three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '110dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. /**
  220. * https://github.com/mrdoob/eventdispatcher.js/
  221. */
  222. function EventDispatcher() {}
  223. Object.assign( EventDispatcher.prototype, {
  224. addEventListener: function ( type, listener ) {
  225. if ( this._listeners === undefined ) { this._listeners = {}; }
  226. var listeners = this._listeners;
  227. if ( listeners[ type ] === undefined ) {
  228. listeners[ type ] = [];
  229. }
  230. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  231. listeners[ type ].push( listener );
  232. }
  233. },
  234. hasEventListener: function ( type, listener ) {
  235. if ( this._listeners === undefined ) { return false; }
  236. var listeners = this._listeners;
  237. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  238. },
  239. removeEventListener: function ( type, listener ) {
  240. if ( this._listeners === undefined ) { return; }
  241. var listeners = this._listeners;
  242. var listenerArray = listeners[ type ];
  243. if ( listenerArray !== undefined ) {
  244. var index = listenerArray.indexOf( listener );
  245. if ( index !== - 1 ) {
  246. listenerArray.splice( index, 1 );
  247. }
  248. }
  249. },
  250. dispatchEvent: function ( event ) {
  251. if ( this._listeners === undefined ) { return; }
  252. var listeners = this._listeners;
  253. var listenerArray = listeners[ event.type ];
  254. if ( listenerArray !== undefined ) {
  255. event.target = this;
  256. var array = listenerArray.slice( 0 );
  257. for ( var i = 0, l = array.length; i < l; i ++ ) {
  258. array[ i ].call( this, event );
  259. }
  260. }
  261. }
  262. } );
  263. /**
  264. * @author alteredq / http://alteredqualia.com/
  265. * @author mrdoob / http://mrdoob.com/
  266. */
  267. var _lut = [];
  268. for ( var i = 0; i < 256; i ++ ) {
  269. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  270. }
  271. var _Math = {
  272. DEG2RAD: Math.PI / 180,
  273. RAD2DEG: 180 / Math.PI,
  274. generateUUID: function () {
  275. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  276. var d0 = Math.random() * 0xffffffff | 0;
  277. var d1 = Math.random() * 0xffffffff | 0;
  278. var d2 = Math.random() * 0xffffffff | 0;
  279. var d3 = Math.random() * 0xffffffff | 0;
  280. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  281. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  282. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  283. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  284. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  285. return uuid.toUpperCase();
  286. },
  287. clamp: function ( value, min, max ) {
  288. return Math.max( min, Math.min( max, value ) );
  289. },
  290. // compute euclidian modulo of m % n
  291. // https://en.wikipedia.org/wiki/Modulo_operation
  292. euclideanModulo: function ( n, m ) {
  293. return ( ( n % m ) + m ) % m;
  294. },
  295. // Linear mapping from range <a1, a2> to range <b1, b2>
  296. mapLinear: function ( x, a1, a2, b1, b2 ) {
  297. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  298. },
  299. // https://en.wikipedia.org/wiki/Linear_interpolation
  300. lerp: function ( x, y, t ) {
  301. return ( 1 - t ) * x + t * y;
  302. },
  303. // http://en.wikipedia.org/wiki/Smoothstep
  304. smoothstep: function ( x, min, max ) {
  305. if ( x <= min ) { return 0; }
  306. if ( x >= max ) { return 1; }
  307. x = ( x - min ) / ( max - min );
  308. return x * x * ( 3 - 2 * x );
  309. },
  310. smootherstep: function ( x, min, max ) {
  311. if ( x <= min ) { return 0; }
  312. if ( x >= max ) { return 1; }
  313. x = ( x - min ) / ( max - min );
  314. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  315. },
  316. // Random integer from <low, high> interval
  317. randInt: function ( low, high ) {
  318. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  319. },
  320. // Random float from <low, high> interval
  321. randFloat: function ( low, high ) {
  322. return low + Math.random() * ( high - low );
  323. },
  324. // Random float from <-range/2, range/2> interval
  325. randFloatSpread: function ( range ) {
  326. return range * ( 0.5 - Math.random() );
  327. },
  328. degToRad: function ( degrees ) {
  329. return degrees * _Math.DEG2RAD;
  330. },
  331. radToDeg: function ( radians ) {
  332. return radians * _Math.RAD2DEG;
  333. },
  334. isPowerOfTwo: function ( value ) {
  335. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  336. },
  337. ceilPowerOfTwo: function ( value ) {
  338. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  339. },
  340. floorPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  342. }
  343. };
  344. /**
  345. * @author mrdoob / http://mrdoob.com/
  346. * @author philogb / http://blog.thejit.org/
  347. * @author egraether / http://egraether.com/
  348. * @author zz85 / http://www.lab4games.net/zz85/blog
  349. */
  350. function Vector2( x, y ) {
  351. this.x = x || 0;
  352. this.y = y || 0;
  353. }
  354. Object.defineProperties( Vector2.prototype, {
  355. "width": {
  356. get: function () {
  357. return this.x;
  358. },
  359. set: function ( value ) {
  360. this.x = value;
  361. }
  362. },
  363. "height": {
  364. get: function () {
  365. return this.y;
  366. },
  367. set: function ( value ) {
  368. this.y = value;
  369. }
  370. }
  371. } );
  372. Object.assign( Vector2.prototype, {
  373. isVector2: true,
  374. set: function ( x, y ) {
  375. this.x = x;
  376. this.y = y;
  377. return this;
  378. },
  379. setScalar: function ( scalar ) {
  380. this.x = scalar;
  381. this.y = scalar;
  382. return this;
  383. },
  384. setX: function ( x ) {
  385. this.x = x;
  386. return this;
  387. },
  388. setY: function ( y ) {
  389. this.y = y;
  390. return this;
  391. },
  392. setComponent: function ( index, value ) {
  393. switch ( index ) {
  394. case 0: this.x = value; break;
  395. case 1: this.y = value; break;
  396. default: throw new Error( 'index is out of range: ' + index );
  397. }
  398. return this;
  399. },
  400. getComponent: function ( index ) {
  401. switch ( index ) {
  402. case 0: return this.x;
  403. case 1: return this.y;
  404. default: throw new Error( 'index is out of range: ' + index );
  405. }
  406. },
  407. clone: function () {
  408. return new this.constructor( this.x, this.y );
  409. },
  410. copy: function ( v ) {
  411. this.x = v.x;
  412. this.y = v.y;
  413. return this;
  414. },
  415. add: function ( v, w ) {
  416. if ( w !== undefined ) {
  417. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  418. return this.addVectors( v, w );
  419. }
  420. this.x += v.x;
  421. this.y += v.y;
  422. return this;
  423. },
  424. addScalar: function ( s ) {
  425. this.x += s;
  426. this.y += s;
  427. return this;
  428. },
  429. addVectors: function ( a, b ) {
  430. this.x = a.x + b.x;
  431. this.y = a.y + b.y;
  432. return this;
  433. },
  434. addScaledVector: function ( v, s ) {
  435. this.x += v.x * s;
  436. this.y += v.y * s;
  437. return this;
  438. },
  439. sub: function ( v, w ) {
  440. if ( w !== undefined ) {
  441. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  442. return this.subVectors( v, w );
  443. }
  444. this.x -= v.x;
  445. this.y -= v.y;
  446. return this;
  447. },
  448. subScalar: function ( s ) {
  449. this.x -= s;
  450. this.y -= s;
  451. return this;
  452. },
  453. subVectors: function ( a, b ) {
  454. this.x = a.x - b.x;
  455. this.y = a.y - b.y;
  456. return this;
  457. },
  458. multiply: function ( v ) {
  459. this.x *= v.x;
  460. this.y *= v.y;
  461. return this;
  462. },
  463. multiplyScalar: function ( scalar ) {
  464. this.x *= scalar;
  465. this.y *= scalar;
  466. return this;
  467. },
  468. divide: function ( v ) {
  469. this.x /= v.x;
  470. this.y /= v.y;
  471. return this;
  472. },
  473. divideScalar: function ( scalar ) {
  474. return this.multiplyScalar( 1 / scalar );
  475. },
  476. applyMatrix3: function ( m ) {
  477. var x = this.x, y = this.y;
  478. var e = m.elements;
  479. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  480. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  481. return this;
  482. },
  483. min: function ( v ) {
  484. this.x = Math.min( this.x, v.x );
  485. this.y = Math.min( this.y, v.y );
  486. return this;
  487. },
  488. max: function ( v ) {
  489. this.x = Math.max( this.x, v.x );
  490. this.y = Math.max( this.y, v.y );
  491. return this;
  492. },
  493. clamp: function ( min, max ) {
  494. // assumes min < max, componentwise
  495. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  496. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  497. return this;
  498. },
  499. clampScalar: function ( minVal, maxVal ) {
  500. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  501. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  502. return this;
  503. },
  504. clampLength: function ( min, max ) {
  505. var length = this.length();
  506. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  507. },
  508. floor: function () {
  509. this.x = Math.floor( this.x );
  510. this.y = Math.floor( this.y );
  511. return this;
  512. },
  513. ceil: function () {
  514. this.x = Math.ceil( this.x );
  515. this.y = Math.ceil( this.y );
  516. return this;
  517. },
  518. round: function () {
  519. this.x = Math.round( this.x );
  520. this.y = Math.round( this.y );
  521. return this;
  522. },
  523. roundToZero: function () {
  524. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  525. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  526. return this;
  527. },
  528. negate: function () {
  529. this.x = - this.x;
  530. this.y = - this.y;
  531. return this;
  532. },
  533. dot: function ( v ) {
  534. return this.x * v.x + this.y * v.y;
  535. },
  536. cross: function ( v ) {
  537. return this.x * v.y - this.y * v.x;
  538. },
  539. lengthSq: function () {
  540. return this.x * this.x + this.y * this.y;
  541. },
  542. length: function () {
  543. return Math.sqrt( this.x * this.x + this.y * this.y );
  544. },
  545. manhattanLength: function () {
  546. return Math.abs( this.x ) + Math.abs( this.y );
  547. },
  548. normalize: function () {
  549. return this.divideScalar( this.length() || 1 );
  550. },
  551. angle: function () {
  552. // computes the angle in radians with respect to the positive x-axis
  553. var angle = Math.atan2( this.y, this.x );
  554. if ( angle < 0 ) { angle += 2 * Math.PI; }
  555. return angle;
  556. },
  557. distanceTo: function ( v ) {
  558. return Math.sqrt( this.distanceToSquared( v ) );
  559. },
  560. distanceToSquared: function ( v ) {
  561. var dx = this.x - v.x, dy = this.y - v.y;
  562. return dx * dx + dy * dy;
  563. },
  564. manhattanDistanceTo: function ( v ) {
  565. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  566. },
  567. setLength: function ( length ) {
  568. return this.normalize().multiplyScalar( length );
  569. },
  570. lerp: function ( v, alpha ) {
  571. this.x += ( v.x - this.x ) * alpha;
  572. this.y += ( v.y - this.y ) * alpha;
  573. return this;
  574. },
  575. lerpVectors: function ( v1, v2, alpha ) {
  576. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  577. },
  578. equals: function ( v ) {
  579. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  580. },
  581. fromArray: function ( array, offset ) {
  582. if ( offset === undefined ) { offset = 0; }
  583. this.x = array[ offset ];
  584. this.y = array[ offset + 1 ];
  585. return this;
  586. },
  587. toArray: function ( array, offset ) {
  588. if ( array === undefined ) { array = []; }
  589. if ( offset === undefined ) { offset = 0; }
  590. array[ offset ] = this.x;
  591. array[ offset + 1 ] = this.y;
  592. return array;
  593. },
  594. fromBufferAttribute: function ( attribute, index, offset ) {
  595. if ( offset !== undefined ) {
  596. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  597. }
  598. this.x = attribute.getX( index );
  599. this.y = attribute.getY( index );
  600. return this;
  601. },
  602. rotateAround: function ( center, angle ) {
  603. var c = Math.cos( angle ), s = Math.sin( angle );
  604. var x = this.x - center.x;
  605. var y = this.y - center.y;
  606. this.x = x * c - y * s + center.x;
  607. this.y = x * s + y * c + center.y;
  608. return this;
  609. }
  610. } );
  611. /**
  612. * @author mikael emtinger / http://gomo.se/
  613. * @author alteredq / http://alteredqualia.com/
  614. * @author WestLangley / http://github.com/WestLangley
  615. * @author bhouston / http://clara.io
  616. */
  617. function Quaternion( x, y, z, w ) {
  618. this._x = x || 0;
  619. this._y = y || 0;
  620. this._z = z || 0;
  621. this._w = ( w !== undefined ) ? w : 1;
  622. }
  623. Object.assign( Quaternion, {
  624. slerp: function ( qa, qb, qm, t ) {
  625. return qm.copy( qa ).slerp( qb, t );
  626. },
  627. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  628. // fuzz-free, array-based Quaternion SLERP operation
  629. var x0 = src0[ srcOffset0 + 0 ],
  630. y0 = src0[ srcOffset0 + 1 ],
  631. z0 = src0[ srcOffset0 + 2 ],
  632. w0 = src0[ srcOffset0 + 3 ],
  633. x1 = src1[ srcOffset1 + 0 ],
  634. y1 = src1[ srcOffset1 + 1 ],
  635. z1 = src1[ srcOffset1 + 2 ],
  636. w1 = src1[ srcOffset1 + 3 ];
  637. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  638. var s = 1 - t,
  639. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  640. dir = ( cos >= 0 ? 1 : - 1 ),
  641. sqrSin = 1 - cos * cos;
  642. // Skip the Slerp for tiny steps to avoid numeric problems:
  643. if ( sqrSin > Number.EPSILON ) {
  644. var sin = Math.sqrt( sqrSin ),
  645. len = Math.atan2( sin, cos * dir );
  646. s = Math.sin( s * len ) / sin;
  647. t = Math.sin( t * len ) / sin;
  648. }
  649. var tDir = t * dir;
  650. x0 = x0 * s + x1 * tDir;
  651. y0 = y0 * s + y1 * tDir;
  652. z0 = z0 * s + z1 * tDir;
  653. w0 = w0 * s + w1 * tDir;
  654. // Normalize in case we just did a lerp:
  655. if ( s === 1 - t ) {
  656. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  657. x0 *= f;
  658. y0 *= f;
  659. z0 *= f;
  660. w0 *= f;
  661. }
  662. }
  663. dst[ dstOffset ] = x0;
  664. dst[ dstOffset + 1 ] = y0;
  665. dst[ dstOffset + 2 ] = z0;
  666. dst[ dstOffset + 3 ] = w0;
  667. }
  668. } );
  669. Object.defineProperties( Quaternion.prototype, {
  670. x: {
  671. get: function () {
  672. return this._x;
  673. },
  674. set: function ( value ) {
  675. this._x = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. y: {
  680. get: function () {
  681. return this._y;
  682. },
  683. set: function ( value ) {
  684. this._y = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. z: {
  689. get: function () {
  690. return this._z;
  691. },
  692. set: function ( value ) {
  693. this._z = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. w: {
  698. get: function () {
  699. return this._w;
  700. },
  701. set: function ( value ) {
  702. this._w = value;
  703. this._onChangeCallback();
  704. }
  705. }
  706. } );
  707. Object.assign( Quaternion.prototype, {
  708. isQuaternion: true,
  709. set: function ( x, y, z, w ) {
  710. this._x = x;
  711. this._y = y;
  712. this._z = z;
  713. this._w = w;
  714. this._onChangeCallback();
  715. return this;
  716. },
  717. clone: function () {
  718. return new this.constructor( this._x, this._y, this._z, this._w );
  719. },
  720. copy: function ( quaternion ) {
  721. this._x = quaternion.x;
  722. this._y = quaternion.y;
  723. this._z = quaternion.z;
  724. this._w = quaternion.w;
  725. this._onChangeCallback();
  726. return this;
  727. },
  728. setFromEuler: function ( euler, update ) {
  729. if ( ! ( euler && euler.isEuler ) ) {
  730. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  731. }
  732. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  733. // http://www.mathworks.com/matlabcentral/fileexchange/
  734. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  735. // content/SpinCalc.m
  736. var cos = Math.cos;
  737. var sin = Math.sin;
  738. var c1 = cos( x / 2 );
  739. var c2 = cos( y / 2 );
  740. var c3 = cos( z / 2 );
  741. var s1 = sin( x / 2 );
  742. var s2 = sin( y / 2 );
  743. var s3 = sin( z / 2 );
  744. if ( order === 'XYZ' ) {
  745. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  746. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  747. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  748. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  749. } else if ( order === 'YXZ' ) {
  750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  752. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  754. } else if ( order === 'ZXY' ) {
  755. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  756. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  757. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  758. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  759. } else if ( order === 'ZYX' ) {
  760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  762. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  763. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  764. } else if ( order === 'YZX' ) {
  765. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  767. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  769. } else if ( order === 'XZY' ) {
  770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  774. }
  775. if ( update !== false ) { this._onChangeCallback(); }
  776. return this;
  777. },
  778. setFromAxisAngle: function ( axis, angle ) {
  779. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  780. // assumes axis is normalized
  781. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  782. this._x = axis.x * s;
  783. this._y = axis.y * s;
  784. this._z = axis.z * s;
  785. this._w = Math.cos( halfAngle );
  786. this._onChangeCallback();
  787. return this;
  788. },
  789. setFromRotationMatrix: function ( m ) {
  790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  791. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  792. var te = m.elements,
  793. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  794. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  795. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  796. trace = m11 + m22 + m33,
  797. s;
  798. if ( trace > 0 ) {
  799. s = 0.5 / Math.sqrt( trace + 1.0 );
  800. this._w = 0.25 / s;
  801. this._x = ( m32 - m23 ) * s;
  802. this._y = ( m13 - m31 ) * s;
  803. this._z = ( m21 - m12 ) * s;
  804. } else if ( m11 > m22 && m11 > m33 ) {
  805. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  806. this._w = ( m32 - m23 ) / s;
  807. this._x = 0.25 * s;
  808. this._y = ( m12 + m21 ) / s;
  809. this._z = ( m13 + m31 ) / s;
  810. } else if ( m22 > m33 ) {
  811. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  812. this._w = ( m13 - m31 ) / s;
  813. this._x = ( m12 + m21 ) / s;
  814. this._y = 0.25 * s;
  815. this._z = ( m23 + m32 ) / s;
  816. } else {
  817. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  818. this._w = ( m21 - m12 ) / s;
  819. this._x = ( m13 + m31 ) / s;
  820. this._y = ( m23 + m32 ) / s;
  821. this._z = 0.25 * s;
  822. }
  823. this._onChangeCallback();
  824. return this;
  825. },
  826. setFromUnitVectors: function ( vFrom, vTo ) {
  827. // assumes direction vectors vFrom and vTo are normalized
  828. var EPS = 0.000001;
  829. var r = vFrom.dot( vTo ) + 1;
  830. if ( r < EPS ) {
  831. r = 0;
  832. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  833. this._x = - vFrom.y;
  834. this._y = vFrom.x;
  835. this._z = 0;
  836. this._w = r;
  837. } else {
  838. this._x = 0;
  839. this._y = - vFrom.z;
  840. this._z = vFrom.y;
  841. this._w = r;
  842. }
  843. } else {
  844. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  845. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  846. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  847. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  848. this._w = r;
  849. }
  850. return this.normalize();
  851. },
  852. angleTo: function ( q ) {
  853. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  854. },
  855. rotateTowards: function ( q, step ) {
  856. var angle = this.angleTo( q );
  857. if ( angle === 0 ) { return this; }
  858. var t = Math.min( 1, step / angle );
  859. this.slerp( q, t );
  860. return this;
  861. },
  862. inverse: function () {
  863. // quaternion is assumed to have unit length
  864. return this.conjugate();
  865. },
  866. conjugate: function () {
  867. this._x *= - 1;
  868. this._y *= - 1;
  869. this._z *= - 1;
  870. this._onChangeCallback();
  871. return this;
  872. },
  873. dot: function ( v ) {
  874. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  875. },
  876. lengthSq: function () {
  877. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  878. },
  879. length: function () {
  880. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  881. },
  882. normalize: function () {
  883. var l = this.length();
  884. if ( l === 0 ) {
  885. this._x = 0;
  886. this._y = 0;
  887. this._z = 0;
  888. this._w = 1;
  889. } else {
  890. l = 1 / l;
  891. this._x = this._x * l;
  892. this._y = this._y * l;
  893. this._z = this._z * l;
  894. this._w = this._w * l;
  895. }
  896. this._onChangeCallback();
  897. return this;
  898. },
  899. multiply: function ( q, p ) {
  900. if ( p !== undefined ) {
  901. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  902. return this.multiplyQuaternions( q, p );
  903. }
  904. return this.multiplyQuaternions( this, q );
  905. },
  906. premultiply: function ( q ) {
  907. return this.multiplyQuaternions( q, this );
  908. },
  909. multiplyQuaternions: function ( a, b ) {
  910. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  911. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  912. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  913. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  914. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  915. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  916. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  917. this._onChangeCallback();
  918. return this;
  919. },
  920. slerp: function ( qb, t ) {
  921. if ( t === 0 ) { return this; }
  922. if ( t === 1 ) { return this.copy( qb ); }
  923. var x = this._x, y = this._y, z = this._z, w = this._w;
  924. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  925. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  926. if ( cosHalfTheta < 0 ) {
  927. this._w = - qb._w;
  928. this._x = - qb._x;
  929. this._y = - qb._y;
  930. this._z = - qb._z;
  931. cosHalfTheta = - cosHalfTheta;
  932. } else {
  933. this.copy( qb );
  934. }
  935. if ( cosHalfTheta >= 1.0 ) {
  936. this._w = w;
  937. this._x = x;
  938. this._y = y;
  939. this._z = z;
  940. return this;
  941. }
  942. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  943. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  944. var s = 1 - t;
  945. this._w = s * w + t * this._w;
  946. this._x = s * x + t * this._x;
  947. this._y = s * y + t * this._y;
  948. this._z = s * z + t * this._z;
  949. this.normalize();
  950. this._onChangeCallback();
  951. return this;
  952. }
  953. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  954. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  955. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  956. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  957. this._w = ( w * ratioA + this._w * ratioB );
  958. this._x = ( x * ratioA + this._x * ratioB );
  959. this._y = ( y * ratioA + this._y * ratioB );
  960. this._z = ( z * ratioA + this._z * ratioB );
  961. this._onChangeCallback();
  962. return this;
  963. },
  964. equals: function ( quaternion ) {
  965. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  966. },
  967. fromArray: function ( array, offset ) {
  968. if ( offset === undefined ) { offset = 0; }
  969. this._x = array[ offset ];
  970. this._y = array[ offset + 1 ];
  971. this._z = array[ offset + 2 ];
  972. this._w = array[ offset + 3 ];
  973. this._onChangeCallback();
  974. return this;
  975. },
  976. toArray: function ( array, offset ) {
  977. if ( array === undefined ) { array = []; }
  978. if ( offset === undefined ) { offset = 0; }
  979. array[ offset ] = this._x;
  980. array[ offset + 1 ] = this._y;
  981. array[ offset + 2 ] = this._z;
  982. array[ offset + 3 ] = this._w;
  983. return array;
  984. },
  985. _onChange: function ( callback ) {
  986. this._onChangeCallback = callback;
  987. return this;
  988. },
  989. _onChangeCallback: function () {}
  990. } );
  991. /**
  992. * @author mrdoob / http://mrdoob.com/
  993. * @author kile / http://kile.stravaganza.org/
  994. * @author philogb / http://blog.thejit.org/
  995. * @author mikael emtinger / http://gomo.se/
  996. * @author egraether / http://egraether.com/
  997. * @author WestLangley / http://github.com/WestLangley
  998. */
  999. var _vector = new Vector3();
  1000. var _quaternion = new Quaternion();
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( ! ( euler && euler.isEuler ) ) {
  1132. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1133. }
  1134. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1135. },
  1136. applyAxisAngle: function ( axis, angle ) {
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( v ) {
  1298. // v cannot be the zero v
  1299. var scalar = v.dot( this ) / v.lengthSq();
  1300. return this.copy( v ).multiplyScalar( scalar );
  1301. },
  1302. projectOnPlane: function ( planeNormal ) {
  1303. _vector.copy( this ).projectOnVector( planeNormal );
  1304. return this.sub( _vector );
  1305. },
  1306. reflect: function ( normal ) {
  1307. // reflect incident vector off plane orthogonal to normal
  1308. // normal is assumed to have unit length
  1309. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1310. },
  1311. angleTo: function ( v ) {
  1312. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1313. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1314. var theta = this.dot( v ) / denominator;
  1315. // clamp, to handle numerical problems
  1316. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1317. },
  1318. distanceTo: function ( v ) {
  1319. return Math.sqrt( this.distanceToSquared( v ) );
  1320. },
  1321. distanceToSquared: function ( v ) {
  1322. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1323. return dx * dx + dy * dy + dz * dz;
  1324. },
  1325. manhattanDistanceTo: function ( v ) {
  1326. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1327. },
  1328. setFromSpherical: function ( s ) {
  1329. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1330. },
  1331. setFromSphericalCoords: function ( radius, phi, theta ) {
  1332. var sinPhiRadius = Math.sin( phi ) * radius;
  1333. this.x = sinPhiRadius * Math.sin( theta );
  1334. this.y = Math.cos( phi ) * radius;
  1335. this.z = sinPhiRadius * Math.cos( theta );
  1336. return this;
  1337. },
  1338. setFromCylindrical: function ( c ) {
  1339. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1340. },
  1341. setFromCylindricalCoords: function ( radius, theta, y ) {
  1342. this.x = radius * Math.sin( theta );
  1343. this.y = y;
  1344. this.z = radius * Math.cos( theta );
  1345. return this;
  1346. },
  1347. setFromMatrixPosition: function ( m ) {
  1348. var e = m.elements;
  1349. this.x = e[ 12 ];
  1350. this.y = e[ 13 ];
  1351. this.z = e[ 14 ];
  1352. return this;
  1353. },
  1354. setFromMatrixScale: function ( m ) {
  1355. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1356. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1357. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1358. this.x = sx;
  1359. this.y = sy;
  1360. this.z = sz;
  1361. return this;
  1362. },
  1363. setFromMatrixColumn: function ( m, index ) {
  1364. return this.fromArray( m.elements, index * 4 );
  1365. },
  1366. equals: function ( v ) {
  1367. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1368. },
  1369. fromArray: function ( array, offset ) {
  1370. if ( offset === undefined ) { offset = 0; }
  1371. this.x = array[ offset ];
  1372. this.y = array[ offset + 1 ];
  1373. this.z = array[ offset + 2 ];
  1374. return this;
  1375. },
  1376. toArray: function ( array, offset ) {
  1377. if ( array === undefined ) { array = []; }
  1378. if ( offset === undefined ) { offset = 0; }
  1379. array[ offset ] = this.x;
  1380. array[ offset + 1 ] = this.y;
  1381. array[ offset + 2 ] = this.z;
  1382. return array;
  1383. },
  1384. fromBufferAttribute: function ( attribute, index, offset ) {
  1385. if ( offset !== undefined ) {
  1386. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1387. }
  1388. this.x = attribute.getX( index );
  1389. this.y = attribute.getY( index );
  1390. this.z = attribute.getZ( index );
  1391. return this;
  1392. }
  1393. } );
  1394. /**
  1395. * @author alteredq / http://alteredqualia.com/
  1396. * @author WestLangley / http://github.com/WestLangley
  1397. * @author bhouston / http://clara.io
  1398. * @author tschw
  1399. */
  1400. var _vector$1 = new Vector3();
  1401. function Matrix3() {
  1402. this.elements = [
  1403. 1, 0, 0,
  1404. 0, 1, 0,
  1405. 0, 0, 1
  1406. ];
  1407. if ( arguments.length > 0 ) {
  1408. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1409. }
  1410. }
  1411. Object.assign( Matrix3.prototype, {
  1412. isMatrix3: true,
  1413. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1414. var te = this.elements;
  1415. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1416. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1417. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1418. return this;
  1419. },
  1420. identity: function () {
  1421. this.set(
  1422. 1, 0, 0,
  1423. 0, 1, 0,
  1424. 0, 0, 1
  1425. );
  1426. return this;
  1427. },
  1428. clone: function () {
  1429. return new this.constructor().fromArray( this.elements );
  1430. },
  1431. copy: function ( m ) {
  1432. var te = this.elements;
  1433. var me = m.elements;
  1434. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1435. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1436. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1437. return this;
  1438. },
  1439. setFromMatrix4: function ( m ) {
  1440. var me = m.elements;
  1441. this.set(
  1442. me[ 0 ], me[ 4 ], me[ 8 ],
  1443. me[ 1 ], me[ 5 ], me[ 9 ],
  1444. me[ 2 ], me[ 6 ], me[ 10 ]
  1445. );
  1446. return this;
  1447. },
  1448. applyToBufferAttribute: function ( attribute ) {
  1449. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1450. _vector$1.x = attribute.getX( i );
  1451. _vector$1.y = attribute.getY( i );
  1452. _vector$1.z = attribute.getZ( i );
  1453. _vector$1.applyMatrix3( this );
  1454. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1455. }
  1456. return attribute;
  1457. },
  1458. multiply: function ( m ) {
  1459. return this.multiplyMatrices( this, m );
  1460. },
  1461. premultiply: function ( m ) {
  1462. return this.multiplyMatrices( m, this );
  1463. },
  1464. multiplyMatrices: function ( a, b ) {
  1465. var ae = a.elements;
  1466. var be = b.elements;
  1467. var te = this.elements;
  1468. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1469. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1470. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1471. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1472. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1473. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1474. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1475. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1476. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1477. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1478. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1479. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1480. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1481. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1482. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1483. return this;
  1484. },
  1485. multiplyScalar: function ( s ) {
  1486. var te = this.elements;
  1487. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1488. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1489. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1490. return this;
  1491. },
  1492. determinant: function () {
  1493. var te = this.elements;
  1494. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1495. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1496. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1497. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1498. },
  1499. getInverse: function ( matrix, throwOnDegenerate ) {
  1500. if ( matrix && matrix.isMatrix4 ) {
  1501. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1502. }
  1503. var me = matrix.elements,
  1504. te = this.elements,
  1505. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1506. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1507. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1508. t11 = n33 * n22 - n32 * n23,
  1509. t12 = n32 * n13 - n33 * n12,
  1510. t13 = n23 * n12 - n22 * n13,
  1511. det = n11 * t11 + n21 * t12 + n31 * t13;
  1512. if ( det === 0 ) {
  1513. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1514. if ( throwOnDegenerate === true ) {
  1515. throw new Error( msg );
  1516. } else {
  1517. console.warn( msg );
  1518. }
  1519. return this.identity();
  1520. }
  1521. var detInv = 1 / det;
  1522. te[ 0 ] = t11 * detInv;
  1523. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1524. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1525. te[ 3 ] = t12 * detInv;
  1526. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1527. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1528. te[ 6 ] = t13 * detInv;
  1529. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1530. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1531. return this;
  1532. },
  1533. transpose: function () {
  1534. var tmp, m = this.elements;
  1535. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1536. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1537. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1538. return this;
  1539. },
  1540. getNormalMatrix: function ( matrix4 ) {
  1541. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1542. },
  1543. transposeIntoArray: function ( r ) {
  1544. var m = this.elements;
  1545. r[ 0 ] = m[ 0 ];
  1546. r[ 1 ] = m[ 3 ];
  1547. r[ 2 ] = m[ 6 ];
  1548. r[ 3 ] = m[ 1 ];
  1549. r[ 4 ] = m[ 4 ];
  1550. r[ 5 ] = m[ 7 ];
  1551. r[ 6 ] = m[ 2 ];
  1552. r[ 7 ] = m[ 5 ];
  1553. r[ 8 ] = m[ 8 ];
  1554. return this;
  1555. },
  1556. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1557. var c = Math.cos( rotation );
  1558. var s = Math.sin( rotation );
  1559. this.set(
  1560. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1561. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1562. 0, 0, 1
  1563. );
  1564. },
  1565. scale: function ( sx, sy ) {
  1566. var te = this.elements;
  1567. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1568. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1569. return this;
  1570. },
  1571. rotate: function ( theta ) {
  1572. var c = Math.cos( theta );
  1573. var s = Math.sin( theta );
  1574. var te = this.elements;
  1575. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1576. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1577. te[ 0 ] = c * a11 + s * a21;
  1578. te[ 3 ] = c * a12 + s * a22;
  1579. te[ 6 ] = c * a13 + s * a23;
  1580. te[ 1 ] = - s * a11 + c * a21;
  1581. te[ 4 ] = - s * a12 + c * a22;
  1582. te[ 7 ] = - s * a13 + c * a23;
  1583. return this;
  1584. },
  1585. translate: function ( tx, ty ) {
  1586. var te = this.elements;
  1587. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1588. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1589. return this;
  1590. },
  1591. equals: function ( matrix ) {
  1592. var te = this.elements;
  1593. var me = matrix.elements;
  1594. for ( var i = 0; i < 9; i ++ ) {
  1595. if ( te[ i ] !== me[ i ] ) { return false; }
  1596. }
  1597. return true;
  1598. },
  1599. fromArray: function ( array, offset ) {
  1600. if ( offset === undefined ) { offset = 0; }
  1601. for ( var i = 0; i < 9; i ++ ) {
  1602. this.elements[ i ] = array[ i + offset ];
  1603. }
  1604. return this;
  1605. },
  1606. toArray: function ( array, offset ) {
  1607. if ( array === undefined ) { array = []; }
  1608. if ( offset === undefined ) { offset = 0; }
  1609. var te = this.elements;
  1610. array[ offset ] = te[ 0 ];
  1611. array[ offset + 1 ] = te[ 1 ];
  1612. array[ offset + 2 ] = te[ 2 ];
  1613. array[ offset + 3 ] = te[ 3 ];
  1614. array[ offset + 4 ] = te[ 4 ];
  1615. array[ offset + 5 ] = te[ 5 ];
  1616. array[ offset + 6 ] = te[ 6 ];
  1617. array[ offset + 7 ] = te[ 7 ];
  1618. array[ offset + 8 ] = te[ 8 ];
  1619. return array;
  1620. }
  1621. } );
  1622. /**
  1623. * @author mrdoob / http://mrdoob.com/
  1624. * @author alteredq / http://alteredqualia.com/
  1625. * @author szimek / https://github.com/szimek/
  1626. */
  1627. var _canvas;
  1628. var ImageUtils = {
  1629. getDataURL: function ( image ) {
  1630. var canvas;
  1631. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1632. return image.src;
  1633. } else if ( image instanceof HTMLCanvasElement ) {
  1634. canvas = image;
  1635. } else {
