight || image.height; - - } else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) { - - _imageDimensions.width = image.displayWidth; - _imageDimensions.height = image.displayHeight; - - } else { - - _imageDimensions.width = image.width; - _imageDimensions.height = image.height; - - } - - return _imageDimensions; - - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; - this.getTextureUnits = getTextureUnits; - this.setTextureUnits = setTextureUnits; - - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.rebindTextures = rebindTextures; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; - this.setupDepthRenderbuffer = setupDepthRenderbuffer; - this.setupFrameBufferTexture = setupFrameBufferTexture; - this.useMultisampledRTT = useMultisampledRTT; - - this.isReversedDepthBuffer = function () { - - return state.buffers.depth.getReversed(); - - }; - -} - -function WebGLUtils( gl, extensions ) { - - function convert( p, colorSpace = NoColorSpace ) { - - let extension; - - const transfer = ColorManagement.getTransfer( colorSpace ); - - if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; - if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; - if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV; - - if ( p === ByteType ) return gl.BYTE; - if ( p === ShortType ) return gl.SHORT; - if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; - if ( p === IntType ) return gl.INT; - if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; - if ( p === FloatType ) return gl.FLOAT; - if ( p === HalfFloatType ) return gl.HALF_FLOAT; - - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - // WebGL2 formats. - - if ( p === RedFormat ) return gl.RED; - if ( p === RedIntegerFormat ) return gl.RED_INTEGER; - if ( p === RGFormat ) return gl.RG; - if ( p === RGIntegerFormat ) return gl.RG_INTEGER; - if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; - - // S3TC - - if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - - if ( transfer === SRGBTransfer ) { - - extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); - - if ( extension !== null ) { - - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; - - } else { - - return null; - - } - - } else { - - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - if ( extension !== null ) { - - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - - } else { - - return null; - - } - - } - - } - - // PVRTC - - if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - if ( extension !== null ) { - - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - - } else { - - return null; - - } - - } - - // ETC - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - - if ( extension !== null ) { - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; - if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; - if ( p === R11_EAC_Format ) return extension.COMPRESSED_R11_EAC; - if ( p === SIGNED_R11_EAC_Format ) return extension.COMPRESSED_SIGNED_R11_EAC; - if ( p === RG11_EAC_Format ) return extension.COMPRESSED_RG11_EAC; - if ( p === SIGNED_RG11_EAC_Format ) return extension.COMPRESSED_SIGNED_RG11_EAC; - - } else { - - return null; - - } - - } - - // ASTC - - if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || - p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || - p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || - p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || - p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_astc' ); - - if ( extension !== null ) { - - if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; - if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; - if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; - if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; - if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; - if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; - if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; - if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; - if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; - if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; - if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; - if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; - if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; - if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; - - } else { - - return null; - - } - - } - - // BPTC - - if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { - - extension = extensions.get( 'EXT_texture_compression_bptc' ); - - if ( extension !== null ) { - - if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; - if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; - if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT; - - } else { - - return null; - - } - - } - - // RGTC - - if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { - - extension = extensions.get( 'EXT_texture_compression_rgtc' ); - - if ( extension !== null ) { - - if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; - if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; - if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; - if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; - - } else { - - return null; - - } - - } - - // - - if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8; - - // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) - - return ( gl[ p ] !== undefined ) ? gl[ p ] : null; - - } - - return { convert: convert }; - -} - -const _occlusion_vertex = ` -void main() { - - gl_Position = vec4( position, 1.0 ); - -}`; - -const _occlusion_fragment = ` -uniform sampler2DArray depthColor; -uniform float depthWidth; -uniform float depthHeight; - -void main() { - - vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight ); - - if ( coord.x >= 1.0 ) { - - gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; - - } else { - - gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; - - } - -}`; - -/** - * A XR module that manages the access to the Depth Sensing API. - */ -class WebXRDepthSensing { - - /** - * Constructs a new depth sensing module. - */ - constructor() { - - /** - * An opaque texture representing the depth of the user's environment. - * - * @type {?ExternalTexture} - */ - this.texture = null; - - /** - * A plane mesh for visualizing the depth texture. - * - * @type {?Mesh} - */ - this.mesh = null; - - /** - * The depth near value. - * - * @type {number} - */ - this.depthNear = 0; - - /** - * The depth near far. - * - * @type {number} - */ - this.depthFar = 0; - - } - - /** - * Inits the depth sensing module - * - * @param {XRWebGLDepthInformation} depthData - The XR depth data. - * @param {XRRenderState} renderState - The XR render state. - */ - init( depthData, renderState ) { - - if ( this.texture === null ) { - - const texture = new ExternalTexture( depthData.texture ); - - if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) { - - this.depthNear = depthData.depthNear; - this.depthFar = depthData.depthFar; - - } - - this.texture = texture; - - } - - } - - /** - * Returns a plane mesh that visualizes the depth texture. - * - * @param {ArrayCamera} cameraXR - The XR camera. - * @return {?Mesh} The plane mesh. - */ - getMesh( cameraXR ) { - - if ( this.texture !== null ) { - - if ( this.mesh === null ) { - - const viewport = cameraXR.cameras[ 0 ].viewport; - const material = new ShaderMaterial( { - vertexShader: _occlusion_vertex, - fragmentShader: _occlusion_fragment, - uniforms: { - depthColor: { value: this.texture }, - depthWidth: { value: viewport.z }, - depthHeight: { value: viewport.w } - } - } ); - - this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material ); - - } - - } - - return this.mesh; - - } - - /** - * Resets the module - */ - reset() { - - this.texture = null; - this.mesh = null; - - } - - /** - * Returns a texture representing the depth of the user's environment. - * - * @return {?ExternalTexture} The depth texture. - */ - getDepthTexture() { - - return this.texture; - - } - -} - -/** - * This class represents an abstraction of the WebXR Device API and is - * internally used by {@link WebGLRenderer}. `WebXRManager` also provides a public - * interface that allows users to enable/disable XR and perform XR related - * tasks like for instance retrieving controllers. - * - * @augments EventDispatcher - * @hideconstructor - */ -class WebXRManager extends EventDispatcher { - - /** - * Constructs a new WebGL renderer. - * - * @param {WebGLRenderer} renderer - The renderer. - * @param {WebGL2RenderingContext} gl - The rendering context. - */ - constructor( renderer, gl ) { - - super(); - - const scope = this; - - let session = null; - - let framebufferScaleFactor = 1.0; - - let referenceSpace = null; - let referenceSpaceType = 'local-floor'; - // Set default foveation to maximum. - let foveation = 1.0; - let customReferenceSpace = null; - - let pose = null; - let glBinding = null; - let glProjLayer = null; - let glBaseLayer = null; - let xrFrame = null; - - const supportsGlBinding = typeof XRWebGLBinding !== 'undefined'; - - const depthSensing = new WebXRDepthSensing(); - const cameraAccessTextures = {}; - const attributes = gl.getContextAttributes(); - - let initialRenderTarget = null; - let newRenderTarget = null; - - const controllers = []; - const controllerInputSources = []; - - const currentSize = new Vector2(); - let currentPixelRatio = null; - let currentCameraSettings = null; - - // - - const cameraL = new PerspectiveCamera(); - cameraL.viewport = new Vector4(); - - const cameraR = new PerspectiveCamera(); - cameraR.viewport = new Vector4(); - - const cameras = [ cameraL, cameraR ]; - - const cameraXR = new ArrayCamera(); - - let _currentDepthNear = null; - let _currentDepthFar = null; - - // - - /** - * Whether the manager's XR camera should be automatically updated or not. - * - * @type {boolean} - * @default true - */ - this.cameraAutoUpdate = true; - - /** - * This flag notifies the renderer to be ready for XR rendering. Set it to `true` - * if you are going to use XR in your app. - * - * @type {boolean} - * @default false - */ - this.enabled = false; - - /** - * Whether XR presentation is active or not. - * - * @type {boolean} - * @readonly - * @default false - */ - this.isPresenting = false; - - /** - * Returns a group representing the `target ray` space of the XR controller. - * Use this space for visualizing 3D objects that support the user in pointing - * tasks like UI interaction. - * - * @param {number} index - The index of the controller. - * @return {Group} A group representing the `target ray` space. - */ - this.getController = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getTargetRaySpace(); - - }; - - /** - * Returns a group representing the `grip` space of the XR controller. - * Use this space for visualizing 3D objects that support the user in pointing - * tasks like UI interaction. - * - * Note: If you want to show something in the user's hand AND offer a - * pointing ray at the same time, you'll want to attached the handheld object - * to the group returned by `getControllerGrip()` and the ray to the - * group returned by `getController()`. The idea is to have two - * different groups in two different coordinate spaces for the same WebXR - * controller. - * - * @param {number} index - The index of the controller. - * @return {Group} A group representing the `grip` space. - */ - this.getControllerGrip = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getGripSpace(); - - }; - - /** - * Returns a group representing the `hand` space of the XR controller. - * Use this space for visualizing 3D objects that support the user in pointing - * tasks like UI interaction. - * - * @param {number} index - The index of the controller. - * @return {Group} A group representing the `hand` space. - */ - this.getHand = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getHandSpace(); - - }; - - // - - function onSessionEvent( event ) { - - const controllerIndex = controllerInputSources.indexOf( event.inputSource ); - - if ( controllerIndex === -1 ) { - - return; - - } - - const controller = controllers[ controllerIndex ]; - - if ( controller !== undefined ) { - - controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); - controller.dispatchEvent( { type: event.type, data: event.inputSource } ); - - } - - } - - function onSessionEnd() { - - session.removeEventListener( 'select', onSessionEvent ); - session.removeEventListener( 'selectstart', onSessionEvent ); - session.removeEventListener( 'selectend', onSessionEvent ); - session.removeEventListener( 'squeeze', onSessionEvent ); - session.removeEventListener( 'squeezestart', onSessionEvent ); - session.removeEventListener( 'squeezeend', onSessionEvent ); - session.removeEventListener( 'end', onSessionEnd ); - session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); - - for ( let i = 0; i < controllers.length; i ++ ) { - - const inputSource = controllerInputSources[ i ]; - - if ( inputSource === null ) continue; - - controllerInputSources[ i ] = null; - - controllers[ i ].disconnect( inputSource ); - - } - - _currentDepthNear = null; - _currentDepthFar = null; - - depthSensing.reset(); - for ( const key in cameraAccessTextures ) { - - delete cameraAccessTextures[ key ]; - - } - - // restore framebuffer/rendering state - - renderer.setRenderTarget( initialRenderTarget ); - - glBaseLayer = null; - glProjLayer = null; - glBinding = null; - session = null; - newRenderTarget = null; - - // - - animation.stop(); - - scope.isPresenting = false; - - renderer.setPixelRatio( currentPixelRatio ); - renderer.setSize( currentSize.width, currentSize.height, false ); - - if ( currentCameraSettings !== null ) { - - const camera = currentCameraSettings.camera; - - camera.fov = currentCameraSettings.fov; - camera.zoom = currentCameraSettings.zoom; - camera.updateProjectionMatrix(); - - currentCameraSettings = null; - - } - - scope.dispatchEvent( { type: 'sessionend' } ); - - } - - /** - * Sets the framebuffer scale factor. - * - * This method can not be used during a XR session. - * - * @param {number} value - The framebuffer scale factor. - */ - this.setFramebufferScaleFactor = function ( value ) { - - framebufferScaleFactor = value; - - if ( scope.isPresenting === true ) { - - warn( 'WebXRManager: Cannot change framebuffer scale while presenting.' ); - - } - - }; - - /** - * Sets the reference space type. Can be used to configure a spatial relationship with the user's physical - * environment. Depending on how the user moves in 3D space, setting an appropriate reference space can - * improve tracking. Default is `local-floor`. Valid values can be found here - * https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace#reference_space_types. - * - * This method can not be used during a XR session. - * - * @param {string} value - The reference space type. - */ - this.setReferenceSpaceType = function ( value ) { - - referenceSpaceType = value; - - if ( scope.isPresenting === true ) { - - warn( 'WebXRManager: Cannot change reference space type while presenting.' ); - - } - - }; - - /** - * Returns the XR reference space. - * - * @return {XRReferenceSpace} The XR reference space. - */ - this.getReferenceSpace = function () { - - return customReferenceSpace || referenceSpace; - - }; - - /** - * Sets a custom XR reference space. - * - * @param {XRReferenceSpace} space - The XR reference space. - */ - this.setReferenceSpace = function ( space ) { - - customReferenceSpace = space; - - }; - - /** - * Returns the current base layer. - * - * This is an `XRProjectionLayer` when the targeted XR device supports the - * WebXR Layers API, or an `XRWebGLLayer` otherwise. - * - * @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer. - */ - this.getBaseLayer = function () { - - return glProjLayer !== null ? glProjLayer : glBaseLayer; - - }; - - /** - * Returns the current XR binding. - * - * Creates a new binding if needed and the browser is - * capable of doing so. - * - * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created. - */ - this.getBinding = function () { - - if ( glBinding === null && supportsGlBinding ) { - - glBinding = new XRWebGLBinding( session, gl ); - - } - - return glBinding; - - }; - - /** - * Returns the current XR frame. - * - * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session. - */ - this.getFrame = function () { - - return xrFrame; - - }; - - /** - * Returns the current XR session. - * - * @return {?XRSession} The XR session. Returns `null` when used outside a XR session. - */ - this.getSession = function () { - - return session; - - }; - - /** - * After a XR session has been requested usually with one of the `*Button` modules, it - * is injected into the renderer with this method. This method triggers the start of - * the actual XR rendering. - * - * @async - * @param {XRSession} value - The XR session to set. - * @return {Promise} A Promise that resolves when the session has been set. - */ - this.setSession = async function ( value ) { - - session = value; - - if ( session !== null ) { - - initialRenderTarget = renderer.getRenderTarget(); - - session.addEventListener( 'select', onSessionEvent ); - session.addEventListener( 'selectstart', onSessionEvent ); - session.addEventListener( 'selectend', onSessionEvent ); - session.addEventListener( 'squeeze', onSessionEvent ); - session.addEventListener( 'squeezestart', onSessionEvent ); - session.addEventListener( 'squeezeend', onSessionEvent ); - session.addEventListener( 'end', onSessionEnd ); - session.addEventListener( 'inputsourceschange', onInputSourcesChange ); - - if ( attributes.xrCompatible !== true ) { - - await gl.makeXRCompatible(); - - } - - currentPixelRatio = renderer.getPixelRatio(); - renderer.getSize( currentSize ); - - - // Check that the browser implements the necessary APIs to use an - // XRProjectionLayer rather than an XRWebGLLayer - const supportsLayers = supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype; - - if ( ! supportsLayers ) { - - const layerInit = { - antialias: attributes.antialias, - alpha: true, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; - - glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); - - session.updateRenderState( { baseLayer: glBaseLayer } ); - - renderer.setPixelRatio( 1 ); - renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); - - newRenderTarget = new WebGLRenderTarget( - glBaseLayer.framebufferWidth, - glBaseLayer.framebufferHeight, - { - format: RGBAFormat, - type: UnsignedByteType, - colorSpace: renderer.outputColorSpace, - stencilBuffer: attributes.stencil, - resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ), - resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ), - storeMultisampledDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ), - storeMultisampledStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ) - - } - ); - - } else { - - let depthFormat = null; - let depthType = null; - let glDepthFormat = null; - - if ( attributes.depth ) { - - glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; - depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; - depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; - - } - - const projectionlayerInit = { - colorFormat: gl.RGBA8, - depthFormat: glDepthFormat, - scaleFactor: framebufferScaleFactor - }; - - glBinding = this.getBinding(); - - glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); - - session.updateRenderState( { layers: [ glProjLayer ] } ); - - renderer.setPixelRatio( 1 ); - renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); - - newRenderTarget = new WebGLRenderTarget( - glProjLayer.textureWidth, - glProjLayer.textureHeight, - { - format: RGBAFormat, - type: UnsignedByteType, - depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), - stencilBuffer: attributes.stencil, - colorSpace: renderer.outputColorSpace, - samples: attributes.antialias ? 4 : 0, - resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ), - resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ), - storeMultisampledDepthBuffer: ( glProjLayer.ignoreDepthValues === false ), - storeMultisampledStencilBuffer: ( glProjLayer.ignoreDepthValues === false ) - } ); - - } - - newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 - - this.setFoveation( foveation ); - - customReferenceSpace = null; - referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); - - animation.setContext( session ); - animation.start(); - - scope.isPresenting = true; - - scope.dispatchEvent( { type: 'sessionstart' } ); - - } - - }; - - /** - * Returns the environment blend mode from the current XR session. - * - * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session. - */ - this.getEnvironmentBlendMode = function () { - - if ( session !== null ) { - - return session.environmentBlendMode; - - } - - }; - - /** - * Returns the current depth texture computed via depth sensing. - * - * See {@link WebXRDepthSensing#getDepthTexture}. - * - * @return {?Texture} The depth texture. - */ - this.getDepthTexture = function () { - - return depthSensing.getDepthTexture(); - - }; - - function onInputSourcesChange( event ) { - - // Notify disconnected - - for ( let i = 0; i < event.removed.length; i ++ ) { - - const inputSource = event.removed[ i ]; - const index = controllerInputSources.indexOf( inputSource ); - - if ( index >= 0 ) { - - controllerInputSources[ index ] = null; - controllers[ index ].disconnect( inputSource ); - - } - - } - - // Notify connected - - for ( let i = 0; i < event.added.length; i ++ ) { - - const inputSource = event.added[ i ]; - - let controllerIndex = controllerInputSources.indexOf( inputSource ); - - if ( controllerIndex === -1 ) { - - // Assign input source a controller that currently has no input source - - for ( let i = 0; i < controllers.length; i ++ ) { - - if ( i >= controllerInputSources.length ) { - - controllerInputSources.push( inputSource ); - controllerIndex = i; - break; - - } else if ( controllerInputSources[ i ] === null ) { - - controllerInputSources[ i ] = inputSource; - controllerIndex = i; - break; - - } - - } - - // If all controllers do currently receive input we ignore new ones - - if ( controllerIndex === -1 ) break; - - } - - const controller = controllers[ controllerIndex ]; - - if ( controller ) { - - controller.connect( inputSource ); - - } - - } - - } - - // - - const cameraLPos = new Vector3(); - const cameraRPos = new Vector3(); - - /** - * Assumes 2 cameras that are parallel and share an X-axis, and that - * the cameras' projection and world matrices have already been set. - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - * - * @param {ArrayCamera} camera - The camera to update. - * @param {PerspectiveCamera} cameraL - The left camera. - * @param {PerspectiveCamera} cameraR - The right camera. - */ - function setProjectionFromUnion( camera, cameraL, cameraR ) { - - cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); - cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); - - const ipd = cameraLPos.distanceTo( cameraRPos ); - - const projL = cameraL.projectionMatrix.elements; - const projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. - const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); - const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); - const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; - const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; - - const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; - const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - const left = near * leftFov; - const right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. - const zOffset = ipd / ( - leftFov + rightFov ); - const xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? - cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); - camera.translateX( xOffset ); - camera.translateZ( zOffset ); - camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); - camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - // Check if the projection uses an infinite far plane. - if ( projL[ 10 ] === -1 ) { - - // Use the projection matrix from the left eye. - // The camera offset is sufficient to include the view volumes - // of both eyes (assuming symmetric projections). - camera.projectionMatrix.copy( cameraL.projectionMatrix ); - camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse ); - - } else { - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, - // although must now be relative to the new union camera. - const near2 = near + zOffset; - const far2 = far + zOffset; - const left2 = left - xOffset; - const right2 = right + ( ipd - xOffset ); - const top2 = topFov * far / far2 * near2; - const bottom2 = bottomFov * far / far2 * near2; - - camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); - camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); - - } - - } - - function updateCamera( camera, parent ) { - - if ( parent === null ) { - - camera.matrixWorld.copy( camera.matrix ); - - } else { - - camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); - - } - - camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - } - - /** - * Updates the state of the XR camera. Use this method on app level if you - * set `cameraAutoUpdate` to `false`. The method requires the non-XR - * camera of the scene as a parameter. The passed in camera's transformation - * is automatically adjusted to the position of the XR camera when calling - * this method. - * - * @param {Camera} camera - The camera. - */ - this.updateCamera = function ( camera ) { - - if ( session === null ) return; - - let depthNear = camera.near; - let depthFar = camera.far; - - if ( depthSensing.texture !== null ) { - - if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear; - if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar; - - } - - cameraXR.near = cameraR.near = cameraL.near = depthNear; - cameraXR.far = cameraR.far = cameraL.far = depthFar; - - if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { - - // Note that the new renderState won't apply until the next frame. See #18320 - - session.updateRenderState( { - depthNear: cameraXR.near, - depthFar: cameraXR.far - } ); - - _currentDepthNear = cameraXR.near; - _currentDepthFar = cameraXR.far; - - } - - // inherit camera layers and enable eye layers (1 = left, 2 = right) - cameraXR.layers.mask = camera.layers.mask | 0b110; - cameraL.layers.mask = cameraXR.layers.mask & -5; - cameraR.layers.mask = cameraXR.layers.mask & -3; - - const parent = camera.parent; - const cameras = cameraXR.cameras; - - updateCamera( cameraXR, parent ); - - for ( let i = 0; i < cameras.length; i ++ ) { - - updateCamera( cameras[ i ], parent ); - - } - - // update projection matrix for proper view frustum culling - - if ( cameras.length === 2 ) { - - setProjectionFromUnion( cameraXR, cameraL, cameraR ); - - } else { - - // assume single camera setup (AR) - - cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); - - } - - // update user camera and its children - - if ( currentCameraSettings === null && camera.isPerspectiveCamera ) { - - currentCameraSettings = { camera: camera, fov: camera.fov, zoom: camera.zoom }; - - } - - updateUserCamera( camera, cameraXR, parent ); - - }; - - function updateUserCamera( camera, cameraXR, parent ) { - - if ( parent === null ) { - - camera.matrix.copy( cameraXR.matrixWorld ); - - } else { - - camera.matrix.copy( parent.matrixWorld ); - camera.matrix.invert(); - camera.matrix.multiply( cameraXR.matrixWorld ); - - } - - camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); - camera.updateMatrixWorld( true ); - - camera.projectionMatrix.copy( cameraXR.projectionMatrix ); - camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); - - if ( camera.isPerspectiveCamera ) { - - camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); - camera.zoom = 1; - - } - - } - - /** - * Returns an instance of {@link ArrayCamera} which represents the XR camera - * of the active XR session. For each view it holds a separate camera object. - * - * The camera's `fov` is currently not used and does not reflect the fov of - * the XR camera. If you need the fov on app level, you have to compute in - * manually from the XR camera's projection matrices. - * - * @return {ArrayCamera} The XR camera. - */ - this.getCamera = function () { - - return cameraXR; - - }; - - /** - * Returns the amount of foveation used by the XR compositor for the projection layer. - * - * @return {number|undefined} The amount of foveation. - */ - this.getFoveation = function () { - - if ( glProjLayer === null && glBaseLayer === null ) { - - return undefined; - - } - - return foveation; - - }; - - /** - * Sets the foveation value. - * - * @param {number} value - A number in the range `[0,1]` where `0` means no foveation (full resolution) - * and `1` means maximum foveation (the edges render at lower resolution). - */ - this.setFoveation = function ( value ) { - - // 0 = no foveation = full resolution - // 1 = maximum foveation = the edges render at lower resolution - - foveation = value; - - if ( glProjLayer !== null ) { - - glProjLayer.fixedFoveation = value; - - } - - if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { - - glBaseLayer.fixedFoveation = value; - - } - - }; - - /** - * Returns `true` if depth sensing is supported. - * - * @return {boolean} Whether depth sensing is supported or not. - */ - this.hasDepthSensing = function () { - - return depthSensing.texture !== null; - - }; - - /** - * Returns the depth sensing mesh. - * - * See {@link WebXRDepthSensing#getMesh}. - * - * @return {Mesh} The depth sensing mesh. - */ - this.getDepthSensingMesh = function () { - - return depthSensing.getMesh( cameraXR ); - - }; - - /** - * Retrieves an opaque texture from the view-aligned {@link XRCamera}. - * Only available during the current animation loop. - * - * @param {XRCamera} xrCamera - The camera to query. - * @return {?Texture} An opaque texture representing the current raw camera frame. - */ - this.getCameraTexture = function ( xrCamera ) { - - return cameraAccessTextures[ xrCamera ]; - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time, frame ) { - - pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); - xrFrame = frame; - - if ( pose !== null ) { - - const views = pose.views; - - if ( glBaseLayer !== null ) { - - renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); - renderer.setRenderTarget( newRenderTarget ); - - } - - let cameraXRNeedsUpdate = false; - - // check if it's necessary to rebuild cameraXR's camera list - - if ( views.length !== cameraXR.cameras.length ) { - - cameraXR.cameras.length = 0; - cameraXRNeedsUpdate = true; - - } - - for ( let i = 0; i < views.length; i ++ ) { - - const view = views[ i ]; - - let viewport = null; - - if ( glBaseLayer !== null ) { - - viewport = glBaseLayer.getViewport( view ); - - } else { - - const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); - viewport = glSubImage.viewport; - - // For side-by-side projection, we only produce a single texture for both eyes. - if ( i === 0 ) { - - renderer.setRenderTargetTextures( - newRenderTarget, - glSubImage.colorTexture, - glSubImage.depthStencilTexture ); - - renderer.setRenderTarget( newRenderTarget ); - - } - - } - - let camera = cameras[ i ]; - - if ( camera === undefined ) { - - camera = new PerspectiveCamera(); - camera.layers.enable( i ); - camera.viewport = new Vector4(); - cameras[ i ] = camera; - - } - - camera.matrix.fromArray( view.transform.matrix ); - camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); - camera.projectionMatrix.fromArray( view.projectionMatrix ); - camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); - camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); - - if ( i === 0 ) { - - cameraXR.matrix.copy( camera.matrix ); - cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); - - } - - if ( cameraXRNeedsUpdate === true ) { - - cameraXR.cameras.push( camera ); - - } - - } - - // - - const enabledFeatures = session.enabledFeatures; - const gpuDepthSensingEnabled = enabledFeatures && - enabledFeatures.includes( 'depth-sensing' ) && - session.depthUsage == 'gpu-optimized'; - - if ( gpuDepthSensingEnabled && supportsGlBinding ) { - - glBinding = scope.getBinding(); - - const depthData = glBinding.getDepthInformation( views[ 0 ] ); - - if ( depthData && depthData.isValid && depthData.texture ) { - - depthSensing.init( depthData, session.renderState ); - - } - - } - - const cameraAccessEnabled = enabledFeatures && - enabledFeatures.includes( 'camera-access' ); - - if ( cameraAccessEnabled && supportsGlBinding ) { - - renderer.state.unbindTexture(); - - glBinding = scope.getBinding(); - - for ( let i = 0; i < views.length; i ++ ) { - - const camera = views[ i ].camera; - - if ( camera ) { - - let cameraTex = cameraAccessTextures[ camera ]; - - if ( ! cameraTex ) { - - cameraTex = new ExternalTexture(); - cameraAccessTextures[ camera ] = cameraTex; - - } - - const glTexture = glBinding.getCameraImage( camera ); - cameraTex.sourceTexture = glTexture; - - } - - } - - } - - } - - // - - for ( let i = 0; i < controllers.length; i ++ ) { - - const inputSource = controllerInputSources[ i ]; - const controller = controllers[ i ]; - - if ( inputSource !== null && controller !== undefined ) { - - controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); - - } - - } - - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); - - if ( frame.detectedPlanes ) { - - scope.dispatchEvent( { type: 'planesdetected', data: frame } ); - - } - - xrFrame = null; - - } - - const animation = new WebGLAnimation(); - - animation.setAnimationLoop( onAnimationFrame ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - - }; - - this.dispose = function () {}; - - } - -} - -const _m1 = /*@__PURE__*/ new Matrix4(); -const _m = /*@__PURE__*/ new Matrix3(); - -_m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); - -function WebGLMaterials( renderer, properties ) { - - function refreshTransformUniform( map, uniform ) { - - if ( map.matrixAutoUpdate === true ) { - - map.updateMatrix(); - - } - - uniform.value.copy( map.matrix ); - - } - - function refreshFogUniforms( uniforms, fog ) { - - fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); - - if ( fog.isFog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog.isFogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { - - if ( material.isNodeMaterial ) { - - material.uniformsNeedUpdate = false; - - } else if ( material.isMeshBasicMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - } else if ( material.isMeshLambertMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - if ( material.envMap ) { - - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } else if ( material.isMeshToonMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsToon( uniforms, material ); - - } else if ( material.isMeshPhongMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsPhong( uniforms, material ); - - if ( material.envMap ) { - - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } else if ( material.isMeshStandardMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsStandard( uniforms, material ); - - if ( material.isMeshPhysicalMaterial ) { - - refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); - - } - - } else if ( material.isMeshMatcapMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsMatcap( uniforms, material ); - - } else if ( material.isMeshDepthMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - } else if ( material.isMeshDistanceMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsDistance( uniforms, material ); - - } else if ( material.isMeshNormalMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - } else if ( material.isLineBasicMaterial ) { - - refreshUniformsLine( uniforms, material ); - - if ( material.isLineDashedMaterial ) { - - refreshUniformsDash( uniforms, material ); - - } - - } else if ( material.isPointsMaterial ) { - - refreshUniformsPoints( uniforms, material, pixelRatio, height ); - - } else if ( material.isSpriteMaterial ) { - - refreshUniformsSprites( uniforms, material ); - - } else if ( material.isShadowMaterial ) { - - uniforms.color.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - } else if ( material.isShaderMaterial ) { - - material.uniformsNeedUpdate = false; // #15581 - - } - - } - - function refreshUniformsCommon( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( material.color ) { - - uniforms.diffuse.value.copy( material.color ); - - } - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - - refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); - - uniforms.bumpScale.value = material.bumpScale; - - if ( material.side === BackSide ) { - - uniforms.bumpScale.value *= -1; - - } - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - - refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); - - uniforms.normalScale.value.copy( material.normalScale ); - - if ( material.side === BackSide ) { - - uniforms.normalScale.value.negate(); - - } - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - - refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); - - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); - - } - - if ( material.specularMap ) { - - uniforms.specularMap.value = material.specularMap; - - refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - const materialProperties = properties.get( material ); - - const envMap = materialProperties.envMap; - const envMapRotation = materialProperties.envMapRotation; - - if ( envMap ) { - - uniforms.envMap.value = envMap; - - // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() - uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( envMapRotation ) ).transpose(); - - - if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) { - - uniforms.envMapRotation.value.premultiply( _m ); - - } - - uniforms.reflectivity.value = material.reflectivity; - uniforms.ior.value = material.ior; - uniforms.refractionRatio.value = material.refractionRatio; - - } - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); - - } - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); - - } - - } - - function refreshUniformsLine( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - } - - function refreshUniformsDash( uniforms, material ) { - - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - - } - - function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * pixelRatio; - uniforms.scale.value = height * 0.5; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.uvTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - } - - function refreshUniformsSprites( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - } - - function refreshUniformsPhong( uniforms, material ) { - - uniforms.specular.value.copy( material.specular ); - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - } - - function refreshUniformsToon( uniforms, material ) { - - if ( material.gradientMap ) { - - uniforms.gradientMap.value = material.gradientMap; - - } - - } - - function refreshUniformsStandard( uniforms, material ) { - - uniforms.metalness.value = material.metalness; - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); - - } - - uniforms.roughness.value = material.roughness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); - - } - - if ( material.envMap ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { - - uniforms.ior.value = material.ior; // also part of uniforms common - - if ( material.sheen > 0 ) { - - uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); - - uniforms.sheenRoughness.value = material.sheenRoughness; - - if ( material.sheenColorMap ) { - - uniforms.sheenColorMap.value = material.sheenColorMap; - - refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); - - } - - if ( material.sheenRoughnessMap ) { - - uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; - - refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); - - } - - } - - if ( material.clearcoat > 0 ) { - - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; - - if ( material.clearcoatMap ) { - - uniforms.clearcoatMap.value = material.clearcoatMap; - - refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); - - } - - if ( material.clearcoatRoughnessMap ) { - - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; - - refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); - - } - - if ( material.clearcoatNormalMap ) { - - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - - refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); - - uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - - if ( material.side === BackSide ) { - - uniforms.clearcoatNormalScale.value.negate(); - - } - - } - - } - - if ( material.dispersion > 0 ) { - - uniforms.dispersion.value = material.dispersion; - - } - - if ( material.retroreflectivity > 0 ) { - - uniforms.retroreflectivity.value = material.retroreflectivity; - - } - - if ( material.iridescence > 0 ) { - - uniforms.iridescence.value = material.iridescence; - uniforms.iridescenceIOR.value = material.iridescenceIOR; - uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; - uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; - - if ( material.iridescenceMap ) { - - uniforms.iridescenceMap.value = material.iridescenceMap; - - refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); - - } - - if ( material.iridescenceThicknessMap ) { - - uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; - - refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); - - } - - } - - if ( material.transmission > 0 ) { - - uniforms.transmission.value = material.transmission; - uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; - uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); - - if ( material.transmissionMap ) { - - uniforms.transmissionMap.value = material.transmissionMap; - - refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); - - } - - uniforms.thickness.value = material.thickness; - - if ( material.thicknessMap ) { - - uniforms.thicknessMap.value = material.thicknessMap; - - refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); - - } - - uniforms.attenuationDistance.value = material.attenuationDistance; - uniforms.attenuationColor.value.copy( material.attenuationColor ); - - } - - if ( material.anisotropy > 0 ) { - - uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); - - if ( material.anisotropyMap ) { - - uniforms.anisotropyMap.value = material.anisotropyMap; - - refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); - - } - - } - - uniforms.specularIntensity.value = material.specularIntensity; - uniforms.specularColor.value.copy( material.specularColor ); - - if ( material.specularColorMap ) { - - uniforms.specularColorMap.value = material.specularColorMap; - - refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); - - } - - if ( material.specularIntensityMap ) { - - uniforms.specularIntensityMap.value = material.specularIntensityMap; - - refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); - - } - - } - - function refreshUniformsMatcap( uniforms, material ) { - - if ( material.matcap ) { - - uniforms.matcap.value = material.matcap; - - } - - } - - function refreshUniformsDistance( uniforms, material ) { - - const light = properties.get( material ).light; - - uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); - uniforms.nearDistance.value = light.shadow.camera.near; - uniforms.farDistance.value = light.shadow.camera.far; - - } - - return { - refreshFogUniforms: refreshFogUniforms, - refreshMaterialUniforms: refreshMaterialUniforms - }; - -} - -function WebGLUniformsGroups( gl, info, capabilities, state ) { - - let buffers = {}; - let updateList = {}; - let allocatedBindingPoints = []; - - const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program - - function bind( uniformsGroup, program ) { - - const webglProgram = program.program; - state.uniformBlockBinding( uniformsGroup, webglProgram ); - - } - - function update( uniformsGroup, program ) { - - let buffer = buffers[ uniformsGroup.id ]; - - if ( buffer === undefined ) { - - prepareUniformsGroup( uniformsGroup ); - - buffer = createBuffer( uniformsGroup ); - buffers[ uniformsGroup.id ] = buffer; - - uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); - - } - - // ensure to update the binding points/block indices mapping for this program - - const webglProgram = program.program; - state.updateUBOMapping( uniformsGroup, webglProgram ); - - // update UBO once per frame - - const frame = info.render.frame; - - if ( updateList[ uniformsGroup.id ] !== frame ) { - - updateBufferData( uniformsGroup ); - - updateList[ uniformsGroup.id ] = frame; - - } - - } - - function createBuffer( uniformsGroup ) { - - // the setup of an UBO is independent of a particular shader program but global - - const bindingPointIndex = allocateBindingPointIndex(); - uniformsGroup.__bindingPointIndex = bindingPointIndex; - - const buffer = gl.createBuffer(); - const size = uniformsGroup.__size; - const usage = uniformsGroup.usage; - - gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); - gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); - gl.bindBuffer( gl.UNIFORM_BUFFER, null ); - gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); - - return buffer; - - } - - function allocateBindingPointIndex() { - - for ( let i = 0; i < maxBindingPoints; i ++ ) { - - if ( allocatedBindingPoints.indexOf( i ) === -1 ) { - - allocatedBindingPoints.push( i ); - return i; - - } - - } - - error( 'WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); - - return 0; - - } - - function updateBufferData( uniformsGroup ) { - - const buffer = buffers[ uniformsGroup.id ]; - const uniforms = uniformsGroup.uniforms; - const cache = uniformsGroup.__cache; - - gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); - - for ( let i = 0, il = uniforms.length; i < il; i ++ ) { - - const uniformItem = uniforms[ i ]; - - if ( Array.isArray( uniformItem ) ) { - - for ( let j = 0, jl = uniformItem.length; j < jl; j ++ ) { - - updateUniform( uniformItem[ j ], i, j, cache ); - - } - - } else { - - updateUniform( uniformItem, i, 0, cache ); - - } - - } - - gl.bindBuffer( gl.UNIFORM_BUFFER, null ); - - } - - function updateUniform( uniform, index, indexArray, cache ) { - - if ( hasUniformChanged( uniform, index, indexArray, cache ) === true ) { - - const offset = uniform.__offset; - const value = uniform.value; - - if ( Array.isArray( value ) ) { - - let arrayOffset = 0; - - for ( let k = 0; k < value.length; k ++ ) { - - const val = value[ k ]; - const info = getUniformSize( val ); - - writeUniformValue( val, uniform.__data, arrayOffset ); - - // only toArray() values advance arrayOffset - if ( typeof val !== 'number' && typeof val !== 'boolean' && ! val.isMatrix3 && ! ArrayBuffer.isView( val ) ) { - - arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; - - } - - } - - } else { - - writeUniformValue( value, uniform.__data, 0 ); - - } - - gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); - - } - - } - - function writeUniformValue( value, data, offset ) { - - // TODO add integer and struct support - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - data[ 0 ] = value; - - } else if ( value.isMatrix3 ) { - - // manually converting 3x3 to 3x4 - - data[ 0 ] = value.elements[ 0 ]; - data[ 1 ] = value.elements[ 1 ]; - data[ 2 ] = value.elements[ 2 ]; - data[ 3 ] = 0; - data[ 4 ] = value.elements[ 3 ]; - data[ 5 ] = value.elements[ 4 ]; - data[ 6 ] = value.elements[ 5 ]; - data[ 7 ] = 0; - data[ 8 ] = value.elements[ 6 ]; - data[ 9 ] = value.elements[ 7 ]; - data[ 10 ] = value.elements[ 8 ]; - data[ 11 ] = 0; - - } else if ( ArrayBuffer.isView( value ) ) { - - // copy the buffer data using "set" - data.set( new value.constructor( value.buffer, value.byteOffset, data.length ) ); - - } else { - - value.toArray( data, offset ); - - } - - } - - function hasUniformChanged( uniform, index, indexArray, cache ) { - - const value = uniform.value; - const indexString = index + '_' + indexArray; - - if ( cache[ indexString ] === undefined ) { - - // cache entry does not exist so far - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - cache[ indexString ] = value; - - } else if ( ArrayBuffer.isView( value ) ) { - - cache[ indexString ] = value.slice(); - - } else { - - cache[ indexString ] = value.clone(); - - } - - return true; - - } else { - - const cachedObject = cache[ indexString ]; - - // compare current value with cached entry - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - if ( cachedObject !== value ) { - - cache[ indexString ] = value; - return true; - - } - - } else if ( ArrayBuffer.isView( value ) ) { - - // always update the array buffers - return true; - - } else { - - if ( cachedObject.equals( value ) === false ) { - - cachedObject.copy( value ); - return true; - - } - - } - - } - - return false; - - } - - function prepareUniformsGroup( uniformsGroup ) { - - // determine total buffer size according to the STD140 layout - // Hint: STD140 is the only supported layout in WebGL 2 - - const uniforms = uniformsGroup.uniforms; - - let offset = 0; // global buffer offset in bytes - const chunkSize = 16; // size of a chunk in bytes - - for ( let i = 0, l = uniforms.length; i < l; i ++ ) { - - const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; - - for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { - - const uniform = uniformArray[ j ]; - - const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; - - for ( let k = 0, kl = values.length; k < kl; k ++ ) { - - const value = values[ k ]; - - const info = getUniformSize( value ); - - const chunkOffset = offset % chunkSize; // offset in the current chunk - const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary - const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data - - offset += chunkPadding; - - // Check for chunk overflow - if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) { - - // Add padding and adjust offset - offset += ( chunkSize - chunkStart ); - - } - - // the following two properties will be used for partial buffer updates - uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); - uniform.__offset = offset; - - // Update the global offset - offset += info.storage; - - } - - } - - } - - // ensure correct final padding - - const chunkOffset = offset % chunkSize; - - if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); - - // - - uniformsGroup.__size = offset; - uniformsGroup.__cache = {}; - - return this; - - } - - function getUniformSize( value ) { - - const info = { - boundary: 0, // bytes - storage: 0 // bytes - }; - - // determine sizes according to STD140 - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - // float/int/bool - - info.boundary = 4; - info.storage = 4; - - } else if ( value.isVector2 ) { - - // vec2 - - info.boundary = 8; - info.storage = 8; - - } else if ( value.isVector3 || value.isColor ) { - - // vec3 - - info.boundary = 16; - info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes - - } else if ( value.isVector4 ) { - - // vec4 - - info.boundary = 16; - info.storage = 16; - - } else if ( value.isMatrix3 ) { - - // mat3 (in STD140 a 3x3 matrix is represented as 3x4) - - info.boundary = 48; - info.storage = 48; - - } else if ( value.isMatrix4 ) { - - // mat4 - - info.boundary = 64; - info.storage = 64; - - } else if ( value.isTexture ) { - - warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); - - } else if ( ArrayBuffer.isView( value ) ) { - - info.boundary = 16; - info.storage = value.byteLength; - - } else { - - warn( 'WebGLRenderer: Unsupported uniform value type.', value ); - - } - - return info; - - } - - function onUniformsGroupsDispose( event ) { - - const uniformsGroup = event.target; - - uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); - - const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); - allocatedBindingPoints.splice( index, 1 ); - - gl.deleteBuffer( buffers[ uniformsGroup.id ] ); - - delete buffers[ uniformsGroup.id ]; - delete updateList[ uniformsGroup.id ]; - - } - - function dispose() { - - for ( const id in buffers ) { - - gl.deleteBuffer( buffers[ id ] ); - - } - - allocatedBindingPoints = []; - buffers = {}; - updateList = {}; - - } - - return { - - bind: bind, - update: update, - - dispose: dispose - - }; - -} - -/** - * Precomputed DFG LUT for physically based specular lighting, used by both - * image-based lighting and direct-light multi-scattering energy compensation - * Resolution: 16x16 - * Samples: 4096 per texel - * Format: RG16F (2 half floats per texel: scale, bias) - */ - - -const DATA = new Uint16Array( [ - 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-let lut = null; - -function getDFGLUT() { - - if ( lut === null ) { - - lut = new DataTexture( DATA, 16, 16, RGFormat, HalfFloatType ); - lut.name = 'DFG_LUT'; - lut.minFilter = LinearFilter; - lut.magFilter = LinearFilter; - lut.wrapS = ClampToEdgeWrapping; - lut.wrapT = ClampToEdgeWrapping; - lut.generateMipmaps = false; - lut.needsUpdate = true; - - } - - return lut; - -} - -/** - * This renderer uses WebGL 2 to display scenes. - * - * WebGL 1 is not supported since `r163`. - */ -class WebGLRenderer { - - /** - * Constructs a new WebGL renderer. - * - * @param {WebGLRenderer~Options} [parameters] - The configuration parameter. - */ - constructor( parameters = {} ) { - - const { - canvas = createCanvasElement(), - context = null, - depth = true, - stencil = false, - alpha = false, - antialias = false, - premultipliedAlpha = true, - preserveDrawingBuffer = false, - powerPreference = 'default', - failIfMajorPerformanceCaveat = false, - reversedDepthBuffer = false, - outputBufferType = UnsignedByteType, - } = parameters; - - /** - * This flag can be used for type testing. - * - * @type {boolean} - * @readonly - * @default true - */ - this.isWebGLRenderer = true; - - let _alpha; - - if ( context !