项目资源代码更新
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import { REVISION } from './constants.js';
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export { WebGLArrayRenderTarget } from './renderers/WebGLArrayRenderTarget.js';
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export { WebGL3DRenderTarget } from './renderers/WebGL3DRenderTarget.js';
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export { WebGLMultipleRenderTargets } from './renderers/WebGLMultipleRenderTargets.js';
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export { WebGLCubeRenderTarget } from './renderers/WebGLCubeRenderTarget.js';
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export { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js';
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export { WebGLRenderer } from './renderers/WebGLRenderer.js';
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export { WebGL1Renderer } from './renderers/WebGL1Renderer.js';
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export { ShaderLib } from './renderers/shaders/ShaderLib.js';
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export { UniformsLib } from './renderers/shaders/UniformsLib.js';
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export { UniformsUtils } from './renderers/shaders/UniformsUtils.js';
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export { ShaderChunk } from './renderers/shaders/ShaderChunk.js';
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export { FogExp2 } from './scenes/FogExp2.js';
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export { Fog } from './scenes/Fog.js';
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export { Scene } from './scenes/Scene.js';
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export { Sprite } from './objects/Sprite.js';
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export { LOD } from './objects/LOD.js';
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export { SkinnedMesh } from './objects/SkinnedMesh.js';
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export { Skeleton } from './objects/Skeleton.js';
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export { Bone } from './objects/Bone.js';
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export { Mesh } from './objects/Mesh.js';
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export { InstancedMesh } from './objects/InstancedMesh.js';
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export { LineSegments } from './objects/LineSegments.js';
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export { LineLoop } from './objects/LineLoop.js';
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export { Line } from './objects/Line.js';
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export { Points } from './objects/Points.js';
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export { Group } from './objects/Group.js';
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export { VideoTexture } from './textures/VideoTexture.js';
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export { FramebufferTexture } from './textures/FramebufferTexture.js';
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export { Source } from './textures/Source.js';
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export { DataTexture } from './textures/DataTexture.js';
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export { DataArrayTexture } from './textures/DataArrayTexture.js';
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export { Data3DTexture } from './textures/Data3DTexture.js';
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export { CompressedTexture } from './textures/CompressedTexture.js';
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export { CubeTexture } from './textures/CubeTexture.js';
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export { CanvasTexture } from './textures/CanvasTexture.js';
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export { DepthTexture } from './textures/DepthTexture.js';
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export { Texture } from './textures/Texture.js';
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export * from './geometries/Geometries.js';
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export * from './materials/Materials.js';
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export { AnimationLoader } from './loaders/AnimationLoader.js';
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export { CompressedTextureLoader } from './loaders/CompressedTextureLoader.js';
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export { CubeTextureLoader } from './loaders/CubeTextureLoader.js';
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export { DataTextureLoader } from './loaders/DataTextureLoader.js';
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export { TextureLoader } from './loaders/TextureLoader.js';
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export { ObjectLoader } from './loaders/ObjectLoader.js';
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export { MaterialLoader } from './loaders/MaterialLoader.js';
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export { BufferGeometryLoader } from './loaders/BufferGeometryLoader.js';
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export { DefaultLoadingManager, LoadingManager } from './loaders/LoadingManager.js';
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export { ImageLoader } from './loaders/ImageLoader.js';
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export { ImageBitmapLoader } from './loaders/ImageBitmapLoader.js';
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export { FileLoader } from './loaders/FileLoader.js';
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export { Loader } from './loaders/Loader.js';
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export { LoaderUtils } from './loaders/LoaderUtils.js';
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export { Cache } from './loaders/Cache.js';
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export { AudioLoader } from './loaders/AudioLoader.js';
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export { SpotLight } from './lights/SpotLight.js';
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export { PointLight } from './lights/PointLight.js';
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export { RectAreaLight } from './lights/RectAreaLight.js';
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export { HemisphereLight } from './lights/HemisphereLight.js';
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export { HemisphereLightProbe } from './lights/HemisphereLightProbe.js';
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export { DirectionalLight } from './lights/DirectionalLight.js';
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export { AmbientLight } from './lights/AmbientLight.js';
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export { AmbientLightProbe } from './lights/AmbientLightProbe.js';
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export { Light } from './lights/Light.js';
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export { LightProbe } from './lights/LightProbe.js';
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export { StereoCamera } from './cameras/StereoCamera.js';
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export { PerspectiveCamera } from './cameras/PerspectiveCamera.js';
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export { OrthographicCamera } from './cameras/OrthographicCamera.js';
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export { CubeCamera } from './cameras/CubeCamera.js';
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export { ArrayCamera } from './cameras/ArrayCamera.js';
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export { Camera } from './cameras/Camera.js';
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export { AudioListener } from './audio/AudioListener.js';
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export { PositionalAudio } from './audio/PositionalAudio.js';
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export { AudioContext } from './audio/AudioContext.js';
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export { AudioAnalyser } from './audio/AudioAnalyser.js';
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export { Audio } from './audio/Audio.js';
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export { VectorKeyframeTrack } from './animation/tracks/VectorKeyframeTrack.js';
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export { StringKeyframeTrack } from './animation/tracks/StringKeyframeTrack.js';
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export { QuaternionKeyframeTrack } from './animation/tracks/QuaternionKeyframeTrack.js';
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export { NumberKeyframeTrack } from './animation/tracks/NumberKeyframeTrack.js';
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export { ColorKeyframeTrack } from './animation/tracks/ColorKeyframeTrack.js';
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export { BooleanKeyframeTrack } from './animation/tracks/BooleanKeyframeTrack.js';
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export { PropertyMixer } from './animation/PropertyMixer.js';
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export { PropertyBinding } from './animation/PropertyBinding.js';
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export { KeyframeTrack } from './animation/KeyframeTrack.js';
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export { AnimationUtils } from './animation/AnimationUtils.js';
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export { AnimationObjectGroup } from './animation/AnimationObjectGroup.js';
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export { AnimationMixer } from './animation/AnimationMixer.js';
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export { AnimationClip } from './animation/AnimationClip.js';
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export { Uniform } from './core/Uniform.js';
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export { InstancedBufferGeometry } from './core/InstancedBufferGeometry.js';
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export { BufferGeometry } from './core/BufferGeometry.js';
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export { InterleavedBufferAttribute } from './core/InterleavedBufferAttribute.js';
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export { InstancedInterleavedBuffer } from './core/InstancedInterleavedBuffer.js';
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export { InterleavedBuffer } from './core/InterleavedBuffer.js';
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export { InstancedBufferAttribute } from './core/InstancedBufferAttribute.js';
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export { GLBufferAttribute } from './core/GLBufferAttribute.js';
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export * from './core/BufferAttribute.js';
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export { Object3D } from './core/Object3D.js';
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export { Raycaster } from './core/Raycaster.js';
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export { Layers } from './core/Layers.js';
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export { EventDispatcher } from './core/EventDispatcher.js';
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export { Clock } from './core/Clock.js';
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export { QuaternionLinearInterpolant } from './math/interpolants/QuaternionLinearInterpolant.js';
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export { LinearInterpolant } from './math/interpolants/LinearInterpolant.js';
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export { DiscreteInterpolant } from './math/interpolants/DiscreteInterpolant.js';
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export { CubicInterpolant } from './math/interpolants/CubicInterpolant.js';
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export { Interpolant } from './math/Interpolant.js';
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export { Triangle } from './math/Triangle.js';
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export * as MathUtils from './math/MathUtils.js';
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export { Spherical } from './math/Spherical.js';
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export { Cylindrical } from './math/Cylindrical.js';
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export { Plane } from './math/Plane.js';
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export { Frustum } from './math/Frustum.js';
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export { Sphere } from './math/Sphere.js';
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export { Ray } from './math/Ray.js';
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export { Matrix4 } from './math/Matrix4.js';
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export { Matrix3 } from './math/Matrix3.js';
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export { Box3 } from './math/Box3.js';
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export { Box2 } from './math/Box2.js';
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export { Line3 } from './math/Line3.js';
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export { Euler } from './math/Euler.js';
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export { Vector4 } from './math/Vector4.js';
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export { Vector3 } from './math/Vector3.js';
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export { Vector2 } from './math/Vector2.js';
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export { Quaternion } from './math/Quaternion.js';
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export { Color } from './math/Color.js';
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export { ColorManagement } from './math/ColorManagement.js';
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export { SphericalHarmonics3 } from './math/SphericalHarmonics3.js';
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export { SpotLightHelper } from './helpers/SpotLightHelper.js';
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export { SkeletonHelper } from './helpers/SkeletonHelper.js';
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export { PointLightHelper } from './helpers/PointLightHelper.js';
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export { HemisphereLightHelper } from './helpers/HemisphereLightHelper.js';
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export { GridHelper } from './helpers/GridHelper.js';
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export { PolarGridHelper } from './helpers/PolarGridHelper.js';
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export { DirectionalLightHelper } from './helpers/DirectionalLightHelper.js';
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export { CameraHelper } from './helpers/CameraHelper.js';
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export { BoxHelper } from './helpers/BoxHelper.js';
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export { Box3Helper } from './helpers/Box3Helper.js';
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export { PlaneHelper } from './helpers/PlaneHelper.js';
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export { ArrowHelper } from './helpers/ArrowHelper.js';
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export { AxesHelper } from './helpers/AxesHelper.js';
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export * from './extras/curves/Curves.js';
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export { Shape } from './extras/core/Shape.js';
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export { Path } from './extras/core/Path.js';
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export { ShapePath } from './extras/core/ShapePath.js';
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export { CurvePath } from './extras/core/CurvePath.js';
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export { Curve } from './extras/core/Curve.js';
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export { DataUtils } from './extras/DataUtils.js';
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export { ImageUtils } from './extras/ImageUtils.js';
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export { ShapeUtils } from './extras/ShapeUtils.js';
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export { PMREMGenerator } from './extras/PMREMGenerator.js';
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export { WebGLUtils } from './renderers/webgl/WebGLUtils.js';
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export * from './constants.js';
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export * from './Three.Legacy.js';
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if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
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__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
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revision: REVISION,
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} } ) );
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}
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if ( typeof window !== 'undefined' ) {
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if ( window.__THREE__ ) {
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console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
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} else {
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window.__THREE__ = REVISION;
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}
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}
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import { WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, LoopPingPong, LoopOnce, LoopRepeat, NormalAnimationBlendMode, AdditiveAnimationBlendMode } from '../constants.js';
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class AnimationAction {
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constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
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this._mixer = mixer;
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this._clip = clip;
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this._localRoot = localRoot;
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this.blendMode = blendMode;
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const tracks = clip.tracks,
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nTracks = tracks.length,
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interpolants = new Array( nTracks );
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const interpolantSettings = {
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endingStart: ZeroCurvatureEnding,
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endingEnd: ZeroCurvatureEnding
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};
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for ( let i = 0; i !== nTracks; ++ i ) {
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const interpolant = tracks[ i ].createInterpolant( null );
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interpolants[ i ] = interpolant;
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interpolant.settings = interpolantSettings;
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}
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this._interpolantSettings = interpolantSettings;
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this._interpolants = interpolants; // bound by the mixer
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// inside: PropertyMixer (managed by the mixer)
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this._propertyBindings = new Array( nTracks );
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this._cacheIndex = null; // for the memory manager
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this._byClipCacheIndex = null; // for the memory manager
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this._timeScaleInterpolant = null;
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this._weightInterpolant = null;
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this.loop = LoopRepeat;
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this._loopCount = - 1;
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// global mixer time when the action is to be started
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// it's set back to 'null' upon start of the action
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this._startTime = null;
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// scaled local time of the action
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// gets clamped or wrapped to 0..clip.duration according to loop
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this.time = 0;
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this.timeScale = 1;
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this._effectiveTimeScale = 1;
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this.weight = 1;
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this._effectiveWeight = 1;
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this.repetitions = Infinity; // no. of repetitions when looping
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this.paused = false; // true -> zero effective time scale
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this.enabled = true; // false -> zero effective weight
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this.clampWhenFinished = false;// keep feeding the last frame?
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this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
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this.zeroSlopeAtEnd = true;// clips for start, loop and end
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}
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// State & Scheduling
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play() {
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this._mixer._activateAction( this );
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return this;
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}
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stop() {
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this._mixer._deactivateAction( this );
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return this.reset();
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}
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reset() {
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this.paused = false;
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this.enabled = true;
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this.time = 0; // restart clip
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this._loopCount = - 1;// forget previous loops
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this._startTime = null;// forget scheduling
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return this.stopFading().stopWarping();
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}
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isRunning() {
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return this.enabled && ! this.paused && this.timeScale !== 0 &&
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this._startTime === null && this._mixer._isActiveAction( this );
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}
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// return true when play has been called
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isScheduled() {
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return this._mixer._isActiveAction( this );
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}
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startAt( time ) {
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this._startTime = time;
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return this;
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}
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setLoop( mode, repetitions ) {
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this.loop = mode;
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this.repetitions = repetitions;
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return this;
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}
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// Weight
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// set the weight stopping any scheduled fading
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// although .enabled = false yields an effective weight of zero, this
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// method does *not* change .enabled, because it would be confusing
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setEffectiveWeight( weight ) {
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this.weight = weight;
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// note: same logic as when updated at runtime
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this._effectiveWeight = this.enabled ? weight : 0;
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return this.stopFading();
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}
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// return the weight considering fading and .enabled
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getEffectiveWeight() {
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return this._effectiveWeight;
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}
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fadeIn( duration ) {
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return this._scheduleFading( duration, 0, 1 );
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}
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fadeOut( duration ) {
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return this._scheduleFading( duration, 1, 0 );
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}
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crossFadeFrom( fadeOutAction, duration, warp ) {
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fadeOutAction.fadeOut( duration );
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this.fadeIn( duration );
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if ( warp ) {
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const fadeInDuration = this._clip.duration,
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fadeOutDuration = fadeOutAction._clip.duration,
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startEndRatio = fadeOutDuration / fadeInDuration,
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endStartRatio = fadeInDuration / fadeOutDuration;
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fadeOutAction.warp( 1.0, startEndRatio, duration );
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this.warp( endStartRatio, 1.0, duration );
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}
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return this;
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}
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crossFadeTo( fadeInAction, duration, warp ) {
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return fadeInAction.crossFadeFrom( this, duration, warp );
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}
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stopFading() {
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const weightInterpolant = this._weightInterpolant;
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if ( weightInterpolant !== null ) {
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this._weightInterpolant = null;
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this._mixer._takeBackControlInterpolant( weightInterpolant );
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}
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return this;
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}
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// Time Scale Control
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// set the time scale stopping any scheduled warping
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// although .paused = true yields an effective time scale of zero, this
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// method does *not* change .paused, because it would be confusing
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setEffectiveTimeScale( timeScale ) {
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this.timeScale = timeScale;
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this._effectiveTimeScale = this.paused ? 0 : timeScale;
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return this.stopWarping();
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}
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// return the time scale considering warping and .paused
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getEffectiveTimeScale() {
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return this._effectiveTimeScale;
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}
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setDuration( duration ) {
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this.timeScale = this._clip.duration / duration;
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return this.stopWarping();
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}
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syncWith( action ) {
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this.time = action.time;
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this.timeScale = action.timeScale;
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return this.stopWarping();
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}
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halt( duration ) {
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return this.warp( this._effectiveTimeScale, 0, duration );
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}
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warp( startTimeScale, endTimeScale, duration ) {
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const mixer = this._mixer,
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now = mixer.time,
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timeScale = this.timeScale;
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let interpolant = this._timeScaleInterpolant;
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if ( interpolant === null ) {
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interpolant = mixer._lendControlInterpolant();
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this._timeScaleInterpolant = interpolant;
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}
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const times = interpolant.parameterPositions,
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values = interpolant.sampleValues;
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times[ 0 ] = now;
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times[ 1 ] = now + duration;
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values[ 0 ] = startTimeScale / timeScale;
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values[ 1 ] = endTimeScale / timeScale;
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return this;
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}
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stopWarping() {
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const timeScaleInterpolant = this._timeScaleInterpolant;
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if ( timeScaleInterpolant !== null ) {
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this._timeScaleInterpolant = null;
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this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
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|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
// Object Accessors
|
||||
|
||||
getMixer() {
|
||||
|
||||
return this._mixer;
|
||||
|
||||
}
|
||||
|
||||
getClip() {
|
||||
|
||||
return this._clip;
|
||||
|
||||
}
|
||||
|
||||
getRoot() {
|
||||
|
||||
return this._localRoot || this._mixer._root;
|
||||
|
||||
}
|
||||
|
||||
// Interna
|
||||
|
||||
_update( time, deltaTime, timeDirection, accuIndex ) {
|
||||
|
||||
// called by the mixer
|
||||
|
||||
if ( ! this.enabled ) {
|
||||
|
||||
// call ._updateWeight() to update ._effectiveWeight
|
||||
|
||||
this._updateWeight( time );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
const startTime = this._startTime;
|
||||
|
||||
if ( startTime !== null ) {
|
||||
|
||||
// check for scheduled start of action
|
||||
|
||||
const timeRunning = ( time - startTime ) * timeDirection;
|
||||
if ( timeRunning < 0 || timeDirection === 0 ) {
|
||||
|
||||
return; // yet to come / don't decide when delta = 0
|
||||
|
||||
}
|
||||
|
||||
// start
|
||||
|
||||
this._startTime = null; // unschedule
|
||||
deltaTime = timeDirection * timeRunning;
|
||||
|
||||
}
|
||||
|
||||
// apply time scale and advance time
|
||||
|
||||
deltaTime *= this._updateTimeScale( time );
|
||||
const clipTime = this._updateTime( deltaTime );
|
||||
|
||||
// note: _updateTime may disable the action resulting in
|
||||
// an effective weight of 0
|
||||
|
||||
const weight = this._updateWeight( time );
|
||||
|
||||
if ( weight > 0 ) {
|
||||
|
||||
const interpolants = this._interpolants;
|
||||
const propertyMixers = this._propertyBindings;
|
||||
|
||||
switch ( this.blendMode ) {
|
||||
|
||||
case AdditiveAnimationBlendMode:
|
||||
|
||||
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
|
||||
|
||||
interpolants[ j ].evaluate( clipTime );
|
||||
propertyMixers[ j ].accumulateAdditive( weight );
|
||||
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case NormalAnimationBlendMode:
|
||||
default:
|
||||
|
||||
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
|
||||
|
||||
interpolants[ j ].evaluate( clipTime );
|
||||
propertyMixers[ j ].accumulate( accuIndex, weight );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_updateWeight( time ) {
|
||||
|
||||
let weight = 0;
|
||||
|
||||
if ( this.enabled ) {
|
||||
|
||||
weight = this.weight;
|
||||
const interpolant = this._weightInterpolant;
|
||||
|
||||
if ( interpolant !== null ) {
|
||||
|
||||
const interpolantValue = interpolant.evaluate( time )[ 0 ];
|
||||
|
||||
weight *= interpolantValue;
|
||||
|
||||
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
||||
|
||||
this.stopFading();
|
||||
|
||||
if ( interpolantValue === 0 ) {
|
||||
|
||||
// faded out, disable
|
||||
this.enabled = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._effectiveWeight = weight;
|
||||
return weight;
|
||||
|
||||
}
|
||||
|
||||
_updateTimeScale( time ) {
|
||||
|
||||
let timeScale = 0;
|
||||
|
||||
if ( ! this.paused ) {
|
||||
|
||||
timeScale = this.timeScale;
|
||||
|
||||
const interpolant = this._timeScaleInterpolant;
|
||||
|
||||
if ( interpolant !== null ) {
|
||||
|
||||
const interpolantValue = interpolant.evaluate( time )[ 0 ];
|
||||
|
||||
timeScale *= interpolantValue;
|
||||
|
||||
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
||||
|
||||
this.stopWarping();
|
||||
|
||||
if ( timeScale === 0 ) {
|
||||
|
||||
// motion has halted, pause
|
||||
this.paused = true;
|
||||
|
||||
} else {
|
||||
|
||||
// warp done - apply final time scale
|
||||
this.timeScale = timeScale;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._effectiveTimeScale = timeScale;
|
||||
return timeScale;
|
||||
|
||||
}
|
||||
|
||||
_updateTime( deltaTime ) {
|
||||
|
||||
const duration = this._clip.duration;
|
||||
const loop = this.loop;
|
||||
|
||||
let time = this.time + deltaTime;
|
||||
let loopCount = this._loopCount;
|
||||
|
||||
const pingPong = ( loop === LoopPingPong );
|
||||
|
||||
if ( deltaTime === 0 ) {
|
||||
|
||||
if ( loopCount === - 1 ) return time;
|
||||
|
||||
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
|
||||
|
||||
}
|
||||
|
||||
if ( loop === LoopOnce ) {
|
||||
|
||||
if ( loopCount === - 1 ) {
|
||||
|
||||
// just started
|
||||
|
||||
this._loopCount = 0;
|
||||
this._setEndings( true, true, false );
|
||||
|
||||
}
|
||||
|
||||
handle_stop: {
|
||||
|
||||
if ( time >= duration ) {
|
||||
|
||||
time = duration;
|
||||
|
||||
} else if ( time < 0 ) {
|
||||
|
||||
time = 0;
|
||||
|
||||
} else {
|
||||
|
||||
this.time = time;
|
||||
|
||||
break handle_stop;
|
||||
|
||||
}
|
||||
|
||||
if ( this.clampWhenFinished ) this.paused = true;
|
||||
else this.enabled = false;
|
||||
|
||||
this.time = time;
|
||||
|
||||
this._mixer.dispatchEvent( {
|
||||
type: 'finished', action: this,
|
||||
direction: deltaTime < 0 ? - 1 : 1
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} else { // repetitive Repeat or PingPong
|
||||
|
||||
if ( loopCount === - 1 ) {
|
||||
|
||||
// just started
|
||||
|
||||
if ( deltaTime >= 0 ) {
|
||||
|
||||
loopCount = 0;
|
||||
|
||||
this._setEndings( true, this.repetitions === 0, pingPong );
|
||||
|
||||
} else {
|
||||
|
||||
// when looping in reverse direction, the initial
|
||||
// transition through zero counts as a repetition,
|
||||
// so leave loopCount at -1
|
||||
|
||||
this._setEndings( this.repetitions === 0, true, pingPong );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( time >= duration || time < 0 ) {
|
||||
|
||||
// wrap around
|
||||
|
||||
const loopDelta = Math.floor( time / duration ); // signed
|
||||
time -= duration * loopDelta;
|
||||
|
||||
loopCount += Math.abs( loopDelta );
|
||||
|
||||
const pending = this.repetitions - loopCount;
|
||||
|
||||
if ( pending <= 0 ) {
|
||||
|
||||
// have to stop (switch state, clamp time, fire event)
|
||||
|
||||
if ( this.clampWhenFinished ) this.paused = true;
|
||||
else this.enabled = false;
|
||||
|
||||
time = deltaTime > 0 ? duration : 0;
|
||||
|
||||
this.time = time;
|
||||
|
||||
this._mixer.dispatchEvent( {
|
||||
type: 'finished', action: this,
|
||||
direction: deltaTime > 0 ? 1 : - 1
|
||||
} );
|
||||
|
||||
} else {
|
||||
|
||||
// keep running
|
||||
|
||||
if ( pending === 1 ) {
|
||||
|
||||
// entering the last round
|
||||
|
||||
const atStart = deltaTime < 0;
|
||||
this._setEndings( atStart, ! atStart, pingPong );
|
||||
|
||||
} else {
|
||||
|
||||
this._setEndings( false, false, pingPong );
|
||||
|
||||
}
|
||||
|
||||
this._loopCount = loopCount;
|
||||
|
||||
this.time = time;
|
||||
|
||||
this._mixer.dispatchEvent( {
|
||||
type: 'loop', action: this, loopDelta: loopDelta
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
this.time = time;
|
||||
|
||||
}
|
||||
|
||||
if ( pingPong && ( loopCount & 1 ) === 1 ) {
|
||||
|
||||
// invert time for the "pong round"
|
||||
|
||||
return duration - time;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return time;
|
||||
|
||||
}
|
||||
|
||||
_setEndings( atStart, atEnd, pingPong ) {
|
||||
|
||||
const settings = this._interpolantSettings;
|
||||
|
||||
if ( pingPong ) {
|
||||
|
||||
settings.endingStart = ZeroSlopeEnding;
|
||||
settings.endingEnd = ZeroSlopeEnding;
|
||||
|
||||
} else {
|
||||
|
||||
// assuming for LoopOnce atStart == atEnd == true
|
||||
|
||||
if ( atStart ) {
|
||||
|
||||
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
|
||||
|
||||
} else {
|
||||
|
||||
settings.endingStart = WrapAroundEnding;
|
||||
|
||||
}
|
||||
|
||||
if ( atEnd ) {
|
||||
|
||||
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
|
||||
|
||||
} else {
|
||||
|
||||
settings.endingEnd = WrapAroundEnding;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_scheduleFading( duration, weightNow, weightThen ) {
|
||||
|
||||
const mixer = this._mixer, now = mixer.time;
|
||||
let interpolant = this._weightInterpolant;
|
||||
|
||||
if ( interpolant === null ) {
|
||||
|
||||
interpolant = mixer._lendControlInterpolant();
|
||||
this._weightInterpolant = interpolant;
|
||||
|
||||
}
|
||||
|
||||
const times = interpolant.parameterPositions,
|
||||
values = interpolant.sampleValues;
|
||||
|
||||
times[ 0 ] = now;
|
||||
values[ 0 ] = weightNow;
|
||||
times[ 1 ] = now + duration;
|
||||
values[ 1 ] = weightThen;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { AnimationAction };
|
|
@ -0,0 +1,473 @@
|
|||
import { AnimationUtils } from './AnimationUtils.js';
|
||||
import { KeyframeTrack } from './KeyframeTrack.js';
|
||||
import { BooleanKeyframeTrack } from './tracks/BooleanKeyframeTrack.js';
|
||||
import { ColorKeyframeTrack } from './tracks/ColorKeyframeTrack.js';
|
||||
import { NumberKeyframeTrack } from './tracks/NumberKeyframeTrack.js';
|
||||
import { QuaternionKeyframeTrack } from './tracks/QuaternionKeyframeTrack.js';
|
||||
import { StringKeyframeTrack } from './tracks/StringKeyframeTrack.js';
|
||||
import { VectorKeyframeTrack } from './tracks/VectorKeyframeTrack.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
import { NormalAnimationBlendMode } from '../constants.js';
|
||||
|
||||
class AnimationClip {
|
||||
|
||||
constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {
|
||||
|
||||
this.name = name;
|
||||
this.tracks = tracks;
|
||||
this.duration = duration;
|
||||
this.blendMode = blendMode;
|
||||
|
||||
this.uuid = MathUtils.generateUUID();
|
||||
|
||||
// this means it should figure out its duration by scanning the tracks
|
||||
if ( this.duration < 0 ) {
|
||||
|
||||
this.resetDuration();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
|
||||
return clip;
|
||||
|
||||
}
|
||||
|
||||
static toJSON( clip ) {
|
||||
|
||||
const tracks = [],
|
||||
clipTracks = clip.tracks;
|
||||
|
||||
const json = {
|
||||
|
||||
'name': clip.name,
|
||||
'duration': clip.duration,
|
||||
'tracks': tracks,
|
||||
'uuid': clip.uuid,
|
||||
'blendMode': clip.blendMode
|
||||
|
||||
};
|
||||
|
||||
for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
|
||||
|
||||
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
|
||||
|
||||
}
|
||||
|
||||
return json;
|
||||
|
||||
}
|
||||
|
||||
static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
|
||||
|
||||
const numMorphTargets = morphTargetSequence.length;
|
||||
const tracks = [];
|
||||
|
||||
for ( let i = 0; i < numMorphTargets; i ++ ) {
|
||||
|
||||
let times = [];
|
||||
let values = [];
|
||||
|
||||
times.push(
|
||||
( i + numMorphTargets - 1 ) % numMorphTargets,
|
||||
i,
|
||||
( i + 1 ) % numMorphTargets );
|
||||
|
||||
values.push( 0, 1, 0 );
|
||||
|
||||
const order = AnimationUtils.getKeyframeOrder( times );
|
||||
times = AnimationUtils.sortedArray( times, 1, order );
|
||||
values = AnimationUtils.sortedArray( values, 1, order );
|
||||
|
||||
// if there is a key at the first frame, duplicate it as the
|
||||
// last frame as well for perfect loop.
|
||||
if ( ! noLoop && times[ 0 ] === 0 ) {
|
||||
|
||||
times.push( numMorphTargets );
|
||||
values.push( values[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
tracks.push(
|
||||
new NumberKeyframeTrack(
|
||||
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
|
||||
times, values
|
||||
).scale( 1.0 / fps ) );
|
||||
|
||||
}
|
||||
|
||||
return new this( name, - 1, tracks );
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// parse the animation.hierarchy format
|
||||
static parseAnimation( animation, bones ) {
|
||||
|
||||
if ( ! animation ) {
|
||||
|
||||
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
|
||||
|
||||
// only return track if there are actually keys.
|
||||
if ( animationKeys.length !== 0 ) {
|
||||
|
||||
const times = [];
|
||||
const values = [];
|
||||
|
||||
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
|
||||
|
||||
// empty keys are filtered out, so check again
|
||||
if ( times.length !== 0 ) {
|
||||
|
||||
destTracks.push( new trackType( trackName, times, values ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
const tracks = [];
|
||||
|
||||
const clipName = animation.name || 'default';
|
||||
const fps = animation.fps || 30;
|
||||
const blendMode = animation.blendMode;
|
||||
|
||||
// automatic length determination in AnimationClip.
|
||||
let duration = animation.length || - 1;
|
||||
|
||||
const hierarchyTracks = animation.hierarchy || [];
|
||||
|
||||
for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
|
||||
|
||||
const animationKeys = hierarchyTracks[ h ].keys;
|
||||
|
||||
// skip empty tracks
|
||||
if ( ! animationKeys || animationKeys.length === 0 ) continue;
|
||||
|
||||
// process morph targets
|
||||
if ( animationKeys[ 0 ].morphTargets ) {
|
||||
|
||||
// figure out all morph targets used in this track
|
||||
const morphTargetNames = {};
|
||||
|
||||
let k;
|
||||
|
||||
for ( k = 0; k < animationKeys.length; k ++ ) {
|
||||
|
||||
if ( animationKeys[ k ].morphTargets ) {
|
||||
|
||||
for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
|
||||
|
||||
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// create a track for each morph target with all zero
|
||||
// morphTargetInfluences except for the keys in which
|
||||
// the morphTarget is named.