  1636. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1637. _canvas.width = image.width;
  1638. _canvas.height = image.height;
  1639. var context = _canvas.getContext( '2d' );
  1640. if ( image instanceof ImageData ) {
  1641. context.putImageData( image, 0, 0 );
  1642. } else {
  1643. context.drawImage( image, 0, 0, image.width, image.height );
  1644. }
  1645. canvas = _canvas;
  1646. }
  1647. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1648. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1649. } else {
  1650. return canvas.toDataURL( 'image/png' );
  1651. }
  1652. }
  1653. };
  1654. /**
  1655. * @author mrdoob / http://mrdoob.com/
  1656. * @author alteredq / http://alteredqualia.com/
  1657. * @author szimek / https://github.com/szimek/
  1658. */
  1659. var textureId = 0;
  1660. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1661. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1662. this.uuid = _Math.generateUUID();
  1663. this.name = '';
  1664. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1665. this.mipmaps = [];
  1666. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1667. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1668. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1669. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1670. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1671. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1672. this.format = format !== undefined ? format : RGBAFormat;
  1673. this.type = type !== undefined ? type : UnsignedByteType;
  1674. this.offset = new Vector2( 0, 0 );
  1675. this.repeat = new Vector2( 1, 1 );
  1676. this.center = new Vector2( 0, 0 );
  1677. this.rotation = 0;
  1678. this.matrixAutoUpdate = true;
  1679. this.matrix = new Matrix3();
  1680. this.generateMipmaps = true;
  1681. this.premultiplyAlpha = false;
  1682. this.flipY = true;
  1683. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1684. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1685. //
  1686. // Also changing the encoding after already used by a Material will not automatically make the Material
  1687. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1688. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1689. this.version = 0;
  1690. this.onUpdate = null;
  1691. }
  1692. Texture.DEFAULT_IMAGE = undefined;
  1693. Texture.DEFAULT_MAPPING = UVMapping;
  1694. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1695. constructor: Texture,
  1696. isTexture: true,
  1697. updateMatrix: function () {
  1698. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1699. },
  1700. clone: function () {
  1701. return new this.constructor().copy( this );
  1702. },
  1703. copy: function ( source ) {
  1704. this.name = source.name;
  1705. this.image = source.image;
  1706. this.mipmaps = source.mipmaps.slice( 0 );
  1707. this.mapping = source.mapping;
  1708. this.wrapS = source.wrapS;
  1709. this.wrapT = source.wrapT;
  1710. this.magFilter = source.magFilter;
  1711. this.minFilter = source.minFilter;
  1712. this.anisotropy = source.anisotropy;
  1713. this.format = source.format;
  1714. this.type = source.type;
  1715. this.offset.copy( source.offset );
  1716. this.repeat.copy( source.repeat );
  1717. this.center.copy( source.center );
  1718. this.rotation = source.rotation;
  1719. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1720. this.matrix.copy( source.matrix );
  1721. this.generateMipmaps = source.generateMipmaps;
  1722. this.premultiplyAlpha = source.premultiplyAlpha;
  1723. this.flipY = source.flipY;
  1724. this.unpackAlignment = source.unpackAlignment;
  1725. this.encoding = source.encoding;
  1726. return this;
  1727. },
  1728. toJSON: function ( meta ) {
  1729. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1730. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1731. return meta.textures[ this.uuid ];
  1732. }
  1733. var output = {
  1734. metadata: {
  1735. version: 4.5,
  1736. type: 'Texture',
  1737. generator: 'Texture.toJSON'
  1738. },
  1739. uuid: this.uuid,
  1740. name: this.name,
  1741. mapping: this.mapping,
  1742. repeat: [ this.repeat.x, this.repeat.y ],
  1743. offset: [ this.offset.x, this.offset.y ],
  1744. center: [ this.center.x, this.center.y ],
  1745. rotation: this.rotation,
  1746. wrap: [ this.wrapS, this.wrapT ],
  1747. format: this.format,
  1748. type: this.type,
  1749. encoding: this.encoding,
  1750. minFilter: this.minFilter,
  1751. magFilter: this.magFilter,
  1752. anisotropy: this.anisotropy,
  1753. flipY: this.flipY,
  1754. premultiplyAlpha: this.premultiplyAlpha,
  1755. unpackAlignment: this.unpackAlignment
  1756. };
  1757. if ( this.image !== undefined ) {
  1758. // TODO: Move to THREE.Image
  1759. var image = this.image;
  1760. if ( image.uuid === undefined ) {
  1761. image.uuid = _Math.generateUUID(); // UGH
  1762. }
  1763. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1764. var url;
  1765. if ( Array.isArray( image ) ) {
  1766. // process array of images e.g. CubeTexture
  1767. url = [];
  1768. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1769. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1770. }
  1771. } else {
  1772. // process single image
  1773. url = ImageUtils.getDataURL( image );
  1774. }
  1775. meta.images[ image.uuid ] = {
  1776. uuid: image.uuid,
  1777. url: url
  1778. };
  1779. }
  1780. output.image = image.uuid;
  1781. }
  1782. if ( ! isRootObject ) {
  1783. meta.textures[ this.uuid ] = output;
  1784. }
  1785. return output;
  1786. },
  1787. dispose: function () {
  1788. this.dispatchEvent( { type: 'dispose' } );
  1789. },
  1790. transformUv: function ( uv ) {
  1791. if ( this.mapping !== UVMapping ) { return uv; }
  1792. uv.applyMatrix3( this.matrix );
  1793. if ( uv.x < 0 || uv.x > 1 ) {
  1794. switch ( this.wrapS ) {
  1795. case RepeatWrapping:
  1796. uv.x = uv.x - Math.floor( uv.x );
  1797. break;
  1798. case ClampToEdgeWrapping:
  1799. uv.x = uv.x < 0 ? 0 : 1;
  1800. break;
  1801. case MirroredRepeatWrapping:
  1802. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1803. uv.x = Math.ceil( uv.x ) - uv.x;
  1804. } else {
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. }
  1807. break;
  1808. }
  1809. }
  1810. if ( uv.y < 0 || uv.y > 1 ) {
  1811. switch ( this.wrapT ) {
  1812. case RepeatWrapping:
  1813. uv.y = uv.y - Math.floor( uv.y );
  1814. break;
  1815. case ClampToEdgeWrapping:
  1816. uv.y = uv.y < 0 ? 0 : 1;
  1817. break;
  1818. case MirroredRepeatWrapping:
  1819. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1820. uv.y = Math.ceil( uv.y ) - uv.y;
  1821. } else {
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. }
  1824. break;
  1825. }
  1826. }
  1827. if ( this.flipY ) {
  1828. uv.y = 1 - uv.y;
  1829. }
  1830. return uv;
  1831. }
  1832. } );
  1833. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1834. set: function ( value ) {
  1835. if ( value === true ) { this.version ++; }
  1836. }
  1837. } );
  1838. /**
  1839. * @author supereggbert / http://www.paulbrunt.co.uk/
  1840. * @author philogb / http://blog.thejit.org/
  1841. * @author mikael emtinger / http://gomo.se/
  1842. * @author egraether / http://egraether.com/
  1843. * @author WestLangley / http://github.com/WestLangley
  1844. */
  1845. function Vector4( x, y, z, w ) {
  1846. this.x = x || 0;
  1847. this.y = y || 0;
  1848. this.z = z || 0;
  1849. this.w = ( w !== undefined ) ? w : 1;
  1850. }
  1851. Object.defineProperties( Vector4.prototype, {
  1852. "width": {
  1853. get: function () {
  1854. return this.z;
  1855. },
  1856. set: function ( value ) {
  1857. this.z = value;
  1858. }
  1859. },
  1860. "height": {
  1861. get: function () {
  1862. return this.w;
  1863. },
  1864. set: function ( value ) {
  1865. this.w = value;
  1866. }
  1867. }
  1868. } );
  1869. Object.assign( Vector4.prototype, {
  1870. isVector4: true,
  1871. set: function ( x, y, z, w ) {
  1872. this.x = x;
  1873. this.y = y;
  1874. this.z = z;
  1875. this.w = w;
  1876. return this;
  1877. },
  1878. setScalar: function ( scalar ) {
  1879. this.x = scalar;
  1880. this.y = scalar;
  1881. this.z = scalar;
  1882. this.w = scalar;
  1883. return this;
  1884. },
  1885. setX: function ( x ) {
  1886. this.x = x;
  1887. return this;
  1888. },
  1889. setY: function ( y ) {
  1890. this.y = y;
  1891. return this;
  1892. },
  1893. setZ: function ( z ) {
  1894. this.z = z;
  1895. return this;
  1896. },
  1897. setW: function ( w ) {
  1898. this.w = w;
  1899. return this;
  1900. },
  1901. setComponent: function ( index, value ) {
  1902. switch ( index ) {
  1903. case 0: this.x = value; break;
  1904. case 1: this.y = value; break;
  1905. case 2: this.z = value; break;
  1906. case 3: this.w = value; break;
  1907. default: throw new Error( 'index is out of range: ' + index );
  1908. }
  1909. return this;
  1910. },
  1911. getComponent: function ( index ) {
  1912. switch ( index ) {
  1913. case 0: return this.x;
  1914. case 1: return this.y;
  1915. case 2: return this.z;
  1916. case 3: return this.w;
  1917. default: throw new Error( 'index is out of range: ' + index );
  1918. }
  1919. },
  1920. clone: function () {
  1921. return new this.constructor( this.x, this.y, this.z, this.w );
  1922. },
  1923. copy: function ( v ) {
  1924. this.x = v.x;
  1925. this.y = v.y;
  1926. this.z = v.z;
  1927. this.w = ( v.w !== undefined ) ? v.w : 1;
  1928. return this;
  1929. },
  1930. add: function ( v, w ) {
  1931. if ( w !== undefined ) {
  1932. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1933. return this.addVectors( v, w );
  1934. }
  1935. this.x += v.x;
  1936. this.y += v.y;
  1937. this.z += v.z;
  1938. this.w += v.w;
  1939. return this;
  1940. },
  1941. addScalar: function ( s ) {
  1942. this.x += s;
  1943. this.y += s;
  1944. this.z += s;
  1945. this.w += s;
  1946. return this;
  1947. },
  1948. addVectors: function ( a, b ) {
  1949. this.x = a.x + b.x;
  1950. this.y = a.y + b.y;
  1951. this.z = a.z + b.z;
  1952. this.w = a.w + b.w;
  1953. return this;
  1954. },
  1955. addScaledVector: function ( v, s ) {
  1956. this.x += v.x * s;
  1957. this.y += v.y * s;
  1958. this.z += v.z * s;
  1959. this.w += v.w * s;
  1960. return this;
  1961. },
  1962. sub: function ( v, w ) {
  1963. if ( w !== undefined ) {
  1964. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1965. return this.subVectors( v, w );
  1966. }
  1967. this.x -= v.x;
  1968. this.y -= v.y;
  1969. this.z -= v.z;
  1970. this.w -= v.w;
  1971. return this;
  1972. },
  1973. subScalar: function ( s ) {
  1974. this.x -= s;
  1975. this.y -= s;
  1976. this.z -= s;
  1977. this.w -= s;
  1978. return this;
  1979. },
  1980. subVectors: function ( a, b ) {
  1981. this.x = a.x - b.x;
  1982. this.y = a.y - b.y;
  1983. this.z = a.z - b.z;
  1984. this.w = a.w - b.w;
  1985. return this;
  1986. },
  1987. multiplyScalar: function ( scalar ) {
  1988. this.x *= scalar;
  1989. this.y *= scalar;
  1990. this.z *= scalar;
  1991. this.w *= scalar;
  1992. return this;
  1993. },
  1994. applyMatrix4: function ( m ) {
  1995. var x = this.x, y = this.y, z = this.z, w = this.w;
  1996. var e = m.elements;
  1997. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1998. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1999. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2000. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2001. return this;
  2002. },
  2003. divideScalar: function ( scalar ) {
  2004. return this.multiplyScalar( 1 / scalar );
  2005. },
  2006. setAxisAngleFromQuaternion: function ( q ) {
  2007. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2008. // q is assumed to be normalized
  2009. this.w = 2 * Math.acos( q.w );
  2010. var s = Math.sqrt( 1 - q.w * q.w );
  2011. if ( s < 0.0001 ) {
  2012. this.x = 1;
  2013. this.y = 0;
  2014. this.z = 0;
  2015. } else {
  2016. this.x = q.x / s;
  2017. this.y = q.y / s;
  2018. this.z = q.z / s;
  2019. }
  2020. return this;
  2021. },
  2022. setAxisAngleFromRotationMatrix: function ( m ) {
  2023. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2024. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2025. var angle, x, y, z, // variables for result
  2026. epsilon = 0.01, // margin to allow for rounding errors
  2027. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2028. te = m.elements,
  2029. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2030. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2031. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2032. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2033. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2034. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2035. // singularity found
  2036. // first check for identity matrix which must have +1 for all terms
  2037. // in leading diagonal and zero in other terms
  2038. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2039. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2040. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2041. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2042. // this singularity is identity matrix so angle = 0
  2043. this.set( 1, 0, 0, 0 );
  2044. return this; // zero angle, arbitrary axis
  2045. }
  2046. // otherwise this singularity is angle = 180
  2047. angle = Math.PI;
  2048. var xx = ( m11 + 1 ) / 2;
  2049. var yy = ( m22 + 1 ) / 2;
  2050. var zz = ( m33 + 1 ) / 2;
  2051. var xy = ( m12 + m21 ) / 4;
  2052. var xz = ( m13 + m31 ) / 4;
  2053. var yz = ( m23 + m32 ) / 4;
  2054. if ( ( xx > yy ) && ( xx > zz ) ) {
  2055. // m11 is the largest diagonal term
  2056. if ( xx < epsilon ) {
  2057. x = 0;
  2058. y = 0.707106781;
  2059. z = 0.707106781;
  2060. } else {
  2061. x = Math.sqrt( xx );
  2062. y = xy / x;
  2063. z = xz / x;
  2064. }
  2065. } else if ( yy > zz ) {
  2066. // m22 is the largest diagonal term
  2067. if ( yy < epsilon ) {
  2068. x = 0.707106781;
  2069. y = 0;
  2070. z = 0.707106781;
  2071. } else {
  2072. y = Math.sqrt( yy );
  2073. x = xy / y;
  2074. z = yz / y;
  2075. }
  2076. } else {
  2077. // m33 is the largest diagonal term so base result on this
  2078. if ( zz < epsilon ) {
  2079. x = 0.707106781;
  2080. y = 0.707106781;
  2081. z = 0;
  2082. } else {
  2083. z = Math.sqrt( zz );
  2084. x = xz / z;
  2085. y = yz / z;
  2086. }
  2087. }
  2088. this.set( x, y, z, angle );
  2089. return this; // return 180 deg rotation
  2090. }
  2091. // as we have reached here there are no singularities so we can handle normally
  2092. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2093. ( m13 - m31 ) * ( m13 - m31 ) +
  2094. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2095. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2096. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2097. // caught by singularity test above, but I've left it in just in case
  2098. this.x = ( m32 - m23 ) / s;
  2099. this.y = ( m13 - m31 ) / s;
  2100. this.z = ( m21 - m12 ) / s;
  2101. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2102. return this;
  2103. },
  2104. min: function ( v ) {
  2105. this.x = Math.min( this.x, v.x );
  2106. this.y = Math.min( this.y, v.y );
  2107. this.z = Math.min( this.z, v.z );
  2108. this.w = Math.min( this.w, v.w );
  2109. return this;
  2110. },
  2111. max: function ( v ) {
  2112. this.x = Math.max( this.x, v.x );
  2113. this.y = Math.max( this.y, v.y );
  2114. this.z = Math.max( this.z, v.z );
  2115. this.w = Math.max( this.w, v.w );
  2116. return this;
  2117. },
  2118. clamp: function ( min, max ) {
  2119. // assumes min < max, componentwise
  2120. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2121. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2122. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2123. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2124. return this;
  2125. },
  2126. clampScalar: function ( minVal, maxVal ) {
  2127. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2128. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2129. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2130. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2131. return this;
  2132. },
  2133. clampLength: function ( min, max ) {
  2134. var length = this.length();
  2135. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2136. },
  2137. floor: function () {
  2138. this.x = Math.floor( this.x );
  2139. this.y = Math.floor( this.y );
  2140. this.z = Math.floor( this.z );
  2141. this.w = Math.floor( this.w );
  2142. return this;
  2143. },
  2144. ceil: function () {
  2145. this.x = Math.ceil( this.x );
  2146. this.y = Math.ceil( this.y );
  2147. this.z = Math.ceil( this.z );
  2148. this.w = Math.ceil( this.w );
  2149. return this;
  2150. },
  2151. round: function () {
  2152. this.x = Math.round( this.x );
  2153. this.y = Math.round( this.y );
  2154. this.z = Math.round( this.z );
  2155. this.w = Math.round( this.w );
  2156. return this;
  2157. },
  2158. roundToZero: function () {
  2159. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2160. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2161. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2162. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2163. return this;
  2164. },
  2165. negate: function () {
  2166. this.x = - this.x;
  2167. this.y = - this.y;
  2168. this.z = - this.z;
  2169. this.w = - this.w;
  2170. return this;
  2171. },
  2172. dot: function ( v ) {
  2173. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2174. },
  2175. lengthSq: function () {
  2176. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2177. },
  2178. length: function () {
  2179. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2180. },
  2181. manhattanLength: function () {
  2182. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2183. },
  2184. normalize: function () {
  2185. return this.divideScalar( this.length() || 1 );
  2186. },
  2187. setLength: function ( length ) {
  2188. return this.normalize().multiplyScalar( length );
  2189. },
  2190. lerp: function ( v, alpha ) {
  2191. this.x += ( v.x - this.x ) * alpha;
  2192. this.y += ( v.y - this.y ) * alpha;
  2193. this.z += ( v.z - this.z ) * alpha;
  2194. this.w += ( v.w - this.w ) * alpha;
  2195. return this;
  2196. },
  2197. lerpVectors: function ( v1, v2, alpha ) {
  2198. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2199. },
  2200. equals: function ( v ) {
  2201. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2202. },
  2203. fromArray: function ( array, offset ) {
  2204. if ( offset === undefined ) { offset = 0; }
  2205. this.x = array[ offset ];
  2206. this.y = array[ offset + 1 ];
  2207. this.z = array[ offset + 2 ];
  2208. this.w = array[ offset + 3 ];
  2209. return this;
  2210. },
  2211. toArray: function ( array, offset ) {
  2212. if ( array === undefined ) { array = []; }
  2213. if ( offset === undefined ) { offset = 0; }
  2214. array[ offset ] = this.x;
  2215. array[ offset + 1 ] = this.y;
  2216. array[ offset + 2 ] = this.z;
  2217. array[ offset + 3 ] = this.w;
  2218. return array;
  2219. },
  2220. fromBufferAttribute: function ( attribute, index, offset ) {
  2221. if ( offset !== undefined ) {
  2222. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2223. }
  2224. this.x = attribute.getX( index );
  2225. this.y = attribute.getY( index );
  2226. this.z = attribute.getZ( index );
  2227. this.w = attribute.getW( index );
  2228. return this;
  2229. }
  2230. } );
  2231. /**
  2232. * @author szimek / https://github.com/szimek/
  2233. * @author alteredq / http://alteredqualia.com/
  2234. * @author Marius Kintel / https://github.com/kintel
  2235. */
  2236. /*
  2237. In options, we can specify:
  2238. * Texture parameters for an auto-generated target texture
  2239. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2240. */
  2241. function WebGLRenderTarget( width, height, options ) {
  2242. this.width = width;
  2243. this.height = height;
  2244. this.scissor = new Vector4( 0, 0, width, height );
  2245. this.scissorTest = false;
  2246. this.viewport = new Vector4( 0, 0, width, height );
  2247. options = options || {};
  2248. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2249. this.texture.image = {};
  2250. this.texture.image.width = width;
  2251. this.texture.image.height = height;
  2252. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2253. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2254. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2255. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2256. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2257. }
  2258. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2259. constructor: WebGLRenderTarget,
  2260. isWebGLRenderTarget: true,
  2261. setSize: function ( width, height ) {
  2262. if ( this.width !== width || this.height !== height ) {
  2263. this.width = width;
  2264. this.height = height;
  2265. this.texture.image.width = width;
  2266. this.texture.image.height = height;
  2267. this.dispose();
  2268. }
  2269. this.viewport.set( 0, 0, width, height );
  2270. this.scissor.set( 0, 0, width, height );
  2271. },
  2272. clone: function () {
  2273. return new this.constructor().copy( this );
  2274. },
  2275. copy: function ( source ) {
  2276. this.width = source.width;
  2277. this.height = source.height;
  2278. this.viewport.copy( source.viewport );
  2279. this.texture = source.texture.clone();
  2280. this.depthBuffer = source.depthBuffer;
  2281. this.stencilBuffer = source.stencilBuffer;
  2282. this.depthTexture = source.depthTexture;
  2283. return this;
  2284. },
  2285. dispose: function () {
  2286. this.dispatchEvent( { type: 'dispose' } );
  2287. }
  2288. } );
  2289. /**
  2290. * @author Mugen87 / https://github.com/Mugen87
  2291. * @author Matt DesLauriers / @mattdesl
  2292. */
  2293. function WebGLMultisampleRenderTarget( width, height, options ) {
  2294. WebGLRenderTarget.call( this, width, height, options );
  2295. this.samples = 4;
  2296. }
  2297. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2298. constructor: WebGLMultisampleRenderTarget,
  2299. isWebGLMultisampleRenderTarget: true,
  2300. copy: function ( source ) {
  2301. WebGLRenderTarget.prototype.copy.call( this, source );
  2302. this.samples = source.samples;
  2303. return this;
  2304. }
  2305. } );
  2306. var _v1 = new Vector3();
  2307. var _m1 = new Matrix4();
  2308. var _zero = new Vector3( 0, 0, 0 );
  2309. var _one = new Vector3( 1, 1, 1 );
  2310. var _x = new Vector3();
  2311. var _y = new Vector3();
  2312. var _z = new Vector3();
  2313. /**
  2314. * @author mrdoob / http://mrdoob.com/
  2315. * @author supereggbert / http://www.paulbrunt.co.uk/
  2316. * @author philogb / http://blog.thejit.org/
  2317. * @author jordi_ros / http://plattsoft.com
  2318. * @author D1plo1d / http://github.com/D1plo1d
  2319. * @author alteredq / http://alteredqualia.com/
  2320. * @author mikael emtinger / http://gomo.se/
  2321. * @author timknip / http://www.floorplanner.com/
  2322. * @author bhouston / http://clara.io
  2323. * @author WestLangley / http://github.com/WestLangley
  2324. */
  2325. function Matrix4() {
  2326. this.elements = [
  2327. 1, 0, 0, 0,
  2328. 0, 1, 0, 0,
  2329. 0, 0, 1, 0,
  2330. 0, 0, 0, 1
  2331. ];
  2332. if ( arguments.length > 0 ) {
  2333. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2334. }
  2335. }
  2336. Object.assign( Matrix4.prototype, {
  2337. isMatrix4: true,
  2338. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2339. var te = this.elements;
  2340. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2341. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2342. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2343. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2344. return this;
  2345. },
  2346. identity: function () {
  2347. this.set(
  2348. 1, 0, 0, 0,
  2349. 0, 1, 0, 0,
  2350. 0, 0, 1, 0,
  2351. 0, 0, 0, 1
  2352. );
  2353. return this;
  2354. },
  2355. clone: function () {
  2356. return new Matrix4().fromArray( this.elements );
  2357. },
  2358. copy: function ( m ) {
  2359. var te = this.elements;
  2360. var me = m.elements;
  2361. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2362. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2363. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2364. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2365. return this;
  2366. },
  2367. copyPosition: function ( m ) {
  2368. var te = this.elements, me = m.elements;
  2369. te[ 12 ] = me[ 12 ];
  2370. te[ 13 ] = me[ 13 ];
  2371. te[ 14 ] = me[ 14 ];
  2372. return this;
  2373. },
  2374. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2375. xAxis.setFromMatrixColumn( this, 0 );
  2376. yAxis.setFromMatrixColumn( this, 1 );
  2377. zAxis.setFromMatrixColumn( this, 2 );
  2378. return this;
  2379. },
  2380. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2381. this.set(
  2382. xAxis.x, yAxis.x, zAxis.x, 0,
  2383. xAxis.y, yAxis.y, zAxis.y, 0,
  2384. xAxis.z, yAxis.z, zAxis.z, 0,
  2385. 0, 0, 0, 1
  2386. );
  2387. return this;
  2388. },
  2389. extractRotation: function ( m ) {
  2390. // this method does not support reflection matrices
  2391. var te = this.elements;
  2392. var me = m.elements;
  2393. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2394. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2395. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2396. te[ 0 ] = me[ 0 ] * scaleX;
  2397. te[ 1 ] = me[ 1 ] * scaleX;
  2398. te[ 2 ] = me[ 2 ] * scaleX;
  2399. te[ 3 ] = 0;
  2400. te[ 4 ] = me[ 4 ] * scaleY;
  2401. te[ 5 ] = me[ 5 ] * scaleY;
  2402. te[ 6 ] = me[ 6 ] * scaleY;
  2403. te[ 7 ] = 0;
  2404. te[ 8 ] = me[ 8 ] * scaleZ;
  2405. te[ 9 ] = me[ 9 ] * scaleZ;
  2406. te[ 10 ] = me[ 10 ] * scaleZ;
  2407. te[ 11 ] = 0;
  2408. te[ 12 ] = 0;
  2409. te[ 13 ] = 0;
  2410. te[ 14 ] = 0;
  2411. te[ 15 ] = 1;
  2412. return this;
  2413. },
  2414. makeRotationFromEuler: function ( euler ) {
  2415. if ( ! ( euler && euler.isEuler ) ) {
  2416. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2417. }
  2418. var te = this.elements;
  2419. var x = euler.x, y = euler.y, z = euler.z;
  2420. var a = Math.cos( x ), b = Math.sin( x );
  2421. var c = Math.cos( y ), d = Math.sin( y );
  2422. var e = Math.cos( z ), f = Math.sin( z );
  2423. if ( euler.order === 'XYZ' ) {
  2424. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2425. te[ 0 ] = c * e;
  2426. te[ 4 ] = - c * f;
  2427. te[ 8 ] = d;
  2428. te[ 1 ] = af + be * d;
  2429. te[ 5 ] = ae - bf * d;
  2430. te[ 9 ] = - b * c;
  2431. te[ 2 ] = bf - ae * d;
  2432. te[ 6 ] = be + af * d;
  2433. te[ 10 ] = a * c;
  2434. } else if ( euler.order === 'YXZ' ) {
  2435. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2436. te[ 0 ] = ce + df * b;
  2437. te[ 4 ] = de * b - cf;
  2438. te[ 8 ] = a * d;
  2439. te[ 1 ] = a * f;
  2440. te[ 5 ] = a * e;
  2441. te[ 9 ] = - b;
  2442. te[ 2 ] = cf * b - de;
  2443. te[ 6 ] = df + ce * b;
  2444. te[ 10 ] = a * c;
  2445. } else if ( euler.order === 'ZXY' ) {
  2446. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2447. te[ 0 ] = ce - df * b;
  2448. te[ 4 ] = - a * f;
  2449. te[ 8 ] = de + cf * b;
  2450. te[ 1 ] = cf + de * b;
  2451. te[ 5 ] = a * e;
  2452. te[ 9 ] = df - ce * b;
  2453. te[ 2 ] = - a * d;
  2454. te[ 6 ] = b;
  2455. te[ 10 ] = a * c;
  2456. } else if ( euler.order === 'ZYX' ) {
  2457. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2458. te[ 0 ] = c * e;
  2459. te[ 4 ] = be * d - af;
  2460. te[ 8 ] = ae * d + bf;
  2461. te[ 1 ] = c * f;
  2462. te[ 5 ] = bf * d + ae;
  2463. te[ 9 ] = af * d - be;
  2464. te[ 2 ] = - d;
  2465. te[ 6 ] = b * c;
  2466. te[ 10 ] = a * c;
  2467. } else if ( euler.order === 'YZX' ) {
  2468. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2469. te[ 0 ] = c * e;
  2470. te[ 4 ] = bd - ac * f;
  2471. te[ 8 ] = bc * f + ad;
  2472. te[ 1 ] = f;
  2473. te[ 5 ] = a * e;
  2474. te[ 9 ] = - b * e;
  2475. te[ 2 ] = - d * e;
  2476. te[ 6 ] = ad * f + bc;
  2477. te[ 10 ] = ac - bd * f;
  2478. } else if ( euler.order === 'XZY' ) {
  2479. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2480. te[ 0 ] = c * e;
  2481. te[ 4 ] = - f;
  2482. te[ 8 ] = d * e;
  2483. te[ 1 ] = ac * f + bd;
  2484. te[ 5 ] = a * e;
  2485. te[ 9 ] = ad * f - bc;
  2486. te[ 2 ] = bc * f - ad;
  2487. te[ 6 ] = b * e;
  2488. te[ 10 ] = bd * f + ac;
  2489. }
  2490. // bottom row
  2491. te[ 3 ] = 0;
  2492. te[ 7 ] = 0;
  2493. te[ 11 ] = 0;
  2494. // last column
  2495. te[ 12 ] = 0;
  2496. te[ 13 ] = 0;
  2497. te[ 14 ] = 0;
  2498. te[ 15 ] = 1;
  2499. return this;
  2500. },
  2501. makeRotationFromQuaternion: function ( q ) {
  2502. return this.compose( _zero, q, _one );
  2503. },
  2504. lookAt: function ( eye, target, up ) {
  2505. var te = this.elements;
  2506. _z.subVectors( eye, target );
  2507. if ( _z.lengthSq() === 0 ) {
  2508. // eye and target are in the same position
  2509. _z.z = 1;
  2510. }
  2511. _z.normalize();
  2512. _x.crossVectors( up, _z );
  2513. if ( _x.lengthSq() === 0 ) {
  2514. // up and z are parallel
  2515. if ( Math.abs( up.z ) === 1 ) {
  2516. _z.x += 0.0001;
  2517. } else {
  2518. _z.z += 0.0001;
  2519. }
  2520. _z.normalize();
  2521. _x.crossVectors( up, _z );
  2522. }
  2523. _x.normalize();
  2524. _y.crossVectors( _z, _x );
  2525. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2526. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2527. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2528. return this;
  2529. },
  2530. multiply: function ( m, n ) {
  2531. if ( n !== undefined ) {
  2532. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2533. return this.multiplyMatrices( m, n );
  2534. }
  2535. return this.multiplyMatrices( this, m );
  2536. },
  2537. premultiply: function ( m ) {
  2538. return this.multiplyMatrices( m, this );
  2539. },
  2540. multiplyMatrices: function ( a, b ) {
  2541. var ae = a.elements;
  2542. var be = b.elements;
  2543. var te = this.elements;
  2544. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2545. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2546. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2547. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2548. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2549. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2550. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2551. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2552. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2553. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2554. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2555. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2556. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2557. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2558. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2559. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2560. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2561. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2562. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2563. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2564. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2565. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2566. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2567. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2568. return this;
  2569. },
  2570. multiplyScalar: function ( s ) {
  2571. var te = this.elements;
  2572. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2573. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2574. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2575. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2576. return this;
  2577. },
  2578. applyToBufferAttribute: function ( attribute ) {
  2579. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2580. _v1.x = attribute.getX( i );
  2581. _v1.y = attribute.getY( i );
  2582. _v1.z = attribute.getZ( i );
  2583. _v1.applyMatrix4( this );
  2584. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2585. }
  2586. return attribute;
  2587. },
  2588. determinant: function () {
  2589. var te = this.elements;
  2590. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2591. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2592. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2593. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2594. //TODO: make this more efficient
  2595. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2596. return (
  2597. n41 * (
  2598. + n14 * n23 * n32
  2599. - n13 * n24 * n32
  2600. - n14 * n22 * n33
  2601. + n12 * n24 * n33
  2602. + n13 * n22 * n34
  2603. - n12 * n23 * n34
  2604. ) +
  2605. n42 * (
  2606. + n11 * n23 * n34
  2607. - n11 * n24 * n33
  2608. + n14 * n21 * n33
  2609. - n13 * n21 * n34
  2610. + n13 * n24 * n31
  2611. - n14 * n23 * n31
  2612. ) +
  2613. n43 * (
  2614. + n11 * n24 * n32
  2615. - n11 * n22 * n34
  2616. - n14 * n21 * n32
  2617. + n12 * n21 * n34
  2618. + n14 * n22 * n31
  2619. - n12 * n24 * n31
  2620. ) +
  2621. n44 * (
  2622. - n13 * n22 * n31
  2623. - n11 * n23 * n32
  2624. + n11 * n22 * n33
  2625. + n13 * n21 * n32
  2626. - n12 * n21 * n33
  2627. + n12 * n23 * n31
  2628. )
  2629. );
  2630. },
  2631. transpose: function () {
  2632. var te = this.elements;
  2633. var tmp;
  2634. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2635. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2636. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2637. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2638. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2639. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2640. return this;
  2641. },
  2642. setPosition: function ( x, y, z ) {
  2643. var te = this.elements;
  2644. if ( x.isVector3 ) {
  2645. te[ 12 ] = x.x;
  2646. te[ 13 ] = x.y;
  2647. te[ 14 ] = x.z;
  2648. } else {
  2649. te[ 12 ] = x;
  2650. te[ 13 ] = y;
  2651. te[ 14 ] = z;
  2652. }
  2653. return this;
  2654. },
  2655. getInverse: function ( m, throwOnDegenerate ) {
  2656. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2657. var te = this.elements,
  2658. me = m.elements,
  2659. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2660. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2661. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2662. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2663. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2664. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2665. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2666. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2667. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2668. if ( det === 0 ) {
  2669. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2670. if ( throwOnDegenerate === true ) {
  2671. throw new Error( msg );
  2672. } else {
  2673. console.warn( msg );
  2674. }
  2675. return this.identity();
  2676. }
  2677. var detInv = 1 / det;
  2678. te[ 0 ] = t11 * detInv;
  2679. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2680. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2681. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2682. te[ 4 ] = t12 * detInv;
  2683. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2684. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2685. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2686. te[ 8 ] = t13 * detInv;
  2687. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2688. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2689. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2690. te[ 12 ] = t14 * detInv;
  2691. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2692. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2693. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2694. return this;
  2695. },
  2696. scale: function ( v ) {
  2697. var te = this.elements;
  2698. var x = v.x, y = v.y, z = v.z;
  2699. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2700. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2701. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2702. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2703. return this;
  2704. },
  2705. getMaxScaleOnAxis: function () {
  2706. var te = this.elements;
  2707. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2708. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2709. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2710. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2711. },
  2712. makeTranslation: function ( x, y, z ) {
  2713. this.set(
  2714. 1, 0, 0, x,
  2715. 0, 1, 0, y,
  2716. 0, 0, 1, z,
  2717. 0, 0, 0, 1
  2718. );
  2719. return this;
  2720. },
  2721. makeRotationX: function ( theta ) {
  2722. var c = Math.cos( theta ), s = Math.sin( theta );
  2723. this.set(
  2724. 1, 0, 0, 0,
  2725. 0, c, - s, 0,
  2726. 0, s, c, 0,
  2727. 0, 0, 0, 1
  2728. );
  2729. return this;
  2730. },
  2731. makeRotationY: function ( theta ) {
  2732. var c = Math.cos( theta ), s = Math.sin( theta );
  2733. this.set(
  2734. c, 0, s, 0,
  2735. 0, 1, 0, 0,
  2736. - s, 0, c, 0,
  2737. 0, 0, 0, 1
  2738. );
  2739. return this;
  2740. },
  2741. makeRotationZ: function ( theta ) {
  2742. var c = Math.cos( theta ), s = Math.sin( theta );
  2743. this.set(
  2744. c, - s, 0, 0,
  2745. s, c, 0, 0,