== null ) { - - if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) { - - throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' ); - - } - - _alpha = context.getContextAttributes().alpha; - - } else { - - _alpha = alpha; - - } - - const _outputBufferType = outputBufferType; - - const INTEGER_FORMATS = new Set( [ - RGBAIntegerFormat, - RGIntegerFormat, - RedIntegerFormat - ] ); - - const UNSIGNED_TYPES = new Set( [ - UnsignedByteType, - UnsignedIntType, - UnsignedShortType, - UnsignedInt248Type, - UnsignedShort4444Type, - UnsignedShort5551Type - ] ); - - const uintClearColor = new Uint32Array( 4 ); - const intClearColor = new Int32Array( 4 ); - const objectPosition = new Vector3(); - - let currentRenderList = null; - let currentRenderState = null; - - // render() can be called from within a callback triggered by another render. - // We track this so that the nested render call gets its list and state isolated from the parent render call. - - const renderListStack = []; - const renderStateStack = []; - - // internal render target for non-UnsignedByteType color buffer - - let output = null; - - // public properties - - /** - * A canvas where the renderer draws its output. This is automatically created by the renderer - * in the constructor (if not provided already); you just need to add it to your page like so: - * ```js - * document.body.appendChild( renderer.domElement ); - * ``` - * - * @type {HTMLCanvasElement|OffscreenCanvas} - */ - this.domElement = canvas; - - /** - * A object with debug configuration settings. - * - * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are - * checked for errors during compilation and linkage process. It may be useful to disable - * this check in production for performance gain. It is strongly recommended to keep these - * checks enabled during development. If the shader does not compile and link, it will not - * work and associated material will not render. - * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that - * can be used for custom error reporting. The callback receives the WebGL context, an instance - * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader. - * Assigning a custom function disables the default error reporting. - * - * @type {Object} - */ - this.debug = { - - /** - * Enables error checking and reporting when shader programs are being compiled. - * @type {boolean} - */ - checkShaderErrors: true, - /** - * Diagnostics configuration for the shader generation. Only relevant for TSL. - * @type {Object} - * @property {boolean} keywords - Whether declaration names that collide with reserved keywords of the shading language should be renamed or not. - */ - diagnostics: { - keywords: false - }, - /** - * Callback for custom error reporting. - * @type {?Function} - */ - onShaderError: null - }; - - // clearing - - /** - * Whether the renderer should automatically clear its output before rendering a frame or not. - * - * @type {boolean} - * @default true - */ - this.autoClear = true; - - /** - * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear - * the color buffer or not. - * - * @type {boolean} - * @default true - */ - this.autoClearColor = true; - - /** - * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear - * the depth buffer or not. - * - * @type {boolean} - * @default true - */ - this.autoClearDepth = true; - - /** - * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear - * the stencil buffer or not. - * - * @type {boolean} - * @default true - */ - this.autoClearStencil = true; - - // scene graph - - /** - * Whether the renderer should sort objects or not. - * - * Note: Sorting is used to attempt to properly render objects that have some - * degree of transparency. By definition, sorting objects may not work in all - * cases. Depending on the needs of application, it may be necessary to turn - * off sorting and use other methods to deal with transparency rendering e.g. - * manually determining each object's rendering order. - * - * @type {boolean} - * @default true - */ - this.sortObjects = true; - - // user-defined clipping - - /** - * User-defined clipping planes specified in world space. These planes apply globally. - * Points in space whose dot product with the plane is negative are cut away. - * - * @type {Array} - */ - this.clippingPlanes = []; - - /** - * Whether the renderer respects object-level clipping planes or not. - * - * @type {boolean} - * @default false - */ - this.localClippingEnabled = false; - - // tone mapping - - /** - * The tone mapping technique of the renderer. - * - * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)} - * @default NoToneMapping - */ - this.toneMapping = NoToneMapping; - - /** - * Exposure level of tone mapping. - * - * @type {number} - * @default 1 - */ - this.toneMappingExposure = 1.0; - - // transmission - - /** - * The normalized resolution scale for the transmission render target, measured in percentage - * of viewport dimensions. Lowering this value can result in significant performance improvements - * when using {@link MeshPhysicalMaterial#transmission}. - * - * @type {number} - * @default 1 - */ - this.transmissionResolutionScale = 1.0; - - // internal properties - - const _this = this; - - let _isContextLost = false; - let _nodesHandler = null; - - let _scratchFramebuffer = null; - let _srcFramebuffer = null; - let _dstFramebuffer = null; - - // internal state cache - - this._outputColorSpace = SRGBColorSpace; - - let _currentActiveCubeFace = 0; - let _currentActiveMipmapLevel = 0; - let _currentRenderTarget = null; - let _currentMaterialId = -1; - - let _currentCamera = null; - - const _currentViewport = new Vector4(); - const _currentScissor = new Vector4(); - let _currentScissorTest = null; - - const _currentClearColor = new Color( 0x000000 ); - let _currentClearAlpha = 0; - - // - - let _width = canvas.width; - let _height = canvas.height; - - let _pixelRatio = 1; - let _opaqueSort = null; - let _transparentSort = null; - - const _viewport = new Vector4( 0, 0, _width, _height ); - const _scissor = new Vector4( 0, 0, _width, _height ); - let _scissorTest = false; - - // frustum - - const _frustum = new Frustum(); - - // clipping - - let _clippingEnabled = false; - let _localClippingEnabled = false; - - // camera matrices cache - - const _projScreenMatrix = new Matrix4(); - - const _vector3 = new Vector3(); - - const _vector4 = new Vector4(); - - const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; - - let _renderBackground = false; - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - // initialize - - let _gl = context; - - function getContext( contextName, contextAttributes ) { - - return canvas.getContext( contextName, contextAttributes ); - - } - - let extensions, capabilities, state, info; - let properties, textures, environments, attributes, geometries, objects; - let programCache, materials, renderLists, renderStates, clipping, shadowMap; - - let background, morphtargets, bufferRenderer, indexedBufferRenderer; - - let utils, bindingStates, uniformsGroups; - - try { - - const contextAttributes = { - alpha: true, - depth, - stencil, - antialias, - premultipliedAlpha, - preserveDrawingBuffer, - powerPreference, - failIfMajorPerformanceCaveat, - }; - - // OffscreenCanvas does not have setAttribute, see #22811 - if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); - - // event listeners must be registered before WebGL context is created, see #12753 - canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); - canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); - - if ( _gl === null ) { - - const contextName = 'webgl2'; - - _gl = getContext( contextName, contextAttributes ); - - if ( _gl === null ) { - - if ( getContext( contextName ) ) { - - throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context with your selected attributes.' ); - - } else { - - throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context.' ); - - } - - } - - } - - initGLContext(); - - } catch ( e ) { - - canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); - - error( 'WebGLRenderer: ' + e.message ); - throw e; - - } - - function initGLContext() { - - extensions = new WebGLExtensions( _gl ); - extensions.init(); - - utils = new WebGLUtils( _gl, extensions ); - - capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils ); - - state = new WebGLState( _gl, extensions ); - - if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) { - - state.buffers.depth.setReversed( true ); - - } - - _scratchFramebuffer = _gl.createFramebuffer(); - _srcFramebuffer = _gl.createFramebuffer(); - _dstFramebuffer = _gl.createFramebuffer(); - - info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); - textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); - environments = new WebGLEnvironments( _this ); - attributes = new WebGLAttributes( _gl ); - bindingStates = new WebGLBindingStates( _gl, attributes ); - geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); - objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info ); - morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); - clipping = new WebGLClipping( properties ); - programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping ); - materials = new WebGLMaterials( _this, properties ); - renderLists = new WebGLRenderLists(); - renderStates = new WebGLRenderStates( extensions ); - background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha ); - shadowMap = new WebGLShadowMap( _this, objects, capabilities ); - uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); - - bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info ); - indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); - - info.programs = programCache.programs; - - /** - * Holds details about the capabilities of the current rendering context. - * - * @name WebGLRenderer#capabilities - * @type {WebGLRenderer~Capabilities} - */ - _this.capabilities = capabilities; - - /** - * Provides methods for retrieving and testing WebGL extensions. - * - * - `get(extensionName:string)`: Used to check whether a WebGL extension is supported - * and return the extension object if available. - * - `has(extensionName:string)`: returns `true` if the extension is supported. - * - * @name WebGLRenderer#extensions - * @type {Object} - */ - _this.extensions = extensions; - - /** - * Used to track properties of other objects like native WebGL objects. - * - * @name WebGLRenderer#properties - * @type {Object} - */ - _this.properties = properties; - - /** - * Manages the render lists of the renderer. - * - * @name WebGLRenderer#renderLists - * @type {Object} - */ - _this.renderLists = renderLists; - - - - /** - * Interface for managing shadows. - * - * @name WebGLRenderer#shadowMap - * @type {WebGLRenderer~ShadowMap} - */ - _this.shadowMap = shadowMap; - - /** - * Interface for managing the WebGL state. - * - * @name WebGLRenderer#state - * @type {Object} - */ - _this.state = state; - - /** - * Holds a series of statistical information about the GPU memory - * and the rendering process. Useful for debugging and monitoring. - * - * By default these data are reset at each render call but when having - * multiple render passes per frame (e.g. when using post processing) it can - * be preferred to reset with a custom pattern. First, set `autoReset` to - * `false`. - * ```js - * renderer.info.autoReset = false; - * ``` - * Call `reset()` whenever you have finished to render a single frame. - * ```js - * renderer.info.reset(); - * ``` - * - * @name WebGLRenderer#info - * @type {WebGLRenderer~Info} - */ - _this.info = info; - - } - - // initialize internal render target for non-UnsignedByteType color buffer - - if ( _outputBufferType !== UnsignedByteType ) { - - output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, antialias, depth, stencil ); - - } - - // xr - - const xr = new WebXRManager( _this, _gl ); - - /** - * A reference to the XR manager. - * - * @type {WebXRManager} - */ - this.xr = xr; - - /** - * Returns the rendering context. - * - * @return {WebGL2RenderingContext} The rendering context. - */ - this.getContext = function () { - - return _gl; - - }; - - /** - * Returns the rendering context attributes. - * - * @return {WebGLContextAttributes} The rendering context attributes. - */ - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - /** - * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension. - */ - this.forceContextLoss = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); - - }; - - /** - * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension. - */ - this.forceContextRestore = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); - - }; - - /** - * Returns the pixel ratio. - * - * @return {number} The pixel ratio. - */ - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - /** - * Sets the given pixel ratio and resizes the canvas if necessary. - * - * @param {number} value - The pixel ratio. - */ - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _width, _height, false ); - - }; - - /** - * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio. - * - * @param {Vector2} target - The method writes the result in this target object. - * @return {Vector2} The renderer's size in logical pixels. - */ - this.getSize = function ( target ) { - - return target.set( _width, _height ); - - }; - - /** - * Resizes the output canvas to (width, height) with device pixel ratio taken - * into account, and also sets the viewport to fit that size, starting in (0, - * 0). Setting `updateStyle` to false prevents any style changes to the output canvas. - * - * @param {number} width - The width in logical pixels. - * @param {number} height - The height in logical pixels. - * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not. - */ - this.setSize = function ( width, height, updateStyle = true ) { - - if ( xr.isPresenting ) { - - warn( 'WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; - - } - - _width = width; - _height = height; - - canvas.width = Math.floor( width * _pixelRatio ); - canvas.height = Math.floor( height * _pixelRatio ); - - if ( updateStyle === true ) { - - canvas.style.width = width + 'px'; - canvas.style.height = height + 'px'; - - } - - if ( output !== null ) { - - output.setSize( canvas.width, canvas.height ); - - } - - this.setViewport( 0, 0, width, height ); - - }; - - /** - * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio. - * - * @param {Vector2} target - The method writes the result in this target object. - * @return {Vector2} The drawing buffer size. - */ - this.getDrawingBufferSize = function ( target ) { - - return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); - - }; - - /** - * This method allows to define the drawing buffer size by specifying - * width, height and pixel ratio all at once. The size of the drawing - * buffer is computed with this formula: - * ```js - * size.x = width * pixelRatio; - * size.y = height * pixelRatio; - * ``` - * - * @param {number} width - The width in logical pixels. - * @param {number} height - The height in logical pixels. - * @param {number} pixelRatio - The pixel ratio. - */ - this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - - _width = width; - _height = height; - - _pixelRatio = pixelRatio; - - canvas.width = Math.floor( width * pixelRatio ); - canvas.height = Math.floor( height * pixelRatio ); - - this.setViewport( 0, 0, width, height ); - - }; - - /** - * Sets the post-processing effects to be applied after rendering. - * - * @param {Array} effects - An array of post-processing effects. - */ - this.setEffects = function ( effects ) { - - if ( _outputBufferType === UnsignedByteType ) { - - error( 'WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' ); - return; - - } - - if ( effects ) { - - for ( let i = 0; i < effects.length; i ++ ) { - - if ( effects[ i ].isOutputPass === true ) { - - warn( 'WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' ); - break; - - } - - } - - } - - output.setEffects( effects || [] ); - - }; - - /** - * Returns the current viewport definition. - * - * @param {Vector2} target - The method writes the result in this target object. - * @return {Vector2} The current viewport definition. - */ - this.getCurrentViewport = function ( target ) { - - return target.copy( _currentViewport ); - - }; - - /** - * Returns the viewport definition. - * - * @param {Vector4} target - The method writes the result in this target object. - * @return {Vector4} The viewport definition. - */ - this.getViewport = function ( target ) { - - return target.copy( _viewport ); - - }; - - /** - * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`. - * - * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit. - * Or alternatively a four-component vector specifying all the parameters of the viewport. - * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit. - * @param {number} width - The width of the viewport in logical pixel unit. - * @param {number} height - The height of the viewport in logical pixel unit. - */ - this.setViewport = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _viewport.set( x.x, x.y, x.z, x.w ); - - } else { - - _viewport.set( x, y, width, height ); - - } - - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() ); - - }; - - /** - * Returns the scissor region. - * - * @param {Vector4} target - The method writes the result in this target object. - * @return {Vector4} The scissor region. - */ - this.getScissor = function ( target ) { - - return target.copy( _scissor ); - - }; - - /** - * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`. - * - * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit. - * Or alternatively a four-component vector specifying all the parameters of the scissor region. - * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin in logical pixel unit. - * @param {number} width - The width of the scissor region in logical pixel unit. - * @param {number} height - The height of the scissor region in logical pixel unit. - */ - this.setScissor = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _scissor.set( x.x, x.y, x.z, x.w ); - - } else { - - _scissor.set( x, y, width, height ); - - } - - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() ); - - }; - - /** - * Returns `true` if the scissor test is enabled. - * - * @return {boolean} Whether the scissor test is enabled or not. - */ - this.getScissorTest = function () { - - return _scissorTest; - - }; - - /** - * Enable or disable the scissor test. When this is enabled, only the pixels - * within the defined scissor area will be affected by further renderer - * actions. - * - * @param {boolean} boolean - Whether the scissor test is enabled or not. - */ - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - /** - * Sets a custom opaque sort function for the render lists. Pass `null` - * to use the default `painterSortStable` function. - * - * @param {?Function} method - The opaque sort function. - */ - this.setOpaqueSort = function ( method ) { - - _opaqueSort = method; - - }; - - /** - * Sets a custom transparent sort function for the render lists. Pass `null` - * to use the default `reversePainterSortStable` function. - * - * @param {?Function} method - The opaque sort function. - */ - this.setTransparentSort = function ( method ) { - - _transparentSort = method; - - }; - - // Clearing - - /** - * Returns the clear color. - * - * @param {Color} target - The method writes the result in this target object. - * @return {Color} The clear color. - */ - this.getClearColor = function ( target ) { - - return target.copy( background.getClearColor() ); - - }; - - /** - * Sets the clear color and alpha. - * - * @param {Color} color - The clear color. - * @param {number} [alpha=1] - The clear alpha. - */ - this.setClearColor = function () { - - background.setClearColor( ...arguments ); - - }; - - /** - * Returns the clear alpha. Ranges within `[0,1]`. - * - * @return {number} The clear alpha. - */ - this.getClearAlpha = function () { - - return background.getClearAlpha(); - - }; - - /** - * Sets the clear alpha. - * - * @param {number} alpha - The clear alpha. - */ - this.setClearAlpha = function () { - - background.setClearAlpha( ...arguments ); - - }; - - /** - * Tells the renderer to clear its color, depth or stencil drawing buffer(s). - * This method initializes the buffers to the current clear color values. - * - * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. - * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. - * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. - */ - this.clear = function ( color = true, depth = true, stencil = true ) { - - let bits = 0; - - if ( color ) { - - // check if we're trying to clear an integer target - let isIntegerFormat = false; - if ( _currentRenderTarget !== null ) { - - const targetFormat = _currentRenderTarget.texture.format; - isIntegerFormat = INTEGER_FORMATS.has( targetFormat ); - - } - - // use the appropriate clear functions to clear the target if it's a signed - // or unsigned integer target - if ( isIntegerFormat ) { - - const targetType = _currentRenderTarget.texture.type; - const isUnsignedType = UNSIGNED_TYPES.has( targetType ); - - const clearColor = background.getClearColor(); - const a = background.getClearAlpha(); - const r = clearColor.r; - const g = clearColor.g; - const b = clearColor.b; - - if ( isUnsignedType ) { - - uintClearColor[ 0 ] = r; - uintClearColor[ 1 ] = g; - uintClearColor[ 2 ] = b; - uintClearColor[ 3 ] = a; - _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); - - } else { - - intClearColor[ 0 ] = r; - intClearColor[ 1 ] = g; - intClearColor[ 2 ] = b; - intClearColor[ 3 ] = a; - _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); - - } - - } else { - - bits |= _gl.COLOR_BUFFER_BIT; - - } - - } - - if ( depth ) { - - bits |= _gl.DEPTH_BUFFER_BIT; - this.state.buffers.depth.setMask( true ); - - } - - if ( stencil ) { - - bits |= _gl.STENCIL_BUFFER_BIT; - this.state.buffers.stencil.setMask( 0xffffffff ); - - } - - if ( bits !== 0 ) { - - _gl.clear( bits ); - - } - - }; - - /** - * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`. - */ - this.clearColor = function () { - - this.clear( true, false, false ); - - }; - - /** - * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`. - */ - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - /** - * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`. - */ - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - /** - * Sets a compatibility node builder for rendering node materials with WebGLRenderer. - * This enables using TSL (Three.js Shading Language) node materials to prepare - * for migration to WebGPURenderer. - * - * @param {WebGLNodesHandler} nodesHandler - The node builder instance. - */ - this.setNodesHandler = function ( nodesHandler ) { - - nodesHandler.setRenderer( this ); - _nodesHandler = nodesHandler; - - }; - - /** - * Frees the GPU-related resources allocated by this instance. Call this - * method whenever this instance is no longer used in your app. - */ - this.dispose = function () { - - canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); - - background.dispose(); - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); - environments.dispose(); - objects.dispose(); - bindingStates.dispose(); - uniformsGroups.dispose(); - programCache.dispose(); - - xr.dispose(); - - xr.removeEventListener( 'sessionstart', onXRSessionStart ); - xr.removeEventListener( 'sessionend', onXRSessionEnd ); - - animation.stop(); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - log( 'WebGLRenderer: Context Lost.' ); - - _isContextLost = true; - - } - - function onContextRestore( /* event */ ) { - - log( 'WebGLRenderer: Context Restored.' ); - - _isContextLost = false; - - const infoAutoReset = info.autoReset; - const shadowMapEnabled = shadowMap.enabled; - const shadowMapAutoUpdate = shadowMap.autoUpdate; - const shadowMapNeedsUpdate = shadowMap.needsUpdate; - const shadowMapType = shadowMap.type; - - initGLContext(); - - info.autoReset = infoAutoReset; - shadowMap.enabled = shadowMapEnabled; - shadowMap.autoUpdate = shadowMapAutoUpdate; - shadowMap.needsUpdate = shadowMapNeedsUpdate; - shadowMap.type = shadowMapType; - - } - - function onContextCreationError( event ) { - - error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); - - } - - function onMaterialDispose( event ) { - - const material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateMaterial( material ) { - - releaseMaterialProgramReferences( material ); - - properties.remove( material ); - - } - - - function releaseMaterialProgramReferences( material ) { - - const programs = properties.get( material ).programs; - - if ( programs !== undefined ) { - - programs.forEach( function ( program ) { - - programCache.releaseProgram( program ); - - } ); - - if ( material.isShaderMaterial ) { - - programCache.releaseShaderCache( material ); - - } - - } - - } - - // Buffer rendering - - this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { - - if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) - - const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 ); - - const program = setProgram( camera, scene, geometry, material, object ); - - state.setMaterial( material, frontFaceCW ); - - // - - let index = geometry.index; - let rangeFactor = 1; - - if ( material.wireframe === true ) { - - index = geometries.getWireframeAttribute( geometry ); - - if ( index === undefined ) return; - - rangeFactor = 2; - - } - - // - - const drawRange = geometry.drawRange; - const position = geometry.attributes.position; - - let drawStart = drawRange.start * rangeFactor; - let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; - - if ( group !== null ) { - - drawStart = Math.max( drawStart, group.start * rangeFactor ); - drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); - - } - - if ( index !== null ) { - - drawStart = Math.max( drawStart, 0 ); - drawEnd = Math.min( drawEnd, index.count ); - - } else if ( position !== undefined && position !== null ) { - - drawStart = Math.max( drawStart, 0 ); - drawEnd = Math.min( drawEnd, position.count ); - - } - - const drawCount = drawEnd - drawStart; - - if ( drawCount < 0 || drawCount === Infinity ) return; - - // - - bindingStates.setup( object, material, program, geometry, index ); - - let attribute; - let renderer = bufferRenderer; - - if ( index !== null ) { - - attribute = attributes.get( index ); - - renderer = indexedBufferRenderer; - renderer.setIndex( attribute ); - - } - - // - - if ( object.isMesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); - - } else { - - renderer.setMode( _gl.TRIANGLES ); - - } - - } else if ( object.isLine ) { - - let lineWidth = material.linewidth; - - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - - state.setLineWidth( lineWidth * getTargetPixelRatio() ); - - if ( object.isLineSegments ) { - - renderer.setMode( _gl.LINES ); - - } else if ( object.isLineLoop ) { - - renderer.setMode( _gl.LINE_LOOP ); - - } else { - - renderer.setMode( _gl.LINE_STRIP ); - - } - - } else if ( object.isPoints ) { - - renderer.setMode( _gl.POINTS ); - - } else if ( object.isSprite ) { - - renderer.setMode( _gl.TRIANGLES ); - - } - - if ( object.isBatchedMesh ) { - - if ( ! extensions.get( 'WEBGL_multi_draw' ) ) { - - const starts = object._multiDrawStarts; - const counts = object._multiDrawCounts; - const drawCount = object._multiDrawCount; - const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1; - const uniforms = properties.get( material ).currentProgram.getUniforms(); - for ( let i = 0; i < drawCount; i ++ ) { - - uniforms.setValue( _gl, '_gl_DrawID', i ); - renderer.render( starts[ i ] / bytesPerElement, counts[ i ] ); - - } - - } else { - - renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); - - } - - } else if ( object.isInstancedMesh ) { - - renderer.renderInstances( drawStart, drawCount, object.count ); - - } else if ( geometry.isInstancedBufferGeometry ) { - - const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; - const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); - - renderer.renderInstances( drawStart, drawCount, instanceCount ); - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - // Compile - - function prepareMaterial( material, scene, camera, object ) { - - if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material ); - - if ( _clippingEnabled === true ) clipping.setState( material, camera, false ); - - if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { - - material.side = BackSide; - material.needsUpdate = true; - getProgram( material, scene, object ); - - material.side = FrontSide; - material.needsUpdate = true; - getProgram( material, scene, object ); - - material.side = DoubleSide; - - } else { - - getProgram( material, scene, object ); - - } - - } - - /** - * Compiles all materials in the scene with the camera. This is useful to precompile shaders - * before the first rendering. If you want to add a 3D object to an existing scene, use the third - * optional parameter for applying the target scene. - * - * Note that the (target) scene's lighting and environment must be configured before calling this method. - * - * @param {Object3D} scene - The scene or another type of 3D object to precompile. - * @param {Camera} camera - The camera. - * @param {?Scene} [targetScene=null] - The target scene. - * @return {Set} The precompiled materials. - */ - this.compile = function ( scene, camera, targetScene = null ) { - - if ( targetScene === null ) targetScene = scene; - if ( _nodesHandler !== null ) _nodesHandler.renderStart( scene, camera, targetScene ); - - currentRenderState = renderStates.get( targetScene ); - currentRenderState.init( camera ); - - renderStateStack.push( currentRenderState ); - - // gather lights from both the target scene and the new object that will be added to the scene. - - targetScene.traverseVisible( function ( object ) { - - if ( object.isLight && object.layers.test( camera.layers ) ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - if ( scene !== targetScene ) { - - scene.traverseVisible( function ( object ) { - - if ( object.isLight && object.layers.test( camera.layers ) ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - } - - currentRenderState.setupLights(); - if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( this.clippingPlanes, camera ); - - // node materials reference the shadow map when they are built, so it must exist by now - - if ( _nodesHandler !== null ) shadowMap.render( currentRenderState.state.shadowsArray, targetScene, camera ); - - // Only initialize materials in the new scene, not the targetScene. - - const materials = new Set(); - - scene.traverse( function ( object ) { - - if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) { - - return; - - } - - const material = object.material; - - if ( material ) { - - if ( Array.isArray( material ) ) { - - for ( let i = 0; i < material.length; i ++ ) { - - const material2 = material[ i ]; - - prepareMaterial( material2, targetScene, camera, object ); - materials.add( material2 ); - - } - - } else { - - prepareMaterial( material, targetScene, camera, object ); - materials.add( material ); - - } - - } - - } ); - - currentRenderState = renderStateStack.pop(); - if ( _nodesHandler !== null ) _nodesHandler.renderEnd(); - - return materials; - - }; - - // compileAsync - - /** - * Asynchronous version of {@link WebGLRenderer#compile}. - * - * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence, - * it is recommended to use this version of `compile()` whenever possible. - * - * @async - * @param {Object3D} scene - The scene or another type of 3D object to precompile. - * @param {Camera} camera - The camera. - * @param {?Scene} [targetScene=null] - The target scene. - * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation. - */ - this.compileAsync = function ( scene, camera, targetScene = null ) { - - const materials = this.compile( scene, camera, targetScene ); - - // Wait for all the materials in the new object to indicate that they're - // ready to be used before resolving the promise. - - return new Promise( ( resolve ) => { - - function checkMaterialsReady() { - - materials.forEach( function ( material ) { - - const materialProperties = properties.get( material ); - const program = materialProperties.currentProgram; - - if ( program === undefined || program.isReady() ) { - - // stop waiting for materials that are ready to use or have been disposed - materials.delete( material ); - - } - - } ); - - // once the list of compiling materials is empty, call the callback - - if ( materials.size === 0 ) { - - resolve( scene ); - return; - - } - - // if some materials are still not ready, wait a bit and check again - - setTimeout( checkMaterialsReady, 10 ); - - } - - if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { - - // If we can check the compilation status of the materials without - // blocking then do so right away. - - checkMaterialsReady(); - - } else { - - // Otherwise start by waiting a bit to give the materials we just - // initialized a chance to finish. - - setTimeout( checkMaterialsReady, 10 ); - - } - - } ); - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time ) { - - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); - - } - - function onXRSessionStart() { - - animation.stop(); - - } - - function onXRSessionEnd() { - - animation.start(); - - } - - const animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - if ( typeof self !== 'undefined' ) animation.setContext( self ); - - /** - * Applications are advised to always define the animation loop - * with this method and not manually with `requestAnimationFrame()` - * for best compatibility. - * - * @param {?onAnimationCallback} callback - The application's animation loop. - */ - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - xr.setAnimationLoop( callback ); - - ( callback === null ) ? animation.stop() : animation.start(); - - }; - - xr.addEventListener( 'sessionstart', onXRSessionStart ); - xr.addEventListener( 'sessionend', onXRSessionEnd ); - - // Rendering - - /** - * Renders the given scene (or other type of 3D object) using the given camera. - * - * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget} - * or to the canvas as usual. - * - * By default render buffers are cleared before rendering but you can prevent - * this by setting the property `autoClear` to `false`. If you want to prevent - * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth` - * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}. - * - * @param {Object3D} scene - The scene to render. - * @param {Camera} camera - The camera. - */ - this.render = function ( scene, camera ) { - - if ( camera !== undefined && camera.isCamera !== true ) { - - error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - if ( _isContextLost === true ) return; - - // update node builder if available - if ( _nodesHandler !== null ) { - - _nodesHandler.renderStart( scene, camera ); - - } - - // use internal render target for HalfFloatType color buffer (only when tone mapping is enabled) - - const isXRPresenting = xr.enabled === true && xr.isPresenting === true; - - const useOutput = output !== null && ( _currentRenderTarget === null || isXRPresenting ) && output.begin( _this, _currentRenderTarget ); - - // update scene graph - - if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); - - if ( xr.enabled === true && xr.isPresenting === true && ( output === null || output.isCompositing() === false ) ) { - - if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); - - camera = xr.getCamera(); // use XR camera for rendering - - } - - // - if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); - - currentRenderState = renderStates.get( scene, renderStateStack.length ); - currentRenderState.init( camera ); - - currentRenderState.state.textureUnits = textures.getTextureUnits(); - renderStateStack.push( currentRenderState ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); - - currentRenderList = renderLists.get( scene, renderListStack.length ); - currentRenderList.init(); - - renderListStack.push( currentRenderList ); - - if ( xr.enabled === true && xr.isPresenting === true ) { - - const depthSensingMesh = _this.xr.getDepthSensingMesh(); - - if ( depthSensingMesh !== null ) { - - projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects ); - - } - - } - - projectObject( scene, camera, 0, _this.sortObjects ); - - currentRenderList.finish(); - if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray ); - - if ( _this.sortObjects === true ) { - - currentRenderList.sort( _opaqueSort, _transparentSort ); - - } - - _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false; - if ( _renderBackground ) { - - background.addToRenderList( currentRenderList, scene ); - - } - - // - - this.info.render.frame ++; - - if ( this.info.autoReset === true ) this.info.reset(); - - if ( _clippingEnabled === true ) clipping.beginShadows(); - - const shadowsArray = currentRenderState.state.shadowsArray; - - shadowMap.render( shadowsArray, scene, camera ); - - if ( _clippingEnabled === true ) clipping.endShadows(); - - // - - // render scene (skip if first effect is a render pass - it will render the scene itself) - - const skipSceneRender = useOutput && output.hasRenderPass(); - - if ( skipSceneRender === false ) { - - const opaqueObjects = currentRenderList.opaque; - const transmissiveObjects = currentRenderList.transmissive; - - currentRenderState.setupLights(); - - if ( camera.isArrayCamera ) { - - const cameras = camera.cameras; - - if ( transmissiveObjects.length > 0 ) { - - for ( let i = 0, l = cameras.length; i < l; i ++ ) { - - const camera2 = cameras[ i ]; - - renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 ); - - } - - } - - if ( _renderBackground ) background.render( scene ); - - for ( let i = 0, l = cameras.length; i < l; i ++ ) { - - const camera2 = cameras[ i ]; - - renderScene( currentRenderList, scene, camera2, camera2.viewport ); - - } - - } else { - - if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); - - if ( _renderBackground ) background.render( scene ); - - renderScene( currentRenderList, scene, camera ); - - } - - } - - // - - if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) { - - // resolve multisample renderbuffers to a single-sample texture if necessary - - textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - // Generate mipmap if we're using any kind of mipmap filtering - - textures.updateRenderTargetMipmap( _currentRenderTarget ); - - } - - // copy from internal render target to canvas using fullscreen quad - - if ( useOutput ) { - - output.end( _this ); - - } - - // - - if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - - // _gl.finish(); - - bindingStates.resetDefaultState(); - _currentMaterialId = -1; - _currentCamera = null; - - renderStateStack.pop(); - - if ( renderStateStack.length > 0 ) { - - currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; - - textures.setTextureUnits( currentRenderState.state.textureUnits ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera ); - - } else { - - currentRenderState = null; - - } - - renderListStack.pop(); - - if ( renderListStack.length > 0 ) { - - currentRenderList = renderListStack[ renderListStack.length - 1 ]; - - } else { - - currentRenderList = null; - - } - - if ( _nodesHandler !== null ) { - - _nodesHandler.renderEnd(); - - } - - }; - - function projectObject( object, camera, groupOrder, sortObjects ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible ) { - - if ( object.isGroup ) { - - groupOrder = object.renderOrder; - - } else if ( object.isLOD ) { - - if ( object.autoUpdate === true ) object.update( camera ); - - } else if ( object.isLightProbeGrid ) { - - currentRenderState.pushLightProbeGrid( object ); - - } else if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) { - - if ( sortObjects ) { - - _vector4.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - const geometry = objects.update( object ); - const material = object.material; - - if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera ); - - } - - } - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) { - - const geometry = objects.update( object ); - const material = object.material; - - if ( sortObjects ) { - - if ( object.boundingSphere !== undefined ) { - - if ( object.boundingSphere === null ) object.computeBoundingSphere(); - _vector4.copy( object.boundingSphere.center ); - - } else { - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - _vector4.copy( geometry.boundingSphere.center ); - - } - - _vector4 - .applyMatrix4( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - if ( Array.isArray( material ) ) { - - const groups = geometry.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, camera ); - - } - - } - - } else if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera ); - - } - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, groupOrder, sortObjects ); - - } - - } - - function renderScene( currentRenderList, scene, camera, viewport ) { - - const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList; - - currentRenderState.setupLightsView( camera ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); - - if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); - - if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); - if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); - if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); - - // Ensure depth buffer writing is enabled so it can be cleared on next render - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - state.setPolygonOffset( false ); - - } - - function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { - - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - - if ( overrideMaterial !== null ) { - - return; - - } - - if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) { - - const hasHalfFloatSupport = extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ); - - currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, { - generateMipmaps: true, - type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType, - minFilter: LinearMipmapLinearFilter, - samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177 - stencilBuffer: stencil, - resolveDepthBuffer: false, - resolveStencilBuffer: false, - storeMultisampledDepthBuffer: false, - storeMultisampledStencilBuffer: false, - colorSpace: ColorManagement.workingColorSpace, - } ); - - // debug - - /* - const geometry = new PlaneGeometry(); - const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); - - const mesh = new Mesh( geometry, material ); - scene.add( mesh ); - */ - - } - - const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ]; - - const activeViewport = camera.viewport || _currentViewport; - transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale ); - - // - - const currentRenderTarget = _this.getRenderTarget(); - const currentActiveCubeFace = _this.getActiveCubeFace(); - const currentActiveMipmapLevel = _this.getActiveMipmapLevel(); - - _this.setRenderTarget( transmissionRenderTarget ); - - _this.getClearColor( _currentClearColor ); - _currentClearAlpha = _this.getClearAlpha(); - if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); - - _this.clear(); - - if ( _renderBackground ) background.render( scene ); - - // Turn off the features which can affect the frag color for opaque objects pass. - // Otherwise they are applied twice in opaque objects pass and transmission objects pass. - const currentToneMapping = _this.toneMapping; - _this.toneMapping = NoToneMapping; - - // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector). - // Transmission render pass requires viewport to match the transmissionRenderTarget. - const currentCameraViewport = camera.viewport; - if ( camera.viewport !== undefined ) camera.viewport = undefined; - - currentRenderState.setupLightsView( camera ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); - - renderObjects( opaqueObjects, scene, camera ); - - textures.updateMultisampleRenderTarget( transmissionRenderTarget ); - textures.updateRenderTargetMipmap( transmissionRenderTarget ); - - if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131 - - let renderTargetNeedsUpdate = false; - - for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { - - const renderItem = transmissiveObjects[ i ]; - - const { object, geometry, material, group } = renderItem; - - if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { - - const currentSide = material.side; - - material.side = BackSide; - material.needsUpdate = true; - - renderObject( object, scene, camera, geometry, material, group ); - - material.side = currentSide; - material.needsUpdate = true; - - renderTargetNeedsUpdate = true; - - } - - } - - if ( renderTargetNeedsUpdate === true ) { - - textures.updateMultisampleRenderTarget( transmissionRenderTarget ); - textures.updateRenderTargetMipmap( transmissionRenderTarget ); - - } - - } - - _this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); - - _this.setClearColor( _currentClearColor, _currentClearAlpha ); - - if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport; - - _this.toneMapping = currentToneMapping; - - } - - function renderObjects( renderList, scene, camera ) { - - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - - for ( let i = 0, l = renderList.length; i < l; i ++ ) { - - const renderItem = renderList[ i ]; - - const { object, geometry, group } = renderItem; - let material = renderItem.material; - - if ( material.allowOverride === true && overrideMaterial !== null ) { - - material = overrideMaterial; - - } - - if ( object.layers.test( camera.layers ) ) { - - renderObject( object, scene, camera, geometry, material, group ); - - } - - } - - } - - function renderObject( object, scene, camera, geometry, material, group ) { - - if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material ); - object.onBeforeRender( _this, scene, camera, geometry, material, group ); - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - material.onBeforeRender( _this, scene, camera, geometry, object, group ); - - if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { - - material.side = BackSide; - material.needsUpdate = true; - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - material.side = FrontSide; - material.needsUpdate = true; - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - material.side = DoubleSide; - - } else { - - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - } - - object.onAfterRender( _this, scene, camera, geometry, material, group ); - - } - - function getProgram( material, scene, object ) { - - if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - const materialProperties = properties.get( material ); - - const lights = currentRenderState.state.lights; - const shadowsArray = currentRenderState.state.shadowsArray; - - const lightsStateVersion = lights.state.version; - - const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray ); - const programCacheKey = programCache.getProgramCacheKey( parameters ); - - let programs = materialProperties.programs; - - // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change - - materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; - materialProperties.fog = scene.fog; - - const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); - materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM ); - materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation; - - if ( programs === undefined ) { - - // new material - - material.addEventListener( 'dispose', onMaterialDispose ); - - programs = new Map(); - materialProperties.programs = programs; - - } - - let program = programs.get( programCacheKey ); - - if ( program !== undefined ) { - - // early out if program and light state is identical - - if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { - - updateCommonMaterialProperties( material, parameters ); - - return program; - - } - - } else { - - parameters.uniforms = programCache.getUniforms( material ); - - // Use node builder for node materials if available - if ( _nodesHandler !== null && material.isNodeMaterial ) { - - _nodesHandler.build( material, object, parameters ); - - } - - material.onBeforeCompile( parameters, _this ); - - program = programCache.acquireProgram( parameters, programCacheKey ); - programs.set( programCacheKey, program ); - - materialProperties.uniforms = parameters.uniforms; - - } - - const uniforms = materialProperties.uniforms; - - if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { - - uniforms.clippingPlanes = clipping.uniform; - - } - - updateCommonMaterialProperties( material, parameters ); - - // store the light setup it was created for - - materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; - - if ( materialProperties.needsLights ) { - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; - uniforms.lightProbe.value = lights.state.probe; - uniforms.sunLights.value = lights.state.sun; - uniforms.sunLightShadows.value = lights.state.sunShadow; - uniforms.directionalLights.value = lights.state.directional; - uniforms.directionalLightShadows.value = lights.state.directionalShadow; - uniforms.spotLights.value = lights.state.spot; - uniforms.spotLightShadows.value = lights.state.spotShadow; - uniforms.rectAreaLights.value = lights.state.rectArea; - uniforms.ltc_1.value = lights.state.rectAreaLTC1; - uniforms.ltc_2.value = lights.state.rectAreaLTC2; - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; - - uniforms.sunShadowMatrix.value = lights.state.sunShadowMatrix; - uniforms.sunShadowCascade.value = lights.state.sunShadowCascade; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; - uniforms.spotLightMap.value = lights.state.spotLightMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms - - } - - materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0; - - materialProperties.currentProgram = program; - materialProperties.uniformsList = null; - - return program; - - } - - function getUniformList( materialProperties ) { - - if ( materialProperties.uniformsList === null ) { - - const progUniforms = materialProperties.currentProgram.getUniforms(); - materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); - - } - - return materialProperties.uniformsList; - - } - - function updateCommonMaterialProperties( material, parameters ) { - - const materialProperties = properties.get( material ); - - materialProperties.outputColorSpace = parameters.outputColorSpace; - materialProperties.batching = parameters.batching; - materialProperties.batchingColor = parameters.batchingColor; - materialProperties.instancing = parameters.instancing; - materialProperties.instancingColor = parameters.instancingColor; - materialProperties.instancingMorph = parameters.instancingMorph; - materialProperties.skinning = parameters.skinning; - materialProperties.morphTargets = parameters.morphTargets; - materialProperties.morphNormals = parameters.morphNormals; - materialProperties.morphColors = parameters.morphColors; - materialProperties.morphTargetsCount = parameters.morphTargetsCount; - materialProperties.numClippingPlanes = parameters.numClippingPlanes; - materialProperties.numIntersection = parameters.numClipIntersection; - materialProperties.vertexAlphas = parameters.vertexAlphas; - materialProperties.vertexTangents = parameters.vertexTangents; - materialProperties.toneMapping = parameters.toneMapping; - - } - - function findLightProbeGrid( volumes, object ) { - - if ( volumes.length === 0 ) return null; - - if ( volumes.length === 1 ) { - - return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null; - - } - - objectPosition.setFromMatrixPosition( object.matrixWorld ); - - for ( let i = 0, l = volumes.length; i < l; i ++ ) { - - const v = volumes[ i ]; - - if ( v.texture !== null && v.boundingBox.containsPoint( objectPosition ) ) return v; - - } - - return null; - - } - - function setProgram( camera, scene, geometry, material, object ) { - - if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - textures.resetTextureUnits(); - - const fog = scene.fog; - const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; - const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ); - const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); - const envMap = environments.get( material.envMap || environment, usePMREM ); - const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; - const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); - const morphTargets = !! geometry.morphAttributes.position; - const morphNormals = !! geometry.morphAttributes.normal; - const morphColors = !! geometry.morphAttributes.color; - - let toneMapping = NoToneMapping; - - if ( material.toneMapped ) { - - if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { - - toneMapping = _this.toneMapping; - - } - - } - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; - - const materialProperties = properties.get( material ); - const lights = currentRenderState.state.lights; - - if ( _clippingEnabled === true ) { - - if ( _localClippingEnabled === true || camera !== _currentCamera ) { - - const useCache = - camera === _currentCamera && - material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - clipping.setState( material, camera, useCache ); - - } - - } - - // - - let needsProgramChange = false; - - if ( material.version === materialProperties.__version ) { - - if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { - - needsProgramChange = true; - - } else if ( materialProperties.outputColorSpace !== colorSpace ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batching === false ) { - - needsProgramChange = true; - - } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object._colorsTexture === null ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object._colorsTexture !== null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { - - needsProgramChange = true; - - } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { - - needsProgramChange = true; - - } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { - - needsProgramChange = true; - - } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) { - - needsProgramChange = true; - - } else if ( materialProperties.envMap !== envMap ) { - - needsProgramChange = true; - - } else if ( material.fog === true && materialProperties.fog !== fog ) { - - needsProgramChange = true; - - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== clipping.numPlanes || - materialProperties.numIntersection !== clipping.numIntersection ) ) { - - needsProgramChange = true; - - } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { - - needsProgramChange = true; - - } else if ( materialProperties.vertexTangents !== vertexTangents ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphTargets !== morphTargets ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphNormals !== morphNormals ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphColors !== morphColors ) { - - needsProgramChange = true; - - } else if ( materialProperties.toneMapping !== toneMapping ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) { - - needsProgramChange = true; - - } else if ( !! materialProperties.lightProbeGrid !== ( currentRenderState.state.lightProbeGridArray.length > 0 ) ) { - - needsProgramChange = true; - - } - - } else { - - needsProgramChange = true; - materialProperties.__version = material.version; - - } - - // - - let program = materialProperties.currentProgram; - - if ( needsProgramChange === true ) { - - program = getProgram( material, scene, object ); - - // notify the node builder that the program has changed so uniforms and update nodes can - // be cached and triggered. - if ( _nodesHandler && material.isNodeMaterial ) { - - _nodesHandler.onUpdateProgram( material, program, materialProperties ); - - } - - } - - let refreshProgram = false; - let refreshMaterial = false; - let refreshLights = false; - - const p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; - - if ( state.useProgram( program.program ) ) { - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( materialProperties.needsLights ) { - - const objectVolume = findLightProbeGrid( currentRenderState.state.lightProbeGridArray, object ); - - if ( materialProperties.lightProbeGrid !== objectVolume ) { - - materialProperties.lightProbeGrid = objectVolume; - refreshMaterial = true; - - } - - } - - if ( refreshProgram || _currentCamera !== camera ) { - - // common camera uniforms - - const reversedDepthBuffer = state.buffers.depth.getReversed(); - - if ( reversedDepthBuffer && camera.reversedDepth !== true ) { - - camera._reversedDepth = true; - camera.updateProjectionMatrix(); - - } - - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - - const uCamPos = p_uniforms.map.cameraPosition; - - if ( uCamPos !== undefined ) { - - uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - - } - - if ( capabilities.logarithmicDepthBuffer ) { - - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial ) { - - p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); - - } - - if ( _currentCamera !== camera ) { - - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done - - } - - } - - // Pre-allocate texture units for shadow samplers before setting data textures - if ( materialProperties.needsLights ) { - - // Set shadow map uniforms first to ensure they get the first texture units - if ( lights.state.sunShadowMap.length > 0 ) { - - p_uniforms.setValue( _gl, 'sunShadowMap', lights.state.sunShadowMap, textures ); - - } - - if ( lights.state.directionalShadowMap.length > 0 ) { - - p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures ); - - } - - if ( lights.state.spotShadowMap.length > 0 ) { - - p_uniforms.setValue( _gl, 'spotShadowMap', lights.state.spotShadowMap, textures ); - - } - - if ( lights.state.pointShadowMap.length > 0 ) { - - p_uniforms.setValue( _gl, 'pointShadowMap', lights.state.pointShadowMap, textures ); - - } - - } - - // skinning and morph target uniforms must be set even if material didn't change - // auto-setting of texture unit for bone and morph texture must go before other textures - // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures - - if ( object.isSkinnedMesh ) { - - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - - const skeleton = object.skeleton; - - if ( skeleton ) { - - if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); - - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); - - } - - } - - if ( object.isBatchedMesh ) { - - p_uniforms.setOptional( _gl, object, 'batchingTexture' ); - p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); - - p_uniforms.setOptional( _gl, object, 'batchingIdTexture' ); - p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures ); - - p_uniforms.setOptional( _gl, object, 'batchingColorTexture' ); - if ( object._colorsTexture !== null ) { - - p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures ); - - } - - } - - const morphAttributes = geometry.morphAttributes; - - if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) { - - morphtargets.update( object, geometry, program ); - - } - - if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { - - materialProperties.receiveShadow = object.receiveShadow; - p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); - - } - - if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) { - - m_uniforms.envMapIntensity.value = scene.environmentIntensity; - - } - - // Set DFG LUT for physically-based materials - if ( m_uniforms.dfgLUT !== undefined ) { - - m_uniforms.dfgLUT.value = getDFGLUT(); - - } - - if ( refreshMaterial ) { - - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - - if ( materialProperties.needsLights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog === true ) { - - materials.refreshFogUniforms( m_uniforms, fog ); - - } - - materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] ); - - // light probe volume - - if ( materialProperties.needsLights && materialProperties.lightProbeGrid ) { - - const volume = materialProperties.lightProbeGrid; - - m_uniforms.probesSH.value = volume.texture; - m_uniforms.probesMin.value.copy( volume.boundingBox.min ); - m_uniforms.probesMax.value.copy( volume.boundingBox.max ); - m_uniforms.probesResolution.value.copy( volume.resolution ); - - } - - WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); - - } - - if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - - WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); - material.uniformsNeedUpdate = false; - - } - - if ( material.isSpriteMaterial ) { - - p_uniforms.setValue( _gl, 'center', object.center ); - - } - - // common matrices - - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - // UBOs - - if ( material.uniformsGroups !== undefined ) { - - const groups = material.uniformsGroups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - - uniformsGroups.update( group, program ); - uniformsGroups.bind( group, program ); - - } - - } - - return program; - - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - - function markUniformsLightsNeedsUpdate( uniforms, value ) { - - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; - - uniforms.sunLights.needsUpdate = value; - uniforms.sunLightShadows.needsUpdate = value; - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.pointLightShadows.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - function materialNeedsLights( material ) { - - return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || - material.isMeshStandardMaterial || material.isShadowMaterial || - ( material.isShaderMaterial && material.lights === true ); - - } - - /** - * Returns the active cube face. - * - * @return {number} The active cube face. - */ - this.getActiveCubeFace = function () { - - return _currentActiveCubeFace; - - }; - - /** - * Returns the active mipmap level. - * - * @return {number} The active mipmap level. - */ - this.getActiveMipmapLevel = function () { - - return _currentActiveMipmapLevel; - - }; - - /** - * Returns the active render target. - * - * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target - * is currently set. - */ - this.getRenderTarget = function () { - - return _currentRenderTarget; - - }; - - this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { - - const renderTargetProperties = properties.get( renderTarget ); - - renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false; - if ( renderTargetProperties.