|
||||
for ( const morphTargetName in morphTargetNames ) {
|
||||
|
||||
const times = [];
|
||||
const values = [];
|
||||
|
||||
for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
|
||||
|
||||
const animationKey = animationKeys[ k ];
|
||||
|
||||
times.push( animationKey.time );
|
||||
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
|
||||
|
||||
}
|
||||
|
||||
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
|
||||
|
||||
}
|
||||
|
||||
duration = morphTargetNames.length * fps;
|
||||
|
||||
} else {
|
||||
|
||||
// ...assume skeletal animation
|
||||
|
||||
const boneName = '.bones[' + bones[ h ].name + ']';
|
||||
|
||||
addNonemptyTrack(
|
||||
VectorKeyframeTrack, boneName + '.position',
|
||||
animationKeys, 'pos', tracks );
|
||||
|
||||
addNonemptyTrack(
|
||||
QuaternionKeyframeTrack, boneName + '.quaternion',
|
||||
animationKeys, 'rot', tracks );
|
||||
|
||||
addNonemptyTrack(
|
||||
VectorKeyframeTrack, boneName + '.scale',
|
||||
animationKeys, 'scl', tracks );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( tracks.length === 0 ) {
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
const clip = new this( clipName, duration, tracks, blendMode );
|
||||
|
||||
return clip;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
trim() {
|
||||
|
||||
for ( let i = 0; i < this.tracks.length; i ++ ) {
|
||||
|
||||
this.tracks[ i ].trim( 0, this.duration );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
validate() {
|
||||
|
||||
let valid = true;
|
||||
|
||||
for ( let i = 0; i < this.tracks.length; i ++ ) {
|
||||
|
||||
valid = valid && this.tracks[ i ].validate();
|
||||
|
||||
}
|
||||
|
||||
return valid;
|
||||
|
||||
}
|
||||
|
||||
optimize() {
|
||||
|
||||
for ( let i = 0; i < this.tracks.length; i ++ ) {
|
||||
|
||||
this.tracks[ i ].optimize();
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
const tracks = [];
|
||||
|
||||
for ( let i = 0; i < this.tracks.length; i ++ ) {
|
||||
|
||||
tracks.push( this.tracks[ i ].clone() );
|
||||
|
||||
}
|
||||
|
||||
return new this.constructor( this.name, this.duration, tracks, this.blendMode );
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
return this.constructor.toJSON( this );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function getTrackTypeForValueTypeName( typeName ) {
|
||||
|
||||
switch ( typeName.toLowerCase() ) {
|
||||
|
||||
case 'scalar':
|
||||
case 'double':
|
||||
case 'float':
|
||||
case 'number':
|
||||
case 'integer':
|
||||
|
||||
return NumberKeyframeTrack;
|
||||
|
||||
case 'vector':
|
||||
case 'vector2':
|
||||
case 'vector3':
|
||||
case 'vector4':
|
||||
|
||||
return VectorKeyframeTrack;
|
||||
|
||||
case 'color':
|
||||
|
||||
return ColorKeyframeTrack;
|
||||
|
||||
case 'quaternion':
|
||||
|
||||
return QuaternionKeyframeTrack;
|
||||
|
||||
case 'bool':
|
||||
case 'boolean':
|
||||
|
||||
return BooleanKeyframeTrack;
|
||||
|
||||
case 'string':
|
||||
|
||||
return StringKeyframeTrack;
|
||||
|
||||
}
|
||||
|
||||
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
|
||||
|
||||
}
|
||||
|
||||
function parseKeyframeTrack( json ) {
|
||||
|
||||
if ( json.type === undefined ) {
|
||||
|
||||
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
|
||||
|
||||
}
|
||||
|
||||
const trackType = getTrackTypeForValueTypeName( json.type );
|
||||
|
||||
if ( json.times === undefined ) {
|
||||
|
||||
const times = [], values = [];
|
||||
|
||||
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
|
||||
|
||||
json.times = times;
|
||||
json.values = values;
|
||||
|
||||
}
|
||||
|
||||
// derived classes can define a static parse method
|
||||
if ( trackType.parse !== undefined ) {
|
||||
|
||||
return trackType.parse( json );
|
||||
|
||||
} else {
|
||||
|
||||
// by default, we assume a constructor compatible with the base
|
||||
return new trackType( json.name, json.times, json.values, json.interpolation );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { AnimationClip };
|
|
@ -0,0 +1,768 @@
|
|||
import { AnimationAction } from './AnimationAction.js';
|
||||
import { EventDispatcher } from '../core/EventDispatcher.js';
|
||||
import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js';
|
||||
import { PropertyBinding } from './PropertyBinding.js';
|
||||
import { PropertyMixer } from './PropertyMixer.js';
|
||||
import { AnimationClip } from './AnimationClip.js';
|
||||
import { NormalAnimationBlendMode } from '../constants.js';
|
||||
|
||||
class AnimationMixer extends EventDispatcher {
|
||||
|
||||
constructor( root ) {
|
||||
|
||||
super();
|
||||
|
||||
this._root = root;
|
||||
this._initMemoryManager();
|
||||
this._accuIndex = 0;
|
||||
this.time = 0;
|
||||
this.timeScale = 1.0;
|
||||
|
||||
}
|
||||
|
||||
_bindAction( action, prototypeAction ) {
|
||||
|
||||
const root = action._localRoot || this._root,
|
||||
tracks = action._clip.tracks,
|
||||
nTracks = tracks.length,
|
||||
bindings = action._propertyBindings,
|
||||
interpolants = action._interpolants,
|
||||
rootUuid = root.uuid,
|
||||
bindingsByRoot = this._bindingsByRootAndName;
|
||||
|
||||
let bindingsByName = bindingsByRoot[ rootUuid ];
|
||||
|
||||
if ( bindingsByName === undefined ) {
|
||||
|
||||
bindingsByName = {};
|
||||
bindingsByRoot[ rootUuid ] = bindingsByName;
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i !== nTracks; ++ i ) {
|
||||
|
||||
const track = tracks[ i ],
|
||||
trackName = track.name;
|
||||
|
||||
let binding = bindingsByName[ trackName ];
|
||||
|
||||
if ( binding !== undefined ) {
|
||||
|
||||
++ binding.referenceCount;
|
||||
bindings[ i ] = binding;
|
||||
|
||||
} else {
|
||||
|
||||
binding = bindings[ i ];
|
||||
|
||||
if ( binding !== undefined ) {
|
||||
|
||||
// existing binding, make sure the cache knows
|
||||
|
||||
if ( binding._cacheIndex === null ) {
|
||||
|
||||
++ binding.referenceCount;
|
||||
this._addInactiveBinding( binding, rootUuid, trackName );
|
||||
|
||||
}
|
||||
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
const path = prototypeAction && prototypeAction.
|
||||
_propertyBindings[ i ].binding.parsedPath;
|
||||
|
||||
binding = new PropertyMixer(
|
||||
PropertyBinding.create( root, trackName, path ),
|
||||
track.ValueTypeName, track.getValueSize() );
|
||||
|
||||
++ binding.referenceCount;
|
||||
this._addInactiveBinding( binding, rootUuid, trackName );
|
||||
|
||||
bindings[ i ] = binding;
|
||||
|
||||
}
|
||||
|
||||
interpolants[ i ].resultBuffer = binding.buffer;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_activateAction( action ) {
|
||||
|
||||
if ( ! this._isActiveAction( action ) ) {
|
||||
|
||||
if ( action._cacheIndex === null ) {
|
||||
|
||||
// this action has been forgotten by the cache, but the user
|
||||
// appears to be still using it -> rebind
|
||||
|
||||
const rootUuid = ( action._localRoot || this._root ).uuid,
|
||||
clipUuid = action._clip.uuid,
|
||||
actionsForClip = this._actionsByClip[ clipUuid ];
|
||||
|
||||
this._bindAction( action,
|
||||
actionsForClip && actionsForClip.knownActions[ 0 ] );
|
||||
|
||||
this._addInactiveAction( action, clipUuid, rootUuid );
|
||||
|
||||
}
|
||||
|
||||
const bindings = action._propertyBindings;
|
||||
|
||||
// increment reference counts / sort out state
|
||||
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
|
||||
|
||||
const binding = bindings[ i ];
|
||||
|
||||
if ( binding.useCount ++ === 0 ) {
|
||||
|
||||
this._lendBinding( binding );
|
||||
binding.saveOriginalState();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._lendAction( action );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_deactivateAction( action ) {
|
||||
|
||||
if ( this._isActiveAction( action ) ) {
|
||||
|
||||
const bindings = action._propertyBindings;
|
||||
|
||||
// decrement reference counts / sort out state
|
||||
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
|
||||
|
||||
const binding = bindings[ i ];
|
||||
|
||||
if ( -- binding.useCount === 0 ) {
|
||||
|
||||
binding.restoreOriginalState();
|
||||
this._takeBackBinding( binding );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._takeBackAction( action );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Memory manager
|
||||
|
||||
_initMemoryManager() {
|
||||
|
||||
this._actions = []; // 'nActiveActions' followed by inactive ones
|
||||
this._nActiveActions = 0;
|
||||
|
||||
this._actionsByClip = {};
|
||||
// inside:
|
||||
// {
|
||||
// knownActions: Array< AnimationAction > - used as prototypes
|
||||
// actionByRoot: AnimationAction - lookup
|
||||
// }
|
||||
|
||||
|
||||
this._bindings = []; // 'nActiveBindings' followed by inactive ones
|
||||
this._nActiveBindings = 0;
|
||||
|
||||
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
|
||||
|
||||
|
||||
this._controlInterpolants = []; // same game as above
|
||||
this._nActiveControlInterpolants = 0;
|
||||
|
||||
const scope = this;
|
||||
|
||||
this.stats = {
|
||||
|
||||
actions: {
|
||||
get total() {
|
||||
|
||||
return scope._actions.length;
|
||||
|
||||
},
|
||||
get inUse() {
|
||||
|
||||
return scope._nActiveActions;
|
||||
|
||||
}
|
||||
},
|
||||
bindings: {
|
||||
get total() {
|
||||
|
||||
return scope._bindings.length;
|
||||
|
||||
},
|
||||
get inUse() {
|
||||
|
||||
return scope._nActiveBindings;
|
||||
|
||||
}
|
||||
},
|
||||
controlInterpolants: {
|
||||
get total() {
|
||||
|
||||
return scope._controlInterpolants.length;
|
||||
|
||||
},
|
||||
get inUse() {
|
||||
|
||||
return scope._nActiveControlInterpolants;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
// Memory management for AnimationAction objects
|
||||
|
||||
_isActiveAction( action ) {
|
||||
|
||||
const index = action._cacheIndex;
|
||||
return index !== null && index < this._nActiveActions;
|
||||
|
||||
}
|
||||
|
||||
_addInactiveAction( action, clipUuid, rootUuid ) {
|
||||
|
||||
const actions = this._actions,
|
||||
actionsByClip = this._actionsByClip;
|
||||
|
||||
let actionsForClip = actionsByClip[ clipUuid ];
|
||||
|
||||
if ( actionsForClip === undefined ) {
|
||||
|
||||
actionsForClip = {
|
||||
|
||||
knownActions: [ action ],
|
||||
actionByRoot: {}
|
||||
|
||||
};
|
||||
|
||||
action._byClipCacheIndex = 0;
|
||||
|
||||
actionsByClip[ clipUuid ] = actionsForClip;
|
||||
|
||||
} else {
|
||||
|
||||
const knownActions = actionsForClip.knownActions;
|
||||
|
||||
action._byClipCacheIndex = knownActions.length;
|
||||
knownActions.push( action );
|
||||
|
||||
}
|
||||
|
||||
action._cacheIndex = actions.length;
|
||||
actions.push( action );
|
||||
|
||||
actionsForClip.actionByRoot[ rootUuid ] = action;
|
||||
|
||||
}
|
||||
|
||||
_removeInactiveAction( action ) {
|
||||
|
||||
const actions = this._actions,
|
||||
lastInactiveAction = actions[ actions.length - 1 ],
|
||||
cacheIndex = action._cacheIndex;
|
||||
|
||||
lastInactiveAction._cacheIndex = cacheIndex;
|
||||
actions[ cacheIndex ] = lastInactiveAction;
|
||||
actions.pop();
|
||||
|
||||
action._cacheIndex = null;
|
||||
|
||||
|
||||
const clipUuid = action._clip.uuid,
|
||||
actionsByClip = this._actionsByClip,
|
||||
actionsForClip = actionsByClip[ clipUuid ],
|
||||
knownActionsForClip = actionsForClip.knownActions,
|
||||
|
||||
lastKnownAction =
|
||||
knownActionsForClip[ knownActionsForClip.length - 1 ],
|
||||
|
||||
byClipCacheIndex = action._byClipCacheIndex;
|
||||
|
||||
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
|
||||
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
|
||||
knownActionsForClip.pop();
|
||||
|
||||
action._byClipCacheIndex = null;
|
||||
|
||||
|
||||
const actionByRoot = actionsForClip.actionByRoot,
|
||||
rootUuid = ( action._localRoot || this._root ).uuid;
|
||||
|
||||
delete actionByRoot[ rootUuid ];
|
||||
|
||||
if ( knownActionsForClip.length === 0 ) {
|
||||
|
||||
delete actionsByClip[ clipUuid ];
|
||||
|
||||
}
|
||||
|
||||
this._removeInactiveBindingsForAction( action );
|
||||
|
||||
}
|
||||
|
||||
_removeInactiveBindingsForAction( action ) {
|
||||
|
||||
const bindings = action._propertyBindings;
|
||||
|
||||
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
|
||||
|
||||
const binding = bindings[ i ];
|
||||
|
||||
if ( -- binding.referenceCount === 0 ) {
|
||||
|
||||
this._removeInactiveBinding( binding );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_lendAction( action ) {
|
||||
|
||||
// [ active actions | inactive actions ]
|
||||
// [ active actions >| inactive actions ]
|
||||
// s a
|
||||
// <-swap->
|
||||
// a s
|
||||
|
||||
const actions = this._actions,
|
||||
prevIndex = action._cacheIndex,
|
||||
|
||||
lastActiveIndex = this._nActiveActions ++,
|
||||
|
||||
firstInactiveAction = actions[ lastActiveIndex ];
|
||||
|
||||
action._cacheIndex = lastActiveIndex;
|
||||
actions[ lastActiveIndex ] = action;
|
||||
|
||||
firstInactiveAction._cacheIndex = prevIndex;
|
||||
actions[ prevIndex ] = firstInactiveAction;
|
||||
|
||||
}
|
||||
|
||||
_takeBackAction( action ) {
|
||||
|
||||
// [ active actions | inactive actions ]
|
||||
// [ active actions |< inactive actions ]
|
||||
// a s
|
||||
// <-swap->
|
||||
// s a
|
||||
|
||||
const actions = this._actions,
|
||||
prevIndex = action._cacheIndex,
|
||||
|
||||
firstInactiveIndex = -- this._nActiveActions,
|
||||
|
||||
lastActiveAction = actions[ firstInactiveIndex ];
|
||||
|
||||
action._cacheIndex = firstInactiveIndex;
|
||||
actions[ firstInactiveIndex ] = action;
|
||||
|
||||
lastActiveAction._cacheIndex = prevIndex;
|
||||
actions[ prevIndex ] = lastActiveAction;
|
||||
|
||||
}
|
||||
|
||||
// Memory management for PropertyMixer objects
|
||||
|
||||
_addInactiveBinding( binding, rootUuid, trackName ) {
|
||||
|
||||
const bindingsByRoot = this._bindingsByRootAndName,
|
||||
bindings = this._bindings;
|
||||
|
||||
let bindingByName = bindingsByRoot[ rootUuid ];
|
||||
|
||||
if ( bindingByName === undefined ) {
|
||||
|
||||
bindingByName = {};
|
||||
bindingsByRoot[ rootUuid ] = bindingByName;
|
||||
|
||||
}
|
||||
|
||||
bindingByName[ trackName ] = binding;
|
||||
|
||||
binding._cacheIndex = bindings.length;
|
||||
bindings.push( binding );
|
||||
|
||||
}
|
||||
|
||||
_removeInactiveBinding( binding ) {
|
||||
|
||||
const bindings = this._bindings,
|
||||
propBinding = binding.binding,
|
||||
rootUuid = propBinding.rootNode.uuid,
|
||||
trackName = propBinding.path,
|
||||
bindingsByRoot = this._bindingsByRootAndName,
|
||||
bindingByName = bindingsByRoot[ rootUuid ],
|
||||
|
||||
lastInactiveBinding = bindings[ bindings.length - 1 ],
|
||||
cacheIndex = binding._cacheIndex;
|
||||
|
||||
lastInactiveBinding._cacheIndex = cacheIndex;
|
||||
bindings[ cacheIndex ] = lastInactiveBinding;
|
||||
bindings.pop();
|
||||
|
||||
delete bindingByName[ trackName ];
|
||||
|
||||
if ( Object.keys( bindingByName ).length === 0 ) {
|
||||
|
||||
delete bindingsByRoot[ rootUuid ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_lendBinding( binding ) {
|
||||
|
||||
const bindings = this._bindings,
|
||||
prevIndex = binding._cacheIndex,
|
||||
|
||||
lastActiveIndex = this._nActiveBindings ++,
|
||||
|
||||
firstInactiveBinding = bindings[ lastActiveIndex ];
|
||||
|
||||
binding._cacheIndex = lastActiveIndex;
|
||||
bindings[ lastActiveIndex ] = binding;
|
||||
|
||||
firstInactiveBinding._cacheIndex = prevIndex;
|
||||
bindings[ prevIndex ] = firstInactiveBinding;
|
||||
|
||||
}
|
||||
|
||||
_takeBackBinding( binding ) {
|
||||
|
||||
const bindings = this._bindings,
|
||||
prevIndex = binding._cacheIndex,
|
||||
|
||||
firstInactiveIndex = -- this._nActiveBindings,
|
||||
|
||||
lastActiveBinding = bindings[ firstInactiveIndex ];
|
||||
|
||||
binding._cacheIndex = firstInactiveIndex;
|
||||
bindings[ firstInactiveIndex ] = binding;
|
||||
|
||||
lastActiveBinding._cacheIndex = prevIndex;
|
||||
bindings[ prevIndex ] = lastActiveBinding;
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Memory management of Interpolants for weight and time scale
|
||||
|
||||
_lendControlInterpolant() {
|
||||
|
||||
const interpolants = this._controlInterpolants,
|
||||
lastActiveIndex = this._nActiveControlInterpolants ++;
|
||||
|
||||
let interpolant = interpolants[ lastActiveIndex ];
|
||||
|
||||
if ( interpolant === undefined ) {
|
||||
|
||||
interpolant = new LinearInterpolant(
|
||||
new Float32Array( 2 ), new Float32Array( 2 ),
|
||||
1, this._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;
|
||||
|
||||
}
|
||||
|
||||
// return an action for a clip optionally using a custom root target
|
||||
// object (this method allocates a lot of dynamic memory in case a
|
||||
// previously unknown clip/root combination is specified)
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// get an existing action
|
||||
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
|
||||
stopAllAction() {
|
||||
|
||||
const actions = this._actions,
|
||||
nActions = this._nActiveActions;
|
||||
|
||||
for ( let i = nActions - 1; i >= 0; -- i ) {
|
||||
|
||||
actions[ i ].stop();
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
// advance the time and update apply the animation
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// Allows you to seek to a specific time in an animation.
|
||||
setTime( timeInSeconds ) {
|
||||
|
||||
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( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
|
||||
|
||||
}
|
||||
|
||||
// return this mixer's root target object
|
||||
getRoot() {
|
||||
|
||||
return this._root;
|
||||
|
||||
}
|
||||
|
||||
// free all resources specific to a particular clip
|
||||
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 ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// free all resources specific to a particular root target object
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// remove a targeted clip from the cache
|
||||
uncacheAction( clip, optionalRoot ) {
|
||||
|
||||
const action = this.existingAction( clip, optionalRoot );
|
||||
|
||||
if ( action !== null ) {
|
||||
|
||||
this._deactivateAction( action );
|
||||
this._removeInactiveAction( action );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );
|
||||
|
||||
export { AnimationMixer };
|
|
@ -0,0 +1,387 @@
|
|||
import { PropertyBinding } from './PropertyBinding.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
|
||||
/**
|
||||
*
|
||||
* A group of objects that receives a shared animation state.
|
||||
*
|
||||
* Usage:
|
||||
*
|
||||
* - Add objects you would otherwise pass as 'root' to the
|
||||
* constructor or the .clipAction method of AnimationMixer.
|
||||
*
|
||||
* - Instead pass this object as 'root'.
|
||||
*
|
||||
* - You can also add and remove objects later when the mixer
|
||||
* is running.
|
||||
*
|
||||
* Note:
|
||||
*
|
||||
* Objects of this class appear as one object to the mixer,
|
||||
* so cache control of the individual objects must be done
|
||||
* on the group.
|
||||
*
|
||||
* Limitation:
|
||||
*
|
||||
* - The animated properties must be compatible among the
|
||||
* all objects in the group.
|
||||
*
|
||||
* - A single property can either be controlled through a
|
||||
* target group or directly, but not both.
|
||||
*/
|
||||
|
||||
class AnimationObjectGroup {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.uuid = MathUtils.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;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
add() {
|
||||
|
||||
const objects = this._objects,
|
||||
indicesByUUID = this._indicesByUUID,
|
||||
paths = this._paths,
|
||||
parsedPaths = this._parsedPaths,
|
||||
bindings = this._bindings,
|
||||
nBindings = bindings.length;
|
||||
|
||||
let knownObject = undefined,
|
||||
nObjects = objects.length,
|
||||
nCachedObjects = this.nCachedObjects_;
|
||||
|
||||
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
|
||||
|
||||
const object = arguments[ i ],
|
||||
uuid = object.uuid;
|
||||
let index = indicesByUUID[ uuid ];
|
||||
|
||||
if ( index === undefined ) {
|
||||
|
||||
// unknown object -> add it to the ACTIVE region
|
||||
|
||||
index = nObjects ++;
|
||||
indicesByUUID[ uuid ] = index;
|
||||
objects.push( object );
|
||||
|
||||
// accounting is done, now do the same for all bindings
|
||||
|
||||
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
|
||||
|
||||
bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
|
||||
|
||||
}
|
||||
|
||||
} else if ( index < nCachedObjects ) {
|
||||
|
||||
knownObject = objects[ index ];
|
||||
|
||||
// move existing object to the ACTIVE region
|
||||
|
||||
const firstActiveIndex = -- nCachedObjects,
|
||||
lastCachedObject = objects[ firstActiveIndex ];
|
||||
|
||||
indicesByUUID[ lastCachedObject.uuid ] = index;
|
||||
objects[ index ] = lastCachedObject;
|
||||
|
||||
indicesByUUID[ uuid ] = firstActiveIndex;
|
||||
objects[ firstActiveIndex ] = object;
|
||||
|
||||
// accounting is done, now do the same for all bindings
|
||||
|
||||
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
|
||||
|
||||
const bindingsForPath = bindings[ j ],
|
||||
lastCached = bindingsForPath[ firstActiveIndex ];
|
||||
|
||||
let binding = bindingsForPath[ index ];
|
||||
|
||||
bindingsForPath[ index ] = lastCached;
|
||||
|
||||
if ( binding === undefined ) {
|
||||
|
||||
// since we do not bother to create new bindings
|
||||
// for objects that are cached, the binding may
|
||||
// or may not exist
|
||||
|
||||
binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
|
||||
|
||||
}
|
||||
|
||||
bindingsForPath[ firstActiveIndex ] = binding;
|
||||
|
||||
}
|
||||
|
||||
} else if ( objects[ index ] !== knownObject ) {
|
||||
|
||||
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
|
||||
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
|
||||
|
||||
} // else the object is already where we want it to be
|
||||
|
||||
} // for arguments
|
||||
|
||||
this.nCachedObjects_ = nCachedObjects;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// remove & forget
|
||||
uncache() {
|
||||
|
||||
const objects = this._objects,
|
||||
indicesByUUID = this._indicesByUUID,
|
||||
bindings = this._bindings,
|
||||
nBindings = bindings.length;
|
||||
|
||||
let nCachedObjects = this.nCachedObjects_,
|
||||
nObjects = objects.length;
|
||||
|
||||
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
|
||||
|
||||
const object = arguments[ i ],
|
||||
uuid = object.uuid,
|
||||
index = indicesByUUID[ uuid ];
|
||||
|
||||
if ( index !== undefined ) {
|
||||
|
||||
delete indicesByUUID[ uuid ];
|
||||
|
||||
if ( index < nCachedObjects ) {
|
||||
|
||||
// object is cached, shrink the CACHED region
|
||||
|
||||
const firstActiveIndex = -- nCachedObjects,
|
||||
lastCachedObject = objects[ firstActiveIndex ],
|
||||
lastIndex = -- nObjects,
|
||||
lastObject = objects[ lastIndex ];
|
||||
|
||||
// last cached object takes this object's place
|
||||
indicesByUUID[ lastCachedObject.uuid ] = index;
|
||||
objects[ index ] = lastCachedObject;
|
||||
|
||||
// last object goes to the activated slot and pop
|
||||
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
|
||||
objects[ firstActiveIndex ] = lastObject;
|
||||
objects.pop();
|
||||
|
||||
// accounting is done, now do the same for all bindings
|
||||
|
||||
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
|
||||
|
||||
const bindingsForPath = bindings[ j ],
|
||||
lastCached = bindingsForPath[ firstActiveIndex ],
|
||||
last = bindingsForPath[ lastIndex ];
|
||||
|
||||
bindingsForPath[ index ] = lastCached;
|
||||
bindingsForPath[ firstActiveIndex ] = last;
|
||||
bindingsForPath.pop();
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// object is active, just swap with the last and pop
|
||||
|
||||
const lastIndex = -- nObjects,
|
||||
lastObject = objects[ lastIndex ];
|
||||
|
||||
if ( lastIndex > 0 ) {
|
||||
|
||||
indicesByUUID[ lastObject.uuid ] = index;
|
||||
|
||||
}
|
||||
|
||||
objects[ index ] = lastObject;
|
||||
objects.pop();
|
||||
|
||||
// accounting is done, now do the same for all bindings
|
||||
|
||||
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
|
||||
|
||||
const bindingsForPath = bindings[ j ];
|
||||
|
||||
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
|
||||
bindingsForPath.pop();
|
||||
|
||||
}
|
||||
|
||||
} // cached or active
|
||||
|
||||
} // if object is known
|
||||
|
||||
} // for arguments
|
||||
|
||||
this.nCachedObjects_ = nCachedObjects;
|
||||
|
||||
}
|
||||
|
||||
// Internal interface used by befriended PropertyBinding.Composite:
|
||||
|
||||
subscribe_( path, parsedPath ) {
|
||||
|
||||
// returns an array of bindings for the given path that is changed
|
||||
// according to the contained objects in the group
|
||||
|
||||
const indicesByPath = this._bindingsIndicesByPath;
|
||||
let index = indicesByPath[ path ];
|
||||
const bindings = this._bindings;
|
||||
|
||||
if ( index !== undefined ) return bindings[ index ];
|
||||
|
||||
const paths = this._paths,
|
||||
parsedPaths = this._parsedPaths,
|
||||
objects = this._objects,
|
||||
nObjects = objects.length,
|
||||
nCachedObjects = this.nCachedObjects_,
|
||||
bindingsForPath = new Array( nObjects );
|
||||
|
||||
index = bindings.length;
|
||||
|
||||
indicesByPath[ path ] = index;
|
||||
|
||||
paths.push( path );
|
||||
parsedPaths.push( parsedPath );
|
||||
bindings.push( bindingsForPath );
|
||||
|
||||
for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
|
||||
|
||||
const object = objects[ i ];
|
||||
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
|
||||
|
||||
}
|
||||
|
||||
return bindingsForPath;
|
||||
|
||||
}
|
||||
|
||||
unsubscribe_( path ) {
|
||||
|
||||
// tells the group to forget about a property path and no longer
|
||||
// update the array previously obtained with 'subscribe_'
|
||||
|
||||
const indicesByPath = this._bindingsIndicesByPath,
|
||||
index = indicesByPath[ path ];
|
||||
|
||||
if ( index !== undefined ) {
|
||||
|
||||
const paths = this._paths,
|
||||
parsedPaths = this._parsedPaths,
|
||||
bindings = this._bindings,
|
||||
lastBindingsIndex = bindings.length - 1,
|
||||
lastBindings = bindings[ lastBindingsIndex ],
|
||||
lastBindingsPath = path[ lastBindingsIndex ];
|
||||
|
||||
indicesByPath[ lastBindingsPath ] = index;
|
||||
|
||||
bindings[ index ] = lastBindings;
|
||||
bindings.pop();
|
||||
|
||||
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
|
||||
parsedPaths.pop();
|
||||
|
||||
paths[ index ] = paths[ lastBindingsIndex ];
|
||||
paths.pop();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
|
||||
|
||||
export { AnimationObjectGroup };
|
|
@ -0,0 +1,356 @@
|
|||
import { Quaternion } from '../math/Quaternion.js';
|
||||
import { AdditiveAnimationBlendMode } from '../constants.js';
|
||||
|
||||
const AnimationUtils = {
|
||||
|
||||
// same as Array.prototype.slice, but also works on typed arrays
|
||||
arraySlice: function ( array, from, to ) {
|
||||
|
||||
if ( AnimationUtils.isTypedArray( array ) ) {
|
||||
|
||||
// in ios9 array.subarray(from, undefined) will return empty array
|
||||
// but array.subarray(from) or array.subarray(from, len) is correct
|
||||
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
|
||||
|
||||
}
|
||||
|
||||
return array.slice( from, to );
|
||||
|
||||
},
|
||||
|
||||
// converts an array to a specific type
|
||||
convertArray: function ( array, type, forceClone ) {
|
||||
|
||||
if ( ! array || // let 'undefined' and 'null' pass
|
||||
! forceClone && 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
|
||||
|
||||
},
|
||||
|
||||
isTypedArray: function ( object ) {
|
||||
|
||||
return ArrayBuffer.isView( object ) &&
|
||||
! ( object instanceof DataView );
|
||||
|
||||
},
|
||||
|
||||
// returns an array by which times and values can be sorted
|
||||
getKeyframeOrder: function ( 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;
|
||||
|
||||
},
|
||||
|
||||
// uses the array previously returned by 'getKeyframeOrder' to sort data
|
||||
sortedArray: function ( 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;
|
||||
|
||||
},
|
||||
|
||||
// function for parsing AOS keyframe formats
|
||||
flattenJSON: function ( 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.apply( values, 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 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
subclip: function ( 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 = AnimationUtils.convertArray( times, track.times.constructor );
|
||||
track.values = AnimationUtils.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;
|
||||
|
||||
},
|
||||
|
||||
makeClipAdditive: function ( 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 = AnimationUtils.arraySlice( referenceTrack.values, 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 = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );
|
||||
|
||||
} else {
|
||||
|
||||
// Interpolate to the reference value
|
||||
const interpolant = referenceTrack.createInterpolant();
|
||||
const startIndex = referenceOffset;
|
||||
const endIndex = referenceValueSize - referenceOffset;
|
||||
interpolant.evaluate( referenceTime );
|
||||
referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, 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;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
export { AnimationUtils };
|
|
@ -0,0 +1,462 @@
|
|||
import {
|
||||
InterpolateLinear,
|
||||
InterpolateSmooth,
|
||||
InterpolateDiscrete
|
||||
} from '../constants.js';
|
||||
import { CubicInterpolant } from '../math/interpolants/CubicInterpolant.js';
|
||||
import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js';
|
||||
import { DiscreteInterpolant } from '../math/interpolants/DiscreteInterpolant.js';
|
||||
import { AnimationUtils } from './AnimationUtils.js';
|
||||
|
||||
class KeyframeTrack {
|
||||
|
||||
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 );
|
||||
|
||||
this.name = name;
|
||||
|
||||
this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
|
||||
this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
|
||||
|
||||
this.setInterpolation( interpolation || this.DefaultInterpolation );
|
||||
|
||||
}
|
||||
|
||||
// Serialization (in static context, because of constructor invocation
|
||||
// and automatic invocation of .toJSON):
|
||||
|
||||
static toJSON( track ) {
|
||||
|
||||
const trackType = track.constructor;
|
||||
|
||||
let json;
|
||||
|
||||
// derived classes can define a static toJSON method
|
||||
if ( trackType.toJSON !== this.toJSON ) {
|
||||
|
||||
json = trackType.toJSON( track );
|
||||
|
||||
} else {
|
||||
|
||||
// by default, we assume the data can be serialized as-is
|
||||
json = {
|
||||
|
||||
'name': track.name,
|
||||
'times': AnimationUtils.convertArray( track.times, Array ),
|
||||
'values': AnimationUtils.convertArray( track.values, Array )
|
||||
|
||||
};
|
||||
|
||||
const interpolation = track.getInterpolation();
|
||||
|
||||
if ( interpolation !== track.DefaultInterpolation ) {
|
||||
|
||||
json.interpolation = interpolation;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
json.type = track.ValueTypeName; // mandatory
|
||||
|
||||
return json;
|
||||
|
||||
}
|
||||
|
||||
InterpolantFactoryMethodDiscrete( result ) {
|
||||
|
||||
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
|
||||
|
||||
}
|
||||
|
||||
InterpolantFactoryMethodLinear( result ) {
|
||||
|
||||
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
|
||||
|
||||
}
|
||||
|
||||
InterpolantFactoryMethodSmooth( result ) {
|
||||
|
||||
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
|
||||
|
||||
}
|
||||
|
||||
setInterpolation( interpolation ) {
|
||||
|
||||
let factoryMethod;
|
||||
|
||||
switch ( interpolation ) {
|
||||
|
||||
case InterpolateDiscrete:
|
||||
|
||||
factoryMethod = this.InterpolantFactoryMethodDiscrete;
|
||||
|
||||
break;
|
||||
|
||||
case InterpolateLinear:
|
||||
|
||||
factoryMethod = this.InterpolantFactoryMethodLinear;
|
||||
|
||||
break;
|
||||
|
||||
case InterpolateSmooth:
|
||||
|
||||
factoryMethod = this.InterpolantFactoryMethodSmooth;
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if ( factoryMethod === undefined ) {
|
||||
|
||||
const message = 'unsupported interpolation for ' +
|
||||
this.ValueTypeName + ' keyframe track named ' + this.name;
|
||||
|
||||
if ( this.createInterpolant === undefined ) {
|
||||
|
||||
// fall back to default, unless the default itself is messed up
|
||||
if ( interpolation !== this.DefaultInterpolation ) {
|
||||
|
||||
this.setInterpolation( this.DefaultInterpolation );
|
||||
|
||||
} else {
|
||||
|
||||
throw new Error( message ); // fatal, in this case
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
console.warn( 'THREE.KeyframeTrack:', message );
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
this.createInterpolant = factoryMethod;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getInterpolation() {
|
||||
|
||||
switch ( this.createInterpolant ) {
|
||||
|
||||
case this.InterpolantFactoryMethodDiscrete:
|
||||
|
||||
return InterpolateDiscrete;
|
||||
|
||||
case this.InterpolantFactoryMethodLinear:
|
||||
|
||||
return InterpolateLinear;
|
||||
|
||||
case this.InterpolantFactoryMethodSmooth:
|
||||
|
||||
return InterpolateSmooth;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
getValueSize() {
|
||||
|
||||
return this.values.length / this.times.length;
|
||||
|
||||
}
|
||||
|
||||
// move all keyframes either forwards or backwards in time
|
||||
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)
|
||||
scale( timeScale ) {
|
||||
|
||||
if ( timeScale !== 1.0 ) {
|
||||
|
||||
const times = this.times;
|
||||
|
||||
for ( let i = 0, n = times.length; i !== n; ++ i ) {
|
||||
|
||||
times[ i ] *= timeScale;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
|
||||
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
|
||||
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 = AnimationUtils.arraySlice( times, from, to );
|
||||
this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
|
||||
validate() {
|
||||
|
||||
let valid = true;
|
||||
|
||||
const valueSize = this.getValueSize();
|
||||
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
|
||||
|
||||
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
|
||||
valid = false;
|
||||
|
||||
}
|
||||
|
||||
const times = this.times,
|
||||
values = this.values,
|
||||
|
||||
nKeys = times.length;
|
||||
|
||||
if ( nKeys === 0 ) {
|
||||
|
||||
console.error( 'THREE.KeyframeTrack: Track is empty.', this );
|
||||
valid = false;
|
||||
|
||||
}
|
||||
|
||||
let prevTime = null;
|
||||
|
||||
for ( let i = 0; i !== nKeys; i ++ ) {
|
||||
|
||||
const currTime = times[ i ];
|
||||
|
||||
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
|
||||
|
||||
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
|
||||
valid = false;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if ( prevTime !== null && prevTime > currTime ) {
|
||||
|
||||
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
|
||||
valid = false;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
prevTime = currTime;
|
||||
|
||||
}
|
||||
|
||||
if ( values !== undefined ) {
|
||||
|
||||
if ( AnimationUtils.isTypedArray( values ) ) {
|
||||
|
||||
for ( let i = 0, n = values.length; i !== n; ++ i ) {
|
||||
|
||||
const value = values[ i ];
|
||||
|
||||
if ( isNaN( value ) ) {
|
||||
|
||||
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
|
||||
valid = false;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return valid;
|
||||
|
||||
}
|
||||
|
||||
// removes equivalent sequential keys as common in morph target sequences
|
||||
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
|
||||
optimize() {
|
||||
|
||||
// times or values may be shared with other tracks, so overwriting is unsafe
|
||||
const times = AnimationUtils.arraySlice( this.times ),
|
||||
values = AnimationUtils.arraySlice( this.values ),
|
||||
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 = AnimationUtils.arraySlice( times, 0, writeIndex );
|
||||
this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
|
||||
|
||||
} else {
|
||||
|
||||
this.times = times;
|
||||
this.values = values;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
const times = AnimationUtils.arraySlice( this.times, 0 );
|
||||
const values = AnimationUtils.arraySlice( this.values, 0 );
|
||||
|
||||
const TypedKeyframeTrack = this.constructor;
|
||||
const track = new TypedKeyframeTrack( this.name, times, values );
|
||||
|
||||
// Interpolant argument to constructor is not saved, so copy the factory method directly.