  2746. 0, 0, 1, 0,
  2747. 0, 0, 0, 1
  2748. );
  2749. return this;
  2750. },
  2751. makeRotationAxis: function ( axis, angle ) {
  2752. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2753. var c = Math.cos( angle );
  2754. var s = Math.sin( angle );
  2755. var t = 1 - c;
  2756. var x = axis.x, y = axis.y, z = axis.z;
  2757. var tx = t * x, ty = t * y;
  2758. this.set(
  2759. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2760. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2761. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2762. 0, 0, 0, 1
  2763. );
  2764. return this;
  2765. },
  2766. makeScale: function ( x, y, z ) {
  2767. this.set(
  2768. x, 0, 0, 0,
  2769. 0, y, 0, 0,
  2770. 0, 0, z, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeShear: function ( x, y, z ) {
  2776. this.set(
  2777. 1, y, z, 0,
  2778. x, 1, z, 0,
  2779. x, y, 1, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. compose: function ( position, quaternion, scale ) {
  2785. var te = this.elements;
  2786. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2787. var x2 = x + x, y2 = y + y, z2 = z + z;
  2788. var xx = x * x2, xy = x * y2, xz = x * z2;
  2789. var yy = y * y2, yz = y * z2, zz = z * z2;
  2790. var wx = w * x2, wy = w * y2, wz = w * z2;
  2791. var sx = scale.x, sy = scale.y, sz = scale.z;
  2792. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2793. te[ 1 ] = ( xy + wz ) * sx;
  2794. te[ 2 ] = ( xz - wy ) * sx;
  2795. te[ 3 ] = 0;
  2796. te[ 4 ] = ( xy - wz ) * sy;
  2797. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2798. te[ 6 ] = ( yz + wx ) * sy;
  2799. te[ 7 ] = 0;
  2800. te[ 8 ] = ( xz + wy ) * sz;
  2801. te[ 9 ] = ( yz - wx ) * sz;
  2802. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2803. te[ 11 ] = 0;
  2804. te[ 12 ] = position.x;
  2805. te[ 13 ] = position.y;
  2806. te[ 14 ] = position.z;
  2807. te[ 15 ] = 1;
  2808. return this;
  2809. },
  2810. decompose: function ( position, quaternion, scale ) {
  2811. var te = this.elements;
  2812. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2813. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2814. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2815. // if determine is negative, we need to invert one scale
  2816. var det = this.determinant();
  2817. if ( det < 0 ) { sx = - sx; }
  2818. position.x = te[ 12 ];
  2819. position.y = te[ 13 ];
  2820. position.z = te[ 14 ];
  2821. // scale the rotation part
  2822. _m1.copy( this );
  2823. var invSX = 1 / sx;
  2824. var invSY = 1 / sy;
  2825. var invSZ = 1 / sz;
  2826. _m1.elements[ 0 ] *= invSX;
  2827. _m1.elements[ 1 ] *= invSX;
  2828. _m1.elements[ 2 ] *= invSX;
  2829. _m1.elements[ 4 ] *= invSY;
  2830. _m1.elements[ 5 ] *= invSY;
  2831. _m1.elements[ 6 ] *= invSY;
  2832. _m1.elements[ 8 ] *= invSZ;
  2833. _m1.elements[ 9 ] *= invSZ;
  2834. _m1.elements[ 10 ] *= invSZ;
  2835. quaternion.setFromRotationMatrix( _m1 );
  2836. scale.x = sx;
  2837. scale.y = sy;
  2838. scale.z = sz;
  2839. return this;
  2840. },
  2841. makePerspective: function ( left, right, top, bottom, near, far ) {
  2842. if ( far === undefined ) {
  2843. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2844. }
  2845. var te = this.elements;
  2846. var x = 2 * near / ( right - left );
  2847. var y = 2 * near / ( top - bottom );
  2848. var a = ( right + left ) / ( right - left );
  2849. var b = ( top + bottom ) / ( top - bottom );
  2850. var c = - ( far + near ) / ( far - near );
  2851. var d = - 2 * far * near / ( far - near );
  2852. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2853. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2854. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2855. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2856. return this;
  2857. },
  2858. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2859. var te = this.elements;
  2860. var w = 1.0 / ( right - left );
  2861. var h = 1.0 / ( top - bottom );
  2862. var p = 1.0 / ( far - near );
  2863. var x = ( right + left ) * w;
  2864. var y = ( top + bottom ) * h;
  2865. var z = ( far + near ) * p;
  2866. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2867. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2868. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2869. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2870. return this;
  2871. },
  2872. equals: function ( matrix ) {
  2873. var te = this.elements;
  2874. var me = matrix.elements;
  2875. for ( var i = 0; i < 16; i ++ ) {
  2876. if ( te[ i ] !== me[ i ] ) { return false; }
  2877. }
  2878. return true;
  2879. },
  2880. fromArray: function ( array, offset ) {
  2881. if ( offset === undefined ) { offset = 0; }
  2882. for ( var i = 0; i < 16; i ++ ) {
  2883. this.elements[ i ] = array[ i + offset ];
  2884. }
  2885. return this;
  2886. },
  2887. toArray: function ( array, offset ) {
  2888. if ( array === undefined ) { array = []; }
  2889. if ( offset === undefined ) { offset = 0; }
  2890. var te = this.elements;
  2891. array[ offset ] = te[ 0 ];
  2892. array[ offset + 1 ] = te[ 1 ];
  2893. array[ offset + 2 ] = te[ 2 ];
  2894. array[ offset + 3 ] = te[ 3 ];
  2895. array[ offset + 4 ] = te[ 4 ];
  2896. array[ offset + 5 ] = te[ 5 ];
  2897. array[ offset + 6 ] = te[ 6 ];
  2898. array[ offset + 7 ] = te[ 7 ];
  2899. array[ offset + 8 ] = te[ 8 ];
  2900. array[ offset + 9 ] = te[ 9 ];
  2901. array[ offset + 10 ] = te[ 10 ];
  2902. array[ offset + 11 ] = te[ 11 ];
  2903. array[ offset + 12 ] = te[ 12 ];
  2904. array[ offset + 13 ] = te[ 13 ];
  2905. array[ offset + 14 ] = te[ 14 ];
  2906. array[ offset + 15 ] = te[ 15 ];
  2907. return array;
  2908. }
  2909. } );
  2910. /**
  2911. * @author mrdoob / http://mrdoob.com/
  2912. * @author WestLangley / http://github.com/WestLangley
  2913. * @author bhouston / http://clara.io
  2914. */
  2915. var _matrix = new Matrix4();
  2916. var _quaternion$1 = new Quaternion();
  2917. function Euler( x, y, z, order ) {
  2918. this._x = x || 0;
  2919. this._y = y || 0;
  2920. this._z = z || 0;
  2921. this._order = order || Euler.DefaultOrder;
  2922. }
  2923. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2924. Euler.DefaultOrder = 'XYZ';
  2925. Object.defineProperties( Euler.prototype, {
  2926. x: {
  2927. get: function () {
  2928. return this._x;
  2929. },
  2930. set: function ( value ) {
  2931. this._x = value;
  2932. this._onChangeCallback();
  2933. }
  2934. },
  2935. y: {
  2936. get: function () {
  2937. return this._y;
  2938. },
  2939. set: function ( value ) {
  2940. this._y = value;
  2941. this._onChangeCallback();
  2942. }
  2943. },
  2944. z: {
  2945. get: function () {
  2946. return this._z;
  2947. },
  2948. set: function ( value ) {
  2949. this._z = value;
  2950. this._onChangeCallback();
  2951. }
  2952. },
  2953. order: {
  2954. get: function () {
  2955. return this._order;
  2956. },
  2957. set: function ( value ) {
  2958. this._order = value;
  2959. this._onChangeCallback();
  2960. }
  2961. }
  2962. } );
  2963. Object.assign( Euler.prototype, {
  2964. isEuler: true,
  2965. set: function ( x, y, z, order ) {
  2966. this._x = x;
  2967. this._y = y;
  2968. this._z = z;
  2969. this._order = order || this._order;
  2970. this._onChangeCallback();
  2971. return this;
  2972. },
  2973. clone: function () {
  2974. return new this.constructor( this._x, this._y, this._z, this._order );
  2975. },
  2976. copy: function ( euler ) {
  2977. this._x = euler._x;
  2978. this._y = euler._y;
  2979. this._z = euler._z;
  2980. this._order = euler._order;
  2981. this._onChangeCallback();
  2982. return this;
  2983. },
  2984. setFromRotationMatrix: function ( m, order, update ) {
  2985. var clamp = _Math.clamp;
  2986. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2987. var te = m.elements;
  2988. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2989. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2990. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2991. order = order || this._order;
  2992. if ( order === 'XYZ' ) {
  2993. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2994. if ( Math.abs( m13 ) < 0.9999999 ) {
  2995. this._x = Math.atan2( - m23, m33 );
  2996. this._z = Math.atan2( - m12, m11 );
  2997. } else {
  2998. this._x = Math.atan2( m32, m22 );
  2999. this._z = 0;
  3000. }
  3001. } else if ( order === 'YXZ' ) {
  3002. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3003. if ( Math.abs( m23 ) < 0.9999999 ) {
  3004. this._y = Math.atan2( m13, m33 );
  3005. this._z = Math.atan2( m21, m22 );
  3006. } else {
  3007. this._y = Math.atan2( - m31, m11 );
  3008. this._z = 0;
  3009. }
  3010. } else if ( order === 'ZXY' ) {
  3011. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3012. if ( Math.abs( m32 ) < 0.9999999 ) {
  3013. this._y = Math.atan2( - m31, m33 );
  3014. this._z = Math.atan2( - m12, m22 );
  3015. } else {
  3016. this._y = 0;
  3017. this._z = Math.atan2( m21, m11 );
  3018. }
  3019. } else if ( order === 'ZYX' ) {
  3020. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3021. if ( Math.abs( m31 ) < 0.9999999 ) {
  3022. this._x = Math.atan2( m32, m33 );
  3023. this._z = Math.atan2( m21, m11 );
  3024. } else {
  3025. this._x = 0;
  3026. this._z = Math.atan2( - m12, m22 );
  3027. }
  3028. } else if ( order === 'YZX' ) {
  3029. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3030. if ( Math.abs( m21 ) < 0.9999999 ) {
  3031. this._x = Math.atan2( - m23, m22 );
  3032. this._y = Math.atan2( - m31, m11 );
  3033. } else {
  3034. this._x = 0;
  3035. this._y = Math.atan2( m13, m33 );
  3036. }
  3037. } else if ( order === 'XZY' ) {
  3038. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3039. if ( Math.abs( m12 ) < 0.9999999 ) {
  3040. this._x = Math.atan2( m32, m22 );
  3041. this._y = Math.atan2( m13, m11 );
  3042. } else {
  3043. this._x = Math.atan2( - m23, m33 );
  3044. this._y = 0;
  3045. }
  3046. } else {
  3047. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3048. }
  3049. this._order = order;
  3050. if ( update !== false ) { this._onChangeCallback(); }
  3051. return this;
  3052. },
  3053. setFromQuaternion: function ( q, order, update ) {
  3054. _matrix.makeRotationFromQuaternion( q );
  3055. return this.setFromRotationMatrix( _matrix, order, update );
  3056. },
  3057. setFromVector3: function ( v, order ) {
  3058. return this.set( v.x, v.y, v.z, order || this._order );
  3059. },
  3060. reorder: function ( newOrder ) {
  3061. // WARNING: this discards revolution information -bhouston
  3062. _quaternion$1.setFromEuler( this );
  3063. return this.setFromQuaternion( _quaternion$1, newOrder );
  3064. },
  3065. equals: function ( euler ) {
  3066. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3067. },
  3068. fromArray: function ( array ) {
  3069. this._x = array[ 0 ];
  3070. this._y = array[ 1 ];
  3071. this._z = array[ 2 ];
  3072. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3073. this._onChangeCallback();
  3074. return this;
  3075. },
  3076. toArray: function ( array, offset ) {
  3077. if ( array === undefined ) { array = []; }
  3078. if ( offset === undefined ) { offset = 0; }
  3079. array[ offset ] = this._x;
  3080. array[ offset + 1 ] = this._y;
  3081. array[ offset + 2 ] = this._z;
  3082. array[ offset + 3 ] = this._order;
  3083. return array;
  3084. },
  3085. toVector3: function ( optionalResult ) {
  3086. if ( optionalResult ) {
  3087. return optionalResult.set( this._x, this._y, this._z );
  3088. } else {
  3089. return new Vector3( this._x, this._y, this._z );
  3090. }
  3091. },
  3092. _onChange: function ( callback ) {
  3093. this._onChangeCallback = callback;
  3094. return this;
  3095. },
  3096. _onChangeCallback: function () {}
  3097. } );
  3098. /**
  3099. * @author mrdoob / http://mrdoob.com/
  3100. */
  3101. function Layers() {
  3102. this.mask = 1 | 0;
  3103. }
  3104. Object.assign( Layers.prototype, {
  3105. set: function ( channel ) {
  3106. this.mask = 1 << channel | 0;
  3107. },
  3108. enable: function ( channel ) {
  3109. this.mask |= 1 << channel | 0;
  3110. },
  3111. enableAll: function () {
  3112. this.mask = 0xffffffff | 0;
  3113. },
  3114. toggle: function ( channel ) {
  3115. this.mask ^= 1 << channel | 0;
  3116. },
  3117. disable: function ( channel ) {
  3118. this.mask &= ~ ( 1 << channel | 0 );
  3119. },
  3120. disableAll: function () {
  3121. this.mask = 0;
  3122. },
  3123. test: function ( layers ) {
  3124. return ( this.mask & layers.mask ) !== 0;
  3125. }
  3126. } );
  3127. var _object3DId = 0;
  3128. var _v1$1 = new Vector3();
  3129. var _q1 = new Quaternion();
  3130. var _m1$1 = new Matrix4();
  3131. var _target = new Vector3();
  3132. var _position = new Vector3();
  3133. var _scale = new Vector3();
  3134. var _quaternion$2 = new Quaternion();
  3135. var _xAxis = new Vector3( 1, 0, 0 );
  3136. var _yAxis = new Vector3( 0, 1, 0 );
  3137. var _zAxis = new Vector3( 0, 0, 1 );
  3138. var _addedEvent = { type: 'added' };
  3139. var _removedEvent = { type: 'removed' };
  3140. /**
  3141. * @author mrdoob / http://mrdoob.com/
  3142. * @author mikael emtinger / http://gomo.se/
  3143. * @author alteredq / http://alteredqualia.com/
  3144. * @author WestLangley / http://github.com/WestLangley
  3145. * @author elephantatwork / www.elephantatwork.ch
  3146. */
  3147. function Object3D() {
  3148. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3149. this.uuid = _Math.generateUUID();
  3150. this.name = '';
  3151. this.type = 'Object3D';
  3152. this.parent = null;
  3153. this.children = [];
  3154. this.up = Object3D.DefaultUp.clone();
  3155. var position = new Vector3();
  3156. var rotation = new Euler();
  3157. var quaternion = new Quaternion();
  3158. var scale = new Vector3( 1, 1, 1 );
  3159. function onRotationChange() {
  3160. quaternion.setFromEuler( rotation, false );
  3161. }
  3162. function onQuaternionChange() {
  3163. rotation.setFromQuaternion( quaternion, undefined, false );
  3164. }
  3165. rotation._onChange( onRotationChange );
  3166. quaternion._onChange( onQuaternionChange );
  3167. Object.defineProperties( this, {
  3168. position: {
  3169. configurable: true,
  3170. enumerable: true,
  3171. value: position
  3172. },
  3173. rotation: {
  3174. configurable: true,
  3175. enumerable: true,
  3176. value: rotation
  3177. },
  3178. quaternion: {
  3179. configurable: true,
  3180. enumerable: true,
  3181. value: quaternion
  3182. },
  3183. scale: {
  3184. configurable: true,
  3185. enumerable: true,
  3186. value: scale
  3187. },
  3188. modelViewMatrix: {
  3189. value: new Matrix4()
  3190. },
  3191. normalMatrix: {
  3192. value: new Matrix3()
  3193. }
  3194. } );
  3195. this.matrix = new Matrix4();
  3196. this.matrixWorld = new Matrix4();
  3197. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3198. this.matrixWorldNeedsUpdate = false;
  3199. this.layers = new Layers();
  3200. this.visible = true;
  3201. this.castShadow = false;
  3202. this.receiveShadow = false;
  3203. this.frustumCulled = true;
  3204. this.renderOrder = 0;
  3205. this.userData = {};
  3206. }
  3207. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3208. Object3D.DefaultMatrixAutoUpdate = true;
  3209. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3210. constructor: Object3D,
  3211. isObject3D: true,
  3212. onBeforeRender: function () {},
  3213. onAfterRender: function () {},
  3214. applyMatrix: function ( matrix ) {
  3215. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3216. this.matrix.premultiply( matrix );
  3217. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3218. },
  3219. applyQuaternion: function ( q ) {
  3220. this.quaternion.premultiply( q );
  3221. return this;
  3222. },
  3223. setRotationFromAxisAngle: function ( axis, angle ) {
  3224. // assumes axis is normalized
  3225. this.quaternion.setFromAxisAngle( axis, angle );
  3226. },
  3227. setRotationFromEuler: function ( euler ) {
  3228. this.quaternion.setFromEuler( euler, true );
  3229. },
  3230. setRotationFromMatrix: function ( m ) {
  3231. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3232. this.quaternion.setFromRotationMatrix( m );
  3233. },
  3234. setRotationFromQuaternion: function ( q ) {
  3235. // assumes q is normalized
  3236. this.quaternion.copy( q );
  3237. },
  3238. rotateOnAxis: function ( axis, angle ) {
  3239. // rotate object on axis in object space
  3240. // axis is assumed to be normalized
  3241. _q1.setFromAxisAngle( axis, angle );
  3242. this.quaternion.multiply( _q1 );
  3243. return this;
  3244. },
  3245. rotateOnWorldAxis: function ( axis, angle ) {
  3246. // rotate object on axis in world space
  3247. // axis is assumed to be normalized
  3248. // method assumes no rotated parent
  3249. _q1.setFromAxisAngle( axis, angle );
  3250. this.quaternion.premultiply( _q1 );
  3251. return this;
  3252. },
  3253. rotateX: function ( angle ) {
  3254. return this.rotateOnAxis( _xAxis, angle );
  3255. },
  3256. rotateY: function ( angle ) {
  3257. return this.rotateOnAxis( _yAxis, angle );
  3258. },
  3259. rotateZ: function ( angle ) {
  3260. return this.rotateOnAxis( _zAxis, angle );
  3261. },
  3262. translateOnAxis: function ( axis, distance ) {
  3263. // translate object by distance along axis in object space
  3264. // axis is assumed to be normalized
  3265. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3266. this.position.add( _v1$1.multiplyScalar( distance ) );
  3267. return this;
  3268. },
  3269. translateX: function ( distance ) {
  3270. return this.translateOnAxis( _xAxis, distance );
  3271. },
  3272. translateY: function ( distance ) {
  3273. return this.translateOnAxis( _yAxis, distance );
  3274. },
  3275. translateZ: function ( distance ) {
  3276. return this.translateOnAxis( _zAxis, distance );
  3277. },
  3278. localToWorld: function ( vector ) {
  3279. return vector.applyMatrix4( this.matrixWorld );
  3280. },
  3281. worldToLocal: function ( vector ) {
  3282. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3283. },
  3284. lookAt: function ( x, y, z ) {
  3285. // This method does not support objects having non-uniformly-scaled parent(s)
  3286. if ( x.isVector3 ) {
  3287. _target.copy( x );
  3288. } else {
  3289. _target.set( x, y, z );
  3290. }
  3291. var parent = this.parent;
  3292. this.updateWorldMatrix( true, false );
  3293. _position.setFromMatrixPosition( this.matrixWorld );
  3294. if ( this.isCamera || this.isLight ) {
  3295. _m1$1.lookAt( _position, _target, this.up );
  3296. } else {
  3297. _m1$1.lookAt( _target, _position, this.up );
  3298. }
  3299. this.quaternion.setFromRotationMatrix( _m1$1 );
  3300. if ( parent ) {
  3301. _m1$1.extractRotation( parent.matrixWorld );
  3302. _q1.setFromRotationMatrix( _m1$1 );
  3303. this.quaternion.premultiply( _q1.inverse() );
  3304. }
  3305. },
  3306. add: function ( object ) {
  3307. if ( arguments.length > 1 ) {
  3308. for ( var i = 0; i < arguments.length; i ++ ) {
  3309. this.add( arguments[ i ] );
  3310. }
  3311. return this;
  3312. }
  3313. if ( object === this ) {
  3314. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3315. return this;
  3316. }
  3317. if ( ( object && object.isObject3D ) ) {
  3318. if ( object.parent !== null ) {
  3319. object.parent.remove( object );
  3320. }
  3321. object.parent = this;
  3322. this.children.push( object );
  3323. object.dispatchEvent( _addedEvent );
  3324. } else {
  3325. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3326. }
  3327. return this;
  3328. },
  3329. remove: function ( object ) {
  3330. if ( arguments.length > 1 ) {
  3331. for ( var i = 0; i < arguments.length; i ++ ) {
  3332. this.remove( arguments[ i ] );
  3333. }
  3334. return this;
  3335. }
  3336. var index = this.children.indexOf( object );
  3337. if ( index !== - 1 ) {
  3338. object.parent = null;
  3339. this.children.splice( index, 1 );
  3340. object.dispatchEvent( _removedEvent );
  3341. }
  3342. return this;
  3343. },
  3344. attach: function ( object ) {
  3345. // adds object as a child of this, while maintaining the object's world transform
  3346. this.updateWorldMatrix( true, false );
  3347. _m1$1.getInverse( this.matrixWorld );
  3348. if ( object.parent !== null ) {
  3349. object.parent.updateWorldMatrix( true, false );
  3350. _m1$1.multiply( object.parent.matrixWorld );
  3351. }
  3352. object.applyMatrix( _m1$1 );
  3353. object.updateWorldMatrix( false, false );
  3354. this.add( object );
  3355. return this;
  3356. },
  3357. getObjectById: function ( id ) {
  3358. return this.getObjectByProperty( 'id', id );
  3359. },
  3360. getObjectByName: function ( name ) {
  3361. return this.getObjectByProperty( 'name', name );
  3362. },
  3363. getObjectByProperty: function ( name, value ) {
  3364. if ( this[ name ] === value ) { return this; }
  3365. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3366. var child = this.children[ i ];
  3367. var object = child.getObjectByProperty( name, value );
  3368. if ( object !== undefined ) {
  3369. return object;
  3370. }
  3371. }
  3372. return undefined;
  3373. },
  3374. getWorldPosition: function ( target ) {
  3375. if ( target === undefined ) {
  3376. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3377. target = new Vector3();
  3378. }
  3379. this.updateMatrixWorld( true );
  3380. return target.setFromMatrixPosition( this.matrixWorld );
  3381. },
  3382. getWorldQuaternion: function ( target ) {
  3383. if ( target === undefined ) {
  3384. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3385. target = new Quaternion();
  3386. }
  3387. this.updateMatrixWorld( true );
  3388. this.matrixWorld.decompose( _position, target, _scale );
  3389. return target;
  3390. },
  3391. getWorldScale: function ( target ) {
  3392. if ( target === undefined ) {
  3393. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3394. target = new Vector3();
  3395. }
  3396. this.updateMatrixWorld( true );
  3397. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3398. return target;
  3399. },
  3400. getWorldDirection: function ( target ) {
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3403. target = new Vector3();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. var e = this.matrixWorld.elements;
  3407. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3408. },
  3409. raycast: function () {},
  3410. traverse: function ( callback ) {
  3411. callback( this );
  3412. var children = this.children;
  3413. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3414. children[ i ].traverse( callback );
  3415. }
  3416. },
  3417. traverseVisible: function ( callback ) {
  3418. if ( this.visible === false ) { return; }
  3419. callback( this );
  3420. var children = this.children;
  3421. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3422. children[ i ].traverseVisible( callback );
  3423. }
  3424. },
  3425. traverseAncestors: function ( callback ) {
  3426. var parent = this.parent;
  3427. if ( parent !== null ) {
  3428. callback( parent );
  3429. parent.traverseAncestors( callback );
  3430. }
  3431. },
  3432. updateMatrix: function () {
  3433. this.matrix.compose( this.position, this.quaternion, this.scale );
  3434. this.matrixWorldNeedsUpdate = true;
  3435. },
  3436. updateMatrixWorld: function ( force ) {
  3437. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3438. if ( this.matrixWorldNeedsUpdate || force ) {
  3439. if ( this.parent === null ) {
  3440. this.matrixWorld.copy( this.matrix );
  3441. } else {
  3442. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3443. }
  3444. this.matrixWorldNeedsUpdate = false;
  3445. force = true;
  3446. }
  3447. // update children
  3448. var children = this.children;
  3449. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3450. children[ i ].updateMatrixWorld( force );
  3451. }
  3452. },
  3453. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3454. var parent = this.parent;
  3455. if ( updateParents === true && parent !== null ) {
  3456. parent.updateWorldMatrix( true, false );
  3457. }
  3458. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3459. if ( this.parent === null ) {
  3460. this.matrixWorld.copy( this.matrix );
  3461. } else {
  3462. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3463. }
  3464. // update children
  3465. if ( updateChildren === true ) {
  3466. var children = this.children;
  3467. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3468. children[ i ].updateWorldMatrix( false, true );
  3469. }
  3470. }
  3471. },
  3472. toJSON: function ( meta ) {
  3473. // meta is a string when called from JSON.stringify
  3474. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3475. var output = {};
  3476. // meta is a hash used to collect geometries, materials.
  3477. // not providing it implies that this is the root object
  3478. // being serialized.
  3479. if ( isRootObject ) {
  3480. // initialize meta obj
  3481. meta = {
  3482. geometries: {},
  3483. materials: {},
  3484. textures: {},
  3485. images: {},
  3486. shapes: {}
  3487. };
  3488. output.metadata = {
  3489. version: 4.5,
  3490. type: 'Object',
  3491. generator: 'Object3D.toJSON'
  3492. };
  3493. }
  3494. // standard Object3D serialization
  3495. var object = {};
  3496. object.uuid = this.uuid;
  3497. object.type = this.type;
  3498. if ( this.name !== '' ) { object.name = this.name; }
  3499. if ( this.castShadow === true ) { object.castShadow = true; }
  3500. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3501. if ( this.visible === false ) { object.visible = false; }
  3502. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3503. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3504. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3505. object.layers = this.layers.mask;
  3506. object.matrix = this.matrix.toArray();
  3507. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3508. // object specific properties
  3509. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3510. //
  3511. function serialize( library, element ) {
  3512. if ( library[ element.uuid ] === undefined ) {
  3513. library[ element.uuid ] = element.toJSON( meta );
  3514. }
  3515. return element.uuid;
  3516. }
  3517. if ( this.isMesh || this.isLine || this.isPoints ) {
  3518. object.geometry = serialize( meta.geometries, this.geometry );
  3519. var parameters = this.geometry.parameters;
  3520. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3521. var shapes = parameters.shapes;
  3522. if ( Array.isArray( shapes ) ) {
  3523. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3524. var shape = shapes[ i ];
  3525. serialize( meta.shapes, shape );
  3526. }
  3527. } else {
  3528. serialize( meta.shapes, shapes );
  3529. }
  3530. }
  3531. }
  3532. if ( this.material !== undefined ) {
  3533. if ( Array.isArray( this.material ) ) {
  3534. var uuids = [];
  3535. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3536. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3537. }
  3538. object.material = uuids;
  3539. } else {
  3540. object.material = serialize( meta.materials, this.material );
  3541. }
  3542. }
  3543. //
  3544. if ( this.children.length > 0 ) {
  3545. object.children = [];
  3546. for ( var i = 0; i < this.children.length; i ++ ) {
  3547. object.children.push( this.children[ i ].toJSON( meta ).object );
  3548. }
  3549. }
  3550. if ( isRootObject ) {
  3551. var geometries = extractFromCache( meta.geometries );
  3552. var materials = extractFromCache( meta.materials );
  3553. var textures = extractFromCache( meta.textures );
  3554. var images = extractFromCache( meta.images );
  3555. var shapes = extractFromCache( meta.shapes );
  3556. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3557. if ( materials.length > 0 ) { output.materials = materials; }
  3558. if ( textures.length > 0 ) { output.textures = textures; }
  3559. if ( images.length > 0 ) { output.images = images; }
  3560. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3561. }
  3562. output.object = object;
  3563. return output;
  3564. // extract data from the cache hash
  3565. // remove metadata on each item
  3566. // and return as array
  3567. function extractFromCache( cache ) {
  3568. var values = [];
  3569. for ( var key in cache ) {
  3570. var data = cache[ key ];
  3571. delete data.metadata;
  3572. values.push( data );
  3573. }
  3574. return values;
  3575. }
  3576. },
  3577. clone: function ( recursive ) {
  3578. return new this.constructor().copy( this, recursive );
  3579. },
  3580. copy: function ( source, recursive ) {
  3581. if ( recursive === undefined ) { recursive = true; }
  3582. this.name = source.name;
  3583. this.up.copy( source.up );
  3584. this.position.copy( source.position );
  3585. this.quaternion.copy( source.quaternion );
  3586. this.scale.copy( source.scale );
  3587. this.matrix.copy( source.matrix );
  3588. this.matrixWorld.copy( source.matrixWorld );
  3589. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3590. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3591. this.layers.mask = source.layers.mask;
  3592. this.visible = source.visible;
  3593. this.castShadow = source.castShadow;
  3594. this.receiveShadow = source.receiveShadow;
  3595. this.frustumCulled = source.frustumCulled;
  3596. this.renderOrder = source.renderOrder;
  3597. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3598. if ( recursive === true ) {
  3599. for ( var i = 0; i < source.children.length; i ++ ) {
  3600. var child = source.children[ i ];
  3601. this.add( child.clone() );
  3602. }
  3603. }
  3604. return this;
  3605. }
  3606. } );
  3607. /**
  3608. * @author mrdoob / http://mrdoob.com/
  3609. */
  3610. function Scene() {
  3611. Object3D.call( this );
  3612. this.type = 'Scene';
  3613. this.background = null;
  3614. this.fog = null;
  3615. this.overrideMaterial = null;
  3616. this.autoUpdate = true; // checked by the renderer
  3617. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3618. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3619. }
  3620. }
  3621. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3622. constructor: Scene,
  3623. isScene: true,
  3624. copy: function ( source, recursive ) {
  3625. Object3D.prototype.copy.call( this, source, recursive );
  3626. if ( source.background !== null ) { this.background = source.background.clone(); }
  3627. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3628. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3629. this.autoUpdate = source.autoUpdate;
  3630. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3631. return this;
  3632. },
  3633. toJSON: function ( meta ) {
  3634. var data = Object3D.prototype.toJSON.call( this, meta );
  3635. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3636. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3637. return data;
  3638. },
  3639. dispose: function () {
  3640. this.dispatchEvent( { type: 'dispose' } );
  3641. }
  3642. } );
  3643. var _points = [
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3(),
  3649. new Vector3(),
  3650. new Vector3(),
  3651. new Vector3()
  3652. ];
  3653. var _vector$2 = new Vector3();
  3654. // triangle centered vertices
  3655. var _v0 = new Vector3();
  3656. var _v1$2 = new Vector3();
  3657. var _v2 = new Vector3();
  3658. // triangle edge vectors
  3659. var _f0 = new Vector3();
  3660. var _f1 = new Vector3();
  3661. var _f2 = new Vector3();
  3662. var _center = new Vector3();
  3663. var _extents = new Vector3();
  3664. var _triangleNormal = new Vector3();
  3665. var _testAxis = new Vector3();
  3666. /**
  3667. * @author bhouston / http://clara.io
  3668. * @author WestLangley / http://github.com/WestLangley
  3669. */
  3670. function Box3( min, max ) {
  3671. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3672. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3673. }
  3674. Object.assign( Box3.prototype, {
  3675. isBox3: true,
  3676. set: function ( min, max ) {
  3677. this.min.copy( min );
  3678. this.max.copy( max );
  3679. return this;
  3680. },
  3681. setFromArray: function ( array ) {
  3682. var minX = + Infinity;
  3683. var minY = + Infinity;
  3684. var minZ = + Infinity;
  3685. var maxX = - Infinity;
  3686. var maxY = - Infinity;
  3687. var maxZ = - Infinity;
  3688. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3689. var x = array[ i ];
  3690. var y = array[ i + 1 ];
  3691. var z = array[ i + 2 ];
  3692. if ( x < minX ) { minX = x; }
  3693. if ( y < minY ) { minY = y; }
  3694. if ( z < minZ ) { minZ = z; }
  3695. if ( x > maxX ) { maxX = x; }
  3696. if ( y > maxY ) { maxY = y; }
  3697. if ( z > maxZ ) { maxZ = z; }
  3698. }
  3699. this.min.set( minX, minY, minZ );
  3700. this.max.set( maxX, maxY, maxZ );
  3701. return this;
  3702. },
  3703. setFromBufferAttribute: function ( attribute ) {
  3704. var minX = + Infinity;
  3705. var minY = + Infinity;
  3706. var minZ = + Infinity;
  3707. var maxX = - Infinity;
  3708. var maxY = - Infinity;
  3709. var maxZ = - Infinity;
  3710. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3711. var x = attribute.getX( i );
  3712. var y = attribute.getY( i );
  3713. var z = attribute.getZ( i );
  3714. if ( x < minX ) { minX = x; }
  3715. if ( y < minY ) { minY = y; }
  3716. if ( z < minZ ) { minZ = z; }
  3717. if ( x > maxX ) { maxX = x; }
  3718. if ( y > maxY ) { maxY = y; }
  3719. if ( z > maxZ ) { maxZ = z; }
  3720. }
  3721. this.min.set( minX, minY, minZ );
  3722. this.max.set( maxX, maxY, maxZ );
  3723. return this;
  3724. },
  3725. setFromPoints: function ( points ) {
  3726. this.makeEmpty();
  3727. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3728. this.expandByPoint( points[ i ] );
  3729. }
  3730. return this;
  3731. },
  3732. setFromCenterAndSize: function ( center, size ) {
  3733. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3734. this.min.copy( center ).sub( halfSize );
  3735. this.max.copy( center ).add( halfSize );
  3736. return this;
  3737. },
  3738. setFromObject: function ( object ) {
  3739. this.makeEmpty();
  3740. return this.expandByObject( object );
  3741. },
  3742. clone: function () {
  3743. return new this.constructor().copy( this );
  3744. },
  3745. copy: function ( box ) {
  3746. this.min.copy( box.min );
  3747. this.max.copy( box.max );
  3748. return this;
  3749. },
  3750. makeEmpty: function () {
  3751. this.min.x = this.min.y = this.min.z = + Infinity;
  3752. this.max.x = this.max.y = this.max.z = - Infinity;
  3753. return this;
  3754. },
  3755. isEmpty: function () {
  3756. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3757. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3758. },
  3759. getCenter: function ( target ) {
  3760. if ( target === undefined ) {
  3761. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3762. target = new Vector3();
  3763. }
  3764. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3765. },
  3766. getSize: function ( target ) {
  3767. if ( target === undefined ) {
  3768. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3769. target = new Vector3();
  3770. }
  3771. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3772. },
  3773. expandByPoint: function ( point ) {
  3774. this.min.min( point );
  3775. this.max.max( point );
  3776. return this;
  3777. },
  3778. expandByVector: function ( vector ) {
  3779. this.min.sub( vector );
  3780. this.max.add( vector );
  3781. return this;
  3782. },
  3783. expandByScalar: function ( scalar ) {
  3784. this.min.addScalar( - scalar );
  3785. this.max.addScalar( scalar );
  3786. return this;
  3787. },
  3788. expandByObject: function ( object ) {
  3789. var i, l;
  3790. // Computes the world-axis-aligned bounding box of an object (including its children),
  3791. // accounting for both the object's, and children's, world transforms
  3792. object.updateWorldMatrix( false, false );
  3793. var geometry = object.geometry;
  3794. if ( geometry !== undefined ) {
  3795. if ( geometry.isGeometry ) {
  3796. var vertices = geometry.vertices;
  3797. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3798. _vector$2.copy( vertices[ i ] );
  3799. _vector$2.applyMatrix4( object.matrixWorld );
  3800. this.expandByPoint( _vector$2 );
  3801. }
  3802. } else if ( geometry.isBufferGeometry ) {
  3803. var attribute = geometry.attributes.position;
  3804. if ( attribute !== undefined ) {
  3805. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3806. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3807. this.expandByPoint( _vector$2 );
  3808. }
  3809. }
  3810. }
  3811. }
  3812. //
  3813. var children = object.children;
  3814. for ( i = 0, l = children.length; i < l; i ++ ) {
  3815. this.expandByObject( children[ i ] );
  3816. }
  3817. return this;
  3818. },
  3819. containsPoint: function ( point ) {
  3820. return point.x < this.min.x || point.x > this.max.x ||
  3821. point.y < this.min.y || point.y > this.max.y ||
  3822. point.z < this.min.z || point.z > this.max.z ? false : true;
  3823. },
  3824. containsBox: function ( box ) {
  3825. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3826. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3827. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3828. },
  3829. getParameter: function ( point, target ) {
  3830. // This can potentially have a divide by zero if the box
  3831. // has a size dimension of 0.