__autoAllocateDepthBuffer === false ) { - - // The multisample_render_to_texture extension doesn't work properly if there - // are midframe flushes and an external depth buffer. Disable use of the extension. - renderTargetProperties.__useRenderToTexture = false; - - } - - properties.get( renderTarget.texture ).__webglTexture = colorTexture; - properties.get( renderTarget.depthTexture ).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? undefined : depthTexture; - - renderTargetProperties.__hasExternalTextures = true; - - }; - - this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { - - const renderTargetProperties = properties.get( renderTarget ); - renderTargetProperties.__webglFramebuffer = defaultFramebuffer; - renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; - - }; - - /** - * Sets the active rendertarget. - * - * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given, - * the canvas is set as the active render target instead. - * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target. - * Indicates the z layer to render in to when using 3D or array render targets. - * @param {number} [activeMipmapLevel=0] - The active mipmap level. - */ - this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { - - _currentRenderTarget = renderTarget; - _currentActiveCubeFace = activeCubeFace; - _currentActiveMipmapLevel = activeMipmapLevel; - - let framebuffer = null; - let isCube = false; - let isRenderTarget3D = false; - - if ( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - - if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { - - // Externally-managed framebuffer (e.g. XR) - // Bind to the stored framebuffer (may be null for default, or a WebGLFramebuffer) - state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - state.viewport( _currentViewport ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - _currentMaterialId = -1; - - return; - - } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( renderTarget ); - - } else if ( renderTargetProperties.__hasExternalTextures ) { - - // Color and depth texture must be rebound in order for the swapchain to update. - textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); - - } else if ( renderTarget.depthBuffer ) { - - // check if the depth texture is already bound to the frame buffer and that it's been initialized - const depthTexture = renderTarget.depthTexture; - if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) { - - // check if the depth texture is compatible - if ( - depthTexture !== null && - properties.has( depthTexture ) && - ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height ) - ) { - - throw new Error( 'THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.' ); - - } - - // Swap the depth buffer to the currently attached one - textures.setupDepthRenderbuffer( renderTarget ); - - } - - } - - const texture = renderTarget.texture; - - if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { - - isRenderTarget3D = true; - - } - - const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { - - framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; - - } else { - - framebuffer = __webglFramebuffer[ activeCubeFace ]; - - } - - isCube = true; - - } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { - - framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; - - } else { - - if ( Array.isArray( __webglFramebuffer ) ) { - - framebuffer = __webglFramebuffer[ activeMipmapLevel ]; - - } else { - - framebuffer = __webglFramebuffer; - - } - - } - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - } else { - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; - - } - - // Use a scratch frame buffer if rendering to a mip level to avoid depth buffers - // being bound that are different sizes. - if ( activeMipmapLevel !== 0 ) { - - framebuffer = _scratchFramebuffer; - - } - - const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - if ( framebufferBound ) { - - state.drawBuffers( renderTarget, framebuffer ); - - } - - state.viewport( _currentViewport ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - if ( isCube ) { - - const textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); - - } else if ( isRenderTarget3D ) { - - const layer = activeCubeFace; - - for ( let i = 0; i < renderTarget.textures.length; i ++ ) { - - const textureProperties = properties.get( renderTarget.textures[ i ] ); - - _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer ); - - } - - } else if ( renderTarget !== null && activeMipmapLevel !== 0 ) { - - // Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap. - // If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown. - const textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel ); - - } - - _currentMaterialId = -1; // reset current material to ensure correct uniform bindings - - }; - - function getReadableState( texture ) { - - const textureProperties = properties.get( texture ); - - if ( textureProperties.__readFormat !== texture.format || textureProperties.__readType !== texture.type ) { - - textureProperties.__readFormat = texture.format; - textureProperties.__readType = texture.type; - textureProperties.__formatReadable = capabilities.textureFormatReadable( texture.format ); - textureProperties.__typeReadable = capabilities.textureTypeReadable( texture.type ); - - } - - return textureProperties; - - } - - /** - * Reads the pixel data from the given render target into the given buffer. - * - * @param {WebGLRenderTarget} renderTarget - The render target to read from. - * @param {number} x - The `x` coordinate of the copy region's origin. - * @param {number} y - The `y` coordinate of the copy region's origin. - * @param {number} width - The width of the copy region. - * @param {number} height - The height of the copy region. - * @param {TypedArray} buffer - The result buffer. - * @param {number} [activeCubeFaceIndex] - The active cube face index. - * @param {number} [textureIndex=0] - The texture index of an MRT render target. - */ - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; - - } - - let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - try { - - const texture = renderTarget.textures[ textureIndex ]; - const textureFormat = texture.format; - const textureType = texture.type; - - // when using MRT, select the correct color buffer for the subsequent read command - - if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); - - const readableState = getReadableState( texture ); - - if ( readableState.__formatReadable === false ) { - - error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( readableState.__typeReadable === false ) { - - error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; - - } - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); - - } - - } finally { - - // restore framebuffer of current render target if necessary - - const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - } - - } - - }; - - /** - * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}. - * - * It is recommended to use this version of `readRenderTargetPixels()` whenever possible. - * - * @async - * @param {WebGLRenderTarget} renderTarget - The render target to read from. - * @param {number} x - The `x` coordinate of the copy region's origin. - * @param {number} y - The `y` coordinate of the copy region's origin. - * @param {number} width - The width of the copy region. - * @param {number} height - The height of the copy region. - * @param {TypedArray} buffer - The result buffer. - * @param {number} [activeCubeFaceIndex] - The active cube face index. - * @param {number} [textureIndex=0] - The texture index of an MRT render target. - * @return {Promise} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array. - */ - this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - - } - - let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - - // set the active frame buffer to the one we want to read - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - const texture = renderTarget.textures[ textureIndex ]; - const textureFormat = texture.format; - const textureType = texture.type; - - // when using MRT, select the correct color buffer for the subsequent read command - - if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); - - const readableState = getReadableState( texture ); - - if ( readableState.__formatReadable === false ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' ); - - } - - if ( readableState.__typeReadable === false ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' ); - - } - - const glBuffer = _gl.createBuffer(); - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); - _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ ); - - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 ); - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null ); - - // reset the frame buffer to the currently set buffer before waiting - const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; - state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer ); - - // check if the commands have finished every 8 ms - const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); - - _gl.flush(); - - await probeAsync( _gl, sync, 4 ); - - // read the data and delete the buffer - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); - _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer ); - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null ); - _gl.deleteBuffer( glBuffer ); - _gl.deleteSync( sync ); - - return buffer; - - } else { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' ); - - } - - } - - }; - - /** - * Copies pixels from the current bound framebuffer into the given texture. - * - * @param {FramebufferTexture} texture - The texture. - * @param {?Vector2} [position=null] - The start position of the copy operation. - * @param {number} [level=0] - The mip level. The default represents the base mip. - */ - this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) { - - const levelScale = Math.pow( 2, - level ); - const width = Math.floor( texture.image.width * levelScale ); - const height = Math.floor( texture.image.height * levelScale ); - - const x = position !== null ? position.x : 0; - const y = position !== null ? position.y : 0; - - textures.setTexture2D( texture, 0 ); - - _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height ); - - state.unbindTexture(); - - }; - - - /** - * Copies data of the given source texture into a destination texture. - * - * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized - * {@link WebGLRenderer#initRenderTarget}. - * - * @param {Texture} srcTexture - The source texture. - * @param {Texture} dstTexture - The destination texture. - * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional. - * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional. - * @param {number} [srcLevel=0] - The source mipmap level to copy. - * @param {?number} [dstLevel=0] - The destination mipmap level. - */ - this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) { - - // gather the necessary dimensions to copy - let width, height, depth, minX, minY, minZ; - let dstX, dstY, dstZ; - const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image; - if ( srcRegion !== null ) { - - width = srcRegion.max.x - srcRegion.min.x; - height = srcRegion.max.y - srcRegion.min.y; - depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1; - minX = srcRegion.min.x; - minY = srcRegion.min.y; - minZ = srcRegion.isBox3 ? srcRegion.min.z : 0; - - } else { - - const levelScale = Math.pow( 2, - srcLevel ); - width = Math.floor( image.width * levelScale ); - height = Math.floor( image.height * levelScale ); - if ( srcTexture.isDataArrayTexture ) { - - depth = image.depth; - - } else if ( srcTexture.isData3DTexture ) { - - depth = Math.floor( image.depth * levelScale ); - - } else { - - depth = 1; - - } - - minX = 0; - minY = 0; - minZ = 0; - - } - - if ( dstPosition !== null ) { - - dstX = dstPosition.x; - dstY = dstPosition.y; - dstZ = dstPosition.z; - - } else { - - dstX = 0; - dstY = 0; - dstZ = 0; - - } - - // Set up the destination target - const glFormat = utils.convert( dstTexture.format ); - const glType = utils.convert( dstTexture.type ); - let glTarget; - - if ( dstTexture.isData3DTexture ) { - - textures.setTexture3D( dstTexture, 0 ); - glTarget = _gl.TEXTURE_3D; - - } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { - - textures.setTexture2DArray( dstTexture, 0 ); - glTarget = _gl.TEXTURE_2D_ARRAY; - - } else { - - textures.setTexture2D( dstTexture, 0 ); - glTarget = _gl.TEXTURE_2D; - - } - - state.activeTexture( _gl.TEXTURE0 ); // see #33153 - - state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); - state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); - state.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); - - // used for copying data from cpu - const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); - const currentUnpackImageHeight = state.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); - const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); - const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); - const currentUnpackSkipImages = state.getParameter( _gl.UNPACK_SKIP_IMAGES ); - - state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); - state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); - state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); - state.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); - state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ ); - - // set up the src texture - const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture; - const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture; - if ( srcTexture.isDepthTexture ) { - - const srcTextureProperties = properties.get( srcTexture ); - const dstTextureProperties = properties.get( dstTexture ); - const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget ); - const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget ); - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer ); - - for ( let i = 0; i < depth; i ++ ) { - - // if the source or destination are a 3d target then a layer needs to be bound - if ( isSrc3D ) { - - _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i ); - _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i ); - - } - - _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST ); - - } - - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); - - } else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) { - - // get the appropriate frame buffers - const srcTextureProperties = properties.get( srcTexture ); - const dstTextureProperties = properties.get( dstTexture ); - - // bind the frame buffer targets - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer ); - - for ( let i = 0; i < depth; i ++ ) { - - // assign the correct layers and mip maps to the frame buffers - if ( isSrc3D ) { - - _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i ); - - } else { - - _gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel ); - - } - - if ( isDst3D ) { - - _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i ); - - } else { - - _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel ); - - } - - // copy the data using the fastest function that can achieve the copy - if ( srcLevel !== 0 ) { - - _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST ); - - } else if ( isDst3D ) { - - _gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height ); - - } else { - - _gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height ); - - } - - } - - // unbind read, draw buffers - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); - - } else { - - if ( isDst3D ) { - - // copy data into the 3d texture - if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { - - _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data ); - - } else if ( dstTexture.isCompressedArrayTexture ) { - - _gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data ); - - } else { - - _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image ); - - } - - } else { - - // copy data into the 2d texture - if ( srcTexture.isDataTexture ) { - - _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data ); - - } else if ( srcTexture.isCompressedTexture ) { - - _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data ); - - } else { - - _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image ); - - } - - } - - } - - // reset values - state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); - state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); - state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); - state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); - state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); - - // Generate mipmaps only when copying level 0 - if ( dstLevel === 0 && dstTexture.generateMipmaps ) { - - _gl.generateMipmap( glTarget ); - - } - - state.unbindTexture(); - - }; - - /** - * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data - * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been - * rendered to. - * - * @param {WebGLRenderTarget} target - The render target. - */ - this.initRenderTarget = function ( target ) { - - if ( properties.get( target ).__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( target ); - - } - - }; - - /** - * Initializes the given texture. Useful for preloading a texture rather than waiting until first - * render (which can cause noticeable lags due to decode and GPU upload overhead). - * - * @param {Texture} texture - The texture. - */ - this.initTexture = function ( texture ) { - - if ( texture.isCubeTexture ) { - - textures.setTextureCube( texture, 0 ); - - } else if ( texture.isData3DTexture ) { - - textures.setTexture3D( texture, 0 ); - - } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { - - textures.setTexture2DArray( texture, 0 ); - - } else { - - textures.setTexture2D( texture, 0 ); - - } - - state.unbindTexture(); - - }; - - /** - * Can be used to reset the internal WebGL state. This method is mostly - * relevant for applications which share a single WebGL context across - * multiple WebGL libraries. - */ - this.resetState = function () { - - _currentActiveCubeFace = 0; - _currentActiveMipmapLevel = 0; - _currentRenderTarget = null; - - state.reset(); - bindingStates.reset(); - - }; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); - - } - - } - - /** - * Defines the coordinate system of the renderer. - * - * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`. - * - * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} - * @default WebGLCoordinateSystem - * @readonly - */ - get coordinateSystem() { - - return WebGLCoordinateSystem; - - } - - /** - * Defines the output color space of the renderer. - * - * @type {SRGBColorSpace|LinearSRGBColorSpace} - * @default SRGBColorSpace - */ - get outputColorSpace() { - - return this._outputColorSpace; - - } - - set outputColorSpace( colorSpace ) { - - this._outputColorSpace = colorSpace; - - const gl = this.getContext(); - gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace ); - gl.unpackColorSpace = ColorManagement._getUnpackColorSpace(); - - } - -} - -export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js b/public/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js deleted file mode 100644 index 3b49ec2..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/controls/OrbitControls.js +++ /dev/null @@ -1,1972 +0,0 @@ -import { - Controls, - MOUSE, - Quaternion, - Spherical, - TOUCH, - Vector2, - Vector3, - Plane, - Ray, - MathUtils -} from 'three'; - -/** - * Fires when the camera has been transformed by the controls. - * - * @event OrbitControls#change - * @type {Object} - */ -const _changeEvent = { type: 'change' }; - -/** - * Fires when an interaction was initiated. - * - * @event OrbitControls#start - * @type {Object} - */ -const _startEvent = { type: 'start' }; - -/** - * Fires when an interaction has finished. - * - * @event OrbitControls#end - * @type {Object} - */ -const _endEvent = { type: 'end' }; - -const _ray = new Ray(); -const _plane = new Plane(); -const _TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD ); - -const _v = new Vector3(); -const _twoPI = 2 * Math.PI; - -const _STATE = { - NONE: - 1, - ROTATE: 0, - DOLLY: 1, - PAN: 2, - TOUCH_ROTATE: 3, - TOUCH_PAN: 4, - TOUCH_DOLLY_PAN: 5, - TOUCH_DOLLY_ROTATE: 6 -}; -const _EPS = 0.000001; - - -/** - * Orbit controls allow the camera to orbit around a target. - * - * OrbitControls performs orbiting, dollying (zooming), and panning. Unlike {@link TrackballControls}, - * it maintains the "up" direction `object.up` (+Y by default). - * - * - Orbit: Left mouse / touch: one-finger move. - * - Zoom: Middle mouse, or mousewheel / touch: two-finger spread or squish. - * - Pan: Right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move. - * - * ```js - * const controls = new OrbitControls( camera, renderer.domElement ); - * - * // controls.update() must be called after any manual changes to the camera's transform - * camera.position.set( 0, 20, 100 ); - * controls.update(); - * - * function animate() { - * - * // required if controls.enableDamping or controls.autoRotate are set to true - * controls.update(); - * - * renderer.render( scene, camera ); - * - * } - * ``` - * - * @augments Controls - * @three_import import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; - */ -class OrbitControls extends Controls { - - /** - * Constructs a new controls instance. - * - * @param {Object3D} object - The object that is managed by the controls. - * @param {?HTMLElement} domElement - The HTML element used for event listeners. - */ - constructor( object, domElement = null ) { - - super( object, domElement ); - - this.state = _STATE.NONE; - - /** - * The focus point of the controls, the `object` orbits around this. - * It can be updated manually at any point to change the focus of the controls. - * - * @type {Vector3} - */ - this.target = new Vector3(); - - /** - * The focus point of the `minTargetRadius` and `maxTargetRadius` limits. - * It can be updated manually at any point to change the center of interest - * for the `target`. - * - * @type {Vector3} - */ - this.cursor = new Vector3(); - - /** - * How far you can dolly in (perspective camera only). - * - * @type {number} - * @default 0 - */ - this.minDistance = 0; - - /** - * How far you can dolly out (perspective camera only). - * - * @type {number} - * @default Infinity - */ - this.maxDistance = Infinity; - - /** - * How far you can zoom in (orthographic camera only). - * - * @type {number} - * @default 0 - */ - this.minZoom = 0; - - /** - * How far you can zoom out (orthographic camera only). - * - * @type {number} - * @default Infinity - */ - this.maxZoom = Infinity; - - /** - * How close you can get the target to the 3D `cursor`. - * - * @type {number} - * @default 0 - */ - this.minTargetRadius = 0; - - /** - * How far you can move the target from the 3D `cursor`. - * - * @type {number} - * @default Infinity - */ - this.maxTargetRadius = Infinity; - - /** - * How far you can orbit vertically, lower limit. Range is `[0, Math.PI]` radians. - * - * @type {number} - * @default 0 - */ - this.minPolarAngle = 0; - - /** - * How far you can orbit vertically, upper limit. Range is `[0, Math.PI]` radians. - * - * @type {number} - * @default Math.PI - */ - this.maxPolarAngle = Math.PI; - - /** - * How far you can orbit horizontally, lower limit. If set, the interval `[ min, max ]` - * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. - * - * @type {number} - * @default -Infinity - */ - this.minAzimuthAngle = - Infinity; - - /** - * How far you can orbit horizontally, upper limit. If set, the interval `[ min, max ]` - * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. - * - * @type {number} - * @default -Infinity - */ - this.maxAzimuthAngle = Infinity; - - /** - * Set to `true` to enable damping (inertia), which can be used to give a sense of weight - * to the controls. Note that if this is enabled, you must call `update()` in your animation - * loop. - * - * @type {boolean} - * @default false - */ - this.enableDamping = false; - - /** - * The damping inertia used if `enableDamping` is set to `true`. - * - * Note that for this to work, you must call `update()` in your animation loop. - * - * @type {number} - * @default 0.05 - */ - this.dampingFactor = 0.05; - - /** - * Enable or disable zooming (dollying) of the camera. - * - * @type {boolean} - * @default true - */ - this.enableZoom = true; - - /** - * Speed of zooming / dollying. - * - * @type {number} - * @default 1 - */ - this.zoomSpeed = 1.0; - - /** - * Enable or disable horizontal and vertical rotation of the camera. - * - * Note that it is possible to disable a single axis by setting the min and max of the - * `minPolarAngle` or `minAzimuthAngle` to the same value, which will cause the vertical - * or horizontal rotation to be fixed at that value. - * - * @type {boolean} - * @default true - */ - this.enableRotate = true; - - /** - * Speed of rotation. - * - * @type {number} - * @default 1 - */ - this.rotateSpeed = 1.0; - - /** - * How fast to rotate the camera when the keyboard is used. - * - * @type {number} - * @default 1 - */ - this.keyRotateSpeed = 1.0; - - /** - * Enable or disable camera panning. - * - * @type {boolean} - * @default true - */ - this.enablePan = true; - - /** - * Speed of panning. - * - * @type {number} - * @default 1 - */ - this.panSpeed = 1.0; - - /** - * Defines how the camera's position is translated when panning. If `true`, the camera pans - * in screen space. Otherwise, the camera pans in the plane orthogonal to the camera's up - * direction. - * - * @type {boolean} - * @default true - */ - this.screenSpacePanning = true; - - /** - * How fast to pan the camera when the keyboard is used in - * pixels per keypress. - * - * @type {number} - * @default 7 - */ - this.keyPanSpeed = 7.0; - - /** - * Setting this property to `true` allows to zoom to the cursor's position. - * - * @type {boolean} - * @default false - */ - this.zoomToCursor = false; - - /** - * Set to true to automatically rotate around the target - * - * Note that if this is enabled, you must call `update()` in your animation loop. - * If you want the auto-rotate speed to be independent of the frame rate (the refresh - * rate of the display), you must pass the time `deltaTime`, in seconds, to `update()`. - * - * @type {boolean} - * @default false - */ - this.autoRotate = false; - - /** - * How fast to rotate around the target if `autoRotate` is `true`. The default equates to 30 seconds - * per orbit at 60fps. - * - * Note that if `autoRotate` is enabled, you must call `update()` in your animation loop. - * - * @type {number} - * @default 2 - */ - this.autoRotateSpeed = 2.0; - - /** - * This object contains references to the keycodes for controlling camera panning. - * - * ```js - * controls.keys = { - * LEFT: 'ArrowLeft', //left arrow - * UP: 'ArrowUp', // up arrow - * RIGHT: 'ArrowRight', // right arrow - * BOTTOM: 'ArrowDown' // down arrow - * } - * ``` - * @type {Object} - */ - this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }; - - /** - * This object contains references to the mouse actions used by the controls. - * - * ```js - * controls.mouseButtons = { - * LEFT: THREE.MOUSE.ROTATE, - * MIDDLE: THREE.MOUSE.DOLLY, - * RIGHT: THREE.MOUSE.PAN - * } - * ``` - * @type {Object} - */ - this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN }; - - /** - * This object contains references to the touch actions used by the controls. - * - * ```js - * controls.mouseButtons = { - * ONE: THREE.TOUCH.ROTATE, - * TWO: THREE.TOUCH.DOLLY_PAN - * } - * ``` - * @type {Object} - */ - this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }; - - /** - * Used internally by `saveState()` and `reset()`. - * - * @type {Vector3} - */ - this.target0 = this.target.clone(); - - /** - * Used internally by `saveState()` and `reset()`. - * - * @type {Vector3} - */ - this.position0 = this.object.position.clone(); - - /** - * Used internally by `saveState()` and `reset()`. - * - * @type {number} - */ - this.zoom0 = this.object.zoom; - - this._cursorStyle = 'auto'; - - // the target DOM element for key events - this._domElementKeyEvents = null; - - // internals - - this._lastPosition = new Vector3(); - this._lastQuaternion = new Quaternion(); - this._lastTargetPosition = new Vector3(); - - // so camera.up is the orbit axis - this._quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) ); - this._quatInverse = this._quat.clone().invert(); - - // current position in spherical coordinates - this._spherical = new Spherical(); - this._sphericalDelta = new Spherical(); - - this._scale = 1; - this._panOffset = new Vector3(); - - this._rotateStart = new Vector2(); - this._rotateEnd = new Vector2(); - this._rotateDelta = new Vector2(); - - this._panStart = new Vector2(); - this._panEnd = new Vector2(); - this._panDelta = new Vector2(); - - this._dollyStart = new Vector2(); - this._dollyEnd = new Vector2(); - this._dollyDelta = new Vector2(); - - this._dollyDirection = new Vector3(); - this._mouse = new Vector2(); - this._performCursorZoom = false; - - this._pointers = []; - this._pointerPositions = {}; - - this._controlActive = false; - - // event listeners - - this._onPointerMove = onPointerMove.bind( this ); - this._onPointerDown = onPointerDown.bind( this ); - this._onPointerUp = onPointerUp.bind( this ); - this._onContextMenu = onContextMenu.bind( this ); - this._onMouseWheel = onMouseWheel.bind( this ); - this._onKeyDown = onKeyDown.bind( this ); - - this._onTouchStart = onTouchStart.bind( this ); - this._onTouchMove = onTouchMove.bind( this ); - - this._onMouseDown = onMouseDown.bind( this ); - this._onMouseMove = onMouseMove.bind( this ); - - this._interceptControlDown = interceptControlDown.bind( this ); - this._interceptControlUp = interceptControlUp.bind( this ); - - // - - if ( this.domElement !== null ) { - - this.connect( this.domElement ); - - } - - this.update(); - - } - - /** - * Defines the visual representation of the cursor. - * - * @type {('auto'|'grab')} - * @default 'auto' - */ - set cursorStyle( type ) { - - this._cursorStyle = type; - - if ( type === 'grab' ) { - - this.domElement.style.cursor = 'grab'; - - } else { - - this.domElement.style.cursor = 'auto'; - - } - - } - - get cursorStyle() { - - return this._cursorStyle; - - } - - connect( element ) { - - super.connect( element ); - - this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); - this.domElement.addEventListener( 'pointercancel', this._onPointerUp ); - - this.domElement.addEventListener( 'contextmenu', this._onContextMenu ); - this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } ); - - const document = this.domElement.getRootNode(); // offscreen canvas compatibility - document.addEventListener( 'keydown', this._interceptControlDown, { passive: true, capture: true } ); - - this.domElement.style.touchAction = 'none'; // Disable touch scroll - - } - - disconnect() { - - this.state = _STATE.NONE; - - this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); - this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); - this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); - this.domElement.removeEventListener( 'pointercancel', this._onPointerUp ); - - this.domElement.removeEventListener( 'wheel', this._onMouseWheel ); - this.domElement.removeEventListener( 'contextmenu', this._onContextMenu ); - - this.stopListenToKeyEvents(); - - const document = this.domElement.getRootNode(); // offscreen canvas compatibility - document.removeEventListener( 'keydown', this._interceptControlDown, { capture: true } ); - document.removeEventListener( 'keyup', this._interceptControlUp, { capture: true } ); - - this._controlActive = false; - - this._pointers.length = 0; - this._pointerPositions = {}; - - this.domElement.style.touchAction = ''; // Restore touch scroll - this.domElement.style.cursor = 'auto'; - - } - - dispose() { - - this.disconnect(); - - } - - /** - * Get the current vertical rotation, in radians. - * - * @return {number} The current vertical rotation, in radians. - */ - getPolarAngle() { - - return this._spherical.phi; - - } - - /** - * Get the current horizontal rotation, in radians. - * - * @return {number} The current horizontal rotation, in radians. - */ - getAzimuthalAngle() { - - return this._spherical.theta; - - } - - /** - * Returns the distance from the camera to the target. - * - * @return {number} The distance from the camera to the target. - */ - getDistance() { - - return this.object.position.distanceTo( this.target ); - - } - - /** - * Adds key event listeners to the given DOM element. - * `window` is a recommended argument for using this method. - * - * @param {HTMLElement} domElement - The DOM element - */ - listenToKeyEvents( domElement ) { - - domElement.addEventListener( 'keydown', this._onKeyDown ); - this._domElementKeyEvents = domElement; - - } - - /** - * Removes the key event listener previously defined with `listenToKeyEvents()`. - */ - stopListenToKeyEvents() { - - if ( this._domElementKeyEvents !== null ) { - - this._domElementKeyEvents.removeEventListener( 'keydown', this._onKeyDown ); - this._domElementKeyEvents = null; - - } - - } - - /** - * Save the current state of the controls. This can later be recovered with `reset()`. - */ - saveState() { - - this.target0.copy( this.target ); - this.position0.copy( this.object.position ); - this.zoom0 = this.object.zoom; - - } - - /** - * Reset the controls to their state from either the last time the `saveState()` - * was called, or the initial state. - */ - reset() { - - this.target.copy( this.target0 ); - this.object.position.copy( this.position0 ); - this.object.zoom = this.zoom0; - - this.object.updateProjectionMatrix(); - this.dispatchEvent( _changeEvent ); - - this.update(); - - this.state = _STATE.NONE; - - } - - /** - * Programmatically pan the camera. - * - * @param {number} deltaX - The horizontal pan amount in pixels. - * @param {number} deltaY - The vertical pan amount in pixels. - */ - pan( deltaX, deltaY ) { - - this._pan( deltaX, deltaY ); - this.update(); - - } - - /** - * Programmatically dolly in (zoom in for perspective camera). - * - * @param {number} dollyScale - The dolly scale factor. - */ - dollyIn( dollyScale ) { - - this._dollyIn( dollyScale ); - this.update(); - - } - - /** - * Programmatically dolly out (zoom out for perspective camera). - * - * @param {number} dollyScale - The dolly scale factor. - */ - dollyOut( dollyScale ) { - - this._dollyOut( dollyScale ); - this.update(); - - } - - /** - * Programmatically rotate the camera left (around the vertical axis). - * - * @param {number} angle - The rotation angle in radians. - */ - rotateLeft( angle ) { - - this._rotateLeft( angle ); - this.update(); - - } - - /** - * Programmatically rotate the camera up (around the horizontal axis). - * - * @param {number} angle - The rotation angle in radians. - */ - rotateUp( angle ) { - - this._rotateUp( angle ); - this.update(); - - } - - update( deltaTime = null ) { - - const position = this.object.position; - - _v.copy( position ).sub( this.target ); - - // rotate offset to "y-axis-is-up" space - _v.applyQuaternion( this._quat ); - - // angle from z-axis around y-axis - this._spherical.setFromVector3( _v ); - - if ( this.autoRotate && this.state === _STATE.NONE ) { - - this._rotateLeft( this._getAutoRotationAngle( deltaTime ) ); - - } - - if ( this.enableDamping ) { - - this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor; - this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor; - - } else { - - this._spherical.theta += this._sphericalDelta.theta; - this._spherical.phi += this._sphericalDelta.phi; - - } - - // restrict theta to be between desired limits - - let min = this.minAzimuthAngle; - let max = this.maxAzimuthAngle; - - if ( isFinite( min ) && isFinite( max ) ) { - - if ( min < - Math.PI ) min += _twoPI; else if ( min > Math.PI ) min -= _twoPI; - - if ( max < - Math.PI ) max += _twoPI; else if ( max > Math.PI ) max -= _twoPI; - - if ( min <= max ) { - - this._spherical.theta = Math.max( min, Math.min( max, this._spherical.theta ) ); - - } else { - - this._spherical.theta = ( this._spherical.theta > ( min + max ) / 2 ) ? - Math.max( min, this._spherical.theta ) : - Math.min( max, this._spherical.theta ); - - } - - } - - // restrict phi to be between desired limits - this._spherical.phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, this._spherical.phi ) ); - - this._spherical.makeSafe(); - - - // move target to panned location - - if ( this.enableDamping === true ) { - - this.target.addScaledVector( this._panOffset, this.dampingFactor ); - - } else { - - this.target.add( this._panOffset ); - - } - - // Limit the target distance from the cursor to create a sphere around the center of interest - this.target.sub( this.cursor ); - this.target.clampLength( this.minTargetRadius, this.maxTargetRadius ); - this.target.add( this.cursor ); - - let zoomChanged = false; - // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera - // we adjust zoom later in these cases - if ( this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera ) { - - this._spherical.radius = this._clampDistance( this._spherical.radius ); - - } else { - - const prevRadius = this._spherical.radius; - this._spherical.radius = this._clampDistance( this._spherical.radius * this._scale ); - zoomChanged = prevRadius != this._spherical.radius; - - } - - _v.setFromSpherical( this._spherical ); - - // rotate offset back to "camera-up-vector-is-up" space - _v.applyQuaternion( this._quatInverse ); - - position.copy( this.target ).add( _v ); - - this.object.lookAt( this.target ); - - if ( this.enableDamping === true ) { - - this._sphericalDelta.theta *= ( 1 - this.dampingFactor ); - this._sphericalDelta.phi *= ( 1 - this.dampingFactor ); - - this._panOffset.multiplyScalar( 1 - this.dampingFactor ); - - } else { - - this._sphericalDelta.set( 0, 0, 0 ); - - this._panOffset.set( 0, 0, 0 ); - - } - - // adjust camera position - if ( this.zoomToCursor && this._performCursorZoom ) { - - let newRadius = null; - if ( this.object.isPerspectiveCamera ) { - - // move the camera down the pointer ray - // this method avoids floating point error - const prevRadius = _v.length(); - newRadius = this._clampDistance( prevRadius * this._scale ); - - const radiusDelta = prevRadius - newRadius; - this.object.position.addScaledVector( this._dollyDirection, radiusDelta ); - this.object.updateMatrixWorld(); - - zoomChanged = !! radiusDelta; - - } else if ( this.object.isOrthographicCamera ) { - - // adjust the ortho camera position based on zoom changes - const mouseBefore = new Vector3( this._mouse.x, this._mouse.y, 0 ); - mouseBefore.unproject( this.object ); - - const prevZoom = this.object.zoom; - this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); - this.object.updateProjectionMatrix(); - - zoomChanged = prevZoom !== this.object.zoom; - - const mouseAfter = new Vector3( this._mouse.x, this._mouse.y, 0 ); - mouseAfter.unproject( this.object ); - - this.object.position.sub( mouseAfter ).add( mouseBefore ); - this.object.updateMatrixWorld(); - - newRadius = _v.length(); - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' ); - this.zoomToCursor = false; - - } - - // handle the placement of the target - if ( newRadius !== null ) { - - if ( this.screenSpacePanning ) { - - // position the orbit target in front of the new camera position - this.target.set( 0, 0, - 1 ) - .transformDirection( this.object.matrix ) - .multiplyScalar( newRadius ) - .add( this.object.position ); - - } else { - - // get the ray and translation plane to compute target - _ray.origin.copy( this.object.position ); - _ray.direction.set( 0, 0, - 1 ).transformDirection( this.object.matrix ); - - // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid - // extremely large values - if ( Math.abs( this.object.up.dot( _ray.direction ) ) < _TILT_LIMIT ) { - - this.object.lookAt( this.target ); - - } else { - - _plane.setFromNormalAndCoplanarPoint( this.object.up, this.target ); - _ray.intersectPlane( _plane, this.target ); - - } - - } - - } - - } else if ( this.object.isOrthographicCamera ) { - - const prevZoom = this.object.zoom; - this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); - - if ( prevZoom !== this.object.zoom ) { - - this.object.updateProjectionMatrix(); - zoomChanged = true; - - } - - } - - this._scale = 1; - this._performCursorZoom = false; - - // update condition is: - // min(camera displacement, camera rotation in radians)^2 > EPS - // using small-angle approximation cos(x/2) = 1 - x^2 / 8 - - if ( zoomChanged || - this._lastPosition.distanceToSquared( this.object.position ) > _EPS || - 8 * ( 1 - this._lastQuaternion.dot( this.object.quaternion ) ) > _EPS || - this._lastTargetPosition.distanceToSquared( this.target ) > _EPS ) { - - this.dispatchEvent( _changeEvent ); - - this._lastPosition.copy( this.object.position ); - this._lastQuaternion.copy( this.object.quaternion ); - this._lastTargetPosition.copy( this.target ); - - return true; - - } - - return false; - - } - - _getAutoRotationAngle( deltaTime ) { - - if ( deltaTime !== null ) { - - return ( _twoPI / 60 * this.autoRotateSpeed ) * deltaTime; - - } else { - - return _twoPI / 60 / 60 * this.autoRotateSpeed; - - } - - } - - _getZoomScale( delta ) { - - const normalizedDelta = Math.abs( delta * 0.01 ); - return Math.pow( 0.95, this.zoomSpeed * normalizedDelta ); - - } - - _rotateLeft( angle ) { - - this._sphericalDelta.theta -= angle; - - } - - _rotateUp( angle ) { - - this._sphericalDelta.phi -= angle; - - } - - _panLeft( distance, objectMatrix ) { - - _v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix - _v.multiplyScalar( - distance ); - - this._panOffset.add( _v ); - - } - - _panUp( distance, objectMatrix ) { - - if ( this.screenSpacePanning === true ) { - - _v.setFromMatrixColumn( objectMatrix, 1 ); - - } else { - - _v.setFromMatrixColumn( objectMatrix, 0 ); - _v.crossVectors( this.object.up, _v ); - - } - - _v.multiplyScalar( distance ); - - this._panOffset.add( _v ); - - } - - // deltaX and deltaY are in pixels; right and down are positive - _pan( deltaX, deltaY ) { - - const element = this.domElement; - - if ( this.object.isPerspectiveCamera ) { - - // perspective - const position = this.object.position; - _v.copy( position ).sub( this.target ); - let targetDistance = _v.length(); - - // half of the fov is center to top of screen - targetDistance *= Math.tan( ( this.object.fov / 2 ) * Math.PI / 180.0 ); - - // we use only clientHeight here so aspect ratio does not distort speed - this._panLeft( 2 * deltaX * targetDistance / element.clientHeight, this.object.matrix ); - this._panUp( 2 * deltaY * targetDistance / element.clientHeight, this.object.matrix ); - - } else if ( this.object.isOrthographicCamera ) { - - // orthographic - this._panLeft( deltaX * ( this.object.right - this.object.left ) / this.object.zoom / element.clientWidth, this.object.matrix ); - this._panUp( deltaY * ( this.object.top - this.object.bottom ) / this.object.zoom / element.clientHeight, this.object.matrix ); - - } else { - - // camera neither orthographic nor perspective - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); - this.enablePan = false; - - } - - } - - _dollyOut( dollyScale ) { - - if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { - - this._scale /= dollyScale; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - this.enableZoom = false; - - } - - } - - _dollyIn( dollyScale ) { - - if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { - - this._scale *= dollyScale; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - this.enableZoom = false; - - } - - } - - _updateZoomParameters( x, y ) { - - if ( ! this.zoomToCursor ) { - - return; - - } - - this._performCursorZoom = true; - - const rect = this.domElement.getBoundingClientRect(); - const dx = x - rect.left; - const dy = y - rect.top; - const w = rect.width; - const h = rect.height; - - this._mouse.x = ( dx / w ) * 2 - 1; - this._mouse.y = - ( dy / h ) * 2 + 1; - - this._dollyDirection.set( this._mouse.x, this._mouse.y, 1 ).unproject( this.object ).sub( this.object.position ).normalize(); - - } - - _clampDistance( dist ) { - - return Math.max( this.minDistance, Math.min( this.maxDistance, dist ) ); - - } - - // - // event callbacks - update the object state - // - - _handleMouseDownRotate( event ) { - - this._rotateStart.set( event.clientX, event.clientY ); - - } - - _handleMouseDownDolly( event ) { - - this._updateZoomParameters( event.clientX, event.clientX ); - this._dollyStart.set( event.clientX, event.clientY ); - - } - - _handleMouseDownPan( event ) { - - this._panStart.set( event.clientX, event.clientY ); - - } - - _handleMouseMoveRotate( event ) { - - this._rotateEnd.set( event.clientX, event.clientY ); - - this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); - - const element = this.domElement; - - this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height - - this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); - - this._rotateStart.copy( this._rotateEnd ); - - this.update(); - - } - - _handleMouseMoveDolly( event ) { - - this._dollyEnd.set( event.clientX, event.clientY ); - - this._dollyDelta.subVectors( this._dollyEnd, this._dollyStart ); - - if ( this._dollyDelta.y > 0 ) { - - this._dollyOut( this._getZoomScale( this._dollyDelta.y ) ); - - } else if ( this._dollyDelta.y < 0 ) { - - this._dollyIn( this._getZoomScale( this._dollyDelta.y ) ); - - } - - this._dollyStart.copy( this._dollyEnd ); - - this.update(); - - } - - _handleMouseMovePan( event ) { - - this._panEnd.set( event.clientX, event.clientY ); - - this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); - - this._pan( this._panDelta.x, this._panDelta.y ); - - this._panStart.copy( this._panEnd ); - - this.update(); - - } - - _handleMouseWheel( event ) { - - this._updateZoomParameters( event.clientX, event.clientY ); - - if ( event.deltaY < 0 ) { - - this._dollyIn( this._getZoomScale( event.deltaY ) ); - - } else if ( event.deltaY > 0 ) { - - this._dollyOut( this._getZoomScale( event.deltaY ) ); - - } - - this.update(); - - } - - _handleKeyDown( event ) { - - let needsUpdate = false; - - switch ( event.code ) { - - case this.keys.UP: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enableRotate ) { - - this._rotateUp( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); - - } - - } else { - - if ( this.enablePan ) { - - this._pan( 0, this.keyPanSpeed ); - - } - - } - - needsUpdate = true; - break; - - case this.keys.BOTTOM: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enableRotate ) { - - this._rotateUp( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); - - } - - } else { - - if ( this.enablePan ) { - - this._pan( 0, - this.keyPanSpeed ); - - } - - } - - needsUpdate = true; - break; - - case this.keys.LEFT: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enableRotate ) { - - this._rotateLeft( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); - - } - - } else { - - if ( this.enablePan ) { - - this._pan( this.keyPanSpeed, 0 ); - - } - - } - - needsUpdate = true; - break; - - case this.keys.RIGHT: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enableRotate ) { - - this._rotateLeft( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); - - } - - } else { - - if ( this.enablePan ) { - - this._pan( - this.keyPanSpeed, 0 ); - - } - - } - - needsUpdate = true; - break; - - } - - if ( needsUpdate ) { - - // prevent the browser from scrolling on cursor keys - event.preventDefault(); - - this.update(); - - } - - - } - - _handleTouchStartRotate( event ) { - - if ( this._pointers.length === 1 ) { - - this._rotateStart.set( event.pageX, event.pageY ); - - } else { - - const position = this._getSecondPointerPosition( event ); - - const x = 0.5 * ( event.pageX + position.x ); - const y = 0.5 * ( event.pageY + position.y ); - - this._rotateStart.set( x, y ); - - } - - } - - _handleTouchStartPan( event ) { - - if ( this._pointers.length === 1 ) { - - this._panStart.set( event.pageX, event.pageY ); - - } else { - - const position = this._getSecondPointerPosition( event ); - - const x = 0.5 * ( event.pageX + position.x ); - const y = 0.5 * ( event.pageY + position.y ); - - this._panStart.set( x, y ); - - } - - } - - _handleTouchStartDolly( event ) { - - const position = this._getSecondPointerPosition( event ); - - const dx = event.pageX - position.x; - const dy = event.pageY - position.y; - - const distance = Math.sqrt( dx * dx + dy * dy ); - - this._dollyStart.set( 0, distance ); - - } - - _handleTouchStartDollyPan( event ) { - - if ( this.enableZoom ) this._handleTouchStartDolly( event ); - - if ( this.enablePan ) this._handleTouchStartPan( event ); - - } - - _handleTouchStartDollyRotate( event ) { - - if ( this.enableZoom ) this._handleTouchStartDolly( event ); - - if ( this.enableRotate ) this._handleTouchStartRotate( event ); - - } - - _handleTouchMoveRotate( event ) { - - if ( this._pointers.length == 1 ) { - - this._rotateEnd.set( event.pageX, event.pageY ); - - } else { - - const position = this._getSecondPointerPosition( event ); - - const x = 0.5 * ( event.pageX + position.x ); - const y = 0.5 * ( event.pageY + position.y ); - - this._rotateEnd.set( x, y ); - - } - - this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); - - const element = this.domElement; - - this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height - - this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); - - this._rotateStart.copy( this._rotateEnd ); - - } - - _handleTouchMovePan( event ) { - - if ( this._pointers.length === 1 ) { - - this._panEnd.set( event.pageX, event.pageY ); - - } else { - - const position = this._getSecondPointerPosition( event ); - - const x = 0.5 * ( event.pageX + position.x ); - const y = 0.5 * ( event.pageY + position.y ); - - this._panEnd.set( x, y ); - - } - - this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); - - this._pan( this._panDelta.x, this._panDelta.y ); - - this._panStart.copy( this._panEnd ); - - } - - _handleTouchMoveDolly( event ) { - - const position = this._getSecondPointerPosition( event ); - - const dx = event.pageX - position.x; - const dy = event.pageY - position.y; - - const distance = Math.sqrt( dx * dx + dy * dy ); - - this._dollyEnd.set( 0, distance ); - - this._dollyDelta.set( 0, Math.pow( this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed ) ); - - this._dollyOut( this._dollyDelta.y ); - - this._dollyStart.copy( this._dollyEnd ); - - const centerX = ( event.pageX + position.x ) * 0.5; - const centerY = ( event.pageY + position.y ) * 0.5; - - this._updateZoomParameters( centerX, centerY ); - - } - - _handleTouchMoveDollyPan( event ) { - - if ( this.enableZoom ) this._handleTouchMoveDolly( event ); - - if ( this.enablePan ) this._handleTouchMovePan( event ); - - } - - _handleTouchMoveDollyRotate( event ) { - - if ( this.enableZoom ) this._handleTouchMoveDolly( event ); - - if ( this.enableRotate ) this._handleTouchMoveRotate( event ); - - } - - // pointers - - _addPointer( event ) { - - this._pointers.push( event.pointerId ); - - } - - _removePointer( event ) { - - delete this._pointerPositions[ event.pointerId ]; - - for ( let i = 0; i < this._pointers.length; i ++ ) { - - if ( this._pointers[ i ] == event.pointerId ) { - - this._pointers.splice( i, 1 ); - return; - - } - - } - - } - - _isTrackingPointer( event ) { - - for ( let i = 0; i < this._pointers.length; i ++ ) { - - if ( this._pointers[ i ] == event.pointerId ) return true; - - } - - return false; - - } - - _trackPointer( event ) { - - let position = this._pointerPositions[ event.pointerId ]; - - if ( position === undefined ) { - - position = new Vector2(); - this._pointerPositions[ event.pointerId ] = position; - - } - - position.set( event.pageX, event.pageY ); - - } - - _getSecondPointerPosition( event ) { - - const pointerId = ( event.pointerId === this._pointers[ 0 ] ) ? this._pointers[ 1 ] : this._pointers[ 0 ]; - - return this._pointerPositions[ pointerId ]; - - } - - // - - _customWheelEvent( event ) { - - const mode = event.deltaMode; - - // minimal wheel event altered to meet delta-zoom demand - const newEvent = { - clientX: event.clientX, - clientY: event.clientY, - deltaY: event.deltaY, - }; - - switch ( mode ) { - - case 1: // LINE_MODE - newEvent.deltaY *= 16; - break; - - case 2: // PAGE_MODE - newEvent.deltaY *= 100; - break; - - } - - // detect if event was triggered by pinching - if ( event.ctrlKey && ! this._controlActive ) { - - newEvent.deltaY *= 10; - - } - - return newEvent; - - } - -} - -function onPointerDown( event ) { - - if ( this.enabled === false ) return; - - if ( this._pointers.length === 0 ) { - - this.domElement.setPointerCapture( event.pointerId ); - - this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove ); - this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp ); - - } - - // - - if ( this._isTrackingPointer( event ) ) return; - - // - - this._addPointer( event ); - - if ( event.pointerType === 'touch' ) { - - this._onTouchStart( event ); - - } else { - - this._onMouseDown( event ); - - } - - if ( this._cursorStyle === 'grab' ) { - - this.domElement.style.cursor = 'grabbing'; - - } - -} - -function onPointerMove( event ) { - - if ( this.enabled === false ) return; - - if ( event.pointerType === 'touch' ) { - - this._onTouchMove( event ); - - } else { - - this._onMouseMove( event ); - - } - -} - -function onPointerUp( event ) { - - this._removePointer( event ); - - switch ( this._pointers.length ) { - - case 0: - - this.domElement.releasePointerCapture( event.pointerId ); - - this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); - this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); - - this.dispatchEvent( _endEvent ); - - this.state = _STATE.NONE; - - if ( this._cursorStyle === 'grab' ) { - - this.domElement.style.cursor = 'grab'; - - } - - break; - - case 1: - - const pointerId = this._pointers[ 0 ]; - const position = this._pointerPositions[ pointerId ]; - - // minimal placeholder event - allows state correction on pointer-up - this._onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } ); - - break; - - } - -} - -function onMouseDown( event ) { - - let mouseAction; - - switch ( event.button ) { - - case 0: - - mouseAction = this.mouseButtons.LEFT; - break; - - case 1: - - mouseAction = this.mouseButtons.MIDDLE; - break; - - case 2: - - mouseAction = this.mouseButtons.RIGHT; - break; - - default: - - mouseAction = - 1; - - } - - switch ( mouseAction ) { - - case MOUSE.DOLLY: - - if ( this.enableZoom === false ) return; - - this._handleMouseDownDolly( event ); - - this.state = _STATE.DOLLY; - - break; - - case MOUSE.ROTATE: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enablePan === false ) return; - - this._handleMouseDownPan( event ); - - this.state = _STATE.PAN; - - } else { - - if ( this.enableRotate === false ) return; - - this._handleMouseDownRotate( event ); - - this.state = _STATE.ROTATE; - - } - - break; - - case MOUSE.PAN: - - if ( event.ctrlKey || event.metaKey || event.shiftKey ) { - - if ( this.enableRotate === false ) return; - - this._handleMouseDownRotate( event ); - - this.state = _STATE.ROTATE; - - } else { - - if ( this.enablePan === false ) return; - - this._handleMouseDownPan( event ); - - this.state = _STATE.PAN; - - } - - break; - - default: - - this.state = _STATE.NONE; - - } - - if ( this.state !== _STATE.NONE ) { - - this.dispatchEvent( _startEvent ); - - } - -} - -function onMouseMove( event ) { - - switch ( this.state ) { - - case _STATE.ROTATE: - - if ( this.enableRotate === false ) return; - - this._handleMouseMoveRotate( event ); - - break; - - case _STATE.DOLLY: - - if ( this.enableZoom === false ) return; - - this._handleMouseMoveDolly( event ); - - break; - - case _STATE.PAN: - - if ( this.enablePan === false ) return; - - this._handleMouseMovePan( event ); - - break; - - } - -} - -function onMouseWheel( event ) { - - if ( this.enabled === false || this.enableZoom === false || this.state !== _STATE.NONE ) return; - - event.preventDefault(); - - this.dispatchEvent( _startEvent ); - - this._handleMouseWheel( this._customWheelEvent( event ) ); - - this.dispatchEvent( _endEvent ); - -} - -function onKeyDown( event ) { - - if ( this.enabled === false ) return; - - this._handleKeyDown( event ); - -} - -function onTouchStart( event ) { - - this._trackPointer( event ); - - switch ( this._pointers.length ) { - - case 1: - - switch ( this.touches.ONE ) { - - case TOUCH.ROTATE: - - if ( this.enableRotate === false ) return; - - this._handleTouchStartRotate( event ); - - this.state = _STATE.TOUCH_ROTATE; - - break; - - case TOUCH.PAN: - - if ( this.enablePan === false ) return; - - this._handleTouchStartPan( event ); - - this.state = _STATE.TOUCH_PAN; - - break; - - default: - - this.state = _STATE.NONE; - - } - - break; - - case 2: - - switch ( this.touches.TWO ) { - - case TOUCH.DOLLY_PAN: - - if ( this.enableZoom === false && this.enablePan === false ) return; - - this._handleTouchStartDollyPan( event ); - - this.state = _STATE.TOUCH_DOLLY_PAN; - - break; - - case TOUCH.DOLLY_ROTATE: - - if ( this.enableZoom === false && this.enableRotate === false ) return; - - this._handleTouchStartDollyRotate( event ); - - this.state = _STATE.TOUCH_DOLLY_ROTATE; - - break; - - default: - - this.state = _STATE.NONE; - - } - - break; - - default: - - this.state = _STATE.NONE; - - } - - if ( this.state !