|
||||
track.createInterpolant = this.createInterpolant;
|
||||
|
||||
return track;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
KeyframeTrack.prototype.TimeBufferType = Float32Array;
|
||||
KeyframeTrack.prototype.ValueBufferType = Float32Array;
|
||||
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
|
||||
|
||||
export { KeyframeTrack };
|
|
@ -0,0 +1,703 @@
|
|||
// 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 = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
|
||||
|
||||
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
|
||||
const _nodeRe = /(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 = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
|
||||
|
||||
// Property and accessor. May not contain reserved characters. Accessor may
|
||||
// contain any non-bracket characters.
|
||||
const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
|
||||
|
||||
const _trackRe = new RegExp( ''
|
||||
+ '^'
|
||||
+ _directoryRe
|
||||
+ _nodeRe
|
||||
+ _objectRe
|
||||
+ _propertyRe
|
||||
+ '$'
|
||||
);
|
||||
|
||||
const _supportedObjectNames = [ 'material', 'materials', 'bones' ];
|
||||
|
||||
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.
|
||||
class PropertyBinding {
|
||||
|
||||
constructor( rootNode, path, parsedPath ) {
|
||||
|
||||
this.path = path;
|
||||
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
|
||||
|
||||
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
|
||||
|
||||
this.rootNode = rootNode;
|
||||
|
||||
// initial state of these methods that calls 'bind'
|
||||
this.getValue = this._getValue_unbound;
|
||||
this.setValue = this._setValue_unbound;
|
||||
|
||||
}
|
||||
|
||||
|
||||
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}
|
||||
*/
|
||||
static sanitizeNodeName( name ) {
|
||||
|
||||
return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
|
||||
|
||||
}
|
||||
|
||||
static parseTrackName( trackName ) {
|
||||
|
||||
const matches = _trackRe.exec( trackName );
|
||||
|
||||
if ( matches === null ) {
|
||||
|
||||
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
|
||||
|
||||
}
|
||||
|
||||
const results = {
|
||||
// directoryName: matches[ 1 ], // (tschw) currently unused
|
||||
nodeName: matches[ 2 ],
|
||||
objectName: matches[ 3 ],
|
||||
objectIndex: matches[ 4 ],
|
||||
propertyName: matches[ 5 ], // required
|
||||
propertyIndex: matches[ 6 ]
|
||||
};
|
||||
|
||||
const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
|
||||
|
||||
if ( lastDot !== undefined && lastDot !== - 1 ) {
|
||||
|
||||
const objectName = results.nodeName.substring( lastDot + 1 );
|
||||
|
||||
// Object names must be checked against an allowlist. Otherwise, there
|
||||
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
|
||||
// 'bar' could be the objectName, or part of a nodeName (which can
|
||||
// include '.' characters).
|
||||
if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
|
||||
|
||||
results.nodeName = results.nodeName.substring( 0, lastDot );
|
||||
results.objectName = objectName;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( results.propertyName === null || results.propertyName.length === 0 ) {
|
||||
|
||||
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
|
||||
|
||||
}
|
||||
|
||||
return results;
|
||||
|
||||
}
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
// create getter / setter pair for a property in the scene graph
|
||||
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.rootNode;
|
||||
|
||||
this.node = targetObject;
|
||||
|
||||
}
|
||||
|
||||
// set fail state so we can just 'return' on error
|
||||
this.getValue = this._getValue_unavailable;
|
||||
this.setValue = this._setValue_unavailable;
|
||||
|
||||
// ensure there is a value node
|
||||
if ( ! targetObject ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( objectName ) {
|
||||
|
||||
let objectIndex = parsedPath.objectIndex;
|
||||
|
||||
// special cases were we need to reach deeper into the hierarchy to get the face materials....
|
||||
switch ( objectName ) {
|
||||
|
||||
case 'materials':
|
||||
|
||||
if ( ! targetObject.material ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( ! targetObject.material.materials ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
targetObject = targetObject.material.materials;
|
||||
|
||||
break;
|
||||
|
||||
case 'bones':
|
||||
|
||||
if ( ! targetObject.skeleton ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
// potential future optimization: skip this if propertyIndex is already an integer
|
||||
// and convert the integer string to a true integer.
|
||||
|
||||
targetObject = targetObject.skeleton.bones;
|
||||
|
||||
// support resolving morphTarget names into indices.
|
||||
for ( let i = 0; i < targetObject.length; i ++ ) {
|
||||
|
||||
if ( targetObject[ i ].name === objectIndex ) {
|
||||
|
||||
objectIndex = i;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
if ( targetObject[ objectName ] === undefined ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
targetObject = targetObject[ objectName ];
|
||||
|
||||
}
|
||||
|
||||
|
||||
if ( objectIndex !== undefined ) {
|
||||
|
||||
if ( targetObject[ objectIndex ] === undefined ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
targetObject = targetObject[ objectIndex ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// resolve property
|
||||
const nodeProperty = targetObject[ propertyName ];
|
||||
|
||||
if ( nodeProperty === undefined ) {
|
||||
|
||||
const nodeName = parsedPath.nodeName;
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
|
||||
'.' + propertyName + ' but it wasn\'t found.', targetObject );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
// determine versioning scheme
|
||||
let versioning = this.Versioning.None;
|
||||
|
||||
this.targetObject = targetObject;
|
||||
|
||||
if ( targetObject.needsUpdate !== undefined ) { // material
|
||||
|
||||
versioning = this.Versioning.NeedsUpdate;
|
||||
|
||||
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
|
||||
|
||||
versioning = this.Versioning.MatrixWorldNeedsUpdate;
|
||||
|
||||
}
|
||||
|
||||
// determine how the property gets bound
|
||||
let bindingType = this.BindingType.Direct;
|
||||
|
||||
if ( propertyIndex !== undefined ) {
|
||||
|
||||
// access a sub element of the property array (only primitives are supported right now)
|
||||
|
||||
if ( propertyName === 'morphTargetInfluences' ) {
|
||||
|
||||
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
|
||||
|
||||
// support resolving morphTarget names into indices.
|
||||
if ( ! targetObject.geometry ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( targetObject.geometry.isBufferGeometry ) {
|
||||
|
||||
if ( ! targetObject.geometry.morphAttributes ) {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
|
||||
|
||||
propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
|
||||
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 ];
|
||||
|
||||
}
|
||||
|
||||
unbind() {
|
||||
|
||||
this.node = null;
|
||||
|
||||
// back to the prototype version of getValue / setValue
|
||||
// note: avoiding to mutate the shape of 'this' via 'delete'
|
||||
this.getValue = this._getValue_unbound;
|
||||
this.setValue = this._setValue_unbound;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
PropertyBinding.Composite = Composite;
|
||||
|
||||
PropertyBinding.prototype.BindingType = {
|
||||
Direct: 0,
|
||||
EntireArray: 1,
|
||||
ArrayElement: 2,
|
||||
HasFromToArray: 3
|
||||
};
|
||||
|
||||
PropertyBinding.prototype.Versioning = {
|
||||
None: 0,
|
||||
NeedsUpdate: 1,
|
||||
MatrixWorldNeedsUpdate: 2
|
||||
};
|
||||
|
||||
PropertyBinding.prototype.GetterByBindingType = [
|
||||
|
||||
PropertyBinding.prototype._getValue_direct,
|
||||
PropertyBinding.prototype._getValue_array,
|
||||
PropertyBinding.prototype._getValue_arrayElement,
|
||||
PropertyBinding.prototype._getValue_toArray,
|
||||
|
||||
];
|
||||
|
||||
PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
|
||||
|
||||
[
|
||||
// Direct
|
||||
PropertyBinding.prototype._setValue_direct,
|
||||
PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
|
||||
PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
|
||||
|
||||
], [
|
||||
|
||||
// EntireArray
|
||||
|
||||
PropertyBinding.prototype._setValue_array,
|
||||
PropertyBinding.prototype._setValue_array_setNeedsUpdate,
|
||||
PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
|
||||
|
||||
], [
|
||||
|
||||
// ArrayElement
|
||||
PropertyBinding.prototype._setValue_arrayElement,
|
||||
PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
|
||||
PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
|
||||
|
||||
], [
|
||||
|
||||
// HasToFromArray
|
||||
PropertyBinding.prototype._setValue_fromArray,
|
||||
PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
|
||||
PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
|
||||
|
||||
]
|
||||
|
||||
];
|
||||
|
||||
|
||||
export { PropertyBinding };
|
|
@ -0,0 +1,318 @@
|
|||
import { Quaternion } from '../math/Quaternion.js';
|
||||
|
||||
class PropertyMixer {
|
||||
|
||||
constructor( binding, typeName, valueSize ) {
|
||||
|
||||
this.binding = binding;
|
||||
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;
|
||||
|
||||
this.cumulativeWeight = 0;
|
||||
this.cumulativeWeightAdditive = 0;
|
||||
|
||||
this.useCount = 0;
|
||||
this.referenceCount = 0;
|
||||
|
||||
}
|
||||
|
||||
// accumulate data in the 'incoming' region into 'accu<i>'
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// accumulate data in the 'incoming' region into 'add'
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
// apply the state of 'accu<i>' to the binding when accus differ
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// remember 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;
|
||||
|
||||
}
|
||||
|
||||
// apply the state previously taken via 'saveOriginalState' to the binding
|
||||
restoreOriginalState() {
|
||||
|
||||
const originalValueOffset = this.valueSize * 3;
|
||||
this.binding.setValue( this.buffer, originalValueOffset );
|
||||
|
||||
}
|
||||
|
||||
_setAdditiveIdentityNumeric() {
|
||||
|
||||
const startIndex = this._addIndex * this.valueSize;
|
||||
const endIndex = startIndex + this.valueSize;
|
||||
|
||||
for ( let i = startIndex; i < endIndex; i ++ ) {
|
||||
|
||||
this.buffer[ i ] = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_setAdditiveIdentityQuaternion() {
|
||||
|
||||
this._setAdditiveIdentityNumeric();
|
||||
this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
|
||||
|
||||
}
|
||||
|
||||
_setAdditiveIdentityOther() {
|
||||
|
||||
const startIndex = this._origIndex * this.valueSize;
|
||||
const targetIndex = this._addIndex * this.valueSize;
|
||||
|
||||
for ( let i = 0; i < this.valueSize; i ++ ) {
|
||||
|
||||
this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// mix functions
|
||||
|
||||
_select( buffer, dstOffset, srcOffset, t, stride ) {
|
||||
|
||||
if ( t >= 0.5 ) {
|
||||
|
||||
for ( let i = 0; i !== stride; ++ i ) {
|
||||
|
||||
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_slerp( buffer, dstOffset, srcOffset, t ) {
|
||||
|
||||
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
|
||||
|
||||
}
|
||||
|
||||
_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
|
||||
|
||||
const workOffset = this._workIndex * stride;
|
||||
|
||||
// Store result in intermediate buffer offset
|
||||
Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
|
||||
|
||||
// Slerp to the intermediate result
|
||||
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
|
||||
|
||||
}
|
||||
|
||||
_lerp( buffer, dstOffset, srcOffset, t, stride ) {
|
||||
|
||||
const s = 1 - t;
|
||||
|
||||
for ( let i = 0; i !== stride; ++ i ) {
|
||||
|
||||
const j = dstOffset + i;
|
||||
|
||||
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
|
||||
|
||||
for ( let i = 0; i !== stride; ++ i ) {
|
||||
|
||||
const j = dstOffset + i;
|
||||
|
||||
buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { PropertyMixer };
|
|
@ -0,0 +1,19 @@
|
|||
import { InterpolateDiscrete } from '../../constants.js';
|
||||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
|
||||
/**
|
||||
* A Track of Boolean keyframe values.
|
||||
*/
|
||||
class BooleanKeyframeTrack extends KeyframeTrack {}
|
||||
|
||||
BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
|
||||
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
|
||||
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
|
||||
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
|
||||
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
|
||||
|
||||
// Note: Actually this track could have a optimized / compressed
|
||||
// representation of a single value and a custom interpolant that
|
||||
// computes "firstValue ^ isOdd( index )".
|
||||
|
||||
export { BooleanKeyframeTrack };
|
|
@ -0,0 +1,15 @@
|
|||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
|
||||
/**
|
||||
* A Track of keyframe values that represent color.
|
||||
*/
|
||||
class ColorKeyframeTrack extends KeyframeTrack {}
|
||||
|
||||
ColorKeyframeTrack.prototype.ValueTypeName = 'color';
|
||||
// ValueBufferType is inherited
|
||||
// DefaultInterpolation is inherited
|
||||
|
||||
// Note: Very basic implementation and nothing special yet.
|
||||
// However, this is the place for color space parameterization.
|
||||
|
||||
export { ColorKeyframeTrack };
|
|
@ -0,0 +1,12 @@
|
|||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
|
||||
/**
|
||||
* A Track of numeric keyframe values.
|
||||
*/
|
||||
class NumberKeyframeTrack extends KeyframeTrack {}
|
||||
|
||||
NumberKeyframeTrack.prototype.ValueTypeName = 'number';
|
||||
// ValueBufferType is inherited
|
||||
// DefaultInterpolation is inherited
|
||||
|
||||
export { NumberKeyframeTrack };
|
|
@ -0,0 +1,23 @@
|
|||
import { InterpolateLinear } from '../../constants.js';
|
||||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
import { QuaternionLinearInterpolant } from '../../math/interpolants/QuaternionLinearInterpolant.js';
|
||||
|
||||
/**
|
||||
* A Track of quaternion keyframe values.
|
||||
*/
|
||||
class QuaternionKeyframeTrack extends KeyframeTrack {
|
||||
|
||||
InterpolantFactoryMethodLinear( result ) {
|
||||
|
||||
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
|
||||
// ValueBufferType is inherited
|
||||
QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
|
||||
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
|
||||
|
||||
export { QuaternionKeyframeTrack };
|
|
@ -0,0 +1,15 @@
|
|||
import { InterpolateDiscrete } from '../../constants.js';
|
||||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
|
||||
/**
|
||||
* A Track that interpolates Strings
|
||||
*/
|
||||
class StringKeyframeTrack extends KeyframeTrack {}
|
||||
|
||||
StringKeyframeTrack.prototype.ValueTypeName = 'string';
|
||||
StringKeyframeTrack.prototype.ValueBufferType = Array;
|
||||
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
|
||||
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
|
||||
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
|
||||
|
||||
export { StringKeyframeTrack };
|
|
@ -0,0 +1,12 @@
|
|||
import { KeyframeTrack } from '../KeyframeTrack.js';
|
||||
|
||||
/**
|
||||
* A Track of vectored keyframe values.
|
||||
*/
|
||||
class VectorKeyframeTrack extends KeyframeTrack {}
|
||||
|
||||
VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
|
||||
// ValueBufferType is inherited
|
||||
// DefaultInterpolation is inherited
|
||||
|
||||
export { VectorKeyframeTrack };
|
|
@ -0,0 +1,391 @@
|
|||
import { Object3D } from '../core/Object3D.js';
|
||||
|
||||
class Audio extends Object3D {
|
||||
|
||||
constructor( listener ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'Audio';
|
||||
|
||||
this.listener = listener;
|
||||
this.context = listener.context;
|
||||
|
||||
this.gain = this.context.createGain();
|
||||
this.gain.connect( listener.getInput() );
|
||||
|
||||
this.autoplay = false;
|
||||
|
||||
this.buffer = null;
|
||||
this.detune = 0;
|
||||
this.loop = false;
|
||||
this.loopStart = 0;
|
||||
this.loopEnd = 0;
|
||||
this.offset = 0;
|
||||
this.duration = undefined;
|
||||
this.playbackRate = 1;
|
||||
this.isPlaying = false;
|
||||
this.hasPlaybackControl = true;
|
||||
this.source = null;
|
||||
this.sourceType = 'empty';
|
||||
|
||||
this._startedAt = 0;
|
||||
this._progress = 0;
|
||||
this._connected = false;
|
||||
|
||||
this.filters = [];
|
||||
|
||||
}
|
||||
|
||||
getOutput() {
|
||||
|
||||
return this.gain;
|
||||
|
||||
}
|
||||
|
||||
setNodeSource( audioNode ) {
|
||||
|
||||
this.hasPlaybackControl = false;
|
||||
this.sourceType = 'audioNode';
|
||||
this.source = audioNode;
|
||||
this.connect();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setMediaElementSource( mediaElement ) {
|
||||
|
||||
this.hasPlaybackControl = false;
|
||||
this.sourceType = 'mediaNode';
|
||||
this.source = this.context.createMediaElementSource( mediaElement );
|
||||
this.connect();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setMediaStreamSource( mediaStream ) {
|
||||
|
||||
this.hasPlaybackControl = false;
|
||||
this.sourceType = 'mediaStreamNode';
|
||||
this.source = this.context.createMediaStreamSource( mediaStream );
|
||||
this.connect();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setBuffer( audioBuffer ) {
|
||||
|
||||
this.buffer = audioBuffer;
|
||||
this.sourceType = 'buffer';
|
||||
|
||||
if ( this.autoplay ) this.play();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
play( delay = 0 ) {
|
||||
|
||||
if ( this.isPlaying === true ) {
|
||||
|
||||
console.warn( 'THREE.Audio: Audio is already playing.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
this._startedAt = this.context.currentTime + delay;
|
||||
|
||||
const source = this.context.createBufferSource();
|
||||
source.buffer = this.buffer;
|
||||
source.loop = this.loop;
|
||||
source.loopStart = this.loopStart;
|
||||
source.loopEnd = this.loopEnd;
|
||||
source.onended = this.onEnded.bind( this );
|
||||
source.start( this._startedAt, this._progress + this.offset, this.duration );
|
||||
|
||||
this.isPlaying = true;
|
||||
|
||||
this.source = source;
|
||||
|
||||
this.setDetune( this.detune );
|
||||
this.setPlaybackRate( this.playbackRate );
|
||||
|
||||
return this.connect();
|
||||
|
||||
}
|
||||
|
||||
pause() {
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( this.isPlaying === true ) {
|
||||
|
||||
// update current progress
|
||||
|
||||
this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
|
||||
|
||||
if ( this.loop === true ) {
|
||||
|
||||
// ensure _progress does not exceed duration with looped audios
|
||||
|
||||
this._progress = this._progress % ( this.duration || this.buffer.duration );
|
||||
|
||||
}
|
||||
|
||||
this.source.stop();
|
||||
this.source.onended = null;
|
||||
|
||||
this.isPlaying = false;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
stop() {
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
this._progress = 0;
|
||||
|
||||
this.source.stop();
|
||||
this.source.onended = null;
|
||||
this.isPlaying = false;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
disconnect() {
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
getFilters() {
|
||||
|
||||
return this.filters;
|
||||
|
||||
}
|
||||
|
||||
setFilters( value ) {
|
||||
|
||||
if ( ! value ) value = [];
|
||||
|
||||
if ( this._connected === true ) {
|
||||
|
||||
this.disconnect();
|
||||
this.filters = value.slice();
|
||||
this.connect();
|
||||
|
||||
} else {
|
||||
|
||||
this.filters = value.slice();
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setDetune( value ) {
|
||||
|
||||
this.detune = value;
|
||||
|
||||
if ( this.source.detune === undefined ) return; // only set detune when available
|
||||
|
||||
if ( this.isPlaying === true ) {
|
||||
|
||||
this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getDetune() {
|
||||
|
||||
return this.detune;
|
||||
|
||||
}
|
||||
|
||||
getFilter() {
|
||||
|
||||
return this.getFilters()[ 0 ];
|
||||
|
||||
}
|
||||
|
||||
setFilter( filter ) {
|
||||
|
||||
return this.setFilters( filter ? [ filter ] : [] );
|
||||
|
||||
}
|
||||
|
||||
setPlaybackRate( value ) {
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
this.playbackRate = value;
|
||||
|
||||
if ( this.isPlaying === true ) {
|
||||
|
||||
this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getPlaybackRate() {
|
||||
|
||||
return this.playbackRate;
|
||||
|
||||
}
|
||||
|
||||
onEnded() {
|
||||
|
||||
this.isPlaying = false;
|
||||
|
||||
}
|
||||
|
||||
getLoop() {
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
return this.loop;
|
||||
|
||||
}
|
||||
|
||||
setLoop( value ) {
|
||||
|
||||
if ( this.hasPlaybackControl === false ) {
|
||||
|
||||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
this.loop = value;
|
||||
|
||||
if ( this.isPlaying === true ) {
|
||||
|
||||
this.source.loop = this.loop;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setLoopStart( value ) {
|
||||
|
||||
this.loopStart = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setLoopEnd( value ) {
|
||||
|
||||
this.loopEnd = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getVolume() {
|
||||
|
||||
return this.gain.gain.value;
|
||||
|
||||
}
|
||||
|
||||
setVolume( value ) {
|
||||
|
||||
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Audio };
|
|
@ -0,0 +1,40 @@
|
|||
class AudioAnalyser {
|
||||
|
||||
constructor( audio, fftSize = 2048 ) {
|
||||
|
||||
this.analyser = audio.context.createAnalyser();
|
||||
this.analyser.fftSize = fftSize;
|
||||
|
||||
this.data = new Uint8Array( this.analyser.frequencyBinCount );
|
||||
|
||||
audio.getOutput().connect( this.analyser );
|
||||
|
||||
}
|
||||
|
||||
|
||||
getFrequencyData() {
|
||||
|
||||
this.analyser.getByteFrequencyData( this.data );
|
||||
|
||||
return this.data;
|
||||
|
||||
}
|
||||
|
||||
getAverageFrequency() {
|
||||
|
||||
let value = 0;
|
||||
const data = this.getFrequencyData();
|
||||
|
||||
for ( let i = 0; i < data.length; i ++ ) {
|
||||
|
||||
value += data[ i ];
|
||||
|
||||
}
|
||||
|
||||
return value / data.length;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { AudioAnalyser };
|
|
@ -0,0 +1,25 @@
|
|||
let _context;
|
||||
|
||||
const AudioContext = {
|
||||
|
||||
getContext: function () {
|
||||
|
||||
if ( _context === undefined ) {
|
||||
|
||||
_context = new ( window.AudioContext || window.webkitAudioContext )();
|
||||
|
||||
}
|
||||
|
||||
return _context;
|
||||
|
||||
},
|
||||
|
||||
setContext: function ( value ) {
|
||||
|
||||
_context = value;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
export { AudioContext };
|
|
@ -0,0 +1,137 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Quaternion } from '../math/Quaternion.js';
|
||||
import { Clock } from '../core/Clock.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { AudioContext } from './AudioContext.js';
|
||||
|
||||
const _position = /*@__PURE__*/ new Vector3();
|
||||
const _quaternion = /*@__PURE__*/ new Quaternion();
|
||||
const _scale = /*@__PURE__*/ new Vector3();
|
||||
const _orientation = /*@__PURE__*/ new Vector3();
|
||||
|
||||
class AudioListener extends Object3D {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'AudioListener';
|
||||
|
||||
this.context = AudioContext.getContext();
|
||||
|
||||
this.gain = this.context.createGain();
|
||||
this.gain.connect( this.context.destination );
|
||||
|
||||
this.filter = null;
|
||||
|
||||
this.timeDelta = 0;
|
||||
|
||||
// private
|
||||
|
||||
this._clock = new Clock();
|
||||
|
||||
}
|
||||
|
||||
getInput() {
|
||||
|
||||
return this.gain;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
getFilter() {
|
||||
|
||||
return this.filter;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
getMasterVolume() {
|
||||
|
||||
return this.gain.gain.value;
|
||||
|
||||
}
|
||||
|
||||
setMasterVolume( value ) {
|
||||
|
||||
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
updateMatrixWorld( force ) {
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
const listener = this.context.listener;
|
||||
const up = this.up;
|
||||
|
||||
this.timeDelta = this._clock.getDelta();
|
||||
|
||||
this.matrixWorld.decompose( _position, _quaternion, _scale );
|
||||
|
||||
_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion );
|
||||
|
||||
if ( listener.positionX ) {
|
||||
|
||||
// code path for Chrome (see #14393)
|
||||
|
||||
const endTime = this.context.currentTime + this.timeDelta;
|
||||
|
||||
listener.positionX.linearRampToValueAtTime( _position.x, endTime );
|
||||
listener.positionY.linearRampToValueAtTime( _position.y, endTime );
|
||||
listener.positionZ.linearRampToValueAtTime( _position.z, endTime );
|
||||
listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
|
||||
listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
|
||||
listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
|
||||
listener.upX.linearRampToValueAtTime( up.x, endTime );
|
||||
listener.upY.linearRampToValueAtTime( up.y, endTime );
|
||||
listener.upZ.linearRampToValueAtTime( up.z, endTime );
|
||||
|
||||
} else {
|
||||
|
||||
listener.setPosition( _position.x, _position.y, _position.z );
|
||||
listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { AudioListener };
|
|
@ -0,0 +1,138 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Quaternion } from '../math/Quaternion.js';
|
||||
import { Audio } from './Audio.js';
|
||||
|
||||
const _position = /*@__PURE__*/ new Vector3();
|
||||
const _quaternion = /*@__PURE__*/ new Quaternion();
|
||||
const _scale = /*@__PURE__*/ new Vector3();
|
||||
const _orientation = /*@__PURE__*/ new Vector3();
|
||||
|
||||
class PositionalAudio extends Audio {
|
||||
|
||||
constructor( listener ) {
|
||||
|
||||
super( listener );
|
||||
|
||||
this.panner = this.context.createPanner();
|
||||
this.panner.panningModel = 'HRTF';
|
||||
this.panner.connect( this.gain );
|
||||
|
||||
}
|
||||
|
||||
disconnect() {
|
||||
|
||||
super.disconnect();
|
||||
|
||||
this.panner.disconnect( this.gain );
|
||||
|
||||
}
|
||||
|
||||
getOutput() {
|
||||
|
||||
return this.panner;
|
||||
|
||||
}
|
||||
|
||||
getRefDistance() {
|
||||
|
||||
return this.panner.refDistance;
|
||||
|
||||
}
|
||||
|
||||
setRefDistance( value ) {
|
||||
|
||||
this.panner.refDistance = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getRolloffFactor() {
|
||||
|
||||
return this.panner.rolloffFactor;
|
||||
|
||||
}
|
||||
|
||||
setRolloffFactor( value ) {
|
||||
|
||||
this.panner.rolloffFactor = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getDistanceModel() {
|
||||
|
||||
return this.panner.distanceModel;
|
||||
|
||||
}
|
||||
|
||||
setDistanceModel( value ) {
|
||||
|
||||
this.panner.distanceModel = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getMaxDistance() {
|
||||
|
||||
return this.panner.maxDistance;
|
||||
|
||||
}
|
||||
|
||||
setMaxDistance( value ) {
|
||||
|
||||
this.panner.maxDistance = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
|
||||
|
||||
this.panner.coneInnerAngle = coneInnerAngle;
|
||||
this.panner.coneOuterAngle = coneOuterAngle;
|
||||
this.panner.coneOuterGain = coneOuterGain;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
updateMatrixWorld( force ) {
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
|
||||
|
||||
this.matrixWorld.decompose( _position, _quaternion, _scale );
|
||||
|
||||
_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
|
||||
|
||||
const panner = this.panner;
|
||||
|
||||
if ( panner.positionX ) {
|
||||
|
||||
// code path for Chrome and Firefox (see #14393)
|
||||
|
||||
const endTime = this.context.currentTime + this.listener.timeDelta;
|
||||
|
||||
panner.positionX.linearRampToValueAtTime( _position.x, endTime );
|
||||
panner.positionY.linearRampToValueAtTime( _position.y, endTime );
|
||||
panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
|
||||
panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
|
||||
panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
|
||||
panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
|
||||
|
||||
} else {
|
||||
|
||||
panner.setPosition( _position.x, _position.y, _position.z );
|
||||
panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { PositionalAudio };
|
|
@ -0,0 +1,18 @@
|
|||
import { PerspectiveCamera } from './PerspectiveCamera.js';
|
||||
|
||||
class ArrayCamera extends PerspectiveCamera {
|
||||
|
||||
constructor( array = [] ) {
|
||||
|
||||
super();
|
||||
|
||||
this.cameras = array;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ArrayCamera.prototype.isArrayCamera = true;
|
||||
|
||||
|
||||
export { ArrayCamera };
|
|
@ -0,0 +1,68 @@
|
|||
import { Matrix4 } from '../math/Matrix4.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
|
||||
class Camera extends Object3D {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'Camera';
|
||||
|
||||
this.matrixWorldInverse = new Matrix4();
|
||||
|
||||
this.projectionMatrix = new Matrix4();
|
||||
this.projectionMatrixInverse = new Matrix4();
|
||||
|
||||
}
|
||||
|
||||
copy( source, recursive ) {
|
||||
|
||||
super.copy( source, recursive );
|
||||
|
||||
this.matrixWorldInverse.copy( source.matrixWorldInverse );
|
||||
|
||||
this.projectionMatrix.copy( source.projectionMatrix );
|
||||
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getWorldDirection( target ) {
|
||||
|
||||
this.updateWorldMatrix( true, false );
|
||||
|
||||
const e = this.matrixWorld.elements;
|
||||
|
||||
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
|
||||
|
||||
}
|
||||
|
||||
updateMatrixWorld( force ) {
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
|
||||
|
||||
}
|
||||
|
||||
updateWorldMatrix( updateParents, updateChildren ) {
|
||||
|
||||
super.updateWorldMatrix( updateParents, updateChildren );
|
||||
|
||||
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
return new this.constructor().copy( this );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Camera.prototype.isCamera = true;
|
||||
|
||||
export { Camera };
|
|
@ -0,0 +1,117 @@
|
|||
import { LinearEncoding, NoToneMapping } from '../constants.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { PerspectiveCamera } from './PerspectiveCamera.js';
|
||||
|
||||
const fov = 90, aspect = 1;
|
||||
|
||||
class CubeCamera extends Object3D {
|
||||
|
||||
constructor( near, far, renderTarget ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CubeCamera';
|
||||
|
||||
if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
|
||||
|
||||
console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
this.renderTarget = renderTarget;
|
||||
|
||||
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraPX.layers = this.layers;
|
||||
cameraPX.up.set( 0, - 1, 0 );
|
||||
cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
|
||||
this.add( cameraPX );
|
||||
|
||||
const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraNX.layers = this.layers;
|
||||
cameraNX.up.set( 0, - 1, 0 );
|
||||
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
|
||||
this.add( cameraNX );
|
||||
|
||||
const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraPY.layers = this.layers;
|
||||
cameraPY.up.set( 0, 0, 1 );
|
||||
cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
|
||||
this.add( cameraPY );
|
||||
|
||||
const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraNY.layers = this.layers;
|
||||
cameraNY.up.set( 0, 0, - 1 );
|
||||
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
|
||||
this.add( cameraNY );
|
||||
|
||||
const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraPZ.layers = this.layers;
|
||||
cameraPZ.up.set( 0, - 1, 0 );
|
||||
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
|
||||
this.add( cameraPZ );
|
||||
|
||||
const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
|
||||
cameraNZ.layers = this.layers;
|
||||
cameraNZ.up.set( 0, - 1, 0 );
|
||||
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
|
||||
this.add( cameraNZ );
|
||||
|
||||
}
|
||||
|
||||
update( renderer, scene ) {
|
||||
|
||||
if ( this.parent === null ) this.updateMatrixWorld();
|
||||
|
||||
const renderTarget = this.renderTarget;
|
||||
|
||||
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
|
||||
|
||||
const currentRenderTarget = renderer.getRenderTarget();
|
||||
|
||||
const currentOutputEncoding = renderer.outputEncoding;
|
||||
const currentToneMapping = renderer.toneMapping;
|
||||
const currentXrEnabled = renderer.xr.enabled;
|
||||
|
||||
renderer.outputEncoding = LinearEncoding;
|
||||
renderer.toneMapping = NoToneMapping;
|
||||
renderer.xr.enabled = false;
|
||||
|
||||
const generateMipmaps = renderTarget.texture.generateMipmaps;
|
||||
|
||||
renderTarget.texture.generateMipmaps = false;
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 0 );
|
||||
renderer.render( scene, cameraPX );
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 1 );
|
||||
renderer.render( scene, cameraNX );
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 2 );
|
||||
renderer.render( scene, cameraPY );
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 3 );
|
||||
renderer.render( scene, cameraNY );
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 4 );
|
||||
renderer.render( scene, cameraPZ );
|
||||
|
||||
renderTarget.texture.generateMipmaps = generateMipmaps;
|
||||
|
||||
renderer.setRenderTarget( renderTarget, 5 );
|
||||
renderer.render( scene, cameraNZ );
|
||||
|
||||
renderer.setRenderTarget( currentRenderTarget );
|
||||
|
||||
renderer.outputEncoding = currentOutputEncoding;
|
||||
renderer.toneMapping = currentToneMapping;
|
||||
renderer.xr.enabled = currentXrEnabled;
|
||||
|
||||
renderTarget.texture.needsPMREMUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CubeCamera };
|
|
@ -0,0 +1,136 @@
|
|||
import { Camera } from './Camera.js';
|
||||
|
||||
class OrthographicCamera extends Camera {
|
||||
|
||||
constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'OrthographicCamera';
|
||||
|
||||
this.zoom = 1;
|
||||
this.view = null;
|
||||
|
||||
this.left = left;
|
||||
this.right = right;
|
||||
this.top = top;
|
||||
this.bottom = bottom;
|
||||
|
||||
this.near = near;
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
clearViewOffset() {
|
||||
|
||||
if ( this.view !== null ) {
|
||||
|
||||
this.view.enabled = false;
|
||||
|
||||
}
|
||||
|
||||
this.updateProjectionMatrix();
|
||||
|
||||
}
|
||||
|
||||
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.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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
OrthographicCamera.prototype.isOrthographicCamera = true;
|
||||
|
||||
export { OrthographicCamera };
|
|
@ -0,0 +1,233 @@
|
|||
import { Camera } from './Camera.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
|
||||
class PerspectiveCamera extends Camera {
|
||||
|
||||
constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'PerspectiveCamera';
|
||||
|
||||
this.fov = fov;
|
||||
this.zoom = 1;
|
||||
|
||||
this.near = near;
|
||||
this.far = far;
|
||||
this.focus = 10;
|
||||
|
||||
this.aspect = aspect;
|
||||
this.view = null;
|
||||
|
||||
this.filmGauge = 35; // width of the film (default in millimeters)
|
||||
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
|
||||
|
||||
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 .filmGauge.
