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 { _Math } from '../math/Math.js'; /** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author elephantatwork / www.elephantatwork.ch */ var object3DId = 0; function Object3D() { Object.defineProperty( this, 'id', { value: object3DId ++ } ); this.uuid = _Math.generateUUID(); this.name = ''; this.type = 'Object3D'; this.parent = null; this.children = []; this.up = Object3D.DefaultUp.clone(); var position = new Vector3(); var rotation = new Euler(); var quaternion = new Quaternion(); var 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.userData = {}; } Object3D.DefaultUp = new Vector3( 0, 1, 0 ); Object3D.DefaultMatrixAutoUpdate = true; Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { constructor: Object3D, isObject3D: true, onBeforeRender: function () {}, onAfterRender: function () {}, applyMatrix: function ( matrix ) { this.matrix.multiplyMatrices( matrix, this.matrix ); this.matrix.decompose( this.position, this.quaternion, this.scale ); }, applyQuaternion: function ( q ) { this.quaternion.premultiply( q ); return this; }, setRotationFromAxisAngle: function ( axis, angle ) { // assumes axis is normalized this.quaternion.setFromAxisAngle( axis, angle ); }, setRotationFromEuler: function ( euler ) { this.quaternion.setFromEuler( euler, true ); }, setRotationFromMatrix: function ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix( m ); }, setRotationFromQuaternion: function ( q ) { // assumes q is normalized this.quaternion.copy( q ); }, rotateOnAxis: function () { // rotate object on axis in object space // axis is assumed to be normalized var q1 = new Quaternion(); return function rotateOnAxis( axis, angle ) { q1.setFromAxisAngle( axis, angle ); this.quaternion.multiply( q1 ); return this; }; }(), rotateOnWorldAxis: function () { // rotate object on axis in world space // axis is assumed to be normalized // method assumes no rotated parent var q1 = new Quaternion(); return function rotateOnWorldAxis( axis, angle ) { q1.setFromAxisAngle( axis, angle ); this.quaternion.premultiply( q1 ); return this; }; }(), rotateX: function () { var v1 = new Vector3( 1, 0, 0 ); return function rotateX( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateY: function () { var v1 = new Vector3( 0, 1, 0 ); return function rotateY( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateZ: function () { var v1 = new Vector3( 0, 0, 1 ); return function rotateZ( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), translateOnAxis: function () { // translate object by distance along axis in object space // axis is assumed to be normalized var v1 = new Vector3(); return function translateOnAxis( axis, distance ) { v1.copy( axis ).applyQuaternion( this.quaternion ); this.position.add( v1.multiplyScalar( distance ) ); return this; }; }(), translateX: function () { var v1 = new Vector3( 1, 0, 0 ); return function translateX( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateY: function () { var v1 = new Vector3( 0, 1, 0 ); return function translateY( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateZ: function () { var v1 = new Vector3( 0, 0, 1 ); return function translateZ( distance ) { return this.translateOnAxis( v1, distance ); }; }(), localToWorld: function ( vector ) { return vector.applyMatrix4( this.matrixWorld ); }, worldToLocal: function () { var m1 = new Matrix4(); return function worldToLocal( vector ) { return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); }; }(), lookAt: function () { // This method does not support objects having non-uniformly-scaled parent(s) var q1 = new Quaternion(); var m1 = new Matrix4(); var target = new Vector3(); var position = new Vector3(); return function lookAt( x, y, z ) { if ( x.isVector3 ) { target.copy( x ); } else { target.set( x, y, z ); } var parent = this.parent; this.updateWorldMatrix( true, false ); position.setFromMatrixPosition( this.matrixWorld ); if ( this.isCamera ) { 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.inverse() ); } }; }(), add: function ( object ) { if ( arguments.length > 1 ) { for ( var 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; object.dispatchEvent( { type: 'added' } ); this.children.push( object ); } else { console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); } return this; }, remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { this.remove( arguments[ i ] ); } return this; } var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = null; object.dispatchEvent( { type: 'removed' } ); this.children.splice( index, 1 ); } return this; }, getObjectById: function ( id ) { return this.getObjectByProperty( 'id', id ); }, getObjectByName: function ( name ) { return this.getObjectByProperty( 'name', name ); }, getObjectByProperty: function ( name, value ) { if ( this[ name ] === value ) return this; for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; var object = child.getObjectByProperty( name, value ); if ( object !