== _STATE.NONE ) { - - this.dispatchEvent( _startEvent ); - - } - -} - -function onTouchMove( event ) { - - this._trackPointer( event ); - - switch ( this.state ) { - - case _STATE.TOUCH_ROTATE: - - if ( this.enableRotate === false ) return; - - this._handleTouchMoveRotate( event ); - - this.update(); - - break; - - case _STATE.TOUCH_PAN: - - if ( this.enablePan === false ) return; - - this._handleTouchMovePan( event ); - - this.update(); - - break; - - case _STATE.TOUCH_DOLLY_PAN: - - if ( this.enableZoom === false && this.enablePan === false ) return; - - this._handleTouchMoveDollyPan( event ); - - this.update(); - - break; - - case _STATE.TOUCH_DOLLY_ROTATE: - - if ( this.enableZoom === false && this.enableRotate === false ) return; - - this._handleTouchMoveDollyRotate( event ); - - this.update(); - - break; - - default: - - this.state = _STATE.NONE; - - } - -} - -function onContextMenu( event ) { - - if ( this.enabled === false ) return; - - event.preventDefault(); - -} - -function interceptControlDown( event ) { - - if ( event.key === 'Control' ) { - - this._controlActive = true; - - const document = this.domElement.getRootNode(); // offscreen canvas compatibility - - document.addEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); - - } - -} - -function interceptControlUp( event ) { - - if ( event.key === 'Control' ) { - - this._controlActive = false; - - const document = this.domElement.getRootNode(); // offscreen canvas compatibility - - document.removeEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); - - } - -} - -export { OrbitControls }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js b/public/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js deleted file mode 100644 index 88fc5e2..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/controls/TransformControls.js +++ /dev/null @@ -1,2003 +0,0 @@ -import { - BoxGeometry, - BufferGeometry, - Controls, - CylinderGeometry, - DoubleSide, - Euler, - Float32BufferAttribute, - Line, - LineBasicMaterial, - Matrix4, - Mesh, - MeshBasicMaterial, - Object3D, - OctahedronGeometry, - PlaneGeometry, - Quaternion, - Raycaster, - SphereGeometry, - TorusGeometry, - Vector3 -} from 'three'; - -const _raycaster = new Raycaster(); - -const _tempVector = new Vector3(); -const _tempVector2 = new Vector3(); -const _tempQuaternion = new Quaternion(); -const _unit = { - X: new Vector3( 1, 0, 0 ), - Y: new Vector3( 0, 1, 0 ), - Z: new Vector3( 0, 0, 1 ) -}; - -/** - * Fires if any type of change (object or property change) is performed. Property changes - * are separate events you can add event listeners to. The event type is "propertyname-changed". - * - * @event TransformControls#change - * @type {Object} - */ -const _changeEvent = { type: 'change' }; - -/** - * Fires if a pointer (mouse/touch) becomes active. - * - * @event TransformControls#mouseDown - * @type {Object} - */ -const _mouseDownEvent = { type: 'mouseDown', mode: null }; - -/** - * Fires if a pointer (mouse/touch) is no longer active. - * - * @event TransformControls#mouseUp - * @type {Object} - */ -const _mouseUpEvent = { type: 'mouseUp', mode: null }; - -/** - * Fires if the controlled 3D object is changed. - * - * @event TransformControls#objectChange - * @type {Object} - */ -const _objectChangeEvent = { type: 'objectChange' }; - -/** - * This class can be used to transform objects in 3D space by adapting a similar interaction model - * of DCC tools like Blender. Unlike other controls, it is not intended to transform the scene's camera. - * - * `TransformControls` expects that its attached 3D object is part of the scene graph. - * - * @augments Controls - * @three_import import { TransformControls } from 'three/addons/controls/TransformControls.js'; - */ -class TransformControls extends Controls { - - /** - * Constructs a new controls instance. - * - * @param {Camera} camera - The camera of the rendered scene. - * @param {?HTMLElement} domElement - The HTML element used for event listeners. - */ - constructor( camera, domElement = null ) { - - super( undefined, domElement ); - - const root = new TransformControlsRoot( this ); - this._root = root; - - const gizmo = new TransformControlsGizmo(); - this._gizmo = gizmo; - root.add( gizmo ); - - const plane = new TransformControlsPlane(); - this._plane = plane; - root.add( plane ); - - const scope = this; - - // Defined getter, setter and store for a property - function defineProperty( propName, defaultValue ) { - - let propValue = defaultValue; - - Object.defineProperty( scope, propName, { - - get: function () { - - return propValue !== undefined ? propValue : defaultValue; - - }, - - set: function ( value ) { - - if ( propValue !== value ) { - - propValue = value; - plane[ propName ] = value; - gizmo[ propName ] = value; - - scope.dispatchEvent( { type: propName + '-changed', value: value } ); - scope.dispatchEvent( _changeEvent ); - - } - - } - - } ); - - scope[ propName ] = defaultValue; - plane[ propName ] = defaultValue; - gizmo[ propName ] = defaultValue; - - } - - // Define properties with getters/setter - // Setting the defined property will automatically trigger change event - // Defined properties are passed down to gizmo and plane - - /** - * The camera of the rendered scene. - * - * @name TransformControls#camera - * @type {Camera} - */ - defineProperty( 'camera', camera ); - defineProperty( 'object', undefined ); - defineProperty( 'enabled', true ); - - /** - * The current transformation axis. - * - * @name TransformControls#axis - * @type {string} - */ - defineProperty( 'axis', null ); - - /** - * The current transformation axis. - * - * @name TransformControls#mode - * @type {('translate'|'rotate'|'scale')} - * @default 'translate' - */ - defineProperty( 'mode', 'translate' ); - - /** - * By default, 3D objects are continuously translated. If you set this property to a numeric - * value (world units), you can define in which steps the 3D object should be translated. - * - * @name TransformControls#translationSnap - * @type {?number} - * @default null - */ - defineProperty( 'translationSnap', null ); - - /** - * By default, 3D objects are continuously rotated. If you set this property to a numeric - * value (radians), you can define in which steps the 3D object should be rotated. - * - * @name TransformControls#rotationSnap - * @type {?number} - * @default null - */ - defineProperty( 'rotationSnap', null ); - - /** - * By default, 3D objects are continuously scaled. If you set this property to a numeric - * value, you can define in which steps the 3D object should be scaled. - * - * @name TransformControls#scaleSnap - * @type {?number} - * @default null - */ - defineProperty( 'scaleSnap', null ); - - /** - * Defines in which coordinate space transformations should be performed. - * - * @name TransformControls#space - * @type {('world'|'local')} - * @default 'world' - */ - defineProperty( 'space', 'world' ); - - /** - * The size of the helper UI (axes/planes). - * - * @name TransformControls#size - * @type {number} - * @default 1 - */ - defineProperty( 'size', 1 ); - - /** - * The viewport rectangle, in logical (CSS) pixels with the origin at the lower-left - * of the canvas. Set this when the renderer uses a sub-canvas viewport so pointer - * coordinates map to the correct region. If `null`, the full canvas is used. - * - * @name TransformControls#viewport - * @type {?Vector4} - * @default null - */ - this.viewport = null; - - /** - * Whether dragging is currently performed or not. - * - * @name TransformControls#dragging - * @type {boolean} - * @readonly - * @default false - */ - defineProperty( 'dragging', false ); - - /** - * Whether the x-axis helper should be visible or not. - * - * @name TransformControls#showX - * @type {boolean} - * @default true - */ - defineProperty( 'showX', true ); - - /** - * Whether the y-axis helper should be visible or not. - * - * @name TransformControls#showY - * @type {boolean} - * @default true - */ - defineProperty( 'showY', true ); - - /** - * Whether the z-axis helper should be visible or not. - * - * @name TransformControls#showZ - * @type {boolean} - * @default true - */ - defineProperty( 'showZ', true ); - - /** - * Whether the xy-plane helper should be visible or not. - * - * @name TransformControls#showXY - * @type {boolean} - * @default true - */ - defineProperty( 'showXY', true ); - - /** - * Whether the yz-plane helper should be visible or not. - * - * @name TransformControls#showYZ - * @type {boolean} - * @default true - */ - defineProperty( 'showYZ', true ); - - /** - * Whether the xz-axis helper should be visible or not. - * - * @name TransformControls#showXZ - * @type {boolean} - * @default true - */ - defineProperty( 'showXZ', true ); - - /** - * Whether the xyze rotation helper should be visible or not. - * - * @name TransformControls#showXYZE - * @type {boolean} - * @default true - */ - defineProperty( 'showXYZE', true ); - - /** - * Whether the e rotation helper should be visible or not. - * - * @name TransformControls#showE - * @type {boolean} - * @default true - */ - defineProperty( 'showE', true ); - - /** - * The minimum allowed X position during translation. - * - * @name TransformControls#minX - * @type {number} - * @default -Infinity - */ - defineProperty( 'minX', - Infinity ); - - /** - * The maximum allowed X position during translation. - * - * @name TransformControls#maxX - * @type {number} - * @default Infinity - */ - defineProperty( 'maxX', Infinity ); - - /** - * The minimum allowed y position during translation. - * - * @name TransformControls#minY - * @type {number} - * @default -Infinity - */ - defineProperty( 'minY', - Infinity ); - - /** - * The maximum allowed Y position during translation. - * - * @name TransformControls#maxY - * @type {number} - * @default Infinity - */ - defineProperty( 'maxY', Infinity ); - - /** - * The minimum allowed z position during translation. - * - * @name TransformControls#minZ - * @type {number} - * @default -Infinity - */ - defineProperty( 'minZ', - Infinity ); - - /** - * The maximum allowed Z position during translation. - * - * @name TransformControls#maxZ - * @type {number} - * @default Infinity - */ - defineProperty( 'maxZ', Infinity ); - - // Reusable utility variables - - const worldPosition = new Vector3(); - const worldPositionStart = new Vector3(); - const worldQuaternion = new Quaternion(); - const worldQuaternionStart = new Quaternion(); - const cameraPosition = new Vector3(); - const cameraQuaternion = new Quaternion(); - const pointStart = new Vector3(); - const pointEnd = new Vector3(); - const rotationAxis = new Vector3(); - const rotationAngle = 0; - const eye = new Vector3(); - - // TODO: remove properties unused in plane and gizmo - - defineProperty( 'worldPosition', worldPosition ); - defineProperty( 'worldPositionStart', worldPositionStart ); - defineProperty( 'worldQuaternion', worldQuaternion ); - defineProperty( 'worldQuaternionStart', worldQuaternionStart ); - defineProperty( 'cameraPosition', cameraPosition ); - defineProperty( 'cameraQuaternion', cameraQuaternion ); - defineProperty( 'pointStart', pointStart ); - defineProperty( 'pointEnd', pointEnd ); - defineProperty( 'rotationAxis', rotationAxis ); - defineProperty( 'rotationAngle', rotationAngle ); - defineProperty( 'eye', eye ); - - this._offset = new Vector3(); - this._startNorm = new Vector3(); - this._endNorm = new Vector3(); - this._cameraScale = new Vector3(); - - this._parentPosition = new Vector3(); - this._parentQuaternion = new Quaternion(); - this._parentQuaternionInv = new Quaternion(); - this._parentScale = new Vector3(); - - this._worldScaleStart = new Vector3(); - this._worldQuaternionInv = new Quaternion(); - this._worldScale = new Vector3(); - - this._positionStart = new Vector3(); - this._quaternionStart = new Quaternion(); - this._scaleStart = new Vector3(); - - this._getPointer = getPointer.bind( this ); - this._onPointerDown = onPointerDown.bind( this ); - this._onPointerHover = onPointerHover.bind( this ); - this._onPointerMove = onPointerMove.bind( this ); - this._onPointerUp = onPointerUp.bind( this ); - - if ( domElement !== null ) { - - this.connect( domElement ); - - } - - } - - connect( element ) { - - super.connect( element ); - - this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); - this.domElement.addEventListener( 'pointermove', this._onPointerHover ); - this.domElement.addEventListener( 'pointerup', this._onPointerUp ); - - this.domElement.style.touchAction = 'none'; // Disable touch scroll - - } - - disconnect() { - - this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); - this.domElement.removeEventListener( 'pointermove', this._onPointerHover ); - this.domElement.removeEventListener( 'pointermove', this._onPointerMove ); - this.domElement.removeEventListener( 'pointerup', this._onPointerUp ); - - this.domElement.style.touchAction = ''; // Restore touch scroll - - } - - /** - * Returns the visual representation of the controls. Add the helper to your scene to - * visually transform the attached 3D object. - * - * @return {TransformControlsRoot} The helper. - */ - getHelper() { - - return this._root; - - } - - pointerHover( pointer ) { - - if ( this.object === undefined || this.dragging === true ) return; - - if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); - - const intersect = intersectObjectWithRay( this._gizmo.picker[ this.mode ], _raycaster ); - - if ( intersect ) { - - this.axis = intersect.object.name; - - } else { - - this.axis = null; - - } - - } - - pointerDown( pointer ) { - - if ( this.object === undefined || this.dragging === true || ( pointer != null && pointer.button !== 0 ) ) return; - - if ( this.axis !== null ) { - - if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); - - const planeIntersect = intersectObjectWithRay( this._plane, _raycaster, true ); - - if ( planeIntersect ) { - - this.object.updateMatrixWorld(); - this.object.parent.updateMatrixWorld(); - - this._positionStart.copy( this.object.position ); - this._quaternionStart.copy( this.object.quaternion ); - this._scaleStart.copy( this.object.scale ); - - this.object.matrixWorld.decompose( this.worldPositionStart, this.worldQuaternionStart, this._worldScaleStart ); - - this.pointStart.copy( planeIntersect.point ).sub( this.worldPositionStart ); - - } - - this.dragging = true; - _mouseDownEvent.mode = this.mode; - this.dispatchEvent( _mouseDownEvent ); - - } - - } - - pointerMove( pointer ) { - - const axis = this.axis; - const mode = this.mode; - const object = this.object; - let space = this.space; - - if ( mode === 'scale' ) { - - space = 'local'; - - } else if ( axis === 'E' || axis === 'XYZE' || axis === 'XYZ' ) { - - space = 'world'; - - } - - if ( object === undefined || axis === null || this.dragging === false || ( pointer !== null && pointer.button !== - 1 ) ) return; - - if ( pointer !== null ) _raycaster.setFromCamera( pointer, this.camera ); - - const planeIntersect = intersectObjectWithRay( this._plane, _raycaster, true ); - - if ( ! planeIntersect ) return; - - this.pointEnd.copy( planeIntersect.point ).sub( this.worldPositionStart ); - - if ( mode === 'translate' ) { - - // Apply translate - - this._offset.copy( this.pointEnd ).sub( this.pointStart ); - - if ( space === 'local' && axis !== 'XYZ' ) { - - this._offset.applyQuaternion( this._worldQuaternionInv ); - - } - - if ( axis.indexOf( 'X' ) === - 1 ) this._offset.x = 0; - if ( axis.indexOf( 'Y' ) === - 1 ) this._offset.y = 0; - if ( axis.indexOf( 'Z' ) === - 1 ) this._offset.z = 0; - - if ( space === 'local' && axis !== 'XYZ' ) { - - this._offset.applyQuaternion( this._quaternionStart ).divide( this._parentScale ); - - } else { - - this._offset.applyQuaternion( this._parentQuaternionInv ).divide( this._parentScale ); - - } - - object.position.copy( this._offset ).add( this._positionStart ); - - // Apply translation snap - - if ( this.translationSnap ) { - - if ( space === 'local' ) { - - object.position.applyQuaternion( _tempQuaternion.copy( this._quaternionStart ).invert() ); - - if ( axis.search( 'X' ) !== - 1 ) { - - object.position.x = Math.round( object.position.x / this.translationSnap ) * this.translationSnap; - - } - - if ( axis.search( 'Y' ) !== - 1 ) { - - object.position.y = Math.round( object.position.y / this.translationSnap ) * this.translationSnap; - - } - - if ( axis.search( 'Z' ) !== - 1 ) { - - object.position.z = Math.round( object.position.z / this.translationSnap ) * this.translationSnap; - - } - - object.position.applyQuaternion( this._quaternionStart ); - - } - - if ( space === 'world' ) { - - object.getWorldPosition( _tempVector ); - - if ( axis.search( 'X' ) !== - 1 ) { - - _tempVector.x = Math.round( _tempVector.x / this.translationSnap ) * this.translationSnap; - - } - - if ( axis.search( 'Y' ) !== - 1 ) { - - _tempVector.y = Math.round( _tempVector.y / this.translationSnap ) * this.translationSnap; - - } - - if ( axis.search( 'Z' ) !== - 1 ) { - - _tempVector.z = Math.round( _tempVector.z / this.translationSnap ) * this.translationSnap; - - } - - object.position.copy( object.parent.worldToLocal( _tempVector ) ); - - } - - } - - object.position.x = Math.max( this.minX, Math.min( this.maxX, object.position.x ) ); - object.position.y = Math.max( this.minY, Math.min( this.maxY, object.position.y ) ); - object.position.z = Math.max( this.minZ, Math.min( this.maxZ, object.position.z ) ); - - } else if ( mode === 'scale' ) { - - if ( axis.search( 'XYZ' ) !== - 1 ) { - - let d = this.pointEnd.length() / this.pointStart.length(); - - if ( this.pointEnd.dot( this.pointStart ) < 0 ) d *= - 1; - - _tempVector2.set( d, d, d ); - - } else { - - _tempVector.copy( this.pointStart ); - _tempVector2.copy( this.pointEnd ); - - _tempVector.applyQuaternion( this._worldQuaternionInv ); - _tempVector2.applyQuaternion( this._worldQuaternionInv ); - - _tempVector2.divide( _tempVector ); - - if ( axis.search( 'X' ) === - 1 ) { - - _tempVector2.x = 1; - - } - - if ( axis.search( 'Y' ) === - 1 ) { - - _tempVector2.y = 1; - - } - - if ( axis.search( 'Z' ) === - 1 ) { - - _tempVector2.z = 1; - - } - - } - - // Apply scale - - object.scale.copy( this._scaleStart ).multiply( _tempVector2 ); - - if ( this.scaleSnap ) { - - if ( axis.search( 'X' ) !== - 1 ) { - - object.scale.x = Math.round( object.scale.x / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; - - } - - if ( axis.search( 'Y' ) !== - 1 ) { - - object.scale.y = Math.round( object.scale.y / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; - - } - - if ( axis.search( 'Z' ) !== - 1 ) { - - object.scale.z = Math.round( object.scale.z / this.scaleSnap ) * this.scaleSnap || this.scaleSnap; - - } - - } - - } else if ( mode === 'rotate' ) { - - this._offset.copy( this.pointEnd ).sub( this.pointStart ); - - const ROTATION_SPEED = 20 / this.worldPosition.distanceTo( _tempVector.setFromMatrixPosition( this.camera.matrixWorld ) ); - - let _inPlaneRotation = false; - - if ( axis === 'XYZE' ) { - - this.rotationAxis.copy( this._offset ).cross( this.eye ).normalize(); - this.rotationAngle = this._offset.dot( _tempVector.copy( this.rotationAxis ).cross( this.eye ) ) * ROTATION_SPEED; - - } else if ( axis === 'X' || axis === 'Y' || axis === 'Z' ) { - - this.rotationAxis.copy( _unit[ axis ] ); - - _tempVector.copy( _unit[ axis ] ); - - if ( space === 'local' ) { - - _tempVector.applyQuaternion( this.worldQuaternion ); - - } - - _tempVector.cross( this.eye ); - - // When _tempVector is 0 after cross with this.eye the vectors are parallel and should use in-plane rotation logic. - if ( _tempVector.length() === 0 ) { - - _inPlaneRotation = true; - - } else { - - this.rotationAngle = this._offset.dot( _tempVector.normalize() ) * ROTATION_SPEED; - - } - - - } - - if ( axis === 'E' || _inPlaneRotation ) { - - this.rotationAxis.copy( this.eye ); - this.rotationAngle = this.pointEnd.angleTo( this.pointStart ); - - this._startNorm.copy( this.pointStart ).normalize(); - this._endNorm.copy( this.pointEnd ).normalize(); - - this.rotationAngle *= ( this._endNorm.cross( this._startNorm ).dot( this.eye ) < 0 ? 1 : - 1 ); - - } - - // Apply rotation snap - - if ( this.rotationSnap ) this.rotationAngle = Math.round( this.rotationAngle / this.rotationSnap ) * this.rotationSnap; - - // Apply rotate - if ( space === 'local' && axis !== 'E' && axis !== 'XYZE' ) { - - object.quaternion.copy( this._quaternionStart ); - object.quaternion.multiply( _tempQuaternion.setFromAxisAngle( this.rotationAxis, this.rotationAngle ) ).normalize(); - - } else { - - this.rotationAxis.applyQuaternion( this._parentQuaternionInv ); - object.quaternion.copy( _tempQuaternion.setFromAxisAngle( this.rotationAxis, this.rotationAngle ) ); - object.quaternion.multiply( this._quaternionStart ).normalize(); - - } - - } - - this.dispatchEvent( _changeEvent ); - this.dispatchEvent( _objectChangeEvent ); - - } - - pointerUp( pointer ) { - - if ( pointer !== null && pointer.button !== 0 ) return; - - if ( this.dragging && ( this.axis !== null ) ) { - - _mouseUpEvent.mode = this.mode; - this.dispatchEvent( _mouseUpEvent ); - - } - - this.dragging = false; - this.axis = null; - - } - - dispose() { - - this.disconnect(); - - this._root.dispose(); - - } - - /** - * Sets the 3D object that should be transformed and ensures the controls UI is visible. - * - * @param {Object3D} object - The 3D object that should be transformed. - * @return {TransformControls} A reference to this controls. - */ - attach( object ) { - - this.object = object; - this._root.visible = true; - - return this; - - } - - /** - * Removes the current 3D object from the controls and makes the helper UI invisible. - * - * @return {TransformControls} A reference to this controls. - */ - detach() { - - this.object = undefined; - this.axis = null; - - this._root.visible = false; - - return this; - - } - - /** - * Resets the object's position, rotation and scale to when the current transform began. - */ - reset() { - - if ( ! this.enabled ) return; - - if ( this.dragging ) { - - this.object.position.copy( this._positionStart ); - this.object.quaternion.copy( this._quaternionStart ); - this.object.scale.copy( this._scaleStart ); - - this.dispatchEvent( _changeEvent ); - this.dispatchEvent( _objectChangeEvent ); - - this.pointStart.copy( this.pointEnd ); - - } - - } - - /** - * Returns the raycaster that is used for user interaction. This object is shared between all - * instances of `TransformControls`. - * - * @returns {Raycaster} The internal raycaster. - */ - getRaycaster() { - - return _raycaster; - - } - - /** - * Returns the transformation mode. - * - * @returns {'translate'|'rotate'|'scale'} The transformation mode. - */ - getMode() { - - return this.mode; - - } - - /** - * Sets the given transformation mode. - * - * @param {'translate'|'rotate'|'scale'} mode - The transformation mode to set. - */ - setMode( mode ) { - - this.mode = mode; - - } - - /** - * Sets the translation snap. - * - * @param {?number} translationSnap - The translation snap to set. - */ - setTranslationSnap( translationSnap ) { - - this.translationSnap = translationSnap; - - } - - /** - * Sets the rotation snap. - * - * @param {?number} rotationSnap - The rotation snap to set. - */ - setRotationSnap( rotationSnap ) { - - this.rotationSnap = rotationSnap; - - } - - /** - * Sets the scale snap. - * - * @param {?number} scaleSnap - The scale snap to set. - */ - setScaleSnap( scaleSnap ) { - - this.scaleSnap = scaleSnap; - - } - - /** - * Sets the size of the helper UI. - * - * @param {number} size - The size to set. - */ - setSize( size ) { - - this.size = size; - - } - - /** - * Sets the coordinate space in which transformations are applied. - * - * @param {'world'|'local'} space - The space to set. - */ - setSpace( space ) { - - this.space = space; - - } - - /** - * Sets the colors of the control's gizmo. - * - * @param {number|Color|string} xAxis - The x-axis color. - * @param {number|Color|string} yAxis - The y-axis color. - * @param {number|Color|string} zAxis - The z-axis color. - * @param {number|Color|string} active - The color for active elements. - */ - setColors( xAxis, yAxis, zAxis, active ) { - - const materialLib = this._gizmo.materialLib; - - materialLib.xAxis.color.set( xAxis ); - materialLib.yAxis.color.set( yAxis ); - materialLib.zAxis.color.set( zAxis ); - materialLib.active.color.set( active ); - materialLib.xAxisTransparent.color.set( xAxis ); - materialLib.yAxisTransparent.color.set( yAxis ); - materialLib.zAxisTransparent.color.set( zAxis ); - materialLib.activeTransparent.color.set( active ); - - // update color caches - - if ( materialLib.xAxis._color ) materialLib.xAxis._color.set( xAxis ); - if ( materialLib.yAxis._color ) materialLib.yAxis._color.set( yAxis ); - if ( materialLib.zAxis._color ) materialLib.zAxis._color.set( zAxis ); - if ( materialLib.active._color ) materialLib.active._color.set( active ); - if ( materialLib.xAxisTransparent._color ) materialLib.xAxisTransparent._color.set( xAxis ); - if ( materialLib.yAxisTransparent._color ) materialLib.yAxisTransparent._color.set( yAxis ); - if ( materialLib.zAxisTransparent._color ) materialLib.zAxisTransparent._color.set( zAxis ); - if ( materialLib.activeTransparent._color ) materialLib.activeTransparent._color.set( active ); - - } - -} - -// mouse / touch event handlers - -function getPointer( event ) { - - if ( this.domElement.ownerDocument.pointerLockElement ) { - - return { - x: 0, - y: 0, - button: event.button - }; - - } else { - - const rect = this.domElement.getBoundingClientRect(); - const viewport = this.viewport; - - let originX, originY, regionWidth, regionHeight; - - if ( viewport !== null ) { - - originX = viewport.x; - originY = rect.height - viewport.y - viewport.w; - regionWidth = viewport.z; - regionHeight = viewport.w; - - } else { - - originX = 0; - originY = 0; - regionWidth = rect.width; - regionHeight = rect.height; - - } - - return { - x: ( event.clientX - rect.left - originX ) / regionWidth * 2 - 1, - y: - ( event.clientY - rect.top - originY ) / regionHeight * 2 + 1, - button: event.button - }; - - } - -} - -function onPointerHover( event ) { - - if ( ! this.enabled ) return; - - switch ( event.pointerType ) { - - case 'mouse': - case 'pen': - this.pointerHover( this._getPointer( event ) ); - break; - - } - -} - -function onPointerDown( event ) { - - if ( ! this.enabled ) return; - - if ( ! document.pointerLockElement ) { - - this.domElement.setPointerCapture( event.pointerId ); - - } - - this.domElement.addEventListener( 'pointermove', this._onPointerMove ); - - this.pointerHover( this._getPointer( event ) ); - this.pointerDown( this._getPointer( event ) ); - -} - -function onPointerMove( event ) { - - if ( ! this.enabled ) return; - - this.pointerMove( this._getPointer( event ) ); - -} - -function onPointerUp( event ) { - - if ( ! this.enabled ) return; - - this.domElement.releasePointerCapture( event.pointerId ); - - this.domElement.removeEventListener( 'pointermove', this._onPointerMove ); - - this.pointerUp( this._getPointer( event ) ); - -} - -function intersectObjectWithRay( object, raycaster, includeInvisible ) { - - const allIntersections = raycaster.intersectObject( object, true ); - - for ( let i = 0; i < allIntersections.length; i ++ ) { - - if ( allIntersections[ i ].object.visible || includeInvisible ) { - - return allIntersections[ i ]; - - } - - } - - return false; - -} - -// - -// Reusable utility variables - -const _tempEuler = new Euler(); -const _alignVector = new Vector3( 0, 1, 0 ); -const _zeroVector = new Vector3( 0, 0, 0 ); -const _lookAtMatrix = new Matrix4(); -const _tempQuaternion2 = new Quaternion(); -const _identityQuaternion = new Quaternion(); -const _dirVector = new Vector3(); -const _tempMatrix = new Matrix4(); - -const _unitX = new Vector3( 1, 0, 0 ); -const _unitY = new Vector3( 0, 1, 0 ); -const _unitZ = new Vector3( 0, 0, 1 ); - -const _v1 = new Vector3(); -const _v2 = new Vector3(); -const _v3 = new Vector3(); - -class TransformControlsRoot extends Object3D { - - constructor( controls ) { - - super(); - - this.isTransformControlsRoot = true; - - this.controls = controls; - this.visible = false; - - } - - // updateMatrixWorld updates key transformation variables - updateMatrixWorld( force ) { - - const controls = this.controls; - - if ( controls.object !== undefined ) { - - controls.object.updateMatrixWorld(); - - if ( controls.object.parent === null ) { - - console.error( 'TransformControls: The attached 3D object must be a part of the scene graph.' ); - - } else { - - controls.object.parent.matrixWorld.decompose( controls._parentPosition, controls._parentQuaternion, controls._parentScale ); - - } - - controls.object.matrixWorld.decompose( controls.worldPosition, controls.worldQuaternion, controls._worldScale ); - - controls._parentQuaternionInv.copy( controls._parentQuaternion ).invert(); - controls._worldQuaternionInv.copy( controls.worldQuaternion ).invert(); - - } - - controls.camera.updateMatrixWorld(); - controls.camera.matrixWorld.decompose( controls.cameraPosition, controls.cameraQuaternion, controls._cameraScale ); - - if ( controls.camera.isOrthographicCamera ) { - - controls.camera.getWorldDirection( controls.eye ).negate(); - - } else { - - controls.eye.copy( controls.cameraPosition ).sub( controls.worldPosition ).normalize(); - - } - - // Cancel out the parent's transform so the gizmo stays world-aligned. - - if ( this.parent ) { - - _tempMatrix.copy( this.parent.matrixWorld ).invert(); - _tempMatrix.decompose( this.position, this.quaternion, this.scale ); - - } - - super.updateMatrixWorld( force ); - - } - - dispose() { - - this.traverse( function ( child ) { - - if ( child.geometry ) child.geometry.dispose(); - if ( child.material ) child.material.dispose(); - - } ); - - } - -} - -class TransformControlsGizmo extends Object3D { - - constructor() { - - super(); - - this.isTransformControlsGizmo = true; - - this.type = 'TransformControlsGizmo'; - - // shared materials - - const gizmoMaterial = new MeshBasicMaterial( { - depthTest: false, - depthWrite: false, - fog: false, - toneMapped: false, - transparent: true - } ); - - const gizmoLineMaterial = new LineBasicMaterial( { - depthTest: false, - depthWrite: false, - fog: false, - toneMapped: false, - transparent: true - } ); - - // Make unique material for each axis/color - - const matInvisible = gizmoMaterial.clone(); - matInvisible.opacity = 0.15; - - const matHelper = gizmoLineMaterial.clone(); - matHelper.opacity = 0.5; - - const matRed = gizmoMaterial.clone(); - matRed.color.setHex( 0xff0000 ); - - const matGreen = gizmoMaterial.clone(); - matGreen.color.setHex( 0x00ff00 ); - - const matBlue = gizmoMaterial.clone(); - matBlue.color.setHex( 0x0000ff ); - - const matRedTransparent = gizmoMaterial.clone(); - matRedTransparent.color.setHex( 0xff0000 ); - matRedTransparent.opacity = 0.5; - - const matGreenTransparent = gizmoMaterial.clone(); - matGreenTransparent.color.setHex( 0x00ff00 ); - matGreenTransparent.opacity = 0.5; - - const matBlueTransparent = gizmoMaterial.clone(); - matBlueTransparent.color.setHex( 0x0000ff ); - matBlueTransparent.opacity = 0.5; - - const matWhiteTransparent = gizmoMaterial.clone(); - matWhiteTransparent.opacity = 0.25; - - const matYellowTransparent = gizmoMaterial.clone(); - matYellowTransparent.color.setHex( 0xffff00 ); - matYellowTransparent.opacity = 0.25; - - const matYellow = gizmoMaterial.clone(); - matYellow.color.setHex( 0xffff00 ); - - const matGray = gizmoMaterial.clone(); - matGray.color.setHex( 0x787878 ); - - // materials in the below property are configurable via setColors() - - this.materialLib = { - xAxis: matRed, - yAxis: matGreen, - zAxis: matBlue, - active: matYellow, - xAxisTransparent: matRedTransparent, - yAxisTransparent: matGreenTransparent, - zAxisTransparent: matBlueTransparent, - activeTransparent: matYellowTransparent - }; - - // reusable geometry - - const arrowGeometry = new CylinderGeometry( 0, 0.04, 0.1, 12 ); - arrowGeometry.translate( 0, 0.05, 0 ); - - const scaleHandleGeometry = new BoxGeometry( 0.08, 0.08, 0.08 ); - scaleHandleGeometry.translate( 0, 0.04, 0 ); - - const lineGeometry = new BufferGeometry(); - lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 1, 0, 0 ], 3 ) ); - - const lineGeometry2 = new CylinderGeometry( 0.0075, 0.0075, 0.5, 3 ); - lineGeometry2.translate( 0, 0.25, 0 ); - - function CircleGeometry( radius, arc ) { - - const geometry = new TorusGeometry( radius, 0.0075, 3, 64, arc * Math.PI * 2 ); - geometry.rotateY( Math.PI / 2 ); - geometry.rotateX( Math.PI / 2 ); - return geometry; - - } - - // Special geometry for transform helper. If scaled with position vector it spans from [0,0,0] to position - - function TranslateHelperGeometry() { - - const geometry = new BufferGeometry(); - - geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 1, 1, 1 ], 3 ) ); - - return geometry; - - } - - // Gizmo definitions - custom hierarchy definitions for setupGizmo() function - - const gizmoTranslate = { - X: [ - [ new Mesh( arrowGeometry, matRed ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - [ new Mesh( arrowGeometry, matRed ), [ - 0.5, 0, 0 ], [ 0, 0, Math.PI / 2 ]], - [ new Mesh( lineGeometry2, matRed ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]] - ], - Y: [ - [ new Mesh( arrowGeometry, matGreen ), [ 0, 0.5, 0 ]], - [ new Mesh( arrowGeometry, matGreen ), [ 0, - 0.5, 0 ], [ Math.PI, 0, 0 ]], - [ new Mesh( lineGeometry2, matGreen ) ] - ], - Z: [ - [ new Mesh( arrowGeometry, matBlue ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ]], - [ new Mesh( arrowGeometry, matBlue ), [ 0, 0, - 0.5 ], [ - Math.PI / 2, 0, 0 ]], - [ new Mesh( lineGeometry2, matBlue ), null, [ Math.PI / 2, 0, 0 ]] - ], - XYZ: [ - [ new Mesh( new OctahedronGeometry( 0.1, 0 ), matWhiteTransparent ), [ 0, 0, 0 ]] - ], - XY: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matBlueTransparent ), [ 0.15, 0.15, 0 ]] - ], - YZ: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matRedTransparent ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] - ], - XZ: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matGreenTransparent ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] - ] - }; - - const pickerTranslate = { - X: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0.3, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ - 0.3, 0, 0 ], [ 0, 0, Math.PI / 2 ]] - ], - Y: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0.3, 0 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, - 0.3, 0 ], [ 0, 0, Math.PI ]] - ], - Z: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, 0.3 ], [ Math.PI / 2, 0, 0 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, - 0.3 ], [ - Math.PI / 2, 0, 0 ]] - ], - XYZ: [ - [ new Mesh( new OctahedronGeometry( 0.2, 0 ), matInvisible ) ] - ], - XY: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0.15, 0 ]] - ], - YZ: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] - ], - XZ: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] - ] - }; - - const helperTranslate = { - START: [ - [ new Mesh( new OctahedronGeometry( 0.01, 2 ), matHelper ), null, null, null, 'helper' ] - ], - END: [ - [ new Mesh( new OctahedronGeometry( 0.01, 2 ), matHelper ), null, null, null, 'helper' ] - ], - DELTA: [ - [ new Line( TranslateHelperGeometry(), matHelper ), null, null, null, 'helper' ] - ], - X: [ - [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] - ], - Y: [ - [ new Line( lineGeometry, matHelper ), [ 0, - 1e3, 0 ], [ 0, 0, Math.PI / 2 ], [ 1e6, 1, 1 ], 'helper' ] - ], - Z: [ - [ new Line( lineGeometry, matHelper ), [ 0, 0, - 1e3 ], [ 0, - Math.PI / 2, 0 ], [ 1e6, 1, 1 ], 'helper' ] - ] - }; - - const gizmoRotate = { - XYZE: [ - [ new Mesh( CircleGeometry( 0.5, 1 ), matGray ), null, [ 0, Math.PI / 2, 0 ]] - ], - X: [ - [ new Mesh( CircleGeometry( 0.5, 0.5 ), matRed ) ] - ], - Y: [ - [ new Mesh( CircleGeometry( 0.5, 0.5 ), matGreen ), null, [ 0, 0, - Math.PI / 2 ]] - ], - Z: [ - [ new Mesh( CircleGeometry( 0.5, 0.5 ), matBlue ), null, [ 0, Math.PI / 2, 0 ]] - ], - E: [ - [ new Mesh( CircleGeometry( 0.75, 1 ), matYellowTransparent ), null, [ 0, Math.PI / 2, 0 ]] - ] - }; - - const helperRotate = { - AXIS: [ - [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] - ] - }; - - const pickerRotate = { - XYZE: [ - [ new Mesh( new SphereGeometry( 0.25, 10, 8 ), matInvisible ) ] - ], - X: [ - [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ 0, - Math.PI / 2, - Math.PI / 2 ]], - ], - Y: [ - [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ]], - ], - Z: [ - [ new Mesh( new TorusGeometry( 0.5, 0.1, 4, 24 ), matInvisible ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - ], - E: [ - [ new Mesh( new TorusGeometry( 0.75, 0.1, 2, 24 ), matInvisible ) ] - ] - }; - - const gizmoScale = { - X: [ - [ new Mesh( scaleHandleGeometry, matRed ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - [ new Mesh( lineGeometry2, matRed ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - [ new Mesh( scaleHandleGeometry, matRed ), [ - 0.5, 0, 0 ], [ 0, 0, Math.PI / 2 ]], - ], - Y: [ - [ new Mesh( scaleHandleGeometry, matGreen ), [ 0, 0.5, 0 ]], - [ new Mesh( lineGeometry2, matGreen ) ], - [ new Mesh( scaleHandleGeometry, matGreen ), [ 0, - 0.5, 0 ], [ 0, 0, Math.PI ]], - ], - Z: [ - [ new Mesh( scaleHandleGeometry, matBlue ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ]], - [ new Mesh( lineGeometry2, matBlue ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ]], - [ new Mesh( scaleHandleGeometry, matBlue ), [ 0, 0, - 0.5 ], [ - Math.PI / 2, 0, 0 ]] - ], - XY: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matBlueTransparent ), [ 0.15, 0.15, 0 ]] - ], - YZ: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matRedTransparent ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]] - ], - XZ: [ - [ new Mesh( new BoxGeometry( 0.15, 0.15, 0.01 ), matGreenTransparent ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]] - ], - XYZ: [ - [ new Mesh( new BoxGeometry( 0.1, 0.1, 0.1 ), matWhiteTransparent ) ], - ] - }; - - const pickerScale = { - X: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0.3, 0, 0 ], [ 0, 0, - Math.PI / 2 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ - 0.3, 0, 0 ], [ 0, 0, Math.PI / 2 ]] - ], - Y: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0.3, 0 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, - 0.3, 0 ], [ 0, 0, Math.PI ]] - ], - Z: [ - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, 0.3 ], [ Math.PI / 2, 0, 0 ]], - [ new Mesh( new CylinderGeometry( 0.2, 0, 0.6, 4 ), matInvisible ), [ 0, 0, - 0.3 ], [ - Math.PI / 2, 0, 0 ]] - ], - XY: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0.15, 0 ]], - ], - YZ: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ]], - ], - XZ: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.01 ), matInvisible ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ]], - ], - XYZ: [ - [ new Mesh( new BoxGeometry( 0.2, 0.2, 0.2 ), matInvisible ), [ 0, 0, 0 ]], - ] - }; - - const helperScale = { - X: [ - [ new Line( lineGeometry, matHelper ), [ - 1e3, 0, 0 ], null, [ 1e6, 1, 1 ], 'helper' ] - ], - Y: [ - [ new Line( lineGeometry, matHelper ), [ 0, - 1e3, 0 ], [ 0, 0, Math.PI / 2 ], [ 1e6, 1, 1 ], 'helper' ] - ], - Z: [ - [ new Line( lineGeometry, matHelper ), [ 0, 0, - 1e3 ], [ 0, - Math.PI / 2, 0 ], [ 1e6, 1, 1 ], 'helper' ] - ] - }; - - // Creates an Object3D with gizmos described in custom hierarchy definition. - - function setupGizmo( gizmoMap ) { - - const gizmo = new Object3D(); - - for ( const name in gizmoMap ) { - - for ( let i = gizmoMap[ name ].length; i --; ) { - - const object = gizmoMap[ name ][ i ][ 0 ].clone(); - const position = gizmoMap[ name ][ i ][ 1 ]; - const rotation = gizmoMap[ name ][ i ][ 2 ]; - const scale = gizmoMap[ name ][ i ][ 3 ]; - const tag = gizmoMap[ name ][ i ][ 4 ]; - - // name and tag properties are essential for picking and updating logic. - object.name = name; - object.tag = tag; - - if ( position ) { - - object.position.set( position[ 0 ], position[ 1 ], position[ 2 ] ); - - } - - if ( rotation ) { - - object.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ] ); - - } - - if ( scale ) { - - object.scale.set( scale[ 0 ], scale[ 1 ], scale[ 2 ] ); - - } - - object.updateMatrix(); - - const tempGeometry = object.geometry.clone(); - tempGeometry.applyMatrix4( object.matrix ); - object.geometry = tempGeometry; - object.renderOrder = Infinity; - - object.position.set( 0, 0, 0 ); - object.rotation.set( 0, 0, 0 ); - object.scale.set( 1, 1, 1 ); - - gizmo.add( object ); - - } - - } - - return gizmo; - - } - - // Gizmo creation - - this.gizmo = {}; - this.picker = {}; - this.helper = {}; - - this.add( this.gizmo[ 'translate' ] = setupGizmo( gizmoTranslate ) ); - this.add( this.gizmo[ 'rotate' ] = setupGizmo( gizmoRotate ) ); - this.add( this.gizmo[ 'scale' ] = setupGizmo( gizmoScale ) ); - this.add( this.picker[ 'translate' ] = setupGizmo( pickerTranslate ) ); - this.add( this.picker[ 'rotate' ] = setupGizmo( pickerRotate ) ); - this.add( this.picker[ 'scale' ] = setupGizmo( pickerScale ) ); - this.add( this.helper[ 'translate' ] = setupGizmo( helperTranslate ) ); - this.add( this.helper[ 'rotate' ] = setupGizmo( helperRotate ) ); - this.add( this.helper[ 'scale' ] = setupGizmo( helperScale ) ); - - // Pickers should be hidden always - - this.picker[ 'translate' ].visible = false; - this.picker[ 'rotate' ].visible = false; - this.picker[ 'scale' ].visible = false; - - } - - // updateMatrixWorld will update transformations and appearance of individual handles - - updateMatrixWorld( force ) { - - const space = ( this.mode === 'scale' ) ? 'local' : this.space; // scale always oriented to local rotation - - const quaternion = ( space === 'local' ) ? this.worldQuaternion : _identityQuaternion; - - // Show only gizmos for current transform mode - - this.gizmo[ 'translate' ].visible = this.mode === 'translate'; - this.gizmo[ 'rotate' ].visible = this.mode === 'rotate'; - this.gizmo[ 'scale' ].visible = this.mode === 'scale'; - - this.helper[ 'translate' ].visible = this.mode === 'translate'; - this.helper[ 'rotate' ].visible = this.mode === 'rotate'; - this.helper[ 'scale' ].visible = this.mode === 'scale'; - - - let handles = []; - handles = handles.concat( this.picker[ this.mode ].children ); - handles = handles.concat( this.gizmo[ this.mode ].children ); - handles = handles.concat( this.helper[ this.mode ].children ); - - for ( let i = 0; i < handles.length; i ++ ) { - - const handle = handles[ i ]; - - // hide aligned to camera - - handle.visible = true; - handle.rotation.set( 0, 0, 0 ); - handle.position.copy( this.worldPosition ); - - let factor; - - if ( this.camera.isOrthographicCamera ) { - - factor = ( this.camera.top - this.camera.bottom ) / this.camera.zoom; - - } else { - - factor = this.worldPosition.distanceTo( this.cameraPosition ) * Math.min( 1.9 * Math.tan( Math.PI * this.camera.fov / 360 ) / this.camera.zoom, 7 ); - - } - - handle.scale.set( 1, 1, 1 ).multiplyScalar( factor * this.size / 4 ); - - // TODO: simplify helpers and consider decoupling from gizmo - - if ( handle.tag === 'helper' ) { - - handle.visible = false; - - if ( handle.name === 'AXIS' ) { - - handle.visible = !! this.axis; - - if ( this.axis === 'X' ) { - - _tempQuaternion.setFromEuler( _tempEuler.set( 0, 0, 0 ) ); - handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); - - if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { - - handle.visible = false; - - } - - } - - if ( this.axis === 'Y' ) { - - _tempQuaternion.setFromEuler( _tempEuler.set( 0, 0, Math.PI / 2 ) ); - handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); - - if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { - - handle.visible = false; - - } - - } - - if ( this.axis === 'Z' ) { - - _tempQuaternion.setFromEuler( _tempEuler.set( 0, Math.PI / 2, 0 ) ); - handle.quaternion.copy( quaternion ).multiply( _tempQuaternion ); - - if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) > 0.9 ) { - - handle.visible = false; - - } - - } - - if ( this.axis === 'XYZE' ) { - - _tempQuaternion.setFromEuler( _tempEuler.set( 0, Math.PI / 2, 0 ) ); - _alignVector.copy( this.rotationAxis ); - handle.quaternion.setFromRotationMatrix( _lookAtMatrix.lookAt( _zeroVector, _alignVector, _unitY ) ); - handle.quaternion.multiply( _tempQuaternion ); - handle.visible = this.dragging; - - } - - if ( this.axis === 'E' ) { - - handle.visible = false; - - } - - - } else if ( handle.name === 'START' ) { - - handle.position.copy( this.worldPositionStart ); - handle.visible = this.dragging; - - } else if ( handle.name === 'END' ) { - - handle.position.copy( this.worldPosition ); - handle.visible = this.dragging; - - } else if ( handle.name === 'DELTA' ) { - - handle.position.copy( this.worldPositionStart ); - handle.quaternion.copy( this.worldQuaternionStart ); - _tempVector.set( 1e-10, 1e-10, 1e-10 ).add( this.worldPositionStart ).sub( this.worldPosition ).multiplyScalar( - 1 ); - _tempVector.applyQuaternion( this.worldQuaternionStart.clone().invert() ); - handle.scale.copy( _tempVector ); - handle.visible = this.dragging; - - } else { - - handle.quaternion.copy( quaternion ); - - if ( this.dragging ) { - - handle.position.copy( this.worldPositionStart ); - - } else { - - handle.position.copy( this.worldPosition ); - - } - - if ( this.axis ) { - - handle.visible = this.axis.search( handle.name ) !== - 1; - - } - - } - - // If updating helper, skip rest of the loop - continue; - - } - - // Align handles to current local or world rotation - - handle.quaternion.copy( quaternion ); - - if ( this.mode === 'translate' || this.mode === 'scale' ) { - - // Hide translate and scale axis facing the camera - - const AXIS_HIDE_THRESHOLD = 0.99; - const PLANE_HIDE_THRESHOLD = 0.2; - - if ( handle.name === 'X' ) { - - if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - if ( handle.name === 'Y' ) { - - if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - if ( handle.name === 'Z' ) { - - if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) > AXIS_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - if ( handle.name === 'XY' ) { - - if ( Math.abs( _alignVector.copy( _unitZ ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - if ( handle.name === 'YZ' ) { - - if ( Math.abs( _alignVector.copy( _unitX ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - if ( handle.name === 'XZ' ) { - - if ( Math.abs( _alignVector.copy( _unitY ).applyQuaternion( quaternion ).dot( this.eye ) ) < PLANE_HIDE_THRESHOLD ) { - - handle.scale.set( 1e-10, 1e-10, 1e-10 ); - handle.visible = false; - - } - - } - - } else if ( this.mode === 'rotate' ) { - - // Align handles to current local or world rotation - - _tempQuaternion2.copy( quaternion ); - _alignVector.copy( this.eye ).applyQuaternion( _tempQuaternion.copy( quaternion ).invert() ); - - if ( handle.name.search( 'E' ) !== - 1 ) { - - handle.quaternion.setFromRotationMatrix( _lookAtMatrix.lookAt( this.eye, _zeroVector, _unitY ) ); - - } - - if ( handle.name === 'X' ) { - - _tempQuaternion.setFromAxisAngle( _unitX, Math.atan2( - _alignVector.y, _alignVector.z ) ); - _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); - handle.quaternion.copy( _tempQuaternion ); - - } - - if ( handle.name === 'Y' ) { - - _tempQuaternion.setFromAxisAngle( _unitY, Math.atan2( _alignVector.x, _alignVector.z ) ); - _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); - handle.quaternion.copy( _tempQuaternion ); - - } - - if ( handle.name === 'Z' ) { - - _tempQuaternion.setFromAxisAngle( _unitZ, Math.atan2( _alignVector.y, _alignVector.x ) ); - _tempQuaternion.multiplyQuaternions( _tempQuaternion2, _tempQuaternion ); - handle.quaternion.copy( _tempQuaternion ); - - } - - } - - // Hide disabled axes - handle.visible = handle.visible && ( handle.name.indexOf( 'X' ) === - 1 || this.showX ); - handle.visible = handle.visible && ( handle.name.indexOf( 'Y' ) === - 1 || this.showY ); - handle.visible = handle.visible && ( handle.name.indexOf( 'Z' ) === - 1 || this.showZ ); - handle.visible = handle.visible && ( handle.name.indexOf( 'E' ) === - 1 || ( this.showX && this.showY && this.showZ ) ); - - // Hide disabled plane helpers - handle.visible = handle.visible && ( handle.name.indexOf( 'XY' ) === - 1 || this.showXY ); - handle.visible = handle.visible && ( handle.name.indexOf( 'YZ' ) === - 1 || this.showYZ ); - handle.visible = handle.visible && ( handle.name.indexOf( 'XZ' ) === - 1 || this.showXZ ); - - // Hide disabled rotation helpers - handle.visible = handle.visible && ( handle.name !== 'E' || this.showE ); - handle.visible = handle.visible && ( handle.name !== 'XYZE' || this.showXYZE ); - - // highlight selected axis - - handle.material._color = handle.material._color || handle.material.color.clone(); - handle.material._opacity = handle.material._opacity || handle.material.opacity; - - handle.material.color.copy( handle.material._color ); - handle.material.opacity = handle.material._opacity; - - if ( this.enabled && this.axis ) { - - if ( handle.name === this.axis ) { - - handle.material.color.copy( this.materialLib.active.color ); - handle.material.opacity = 1.0; - - } else if ( this.axis.split( '' ).some( function ( a ) { - - return handle.name === a; - - } ) ) { - - handle.material.color.copy( this.materialLib.active.color ); - handle.material.opacity = 1.0; - - } - - } - - } - - super.updateMatrixWorld( force ); - - } - -} - -// - -class TransformControlsPlane extends Mesh { - - constructor() { - - super( - new PlaneGeometry( 100000, 100000, 2, 2 ), - new MeshBasicMaterial( { visible: false, wireframe: true, side: DoubleSide, transparent: true, opacity: 0.1, toneMapped: false } ) - ); - - this.isTransformControlsPlane = true; - - this.type = 'TransformControlsPlane'; - - } - - updateMatrixWorld( force ) { - - let space = this.space; - - this.position.copy( this.worldPosition ); - - if ( this.mode === 'scale' ) space = 'local'; // scale always oriented to local rotation - - _v1.copy( _unitX ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); - _v2.copy( _unitY ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); - _v3.copy( _unitZ ).applyQuaternion( space === 'local' ? this.worldQuaternion : _identityQuaternion ); - - // Align the plane for current transform mode, axis and space. - - _alignVector.copy( _v2 ); - - switch ( this.mode ) { - - case 'translate': - case 'scale': - switch ( this.axis ) { - - case 'X': - _alignVector.copy( this.eye ).cross( _v1 ); - _dirVector.copy( _v1 ).cross( _alignVector ); - break; - case 'Y': - _alignVector.copy( this.eye ).cross( _v2 ); - _dirVector.copy( _v2 ).cross( _alignVector ); - break; - case 'Z': - _alignVector.copy( this.eye ).cross( _v3 ); - _dirVector.copy( _v3 ).cross( _alignVector ); - break; - case 'XY': - _dirVector.copy( _v3 ); - break; - case 'YZ': - _dirVector.copy( _v1 ); - break; - case 'XZ': - _alignVector.copy( _v3 ); - _dirVector.copy( _v2 ); - break; - case 'XYZ': - case 'E': - _dirVector.set( 0, 0, 0 ); - break; - - } - - break; - case 'rotate': - default: - // special case for rotate - _dirVector.set( 0, 0, 0 ); - - } - - if ( _dirVector.length() === 0 ) { - - // If in rotate mode, make the plane parallel to camera - this.quaternion.copy( this.cameraQuaternion ); - - } else { - - _tempMatrix.lookAt( _tempVector.set( 0, 0, 0 ), _dirVector, _alignVector ); - - this.quaternion.setFromRotationMatrix( _tempMatrix ); - - } - - super.updateMatrixWorld( force ); - - } - -} - -export { TransformControls, TransformControlsGizmo, TransformControlsPlane }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js b/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js deleted file mode 100644 index 49867cd..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js +++ /dev/null @@ -1,185 +0,0 @@ -import { - BackSide, - BoxGeometry, - InstancedMesh, - Mesh, - MeshLambertMaterial, - MeshStandardMaterial, - PointLight, - Scene, - Object3D, -} from 'three'; - -/** - * This class represents a scene with a basic room setup that can be used as - * input for {@link PMREMGenerator#fromScene}. The resulting PMREM represents the room's - * lighting and can be used for Image Based Lighting by assigning it to {@link Scene#environment} - * or directly as an environment map to PBR materials. - * - * The implementation is based on the [EnvironmentScene](https://github.com/google/model-viewer/blob/master/packages/model-viewer/src/three-components/EnvironmentScene.ts) - * component from the `model-viewer` project. - * - * ```js - * const environment = new RoomEnvironment(); - * const pmremGenerator = new THREE.PMREMGenerator( renderer ); - * - * const envMap = pmremGenerator.fromScene( environment ).texture; - * scene.environment = envMap; - * ``` - * - * @augments Scene - * @three_import import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; - */ -class RoomEnvironment extends Scene { - - constructor() { - - super(); - - this.name = 'RoomEnvironment'; - this.position.y = - 3.5; - - const geometry = new BoxGeometry(); - geometry.deleteAttribute( 'uv' ); - - const roomMaterial = new MeshStandardMaterial( { side: BackSide } ); - const boxMaterial = new MeshStandardMaterial(); - - const mainLight = new PointLight( 0xffffff, 900, 28, 2 ); - mainLight.position.set( 0.418, 16.199, 0.300 ); - this.add( mainLight ); - - const room = new Mesh( geometry, roomMaterial ); - room.position.set( - 0.757, 13.219, 0.717 ); - room.scale.set( 31.713, 28.305, 28.591 ); - this.add( room ); - - const boxes = new InstancedMesh( geometry, boxMaterial, 6 ); - const transform = new Object3D(); - - // box1 - transform.position.set( - 10.906, 2.009, 1.846 ); - transform.rotation.set( 0, - 0.195, 0 ); - transform.scale.set( 2.328, 7.905, 4.651 ); - transform.updateMatrix(); - boxes.setMatrixAt( 0, transform.matrix ); - - // box2 - transform.position.set( - 5.607, - 0.754, - 0.758 ); - transform.rotation.set( 0, 0.994, 0 ); - transform.scale.set( 1.970, 1.534, 3.955 ); - transform.updateMatrix(); - boxes.setMatrixAt( 1, transform.matrix ); - - // box3 - transform.position.set( 6.167, 0.857, 7.803 ); - transform.rotation.set( 0, 0.561, 0 ); - transform.scale.set( 3.927, 6.285, 3.687 ); - transform.updateMatrix(); - boxes.setMatrixAt( 2, transform.matrix ); - - // box4 - transform.position.set( - 2.017, 0.018, 6.124 ); - transform.rotation.set( 0, 0.333, 0 ); - transform.scale.set( 2.002, 4.566, 2.064 ); - transform.updateMatrix(); - boxes.setMatrixAt( 3, transform.matrix ); - - // box5 - transform.position.set( 2.291, - 0.756, - 2.621 ); - transform.rotation.set( 0, - 0.286, 0 ); - transform.scale.set( 1.546, 1.552, 1.496 ); - transform.updateMatrix(); - boxes.setMatrixAt( 4, transform.matrix ); - - // box6 - transform.position.set( - 2.193, - 0.369, - 5.547 ); - transform.rotation.set( 0, 0.516, 0 ); - transform.scale.set( 3.875, 3.487, 2.986 ); - transform.updateMatrix(); - boxes.setMatrixAt( 5, transform.matrix ); - - this.add( boxes ); - - - // -x right - const light1 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); - light1.position.set( - 16.116, 14.37, 8.208 ); - light1.scale.set( 0.1, 2.428, 2.739 ); - this.add( light1 ); - - // -x left - const light2 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); - light2.position.set( - 16.109, 18.021, - 8.207 ); - light2.scale.set( 0.1, 2.425, 2.751 ); - this.add( light2 ); - - // +x - const light3 = new Mesh( geometry, createAreaLightMaterial( 17 ) ); - light3.position.set( 14.904, 12.198, - 1.832 ); - light3.scale.set( 0.15, 4.265, 6.331 ); - this.add( light3 ); - - // +z - const light4 = new Mesh( geometry, createAreaLightMaterial( 43 ) ); - light4.position.set( - 0.462, 8.89, 14.520 ); - light4.scale.set( 4.38, 5.441, 0.088 ); - this.add( light4 ); - - // -z - const light5 = new Mesh( geometry, createAreaLightMaterial( 20 ) ); - light5.position.set( 3.235, 11.486, - 12.541 ); - light5.scale.set( 2.5, 2.0, 0.1 ); - this.add( light5 ); - - // +y - const light6 = new Mesh( geometry, createAreaLightMaterial( 100 ) ); - light6.position.set( 0.0, 20.0, 0.0 ); - light6.scale.set( 1.0, 0.1, 1.0 ); - this.add( light6 ); - - } - - /** - * Frees internal resources. This method should be called - * when the environment is no longer required. - */ - dispose() { - - const resources = new Set(); - - this.traverse( ( object ) => { - - if ( object.isMesh ) { - - resources.add( object.geometry ); - resources.add( object.material ); - - } - - } ); - - for ( const resource of resources ) { - - resource.dispose(); - - } - - } - -} - -function createAreaLightMaterial( intensity ) { - - // create an emissive-only material. see #31348 - const material = new MeshLambertMaterial( { - color: 0x000000, - emissive: 0xffffff, - emissiveIntensity: intensity - } ); - - return material; - -} - -export { RoomEnvironment }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js b/public/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js deleted file mode 100644 index dc439d7..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/exporters/GLTFExporter.js +++ /dev/null @@ -1,3856 +0,0 @@ -import { - BufferAttribute, - ClampToEdgeWrapping, - Color, - DoubleSide, - InterpolateDiscrete, - InterpolateLinear, - NoColorSpace, - LinearFilter, - LinearMipmapLinearFilter, - LinearMipmapNearestFilter, - MathUtils, - Matrix4, - MirroredRepeatWrapping, - NearestFilter, - NearestMipmapLinearFilter, - NearestMipmapNearestFilter, - PropertyBinding, - RGBAFormat, - RepeatWrapping, - Scene, - SRGBColorSpace, - TextureSource, - CompressedTexture, - Vector3, - Quaternion, - REVISION, - ImageUtils -} from 'three'; - -/** - * The KHR_mesh_quantization extension allows these extra attribute component types - * - * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md#extending-mesh-attributes - */ -const KHR_mesh_quantization_ExtraAttrTypes = { - POSITION: [ - 'byte', - 'byte normalized', - 'unsigned byte', - 'unsigned byte normalized', - 'short', - 'short normalized', - 'unsigned short', - 'unsigned short normalized', - ], - NORMAL: [ - 'byte normalized', - 'short normalized', - ], - TANGENT: [ - 'byte normalized', - 'short normalized', - ], - TEXCOORD: [ - 'byte', - 'byte normalized', - 'unsigned byte', - 'short', - 'short normalized', - 'unsigned short', - ], -}; - -/** - * An exporter for `glTF` 2.0. - * - * glTF (GL Transmission Format) is an [open format specification](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0) - * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) - * or binary (.glb) format. External files store textures (.jpg, .png) and additional binary - * data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, - * textures, skins, skeletons, morph targets, animations, lights, and/or cameras. - * - * GLTFExporter supports the [glTF 2.0 extensions](https://github.com/KhronosGroup/glTF/tree/master/extensions/): - * - * - KHR_lights_punctual - * - KHR_materials_clearcoat - * - KHR_materials_dispersion - * - KHR_materials_emissive_strength - * - KHR_materials_ior - * - KHR_materials_iridescence - * - KHR_materials_specular - * - KHR_materials_sheen - * - KHR_materials_transmission - * - KHR_materials_unlit - * - KHR_materials_volume - * - KHR_mesh_quantization - * - KHR_texture_transform - * - EXT_materials_bump - * - EXT_mesh_gpu_instancing - * - EXT_texture_webp - * - * The following glTF 2.0 extension is supported by an external user plugin: - * - * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) - * - * ```js - * const exporter = new GLTFExporter(); - * const data = await exporter.parseAsync( scene, options ); - * ``` - * - * @three_import import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; - */ -class GLTFExporter { - - /** - * Constructs a new glTF exporter. - */ - constructor() { - - /** - * A reference to a texture utils module. - * - * @type {?