|
||||
*
|
||||
* The default film gauge is 35, so that the focal length can be specified for
|
||||
* a 35mm (full frame) camera.
|
||||
*
|
||||
* 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 = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
|
||||
this.updateProjectionMatrix();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the focal length from the current .fov and .filmGauge.
|
||||
*/
|
||||
getFocalLength() {
|
||||
|
||||
const vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
|
||||
|
||||
return 0.5 * this.getFilmHeight() / vExtentSlope;
|
||||
|
||||
}
|
||||
|
||||
getEffectiveFOV() {
|
||||
|
||||
return MathUtils.RAD2DEG * 2 * Math.atan(
|
||||
Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
|
||||
|
||||
}
|
||||
|
||||
getFilmWidth() {
|
||||
|
||||
// film not completely covered in portrait format (aspect < 1)
|
||||
return this.filmGauge * Math.min( this.aspect, 1 );
|
||||
|
||||
}
|
||||
|
||||
getFilmHeight() {
|
||||
|
||||
// film not completely covered in landscape format (aspect > 1)
|
||||
return this.filmGauge / Math.max( this.aspect, 1 );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
clearViewOffset() {
|
||||
|
||||
if ( this.view !== null ) {
|
||||
|
||||
this.view.enabled = false;
|
||||
|
||||
}
|
||||
|
||||
this.updateProjectionMatrix();
|
||||
|
||||
}
|
||||
|
||||
updateProjectionMatrix() {
|
||||
|
||||
const near = this.near;
|
||||
let top = near * Math.tan( MathUtils.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.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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
PerspectiveCamera.prototype.isPerspectiveCamera = true;
|
||||
|
||||
export { PerspectiveCamera };
|
|
@ -0,0 +1,100 @@
|
|||
import { Matrix4 } from '../math/Matrix4.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
import { PerspectiveCamera } from './PerspectiveCamera.js';
|
||||
|
||||
const _eyeRight = /*@__PURE__*/ new Matrix4();
|
||||
const _eyeLeft = /*@__PURE__*/ new Matrix4();
|
||||
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
|
||||
|
||||
class StereoCamera {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.type = 'StereoCamera';
|
||||
|
||||
this.aspect = 1;
|
||||
|
||||
this.eyeSep = 0.064;
|
||||
|
||||
this.cameraL = new PerspectiveCamera();
|
||||
this.cameraL.layers.enable( 1 );
|
||||
this.cameraL.matrixAutoUpdate = false;
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
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( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
|
||||
let xmin, xmax;
|
||||
|
||||
// translate xOffset
|
||||
|
||||
_eyeLeft.elements[ 12 ] = - eyeSepHalf;
|
||||
_eyeRight.elements[ 12 ] = eyeSepHalf;
|
||||
|
||||
// for left eye
|
||||
|
||||
xmin = - ymax * cache.aspect + eyeSepOnProjection;
|
||||
xmax = ymax * cache.aspect + eyeSepOnProjection;
|
||||
|
||||
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
|
||||
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
||||
|
||||
this.cameraL.projectionMatrix.copy( _projectionMatrix );
|
||||
|
||||
// for right eye
|
||||
|
||||
xmin = - ymax * cache.aspect - eyeSepOnProjection;
|
||||
xmax = ymax * cache.aspect - eyeSepOnProjection;
|
||||
|
||||
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
|
||||
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
||||
|
||||
this.cameraR.projectionMatrix.copy( _projectionMatrix );
|
||||
|
||||
}
|
||||
|
||||
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
|
||||
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { StereoCamera };
|
|
@ -0,0 +1,183 @@
|
|||
export const REVISION = '140dev';
|
||||
export const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
|
||||
export const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
|
||||
export const CullFaceNone = 0;
|
||||
export const CullFaceBack = 1;
|
||||
export const CullFaceFront = 2;
|
||||
export const CullFaceFrontBack = 3;
|
||||
export const BasicShadowMap = 0;
|
||||
export const PCFShadowMap = 1;
|
||||
export const PCFSoftShadowMap = 2;
|
||||
export const VSMShadowMap = 3;
|
||||
export const FrontSide = 0;
|
||||
export const BackSide = 1;
|
||||
export const DoubleSide = 2;
|
||||
export const FlatShading = 1;
|
||||
export const SmoothShading = 2;
|
||||
export const NoBlending = 0;
|
||||
export const NormalBlending = 1;
|
||||
export const AdditiveBlending = 2;
|
||||
export const SubtractiveBlending = 3;
|
||||
export const MultiplyBlending = 4;
|
||||
export const CustomBlending = 5;
|
||||
export const AddEquation = 100;
|
||||
export const SubtractEquation = 101;
|
||||
export const ReverseSubtractEquation = 102;
|
||||
export const MinEquation = 103;
|
||||
export const MaxEquation = 104;
|
||||
export const ZeroFactor = 200;
|
||||
export const OneFactor = 201;
|
||||
export const SrcColorFactor = 202;
|
||||
export const OneMinusSrcColorFactor = 203;
|
||||
export const SrcAlphaFactor = 204;
|
||||
export const OneMinusSrcAlphaFactor = 205;
|
||||
export const DstAlphaFactor = 206;
|
||||
export const OneMinusDstAlphaFactor = 207;
|
||||
export const DstColorFactor = 208;
|
||||
export const OneMinusDstColorFactor = 209;
|
||||
export const SrcAlphaSaturateFactor = 210;
|
||||
export const NeverDepth = 0;
|
||||
export const AlwaysDepth = 1;
|
||||
export const LessDepth = 2;
|
||||
export const LessEqualDepth = 3;
|
||||
export const EqualDepth = 4;
|
||||
export const GreaterEqualDepth = 5;
|
||||
export const GreaterDepth = 6;
|
||||
export const NotEqualDepth = 7;
|
||||
export const MultiplyOperation = 0;
|
||||
export const MixOperation = 1;
|
||||
export const AddOperation = 2;
|
||||
export const NoToneMapping = 0;
|
||||
export const LinearToneMapping = 1;
|
||||
export const ReinhardToneMapping = 2;
|
||||
export const CineonToneMapping = 3;
|
||||
export const ACESFilmicToneMapping = 4;
|
||||
export const CustomToneMapping = 5;
|
||||
|
||||
export const UVMapping = 300;
|
||||
export const CubeReflectionMapping = 301;
|
||||
export const CubeRefractionMapping = 302;
|
||||
export const EquirectangularReflectionMapping = 303;
|
||||
export const EquirectangularRefractionMapping = 304;
|
||||
export const CubeUVReflectionMapping = 306;
|
||||
export const RepeatWrapping = 1000;
|
||||
export const ClampToEdgeWrapping = 1001;
|
||||
export const MirroredRepeatWrapping = 1002;
|
||||
export const NearestFilter = 1003;
|
||||
export const NearestMipmapNearestFilter = 1004;
|
||||
export const NearestMipMapNearestFilter = 1004;
|
||||
export const NearestMipmapLinearFilter = 1005;
|
||||
export const NearestMipMapLinearFilter = 1005;
|
||||
export const LinearFilter = 1006;
|
||||
export const LinearMipmapNearestFilter = 1007;
|
||||
export const LinearMipMapNearestFilter = 1007;
|
||||
export const LinearMipmapLinearFilter = 1008;
|
||||
export const LinearMipMapLinearFilter = 1008;
|
||||
export const UnsignedByteType = 1009;
|
||||
export const ByteType = 1010;
|
||||
export const ShortType = 1011;
|
||||
export const UnsignedShortType = 1012;
|
||||
export const IntType = 1013;
|
||||
export const UnsignedIntType = 1014;
|
||||
export const FloatType = 1015;
|
||||
export const HalfFloatType = 1016;
|
||||
export const UnsignedShort4444Type = 1017;
|
||||
export const UnsignedShort5551Type = 1018;
|
||||
export const UnsignedInt248Type = 1020;
|
||||
export const AlphaFormat = 1021;
|
||||
export const RGBFormat = 1022;
|
||||
export const RGBAFormat = 1023;
|
||||
export const LuminanceFormat = 1024;
|
||||
export const LuminanceAlphaFormat = 1025;
|
||||
export const DepthFormat = 1026;
|
||||
export const DepthStencilFormat = 1027;
|
||||
export const RedFormat = 1028;
|
||||
export const RedIntegerFormat = 1029;
|
||||
export const RGFormat = 1030;
|
||||
export const RGIntegerFormat = 1031;
|
||||
export const RGBAIntegerFormat = 1033;
|
||||
|
||||
export const RGB_S3TC_DXT1_Format = 33776;
|
||||
export const RGBA_S3TC_DXT1_Format = 33777;
|
||||
export const RGBA_S3TC_DXT3_Format = 33778;
|
||||
export const RGBA_S3TC_DXT5_Format = 33779;
|
||||
export const RGB_PVRTC_4BPPV1_Format = 35840;
|
||||
export const RGB_PVRTC_2BPPV1_Format = 35841;
|
||||
export const RGBA_PVRTC_4BPPV1_Format = 35842;
|
||||
export const RGBA_PVRTC_2BPPV1_Format = 35843;
|
||||
export const RGB_ETC1_Format = 36196;
|
||||
export const RGB_ETC2_Format = 37492;
|
||||
export const RGBA_ETC2_EAC_Format = 37496;
|
||||
export const RGBA_ASTC_4x4_Format = 37808;
|
||||
export const RGBA_ASTC_5x4_Format = 37809;
|
||||
export const RGBA_ASTC_5x5_Format = 37810;
|
||||
export const RGBA_ASTC_6x5_Format = 37811;
|
||||
export const RGBA_ASTC_6x6_Format = 37812;
|
||||
export const RGBA_ASTC_8x5_Format = 37813;
|
||||
export const RGBA_ASTC_8x6_Format = 37814;
|
||||
export const RGBA_ASTC_8x8_Format = 37815;
|
||||
export const RGBA_ASTC_10x5_Format = 37816;
|
||||
export const RGBA_ASTC_10x6_Format = 37817;
|
||||
export const RGBA_ASTC_10x8_Format = 37818;
|
||||
export const RGBA_ASTC_10x10_Format = 37819;
|
||||
export const RGBA_ASTC_12x10_Format = 37820;
|
||||
export const RGBA_ASTC_12x12_Format = 37821;
|
||||
export const RGBA_BPTC_Format = 36492;
|
||||
export const LoopOnce = 2200;
|
||||
export const LoopRepeat = 2201;
|
||||
export const LoopPingPong = 2202;
|
||||
export const InterpolateDiscrete = 2300;
|
||||
export const InterpolateLinear = 2301;
|
||||
export const InterpolateSmooth = 2302;
|
||||
export const ZeroCurvatureEnding = 2400;
|
||||
export const ZeroSlopeEnding = 2401;
|
||||
export const WrapAroundEnding = 2402;
|
||||
export const NormalAnimationBlendMode = 2500;
|
||||
export const AdditiveAnimationBlendMode = 2501;
|
||||
export const TrianglesDrawMode = 0;
|
||||
export const TriangleStripDrawMode = 1;
|
||||
export const TriangleFanDrawMode = 2;
|
||||
export const LinearEncoding = 3000;
|
||||
export const sRGBEncoding = 3001;
|
||||
export const BasicDepthPacking = 3200;
|
||||
export const RGBADepthPacking = 3201;
|
||||
export const TangentSpaceNormalMap = 0;
|
||||
export const ObjectSpaceNormalMap = 1;
|
||||
|
||||
// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
|
||||
export const NoColorSpace = '';
|
||||
export const SRGBColorSpace = 'srgb';
|
||||
export const LinearSRGBColorSpace = 'srgb-linear';
|
||||
|
||||
export const ZeroStencilOp = 0;
|
||||
export const KeepStencilOp = 7680;
|
||||
export const ReplaceStencilOp = 7681;
|
||||
export const IncrementStencilOp = 7682;
|
||||
export const DecrementStencilOp = 7683;
|
||||
export const IncrementWrapStencilOp = 34055;
|
||||
export const DecrementWrapStencilOp = 34056;
|
||||
export const InvertStencilOp = 5386;
|
||||
|
||||
export const NeverStencilFunc = 512;
|
||||
export const LessStencilFunc = 513;
|
||||
export const EqualStencilFunc = 514;
|
||||
export const LessEqualStencilFunc = 515;
|
||||
export const GreaterStencilFunc = 516;
|
||||
export const NotEqualStencilFunc = 517;
|
||||
export const GreaterEqualStencilFunc = 518;
|
||||
export const AlwaysStencilFunc = 519;
|
||||
|
||||
export const StaticDrawUsage = 35044;
|
||||
export const DynamicDrawUsage = 35048;
|
||||
export const StreamDrawUsage = 35040;
|
||||
export const StaticReadUsage = 35045;
|
||||
export const DynamicReadUsage = 35049;
|
||||
export const StreamReadUsage = 35041;
|
||||
export const StaticCopyUsage = 35046;
|
||||
export const DynamicCopyUsage = 35050;
|
||||
export const StreamCopyUsage = 35042;
|
||||
|
||||
export const GLSL1 = '100';
|
||||
export const GLSL3 = '300 es';
|
||||
|
||||
export const _SRGBAFormat = 1035; // fallback for WebGL 1
|
|
@ -0,0 +1,522 @@
|
|||
import { Vector4 } from '../math/Vector4.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
import { StaticDrawUsage } from '../constants.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
const _vector2 = /*@__PURE__*/ new Vector2();
|
||||
|
||||
class BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
if ( Array.isArray( array ) ) {
|
||||
|
||||
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
||||
|
||||
}
|
||||
|
||||
this.name = '';
|
||||
|
||||
this.array = array;
|
||||
this.itemSize = itemSize;
|
||||
this.count = array !== undefined ? array.length / itemSize : 0;
|
||||
this.normalized = normalized === true;
|
||||
|
||||
this.usage = StaticDrawUsage;
|
||||
this.updateRange = { offset: 0, count: - 1 };
|
||||
|
||||
this.version = 0;
|
||||
|
||||
}
|
||||
|
||||
onUploadCallback() {}
|
||||
|
||||
set needsUpdate( value ) {
|
||||
|
||||
if ( value === true ) this.version ++;
|
||||
|
||||
}
|
||||
|
||||
setUsage( value ) {
|
||||
|
||||
this.usage = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
copyArray( array ) {
|
||||
|
||||
this.array.set( array );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copyColorsArray( colors ) {
|
||||
|
||||
const array = this.array;
|
||||
let offset = 0;
|
||||
|
||||
for ( let i = 0, l = colors.length; i < l; i ++ ) {
|
||||
|
||||
let color = colors[ i ];
|
||||
|
||||
if ( color === undefined ) {
|
||||
|
||||
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
|
||||
color = new Color();
|
||||
|
||||
}
|
||||
|
||||
array[ offset ++ ] = color.r;
|
||||
array[ offset ++ ] = color.g;
|
||||
array[ offset ++ ] = color.b;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copyVector2sArray( vectors ) {
|
||||
|
||||
const array = this.array;
|
||||
let offset = 0;
|
||||
|
||||
for ( let i = 0, l = vectors.length; i < l; i ++ ) {
|
||||
|
||||
let vector = vectors[ i ];
|
||||
|
||||
if ( vector === undefined ) {
|
||||
|
||||
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
|
||||
vector = new Vector2();
|
||||
|
||||
}
|
||||
|
||||
array[ offset ++ ] = vector.x;
|
||||
array[ offset ++ ] = vector.y;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copyVector3sArray( vectors ) {
|
||||
|
||||
const array = this.array;
|
||||
let offset = 0;
|
||||
|
||||
for ( let i = 0, l = vectors.length; i < l; i ++ ) {
|
||||
|
||||
let vector = vectors[ i ];
|
||||
|
||||
if ( vector === undefined ) {
|
||||
|
||||
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
|
||||
vector = new Vector3();
|
||||
|
||||
}
|
||||
|
||||
array[ offset ++ ] = vector.x;
|
||||
array[ offset ++ ] = vector.y;
|
||||
array[ offset ++ ] = vector.z;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copyVector4sArray( vectors ) {
|
||||
|
||||
const array = this.array;
|
||||
let offset = 0;
|
||||
|
||||
for ( let i = 0, l = vectors.length; i < l; i ++ ) {
|
||||
|
||||
let vector = vectors[ i ];
|
||||
|
||||
if ( vector === undefined ) {
|
||||
|
||||
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
|
||||
vector = new Vector4();
|
||||
|
||||
}
|
||||
|
||||
array[ offset ++ ] = vector.x;
|
||||
array[ offset ++ ] = vector.y;
|
||||
array[ offset ++ ] = vector.z;
|
||||
array[ offset ++ ] = vector.w;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
applyMatrix3( m ) {
|
||||
|
||||
if ( this.itemSize === 2 ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector2.fromBufferAttribute( this, i );
|
||||
_vector2.applyMatrix3( m );
|
||||
|
||||
this.setXY( i, _vector2.x, _vector2.y );
|
||||
|
||||
}
|
||||
|
||||
} else if ( this.itemSize === 3 ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
_vector.applyMatrix3( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
applyMatrix4( m ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.applyMatrix4( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
applyNormalMatrix( m ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.applyNormalMatrix( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
transformDirection( m ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.transformDirection( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
set( value, offset = 0 ) {
|
||||
|
||||
this.array.set( value, offset );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getX( index ) {
|
||||
|
||||
return this.array[ index * this.itemSize ];
|
||||
|
||||
}
|
||||
|
||||
setX( index, x ) {
|
||||
|
||||
this.array[ index * this.itemSize ] = x;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getY( index ) {
|
||||
|
||||
return this.array[ index * this.itemSize + 1 ];
|
||||
|
||||
}
|
||||
|
||||
setY( index, y ) {
|
||||
|
||||
this.array[ index * this.itemSize + 1 ] = y;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getZ( index ) {
|
||||
|
||||
return this.array[ index * this.itemSize + 2 ];
|
||||
|
||||
}
|
||||
|
||||
setZ( index, z ) {
|
||||
|
||||
this.array[ index * this.itemSize + 2 ] = z;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getW( index ) {
|
||||
|
||||
return this.array[ index * this.itemSize + 3 ];
|
||||
|
||||
}
|
||||
|
||||
setW( index, w ) {
|
||||
|
||||
this.array[ index * this.itemSize + 3 ] = w;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setXY( index, x, y ) {
|
||||
|
||||
index *= this.itemSize;
|
||||
|
||||
this.array[ index + 0 ] = x;
|
||||
this.array[ index + 1 ] = y;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setXYZ( index, x, y, z ) {
|
||||
|
||||
index *= this.itemSize;
|
||||
|
||||
this.array[ index + 0 ] = x;
|
||||
this.array[ index + 1 ] = y;
|
||||
this.array[ index + 2 ] = z;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setXYZW( index, x, y, z, w ) {
|
||||
|
||||
index *= this.itemSize;
|
||||
|
||||
this.array[ index + 0 ] = x;
|
||||
this.array[ index + 1 ] = y;
|
||||
this.array[ index + 2 ] = z;
|
||||
this.array[ index + 3 ] = w;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
onUpload( callback ) {
|
||||
|
||||
this.onUploadCallback = callback;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
return new this.constructor( this.array, this.itemSize ).copy( this );
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = {
|
||||
itemSize: this.itemSize,
|
||||
type: this.array.constructor.name,
|
||||
array: Array.prototype.slice.call( this.array ),
|
||||
normalized: this.normalized
|
||||
};
|
||||
|
||||
if ( this.name !== '' ) data.name = this.name;
|
||||
if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
|
||||
if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
BufferAttribute.prototype.isBufferAttribute = true;
|
||||
|
||||
//
|
||||
|
||||
class Int8BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Int8Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Uint8BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Uint8Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Uint8ClampedBufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Uint8ClampedArray( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Int16BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Int16Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Uint16BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Uint16Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Int32BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Int32Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Uint32BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Uint32Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Float16BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Uint16Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
|
||||
|
||||
class Float32BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Float32Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Float64BufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized ) {
|
||||
|
||||
super( new Float64Array( array ), itemSize, normalized );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
export {
|
||||
Float64BufferAttribute,
|
||||
Float32BufferAttribute,
|
||||
Float16BufferAttribute,
|
||||
Uint32BufferAttribute,
|
||||
Int32BufferAttribute,
|
||||
Uint16BufferAttribute,
|
||||
Int16BufferAttribute,
|
||||
Uint8ClampedBufferAttribute,
|
||||
Uint8BufferAttribute,
|
||||
Int8BufferAttribute,
|
||||
BufferAttribute
|
||||
};
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,74 @@
|
|||
class Clock {
|
||||
|
||||
constructor( autoStart = true ) {
|
||||
|
||||
this.autoStart = autoStart;
|
||||
|
||||
this.startTime = 0;
|
||||
this.oldTime = 0;
|
||||
this.elapsedTime = 0;
|
||||
|
||||
this.running = false;
|
||||
|
||||
}
|
||||
|
||||
start() {
|
||||
|
||||
this.startTime = now();
|
||||
|
||||
this.oldTime = this.startTime;
|
||||
this.elapsedTime = 0;
|
||||
this.running = true;
|
||||
|
||||
}
|
||||
|
||||
stop() {
|
||||
|
||||
this.getElapsedTime();
|
||||
this.running = false;
|
||||
this.autoStart = false;
|
||||
|
||||
}
|
||||
|
||||
getElapsedTime() {
|
||||
|
||||
this.getDelta();
|
||||
return this.elapsedTime;
|
||||
|
||||
}
|
||||
|
||||
getDelta() {
|
||||
|
||||
let diff = 0;
|
||||
|
||||
if ( this.autoStart && ! this.running ) {
|
||||
|
||||
this.start();
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
if ( this.running ) {
|
||||
|
||||
const newTime = now();
|
||||
|
||||
diff = ( newTime - this.oldTime ) / 1000;
|
||||
this.oldTime = newTime;
|
||||
|
||||
this.elapsedTime += diff;
|
||||
|
||||
}
|
||||
|
||||
return diff;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function now() {
|
||||
|
||||
return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
|
||||
|
||||
}
|
||||
|
||||
export { Clock };
|
|
@ -0,0 +1,87 @@
|
|||
/**
|
||||
* https://github.com/mrdoob/eventdispatcher.js/
|
||||
*/
|
||||
|
||||
class EventDispatcher {
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hasEventListener( type, listener ) {
|
||||
|
||||
if ( this._listeners === undefined ) return false;
|
||||
|
||||
const listeners = this._listeners;
|
||||
|
||||
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
|
||||
|
||||
}
|
||||
|
||||
removeEventListener( type, listener ) {
|
||||
|
||||
if ( this._listeners === undefined ) return;
|
||||
|
||||
const listeners = this._listeners;
|
||||
const listenerArray = listeners[ type ];
|
||||
|
||||
if ( listenerArray !== undefined ) {
|
||||
|
||||
const index = listenerArray.indexOf( listener );
|
||||
|
||||
if ( index !== - 1 ) {
|
||||
|
||||
listenerArray.splice( index, 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
dispatchEvent( event ) {
|
||||
|
||||
if ( this._listeners === undefined ) return;
|
||||
|
||||
const listeners = this._listeners;
|
||||
const listenerArray = listeners[ event.type ];
|
||||
|
||||
if ( listenerArray !== undefined ) {
|
||||
|
||||
event.target = this;
|
||||
|
||||
// Make a copy, in case listeners are removed while iterating.