  3832. if ( target === undefined ) {
  3833. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3834. target = new Vector3();
  3835. }
  3836. return target.set(
  3837. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3838. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3839. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3840. );
  3841. },
  3842. intersectsBox: function ( box ) {
  3843. // using 6 splitting planes to rule out intersections.
  3844. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3845. box.max.y < this.min.y || box.min.y > this.max.y ||
  3846. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3847. },
  3848. intersectsSphere: function ( sphere ) {
  3849. // Find the point on the AABB closest to the sphere center.
  3850. this.clampPoint( sphere.center, _vector$2 );
  3851. // If that point is inside the sphere, the AABB and sphere intersect.
  3852. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3853. },
  3854. intersectsPlane: function ( plane ) {
  3855. // We compute the minimum and maximum dot product values. If those values
  3856. // are on the same side (back or front) of the plane, then there is no intersection.
  3857. var min, max;
  3858. if ( plane.normal.x > 0 ) {
  3859. min = plane.normal.x * this.min.x;
  3860. max = plane.normal.x * this.max.x;
  3861. } else {
  3862. min = plane.normal.x * this.max.x;
  3863. max = plane.normal.x * this.min.x;
  3864. }
  3865. if ( plane.normal.y > 0 ) {
  3866. min += plane.normal.y * this.min.y;
  3867. max += plane.normal.y * this.max.y;
  3868. } else {
  3869. min += plane.normal.y * this.max.y;
  3870. max += plane.normal.y * this.min.y;
  3871. }
  3872. if ( plane.normal.z > 0 ) {
  3873. min += plane.normal.z * this.min.z;
  3874. max += plane.normal.z * this.max.z;
  3875. } else {
  3876. min += plane.normal.z * this.max.z;
  3877. max += plane.normal.z * this.min.z;
  3878. }
  3879. return ( min <= - plane.constant && max >= - plane.constant );
  3880. },
  3881. intersectsTriangle: function ( triangle ) {
  3882. if ( this.isEmpty() ) {
  3883. return false;
  3884. }
  3885. // compute box center and extents
  3886. this.getCenter( _center );
  3887. _extents.subVectors( this.max, _center );
  3888. // translate triangle to aabb origin
  3889. _v0.subVectors( triangle.a, _center );
  3890. _v1$2.subVectors( triangle.b, _center );
  3891. _v2.subVectors( triangle.c, _center );
  3892. // compute edge vectors for triangle
  3893. _f0.subVectors( _v1$2, _v0 );
  3894. _f1.subVectors( _v2, _v1$2 );
  3895. _f2.subVectors( _v0, _v2 );
  3896. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3897. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  3898. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3899. var axes = [
  3900. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3901. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3902. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3903. ];
  3904. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3905. return false;
  3906. }
  3907. // test 3 face normals from the aabb
  3908. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3909. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3910. return false;
  3911. }
  3912. // finally testing the face normal of the triangle
  3913. // use already existing triangle edge vectors here
  3914. _triangleNormal.crossVectors( _f0, _f1 );
  3915. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3916. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3917. },
  3918. clampPoint: function ( point, target ) {
  3919. if ( target === undefined ) {
  3920. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3921. target = new Vector3();
  3922. }
  3923. return target.copy( point ).clamp( this.min, this.max );
  3924. },
  3925. distanceToPoint: function ( point ) {
  3926. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3927. return clampedPoint.sub( point ).length();
  3928. },
  3929. getBoundingSphere: function ( target ) {
  3930. if ( target === undefined ) {
  3931. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3932. //target = new Sphere(); // removed to avoid cyclic dependency
  3933. }
  3934. this.getCenter( target.center );
  3935. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3936. return target;
  3937. },
  3938. intersect: function ( box ) {
  3939. this.min.max( box.min );
  3940. this.max.min( box.max );
  3941. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  3942. if ( this.isEmpty() ) { this.makeEmpty(); }
  3943. return this;
  3944. },
  3945. union: function ( box ) {
  3946. this.min.min( box.min );
  3947. this.max.max( box.max );
  3948. return this;
  3949. },
  3950. applyMatrix4: function ( matrix ) {
  3951. // transform of empty box is an empty box.
  3952. if ( this.isEmpty() ) { return this; }
  3953. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3954. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3955. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3956. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3957. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3958. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3959. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3960. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3961. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3962. this.setFromPoints( _points );
  3963. return this;
  3964. },
  3965. translate: function ( offset ) {
  3966. this.min.add( offset );
  3967. this.max.add( offset );
  3968. return this;
  3969. },
  3970. equals: function ( box ) {
  3971. return box.min.equals( this.min ) && box.max.equals( this.max );
  3972. }
  3973. } );
  3974. function satForAxes( axes, v0, v1, v2, extents ) {
  3975. var i, j;
  3976. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3977. _testAxis.fromArray( axes, i );
  3978. // project the aabb onto the seperating axis
  3979. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3980. // project all 3 vertices of the triangle onto the seperating axis
  3981. var p0 = v0.dot( _testAxis );
  3982. var p1 = v1.dot( _testAxis );
  3983. var p2 = v2.dot( _testAxis );
  3984. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3985. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3986. // points of the projected triangle are outside the projected half-length of the aabb
  3987. // the axis is seperating and we can exit
  3988. return false;
  3989. }
  3990. }
  3991. return true;
  3992. }
  3993. var _box = new Box3();
  3994. /**
  3995. * @author bhouston / http://clara.io
  3996. * @author mrdoob / http://mrdoob.com/
  3997. */
  3998. function Sphere( center, radius ) {
  3999. this.center = ( center !== undefined ) ? center : new Vector3();
  4000. this.radius = ( radius !== undefined ) ? radius : 0;
  4001. }
  4002. Object.assign( Sphere.prototype, {
  4003. set: function ( center, radius ) {
  4004. this.center.copy( center );
  4005. this.radius = radius;
  4006. return this;
  4007. },
  4008. setFromPoints: function ( points, optionalCenter ) {
  4009. var center = this.center;
  4010. if ( optionalCenter !== undefined ) {
  4011. center.copy( optionalCenter );
  4012. } else {
  4013. _box.setFromPoints( points ).getCenter( center );
  4014. }
  4015. var maxRadiusSq = 0;
  4016. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4017. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4018. }
  4019. this.radius = Math.sqrt( maxRadiusSq );
  4020. return this;
  4021. },
  4022. clone: function () {
  4023. return new this.constructor().copy( this );
  4024. },
  4025. copy: function ( sphere ) {
  4026. this.center.copy( sphere.center );
  4027. this.radius = sphere.radius;
  4028. return this;
  4029. },
  4030. empty: function () {
  4031. return ( this.radius <= 0 );
  4032. },
  4033. containsPoint: function ( point ) {
  4034. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4035. },
  4036. distanceToPoint: function ( point ) {
  4037. return ( point.distanceTo( this.center ) - this.radius );
  4038. },
  4039. intersectsSphere: function ( sphere ) {
  4040. var radiusSum = this.radius + sphere.radius;
  4041. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4042. },
  4043. intersectsBox: function ( box ) {
  4044. return box.intersectsSphere( this );
  4045. },
  4046. intersectsPlane: function ( plane ) {
  4047. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4048. },
  4049. clampPoint: function ( point, target ) {
  4050. var deltaLengthSq = this.center.distanceToSquared( point );
  4051. if ( target === undefined ) {
  4052. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4053. target = new Vector3();
  4054. }
  4055. target.copy( point );
  4056. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4057. target.sub( this.center ).normalize();
  4058. target.multiplyScalar( this.radius ).add( this.center );
  4059. }
  4060. return target;
  4061. },
  4062. getBoundingBox: function ( target ) {
  4063. if ( target === undefined ) {
  4064. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4065. target = new Box3();
  4066. }
  4067. target.set( this.center, this.center );
  4068. target.expandByScalar( this.radius );
  4069. return target;
  4070. },
  4071. applyMatrix4: function ( matrix ) {
  4072. this.center.applyMatrix4( matrix );
  4073. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4074. return this;
  4075. },
  4076. translate: function ( offset ) {
  4077. this.center.add( offset );
  4078. return this;
  4079. },
  4080. equals: function ( sphere ) {
  4081. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4082. }
  4083. } );
  4084. var _vector$3 = new Vector3();
  4085. var _segCenter = new Vector3();
  4086. var _segDir = new Vector3();
  4087. var _diff = new Vector3();
  4088. var _edge1 = new Vector3();
  4089. var _edge2 = new Vector3();
  4090. var _normal = new Vector3();
  4091. /**
  4092. * @author bhouston / http://clara.io
  4093. */
  4094. function Ray( origin, direction ) {
  4095. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4096. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4097. }
  4098. Object.assign( Ray.prototype, {
  4099. set: function ( origin, direction ) {
  4100. this.origin.copy( origin );
  4101. this.direction.copy( direction );
  4102. return this;
  4103. },
  4104. clone: function () {
  4105. return new this.constructor().copy( this );
  4106. },
  4107. copy: function ( ray ) {
  4108. this.origin.copy( ray.origin );
  4109. this.direction.copy( ray.direction );
  4110. return this;
  4111. },
  4112. at: function ( t, target ) {
  4113. if ( target === undefined ) {
  4114. console.warn( 'THREE.Ray: .at() target is now required' );
  4115. target = new Vector3();
  4116. }
  4117. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4118. },
  4119. lookAt: function ( v ) {
  4120. this.direction.copy( v ).sub( this.origin ).normalize();
  4121. return this;
  4122. },
  4123. recast: function ( t ) {
  4124. this.origin.copy( this.at( t, _vector$3 ) );
  4125. return this;
  4126. },
  4127. closestPointToPoint: function ( point, target ) {
  4128. if ( target === undefined ) {
  4129. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4130. target = new Vector3();
  4131. }
  4132. target.subVectors( point, this.origin );
  4133. var directionDistance = target.dot( this.direction );
  4134. if ( directionDistance < 0 ) {
  4135. return target.copy( this.origin );
  4136. }
  4137. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4138. },
  4139. distanceToPoint: function ( point ) {
  4140. return Math.sqrt( this.distanceSqToPoint( point ) );
  4141. },
  4142. distanceSqToPoint: function ( point ) {
  4143. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4144. // point behind the ray
  4145. if ( directionDistance < 0 ) {
  4146. return this.origin.distanceToSquared( point );
  4147. }
  4148. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4149. return _vector$3.distanceToSquared( point );
  4150. },
  4151. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4152. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4153. // It returns the min distance between the ray and the segment
  4154. // defined by v0 and v1
  4155. // It can also set two optional targets :
  4156. // - The closest point on the ray
  4157. // - The closest point on the segment
  4158. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4159. _segDir.copy( v1 ).sub( v0 ).normalize();
  4160. _diff.copy( this.origin ).sub( _segCenter );
  4161. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4162. var a01 = - this.direction.dot( _segDir );
  4163. var b0 = _diff.dot( this.direction );
  4164. var b1 = - _diff.dot( _segDir );
  4165. var c = _diff.lengthSq();
  4166. var det = Math.abs( 1 - a01 * a01 );
  4167. var s0, s1, sqrDist, extDet;
  4168. if ( det > 0 ) {
  4169. // The ray and segment are not parallel.
  4170. s0 = a01 * b1 - b0;
  4171. s1 = a01 * b0 - b1;
  4172. extDet = segExtent * det;
  4173. if ( s0 >= 0 ) {
  4174. if ( s1 >= - extDet ) {
  4175. if ( s1 <= extDet ) {
  4176. // region 0
  4177. // Minimum at interior points of ray and segment.
  4178. var invDet = 1 / det;
  4179. s0 *= invDet;
  4180. s1 *= invDet;
  4181. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4182. } else {
  4183. // region 1
  4184. s1 = segExtent;
  4185. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4186. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4187. }
  4188. } else {
  4189. // region 5
  4190. s1 = - segExtent;
  4191. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4192. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4193. }
  4194. } else {
  4195. if ( s1 <= - extDet ) {
  4196. // region 4
  4197. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4198. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. } else if ( s1 <= extDet ) {
  4201. // region 3
  4202. s0 = 0;
  4203. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4204. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4205. } else {
  4206. // region 2
  4207. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4208. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4209. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4210. }
  4211. }
  4212. } else {
  4213. // Ray and segment are parallel.
  4214. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4215. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4216. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4217. }
  4218. if ( optionalPointOnRay ) {
  4219. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4220. }
  4221. if ( optionalPointOnSegment ) {
  4222. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4223. }
  4224. return sqrDist;
  4225. },
  4226. intersectSphere: function ( sphere, target ) {
  4227. _vector$3.subVectors( sphere.center, this.origin );
  4228. var tca = _vector$3.dot( this.direction );
  4229. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4230. var radius2 = sphere.radius * sphere.radius;
  4231. if ( d2 > radius2 ) { return null; }
  4232. var thc = Math.sqrt( radius2 - d2 );
  4233. // t0 = first intersect point - entrance on front of sphere
  4234. var t0 = tca - thc;
  4235. // t1 = second intersect point - exit point on back of sphere
  4236. var t1 = tca + thc;
  4237. // test to see if both t0 and t1 are behind the ray - if so, return null
  4238. if ( t0 < 0 && t1 < 0 ) { return null; }
  4239. // test to see if t0 is behind the ray:
  4240. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4241. // in order to always return an intersect point that is in front of the ray.
  4242. if ( t0 < 0 ) { return this.at( t1, target ); }
  4243. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4244. return this.at( t0, target );
  4245. },
  4246. intersectsSphere: function ( sphere ) {
  4247. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4248. },
  4249. distanceToPlane: function ( plane ) {
  4250. var denominator = plane.normal.dot( this.direction );
  4251. if ( denominator === 0 ) {
  4252. // line is coplanar, return origin
  4253. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4254. return 0;
  4255. }
  4256. // Null is preferable to undefined since undefined means.... it is undefined
  4257. return null;
  4258. }
  4259. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4260. // Return if the ray never intersects the plane
  4261. return t >= 0 ? t : null;
  4262. },
  4263. intersectPlane: function ( plane, target ) {
  4264. var t = this.distanceToPlane( plane );
  4265. if ( t === null ) {
  4266. return null;
  4267. }
  4268. return this.at( t, target );
  4269. },
  4270. intersectsPlane: function ( plane ) {
  4271. // check if the ray lies on the plane first
  4272. var distToPoint = plane.distanceToPoint( this.origin );
  4273. if ( distToPoint === 0 ) {
  4274. return true;
  4275. }
  4276. var denominator = plane.normal.dot( this.direction );
  4277. if ( denominator * distToPoint < 0 ) {
  4278. return true;
  4279. }
  4280. // ray origin is behind the plane (and is pointing behind it)
  4281. return false;
  4282. },
  4283. intersectBox: function ( box, target ) {
  4284. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4285. var invdirx = 1 / this.direction.x,
  4286. invdiry = 1 / this.direction.y,
  4287. invdirz = 1 / this.direction.z;
  4288. var origin = this.origin;
  4289. if ( invdirx >= 0 ) {
  4290. tmin = ( box.min.x - origin.x ) * invdirx;
  4291. tmax = ( box.max.x - origin.x ) * invdirx;
  4292. } else {
  4293. tmin = ( box.max.x - origin.x ) * invdirx;
  4294. tmax = ( box.min.x - origin.x ) * invdirx;
  4295. }
  4296. if ( invdiry >= 0 ) {
  4297. tymin = ( box.min.y - origin.y ) * invdiry;
  4298. tymax = ( box.max.y - origin.y ) * invdiry;
  4299. } else {
  4300. tymin = ( box.max.y - origin.y ) * invdiry;
  4301. tymax = ( box.min.y - origin.y ) * invdiry;
  4302. }
  4303. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4304. // These lines also handle the case where tmin or tmax is NaN
  4305. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4306. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4307. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4308. if ( invdirz >= 0 ) {
  4309. tzmin = ( box.min.z - origin.z ) * invdirz;
  4310. tzmax = ( box.max.z - origin.z ) * invdirz;
  4311. } else {
  4312. tzmin = ( box.max.z - origin.z ) * invdirz;
  4313. tzmax = ( box.min.z - origin.z ) * invdirz;
  4314. }
  4315. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4316. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4317. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4318. //return point closest to the ray (positive side)
  4319. if ( tmax < 0 ) { return null; }
  4320. return this.at( tmin >= 0 ? tmin : tmax, target );
  4321. },
  4322. intersectsBox: function ( box ) {
  4323. return this.intersectBox( box, _vector$3 ) !== null;
  4324. },
  4325. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4326. // Compute the offset origin, edges, and normal.
  4327. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4328. _edge1.subVectors( b, a );
  4329. _edge2.subVectors( c, a );
  4330. _normal.crossVectors( _edge1, _edge2 );
  4331. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4332. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4333. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4334. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4335. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4336. var DdN = this.direction.dot( _normal );
  4337. var sign;
  4338. if ( DdN > 0 ) {
  4339. if ( backfaceCulling ) { return null; }
  4340. sign = 1;
  4341. } else if ( DdN < 0 ) {
  4342. sign = - 1;
  4343. DdN = - DdN;
  4344. } else {
  4345. return null;
  4346. }
  4347. _diff.subVectors( this.origin, a );
  4348. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4349. // b1 < 0, no intersection
  4350. if ( DdQxE2 < 0 ) {
  4351. return null;
  4352. }
  4353. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4354. // b2 < 0, no intersection
  4355. if ( DdE1xQ < 0 ) {
  4356. return null;
  4357. }
  4358. // b1+b2 > 1, no intersection
  4359. if ( DdQxE2 + DdE1xQ > DdN ) {
  4360. return null;
  4361. }
  4362. // Line intersects triangle, check if ray does.
  4363. var QdN = - sign * _diff.dot( _normal );
  4364. // t < 0, no intersection
  4365. if ( QdN < 0 ) {
  4366. return null;
  4367. }
  4368. // Ray intersects triangle.
  4369. return this.at( QdN / DdN, target );
  4370. },
  4371. applyMatrix4: function ( matrix4 ) {
  4372. this.origin.applyMatrix4( matrix4 );
  4373. this.direction.transformDirection( matrix4 );
  4374. return this;
  4375. },
  4376. equals: function ( ray ) {
  4377. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4378. }
  4379. } );
  4380. /**
  4381. * @author bhouston / http://clara.io
  4382. * @author mrdoob / http://mrdoob.com/
  4383. */
  4384. var _v0$1 = new Vector3();
  4385. var _v1$3 = new Vector3();
  4386. var _v2$1 = new Vector3();
  4387. var _v3 = new Vector3();
  4388. var _vab = new Vector3();
  4389. var _vac = new Vector3();
  4390. var _vbc = new Vector3();
  4391. var _vap = new Vector3();
  4392. var _vbp = new Vector3();
  4393. var _vcp = new Vector3();
  4394. function Triangle( a, b, c ) {
  4395. this.a = ( a !== undefined ) ? a : new Vector3();
  4396. this.b = ( b !== undefined ) ? b : new Vector3();
  4397. this.c = ( c !== undefined ) ? c : new Vector3();
  4398. }
  4399. Object.assign( Triangle, {
  4400. getNormal: function ( a, b, c, target ) {
  4401. if ( target === undefined ) {
  4402. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4403. target = new Vector3();
  4404. }
  4405. target.subVectors( c, b );
  4406. _v0$1.subVectors( a, b );
  4407. target.cross( _v0$1 );
  4408. var targetLengthSq = target.lengthSq();
  4409. if ( targetLengthSq > 0 ) {
  4410. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4411. }
  4412. return target.set( 0, 0, 0 );
  4413. },
  4414. // static/instance method to calculate barycentric coordinates
  4415. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4416. getBarycoord: function ( point, a, b, c, target ) {
  4417. _v0$1.subVectors( c, a );
  4418. _v1$3.subVectors( b, a );
  4419. _v2$1.subVectors( point, a );
  4420. var dot00 = _v0$1.dot( _v0$1 );
  4421. var dot01 = _v0$1.dot( _v1$3 );
  4422. var dot02 = _v0$1.dot( _v2$1 );
  4423. var dot11 = _v1$3.dot( _v1$3 );
  4424. var dot12 = _v1$3.dot( _v2$1 );
  4425. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4426. if ( target === undefined ) {
  4427. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4428. target = new Vector3();
  4429. }
  4430. // collinear or singular triangle
  4431. if ( denom === 0 ) {
  4432. // arbitrary location outside of triangle?
  4433. // not sure if this is the best idea, maybe should be returning undefined
  4434. return target.set( - 2, - 1, - 1 );
  4435. }
  4436. var invDenom = 1 / denom;
  4437. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4438. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4439. // barycentric coordinates must always sum to 1
  4440. return target.set( 1 - u - v, v, u );
  4441. },
  4442. containsPoint: function ( point, a, b, c ) {
  4443. Triangle.getBarycoord( point, a, b, c, _v3 );
  4444. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4445. },
  4446. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4447. this.getBarycoord( point, p1, p2, p3, _v3 );
  4448. target.set( 0, 0 );
  4449. target.addScaledVector( uv1, _v3.x );
  4450. target.addScaledVector( uv2, _v3.y );
  4451. target.addScaledVector( uv3, _v3.z );
  4452. return target;
  4453. },
  4454. isFrontFacing: function ( a, b, c, direction ) {
  4455. _v0$1.subVectors( c, b );
  4456. _v1$3.subVectors( a, b );
  4457. // strictly front facing
  4458. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4459. }
  4460. } );
  4461. Object.assign( Triangle.prototype, {
  4462. set: function ( a, b, c ) {
  4463. this.a.copy( a );
  4464. this.b.copy( b );
  4465. this.c.copy( c );
  4466. return this;
  4467. },
  4468. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4469. this.a.copy( points[ i0 ] );
  4470. this.b.copy( points[ i1 ] );
  4471. this.c.copy( points[ i2 ] );
  4472. return this;
  4473. },
  4474. clone: function () {
  4475. return new this.constructor().copy( this );
  4476. },
  4477. copy: function ( triangle ) {
  4478. this.a.copy( triangle.a );
  4479. this.b.copy( triangle.b );
  4480. this.c.copy( triangle.c );
  4481. return this;
  4482. },
  4483. getArea: function () {
  4484. _v0$1.subVectors( this.c, this.b );
  4485. _v1$3.subVectors( this.a, this.b );
  4486. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4487. },
  4488. getMidpoint: function ( target ) {
  4489. if ( target === undefined ) {
  4490. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4491. target = new Vector3();
  4492. }
  4493. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4494. },
  4495. getNormal: function ( target ) {
  4496. return Triangle.getNormal( this.a, this.b, this.c, target );
  4497. },
  4498. getPlane: function ( target ) {
  4499. if ( target === undefined ) {
  4500. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4501. target = new Vector3();
  4502. }
  4503. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4504. },
  4505. getBarycoord: function ( point, target ) {
  4506. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4507. },
  4508. getUV: function ( point, uv1, uv2, uv3, target ) {
  4509. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4510. },
  4511. containsPoint: function ( point ) {
  4512. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4513. },
  4514. isFrontFacing: function ( direction ) {
  4515. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4516. },
  4517. intersectsBox: function ( box ) {
  4518. return box.intersectsTriangle( this );
  4519. },
  4520. closestPointToPoint: function ( p, target ) {
  4521. if ( target === undefined ) {
  4522. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4523. target = new Vector3();
  4524. }
  4525. var a = this.a, b = this.b, c = this.c;
  4526. var v, w;
  4527. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4528. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4529. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4530. // basically, we're distinguishing which of the voronoi regions of the triangle
  4531. // the point lies in with the minimum amount of redundant computation.