(WebGLTextureUtils|WebGPUTextureUtils)} - * @default null - */ - this.textureUtils = null; - - this.pluginCallbacks = []; - - this.register( function ( writer ) { - - return new GLTFLightExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsUnlitExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsTransmissionExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsVolumeExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsIorExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsSpecularExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsClearcoatExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsDispersionExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsIridescenceExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsSheenExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsAnisotropyExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsEmissiveStrengthExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMaterialsBumpExtension( writer ); - - } ); - - this.register( function ( writer ) { - - return new GLTFMeshGpuInstancing( writer ); - - } ); - - } - - /** - * Registers a plugin callback. This API is internally used to implement the various - * glTF extensions but can also used by third-party code to add additional logic - * to the exporter. - * - * @param {function(writer:GLTFWriter)} callback - The callback function to register. - * @return {GLTFExporter} A reference to this exporter. - */ - register( callback ) { - - if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { - - this.pluginCallbacks.push( callback ); - - } - - return this; - - } - - /** - * Unregisters a plugin callback. - * - * @param {Function} callback - The callback function to unregister. - * @return {GLTFExporter} A reference to this exporter. - */ - unregister( callback ) { - - if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { - - this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); - - } - - return this; - - } - - /** - * Sets the texture utils for this exporter. Only relevant when compressed textures have to be exported. - * - * Depending on whether you use {@link WebGLRenderer} or {@link WebGPURenderer}, you must inject the - * corresponding texture utils {@link module:WebGLTextureUtils} or {@link module:WebGPUTextureUtils}. - * - * @param {WebGLTextureUtils|WebGPUTextureUtils} utils - The texture utils. - * @return {GLTFExporter} A reference to this exporter. - */ - setTextureUtils( utils ) { - - this.textureUtils = utils; - - return this; - - } - - /** - * Parses the given scenes and generates the glTF output. - * - * @param {Scene|Array} input - A scene or an array of scenes. - * @param {GLTFExporter~OnDone} onDone - A callback function that is executed when the export has finished. - * @param {GLTFExporter~OnError} onError - A callback function that is executed when an error happens. - * @param {GLTFExporter~Options} options - options - */ - parse( input, onDone, onError, options ) { - - const writer = new GLTFWriter(); - const plugins = []; - - for ( let i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) { - - plugins.push( this.pluginCallbacks[ i ]( writer ) ); - - } - - writer.setPlugins( plugins ); - writer.setTextureUtils( this.textureUtils ); - writer.writeAsync( input, onDone, options ).catch( onError ); - - } - - /** - * Async version of {@link GLTFExporter#parse}. - * - * @param {Scene|Array} input - A scene or an array of scenes. - * @param {GLTFExporter~Options} options - options. - * @return {Promise} A Promise that resolved with the exported glTF data. - */ - parseAsync( input, options ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.parse( input, resolve, reject, options ); - - } ); - - } - -} - -//------------------------------------------------------------------------------ -// Constants -//------------------------------------------------------------------------------ - -const WEBGL_CONSTANTS = { - POINTS: 0x0000, - LINES: 0x0001, - LINE_LOOP: 0x0002, - LINE_STRIP: 0x0003, - TRIANGLES: 0x0004, - TRIANGLE_STRIP: 0x0005, - TRIANGLE_FAN: 0x0006, - - BYTE: 0x1400, - UNSIGNED_BYTE: 0x1401, - SHORT: 0x1402, - UNSIGNED_SHORT: 0x1403, - INT: 0x1404, - UNSIGNED_INT: 0x1405, - FLOAT: 0x1406, - - ARRAY_BUFFER: 0x8892, - ELEMENT_ARRAY_BUFFER: 0x8893, - - NEAREST: 0x2600, - LINEAR: 0x2601, - NEAREST_MIPMAP_NEAREST: 0x2700, - LINEAR_MIPMAP_NEAREST: 0x2701, - NEAREST_MIPMAP_LINEAR: 0x2702, - LINEAR_MIPMAP_LINEAR: 0x2703, - - CLAMP_TO_EDGE: 33071, - MIRRORED_REPEAT: 33648, - REPEAT: 10497 -}; - -const KHR_MESH_QUANTIZATION = 'KHR_mesh_quantization'; - -const THREE_TO_WEBGL = {}; - -THREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST; -THREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST; -THREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR; -THREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR; -THREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST; -THREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR; - -THREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE; -THREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT; -THREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT; - -const PATH_PROPERTIES = { - scale: 'scale', - position: 'translation', - quaternion: 'rotation', - morphTargetInfluences: 'weights' -}; - -const DEFAULT_SPECULAR_COLOR = new Color(); - -// GLB constants -// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification - -const GLB_HEADER_BYTES = 12; -const GLB_HEADER_MAGIC = 0x46546C67; -const GLB_VERSION = 2; - -const GLB_CHUNK_PREFIX_BYTES = 8; -const GLB_CHUNK_TYPE_JSON = 0x4E4F534A; -const GLB_CHUNK_TYPE_BIN = 0x004E4942; - -//------------------------------------------------------------------------------ -// Utility functions -//------------------------------------------------------------------------------ - -/** - * Compare two arrays - * - * @private - * @param {Array} array1 Array 1 to compare - * @param {Array} array2 Array 2 to compare - * @return {boolean} Returns true if both arrays are equal - */ -function equalArray( array1, array2 ) { - - return ( array1.length === array2.length ) && array1.every( function ( element, index ) { - - return element === array2[ index ]; - - } ); - -} - -/** - * Converts a string to an ArrayBuffer. - * - * @private - * @param {string} text - * @return {ArrayBuffer} - */ -function stringToArrayBuffer( text ) { - - return new TextEncoder().encode( text ).buffer; - -} - -/** - * Is identity matrix - * - * @private - * @param {Matrix4} matrix - * @returns {boolean} Returns true, if parameter is identity matrix - */ -function isIdentityMatrix( matrix ) { - - return equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] ); - -} - -/** - * Get the min and max vectors from the given attribute - * - * @private - * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count - * @param {number} start Start index - * @param {number} count Range to cover - * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components) - */ -function getMinMax( attribute, start, count ) { - - const output = { - - min: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ), - max: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY ) - - }; - - for ( let i = start; i < start + count; i ++ ) { - - for ( let a = 0; a < attribute.itemSize; a ++ ) { - - let value; - - if ( attribute.itemSize > 4 ) { - - // no support for interleaved data for itemSize > 4 - - value = attribute.array[ i * attribute.itemSize + a ]; - - } else { - - if ( a === 0 ) value = attribute.getX( i ); - else if ( a === 1 ) value = attribute.getY( i ); - else if ( a === 2 ) value = attribute.getZ( i ); - else if ( a === 3 ) value = attribute.getW( i ); - - if ( attribute.normalized === true ) { - - value = MathUtils.normalize( value, attribute.array ); - - } - - } - - output.min[ a ] = Math.min( output.min[ a ], value ); - output.max[ a ] = Math.max( output.max[ a ], value ); - - } - - } - - return output; - -} - -/** - * Get the required size + padding for a buffer, rounded to the next 4-byte boundary. - * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment - * - * @private - * @param {number} bufferSize The size the original buffer. Should be an integer. - * @returns {number} new buffer size with required padding as an integer. - * - */ -function getPaddedBufferSize( bufferSize ) { - - return Math.ceil( bufferSize / 4 ) * 4; - -} - -/** - * Returns a buffer aligned to 4-byte boundary. - * - * @private - * @param {ArrayBuffer} arrayBuffer Buffer to pad - * @param {number} [paddingByte=0] Should be an integer - * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer - */ -function getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) { - - const paddedLength = getPaddedBufferSize( arrayBuffer.byteLength ); - - if ( paddedLength !== arrayBuffer.byteLength ) { - - const array = new Uint8Array( paddedLength ); - array.set( new Uint8Array( arrayBuffer ) ); - - if ( paddingByte !== 0 ) { - - for ( let i = arrayBuffer.byteLength; i < paddedLength; i ++ ) { - - array[ i ] = paddingByte; - - } - - } - - return array.buffer; - - } - - return arrayBuffer; - -} - -function getCanvas() { - - if ( typeof document === 'undefined' && typeof OffscreenCanvas !== 'undefined' ) { - - return new OffscreenCanvas( 1, 1 ); - - } - - return document.createElement( 'canvas' ); - -} - -function getToBlobPromise( canvas, mimeType ) { - - if ( typeof OffscreenCanvas !== 'undefined' && canvas instanceof OffscreenCanvas ) { - - let quality; - - // Blink's implementation of convertToBlob seems to default to a quality level of 100% - // Use the Blink default quality levels of toBlob instead so that file sizes are comparable. - if ( mimeType === 'image/jpeg' ) { - - quality = 0.92; - - } else if ( mimeType === 'image/webp' ) { - - quality = 0.8; - - } - - return canvas.convertToBlob( { - - type: mimeType, - quality: quality - - } ); - - } else { - - // HTMLCanvasElement code path - - return new Promise( ( resolve ) => canvas.toBlob( resolve, mimeType ) ); - - } - -} - -/** - * Writer - * - * @private - */ -class GLTFWriter { - - constructor() { - - this.plugins = []; - - this.options = {}; - this.pending = []; - this.buffers = []; - - this.byteOffset = 0; - this.buffers = []; - this.nodeMap = new Map(); - this.skins = []; - - this.extensionsUsed = {}; - this.extensionsRequired = {}; - - this.uids = new Map(); - this.uid = 0; - - this.json = { - asset: { - version: '2.0', - generator: 'THREE.GLTFExporter r' + REVISION - } - }; - - this.cache = { - meshes: new Map(), - attributes: new Map(), - attributesNormalized: new Map(), - materials: new Map(), - textures: new Map(), - images: new Map(), - normalMaps: new Map() - }; - - this.textureUtils = null; - - } - - setPlugins( plugins ) { - - this.plugins = plugins; - - } - - setTextureUtils( utils ) { - - this.textureUtils = utils; - - } - - /** - * Parse scenes and generate GLTF output - * - * @param {Scene|Array} input Scene or Array of THREE.Scenes - * @param {Function} onDone Callback on completed - * @param {Object} options options - */ - async writeAsync( input, onDone, options = {} ) { - - this.options = Object.assign( { - // default options - binary: false, - trs: false, - onlyVisible: true, - maxTextureSize: Infinity, - animations: [], - includeCustomExtensions: false, - copyright: null - }, options ); - - if ( this.options.animations.length > 0 ) { - - // Only TRS properties, and not matrices, may be targeted by animation. - this.options.trs = true; - - } - - await this.processInputAsync( input ); - - await Promise.all( this.pending ); - - const writer = this; - const buffers = writer.buffers; - const json = writer.json; - options = writer.options; - - const extensionsUsed = writer.extensionsUsed; - const extensionsRequired = writer.extensionsRequired; - - // Merge buffers. - const blob = new Blob( buffers, { type: 'application/octet-stream' } ); - - // Declare extensions. - const extensionsUsedList = Object.keys( extensionsUsed ); - const extensionsRequiredList = Object.keys( extensionsRequired ); - - if ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList; - if ( extensionsRequiredList.length > 0 ) json.extensionsRequired = extensionsRequiredList; - - // Update bytelength of the single buffer. - if ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size; - - if ( options.copyright ) json.asset.copyright = options.copyright; - - if ( options.binary === true ) { - - // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification - - const reader = new FileReader(); - reader.readAsArrayBuffer( blob ); - reader.onloadend = function () { - - // Binary chunk. - const binaryChunk = getPaddedArrayBuffer( reader.result ); - const binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); - binaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true ); - binaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true ); - - // JSON chunk. - const jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 ); - const jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); - jsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true ); - jsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true ); - - // GLB header. - const header = new ArrayBuffer( GLB_HEADER_BYTES ); - const headerView = new DataView( header ); - headerView.setUint32( 0, GLB_HEADER_MAGIC, true ); - headerView.setUint32( 4, GLB_VERSION, true ); - const totalByteLength = GLB_HEADER_BYTES - + jsonChunkPrefix.byteLength + jsonChunk.byteLength - + binaryChunkPrefix.byteLength + binaryChunk.byteLength; - headerView.setUint32( 8, totalByteLength, true ); - - const glbBlob = new Blob( [ - header, - jsonChunkPrefix, - jsonChunk, - binaryChunkPrefix, - binaryChunk - ], { type: 'application/octet-stream' } ); - - const glbReader = new FileReader(); - glbReader.readAsArrayBuffer( glbBlob ); - glbReader.onloadend = function () { - - onDone( glbReader.result ); - - }; - - }; - - } else { - - if ( json.buffers && json.buffers.length > 0 ) { - - const reader = new FileReader(); - reader.readAsDataURL( blob ); - reader.onloadend = function () { - - const base64data = reader.result; - json.buffers[ 0 ].uri = base64data; - onDone( json ); - - }; - - } else { - - onDone( json ); - - } - - } - - - } - - /** - * Serializes a userData. - * - * @param {THREE.Object3D|THREE.Material|THREE.BufferGeometry|THREE.AnimationClip} object - * @param {Object} objectDef - */ - serializeUserData( object, objectDef ) { - - if ( Object.keys( object.userData ).length === 0 ) return; - - const options = this.options; - const extensionsUsed = this.extensionsUsed; - - try { - - const json = JSON.parse( JSON.stringify( object.userData ) ); - - if ( options.includeCustomExtensions && json.gltfExtensions ) { - - if ( objectDef.extensions === undefined ) objectDef.extensions = {}; - - for ( const extensionName in json.gltfExtensions ) { - - objectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ]; - extensionsUsed[ extensionName ] = true; - - } - - delete json.gltfExtensions; - - } - - if ( Object.keys( json ).length > 0 ) objectDef.extras = json; - - } catch ( error ) { - - console.warn( 'THREE.GLTFExporter: userData of \'' + object.name + '\' ' + - 'won\'t be serialized because of JSON.stringify error - ' + error.message ); - - } - - } - - /** - * Returns ids for buffer attributes. - * - * @param {Object} attribute - * @param {boolean} [isRelativeCopy=false] - * @return {number} An integer - */ - getUID( attribute, isRelativeCopy = false ) { - - if ( this.uids.has( attribute ) === false ) { - - const uids = new Map(); - - uids.set( true, this.uid ++ ); - uids.set( false, this.uid ++ ); - - this.uids.set( attribute, uids ); - - } - - const uids = this.uids.get( attribute ); - - return uids.get( isRelativeCopy ); - - } - - /** - * Checks if normal attribute values are normalized. - * - * @param {BufferAttribute} normal - * @returns {boolean} - */ - isNormalizedNormalAttribute( normal ) { - - const cache = this.cache; - - if ( cache.attributesNormalized.has( normal ) ) return false; - - const v = new Vector3(); - - for ( let i = 0, il = normal.count; i < il; i ++ ) { - - // 0.0005 is from glTF-validator - if ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false; - - } - - return true; - - } - - /** - * Creates normalized normal buffer attribute. - * - * @param {BufferAttribute} normal - * @returns {BufferAttribute} - * - */ - createNormalizedNormalAttribute( normal ) { - - const cache = this.cache; - - if ( cache.attributesNormalized.has( normal ) ) return cache.attributesNormalized.get( normal ); - - const attribute = normal.clone(); - const v = new Vector3(); - - for ( let i = 0, il = attribute.count; i < il; i ++ ) { - - v.fromBufferAttribute( attribute, i ); - - if ( v.x === 0 && v.y === 0 && v.z === 0 ) { - - // if values can't be normalized set (1, 0, 0) - v.setX( 1.0 ); - - } else { - - v.normalize(); - - } - - attribute.setXYZ( i, v.x, v.y, v.z ); - - } - - cache.attributesNormalized.set( normal, attribute ); - - return attribute; - - } - - /** - * Applies a texture transform, if present, to the map definition. Requires - * the KHR_texture_transform extension. - * - * @param {Object} mapDef - * @param {THREE.Texture} texture - */ - applyTextureTransform( mapDef, texture ) { - - let didTransform = false; - const transformDef = {}; - - if ( texture.offset.x !== 0 || texture.offset.y !== 0 ) { - - transformDef.offset = texture.offset.toArray(); - didTransform = true; - - } - - if ( texture.rotation !== 0 ) { - - transformDef.rotation = texture.rotation; - didTransform = true; - - } - - if ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) { - - transformDef.scale = texture.repeat.toArray(); - didTransform = true; - - } - - if ( didTransform ) { - - mapDef.extensions = mapDef.extensions || {}; - mapDef.extensions[ 'KHR_texture_transform' ] = transformDef; - this.extensionsUsed[ 'KHR_texture_transform' ] = true; - - } - - } - - async buildMetalRoughTextureAsync( metalnessMap, roughnessMap ) { - - if ( metalnessMap === roughnessMap ) return metalnessMap; - - function getEncodingConversion( map ) { - - if ( map.colorSpace === SRGBColorSpace ) { - - return function SRGBToLinear( c ) { - - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); - - }; - - } - - return function LinearToLinear( c ) { - - return c; - - }; - - } - - if ( metalnessMap instanceof CompressedTexture ) { - - metalnessMap = await this.decompressTextureAsync( metalnessMap ); - - } - - if ( roughnessMap instanceof CompressedTexture ) { - - roughnessMap = await this.decompressTextureAsync( roughnessMap ); - - } - - const metalness = metalnessMap ? metalnessMap.image : null; - const roughness = roughnessMap ? roughnessMap.image : null; - - const width = Math.max( metalness ? metalness.width : 0, roughness ? roughness.width : 0 ); - const height = Math.max( metalness ? metalness.height : 0, roughness ? roughness.height : 0 ); - - const canvas = getCanvas(); - canvas.width = width; - canvas.height = height; - - const context = canvas.getContext( '2d', { - willReadFrequently: true, - } ); - context.fillStyle = '#00ffff'; - context.fillRect( 0, 0, width, height ); - - const composite = context.getImageData( 0, 0, width, height ); - - if ( metalness ) { - - context.drawImage( metalness, 0, 0, width, height ); - - const convert = getEncodingConversion( metalnessMap ); - const data = context.getImageData( 0, 0, width, height ).data; - - for ( let i = 2; i < data.length; i += 4 ) { - - composite.data[ i ] = convert( data[ i ] / 256 ) * 256; - - } - - } - - if ( roughness ) { - - context.drawImage( roughness, 0, 0, width, height ); - - const convert = getEncodingConversion( roughnessMap ); - const data = context.getImageData( 0, 0, width, height ).data; - - for ( let i = 1; i < data.length; i += 4 ) { - - composite.data[ i ] = convert( data[ i ] / 256 ) * 256; - - } - - } - - context.putImageData( composite, 0, 0 ); - - // - - const reference = metalnessMap || roughnessMap; - - const texture = reference.clone(); - - texture.source = new TextureSource( canvas ); - texture.colorSpace = NoColorSpace; - texture.channel = ( metalnessMap || roughnessMap ).channel; - - if ( metalnessMap && roughnessMap && metalnessMap.channel !== roughnessMap.channel ) { - - console.warn( 'THREE.GLTFExporter: UV channels for metalnessMap and roughnessMap textures must match.' ); - - } - - console.warn( 'THREE.GLTFExporter: Merged metalnessMap and roughnessMap textures.' ); - - return texture; - - } - - - /** - * Builds a copy of the given normal map with the red and/or green channels - * inverted (`color = 255 - color`). This is used to bake the sign of - * `material.normalScale` and the tangent-space convention into the texture, - * since glTF only supports OpenGL-style normal maps with a univariate, - * positive scale. - * - * @param {THREE.Texture} normalMap The source normal map. - * @param {boolean} flipX Whether to invert the red channel (normal X). - * @param {boolean} flipY Whether to invert the green channel (normal Y). - * @return {Promise} The derived normal map texture. - */ - async buildNormalMapTextureAsync( normalMap, flipX, flipY ) { - - if ( normalMap instanceof CompressedTexture ) { - - normalMap = await this.decompressTextureAsync( normalMap ); - - } - - const image = normalMap.image; - - const canvas = getCanvas(); - canvas.width = image.width; - canvas.height = image.height; - - const context = canvas.getContext( '2d', { - willReadFrequently: true, - } ); - - context.drawImage( image, 0, 0, canvas.width, canvas.height ); - - const imageData = context.getImageData( 0, 0, canvas.width, canvas.height ); - const data = imageData.data; - - for ( let i = 0; i < data.length; i += 4 ) { - - if ( flipX ) data[ i + 0 ] = 255 - data[ i + 0 ]; - if ( flipY ) data[ i + 1 ] = 255 - data[ i + 1 ]; - - } - - context.putImageData( imageData, 0, 0 ); - - const texture = normalMap.clone(); - texture.source = new TextureSource( canvas ); - - return texture; - - } - - async decompressTextureAsync( texture, maxTextureSize = Infinity ) { - - if ( this.textureUtils === null ) { - - throw new Error( 'THREE.GLTFExporter: setTextureUtils() must be called to process compressed textures.' ); - - } - - return await this.textureUtils.decompress( texture, maxTextureSize ); - - } - - /** - * Process a buffer to append to the default one. - * @param {ArrayBuffer} buffer - * @return {0} - */ - processBuffer( buffer ) { - - const json = this.json; - const buffers = this.buffers; - - if ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ]; - - // All buffers are merged before export. - buffers.push( buffer ); - - return 0; - - } - - /** - * Process and generate a BufferView - * @param {BufferAttribute} attribute - * @param {number} componentType - * @param {number} start - * @param {number} count - * @param {number} [target] Target usage of the BufferView - * @return {Object} - */ - processBufferView( attribute, componentType, start, count, target ) { - - const json = this.json; - - if ( ! json.bufferViews ) json.bufferViews = []; - - // Create a new dataview and dump the attribute's array into it - - let componentSize; - - switch ( componentType ) { - - case WEBGL_CONSTANTS.BYTE: - case WEBGL_CONSTANTS.UNSIGNED_BYTE: - - componentSize = 1; - - break; - - case WEBGL_CONSTANTS.SHORT: - case WEBGL_CONSTANTS.UNSIGNED_SHORT: - - componentSize = 2; - - break; - - default: - - componentSize = 4; - - } - - let byteStride = attribute.itemSize * componentSize; - - if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { - - // Each element of a vertex attribute MUST be aligned to 4-byte boundaries - // inside a bufferView - byteStride = Math.ceil( byteStride / 4 ) * 4; - - } - - const byteLength = getPaddedBufferSize( count * byteStride ); - const dataView = new DataView( new ArrayBuffer( byteLength ) ); - let offset = 0; - - for ( let i = start; i < start + count; i ++ ) { - - for ( let a = 0; a < attribute.itemSize; a ++ ) { - - let value; - - if ( attribute.itemSize > 4 ) { - - // no support for interleaved data for itemSize > 4 - - value = attribute.array[ i * attribute.itemSize + a ]; - - } else { - - if ( a === 0 ) value = attribute.getX( i ); - else if ( a === 1 ) value = attribute.getY( i ); - else if ( a === 2 ) value = attribute.getZ( i ); - else if ( a === 3 ) value = attribute.getW( i ); - - if ( attribute.normalized === true ) { - - value = MathUtils.normalize( value, attribute.array ); - - } - - } - - if ( componentType === WEBGL_CONSTANTS.FLOAT ) { - - dataView.setFloat32( offset, value, true ); - - } else if ( componentType === WEBGL_CONSTANTS.INT ) { - - dataView.setInt32( offset, value, true ); - - } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) { - - dataView.setUint32( offset, value, true ); - - } else if ( componentType === WEBGL_CONSTANTS.SHORT ) { - - dataView.setInt16( offset, value, true ); - - } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) { - - dataView.setUint16( offset, value, true ); - - } else if ( componentType === WEBGL_CONSTANTS.BYTE ) { - - dataView.setInt8( offset, value ); - - } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) { - - dataView.setUint8( offset, value ); - - } - - offset += componentSize; - - } - - if ( ( offset % byteStride ) !== 0 ) { - - offset += byteStride - ( offset % byteStride ); - - } - - } - - const bufferViewDef = { - - buffer: this.processBuffer( dataView.buffer ), - byteOffset: this.byteOffset, - byteLength: byteLength - - }; - - if ( target !== undefined ) bufferViewDef.target = target; - - if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { - - // Only define byteStride for vertex attributes. - bufferViewDef.byteStride = byteStride; - - } - - this.byteOffset += byteLength; - - json.bufferViews.push( bufferViewDef ); - - // @TODO Merge bufferViews where possible. - const output = { - - id: json.bufferViews.length - 1, - byteLength: 0 - - }; - - return output; - - } - - /** - * Process and generate a BufferView from an image Blob. - * @param {Blob} blob - * @return {Promise} An integer - */ - processBufferViewImage( blob ) { - - const writer = this; - const json = writer.json; - - if ( ! json.bufferViews ) json.bufferViews = []; - - return new Promise( function ( resolve ) { - - const reader = new FileReader(); - reader.readAsArrayBuffer( blob ); - reader.onloadend = function () { - - const buffer = getPaddedArrayBuffer( reader.result ); - - const bufferViewDef = { - buffer: writer.processBuffer( buffer ), - byteOffset: writer.byteOffset, - byteLength: buffer.byteLength - }; - - writer.byteOffset += buffer.byteLength; - resolve( json.bufferViews.push( bufferViewDef ) - 1 ); - - }; - - } ); - - } - - /** - * Process attribute to generate an accessor - * @param {BufferAttribute} attribute Attribute to process - * @param {?BufferGeometry} [geometry] Geometry used for truncated draw range - * @param {number} [start=0] - * @param {number} [count=Infinity] - * @return {?number} Index of the processed accessor on the "accessors" array - */ - processAccessor( attribute, geometry, start, count ) { - - const json = this.json; - - const types = { - - 1: 'SCALAR', - 2: 'VEC2', - 3: 'VEC3', - 4: 'VEC4', - 9: 'MAT3', - 16: 'MAT4' - - }; - - let componentType; - - // Detect the component type of the attribute array - if ( attribute.array.constructor === Float32Array ) { - - componentType = WEBGL_CONSTANTS.FLOAT; - - } else if ( attribute.array.constructor === Int32Array ) { - - componentType = WEBGL_CONSTANTS.INT; - - } else if ( attribute.array.constructor === Uint32Array ) { - - componentType = WEBGL_CONSTANTS.UNSIGNED_INT; - - } else if ( attribute.array.constructor === Int16Array ) { - - componentType = WEBGL_CONSTANTS.SHORT; - - } else if ( attribute.array.constructor === Uint16Array ) { - - componentType = WEBGL_CONSTANTS.UNSIGNED_SHORT; - - } else if ( attribute.array.constructor === Int8Array ) { - - componentType = WEBGL_CONSTANTS.BYTE; - - } else if ( attribute.array.constructor === Uint8Array ) { - - componentType = WEBGL_CONSTANTS.UNSIGNED_BYTE; - - } else { - - throw new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type: ' + attribute.array.constructor.name ); - - } - - if ( start === undefined ) start = 0; - if ( count === undefined || count === Infinity ) count = attribute.count; - - // Skip creating an accessor if the attribute doesn't have data to export - if ( count === 0 ) return null; - - const minMax = getMinMax( attribute, start, count ); - let bufferViewTarget; - - // If geometry isn't provided, don't infer the target usage of the bufferView. For - // animation samplers, target must not be set. - if ( geometry !== undefined ) { - - bufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER; - - } - - const bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget ); - - const accessorDef = { - - bufferView: bufferView.id, - byteOffset: bufferView.byteOffset, - componentType: componentType, - count: count, - max: minMax.max, - min: minMax.min, - type: types[ attribute.itemSize ] - - }; - - if ( attribute.normalized === true ) accessorDef.normalized = true; - if ( ! json.accessors ) json.accessors = []; - - return json.accessors.push( accessorDef ) - 1; - - } - - /** - * Process image - * @param {Image} image to process - * @param {number} format Identifier of the format (RGBAFormat) - * @param {boolean} flipY before writing out the image - * @param {string} mimeType export format - * @return {number} Index of the processed texture in the "images" array - */ - processImage( image, format, flipY, mimeType = 'image/png' ) { - - if ( image !== null ) { - - const writer = this; - const cache = writer.cache; - const json = writer.json; - const options = writer.options; - const pending = writer.pending; - - if ( ! cache.images.has( image ) ) cache.images.set( image, {} ); - - const cachedImages = cache.images.get( image ); - - const key = mimeType + ':flipY/' + flipY.toString(); - - if ( cachedImages[ key ] !== undefined ) return cachedImages[ key ]; - - if ( ! json.images ) json.images = []; - - const imageDef = { mimeType: mimeType }; - - const canvas = getCanvas(); - - canvas.width = Math.min( image.width, options.maxTextureSize ); - canvas.height = Math.min( image.height, options.maxTextureSize ); - - const ctx = canvas.getContext( '2d', { - willReadFrequently: true, - } ); - - if ( flipY === true ) { - - ctx.translate( 0, canvas.height ); - ctx.scale( 1, - 1 ); - - } - - if ( image.data !== undefined ) { // THREE.DataTexture - - if ( format !== RGBAFormat ) { - - console.error( 'GLTFExporter: Only RGBAFormat is supported.', format ); - - } - - if ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) { - - console.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image ); - - } - - const data = new Uint8ClampedArray( image.height * image.width * 4 ); - - for ( let i = 0; i < data.length; i += 4 ) { - - data[ i + 0 ] = image.data[ i + 0 ]; - data[ i + 1 ] = image.data[ i + 1 ]; - data[ i + 2 ] = image.data[ i + 2 ]; - data[ i + 3 ] = image.data[ i + 3 ]; - - } - - ctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 ); - - } else { - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || - ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ) { - - ctx.drawImage( image, 0, 0, canvas.width, canvas.height ); - - } else { - - throw new Error( 'THREE.GLTFExporter: Invalid image type. Use HTMLImageElement, HTMLCanvasElement, ImageBitmap or OffscreenCanvas.' ); - - } - - } - - if ( options.binary === true ) { - - pending.push( - - getToBlobPromise( canvas, mimeType ) - .then( blob => writer.processBufferViewImage( blob ) ) - .then( bufferViewIndex => { - - imageDef.bufferView = bufferViewIndex; - - } ) - - ); - - } else { - - imageDef.uri = ImageUtils.getDataURL( canvas, mimeType ); - - } - - const index = json.images.push( imageDef ) - 1; - cachedImages[ key ] = index; - return index; - - } else { - - throw new Error( 'THREE.GLTFExporter: No valid image data found. Unable to process texture.' ); - - } - - } - - /** - * Process sampler - * @param {Texture} map Texture to process - * @return {number} Index of the processed texture in the "samplers" array - */ - processSampler( map ) { - - const json = this.json; - - if ( ! json.samplers ) json.samplers = []; - - const samplerDef = { - magFilter: THREE_TO_WEBGL[ map.magFilter ], - minFilter: THREE_TO_WEBGL[ map.minFilter ], - wrapS: THREE_TO_WEBGL[ map.wrapS ], - wrapT: THREE_TO_WEBGL[ map.wrapT ] - }; - - return json.samplers.push( samplerDef ) - 1; - - } - - /** - * Process texture - * @param {Texture} map Map to process - * @return {Promise} Index of the processed texture in the "textures" array - */ - async processTextureAsync( map ) { - - const writer = this; - const options = writer.options; - const cache = this.cache; - const json = this.json; - - if ( cache.textures.has( map ) ) return cache.textures.get( map ); - - if ( ! json.textures ) json.textures = []; - - // make non-readable textures (e.g. CompressedTexture) readable by blitting them into a new texture - if ( map instanceof CompressedTexture ) { - - map = await this.decompressTextureAsync( map, options.maxTextureSize ); - - } - - const mimeType = map.userData.mimeType; - - const imageIndex = this.processImage( map.image, map.format, map.flipY, mimeType ); - - const textureDef = { - sampler: this.processSampler( map ) - }; - - if ( mimeType === 'image/webp' ) { - - textureDef.extensions = textureDef.extensions || {}; - textureDef.extensions[ 'EXT_texture_webp' ] = { - source: imageIndex - }; - - this.extensionsUsed[ 'EXT_texture_webp' ] = true; - this.extensionsRequired[ 'EXT_texture_webp' ] = true; - - } else { - - textureDef.source = imageIndex; - - } - - if ( map.name ) textureDef.name = map.name; - - await this._invokeAllAsync( async function ( ext ) { - - ext.writeTexture && await ext.writeTexture( map, textureDef ); - - } ); - - const index = json.textures.push( textureDef ) - 1; - cache.textures.set( map, index ); - return index; - - } - - /** - * Process material - * @param {THREE.Material} material Material to process - * @param {THREE.BufferGeometry} [geometry] Geometry the material is used with. - * @return {Promise} Index of the processed material in the "materials" array - */ - async processMaterialAsync( material, geometry ) { - - const cache = this.cache; - const json = this.json; - - // Whether the geometry provides explicit tangents. The exported normal map depends on - // this, so it is part of the material cache key. - const hasTangent = geometry !== undefined && geometry.hasAttribute( 'tangent' ); - const cacheKey = material.normalMap ? material.uuid + ':' + hasTangent : material.uuid; - - if ( cache.materials.has( cacheKey ) ) return cache.materials.get( cacheKey ); - - if ( material.isShaderMaterial ) { - - console.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' ); - return null; - - } - - if ( ! json.materials ) json.materials = []; - - // @QUESTION Should we avoid including any attribute that has the default value? - const materialDef = { pbrMetallicRoughness: {} }; - - if ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) { - - console.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' ); - - } - - // pbrMetallicRoughness.baseColorFactor - const color = material.color.toArray().concat( [ material.opacity ] ); - - if ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) { - - materialDef.pbrMetallicRoughness.baseColorFactor = color; - - } - - if ( material.isMeshStandardMaterial ) { - - materialDef.pbrMetallicRoughness.metallicFactor = material.metalness; - materialDef.pbrMetallicRoughness.roughnessFactor = material.roughness; - - } else { - - materialDef.pbrMetallicRoughness.metallicFactor = 0; - materialDef.pbrMetallicRoughness.roughnessFactor = 1; - - } - - // pbrMetallicRoughness.metallicRoughnessTexture - if ( material.metalnessMap || material.roughnessMap ) { - - const metalRoughTexture = await this.buildMetalRoughTextureAsync( material.metalnessMap, material.roughnessMap ); - - const metalRoughMapDef = { - index: await this.processTextureAsync( metalRoughTexture ), - texCoord: metalRoughTexture.channel - }; - this.applyTextureTransform( metalRoughMapDef, metalRoughTexture ); - materialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef; - - } - - // pbrMetallicRoughness.baseColorTexture - if ( material.map ) { - - const baseColorMapDef = { - index: await this.processTextureAsync( material.map ), - texCoord: material.map.channel - }; - this.applyTextureTransform( baseColorMapDef, material.map ); - materialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef; - - } - - if ( material.emissive ) { - - const emissive = material.emissive; - const maxEmissiveComponent = Math.max( emissive.r, emissive.g, emissive.b ); - - if ( maxEmissiveComponent > 0 ) { - - materialDef.emissiveFactor = material.emissive.toArray(); - - } - - // emissiveTexture - if ( material.emissiveMap ) { - - const emissiveMapDef = { - index: await this.processTextureAsync( material.emissiveMap ), - texCoord: material.emissiveMap.channel - }; - this.applyTextureTransform( emissiveMapDef, material.emissiveMap ); - materialDef.emissiveTexture = emissiveMapDef; - - } - - } - - // normalTexture - if ( material.normalMap ) { - - const normalScale = material.normalScale; - - // glTF only supports OpenGL-style normal maps with a univariate, positive scale. - // A negative `normalScale` component is baked into the texture by inverting the - // corresponding channel. Meshes without explicit tangents use the opposite - // green-channel convention, so the green channel is inverted in that case too. - // - // The no-tangent green flip is the counterpart of GLTFLoader, which negates - // `normalScale.y` on import for the same case. - const flipX = normalScale.x < 0; - const flipY = hasTangent ? normalScale.y < 0 : normalScale.y > 0; - - let normalMap = material.normalMap; - - if ( flipX || flipY ) { - - if ( cache.normalMaps.has( material.normalMap ) === false ) cache.normalMaps.set( material.normalMap, {} ); - - const cachedVariants = cache.normalMaps.get( material.normalMap ); - const cacheKey = `${flipX}:${flipY}`; - - if ( cachedVariants[ cacheKey ] === undefined ) { - - cachedVariants[ cacheKey ] = await this.buildNormalMapTextureAsync( material.normalMap, flipX, flipY ); - - } - - normalMap = cachedVariants[ cacheKey ]; - - } - - const normalMapDef = { - index: await this.processTextureAsync( normalMap ), - texCoord: material.normalMap.channel - }; - - if ( Math.abs( normalScale.x ) !== 1 ) { - - // glTF normal scale is univariate. The magnitude of `x` is used; the sign of - // both components has already been baked into the texture above. - normalMapDef.scale = Math.abs( normalScale.x ); - - } - - this.applyTextureTransform( normalMapDef, material.normalMap ); - materialDef.normalTexture = normalMapDef; - - } - - // occlusionTexture - if ( material.aoMap ) { - - const occlusionMapDef = { - index: await this.processTextureAsync( material.aoMap ), - texCoord: material.aoMap.channel - }; - - if ( material.aoMapIntensity !== 1.0 ) { - - occlusionMapDef.strength = material.aoMapIntensity; - - } - - this.applyTextureTransform( occlusionMapDef, material.aoMap ); - materialDef.occlusionTexture = occlusionMapDef; - - } - - // alphaMode - if ( material.transparent ) { - - materialDef.alphaMode = 'BLEND'; - - } else { - - if ( material.alphaTest > 0.0 ) { - - materialDef.alphaMode = 'MASK'; - materialDef.alphaCutoff = material.alphaTest; - - } - - } - - // doubleSided - if ( material.side === DoubleSide ) materialDef.doubleSided = true; - if ( material.name !== '' ) materialDef.name = material.name; - - this.serializeUserData( material, materialDef ); - - await this._invokeAllAsync( async function ( ext ) { - - ext.writeMaterialAsync && await ext.writeMaterialAsync( material, materialDef ); - - } ); - - const index = json.materials.push( materialDef ) - 1; - cache.materials.set( cacheKey, index ); - return index; - - } - - /** - * Process mesh - * @param {THREE.Mesh} mesh Mesh to process - * @return {Promise} Index of the processed mesh in the "meshes" array - */ - async processMeshAsync( mesh ) { - - const cache = this.cache; - const json = this.json; - - const meshCacheKeyParts = [ mesh.geometry.uuid ]; - - if ( Array.isArray( mesh.material ) ) { - - for ( let i = 0, l = mesh.material.length; i < l; i ++ ) { - - meshCacheKeyParts.push( mesh.material[ i ].uuid ); - - } - - } else { - - meshCacheKeyParts.push( mesh.material.uuid ); - - } - - const meshCacheKey = meshCacheKeyParts.join( ':' ); - - if ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey ); - - const geometry = mesh.geometry; - - let mode; - - // Use the correct mode - if ( mesh.isLineSegments ) { - - mode = WEBGL_CONSTANTS.LINES; - - } else if ( mesh.isLineLoop ) { - - mode = WEBGL_CONSTANTS.LINE_LOOP; - - } else if ( mesh.isLine ) { - - mode = WEBGL_CONSTANTS.LINE_STRIP; - - } else if ( mesh.isPoints ) { - - mode = WEBGL_CONSTANTS.POINTS; - - } else { - - mode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES; - - } - - const meshDef = {}; - const attributes = {}; - const primitives = []; - const targets = []; - - // Conversion between attributes names in threejs and gltf spec - const nameConversion = { - uv: 'TEXCOORD_0', - uv1: 'TEXCOORD_1', - uv2: 'TEXCOORD_2', - uv3: 'TEXCOORD_3', - color: 'COLOR_0', - skinWeight: 'WEIGHTS_0', - skinIndex: 'JOINTS_0' - }; - - const originalNormal = geometry.getAttribute( 'normal' ); - - if ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) { - - console.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' ); - - geometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) ); - - } - - // @QUESTION Detect if .vertexColors = true? - // For every attribute create an accessor - let modifiedAttribute = null; - - for ( let attributeName in geometry.attributes ) { - - // Ignore morph target attributes, which are exported later. - if ( attributeName.slice( 0, 5 ) === 'morph' ) continue; - - const attribute = geometry.attributes[ attributeName ]; - attributeName = nameConversion[ attributeName ] || attributeName.toUpperCase(); - - // Prefix all geometry attributes except the ones specifically - // listed in the spec; non-spec attributes are considered custom. - const validVertexAttributes = - /^(POSITION|NORMAL|TANGENT|TEXCOORD_\d+|COLOR_\d+|JOINTS_\d+|WEIGHTS_\d+)$/; - - if ( ! validVertexAttributes.test( attributeName ) && ! attributeName.startsWith( '_' ) ) attributeName = '_' + attributeName; - - if ( cache.attributes.has( this.getUID( attribute ) ) ) { - - attributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) ); - continue; - - } - - // Enforce glTF vertex attribute requirements: - // - JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT - // - Only custom attributes may be INT or UNSIGNED_INT - modifiedAttribute = null; - const array = attribute.array; - - if ( attributeName === 'JOINTS_0' && - ! ( array instanceof Uint16Array ) && - ! ( array instanceof Uint8Array ) ) { - - console.warn( 'GLTFExporter: Attribute "skinIndex" converted to type UNSIGNED_SHORT.' ); - modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Uint16Array ); - - } else if ( ( array instanceof Uint32Array || array instanceof Int32Array ) && ! attributeName.startsWith( '_' ) ) { - - console.warn( `GLTFExporter: Attribute "${ attributeName }" converted to type FLOAT.` ); - modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Float32Array ); - - } - - const accessor = this.processAccessor( modifiedAttribute || attribute, geometry ); - - if ( accessor !== null ) { - - if ( ! attributeName.startsWith( '_' ) ) { - - this.detectMeshQuantization( attributeName, attribute ); - - } - - attributes[ attributeName ] = accessor; - cache.attributes.set( this.getUID( attribute ), accessor ); - - } - - } - - if ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal ); - - // Skip if no exportable attributes found - if ( Object.keys( attributes ).length === 0 ) return null; - - // Morph targets - if ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) { - - const weights = []; - const targetNames = []; - const reverseDictionary = {}; - - if ( mesh.morphTargetDictionary !== undefined ) { - - for ( const key in mesh.morphTargetDictionary ) { - - reverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key; - - } - - } - - for ( let i = 0; i < mesh.morphTargetInfluences.length; ++ i ) { - - const target = {}; - let warned = false; - - for ( const attributeName in geometry.morphAttributes ) { - - // glTF 2.0 morph supports only POSITION/NORMAL/TANGENT. - // Three.js doesn't support TANGENT yet. - - if ( attributeName !== 'position' && attributeName !== 'normal' ) { - - if ( ! warned ) { - - console.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' ); - warned = true; - - } - - continue; - - } - - const attribute = geometry.morphAttributes[ attributeName ][ i ]; - const gltfAttributeName = attributeName.toUpperCase(); - - // Three.js morph attribute has absolute values while the one of glTF has relative values. - // - // glTF 2.0 Specification: - // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets - - const baseAttribute = geometry.attributes[ attributeName ]; - - if ( cache.attributes.has( this.getUID( attribute, true ) ) ) { - - target[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute, true ) ); - continue; - - } - - // Clones attribute not to override - const relativeAttribute = attribute.clone(); - - if ( ! geometry.morphTargetsRelative ) { - - for ( let j = 0, jl = attribute.count; j < jl; j ++ ) { - - for ( let a = 0; a < attribute.itemSize; a ++ ) { - - if ( a === 0 ) relativeAttribute.setX( j, attribute.getX( j ) - baseAttribute.getX( j ) ); - if ( a === 1 ) relativeAttribute.setY( j, attribute.getY( j ) - baseAttribute.getY( j ) ); - if ( a === 2 ) relativeAttribute.setZ( j, attribute.getZ( j ) - baseAttribute.getZ( j ) ); - if ( a === 3 ) relativeAttribute.setW( j, attribute.getW( j ) - baseAttribute.getW( j ) ); - - } - - } - - } - - target[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry ); - cache.attributes.set( this.getUID( baseAttribute, true ), target[ gltfAttributeName ] ); - - } - - targets.push( target ); - - weights.push( mesh.morphTargetInfluences[ i ] ); - - if ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] ); - - } - - meshDef.weights = weights; - - if ( targetNames.length > 0 ) { - - meshDef.extras = {}; - meshDef.extras.targetNames = targetNames; - - } - - } - - const isMultiMaterial = Array.isArray( mesh.material ); - - if ( isMultiMaterial && geometry.groups.length === 0 ) return null; - - let didForceIndices = false; - - if ( isMultiMaterial && geometry.index === null ) { - - const indices = []; - - for ( let i = 0, il = geometry.attributes.position.count; i < il; i ++ ) { - - indices[ i ] = i; - - } - - geometry.setIndex( indices ); - - didForceIndices = true; - - } - - const materials = isMultiMaterial ? mesh.material : [ mesh.material ]; - const groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ]; - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const primitive = { - mode: mode, - attributes: attributes, - }; - - this.serializeUserData( geometry, primitive ); - - if ( targets.length > 0 ) primitive.targets = targets; - - if ( geometry.index !== null ) { - - let cacheKey = this.getUID( geometry.index ); - - if ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) { - - cacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count; - - } - - if ( cache.attributes.has( cacheKey ) ) { - - primitive.indices = cache.attributes.get( cacheKey ); - - } else { - - primitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count ); - cache.attributes.set( cacheKey, primitive.indices ); - - } - - if ( primitive.indices === null ) delete primitive.indices; - - } - - const material = await this.processMaterialAsync( materials[ groups[ i ].materialIndex ], geometry ); - - if ( material !== null ) primitive.material = material; - - primitives.push( primitive ); - - } - - if ( didForceIndices === true ) { - - geometry.setIndex( null ); - - } - - meshDef.primitives = primitives; - - if ( ! json.meshes ) json.meshes = []; - - await this._invokeAllAsync( function ( ext ) { - - ext.writeMesh && ext.writeMesh( mesh, meshDef ); - - } ); - - const index = json.meshes.push( meshDef ) - 1; - cache.meshes.set( meshCacheKey, index ); - return index; - - } - - /** - * If a vertex attribute with a - * [non-standard data type](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview) - * is used, it is checked whether it is a valid data type according to the - * [KHR_mesh_quantization](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md) - * extension. - * In this case the extension is automatically added to the list of used extensions. - * - * @param {string} attributeName - * @param {THREE.BufferAttribute} attribute - */ - detectMeshQuantization( attributeName, attribute ) { - - if ( this.extensionsUsed[ KHR_MESH_QUANTIZATION ] ) return; - - let attrType = undefined; - - switch ( attribute.array.constructor ) { - - case Int8Array: - - attrType = 'byte'; - - break; - - case Uint8Array: - - attrType = 'unsigned byte'; - - break; - - case Int16Array: - - attrType = 'short'; - - break; - - case Uint16Array: - - attrType = 'unsigned short'; - - break; - - default: - - return; - - } - - if ( attribute.normalized ) attrType += ' normalized'; - - const attrNamePrefix = attributeName.split( '_', 1 )[ 0 ]; - - if ( KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ] && KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ].includes( attrType ) ) { - - this.extensionsUsed[ KHR_MESH_QUANTIZATION ] = true; - this.extensionsRequired[ KHR_MESH_QUANTIZATION ] = true; - - } - - } - - /** - * Process camera - * @param {THREE.Camera} camera Camera to process - * @return {number} Index of the processed mesh in the "camera" array - */ - processCamera( camera ) { - - const json = this.json; - - if ( ! json.cameras ) json.cameras = []; - - const isOrtho = camera.isOrthographicCamera; - - const cameraDef = { - type: isOrtho ? 'orthographic' : 'perspective' - }; - - if ( isOrtho ) { - - cameraDef.orthographic = { - xmag: camera.right * 2, - ymag: camera.top * 2, - zfar: camera.far <= 0 ? 0.001 : camera.far, - znear: camera.near < 0 ? 0 : camera.near - }; - - } else { - - cameraDef.perspective = { - aspectRatio: camera.aspect, - yfov: MathUtils.degToRad( camera.fov ), - zfar: camera.far <= 0 ? 0.001 : camera.far, - znear: camera.near < 0 ? 0 : camera.near - }; - - } - - // Question: Is saving "type" as name intentional? - if ( camera.name !== '' ) cameraDef.name = camera.type; - - return json.cameras.push( cameraDef ) - 1; - - } - - /** - * Creates glTF animation entry from AnimationClip object. - * - * Status: - * - Only properties listed in PATH_PROPERTIES may be animated. - * - * @param {THREE.AnimationClip} clip - * @param {THREE.Object3D} root - * @return {?number} - */ - processAnimation( clip, root ) { - - const json = this.json; - const nodeMap = this.nodeMap; - - if ( ! json.animations ) json.animations = []; - - clip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root ); - - const tracks = clip.tracks; - const channels = []; - const samplers = []; - - for ( let i = 0; i < tracks.length; ++ i ) { - - const track = tracks[ i ]; - const trackBinding = PropertyBinding.parseTrackName( track.name ); - let trackNode = PropertyBinding.findNode( root, trackBinding.nodeName ); - const trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ]; - - if ( trackBinding.objectName === 'bones' ) { - - if ( trackNode.isSkinnedMesh === true ) { - - trackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex ); - - } else { - - trackNode = undefined; - - } - - } - - if ( ! trackNode || ! trackProperty ) { - - console.warn( 'THREE.GLTFExporter: Could not export animation track "%s".', track.name ); - continue; - - } - - const inputItemSize = 1; - let outputItemSize = track.values.length / track.times.length; - - if ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) { - - outputItemSize /= trackNode.morphTargetInfluences.length; - - } - - let interpolation; - - // @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE - - // Detecting glTF cubic spline interpolant by checking factory method's special property - // GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return - // valid value from .getInterpolation(). - if ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) { - - interpolation = 'CUBICSPLINE'; - - // itemSize of CUBICSPLINE keyframe is 9 - // (VEC3 * 3: inTangent, splineVertex, and outTangent) - // but needs to be stored as VEC3 so dividing by 3 here. - outputItemSize /= 3; - - } else if ( track.getInterpolation() === InterpolateDiscrete ) { - - interpolation = 'STEP'; - - } else { - - interpolation = 'LINEAR'; - - } - - samplers.push( { - input: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ), - output: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ), - interpolation: interpolation - } ); - - channels.push( { - sampler: samplers.length - 1, - target: { - node: nodeMap.get( trackNode ), - path: trackProperty - } - } ); - - } - - const animationDef = { - name: clip.name || 'clip_' + json.animations.length, - samplers: samplers, - channels: channels - }; - - this.serializeUserData( clip, animationDef ); - - json.animations.push( animationDef ); - - return json.animations.length - 1; - - } - - /** - * @param {THREE.Object3D} object - * @return {?number} - */ - processSkin( object ) { - - const json = this.json; - const nodeMap = this.nodeMap; - - const node = json.nodes[ nodeMap.get( object ) ]; - - const skeleton = object.skeleton; - - if ( skeleton === undefined ) return null; - - const rootJoint = object.skeleton.bones[ 0 ]; - - if ( rootJoint === undefined ) return null; - - const joints = []; - const inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 ); - const temporaryBoneInverse = new Matrix4(); - - for ( let i = 0; i < skeleton.bones.length; ++ i ) { - - joints.push( nodeMap.get( skeleton.bones[ i ] ) ); - temporaryBoneInverse.copy( skeleton.boneInverses[ i ] ); - temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 ); - - } - - if ( json.skins === undefined ) json.skins = []; - - json.skins.push( { - inverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ), - joints: joints, - skeleton: nodeMap.get( rootJoint ) - } ); - - const skinIndex = node.skin = json.skins.length - 1; - - return skinIndex; - - } - - /** - * Process Object3D node - * @param {THREE.Object3D} object Object3D to processNodeAsync - * @return {Promise} Index of the node in the nodes list - */ - async processNodeAsync( object ) { - - const json = this.json; - const options = this.options; - const nodeMap = this.nodeMap; - - if ( ! json.nodes ) json.nodes = []; - - // Handle pivot by creating a container node - if ( object.pivot !== null ) { - - return await this._processNodeWithPivotAsync( object ); - - } - - const nodeDef = {}; - - if ( options.trs ) { - - const rotation = object.quaternion.toArray(); - const position = object.position.toArray(); - const scale = object.scale.toArray(); - - if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { - - nodeDef.rotation = rotation; - - } - - if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { - - nodeDef.translation = position; - - } - - if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { - - nodeDef.scale = scale; - - } - - } else { - - if ( object.matrixAutoUpdate ) { - - object.updateMatrix(); - - } - - if ( isIdentityMatrix( object.matrix ) === false ) { - - nodeDef.matrix = object.matrix.elements; - - } - - } - - // We don't export empty strings name because it represents no-name in Three.js. - if ( object.name !== '' ) nodeDef.name = String( object.name ); - - this.serializeUserData( object, nodeDef ); - - if ( object.isMesh || object.isLine || object.isPoints ) { - - const meshIndex = await this.processMeshAsync( object ); - - if ( meshIndex !== null ) nodeDef.mesh = meshIndex; - - } else if ( object.isCamera ) { - - nodeDef.camera = this.processCamera( object ); - - } - - if ( object.isSkinnedMesh ) this.skins.push( object ); - - const nodeIndex = json.nodes.push( nodeDef ) - 1; - nodeMap.set( object, nodeIndex ); - - if ( object.children.length > 0 ) { - - const children = []; - - for ( let i = 0, l = object.children.length; i < l; i ++ ) { - - const child = object.children[ i ]; - - if ( child.visible || options.onlyVisible === false ) { - - const childNodeIndex = await this.processNodeAsync( child ); - - if ( childNodeIndex !