|
||||
const array = listenerArray.slice( 0 );
|
||||
|
||||
for ( let i = 0, l = array.length; i < l; i ++ ) {
|
||||
|
||||
array[ i ].call( this, event );
|
||||
|
||||
}
|
||||
|
||||
event.target = null;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { EventDispatcher };
|
|
@ -0,0 +1,58 @@
|
|||
class GLBufferAttribute {
|
||||
|
||||
constructor( buffer, type, itemSize, elementSize, count ) {
|
||||
|
||||
this.buffer = buffer;
|
||||
this.type = type;
|
||||
this.itemSize = itemSize;
|
||||
this.elementSize = elementSize;
|
||||
this.count = count;
|
||||
|
||||
this.version = 0;
|
||||
|
||||
}
|
||||
|
||||
set needsUpdate( value ) {
|
||||
|
||||
if ( value === true ) this.version ++;
|
||||
|
||||
}
|
||||
|
||||
setBuffer( buffer ) {
|
||||
|
||||
this.buffer = buffer;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setType( type, elementSize ) {
|
||||
|
||||
this.type = type;
|
||||
this.elementSize = elementSize;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setItemSize( itemSize ) {
|
||||
|
||||
this.itemSize = itemSize;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setCount( count ) {
|
||||
|
||||
this.count = count;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GLBufferAttribute.prototype.isGLBufferAttribute = true;
|
||||
|
||||
export { GLBufferAttribute };
|
|
@ -0,0 +1,49 @@
|
|||
import { BufferAttribute } from './BufferAttribute.js';
|
||||
|
||||
class InstancedBufferAttribute extends BufferAttribute {
|
||||
|
||||
constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
|
||||
|
||||
if ( typeof normalized === 'number' ) {
|
||||
|
||||
meshPerAttribute = normalized;
|
||||
|
||||
normalized = false;
|
||||
|
||||
console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
|
||||
|
||||
}
|
||||
|
||||
super( array, itemSize, normalized );
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
|
||||
|
||||
export { InstancedBufferAttribute };
|
|
@ -0,0 +1,46 @@
|
|||
import { BufferGeometry } from './BufferGeometry.js';
|
||||
|
||||
class InstancedBufferGeometry extends BufferGeometry {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'InstancedBufferGeometry';
|
||||
this.instanceCount = Infinity;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.instanceCount = source.instanceCount;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
return new this.constructor().copy( this );
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON( this );
|
||||
|
||||
data.instanceCount = this.instanceCount;
|
||||
|
||||
data.isInstancedBufferGeometry = true;
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
|
||||
|
||||
export { InstancedBufferGeometry };
|
|
@ -0,0 +1,48 @@
|
|||
import { InterleavedBuffer } from './InterleavedBuffer.js';
|
||||
|
||||
class InstancedInterleavedBuffer extends InterleavedBuffer {
|
||||
|
||||
constructor( array, stride, meshPerAttribute = 1 ) {
|
||||
|
||||
super( array, stride );
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
|
||||
|
||||
export { InstancedInterleavedBuffer };
|
|
@ -0,0 +1,145 @@
|
|||
import * as MathUtils from '../math/MathUtils.js';
|
||||
import { StaticDrawUsage } from '../constants.js';
|
||||
|
||||
class InterleavedBuffer {
|
||||
|
||||
constructor( array, stride ) {
|
||||
|
||||
this.array = array;
|
||||
this.stride = stride;
|
||||
this.count = array !== undefined ? array.length / stride : 0;
|
||||
|
||||
this.usage = StaticDrawUsage;
|
||||
this.updateRange = { offset: 0, count: - 1 };
|
||||
|
||||
this.version = 0;
|
||||
|
||||
this.uuid = MathUtils.generateUUID();
|
||||
|
||||
}
|
||||
|
||||
onUploadCallback() {}
|
||||
|
||||
set needsUpdate( value ) {
|
||||
|
||||
if ( value === true ) this.version ++;
|
||||
|
||||
}
|
||||
|
||||
setUsage( value ) {
|
||||
|
||||
this.usage = value;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
this.array = new source.array.constructor( source.array );
|
||||
this.count = source.count;
|
||||
this.stride = source.stride;
|
||||
this.usage = source.usage;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copyAt( index1, attribute, index2 ) {
|
||||
|
||||
index1 *= this.stride;
|
||||
index2 *= attribute.stride;
|
||||
|
||||
for ( let i = 0, l = this.stride; i < l; i ++ ) {
|
||||
|
||||
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
set( value, offset = 0 ) {
|
||||
|
||||
this.array.set( value, offset );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clone( data ) {
|
||||
|
||||
if ( data.arrayBuffers === undefined ) {
|
||||
|
||||
data.arrayBuffers = {};
|
||||
|
||||
}
|
||||
|
||||
if ( this.array.buffer._uuid === undefined ) {
|
||||
|
||||
this.array.buffer._uuid = MathUtils.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;
|
||||
|
||||
}
|
||||
|
||||
onUpload( callback ) {
|
||||
|
||||
this.onUploadCallback = callback;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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 = MathUtils.generateUUID();
|
||||
|
||||
}
|
||||
|
||||
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
|
||||
|
||||
data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
return {
|
||||
uuid: this.uuid,
|
||||
buffer: this.array.buffer._uuid,
|
||||
type: this.array.constructor.name,
|
||||
stride: this.stride
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
InterleavedBuffer.prototype.isInterleavedBuffer = true;
|
||||
|
||||
export { InterleavedBuffer };
|
|
@ -0,0 +1,282 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { BufferAttribute } from './BufferAttribute.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
|
||||
class InterleavedBufferAttribute {
|
||||
|
||||
constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
|
||||
|
||||
this.name = '';
|
||||
|
||||
this.data = interleavedBuffer;
|
||||
this.itemSize = itemSize;
|
||||
this.offset = offset;
|
||||
|
||||
this.normalized = normalized === true;
|
||||
|
||||
}
|
||||
|
||||
get count() {
|
||||
|
||||
return this.data.count;
|
||||
|
||||
}
|
||||
|
||||
get array() {
|
||||
|
||||
return this.data.array;
|
||||
|
||||
}
|
||||
|
||||
set needsUpdate( value ) {
|
||||
|
||||
this.data.needsUpdate = value;
|
||||
|
||||
}
|
||||
|
||||
applyMatrix4( m ) {
|
||||
|
||||
for ( let i = 0, l = this.data.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.applyMatrix4( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
applyNormalMatrix( m ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.applyNormalMatrix( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
transformDirection( m ) {
|
||||
|
||||
for ( let i = 0, l = this.count; i < l; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( this, i );
|
||||
|
||||
_vector.transformDirection( m );
|
||||
|
||||
this.setXYZ( i, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setX( index, x ) {
|
||||
|
||||
this.data.array[ index * this.data.stride + this.offset ] = x;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setY( index, y ) {
|
||||
|
||||
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setZ( index, z ) {
|
||||
|
||||
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setW( index, w ) {
|
||||
|
||||
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getX( index ) {
|
||||
|
||||
return this.data.array[ index * this.data.stride + this.offset ];
|
||||
|
||||
}
|
||||
|
||||
getY( index ) {
|
||||
|
||||
return this.data.array[ index * this.data.stride + this.offset + 1 ];
|
||||
|
||||
}
|
||||
|
||||
getZ( index ) {
|
||||
|
||||
return this.data.array[ index * this.data.stride + this.offset + 2 ];
|
||||
|
||||
}
|
||||
|
||||
getW( index ) {
|
||||
|
||||
return this.data.array[ index * this.data.stride + this.offset + 3 ];
|
||||
|
||||
}
|
||||
|
||||
setXY( index, x, y ) {
|
||||
|
||||
index = index * this.data.stride + this.offset;
|
||||
|
||||
this.data.array[ index + 0 ] = x;
|
||||
this.data.array[ index + 1 ] = y;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setXYZ( index, x, y, z ) {
|
||||
|
||||
index = index * this.data.stride + this.offset;
|
||||
|
||||
this.data.array[ index + 0 ] = x;
|
||||
this.data.array[ index + 1 ] = y;
|
||||
this.data.array[ index + 2 ] = z;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setXYZW( index, x, y, z, w ) {
|
||||
|
||||
index = index * this.data.stride + this.offset;
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
clone( data ) {
|
||||
|
||||
if ( data === undefined ) {
|
||||
|
||||
console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave 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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
toJSON( data ) {
|
||||
|
||||
if ( data === undefined ) {
|
||||
|
||||
console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave 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 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// deinterleave 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 interlaved attribtue
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
|
||||
|
||||
|
||||
export { InterleavedBufferAttribute };
|
|
@ -0,0 +1,60 @@
|
|||
class Layers {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.mask = 1 | 0;
|
||||
|
||||
}
|
||||
|
||||
set( channel ) {
|
||||
|
||||
this.mask = ( 1 << channel | 0 ) >>> 0;
|
||||
|
||||
}
|
||||
|
||||
enable( channel ) {
|
||||
|
||||
this.mask |= 1 << channel | 0;
|
||||
|
||||
}
|
||||
|
||||
enableAll() {
|
||||
|
||||
this.mask = 0xffffffff | 0;
|
||||
|
||||
}
|
||||
|
||||
toggle( channel ) {
|
||||
|
||||
this.mask ^= 1 << channel | 0;
|
||||
|
||||
}
|
||||
|
||||
disable( channel ) {
|
||||
|
||||
this.mask &= ~ ( 1 << channel | 0 );
|
||||
|
||||
}
|
||||
|
||||
disableAll() {
|
||||
|
||||
this.mask = 0;
|
||||
|
||||
}
|
||||
|
||||
test( layers ) {
|
||||
|
||||
return ( this.mask & layers.mask ) !== 0;
|
||||
|
||||
}
|
||||
|
||||
isEnabled( channel ) {
|
||||
|
||||
return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { Layers };
|
|
@ -0,0 +1,927 @@
|
|||
import { Quaternion } from '../math/Quaternion.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Matrix4 } from '../math/Matrix4.js';
|
||||
import { EventDispatcher } from './EventDispatcher.js';
|
||||
import { Euler } from '../math/Euler.js';
|
||||
import { Layers } from './Layers.js';
|
||||
import { Matrix3 } from '../math/Matrix3.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
|
||||
let _object3DId = 0;
|
||||
|
||||
const _v1 = /*@__PURE__*/ new Vector3();
|
||||
const _q1 = /*@__PURE__*/ new Quaternion();
|
||||
const _m1 = /*@__PURE__*/ new Matrix4();
|
||||
const _target = /*@__PURE__*/ new Vector3();
|
||||
|
||||
const _position = /*@__PURE__*/ new Vector3();
|
||||
const _scale = /*@__PURE__*/ new Vector3();
|
||||
const _quaternion = /*@__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 );
|
||||
|
||||
const _addedEvent = { type: 'added' };
|
||||
const _removedEvent = { type: 'removed' };
|
||||
|
||||
class Object3D extends EventDispatcher {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
|
||||
|
||||
this.uuid = MathUtils.generateUUID();
|
||||
|
||||
this.name = '';
|
||||
this.type = 'Object3D';
|
||||
|
||||
this.parent = null;
|
||||
this.children = [];
|
||||
|
||||
this.up = Object3D.DefaultUp.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, {
|
||||
position: {
|
||||
configurable: true,
|
||||
enumerable: true,
|
||||
value: position
|
||||
},
|
||||
rotation: {
|
||||
configurable: true,
|
||||
enumerable: true,
|
||||
value: rotation
|
||||
},
|
||||
quaternion: {
|
||||
configurable: true,
|
||||
enumerable: true,
|
||||
value: quaternion
|
||||
},
|
||||
scale: {
|
||||
configurable: true,
|
||||
enumerable: true,
|
||||
value: scale
|
||||
},
|
||||
modelViewMatrix: {
|
||||
value: new Matrix4()
|
||||
},
|
||||
normalMatrix: {
|
||||
value: new Matrix3()
|
||||
}
|
||||
} );
|
||||
|
||||
this.matrix = new Matrix4();
|
||||
this.matrixWorld = new Matrix4();
|
||||
|
||||
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
|
||||
this.matrixWorldNeedsUpdate = false;
|
||||
|
||||
this.layers = new Layers();
|
||||
this.visible = true;
|
||||
|
||||
this.castShadow = false;
|
||||
this.receiveShadow = false;
|
||||
|
||||
this.frustumCulled = true;
|
||||
this.renderOrder = 0;
|
||||
|
||||
this.animations = [];
|
||||
|
||||
this.userData = {};
|
||||
|
||||
}
|
||||
|
||||
onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
|
||||
|
||||
onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
|
||||
|
||||
applyMatrix4( matrix ) {
|
||||
|
||||
if ( this.matrixAutoUpdate ) this.updateMatrix();
|
||||
|
||||
this.matrix.premultiply( matrix );
|
||||
|
||||
this.matrix.decompose( this.position, this.quaternion, this.scale );
|
||||
|
||||
}
|
||||
|
||||
applyQuaternion( q ) {
|
||||
|
||||
this.quaternion.premultiply( q );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setRotationFromAxisAngle( axis, angle ) {
|
||||
|
||||
// assumes axis is normalized
|
||||
|
||||
this.quaternion.setFromAxisAngle( axis, angle );
|
||||
|
||||
}
|
||||
|
||||
setRotationFromEuler( euler ) {
|
||||
|
||||
this.quaternion.setFromEuler( euler, true );
|
||||
|
||||
}
|
||||
|
||||
setRotationFromMatrix( m ) {
|
||||
|
||||
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
||||
|
||||
this.quaternion.setFromRotationMatrix( m );
|
||||
|
||||
}
|
||||
|
||||
setRotationFromQuaternion( q ) {
|
||||
|
||||
// assumes q is normalized
|
||||
|
||||
this.quaternion.copy( q );
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
rotateX( angle ) {
|
||||
|
||||
return this.rotateOnAxis( _xAxis, angle );
|
||||
|
||||
}
|
||||
|
||||
rotateY( angle ) {
|
||||
|
||||
return this.rotateOnAxis( _yAxis, angle );
|
||||
|
||||
}
|
||||
|
||||
rotateZ( angle ) {
|
||||
|
||||
return this.rotateOnAxis( _zAxis, angle );
|
||||
|
||||
}
|
||||
|
||||
translateOnAxis( axis, distance ) {
|
||||
|
||||
// translate object by distance along axis in object space
|
||||
// axis is assumed to be normalized
|
||||
|
||||
_v1.copy( axis ).applyQuaternion( this.quaternion );
|
||||
|
||||
this.position.add( _v1.multiplyScalar( distance ) );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
translateX( distance ) {
|
||||
|
||||
return this.translateOnAxis( _xAxis, distance );
|
||||
|
||||
}
|
||||
|
||||
translateY( distance ) {
|
||||
|
||||
return this.translateOnAxis( _yAxis, distance );
|
||||
|
||||
}
|
||||
|
||||
translateZ( distance ) {
|
||||
|
||||
return this.translateOnAxis( _zAxis, distance );
|
||||
|
||||
}
|
||||
|
||||
localToWorld( vector ) {
|
||||
|
||||
return vector.applyMatrix4( this.matrixWorld );
|
||||
|
||||
}
|
||||
|
||||
worldToLocal( vector ) {
|
||||
|
||||
return vector.applyMatrix4( _m1.copy( this.matrixWorld ).invert() );
|
||||
|
||||
}
|
||||
|
||||
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.setFromMatrixPosition( this.matrixWorld );
|
||||
|
||||
if ( this.isCamera || this.isLight ) {
|
||||
|
||||
_m1.lookAt( _position, _target, this.up );
|
||||
|
||||
} else {
|
||||
|
||||
_m1.lookAt( _target, _position, this.up );
|
||||
|
||||
}
|
||||
|
||||
this.quaternion.setFromRotationMatrix( _m1 );
|
||||
|
||||
if ( parent ) {
|
||||
|
||||
_m1.extractRotation( parent.matrixWorld );
|
||||
_q1.setFromRotationMatrix( _m1 );
|
||||
this.quaternion.premultiply( _q1.invert() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
add( object ) {
|
||||
|
||||
if ( arguments.length > 1 ) {
|
||||
|
||||
for ( let i = 0; i < arguments.length; i ++ ) {
|
||||
|
||||
this.add( arguments[ i ] );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
if ( object === this ) {
|
||||
|
||||
console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
if ( object && object.isObject3D ) {
|
||||
|
||||
if ( object.parent !== null ) {
|
||||
|
||||
object.parent.remove( object );
|
||||
|
||||
}
|
||||
|
||||
object.parent = this;
|
||||
this.children.push( object );
|
||||
|
||||
object.dispatchEvent( _addedEvent );
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
removeFromParent() {
|
||||
|
||||
const parent = this.parent;
|
||||
|
||||
if ( parent !== null ) {
|
||||
|
||||
parent.remove( this );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
clear() {
|
||||
|
||||
for ( let i = 0; i < this.children.length; i ++ ) {
|
||||
|
||||
const object = this.children[ i ];
|
||||
|
||||
object.parent = null;
|
||||
|
||||
object.dispatchEvent( _removedEvent );
|
||||
|
||||
}
|
||||
|
||||
this.children.length = 0;
|
||||
|
||||
return this;
|
||||
|
||||
|
||||
}
|
||||
|
||||
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.copy( this.matrixWorld ).invert();
|
||||
|
||||
if ( object.parent !== null ) {
|
||||
|
||||
object.parent.updateWorldMatrix( true, false );
|
||||
|
||||
_m1.multiply( object.parent.matrixWorld );
|
||||
|
||||
}
|
||||
|
||||
object.applyMatrix4( _m1 );
|
||||
|
||||
this.add( object );
|
||||
|
||||
object.updateWorldMatrix( false, true );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
getObjectById( id ) {
|
||||
|
||||
return this.getObjectByProperty( 'id', id );
|
||||
|
||||
}
|
||||
|
||||
getObjectByName( name ) {
|
||||
|
||||
return this.getObjectByProperty( 'name', name );
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
getWorldPosition( target ) {
|
||||
|
||||
this.updateWorldMatrix( true, false );
|
||||
|
||||
return target.setFromMatrixPosition( this.matrixWorld );
|
||||
|
||||
}
|
||||
|
||||
getWorldQuaternion( target ) {
|
||||
|
||||
this.updateWorldMatrix( true, false );
|
||||
|
||||
this.matrixWorld.decompose( _position, target, _scale );
|
||||
|
||||
return target;
|
||||
|
||||
}
|
||||
|
||||
getWorldScale( target ) {
|
||||
|
||||
this.updateWorldMatrix( true, false );
|
||||
|
||||
this.matrixWorld.decompose( _position, _quaternion, target );
|
||||
|
||||
return target;
|
||||
|
||||
}
|
||||
|
||||
getWorldDirection( target ) {
|
||||
|
||||
this.updateWorldMatrix( true, false );
|
||||
|
||||
const e = this.matrixWorld.elements;
|
||||
|
||||
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
|
||||
|
||||
}
|
||||
|
||||
raycast( /* raycaster, intersects */ ) {}
|
||||
|
||||
traverse( callback ) {
|
||||
|
||||
callback( this );
|
||||
|
||||
const children = this.children;
|
||||
|
||||
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
||||
|
||||
children[ i ].traverse( callback );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
traverseAncestors( callback ) {
|
||||
|
||||
const parent = this.parent;
|
||||
|
||||
if ( parent !== null ) {
|
||||
|
||||
callback( parent );
|
||||
|
||||
parent.traverseAncestors( callback );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
updateMatrix() {
|
||||
|
||||
this.matrix.compose( this.position, this.quaternion, this.scale );
|
||||
|
||||
this.matrixWorldNeedsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
updateMatrixWorld( force ) {
|
||||
|
||||
if ( this.matrixAutoUpdate ) this.updateMatrix();
|
||||
|
||||
if ( this.matrixWorldNeedsUpdate || force ) {
|
||||
|
||||
if ( this.parent === null ) {
|
||||
|
||||
this.matrixWorld.copy( this.matrix );
|
||||
|
||||
} else {
|
||||
|
||||
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
||||
|
||||
}
|
||||
|
||||
this.matrixWorldNeedsUpdate = false;
|
||||
|
||||
force = true;
|
||||
|
||||
}
|
||||
|
||||
// update children
|
||||
|
||||
const children = this.children;
|
||||
|
||||
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
||||
|
||||
children[ i ].updateMatrixWorld( force );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
updateWorldMatrix( updateParents, updateChildren ) {
|
||||
|
||||
const parent = this.parent;
|
||||
|
||||
if ( updateParents === true && parent !== null ) {
|
||||
|
||||
parent.updateWorldMatrix( true, false );
|
||||
|
||||
}
|
||||
|
||||
if ( this.matrixAutoUpdate ) this.updateMatrix();
|
||||
|
||||
if ( this.parent === null ) {
|
||||
|
||||
this.matrixWorld.copy( this.matrix );
|
||||
|
||||
} else {
|
||||
|
||||
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
||||
|
||||
}
|
||||
|
||||
// update children
|
||||
|
||||
if ( updateChildren === true ) {
|
||||
|
||||
const children = this.children;
|
||||
|
||||
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
||||
|
||||
children[ i ].updateWorldMatrix( false, true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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: 4.5,
|
||||
type: 'Object',
|
||||
generator: 'Object3D.toJSON'
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
// standard Object3D serialization
|
||||
|
||||
const object = {};
|
||||
|
||||
object.uuid = this.uuid;
|
||||
object.type = this.type;
|
||||
|
||||
if ( this.name !== '' ) object.name = this.name;
|
||||
if ( this.castShadow === true ) object.castShadow = true;
|
||||
if ( this.receiveShadow === true ) object.receiveShadow = true;
|
||||
if ( this.visible === false ) object.visible = false;
|
||||
if ( this.frustumCulled === false ) object.frustumCulled = false;
|
||||
if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
|
||||
if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
|
||||
|
||||
object.layers = this.layers.mask;
|
||||
object.matrix = this.matrix.toArray();
|
||||
|
||||
if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
|
||||
|
||||
// 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();
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
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 ) {
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
clone( recursive ) {
|
||||
|
||||
return new this.constructor().copy( this, recursive );
|
||||
|
||||
}
|
||||
|
||||
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.matrix.copy( source.matrix );
|
||||
this.matrixWorld.copy( source.matrixWorld );
|
||||
|
||||
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
||||
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.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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Object3D.DefaultUp = new Vector3( 0, 1, 0 );
|
||||
Object3D.DefaultMatrixAutoUpdate = true;
|
||||
|
||||
Object3D.prototype.isObject3D = true;
|
||||
|
||||
export { Object3D };
|
|
@ -0,0 +1,110 @@
|
|||
import { Ray } from '../math/Ray.js';
|
||||
import { Layers } from './Layers.js';
|
||||
|
||||
class Raycaster {
|
||||
|
||||
constructor( origin, direction, near = 0, far = Infinity ) {
|
||||
|
||||
this.ray = new Ray( origin, direction );
|
||||
// direction is assumed to be normalized (for accurate distance calculations)
|
||||
|
||||
this.near = near;
|
||||
this.far = far;
|
||||
this.camera = null;
|
||||
this.layers = new Layers();
|
||||
|
||||
this.params = {
|
||||
Mesh: {},
|
||||
Line: { threshold: 1 },
|
||||
LOD: {},
|
||||
Points: { threshold: 1 },
|
||||
Sprite: {}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
set( origin, direction ) {
|
||||
|
||||
// direction is assumed to be normalized (for accurate distance calculations)
|
||||
|
||||
this.ray.set( origin, direction );
|
||||
|
||||
}
|
||||
|
||||
setFromCamera( coords, camera ) {
|
||||
|
||||
if ( camera.isPerspectiveCamera ) {
|
||||
|
||||
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
|
||||
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
|
||||
this.camera = camera;
|
||||
|
||||
} else if ( camera.isOrthographicCamera ) {
|
||||
|
||||
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
|
||||
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
|
||||
this.camera = camera;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
intersectObject( object, recursive = true, intersects = [] ) {
|
||||
|
||||
intersectObject( object, this, intersects, recursive );
|
||||
|
||||
intersects.sort( ascSort );
|
||||
|
||||
return intersects;
|
||||
|
||||
}
|
||||
|
||||
intersectObjects( objects, recursive = true, intersects = [] ) {
|
||||
|
||||
for ( let i = 0, l = objects.length; i < l; i ++ ) {
|
||||
|
||||
intersectObject( objects[ i ], this, intersects, recursive );
|
||||
|
||||
}
|
||||
|
||||
intersects.sort( ascSort );
|
||||
|
||||
return intersects;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function ascSort( a, b ) {
|
||||
|
||||
return a.distance - b.distance;
|
||||
|
||||
}
|
||||
|
||||
function intersectObject( object, raycaster, intersects, recursive ) {
|
||||
|
||||
if ( object.layers.test( raycaster.layers ) ) {
|
||||
|
||||
object.raycast( raycaster, intersects );
|
||||
|
||||
}
|
||||
|
||||
if ( recursive === true ) {
|
||||
|
||||
const children = object.children;
|
||||
|
||||
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
||||
|
||||
intersectObject( children[ i ], raycaster, intersects, true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Raycaster };
|
|
@ -0,0 +1,24 @@
|
|||
class Uniform {
|
||||
|
||||
constructor( value ) {
|
||||
|
||||
if ( typeof value === 'string' ) {
|
||||
|
||||
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
|
||||
value = arguments[ 1 ];
|
||||
|
||||
}
|
||||
|
||||
this.value = value;
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Uniform };
|
|
@ -0,0 +1,154 @@
|
|||
import { clamp } from '../math/MathUtils.js';
|
||||
|
||||
// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
|
||||
|
||||
class DataUtils {
|
||||
|
||||
// float32 to float16
|
||||
|
||||
static toHalfFloat( val ) {
|
||||
|
||||
if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
|
||||
|
||||
val = clamp( val, - 65504, 65504 );
|
||||
|
||||
_floatView[ 0 ] = val;
|
||||
const f = _uint32View[ 0 ];
|
||||
const e = ( f >> 23 ) & 0x1ff;
|
||||
return _baseTable[ e ] + ( ( f & 0x007fffff ) >> _shiftTable[ e ] );
|
||||
|
||||
}
|
||||
|
||||
// float16 to float32
|
||||
|
||||
static fromHalfFloat( val ) {
|
||||
|
||||
const m = val >> 10;
|
||||
_uint32View[ 0 ] = _mantissaTable[ _offsetTable[ m ] + ( val & 0x3ff ) ] + _exponentTable[ m ];
|
||||
return _floatView[ 0 ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// float32 to float16 helpers
|
||||
|
||||
const _buffer = new ArrayBuffer( 4 );
|
||||
const _floatView = new Float32Array( _buffer );
|
||||
const _uint32View = new Uint32Array( _buffer );
|
||||
|
||||
const _baseTable = new Uint32Array( 512 );
|
||||
const _shiftTable = new Uint32Array( 512 );
|
||||
|
||||
for ( let i = 0; i < 256; ++ i ) {
|
||||
|
||||
const e = i - 127;
|
||||
|
||||
// very small number (0, -0)
|
||||
|
||||
if ( e < - 27 ) {
|
||||
|
||||
_baseTable[ i ] = 0x0000;
|
||||
_baseTable[ i | 0x100 ] = 0x8000;
|
||||
_shiftTable[ i ] = 24;
|
||||
_shiftTable[ i | 0x100 ] = 24;
|
||||
|
||||
// small number (denorm)
|
||||
|
||||
} else if ( e < - 14 ) {
|
||||
|
||||
_baseTable[ i ] = 0x0400 >> ( - e - 14 );
|
||||
_baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
|
||||
_shiftTable[ i ] = - e - 1;
|
||||
_shiftTable[ i | 0x100 ] = - e - 1;
|
||||
|
||||
// normal number
|
||||
|
||||
} else if ( e <= 15 ) {
|
||||
|
||||
_baseTable[ i ] = ( e + 15 ) << 10;
|
||||
_baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
|
||||
_shiftTable[ i ] = 13;
|
||||
_shiftTable[ i | 0x100 ] = 13;
|
||||
|
||||
// large number (Infinity, -Infinity)
|
||||
|
||||
} else if ( e < 128 ) {
|
||||
|
||||
_baseTable[ i ] = 0x7c00;
|
||||
_baseTable[ i | 0x100 ] = 0xfc00;
|
||||
_shiftTable[ i ] = 24;
|
||||
_shiftTable[ i | 0x100 ] = 24;
|
||||
|
||||
// stay (NaN, Infinity, -Infinity)
|
||||
|
||||
} else {
|
||||
|
||||
_baseTable[ i ] = 0x7c00;
|
||||
_baseTable[ i | 0x100 ] = 0xfc00;
|
||||
_shiftTable[ i ] = 13;
|
||||
_shiftTable[ i | 0x100 ] = 13;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// float16 to float32 helpers
|
||||
|
||||
const _mantissaTable = new Uint32Array( 2048 );
|
||||
const _exponentTable = new Uint32Array( 64 );
|
||||
const _offsetTable = new Uint32Array( 64 );
|
||||
|
||||
for ( let i = 1; i < 1024; ++ i ) {
|
||||
|
||||
let m = i << 13; // zero pad mantissa bits
|
||||
let e = 0; // zero exponent
|
||||
|
||||
// normalized
|
||||
while ( ( m & 0x00800000 ) === 0 ) {
|
||||
|
||||
m <<= 1;
|
||||
e -= 0x00800000; // decrement exponent
|
||||
|
||||
}
|
||||
|
||||
m &= ~ 0x00800000; // clear leading 1 bit
|
||||
e += 0x38800000; // adjust bias
|
||||
|
||||
_mantissaTable[ i ] = m | e;
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 1024; i < 2048; ++ i ) {
|
||||
|
||||
_mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 1; i < 31; ++ i ) {
|
||||
|
||||
_exponentTable[ i ] = i << 23;
|
||||
|
||||
}
|
||||
|
||||
_exponentTable[ 31 ] = 0x47800000;
|
||||
_exponentTable[ 32 ] = 0x80000000;
|
||||
for ( let i = 33; i < 63; ++ i ) {
|
||||
|
||||
_exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
|
||||
|
||||
}
|
||||
|
||||
_exponentTable[ 63 ] = 0xc7800000;
|
||||
|
||||
for ( let i = 1; i < 64; ++ i ) {
|
||||
|
||||
if ( i !== 32 ) {
|
||||
|
||||
_offsetTable[ i ] = 1024;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { DataUtils };
|
|
@ -0,0 +1,789 @@
|
|||
/**
|
||||
* Port from https://github.com/mapbox/earcut (v2.2.2)
|
||||
*/
|
||||
|
||||
const Earcut = {
|
||||
|
||||
triangulate: function ( 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, maxX, maxY, x, y, 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 = maxX = data[ 0 ];
|
||||
minY = maxY = data[ 1 ];
|
||||
|
||||
for ( let i = dim; i < outerLen; i += dim ) {
|
||||
|
||||
x = data[ i ];
|
||||
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 ? 1 / invSize : 0;
|
||||
|
||||
}
|
||||
|
||||
earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
|
||||
|
||||
return triangles;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// create a circular doubly linked list from polygon points in the specified winding order
|
||||
function linkedList( data, start, end, dim, clockwise ) {
|
||||
|
||||
let i, last;
|
||||
|
||||
if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
|
||||
|
||||
for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
|
||||
|
||||
} else {
|
||||
|
||||
for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, 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,
|
||||
prev, next;
|
||||
|
||||
// iterate through ears, slicing them one by one
|
||||
while ( ear.prev !== ear.next ) {
|
||||
|
||||
prev = ear.prev;
|
||||
next = ear.next;
|
||||
|
||||
if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
|
||||
|
||||
// cut off the triangle
|
||||
triangles.push( prev.i / dim );
|
||||
triangles.push( ear.i / dim );
|
||||
triangles.push( next.i / dim );
|
||||
|
||||
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, dim );
|
||||
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
|
||||
let p = ear.next.next;
|
||||
|
||||
while ( p !== ear.prev ) {
|
||||
|
||||
if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, 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
|
||||
|
||||
// triangle bbox; min & max are calculated like this for speed
|
||||
const minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
|
||||
minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
|
||||
maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
|
||||
maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
|
||||
|
||||
// z-order range for the current triangle bbox;
|
||||
const minZ = zOrder( minTX, minTY, minX, minY, invSize ),
|
||||
maxZ = zOrder( maxTX, maxTY, 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 !== ear.prev && p !== ear.next &&
|
||||
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
|
||||
area( p.prev, p, p.next ) >= 0 ) return false;
|
||||
p = p.prevZ;
|
||||
|
||||
if ( n !== ear.prev && n !== ear.next &&
|
||||
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, 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 !== ear.prev && p !== ear.next &&
|
||||
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, 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 !== ear.prev && n !== ear.next &&
|
||||
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, 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, dim ) {
|
||||
|
||||
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 / dim );
|
||||
triangles.push( p.i / dim );
|
||||
triangles.push( b.i / dim );
|
||||
|
||||
// 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 );
|
||||
earcutLinked( c, triangles, dim, minX, minY, invSize );
|
||||
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 = [];
|
||||
let i, len, start, end, list;
|
||||
|
||||
for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
|
||||
|
||||
start = holeIndices[ i ] * dim;
|
||||
end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
|
||||
list = linkedList( data, start, end, dim, false );
|
||||
if ( list === list.next ) list.steiner = true;
|
||||
queue.push( getLeftmost( list ) );
|
||||
|
||||
}
|
||||
|
||||
queue.sort( compareX );
|
||||
|
||||
// process holes from left to right
|
||||
for ( i = 0; i < queue.length; i ++ ) {
|
||||
|
||||
eliminateHole( queue[ i ], outerNode );
|
||||
outerNode = filterPoints( outerNode, outerNode.next );
|
||||
|
||||
}
|
||||
|
||||
return outerNode;
|
||||
|
||||
}
|
||||
|
||||
function compareX( a, b ) {
|
||||
|
||||
return a.x - b.x;
|
||||
|
||||
}
|
||||
|
||||
// find a bridge between vertices that connects hole with an outer ring and link it
|
||||
function eliminateHole( hole, outerNode ) {
|
||||
|
||||
outerNode = findHoleBridge( hole, outerNode );
|
||||
if ( outerNode ) {
|
||||
|
||||
const b = splitPolygon( outerNode, hole );
|
||||
|
||||
// filter collinear points around the cuts
|
||||
filterPoints( outerNode, outerNode.next );
|
||||
filterPoints( b, b.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, 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
|
||||
do {
|
||||
|
||||
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;
|
||||
if ( x === hx ) {
|
||||
|
||||
if ( hy === p.y ) return p;
|
||||
if ( hy === p.next.y ) return p.next;
|
||||
|
||||
}
|
||||
|
||||
m = p.x < p.next.x ? p : p.next;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
p = p.next;
|
||||
|
||||
} while ( p !== outerNode );
|
||||
|
||||
if ( ! m ) return null;
|
||||
|
||||
if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint
|
||||
|
||||
// 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,
|
||||
mx = m.x,
|
||||
my = m.y;
|
||||
let tanMin = Infinity, tan;
|
||||
|
||||
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 ) ) {
|
||||
|
||||
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 === null ) 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 i, p, q, e, tail, numMerges, pSize, qSize,
|
||||
inSize = 1;
|
||||
|
||||
do {
|
||||
|
||||
p = list;
|
||||
list = null;
|
||||
tail = null;
|
||||
numMerges = 0;
|
||||
|
||||
while ( p ) {
|
||||
|
||||
numMerges ++;
|
||||
q = p;
|
||||
pSize = 0;
|
||||
for ( i = 0; i < inSize; i ++ ) {
|
||||
|
||||
pSize ++;
|
||||
q = q.nextZ;
|
||||
if ( ! q ) break;
|
||||
|
||||
}
|
||||
|
||||
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 = 32767 * ( x - minX ) * invSize;
|
||||
y = 32767 * ( y - minY ) * invSize;
|
||||
|
||||
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 ) >= 0 &&
|
||||
( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
|
||||
( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
|
||||
|
||||
}
|
||||
|
||||
// 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,
|
||||
inside = false;
|
||||
const px = ( a.x + b.x ) / 2,
|
||||
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 = new Node( a.i, a.x, a.y ),
|
||||
b2 = new Node( 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 = new Node( 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 Node( i, x, y ) {
|
||||
|
||||
// vertex index in coordinates array
|
||||
this.i = i;
|
||||
|
||||
// vertex coordinates
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
|
||||
// previous and next vertex nodes in a polygon ring
|
||||
this.prev = null;
|
||||
this.next = null;
|
||||
|
||||
// z-order curve value
|
||||
this.z = null;
|
||||
|
||||
// previous and next nodes in z-order
|
||||
this.prevZ = null;
|
||||
this.nextZ = null;
|
||||
|
||||
// indicates whether this is a steiner point
|
||||
this.steiner = false;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
export { Earcut };
|
|
@ -0,0 +1,129 @@
|
|||
import { createElementNS } from '../utils.js';
|
||||
import { SRGBToLinear } from '../math/Color.js';
|
||||
|
||||
let _canvas;
|
||||
|
||||
class ImageUtils {
|
||||
|
||||
static getDataURL( image ) {
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
if ( canvas.width > 2048 || canvas.height > 2048 ) {
|
||||
|
||||
console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
|
||||
|
||||
return canvas.toDataURL( 'image/jpeg', 0.6 );
|
||||
|
||||
} else {
|
||||
|
||||
return canvas.toDataURL( 'image/png' );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static sRGBToLinear( image ) {
|
||||
|
||||
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
|
||||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
|
||||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
|
||||
|
||||
const canvas = createElementNS( 'canvas' );
|
||||
|
||||
canvas.width = image.width;
|
||||
canvas.height = image.height;
|
||||
|
||||
const context = canvas.getContext( '2d' );
|
||||
context.drawImage( image, 0, 0, image.width, image.height );
|
||||
|
||||
const imageData = context.getImageData( 0, 0, image.width, image.height );
|
||||
const data = imageData.data;
|
||||
|
||||
for ( let i = 0; i < data.length; i ++ ) {
|
||||
|
||||
data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
|
||||
|
||||
}
|
||||
|
||||
context.putImageData( imageData, 0, 0 );
|
||||
|
||||
return canvas;
|
||||
|
||||
} else if ( image.data ) {
|
||||
|
||||
const data = image.data.slice( 0 );
|
||||
|
||||
for ( let i = 0; i < data.length; i ++ ) {
|
||||
|
||||
if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
|
||||
|
||||
data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
|
||||
|
||||
} else {
|
||||
|
||||
// assuming float
|
||||
|
||||
data[ i ] = SRGBToLinear( data[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return {
|
||||
data: data,
|
||||
width: image.width,
|
||||
height: image.height
|
||||
};
|
||||
|
||||
} else {
|
||||
|
||||
console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
|
||||
return image;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ImageUtils };
|
|
@ -0,0 +1,900 @@
|
|||
import {
|
||||
CubeReflectionMapping,
|
||||
CubeRefractionMapping,
|
||||
CubeUVReflectionMapping,
|
||||
LinearEncoding,
|
||||
LinearFilter,
|
||||
NoToneMapping,
|
||||
NoBlending,
|
||||
RGBAFormat,
|
||||
HalfFloatType
|
||||
} from '../constants.js';
|
||||
|
||||
import { BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Mesh } from '../objects/Mesh.js';
|
||||
import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
|
||||
import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
|
||||
import { ShaderMaterial } from '../materials/ShaderMaterial.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
|
||||
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
|
||||
import { BoxGeometry } from '../geometries/BoxGeometry.js';
|
||||
import { BackSide } from '../constants.js';
|
||||
|
||||
const LOD_MIN = 4;
|
||||
|
||||
// The standard deviations (radians) associated with the extra mips. These are
|
||||
// chosen to approximate a Trowbridge-Reitz distribution function times the
|
||||
// geometric shadowing function. These sigma values squared must match the
|
||||
// variance #defines in cube_uv_reflection_fragment.glsl.js.
|
||||
const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
|
||||
|
||||
// The maximum length of the blur for loop. Smaller sigmas will use fewer
|
||||
// samples and exit early, but not recompile the shader.
|
||||
const MAX_SAMPLES = 20;
|
||||
|
||||
const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
|
||||
const _clearColor = /*@__PURE__*/ new Color();
|
||||
let _oldTarget = null;
|
||||
|
||||
// Golden Ratio
|
||||
const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
|
||||
const INV_PHI = 1 / PHI;
|
||||
|
||||
// Vertices of a dodecahedron (except the opposites, which represent the
|
||||
// same axis), used as axis directions evenly spread on a sphere.
|
||||
const _axisDirections = [
|
||||
/*@__PURE__*/ new Vector3( 1, 1, 1 ),
|
||||
/*@__PURE__*/ new Vector3( - 1, 1, 1 ),
|
||||
/*@__PURE__*/ new Vector3( 1, 1, - 1 ),
|
||||
/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
|
||||
/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
|
||||
/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
|
||||
/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
|
||||
/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
|
||||
/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
|
||||
/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];
|
||||
|
||||
/**
|
||||
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
|
||||
* (PMREM) from a cubeMap environment texture. This allows different levels of
|
||||
* blur to be quickly accessed based on material roughness. It is packed into a
|
||||
* special CubeUV format that allows us to perform custom interpolation so that
|
||||
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
|
||||
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
|
||||
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
|
||||
* higher roughness levels. In this way we maintain resolution to smoothly
|
||||
* interpolate diffuse lighting while limiting sampling computation.
|
||||
*
|
||||
* Paper: Fast, Accurate Image-Based Lighting
|
||||
* https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
|
||||
*/
|
||||
|
||||
class PMREMGenerator {
|
||||
|
||||
constructor( renderer ) {
|
||||
|
||||
this._renderer = renderer;
|
||||
this._pingPongRenderTarget = null;
|
||||
|
||||
this._lodMax = 0;
|
||||
this._cubeSize = 0;
|
||||
this._lodPlanes = [];
|
||||
this._sizeLods = [];
|
||||
this._sigmas = [];
|
||||
|
||||
this._blurMaterial = null;
|
||||
this._cubemapMaterial = null;
|
||||
this._equirectMaterial = null;
|
||||
|
||||
this._compileMaterial( this._blurMaterial );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a PMREM from a supplied Scene, which can be faster than using an
|
||||
* image if networking bandwidth is low. Optional sigma specifies a blur radius
|
||||
* in radians to be applied to the scene before PMREM generation. Optional near
|
||||
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
|
||||
* is placed at the origin).