  4532. _vab.subVectors( b, a );
  4533. _vac.subVectors( c, a );
  4534. _vap.subVectors( p, a );
  4535. var d1 = _vab.dot( _vap );
  4536. var d2 = _vac.dot( _vap );
  4537. if ( d1 <= 0 && d2 <= 0 ) {
  4538. // vertex region of A; barycentric coords (1, 0, 0)
  4539. return target.copy( a );
  4540. }
  4541. _vbp.subVectors( p, b );
  4542. var d3 = _vab.dot( _vbp );
  4543. var d4 = _vac.dot( _vbp );
  4544. if ( d3 >= 0 && d4 <= d3 ) {
  4545. // vertex region of B; barycentric coords (0, 1, 0)
  4546. return target.copy( b );
  4547. }
  4548. var vc = d1 * d4 - d3 * d2;
  4549. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4550. v = d1 / ( d1 - d3 );
  4551. // edge region of AB; barycentric coords (1-v, v, 0)
  4552. return target.copy( a ).addScaledVector( _vab, v );
  4553. }
  4554. _vcp.subVectors( p, c );
  4555. var d5 = _vab.dot( _vcp );
  4556. var d6 = _vac.dot( _vcp );
  4557. if ( d6 >= 0 && d5 <= d6 ) {
  4558. // vertex region of C; barycentric coords (0, 0, 1)
  4559. return target.copy( c );
  4560. }
  4561. var vb = d5 * d2 - d1 * d6;
  4562. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4563. w = d2 / ( d2 - d6 );
  4564. // edge region of AC; barycentric coords (1-w, 0, w)
  4565. return target.copy( a ).addScaledVector( _vac, w );
  4566. }
  4567. var va = d3 * d6 - d5 * d4;
  4568. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4569. _vbc.subVectors( c, b );
  4570. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4571. // edge region of BC; barycentric coords (0, 1-w, w)
  4572. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4573. }
  4574. // face region
  4575. var denom = 1 / ( va + vb + vc );
  4576. // u = va * denom
  4577. v = vb * denom;
  4578. w = vc * denom;
  4579. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4580. },
  4581. equals: function ( triangle ) {
  4582. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4583. }
  4584. } );
  4585. /**
  4586. * @author mrdoob / http://mrdoob.com/
  4587. */
  4588. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4589. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4590. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4591. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4592. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4593. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4594. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4595. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4596. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4597. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4598. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4599. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4600. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4601. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4602. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4603. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4604. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4605. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4606. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4607. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4608. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4609. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4610. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4611. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4612. var _hslA = { h: 0, s: 0, l: 0 };
  4613. var _hslB = { h: 0, s: 0, l: 0 };
  4614. function Color( r, g, b ) {
  4615. if ( g === undefined && b === undefined ) {
  4616. // r is THREE.Color, hex or string
  4617. return this.set( r );
  4618. }
  4619. return this.setRGB( r, g, b );
  4620. }
  4621. function hue2rgb( p, q, t ) {
  4622. if ( t < 0 ) { t += 1; }
  4623. if ( t > 1 ) { t -= 1; }
  4624. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4625. if ( t < 1 / 2 ) { return q; }
  4626. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4627. return p;
  4628. }
  4629. function SRGBToLinear( c ) {
  4630. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4631. }
  4632. function LinearToSRGB( c ) {
  4633. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4634. }
  4635. Object.assign( Color.prototype, {
  4636. isColor: true,
  4637. r: 1, g: 1, b: 1,
  4638. set: function ( value ) {
  4639. if ( value && value.isColor ) {
  4640. this.copy( value );
  4641. } else if ( typeof value === 'number' ) {
  4642. this.setHex( value );
  4643. } else if ( typeof value === 'string' ) {
  4644. this.setStyle( value );
  4645. }
  4646. return this;
  4647. },
  4648. setScalar: function ( scalar ) {
  4649. this.r = scalar;
  4650. this.g = scalar;
  4651. this.b = scalar;
  4652. return this;
  4653. },
  4654. setHex: function ( hex ) {
  4655. hex = Math.floor( hex );
  4656. this.r = ( hex >> 16 & 255 ) / 255;
  4657. this.g = ( hex >> 8 & 255 ) / 255;
  4658. this.b = ( hex & 255 ) / 255;
  4659. return this;
  4660. },
  4661. setRGB: function ( r, g, b ) {
  4662. this.r = r;
  4663. this.g = g;
  4664. this.b = b;
  4665. return this;
  4666. },
  4667. setHSL: function ( h, s, l ) {
  4668. // h,s,l ranges are in 0.0 - 1.0
  4669. h = _Math.euclideanModulo( h, 1 );
  4670. s = _Math.clamp( s, 0, 1 );
  4671. l = _Math.clamp( l, 0, 1 );
  4672. if ( s === 0 ) {
  4673. this.r = this.g = this.b = l;
  4674. } else {
  4675. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4676. var q = ( 2 * l ) - p;
  4677. this.r = hue2rgb( q, p, h + 1 / 3 );
  4678. this.g = hue2rgb( q, p, h );
  4679. this.b = hue2rgb( q, p, h - 1 / 3 );
  4680. }
  4681. return this;
  4682. },
  4683. setStyle: function ( style ) {
  4684. function handleAlpha( string ) {
  4685. if ( string === undefined ) { return; }
  4686. if ( parseFloat( string ) < 1 ) {
  4687. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4688. }
  4689. }
  4690. var m;
  4691. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4692. // rgb / hsl
  4693. var color;
  4694. var name = m[ 1 ];
  4695. var components = m[ 2 ];
  4696. switch ( name ) {
  4697. case 'rgb':
  4698. case 'rgba':
  4699. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4700. // rgb(255,0,0) rgba(255,0,0,0.5)
  4701. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4702. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4703. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4704. handleAlpha( color[ 5 ] );
  4705. return this;
  4706. }
  4707. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4708. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4709. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4710. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4711. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4712. handleAlpha( color[ 5 ] );
  4713. return this;
  4714. }
  4715. break;
  4716. case 'hsl':
  4717. case 'hsla':
  4718. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4719. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4720. var h = parseFloat( color[ 1 ] ) / 360;
  4721. var s = parseInt( color[ 2 ], 10 ) / 100;
  4722. var l = parseInt( color[ 3 ], 10 ) / 100;
  4723. handleAlpha( color[ 5 ] );
  4724. return this.setHSL( h, s, l );
  4725. }
  4726. break;
  4727. }
  4728. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4729. // hex color
  4730. var hex = m[ 1 ];
  4731. var size = hex.length;
  4732. if ( size === 3 ) {
  4733. // #ff0
  4734. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4735. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4736. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4737. return this;
  4738. } else if ( size === 6 ) {
  4739. // #ff0000
  4740. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4741. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4742. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4743. return this;
  4744. }
  4745. }
  4746. if ( style && style.length > 0 ) {
  4747. return this.setColorName( style );
  4748. }
  4749. return this;
  4750. },
  4751. setColorName: function ( style ) {
  4752. // color keywords
  4753. var hex = _colorKeywords[ style ];
  4754. if ( hex !== undefined ) {
  4755. // red
  4756. this.setHex( hex );
  4757. } else {
  4758. // unknown color
  4759. console.warn( 'THREE.Color: Unknown color ' + style );
  4760. }
  4761. return this;
  4762. },
  4763. clone: function () {
  4764. return new this.constructor( this.r, this.g, this.b );
  4765. },
  4766. copy: function ( color ) {
  4767. this.r = color.r;
  4768. this.g = color.g;
  4769. this.b = color.b;
  4770. return this;
  4771. },
  4772. copyGammaToLinear: function ( color, gammaFactor ) {
  4773. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4774. this.r = Math.pow( color.r, gammaFactor );
  4775. this.g = Math.pow( color.g, gammaFactor );
  4776. this.b = Math.pow( color.b, gammaFactor );
  4777. return this;
  4778. },
  4779. copyLinearToGamma: function ( color, gammaFactor ) {
  4780. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4781. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4782. this.r = Math.pow( color.r, safeInverse );
  4783. this.g = Math.pow( color.g, safeInverse );
  4784. this.b = Math.pow( color.b, safeInverse );
  4785. return this;
  4786. },
  4787. convertGammaToLinear: function ( gammaFactor ) {
  4788. this.copyGammaToLinear( this, gammaFactor );
  4789. return this;
  4790. },
  4791. convertLinearToGamma: function ( gammaFactor ) {
  4792. this.copyLinearToGamma( this, gammaFactor );
  4793. return this;
  4794. },
  4795. copySRGBToLinear: function ( color ) {
  4796. this.r = SRGBToLinear( color.r );
  4797. this.g = SRGBToLinear( color.g );
  4798. this.b = SRGBToLinear( color.b );
  4799. return this;
  4800. },
  4801. copyLinearToSRGB: function ( color ) {
  4802. this.r = LinearToSRGB( color.r );
  4803. this.g = LinearToSRGB( color.g );
  4804. this.b = LinearToSRGB( color.b );
  4805. return this;
  4806. },
  4807. convertSRGBToLinear: function () {
  4808. this.copySRGBToLinear( this );
  4809. return this;
  4810. },
  4811. convertLinearToSRGB: function () {
  4812. this.copyLinearToSRGB( this );
  4813. return this;
  4814. },
  4815. getHex: function () {
  4816. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4817. },
  4818. getHexString: function () {
  4819. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4820. },
  4821. getHSL: function ( target ) {
  4822. // h,s,l ranges are in 0.0 - 1.0
  4823. if ( target === undefined ) {
  4824. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4825. target = { h: 0, s: 0, l: 0 };
  4826. }
  4827. var r = this.r, g = this.g, b = this.b;
  4828. var max = Math.max( r, g, b );
  4829. var min = Math.min( r, g, b );
  4830. var hue, saturation;
  4831. var lightness = ( min + max ) / 2.0;
  4832. if ( min === max ) {
  4833. hue = 0;
  4834. saturation = 0;
  4835. } else {
  4836. var delta = max - min;
  4837. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4838. switch ( max ) {
  4839. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4840. case g: hue = ( b - r ) / delta + 2; break;
  4841. case b: hue = ( r - g ) / delta + 4; break;
  4842. }
  4843. hue /= 6;
  4844. }
  4845. target.h = hue;
  4846. target.s = saturation;
  4847. target.l = lightness;
  4848. return target;
  4849. },
  4850. getStyle: function () {
  4851. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4852. },
  4853. offsetHSL: function ( h, s, l ) {
  4854. this.getHSL( _hslA );
  4855. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4856. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4857. return this;
  4858. },
  4859. add: function ( color ) {
  4860. this.r += color.r;
  4861. this.g += color.g;
  4862. this.b += color.b;
  4863. return this;
  4864. },
  4865. addColors: function ( color1, color2 ) {
  4866. this.r = color1.r + color2.r;
  4867. this.g = color1.g + color2.g;
  4868. this.b = color1.b + color2.b;
  4869. return this;
  4870. },
  4871. addScalar: function ( s ) {
  4872. this.r += s;
  4873. this.g += s;
  4874. this.b += s;
  4875. return this;
  4876. },
  4877. sub: function ( color ) {
  4878. this.r = Math.max( 0, this.r - color.r );
  4879. this.g = Math.max( 0, this.g - color.g );
  4880. this.b = Math.max( 0, this.b - color.b );
  4881. return this;
  4882. },
  4883. multiply: function ( color ) {
  4884. this.r *= color.r;
  4885. this.g *= color.g;
  4886. this.b *= color.b;
  4887. return this;
  4888. },
  4889. multiplyScalar: function ( s ) {
  4890. this.r *= s;
  4891. this.g *= s;
  4892. this.b *= s;
  4893. return this;
  4894. },
  4895. lerp: function ( color, alpha ) {
  4896. this.r += ( color.r - this.r ) * alpha;
  4897. this.g += ( color.g - this.g ) * alpha;
  4898. this.b += ( color.b - this.b ) * alpha;
  4899. return this;
  4900. },
  4901. lerpHSL: function ( color, alpha ) {
  4902. this.getHSL( _hslA );
  4903. color.getHSL( _hslB );
  4904. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4905. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4906. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4907. this.setHSL( h, s, l );
  4908. return this;
  4909. },
  4910. equals: function ( c ) {
  4911. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4912. },
  4913. fromArray: function ( array, offset ) {
  4914. if ( offset === undefined ) { offset = 0; }
  4915. this.r = array[ offset ];
  4916. this.g = array[ offset + 1 ];
  4917. this.b = array[ offset + 2 ];
  4918. return this;
  4919. },
  4920. toArray: function ( array, offset ) {
  4921. if ( array === undefined ) { array = []; }
  4922. if ( offset === undefined ) { offset = 0; }
  4923. array[ offset ] = this.r;
  4924. array[ offset + 1 ] = this.g;
  4925. array[ offset + 2 ] = this.b;
  4926. return array;
  4927. },
  4928. toJSON: function () {
  4929. return this.getHex();
  4930. }
  4931. } );
  4932. Color.NAMES = _colorKeywords;
  4933. /**
  4934. * @author mrdoob / http://mrdoob.com/
  4935. * @author alteredq / http://alteredqualia.com/
  4936. */
  4937. function Face3( a, b, c, normal, color, materialIndex ) {
  4938. this.a = a;
  4939. this.b = b;
  4940. this.c = c;
  4941. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4942. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4943. this.color = ( color && color.isColor ) ? color : new Color();
  4944. this.vertexColors = Array.isArray( color ) ? color : [];
  4945. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4946. }
  4947. Object.assign( Face3.prototype, {
  4948. clone: function () {
  4949. return new this.constructor().copy( this );
  4950. },
  4951. copy: function ( source ) {
  4952. this.a = source.a;
  4953. this.b = source.b;
  4954. this.c = source.c;
  4955. this.normal.copy( source.normal );
  4956. this.color.copy( source.color );
  4957. this.materialIndex = source.materialIndex;
  4958. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4959. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4960. }
  4961. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4962. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4963. }
  4964. return this;
  4965. }
  4966. } );
  4967. /**
  4968. * @author mrdoob / http://mrdoob.com/
  4969. * @author alteredq / http://alteredqualia.com/
  4970. */
  4971. var materialId = 0;
  4972. function Material() {
  4973. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4974. this.uuid = _Math.generateUUID();
  4975. this.name = '';
  4976. this.type = 'Material';
  4977. this.fog = true;
  4978. this.blending = NormalBlending;
  4979. this.side = FrontSide;
  4980. this.flatShading = false;
  4981. this.vertexTangents = false;
  4982. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4983. this.opacity = 1;
  4984. this.transparent = false;
  4985. this.blendSrc = SrcAlphaFactor;
  4986. this.blendDst = OneMinusSrcAlphaFactor;
  4987. this.blendEquation = AddEquation;
  4988. this.blendSrcAlpha = null;
  4989. this.blendDstAlpha = null;
  4990. this.blendEquationAlpha = null;
  4991. this.depthFunc = LessEqualDepth;
  4992. this.depthTest = true;
  4993. this.depthWrite = true;
  4994. this.stencilWriteMask = 0xff;
  4995. this.stencilFunc = AlwaysStencilFunc;
  4996. this.stencilRef = 0;
  4997. this.stencilFuncMask = 0xff;
  4998. this.stencilFail = KeepStencilOp;
  4999. this.stencilZFail = KeepStencilOp;
  5000. this.stencilZPass = KeepStencilOp;
  5001. this.stencilWrite = false;
  5002. this.clippingPlanes = null;
  5003. this.clipIntersection = false;
  5004. this.clipShadows = false;
  5005. this.shadowSide = null;
  5006. this.colorWrite = true;
  5007. this.precision = null; // override the renderer's default precision for this material
  5008. this.polygonOffset = false;
  5009. this.polygonOffsetFactor = 0;
  5010. this.polygonOffsetUnits = 0;
  5011. this.dithering = false;
  5012. this.alphaTest = 0;
  5013. this.premultipliedAlpha = false;
  5014. this.visible = true;
  5015. this.toneMapped = true;
  5016. this.userData = {};
  5017. this.needsUpdate = true;
  5018. }
  5019. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5020. constructor: Material,
  5021. isMaterial: true,
  5022. onBeforeCompile: function () {},
  5023. setValues: function ( values ) {
  5024. if ( values === undefined ) { return; }
  5025. for ( var key in values ) {
  5026. var newValue = values[ key ];
  5027. if ( newValue === undefined ) {
  5028. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5029. continue;
  5030. }
  5031. // for backward compatability if shading is set in the constructor
  5032. if ( key === 'shading' ) {
  5033. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5034. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5035. continue;
  5036. }
  5037. var currentValue = this[ key ];
  5038. if ( currentValue === undefined ) {
  5039. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5040. continue;
  5041. }
  5042. if ( currentValue && currentValue.isColor ) {
  5043. currentValue.set( newValue );
  5044. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5045. currentValue.copy( newValue );
  5046. } else {
  5047. this[ key ] = newValue;
  5048. }
  5049. }
  5050. },
  5051. toJSON: function ( meta ) {
  5052. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5053. if ( isRoot ) {
  5054. meta = {
  5055. textures: {},
  5056. images: {}
  5057. };
  5058. }
  5059. var data = {
  5060. metadata: {
  5061. version: 4.5,
  5062. type: 'Material',
  5063. generator: 'Material.toJSON'
  5064. }
  5065. };
  5066. // standard Material serialization
  5067. data.uuid = this.uuid;
  5068. data.type = this.type;
  5069. if ( this.name !== '' ) { data.name = this.name; }
  5070. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5071. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5072. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5073. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5074. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5075. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5076. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5077. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5078. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5079. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5080. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5081. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5082. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5083. }
  5084. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5085. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5086. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5087. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5088. if ( this.aoMap && this.aoMap.isTexture ) {
  5089. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5090. data.aoMapIntensity = this.aoMapIntensity;
  5091. }
  5092. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5093. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5094. data.bumpScale = this.bumpScale;
  5095. }
  5096. if ( this.normalMap && this.normalMap.isTexture ) {
  5097. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5098. data.normalMapType = this.normalMapType;
  5099. data.normalScale = this.normalScale.toArray();
  5100. }
  5101. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5102. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5103. data.displacementScale = this.displacementScale;
  5104. data.displacementBias = this.displacementBias;
  5105. }
  5106. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5107. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5108. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5109. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5110. if ( this.envMap && this.envMap.isTexture ) {
  5111. data.envMap = this.envMap.toJSON( meta ).uuid;
  5112. data.reflectivity = this.reflectivity; // Scale behind envMap
  5113. data.refractionRatio = this.refractionRatio;
  5114. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5115. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5116. }
  5117. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5118. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5119. }
  5120. if ( this.size !== undefined ) { data.size = this.size; }
  5121. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5122. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5123. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5124. if ( this.side !== FrontSide ) { data.side = this.side; }
  5125. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5126. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5127. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5128. data.depthFunc = this.depthFunc;
  5129. data.depthTest = this.depthTest;
  5130. data.depthWrite = this.depthWrite;
  5131. data.stencilWrite = this.stencilWrite;
  5132. data.stencilWriteMask = this.stencilWriteMask;
  5133. data.stencilFunc = this.stencilFunc;
  5134. data.stencilRef = this.stencilRef;
  5135. data.stencilFuncMask = this.stencilFuncMask;
  5136. data.stencilFail = this.stencilFail;
  5137. data.stencilZFail = this.stencilZFail;
  5138. data.stencilZPass = this.stencilZPass;
  5139. // rotation (SpriteMaterial)
  5140. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5141. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5142. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5143. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5144. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5145. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5146. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5147. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5148. if ( this.dithering === true ) { data.dithering = true; }
  5149. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5150. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5151. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5152. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5153. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5154. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5155. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5156. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5157. if ( this.skinning === true ) { data.skinning = true; }
  5158. if ( this.visible === false ) { data.visible = false; }
  5159. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5160. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5161. // TODO: Copied from Object3D.toJSON
  5162. function extractFromCache( cache ) {
  5163. var values = [];
  5164. for ( var key in cache ) {
  5165. var data = cache[ key ];
  5166. delete data.metadata;
  5167. values.push( data );
  5168. }
  5169. return values;
  5170. }
  5171. if ( isRoot ) {
  5172. var textures = extractFromCache( meta.textures );
  5173. var images = extractFromCache( meta.images );
  5174. if ( textures.length > 0 ) { data.textures = textures; }
  5175. if ( images.length > 0 ) { data.images = images; }
  5176. }
  5177. return data;
  5178. },
  5179. clone: function () {
  5180. return new this.constructor().copy( this );
  5181. },
  5182. copy: function ( source ) {
  5183. this.name = source.name;
  5184. this.fog = source.fog;
  5185. this.blending = source.blending;
  5186. this.side = source.side;
  5187. this.flatShading = source.flatShading;
  5188. this.vertexColors = source.vertexColors;
  5189. this.opacity = source.opacity;
  5190. this.transparent = source.transparent;
  5191. this.blendSrc = source.blendSrc;
  5192. this.blendDst = source.blendDst;
  5193. this.blendEquation = source.blendEquation;
  5194. this.blendSrcAlpha = source.blendSrcAlpha;
  5195. this.blendDstAlpha = source.blendDstAlpha;
  5196. this.blendEquationAlpha = source.blendEquationAlpha;
  5197. this.depthFunc = source.depthFunc;
  5198. this.depthTest = source.depthTest;
  5199. this.depthWrite = source.depthWrite;
  5200. this.stencilWrite = source.stencilWrite;
  5201. this.stencilWriteMask = source.stencilWriteMask;
  5202. this.stencilFunc = source.stencilFunc;
  5203. this.stencilRef = source.stencilRef;
  5204. this.stencilFuncMask = source.stencilFuncMask;
  5205. this.stencilFail = source.stencilFail;
  5206. this.stencilZFail = source.stencilZFail;
  5207. this.stencilZPass = source.stencilZPass;
  5208. this.colorWrite = source.colorWrite;
  5209. this.precision = source.precision;
  5210. this.polygonOffset = source.polygonOffset;
  5211. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5212. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5213. this.dithering = source.dithering;
  5214. this.alphaTest = source.alphaTest;
  5215. this.premultipliedAlpha = source.premultipliedAlpha;
  5216. this.visible = source.visible;
  5217. this.toneMapped = source.toneMapped;
  5218. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5219. this.clipShadows = source.clipShadows;
  5220. this.clipIntersection = source.clipIntersection;
  5221. var srcPlanes = source.clippingPlanes,
  5222. dstPlanes = null;
  5223. if ( srcPlanes !== null ) {
  5224. var n = srcPlanes.length;
  5225. dstPlanes = new Array( n );
  5226. for ( var i = 0; i !== n; ++ i )
  5227. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5228. }
  5229. this.clippingPlanes = dstPlanes;
  5230. this.shadowSide = source.shadowSide;
  5231. return this;
  5232. },
  5233. dispose: function () {
  5234. this.dispatchEvent( { type: 'dispose' } );
  5235. }
  5236. } );
  5237. /**
  5238. * @author mrdoob / http://mrdoob.com/
  5239. * @author alteredq / http://alteredqualia.com/
  5240. *
  5241. * parameters = {
  5242. * color: <hex>,
  5243. * opacity: <float>,
  5244. * map: new THREE.Texture( <Image> ),
  5245. *
  5246. * lightMap: new THREE.Texture( <Image> ),
  5247. * lightMapIntensity: <float>
  5248. *
  5249. * aoMap: new THREE.Texture( <Image> ),
  5250. * aoMapIntensity: <float>
  5251. *
  5252. * specularMap: new THREE.Texture( <Image> ),
  5253. *
  5254. * alphaMap: new THREE.Texture( <Image> ),
  5255. *
  5256. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5257. * combine: THREE.Multiply,
  5258. * reflectivity: <float>,
  5259. * refractionRatio: <float>,
  5260. *
  5261. * depthTest: <bool>,
  5262. * depthWrite: <bool>,
  5263. *
  5264. * wireframe: <boolean>,
  5265. * wireframeLinewidth: <float>,
  5266. *
  5267. * skinning: <bool>,
  5268. * morphTargets: <bool>
  5269. * }
  5270. */
  5271. function MeshBasicMaterial( parameters ) {
  5272. Material.call( this );
  5273. this.type = 'MeshBasicMaterial';
  5274. this.color = new Color( 0xffffff ); // emissive
  5275. this.map = null;
  5276. this.lightMap = null;
  5277. this.lightMapIntensity = 1.0;
  5278. this.aoMap = null;
  5279. this.aoMapIntensity = 1.0;
  5280. this.specularMap = null;
  5281. this.alphaMap = null;
  5282. this.envMap = null;
  5283. this.combine = MultiplyOperation;
  5284. this.reflectivity = 1;
  5285. this.refractionRatio = 0.98;
  5286. this.wireframe = false;
  5287. this.wireframeLinewidth = 1;
  5288. this.wireframeLinecap = 'round';
  5289. this.wireframeLinejoin = 'round';
  5290. this.skinning = false;
  5291. this.morphTargets = false;
  5292. this.setValues( parameters );
  5293. }
  5294. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5295. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5296. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5297. MeshBasicMaterial.prototype.copy = function ( source ) {
  5298. Material.prototype.copy.call( this, source );
  5299. this.color.copy( source.color );
  5300. this.map = source.map;
  5301. this.lightMap = source.lightMap;
  5302. this.lightMapIntensity = source.lightMapIntensity;
  5303. this.aoMap = source.aoMap;
  5304. this.aoMapIntensity = source.aoMapIntensity;
  5305. this.specularMap = source.specularMap;
  5306. this.alphaMap = source.alphaMap;
  5307. this.envMap = source.envMap;
  5308. this.combine = source.combine;
  5309. this.reflectivity = source.reflectivity;
  5310. this.refractionRatio = source.refractionRatio;
  5311. this.wireframe = source.wireframe;
  5312. this.wireframeLinewidth = source.wireframeLinewidth;
  5313. this.wireframeLinecap = source.wireframeLinecap;
  5314. this.wireframeLinejoin = source.wireframeLinejoin;
  5315. this.skinning = source.skinning;
  5316. this.morphTargets = source.morphTargets;
  5317. return this;
  5318. };
  5319. /**
  5320. * @author mrdoob / http://mrdoob.com/
  5321. */
  5322. function BufferAttribute( array, itemSize, normalized ) {
  5323. if ( Array.isArray( array ) ) {
  5324. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5325. }
  5326. this.name = '';
  5327. this.array = array;
  5328. this.itemSize = itemSize;
  5329. this.count = array !== undefined ? array.length / itemSize : 0;
  5330. this.normalized = normalized === true;
  5331. this.dynamic = false;
  5332. this.updateRange = { offset: 0, count: - 1 };
  5333. this.version = 0;
  5334. }
  5335. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5336. set: function ( value ) {
  5337. if ( value === true ) { this.version ++; }
  5338. }
  5339. } );
  5340. Object.assign( BufferAttribute.prototype, {
  5341. isBufferAttribute: true,
  5342. onUploadCallback: function () {},
  5343. setDynamic: function ( value ) {
  5344. this.dynamic = value;
  5345. return this;
  5346. },
  5347. copy: function ( source ) {
  5348. this.name = source.name;
  5349. this.array = new source.array.constructor( source.array );
  5350. this.itemSize = source.itemSize;
  5351. this.count = source.count;
  5352. this.normalized = source.normalized;
  5353. this.dynamic = source.dynamic;
  5354. return this;
  5355. },
  5356. copyAt: function ( index1, attribute, index2 ) {
  5357. index1 *= this.itemSize;
  5358. index2 *= attribute.itemSize;
  5359. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5360. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5361. }
  5362. return this;
  5363. },
  5364. copyArray: function ( array ) {
  5365. this.array.set( array );
  5366. return this;
  5367. },
  5368. copyColorsArray: function ( colors ) {
  5369. var array = this.array, offset = 0;
  5370. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5371. var color = colors[ i ];
  5372. if ( color === undefined ) {
  5373. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5374. color = new Color();
  5375. }
  5376. array[ offset ++ ] = color.r;
  5377. array[ offset ++ ] = color.g;
  5378. array[ offset ++ ] = color.b;
  5379. }
  5380. return this;
  5381. },
  5382. copyVector2sArray: function ( vectors ) {
  5383. var array = this.array, offset = 0;
  5384. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5385. var vector = vectors[ i ];
  5386. if ( vector === undefined ) {
  5387. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5388. vector = new Vector2();
  5389. }
  5390. array[ offset ++ ] = vector.x;
  5391. array[ offset ++ ] = vector.y;
  5392. }
  5393. return this;
  5394. },
  5395. copyVector3sArray: function ( vectors ) {
  5396. var array = this.array, offset = 0;
  5397. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5398. var vector = vectors[ i ];
  5399. if ( vector === undefined ) {
  5400. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5401. vector = new Vector3();
  5402. }
  5403. array[ offset ++ ] = vector.x;
  5404. array[ offset ++ ] = vector.y;
  5405. array[ offset ++ ] = vector.z;
  5406. }
  5407. return this;
  5408. },
  5409. copyVector4sArray: function ( vectors ) {
  5410. var array = this.array, offset = 0;
  5411. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5412. var vector = vectors[ i ];
  5413. if ( vector === undefined ) {
  5414. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5415. vector = new Vector4();
  5416. }
  5417. array[ offset ++ ] = vector.x;
  5418. array[ offset ++ ] = vector.y;
  5419. array[ offset ++ ] = vector.z;
  5420. array[ offset ++ ] = vector.w;
  5421. }
  5422. return this;
  5423. },
  5424. set: function ( value, offset ) {
  5425. if ( offset === undefined ) { offset = 0; }
  5426. this.array.set( value, offset );
  5427. return this;
  5428. },
  5429. getX: function ( index ) {
  5430. return this.array[ index * this.itemSize ];
  5431. },
  5432. setX: function ( index, x ) {
  5433. this.array[ index * this.itemSize ] = x;
  5434. return this;
  5435. },
  5436. getY: function ( index ) {
  5437. return this.array[ index * this.itemSize + 1 ];
  5438. },
  5439. setY: function ( index, y ) {
  5440. this.array[ index * this.itemSize + 1 ] = y;
  5441. return this;
  5442. },
  5443. getZ: function ( index ) {
  5444. return this.array[ index * this.itemSize + 2 ];
  5445. },
  5446. setZ: function ( index, z ) {
  5447. this.array[ index * this.itemSize + 2 ] = z;
  5448. return this;
  5449. },
  5450. getW: function ( index ) {
  5451. return this.array[ index * this.itemSize + 3 ];
  5452. },
  5453. setW: function ( index, w ) {
  5454. this.array[ index * this.itemSize + 3 ] = w;
  5455. return this;
  5456. },
  5457. setXY: function ( index, x, y ) {
  5458. index *= this.itemSize;
  5459. this.array[ index + 0 ] = x;
  5460. this.array[ index + 1 ] = y;
  5461. return this;
  5462. },
  5463. setXYZ: function ( index, x, y, z ) {
  5464. index *= this.itemSize;
  5465. this.array[ index + 0 ] = x;
  5466. this.array[ index + 1 ] = y;
  5467. this.array[ index + 2 ] = z;
  5468. return this;
  5469. },
  5470. setXYZW: function ( index, x, y, z, w ) {
  5471. index *= this.itemSize;
  5472. this.array[ index + 0 ] = x;
  5473. this.array[ index + 1 ] = y;
  5474. this.array[ index + 2 ] = z;
  5475. this.array[ index + 3 ] = w;
  5476. return this;
  5477. },
  5478. onUpload: function ( callback ) {
  5479. this.onUploadCallback = callback;
  5480. return this;
  5481. },
  5482. clone: function () {
  5483. return new this.constructor( this.array, this.itemSize ).copy( this );
  5484. },
  5485. toJSON: function () {
  5486. return {
  5487. itemSize: this.itemSize,
  5488. type: this.array.constructor.name,
  5489. array: Array.prototype.slice.call( this.array ),
  5490. normalized: this.normalized
  5491. };
  5492. }
  5493. } );
  5494. //
  5495. function Int8BufferAttribute( array, itemSize, normalized ) {
  5496. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5497. }
  5498. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5499. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5500. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5501. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5502. }
  5503. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5504. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5505. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5506. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5507. }
  5508. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5509. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5510. function Int16BufferAttribute( array, itemSize, normalized ) {
  5511. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5512. }
  5513. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5514. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5515. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5516. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5517. }
  5518. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5519. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5520. function Int32BufferAttribute( array, itemSize, normalized ) {
  5521. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5522. }
  5523. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5524. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5525. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5526. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5527. }
  5528. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5529. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5530. function Float32BufferAttribute( array, itemSize, normalized ) {
  5531. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5532. }
  5533. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5534. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5535. function Float64BufferAttribute( array, itemSize, normalized ) {
  5536. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5537. }
  5538. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5539. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5540. /**
  5541. * @author mrdoob / http://mrdoob.com/
  5542. */
  5543. function DirectGeometry() {
  5544. this.vertices = [];
  5545. this.normals = [];
  5546. this.colors = [];
  5547. this.uvs = [];
  5548. this.uvs2 = [];
  5549. this.groups = [];
  5550. this.morphTargets = {};
  5551. this.skinWeights = [];
  5552. this.skinIndices = [];
  5553. // this.lineDistances = [];
  5554. this.boundingBox = null;
  5555. this.boundingSphere = null;
  5556. // update flags
  5557. this.verticesNeedUpdate = false;
  5558. this.normalsNeedUpdate = false;
  5559. this.colorsNeedUpdate = false;
  5560. this.uvsNeedUpdate = false;
  5561. this.groupsNeedUpdate = false;
  5562. }
  5563. Object.assign( DirectGeometry.prototype, {
  5564. computeGroups: function ( geometry ) {
  5565. var group;
  5566. var groups = [];
  5567. var materialIndex = undefined;
  5568. var faces = geometry.faces;
  5569. for ( var i = 0; i < faces.length; i ++ ) {
  5570. var face = faces[ i ];
  5571. // materials
  5572. if ( face.materialIndex !== materialIndex ) {
  5573. materialIndex = face.materialIndex;
  5574. if ( group !== undefined ) {
  5575. group.count = ( i * 3 ) - group.start;
  5576. groups.push( group );
  5577. }
  5578. group = {
  5579. start: i * 3,
  5580. materialIndex: materialIndex
  5581. };
  5582. }
  5583. }
  5584. if ( group !== undefined ) {
  5585. group.count = ( i * 3 ) - group.start;
  5586. groups.push( group );
  5587. }
  5588. this.groups = groups;
  5589. },
  5590. fromGeometry: function ( geometry ) {
  5591. var faces = geometry.faces;
  5592. var vertices = geometry.vertices;
  5593. var faceVertexUvs = geometry.faceVertexUvs;
  5594. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5595. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5596. // morphs
  5597. var morphTargets = geometry.morphTargets;
  5598. var morphTargetsLength = morphTargets.length;
  5599. var morphTargetsPosition;
  5600. if ( morphTargetsLength > 0 ) {
  5601. morphTargetsPosition = [];
  5602. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5603. morphTargetsPosition[ i ] = {
  5604. name: morphTargets[ i ].name,
  5605. data: []
  5606. };
  5607. }
  5608. this.morphTargets.position = morphTargetsPosition;
  5609. }
  5610. var morphNormals = geometry.morphNormals;
  5611. var morphNormalsLength = morphNormals.length;
  5612. var morphTargetsNormal;
  5613. if ( morphNormalsLength > 0 ) {
  5614. morphTargetsNormal = [];
  5615. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5616. morphTargetsNormal[ i ] = {
  5617. name: morphNormals[ i ].name,
  5618. data: []
  5619. };
  5620. }
  5621. this.morphTargets.normal = morphTargetsNormal;
  5622. }
  5623. // skins
  5624. var skinIndices = geometry.skinIndices;
  5625. var skinWeights = geometry.skinWeights;
  5626. var hasSkinIndices = skinIndices.length === vertices.length;
  5627. var hasSkinWeights = skinWeights.length === vertices.length;
  5628. //
  5629. if ( vertices.length > 0 && faces.length === 0 ) {
  5630. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5631. }
  5632. for ( var i = 0; i < faces.length; i ++ ) {
  5633. var face = faces[ i ];
  5634. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5635. var vertexNormals = face.vertexNormals;
  5636. if ( vertexNormals.length === 3 ) {
  5637. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5638. } else {
  5639. var normal = face.normal;
  5640. this.normals.push( normal, normal, normal );
  5641. }
  5642. var vertexColors = face.vertexColors;
  5643. if ( vertexColors.length === 3 ) {
  5644. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5645. } else {
  5646. var color = face.color;
  5647. this.colors.push( color, color, color );
  5648. }
  5649. if ( hasFaceVertexUv === true ) {
  5650. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5651. if ( vertexUvs !== undefined ) {
  5652. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5653. } else {
  5654. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5655. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5656. }
  5657. }
  5658. if ( hasFaceVertexUv2 === true ) {
  5659. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5660. if ( vertexUvs !== undefined ) {
  5661. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5662. } else {
  5663. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5664. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5665. }
  5666. }
  5667. // morphs
  5668. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5669. var morphTarget = morphTargets[ j ].vertices;
  5670. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5671. }
  5672. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5673. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5674. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5675. }
  5676. // skins
  5677. if ( hasSkinIndices ) {
  5678. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5679. }
  5680. if ( hasSkinWeights ) {
  5681. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5682. }
  5683. }
  5684. this.computeGroups( geometry );
  5685. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5686. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5687. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5688. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5689. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5690. if ( geometry.boundingSphere !== null ) {
  5691. this.boundingSphere = geometry.boundingSphere.clone();
  5692. }
  5693. if ( geometry.boundingBox !== null ) {
  5694. this.boundingBox = geometry.boundingBox.clone();
  5695. }
  5696. return this;
  5697. }
  5698. } );
  5699. /**
  5700. * @author mrdoob / http://mrdoob.com/
  5701. */
  5702. function arrayMax( array ) {
  5703. if ( array.length === 0 ) { return - Infinity; }
  5704. var max = array[ 0 ];
  5705. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5706. if ( array[ i ] > max ) { max = array[ i ]; }
  5707. }
  5708. return max;
  5709. }
  5710. /**
  5711. * @author alteredq / http://alteredqualia.com/
  5712. * @author mrdoob / http://mrdoob.com/
  5713. */
  5714. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5715. var _m1$2 = new Matrix4();
  5716. var _obj = new Object3D();
  5717. var _offset = new Vector3();
  5718. var _box$1 = new Box3();
  5719. var _boxMorphTargets = new Box3();
  5720. var _vector$4 = new Vector3();
  5721. function BufferGeometry() {
  5722. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5723. this.uuid = _Math.generateUUID();
  5724. this.name = '';
  5725. this.type = 'BufferGeometry';
  5726. this.index = null;
  5727. this.attributes = {};
  5728. this.morphAttributes = {};
  5729. this.groups = [];
  5730. this.boundingBox = null;
  5731. this.boundingSphere = null;
  5732. this.drawRange = { start: 0, count: Infinity };
  5733. this.userData = {};
  5734. }
  5735. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5736. constructor: BufferGeometry,
  5737. isBufferGeometry: true,
  5738. getIndex: function () {
  5739. return this.index;
  5740. },
  5741. setIndex: function ( index ) {
  5742. if ( Array.isArray( index ) ) {
  5743. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5744. } else {
  5745. this.index = index;
  5746. }
  5747. },
  5748. addAttribute: function ( name, attribute ) {
  5749. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5750. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5751. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5752. }
  5753. if ( name === 'index' ) {
  5754. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5755. this.setIndex( attribute );
  5756. return this;
  5757. }
  5758. return this.setAttribute( name, attribute );
  5759. },
  5760. getAttribute: function ( name ) {
  5761. return this.attributes[ name ];
  5762. },
  5763. setAttribute: function ( name, attribute ) {
  5764. this.attributes[ name ] = attribute;
  5765. return this;
  5766. },
  5767. removeAttribute: function ( name ) {
  5768. delete this.attributes[ name ];
  5769. return this;
  5770. },
  5771. addGroup: function ( start, count, materialIndex ) {
  5772. this.groups.push( {
  5773. start: start,
  5774. count: count,
  5775. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5776. } );
  5777. },
  5778. clearGroups: function () {
  5779. this.groups = [];
  5780. },
  5781. setDrawRange: function ( start, count ) {
  5782. this.drawRange.start = start;
  5783. this.drawRange.count = count;
  5784. },
  5785. applyMatrix: function ( matrix ) {
  5786. var position = this.attributes.position;
  5787. if ( position !== undefined ) {
  5788. matrix.applyToBufferAttribute( position );
  5789. position.needsUpdate = true;
  5790. }
  5791. var normal = this.attributes.normal;
  5792. if ( normal !== undefined ) {
  5793. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5794. normalMatrix.applyToBufferAttribute( normal );
  5795. normal.needsUpdate = true;
  5796. }
  5797. var tangent = this.attributes.tangent;
  5798. if ( tangent !== undefined ) {
  5799. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5800. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5801. normalMatrix.applyToBufferAttribute( tangent );
  5802. tangent.needsUpdate = true;
  5803. }
  5804. if ( this.boundingBox !== null ) {
  5805. this.computeBoundingBox();
  5806. }
  5807. if ( this.boundingSphere !== null ) {
  5808. this.computeBoundingSphere();
  5809. }
  5810. return this;
  5811. },
  5812. rotateX: function ( angle ) {