== undefined ) { return object; } } return undefined; }, getWorldPosition: function ( target ) { if ( target === undefined ) { console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); target = new Vector3(); } this.updateMatrixWorld( true ); return target.setFromMatrixPosition( this.matrixWorld ); }, getWorldQuaternion: function () { var position = new Vector3(); var scale = new Vector3(); return function getWorldQuaternion( target ) { if ( target === undefined ) { console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); target = new Quaternion(); } this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, target, scale ); return target; }; }(), getWorldScale: function () { var position = new Vector3(); var quaternion = new Quaternion(); return function getWorldScale( target ) { if ( target === undefined ) { console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); target = new Vector3(); } this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, quaternion, target ); return target; }; }(), getWorldDirection: function ( target ) { if ( target === undefined ) { console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); target = new Vector3(); } this.updateMatrixWorld( true ); var e = this.matrixWorld.elements; return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); }, raycast: function () {}, traverse: function ( callback ) { callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverse( callback ); } }, traverseVisible: function ( callback ) { if ( this.visible === false ) return; callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverseVisible( callback ); } }, traverseAncestors: function ( callback ) { var parent = this.parent; if ( parent !== null ) { callback( parent ); parent.traverseAncestors( callback ); } }, updateMatrix: function () { this.matrix.compose( this.position, this.quaternion, this.scale ); this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( 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 var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].updateMatrixWorld( force ); } }, updateWorldMatrix: function ( updateParents, updateChildren ) { var 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 ) { var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].updateWorldMatrix( false, true ); } } }, toJSON: function ( meta ) { // meta is a string when called from JSON.stringify var isRootObject = ( meta === undefined || typeof meta === 'string' ); var 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: {} }; output.metadata = { version: 4.5, type: 'Object', generator: 'Object3D.toJSON' }; } // standard Object3D serialization var 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; // function serialize( library, element ) { if ( library[ element.uuid ] === undefined ) { library[ element.uuid ] = element.toJSON( meta ); } return element.uuid; } if ( this.isMesh || this.isLine || this.isPoints ) { object.geometry = serialize( meta.geometries, this.geometry ); var parameters = this.geometry.parameters; if ( parameters !== undefined && parameters.shapes !== undefined ) { var shapes = parameters.shapes; if ( Array.isArray( shapes ) ) { for ( var i = 0, l = shapes.length; i < l; i ++ ) { var shape = shapes[ i ]; serialize( meta.shapes, shape ); } } else { serialize( meta.shapes, shapes ); } } } if ( this.material !== undefined ) { if ( Array.isArray( this.material ) ) { var uuids = []; for ( var 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 ( var i = 0; i < this.children.length; i ++ ) { object.children.push( this.children[ i ].toJSON( meta ).object ); } } if ( isRootObject ) { var geometries = extractFromCache( meta.geometries ); var materials = extractFromCache( meta.materials ); var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); var shapes = extractFromCache( meta.shapes ); 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; } output.object = object; return output; // extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache( cache ) { var values = []; for ( var key in cache ) { var data = cache[ key ]; delete data.metadata; values.push( data ); } return values; } }, clone: function ( recursive ) { return new this.constructor().copy( this, recursive ); }, copy: function ( source, recursive ) { if ( recursive === undefined ) recursive = true; this.name = source.name; this.up.copy( source.up ); this.position.copy( source.position ); 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 ( var i = 0; i < source.children.length; i ++ ) { var child = source.children[ i ]; this.add( child.clone() ); } } return this; } } ); export { Object3D };