== null ) children.push( childNodeIndex ); - - } - - } - - if ( children.length > 0 ) nodeDef.children = children; - - } - - await this._invokeAllAsync( function ( ext ) { - - ext.writeNode && ext.writeNode( object, nodeDef ); - - } ); - - return nodeIndex; - - } - - /** - * Process Object3D node with pivot using container approach - * @param {THREE.Object3D} object Object3D with pivot - * @return {Promise} Index of the container node - */ - async _processNodeWithPivotAsync( object ) { - - const json = this.json; - const options = this.options; - const nodeMap = this.nodeMap; - - const pivot = object.pivot; - - // Container node: holds position + pivot offset, rotation, scale - // Animations will target this node - const containerDef = {}; - - const rotation = object.quaternion.toArray(); - const position = [ - object.position.x + pivot.x, - object.position.y + pivot.y, - object.position.z + pivot.z - ]; - const scale = object.scale.toArray(); - - if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { - - containerDef.rotation = rotation; - - } - - if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { - - containerDef.translation = position; - - } - - if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { - - containerDef.scale = scale; - - } - - // Store pivot in extras for round-trip reconstruction - containerDef.extras = { pivot: pivot.toArray() }; - - if ( object.name !== '' ) containerDef.name = String( object.name ); - - this.serializeUserData( object, containerDef ); - - const containerIndex = json.nodes.push( containerDef ) - 1; - - // Map original object to container so animations target it - nodeMap.set( object, containerIndex ); - - // Child node: holds mesh with -pivot offset - const childDef = {}; - - const childPosition = [ - pivot.x, - pivot.y, - pivot.z ]; - - if ( ! equalArray( childPosition, [ 0, 0, 0 ] ) ) { - - childDef.translation = childPosition; - - } - - if ( object.isMesh || object.isLine || object.isPoints ) { - - const meshIndex = await this.processMeshAsync( object ); - - if ( meshIndex !== null ) childDef.mesh = meshIndex; - - } else if ( object.isCamera ) { - - childDef.camera = this.processCamera( object ); - - } - - if ( object.isSkinnedMesh ) this.skins.push( object ); - - const childIndex = json.nodes.push( childDef ) - 1; - - // Build children array for container - const containerChildren = [ childIndex ]; - - // Process object's children as children of the child node - if ( object.children.length > 0 ) { - - const grandchildren = []; - - for ( let i = 0, l = object.children.length; i < l; i ++ ) { - - const child = object.children[ i ]; - - if ( child.visible || options.onlyVisible === false ) { - - const childNodeIndex = await this.processNodeAsync( child ); - - if ( childNodeIndex !== null ) grandchildren.push( childNodeIndex ); - - } - - } - - if ( grandchildren.length > 0 ) childDef.children = grandchildren; - - } - - containerDef.children = containerChildren; - - await this._invokeAllAsync( function ( ext ) { - - ext.writeNode && ext.writeNode( object, containerDef ); - - } ); - - return containerIndex; - - } - - /** - * Process Scene - * @param {Scene} scene Scene to process - */ - async processSceneAsync( scene ) { - - const json = this.json; - const options = this.options; - - if ( ! json.scenes ) { - - json.scenes = []; - json.scene = 0; - - } - - const sceneDef = {}; - - if ( scene.name !== '' ) sceneDef.name = scene.name; - - json.scenes.push( sceneDef ); - - const nodes = []; - - for ( let i = 0, l = scene.children.length; i < l; i ++ ) { - - const child = scene.children[ i ]; - - if ( child.visible || options.onlyVisible === false ) { - - const nodeIndex = await this.processNodeAsync( child ); - - if ( nodeIndex !== null ) nodes.push( nodeIndex ); - - } - - } - - if ( nodes.length > 0 ) sceneDef.nodes = nodes; - - this.serializeUserData( scene, sceneDef ); - - } - - /** - * Creates a Scene to hold a list of objects and parse it - * @param {Array} objects List of objects to process - */ - async processObjectsAsync( objects ) { - - const scene = new Scene(); - scene.name = 'AuxScene'; - - for ( let i = 0; i < objects.length; i ++ ) { - - // We push directly to children instead of calling `add` to prevent - // modify the .parent and break its original scene and hierarchy - scene.children.push( objects[ i ] ); - - } - - await this.processSceneAsync( scene ); - - } - - /** - * @param {THREE.Object3D|Array} input - */ - async processInputAsync( input ) { - - const options = this.options; - - input = input instanceof Array ? input : [ input ]; - - await this._invokeAllAsync( function ( ext ) { - - ext.beforeParse && ext.beforeParse( input ); - - } ); - - const objectsWithoutScene = []; - - for ( let i = 0; i < input.length; i ++ ) { - - if ( input[ i ] instanceof Scene ) { - - await this.processSceneAsync( input[ i ] ); - - } else { - - objectsWithoutScene.push( input[ i ] ); - - } - - } - - if ( objectsWithoutScene.length > 0 ) { - - await this.processObjectsAsync( objectsWithoutScene ); - - } - - for ( let i = 0; i < this.skins.length; ++ i ) { - - this.processSkin( this.skins[ i ] ); - - } - - // animations - - if ( input.length === 1 ) { - - // default: single input, flat animations array - - for ( let i = 0; i < options.animations.length; ++ i ) { - - this.processAnimation( options.animations[ i ], input[ 0 ] ); - - } - - } else { - - // multi-input with multi-dimensional animations array - - for ( let i = 0; i < input.length; i ++ ) { - - const animations = options.animations[ i ] || []; - - for ( let j = 0; j < animations.length; ++ j ) { - - this.processAnimation( animations[ j ], input[ i ] ); - - } - - } - - } - - await this._invokeAllAsync( function ( ext ) { - - ext.afterParse && ext.afterParse( input ); - - } ); - - } - - async _invokeAllAsync( func ) { - - for ( let i = 0, il = this.plugins.length; i < il; i ++ ) { - - await func( this.plugins[ i ] ); - - } - - } - -} - -/** - * Punctual Lights Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual - * - * @private - */ -class GLTFLightExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_lights_punctual'; - - } - - writeNode( light, nodeDef ) { - - if ( ! light.isLight ) return; - - if ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) { - - console.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light ); - return; - - } - - const writer = this.writer; - const json = writer.json; - const extensionsUsed = writer.extensionsUsed; - - const lightDef = {}; - - if ( light.name ) lightDef.name = light.name; - - lightDef.color = light.color.toArray(); - - lightDef.intensity = light.intensity; - - if ( light.isDirectionalLight ) { - - lightDef.type = 'directional'; - - } else if ( light.isPointLight ) { - - lightDef.type = 'point'; - - if ( light.distance > 0 ) lightDef.range = light.distance; - - } else if ( light.isSpotLight ) { - - lightDef.type = 'spot'; - - if ( light.distance > 0 ) lightDef.range = light.distance; - - lightDef.spot = {}; - lightDef.spot.innerConeAngle = ( 1.0 - light.penumbra ) * light.angle; - lightDef.spot.outerConeAngle = light.angle; - - } - - if ( light.decay !== undefined && light.decay !== 2 ) { - - console.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, ' - + 'and expects light.decay=2.' ); - - } - - if ( light.target - && ( light.target.parent !== light - || light.target.position.x !== 0 - || light.target.position.y !== 0 - || light.target.position.z !== - 1 ) ) { - - console.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, ' - + 'make light.target a child of the light with position 0,0,-1.' ); - - } - - if ( ! extensionsUsed[ this.name ] ) { - - json.extensions = json.extensions || {}; - json.extensions[ this.name ] = { lights: [] }; - extensionsUsed[ this.name ] = true; - - } - - const lights = json.extensions[ this.name ].lights; - lights.push( lightDef ); - - nodeDef.extensions = nodeDef.extensions || {}; - nodeDef.extensions[ this.name ] = { light: lights.length - 1 }; - - } - -} - -/** - * Unlit Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit - * - * @private - */ -class GLTFMaterialsUnlitExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_unlit'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshBasicMaterial ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = {}; - - extensionsUsed[ this.name ] = true; - - materialDef.pbrMetallicRoughness.metallicFactor = 0.0; - materialDef.pbrMetallicRoughness.roughnessFactor = 0.9; - - } - -} - -/** - * Clearcoat Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat - * - * @private - */ -class GLTFMaterialsClearcoatExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_clearcoat'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.clearcoat === 0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.clearcoatFactor = material.clearcoat; - - if ( material.clearcoatMap ) { - - const clearcoatMapDef = { - index: await writer.processTextureAsync( material.clearcoatMap ), - texCoord: material.clearcoatMap.channel - }; - writer.applyTextureTransform( clearcoatMapDef, material.clearcoatMap ); - extensionDef.clearcoatTexture = clearcoatMapDef; - - } - - extensionDef.clearcoatRoughnessFactor = material.clearcoatRoughness; - - if ( material.clearcoatRoughnessMap ) { - - const clearcoatRoughnessMapDef = { - index: await writer.processTextureAsync( material.clearcoatRoughnessMap ), - texCoord: material.clearcoatRoughnessMap.channel - }; - writer.applyTextureTransform( clearcoatRoughnessMapDef, material.clearcoatRoughnessMap ); - extensionDef.clearcoatRoughnessTexture = clearcoatRoughnessMapDef; - - } - - if ( material.clearcoatNormalMap ) { - - const clearcoatNormalMapDef = { - index: await writer.processTextureAsync( material.clearcoatNormalMap ), - texCoord: material.clearcoatNormalMap.channel - }; - - if ( material.clearcoatNormalScale.x !== 1 ) clearcoatNormalMapDef.scale = material.clearcoatNormalScale.x; - - writer.applyTextureTransform( clearcoatNormalMapDef, material.clearcoatNormalMap ); - extensionDef.clearcoatNormalTexture = clearcoatNormalMapDef; - - } - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - - } - -} - -/** - * Materials dispersion Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_dispersion - * - * @private - */ -class GLTFMaterialsDispersionExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_dispersion'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.dispersion === 0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.dispersion = material.dispersion; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Iridescence Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence - * - * @private - */ -class GLTFMaterialsIridescenceExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_iridescence'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.iridescence === 0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.iridescenceFactor = material.iridescence; - - if ( material.iridescenceMap ) { - - const iridescenceMapDef = { - index: await writer.processTextureAsync( material.iridescenceMap ), - texCoord: material.iridescenceMap.channel - }; - writer.applyTextureTransform( iridescenceMapDef, material.iridescenceMap ); - extensionDef.iridescenceTexture = iridescenceMapDef; - - } - - extensionDef.iridescenceIor = material.iridescenceIOR; - extensionDef.iridescenceThicknessMinimum = material.iridescenceThicknessRange[ 0 ]; - extensionDef.iridescenceThicknessMaximum = material.iridescenceThicknessRange[ 1 ]; - - if ( material.iridescenceThicknessMap ) { - - const iridescenceThicknessMapDef = { - index: await writer.processTextureAsync( material.iridescenceThicknessMap ), - texCoord: material.iridescenceThicknessMap.channel - }; - writer.applyTextureTransform( iridescenceThicknessMapDef, material.iridescenceThicknessMap ); - extensionDef.iridescenceThicknessTexture = iridescenceThicknessMapDef; - - } - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Transmission Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission - * - * @private - */ -class GLTFMaterialsTransmissionExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_transmission'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.transmissionFactor = material.transmission; - - if ( material.transmissionMap ) { - - const transmissionMapDef = { - index: await writer.processTextureAsync( material.transmissionMap ), - texCoord: material.transmissionMap.channel - }; - writer.applyTextureTransform( transmissionMapDef, material.transmissionMap ); - extensionDef.transmissionTexture = transmissionMapDef; - - } - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Materials Volume Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume - * - * @private - */ -class GLTFMaterialsVolumeExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_volume'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.thicknessFactor = material.thickness; - - if ( material.thicknessMap ) { - - const thicknessMapDef = { - index: await writer.processTextureAsync( material.thicknessMap ), - texCoord: material.thicknessMap.channel - }; - writer.applyTextureTransform( thicknessMapDef, material.thicknessMap ); - extensionDef.thicknessTexture = thicknessMapDef; - - } - - if ( material.attenuationDistance !== Infinity ) { - - extensionDef.attenuationDistance = material.attenuationDistance; - - } - - extensionDef.attenuationColor = material.attenuationColor.toArray(); - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Materials ior Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior - * - * @private - */ -class GLTFMaterialsIorExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_ior'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.ior === 1.5 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.ior = material.ior; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Materials specular Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular - * - * @private - */ -class GLTFMaterialsSpecularExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_specular'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || ( material.specularIntensity === 1.0 && - material.specularColor.equals( DEFAULT_SPECULAR_COLOR ) && - ! material.specularIntensityMap && ! material.specularColorMap ) ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - if ( material.specularIntensityMap ) { - - const specularIntensityMapDef = { - index: await writer.processTextureAsync( material.specularIntensityMap ), - texCoord: material.specularIntensityMap.channel - }; - writer.applyTextureTransform( specularIntensityMapDef, material.specularIntensityMap ); - extensionDef.specularTexture = specularIntensityMapDef; - - } - - if ( material.specularColorMap ) { - - const specularColorMapDef = { - index: await writer.processTextureAsync( material.specularColorMap ), - texCoord: material.specularColorMap.channel - }; - writer.applyTextureTransform( specularColorMapDef, material.specularColorMap ); - extensionDef.specularColorTexture = specularColorMapDef; - - } - - extensionDef.specularFactor = material.specularIntensity; - extensionDef.specularColorFactor = material.specularColor.toArray(); - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Sheen Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen - * - * @private - */ -class GLTFMaterialsSheenExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_sheen'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.sheen == 0.0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - if ( material.sheenRoughnessMap ) { - - const sheenRoughnessMapDef = { - index: await writer.processTextureAsync( material.sheenRoughnessMap ), - texCoord: material.sheenRoughnessMap.channel - }; - writer.applyTextureTransform( sheenRoughnessMapDef, material.sheenRoughnessMap ); - extensionDef.sheenRoughnessTexture = sheenRoughnessMapDef; - - } - - if ( material.sheenColorMap ) { - - const sheenColorMapDef = { - index: await writer.processTextureAsync( material.sheenColorMap ), - texCoord: material.sheenColorMap.channel - }; - writer.applyTextureTransform( sheenColorMapDef, material.sheenColorMap ); - extensionDef.sheenColorTexture = sheenColorMapDef; - - } - - extensionDef.sheenRoughnessFactor = material.sheenRoughness; - extensionDef.sheenColorFactor = material.sheenColor.toArray(); - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Anisotropy Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_anisotropy - * - * @private - */ -class GLTFMaterialsAnisotropyExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_anisotropy'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshPhysicalMaterial || material.anisotropy == 0.0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - if ( material.anisotropyMap ) { - - const anisotropyMapDef = { index: await writer.processTextureAsync( material.anisotropyMap ) }; - writer.applyTextureTransform( anisotropyMapDef, material.anisotropyMap ); - extensionDef.anisotropyTexture = anisotropyMapDef; - - } - - extensionDef.anisotropyStrength = material.anisotropy; - extensionDef.anisotropyRotation = material.anisotropyRotation; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * Materials Emissive Strength Extension - * - * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md - * - * @private - */ -class GLTFMaterialsEmissiveStrengthExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'KHR_materials_emissive_strength'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshStandardMaterial || material.emissiveIntensity === 1.0 ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - extensionDef.emissiveStrength = material.emissiveIntensity; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - - -/** - * Materials bump Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump - * - * @private - */ -class GLTFMaterialsBumpExtension { - - constructor( writer ) { - - this.writer = writer; - this.name = 'EXT_materials_bump'; - - } - - async writeMaterialAsync( material, materialDef ) { - - if ( ! material.isMeshStandardMaterial || ( - material.bumpScale === 1 && - ! material.bumpMap ) ) return; - - const writer = this.writer; - const extensionsUsed = writer.extensionsUsed; - - const extensionDef = {}; - - if ( material.bumpMap ) { - - const bumpMapDef = { - index: await writer.processTextureAsync( material.bumpMap ), - texCoord: material.bumpMap.channel - }; - writer.applyTextureTransform( bumpMapDef, material.bumpMap ); - extensionDef.bumpTexture = bumpMapDef; - - } - - extensionDef.bumpFactor = material.bumpScale; - - materialDef.extensions = materialDef.extensions || {}; - materialDef.extensions[ this.name ] = extensionDef; - - extensionsUsed[ this.name ] = true; - - } - -} - -/** - * GPU Instancing Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing - * - * @private - */ -class GLTFMeshGpuInstancing { - - constructor( writer ) { - - this.writer = writer; - this.name = 'EXT_mesh_gpu_instancing'; - - } - - writeNode( object, nodeDef ) { - - if ( ! object.isInstancedMesh ) return; - - const writer = this.writer; - - const mesh = object; - - const translationAttr = new Float32Array( mesh.count * 3 ); - const rotationAttr = new Float32Array( mesh.count * 4 ); - const scaleAttr = new Float32Array( mesh.count * 3 ); - - const matrix = new Matrix4(); - const position = new Vector3(); - const quaternion = new Quaternion(); - const scale = new Vector3(); - - for ( let i = 0; i < mesh.count; i ++ ) { - - mesh.getMatrixAt( i, matrix ); - matrix.decompose( position, quaternion, scale ); - - position.toArray( translationAttr, i * 3 ); - quaternion.toArray( rotationAttr, i * 4 ); - scale.toArray( scaleAttr, i * 3 ); - - } - - const attributes = { - TRANSLATION: writer.processAccessor( new BufferAttribute( translationAttr, 3 ) ), - ROTATION: writer.processAccessor( new BufferAttribute( rotationAttr, 4 ) ), - SCALE: writer.processAccessor( new BufferAttribute( scaleAttr, 3 ) ), - }; - - if ( mesh.instanceColor ) - attributes._COLOR_0 = writer.processAccessor( mesh.instanceColor ); - - nodeDef.extensions = nodeDef.extensions || {}; - nodeDef.extensions[ this.name ] = { attributes }; - - writer.extensionsUsed[ this.name ] = true; - writer.extensionsRequired[ this.name ] = true; - - } - -} - -/** - * Static utility functions - * - * @private - */ -GLTFExporter.Utils = { - - insertKeyframe: function ( track, time ) { - - const tolerance = 0.001; // 1ms - const valueSize = track.getValueSize(); - - const times = new track.TimeBufferType( track.times.length + 1 ); - const values = new track.ValueBufferType( track.values.length + valueSize ); - const interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) ); - - let index; - - if ( track.times.length === 0 ) { - - times[ 0 ] = time; - - for ( let i = 0; i < valueSize; i ++ ) { - - values[ i ] = 0; - - } - - index = 0; - - } else if ( time < track.times[ 0 ] ) { - - if ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0; - - times[ 0 ] = time; - times.set( track.times, 1 ); - - values.set( interpolant.evaluate( time ), 0 ); - values.set( track.values, valueSize ); - - index = 0; - - } else if ( time > track.times[ track.times.length - 1 ] ) { - - if ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) { - - return track.times.length - 1; - - } - - times[ times.length - 1 ] = time; - times.set( track.times, 0 ); - - values.set( track.values, 0 ); - values.set( interpolant.evaluate( time ), track.values.length ); - - index = times.length - 1; - - } else { - - for ( let i = 0; i < track.times.length; i ++ ) { - - if ( Math.abs( track.times[ i ] - time ) < tolerance ) return i; - - if ( track.times[ i ] < time && track.times[ i + 1 ] > time ) { - - times.set( track.times.slice( 0, i + 1 ), 0 ); - times[ i + 1 ] = time; - times.set( track.times.slice( i + 1 ), i + 2 ); - - values.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 ); - values.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize ); - values.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize ); - - index = i + 1; - - break; - - } - - } - - } - - track.times = times; - track.values = values; - - return index; - - }, - - mergeMorphTargetTracks: function ( clip, root ) { - - const tracks = []; - const mergedTracks = {}; - const sourceTracks = clip.tracks; - - for ( let i = 0; i < sourceTracks.length; ++ i ) { - - let sourceTrack = sourceTracks[ i ]; - const sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name ); - const sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName ); - - if ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) { - - // Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is. - tracks.push( sourceTrack ); - continue; - - } - - if ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete - && sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) { - - if ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - // This should never happen, because glTF morph target animations - // affect all targets already. - throw new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' ); - - } - - console.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' ); - - sourceTrack = sourceTrack.clone(); - sourceTrack.setInterpolation( InterpolateLinear ); - - } - - const targetCount = sourceTrackNode.morphTargetInfluences.length; - const targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ]; - - if ( targetIndex === undefined ) { - - throw new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex ); - - } - - let mergedTrack; - - // If this is the first time we've seen this object, create a new - // track to store merged keyframe data for each morph target. - if ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) { - - mergedTrack = sourceTrack.clone(); - - const values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length ); - - for ( let j = 0; j < mergedTrack.times.length; j ++ ) { - - values[ j * targetCount + targetIndex ] = mergedTrack.values[ j ]; - - } - - // We need to take into consideration the intended target node - // of our original un-merged morphTarget animation. - mergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences'; - mergedTrack.values = values; - - mergedTracks[ sourceTrackNode.uuid ] = mergedTrack; - tracks.push( mergedTrack ); - - continue; - - } - - const sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) ); - - mergedTrack = mergedTracks[ sourceTrackNode.uuid ]; - - // For every existing keyframe of the merged track, write a (possibly - // interpolated) value from the source track. - for ( let j = 0; j < mergedTrack.times.length; j ++ ) { - - mergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] ); - - } - - // For every existing keyframe of the source track, write a (possibly - // new) keyframe to the merged track. Values from the previous loop may - // be written again, but keyframes are de-duplicated. - for ( let j = 0; j < sourceTrack.times.length; j ++ ) { - - const keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] ); - mergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ]; - - } - - } - - clip.tracks = tracks; - - return clip; - - }, - - toTypedBufferAttribute: function ( srcAttribute, TypedArray ) { - - const dstAttribute = new BufferAttribute( new TypedArray( srcAttribute.count * srcAttribute.itemSize ), srcAttribute.itemSize, false ); - - if ( ! srcAttribute.normalized && ! srcAttribute.isInterleavedBufferAttribute ) { - - dstAttribute.array.set( srcAttribute.array ); - - return dstAttribute; - - } - - for ( let i = 0, il = srcAttribute.count; i < il; i ++ ) { - - for ( let j = 0; j < srcAttribute.itemSize; j ++ ) { - - dstAttribute.setComponent( i, j, srcAttribute.getComponent( i, j ) ); - - } - - } - - return dstAttribute; - - } - -}; - -/** - * Export options of `GLTFExporter`. - * - * @typedef {Object} GLTFExporter~Options - * @property {boolean} [trs=false] - Export position, rotation and scale instead of matrix per node. - * @property {boolean} [onlyVisible=true] - Export only visible 3D objects. - * @property {boolean} [binary=false] - Export in binary (.glb) format, returning an ArrayBuffer. - * @property {number} [maxTextureSize=Infinity] - Restricts the image maximum size (both width and height) to the given value. - * @property {Array|Array>} [animations=[]] - List of animations to be included in the export. When exporting a single 3D object or scene, this is a flat list of clips. - * When exporting an array of multiple scenes, this must be a nested array with one list of clips per scene, matched to the input by index. - * @property {boolean} [includeCustomExtensions=false] - Export custom glTF extensions defined on an object's `userData.gltfExtensions` property. - * @property {string} [copyright=null] - Export with a copyright notice embedded in the glTF. - **/ - -/** - * onDone callback of `GLTFExporter`. - * - * @callback GLTFExporter~OnDone - * @param {ArrayBuffer|string} result - The generated .gltf (JSON) or .glb (binary). - */ - -/** - * onError callback of `GLTFExporter`. - * - * @callback GLTFExporter~OnError - * @param {Error} error - The error object. - */ - -export { GLTFExporter }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js b/public/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js deleted file mode 100644 index cd95b20..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/loaders/GLTFLoader.js +++ /dev/null @@ -1,4925 +0,0 @@ -import { - AnimationClip, - Bone, - Box3, - BufferAttribute, - BufferGeometry, - ClampToEdgeWrapping, - Color, - ColorManagement, - DirectionalLight, - DoubleSide, - FileLoader, - FrontSide, - Group, - ImageBitmapLoader, - InstancedMesh, - InterleavedBuffer, - InterleavedBufferAttribute, - Interpolant, - InterpolateDiscrete, - InterpolateLinear, - Line, - LineBasicMaterial, - LineLoop, - LineSegments, - LinearFilter, - LinearMipmapLinearFilter, - LinearMipmapNearestFilter, - LinearSRGBColorSpace, - Loader, - LoaderUtils, - Material, - MathUtils, - Matrix4, - Mesh, - MeshBasicMaterial, - MeshPhysicalMaterial, - MeshStandardMaterial, - MirroredRepeatWrapping, - NearestFilter, - NearestMipmapLinearFilter, - NearestMipmapNearestFilter, - NumberKeyframeTrack, - Object3D, - OrthographicCamera, - PerspectiveCamera, - PointLight, - Points, - PointsMaterial, - PropertyBinding, - Quaternion, - QuaternionKeyframeTrack, - RepeatWrapping, - Skeleton, - SkinnedMesh, - Sphere, - SpotLight, - Texture, - TextureLoader, - TriangleFanDrawMode, - TriangleStripDrawMode, - Vector2, - Vector3, - VectorKeyframeTrack, - SRGBColorSpace, - InstancedBufferAttribute -} from 'three'; -import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js'; -import { clone } from '../utils/SkeletonUtils.js'; - -/** - * A loader for the glTF 2.0 format. - * - * [glTF](https://www.khronos.org/gltf/) (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0) - * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb) - * format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver - * one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights, - * and/or cameras. - * - * `GLTFLoader` uses {@link ImageBitmapLoader} whenever possible. Be advised that image bitmaps are not - * automatically GC-collected when they are no longer referenced, and they require special handling during - * the disposal process. - * - * `GLTFLoader` supports the following glTF 2.0 extensions: - * - KHR_draco_mesh_compression - * - KHR_lights_punctual - * - KHR_materials_anisotropy - * - KHR_materials_clearcoat - * - KHR_materials_dispersion - * - KHR_materials_emissive_strength - * - KHR_materials_ior - * - KHR_materials_specular - * - KHR_materials_transmission - * - KHR_materials_iridescence - * - KHR_materials_unlit - * - KHR_materials_volume - * - KHR_mesh_quantization - * - KHR_meshopt_compression - * - KHR_texture_basisu - * - KHR_texture_transform - * - EXT_materials_bump - * - EXT_meshopt_compression - * - EXT_mesh_gpu_instancing - * - EXT_texture_avif - * - EXT_texture_webp - * - * The following glTF 2.0 extensions are supported by separately registered plugins: - * - KHR_gaussian_splatting - * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) - * - [MSFT_texture_dds](https://github.com/takahirox/three-gltf-extensions) - * - [KHR_animation_pointer](https://github.com/needle-tools/three-animation-pointer) - * - [NEEDLE_progressive](https://github.com/needle-tools/gltf-progressive) - * - * ```js - * const loader = new GLTFLoader(); - * - * // Optional: Provide a DRACOLoader instance to decode compressed mesh data - * const dracoLoader = new DRACOLoader(); - * dracoLoader.setDecoderPath( '/examples/jsm/libs/draco/' ); - * loader.setDRACOLoader( dracoLoader ); - * - * const gltf = await loader.loadAsync( 'models/gltf/duck/duck.gltf' ); - * scene.add( gltf.scene ); - * ``` - * - * @augments Loader - * @three_import import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; - */ -class GLTFLoader extends Loader { - - /** - * Constructs a new glTF loader. - * - * @param {LoadingManager} [manager] - The loading manager. - */ - constructor( manager ) { - - super( manager ); - - this.dracoLoader = null; - this.ktx2Loader = null; - this.meshoptDecoder = null; - - this.pluginCallbacks = []; - - this.register( function ( parser ) { - - return new GLTFMaterialsClearcoatExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsDispersionExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFTextureBasisUExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFTextureWebPExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFTextureAVIFExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsSheenExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsTransmissionExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsVolumeExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsIorExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsEmissiveStrengthExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsSpecularExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsIridescenceExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsAnisotropyExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMaterialsBumpExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFLightsExtension( parser ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMeshoptCompression( parser, EXTENSIONS.EXT_MESHOPT_COMPRESSION ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMeshoptCompression( parser, EXTENSIONS.KHR_MESHOPT_COMPRESSION ); - - } ); - - this.register( function ( parser ) { - - return new GLTFMeshGpuInstancing( parser ); - - } ); - - } - - /** - * Starts loading from the given URL and passes the loaded glTF asset - * to the `onLoad()` callback. - * - * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. - * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. - * @param {onProgressCallback} onProgress - Executed while the loading is in progress. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - let resourcePath; - - if ( this.resourcePath !== '' ) { - - resourcePath = this.resourcePath; - - } else if ( this.path !== '' ) { - - // If a base path is set, resources will be relative paths from that plus the relative path of the gltf file - // Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf' - // resourcePath = 'https://my-cnd-server.com/assets/models/' - // referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin' - // referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png' - const relativeUrl = LoaderUtils.extractUrlBase( url ); - resourcePath = LoaderUtils.resolveURL( relativeUrl, this.path ); - - } else { - - resourcePath = LoaderUtils.extractUrlBase( url ); - - } - - // Tells the LoadingManager to track an extra item, which resolves after - // the model is fully loaded. This means the count of items loaded will - // be incorrect, but ensures manager.onLoad() does not fire early. - this.manager.itemStart( url ); - - const _onError = function ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - }; - - const loader = new FileLoader( this.manager ); - - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - - loader.load( url, function ( data ) { - - try { - - scope.parse( data, resourcePath, function ( gltf ) { - - onLoad( gltf ); - - scope.manager.itemEnd( url ); - - }, _onError ); - - } catch ( e ) { - - _onError( e ); - - } - - }, onProgress, _onError ); - - } - - /** - * Sets the given Draco loader to this loader. Required for decoding assets - * compressed with the `KHR_draco_mesh_compression` extension. - * - * @param {DRACOLoader} dracoLoader - The Draco loader to set. - * @return {GLTFLoader} A reference to this loader. - */ - setDRACOLoader( dracoLoader ) { - - this.dracoLoader = dracoLoader; - return this; - - } - - /** - * Sets the given KTX2 loader to this loader. Required for loading KTX2 - * compressed textures. - * - * @param {KTX2Loader} ktx2Loader - The KTX2 loader to set. - * @return {GLTFLoader} A reference to this loader. - */ - setKTX2Loader( ktx2Loader ) { - - this.ktx2Loader = ktx2Loader; - return this; - - } - - /** - * Sets the given meshopt decoder. Required for decoding assets - * compressed with the `EXT_meshopt_compression` extension. - * - * @param {Object} meshoptDecoder - The meshopt decoder to set. - * @return {GLTFLoader} A reference to this loader. - */ - setMeshoptDecoder( meshoptDecoder ) { - - this.meshoptDecoder = meshoptDecoder; - return this; - - } - - /** - * Registers a plugin callback. This API is internally used to implement the various - * glTF extensions but can also used by third-party code to add additional logic - * to the loader. - * - * @param {function(parser:GLTFParser)} callback - The callback function to register. - * @return {GLTFLoader} A reference to this loader. - */ - register( callback ) { - - if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { - - this.pluginCallbacks.push( callback ); - - } - - return this; - - } - - /** - * Unregisters a plugin callback. - * - * @param {Function} callback - The callback function to unregister. - * @return {GLTFLoader} A reference to this loader. - */ - unregister( callback ) { - - if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { - - this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); - - } - - return this; - - } - - /** - * Parses the given glTF data and returns the resulting group. - * - * @param {string|ArrayBuffer} data - The raw glTF data. - * @param {string} path - The URL base path. - * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. - * @param {onErrorCallback} onError - Executed when errors occur. - */ - parse( data, path, onLoad, onError ) { - - let json; - const extensions = {}; - const plugins = {}; - const textDecoder = new TextDecoder(); - - if ( typeof data === 'string' ) { - - json = JSON.parse( data ); - - } else if ( data instanceof ArrayBuffer ) { - - const magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) ); - - if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { - - try { - - extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); - - } catch ( error ) { - - if ( onError ) onError( error ); - return; - - } - - json = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content ); - - } else { - - json = JSON.parse( textDecoder.decode( data ) ); - - } - - } else { - - json = data; - - } - - if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { - - if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) ); - return; - - } - - const parser = new GLTFParser( json, { - - path: path || this.resourcePath || '', - crossOrigin: this.crossOrigin, - requestHeader: this.requestHeader, - manager: this.manager, - ktx2Loader: this.ktx2Loader, - meshoptDecoder: this.meshoptDecoder - - } ); - - parser.fileLoader.setRequestHeader( this.requestHeader ); - - for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) { - - const plugin = this.pluginCallbacks[ i ]( parser ); - - if ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' ); - - plugins[ plugin.name ] = plugin; - - // Workaround to avoid determining as unknown extension - // in addUnknownExtensionsToUserData(). - // Remove this workaround if we move all the existing - // extension handlers to plugin system - extensions[ plugin.name ] = true; - - } - - if ( json.extensionsUsed ) { - - for ( let i = 0; i < json.extensionsUsed.length; ++ i ) { - - const extensionName = json.extensionsUsed[ i ]; - const extensionsRequired = json.extensionsRequired || []; - - switch ( extensionName ) { - - case EXTENSIONS.KHR_MATERIALS_UNLIT: - extensions[ extensionName ] = new GLTFMaterialsUnlitExtension(); - break; - - case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: - extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader ); - break; - - case EXTENSIONS.KHR_TEXTURE_TRANSFORM: - extensions[ extensionName ] = new GLTFTextureTransformExtension(); - break; - - case EXTENSIONS.KHR_MESH_QUANTIZATION: - extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); - break; - - default: - - if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) { - - console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' ); - - } - - } - - } - - } - - parser.setExtensions( extensions ); - parser.setPlugins( plugins ); - parser.parse( onLoad, onError ); - - } - - /** - * Async version of {@link GLTFLoader#parse}. - * - * @async - * @param {string|ArrayBuffer} data - The raw glTF data. - * @param {string} path - The URL base path. - * @return {Promise} A Promise that resolves with the loaded glTF when the parsing has been finished. - */ - parseAsync( data, path ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.parse( data, path, resolve, reject ); - - } ); - - } - -} - -/* GLTFREGISTRY */ - -function GLTFRegistry() { - - let objects = {}; - - return { - - get: function ( key ) { - - return objects[ key ]; - - }, - - add: function ( key, object ) { - - objects[ key ] = object; - - }, - - remove: function ( key ) { - - delete objects[ key ]; - - }, - - removeAll: function () { - - objects = {}; - - } - - }; - -} - -/*********************************/ -/********** EXTENSIONS ***********/ -/*********************************/ - -function getMaterialExtension( parser, materialIndex, extensionName ) { - - const materialDef = parser.json.materials[ materialIndex ]; - - if ( materialDef.extensions && materialDef.extensions[ extensionName ] ) { - - return materialDef.extensions[ extensionName ]; - - } - - return null; - -} - -const EXTENSIONS = { - KHR_BINARY_GLTF: 'KHR_binary_glTF', - KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', - KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', - KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', - KHR_MATERIALS_DISPERSION: 'KHR_materials_dispersion', - KHR_MATERIALS_IOR: 'KHR_materials_ior', - KHR_MATERIALS_SHEEN: 'KHR_materials_sheen', - KHR_MATERIALS_SPECULAR: 'KHR_materials_specular', - KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', - KHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence', - KHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy', - KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', - KHR_MATERIALS_VOLUME: 'KHR_materials_volume', - KHR_TEXTURE_BASISU: 'KHR_texture_basisu', - KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', - KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', - KHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength', - EXT_MATERIALS_BUMP: 'EXT_materials_bump', - EXT_TEXTURE_WEBP: 'EXT_texture_webp', - EXT_TEXTURE_AVIF: 'EXT_texture_avif', - EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression', - KHR_MESHOPT_COMPRESSION: 'KHR_meshopt_compression', - EXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing' -}; - -/** - * Punctual Lights Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual - * - * @private - */ -class GLTFLightsExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; - - // Object3D instance caches - this.cache = { refs: {}, uses: {} }; - - } - - _markDefs() { - - const parser = this.parser; - const nodeDefs = this.parser.json.nodes || []; - - for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { - - const nodeDef = nodeDefs[ nodeIndex ]; - - if ( nodeDef.extensions - && nodeDef.extensions[ this.name ] - && nodeDef.extensions[ this.name ].light !== undefined ) { - - parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light ); - - } - - } - - } - - _loadLight( lightIndex ) { - - const parser = this.parser; - const cacheKey = 'light:' + lightIndex; - let dependency = parser.cache.get( cacheKey ); - - if ( dependency ) return dependency; - - const json = parser.json; - const extensions = ( json.extensions && json.extensions[ this.name ] ) || {}; - const lightDefs = extensions.lights || []; - const lightDef = lightDefs[ lightIndex ]; - let lightNode; - - const color = new Color( 0xffffff ); - - if ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], LinearSRGBColorSpace ); - - const range = lightDef.range !== undefined ? lightDef.range : 0; - - switch ( lightDef.type ) { - - case 'directional': - lightNode = new DirectionalLight( color ); - lightNode.target.position.set( 0, 0, - 1 ); - lightNode.add( lightNode.target ); - break; - - case 'point': - lightNode = new PointLight( color ); - lightNode.distance = range; - break; - - case 'spot': - lightNode = new SpotLight( color ); - lightNode.distance = range; - // Handle spotlight properties. - lightDef.spot = lightDef.spot || {}; - lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; - lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0; - lightNode.angle = lightDef.spot.outerConeAngle; - lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle; - lightNode.target.position.set( 0, 0, - 1 ); - lightNode.add( lightNode.target ); - break; - - default: - throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type ); - - } - - // Some lights (e.g. spot) default to a position other than the origin. Reset the position - // here, because node-level parsing will only override position if explicitly specified. - lightNode.position.set( 0, 0, 0 ); - - assignExtrasToUserData( lightNode, lightDef ); - - if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity; - - lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) ); - - dependency = Promise.resolve( lightNode ); - - parser.cache.add( cacheKey, dependency ); - - return dependency; - - } - - getDependency( type, index ) { - - if ( type !== 'light' ) return; - - return this._loadLight( index ); - - } - - createNodeAttachment( nodeIndex ) { - - const self = this; - const parser = this.parser; - const json = parser.json; - const nodeDef = json.nodes[ nodeIndex ]; - const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {}; - const lightIndex = lightDef.light; - - if ( lightIndex === undefined ) return null; - - return this._loadLight( lightIndex ).then( function ( light ) { - - return parser._getNodeRef( self.cache, lightIndex, light ); - - } ); - - } - -} - -/** - * Unlit Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit - * - * @private - */ -class GLTFMaterialsUnlitExtension { - - constructor() { - - this.name = EXTENSIONS.KHR_MATERIALS_UNLIT; - - } - - getMaterialType() { - - return MeshBasicMaterial; - - } - - extendParams( materialParams, materialDef, parser ) { - - const pending = []; - - materialParams.color = new Color( 1.0, 1.0, 1.0 ); - materialParams.opacity = 1.0; - - const metallicRoughness = materialDef.pbrMetallicRoughness; - - if ( metallicRoughness ) { - - if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { - - const array = metallicRoughness.baseColorFactor; - - materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); - materialParams.opacity = array[ 3 ]; - - } - - if ( metallicRoughness.baseColorTexture !== undefined ) { - - pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); - - } - - } - - return Promise.all( pending ); - - } - -} - -/** - * Materials Emissive Strength Extension - * - * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md - * - * @private - */ -class GLTFMaterialsEmissiveStrengthExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - if ( extension.emissiveStrength !== undefined ) { - - materialParams.emissiveIntensity = extension.emissiveStrength; - - } - - return Promise.resolve(); - - } - -} - -/** - * Clearcoat Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat - * - * @private - */ -class GLTFMaterialsClearcoatExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - if ( extension.clearcoatFactor !== undefined ) { - - materialParams.clearcoat = extension.clearcoatFactor; - - } - - if ( extension.clearcoatTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) ); - - } - - if ( extension.clearcoatRoughnessFactor !== undefined ) { - - materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor; - - } - - if ( extension.clearcoatRoughnessTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) ); - - } - - if ( extension.clearcoatNormalTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); - - if ( extension.clearcoatNormalTexture.scale !== undefined ) { - - const scale = extension.clearcoatNormalTexture.scale; - - materialParams.clearcoatNormalScale = new Vector2( scale, scale ); - - } - - } - - return Promise.all( pending ); - - } - -} - -/** - * Materials dispersion Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_dispersion - * - * @private - */ -class GLTFMaterialsDispersionExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_DISPERSION; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - materialParams.dispersion = extension.dispersion !== undefined ? extension.dispersion : 0; - - return Promise.resolve(); - - } - -} - -/** - * Iridescence Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence - * - * @private - */ -class GLTFMaterialsIridescenceExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - if ( extension.iridescenceFactor !== undefined ) { - - materialParams.iridescence = extension.iridescenceFactor; - - } - - if ( extension.iridescenceTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) ); - - } - - if ( extension.iridescenceIor !== undefined ) { - - materialParams.iridescenceIOR = extension.iridescenceIor; - - } - - if ( materialParams.iridescenceThicknessRange === undefined ) { - - materialParams.iridescenceThicknessRange = [ 100, 400 ]; - - } - - if ( extension.iridescenceThicknessMinimum !== undefined ) { - - materialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum; - - } - - if ( extension.iridescenceThicknessMaximum !== undefined ) { - - materialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum; - - } - - if ( extension.iridescenceThicknessTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) ); - - } - - return Promise.all( pending ); - - } - -} - -/** - * Sheen Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen - * - * @private - */ -class GLTFMaterialsSheenExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_SHEEN; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - materialParams.sheenColor = new Color( 0, 0, 0 ); - materialParams.sheenRoughness = 0; - materialParams.sheen = 1; - - if ( extension.sheenColorFactor !== undefined ) { - - const colorFactor = extension.sheenColorFactor; - materialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], LinearSRGBColorSpace ); - - } - - if ( extension.sheenRoughnessFactor !== undefined ) { - - materialParams.sheenRoughness = extension.sheenRoughnessFactor; - - } - - if ( extension.sheenColorTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, SRGBColorSpace ) ); - - } - - if ( extension.sheenRoughnessTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) ); - - } - - return Promise.all( pending ); - - } - -} - -/** - * Transmission Materials Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission - * Draft: https://github.com/KhronosGroup/glTF/pull/1698 - * - * @private - */ -class GLTFMaterialsTransmissionExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - if ( extension.transmissionFactor !== undefined ) { - - materialParams.transmission = extension.transmissionFactor; - - } - - if ( extension.transmissionTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) ); - - } - - return Promise.all( pending ); - - } - -} - -/** - * Materials Volume Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume - * - * @private - */ -class GLTFMaterialsVolumeExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_VOLUME; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0; - - if ( extension.thicknessTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) ); - - } - - materialParams.attenuationDistance = extension.attenuationDistance || Infinity; - - const colorArray = extension.attenuationColor || [ 1, 1, 1 ]; - materialParams.attenuationColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); - - return Promise.all( pending ); - - } - -} - -/** - * Materials ior Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior - * - * @private - */ -class GLTFMaterialsIorExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_IOR; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5; - - if ( materialParams.ior === 0 ) materialParams.ior = 1000; // see #26167 - - return Promise.resolve(); - - } - -} - -/** - * Materials specular Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular - * - * @private - */ -class GLTFMaterialsSpecularExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0; - - if ( extension.specularTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) ); - - } - - const colorArray = extension.specularColorFactor || [ 1, 1, 1 ]; - materialParams.specularColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); - - if ( extension.specularColorTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, SRGBColorSpace ) ); - - } - - return Promise.all( pending ); - - } - -} - - -/** - * Materials bump Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump - * - * @private - */ -class GLTFMaterialsBumpExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.EXT_MATERIALS_BUMP; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - materialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0; - - if ( extension.bumpTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) ); - - } - - return Promise.all( pending ); - - } - -} - -/** - * Materials anisotropy Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy - * - * @private - */ -class GLTFMaterialsAnisotropyExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY; - - } - - getMaterialType( materialIndex ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - return extension !== null ? MeshPhysicalMaterial : null; - - } - - extendMaterialParams( materialIndex, materialParams ) { - - const extension = getMaterialExtension( this.parser, materialIndex, this.name ); - - if ( extension === null ) return Promise.resolve(); - - const pending = []; - - if ( extension.anisotropyStrength !== undefined ) { - - materialParams.anisotropy = extension.anisotropyStrength; - - } - - if ( extension.anisotropyRotation !== undefined ) { - - materialParams.anisotropyRotation = extension.anisotropyRotation; - - } - - if ( extension.anisotropyTexture !== undefined ) { - - pending.push( this.parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) ); - - } - - return Promise.all( pending ); - - } - -} - -/** - * BasisU Texture Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu - * - * @private - */ -class GLTFTextureBasisUExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.KHR_TEXTURE_BASISU; - - } - - loadTexture( textureIndex ) { - - const parser = this.parser; - const json = parser.json; - - const textureDef = json.textures[ textureIndex ]; - - if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) { - - return null; - - } - - const extension = textureDef.extensions[ this.name ]; - const loader = parser.options.ktx2Loader; - - if ( ! loader ) { - - if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { - - throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' ); - - } else { - - // Assumes that the extension is optional and that a fallback texture is present - return null; - - } - - } - - return parser.loadTextureImage( textureIndex, extension.source, loader ); - - } - -} - -/** - * WebP Texture Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp - * - * @private - */ -class GLTFTextureWebPExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.EXT_TEXTURE_WEBP; - - } - - loadTexture( textureIndex ) { - - const name = this.name; - const parser = this.parser; - const json = parser.json; - - const textureDef = json.textures[ textureIndex ]; - - if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { - - return null; - - } - - const extension = textureDef.extensions[ name ]; - const source = json.images[ extension.source ]; - - let loader = parser.textureLoader; - if ( source.uri ) { - - const handler = parser.options.manager.getHandler( source.uri ); - if ( handler !== null ) loader = handler; - - } - - return parser.loadTextureImage( textureIndex, extension.source, loader ); - - } - -} - -/** - * AVIF Texture Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif - * - * @private - */ -class GLTFTextureAVIFExtension { - - constructor( parser ) { - - this.parser = parser; - this.name = EXTENSIONS.EXT_TEXTURE_AVIF; - - } - - loadTexture( textureIndex ) { - - const name = this.name; - const parser = this.parser; - const json = parser.json; - - const textureDef = json.textures[ textureIndex ]; - - if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { - - return null; - - } - - const extension = textureDef.extensions[ name ]; - const source = json.images[ extension.source ]; - - let loader = parser.textureLoader; - if ( source.uri ) { - - const handler = parser.options.manager.getHandler( source.uri ); - if ( handler !== null ) loader = handler; - - } - - return parser.loadTextureImage( textureIndex, extension.source, loader ); - - } - -} - -/** - * meshopt BufferView Compression Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression - * - * @private - */ -class GLTFMeshoptCompression { - - constructor( parser, name ) { - - this.name = name; - this.parser = parser; - - } - - loadBufferView( index ) { - - const json = this.parser.json; - const bufferView = json.bufferViews[ index ]; - - if ( bufferView.extensions && bufferView.extensions[ this.name ] ) { - - const extensionDef = bufferView.extensions[ this.name ]; - - const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer ); - const decoder = this.parser.options.meshoptDecoder; - - if ( ! decoder || ! decoder.supported ) { - - if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { - - throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' ); - - } else { - - // Assumes that the extension is optional and that fallback buffer data is present - return null; - - } - - } - - return buffer.then( function ( res ) { - - const byteOffset = extensionDef.byteOffset || 0; - const byteLength = extensionDef.byteLength || 0; - - const count = extensionDef.count; - const stride = extensionDef.byteStride; - - const source = new Uint8Array( res, byteOffset, byteLength ); - - if ( decoder.decodeGltfBufferAsync ) { - - return decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) { - - return res.buffer; - - } ); - - } else { - - // Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync - return decoder.ready.then( function () { - - const result = new ArrayBuffer( count * stride ); - decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter ); - return result; - - } ); - - } - - } ); - - } else { - - return null; - - } - - } - -} - -/** - * GPU Instancing Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing - * - * @private - */ -class GLTFMeshGpuInstancing { - - constructor( parser ) { - - this.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING; - this.parser = parser; - - } - - createNodeMesh( nodeIndex ) { - - const json = this.parser.json; - const nodeDef = json.nodes[ nodeIndex ]; - - if ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] || - nodeDef.mesh === undefined ) { - - return null; - - } - - const meshDef = json.meshes[ nodeDef.mesh ]; - - // No Points or Lines + Instancing support yet - - for ( const primitive of meshDef.primitives ) { - - if ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES && - primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP && - primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN && - primitive.mode !