  5813. // rotate geometry around world x-axis
  5814. _m1$2.makeRotationX( angle );
  5815. this.applyMatrix( _m1$2 );
  5816. return this;
  5817. },
  5818. rotateY: function ( angle ) {
  5819. // rotate geometry around world y-axis
  5820. _m1$2.makeRotationY( angle );
  5821. this.applyMatrix( _m1$2 );
  5822. return this;
  5823. },
  5824. rotateZ: function ( angle ) {
  5825. // rotate geometry around world z-axis
  5826. _m1$2.makeRotationZ( angle );
  5827. this.applyMatrix( _m1$2 );
  5828. return this;
  5829. },
  5830. translate: function ( x, y, z ) {
  5831. // translate geometry
  5832. _m1$2.makeTranslation( x, y, z );
  5833. this.applyMatrix( _m1$2 );
  5834. return this;
  5835. },
  5836. scale: function ( x, y, z ) {
  5837. // scale geometry
  5838. _m1$2.makeScale( x, y, z );
  5839. this.applyMatrix( _m1$2 );
  5840. return this;
  5841. },
  5842. lookAt: function ( vector ) {
  5843. _obj.lookAt( vector );
  5844. _obj.updateMatrix();
  5845. this.applyMatrix( _obj.matrix );
  5846. return this;
  5847. },
  5848. center: function () {
  5849. this.computeBoundingBox();
  5850. this.boundingBox.getCenter( _offset ).negate();
  5851. this.translate( _offset.x, _offset.y, _offset.z );
  5852. return this;
  5853. },
  5854. setFromObject: function ( object ) {
  5855. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5856. var geometry = object.geometry;
  5857. if ( object.isPoints || object.isLine ) {
  5858. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5859. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5860. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5861. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5862. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5863. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5864. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5865. }
  5866. if ( geometry.boundingSphere !== null ) {
  5867. this.boundingSphere = geometry.boundingSphere.clone();
  5868. }
  5869. if ( geometry.boundingBox !== null ) {
  5870. this.boundingBox = geometry.boundingBox.clone();
  5871. }
  5872. } else if ( object.isMesh ) {
  5873. if ( geometry && geometry.isGeometry ) {
  5874. this.fromGeometry( geometry );
  5875. }
  5876. }
  5877. return this;
  5878. },
  5879. setFromPoints: function ( points ) {
  5880. var position = [];
  5881. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5882. var point = points[ i ];
  5883. position.push( point.x, point.y, point.z || 0 );
  5884. }
  5885. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5886. return this;
  5887. },
  5888. updateFromObject: function ( object ) {
  5889. var geometry = object.geometry;
  5890. if ( object.isMesh ) {
  5891. var direct = geometry.__directGeometry;
  5892. if ( geometry.elementsNeedUpdate === true ) {
  5893. direct = undefined;
  5894. geometry.elementsNeedUpdate = false;
  5895. }
  5896. if ( direct === undefined ) {
  5897. return this.fromGeometry( geometry );
  5898. }
  5899. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5900. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5901. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5902. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5903. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5904. geometry.verticesNeedUpdate = false;
  5905. geometry.normalsNeedUpdate = false;
  5906. geometry.colorsNeedUpdate = false;
  5907. geometry.uvsNeedUpdate = false;
  5908. geometry.groupsNeedUpdate = false;
  5909. geometry = direct;
  5910. }
  5911. var attribute;
  5912. if ( geometry.verticesNeedUpdate === true ) {
  5913. attribute = this.attributes.position;
  5914. if ( attribute !== undefined ) {
  5915. attribute.copyVector3sArray( geometry.vertices );
  5916. attribute.needsUpdate = true;
  5917. }
  5918. geometry.verticesNeedUpdate = false;
  5919. }
  5920. if ( geometry.normalsNeedUpdate === true ) {
  5921. attribute = this.attributes.normal;
  5922. if ( attribute !== undefined ) {
  5923. attribute.copyVector3sArray( geometry.normals );
  5924. attribute.needsUpdate = true;
  5925. }
  5926. geometry.normalsNeedUpdate = false;
  5927. }
  5928. if ( geometry.colorsNeedUpdate === true ) {
  5929. attribute = this.attributes.color;
  5930. if ( attribute !== undefined ) {
  5931. attribute.copyColorsArray( geometry.colors );
  5932. attribute.needsUpdate = true;
  5933. }
  5934. geometry.colorsNeedUpdate = false;
  5935. }
  5936. if ( geometry.uvsNeedUpdate ) {
  5937. attribute = this.attributes.uv;
  5938. if ( attribute !== undefined ) {
  5939. attribute.copyVector2sArray( geometry.uvs );
  5940. attribute.needsUpdate = true;
  5941. }
  5942. geometry.uvsNeedUpdate = false;
  5943. }
  5944. if ( geometry.lineDistancesNeedUpdate ) {
  5945. attribute = this.attributes.lineDistance;
  5946. if ( attribute !== undefined ) {
  5947. attribute.copyArray( geometry.lineDistances );
  5948. attribute.needsUpdate = true;
  5949. }
  5950. geometry.lineDistancesNeedUpdate = false;
  5951. }
  5952. if ( geometry.groupsNeedUpdate ) {
  5953. geometry.computeGroups( object.geometry );
  5954. this.groups = geometry.groups;
  5955. geometry.groupsNeedUpdate = false;
  5956. }
  5957. return this;
  5958. },
  5959. fromGeometry: function ( geometry ) {
  5960. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5961. return this.fromDirectGeometry( geometry.__directGeometry );
  5962. },
  5963. fromDirectGeometry: function ( geometry ) {
  5964. var positions = new Float32Array( geometry.vertices.length * 3 );
  5965. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5966. if ( geometry.normals.length > 0 ) {
  5967. var normals = new Float32Array( geometry.normals.length * 3 );
  5968. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5969. }
  5970. if ( geometry.colors.length > 0 ) {
  5971. var colors = new Float32Array( geometry.colors.length * 3 );
  5972. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5973. }
  5974. if ( geometry.uvs.length > 0 ) {
  5975. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5976. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5977. }
  5978. if ( geometry.uvs2.length > 0 ) {
  5979. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5980. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5981. }
  5982. // groups
  5983. this.groups = geometry.groups;
  5984. // morphs
  5985. for ( var name in geometry.morphTargets ) {
  5986. var array = [];
  5987. var morphTargets = geometry.morphTargets[ name ];
  5988. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5989. var morphTarget = morphTargets[ i ];
  5990. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5991. attribute.name = morphTarget.name;
  5992. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5993. }
  5994. this.morphAttributes[ name ] = array;
  5995. }
  5996. // skinning
  5997. if ( geometry.skinIndices.length > 0 ) {
  5998. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5999. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6000. }
  6001. if ( geometry.skinWeights.length > 0 ) {
  6002. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6003. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6004. }
  6005. //
  6006. if ( geometry.boundingSphere !== null ) {
  6007. this.boundingSphere = geometry.boundingSphere.clone();
  6008. }
  6009. if ( geometry.boundingBox !== null ) {
  6010. this.boundingBox = geometry.boundingBox.clone();
  6011. }
  6012. return this;
  6013. },
  6014. computeBoundingBox: function () {
  6015. if ( this.boundingBox === null ) {
  6016. this.boundingBox = new Box3();
  6017. }
  6018. var position = this.attributes.position;
  6019. var morphAttributesPosition = this.morphAttributes.position;
  6020. if ( position !== undefined ) {
  6021. this.boundingBox.setFromBufferAttribute( position );
  6022. // process morph attributes if present
  6023. if ( morphAttributesPosition ) {
  6024. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6025. var morphAttribute = morphAttributesPosition[ i ];
  6026. _box$1.setFromBufferAttribute( morphAttribute );
  6027. this.boundingBox.expandByPoint( _box$1.min );
  6028. this.boundingBox.expandByPoint( _box$1.max );
  6029. }
  6030. }
  6031. } else {
  6032. this.boundingBox.makeEmpty();
  6033. }
  6034. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6035. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6036. }
  6037. },
  6038. computeBoundingSphere: function () {
  6039. if ( this.boundingSphere === null ) {
  6040. this.boundingSphere = new Sphere();
  6041. }
  6042. var position = this.attributes.position;
  6043. var morphAttributesPosition = this.morphAttributes.position;
  6044. if ( position ) {
  6045. // first, find the center of the bounding sphere
  6046. var center = this.boundingSphere.center;
  6047. _box$1.setFromBufferAttribute( position );
  6048. // process morph attributes if present
  6049. if ( morphAttributesPosition ) {
  6050. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6051. var morphAttribute = morphAttributesPosition[ i ];
  6052. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6053. _box$1.expandByPoint( _boxMorphTargets.min );
  6054. _box$1.expandByPoint( _boxMorphTargets.max );
  6055. }
  6056. }
  6057. _box$1.getCenter( center );
  6058. // second, try to find a boundingSphere with a radius smaller than the
  6059. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6060. var maxRadiusSq = 0;
  6061. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6062. _vector$4.fromBufferAttribute( position, i );
  6063. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6064. }
  6065. // process morph attributes if present
  6066. if ( morphAttributesPosition ) {
  6067. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6068. var morphAttribute = morphAttributesPosition[ i ];
  6069. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6070. _vector$4.fromBufferAttribute( morphAttribute, j );
  6071. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6072. }
  6073. }
  6074. }
  6075. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6076. if ( isNaN( this.boundingSphere.radius ) ) {
  6077. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6078. }
  6079. }
  6080. },
  6081. computeFaceNormals: function () {
  6082. // backwards compatibility
  6083. },
  6084. computeVertexNormals: function () {
  6085. var index = this.index;
  6086. var attributes = this.attributes;
  6087. if ( attributes.position ) {
  6088. var positions = attributes.position.array;
  6089. if ( attributes.normal === undefined ) {
  6090. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6091. } else {
  6092. // reset existing normals to zero
  6093. var array = attributes.normal.array;
  6094. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6095. array[ i ] = 0;
  6096. }
  6097. }
  6098. var normals = attributes.normal.array;
  6099. var vA, vB, vC;
  6100. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6101. var cb = new Vector3(), ab = new Vector3();
  6102. // indexed elements
  6103. if ( index ) {
  6104. var indices = index.array;
  6105. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6106. vA = indices[ i + 0 ] * 3;
  6107. vB = indices[ i + 1 ] * 3;
  6108. vC = indices[ i + 2 ] * 3;
  6109. pA.fromArray( positions, vA );
  6110. pB.fromArray( positions, vB );
  6111. pC.fromArray( positions, vC );
  6112. cb.subVectors( pC, pB );
  6113. ab.subVectors( pA, pB );
  6114. cb.cross( ab );
  6115. normals[ vA ] += cb.x;
  6116. normals[ vA + 1 ] += cb.y;
  6117. normals[ vA + 2 ] += cb.z;
  6118. normals[ vB ] += cb.x;
  6119. normals[ vB + 1 ] += cb.y;
  6120. normals[ vB + 2 ] += cb.z;
  6121. normals[ vC ] += cb.x;
  6122. normals[ vC + 1 ] += cb.y;
  6123. normals[ vC + 2 ] += cb.z;
  6124. }
  6125. } else {
  6126. // non-indexed elements (unconnected triangle soup)
  6127. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6128. pA.fromArray( positions, i );
  6129. pB.fromArray( positions, i + 3 );
  6130. pC.fromArray( positions, i + 6 );
  6131. cb.subVectors( pC, pB );
  6132. ab.subVectors( pA, pB );
  6133. cb.cross( ab );
  6134. normals[ i ] = cb.x;
  6135. normals[ i + 1 ] = cb.y;
  6136. normals[ i + 2 ] = cb.z;
  6137. normals[ i + 3 ] = cb.x;
  6138. normals[ i + 4 ] = cb.y;
  6139. normals[ i + 5 ] = cb.z;
  6140. normals[ i + 6 ] = cb.x;
  6141. normals[ i + 7 ] = cb.y;
  6142. normals[ i + 8 ] = cb.z;
  6143. }
  6144. }
  6145. this.normalizeNormals();
  6146. attributes.normal.needsUpdate = true;
  6147. }
  6148. },
  6149. merge: function ( geometry, offset ) {
  6150. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6151. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6152. return;
  6153. }
  6154. if ( offset === undefined ) {
  6155. offset = 0;
  6156. console.warn(
  6157. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6158. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6159. );
  6160. }
  6161. var attributes = this.attributes;
  6162. for ( var key in attributes ) {
  6163. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6164. var attribute1 = attributes[ key ];
  6165. var attributeArray1 = attribute1.array;
  6166. var attribute2 = geometry.attributes[ key ];
  6167. var attributeArray2 = attribute2.array;
  6168. var attributeOffset = attribute2.itemSize * offset;
  6169. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6170. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6171. attributeArray1[ j ] = attributeArray2[ i ];
  6172. }
  6173. }
  6174. return this;
  6175. },
  6176. normalizeNormals: function () {
  6177. var normals = this.attributes.normal;
  6178. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6179. _vector$4.x = normals.getX( i );
  6180. _vector$4.y = normals.getY( i );
  6181. _vector$4.z = normals.getZ( i );
  6182. _vector$4.normalize();
  6183. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6184. }
  6185. },
  6186. toNonIndexed: function () {
  6187. function convertBufferAttribute( attribute, indices ) {
  6188. var array = attribute.array;
  6189. var itemSize = attribute.itemSize;
  6190. var array2 = new array.constructor( indices.length * itemSize );
  6191. var index = 0, index2 = 0;
  6192. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6193. index = indices[ i ] * itemSize;
  6194. for ( var j = 0; j < itemSize; j ++ ) {
  6195. array2[ index2 ++ ] = array[ index ++ ];
  6196. }
  6197. }
  6198. return new BufferAttribute( array2, itemSize );
  6199. }
  6200. //
  6201. if ( this.index === null ) {
  6202. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6203. return this;
  6204. }
  6205. var geometry2 = new BufferGeometry();
  6206. var indices = this.index.array;
  6207. var attributes = this.attributes;
  6208. // attributes
  6209. for ( var name in attributes ) {
  6210. var attribute = attributes[ name ];
  6211. var newAttribute = convertBufferAttribute( attribute, indices );
  6212. geometry2.addAttribute( name, newAttribute );
  6213. }
  6214. // morph attributes
  6215. var morphAttributes = this.morphAttributes;
  6216. for ( name in morphAttributes ) {
  6217. var morphArray = [];
  6218. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6219. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6220. var attribute = morphAttribute[ i ];
  6221. var newAttribute = convertBufferAttribute( attribute, indices );
  6222. morphArray.push( newAttribute );
  6223. }
  6224. geometry2.morphAttributes[ name ] = morphArray;
  6225. }
  6226. // groups
  6227. var groups = this.groups;
  6228. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6229. var group = groups[ i ];
  6230. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6231. }
  6232. return geometry2;
  6233. },
  6234. toJSON: function () {
  6235. var data = {
  6236. metadata: {
  6237. version: 4.5,
  6238. type: 'BufferGeometry',
  6239. generator: 'BufferGeometry.toJSON'
  6240. }
  6241. };
  6242. // standard BufferGeometry serialization
  6243. data.uuid = this.uuid;
  6244. data.type = this.type;
  6245. if ( this.name !== '' ) { data.name = this.name; }
  6246. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6247. if ( this.parameters !== undefined ) {
  6248. var parameters = this.parameters;
  6249. for ( var key in parameters ) {
  6250. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6251. }
  6252. return data;
  6253. }
  6254. data.data = { attributes: {} };
  6255. var index = this.index;
  6256. if ( index !== null ) {
  6257. data.data.index = {
  6258. type: index.array.constructor.name,
  6259. array: Array.prototype.slice.call( index.array )
  6260. };
  6261. }
  6262. var attributes = this.attributes;
  6263. for ( var key in attributes ) {
  6264. var attribute = attributes[ key ];
  6265. var attributeData = attribute.toJSON();
  6266. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6267. data.data.attributes[ key ] = attributeData;
  6268. }
  6269. var morphAttributes = {};
  6270. var hasMorphAttributes = false;
  6271. for ( var key in this.morphAttributes ) {
  6272. var attributeArray = this.morphAttributes[ key ];
  6273. var array = [];
  6274. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6275. var attribute = attributeArray[ i ];
  6276. var attributeData = attribute.toJSON();
  6277. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6278. array.push( attributeData );
  6279. }
  6280. if ( array.length > 0 ) {
  6281. morphAttributes[ key ] = array;
  6282. hasMorphAttributes = true;
  6283. }
  6284. }
  6285. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6286. var groups = this.groups;
  6287. if ( groups.length > 0 ) {
  6288. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6289. }
  6290. var boundingSphere = this.boundingSphere;
  6291. if ( boundingSphere !== null ) {
  6292. data.data.boundingSphere = {
  6293. center: boundingSphere.center.toArray(),
  6294. radius: boundingSphere.radius
  6295. };
  6296. }
  6297. return data;
  6298. },
  6299. clone: function () {
  6300. /*
  6301. // Handle primitives
  6302. var parameters = this.parameters;
  6303. if ( parameters !== undefined ) {
  6304. var values = [];
  6305. for ( var key in parameters ) {
  6306. values.push( parameters[ key ] );
  6307. }
  6308. var geometry = Object.create( this.constructor.prototype );
  6309. this.constructor.apply( geometry, values );
  6310. return geometry;
  6311. }
  6312. return new this.constructor().copy( this );
  6313. */
  6314. return new BufferGeometry().copy( this );
  6315. },
  6316. copy: function ( source ) {
  6317. var name, i, l;
  6318. // reset
  6319. this.index = null;
  6320. this.attributes = {};
  6321. this.morphAttributes = {};
  6322. this.groups = [];
  6323. this.boundingBox = null;
  6324. this.boundingSphere = null;
  6325. // name
  6326. this.name = source.name;
  6327. // index
  6328. var index = source.index;
  6329. if ( index !== null ) {
  6330. this.setIndex( index.clone() );
  6331. }
  6332. // attributes
  6333. var attributes = source.attributes;
  6334. for ( name in attributes ) {
  6335. var attribute = attributes[ name ];
  6336. this.addAttribute( name, attribute.clone() );
  6337. }
  6338. // morph attributes
  6339. var morphAttributes = source.morphAttributes;
  6340. for ( name in morphAttributes ) {
  6341. var array = [];
  6342. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6343. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6344. array.push( morphAttribute[ i ].clone() );
  6345. }
  6346. this.morphAttributes[ name ] = array;
  6347. }
  6348. // groups
  6349. var groups = source.groups;
  6350. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6351. var group = groups[ i ];
  6352. this.addGroup( group.start, group.count, group.materialIndex );
  6353. }
  6354. // bounding box
  6355. var boundingBox = source.boundingBox;
  6356. if ( boundingBox !== null ) {
  6357. this.boundingBox = boundingBox.clone();
  6358. }
  6359. // bounding sphere
  6360. var boundingSphere = source.boundingSphere;
  6361. if ( boundingSphere !== null ) {
  6362. this.boundingSphere = boundingSphere.clone();
  6363. }
  6364. // draw range
  6365. this.drawRange.start = source.drawRange.start;
  6366. this.drawRange.count = source.drawRange.count;
  6367. // user data
  6368. this.userData = source.userData;
  6369. return this;
  6370. },
  6371. dispose: function () {
  6372. this.dispatchEvent( { type: 'dispose' } );
  6373. }
  6374. } );
  6375. /**
  6376. * @author mrdoob / http://mrdoob.com/
  6377. * @author alteredq / http://alteredqualia.com/
  6378. * @author mikael emtinger / http://gomo.se/
  6379. * @author jonobr1 / http://jonobr1.com/
  6380. */
  6381. var _inverseMatrix = new Matrix4();
  6382. var _ray = new Ray();
  6383. var _sphere = new Sphere();
  6384. var _vA = new Vector3();
  6385. var _vB = new Vector3();
  6386. var _vC = new Vector3();
  6387. var _tempA = new Vector3();
  6388. var _tempB = new Vector3();
  6389. var _tempC = new Vector3();
  6390. var _morphA = new Vector3();
  6391. var _morphB = new Vector3();
  6392. var _morphC = new Vector3();
  6393. var _uvA = new Vector2();
  6394. var _uvB = new Vector2();
  6395. var _uvC = new Vector2();
  6396. var _intersectionPoint = new Vector3();
  6397. var _intersectionPointWorld = new Vector3();
  6398. function Mesh( geometry, material ) {
  6399. Object3D.call( this );
  6400. this.type = 'Mesh';
  6401. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6402. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6403. this.drawMode = TrianglesDrawMode;
  6404. this.updateMorphTargets();
  6405. }
  6406. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6407. constructor: Mesh,
  6408. isMesh: true,
  6409. setDrawMode: function ( value ) {
  6410. this.drawMode = value;
  6411. },
  6412. copy: function ( source ) {
  6413. Object3D.prototype.copy.call( this, source );
  6414. this.drawMode = source.drawMode;
  6415. if ( source.morphTargetInfluences !== undefined ) {
  6416. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6417. }
  6418. if ( source.morphTargetDictionary !== undefined ) {
  6419. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6420. }
  6421. return this;
  6422. },
  6423. updateMorphTargets: function () {
  6424. var geometry = this.geometry;
  6425. var m, ml, name;
  6426. if ( geometry.isBufferGeometry ) {
  6427. var morphAttributes = geometry.morphAttributes;
  6428. var keys = Object.keys( morphAttributes );
  6429. if ( keys.length > 0 ) {
  6430. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6431. if ( morphAttribute !== undefined ) {
  6432. this.morphTargetInfluences = [];
  6433. this.morphTargetDictionary = {};
  6434. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6435. name = morphAttribute[ m ].name || String( m );
  6436. this.morphTargetInfluences.push( 0 );
  6437. this.morphTargetDictionary[ name ] = m;
  6438. }
  6439. }
  6440. }
  6441. } else {
  6442. var morphTargets = geometry.morphTargets;
  6443. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6444. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6445. }
  6446. }
  6447. },
  6448. raycast: function ( raycaster, intersects ) {
  6449. var geometry = this.geometry;
  6450. var material = this.material;
  6451. var matrixWorld = this.matrixWorld;
  6452. if ( material === undefined ) { return; }
  6453. // Checking boundingSphere distance to ray
  6454. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6455. _sphere.copy( geometry.boundingSphere );
  6456. _sphere.applyMatrix4( matrixWorld );
  6457. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6458. //
  6459. _inverseMatrix.getInverse( matrixWorld );
  6460. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6461. // Check boundingBox before continuing
  6462. if ( geometry.boundingBox !== null ) {
  6463. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6464. }
  6465. var intersection;
  6466. if ( geometry.isBufferGeometry ) {
  6467. var a, b, c;
  6468. var index = geometry.index;
  6469. var position = geometry.attributes.position;
  6470. var morphPosition = geometry.morphAttributes.position;
  6471. var uv = geometry.attributes.uv;
  6472. var uv2 = geometry.attributes.uv2;
  6473. var groups = geometry.groups;
  6474. var drawRange = geometry.drawRange;
  6475. var i, j, il, jl;
  6476. var group, groupMaterial;
  6477. var start, end;
  6478. if ( index !== null ) {
  6479. // indexed buffer geometry
  6480. if ( Array.isArray( material ) ) {
  6481. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6482. group = groups[ i ];
  6483. groupMaterial = material[ group.materialIndex ];
  6484. start = Math.max( group.start, drawRange.start );
  6485. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6486. for ( j = start, jl = end; j < jl; j += 3 ) {
  6487. a = index.getX( j );
  6488. b = index.getX( j + 1 );
  6489. c = index.getX( j + 2 );
  6490. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6491. if ( intersection ) {
  6492. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6493. intersection.face.materialIndex = group.materialIndex;
  6494. intersects.push( intersection );
  6495. }
  6496. }
  6497. }
  6498. } else {
  6499. start = Math.max( 0, drawRange.start );
  6500. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6501. for ( i = start, il = end; i < il; i += 3 ) {
  6502. a = index.getX( i );
  6503. b = index.getX( i + 1 );
  6504. c = index.getX( i + 2 );
  6505. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6506. if ( intersection ) {
  6507. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6508. intersects.push( intersection );
  6509. }
  6510. }
  6511. }
  6512. } else if ( position !== undefined ) {
  6513. // non-indexed buffer geometry
  6514. if ( Array.isArray( material ) ) {
  6515. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6516. group = groups[ i ];
  6517. groupMaterial = material[ group.materialIndex ];
  6518. start = Math.max( group.start, drawRange.start );
  6519. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6520. for ( j = start, jl = end; j < jl; j += 3 ) {
  6521. a = j;
  6522. b = j + 1;
  6523. c = j + 2;
  6524. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6525. if ( intersection ) {
  6526. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6527. intersection.face.materialIndex = group.materialIndex;
  6528. intersects.push( intersection );
  6529. }
  6530. }
  6531. }
  6532. } else {
  6533. start = Math.max( 0, drawRange.start );
  6534. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6535. for ( i = start, il = end; i < il; i += 3 ) {
  6536. a = i;
  6537. b = i + 1;
  6538. c = i + 2;
  6539. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6540. if ( intersection ) {
  6541. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6542. intersects.push( intersection );
  6543. }
  6544. }
  6545. }
  6546. }
  6547. } else if ( geometry.isGeometry ) {
  6548. var fvA, fvB, fvC;
  6549. var isMultiMaterial = Array.isArray( material );
  6550. var vertices = geometry.vertices;
  6551. var faces = geometry.faces;
  6552. var uvs;
  6553. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6554. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6555. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6556. var face = faces[ f ];
  6557. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6558. if ( faceMaterial === undefined ) { continue; }
  6559. fvA = vertices[ face.a ];
  6560. fvB = vertices[ face.b ];
  6561. fvC = vertices[ face.c ];
  6562. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6563. if ( intersection ) {
  6564. if ( uvs && uvs[ f ] ) {
  6565. var uvs_f = uvs[ f ];
  6566. _uvA.copy( uvs_f[ 0 ] );
  6567. _uvB.copy( uvs_f[ 1 ] );
  6568. _uvC.copy( uvs_f[ 2 ] );
  6569. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6570. }
  6571. intersection.face = face;
  6572. intersection.faceIndex = f;
  6573. intersects.push( intersection );
  6574. }
  6575. }
  6576. }
  6577. },
  6578. clone: function () {
  6579. return new this.constructor( this.geometry, this.material ).copy( this );
  6580. }
  6581. } );
  6582. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6583. var intersect;
  6584. if ( material.side === BackSide ) {
  6585. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6586. } else {
  6587. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6588. }
  6589. if ( intersect === null ) { return null; }
  6590. _intersectionPointWorld.copy( point );
  6591. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6592. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6593. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6594. return {
  6595. distance: distance,
  6596. point: _intersectionPointWorld.clone(),
  6597. object: object
  6598. };
  6599. }
  6600. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6601. _vA.fromBufferAttribute( position, a );
  6602. _vB.fromBufferAttribute( position, b );
  6603. _vC.fromBufferAttribute( position, c );
  6604. var morphInfluences = object.morphTargetInfluences;
  6605. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6606. _morphA.set( 0, 0, 0 );
  6607. _morphB.set( 0, 0, 0 );
  6608. _morphC.set( 0, 0, 0 );
  6609. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6610. var influence = morphInfluences[ i ];
  6611. var morphAttribute = morphPosition[ i ];
  6612. if ( influence === 0 ) { continue; }
  6613. _tempA.fromBufferAttribute( morphAttribute, a );
  6614. _tempB.fromBufferAttribute( morphAttribute, b );
  6615. _tempC.fromBufferAttribute( morphAttribute, c );
  6616. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6617. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6618. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6619. }
  6620. _vA.add( _morphA );
  6621. _vB.add( _morphB );
  6622. _vC.add( _morphC );
  6623. }
  6624. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6625. if ( intersection ) {
  6626. if ( uv ) {
  6627. _uvA.fromBufferAttribute( uv, a );
  6628. _uvB.fromBufferAttribute( uv, b );
  6629. _uvC.fromBufferAttribute( uv, c );
  6630. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6631. }
  6632. if ( uv2 ) {
  6633. _uvA.fromBufferAttribute( uv2, a );
  6634. _uvB.fromBufferAttribute( uv2, b );
  6635. _uvC.fromBufferAttribute( uv2, c );
  6636. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6637. }
  6638. var face = new Face3( a, b, c );
  6639. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6640. intersection.face = face;
  6641. }
  6642. return intersection;
  6643. }
  6644. /**
  6645. * @author mrdoob / http://mrdoob.com/
  6646. * @author kile / http://kile.stravaganza.org/
  6647. * @author alteredq / http://alteredqualia.com/
  6648. * @author mikael emtinger / http://gomo.se/
  6649. * @author zz85 / http://www.lab4games.net/zz85/blog
  6650. * @author bhouston / http://clara.io
  6651. */
  6652. var _geometryId = 0; // Geometry uses even numbers as Id
  6653. var _m1$3 = new Matrix4();
  6654. var _obj$1 = new Object3D();
  6655. var _offset$1 = new Vector3();
  6656. function Geometry() {
  6657. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6658. this.uuid = _Math.generateUUID();
  6659. this.name = '';
  6660. this.type = 'Geometry';
  6661. this.vertices = [];
  6662. this.colors = [];
  6663. this.faces = [];
  6664. this.faceVertexUvs = [[]];
  6665. this.morphTargets = [];
  6666. this.morphNormals = [];
  6667. this.skinWeights = [];
  6668. this.skinIndices = [];
  6669. this.lineDistances = [];
  6670. this.boundingBox = null;
  6671. this.boundingSphere = null;
  6672. // update flags
  6673. this.elementsNeedUpdate = false;
  6674. this.verticesNeedUpdate = false;
  6675. this.uvsNeedUpdate = false;
  6676. this.normalsNeedUpdate = false;
  6677. this.colorsNeedUpdate = false;
  6678. this.lineDistancesNeedUpdate = false;
  6679. this.groupsNeedUpdate = false;
  6680. }
  6681. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6682. constructor: Geometry,
  6683. isGeometry: true,
  6684. applyMatrix: function ( matrix ) {
  6685. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6686. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6687. var vertex = this.vertices[ i ];
  6688. vertex.applyMatrix4( matrix );
  6689. }
  6690. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6691. var face = this.faces[ i ];
  6692. face.normal.applyMatrix3( normalMatrix ).normalize();
  6693. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6694. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6695. }
  6696. }
  6697. if ( this.boundingBox !== null ) {
  6698. this.computeBoundingBox();
  6699. }
  6700. if ( this.boundingSphere !== null ) {
  6701. this.computeBoundingSphere();
  6702. }
  6703. this.verticesNeedUpdate = true;
  6704. this.normalsNeedUpdate = true;
  6705. return this;
  6706. },
  6707. rotateX: function ( angle ) {
  6708. // rotate geometry around world x-axis
  6709. _m1$3.makeRotationX( angle );
  6710. this.applyMatrix( _m1$3 );
  6711. return this;
  6712. },
  6713. rotateY: function ( angle ) {
  6714. // rotate geometry around world y-axis
  6715. _m1$3.makeRotationY( angle );
  6716. this.applyMatrix( _m1$3 );
  6717. return this;
  6718. },
  6719. rotateZ: function ( angle ) {
  6720. // rotate geometry around world z-axis
  6721. _m1$3.makeRotationZ( angle );
  6722. this.applyMatrix( _m1$3 );
  6723. return this;
  6724. },
  6725. translate: function ( x, y, z ) {
  6726. // translate geometry
  6727. _m1$3.makeTranslation( x, y, z );
  6728. this.applyMatrix( _m1$3 );
  6729. return this;
  6730. },
  6731. scale: function ( x, y, z ) {
  6732. // scale geometry
  6733. _m1$3.makeScale( x, y, z );
  6734. this.applyMatrix( _m1$3 );
  6735. return this;
  6736. },
  6737. lookAt: function ( vector ) {
  6738. _obj$1.lookAt( vector );
  6739. _obj$1.updateMatrix();
  6740. this.applyMatrix( _obj$1.matrix );
  6741. return this;
  6742. },
  6743. fromBufferGeometry: function ( geometry ) {
  6744. var scope = this;
  6745. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6746. var attributes = geometry.attributes;
  6747. if ( attributes.position === undefined ) {
  6748. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6749. return this;
  6750. }
  6751. var positions = attributes.position.array;
  6752. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6753. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6754. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6755. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6756. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6757. for ( var i = 0; i < positions.length; i += 3 ) {
  6758. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6759. if ( colors !== undefined ) {
  6760. scope.colors.push( new Color().fromArray( colors, i ) );
  6761. }
  6762. }
  6763. function addFace( a, b, c, materialIndex ) {
  6764. var vertexColors = ( colors === undefined ) ? [] : [
  6765. scope.colors[ a ].clone(),
  6766. scope.colors[ b ].clone(),
  6767. scope.colors[ c ].clone() ];
  6768. var vertexNormals = ( normals === undefined ) ? [] : [
  6769. new Vector3().fromArray( normals, a * 3 ),
  6770. new Vector3().fromArray( normals, b * 3 ),
  6771. new Vector3().fromArray( normals, c * 3 )
  6772. ];
  6773. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6774. scope.faces.push( face );
  6775. if ( uvs !== undefined ) {
  6776. scope.faceVertexUvs[ 0 ].push( [
  6777. new Vector2().fromArray( uvs, a * 2 ),
  6778. new Vector2().fromArray( uvs, b * 2 ),
  6779. new Vector2().fromArray( uvs, c * 2 )
  6780. ] );
  6781. }
  6782. if ( uvs2 !== undefined ) {
  6783. scope.faceVertexUvs[ 1 ].push( [
  6784. new Vector2().fromArray( uvs2, a * 2 ),
  6785. new Vector2().fromArray( uvs2, b * 2 ),
  6786. new Vector2().fromArray( uvs2, c * 2 )
  6787. ] );
  6788. }
  6789. }
  6790. var groups = geometry.groups;
  6791. if ( groups.length > 0 ) {
  6792. for ( var i = 0; i < groups.length; i ++ ) {
  6793. var group = groups[ i ];
  6794. var start = group.start;
  6795. var count = group.count;
  6796. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6797. if ( indices !== undefined ) {
  6798. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6799. } else {
  6800. addFace( j, j + 1, j + 2, group.materialIndex );
  6801. }
  6802. }
  6803. }
  6804. } else {
  6805. if ( indices !== undefined ) {
  6806. for ( var i = 0; i < indices.length; i += 3 ) {
  6807. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6808. }
  6809. } else {
  6810. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6811. addFace( i, i + 1, i + 2 );
  6812. }
  6813. }
  6814. }
  6815. this.computeFaceNormals();
  6816. if ( geometry.boundingBox !== null ) {
  6817. this.boundingBox = geometry.boundingBox.clone();
  6818. }
  6819. if ( geometry.boundingSphere !== null ) {
  6820. this.boundingSphere = geometry.boundingSphere.clone();
  6821. }
  6822. return this;
  6823. },
  6824. center: function () {
  6825. this.computeBoundingBox();
  6826. this.boundingBox.getCenter( _offset$1 ).negate();
  6827. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6828. return this;
  6829. },
  6830. normalize: function () {
  6831. this.computeBoundingSphere();
  6832. var center = this.boundingSphere.center;
  6833. var radius = this.boundingSphere.radius;
  6834. var s = radius === 0 ? 1 : 1.0 / radius;
  6835. var matrix = new Matrix4();
  6836. matrix.set(
  6837. s, 0, 0, - s * center.x,
  6838. 0, s, 0, - s * center.y,
  6839. 0, 0, s, - s * center.z,
  6840. 0, 0, 0, 1
  6841. );
  6842. this.applyMatrix( matrix );
  6843. return this;
  6844. },
  6845. computeFaceNormals: function () {
  6846. var cb = new Vector3(), ab = new Vector3();
  6847. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6848. var face = this.faces[ f ];
  6849. var vA = this.vertices[ face.a ];
  6850. var vB = this.vertices[ face.b ];
  6851. var vC = this.vertices[ face.c ];
  6852. cb.subVectors( vC, vB );
  6853. ab.subVectors( vA, vB );
  6854. cb.cross( ab );
  6855. cb.normalize();
  6856. face.normal.copy( cb );
  6857. }
  6858. },
  6859. computeVertexNormals: function ( areaWeighted ) {
  6860. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6861. var v, vl, f, fl, face, vertices;
  6862. vertices = new Array( this.vertices.length );
  6863. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6864. vertices[ v ] = new Vector3();
  6865. }
  6866. if ( areaWeighted ) {
  6867. // vertex normals weighted by triangle areas
  6868. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6869. var vA, vB, vC;
  6870. var cb = new Vector3(), ab = new Vector3();
  6871. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6872. face = this.faces[ f ];
  6873. vA = this.vertices[ face.a ];
  6874. vB = this.vertices[ face.b ];
  6875. vC = this.vertices[ face.c ];
  6876. cb.subVectors( vC, vB );
  6877. ab.subVectors( vA, vB );
  6878. cb.cross( ab );
  6879. vertices[ face.a ].add( cb );
  6880. vertices[ face.b ].add( cb );
  6881. vertices[ face.c ].add( cb );
  6882. }
  6883. } else {
  6884. this.computeFaceNormals();
  6885. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6886. face = this.faces[ f ];
  6887. vertices[ face.a ].add( face.normal );
  6888. vertices[ face.b ].add( face.normal );
  6889. vertices[ face.c ].add( face.normal );
  6890. }
  6891. }
  6892. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6893. vertices[ v ].normalize();
  6894. }
  6895. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6896. face = this.faces[ f ];
  6897. var vertexNormals = face.vertexNormals;
  6898. if ( vertexNormals.length === 3 ) {
  6899. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6900. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6901. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6902. } else {
  6903. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6904. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6905. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6906. }
  6907. }
  6908. if ( this.faces.length > 0 ) {
  6909. this.normalsNeedUpdate = true;
  6910. }
  6911. },
  6912. computeFlatVertexNormals: function () {
  6913. var f, fl, face;
  6914. this.computeFaceNormals();
  6915. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6916. face = this.faces[ f ];
  6917. var vertexNormals = face.vertexNormals;
  6918. if ( vertexNormals.length === 3 ) {
  6919. vertexNormals[ 0 ].copy( face.normal );
  6920. vertexNormals[ 1 ].copy( face.normal );
  6921. vertexNormals[ 2 ].copy( face.normal );
  6922. } else {
  6923. vertexNormals[ 0 ] = face.normal.clone();
  6924. vertexNormals[ 1 ] = face.normal.clone();
  6925. vertexNormals[ 2 ] = face.normal.clone();
  6926. }
  6927. }
  6928. if ( this.faces.length > 0 ) {
  6929. this.normalsNeedUpdate = true;
  6930. }
  6931. },
  6932. computeMorphNormals: function () {
  6933. var i, il, f, fl, face;
  6934. // save original normals
  6935. // - create temp variables on first access
  6936. // otherwise just copy (for faster repeated calls)
  6937. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6938. face = this.faces[ f ];
  6939. if ( ! face.__originalFaceNormal ) {
  6940. face.__originalFaceNormal = face.normal.clone();
  6941. } else {
  6942. face.__originalFaceNormal.copy( face.normal );
  6943. }
  6944. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6945. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6946. if ( ! face.__originalVertexNormals[ i ] ) {
  6947. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6948. } else {
  6949. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6950. }
  6951. }
  6952. }
  6953. // use temp geometry to compute face and vertex normals for each morph
  6954. var tmpGeo = new Geometry();
  6955. tmpGeo.faces = this.faces;
  6956. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6957. // create on first access
  6958. if ( ! this.morphNormals[ i ] ) {
  6959. this.morphNormals[ i ] = {};
  6960. this.morphNormals[ i ].faceNormals = [];
  6961. this.morphNormals[ i ].vertexNormals = [];
  6962. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6963. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6964. var faceNormal, vertexNormals;
  6965. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6966. faceNormal = new Vector3();
  6967. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6968. dstNormalsFace.push( faceNormal );
  6969. dstNormalsVertex.push( vertexNormals );
  6970. }
  6971. }
  6972. var morphNormals = this.morphNormals[ i ];
  6973. // set vertices to morph target
  6974. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6975. // compute morph normals
  6976. tmpGeo.computeFaceNormals();
  6977. tmpGeo.computeVertexNormals();
  6978. // store morph normals
  6979. var faceNormal, vertexNormals;
  6980. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6981. face = this.faces[ f ];
  6982. faceNormal = morphNormals.faceNormals[ f ];
  6983. vertexNormals = morphNormals.vertexNormals[ f ];
  6984. faceNormal.copy( face.normal );
  6985. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6986. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6987. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6988. }
  6989. }
  6990. // restore original normals
  6991. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6992. face = this.faces[ f ];
  6993. face.normal = face.__originalFaceNormal;
  6994. face.vertexNormals = face.__originalVertexNormals;
  6995. }
  6996. },
  6997. computeBoundingBox: function () {
  6998. if ( this.boundingBox === null ) {
  6999. this.boundingBox = new Box3();
  7000. }
  7001. this.boundingBox.setFromPoints( this.vertices );
  7002. },
  7003. computeBoundingSphere: function () {
  7004. if ( this.boundingSphere === null ) {
  7005. this.boundingSphere = new Sphere();
  7006. }
  7007. this.boundingSphere.setFromPoints( this.vertices );
  7008. },
  7009. merge: function ( geometry, matrix, materialIndexOffset ) {
  7010. if ( ! ( geometry && geometry.isGeometry ) ) {
  7011. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7012. return;
  7013. }
  7014. var normalMatrix,
  7015. vertexOffset = this.vertices.length,
  7016. vertices1 = this.vertices,
  7017. vertices2 = geometry.vertices,
  7018. faces1 = this.faces,
  7019. faces2 = geometry.faces,
  7020. colors1 = this.colors,
  7021. colors2 = geometry.colors;
  7022. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7023. if ( matrix !== undefined ) {
  7024. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7025. }
  7026. // vertices
  7027. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7028. var vertex = vertices2[ i ];
  7029. var vertexCopy = vertex.clone();
  7030. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7031. vertices1.push( vertexCopy );
  7032. }
  7033. // colors
  7034. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7035. colors1.push( colors2[ i ].clone() );
  7036. }
  7037. // faces
  7038. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7039. var face = faces2[ i ], faceCopy, normal, color,
  7040. faceVertexNormals = face.vertexNormals,
  7041. faceVertexColors = face.vertexColors;
  7042. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7043. faceCopy.normal.copy( face.normal );
  7044. if ( normalMatrix !== undefined ) {
  7045. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7046. }
  7047. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7048. normal = faceVertexNormals[ j ].clone();
  7049. if ( normalMatrix !== undefined ) {
  7050. normal.applyMatrix3( normalMatrix ).normalize();
  7051. }
  7052. faceCopy.vertexNormals.push( normal );
  7053. }
  7054. faceCopy.color.copy( face.color );
  7055. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7056. color = faceVertexColors[ j ];
  7057. faceCopy.vertexColors.push( color.clone() );
  7058. }
  7059. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7060. faces1.push( faceCopy );
  7061. }
  7062. // uvs
  7063. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7064. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7065. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7066. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7067. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7068. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7069. uvsCopy.push( uvs2[ k ].clone() );
  7070. }
  7071. this.faceVertexUvs[ i ].push( uvsCopy );
  7072. }
  7073. }
  7074. },
  7075. mergeMesh: function ( mesh ) {
  7076. if ( ! ( mesh && mesh.isMesh ) ) {
  7077. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7078. return;
  7079. }
  7080. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7081. this.merge( mesh.geometry, mesh.matrix );
  7082. },
  7083. /*
  7084. * Checks for duplicate vertices with hashmap.
