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[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
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20 kB · 1024 lines
JavaScript
at commit da69385e
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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' };
const _childaddedEvent = { type: 'childadded', child: null };const _childremovedEvent = { type: 'childremoved', child: null };
class Object3D extends EventDispatcher {
constructor() {
super();
this.isObject3D = true;
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
this.uuid = MathUtils.generateUUID();
this.name = ''; this.type = 'Object3D';
this.parent = null; this.children = [];
this.up = Object3D.DEFAULT_UP.clone();
const position = new Vector3(); const rotation = new Euler(); const quaternion = new Quaternion(); const scale = new Vector3( 1, 1, 1 );
function onRotationChange() {
quaternion.setFromEuler( rotation, false );
}
function onQuaternionChange() {
rotation.setFromQuaternion( quaternion, undefined, false );
}
rotation._onChange( onRotationChange ); quaternion._onChange( onQuaternionChange );
Object.defineProperties( this, { 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.DEFAULT_MATRIX_AUTO_UPDATE;
this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer 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 = {};
}
onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
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 ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( this.matrixWorld );
}
worldToLocal( vector ) {
this.updateWorldMatrix( true, false );
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 ) {
object.removeFromParent(); object.parent = this; this.children.push( object );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object; this.dispatchEvent( _childaddedEvent ); _childaddedEvent.child = null;
} 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 );
_childremovedEvent.child = object; this.dispatchEvent( _childremovedEvent ); _childremovedEvent.child = null;
}
return this;
}
removeFromParent() {
const parent = this.parent;
if ( parent !== null ) {
parent.remove( this );
}
return this;
}
clear() {
return this.remove( ... this.children );
}
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 );
object.removeFromParent(); object.parent = this; this.children.push( object );
object.updateWorldMatrix( false, true );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object; this.dispatchEvent( _childaddedEvent ); _childaddedEvent.child = null;
return this;
}
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;
}
getObjectsByProperty( name, value, result = [] ) {
if ( this[ name ] === value ) result.push( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].getObjectsByProperty( name, value, result );
}
return result;
}
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.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// make sure descendants are updated if required
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateMatrixWorld( force );
}
}
updateWorldMatrix( updateParents, updateChildren ) {
const parent = this.parent;
if ( updateParents === true && parent !== null ) {
parent.updateWorldMatrix( true, false );
}
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
// make sure descendants are updated
if ( updateChildren === true ) {
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateWorldMatrix( false, true );
}
}
}
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: 4.6, 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 ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
object.layers = this.layers.mask; object.matrix = this.matrix.toArray(); object.up = this.up.toArray();
if ( this.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();
}
if ( this.isBatchedMesh ) {
object.type = 'BatchedMesh'; object.perObjectFrustumCulled = this.perObjectFrustumCulled; object.sortObjects = this.sortObjects;
object.drawRanges = this._drawRanges; object.reservedRanges = this._reservedRanges;
object.visibility = this._visibility; object.active = this._active; object.bounds = this._bounds.map( bound => ( { boxInitialized: bound.boxInitialized, boxMin: bound.box.min.toArray(), boxMax: bound.box.max.toArray(),
sphereInitialized: bound.sphereInitialized, sphereRadius: bound.sphere.radius, sphereCenter: bound.sphere.center.toArray() } ) );
object.maxInstanceCount = this._maxInstanceCount; object.maxVertexCount = this._maxVertexCount; object.maxIndexCount = this._maxIndexCount;
object.geometryInitialized = this._geometryInitialized; object.geometryCount = this._geometryCount;
object.matricesTexture = this._matricesTexture.toJSON( meta );
if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
if ( this.boundingSphere !== null ) {
object.boundingSphere = { center: object.boundingSphere.center.toArray(), radius: object.boundingSphere.radius };
}
if ( this.boundingBox !== null ) {
object.boundingBox = { min: object.boundingBox.min.toArray(), max: object.boundingBox.max.toArray() };
}
}
//
function serialize( library, element ) {
if ( library[ element.uuid ] === undefined ) {
library[ element.uuid ] = element.toJSON( meta );
}
return element.uuid;
}
if ( this.isScene ) {
if ( this.background ) {
if ( this.background.isColor ) {
object.background = this.background.toJSON();
} else if ( this.background.isTexture ) {
object.background = this.background.toJSON( meta ).uuid;
}
}
if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
object.environment = this.environment.toJSON( meta ).uuid;
}
} else if ( this.isMesh || this.isLine || this.isPoints ) {
object.geometry = serialize( meta.geometries, this.geometry );
const parameters = this.geometry.parameters;
if ( parameters !== undefined && parameters.shapes !== undefined ) {
const shapes = parameters.shapes;
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
serialize( meta.shapes, shape );
}
} else {
serialize( meta.shapes, shapes );
}
}
}
if ( this.isSkinnedMesh ) {
object.bindMode = this.bindMode; object.bindMatrix = this.bindMatrix.toArray();
if ( this.skeleton !== undefined ) {
serialize( meta.skeletons, this.skeleton );
object.skeleton = this.skeleton.uuid;
}
}
if ( this.material !== undefined ) {
if ( Array.isArray( this.material ) ) {
const uuids = [];
for ( let i = 0, l = this.material.length; i < l; i ++ ) {
uuids.push( serialize( meta.materials, this.material[ i ] ) );
}
object.material = uuids;
} else {
object.material = serialize( meta.materials, this.material );
}
}
//
if ( this.children.length > 0 ) {
object.children = [];
for ( let i = 0; i < this.children.length; i ++ ) {
object.children.push( this.children[ i ].toJSON( meta ).object );
}
}
//
if ( this.animations.length > 0 ) {
object.animations = [];
for ( let i = 0; i < this.animations.length; i ++ ) {
const animation = this.animations[ i ];
object.animations.push( serialize( meta.animations, animation ) );
}
}
if ( isRootObject ) {
const geometries = extractFromCache( meta.geometries ); const materials = extractFromCache( meta.materials ); const textures = extractFromCache( meta.textures ); const images = extractFromCache( meta.images ); const shapes = extractFromCache( meta.shapes ); const skeletons = extractFromCache( meta.skeletons ); const animations = extractFromCache( meta.animations ); const nodes = extractFromCache( meta.nodes );
if ( geometries.length > 0 ) output.geometries = geometries; if ( materials.length > 0 ) output.materials = materials; if ( textures.length > 0 ) output.textures = textures; if ( images.length > 0 ) output.images = images; if ( shapes.length > 0 ) output.shapes = shapes; if ( skeletons.length > 0 ) output.skeletons = skeletons; if ( animations.length > 0 ) output.animations = animations; if ( nodes.length > 0 ) output.nodes = nodes;
}
output.object = object;
return output;
// extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache( cache ) {
const values = []; for ( const key in cache ) {
const data = cache[ key ]; delete data.metadata; values.push( data );
}
return values;
}
}
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.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask; this.visible = source.visible;
this.castShadow = source.castShadow; this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled; this.renderOrder = source.renderOrder;
this.animations = source.animations.slice();
this.userData = JSON.parse( JSON.stringify( source.userData ) );
if ( recursive === true ) {
for ( let i = 0; i < source.children.length; i ++ ) {
const child = source.children[ i ]; this.add( child.clone() );
}
}
return this;
}
}
Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
export { Object3D };