== undefined ) { - - return null; - - } - - } - - const extensionDef = nodeDef.extensions[ this.name ]; - const attributesDef = extensionDef.attributes; - - // @TODO: Can we support InstancedMesh + SkinnedMesh? - - const pending = []; - const attributes = {}; - - for ( const key in attributesDef ) { - - pending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => { - - attributes[ key ] = accessor; - return attributes[ key ]; - - } ) ); - - } - - if ( pending.length < 1 ) { - - return null; - - } - - pending.push( this.parser.createNodeMesh( nodeIndex ) ); - - return Promise.all( pending ).then( results => { - - const nodeObject = results.pop(); - const meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ]; - const count = results[ 0 ].count; // All attribute counts should be same - const instancedMeshes = []; - - for ( const mesh of meshes ) { - - // Temporal variables - const m = new Matrix4(); - const p = new Vector3(); - const q = new Quaternion(); - const s = new Vector3( 1, 1, 1 ); - - const instancedMesh = new InstancedMesh( mesh.geometry, mesh.material, count ); - - for ( let i = 0; i < count; i ++ ) { - - if ( attributes.TRANSLATION ) { - - p.fromBufferAttribute( attributes.TRANSLATION, i ); - - } - - if ( attributes.ROTATION ) { - - q.fromBufferAttribute( attributes.ROTATION, i ); - - } - - if ( attributes.SCALE ) { - - s.fromBufferAttribute( attributes.SCALE, i ); - - } - - instancedMesh.setMatrixAt( i, m.compose( p, q, s ) ); - - } - - // Add instance attributes to the geometry, excluding TRS. - - let instanceGeometry = null; - - for ( const attributeName in attributes ) { - - if ( attributeName === '_COLOR_0' ) { - - const attr = attributes[ attributeName ]; - instancedMesh.instanceColor = new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ); - - } else if ( attributeName !== 'TRANSLATION' && - attributeName !== 'ROTATION' && - attributeName !== 'SCALE' ) { - - if ( instanceGeometry === null ) { - - // do a shallow clone of the goemetry so per-instance data are not shared - - const source = instancedMesh.geometry; - instanceGeometry = new BufferGeometry(); - instanceGeometry.name = source.name; - - for ( const name in source.attributes ) instanceGeometry.setAttribute( name, source.attributes[ name ] ); - for ( const name in source.morphAttributes ) instanceGeometry.morphAttributes[ name ] = source.morphAttributes[ name ]; - if ( source.index !== null ) instanceGeometry.setIndex( source.index ); - - instanceGeometry.morphTargetsRelative = source.morphTargetsRelative; - - for ( const group of source.groups ) instanceGeometry.addGroup( group.start, group.count, group.materialIndex ); - - if ( source.boundingBox !== null ) instanceGeometry.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) instanceGeometry.boundingSphere = source.boundingSphere.clone(); - - instanceGeometry.drawRange.start = source.drawRange.start; - instanceGeometry.drawRange.count = source.drawRange.count; - - instanceGeometry.userData = Object.assign( {}, source.userData ); - - instancedMesh.geometry = instanceGeometry; - - } - - const attr = attributes[ attributeName ]; - instanceGeometry.setAttribute( attributeName, new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ) ); - - } - - } - - // Just in case - Object3D.prototype.copy.call( instancedMesh, mesh ); - - this.parser.assignFinalMaterial( instancedMesh ); - - instancedMeshes.push( instancedMesh ); - - } - - if ( nodeObject.isGroup ) { - - nodeObject.clear(); - - nodeObject.add( ... instancedMeshes ); - - return nodeObject; - - } - - return instancedMeshes[ 0 ]; - - } ); - - } - -} - -/* BINARY EXTENSION */ -const BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; -const BINARY_EXTENSION_HEADER_LENGTH = 12; -const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; - -class GLTFBinaryExtension { - - constructor( data ) { - - this.name = EXTENSIONS.KHR_BINARY_GLTF; - this.content = null; - this.body = null; - - const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); - const textDecoder = new TextDecoder(); - - this.header = { - magic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ), - version: headerView.getUint32( 4, true ), - length: headerView.getUint32( 8, true ) - }; - - if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { - - throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); - - } else if ( this.header.version < 2.0 ) { - - throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' ); - - } - - const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH; - const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); - let chunkIndex = 0; - - while ( chunkIndex < chunkContentsLength ) { - - const chunkLength = chunkView.getUint32( chunkIndex, true ); - chunkIndex += 4; - - const chunkType = chunkView.getUint32( chunkIndex, true ); - chunkIndex += 4; - - if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { - - const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); - this.content = textDecoder.decode( contentArray ); - - } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { - - const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; - this.body = data.slice( byteOffset, byteOffset + chunkLength ); - - } - - // Clients must ignore chunks with unknown types. - - chunkIndex += chunkLength; - - } - - if ( this.content === null ) { - - throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); - - } - - } - -} - -/** - * DRACO Mesh Compression Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression - * - * @private - */ -class GLTFDracoMeshCompressionExtension { - - constructor( json, dracoLoader ) { - - if ( ! dracoLoader ) { - - throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' ); - - } - - this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION; - this.json = json; - this.dracoLoader = dracoLoader; - this.dracoLoader.preload(); - - } - - decodePrimitive( primitive, parser ) { - - const json = this.json; - const dracoLoader = this.dracoLoader; - const bufferViewIndex = primitive.extensions[ this.name ].bufferView; - const gltfAttributeMap = primitive.extensions[ this.name ].attributes; - const threeAttributeMap = {}; - const attributeNormalizedMap = {}; - const attributeTypeMap = {}; - - for ( const attributeName in gltfAttributeMap ) { - - const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); - - threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ]; - - } - - for ( const attributeName in primitive.attributes ) { - - const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); - - if ( gltfAttributeMap[ attributeName ] !== undefined ) { - - const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ]; - const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; - - attributeTypeMap[ threeAttributeName ] = componentType.name; - attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true; - - } - - } - - return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) { - - return new Promise( function ( resolve, reject ) { - - dracoLoader.decodeDracoFile( bufferView, function ( geometry ) { - - for ( const attributeName in geometry.attributes ) { - - const attribute = geometry.attributes[ attributeName ]; - const normalized = attributeNormalizedMap[ attributeName ]; - - if ( normalized !== undefined ) attribute.normalized = normalized; - - } - - resolve( geometry ); - - }, threeAttributeMap, attributeTypeMap, LinearSRGBColorSpace, reject ); - - } ); - - } ); - - } - -} - -/** - * Texture Transform Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform - * - * @private - */ -class GLTFTextureTransformExtension { - - constructor() { - - this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM; - - } - - extendTexture( texture, transform ) { - - if ( ( transform.texCoord === undefined || transform.texCoord === texture.channel ) - && transform.offset === undefined - && transform.rotation === undefined - && transform.scale === undefined ) { - - // See https://github.com/mrdoob/three.js/issues/21819. - return texture; - - } - - texture = texture.clone(); - - if ( transform.texCoord !== undefined ) { - - texture.channel = transform.texCoord; - - } - - if ( transform.offset !== undefined ) { - - texture.offset.fromArray( transform.offset ); - - } - - if ( transform.rotation !== undefined ) { - - texture.rotation = transform.rotation; - - } - - if ( transform.scale !== undefined ) { - - texture.repeat.fromArray( transform.scale ); - - } - - if ( transform.rotation !== undefined ) { - - // glTF's KHR_texture_transform order differs from three.js: - // glTF defines the UV transform as T * R * S - // three.js defines the UV transform as T * S * R - // - // To fix this, we need to override the matrix with the value computed per glTF spec - // We still set the other fields so that you can inspect/export the resulting object. - - const c = Math.cos( texture.rotation ); - const s = Math.sin( texture.rotation ); - - texture.matrix.set( - texture.repeat.x * c, texture.repeat.y * s, texture.offset.x, - - texture.repeat.x * s, texture.repeat.y * c, texture.offset.y, - 0, 0, 1 - ); - texture.matrixAutoUpdate = false; - - } - - texture.needsUpdate = true; - - return texture; - - } - -} - -/** - * Mesh Quantization Extension - * - * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization - * - * @private - */ -class GLTFMeshQuantizationExtension { - - constructor() { - - this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; - - } - -} - -/*********************************/ -/********** INTERPOLATION ********/ -/*********************************/ - -// Spline Interpolation -// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation -class GLTFCubicSplineInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - copySampleValue_( index ) { - - // Copies a sample value to the result buffer. See description of glTF - // CUBICSPLINE values layout in interpolate_() function below. - - const result = this.resultBuffer, - values = this.sampleValues, - valueSize = this.valueSize, - offset = index * valueSize * 3 + valueSize; - - for ( let i = 0; i !== valueSize; i ++ ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer; - const values = this.sampleValues; - const stride = this.valueSize; - - const stride2 = stride * 2; - const stride3 = stride * 3; - - const td = t1 - t0; - - const p = ( t - t0 ) / td; - const pp = p * p; - const ppp = pp * p; - - const offset1 = i1 * stride3; - const offset0 = offset1 - stride3; - - const s2 = - 2 * ppp + 3 * pp; - const s3 = ppp - pp; - const s0 = 1 - s2; - const s1 = s3 - pp + p; - - // Layout of keyframe output values for CUBICSPLINE animations: - // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] - for ( let i = 0; i !== stride; i ++ ) { - - const p0 = values[ offset0 + i + stride ]; // splineVertex_k - const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k) - const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1 - const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k) - - result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1; - - } - - return result; - - } - -} - -const _quaternion = new Quaternion(); - -class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant { - - interpolate_( i1, t0, t, t1 ) { - - const result = super.interpolate_( i1, t0, t, t1 ); - - _quaternion.fromArray( result ).normalize().toArray( result ); - - return result; - - } - -} - - -/*********************************/ -/********** INTERNALS ************/ -/*********************************/ - -/* CONSTANTS */ - -const WEBGL_CONSTANTS = { - FLOAT: 5126, - //FLOAT_MAT2: 35674, - FLOAT_MAT3: 35675, - FLOAT_MAT4: 35676, - FLOAT_VEC2: 35664, - FLOAT_VEC3: 35665, - FLOAT_VEC4: 35666, - LINEAR: 9729, - REPEAT: 10497, - SAMPLER_2D: 35678, - POINTS: 0, - LINES: 1, - LINE_LOOP: 2, - LINE_STRIP: 3, - TRIANGLES: 4, - TRIANGLE_STRIP: 5, - TRIANGLE_FAN: 6, - UNSIGNED_BYTE: 5121, - UNSIGNED_SHORT: 5123 -}; - -const WEBGL_COMPONENT_TYPES = { - 5120: Int8Array, - 5121: Uint8Array, - 5122: Int16Array, - 5123: Uint16Array, - 5125: Uint32Array, - 5126: Float32Array -}; - -const WEBGL_FILTERS = { - 9728: NearestFilter, - 9729: LinearFilter, - 9984: NearestMipmapNearestFilter, - 9985: LinearMipmapNearestFilter, - 9986: NearestMipmapLinearFilter, - 9987: LinearMipmapLinearFilter -}; - -const WEBGL_WRAPPINGS = { - 33071: ClampToEdgeWrapping, - 33648: MirroredRepeatWrapping, - 10497: RepeatWrapping -}; - -const WEBGL_TYPE_SIZES = { - 'SCALAR': 1, - 'VEC2': 2, - 'VEC3': 3, - 'VEC4': 4, - 'MAT2': 4, - 'MAT3': 9, - 'MAT4': 16 -}; - -const ATTRIBUTES = { - POSITION: 'position', - NORMAL: 'normal', - TANGENT: 'tangent', - TEXCOORD_0: 'uv', - TEXCOORD_1: 'uv1', - TEXCOORD_2: 'uv2', - TEXCOORD_3: 'uv3', - COLOR_0: 'color', - WEIGHTS_0: 'skinWeight', - JOINTS_0: 'skinIndex', -}; - -const PATH_PROPERTIES = { - scale: 'scale', - translation: 'position', - rotation: 'quaternion', - weights: 'morphTargetInfluences' -}; - -const INTERPOLATION = { - CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each - // keyframe track will be initialized with a default interpolation type, then modified. - LINEAR: InterpolateLinear, - STEP: InterpolateDiscrete -}; - -const ALPHA_MODES = { - OPAQUE: 'OPAQUE', - MASK: 'MASK', - BLEND: 'BLEND' -}; - -/** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material - * - * @private - * @param {Object} cache - * @return {Material} - */ -function createDefaultMaterial( cache ) { - - if ( cache[ 'DefaultMaterial' ] === undefined ) { - - cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( { - color: 0xFFFFFF, - emissive: 0x000000, - metalness: 1, - roughness: 1, - transparent: false, - depthTest: true, - side: FrontSide - } ); - - } - - return cache[ 'DefaultMaterial' ]; - -} - -function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) { - - // Add unknown glTF extensions to an object's userData. - - for ( const name in objectDef.extensions ) { - - if ( knownExtensions[ name ] === undefined ) { - - object.userData.gltfExtensions = object.userData.gltfExtensions || {}; - object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ]; - - } - - } - -} - -/** - * - * @private - * @param {Object3D|Material|BufferGeometry|Object|AnimationClip} object - * @param {GLTF.definition} gltfDef - */ -function assignExtrasToUserData( object, gltfDef ) { - - if ( gltfDef.extras !== undefined ) { - - if ( typeof gltfDef.extras === 'object' ) { - - Object.assign( object.userData, gltfDef.extras ); - - } else { - - console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras ); - - } - - } - -} - -/** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets - * - * @private - * @param {BufferGeometry} geometry - * @param {Array} targets - * @param {GLTFParser} parser - * @return {Promise} - */ -function addMorphTargets( geometry, targets, parser ) { - - let hasMorphPosition = false; - let hasMorphNormal = false; - let hasMorphColor = false; - - for ( let i = 0, il = targets.length; i < il; i ++ ) { - - const target = targets[ i ]; - - if ( target.POSITION !== undefined ) hasMorphPosition = true; - if ( target.NORMAL !== undefined ) hasMorphNormal = true; - if ( target.COLOR_0 !== undefined ) hasMorphColor = true; - - if ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break; - - } - - if ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry ); - - const pendingPositionAccessors = []; - const pendingNormalAccessors = []; - const pendingColorAccessors = []; - - for ( let i = 0, il = targets.length; i < il; i ++ ) { - - const target = targets[ i ]; - - if ( hasMorphPosition ) { - - const pendingAccessor = target.POSITION !== undefined - ? parser.getDependency( 'accessor', target.POSITION ) - : geometry.attributes.position; - - pendingPositionAccessors.push( pendingAccessor ); - - } - - if ( hasMorphNormal ) { - - const pendingAccessor = target.NORMAL !== undefined - ? parser.getDependency( 'accessor', target.NORMAL ) - : geometry.attributes.normal; - - pendingNormalAccessors.push( pendingAccessor ); - - } - - if ( hasMorphColor ) { - - const pendingAccessor = target.COLOR_0 !== undefined - ? parser.getDependency( 'accessor', target.COLOR_0 ) - : geometry.attributes.color; - - pendingColorAccessors.push( pendingAccessor ); - - } - - } - - return Promise.all( [ - Promise.all( pendingPositionAccessors ), - Promise.all( pendingNormalAccessors ), - Promise.all( pendingColorAccessors ) - ] ).then( function ( accessors ) { - - const morphPositions = accessors[ 0 ]; - const morphNormals = accessors[ 1 ]; - const morphColors = accessors[ 2 ]; - - if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions; - if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals; - if ( hasMorphColor ) geometry.morphAttributes.color = morphColors; - geometry.morphTargetsRelative = true; - - return geometry; - - } ); - -} - -/** - * - * @private - * @param {Mesh} mesh - * @param {GLTF.Mesh} meshDef - */ -function updateMorphTargets( mesh, meshDef ) { - - mesh.updateMorphTargets(); - - if ( meshDef.weights !== undefined ) { - - for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) { - - mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; - - } - - } - - // .extras has user-defined data, so check that .extras.targetNames is an array. - if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) { - - const targetNames = meshDef.extras.targetNames; - - if ( mesh.morphTargetInfluences.length === targetNames.length ) { - - mesh.morphTargetDictionary = {}; - - for ( let i = 0, il = targetNames.length; i < il; i ++ ) { - - mesh.morphTargetDictionary[ targetNames[ i ] ] = i; - - } - - } else { - - console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' ); - - } - - } - -} - -function createPrimitiveKey( primitiveDef ) { - - let geometryKey; - - const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]; - - if ( dracoExtension ) { - - geometryKey = 'draco:' + dracoExtension.bufferView - + ':' + dracoExtension.indices - + ':' + createAttributesKey( dracoExtension.attributes ); - - } else { - - geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode; - - } - - if ( primitiveDef.targets !== undefined ) { - - for ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) { - - geometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] ); - - } - - } - - return geometryKey; - -} - -function createAttributesKey( attributes ) { - - let attributesKey = ''; - - const keys = Object.keys( attributes ).sort(); - - for ( let i = 0, il = keys.length; i < il; i ++ ) { - - attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';'; - - } - - return attributesKey; - -} - -function getNormalizedComponentScale( constructor ) { - - // Reference: - // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data - - switch ( constructor ) { - - case Int8Array: - return 1 / 127; - - case Uint8Array: - return 1 / 255; - - case Int16Array: - return 1 / 32767; - - case Uint16Array: - return 1 / 65535; - - default: - throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' ); - - } - -} - -function getImageURIMimeType( uri ) { - - if ( uri.search( /\.jpe?g($|\?)/i ) > 0 || uri.search( /^data\:image\/jpeg/ ) === 0 ) return 'image/jpeg'; - if ( uri.search( /\.webp($|\?)/i ) > 0 || uri.search( /^data\:image\/webp/ ) === 0 ) return 'image/webp'; - if ( uri.search( /\.ktx2($|\?)/i ) > 0 || uri.search( /^data\:image\/ktx2/ ) === 0 ) return 'image/ktx2'; - - return 'image/png'; - -} - -const _identityMatrix = new Matrix4(); - -/* GLTF PARSER */ - -class GLTFParser { - - constructor( json = {}, options = {} ) { - - this.json = json; - this.extensions = {}; - this.plugins = {}; - this.options = options; - - // loader object cache - this.cache = new GLTFRegistry(); - - // associations between Three.js objects and glTF elements - this.associations = new Map(); - - // BufferGeometry caching - this.primitiveCache = {}; - - // Node cache - this.nodeCache = {}; - - // Object3D instance caches - this.meshCache = { refs: {}, uses: {} }; - this.cameraCache = { refs: {}, uses: {} }; - this.lightCache = { refs: {}, uses: {} }; - - this.sourceCache = {}; - this.textureCache = {}; - - // Track node names, to ensure no duplicates - this.nodeNamesUsed = {}; - - // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the - // expensive work of uploading a texture to the GPU off the main thread. - - let isSafari = false; - let safariVersion = - 1; - let isFirefox = false; - let firefoxVersion = - 1; - - if ( typeof navigator !== 'undefined' && typeof navigator.userAgent !== 'undefined' ) { - - const userAgent = navigator.userAgent; - - isSafari = /^((?!chrome|android).)*safari/i.test( userAgent ) === true; - const safariMatch = userAgent.match( /Version\/(\d+)/ ); - safariVersion = isSafari && safariMatch ? parseInt( safariMatch[ 1 ], 10 ) : - 1; - - isFirefox = userAgent.indexOf( 'Firefox' ) > - 1; - firefoxVersion = isFirefox ? userAgent.match( /Firefox\/([0-9]+)\./ )[ 1 ] : - 1; - - } - - if ( typeof createImageBitmap === 'undefined' || ( isSafari && safariVersion < 17 ) || ( isFirefox && firefoxVersion < 98 ) ) { - - this.textureLoader = new TextureLoader( this.options.manager ); - - } else { - - this.textureLoader = new ImageBitmapLoader( this.options.manager ); - - } - - this.textureLoader.setCrossOrigin( this.options.crossOrigin ); - this.textureLoader.setRequestHeader( this.options.requestHeader ); - - this.fileLoader = new FileLoader( this.options.manager ); - this.fileLoader.setResponseType( 'arraybuffer' ); - - if ( this.options.crossOrigin === 'use-credentials' ) { - - this.fileLoader.setWithCredentials( true ); - - } - - } - - setExtensions( extensions ) { - - this.extensions = extensions; - - } - - setPlugins( plugins ) { - - this.plugins = plugins; - - } - - parse( onLoad, onError ) { - - const parser = this; - const json = this.json; - const extensions = this.extensions; - - // Clear the loader cache - this.cache.removeAll(); - this.nodeCache = {}; - - // Mark the special nodes/meshes in json for efficient parse - this._invokeAll( function ( ext ) { - - return ext._markDefs && ext._markDefs(); - - } ); - - Promise.all( this._invokeAll( function ( ext ) { - - return ext.beforeRoot && ext.beforeRoot(); - - } ) ).then( function () { - - return Promise.all( [ - - parser.getDependencies( 'scene' ), - parser.getDependencies( 'animation' ), - parser.getDependencies( 'camera' ), - - ] ); - - } ).then( function ( dependencies ) { - - const result = { - scene: dependencies[ 0 ][ json.scene || 0 ], - scenes: dependencies[ 0 ], - animations: dependencies[ 1 ], - cameras: dependencies[ 2 ], - asset: json.asset, - parser: parser, - userData: {} - }; - - addUnknownExtensionsToUserData( extensions, result, json ); - - assignExtrasToUserData( result, json ); - - return Promise.all( parser._invokeAll( function ( ext ) { - - return ext.afterRoot && ext.afterRoot( result ); - - } ) ).then( function () { - - for ( const scene of result.scenes ) { - - scene.updateMatrixWorld(); - - } - - onLoad( result ); - - } ); - - } ).catch( onError ); - - } - - /** - * Marks the special nodes/meshes in json for efficient parse. - * - * @private - */ - _markDefs() { - - const nodeDefs = this.json.nodes || []; - const skinDefs = this.json.skins || []; - const meshDefs = this.json.meshes || []; - - // Nothing in the node definition indicates whether it is a Bone or an - // Object3D. Use the skins' joint references to mark bones. - for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { - - const joints = skinDefs[ skinIndex ].joints; - - for ( let i = 0, il = joints.length; i < il; i ++ ) { - - nodeDefs[ joints[ i ] ].isBone = true; - - } - - } - - // Iterate over all nodes, marking references to shared resources, - // as well as skeleton joints. - for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { - - const nodeDef = nodeDefs[ nodeIndex ]; - - if ( nodeDef.mesh !== undefined ) { - - this._addNodeRef( this.meshCache, nodeDef.mesh ); - - // Nothing in the mesh definition indicates whether it is - // a SkinnedMesh or Mesh. Use the node's mesh reference - // to mark SkinnedMesh if node has skin. - if ( nodeDef.skin !== undefined ) { - - meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; - - } - - } - - if ( nodeDef.camera !== undefined ) { - - this._addNodeRef( this.cameraCache, nodeDef.camera ); - - } - - } - - } - - /** - * Counts references to shared node / Object3D resources. These resources - * can be reused, or "instantiated", at multiple nodes in the scene - * hierarchy. Mesh, Camera, and Light instances are instantiated and must - * be marked. Non-scenegraph resources (like Materials, Geometries, and - * Textures) can be reused directly and are not marked here. - * - * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. - * - * @private - * @param {Object} cache - * @param {Object3D} index - */ - _addNodeRef( cache, index ) { - - if ( index === undefined ) return; - - if ( cache.refs[ index ] === undefined ) { - - cache.refs[ index ] = cache.uses[ index ] = 0; - - } - - cache.refs[ index ] ++; - - } - - /** - * Returns a reference to a shared resource, cloning it if necessary. - * - * @private - * @param {Object} cache - * @param {number} index - * @param {Object} object - * @return {Object} - */ - _getNodeRef( cache, index, object ) { - - if ( cache.refs[ index ] <= 1 ) return object; - - const ref = object.clone(); - - // Propagates mappings to the cloned object, prevents mappings on the - // original object from being lost. - const updateMappings = ( original, clone ) => { - - const mappings = this.associations.get( original ); - if ( mappings != null ) { - - this.associations.set( clone, mappings ); - - } - - for ( const [ i, child ] of original.children.entries() ) { - - updateMappings( child, clone.children[ i ] ); - - } - - }; - - updateMappings( object, ref ); - - ref.name += '_instance_' + ( cache.uses[ index ] ++ ); - - return ref; - - } - - _invokeOne( func ) { - - const extensions = Object.values( this.plugins ); - extensions.push( this ); - - for ( let i = 0; i < extensions.length; i ++ ) { - - const result = func( extensions[ i ] ); - - if ( result ) return result; - - } - - return null; - - } - - _invokeAll( func ) { - - const extensions = Object.values( this.plugins ); - extensions.unshift( this ); - - const pending = []; - - for ( let i = 0; i < extensions.length; i ++ ) { - - const result = func( extensions[ i ] ); - - if ( result ) pending.push( result ); - - } - - return pending; - - } - - /** - * Requests the specified dependency asynchronously, with caching. - * - * @private - * @param {string} type - * @param {number} index - * @return {Promise} - */ - getDependency( type, index ) { - - const cacheKey = type + ':' + index; - let dependency = this.cache.get( cacheKey ); - - if ( ! dependency ) { - - switch ( type ) { - - case 'scene': - dependency = this.loadScene( index ); - break; - - case 'node': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadNode && ext.loadNode( index ); - - } ); - break; - - case 'mesh': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadMesh && ext.loadMesh( index ); - - } ); - break; - - case 'accessor': - dependency = this.loadAccessor( index ); - break; - - case 'bufferView': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadBufferView && ext.loadBufferView( index ); - - } ); - break; - - case 'buffer': - dependency = this.loadBuffer( index ); - break; - - case 'material': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadMaterial && ext.loadMaterial( index ); - - } ); - break; - - case 'texture': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadTexture && ext.loadTexture( index ); - - } ); - break; - - case 'skin': - dependency = this.loadSkin( index ); - break; - - case 'animation': - dependency = this._invokeOne( function ( ext ) { - - return ext.loadAnimation && ext.loadAnimation( index ); - - } ); - break; - - case 'camera': - dependency = this.loadCamera( index ); - break; - - default: - dependency = this._invokeOne( function ( ext ) { - - return ext != this && ext.getDependency && ext.getDependency( type, index ); - - } ); - - if ( ! dependency ) { - - throw new Error( 'Unknown type: ' + type ); - - } - - break; - - } - - this.cache.add( cacheKey, dependency ); - - } - - return dependency; - - } - - /** - * Requests all dependencies of the specified type asynchronously, with caching. - * - * @private - * @param {string} type - * @return {Promise>} - */ - getDependencies( type ) { - - let dependencies = this.cache.get( type ); - - if ( ! dependencies ) { - - const parser = this; - const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; - - dependencies = Promise.all( defs.map( function ( def, index ) { - - return parser.getDependency( type, index ); - - } ) ); - - this.cache.add( type, dependencies ); - - } - - return dependencies; - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views - * - * @private - * @param {number} bufferIndex - * @return {Promise} - */ - loadBuffer( bufferIndex ) { - - const bufferDef = this.json.buffers[ bufferIndex ]; - const loader = this.fileLoader; - - if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { - - throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); - - } - - // If present, GLB container is required to be the first buffer. - if ( bufferDef.uri === undefined && bufferIndex === 0 ) { - - return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); - - } - - const options = this.options; - - return new Promise( function ( resolve, reject ) { - - loader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { - - reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); - - } ); - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views - * - * @private - * @param {number} bufferViewIndex - * @return {Promise} - */ - loadBufferView( bufferViewIndex ) { - - const bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; - - return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { - - const byteLength = bufferViewDef.byteLength || 0; - const byteOffset = bufferViewDef.byteOffset || 0; - return buffer.slice( byteOffset, byteOffset + byteLength ); - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors - * - * @private - * @param {number} accessorIndex - * @return {Promise} - */ - loadAccessor( accessorIndex ) { - - const parser = this; - const json = this.json; - - const accessorDef = this.json.accessors[ accessorIndex ]; - - if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) { - - const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; - const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; - const normalized = accessorDef.normalized === true; - - const array = new TypedArray( accessorDef.count * itemSize ); - return Promise.resolve( new BufferAttribute( array, itemSize, normalized ) ); - - } - - const pendingBufferViews = []; - - if ( accessorDef.bufferView !== undefined ) { - - pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); - - } else { - - pendingBufferViews.push( null ); - - } - - if ( accessorDef.sparse !== undefined ) { - - pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); - pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); - - } - - return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { - - const bufferView = bufferViews[ 0 ]; - - const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; - const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; - - // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. - const elementBytes = TypedArray.BYTES_PER_ELEMENT; - const itemBytes = elementBytes * itemSize; - const byteOffset = accessorDef.byteOffset || 0; - const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined; - const normalized = accessorDef.normalized === true; - let array, bufferAttribute; - - // The buffer is not interleaved if the stride is the item size in bytes. - if ( byteStride && byteStride !== itemBytes ) { - - // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer - // This makes sure that IBA.count reflects accessor.count properly - const ibSlice = Math.floor( byteOffset / byteStride ); - const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count; - let ib = parser.cache.get( ibCacheKey ); - - if ( ! ib ) { - - array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); - - // Integer parameters to IB/IBA are in array elements, not bytes. - ib = new InterleavedBuffer( array, byteStride / elementBytes ); - - parser.cache.add( ibCacheKey, ib ); - - } - - bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized ); - - } else { - - if ( bufferView === null ) { - - array = new TypedArray( accessorDef.count * itemSize ); - - } else { - - array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize ); - - } - - bufferAttribute = new BufferAttribute( array, itemSize, normalized ); - - } - - // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors - if ( accessorDef.sparse !== undefined ) { - - const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; - const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; - - const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; - const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; - - const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); - const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); - - if ( bufferView !== null ) { - - // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. - bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized ); - - } - - // Ignore normalized since we copy from sparse - bufferAttribute.normalized = false; - - for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) { - - const index = sparseIndices[ i ]; - - bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); - if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); - if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); - if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); - if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); - - } - - bufferAttribute.normalized = normalized; - - } - - return bufferAttribute; - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures - * - * @private - * @param {number} textureIndex - * @return {Promise} - */ - loadTexture( textureIndex ) { - - const json = this.json; - const options = this.options; - const textureDef = json.textures[ textureIndex ]; - const sourceIndex = textureDef.source; - const sourceDef = json.images[ sourceIndex ]; - - let loader = this.textureLoader; - - if ( sourceDef.uri ) { - - const handler = options.manager.getHandler( sourceDef.uri ); - if ( handler !== null ) loader = handler; - - } - - return this.loadTextureImage( textureIndex, sourceIndex, loader ); - - } - - loadTextureImage( textureIndex, sourceIndex, loader ) { - - const parser = this; - const json = this.json; - - const textureDef = json.textures[ textureIndex ]; - const sourceDef = json.images[ sourceIndex ]; - - const cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler; - - if ( this.textureCache[ cacheKey ] ) { - - // See https://github.com/mrdoob/three.js/issues/21559. - return this.textureCache[ cacheKey ]; - - } - - const promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) { - - texture.flipY = false; - - texture.name = textureDef.name || sourceDef.name || ''; - - if ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) { - - texture.name = sourceDef.uri; - - } - - const samplers = json.samplers || {}; - const sampler = samplers[ textureDef.sampler ] || {}; - - texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter; - texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter; - texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping; - texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping; - texture.generateMipmaps = ! texture.isCompressedTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - - parser.associations.set( texture, { textures: textureIndex } ); - - return texture; - - } ).catch( function () { - - return null; - - } ); - - this.textureCache[ cacheKey ] = promise; - - return promise; - - } - - loadImageSource( sourceIndex, loader ) { - - const parser = this; - const json = this.json; - const options = this.options; - - if ( this.sourceCache[ sourceIndex ] !== undefined ) { - - return this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() ); - - } - - const sourceDef = json.images[ sourceIndex ]; - - const URL = self.URL || self.webkitURL; - - let sourceURI = sourceDef.uri || ''; - let isObjectURL = false; - - if ( sourceDef.bufferView !== undefined ) { - - // Load binary image data from bufferView, if provided. - - sourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) { - - isObjectURL = true; - const blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } ); - sourceURI = URL.createObjectURL( blob ); - return sourceURI; - - } ); - - } else if ( sourceDef.uri === undefined ) { - - throw new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' ); - - } - - const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) { - - return new Promise( function ( resolve, reject ) { - - let onLoad = resolve; - - if ( loader.isImageBitmapLoader === true ) { - - onLoad = function ( imageBitmap ) { - - const texture = new Texture( imageBitmap ); - texture.needsUpdate = true; - - resolve( texture ); - - }; - - } - - loader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject ); - - } ); - - } ).then( function ( texture ) { - - // Clean up resources and configure Texture. - - if ( isObjectURL === true ) { - - URL.revokeObjectURL( sourceURI ); - - } - - assignExtrasToUserData( texture, sourceDef ); - - texture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri ); - - return texture; - - } ).catch( function ( error ) { - - console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI ); - throw error; - - } ); - - this.sourceCache[ sourceIndex ] = promise; - return promise; - - } - - /** - * Asynchronously assigns a texture to the given material parameters. - * - * @private - * @param {Object} materialParams - * @param {string} mapName - * @param {Object} mapDef - * @param {string} [colorSpace] - * @return {Promise} - */ - assignTexture( materialParams, mapName, mapDef, colorSpace ) { - - const parser = this; - - return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) { - - if ( ! texture ) return null; - - if ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) { - - texture = texture.clone(); - texture.channel = mapDef.texCoord; - - } - - if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) { - - const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined; - - if ( transform ) { - - const gltfReference = parser.associations.get( texture ); - texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform ); - parser.associations.set( texture, gltfReference ); - - } - - } - - if ( colorSpace !== undefined ) { - - texture.colorSpace = colorSpace; - - } - - materialParams[ mapName ] = texture; - - return texture; - - } ); - - } - - /** - * Assigns final material to a Mesh, Line, or Points instance. The instance - * already has a material (generated from the glTF material options alone) - * but reuse of the same glTF material may require multiple threejs materials - * to accommodate different primitive types, defines, etc. New materials will - * be created if necessary, and reused from a cache. - * - * @private - * @param {Object3D} mesh Mesh, Line, or Points instance. - */ - assignFinalMaterial( mesh ) { - - const geometry = mesh.geometry; - let material = mesh.material; - - const useDerivativeTangents = geometry.attributes.tangent === undefined; - const useVertexColors = geometry.attributes.color !== undefined; - const useFlatShading = geometry.attributes.normal === undefined; - - if ( mesh.isPoints ) { - - const cacheKey = 'PointsMaterial:' + material.uuid; - - let pointsMaterial = this.cache.get( cacheKey ); - - if ( ! pointsMaterial ) { - - pointsMaterial = new PointsMaterial(); - Material.prototype.copy.call( pointsMaterial, material ); - pointsMaterial.color.copy( material.color ); - pointsMaterial.map = material.map; - pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px - - this.cache.add( cacheKey, pointsMaterial ); - - } - - material = pointsMaterial; - - } else if ( mesh.isLine ) { - - const cacheKey = 'LineBasicMaterial:' + material.uuid; - - let lineMaterial = this.cache.get( cacheKey ); - - if ( ! lineMaterial ) { - - lineMaterial = new LineBasicMaterial(); - Material.prototype.copy.call( lineMaterial, material ); - lineMaterial.color.copy( material.color ); - lineMaterial.map = material.map; - - this.cache.add( cacheKey, lineMaterial ); - - } - - material = lineMaterial; - - } - - // Clone the material if it will be modified - if ( useDerivativeTangents || useVertexColors || useFlatShading ) { - - let cacheKey = 'ClonedMaterial:' + material.uuid + ':'; - - if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:'; - if ( useVertexColors ) cacheKey += 'vertex-colors:'; - if ( useFlatShading ) cacheKey += 'flat-shading:'; - - let cachedMaterial = this.cache.get( cacheKey ); - - if ( ! cachedMaterial ) { - - cachedMaterial = material.clone(); - - if ( useVertexColors ) cachedMaterial.vertexColors = true; - if ( useFlatShading ) cachedMaterial.flatShading = true; - - if ( useDerivativeTangents ) { - - // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 - if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1; - if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1; - - } - - this.cache.add( cacheKey, cachedMaterial ); - - this.associations.set( cachedMaterial, this.associations.get( material ) ); - - } - - material = cachedMaterial; - - } - - mesh.material = material; - - } - - getMaterialType( /* materialIndex */ ) { - - return MeshStandardMaterial; - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials - * - * @private - * @param {number} materialIndex - * @return {Promise} - */ - loadMaterial( materialIndex ) { - - const parser = this; - const json = this.json; - const extensions = this.extensions; - const materialDef = json.materials[ materialIndex ]; - - let materialType; - const materialParams = {}; - const materialExtensions = materialDef.extensions || {}; - - const pending = []; - - if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) { - - const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ]; - materialType = kmuExtension.getMaterialType(); - pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) ); - - } else { - - // Specification: - // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material - - const metallicRoughness = materialDef.pbrMetallicRoughness || {}; - - materialParams.color = new Color( 1.0, 1.0, 1.0 ); - materialParams.opacity = 1.0; - - if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { - - const array = metallicRoughness.baseColorFactor; - - materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); - materialParams.opacity = array[ 3 ]; - - } - - if ( metallicRoughness.baseColorTexture !== undefined ) { - - pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); - - } - - materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; - materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; - - if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { - - pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) ); - pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) ); - - } - - materialType = this._invokeOne( function ( ext ) { - - return ext.getMaterialType && ext.getMaterialType( materialIndex ); - - } ); - - pending.push( Promise.all( this._invokeAll( function ( ext ) { - - return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams ); - - } ) ) ); - - } - - if ( materialDef.doubleSided === true ) { - - materialParams.side = DoubleSide; - - } - - const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; - - if ( alphaMode === ALPHA_MODES.BLEND ) { - - materialParams.transparent = true; - - // See: https://github.com/mrdoob/three.js/issues/17706 - materialParams.depthWrite = false; - - } else { - - materialParams.transparent = false; - - if ( alphaMode === ALPHA_MODES.MASK ) { - - materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; - - } - - } - - if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) { - - pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) ); - - materialParams.normalScale = new Vector2( 1, 1 ); - - if ( materialDef.normalTexture.scale !== undefined ) { - - const scale = materialDef.normalTexture.scale; - - materialParams.normalScale.set( scale, scale ); - - } - - } - - if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) { - - pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) ); - - if ( materialDef.occlusionTexture.strength !== undefined ) { - - materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; - - } - - } - - if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) { - - const emissiveFactor = materialDef.emissiveFactor; - materialParams.emissive = new Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], LinearSRGBColorSpace ); - - } - - if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) { - - pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, SRGBColorSpace ) ); - - } - - return Promise.all( pending ).then( function () { - - const material = new materialType( materialParams ); - - if ( materialDef.name ) material.name = materialDef.name; - - assignExtrasToUserData( material, materialDef ); - - parser.associations.set( material, { materials: materialIndex } ); - - if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef ); - - return material; - - } ); - - } - - /** - * When Object3D instances are targeted by animation, they need unique names. - * - * @private - * @param {string} originalName - * @return {string} - */ - createUniqueName( originalName ) { - - const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' ); - - if ( sanitizedName in this.nodeNamesUsed ) { - - return sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] ); - - } else { - - this.nodeNamesUsed[ sanitizedName ] = 0; - - return sanitizedName; - - } - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry - * - * Creates BufferGeometries from primitives. - * - * @private - * @param {Array} primitives - * @return {Promise>} - */ - loadGeometries( primitives ) { - - const parser = this; - const extensions = this.extensions; - const cache = this.primitiveCache; - - function createDracoPrimitive( primitive ) { - - return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] - .decodePrimitive( primitive, parser ) - .then( function ( geometry ) { - - return addPrimitiveAttributes( geometry, primitive, parser ); - - } ); - - } - - const pending = []; - - for ( let i = 0, il = primitives.length; i < il; i ++ ) { - - const primitive = primitives[ i ]; - const cacheKey = createPrimitiveKey( primitive ); - - // See if we've already created this geometry - const cached = cache[ cacheKey ]; - - if ( cached ) { - - // Use the cached geometry if it exists - pending.push( cached.promise ); - - } else { - - let geometryPromise; - - if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) { - - // Use DRACO geometry if available - geometryPromise = createDracoPrimitive( primitive ); - - } else { - - // Otherwise create a new geometry - geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser ); - - } - - // Convert strip/fan primitives to triangles - - if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) { - - geometryPromise = geometryPromise.then( geometry => toTrianglesDrawMode( geometry, TriangleStripDrawMode ) ); - - } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) { - - geometryPromise = geometryPromise.then( geometry => toTrianglesDrawMode( geometry, TriangleFanDrawMode ) ); - - } - - // Cache this geometry - cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise }; - - pending.push( geometryPromise ); - - } - - } - - return Promise.all( pending ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes - * - * @private - * @param {number} meshIndex - * @return {Promise} - */ - loadMesh( meshIndex ) { - - const parser = this; - const json = this.json; - const extensions = this.extensions; - - const meshDef = json.meshes[ meshIndex ]; - const primitives = meshDef.primitives; - - const pending = []; - - for ( let i = 0, il = primitives.length; i < il; i ++ ) { - - const material = primitives[ i ].material === undefined - ? createDefaultMaterial( this.cache ) - : this.getDependency( 'material', primitives[ i ].material ); - - pending.push( material ); - - } - - pending.push( parser.loadGeometries( primitives ) ); - - return Promise.all( pending ).then( async function ( results ) { - - const materials = results.slice( 0, results.length - 1 ); - const geometries = results[ results.length - 1 ]; - - const meshes = []; - - for ( let i = 0, il = geometries.length; i < il; i ++ ) { - - const geometry = geometries[ i ]; - const primitive = primitives[ i ]; - - // 1. create Mesh - - let mesh; - - const material = materials[ i ]; - - if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || - primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || - primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || - primitive.mode === undefined ) { - - const needsSkinning = meshDef.isSkinnedMesh === true; - const hasSkinningAttributes = geometry.hasAttribute( 'skinIndex' ) && geometry.hasAttribute( 'skinWeight' ); - - if ( needsSkinning && hasSkinningAttributes === false ) { - - console.warn( 'THREE.GLTFLoader: Missing skinIndex or skinWeight attributes. Skinning disabled.' ); - - } - - // .isSkinnedMesh isn't in glTF spec. See ._markDefs() - mesh = ( needsSkinning && hasSkinningAttributes ) - ? new SkinnedMesh( geometry, material ) - : new Mesh( geometry, material ); - - if ( mesh.isSkinnedMesh === true ) { - - // normalize skin weights to fix malformed assets (see #15319) - mesh.normalizeSkinWeights(); - - } - - } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) { - - mesh = new LineSegments( geometry, material ); - - } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) { - - mesh = new Line( geometry, material ); - - } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) { - - mesh = new LineLoop( geometry, material ); - - } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) { - - mesh = new Points( geometry, material ); - - } else { - - throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); - - } - - if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) { - - updateMorphTargets( mesh, meshDef ); - - } - - mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) ); - - assignExtrasToUserData( mesh, meshDef ); - - if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive ); - - parser.assignFinalMaterial( mesh ); - - meshes.push( mesh ); - - } - - for ( let i = 0, il = meshes.length; i < il; i ++ ) { - - parser.associations.set( meshes[ i ], { - meshes: meshIndex, - primitives: i - } ); - - } - - if ( meshes.length === 1 ) { - - if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef ); - - return meshes[ 0 ]; - - } - - const group = new Group(); - - if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef ); - - parser.associations.set( group, { meshes: meshIndex } ); - - for ( let i = 0, il = meshes.length; i < il; i ++ ) { - - group.add( meshes[ i ] ); - - } - - return group; - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras - * - * @private - * @param {number} cameraIndex - * @return {Promise|undefined} - */ - loadCamera( cameraIndex ) { - - let camera; - const cameraDef = this.json.cameras[ cameraIndex ]; - const params = cameraDef[ cameraDef.type ]; - - if ( ! params ) { - - console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); - return; - - } - - if ( cameraDef.type === 'perspective' ) { - - camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 ); - - } else if ( cameraDef.type === 'orthographic' ) { - - camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar ); - - } - - if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name ); - - assignExtrasToUserData( camera, cameraDef ); - - return Promise.resolve( camera ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins - * - * @private - * @param {number} skinIndex - * @return {Promise} - */ - loadSkin( skinIndex ) { - - const skinDef = this.json.skins[ skinIndex ]; - - const pending = []; - - for ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) { - - pending.push( this._loadNodeShallow( skinDef.joints[ i ] ) ); - - } - - if ( skinDef.inverseBindMatrices !== undefined ) { - - pending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) ); - - } else { - - pending.push( null ); - - } - - return Promise.all( pending ).then( function ( results ) { - - const inverseBindMatrices = results.pop(); - const jointNodes = results; - - // Note that bones (joint nodes) may or may not be in the - // scene graph at this time. - - const bones = []; - const boneInverses = []; - - for ( let i = 0, il = jointNodes.length; i < il; i ++ ) { - - const jointNode = jointNodes[ i ]; - - if ( jointNode ) { - - bones.push( jointNode ); - - const mat = new Matrix4(); - - if ( inverseBindMatrices !== null ) { - - mat.fromArray( inverseBindMatrices.array, i * 16 ); - - } - - boneInverses.push( mat ); - - } else { - - console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinDef.joints[ i ] ); - - } - - } - - return new Skeleton( bones, boneInverses ); - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations - * - * @private - * @param {number} animationIndex - * @return {Promise} - */ - loadAnimation( animationIndex ) { - - const json = this.json; - const parser = this; - - const animationDef = json.animations[ animationIndex ]; - const animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex; - - const pendingNodes = []; - const pendingInputAccessors = []; - const pendingOutputAccessors = []; - const pendingSamplers = []; - const pendingTargets = []; - - for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) { - - const channel = animationDef.channels[ i ]; - const sampler = animationDef.samplers[ channel.sampler ]; - const target = channel.target; - const name = target.node; - const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; - const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; - - if ( target.node === undefined ) continue; - - pendingNodes.push( this.getDependency( 'node', name ) ); - pendingInputAccessors.push( this.getDependency( 'accessor', input ) ); - pendingOutputAccessors.push( this.getDependency( 'accessor', output ) ); - pendingSamplers.push( sampler ); - pendingTargets.push( target ); - - } - - return Promise.all( [ - - Promise.all( pendingNodes ), - Promise.all( pendingInputAccessors ), - Promise.all( pendingOutputAccessors ), - Promise.all( pendingSamplers ), - Promise.all( pendingTargets ) - - ] ).then( function ( dependencies ) { - - const nodes = dependencies[ 0 ]; - const inputAccessors = dependencies[ 1 ]; - const outputAccessors = dependencies[ 2 ]; - const samplers = dependencies[ 3 ]; - const targets = dependencies[ 4 ]; - - const tracks = []; - - for ( let i = 0, il = nodes.length; i < il; i ++ ) { - - const node = nodes[ i ]; - const inputAccessor = inputAccessors[ i ]; - const outputAccessor = outputAccessors[ i ]; - const sampler = samplers[ i ]; - const target = targets[ i ]; - - if ( node === undefined ) continue; - - if ( node.updateMatrix ) { - - node.updateMatrix(); - - } - - const createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ); - - if ( createdTracks ) { - - for ( let k = 0; k < createdTracks.length; k ++ ) { - - tracks.push( createdTracks[ k ] ); - - } - - } - - } - - const animation = new AnimationClip( animationName, undefined, tracks ); - - assignExtrasToUserData( animation, animationDef ); - - return animation; - - } ); - - } - - createNodeMesh( nodeIndex ) { - - const json = this.json; - const parser = this; - const nodeDef = json.nodes[ nodeIndex ]; - - if ( nodeDef.mesh === undefined ) return null; - - return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) { - - const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); - - // if weights are provided on the node, override weights on the mesh. - if ( nodeDef.weights !== undefined ) { - - node.traverse( function ( o ) { - - if ( ! o.isMesh ) return; - - for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) { - - o.morphTargetInfluences[ i ] = nodeDef.weights[ i ]; - - } - - } ); - - } - - return node; - - } ); - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy - * - * @private - * @param {number} nodeIndex - * @return {Promise} - */ - loadNode( nodeIndex ) { - - const json = this.json; - const parser = this; - - const nodeDef = json.nodes[ nodeIndex ]; - - const nodePending = parser._loadNodeShallow( nodeIndex ); - - const childPending = []; - const childrenDef = nodeDef.children || []; - - for ( let i = 0, il = childrenDef.length; i < il; i ++ ) { - - childPending.push( parser.getDependency( 'node', childrenDef[ i ] ) ); - - } - - const skeletonPending = nodeDef.skin === undefined - ? Promise.resolve( null ) - : parser.getDependency( 'skin', nodeDef.skin ); - - return Promise.all( [ - nodePending, - Promise.all( childPending ), - skeletonPending - ] ).then( function ( results ) { - - const node = results[ 0 ]; - const children = results[ 1 ]; - const skeleton = results[ 2 ]; - - if ( skeleton !== null ) { - - // This full traverse should be fine because - // child glTF nodes have not been added to this node yet. - node.traverse( function ( mesh ) { - - if ( ! mesh.isSkinnedMesh ) return; - - mesh.bind( skeleton, _identityMatrix ); - - } ); - - } - - for ( let i = 0, il = children.length; i < il; i ++ ) { - - node.add( children[ i ] ); - - } - - // Reconstruct pivot from container pattern created by GLTFExporter - // The container has position+pivot, rotation, scale; child has -pivot offset and mesh - if ( node.userData.pivot !== undefined && children.length > 0 ) { - - const pivot = node.userData.pivot; - const pivotChild = children[ 0 ]; - - // Set pivot on container and adjust transforms - node.pivot = new Vector3().fromArray( pivot ); - - // Adjust container position: stored as position + pivot, so subtract pivot - node.position.x -= pivot[ 0 ]; - node.position.y -= pivot[ 1 ]; - node.position.z -= pivot[ 2 ]; - - // Remove the child's -pivot offset since pivot now handles it - pivotChild.position.set( 0, 0, 0 ); - - delete node.userData.pivot; - - } - - return node; - - } ); - - } - - // ._loadNodeShallow() parses a single node. - // skin and child nodes are created and added in .loadNode() (no '_' prefix). - _loadNodeShallow( nodeIndex ) { - - const json = this.json; - const extensions = this.extensions; - const parser = this; - - // This method is called from .loadNode() and .loadSkin(). - // Cache a node to avoid duplication. - - if ( this.nodeCache[ nodeIndex ] !