  7085. * Duplicated vertices are removed
  7086. * and faces' vertices are updated.
  7087. */
  7088. mergeVertices: function () {
  7089. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7090. var unique = [], changes = [];
  7091. var v, key;
  7092. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7093. var precision = Math.pow( 10, precisionPoints );
  7094. var i, il, face;
  7095. var indices, j, jl;
  7096. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7097. v = this.vertices[ i ];
  7098. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7099. if ( verticesMap[ key ] === undefined ) {
  7100. verticesMap[ key ] = i;
  7101. unique.push( this.vertices[ i ] );
  7102. changes[ i ] = unique.length - 1;
  7103. } else {
  7104. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7105. changes[ i ] = changes[ verticesMap[ key ] ];
  7106. }
  7107. }
  7108. // if faces are completely degenerate after merging vertices, we
  7109. // have to remove them from the geometry.
  7110. var faceIndicesToRemove = [];
  7111. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7112. face = this.faces[ i ];
  7113. face.a = changes[ face.a ];
  7114. face.b = changes[ face.b ];
  7115. face.c = changes[ face.c ];
  7116. indices = [ face.a, face.b, face.c ];
  7117. // if any duplicate vertices are found in a Face3
  7118. // we have to remove the face as nothing can be saved
  7119. for ( var n = 0; n < 3; n ++ ) {
  7120. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7121. faceIndicesToRemove.push( i );
  7122. break;
  7123. }
  7124. }
  7125. }
  7126. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7127. var idx = faceIndicesToRemove[ i ];
  7128. this.faces.splice( idx, 1 );
  7129. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7130. this.faceVertexUvs[ j ].splice( idx, 1 );
  7131. }
  7132. }
  7133. // Use unique set of vertices
  7134. var diff = this.vertices.length - unique.length;
  7135. this.vertices = unique;
  7136. return diff;
  7137. },
  7138. setFromPoints: function ( points ) {
  7139. this.vertices = [];
  7140. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7141. var point = points[ i ];
  7142. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7143. }
  7144. return this;
  7145. },
  7146. sortFacesByMaterialIndex: function () {
  7147. var faces = this.faces;
  7148. var length = faces.length;
  7149. // tag faces
  7150. for ( var i = 0; i < length; i ++ ) {
  7151. faces[ i ]._id = i;
  7152. }
  7153. // sort faces
  7154. function materialIndexSort( a, b ) {
  7155. return a.materialIndex - b.materialIndex;
  7156. }
  7157. faces.sort( materialIndexSort );
  7158. // sort uvs
  7159. var uvs1 = this.faceVertexUvs[ 0 ];
  7160. var uvs2 = this.faceVertexUvs[ 1 ];
  7161. var newUvs1, newUvs2;
  7162. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7163. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7164. for ( var i = 0; i < length; i ++ ) {
  7165. var id = faces[ i ]._id;
  7166. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7167. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7168. }
  7169. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7170. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7171. },
  7172. toJSON: function () {
  7173. var data = {
  7174. metadata: {
  7175. version: 4.5,
  7176. type: 'Geometry',
  7177. generator: 'Geometry.toJSON'
  7178. }
  7179. };
  7180. // standard Geometry serialization
  7181. data.uuid = this.uuid;
  7182. data.type = this.type;
  7183. if ( this.name !== '' ) { data.name = this.name; }
  7184. if ( this.parameters !== undefined ) {
  7185. var parameters = this.parameters;
  7186. for ( var key in parameters ) {
  7187. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7188. }
  7189. return data;
  7190. }
  7191. var vertices = [];
  7192. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7193. var vertex = this.vertices[ i ];
  7194. vertices.push( vertex.x, vertex.y, vertex.z );
  7195. }
  7196. var faces = [];
  7197. var normals = [];
  7198. var normalsHash = {};
  7199. var colors = [];
  7200. var colorsHash = {};
  7201. var uvs = [];
  7202. var uvsHash = {};
  7203. for ( var i = 0; i < this.faces.length; i ++ ) {
  7204. var face = this.faces[ i ];
  7205. var hasMaterial = true;
  7206. var hasFaceUv = false; // deprecated
  7207. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7208. var hasFaceNormal = face.normal.length() > 0;
  7209. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7210. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7211. var hasFaceVertexColor = face.vertexColors.length > 0;
  7212. var faceType = 0;
  7213. faceType = setBit( faceType, 0, 0 ); // isQuad
  7214. faceType = setBit( faceType, 1, hasMaterial );
  7215. faceType = setBit( faceType, 2, hasFaceUv );
  7216. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7217. faceType = setBit( faceType, 4, hasFaceNormal );
  7218. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7219. faceType = setBit( faceType, 6, hasFaceColor );
  7220. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7221. faces.push( faceType );
  7222. faces.push( face.a, face.b, face.c );
  7223. faces.push( face.materialIndex );
  7224. if ( hasFaceVertexUv ) {
  7225. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7226. faces.push(
  7227. getUvIndex( faceVertexUvs[ 0 ] ),
  7228. getUvIndex( faceVertexUvs[ 1 ] ),
  7229. getUvIndex( faceVertexUvs[ 2 ] )
  7230. );
  7231. }
  7232. if ( hasFaceNormal ) {
  7233. faces.push( getNormalIndex( face.normal ) );
  7234. }
  7235. if ( hasFaceVertexNormal ) {
  7236. var vertexNormals = face.vertexNormals;
  7237. faces.push(
  7238. getNormalIndex( vertexNormals[ 0 ] ),
  7239. getNormalIndex( vertexNormals[ 1 ] ),
  7240. getNormalIndex( vertexNormals[ 2 ] )
  7241. );
  7242. }
  7243. if ( hasFaceColor ) {
  7244. faces.push( getColorIndex( face.color ) );
  7245. }
  7246. if ( hasFaceVertexColor ) {
  7247. var vertexColors = face.vertexColors;
  7248. faces.push(
  7249. getColorIndex( vertexColors[ 0 ] ),
  7250. getColorIndex( vertexColors[ 1 ] ),
  7251. getColorIndex( vertexColors[ 2 ] )
  7252. );
  7253. }
  7254. }
  7255. function setBit( value, position, enabled ) {
  7256. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7257. }
  7258. function getNormalIndex( normal ) {
  7259. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7260. if ( normalsHash[ hash ] !== undefined ) {
  7261. return normalsHash[ hash ];
  7262. }
  7263. normalsHash[ hash ] = normals.length / 3;
  7264. normals.push( normal.x, normal.y, normal.z );
  7265. return normalsHash[ hash ];
  7266. }
  7267. function getColorIndex( color ) {
  7268. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7269. if ( colorsHash[ hash ] !== undefined ) {
  7270. return colorsHash[ hash ];
  7271. }
  7272. colorsHash[ hash ] = colors.length;
  7273. colors.push( color.getHex() );
  7274. return colorsHash[ hash ];
  7275. }
  7276. function getUvIndex( uv ) {
  7277. var hash = uv.x.toString() + uv.y.toString();
  7278. if ( uvsHash[ hash ] !== undefined ) {
  7279. return uvsHash[ hash ];
  7280. }
  7281. uvsHash[ hash ] = uvs.length / 2;
  7282. uvs.push( uv.x, uv.y );
  7283. return uvsHash[ hash ];
  7284. }
  7285. data.data = {};
  7286. data.data.vertices = vertices;
  7287. data.data.normals = normals;
  7288. if ( colors.length > 0 ) { data.data.colors = colors; }
  7289. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7290. data.data.faces = faces;
  7291. return data;
  7292. },
  7293. clone: function () {
  7294. /*
  7295. // Handle primitives
  7296. var parameters = this.parameters;
  7297. if ( parameters !== undefined ) {
  7298. var values = [];
  7299. for ( var key in parameters ) {
  7300. values.push( parameters[ key ] );
  7301. }
  7302. var geometry = Object.create( this.constructor.prototype );
  7303. this.constructor.apply( geometry, values );
  7304. return geometry;
  7305. }
  7306. return new this.constructor().copy( this );
  7307. */
  7308. return new Geometry().copy( this );
  7309. },
  7310. copy: function ( source ) {
  7311. var i, il, j, jl, k, kl;
  7312. // reset
  7313. this.vertices = [];
  7314. this.colors = [];
  7315. this.faces = [];
  7316. this.faceVertexUvs = [[]];
  7317. this.morphTargets = [];
  7318. this.morphNormals = [];
  7319. this.skinWeights = [];
  7320. this.skinIndices = [];
  7321. this.lineDistances = [];
  7322. this.boundingBox = null;
  7323. this.boundingSphere = null;
  7324. // name
  7325. this.name = source.name;
  7326. // vertices
  7327. var vertices = source.vertices;
  7328. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7329. this.vertices.push( vertices[ i ].clone() );
  7330. }
  7331. // colors
  7332. var colors = source.colors;
  7333. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7334. this.colors.push( colors[ i ].clone() );
  7335. }
  7336. // faces
  7337. var faces = source.faces;
  7338. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7339. this.faces.push( faces[ i ].clone() );
  7340. }
  7341. // face vertex uvs
  7342. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7343. var faceVertexUvs = source.faceVertexUvs[ i ];
  7344. if ( this.faceVertexUvs[ i ] === undefined ) {
  7345. this.faceVertexUvs[ i ] = [];
  7346. }
  7347. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7348. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7349. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7350. var uv = uvs[ k ];
  7351. uvsCopy.push( uv.clone() );
  7352. }
  7353. this.faceVertexUvs[ i ].push( uvsCopy );
  7354. }
  7355. }
  7356. // morph targets
  7357. var morphTargets = source.morphTargets;
  7358. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7359. var morphTarget = {};
  7360. morphTarget.name = morphTargets[ i ].name;
  7361. // vertices
  7362. if ( morphTargets[ i ].vertices !== undefined ) {
  7363. morphTarget.vertices = [];
  7364. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7365. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7366. }
  7367. }
  7368. // normals
  7369. if ( morphTargets[ i ].normals !== undefined ) {
  7370. morphTarget.normals = [];
  7371. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7372. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7373. }
  7374. }
  7375. this.morphTargets.push( morphTarget );
  7376. }
  7377. // morph normals
  7378. var morphNormals = source.morphNormals;
  7379. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7380. var morphNormal = {};
  7381. // vertex normals
  7382. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7383. morphNormal.vertexNormals = [];
  7384. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7385. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7386. var destVertexNormal = {};
  7387. destVertexNormal.a = srcVertexNormal.a.clone();
  7388. destVertexNormal.b = srcVertexNormal.b.clone();
  7389. destVertexNormal.c = srcVertexNormal.c.clone();
  7390. morphNormal.vertexNormals.push( destVertexNormal );
  7391. }
  7392. }
  7393. // face normals
  7394. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7395. morphNormal.faceNormals = [];
  7396. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7397. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7398. }
  7399. }
  7400. this.morphNormals.push( morphNormal );
  7401. }
  7402. // skin weights
  7403. var skinWeights = source.skinWeights;
  7404. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7405. this.skinWeights.push( skinWeights[ i ].clone() );
  7406. }
  7407. // skin indices
  7408. var skinIndices = source.skinIndices;
  7409. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7410. this.skinIndices.push( skinIndices[ i ].clone() );
  7411. }
  7412. // line distances
  7413. var lineDistances = source.lineDistances;
  7414. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7415. this.lineDistances.push( lineDistances[ i ] );
  7416. }
  7417. // bounding box
  7418. var boundingBox = source.boundingBox;
  7419. if ( boundingBox !== null ) {
  7420. this.boundingBox = boundingBox.clone();
  7421. }
  7422. // bounding sphere
  7423. var boundingSphere = source.boundingSphere;
  7424. if ( boundingSphere !== null ) {
  7425. this.boundingSphere = boundingSphere.clone();
  7426. }
  7427. // update flags
  7428. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7429. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7430. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7431. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7432. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7433. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7434. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7435. return this;
  7436. },
  7437. dispose: function () {
  7438. this.dispatchEvent( { type: 'dispose' } );
  7439. }
  7440. } );
  7441. /**
  7442. * @author mrdoob / http://mrdoob.com/
  7443. * @author Mugen87 / https://github.com/Mugen87
  7444. */
  7445. // BoxGeometry
  7446. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7447. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7448. Geometry.call(this);
  7449. this.type = 'BoxGeometry';
  7450. this.parameters = {
  7451. width: width,
  7452. height: height,
  7453. depth: depth,
  7454. widthSegments: widthSegments,
  7455. heightSegments: heightSegments,
  7456. depthSegments: depthSegments
  7457. };
  7458. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7459. this.mergeVertices();
  7460. }
  7461. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7462. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7463. BoxGeometry.prototype.constructor = BoxGeometry;
  7464. return BoxGeometry;
  7465. }(Geometry));
  7466. // BoxBufferGeometry
  7467. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7468. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7469. BufferGeometry.call(this);
  7470. this.type = 'BoxBufferGeometry';
  7471. this.parameters = {
  7472. width: width,
  7473. height: height,
  7474. depth: depth,
  7475. widthSegments: widthSegments,
  7476. heightSegments: heightSegments,
  7477. depthSegments: depthSegments
  7478. };
  7479. var scope = this;
  7480. width = width || 1;
  7481. height = height || 1;
  7482. depth = depth || 1;
  7483. // segments
  7484. widthSegments = Math.floor( widthSegments ) || 1;
  7485. heightSegments = Math.floor( heightSegments ) || 1;
  7486. depthSegments = Math.floor( depthSegments ) || 1;
  7487. // buffers
  7488. var indices = [];
  7489. var vertices = [];
  7490. var normals = [];
  7491. var uvs = [];
  7492. // helper variables
  7493. var numberOfVertices = 0;
  7494. var groupStart = 0;
  7495. // build each side of the box geometry
  7496. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7497. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7498. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7499. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7500. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7501. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7502. // build geometry
  7503. this.setIndex( indices );
  7504. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7505. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7506. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7507. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7508. var segmentWidth = width / gridX;
  7509. var segmentHeight = height / gridY;
  7510. var widthHalf = width / 2;
  7511. var heightHalf = height / 2;
  7512. var depthHalf = depth / 2;
  7513. var gridX1 = gridX + 1;
  7514. var gridY1 = gridY + 1;
  7515. var vertexCounter = 0;
  7516. var groupCount = 0;
  7517. var ix, iy;
  7518. var vector = new Vector3();
  7519. // generate vertices, normals and uvs
  7520. for ( iy = 0; iy < gridY1; iy ++ ) {
  7521. var y = iy * segmentHeight - heightHalf;
  7522. for ( ix = 0; ix < gridX1; ix ++ ) {
  7523. var x = ix * segmentWidth - widthHalf;
  7524. // set values to correct vector component
  7525. vector[ u ] = x * udir;
  7526. vector[ v ] = y * vdir;
  7527. vector[ w ] = depthHalf;
  7528. // now apply vector to vertex buffer
  7529. vertices.push( vector.x, vector.y, vector.z );
  7530. // set values to correct vector component
  7531. vector[ u ] = 0;
  7532. vector[ v ] = 0;
  7533. vector[ w ] = depth > 0 ? 1 : - 1;
  7534. // now apply vector to normal buffer
  7535. normals.push( vector.x, vector.y, vector.z );
  7536. // uvs
  7537. uvs.push( ix / gridX );
  7538. uvs.push( 1 - ( iy / gridY ) );
  7539. // counters
  7540. vertexCounter += 1;
  7541. }
  7542. }
  7543. // indices
  7544. // 1. you need three indices to draw a single face
  7545. // 2. a single segment consists of two faces
  7546. // 3. so we need to generate six (2*3) indices per segment
  7547. for ( iy = 0; iy < gridY; iy ++ ) {
  7548. for ( ix = 0; ix < gridX; ix ++ ) {
  7549. var a = numberOfVertices + ix + gridX1 * iy;
  7550. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7551. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7552. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7553. // faces
  7554. indices.push( a, b, d );
  7555. indices.push( b, c, d );
  7556. // increase counter
  7557. groupCount += 6;
  7558. }
  7559. }
  7560. // add a group to the geometry. this will ensure multi material support
  7561. scope.addGroup( groupStart, groupCount, materialIndex );
  7562. // calculate new start value for groups
  7563. groupStart += groupCount;
  7564. // update total number of vertices
  7565. numberOfVertices += vertexCounter;
  7566. }
  7567. }
  7568. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7569. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7570. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7571. return BoxBufferGeometry;
  7572. }(BufferGeometry));
  7573. /**
  7574. * Uniform Utilities
  7575. */
  7576. function cloneUniforms( src ) {
  7577. var dst = {};
  7578. for ( var u in src ) {
  7579. dst[ u ] = {};
  7580. for ( var p in src[ u ] ) {
  7581. var property = src[ u ][ p ];
  7582. if ( property && ( property.isColor ||
  7583. property.isMatrix3 || property.isMatrix4 ||
  7584. property.isVector2 || property.isVector3 || property.isVector4 ||
  7585. property.isTexture ) ) {
  7586. dst[ u ][ p ] = property.clone();
  7587. } else if ( Array.isArray( property ) ) {
  7588. dst[ u ][ p ] = property.slice();
  7589. } else {
  7590. dst[ u ][ p ] = property;
  7591. }
  7592. }
  7593. }
  7594. return dst;
  7595. }
  7596. function mergeUniforms( uniforms ) {
  7597. var merged = {};
  7598. for ( var u = 0; u < uniforms.length; u ++ ) {
  7599. var tmp = cloneUniforms( uniforms[ u ] );
  7600. for ( var p in tmp ) {
  7601. merged[ p ] = tmp[ p ];
  7602. }
  7603. }
  7604. return merged;
  7605. }
  7606. // Legacy
  7607. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7608. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7609. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7610. /**
  7611. * @author alteredq / http://alteredqualia.com/
  7612. *
  7613. * parameters = {
  7614. * defines: { "label" : "value" },
  7615. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7616. *
  7617. * fragmentShader: <string>,
  7618. * vertexShader: <string>,
  7619. *
  7620. * wireframe: <boolean>,
  7621. * wireframeLinewidth: <float>,
  7622. *
  7623. * lights: <bool>,
  7624. *
  7625. * skinning: <bool>,
  7626. * morphTargets: <bool>,
  7627. * morphNormals: <bool>
  7628. * }
  7629. */
  7630. function ShaderMaterial( parameters ) {
  7631. Material.call( this );
  7632. this.type = 'ShaderMaterial';
  7633. this.defines = {};
  7634. this.uniforms = {};
  7635. this.vertexShader = default_vertex;
  7636. this.fragmentShader = default_fragment;
  7637. this.linewidth = 1;
  7638. this.wireframe = false;
  7639. this.wireframeLinewidth = 1;
  7640. this.fog = false; // set to use scene fog
  7641. this.lights = false; // set to use scene lights
  7642. this.clipping = false; // set to use user-defined clipping planes
  7643. this.skinning = false; // set to use skinning attribute streams
  7644. this.morphTargets = false; // set to use morph targets
  7645. this.morphNormals = false; // set to use morph normals
  7646. this.extensions = {
  7647. derivatives: false, // set to use derivatives
  7648. fragDepth: false, // set to use fragment depth values
  7649. drawBuffers: false, // set to use draw buffers
  7650. shaderTextureLOD: false // set to use shader texture LOD
  7651. };
  7652. // When rendered geometry doesn't include these attributes but the material does,
  7653. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7654. this.defaultAttributeValues = {
  7655. 'color': [ 1, 1, 1 ],
  7656. 'uv': [ 0, 0 ],
  7657. 'uv2': [ 0, 0 ]
  7658. };
  7659. this.index0AttributeName = undefined;
  7660. this.uniformsNeedUpdate = false;
  7661. if ( parameters !== undefined ) {
  7662. if ( parameters.attributes !== undefined ) {
  7663. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7664. }
  7665. this.setValues( parameters );
  7666. }
  7667. }
  7668. ShaderMaterial.prototype = Object.create( Material.prototype );
  7669. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7670. ShaderMaterial.prototype.isShaderMaterial = true;
  7671. ShaderMaterial.prototype.copy = function ( source ) {
  7672. Material.prototype.copy.call( this, source );
  7673. this.fragmentShader = source.fragmentShader;
  7674. this.vertexShader = source.vertexShader;
  7675. this.uniforms = cloneUniforms( source.uniforms );
  7676. this.defines = Object.assign( {}, source.defines );
  7677. this.wireframe = source.wireframe;
  7678. this.wireframeLinewidth = source.wireframeLinewidth;
  7679. this.lights = source.lights;
  7680. this.clipping = source.clipping;
  7681. this.skinning = source.skinning;
  7682. this.morphTargets = source.morphTargets;
  7683. this.morphNormals = source.morphNormals;
  7684. this.extensions = source.extensions;
  7685. return this;
  7686. };
  7687. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7688. var data = Material.prototype.toJSON.call( this, meta );
  7689. data.uniforms = {};
  7690. for ( var name in this.uniforms ) {
  7691. var uniform = this.uniforms[ name ];
  7692. var value = uniform.value;
  7693. if ( value && value.isTexture ) {
  7694. data.uniforms[ name ] = {
  7695. type: 't',
  7696. value: value.toJSON( meta ).uuid
  7697. };
  7698. } else if ( value && value.isColor ) {
  7699. data.uniforms[ name ] = {
  7700. type: 'c',
  7701. value: value.getHex()
  7702. };
  7703. } else if ( value && value.isVector2 ) {
  7704. data.uniforms[ name ] = {
  7705. type: 'v2',
  7706. value: value.toArray()
  7707. };
  7708. } else if ( value && value.isVector3 ) {
  7709. data.uniforms[ name ] = {
  7710. type: 'v3',
  7711. value: value.toArray()
  7712. };
  7713. } else if ( value && value.isVector4 ) {
  7714. data.uniforms[ name ] = {
  7715. type: 'v4',
  7716. value: value.toArray()
  7717. };
  7718. } else if ( value && value.isMatrix3 ) {
  7719. data.uniforms[ name ] = {
  7720. type: 'm3',
  7721. value: value.toArray()
  7722. };
  7723. } else if ( value && value.isMatrix4 ) {
  7724. data.uniforms[ name ] = {
  7725. type: 'm4',
  7726. value: value.toArray()
  7727. };
  7728. } else {
  7729. data.uniforms[ name ] = {
  7730. value: value
  7731. };
  7732. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7733. }
  7734. }
  7735. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7736. data.vertexShader = this.vertexShader;
  7737. data.fragmentShader = this.fragmentShader;
  7738. var extensions = {};
  7739. for ( var key in this.extensions ) {
  7740. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7741. }
  7742. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7743. return data;
  7744. };
  7745. /**
  7746. * @author mrdoob / http://mrdoob.com/
  7747. * @author mikael emtinger / http://gomo.se/
  7748. * @author WestLangley / http://github.com/WestLangley
  7749. */
  7750. function Camera() {
  7751. Object3D.call( this );
  7752. this.type = 'Camera';
  7753. this.matrixWorldInverse = new Matrix4();
  7754. this.projectionMatrix = new Matrix4();
  7755. this.projectionMatrixInverse = new Matrix4();
  7756. }
  7757. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7758. constructor: Camera,
  7759. isCamera: true,
  7760. copy: function ( source, recursive ) {
  7761. Object3D.prototype.copy.call( this, source, recursive );
  7762. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7763. this.projectionMatrix.copy( source.projectionMatrix );
  7764. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7765. return this;
  7766. },
  7767. getWorldDirection: function ( target ) {
  7768. if ( target === undefined ) {
  7769. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7770. target = new Vector3();
  7771. }
  7772. this.updateMatrixWorld( true );
  7773. var e = this.matrixWorld.elements;
  7774. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7775. },
  7776. updateMatrixWorld: function ( force ) {
  7777. Object3D.prototype.updateMatrixWorld.call( this, force );
  7778. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7779. },
  7780. clone: function () {
  7781. return new this.constructor().copy( this );
  7782. }
  7783. } );
  7784. /**
  7785. * @author mrdoob / http://mrdoob.com/
  7786. * @author greggman / http://games.greggman.com/
  7787. * @author zz85 / http://www.lab4games.net/zz85/blog
  7788. * @author tschw
  7789. */
  7790. function PerspectiveCamera( fov, aspect, near, far ) {
  7791. Camera.call( this );
  7792. this.type = 'PerspectiveCamera';
  7793. this.fov = fov !== undefined ? fov : 50;
  7794. this.zoom = 1;
  7795. this.near = near !== undefined ? near : 0.1;
  7796. this.far = far !== undefined ? far : 2000;
  7797. this.focus = 10;
  7798. this.aspect = aspect !== undefined ? aspect : 1;
  7799. this.view = null;
  7800. this.filmGauge = 35; // width of the film (default in millimeters)
  7801. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7802. this.updateProjectionMatrix();
  7803. }
  7804. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7805. constructor: PerspectiveCamera,
  7806. isPerspectiveCamera: true,
  7807. copy: function ( source, recursive ) {
  7808. Camera.prototype.copy.call( this, source, recursive );
  7809. this.fov = source.fov;
  7810. this.zoom = source.zoom;
  7811. this.near = source.near;
  7812. this.far = source.far;
  7813. this.focus = source.focus;
  7814. this.aspect = source.aspect;
  7815. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7816. this.filmGauge = source.filmGauge;
  7817. this.filmOffset = source.filmOffset;
  7818. return this;
  7819. },
  7820. /**
  7821. * Sets the FOV by focal length in respect to the current .filmGauge.
  7822. *
  7823. * The default film gauge is 35, so that the focal length can be specified for
  7824. * a 35mm (full frame) camera.
  7825. *
  7826. * Values for focal length and film gauge must have the same unit.
  7827. */
  7828. setFocalLength: function ( focalLength ) {
  7829. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7830. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7831. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7832. this.updateProjectionMatrix();
  7833. },
  7834. /**
  7835. * Calculates the focal length from the current .fov and .filmGauge.
  7836. */
  7837. getFocalLength: function () {
  7838. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7839. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7840. },
  7841. getEffectiveFOV: function () {
  7842. return _Math.RAD2DEG * 2 * Math.atan(
  7843. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7844. },
  7845. getFilmWidth: function () {
  7846. // film not completely covered in portrait format (aspect < 1)
  7847. return this.filmGauge * Math.min( this.aspect, 1 );
  7848. },
  7849. getFilmHeight: function () {
  7850. // film not completely covered in landscape format (aspect > 1)
  7851. return this.filmGauge / Math.max( this.aspect, 1 );
  7852. },
  7853. /**
  7854. * Sets an offset in a larger frustum. This is useful for multi-window or
  7855. * multi-monitor/multi-machine setups.
  7856. *
  7857. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7858. * the monitors are in grid like this
  7859. *
  7860. * +---+---+---+
  7861. * | A | B | C |
  7862. * +---+---+---+
  7863. * | D | E | F |
  7864. * +---+---+---+
  7865. *
  7866. * then for each monitor you would call it like this
  7867. *
  7868. * var w = 1920;
  7869. * var h = 1080;
  7870. * var fullWidth = w * 3;
  7871. * var fullHeight = h * 2;
  7872. *
  7873. * --A--
  7874. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7875. * --B--
  7876. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7877. * --C--
  7878. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7879. * --D--
  7880. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7881. * --E--
  7882. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7883. * --F--
  7884. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7885. *
  7886. * Note there is no reason monitors have to be the same size or in a grid.