|
||||
*/
|
||||
fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
|
||||
|
||||
_oldTarget = this._renderer.getRenderTarget();
|
||||
|
||||
this._setSize( 256 );
|
||||
|
||||
const cubeUVRenderTarget = this._allocateTargets();
|
||||
cubeUVRenderTarget.depthBuffer = true;
|
||||
|
||||
this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
|
||||
|
||||
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.
|
||||
*/
|
||||
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.
|
||||
*/
|
||||
fromCubemap( cubemap, renderTarget = null ) {
|
||||
|
||||
return this._fromTexture( cubemap, renderTarget );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
|
||||
* your texture's network fetch for increased concurrency.
|
||||
*/
|
||||
compileCubemapShader() {
|
||||
|
||||
if ( this._cubemapMaterial === null ) {
|
||||
|
||||
this._cubemapMaterial = _getCubemapMaterial();
|
||||
this._compileMaterial( this._cubemapMaterial );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
|
||||
* your texture's network fetch for increased concurrency.
|
||||
*/
|
||||
compileEquirectangularShader() {
|
||||
|
||||
if ( this._equirectMaterial === null ) {
|
||||
|
||||
this._equirectMaterial = _getEquirectMaterial();
|
||||
this._compileMaterial( this._equirectMaterial );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
|
||||
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
|
||||
* one of them will cause any others to also become unusable.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this._dispose();
|
||||
|
||||
if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
|
||||
if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
|
||||
|
||||
}
|
||||
|
||||
// private interface
|
||||
|
||||
_setSize( cubeSize ) {
|
||||
|
||||
this._lodMax = Math.floor( Math.log2( cubeSize ) );
|
||||
this._cubeSize = Math.pow( 2, this._lodMax );
|
||||
|
||||
}
|
||||
|
||||
_dispose() {
|
||||
|
||||
if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
|
||||
|
||||
if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
|
||||
|
||||
for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
|
||||
|
||||
this._lodPlanes[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_cleanup( outputTarget ) {
|
||||
|
||||
this._renderer.setRenderTarget( _oldTarget );
|
||||
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();
|
||||
|
||||
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,
|
||||
encoding: LinearEncoding,
|
||||
depthBuffer: false
|
||||
};
|
||||
|
||||
const cubeUVRenderTarget = _createRenderTarget( width, height, params );
|
||||
|
||||
if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) {
|
||||
|
||||
if ( this._pingPongRenderTarget !== null ) {
|
||||
|
||||
this._dispose();
|
||||
|
||||
}
|
||||
|
||||
this._pingPongRenderTarget = _createRenderTarget( width, height, params );
|
||||
|
||||
const { _lodMax } = this;
|
||||
( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
|
||||
|
||||
this._blurMaterial = _getBlurShader( _lodMax, width, height );
|
||||
|
||||
}
|
||||
|
||||
return cubeUVRenderTarget;
|
||||
|
||||
}
|
||||
|
||||
_compileMaterial( material ) {
|
||||
|
||||
const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
|
||||
this._renderer.compile( tmpMesh, _flatCamera );
|
||||
|
||||
}
|
||||
|
||||
_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
|
||||
|
||||
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;
|
||||
|
||||
const backgroundMaterial = new MeshBasicMaterial( {
|
||||
name: 'PMREM.Background',
|
||||
side: BackSide,
|
||||
depthWrite: false,
|
||||
depthTest: false,
|
||||
} );
|
||||
|
||||
const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
|
||||
|
||||
let useSolidColor = false;
|
||||
const background = scene.background;
|
||||
|
||||
if ( background ) {
|
||||
|
||||
if ( background.isColor ) {
|
||||
|
||||
backgroundMaterial.color.copy( background );
|
||||
scene.background = null;
|
||||
useSolidColor = true;
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
backgroundMaterial.color.copy( _clearColor );
|
||||
useSolidColor = true;
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < 6; i ++ ) {
|
||||
|
||||
const col = i % 3;
|
||||
|
||||
if ( col === 0 ) {
|
||||
|
||||
cubeCamera.up.set( 0, upSign[ i ], 0 );
|
||||
cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
|
||||
|
||||
} else if ( col === 1 ) {
|
||||
|
||||
cubeCamera.up.set( 0, 0, upSign[ i ] );
|
||||
cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
|
||||
|
||||
} else {
|
||||
|
||||
cubeCamera.up.set( 0, upSign[ i ], 0 );
|
||||
cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
|
||||
|
||||
}
|
||||
|
||||
const size = this._cubeSize;
|
||||
|
||||
_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
|
||||
|
||||
renderer.setRenderTarget( cubeUVRenderTarget );
|
||||
|
||||
if ( useSolidColor ) {
|
||||
|
||||
renderer.render( backgroundBox, cubeCamera );
|
||||
|
||||
}
|
||||
|
||||
renderer.render( scene, cubeCamera );
|
||||
|
||||
}
|
||||
|
||||
backgroundBox.geometry.dispose();
|
||||
backgroundBox.material.dispose();
|
||||
|
||||
renderer.toneMapping = toneMapping;
|
||||
renderer.autoClear = originalAutoClear;
|
||||
scene.background = background;
|
||||
|
||||
}
|
||||
|
||||
_textureToCubeUV( texture, cubeUVRenderTarget ) {
|
||||
|
||||
const renderer = this._renderer;
|
||||
|
||||
const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
|
||||
|
||||
if ( isCubeTexture ) {
|
||||
|
||||
if ( this._cubemapMaterial === null ) {
|
||||
|
||||
this._cubemapMaterial = _getCubemapMaterial();
|
||||
|
||||
}
|
||||
|
||||
this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
|
||||
|
||||
} else {
|
||||
|
||||
if ( this._equirectMaterial === null ) {
|
||||
|
||||
this._equirectMaterial = _getEquirectMaterial();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
|
||||
const mesh = new Mesh( this._lodPlanes[ 0 ], material );
|
||||
|
||||
const uniforms = material.uniforms;
|
||||
|
||||
uniforms[ 'envMap' ].value = texture;
|
||||
|
||||
const size = this._cubeSize;
|
||||
|
||||
_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
|
||||
|
||||
renderer.setRenderTarget( cubeUVRenderTarget );
|
||||
renderer.render( mesh, _flatCamera );
|
||||
|
||||
}
|
||||
|
||||
_applyPMREM( cubeUVRenderTarget ) {
|
||||
|
||||
const renderer = this._renderer;
|
||||
const autoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
for ( let i = 1; i < this._lodPlanes.length; i ++ ) {
|
||||
|
||||
const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
|
||||
|
||||
const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
|
||||
|
||||
this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
|
||||
|
||||
}
|
||||
|
||||
renderer.autoClear = autoClear;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
|
||||
* vertically and horizontally, but this breaks down on a cube. Here we apply
|
||||
* the blur latitudinally (around the poles), and then longitudinally (towards
|
||||
* the poles) to approximate the orthogonally-separable blur. It is least
|
||||
* accurate at the poles, but still does a decent job.
|
||||
*/
|
||||
_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
|
||||
|
||||
const pingPongRenderTarget = this._pingPongRenderTarget;
|
||||
|
||||
this._halfBlur(
|
||||
cubeUVRenderTarget,
|
||||
pingPongRenderTarget,
|
||||
lodIn,
|
||||
lodOut,
|
||||
sigma,
|
||||
'latitudinal',
|
||||
poleAxis );
|
||||
|
||||
this._halfBlur(
|
||||
pingPongRenderTarget,
|
||||
cubeUVRenderTarget,
|
||||
lodOut,
|
||||
lodOut,
|
||||
sigma,
|
||||
'longitudinal',
|
||||
poleAxis );
|
||||
|
||||
}
|
||||
|
||||
_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
|
||||
|
||||
const renderer = this._renderer;
|
||||
const blurMaterial = this._blurMaterial;
|
||||
|
||||
if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
|
||||
|
||||
console.error(
|
||||
'blur direction must be either latitudinal or longitudinal!' );
|
||||
|
||||
}
|
||||
|
||||
// Number of standard deviations at which to cut off the discrete approximation.
|
||||
const STANDARD_DEVIATIONS = 3;
|
||||
|
||||
const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
|
||||
const blurUniforms = blurMaterial.uniforms;
|
||||
|
||||
const pixels = this._sizeLods[ lodIn ] - 1;
|
||||
const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
|
||||
const sigmaPixels = sigmaRadians / radiansPerPixel;
|
||||
const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
|
||||
|
||||
if ( samples > MAX_SAMPLES ) {
|
||||
|
||||
console.warn( `sigmaRadians, ${
|
||||
sigmaRadians}, is too large and will clip, as it requested ${
|
||||
samples} samples when the maximum is set to ${MAX_SAMPLES}` );
|
||||
|
||||
}
|
||||
|
||||
const weights = [];
|
||||
let sum = 0;
|
||||
|
||||
for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
|
||||
|
||||
const x = i / sigmaPixels;
|
||||
const weight = Math.exp( - x * x / 2 );
|
||||
weights.push( weight );
|
||||
|
||||
if ( i === 0 ) {
|
||||
|
||||
sum += weight;
|
||||
|
||||
} else if ( i < samples ) {
|
||||
|
||||
sum += 2 * weight;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < weights.length; i ++ ) {
|
||||
|
||||
weights[ i ] = weights[ i ] / sum;
|
||||
|
||||
}
|
||||
|
||||
blurUniforms[ 'envMap' ].value = targetIn.texture;
|
||||
blurUniforms[ 'samples' ].value = samples;
|
||||
blurUniforms[ 'weights' ].value = weights;
|
||||
blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
|
||||
|
||||
if ( poleAxis ) {
|
||||
|
||||
blurUniforms[ 'poleAxis' ].value = poleAxis;
|
||||
|
||||
}
|
||||
|
||||
const { _lodMax } = this;
|
||||
blurUniforms[ 'dTheta' ].value = radiansPerPixel;
|
||||
blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
|
||||
|
||||
const outputSize = this._sizeLods[ lodOut ];
|
||||
const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
|
||||
const y = 4 * ( this._cubeSize - outputSize );
|
||||
|
||||
_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
|
||||
renderer.setRenderTarget( targetOut );
|
||||
renderer.render( blurMesh, _flatCamera );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
function _createPlanes( lodMax ) {
|
||||
|
||||
const lodPlanes = [];
|
||||
const sizeLods = [];
|
||||
const sigmas = [];
|
||||
|
||||
let lod = lodMax;
|
||||
|
||||
const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
|
||||
|
||||
for ( let i = 0; i < totalLods; i ++ ) {
|
||||
|
||||
const sizeLod = Math.pow( 2, lod );
|
||||
sizeLods.push( sizeLod );
|
||||
let sigma = 1.0 / sizeLod;
|
||||
|
||||
if ( i > lodMax - LOD_MIN ) {
|
||||
|
||||
sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
|
||||
|
||||
} else if ( i === 0 ) {
|
||||
|
||||
sigma = 0;
|
||||
|
||||
}
|
||||
|
||||
sigmas.push( sigma );
|
||||
|
||||
const texelSize = 1.0 / ( sizeLod - 2 );
|
||||
const min = - texelSize;
|
||||
const max = 1 + texelSize;
|
||||
const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
|
||||
|
||||
const cubeFaces = 6;
|
||||
const vertices = 6;
|
||||
const positionSize = 3;
|
||||
const uvSize = 2;
|
||||
const faceIndexSize = 1;
|
||||
|
||||
const position = new Float32Array( positionSize * vertices * cubeFaces );
|
||||
const uv = new Float32Array( uvSize * vertices * cubeFaces );
|
||||
const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
|
||||
|
||||
for ( let face = 0; face < cubeFaces; face ++ ) {
|
||||
|
||||
const x = ( face % 3 ) * 2 / 3 - 1;
|
||||
const y = face > 2 ? 0 : - 1;
|
||||
const coordinates = [
|
||||
x, y, 0,
|
||||
x + 2 / 3, y, 0,
|
||||
x + 2 / 3, y + 1, 0,
|
||||
x, y, 0,
|
||||
x + 2 / 3, y + 1, 0,
|
||||
x, y + 1, 0
|
||||
];
|
||||
position.set( coordinates, positionSize * vertices * face );
|
||||
uv.set( uv1, uvSize * vertices * face );
|
||||
const fill = [ face, face, face, face, face, face ];
|
||||
faceIndex.set( fill, faceIndexSize * vertices * face );
|
||||
|
||||
}
|
||||
|
||||
const planes = new BufferGeometry();
|
||||
planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
|
||||
planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
|
||||
planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
|
||||
lodPlanes.push( planes );
|
||||
|
||||
if ( lod > LOD_MIN ) {
|
||||
|
||||
lod --;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return { lodPlanes, sizeLods, sigmas };
|
||||
|
||||
}
|
||||
|
||||
function _createRenderTarget( width, height, params ) {
|
||||
|
||||
const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
|
||||
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
|
||||
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
|
||||
cubeUVRenderTarget.scissorTest = true;
|
||||
return cubeUVRenderTarget;
|
||||
|
||||
}
|
||||
|
||||
function _setViewport( target, x, y, width, height ) {
|
||||
|
||||
target.viewport.set( x, y, width, height );
|
||||
target.scissor.set( x, y, width, height );
|
||||
|
||||
}
|
||||
|
||||
function _getBlurShader( lodMax, width, height ) {
|
||||
|
||||
const weights = new Float32Array( MAX_SAMPLES );
|
||||
const poleAxis = new Vector3( 0, 1, 0 );
|
||||
const shaderMaterial = new ShaderMaterial( {
|
||||
|
||||
name: 'SphericalGaussianBlur',
|
||||
|
||||
defines: {
|
||||
'n': MAX_SAMPLES,
|
||||
'CUBEUV_TEXEL_WIDTH': 1.0 / width,
|
||||
'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
|
||||
'CUBEUV_MAX_MIP': `${lodMax}.0`,
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null },
|
||||
'samples': { value: 1 },
|
||||
'weights': { value: weights },
|
||||
'latitudinal': { value: false },
|
||||
'dTheta': { value: 0 },
|
||||
'mipInt': { value: 0 },
|
||||
'poleAxis': { value: poleAxis }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform sampler2D envMap;
|
||||
uniform int samples;
|
||||
uniform float weights[ n ];
|
||||
uniform bool latitudinal;
|
||||
uniform float dTheta;
|
||||
uniform float mipInt;
|
||||
uniform vec3 poleAxis;
|
||||
|
||||
#define ENVMAP_TYPE_CUBE_UV
|
||||
#include <cube_uv_reflection_fragment>
|
||||
|
||||
vec3 getSample( float theta, vec3 axis ) {
|
||||
|
||||
float cosTheta = cos( theta );
|
||||
// Rodrigues' axis-angle rotation
|
||||
vec3 sampleDirection = vOutputDirection * cosTheta
|
||||
+ cross( axis, vOutputDirection ) * sin( theta )
|
||||
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
|
||||
|
||||
return bilinearCubeUV( envMap, sampleDirection, mipInt );
|
||||
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
|
||||
|
||||
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
|
||||
|
||||
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
|
||||
|
||||
}
|
||||
|
||||
axis = normalize( axis );
|
||||
|
||||
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||||
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
|
||||
|
||||
for ( int i = 1; i < n; i++ ) {
|
||||
|
||||
if ( i >= samples ) {
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
float theta = dTheta * float( i );
|
||||
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
|
||||
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
} );
|
||||
|
||||
return shaderMaterial;
|
||||
|
||||
}
|
||||
|
||||
function _getEquirectMaterial() {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
name: 'EquirectangularToCubeUV',
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform sampler2D envMap;
|
||||
|
||||
#include <common>
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 outputDirection = normalize( vOutputDirection );
|
||||
vec2 uv = equirectUv( outputDirection );
|
||||
|
||||
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
function _getCubemapMaterial() {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
name: 'CubemapToCubeUV',
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null },
|
||||
'flipEnvMap': { value: - 1 }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
uniform float flipEnvMap;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform samplerCube envMap;
|
||||
|
||||
void main() {
|
||||
|
||||
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
function _getCommonVertexShader() {
|
||||
|
||||
return /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
attribute float faceIndex;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
// RH coordinate system; PMREM face-indexing convention
|
||||
vec3 getDirection( vec2 uv, float face ) {
|
||||
|
||||
uv = 2.0 * uv - 1.0;
|
||||
|
||||
vec3 direction = vec3( uv, 1.0 );
|
||||
|
||||
if ( face == 0.0 ) {
|
||||
|
||||
direction = direction.zyx; // ( 1, v, u ) pos x
|
||||
|
||||
} else if ( face == 1.0 ) {
|
||||
|
||||
direction = direction.xzy;
|
||||
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
|
||||
|
||||
} else if ( face == 2.0 ) {
|
||||
|
||||
direction.x *= -1.0; // ( -u, v, 1 ) pos z
|
||||
|
||||
} else if ( face == 3.0 ) {
|
||||
|
||||
direction = direction.zyx;
|
||||
direction.xz *= -1.0; // ( -1, v, -u ) neg x
|
||||
|
||||
} else if ( face == 4.0 ) {
|
||||
|
||||
direction = direction.xzy;
|
||||
direction.xy *= -1.0; // ( -u, -1, v ) neg y
|
||||
|
||||
} else if ( face == 5.0 ) {
|
||||
|
||||
direction.z *= -1.0; // ( u, v, -1 ) neg z
|
||||
|
||||
}
|
||||
|
||||
return direction;
|
||||
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vOutputDirection = getDirection( uv, faceIndex );
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
||||
|
||||
export { PMREMGenerator };
|
|
@ -0,0 +1,92 @@
|
|||
import { Earcut } from './Earcut.js';
|
||||
|
||||
class ShapeUtils {
|
||||
|
||||
// calculate area of the contour polygon
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
static isClockWise( pts ) {
|
||||
|
||||
return ShapeUtils.area( pts ) < 0;
|
||||
|
||||
}
|
||||
|
||||
static triangulateShape( contour, holes ) {
|
||||
|
||||
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
|
||||
const holeIndices = []; // array of hole indices
|
||||
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
|
||||
|
||||
removeDupEndPts( contour );
|
||||
addContour( vertices, contour );
|
||||
|
||||
//
|
||||
|
||||
let holeIndex = contour.length;
|
||||
|
||||
holes.forEach( removeDupEndPts );
|
||||
|
||||
for ( let i = 0; i < holes.length; i ++ ) {
|
||||
|
||||
holeIndices.push( holeIndex );
|
||||
holeIndex += holes[ i ].length;
|
||||
addContour( vertices, holes[ i ] );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const triangles = Earcut.triangulate( vertices, holeIndices );
|
||||
|
||||
//
|
||||
|
||||
for ( let i = 0; i < triangles.length; i += 3 ) {
|
||||
|
||||
faces.push( triangles.slice( i, i + 3 ) );
|
||||
|
||||
}
|
||||
|
||||
return faces;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function removeDupEndPts( points ) {
|
||||
|
||||
const l = points.length;
|
||||
|
||||
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
|
||||
|
||||
points.pop();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function addContour( vertices, contour ) {
|
||||
|
||||
for ( let i = 0; i < contour.length; i ++ ) {
|
||||
|
||||
vertices.push( contour[ i ].x );
|
||||
vertices.push( contour[ i ].y );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ShapeUtils };
|
|
@ -0,0 +1,416 @@
|
|||
import * as MathUtils from '../../math/MathUtils.js';
|
||||
import { Vector2 } from '../../math/Vector2.js';
|
||||
import { Vector3 } from '../../math/Vector3.js';
|
||||
import { Matrix4 } from '../../math/Matrix4.js';
|
||||
|
||||
/**
|
||||
* Extensible curve object.
|
||||
*
|
||||
* Some common of curve methods:
|
||||
* .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
|
||||
* .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
|
||||
* .getPoints(), .getSpacedPoints()
|
||||
* .getLength()
|
||||
* .updateArcLengths()
|
||||
*
|
||||
* This following curves inherit from THREE.Curve:
|
||||
*
|
||||
* -- 2D curves --
|
||||
* THREE.ArcCurve
|
||||
* THREE.CubicBezierCurve
|
||||
* THREE.EllipseCurve
|
||||
* THREE.LineCurve
|
||||
* THREE.QuadraticBezierCurve
|
||||
* THREE.SplineCurve
|
||||
*
|
||||
* -- 3D curves --
|
||||
* THREE.CatmullRomCurve3
|
||||
* THREE.CubicBezierCurve3
|
||||
* THREE.LineCurve3
|
||||
* THREE.QuadraticBezierCurve3
|
||||
*
|
||||
* A series of curves can be represented as a THREE.CurvePath.
|
||||
*
|
||||
**/
|
||||
|
||||
class Curve {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.type = 'Curve';
|
||||
|
||||
this.arcLengthDivisions = 200;
|
||||
|
||||
}
|
||||
|
||||
// Virtual base class method to overwrite and implement in subclasses
|
||||
// - t [0 .. 1]
|
||||
|
||||
getPoint( /* t, optionalTarget */ ) {
|
||||
|
||||
console.warn( 'THREE.Curve: .getPoint() not implemented.' );
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
// Get point at relative position in curve according to arc length
|
||||
// - u [0 .. 1]
|
||||
|
||||
getPointAt( u, optionalTarget ) {
|
||||
|
||||
const t = this.getUtoTmapping( u );
|
||||
return this.getPoint( t, optionalTarget );
|
||||
|
||||
}
|
||||
|
||||
// Get sequence of points using getPoint( t )
|
||||
|
||||
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 )
|
||||
|
||||
getSpacedPoints( divisions = 5 ) {
|
||||
|
||||
const points = [];
|
||||
|
||||
for ( let d = 0; d <= divisions; d ++ ) {
|
||||
|
||||
points.push( this.getPointAt( d / divisions ) );
|
||||
|
||||
}
|
||||
|
||||
return points;
|
||||
|
||||
}
|
||||
|
||||
// Get total curve arc length
|
||||
|
||||
getLength() {
|
||||
|
||||
const lengths = this.getLengths();
|
||||
return lengths[ lengths.length - 1 ];
|
||||
|
||||
}
|
||||
|
||||
// Get list of 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.
|
||||
|
||||
}
|
||||
|
||||
updateArcLengths() {
|
||||
|
||||
this.needsUpdate = true;
|
||||
this.getLengths();
|
||||
|
||||
}
|
||||
|
||||
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
|
||||
|
||||
getUtoTmapping( u, distance ) {
|
||||
|
||||
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 at t
|
||||
// In case any sub curve does not implement its tangent derivation,
|
||||
// 2 points a small delta apart will be used to find its gradient
|
||||
// which seems to give a reasonable approximation
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
getTangentAt( u, optionalTarget ) {
|
||||
|
||||
const t = this.getUtoTmapping( u );
|
||||
return this.getTangent( t, optionalTarget );
|
||||
|
||||
}
|
||||
|
||||
computeFrenetFrames( segments, closed ) {
|
||||
|
||||
// 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( MathUtils.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( MathUtils.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
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
clone() {
|
||||
|
||||
return new this.constructor().copy( this );
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
this.arcLengthDivisions = source.arcLengthDivisions;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = {
|
||||
metadata: {
|
||||
version: 4.5,
|
||||
type: 'Curve',
|
||||
generator: 'Curve.toJSON'
|
||||
}
|
||||
};
|
||||
|
||||
data.arcLengthDivisions = this.arcLengthDivisions;
|
||||
data.type = this.type;
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
fromJSON( json ) {
|
||||
|
||||
this.arcLengthDivisions = json.arcLengthDivisions;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { Curve };
|
|
@ -0,0 +1,252 @@
|
|||
import { Curve } from './Curve.js';
|
||||
import * as Curves from '../curves/Curves.js';
|
||||
|
||||
/**************************************************************
|
||||
* Curved Path - a curve path is simply a array of connected
|
||||
* curves, but retains the api of a curve
|
||||
**************************************************************/
|
||||
|
||||
class CurvePath extends Curve {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CurvePath';
|
||||
|
||||
this.curves = [];
|
||||
this.autoClose = false; // Automatically closes the path
|
||||
|
||||
}
|
||||
|
||||
add( curve ) {
|
||||
|
||||
this.curves.push( curve );
|
||||
|
||||
}
|
||||
|
||||
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 ) ) {
|
||||
|
||||
this.curves.push( new Curves[ 'LineCurve' ]( endPoint, startPoint ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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')
|
||||
|
||||
getPoint( t, optionalTarget ) {
|
||||
|
||||
const d = t * this.getLength();
|
||||
const curveLengths = this.getCurveLengths();
|
||||
let i = 0;
|
||||
|
||||
// To think about boundaries points.
|
||||
|
||||
while ( i < curveLengths.length ) {
|
||||
|
||||
if ( curveLengths[ i ] >= d ) {
|
||||
|
||||
const diff = curveLengths[ i ] - d;
|
||||
const curve = this.curves[ i ];
|
||||
|
||||
const segmentLength = curve.getLength();
|
||||
const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
|
||||
|
||||
return curve.getPointAt( u, optionalTarget );
|
||||
|
||||
}
|
||||
|
||||
i ++;
|
||||
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
// loop where sum != 0, sum > d , sum+1 <d
|
||||
|
||||
}
|
||||
|
||||
// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
||||
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
||||
// getPoint() depends on getLength
|
||||
|
||||
getLength() {
|
||||
|
||||
const lens = this.getCurveLengths();
|
||||
return lens[ lens.length - 1 ];
|
||||
|
||||
}
|
||||
|
||||
// cacheLengths must be recalculated.
|
||||
updateArcLengths() {
|
||||
|
||||
this.needsUpdate = true;
|
||||
this.cacheLengths = null;
|
||||
this.getCurveLengths();
|
||||
|
||||
}
|
||||
|
||||
// Compute lengths and cache them
|
||||
// We cannot overwrite getLengths() because UtoT mapping uses it.
|
||||
|
||||
getCurveLengths() {
|
||||
|
||||
// We use cache values if curves and cache array are same length
|
||||
|
||||
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
|
||||
|
||||
return this.cacheLengths;
|
||||
|
||||
}
|
||||
|
||||
// Get length of sub-curve
|
||||
// Push sums into cached array
|
||||
|
||||
const lengths = [];
|
||||
let sums = 0;
|
||||
|
||||
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
|
||||
|
||||
sums += this.curves[ i ].getLength();
|
||||
lengths.push( sums );
|
||||
|
||||
}
|
||||
|
||||
this.cacheLengths = lengths;
|
||||
|
||||
return lengths;
|
||||
|
||||
}
|
||||
|
||||
getSpacedPoints( divisions = 40 ) {
|
||||
|
||||
const points = [];
|
||||
|
||||
for ( let i = 0; i <= divisions; i ++ ) {
|
||||
|
||||
points.push( this.getPoint( i / divisions ) );
|
||||
|
||||
}
|
||||
|
||||
if ( this.autoClose ) {
|
||||
|
||||
points.push( points[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
return points;
|
||||
|
||||
}
|
||||
|
||||
getPoints( divisions = 12 ) {
|
||||
|
||||
const points = [];
|
||||
let last;
|
||||
|
||||
for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
|
||||
|
||||
const curve = curves[ i ];
|
||||
const resolution = curve.isEllipseCurve ? divisions * 2
|
||||
: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
|
||||
: curve.isSplineCurve ? divisions * curve.points.length
|
||||
: divisions;
|
||||
|
||||
const pts = curve.getPoints( resolution );
|
||||
|
||||
for ( let j = 0; j < pts.length; j ++ ) {
|
||||
|
||||
const point = pts[ j ];
|
||||
|
||||
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
|
||||
|
||||
points.push( point );
|
||||
last = point;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
|
||||
|
||||
points.push( points[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
return points;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.curves = [];
|
||||
|
||||
for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
|
||||
|
||||
const curve = source.curves[ i ];
|
||||
|
||||
this.curves.push( curve.clone() );
|
||||
|
||||
}
|
||||
|
||||
this.autoClose = source.autoClose;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.autoClose = this.autoClose;
|
||||
data.curves = [];
|
||||
|
||||
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
|
||||
|
||||
const curve = this.curves[ i ];
|
||||
data.curves.push( curve.toJSON() );
|
||||
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
fromJSON( json ) {
|
||||
|
||||
super.fromJSON( json );
|
||||
|
||||
this.autoClose = json.autoClose;
|
||||
this.curves = [];
|
||||
|
||||
for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
|
||||
|
||||
const curve = json.curves[ i ];
|
||||
this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { CurvePath };
|
|
@ -0,0 +1,79 @@
|
|||
/**
|
||||
* Bezier Curves formulas obtained from
|
||||
* https://en.wikipedia.org/wiki/B%C3%A9zier_curve
|
||||
*/
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
function CubicBezier( t, p0, p1, p2, p3 ) {
|
||||
|
||||
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
|
||||
CubicBezierP3( t, p3 );
|
||||
|
||||
}
|
||||
|
||||
export { CatmullRom, QuadraticBezier, CubicBezier };
|
|
@ -0,0 +1,195 @@
|
|||
import { Vector2 } from '../../math/Vector2.js';
|
||||
import { CurvePath } from './CurvePath.js';
|
||||
import { EllipseCurve } from '../curves/EllipseCurve.js';
|
||||
import { SplineCurve } from '../curves/SplineCurve.js';
|
||||
import { CubicBezierCurve } from '../curves/CubicBezierCurve.js';
|
||||
import { QuadraticBezierCurve } from '../curves/QuadraticBezierCurve.js';
|
||||
import { LineCurve } from '../curves/LineCurve.js';
|
||||
|
||||
class Path extends CurvePath {
|
||||
|
||||
constructor( points ) {
|
||||
|
||||
super();
|
||||
this.type = 'Path';
|
||||
|
||||
this.currentPoint = new Vector2();
|
||||
|
||||
if ( points ) {
|
||||
|
||||
this.setFromPoints( points );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
moveTo( x, y ) {
|
||||
|
||||
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
splineThru( pts /*Array of Vector*/ ) {
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
||||
|
||||
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
||||
|
||||
const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
||||
|
||||
if ( this.curves.length > 0 ) {
|
||||
|
||||
// if a previous curve is present, attempt to join
|
||||
const firstPoint = curve.getPoint( 0 );
|
||||
|
||||
if ( ! firstPoint.equals( this.currentPoint ) ) {
|
||||
|
||||
this.lineTo( firstPoint.x, firstPoint.y );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.curves.push( curve );
|
||||
|
||||
const lastPoint = curve.getPoint( 1 );
|
||||
this.currentPoint.copy( lastPoint );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.currentPoint.copy( source.currentPoint );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.currentPoint = this.currentPoint.toArray();
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
fromJSON( json ) {
|
||||
|
||||
super.fromJSON( json );
|
||||
|
||||
this.currentPoint.fromArray( json.currentPoint );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { Path };
|
|
@ -0,0 +1,102 @@
|
|||
import { Path } from './Path.js';
|
||||
import * as MathUtils from '../../math/MathUtils.js';
|
||||
|
||||
class Shape extends Path {
|
||||
|
||||
constructor( points ) {
|
||||
|
||||
super( points );
|
||||
|
||||
this.uuid = MathUtils.generateUUID();
|
||||
|
||||
this.type = 'Shape';
|
||||
|
||||
this.holes = [];
|
||||
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
extractPoints( divisions ) {
|
||||
|
||||
return {
|
||||
|
||||
shape: this.getPoints( divisions ),
|
||||
holes: this.getPointsHoles( divisions )
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.holes = [];
|
||||
|
||||
for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
|
||||
|
||||
const hole = source.holes[ i ];
|
||||
|
||||
this.holes.push( hole.clone() );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.uuid = this.uuid;
|
||||
data.holes = [];
|
||||
|
||||
for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
|
||||
|
||||
const hole = this.holes[ i ];
|
||||
data.holes.push( hole.toJSON() );
|
||||
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
fromJSON( json ) {
|
||||
|
||||
super.fromJSON( json );
|
||||
|
||||
this.uuid = json.uuid;
|
||||
this.holes = [];
|
||||
|
||||
for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
|
||||
|
||||
const hole = json.holes[ i ];
|
||||
this.holes.push( new Path().fromJSON( hole ) );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { Shape };
|
|
@ -0,0 +1,294 @@
|
|||
import { Color } from '../../math/Color.js';
|
||||
import { Path } from './Path.js';
|
||||
import { Shape } from './Shape.js';
|
||||
import { ShapeUtils } from '../ShapeUtils.js';
|
||||
|
||||
class ShapePath {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.type = 'ShapePath';
|
||||
|
||||
this.color = new Color();
|
||||
|
||||
this.subPaths = [];
|
||||
this.currentPath = null;
|
||||
|
||||
}
|
||||
|
||||
moveTo( x, y ) {
|
||||
|
||||
this.currentPath = new Path();
|
||||
this.subPaths.push( this.currentPath );
|
||||
this.currentPath.moveTo( x, y );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
lineTo( x, y ) {
|
||||
|
||||
this.currentPath.lineTo( x, y );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
quadraticCurveTo( aCPx, aCPy, aX, aY ) {
|
||||
|
||||
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
||||
|
||||
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
splineThru( pts ) {
|
||||
|
||||
this.currentPath.splineThru( pts );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toShapes( isCCW, noHoles ) {
|
||||
|
||||
function toShapesNoHoles( inSubpaths ) {
|
||||
|
||||
const shapes = [];
|
||||
|
||||
for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
|
||||
|
||||
const tmpPath = inSubpaths[ i ];
|
||||
|
||||
const tmpShape = new Shape();
|
||||
tmpShape.curves = tmpPath.curves;
|
||||
|
||||
shapes.push( tmpShape );
|
||||
|
||||
}
|
||||
|
||||
return shapes;
|
||||
|
||||
}
|
||||
|
||||
function isPointInsidePolygon( inPt, inPolygon ) {
|
||||
|
||||
const polyLen = inPolygon.length;
|
||||
|
||||
// inPt on polygon contour => immediate success or
|
||||
// toggling of inside/outside at every single! intersection point of an edge
|
||||
// with the horizontal line through inPt, left of inPt
|
||||
// not counting lowerY endpoints of edges and whole edges on that line
|
||||
let inside = false;
|
||||
for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
|
||||
|
||||
let edgeLowPt = inPolygon[ p ];
|
||||
let edgeHighPt = inPolygon[ q ];
|
||||
|
||||
let edgeDx = edgeHighPt.x - edgeLowPt.x;
|
||||
let edgeDy = edgeHighPt.y - edgeLowPt.y;
|
||||
|
||||
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
|
||||
|
||||
// not parallel
|
||||
if ( edgeDy < 0 ) {
|
||||
|
||||
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
|
||||
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
|
||||
|
||||
}
|
||||
|
||||
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
|
||||
|
||||
if ( inPt.y === edgeLowPt.y ) {
|
||||
|
||||
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
|
||||
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
||||
|
||||
} else {
|
||||
|
||||
const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
|
||||
if ( perpEdge === 0 ) return true; // inPt is on contour ?