== undefined ) { - - return this.nodeCache[ nodeIndex ]; - - } - - const nodeDef = json.nodes[ nodeIndex ]; - - // reserve node's name before its dependencies, so the root has the intended name. - const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : ''; - - const pending = []; - - const meshPromise = parser._invokeOne( function ( ext ) { - - return ext.createNodeMesh && ext.createNodeMesh( nodeIndex ); - - } ); - - if ( meshPromise ) { - - pending.push( meshPromise ); - - } - - if ( nodeDef.camera !== undefined ) { - - pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) { - - return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera ); - - } ) ); - - } - - parser._invokeAll( function ( ext ) { - - return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex ); - - } ).forEach( function ( promise ) { - - pending.push( promise ); - - } ); - - this.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) { - - let node; - - // .isBone isn't in glTF spec. See ._markDefs - if ( nodeDef.isBone === true ) { - - node = new Bone(); - - } else if ( objects.length > 1 ) { - - node = new Group(); - - } else if ( objects.length === 1 ) { - - node = objects[ 0 ]; - - } else { - - node = new Object3D(); - - } - - if ( node !== objects[ 0 ] ) { - - for ( let i = 0, il = objects.length; i < il; i ++ ) { - - node.add( objects[ i ] ); - - } - - } - - if ( nodeDef.name ) { - - node.userData.name = nodeDef.name; - node.name = nodeName; - - } - - assignExtrasToUserData( node, nodeDef ); - - if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef ); - - if ( nodeDef.matrix !== undefined ) { - - const matrix = new Matrix4(); - matrix.fromArray( nodeDef.matrix ); - node.applyMatrix4( matrix ); - - } else { - - if ( nodeDef.translation !== undefined ) { - - node.position.fromArray( nodeDef.translation ); - - } - - if ( nodeDef.rotation !== undefined ) { - - node.quaternion.fromArray( nodeDef.rotation ); - - } - - if ( nodeDef.scale !== undefined ) { - - node.scale.fromArray( nodeDef.scale ); - - } - - } - - if ( ! parser.associations.has( node ) ) { - - parser.associations.set( node, {} ); - - } else if ( nodeDef.mesh !== undefined && parser.meshCache.refs[ nodeDef.mesh ] > 1 ) { - - const mapping = parser.associations.get( node ); - parser.associations.set( node, { ...mapping } ); - - } - - parser.associations.get( node ).nodes = nodeIndex; - - return node; - - } ); - - return this.nodeCache[ nodeIndex ]; - - } - - /** - * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes - * - * @private - * @param {number} sceneIndex - * @return {Promise} - */ - loadScene( sceneIndex ) { - - const extensions = this.extensions; - const sceneDef = this.json.scenes[ sceneIndex ]; - const parser = this; - - // Loader returns Group, not Scene. - // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 - const scene = new Group(); - if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name ); - - assignExtrasToUserData( scene, sceneDef ); - - if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef ); - - const nodeIds = sceneDef.nodes || []; - - const pending = []; - - for ( let i = 0, il = nodeIds.length; i < il; i ++ ) { - - pending.push( parser.getDependency( 'node', nodeIds[ i ] ) ); - - } - - return Promise.all( pending ).then( function ( nodes ) { - - for ( let i = 0, il = nodes.length; i < il; i ++ ) { - - const node = nodes[ i ]; - - // If the node already has a parent, it means it's being reused across multiple scenes. - // Clone it to avoid the second scene's add() removing it from the first scene. - // See: https://github.com/mrdoob/three.js/issues/27993 - if ( node.parent !== null ) { - - scene.add( clone( node ) ); - - } else { - - scene.add( node ); - - } - - } - - // Removes dangling associations, associations that reference a node that - // didn't make it into the scene. - const reduceAssociations = ( node ) => { - - const reducedAssociations = new Map(); - - for ( const [ key, value ] of parser.associations ) { - - if ( key instanceof Material || key instanceof Texture ) { - - reducedAssociations.set( key, value ); - - } - - } - - node.traverse( ( node ) => { - - const mappings = parser.associations.get( node ); - - if ( mappings != null ) { - - reducedAssociations.set( node, mappings ); - - } - - } ); - - return reducedAssociations; - - }; - - parser.associations = reduceAssociations( scene ); - - return scene; - - } ); - - } - - _createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) { - - const tracks = []; - - const targetName = node.name ? node.name : node.uuid; - const targetNames = []; - - function collectMorphTargets( object ) { - - if ( object.morphTargetInfluences ) { - - targetNames.push( object.name ? object.name : object.uuid ); - - } - - } - - - if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) { - - collectMorphTargets( node ); - - // for multi-primitive meshes, the node is a Group containing the sub-meshes - - if ( node.isGroup ) { - - node.children.forEach( collectMorphTargets ); - - } - - } else { - - targetNames.push( targetName ); - - } - - let TypedKeyframeTrack; - - switch ( PATH_PROPERTIES[ target.path ] ) { - - case PATH_PROPERTIES.weights: - - TypedKeyframeTrack = NumberKeyframeTrack; - break; - - case PATH_PROPERTIES.rotation: - - TypedKeyframeTrack = QuaternionKeyframeTrack; - break; - - case PATH_PROPERTIES.translation: - case PATH_PROPERTIES.scale: - - TypedKeyframeTrack = VectorKeyframeTrack; - break; - - default: - - switch ( outputAccessor.itemSize ) { - - case 1: - TypedKeyframeTrack = NumberKeyframeTrack; - break; - case 2: - case 3: - default: - TypedKeyframeTrack = VectorKeyframeTrack; - break; - - } - - break; - - } - - const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear; - - - const outputArray = this._getArrayFromAccessor( outputAccessor ); - - for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) { - - const track = new TypedKeyframeTrack( - targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], - inputAccessor.array, - outputArray, - interpolation - ); - - // Override interpolation with custom factory method. - if ( sampler.interpolation === 'CUBICSPLINE' ) { - - this._createCubicSplineTrackInterpolant( track ); - - } - - tracks.push( track ); - - } - - return tracks; - - } - - _getArrayFromAccessor( accessor ) { - - let outputArray = accessor.array; - - if ( accessor.normalized ) { - - const scale = getNormalizedComponentScale( outputArray.constructor ); - const scaled = new Float32Array( outputArray.length ); - - for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) { - - scaled[ j ] = outputArray[ j ] * scale; - - } - - outputArray = scaled; - - } - - return outputArray; - - } - - _createCubicSplineTrackInterpolant( track ) { - - track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) { - - // A CUBICSPLINE keyframe in glTF has three output values for each input value, - // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() - // must be divided by three to get the interpolant's sampleSize argument. - - const interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant; - - return new interpolantType( this.times, this.values, this.getValueSize() / 3, result ); - - }; - - // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. - track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true; - - } - -} - -/** - * - * @private - * @param {BufferGeometry} geometry - * @param {GLTF.Primitive} primitiveDef - * @param {GLTFParser} parser - */ -function computeBounds( geometry, primitiveDef, parser ) { - - const attributes = primitiveDef.attributes; - - const box = new Box3(); - - if ( attributes.POSITION !== undefined ) { - - const accessor = parser.json.accessors[ attributes.POSITION ]; - - const min = accessor.min; - const max = accessor.max; - - // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. - - if ( min !== undefined && max !== undefined ) { - - box.set( - new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), - new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) - ); - - if ( accessor.normalized ) { - - const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); - box.min.multiplyScalar( boxScale ); - box.max.multiplyScalar( boxScale ); - - } - - } else { - - console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); - - return; - - } - - } else { - - return; - - } - - const targets = primitiveDef.targets; - - if ( targets !== undefined ) { - - const maxDisplacement = new Vector3(); - const vector = new Vector3(); - - for ( let i = 0, il = targets.length; i < il; i ++ ) { - - const target = targets[ i ]; - - if ( target.POSITION !== undefined ) { - - const accessor = parser.json.accessors[ target.POSITION ]; - const min = accessor.min; - const max = accessor.max; - - // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. - - if ( min !== undefined && max !== undefined ) { - - // we need to get max of absolute components because target weight is [-1,1] - vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) ); - vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) ); - vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) ); - - - if ( accessor.normalized ) { - - const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); - vector.multiplyScalar( boxScale ); - - } - - // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative - // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets - // are used to implement key-frame animations and as such only two are active at a time - this results in very large - // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. - maxDisplacement.max( vector ); - - } else { - - console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); - - } - - } - - } - - // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. - box.expandByVector( maxDisplacement ); - - } - - geometry.boundingBox = box; - - const sphere = new Sphere(); - - box.getCenter( sphere.center ); - sphere.radius = box.min.distanceTo( box.max ) / 2; - - geometry.boundingSphere = sphere; - -} - -/** - * - * @private - * @param {BufferGeometry} geometry - * @param {GLTF.Primitive} primitiveDef - * @param {GLTFParser} parser - * @return {Promise} - */ -function addPrimitiveAttributes( geometry, primitiveDef, parser ) { - - const attributes = primitiveDef.attributes; - - const pending = []; - - function assignAttributeAccessor( accessorIndex, attributeName ) { - - return parser.getDependency( 'accessor', accessorIndex ) - .then( function ( accessor ) { - - geometry.setAttribute( attributeName, accessor ); - - } ); - - } - - for ( const gltfAttributeName in attributes ) { - - const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); - - // Skip attributes already provided by e.g. Draco extension. - if ( threeAttributeName in geometry.attributes ) continue; - - pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) ); - - } - - if ( primitiveDef.indices !== undefined && ! geometry.index ) { - - const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) { - - geometry.setIndex( accessor ); - - } ); - - pending.push( accessor ); - - } - - if ( ColorManagement.workingColorSpace !== LinearSRGBColorSpace && 'COLOR_0' in attributes ) { - - console.warn( `THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${ColorManagement.workingColorSpace}" not supported.` ); - - } - - assignExtrasToUserData( geometry, primitiveDef ); - - computeBounds( geometry, primitiveDef, parser ); - - return Promise.all( pending ).then( function () { - - return primitiveDef.targets !== undefined - ? addMorphTargets( geometry, primitiveDef.targets, parser ) - : geometry; - - } ); - -} - -/** - * Loader result of `GLTFLoader`. - * - * @typedef {Object} GLTFLoader~LoadObject - * @property {Array} animations - An array of animation clips. - * @property {Object} asset - Meta data about the loaded asset. - * @property {Array} cameras - An array of cameras. - * @property {GLTFParser} parser - A reference to the internal parser. - * @property {Group} scene - The default scene. - * @property {Array} scenes - glTF assets might define multiple scenes. - * @property {Object} userData - Additional data. - **/ - -export { GLTFLoader }; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js b/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js deleted file mode 100644 index a167e11..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js +++ /dev/null @@ -1,1501 +0,0 @@ -import { - BufferAttribute, - BufferGeometry, - Float32BufferAttribute, - InstancedBufferAttribute, - InterleavedBuffer, - InterleavedBufferAttribute, - TriangleFanDrawMode, - TriangleStripDrawMode, - TrianglesDrawMode, - Vector3, -} from 'three'; - -/** - * @module BufferGeometryUtils - * @three_import import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js'; - */ - -/** - * Computes vertex tangents using the MikkTSpace algorithm. MikkTSpace generates the same tangents consistently, - * and is used in most modelling tools and normal map bakers. Use MikkTSpace for materials with normal maps, - * because inconsistent tangents may lead to subtle visual issues in the normal map, particularly around mirrored - * UV seams. - * - * In comparison to this method, {@link BufferGeometry#computeTangents} (a custom algorithm) generates tangents that - * probably will not match the tangents in other software. The custom algorithm is sufficient for general use with a - * custom material, and may be faster than MikkTSpace. - * - * Returns the original BufferGeometry. Indexed geometries will be de-indexed. Requires position, normal, and uv attributes. - * - * @param {BufferGeometry} geometry - The geometry to compute tangents for. - * @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package. - * Await `MikkTSpace.ready` before use. - * @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent. - * Required for normal map conventions in some formats, including glTF. - * @return {BufferGeometry} The updated geometry. - */ -function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) { - - if ( ! MikkTSpace || ! MikkTSpace.isReady ) { - - throw new Error( 'THREE.BufferGeometryUtils: Initialized MikkTSpace library required.' ); - - } - - if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) { - - throw new Error( 'THREE.BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' ); - - } - - function getAttributeArray( attribute ) { - - if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) { - - const dstArray = new Float32Array( attribute.count * attribute.itemSize ); - - for ( let i = 0, j = 0; i < attribute.count; i ++ ) { - - dstArray[ j ++ ] = attribute.getX( i ); - dstArray[ j ++ ] = attribute.getY( i ); - - if ( attribute.itemSize > 2 ) { - - dstArray[ j ++ ] = attribute.getZ( i ); - - } - - } - - return dstArray; - - } - - if ( attribute.array instanceof Float32Array ) { - - return attribute.array; - - } - - return new Float32Array( attribute.array ); - - } - - // MikkTSpace algorithm requires non-indexed input. - - const _geometry = geometry.index ? geometry.toNonIndexed() : geometry; - - // Compute vertex tangents. - - const tangents = MikkTSpace.generateTangents( - - getAttributeArray( _geometry.attributes.position ), - getAttributeArray( _geometry.attributes.normal ), - getAttributeArray( _geometry.attributes.uv ) - - ); - - // Texture coordinate convention of glTF differs from the apparent - // default of the MikkTSpace library; .w component must be flipped. - - if ( negateSign ) { - - for ( let i = 3; i < tangents.length; i += 4 ) { - - tangents[ i ] *= - 1; - - } - - } - - // - - _geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) ); - - if ( geometry !== _geometry ) { - - geometry.copy( _geometry ); - - } - - return geometry; - -} - -/** - * Merges a set of geometries into a single instance. All geometries must have compatible attributes. - * - * @param {Array} geometries - The geometries to merge. - * @param {boolean} [useGroups=false] - Whether to use groups or not. - * @return {?BufferGeometry} The merged geometry. Returns `null` if the merge does not succeed. - */ -function mergeGeometries( geometries, useGroups = false ) { - - const isIndexed = geometries[ 0 ].index !== null; - - const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) ); - const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) ); - - const attributes = {}; - const morphAttributes = {}; - - const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative; - - const mergedGeometry = new BufferGeometry(); - - let offset = 0; - - for ( let i = 0; i < geometries.length; ++ i ) { - - const geometry = geometries[ i ]; - let attributesCount = 0; - - // ensure that all geometries are indexed, or none - - if ( isIndexed !== ( geometry.index !== null ) ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' ); - return null; - - } - - // gather attributes, exit early if they're different - - for ( const name in geometry.attributes ) { - - if ( ! attributesUsed.has( name ) ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' ); - return null; - - } - - if ( attributes[ name ] === undefined ) attributes[ name ] = []; - - attributes[ name ].push( geometry.attributes[ name ] ); - - attributesCount ++; - - } - - // ensure geometries have the same number of attributes - - if ( attributesCount !== attributesUsed.size ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' ); - return null; - - } - - // gather morph attributes, exit early if they're different - - if ( morphTargetsRelative !== geometry.morphTargetsRelative ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' ); - return null; - - } - - for ( const name in geometry.morphAttributes ) { - - if ( ! morphAttributesUsed.has( name ) ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' ); - return null; - - } - - if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = []; - - morphAttributes[ name ].push( geometry.morphAttributes[ name ] ); - - } - - if ( useGroups ) { - - let count; - - if ( isIndexed ) { - - count = geometry.index.count; - - } else if ( geometry.attributes.position !== undefined ) { - - count = geometry.attributes.position.count; - - } else { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' ); - return null; - - } - - mergedGeometry.addGroup( offset, count, i ); - - offset += count; - - } - - } - - // merge indices - - if ( isIndexed ) { - - let indexOffset = 0; - const mergedIndex = []; - - for ( let i = 0; i < geometries.length; ++ i ) { - - const index = geometries[ i ].index; - - for ( let j = 0; j < index.count; ++ j ) { - - mergedIndex.push( index.getX( j ) + indexOffset ); - - } - - indexOffset += geometries[ i ].attributes.position.count; - - } - - mergedGeometry.setIndex( mergedIndex ); - - } - - // merge attributes - - for ( const name in attributes ) { - - const mergedAttribute = mergeAttributes( attributes[ name ] ); - - if ( ! mergedAttribute ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' ); - return null; - - } - - mergedGeometry.setAttribute( name, mergedAttribute ); - - } - - // merge morph attributes - - for ( const name in morphAttributes ) { - - const numMorphTargets = morphAttributes[ name ][ 0 ].length; - if ( numMorphTargets === 0 ) continue; - - mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; - mergedGeometry.morphAttributes[ name ] = []; - - for ( let i = 0; i < numMorphTargets; ++ i ) { - - const morphAttributesToMerge = []; - - for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) { - - morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] ); - - } - - const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge ); - - if ( ! mergedMorphAttribute ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' ); - return null; - - } - - mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute ); - - } - - } - - return mergedGeometry; - -} - -/** - * Merges a set of attributes into a single instance. All attributes must have compatible properties and types. - * Instances of {@link InterleavedBufferAttribute} are not supported. - * - * @param {Array} attributes - The attributes to merge. - * @return {?BufferAttribute} The merged attribute. Returns `null` if the merge does not succeed. - */ -function mergeAttributes( attributes ) { - - let TypedArray; - let itemSize; - let normalized; - let gpuType = - 1; - let arrayLength = 0; - - for ( let i = 0; i < attributes.length; ++ i ) { - - const attribute = attributes[ i ]; - - if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; - if ( TypedArray !== attribute.array.constructor ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' ); - return null; - - } - - if ( itemSize === undefined ) itemSize = attribute.itemSize; - if ( itemSize !== attribute.itemSize ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' ); - return null; - - } - - if ( normalized === undefined ) normalized = attribute.normalized; - if ( normalized !== attribute.normalized ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' ); - return null; - - } - - if ( gpuType === - 1 ) gpuType = attribute.gpuType; - if ( gpuType !== attribute.gpuType ) { - - console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' ); - return null; - - } - - arrayLength += attribute.count * itemSize; - - } - - const array = new TypedArray( arrayLength ); - const result = new BufferAttribute( array, itemSize, normalized ); - let offset = 0; - - for ( let i = 0; i < attributes.length; ++ i ) { - - const attribute = attributes[ i ]; - if ( attribute.isInterleavedBufferAttribute ) { - - const tupleOffset = offset / itemSize; - for ( let j = 0, l = attribute.count; j < l; j ++ ) { - - for ( let c = 0; c < itemSize; c ++ ) { - - const value = attribute.getComponent( j, c ); - result.setComponent( j + tupleOffset, c, value ); - - } - - } - - } else { - - array.set( attribute.array, offset ); - - } - - offset += attribute.count * itemSize; - - } - - if ( gpuType !== undefined ) { - - result.gpuType = gpuType; - - } - - return result; - -} - -/** - * Performs a deep clone of the given buffer attribute. - * - * @param {BufferAttribute} attribute - The attribute to clone. - * @return {BufferAttribute} The cloned attribute. - */ -function deepCloneAttribute( attribute ) { - - if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) { - - return deinterleaveAttribute( attribute ); - - } - - if ( attribute.isInstancedBufferAttribute ) { - - return new InstancedBufferAttribute().copy( attribute ); - - } - - return new BufferAttribute().copy( attribute ); - -} - -/** - * Interleaves a set of attributes and returns a new array of corresponding attributes that share a - * single {@link InterleavedBuffer} instance. All attributes must have compatible types. - * - * @param {Array} attributes - The attributes to interleave. - * @return {?Array} An array of interleaved attributes. If interleave does not succeed, the method returns `null`. - */ -function interleaveAttributes( attributes ) { - - // Interleaves the provided attributes into an InterleavedBuffer and returns - // a set of InterleavedBufferAttributes for each attribute - let TypedArray; - let arrayLength = 0; - let stride = 0; - - // calculate the length and type of the interleavedBuffer - for ( let i = 0, l = attributes.length; i < l; ++ i ) { - - const attribute = attributes[ i ]; - - if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; - if ( TypedArray !== attribute.array.constructor ) { - - console.error( 'AttributeBuffers of different types cannot be interleaved' ); - return null; - - } - - arrayLength += attribute.array.length; - stride += attribute.itemSize; - - } - - // Create the set of buffer attributes - const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride ); - let offset = 0; - const res = []; - const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; - const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; - - for ( let j = 0, l = attributes.length; j < l; j ++ ) { - - const attribute = attributes[ j ]; - const itemSize = attribute.itemSize; - const count = attribute.count; - const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized ); - res.push( iba ); - - offset += itemSize; - - // Move the data for each attribute into the new interleavedBuffer - // at the appropriate offset - for ( let c = 0; c < count; c ++ ) { - - for ( let k = 0; k < itemSize; k ++ ) { - - iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) ); - - } - - } - - } - - return res; - -} - -/** - * Returns a new, non-interleaved version of the given attribute. - * - * @param {InterleavedBufferAttribute} attribute - The interleaved attribute. - * @return {BufferAttribute} The non-interleaved attribute. - */ -function deinterleaveAttribute( attribute ) { - - const cons = attribute.data.array.constructor; - const count = attribute.count; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - const array = new cons( count * itemSize ); - let newAttribute; - if ( attribute.isInstancedInterleavedBufferAttribute ) { - - newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute ); - - } else { - - newAttribute = new BufferAttribute( array, itemSize, normalized ); - - } - - for ( let i = 0; i < count; i ++ ) { - - newAttribute.setX( i, attribute.getX( i ) ); - - if ( itemSize >= 2 ) { - - newAttribute.setY( i, attribute.getY( i ) ); - - } - - if ( itemSize >= 3 ) { - - newAttribute.setZ( i, attribute.getZ( i ) ); - - } - - if ( itemSize >= 4 ) { - - newAttribute.setW( i, attribute.getW( i ) ); - - } - - } - - return newAttribute; - -} - -/** - * Deinterleaves all attributes on the given geometry. - * - * @param {BufferGeometry} geometry - The geometry to deinterleave. - */ -function deinterleaveGeometry( geometry ) { - - const attributes = geometry.attributes; - const morphTargets = geometry.morphTargets; - const attrMap = new Map(); - - for ( const key in attributes ) { - - const attr = attributes[ key ]; - if ( attr.isInterleavedBufferAttribute ) { - - if ( ! attrMap.has( attr ) ) { - - attrMap.set( attr, deinterleaveAttribute( attr ) ); - - } - - attributes[ key ] = attrMap.get( attr ); - - } - - } - - for ( const key in morphTargets ) { - - const attr = morphTargets[ key ]; - if ( attr.isInterleavedBufferAttribute ) { - - if ( ! attrMap.has( attr ) ) { - - attrMap.set( attr, deinterleaveAttribute( attr ) ); - - } - - morphTargets[ key ] = attrMap.get( attr ); - - } - - } - -} - -/** - * Returns the amount of bytes used by all attributes to represent the geometry. - * - * @param {BufferGeometry} geometry - The geometry. - * @return {number} The estimate bytes used. - */ -function estimateBytesUsed( geometry ) { - - // Return the estimated memory used by this geometry in bytes - // Calculate using itemSize, count, and BYTES_PER_ELEMENT to account - // for InterleavedBufferAttributes. - let mem = 0; - for ( const name in geometry.attributes ) { - - const attr = geometry.getAttribute( name ); - mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT; - - } - - const indices = geometry.getIndex(); - mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0; - return mem; - -} - -/** - * Returns a new geometry with vertices for which all similar vertex attributes (within tolerance) are merged. - * - * @param {BufferGeometry} geometry - The geometry to merge vertices for. - * @param {number} [tolerance=1e-4] - The tolerance value. - * @return {BufferGeometry} - The new geometry with merged vertices. - */ -function mergeVertices( geometry, tolerance = 1e-4 ) { - - tolerance = Math.max( tolerance, Number.EPSILON ); - - // Generate an index buffer if the geometry doesn't have one, or optimize it - // if it's already available. - const hashToIndex = {}; - const indices = geometry.getIndex(); - const positions = geometry.getAttribute( 'position' ); - const vertexCount = indices ? indices.count : positions.count; - - // next value for triangle indices - let nextIndex = 0; - - // attributes and new attribute arrays - const attributeNames = Object.keys( geometry.attributes ); - const tmpAttributes = {}; - const tmpMorphAttributes = {}; - const newIndices = []; - const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; - const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; - - // Initialize the arrays, allocating space conservatively. Extra - // space will be trimmed in the last step. - for ( let i = 0, l = attributeNames.length; i < l; i ++ ) { - - const name = attributeNames[ i ]; - const attr = geometry.attributes[ name ]; - - tmpAttributes[ name ] = new attr.constructor( - new attr.array.constructor( attr.count * attr.itemSize ), - attr.itemSize, - attr.normalized - ); - - const morphAttributes = geometry.morphAttributes[ name ]; - if ( morphAttributes ) { - - if ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = []; - morphAttributes.forEach( ( morphAttr, i ) => { - - const array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ); - tmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized ); - - } ); - - } - - } - - // convert the error tolerance to an amount of decimal places to truncate to - const halfTolerance = tolerance * 0.5; - const exponent = Math.log10( 1 / tolerance ); - const hashMultiplier = Math.pow( 10, exponent ); - const hashAdditive = halfTolerance * hashMultiplier; - for ( let i = 0; i < vertexCount; i ++ ) { - - const index = indices ? indices.getX( i ) : i; - - // Generate a hash for the vertex attributes at the current index 'i' - let hash = ''; - for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { - - const name = attributeNames[ j ]; - const attribute = geometry.getAttribute( name ); - const itemSize = attribute.itemSize; - - for ( let k = 0; k < itemSize; k ++ ) { - - // Math.trunc() preserves the full Number range, ~~ would wrap to int32 - hash += `${ Math.trunc( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`; - - } - - } - - // Add another reference to the vertex if it's already - // used by another index - if ( hash in hashToIndex ) { - - newIndices.push( hashToIndex[ hash ] ); - - } else { - - // copy data to the new index in the temporary attributes - for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { - - const name = attributeNames[ j ]; - const attribute = geometry.getAttribute( name ); - const morphAttributes = geometry.morphAttributes[ name ]; - const itemSize = attribute.itemSize; - const newArray = tmpAttributes[ name ]; - const newMorphArrays = tmpMorphAttributes[ name ]; - - for ( let k = 0; k < itemSize; k ++ ) { - - const getterFunc = getters[ k ]; - const setterFunc = setters[ k ]; - newArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) ); - - if ( morphAttributes ) { - - for ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) { - - newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) ); - - } - - } - - } - - } - - hashToIndex[ hash ] = nextIndex; - newIndices.push( nextIndex ); - nextIndex ++; - - } - - } - - // generate result BufferGeometry - const result = geometry.clone(); - for ( const name in geometry.attributes ) { - - const tmpAttribute = tmpAttributes[ name ]; - - result.setAttribute( name, new tmpAttribute.constructor( - tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ), - tmpAttribute.itemSize, - tmpAttribute.normalized, - ) ); - - if ( ! ( name in tmpMorphAttributes ) ) continue; - - for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) { - - const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ]; - - result.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor( - tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ), - tmpMorphAttribute.itemSize, - tmpMorphAttribute.normalized, - ); - - } - - } - - // indices - - result.setIndex( newIndices ); - - return result; - -} - -/** - * Converts the given geometry to the `TrianglesDrawMode` draw mode, which - * corresponds to the `gl.TRIANGLES` primitive in WebGL. The conversion only - * rewrites the index, so the geometry is modified in place and returned. - * - * @param {BufferGeometry} geometry - The geometry to convert. - * @param {number} drawMode - The current draw mode. - * @return {BufferGeometry} The converted geometry using `TrianglesDrawMode`. - */ -function toTrianglesDrawMode( geometry, drawMode ) { - - if ( drawMode === TrianglesDrawMode ) { - - console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' ); - return geometry; - - } - - if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) { - - let index = geometry.getIndex(); - - // generate index if not present - - if ( index === null ) { - - const indices = []; - - const position = geometry.getAttribute( 'position' ); - - if ( position !== undefined ) { - - for ( let i = 0; i < position.count; i ++ ) { - - indices.push( i ); - - } - - geometry.setIndex( indices ); - index = geometry.getIndex(); - - } else { - - console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' ); - return geometry; - - } - - } - - // - - const numberOfTriangles = index.count - 2; - const newIndices = []; - - if ( drawMode === TriangleFanDrawMode ) { - - // gl.TRIANGLE_FAN - - for ( let i = 1; i <= numberOfTriangles; i ++ ) { - - newIndices.push( index.getX( 0 ) ); - newIndices.push( index.getX( i ) ); - newIndices.push( index.getX( i + 1 ) ); - - } - - } else { - - // gl.TRIANGLE_STRIP - - for ( let i = 0; i < numberOfTriangles; i ++ ) { - - if ( i % 2 === 0 ) { - - newIndices.push( index.getX( i ) ); - newIndices.push( index.getX( i + 1 ) ); - newIndices.push( index.getX( i + 2 ) ); - - } else { - - newIndices.push( index.getX( i + 2 ) ); - newIndices.push( index.getX( i + 1 ) ); - newIndices.push( index.getX( i ) ); - - } - - } - - } - - if ( ( newIndices.length / 3 ) !== numberOfTriangles ) { - - console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' ); - - } - - // updated indices - - geometry.setIndex( newIndices ); - geometry.clearGroups(); - - return geometry; - - } else { - - console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode ); - return geometry; - - } - -} - -/** - * Calculates the morphed attributes of a morphed/skinned BufferGeometry. - * - * Helpful for Raytracing or Decals (i.e. a `DecalGeometry` applied to a morphed Object with a `BufferGeometry` - * will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result. - * Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated). - * - * @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for. - * @return {Object} An object with original position/normal attributes and morphed ones. - */ -function computeMorphedAttributes( object ) { - - const _vA = new Vector3(); - const _vB = new Vector3(); - const _vC = new Vector3(); - - const _tempA = new Vector3(); - const _tempB = new Vector3(); - const _tempC = new Vector3(); - - const _morphA = new Vector3(); - const _morphB = new Vector3(); - const _morphC = new Vector3(); - - function _calculateMorphedAttributeData( - object, - attribute, - morphAttribute, - morphTargetsRelative, - a, - b, - c, - modifiedAttributeArray - ) { - - _vA.fromBufferAttribute( attribute, a ); - _vB.fromBufferAttribute( attribute, b ); - _vC.fromBufferAttribute( attribute, c ); - - const morphInfluences = object.morphTargetInfluences; - - if ( morphAttribute && morphInfluences ) { - - _morphA.set( 0, 0, 0 ); - _morphB.set( 0, 0, 0 ); - _morphC.set( 0, 0, 0 ); - - for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - - const influence = morphInfluences[ i ]; - const morph = morphAttribute[ i ]; - - if ( influence === 0 ) continue; - - _tempA.fromBufferAttribute( morph, a ); - _tempB.fromBufferAttribute( morph, b ); - _tempC.fromBufferAttribute( morph, c ); - - if ( morphTargetsRelative ) { - - _morphA.addScaledVector( _tempA, influence ); - _morphB.addScaledVector( _tempB, influence ); - _morphC.addScaledVector( _tempC, influence ); - - } else { - - _morphA.addScaledVector( _tempA.sub( _vA ), influence ); - _morphB.addScaledVector( _tempB.sub( _vB ), influence ); - _morphC.addScaledVector( _tempC.sub( _vC ), influence ); - - } - - } - - _vA.add( _morphA ); - _vB.add( _morphB ); - _vC.add( _morphC ); - - } - - if ( object.isSkinnedMesh ) { - - object.applyBoneTransform( a, _vA ); - object.applyBoneTransform( b, _vB ); - object.applyBoneTransform( c, _vC ); - - } - - modifiedAttributeArray[ a * 3 + 0 ] = _vA.x; - modifiedAttributeArray[ a * 3 + 1 ] = _vA.y; - modifiedAttributeArray[ a * 3 + 2 ] = _vA.z; - modifiedAttributeArray[ b * 3 + 0 ] = _vB.x; - modifiedAttributeArray[ b * 3 + 1 ] = _vB.y; - modifiedAttributeArray[ b * 3 + 2 ] = _vB.z; - modifiedAttributeArray[ c * 3 + 0 ] = _vC.x; - modifiedAttributeArray[ c * 3 + 1 ] = _vC.y; - modifiedAttributeArray[ c * 3 + 2 ] = _vC.z; - - } - - const geometry = object.geometry; - const material = object.material; - - let a, b, c; - const index = geometry.index; - const positionAttribute = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; - const normalAttribute = geometry.attributes.normal; - const morphNormal = geometry.morphAttributes.normal; - - const groups = geometry.groups; - const drawRange = geometry.drawRange; - let i, j, il, jl; - let group; - let start, end; - - const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize ); - const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize ); - - if ( index !== null ) { - - // indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( i = 0, il = groups.length; i < il; i ++ ) { - - group = groups[ i ]; - - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - - for ( j = start, jl = end; j < jl; j += 3 ) { - - a = index.getX( j ); - b = index.getX( j + 1 ); - c = index.getX( j + 2 ); - - _calculateMorphedAttributeData( - object, - positionAttribute, - morphPosition, - morphTargetsRelative, - a, b, c, - modifiedPosition - ); - - _calculateMorphedAttributeData( - object, - normalAttribute, - morphNormal, - morphTargetsRelative, - a, b, c, - modifiedNormal - ); - - } - - } - - } else { - - start = Math.max( 0, drawRange.start ); - end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( i = start, il = end; i < il; i += 3 ) { - - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); - - _calculateMorphedAttributeData( - object, - positionAttribute, - morphPosition, - morphTargetsRelative, - a, b, c, - modifiedPosition - ); - - _calculateMorphedAttributeData( - object, - normalAttribute, - morphNormal, - morphTargetsRelative, - a, b, c, - modifiedNormal - ); - - } - - } - - } else { - - // non-indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( i = 0, il = groups.length; i < il; i ++ ) { - - group = groups[ i ]; - - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - - for ( j = start, jl = end; j < jl; j += 3 ) { - - a = j; - b = j + 1; - c = j + 2; - - _calculateMorphedAttributeData( - object, - positionAttribute, - morphPosition, - morphTargetsRelative, - a, b, c, - modifiedPosition - ); - - _calculateMorphedAttributeData( - object, - normalAttribute, - morphNormal, - morphTargetsRelative, - a, b, c, - modifiedNormal - ); - - } - - } - - } else { - - start = Math.max( 0, drawRange.start ); - end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); - - for ( i = start, il = end; i < il; i += 3 ) { - - a = i; - b = i + 1; - c = i + 2; - - _calculateMorphedAttributeData( - object, - positionAttribute, - morphPosition, - morphTargetsRelative, - a, b, c, - modifiedPosition - ); - - _calculateMorphedAttributeData( - object, - normalAttribute, - morphNormal, - morphTargetsRelative, - a, b, c, - modifiedNormal - ); - - } - - } - - } - - const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 ); - const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 ); - - return { - - positionAttribute: positionAttribute, - normalAttribute: normalAttribute, - morphedPositionAttribute: morphedPositionAttribute, - morphedNormalAttribute: morphedNormalAttribute - - }; - -} - -/** - * Merges the {@link BufferGeometry#groups} for the given geometry. - * - * @param {BufferGeometry} geometry - The geometry to modify. - * @return {BufferGeometry} - The updated geometry - */ -function mergeGroups( geometry ) { - - if ( geometry.groups.length === 0 ) { - - console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' ); - return geometry; - - } - - let groups = geometry.groups; - - // sort groups by material index - - groups = groups.sort( ( a, b ) => { - - if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex; - - return a.start - b.start; - - } ); - - // create index for non-indexed geometries - - if ( geometry.getIndex() === null ) { - - const positionAttribute = geometry.getAttribute( 'position' ); - const indices = []; - - for ( let i = 0; i < positionAttribute.count; i += 3 ) { - - indices.push( i, i + 1, i + 2 ); - - } - - geometry.setIndex( indices ); - - } - - // sort index - - const index = geometry.getIndex(); - - const newIndices = []; - - for ( let i = 0; i < groups.length; i ++ ) { - - const group = groups[ i ]; - - const groupStart = group.start; - const groupLength = groupStart + group.count; - - for ( let j = groupStart; j < groupLength; j ++ ) { - - newIndices.push( index.getX( j ) ); - - } - - } - - geometry.dispose(); // Required to force buffer recreation - geometry.setIndex( newIndices ); - - // update groups indices - - let start = 0; - - for ( let i = 0; i < groups.length; i ++ ) { - - const group = groups[ i ]; - - group.start = start; - start += group.count; - - } - - // merge groups - - let currentGroup = groups[ 0 ]; - - geometry.groups = [ currentGroup ]; - - for ( let i = 1; i < groups.length; i ++ ) { - - const group = groups[ i ]; - - if ( currentGroup.materialIndex === group.materialIndex ) { - - currentGroup.count += group.count; - - } else { - - currentGroup = group; - geometry.groups.push( currentGroup ); - - } - - } - - return geometry; - -} - -/** - * Modifies the supplied geometry if it is non-indexed, otherwise creates a new, - * non-indexed geometry. Returns the geometry with smooth normals everywhere except - * faces that meet at an angle greater than the crease angle. - * - * @param {BufferGeometry} geometry - The geometry to modify. - * @param {number} [creaseAngle=Math.PI/3] - The crease angle in radians. - * @return {BufferGeometry} - The updated geometry - */ -function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) { - - // BufferGeometry.toNonIndexed() warns if the geometry is non-indexed - // and returns the original geometry - const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry; - const posAttr = resultGeometry.attributes.position; - const vertexCount = posAttr.count; - - let positions; - - if ( posAttr.isBufferAttribute === true && posAttr.itemSize === 3 && posAttr.normalized === false ) { - - positions = posAttr.array; - - } else { - - // flatten the position buffer so the math below operates on plain numbers - positions = new Float64Array( vertexCount * 3 ); - - for ( let i = 0; i < vertexCount; i ++ ) { - - positions[ 3 * i + 0 ] = posAttr.getX( i ); - positions[ 3 * i + 1 ] = posAttr.getY( i ); - positions[ 3 * i + 2 ] = posAttr.getZ( i ); - - } - - } - - const creaseDot = Math.cos( creaseAngle ); - const hashMultiplier = ( 1 + 1e-10 ) * 1e2; - const faceCount = vertexCount / 3; - - // compute the normal of each face - const faceNormals = new Float64Array( faceCount * 3 ); - for ( let f = 0; f < faceCount; f ++ ) { - - const f9 = 9 * f; - const ax = positions[ f9 + 0 ], ay = positions[ f9 + 1 ], az = positions[ f9 + 2 ]; - const bx = positions[ f9 + 3 ], by = positions[ f9 + 4 ], bz = positions[ f9 + 5 ]; - const cx = positions[ f9 + 6 ], cy = positions[ f9 + 7 ], cz = positions[ f9 + 8 ]; - - const v1x = cx - bx, v1y = cy - by, v1z = cz - bz; - const v2x = ax - bx, v2y = ay - by, v2z = az - bz; - - const nx = v1y * v2z - v1z * v2y; - const ny = v1z * v2x - v1x * v2z; - const nz = v1x * v2y - v1y * v2x; - - const invLength = 1 / ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 ); - faceNormals[ 3 * f + 0 ] = nx * invLength; - faceNormals[ 3 * f + 1 ] = ny * invLength; - faceNormals[ 3 * f + 2 ] = nz * invLength; - - } - - // assign an id to each vertex, sharing the id between vertices with the same - // quantized position via an open-addressed hash table (slots hold id + 1, 0 means empty) - const vertexIds = new Int32Array( vertexCount ); - const quantized = new Float64Array( vertexCount * 3 ); - - let tableSize = 1; - while ( tableSize < vertexCount * 2 ) tableSize <<= 1; - const tableMask = tableSize - 1; - const table = new Int32Array( tableSize ); - - let uniqueCount = 0; - for ( let i = 0; i < vertexCount; i ++ ) { - - const i3 = 3 * i; - const qx = Math.trunc( positions[ i3 + 0 ] * hashMultiplier ); - const qy = Math.trunc( positions[ i3 + 1 ] * hashMultiplier ); - const qz = Math.trunc( positions[ i3 + 2 ] * hashMultiplier ); - - let slot = ( Math.imul( qx, 73856093 ) ^ Math.imul( qy, 19349663 ) ^ Math.imul( qz, 83492791 ) ) & tableMask; - - while ( true ) { - - const id = table[ slot ]; - - if ( id === 0 ) { - - const q3 = 3 * uniqueCount; - quantized[ q3 + 0 ] = qx; - quantized[ q3 + 1 ] = qy; - quantized[ q3 + 2 ] = qz; - - table[ slot ] = uniqueCount + 1; - vertexIds[ i ] = uniqueCount ++; - break; - - } - - const q3 = 3 * ( id - 1 ); - - if ( quantized[ q3 + 0 ] === qx && quantized[ q3 + 1 ] === qy && quantized[ q3 + 2 ] === qz ) { - - vertexIds[ i ] = id - 1; - break; - - } - - slot = ( slot + 1 ) & tableMask; - - } - - } - - // bucket the faces surrounding each unique vertex position - const bucketOffsets = new Int32Array( uniqueCount + 1 ); - for ( let i = 0; i < vertexCount; i ++ ) bucketOffsets[ vertexIds[ i ] + 1 ] ++; - for ( let i = 0; i < uniqueCount; i ++ ) bucketOffsets[ i + 1 ] += bucketOffsets[ i ]; - - const bucketFaces = new Int32Array( vertexCount ); - const bucketCursors = bucketOffsets.slice( 0, uniqueCount ); - for ( let f = 0; f < faceCount; f ++ ) { - - const f3 = 3 * f; - bucketFaces[ bucketCursors[ vertexIds[ f3 + 0 ] ] ++ ] = f; - bucketFaces[ bucketCursors[ vertexIds[ f3 + 1 ] ] ++ ] = f; - bucketFaces[ bucketCursors[ vertexIds[ f3 + 2 ] ] ++ ] = f; - - } - - // average the normals of the faces surrounding each vertex if they are within the - // provided crease threshold - const normalArray = new Float32Array( vertexCount * 3 ); - for ( let f = 0; f < faceCount; f ++ ) { - - const f3 = 3 * f; - const nx = faceNormals[ f3 + 0 ]; - const ny = faceNormals[ f3 + 1 ]; - const nz = faceNormals[ f3 + 2 ]; - - for ( let n = 0; n < 3; n ++ ) { - - const i = f3 + n; - const id = vertexIds[ i ]; - - let sumX = 0, sumY = 0, sumZ = 0; - - for ( let k = bucketOffsets[ id ], end = bucketOffsets[ id + 1 ]; k < end; k ++ ) { - - const o3 = 3 * bucketFaces[ k ]; - const ox = faceNormals[ o3 + 0 ]; - const oy = faceNormals[ o3 + 1 ]; - const oz = faceNormals[ o3 + 2 ]; - - if ( nx * ox + ny * oy + nz * oz > creaseDot ) { - - sumX += ox; - sumY += oy; - sumZ += oz; - - } - - } - - const invLength = 1 / ( Math.sqrt( sumX * sumX + sumY * sumY + sumZ * sumZ ) || 1 ); - normalArray[ 3 * i + 0 ] = sumX * invLength; - normalArray[ 3 * i + 1 ] = sumY * invLength; - normalArray[ 3 * i + 2 ] = sumZ * invLength; - - } - - } - - resultGeometry.setAttribute( 'normal', new BufferAttribute( normalArray, 3, false ) ); - return resultGeometry; - -} - -export { - computeMikkTSpaceTangents, - mergeGeometries, - mergeAttributes, - deepCloneAttribute, - deinterleaveAttribute, - deinterleaveGeometry, - interleaveAttributes, - estimateBytesUsed, - mergeVertices, - toTrianglesDrawMode, - computeMorphedAttributes, - mergeGroups, - toCreasedNormals -}; diff --git a/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js b/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js deleted file mode 100644 index 836c2e2..0000000 --- a/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js +++ /dev/null @@ -1,496 +0,0 @@ -import { - AnimationClip, - AnimationMixer, - Matrix4, - Quaternion, - QuaternionKeyframeTrack, - SkeletonHelper, - Vector3, - VectorKeyframeTrack -} from 'three'; - -/** - * @module SkeletonUtils - * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js'; - */ - -function getBoneName( bone, options ) { - - if ( options.getBoneName !== undefined ) { - - return options.getBoneName( bone ); - - } - - return options.names[ bone.name ]; - -} - -/** - * Retargets the skeleton from the given source to the target. - * - * Both `target` and `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) - * or a {@link Skeleton} directly. - * - * @param {Object3D|Skeleton} target - The target object. - * @param {Object3D|Skeleton} source - The source object. - * @param {module:SkeletonUtils~RetargetOptions} options - The options. - */ -function retarget( target, source, options = {} ) { - - const quat = new Quaternion(), - scale = new Vector3(), - relativeMatrix = new Matrix4(), - globalMatrix = new Matrix4(); - - options.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true; - options.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true; - options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false; - options.hip = options.hip !== undefined ? options.hip : 'hip'; - options.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 ); - options.scale = options.scale !== undefined ? options.scale : 1; - options.names = options.names || {}; - - const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ), - bones = target.isObject3D ? target.skeleton.bones : getBones( target ); - - let bone, name, boneTo, - bonesPosition; - - // reset bones - - if ( target.isObject3D ) { - - target.skeleton.pose(); - - } else { - - options.useTargetMatrix = true; - options.preserveBoneMatrix = false; - - } - - if ( options.preserveBonePositions ) { - - bonesPosition = []; - - for ( let i = 0; i < bones.length; i ++ ) { - - bonesPosition.push( bones[ i ].position.clone() ); - - } - - } - - if ( options.preserveBoneMatrix ) { - - // reset matrix - - target.updateMatrixWorld(); - - target.matrixWorld.identity(); - - // reset children matrix - - for ( let i = 0; i < target.children.length; ++ i ) { - - target.children[ i ].updateMatrixWorld( true ); - - } - - } - - for ( let i = 0; i < bones.length; ++ i ) { - - bone = bones[ i ]; - name = getBoneName( bone, options ); - - boneTo = getBoneByName( name, sourceBones ); - - globalMatrix.copy( bone.matrixWorld ); - - if ( boneTo ) { - - boneTo.updateMatrixWorld(); - - if ( options.useTargetMatrix ) { - - relativeMatrix.copy( boneTo.matrixWorld ); - - } else { - - relativeMatrix.copy( target.matrixWorld ).invert(); - relativeMatrix.multiply( boneTo.matrixWorld ); - - } - - // ignore scale to extract rotation - - scale.setFromMatrixScale( relativeMatrix ); - relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); - - // apply to global matrix - - globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) ); - - if ( target.isObject3D ) { - - if ( options.localOffsets ) { - - if ( options.localOffsets[ bone.name ] ) { - - globalMatrix.multiply( options.localOffsets[ bone.name ] ); - - } - - } - - } - - globalMatrix.copyPosition( relativeMatrix ); - - } - - if ( name === options.hip ) { - - globalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x; - globalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y; - globalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z; - - if ( options.hipPosition !== undefined ) { - - globalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale; - globalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale; - globalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale; - - } - - } - - if ( bone.parent ) { - - bone.matrix.copy( bone.parent.matrixWorld ).invert(); - bone.matrix.multiply( globalMatrix ); - - } else { - - bone.matrix.copy( globalMatrix ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - bone.updateMatrixWorld(); - - } - - if ( options.preserveBonePositions ) { - - for ( let i = 0; i < bones.length; ++ i ) { - - bone = bones[ i ]; - name = getBoneName( bone, options ) || bone.name; - - if ( name !== options.hip ) { - - bone.position.copy( bonesPosition[ i ] ); - - } - - } - - } - - if ( options.preserveBoneMatrix ) { - - // restore matrix - - target.updateMatrixWorld( true ); - - } - -} - -/** - * Retargets the animation clip of the source to the target 3D object. - * - * The `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) - * or a {@link Skeleton} directly. - * - * @param {Object3D} target - The target 3D object. Must have a `skeleton` property. - * @param {Object3D|Skeleton} source - The source object. - * @param {AnimationClip} clip - The animation clip. - * @param {module:SkeletonUtils~RetargetOptions} options - The options. - * @return {AnimationClip} The retargeted animation clip. - */ -function retargetClip( target, source, clip, options = {} ) { - - options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false; - - // Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided. - options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration ); - options.names = options.names || []; - - if ( ! source.isObject3D ) { - - source = getHelperFromSkeleton( source ); - - } - - const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ), - delta = clip.duration / ( numFrames - 1 ), - convertedTracks = [], - mixer = new AnimationMixer( source ), - bones = getBones( target.skeleton ), - boneDatas = []; - - let positionOffset, - bone, boneTo, boneData, - name; - - mixer.clipAction( clip ).play(); - - // trim - - let start = 0, end = numFrames; - - if ( options.trim !== undefined ) { - - start = Math.round( options.trim[ 0 ] * options.fps ); - end = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start; - - mixer.update( options.trim[ 0 ] ); - - } else { - - mixer.update( 0 ); - - } - - source.updateMatrixWorld(); - - // - - for ( let frame = 0; frame < end; ++ frame ) { - - const time = frame * delta; - - retarget( target, source, options ); - - for ( let j = 0; j < bones.length; ++ j ) { - - bone = bones[ j ]; - name = getBoneName( bone, options ) || bone.name; - boneTo = getBoneByName( name, source.skeleton ); - - if ( boneTo ) { - - boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone }; - - if ( options.hip === name ) { - - if ( ! boneData.pos ) { - - boneData.pos = { - times: new Float32Array( end ), - values: new Float32Array( end * 3 ) - }; - - } - - if ( options.useFirstFramePosition ) { - - if ( frame === 0 ) { - - positionOffset = bone.position.clone(); - - } - - bone.position.sub( positionOffset ); - - } - - boneData.pos.times[ frame ] = time; - - bone.position.toArray( boneData.pos.values, frame * 3 ); - - } - - if ( ! boneData.quat ) { - - boneData.quat = { - times: new Float32Array( end ), - values: new Float32Array( end * 4 ) - }; - - } - - boneData.quat.times[ frame ] = time; - - bone.quaternion.toArray( boneData.quat.values, frame * 4 ); - - } - - } - - if ( frame === end - 2 ) { - - // last mixer update before final loop iteration - // make sure we do not go over or equal to clip duration - mixer.update( delta - 0.0000001 ); - - } else { - - mixer.update( delta ); - - } - - source.updateMatrixWorld(); - - } - - for ( let i = 0; i < boneDatas.length; ++ i ) { - - boneData = boneDatas[ i ]; - - if ( boneData ) { - - if ( boneData.pos ) { - - convertedTracks.push( new VectorKeyframeTrack( - '.bones[' + boneData.bone.name + '].position', - boneData.pos.times, - boneData.pos.values - ) ); - - } - - convertedTracks.push( new QuaternionKeyframeTrack( - '.bones[' + boneData.bone.name + '].quaternion', - boneData.quat.times, - boneData.quat.values - ) ); - - } - - } - - mixer.uncacheAction( clip ); - - return new AnimationClip( clip.name, - 1, convertedTracks ); - -} - -/** - * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are - * correctly associated with their bones. Bones are also cloned, and must be descendants of the - * object passed to this method. Other data, like geometries and materials, are reused by reference. - * - * @param {Object3D} source - The 3D object to clone. - * @return {Object3D} The cloned 3D object. - */ -function clone( source ) { - - const sourceLookup = new Map(); - const cloneLookup = new Map(); - - const clone = source.clone(); - - parallelTraverse( source, clone, function ( sourceNode, clonedNode ) { - - sourceLookup.set( clonedNode, sourceNode ); - cloneLookup.set( sourceNode, clonedNode ); - - } ); - - clone.traverse( function ( node ) { - - if ( ! node.isSkinnedMesh ) return; - - const clonedMesh = node; - const sourceMesh = sourceLookup.get( node ); - const sourceBones = sourceMesh.skeleton.bones; - - clonedMesh.skeleton = sourceMesh.skeleton.clone(); - clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix ); - - clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) { - - return cloneLookup.get( bone ); - - } ); - - clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix ); - - } ); - - return clone; - -} - -// internal helper - -function getBoneByName( name, skeleton ) { - - for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) { - - if ( name === bones[ i ].name ) - - return bones[ i ]; - - } - -} - -function getBones( skeleton ) { - - return Array.isArray( skeleton ) ? skeleton : skeleton.bones; - -} - - -function getHelperFromSkeleton( skeleton ) { - - const source = new SkeletonHelper( skeleton.bones[ 0 ] ); - source.skeleton = skeleton; - - return source; - -} - -function parallelTraverse( a, b, callback ) { - - callback( a, b ); - - for ( let i = 0; i < a.children.length; i ++ ) { - - parallelTraverse( a.children[ i ], b.children[ i ], callback ); - - } - -} - -/** - * Retarget options of `SkeletonUtils`. - * - * @typedef {Object} module:SkeletonUtils~RetargetOptions - * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not. - * @property {number} [fps] - The FPS of the clip. - * @property {Object} [names] - A dictionary for mapping target to source bone names. - * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`. - * @property {Array} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end. - * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not. - * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not. - * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not. - * @property {string} [hip='hip'] - The name of the source's hip bone. - * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence. - * @property {number} [scale=1] - The scale. - * @property {Object} [localOffsets] - Per-bone local offset matrices, keyed by bone name. - * @property {Vector3} [hipPosition] - An additional position offset applied to the hip bone. - **/ - -export { - retarget, - retargetClip, - clone, -}; -- cgit v1.3.1