|
||||
if ( perpEdge < 0 ) continue;
|
||||
inside = ! inside; // true intersection left of inPt
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// parallel or collinear
|
||||
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
|
||||
// edge lies on the same horizontal line as inPt
|
||||
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
||||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
|
||||
// continue;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return inside;
|
||||
|
||||
}
|
||||
|
||||
const isClockWise = ShapeUtils.isClockWise;
|
||||
|
||||
const subPaths = this.subPaths;
|
||||
if ( subPaths.length === 0 ) return [];
|
||||
|
||||
if ( noHoles === true ) return toShapesNoHoles( subPaths );
|
||||
|
||||
|
||||
let solid, tmpPath, tmpShape;
|
||||
const shapes = [];
|
||||
|
||||
if ( subPaths.length === 1 ) {
|
||||
|
||||
tmpPath = subPaths[ 0 ];
|
||||
tmpShape = new Shape();
|
||||
tmpShape.curves = tmpPath.curves;
|
||||
shapes.push( tmpShape );
|
||||
return shapes;
|
||||
|
||||
}
|
||||
|
||||
let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
|
||||
holesFirst = isCCW ? ! holesFirst : holesFirst;
|
||||
|
||||
// console.log("Holes first", holesFirst);
|
||||
|
||||
const betterShapeHoles = [];
|
||||
const newShapes = [];
|
||||
let newShapeHoles = [];
|
||||
let mainIdx = 0;
|
||||
let tmpPoints;
|
||||
|
||||
newShapes[ mainIdx ] = undefined;
|
||||
newShapeHoles[ mainIdx ] = [];
|
||||
|
||||
for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
|
||||
|
||||
tmpPath = subPaths[ i ];
|
||||
tmpPoints = tmpPath.getPoints();
|
||||
solid = isClockWise( tmpPoints );
|
||||
solid = isCCW ? ! solid : solid;
|
||||
|
||||
if ( solid ) {
|
||||
|
||||
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
|
||||
|
||||
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
|
||||
newShapes[ mainIdx ].s.curves = tmpPath.curves;
|
||||
|
||||
if ( holesFirst ) mainIdx ++;
|
||||
newShapeHoles[ mainIdx ] = [];
|
||||
|
||||
//console.log('cw', i);
|
||||
|
||||
} else {
|
||||
|
||||
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
|
||||
|
||||
//console.log('ccw', i);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// only Holes? -> probably all Shapes with wrong orientation
|
||||
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
|
||||
|
||||
|
||||
if ( newShapes.length > 1 ) {
|
||||
|
||||
let ambiguous = false;
|
||||
let toChange = 0;
|
||||
|
||||
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
||||
|
||||
betterShapeHoles[ sIdx ] = [];
|
||||
|
||||
}
|
||||
|
||||
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
||||
|
||||
const sho = newShapeHoles[ sIdx ];
|
||||
|
||||
for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
|
||||
|
||||
const ho = sho[ hIdx ];
|
||||
let hole_unassigned = true;
|
||||
|
||||
for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
|
||||
|
||||
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
|
||||
|
||||
if ( sIdx !== s2Idx ) toChange ++;
|
||||
|
||||
if ( hole_unassigned ) {
|
||||
|
||||
hole_unassigned = false;
|
||||
betterShapeHoles[ s2Idx ].push( ho );
|
||||
|
||||
} else {
|
||||
|
||||
ambiguous = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( hole_unassigned ) {
|
||||
|
||||
betterShapeHoles[ sIdx ].push( ho );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( toChange > 0 && ambiguous === false ) {
|
||||
|
||||
newShapeHoles = betterShapeHoles;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let tmpHoles;
|
||||
|
||||
for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
|
||||
|
||||
tmpShape = newShapes[ i ].s;
|
||||
shapes.push( tmpShape );
|
||||
tmpHoles = newShapeHoles[ i ];
|
||||
|
||||
for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
||||
|
||||
tmpShape.holes.push( tmpHoles[ j ].h );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//console.log("shape", shapes);
|
||||
|
||||
return shapes;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { ShapePath };
|
|
@ -0,0 +1,17 @@
|
|||
import { EllipseCurve } from './EllipseCurve.js';
|
||||
|
||||
class ArcCurve extends EllipseCurve {
|
||||
|
||||
constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
||||
|
||||
super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
||||
|
||||
this.type = 'ArcCurve';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ArcCurve.prototype.isArcCurve = true;
|
||||
|
||||
export { ArcCurve };
|
|
@ -0,0 +1,253 @@
|
|||
import { Vector3 } from '../../math/Vector3.js';
|
||||
import { Curve } from '../core/Curve.js';
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
|
||||
function CubicPoly() {
|
||||
|
||||
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 = new Vector3();
|
||||
const px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
|
||||
|
||||
class CatmullRomCurve3 extends Curve {
|
||||
|
||||
constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CatmullRomCurve3';
|
||||
|
||||
this.points = points;
|
||||
this.closed = closed;
|
||||
this.curveType = curveType;
|
||||
this.tension = tension;
|
||||
|
||||
}
|
||||
|
||||
getPoint( t, optionalTarget = new Vector3() ) {
|
||||
|
||||
const point = optionalTarget;
|
||||
|
||||
const points = this.points;
|
||||
const l = points.length;
|
||||
|
||||
const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
|
||||
let intPoint = Math.floor( p );
|
||||
let weight = p - intPoint;
|
||||
|
||||
if ( this.closed ) {
|
||||
|
||||
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
|
||||
|
||||
} else if ( weight === 0 && intPoint === l - 1 ) {
|
||||
|
||||
intPoint = l - 2;
|
||||
weight = 1;
|
||||
|
||||
}
|
||||
|
||||
let p0, p3; // 4 points (p1 & p2 defined below)
|
||||
|
||||
if ( this.closed || intPoint > 0 ) {
|
||||
|
||||
p0 = points[ ( intPoint - 1 ) % l ];
|
||||
|
||||
} else {
|
||||
|
||||
// extrapolate first point
|
||||
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
|
||||
p0 = tmp;
|
||||
|
||||
}
|
||||
|
||||
const p1 = points[ intPoint % l ];
|
||||
const p2 = points[ ( intPoint + 1 ) % l ];
|
||||
|
||||
if ( this.closed || intPoint + 2 < l ) {
|
||||
|
||||
p3 = points[ ( intPoint + 2 ) % l ];
|
||||
|
||||
} else {
|
||||
|
||||
// extrapolate last point
|
||||
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
|
||||
p3 = tmp;
|
||||
|
||||
}
|
||||
|
||||
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
|
||||
|
||||
// init Centripetal / Chordal Catmull-Rom
|
||||
const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
|
||||
let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
|
||||
let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
|
||||
let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
|
||||
|
||||
// safety check for repeated points
|
||||
if ( dt1 < 1e-4 ) dt1 = 1.0;
|
||||
if ( dt0 < 1e-4 ) dt0 = dt1;
|
||||
if ( dt2 < 1e-4 ) dt2 = dt1;
|
||||
|
||||
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
|
||||
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
|
||||
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
|
||||
|
||||
} else if ( this.curveType === 'catmullrom' ) {
|
||||
|
||||
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
|
||||
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
|
||||
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
|
||||
|
||||
}
|
||||
|
||||
point.set(
|
||||
px.calc( weight ),
|
||||
py.calc( weight ),
|
||||
pz.calc( weight )
|
||||
);
|
||||
|
||||
return point;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.points = [];
|
||||
|
||||
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
|
||||
|
||||
const point = source.points[ i ];
|
||||
|
||||
this.points.push( point.clone() );
|
||||
|
||||
}
|
||||
|
||||
this.closed = source.closed;
|
||||
this.curveType = source.curveType;
|
||||
this.tension = source.tension;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.points = [];
|
||||
|
||||
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
|
||||
|
||||
const point = this.points[ i ];
|
||||
data.points.push( point.toArray() );
|
||||
|
||||
}
|
||||
|
||||
data.closed = this.closed;
|
||||
data.curveType = this.curveType;
|
||||
data.tension = this.tension;
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
fromJSON( json ) {
|
||||
|
||||
super.fromJSON( json );
|
||||
|
||||
this.points = [];
|
||||
|
||||
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
|
||||
|
||||
const point = json.points[ i ];
|
||||
this.points.push( new Vector3().fromArray( point ) );
|
||||
|
||||
}
|
||||
|
||||
this.closed = json.closed;
|
||||
this.curveType = json.curveType;
|
||||
this.tension = json.tension;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
|
||||
|
||||
export { CatmullRomCurve3 };
|
|
@ -0,0 +1,78 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { CubicBezier } from '../core/Interpolations.js';
|
||||
import { Vector2 } from '../../math/Vector2.js';
|
||||
|
||||
class CubicBezierCurve extends Curve {
|
||||
|
||||
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CubicBezierCurve';
|
||||
|
||||
this.v0 = v0;
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
this.v3 = v3;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CubicBezierCurve.prototype.isCubicBezierCurve = true;
|
||||
|
||||
export { CubicBezierCurve };
|
|
@ -0,0 +1,79 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { CubicBezier } from '../core/Interpolations.js';
|
||||
import { Vector3 } from '../../math/Vector3.js';
|
||||
|
||||
class CubicBezierCurve3 extends Curve {
|
||||
|
||||
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CubicBezierCurve3';
|
||||
|
||||
this.v0 = v0;
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
this.v3 = v3;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
|
||||
|
||||
export { CubicBezierCurve3 };
|
|
@ -0,0 +1,10 @@
|
|||
export { ArcCurve } from './ArcCurve.js';
|
||||
export { CatmullRomCurve3 } from './CatmullRomCurve3.js';
|
||||
export { CubicBezierCurve } from './CubicBezierCurve.js';
|
||||
export { CubicBezierCurve3 } from './CubicBezierCurve3.js';
|
||||
export { EllipseCurve } from './EllipseCurve.js';
|
||||
export { LineCurve } from './LineCurve.js';
|
||||
export { LineCurve3 } from './LineCurve3.js';
|
||||
export { QuadraticBezierCurve } from './QuadraticBezierCurve.js';
|
||||
export { QuadraticBezierCurve3 } from './QuadraticBezierCurve3.js';
|
||||
export { SplineCurve } from './SplineCurve.js';
|
|
@ -0,0 +1,156 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { Vector2 } from '../../math/Vector2.js';
|
||||
|
||||
class EllipseCurve extends Curve {
|
||||
|
||||
constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'EllipseCurve';
|
||||
|
||||
this.aX = aX;
|
||||
this.aY = aY;
|
||||
|
||||
this.xRadius = xRadius;
|
||||
this.yRadius = yRadius;
|
||||
|
||||
this.aStartAngle = aStartAngle;
|
||||
this.aEndAngle = aEndAngle;
|
||||
|
||||
this.aClockwise = aClockwise;
|
||||
|
||||
this.aRotation = aRotation;
|
||||
|
||||
}
|
||||
|
||||
getPoint( t, optionalTarget ) {
|
||||
|
||||
const point = optionalTarget || new Vector2();
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
EllipseCurve.prototype.isEllipseCurve = true;
|
||||
|
||||
export { EllipseCurve };
|
|
@ -0,0 +1,90 @@
|
|||
import { Vector2 } from '../../math/Vector2.js';
|
||||
import { Curve } from '../core/Curve.js';
|
||||
|
||||
class LineCurve extends Curve {
|
||||
|
||||
constructor( v1 = new Vector2(), v2 = new Vector2() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'LineCurve';
|
||||
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
|
||||
}
|
||||
|
||||
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 ) {
|
||||
|
||||
const tangent = optionalTarget || new Vector2();
|
||||
|
||||
tangent.copy( this.v2 ).sub( this.v1 ).normalize();
|
||||
|
||||
return tangent;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
LineCurve.prototype.isLineCurve = true;
|
||||
|
||||
export { LineCurve };
|
|
@ -0,0 +1,74 @@
|
|||
import { Vector3 } from '../../math/Vector3.js';
|
||||
import { Curve } from '../core/Curve.js';
|
||||
|
||||
class LineCurve3 extends Curve {
|
||||
|
||||
constructor( v1 = new Vector3(), v2 = new Vector3() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'LineCurve3';
|
||||
this.isLineCurve3 = true;
|
||||
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
|
||||
}
|
||||
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 );
|
||||
|
||||
}
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.v1.copy( source.v1 );
|
||||
this.v2.copy( source.v2 );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.v1 = this.v1.toArray();
|
||||
data.v2 = this.v2.toArray();
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
fromJSON( json ) {
|
||||
|
||||
super.fromJSON( json );
|
||||
|
||||
this.v1.fromArray( json.v1 );
|
||||
this.v2.fromArray( json.v2 );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { LineCurve3 };
|
|
@ -0,0 +1,74 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { QuadraticBezier } from '../core/Interpolations.js';
|
||||
import { Vector2 } from '../../math/Vector2.js';
|
||||
|
||||
class QuadraticBezierCurve extends Curve {
|
||||
|
||||
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'QuadraticBezierCurve';
|
||||
|
||||
this.v0 = v0;
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
|
||||
|
||||
export { QuadraticBezierCurve };
|
|
@ -0,0 +1,75 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { QuadraticBezier } from '../core/Interpolations.js';
|
||||
import { Vector3 } from '../../math/Vector3.js';
|
||||
|
||||
class QuadraticBezierCurve3 extends Curve {
|
||||
|
||||
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'QuadraticBezierCurve3';
|
||||
|
||||
this.v0 = v0;
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
|
||||
|
||||
export { QuadraticBezierCurve3 };
|
|
@ -0,0 +1,97 @@
|
|||
import { Curve } from '../core/Curve.js';
|
||||
import { CatmullRom } from '../core/Interpolations.js';
|
||||
import { Vector2 } from '../../math/Vector2.js';
|
||||
|
||||
class SplineCurve extends Curve {
|
||||
|
||||
constructor( points = [] ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'SplineCurve';
|
||||
|
||||
this.points = points;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
SplineCurve.prototype.isSplineCurve = true;
|
||||
|
||||
export { SplineCurve };
|
|
@ -0,0 +1,170 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class BoxGeometry extends BufferGeometry {
|
||||
|
||||
constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'BoxGeometry';
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { BoxGeometry, BoxGeometry as BoxBufferGeometry };
|
|
@ -0,0 +1,33 @@
|
|||
import { Path } from '../extras/core/Path.js';
|
||||
import { LatheGeometry } from './LatheGeometry.js';
|
||||
|
||||
class CapsuleGeometry extends LatheGeometry {
|
||||
|
||||
constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
|
||||
|
||||
const path = new Path();
|
||||
path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
|
||||
path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
|
||||
|
||||
super( path.getPoints( capSegments ), radialSegments );
|
||||
|
||||
this.type = 'CapsuleGeometry';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
height: length,
|
||||
capSegments: capSegments,
|
||||
radialSegments: radialSegments,
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CapsuleGeometry, CapsuleGeometry as CapsuleBufferGeometry };
|
|
@ -0,0 +1,91 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
|
||||
class CircleGeometry extends BufferGeometry {
|
||||
|
||||
constructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'CircleGeometry';
|
||||
|
||||
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 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { CircleGeometry, CircleGeometry as CircleBufferGeometry };
|
|
@ -0,0 +1,31 @@
|
|||
import { CylinderGeometry } from './CylinderGeometry.js';
|
||||
|
||||
class ConeGeometry extends CylinderGeometry {
|
||||
|
||||
constructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
|
||||
|
||||
super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
||||
|
||||
this.type = 'ConeGeometry';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
height: height,
|
||||
radialSegments: radialSegments,
|
||||
heightSegments: heightSegments,
|
||||
openEnded: openEnded,
|
||||
thetaStart: thetaStart,
|
||||
thetaLength: thetaLength
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ConeGeometry, ConeGeometry as ConeBufferGeometry };
|
|
@ -0,0 +1,275 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
|
||||
class CylinderGeometry extends BufferGeometry {
|
||||
|
||||
constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
|
||||
|
||||
super();
|
||||
this.type = 'CylinderGeometry';
|
||||
|
||||
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
|
||||
|
||||
indices.push( a, b, d );
|
||||
indices.push( b, c, d );
|
||||
|
||||
// update group counter
|
||||
|
||||
groupCount += 6;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { CylinderGeometry, CylinderGeometry as CylinderBufferGeometry };
|
|
@ -0,0 +1,66 @@
|
|||
import { PolyhedronGeometry } from './PolyhedronGeometry.js';
|
||||
|
||||
class DodecahedronGeometry extends PolyhedronGeometry {
|
||||
|
||||
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';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
detail: detail
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new DodecahedronGeometry( data.radius, data.detail );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { DodecahedronGeometry, DodecahedronGeometry as DodecahedronBufferGeometry };
|
|
@ -0,0 +1,141 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
import { Triangle } from '../math/Triangle.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
const _v0 = new Vector3();
|
||||
const _v1 = new Vector3();
|
||||
const _normal = new Vector3();
|
||||
const _triangle = new Triangle();
|
||||
|
||||
class EdgesGeometry extends BufferGeometry {
|
||||
|
||||
constructor( geometry = null, thresholdAngle = 1 ) {
|
||||
|
||||
super();
|
||||
this.type = 'EdgesGeometry';
|
||||
|
||||
this.parameters = {
|
||||
geometry: geometry,
|
||||
thresholdAngle: thresholdAngle
|
||||
};
|
||||
|
||||
if ( geometry !== null ) {
|
||||
|
||||
const precisionPoints = 4;
|
||||
const precision = Math.pow( 10, precisionPoints );
|
||||
const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
|
||||
|
||||
const indexAttr = geometry.getIndex();
|
||||
const positionAttr = geometry.getAttribute( 'position' );
|
||||
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
|
||||
|
||||
const indexArr = [ 0, 0, 0 ];
|
||||
const vertKeys = [ 'a', 'b', 'c' ];
|
||||
const hashes = new Array( 3 );
|
||||
|
||||
const edgeData = {};
|
||||
const vertices = [];
|
||||
for ( let i = 0; i < indexCount; i += 3 ) {
|
||||
|
||||
if ( indexAttr ) {
|
||||
|
||||
indexArr[ 0 ] = indexAttr.getX( i );
|
||||
indexArr[ 1 ] = indexAttr.getX( i + 1 );
|
||||
indexArr[ 2 ] = indexAttr.getX( i + 2 );
|
||||
|
||||
} else {
|
||||
|
||||
indexArr[ 0 ] = i;
|
||||
indexArr[ 1 ] = i + 1;
|
||||
indexArr[ 2 ] = i + 2;
|
||||
|
||||
}
|
||||
|
||||
const { a, b, c } = _triangle;
|
||||
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
|
||||
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
|
||||
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
|
||||
_triangle.getNormal( _normal );
|
||||
|
||||
// create hashes for the edge from the vertices
|
||||
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
|
||||
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
|
||||
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
|
||||
|
||||
// skip degenerate triangles
|
||||
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
|
||||
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
// iterate over every edge
|
||||
for ( let j = 0; j < 3; j ++ ) {
|
||||
|
||||
// get the first and next vertex making up the edge
|
||||
const jNext = ( j + 1 ) % 3;
|
||||
const vecHash0 = hashes[ j ];
|
||||
const vecHash1 = hashes[ jNext ];
|
||||
const v0 = _triangle[ vertKeys[ j ] ];
|
||||
const v1 = _triangle[ vertKeys[ jNext ] ];
|
||||
|
||||
const hash = `${ vecHash0 }_${ vecHash1 }`;
|
||||
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
|
||||
|
||||
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
|
||||
|
||||
// if we found a sibling edge add it into the vertex array if
|
||||
// it meets the angle threshold and delete the edge from the map.
|
||||
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
|
||||
|
||||
vertices.push( v0.x, v0.y, v0.z );
|
||||
vertices.push( v1.x, v1.y, v1.z );
|
||||
|
||||
}
|
||||
|
||||
edgeData[ reverseHash ] = null;
|
||||
|
||||
} else if ( ! ( hash in edgeData ) ) {
|
||||
|
||||
// if we've already got an edge here then skip adding a new one
|
||||
edgeData[ hash ] = {
|
||||
|
||||
index0: indexArr[ j ],
|
||||
index1: indexArr[ jNext ],
|
||||
normal: _normal.clone(),
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// iterate over all remaining, unmatched edges and add them to the vertex array
|
||||
for ( const key in edgeData ) {
|
||||
|
||||
if ( edgeData[ key ] ) {
|
||||
|
||||
const { index0, index1 } = edgeData[ key ];
|
||||
_v0.fromBufferAttribute( positionAttr, index0 );
|
||||
_v1.fromBufferAttribute( positionAttr, index1 );
|
||||
|
||||
vertices.push( _v0.x, _v0.y, _v0.z );
|
||||
vertices.push( _v1.x, _v1.y, _v1.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { EdgesGeometry };
|
|
@ -0,0 +1,811 @@
|
|||
/**
|
||||
* Creates extruded geometry from a path shape.
|
||||
*
|
||||
* parameters = {
|
||||
*
|
||||
* curveSegments: <int>, // number of points on the curves
|
||||
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
|
||||
* depth: <float>, // Depth to extrude the shape
|
||||
*
|
||||
* bevelEnabled: <bool>, // turn on bevel
|
||||
* bevelThickness: <float>, // how deep into the original shape bevel goes
|
||||
* bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
|
||||
* bevelOffset: <float>, // how far from shape outline does bevel start
|
||||
* bevelSegments: <int>, // number of bevel layers
|
||||
*
|
||||
* extrudePath: <THREE.Curve> // curve to extrude shape along
|
||||
*
|
||||
* UVGenerator: <Object> // object that provides UV generator functions
|
||||
*
|
||||
* }
|
||||
*/
|
||||
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import * as Curves from '../extras/curves/Curves.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Shape } from '../extras/core/Shape.js';
|
||||
import { ShapeUtils } from '../extras/ShapeUtils.js';
|
||||
|
||||
class ExtrudeGeometry extends BufferGeometry {
|
||||
|
||||
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';
|
||||
|
||||
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;
|
||||
let 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;
|
||||
|
||||
// deprecated options
|
||||
|
||||
if ( options.amount !== undefined ) {
|
||||
|
||||
console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
|
||||
depth = options.amount;
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
let extrudePts, extrudeByPath = false;
|
||||
let splineTube, binormal, normal, position2;
|
||||
|
||||
if ( extrudePath ) {
|
||||
|
||||
extrudePts = extrudePath.getSpacedPoints( steps );
|
||||
|
||||
extrudeByPath = true;
|
||||
bevelEnabled = false; // bevels not supported for path extrusion
|
||||
|
||||
// SETUP TNB variables
|
||||
|
||||
// TODO1 - have a .isClosed in spline?
|
||||
|
||||
splineTube = extrudePath.computeFrenetFrames( steps, false );
|
||||
|
||||
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
||||
|
||||
binormal = new Vector3();
|
||||
normal = new Vector3();
|
||||
position2 = new Vector3();
|
||||
|
||||
}
|
||||
|
||||
// Safeguards if bevels are not enabled
|
||||
|
||||
if ( ! bevelEnabled ) {
|
||||
|
||||
bevelSegments = 0;
|
||||
bevelThickness = 0;
|
||||
bevelSize = 0;
|
||||
bevelOffset = 0;
|
||||
|
||||
}
|
||||
|
||||
// Variables initialization
|
||||
|
||||
const shapePoints = shape.extractPoints( curveSegments );
|
||||
|
||||
let vertices = shapePoints.shape;
|
||||
const holes = shapePoints.holes;
|
||||
|
||||
const reverse = ! ShapeUtils.isClockWise( vertices );
|
||||
|
||||
if ( reverse ) {
|
||||
|
||||
vertices = vertices.reverse();
|
||||
|
||||
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
||||
|
||||
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
|
||||
|
||||
const ahole = holes[ h ];
|
||||
|
||||
if ( ShapeUtils.isClockWise( ahole ) ) {
|
||||
|
||||
holes[ h ] = ahole.reverse();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
const faces = ShapeUtils.triangulateShape( vertices, holes );
|
||||
|
||||
/* Vertices */
|
||||
|
||||
const contour = vertices; // vertices has all points but contour has only points of circumference
|
||||
|
||||
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
|
||||
|
||||
const ahole = holes[ h ];
|
||||
|
||||
vertices = vertices.concat( ahole );
|
||||
|
||||
}
|
||||
|
||||
|
||||
function scalePt2( pt, vec, size ) {
|
||||
|
||||
if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
|
||||
|
||||
return vec.clone().multiplyScalar( size ).add( pt );
|
||||
|
||||
}
|
||||
|
||||
const vlen = vertices.length, flen = faces.length;
|
||||
|
||||
|
||||
// Find directions for point movement
|
||||
|
||||
|
||||
function getBevelVec( inPt, inPrev, inNext ) {
|
||||
|
||||
// computes for inPt the corresponding point inPt' on a new contour
|
||||
// shifted by 1 unit (length of normalized vector) to the left
|
||||
// if we walk along contour clockwise, this new contour is outside the old one
|
||||
//
|
||||
// inPt' is the intersection of the two lines parallel to the two
|
||||
// adjacent edges of inPt at a distance of 1 unit on the left side.
|
||||
|
||||
let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
|
||||
|
||||
// good reading for geometry algorithms (here: line-line intersection)
|
||||
// http://geomalgorithms.com/a05-_intersect-1.html
|
||||
|
||||
const v_prev_x = inPt.x - inPrev.x,
|
||||
v_prev_y = inPt.y - inPrev.y;
|
||||
const v_next_x = inNext.x - inPt.x,
|
||||
v_next_y = inNext.y - inPt.y;
|
||||
|
||||
const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
|
||||
|
||||
// check for collinear edges
|
||||
const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||||
|
||||
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
|
||||
|
||||
// not collinear
|
||||
|
||||
// length of vectors for normalizing
|
||||
|
||||
const v_prev_len = Math.sqrt( v_prev_lensq );
|
||||
const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
|
||||
|
||||
// shift adjacent points by unit vectors to the left
|
||||
|
||||
const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
|
||||
const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
|
||||
|
||||
const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
|
||||
const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
|
||||
|
||||
// scaling factor for v_prev to intersection point
|
||||
|
||||
const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
|
||||
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
|
||||
( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||||
|
||||
// vector from inPt to intersection point
|
||||
|
||||
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
|
||||
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
|
||||
|
||||
// Don't normalize!, otherwise sharp corners become ugly
|
||||
// but prevent crazy spikes
|
||||
const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
|
||||
if ( v_trans_lensq <= 2 ) {
|
||||
|
||||
return new Vector2( v_trans_x, v_trans_y );
|
||||
|
||||
} else {
|
||||
|
||||
shrink_by = Math.sqrt( v_trans_lensq / 2 );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// handle special case of collinear edges
|
||||
|
||||
let direction_eq = false; // assumes: opposite
|
||||
|
||||
if ( v_prev_x > Number.EPSILON ) {
|
||||
|
||||
if ( v_next_x > Number.EPSILON ) {
|
||||
|
||||
direction_eq = true;
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
if ( v_prev_x < - Number.EPSILON ) {
|
||||
|
||||
if ( v_next_x < - Number.EPSILON ) {
|
||||
|
||||
direction_eq = true;
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
|
||||
|
||||
direction_eq = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( direction_eq ) {
|
||||
|
||||
// console.log("Warning: lines are a straight sequence");
|
||||
v_trans_x = - v_prev_y;
|
||||
v_trans_y = v_prev_x;
|
||||
shrink_by = Math.sqrt( v_prev_lensq );
|
||||
|
||||
} else {
|
||||
|
||||
// console.log("Warning: lines are a straight spike");
|
||||
v_trans_x = v_prev_x;
|
||||
v_trans_y = v_prev_y;
|
||||
shrink_by = Math.sqrt( v_prev_lensq / 2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
|
||||
|
||||
}
|
||||
|
||||
|
||||
const contourMovements = [];
|
||||
|
||||
for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
||||
|
||||
if ( j === il ) j = 0;
|
||||
if ( k === il ) k = 0;
|
||||
|
||||
// (j)---(i)---(k)
|
||||
// console.log('i,j,k', i, j , k)
|
||||
|
||||
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
||||
|
||||
}
|
||||
|
||||
const holesMovements = [];
|
||||
let oneHoleMovements, verticesMovements = contourMovements.concat();
|
||||
|
||||
for ( let h = 0, hl = holes.length; 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 );
|
||||
|
||||
}
|
||||
|
||||
|
||||
// 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 );
|
||||
|
||||
}
|
||||
|
||||
// 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 );
|
||||
|
||||
v( vert.x, vert.y, - z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const bs = bevelSize + bevelOffset;
|
||||
|
||||
// Back facing vertices
|
||||
|
||||
for ( let i = 0; i < vlen; i ++ ) {
|
||||
|
||||
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||||
|
||||
if ( ! extrudeByPath ) {
|
||||
|
||||
v( vert.x, vert.y, 0 );
|
||||
|
||||
} else {
|
||||
|
||||
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
||||
|
||||
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
|
||||
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
|
||||
|
||||
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
|
||||
|
||||
v( position2.x, position2.y, position2.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Add stepped vertices...
|
||||
// Including front facing vertices
|
||||
|
||||
for ( let s = 1; s <= steps; s ++ ) {
|
||||
|
||||
for ( let i = 0; i < vlen; i ++ ) {
|
||||
|
||||
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||||
|
||||
if ( ! extrudeByPath ) {
|
||||
|
||||
v( vert.x, vert.y, depth / steps * s );
|
||||
|
||||
} else {
|
||||
|
||||
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
||||
|
||||
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
|
||||
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
|
||||
|
||||
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
|
||||
|
||||
v( position2.x, position2.y, position2.z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Add bevel segments planes
|
||||
|
||||
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
||||
for ( let b = bevelSegments - 1; b >= 0; b -- ) {
|
||||
|
||||
const t = b / bevelSegments;
|
||||
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
||||
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
|
||||
|
||||
// contract shape
|
||||
|
||||
for ( let i = 0, il = contour.length; i < il; i ++ ) {
|
||||
|
||||
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||||
v( vert.x, vert.y, depth + z );
|
||||
|
||||
}
|
||||
|
||||
// expand holes
|
||||
|
||||
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
|
||||
|
||||
const ahole = holes[ h ];
|
||||
oneHoleMovements = holesMovements[ h ];
|
||||
|
||||
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
|
||||
|
||||
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
||||
|
||||
if ( ! extrudeByPath ) {
|
||||
|
||||
v( vert.x, vert.y, depth + z );
|
||||
|
||||
} else {
|
||||
|
||||
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* Faces */
|
||||
|
||||
// Top and bottom faces
|
||||
|
||||
buildLidFaces();
|
||||
|
||||
// Sides faces
|
||||
|
||||
buildSideFaces();
|
||||
|
||||
|
||||
///// Internal functions
|
||||
|
||||
function buildLidFaces() {
|
||||
|
||||
const start = verticesArray.length / 3;
|
||||
|
||||
if ( bevelEnabled ) {
|
||||
|
||||
let layer = 0; // steps + 1
|
||||
let offset = vlen * layer;
|
||||
|
||||
// Bottom faces
|
||||
|
||||
for ( let i = 0; i < flen; i ++ ) {
|
||||
|
||||
const face = faces[ i ];
|
||||
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
|
||||
|
||||
}
|
||||
|
||||
layer = steps + bevelSegments * 2;
|
||||
offset = vlen * layer;
|
||||
|
||||
// Top faces
|
||||
|
||||
for ( let i = 0; i < flen; i ++ ) {
|
||||
|
||||
const face = faces[ i ];
|
||||
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// Bottom faces
|
||||
|
||||
for ( let i = 0; i < flen; i ++ ) {
|
||||
|
||||
const face = faces[ i ];
|
||||
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
// Top faces
|
||||
|
||||
for ( let i = 0; i < flen; i ++ ) {
|
||||
|
||||
const face = faces[ i ];
|
||||
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
|
||||
|
||||
}
|
||||
|
||||
// Create faces for the z-sides of the shape
|
||||
|
||||
function buildSideFaces() {
|
||||
|
||||
const start = verticesArray.length / 3;
|
||||
let layeroffset = 0;
|
||||
sidewalls( contour, layeroffset );
|
||||
layeroffset += contour.length;
|
||||
|
||||
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
|
||||
|
||||
const ahole = holes[ h ];
|
||||
sidewalls( ahole, layeroffset );
|
||||
|
||||
//, true
|
||||
layeroffset += ahole.length;
|
||||
|
||||
}
|
||||
|
||||
|
||||
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
|
||||
|
||||
|
||||
}
|
||||
|
||||
function sidewalls( contour, layeroffset ) {
|
||||
|
||||
let i = contour.length;
|
||||
|
||||
while ( -- i >= 0 ) {
|
||||
|
||||
const j = i;
|
||||
let k = i - 1;
|
||||
if ( k < 0 ) k = contour.length - 1;
|
||||
|
||||
//console.log('b', i,j, i-1, k,vertices.length);
|
||||
|
||||
for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
|
||||
|
||||
const slen1 = vlen * s;
|
||||
const slen2 = vlen * ( s + 1 );
|
||||
|
||||
const a = layeroffset + j + slen1,
|
||||
b = layeroffset + k + slen1,
|
||||
c = layeroffset + k + slen2,
|
||||
d = layeroffset + j + slen2;
|
||||
|
||||
f4( a, b, c, d );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function v( x, y, z ) {
|
||||
|
||||
placeholder.push( x );
|
||||
placeholder.push( y );
|
||||
placeholder.push( z );
|
||||
|
||||
}
|
||||
|
||||
|
||||
function f3( a, b, c ) {
|
||||
|
||||
addVertex( a );
|
||||
addVertex( b );
|
||||
addVertex( c );
|
||||
|
||||
const nextIndex = verticesArray.length / 3;
|
||||
const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||||
|
||||
addUV( uvs[ 0 ] );
|
||||
addUV( uvs[ 1 ] );
|
||||
addUV( uvs[ 2 ] );
|
||||
|
||||
}
|
||||
|
||||
function f4( a, b, c, d ) {
|
||||
|
||||
addVertex( a );
|
||||
addVertex( b );
|
||||
addVertex( d );
|
||||
|
||||
addVertex( b );
|
||||
addVertex( c );
|
||||
addVertex( d );
|
||||
|
||||
|
||||
const nextIndex = verticesArray.length / 3;
|
||||
const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||||
|
||||
addUV( uvs[ 0 ] );
|
||||
addUV( uvs[ 1 ] );
|
||||
addUV( uvs[ 3 ] );
|
||||
|
||||
addUV( uvs[ 1 ] );
|
||||
addUV( uvs[ 2 ] );
|
||||
addUV( uvs[ 3 ] );
|
||||
|
||||
}
|
||||
|
||||
function addVertex( index ) {
|
||||
|
||||
verticesArray.push( placeholder[ index * 3 + 0 ] );
|
||||
verticesArray.push( placeholder[ index * 3 + 1 ] );
|
||||
verticesArray.push( placeholder[ index * 3 + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
|
||||
function addUV( vector2 ) {
|
||||
|
||||
uvArray.push( vector2.x );
|
||||
uvArray.push( vector2.y );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
const shapes = this.parameters.shapes;
|
||||
const options = this.parameters.options;
|
||||
|
||||
return toJSON( shapes, options, data );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data, shapes ) {
|
||||
|
||||
const geometryShapes = [];
|
||||
|
||||
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
|
||||
|
||||
const shape = shapes[ data.shapes[ j ] ];
|
||||
|
||||
geometryShapes.push( shape );
|
||||
|
||||
}
|
||||
|
||||
const extrudePath = data.options.extrudePath;
|
||||
|
||||
if ( extrudePath !== undefined ) {
|
||||
|
||||
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
|
||||
|
||||
}
|
||||
|
||||
return new ExtrudeGeometry( geometryShapes, data.options );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const WorldUVGenerator = {
|
||||
|
||||
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
|
||||
|
||||
const a_x = vertices[ indexA * 3 ];
|
||||
const a_y = vertices[ indexA * 3 + 1 ];
|
||||
const b_x = vertices[ indexB * 3 ];
|
||||
const b_y = vertices[ indexB * 3 + 1 ];
|
||||
const c_x = vertices[ indexC * 3 ];
|
||||
const c_y = vertices[ indexC * 3 + 1 ];
|
||||
|
||||
return [
|
||||
new Vector2( a_x, a_y ),
|
||||
new Vector2( b_x, b_y ),
|
||||
new Vector2( c_x, c_y )
|
||||
];
|
||||
|
||||
},
|
||||
|
||||
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
|
||||
|
||||
const a_x = vertices[ indexA * 3 ];
|
||||
const a_y = vertices[ indexA * 3 + 1 ];
|
||||
const a_z = vertices[ indexA * 3 + 2 ];
|
||||
const b_x = vertices[ indexB * 3 ];
|
||||
const b_y = vertices[ indexB * 3 + 1 ];
|
||||
const b_z = vertices[ indexB * 3 + 2 ];
|
||||
const c_x = vertices[ indexC * 3 ];
|
||||
const c_y = vertices[ indexC * 3 + 1 ];
|
||||
const c_z = vertices[ indexC * 3 + 2 ];
|
||||
const d_x = vertices[ indexD * 3 ];
|
||||
const d_y = vertices[ indexD * 3 + 1 ];
|
||||
const d_z = vertices[ indexD * 3 + 2 ];
|
||||
|
||||
if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
|
||||
|
||||
return [
|
||||
new Vector2( a_x, 1 - a_z ),
|
||||
new Vector2( b_x, 1 - b_z ),
|
||||
new Vector2( c_x, 1 - c_z ),
|
||||
new Vector2( d_x, 1 - d_z )
|
||||
];
|
||||
|
||||
} else {
|
||||
|
||||
return [
|
||||
new Vector2( a_y, 1 - a_z ),
|
||||
new Vector2( b_y, 1 - b_z ),
|
||||
new Vector2( c_y, 1 - c_z ),
|
||||
new Vector2( d_y, 1 - d_z )
|
||||
];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
function toJSON( shapes, options, data ) {
|
||||
|
||||
data.shapes = [];
|
||||
|
||||
if ( Array.isArray( shapes ) ) {
|
||||
|
||||
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
|
||||
|
||||
const shape = shapes[ i ];
|
||||
|
||||
data.shapes.push( shape.uuid );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
data.shapes.push( shapes.uuid );
|
||||
|
||||
}
|
||||
|
||||
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { ExtrudeGeometry, ExtrudeGeometry as ExtrudeBufferGeometry };
|
|
@ -0,0 +1,21 @@
|
|||
export * from './BoxGeometry.js';
|
||||
export * from './CapsuleGeometry.js';
|
||||
export * from './CircleGeometry.js';
|
||||
export * from './ConeGeometry.js';
|
||||
export * from './CylinderGeometry.js';
|
||||
export * from './DodecahedronGeometry.js';
|
||||
export * from './EdgesGeometry.js';
|
||||
export * from './ExtrudeGeometry.js';
|
||||
export * from './IcosahedronGeometry.js';
|
||||
export * from './LatheGeometry.js';
|
||||
export * from './OctahedronGeometry.js';
|
||||
export * from './PlaneGeometry.js';
|
||||
export * from './PolyhedronGeometry.js';
|
||||
export * from './RingGeometry.js';
|
||||
export * from './ShapeGeometry.js';
|
||||
export * from './SphereGeometry.js';
|
||||
export * from './TetrahedronGeometry.js';
|
||||
export * from './TorusGeometry.js';
|
||||
export * from './TorusKnotGeometry.js';
|
||||
export * from './TubeGeometry.js';
|
||||
export * from './WireframeGeometry.js';
|
|
@ -0,0 +1,42 @@
|
|||
import { PolyhedronGeometry } from './PolyhedronGeometry.js';
|
||||
|
||||
class IcosahedronGeometry extends PolyhedronGeometry {
|
||||
|
||||
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';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
detail: detail
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new IcosahedronGeometry( data.radius, data.detail );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { IcosahedronGeometry, IcosahedronGeometry as IcosahedronBufferGeometry };
|
|
@ -0,0 +1,179 @@
|
|||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
import * as MathUtils from '../math/MathUtils.js';
|
||||
|
||||
class LatheGeometry extends BufferGeometry {
|
||||
|
||||
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';
|
||||
|
||||
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 = MathUtils.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 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { LatheGeometry, LatheGeometry as LatheBufferGeometry };
|
|
@ -0,0 +1,37 @@
|
|||
import { PolyhedronGeometry } from './PolyhedronGeometry.js';
|
||||
|
||||
class OctahedronGeometry extends PolyhedronGeometry {
|
||||
|
||||
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';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
detail: detail
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new OctahedronGeometry( data.radius, data.detail );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { OctahedronGeometry, OctahedronGeometry as OctahedronBufferGeometry };
|
|
@ -0,0 +1,87 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
|
||||
class PlaneGeometry extends BufferGeometry {
|
||||
|
||||
constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
|
||||
|
||||
super();
|
||||
this.type = 'PlaneGeometry';
|
||||
|
||||
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 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { PlaneGeometry, PlaneGeometry as PlaneBufferGeometry };
|
|
@ -0,0 +1,309 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
|
||||
class PolyhedronGeometry extends BufferGeometry {
|
||||
|
||||
constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'PolyhedronGeometry';
|
||||
|
||||
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 subdivison 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 ) ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { PolyhedronGeometry, PolyhedronGeometry as PolyhedronBufferGeometry };
|
|
@ -0,0 +1,118 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class RingGeometry extends BufferGeometry {
|
||||
|
||||
constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'RingGeometry';
|
||||
|
||||
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 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { RingGeometry, RingGeometry as RingBufferGeometry };
|
|
@ -0,0 +1,184 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Shape } from '../extras/core/Shape.js';
|
||||
import { ShapeUtils } from '../extras/ShapeUtils.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
|
||||
class ShapeGeometry extends BufferGeometry {
|
||||
|
||||
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';
|
||||
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
// incides
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
const shapes = this.parameters.shapes;
|
||||
|
||||
return toJSON( shapes, data );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data, shapes ) {
|
||||
|
||||
const geometryShapes = [];
|
||||
|
||||
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
|
||||
|
||||
const shape = shapes[ data.shapes[ j ] ];
|
||||
|
||||
geometryShapes.push( shape );
|
||||
|
||||
}
|
||||
|
||||
return new ShapeGeometry( geometryShapes, data.curveSegments );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function toJSON( shapes, data ) {
|
||||
|
||||
data.shapes = [];
|
||||
|
||||
if ( Array.isArray( shapes ) ) {
|
||||
|
||||
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
|
||||
|
||||
const shape = shapes[ i ];
|
||||
|
||||
data.shapes.push( shape.uuid );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
data.shapes.push( shapes.uuid );
|
||||
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
export { ShapeGeometry, ShapeGeometry as ShapeBufferGeometry };
|
|
@ -0,0 +1,126 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class SphereGeometry extends BufferGeometry {
|
||||
|
||||
constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
|
||||
|
||||
super();
|
||||
this.type = 'SphereGeometry';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
widthSegments: widthSegments,
|
||||
heightSegments: heightSegments,
|
||||
phiStart: phiStart,
|
||||
phiLength: phiLength,
|
||||
thetaStart: thetaStart,
|
||||
thetaLength: thetaLength
|
||||
};
|
||||
|
||||
widthSegments = Math.max( 3, Math.floor( widthSegments ) );
|
||||
heightSegments = Math.max( 2, Math.floor( heightSegments ) );
|
||||
|
||||
const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
|
||||
|
||||
let index = 0;
|
||||
const grid = [];
|
||||
|
||||
const vertex = new Vector3();
|
||||
const normal = new Vector3();
|
||||
|
||||
// buffers
|
||||
|
||||
const indices = [];
|
||||
const vertices = [];
|
||||
const normals = [];
|
||||
const uvs = [];
|
||||
|
||||
// generate vertices, normals and uvs
|
||||
|
||||
for ( let iy = 0; iy <= heightSegments; iy ++ ) {
|
||||
|
||||
const verticesRow = [];
|
||||
|
||||
const v = iy / heightSegments;
|
||||
|
||||
// special case for the poles
|
||||
|
||||
let uOffset = 0;
|
||||
|
||||
if ( iy == 0 && thetaStart == 0 ) {
|
||||
|
||||
uOffset = 0.5 / widthSegments;
|
||||
|
||||
} else if ( iy == heightSegments && thetaEnd == Math.PI ) {
|
||||
|
||||
uOffset = - 0.5 / widthSegments;
|
||||
|
||||
}
|
||||
|
||||
for ( let ix = 0; ix <= widthSegments; ix ++ ) {
|
||||
|
||||
const u = ix / widthSegments;
|
||||
|
||||
// vertex
|
||||
|
||||
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||||
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
|
||||
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||||
|
||||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||||
|
||||
// normal
|
||||
|
||||
normal.copy( vertex ).normalize();
|
||||
normals.push( normal.x, normal.y, normal.z );
|
||||
|
||||
// uv
|
||||
|
||||
uvs.push( u + uOffset, 1 - v );
|
||||
|
||||
verticesRow.push( index ++ );
|
||||
|
||||
}
|
||||
|
||||
grid.push( verticesRow );
|
||||
|
||||
}
|
||||
|
||||
// indices
|
||||
|
||||
for ( let iy = 0; iy < heightSegments; iy ++ ) {
|
||||
|
||||
for ( let ix = 0; ix < widthSegments; ix ++ ) {
|
||||
|
||||
const a = grid[ iy ][ ix + 1 ];
|
||||
const b = grid[ iy ][ ix ];
|
||||
const c = grid[ iy + 1 ][ ix ];
|
||||
const d = grid[ iy + 1 ][ ix + 1 ];
|
||||
|
||||
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
|
||||
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// build geometry
|
||||
|
||||
this.setIndex( indices );
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||||
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { SphereGeometry, SphereGeometry as SphereBufferGeometry };
|
|
@ -0,0 +1,34 @@
|
|||
import { PolyhedronGeometry } from './PolyhedronGeometry.js';
|
||||
|
||||
class TetrahedronGeometry extends PolyhedronGeometry {
|
||||
|
||||
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';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
detail: detail
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new TetrahedronGeometry( data.radius, data.detail );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { TetrahedronGeometry, TetrahedronGeometry as TetrahedronBufferGeometry };
|
|
@ -0,0 +1,109 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class TorusGeometry extends BufferGeometry {
|
||||
|
||||
constructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {
|
||||
|
||||
super();
|
||||
this.type = 'TorusGeometry';
|
||||
|
||||
this.parameters = {
|
||||
radius: radius,
|
||||
tube: tube,
|
||||
radialSegments: radialSegments,
|
||||
tubularSegments: tubularSegments,
|
||||
arc: arc
|
||||
};
|
||||
|
||||
radialSegments = Math.floor( radialSegments );
|
||||
tubularSegments = Math.floor( tubularSegments );
|
||||
|
||||
// buffers
|
||||
|
||||
const indices = [];
|
||||
const vertices = [];
|
||||
const normals = [];
|
||||
const uvs = [];
|
||||
|
||||
// helper variables
|
||||
|
||||
const center = new Vector3();
|
||||
const vertex = new Vector3();
|
||||
const normal = new Vector3();
|
||||
|
||||
// generate vertices, normals and uvs
|
||||
|
||||
for ( let j = 0; j <= radialSegments; j ++ ) {
|
||||
|
||||
for ( let i = 0; i <= tubularSegments; i ++ ) {
|
||||
|
||||
const u = i / tubularSegments * arc;
|
||||
const v = j / radialSegments * Math.PI * 2;
|
||||
|
||||
// vertex
|
||||
|
||||
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
|
||||
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
|
||||
vertex.z = tube * Math.sin( v );
|
||||
|
||||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||||
|
||||
// normal
|
||||
|
||||
center.x = radius * Math.cos( u );
|
||||
center.y = radius * Math.sin( u );
|
||||
normal.subVectors( vertex, center ).normalize();
|
||||
|
||||
normals.push( normal.x, normal.y, normal.z );
|
||||
|
||||
// uv
|
||||
|
||||
uvs.push( i / tubularSegments );
|
||||
uvs.push( j / radialSegments );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// generate indices
|
||||
|
||||
for ( let j = 1; j <= radialSegments; j ++ ) {
|
||||
|
||||
for ( let i = 1; i <= tubularSegments; i ++ ) {
|
||||
|
||||
// indices
|
||||
|
||||
const a = ( tubularSegments + 1 ) * j + i - 1;
|
||||
const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
|
||||
const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
|
||||
const d = ( tubularSegments + 1 ) * j + i;
|
||||
|
||||
// faces
|
||||
|
||||
indices.push( a, b, d );
|
||||
indices.push( b, c, d );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// build geometry
|
||||
|
||||
this.setIndex( indices );
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||||
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { TorusGeometry, TorusGeometry as TorusBufferGeometry };
|
|
@ -0,0 +1,156 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class TorusKnotGeometry extends BufferGeometry {
|
||||
|
||||
constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
|
||||
|
||||
super();
|
||||
this.type = 'TorusKnotGeometry';
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { TorusKnotGeometry, TorusKnotGeometry as TorusKnotBufferGeometry };
|
|
@ -0,0 +1,192 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import * as Curves from '../extras/curves/Curves.js';
|
||||
import { Vector2 } from '../math/Vector2.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class TubeGeometry extends BufferGeometry {
|
||||
|
||||
constructor( path = new Curves[ 'QuadraticBezierCurve3' ]( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
|
||||
|
||||
super();
|
||||
this.type = 'TubeGeometry';
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
const data = super.toJSON();
|
||||
|
||||
data.path = this.parameters.path.toJSON();
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
static fromJSON( data ) {
|
||||
|
||||
// This only works for built-in curves (e.g. CatmullRomCurve3).
|
||||
// User defined curves or instances of CurvePath will not be deserialized.
|
||||
return new TubeGeometry(
|
||||
new Curves[ data.path.type ]().fromJSON( data.path ),
|
||||
data.tubularSegments,
|
||||
data.radius,
|
||||
data.radialSegments,
|
||||
data.closed
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { TubeGeometry, TubeGeometry as TubeBufferGeometry };
|
|
@ -0,0 +1,136 @@
|
|||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
class WireframeGeometry extends BufferGeometry {
|
||||
|
||||
constructor( geometry = null ) {
|
||||
|
||||
super();
|
||||
this.type = 'WireframeGeometry';
|
||||
|
||||
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 ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function isUniqueEdge( start, end, edges ) {
|
||||
|
||||
const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
|
||||
const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
|
||||
|
||||
if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
|
||||
|
||||
return false;
|
||||
|
||||
} else {
|
||||
|
||||
edges.add( hash1 );
|
||||
edges.add( hash2 );
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { WireframeGeometry };
|
|
@ -0,0 +1,105 @@
|
|||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { CylinderGeometry } from '../geometries/CylinderGeometry.js';
|
||||
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Mesh } from '../objects/Mesh.js';
|
||||
import { Line } from '../objects/Line.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
|
||||
const _axis = /*@__PURE__*/ new Vector3();
|
||||
let _lineGeometry, _coneGeometry;
|
||||
|
||||
class ArrowHelper extends Object3D {
|
||||
|
||||
// dir is assumed to be normalized
|
||||
|
||||
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 CylinderGeometry( 0, 0.5, 1, 5, 1 );
|
||||
_coneGeometry.translate( 0, - 0.5, 0 );
|
||||
|
||||
}
|
||||
|
||||
this.position.copy( origin );
|
||||
|
||||
this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
|
||||
this.line.matrixAutoUpdate = false;
|
||||
this.add( this.line );
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { ArrowHelper };
|
|
@ -0,0 +1,68 @@
|
|||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
|
||||
class AxesHelper extends LineSegments {
|
||||
|
||||
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';
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.geometry.dispose();
|
||||
this.material.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { AxesHelper };
|
|
@ -0,0 +1,49 @@
|
|||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
|
||||
class Box3Helper extends LineSegments {
|
||||
|
||||
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 } ) );
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Box3Helper };
|
|
@ -0,0 +1,107 @@
|
|||
import { Box3 } from '../math/Box3.js';
|
||||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
|
||||
const _box = /*@__PURE__*/ new Box3();
|
||||
|
||||
class BoxHelper extends LineSegments {
|
||||
|
||||
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 } ) );
|
||||
|
||||
this.object = object;
|
||||
this.type = 'BoxHelper';
|
||||
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.update();
|
||||
|
||||
}
|
||||
|
||||
update( object ) {
|
||||
|
||||
if ( object !== undefined ) {
|
||||
|
||||
console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
|
||||
}
|
||||
|
||||
setFromObject( object ) {
|
||||
|
||||
this.object = object;
|
||||
this.update();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
LineSegments.prototype.copy.call( this, source );
|
||||
|
||||
this.object = source.object;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { BoxHelper };
|
|
@ -0,0 +1,210 @@
|
|||
import { Camera } from '../cameras/Camera.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
const _camera = /*@__PURE__*/ new Camera();
|
||||
|
||||
/**
|
||||
* - shows frustum, line of sight and up of the camera
|
||||
* - suitable for fast updates
|
||||
* - based on frustum visualization in lightgl.js shadowmap example
|
||||
* https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
|
||||
*/
|
||||
|
||||
class CameraHelper extends LineSegments {
|
||||
|
||||
constructor( camera ) {
|
||||
|
||||
const geometry = new BufferGeometry();
|
||||
const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
|
||||
|
||||
const vertices = [];
|
||||
const colors = [];
|
||||
|
||||
const pointMap = {};
|
||||
|
||||
// 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 );
|
||||
|
||||
// near
|
||||
|
||||
addLine( 'n1', 'n2', colorFrustum );
|
||||
addLine( 'n2', 'n4', colorFrustum );
|
||||
addLine( 'n4', 'n3', colorFrustum );
|
||||
addLine( 'n3', 'n1', colorFrustum );
|
||||
|
||||
// far
|
||||
|
||||
addLine( 'f1', 'f2', colorFrustum );
|
||||
addLine( 'f2', 'f4', colorFrustum );
|
||||
addLine( 'f4', 'f3', colorFrustum );
|
||||
addLine( 'f3', 'f1', colorFrustum );
|
||||
|
||||
// sides
|
||||
|
||||
addLine( 'n1', 'f1', colorFrustum );
|
||||
addLine( 'n2', 'f2', colorFrustum );
|
||||
addLine( 'n3', 'f3', colorFrustum );
|
||||
addLine( 'n4', 'f4', colorFrustum );
|
||||
|
||||
// cone
|
||||
|
||||
addLine( 'p', 'n1', colorCone );
|
||||
addLine( 'p', 'n2', colorCone );
|
||||
addLine( 'p', 'n3', colorCone );
|
||||
addLine( 'p', 'n4', colorCone );
|
||||
|
||||
// up
|
||||
|
||||
addLine( 'u1', 'u2', colorUp );
|
||||
addLine( 'u2', 'u3', colorUp );
|
||||
addLine( 'u3', 'u1', colorUp );
|
||||
|
||||
// target
|
||||
|
||||
addLine( 'c', 't', colorTarget );
|
||||
addLine( 'p', 'c', colorCross );
|
||||
|
||||
// cross
|
||||
|
||||
addLine( 'cn1', 'cn2', colorCross );
|
||||
addLine( 'cn3', 'cn4', colorCross );
|
||||
|
||||
addLine( 'cf1', 'cf2', colorCross );
|
||||
addLine( 'cf3', 'cf4', colorCross );
|
||||
|
||||
function addLine( a, b, color ) {
|
||||
|
||||
addPoint( a, color );
|
||||
addPoint( b, color );
|
||||
|
||||
}
|
||||
|
||||
function addPoint( id, color ) {
|
||||
|
||||
vertices.push( 0, 0, 0 );
|
||||
colors.push( color.r, color.g, color.b );
|
||||
|
||||
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';
|
||||
|
||||
this.camera = camera;
|
||||
if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
|
||||
|
||||
this.matrix = camera.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.pointMap = pointMap;
|
||||
|
||||
this.update();
|
||||
|
||||
}
|
||||
|
||||
update() {
|
||||
|
||||
const geometry = this.geometry;
|
||||
const pointMap = this.pointMap;
|
||||
|
||||
const w = 1, h = 1;
|
||||
|
||||
// we need just camera projection matrix inverse
|
||||
// world matrix must be identity
|
||||
|
||||
_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
|
||||
|
||||
// center / target
|
||||
|
||||
setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
|
||||
setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
|
||||
|
||||
// near
|
||||
|
||||
setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
|
||||
setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
|
||||
setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
|
||||
setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
|
||||
|
||||
// far
|
||||
|
||||
setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
|
||||
setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
|
||||
setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
|
||||
setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
|
||||
|
||||
// up
|
||||
|
||||
setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
|
||||
setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
|
||||
setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
|
||||
|
||||
// cross
|
||||
|
||||
setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
|
||||
setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
|
||||
setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
|
||||
setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
|
||||
|
||||
setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
|
||||
setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
|
||||
setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
|
||||
setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
|
||||
|
||||
geometry.getAttribute( 'position' ).needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CameraHelper };
|
|
@ -0,0 +1,88 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { Line } from '../objects/Line.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
|
||||
const _v1 = /*@__PURE__*/ new Vector3();
|
||||
const _v2 = /*@__PURE__*/ new Vector3();
|
||||
const _v3 = /*@__PURE__*/ new Vector3();
|
||||
|
||||
class DirectionalLightHelper extends Object3D {
|
||||
|
||||
constructor( light, size, color ) {
|
||||
|
||||
super();
|
||||
this.light = light;
|
||||
this.light.updateMatrixWorld();
|
||||
|
||||
this.matrix = light.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.color = color;
|
||||
|
||||
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 } );
|
||||
|
||||
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 ) );
|
||||
|
||||
this.targetLine = new Line( geometry, material );
|
||||
this.add( this.targetLine );
|
||||
|
||||
this.update();
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.lightPlane.geometry.dispose();
|
||||
this.lightPlane.material.dispose();
|
||||
this.targetLine.geometry.dispose();
|
||||
this.targetLine.material.dispose();
|
||||
|
||||
}
|
||||
|
||||
update() {
|
||||
|
||||
_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();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { DirectionalLightHelper };
|
|
@ -0,0 +1,49 @@
|
|||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
|
||||
class GridHelper extends LineSegments {
|
||||
|
||||
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';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { GridHelper };
|
|
@ -0,0 +1,84 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { Mesh } from '../objects/Mesh.js';
|
||||
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
|
||||
import { OctahedronGeometry } from '../geometries/OctahedronGeometry.js';
|
||||
import { BufferAttribute } from '../core/BufferAttribute.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
const _color1 = /*@__PURE__*/ new Color();
|
||||
const _color2 = /*@__PURE__*/ new Color();
|
||||
|
||||
class HemisphereLightHelper extends Object3D {
|
||||
|
||||
constructor( light, size, color ) {
|
||||
|
||||
super();
|
||||
this.light = light;
|
||||
this.light.updateMatrixWorld();
|
||||
|
||||
this.matrix = light.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.color = color;
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.children[ 0 ].geometry.dispose();
|
||||
this.children[ 0 ].material.dispose();
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { HemisphereLightHelper };
|
|
@ -0,0 +1,57 @@
|
|||
import { Line } from '../objects/Line.js';
|
||||
import { Mesh } from '../objects/Mesh.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { FrontSide, BackSide } from '../constants.js';
|
||||
|
||||
class PlaneHelper extends Line {
|
||||
|
||||
constructor( plane, size = 1, hex = 0xffff00 ) {
|
||||
|
||||
const color = hex;
|
||||
|
||||
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, 0, 0, 1, 0, 0, 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';
|
||||
|
||||
this.plane = plane;
|
||||
|
||||
this.size = size;
|
||||
|
||||
const positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
|
||||
|
||||
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 ) {
|
||||
|
||||
let scale = - this.plane.constant;
|
||||
|
||||
if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
|
||||
|
||||
this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
|
||||
|
||||
this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
|
||||
|
||||
this.lookAt( this.plane.normal );
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { PlaneHelper };
|
|
@ -0,0 +1,91 @@
|
|||
import { Mesh } from '../objects/Mesh.js';
|
||||
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
|
||||
import { SphereGeometry } from '../geometries/SphereGeometry.js';
|
||||
|
||||
class PointLightHelper extends Mesh {
|
||||
|
||||
constructor( light, sphereSize, color ) {
|
||||
|
||||
const geometry = new SphereGeometry( sphereSize, 4, 2 );
|
||||
const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
|
||||
|
||||
super( geometry, material );
|
||||
|
||||
this.light = light;
|
||||
this.light.updateMatrixWorld();
|
||||
|
||||
this.color = color;
|
||||
|
||||
this.type = 'PointLightHelper';
|
||||
|
||||
this.matrix = this.light.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.update();
|
||||
|
||||
|
||||
/*
|
||||
// TODO: delete this comment?
|
||||
const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
|
||||
const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
|
||||
|
||||
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
|
||||
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
|
||||
|
||||
const d = light.distance;
|
||||
|
||||
if ( d === 0.0 ) {
|
||||
|
||||
this.lightDistance.visible = false;
|
||||
|
||||
} else {
|
||||
|
||||
this.lightDistance.scale.set( d, d, d );
|
||||
|
||||
}
|
||||
|
||||
this.add( this.lightDistance );
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.geometry.dispose();
|
||||
this.material.dispose();
|
||||
|
||||
}
|
||||
|
||||
update() {
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { PointLightHelper };
|
|
@ -0,0 +1,85 @@
|
|||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
|
||||
class PolarGridHelper extends LineSegments {
|
||||
|
||||
constructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
|
||||
|
||||
color1 = new Color( color1 );
|
||||
color2 = new Color( color2 );
|
||||
|
||||
const vertices = [];
|
||||
const colors = [];
|
||||
|
||||
// create the radials
|
||||
|
||||
for ( let i = 0; i <= radials; i ++ ) {
|
||||
|
||||
const v = ( i / radials ) * ( 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 circles
|
||||
|
||||
for ( let i = 0; i <= circles; i ++ ) {
|
||||
|
||||
const color = ( i & 1 ) ? color1 : color2;
|
||||
|
||||
const r = radius - ( radius / circles * 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';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { PolarGridHelper };
|
|
@ -0,0 +1,120 @@
|
|||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { Matrix4 } from '../math/Matrix4.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Color } from '../math/Color.js';
|
||||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
const _boneMatrix = /*@__PURE__*/ new Matrix4();
|
||||
const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
|
||||
|
||||
|
||||
class SkeletonHelper extends LineSegments {
|
||||
|
||||
constructor( object ) {
|
||||
|
||||
const bones = getBoneList( object );
|
||||
|
||||
const geometry = new BufferGeometry();
|
||||
|
||||
const vertices = [];
|
||||
const colors = [];
|
||||
|
||||
const color1 = new Color( 0, 0, 1 );
|
||||
const color2 = new Color( 0, 1, 0 );
|
||||
|
||||
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( color1.r, color1.g, color1.b );
|
||||
colors.push( color2.r, color2.g, color2.b );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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.type = 'SkeletonHelper';
|
||||
this.isSkeletonHelper = true;
|
||||
|
||||
this.root = object;
|
||||
this.bones = bones;
|
||||
|
||||
this.matrix = object.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
}
|
||||
|
||||
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.setFromMatrixPosition( _boneMatrix );
|
||||
position.setXYZ( j, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
|
||||
_vector.setFromMatrixPosition( _boneMatrix );
|
||||
position.setXYZ( j + 1, _vector.x, _vector.y, _vector.z );
|
||||
|
||||
j += 2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
geometry.getAttribute( 'position' ).needsUpdate = true;
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
function getBoneList( object ) {
|
||||
|
||||
const boneList = [];
|
||||
|
||||
if ( object.isBone === true ) {
|
||||
|
||||
boneList.push( object );
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < object.children.length; i ++ ) {
|
||||
|
||||
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
|
||||
|
||||
}
|
||||
|
||||
return boneList;
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { SkeletonHelper };
|
|
@ -0,0 +1,91 @@
|
|||
import { Vector3 } from '../math/Vector3.js';
|
||||
import { Object3D } from '../core/Object3D.js';
|
||||
import { LineSegments } from '../objects/LineSegments.js';
|
||||
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
|
||||
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
|
||||
import { BufferGeometry } from '../core/BufferGeometry.js';
|
||||
|
||||
const _vector = /*@__PURE__*/ new Vector3();
|
||||
|
||||
class SpotLightHelper extends Object3D {
|
||||
|
||||
constructor( light, color ) {
|
||||
|
||||
super();
|
||||
this.light = light;
|
||||
this.light.updateMatrixWorld();
|
||||
|
||||
this.matrix = light.matrixWorld;
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.color = color;
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.cone.geometry.dispose();
|
||||
this.cone.material.dispose();
|
||||
|
||||
}
|
||||
|
||||
update() {
|
||||
|
||||
this.light.updateMatrixWorld();
|
||||
|
||||
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.setFromMatrixPosition( this.light.target.matrixWorld );
|
||||
|
||||
this.cone.lookAt( _vector );
|
||||
|
||||
if ( this.color !== undefined ) {
|
||||
|
||||
this.cone.material.color.set( this.color );
|
||||
|
||||
} else {
|
||||
|
||||
this.cone.material.color.copy( this.light.color );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { SpotLightHelper };
|
|
@ -0,0 +1,17 @@
|
|||
import { Light } from './Light.js';
|
||||
|
||||
class AmbientLight extends Light {
|
||||
|
||||
constructor( color, intensity ) {
|
||||
|
||||
super( color, intensity );
|
||||
|
||||
this.type = 'AmbientLight';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
AmbientLight.prototype.isAmbientLight = true;
|
||||
|
||||
export { AmbientLight };
|
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Reference in New Issue