  7887. */
  7888. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7889. this.aspect = fullWidth / fullHeight;
  7890. if ( this.view === null ) {
  7891. this.view = {
  7892. enabled: true,
  7893. fullWidth: 1,
  7894. fullHeight: 1,
  7895. offsetX: 0,
  7896. offsetY: 0,
  7897. width: 1,
  7898. height: 1
  7899. };
  7900. }
  7901. this.view.enabled = true;
  7902. this.view.fullWidth = fullWidth;
  7903. this.view.fullHeight = fullHeight;
  7904. this.view.offsetX = x;
  7905. this.view.offsetY = y;
  7906. this.view.width = width;
  7907. this.view.height = height;
  7908. this.updateProjectionMatrix();
  7909. },
  7910. clearViewOffset: function () {
  7911. if ( this.view !== null ) {
  7912. this.view.enabled = false;
  7913. }
  7914. this.updateProjectionMatrix();
  7915. },
  7916. updateProjectionMatrix: function () {
  7917. var near = this.near,
  7918. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7919. height = 2 * top,
  7920. width = this.aspect * height,
  7921. left = - 0.5 * width,
  7922. view = this.view;
  7923. if ( this.view !== null && this.view.enabled ) {
  7924. var fullWidth = view.fullWidth,
  7925. fullHeight = view.fullHeight;
  7926. left += view.offsetX * width / fullWidth;
  7927. top -= view.offsetY * height / fullHeight;
  7928. width *= view.width / fullWidth;
  7929. height *= view.height / fullHeight;
  7930. }
  7931. var skew = this.filmOffset;
  7932. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7933. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7934. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7935. },
  7936. toJSON: function ( meta ) {
  7937. var data = Object3D.prototype.toJSON.call( this, meta );
  7938. data.object.fov = this.fov;
  7939. data.object.zoom = this.zoom;
  7940. data.object.near = this.near;
  7941. data.object.far = this.far;
  7942. data.object.focus = this.focus;
  7943. data.object.aspect = this.aspect;
  7944. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7945. data.object.filmGauge = this.filmGauge;
  7946. data.object.filmOffset = this.filmOffset;
  7947. return data;
  7948. }
  7949. } );
  7950. /**
  7951. * Camera for rendering cube maps
  7952. * - renders scene into axis-aligned cube
  7953. *
  7954. * @author alteredq / http://alteredqualia.com/
  7955. */
  7956. var fov = 90, aspect = 1;
  7957. function CubeCamera( near, far, cubeResolution, options ) {
  7958. Object3D.call( this );
  7959. this.type = 'CubeCamera';
  7960. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7961. cameraPX.up.set( 0, - 1, 0 );
  7962. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7963. this.add( cameraPX );
  7964. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7965. cameraNX.up.set( 0, - 1, 0 );
  7966. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7967. this.add( cameraNX );
  7968. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7969. cameraPY.up.set( 0, 0, 1 );
  7970. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7971. this.add( cameraPY );
  7972. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7973. cameraNY.up.set( 0, 0, - 1 );
  7974. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7975. this.add( cameraNY );
  7976. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7977. cameraPZ.up.set( 0, - 1, 0 );
  7978. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7979. this.add( cameraPZ );
  7980. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7981. cameraNZ.up.set( 0, - 1, 0 );
  7982. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7983. this.add( cameraNZ );
  7984. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7985. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7986. this.renderTarget.texture.name = "CubeCamera";
  7987. this.update = function ( renderer, scene ) {
  7988. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7989. var currentRenderTarget = renderer.getRenderTarget();
  7990. var renderTarget = this.renderTarget;
  7991. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7992. renderTarget.texture.generateMipmaps = false;
  7993. renderer.setRenderTarget( renderTarget, 0 );
  7994. renderer.render( scene, cameraPX );
  7995. renderer.setRenderTarget( renderTarget, 1 );
  7996. renderer.render( scene, cameraNX );
  7997. renderer.setRenderTarget( renderTarget, 2 );
  7998. renderer.render( scene, cameraPY );
  7999. renderer.setRenderTarget( renderTarget, 3 );
  8000. renderer.render( scene, cameraNY );
  8001. renderer.setRenderTarget( renderTarget, 4 );
  8002. renderer.render( scene, cameraPZ );
  8003. renderTarget.texture.generateMipmaps = generateMipmaps;
  8004. renderer.setRenderTarget( renderTarget, 5 );
  8005. renderer.render( scene, cameraNZ );
  8006. renderer.setRenderTarget( currentRenderTarget );
  8007. };
  8008. this.clear = function ( renderer, color, depth, stencil ) {
  8009. var currentRenderTarget = renderer.getRenderTarget();
  8010. var renderTarget = this.renderTarget;
  8011. for ( var i = 0; i < 6; i ++ ) {
  8012. renderer.setRenderTarget( renderTarget, i );
  8013. renderer.clear( color, depth, stencil );
  8014. }
  8015. renderer.setRenderTarget( currentRenderTarget );
  8016. };
  8017. }
  8018. CubeCamera.prototype = Object.create( Object3D.prototype );
  8019. CubeCamera.prototype.constructor = CubeCamera;
  8020. /**
  8021. * @author alteredq / http://alteredqualia.com
  8022. * @author WestLangley / http://github.com/WestLangley
  8023. */
  8024. function WebGLRenderTargetCube( width, height, options ) {
  8025. WebGLRenderTarget.call( this, width, height, options );
  8026. }
  8027. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8028. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8029. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8030. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8031. this.texture.type = texture.type;
  8032. this.texture.format = texture.format;
  8033. this.texture.encoding = texture.encoding;
  8034. var scene = new Scene();
  8035. var shader = {
  8036. uniforms: {
  8037. tEquirect: { value: null },
  8038. },
  8039. vertexShader: [
  8040. "varying vec3 vWorldDirection;",
  8041. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8042. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8043. "}",
  8044. "void main() {",
  8045. " vWorldDirection = transformDirection( position, modelMatrix );",
  8046. " #include <begin_vertex>",
  8047. " #include <project_vertex>",
  8048. "}"
  8049. ].join( '\n' ),
  8050. fragmentShader: [
  8051. "uniform sampler2D tEquirect;",
  8052. "varying vec3 vWorldDirection;",
  8053. "#define RECIPROCAL_PI 0.31830988618",
  8054. "#define RECIPROCAL_PI2 0.15915494",
  8055. "void main() {",
  8056. " vec3 direction = normalize( vWorldDirection );",
  8057. " vec2 sampleUV;",
  8058. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8059. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8060. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8061. "}"
  8062. ].join( '\n' ),
  8063. };
  8064. var material = new ShaderMaterial( {
  8065. type: 'CubemapFromEquirect',
  8066. uniforms: cloneUniforms( shader.uniforms ),
  8067. vertexShader: shader.vertexShader,
  8068. fragmentShader: shader.fragmentShader,
  8069. side: BackSide,
  8070. blending: NoBlending
  8071. } );
  8072. material.uniforms.tEquirect.value = texture;
  8073. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8074. scene.add( mesh );
  8075. var camera = new CubeCamera( 1, 10, 1 );
  8076. camera.renderTarget = this;
  8077. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8078. camera.update( renderer, scene );
  8079. mesh.geometry.dispose();
  8080. mesh.material.dispose();
  8081. return this;
  8082. };
  8083. /**
  8084. * @author alteredq / http://alteredqualia.com/
  8085. */
  8086. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8087. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8088. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8089. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8090. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8091. this.generateMipmaps = false;
  8092. this.flipY = false;
  8093. this.unpackAlignment = 1;
  8094. this.needsUpdate = true;
  8095. }
  8096. DataTexture.prototype = Object.create( Texture.prototype );
  8097. DataTexture.prototype.constructor = DataTexture;
  8098. DataTexture.prototype.isDataTexture = true;
  8099. /**
  8100. * @author bhouston / http://clara.io
  8101. */
  8102. var _vector1 = new Vector3();
  8103. var _vector2 = new Vector3();
  8104. var _normalMatrix = new Matrix3();
  8105. function Plane( normal, constant ) {
  8106. // normal is assumed to be normalized
  8107. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8108. this.constant = ( constant !== undefined ) ? constant : 0;
  8109. }
  8110. Object.assign( Plane.prototype, {
  8111. isPlane: true,
  8112. set: function ( normal, constant ) {
  8113. this.normal.copy( normal );
  8114. this.constant = constant;
  8115. return this;
  8116. },
  8117. setComponents: function ( x, y, z, w ) {
  8118. this.normal.set( x, y, z );
  8119. this.constant = w;
  8120. return this;
  8121. },
  8122. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8123. this.normal.copy( normal );
  8124. this.constant = - point.dot( this.normal );
  8125. return this;
  8126. },
  8127. setFromCoplanarPoints: function ( a, b, c ) {
  8128. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8129. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8130. this.setFromNormalAndCoplanarPoint( normal, a );
  8131. return this;
  8132. },
  8133. clone: function () {
  8134. return new this.constructor().copy( this );
  8135. },
  8136. copy: function ( plane ) {
  8137. this.normal.copy( plane.normal );
  8138. this.constant = plane.constant;
  8139. return this;
  8140. },
  8141. normalize: function () {
  8142. // Note: will lead to a divide by zero if the plane is invalid.
  8143. var inverseNormalLength = 1.0 / this.normal.length();
  8144. this.normal.multiplyScalar( inverseNormalLength );
  8145. this.constant *= inverseNormalLength;
  8146. return this;
  8147. },
  8148. negate: function () {
  8149. this.constant *= - 1;
  8150. this.normal.negate();
  8151. return this;
  8152. },
  8153. distanceToPoint: function ( point ) {
  8154. return this.normal.dot( point ) + this.constant;
  8155. },
  8156. distanceToSphere: function ( sphere ) {
  8157. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8158. },
  8159. projectPoint: function ( point, target ) {
  8160. if ( target === undefined ) {
  8161. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8162. target = new Vector3();
  8163. }
  8164. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8165. },
  8166. intersectLine: function ( line, target ) {
  8167. if ( target === undefined ) {
  8168. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8169. target = new Vector3();
  8170. }
  8171. var direction = line.delta( _vector1 );
  8172. var denominator = this.normal.dot( direction );
  8173. if ( denominator === 0 ) {
  8174. // line is coplanar, return origin
  8175. if ( this.distanceToPoint( line.start ) === 0 ) {
  8176. return target.copy( line.start );
  8177. }
  8178. // Unsure if this is the correct method to handle this case.
  8179. return undefined;
  8180. }
  8181. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8182. if ( t < 0 || t > 1 ) {
  8183. return undefined;
  8184. }
  8185. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8186. },
  8187. intersectsLine: function ( line ) {
  8188. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8189. var startSign = this.distanceToPoint( line.start );
  8190. var endSign = this.distanceToPoint( line.end );
  8191. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8192. },
  8193. intersectsBox: function ( box ) {
  8194. return box.intersectsPlane( this );
  8195. },
  8196. intersectsSphere: function ( sphere ) {
  8197. return sphere.intersectsPlane( this );
  8198. },
  8199. coplanarPoint: function ( target ) {
  8200. if ( target === undefined ) {
  8201. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8202. target = new Vector3();
  8203. }
  8204. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8205. },
  8206. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8207. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8208. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8209. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8210. this.constant = - referencePoint.dot( normal );
  8211. return this;
  8212. },
  8213. translate: function ( offset ) {
  8214. this.constant -= offset.dot( this.normal );
  8215. return this;
  8216. },
  8217. equals: function ( plane ) {
  8218. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8219. }
  8220. } );
  8221. /**
  8222. * @author mrdoob / http://mrdoob.com/
  8223. * @author alteredq / http://alteredqualia.com/
  8224. * @author bhouston / http://clara.io
  8225. */
  8226. var _sphere$1 = new Sphere();
  8227. var _vector$5 = new Vector3();
  8228. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8229. this.planes = [
  8230. ( p0 !== undefined ) ? p0 : new Plane(),
  8231. ( p1 !== undefined ) ? p1 : new Plane(),
  8232. ( p2 !== undefined ) ? p2 : new Plane(),
  8233. ( p3 !== undefined ) ? p3 : new Plane(),
  8234. ( p4 !== undefined ) ? p4 : new Plane(),
  8235. ( p5 !== undefined ) ? p5 : new Plane()
  8236. ];
  8237. }
  8238. Object.assign( Frustum.prototype, {
  8239. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8240. var planes = this.planes;
  8241. planes[ 0 ].copy( p0 );
  8242. planes[ 1 ].copy( p1 );
  8243. planes[ 2 ].copy( p2 );
  8244. planes[ 3 ].copy( p3 );
  8245. planes[ 4 ].copy( p4 );
  8246. planes[ 5 ].copy( p5 );
  8247. return this;
  8248. },
  8249. clone: function () {
  8250. return new this.constructor().copy( this );
  8251. },
  8252. copy: function ( frustum ) {
  8253. var planes = this.planes;
  8254. for ( var i = 0; i < 6; i ++ ) {
  8255. planes[ i ].copy( frustum.planes[ i ] );
  8256. }
  8257. return this;
  8258. },
  8259. setFromMatrix: function ( m ) {
  8260. var planes = this.planes;
  8261. var me = m.elements;
  8262. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8263. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8264. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8265. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8266. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8267. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8268. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8269. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8270. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8271. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8272. return this;
  8273. },
  8274. intersectsObject: function ( object ) {
  8275. var geometry = object.geometry;
  8276. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8277. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8278. return this.intersectsSphere( _sphere$1 );
  8279. },
  8280. intersectsSprite: function ( sprite ) {
  8281. _sphere$1.center.set( 0, 0, 0 );
  8282. _sphere$1.radius = 0.7071067811865476;
  8283. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8284. return this.intersectsSphere( _sphere$1 );
  8285. },
  8286. intersectsSphere: function ( sphere ) {
  8287. var planes = this.planes;
  8288. var center = sphere.center;
  8289. var negRadius = - sphere.radius;
  8290. for ( var i = 0; i < 6; i ++ ) {
  8291. var distance = planes[ i ].distanceToPoint( center );
  8292. if ( distance < negRadius ) {
  8293. return false;
  8294. }
  8295. }
  8296. return true;
  8297. },
  8298. intersectsBox: function ( box ) {
  8299. var planes = this.planes;
  8300. for ( var i = 0; i < 6; i ++ ) {
  8301. var plane = planes[ i ];
  8302. // corner at max distance
  8303. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8304. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8305. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8306. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8307. return false;
  8308. }
  8309. }
  8310. return true;
  8311. },
  8312. containsPoint: function ( point ) {
  8313. var planes = this.planes;
  8314. for ( var i = 0; i < 6; i ++ ) {
  8315. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8316. return false;
  8317. }
  8318. }
  8319. return true;
  8320. }
  8321. } );
  8322. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8323. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8324. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8325. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8326. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8327. var begin_vertex = "vec3 transformed = vec3( position );";
  8328. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8329. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8330. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8331. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8332. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8333. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8334. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8335. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8336. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8337. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8338. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8339. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8340. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8341. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8342. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8343. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8344. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8345. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8346. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8347. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8348. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8349. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8350. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8351. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8352. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8353. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8354. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8355. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8356. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  8357. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8358. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8359. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8360. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8361. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8362. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8363. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8364. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8365. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8366. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8367. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8368. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8369. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8370. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;\n#endif";
  8371. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8372. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8373. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8374. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8375. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8376. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8377. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8378. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8379. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8380. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8381. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8382. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8383. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8384. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8385. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8386. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8387. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8388. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8389. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8390. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8391. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8392. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8393. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8394. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8395. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8396. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8397. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8398. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8399. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8400. var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  8401. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8402. var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
  8403. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  8404. var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  8405. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8406. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8407. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8408. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8409. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8410. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8411. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8412. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8413. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8414. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8415. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8416. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  8417. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8418. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  8419. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8420. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8421. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  8422. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  8423. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8424. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  8425. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8426. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8427. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8428. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  8429. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8430. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8431. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8432. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8433. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8434. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8435. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8436. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8437. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8438. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8439. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8440. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8441. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8442. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8443. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8444. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8445. var ShaderChunk = {
  8446. alphamap_fragment: alphamap_fragment,
  8447. alphamap_pars_fragment: alphamap_pars_fragment,
  8448. alphatest_fragment: alphatest_fragment,
  8449. aomap_fragment: aomap_fragment,
  8450. aomap_pars_fragment: aomap_pars_fragment,
  8451. begin_vertex: begin_vertex,
  8452. beginnormal_vertex: beginnormal_vertex,
  8453. bsdfs: bsdfs,
  8454. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8455. clipping_planes_fragment: clipping_planes_fragment,
  8456. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8457. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8458. clipping_planes_vertex: clipping_planes_vertex,
  8459. color_fragment: color_fragment,
  8460. color_pars_fragment: color_pars_fragment,
  8461. color_pars_vertex: color_pars_vertex,
  8462. color_vertex: color_vertex,
  8463. common: common,
  8464. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8465. defaultnormal_vertex: defaultnormal_vertex,
  8466. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8467. displacementmap_vertex: displacementmap_vertex,
  8468. emissivemap_fragment: emissivemap_fragment,
  8469. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8470. encodings_fragment: encodings_fragment,
  8471. encodings_pars_fragment: encodings_pars_fragment,
  8472. envmap_fragment: envmap_fragment,
  8473. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8474. envmap_pars_fragment: envmap_pars_fragment,
  8475. envmap_pars_vertex: envmap_pars_vertex,
  8476. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8477. envmap_vertex: envmap_vertex,
  8478. fog_vertex: fog_vertex,
  8479. fog_pars_vertex: fog_pars_vertex,
  8480. fog_fragment: fog_fragment,
  8481. fog_pars_fragment: fog_pars_fragment,
  8482. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8483. lightmap_fragment: lightmap_fragment,
  8484. lightmap_pars_fragment: lightmap_pars_fragment,
  8485. lights_lambert_vertex: lights_lambert_vertex,
  8486. lights_pars_begin: lights_pars_begin,
  8487. lights_phong_fragment: lights_phong_fragment,
  8488. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8489. lights_physical_fragment: lights_physical_fragment,
  8490. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8491. lights_fragment_begin: lights_fragment_begin,
  8492. lights_fragment_maps: lights_fragment_maps,
  8493. lights_fragment_end: lights_fragment_end,
  8494. logdepthbuf_fragment: logdepthbuf_fragment,
  8495. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8496. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8497. logdepthbuf_vertex: logdepthbuf_vertex,
  8498. map_fragment: map_fragment,
  8499. map_pars_fragment: map_pars_fragment,
  8500. map_particle_fragment: map_particle_fragment,
  8501. map_particle_pars_fragment: map_particle_pars_fragment,
  8502. metalnessmap_fragment: metalnessmap_fragment,
  8503. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8504. morphnormal_vertex: morphnormal_vertex,
  8505. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8506. morphtarget_vertex: morphtarget_vertex,
  8507. normal_fragment_begin: normal_fragment_begin,
  8508. normal_fragment_maps: normal_fragment_maps,
  8509. normalmap_pars_fragment: normalmap_pars_fragment,
  8510. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8511. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8512. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8513. packing: packing,
  8514. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8515. project_vertex: project_vertex,
  8516. dithering_fragment: dithering_fragment,
  8517. dithering_pars_fragment: dithering_pars_fragment,
  8518. roughnessmap_fragment: roughnessmap_fragment,
  8519. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8520. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8521. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8522. shadowmap_vertex: shadowmap_vertex,
  8523. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8524. skinbase_vertex: skinbase_vertex,
  8525. skinning_pars_vertex: skinning_pars_vertex,
  8526. skinning_vertex: skinning_vertex,
  8527. skinnormal_vertex: skinnormal_vertex,
  8528. specularmap_fragment: specularmap_fragment,
  8529. specularmap_pars_fragment: specularmap_pars_fragment,
  8530. tonemapping_fragment: tonemapping_fragment,
  8531. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8532. uv_pars_fragment: uv_pars_fragment,
  8533. uv_pars_vertex: uv_pars_vertex,
  8534. uv_vertex: uv_vertex,
  8535. uv2_pars_fragment: uv2_pars_fragment,
  8536. uv2_pars_vertex: uv2_pars_vertex,
  8537. uv2_vertex: uv2_vertex,
  8538. worldpos_vertex: worldpos_vertex,
  8539. background_frag: background_frag,
  8540. background_vert: background_vert,
  8541. cube_frag: cube_frag,
  8542. cube_vert: cube_vert,
  8543. depth_frag: depth_frag,
  8544. depth_vert: depth_vert,
  8545. distanceRGBA_frag: distanceRGBA_frag,
  8546. distanceRGBA_vert: distanceRGBA_vert,
  8547. equirect_frag: equirect_frag,
  8548. equirect_vert: equirect_vert,
  8549. linedashed_frag: linedashed_frag,
  8550. linedashed_vert: linedashed_vert,
  8551. meshbasic_frag: meshbasic_frag,
  8552. meshbasic_vert: meshbasic_vert,
  8553. meshlambert_frag: meshlambert_frag,
  8554. meshlambert_vert: meshlambert_vert,
  8555. meshmatcap_frag: meshmatcap_frag,
  8556. meshmatcap_vert: meshmatcap_vert,
  8557. meshphong_frag: meshphong_frag,
  8558. meshphong_vert: meshphong_vert,
  8559. meshphysical_frag: meshphysical_frag,
  8560. meshphysical_vert: meshphysical_vert,
  8561. normal_frag: normal_frag,
  8562. normal_vert: normal_vert,
  8563. points_frag: points_frag,
  8564. points_vert: points_vert,
  8565. shadow_frag: shadow_frag,
  8566. shadow_vert: shadow_vert,
  8567. sprite_frag: sprite_frag,
  8568. sprite_vert: sprite_vert
  8569. };
  8570. /**
  8571. * Uniforms library for shared webgl shaders
  8572. */
  8573. var UniformsLib = {
  8574. common: {
  8575. diffuse: { value: new Color( 0xeeeeee ) },
  8576. opacity: { value: 1.0 },
  8577. map: { value: null },
  8578. uvTransform: { value: new Matrix3() },
  8579. alphaMap: { value: null },
  8580. },
  8581. specularmap: {
  8582. specularMap: { value: null },
  8583. },
  8584. envmap: {
  8585. envMap: { value: null },
  8586. flipEnvMap: { value: - 1 },
  8587. reflectivity: { value: 1.0 },
  8588. refractionRatio: { value: 0.98 },
  8589. maxMipLevel: { value: 0 }
  8590. },
  8591. aomap: {
  8592. aoMap: { value: null },
  8593. aoMapIntensity: { value: 1 }
  8594. },
  8595. lightmap: {
  8596. lightMap: { value: null },
  8597. lightMapIntensity: { value: 1 }
  8598. },
  8599. emissivemap: {
  8600. emissiveMap: { value: null }
  8601. },
  8602. bumpmap: {
  8603. bumpMap: { value: null },
  8604. bumpScale: { value: 1 }
  8605. },
  8606. normalmap: {
  8607. normalMap: { value: null },
  8608. normalScale: { value: new Vector2( 1, 1 ) }
  8609. },
  8610. displacementmap: {
  8611. displacementMap: { value: null },
  8612. displacementScale: { value: 1 },
  8613. displacementBias: { value: 0 }
  8614. },
  8615. roughnessmap: {
  8616. roughnessMap: { value: null }
  8617. },
  8618. metalnessmap: {
  8619. metalnessMap: { value: null }
  8620. },
  8621. gradientmap: {
  8622. gradientMap: { value: null }
  8623. },
  8624. fog: {
  8625. fogDensity: { value: 0.00025 },
  8626. fogNear: { value: 1 },
  8627. fogFar: { value: 2000 },
  8628. fogColor: { value: new Color( 0xffffff ) }
  8629. },
  8630. lights: {
  8631. ambientLightColor: { value: [] },
  8632. lightProbe: { value: [] },
  8633. directionalLights: { value: [], properties: {
  8634. direction: {},
  8635. color: {},
  8636. shadow: {},
  8637. shadowBias: {},
  8638. shadowRadius: {},
  8639. shadowMapSize: {}
  8640. } },
  8641. directionalShadowMap: { value: [] },
  8642. directionalShadowMatrix: { value: [] },
  8643. spotLights: { value: [], properties: {
  8644. color: {},
  8645. position: {},
  8646. direction: {},
  8647. distance: {},
  8648. coneCos: {},
  8649. penumbraCos: {},
  8650. decay: {},
  8651. shadow: {},
  8652. shadowBias: {},
  8653. shadowRadius: {},
  8654. shadowMapSize: {}
  8655. } },
  8656. spotShadowMap: { value: [] },
  8657. spotShadowMatrix: { value: [] },
  8658. pointLights: { value: [], properties: {
  8659. color: {},
  8660. position: {},
  8661. decay: {},
  8662. distance: {},
  8663. shadow: {},
  8664. shadowBias: {},
  8665. shadowRadius: {},
  8666. shadowMapSize: {},
  8667. shadowCameraNear: {},
  8668. shadowCameraFar: {}
  8669. } },
  8670. pointShadowMap: { value: [] },
  8671. pointShadowMatrix: { value: [] },
  8672. hemisphereLights: { value: [], properties: {
  8673. direction: {},
  8674. skyColor: {},
  8675. groundColor: {}
  8676. } },
  8677. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8678. rectAreaLights: { value: [], properties: {
  8679. color: {},
  8680. position: {},
  8681. width: {},
  8682. height: {}
  8683. } }
  8684. },
  8685. points: {
  8686. diffuse: { value: new Color( 0xeeeeee ) },
  8687. opacity: { value: 1.0 },
  8688. size: { value: 1.0 },
  8689. scale: { value: 1.0 },
  8690. map: { value: null },
  8691. uvTransform: { value: new Matrix3() }
  8692. },
  8693. sprite: {
  8694. diffuse: { value: new Color( 0xeeeeee ) },
  8695. opacity: { value: 1.0 },
  8696. center: { value: new Vector2( 0.5, 0.5 ) },
  8697. rotation: { value: 0.0 },
  8698. map: { value: null },
  8699. uvTransform: { value: new Matrix3() }
  8700. }
  8701. };
  8702. /**
  8703. * @author alteredq / http://alteredqualia.com/
  8704. * @author mrdoob / http://mrdoob.com/
  8705. * @author mikael emtinger / http://gomo.se/
  8706. */
  8707. var ShaderLib = {
  8708. basic: {
  8709. uniforms: mergeUniforms( [
  8710. UniformsLib.common,
  8711. UniformsLib.specularmap,
  8712. UniformsLib.envmap,
  8713. UniformsLib.aomap,
  8714. UniformsLib.lightmap,
  8715. UniformsLib.fog
  8716. ] ),
  8717. vertexShader: ShaderChunk.meshbasic_vert,
  8718. fragmentShader: ShaderChunk.meshbasic_frag
  8719. },
  8720. lambert: {
  8721. uniforms: mergeUniforms( [
  8722. UniformsLib.common,
  8723. UniformsLib.specularmap,
  8724. UniformsLib.envmap,
  8725. UniformsLib.aomap,
  8726. UniformsLib.lightmap,
  8727. UniformsLib.emissivemap,
  8728. UniformsLib.fog,
  8729. UniformsLib.lights,
  8730. {
  8731. emissive: { value: new Color( 0x000000 ) }
  8732. }
  8733. ] ),
  8734. vertexShader: ShaderChunk.meshlambert_vert,
  8735. fragmentShader: ShaderChunk.meshlambert_frag
  8736. },
  8737. phong: {
  8738. uniforms: mergeUniforms( [
  8739. UniformsLib.common,
  8740. UniformsLib.specularmap,
  8741. UniformsLib.envmap,
  8742. UniformsLib.aomap,
  8743. UniformsLib.lightmap,
  8744. UniformsLib.emissivemap,
  8745. UniformsLib.bumpmap,
  8746. UniformsLib.normalmap,
  8747. UniformsLib.displacementmap,
  8748. UniformsLib.gradientmap,
  8749. UniformsLib.fog,
  8750. UniformsLib.lights,
  8751. {
  8752. emissive: { value: new Color( 0x000000 ) },
  8753. specular: { value: new Color( 0x111111 ) },
  8754. shininess: { value: 30 }
  8755. }
  8756. ] ),
  8757. vertexShader: ShaderChunk.meshphong_vert,
  8758. fragmentShader: ShaderChunk.meshphong_frag
  8759. },
  8760. standard: {
  8761. uniforms: mergeUniforms( [
  8762. UniformsLib.common,
  8763. UniformsLib.envmap,
  8764. UniformsLib.aomap,
  8765. UniformsLib.lightmap,
  8766. UniformsLib.emissivemap,
  8767. UniformsLib.bumpmap,
  8768. UniformsLib.normalmap,
  8769. UniformsLib.displacementmap,
  8770. UniformsLib.roughnessmap,
  8771. UniformsLib.metalnessmap,
  8772. UniformsLib.fog,
  8773. UniformsLib.lights,
  8774. {
  8775. emissive: { value: new Color( 0x000000 ) },
  8776. roughness: { value: 0.5 },
  8777. metalness: { value: 0.5 },
  8778. envMapIntensity: { value: 1 } // temporary
  8779. }
  8780. ] ),
  8781. vertexShader: ShaderChunk.meshphysical_vert,
  8782. fragmentShader: ShaderChunk.meshphysical_frag
  8783. },
  8784. matcap: {
  8785. uniforms: mergeUniforms( [
  8786. UniformsLib.common,
  8787. UniformsLib.bumpmap,
  8788. UniformsLib.normalmap,
  8789. UniformsLib.displacementmap,
  8790. UniformsLib.fog,
  8791. {
  8792. matcap: { value: null }
  8793. }
  8794. ] ),
  8795. vertexShader: ShaderChunk.meshmatcap_vert,
  8796. fragmentShader: ShaderChunk.meshmatcap_frag
  8797. },
  8798. points: {
  8799. uniforms: mergeUniforms( [
  8800. UniformsLib.points,
  8801. UniformsLib.fog
  8802. ] ),
  8803. vertexShader: ShaderChunk.points_vert,
  8804. fragmentShader: ShaderChunk.points_frag
  8805. },
  8806. dashed: {
  8807. uniforms: mergeUniforms( [
  8808. UniformsLib.common,
  8809. UniformsLib.fog,
  8810. {
  8811. scale: { value: 1 },
  8812. dashSize: { value: 1 },
  8813. totalSize: { value: 2 }
  8814. }
  8815. ] ),
  8816. vertexShader: ShaderChunk.linedashed_vert,
  8817. fragmentShader: ShaderChunk.linedashed_frag
  8818. },
  8819. depth: {
  8820. uniforms: mergeUniforms( [
  8821. UniformsLib.common,
  8822. UniformsLib.displacementmap
  8823. ] ),
  8824. vertexShader: ShaderChunk.depth_vert,
  8825. fragmentShader: ShaderChunk.depth_frag
  8826. },
  8827. normal: {
  8828. uniforms: mergeUniforms( [
  8829. UniformsLib.common,
  8830. UniformsLib.bumpmap,
  8831. UniformsLib.normalmap,
  8832. UniformsLib.displacementmap,
  8833. {
  8834. opacity: { value: 1.0 }
  8835. }
  8836. ] ),
  8837. vertexShader: ShaderChunk.normal_vert,
  8838. fragmentShader: ShaderChunk.normal_frag
  8839. },
  8840. sprite: {
  8841. uniforms: mergeUniforms( [
  8842. UniformsLib.sprite,
  8843. UniformsLib.fog
  8844. ] ),
  8845. vertexShader: ShaderChunk.sprite_vert,
  8846. fragmentShader: ShaderChunk.sprite_frag
  8847. },
  8848. background: {
  8849. uniforms: {
  8850. uvTransform: { value: new Matrix3() },
  8851. t2D: { value: null },
  8852. },
  8853. vertexShader: ShaderChunk.background_vert,
  8854. fragmentShader: ShaderChunk.background_frag
  8855. },
  8856. /* -------------------------------------------------------------------------
  8857. // Cube map shader
  8858. ------------------------------------------------------------------------- */
  8859. cube: {
  8860. uniforms: {
  8861. tCube: { value: null },
  8862. tFlip: { value: - 1 },
  8863. opacity: { value: 1.0 }
  8864. },
  8865. vertexShader: ShaderChunk.cube_vert,
  8866. fragmentShader: ShaderChunk.cube_frag
  8867. },
  8868. equirect: {
  8869. uniforms: {
  8870. tEquirect: { value: null },
  8871. },
  8872. vertexShader: ShaderChunk.equirect_vert,
  8873. fragmentShader: ShaderChunk.equirect_frag
  8874. },
  8875. distanceRGBA: {
  8876. uniforms: mergeUniforms( [
  8877. UniformsLib.common,
  8878. UniformsLib.displacementmap,
  8879. {
  8880. referencePosition: { value: new Vector3() },
  8881. nearDistance: { value: 1 },
  8882. farDistance: { value: 1000 }
  8883. }
  8884. ] ),
  8885. vertexShader: ShaderChunk.distanceRGBA_vert,
  8886. fragmentShader: ShaderChunk.distanceRGBA_frag
  8887. },
  8888. shadow: {
  8889. uniforms: mergeUniforms( [
  8890. UniformsLib.lights,
  8891. UniformsLib.fog,
  8892. {
  8893. color: { value: new Color( 0x00000 ) },
  8894. opacity: { value: 1.0 }
  8895. } ] ),
  8896. vertexShader: ShaderChunk.shadow_vert,
  8897. fragmentShader: ShaderChunk.shadow_frag
  8898. }
  8899. };
  8900. ShaderLib.physical = {
  8901. uniforms: mergeUniforms( [
  8902. ShaderLib.standard.uniforms,
  8903. {
  8904. transparency: { value: 0 },
  8905. clearcoat: { value: 0 },
  8906. clearcoatRoughness: { value: 0 },
  8907. sheen: { value: new Color( 0x000000 ) },
  8908. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8909. clearcoatNormalMap: { value: null },
  8910. }
  8911. ] ),
  8912. vertexShader: ShaderChunk.meshphysical_vert,
  8913. fragmentShader: ShaderChunk.meshphysical_frag
  8914. };
  8915. /**
  8916. * @author mrdoob / http://mrdoob.com/
  8917. */
  8918. function WebGLAnimation() {
  8919. var context = null;
  8920. var isAnimating = false;
  8921. var animationLoop = null;
  8922. function onAnimationFrame( time, frame ) {
  8923. if ( isAnimating === false ) { return; }
  8924. animationLoop( time, frame );
  8925. context.requestAnimationFrame( onAnimationFrame );
  8926. }
  8927. return {
  8928. start: function () {
  8929. if ( isAnimating === true ) { return; }
  8930. if ( animationLoop === null ) { return; }
  8931. context.requestAnimationFrame( onAnimationFrame );
  8932. isAnimating = true;
  8933. },
  8934. stop: function () {
  8935. isAnimating = false;
  8936. },
  8937. setAnimationLoop: function ( callback ) {
  8938. animationLoop = callback;
  8939. },
  8940. setContext: function ( value ) {
  8941. context = value;
  8942. }
  8943. };
  8944. }
  8945. /**
  8946. * @author mrdoob / http://mrdoob.com/
  8947. */
  8948. function WebGLAttributes( gl ) {
  8949. var buffers = new WeakMap();
  8950. function createBuffer( attribute, bufferType ) {
  8951. var array = attribute.array;
  8952. var usage = attribute.dynamic ? 35048 : 35044;
  8953. var buffer = gl.createBuffer();
  8954. gl.bindBuffer( bufferType, buffer );
  8955. gl.bufferData( bufferType, array, usage );
  8956. attribute.onUploadCallback();
  8957. var type = 5126;
  8958. if ( array instanceof Float32Array ) {
  8959. type = 5126;
  8960. } else if ( array instanceof Float64Array ) {
  8961. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8962. } else if ( array instanceof Uint16Array ) {
  8963. type = 5123;
  8964. } else if ( array instanceof Int16Array ) {
  8965. type = 5122;
  8966. } else if ( array instanceof Uint32Array ) {
  8967. type = 5125;
  8968. } else if ( array instanceof Int32Array ) {
  8969. type = 5124;
  8970. } else if ( array instanceof Int8Array ) {
  8971. type = 5120;
  8972. } else if ( array instanceof Uint8Array ) {
  8973. type = 5121;
  8974. }
  8975. return {
  8976. buffer: buffer,
  8977. type: type,
  8978. bytesPerElement: array.BYTES_PER_ELEMENT,
  8979. version: attribute.version
  8980. };
  8981. }
  8982. function updateBuffer( buffer, attribute, bufferType ) {
  8983. var array = attribute.array;
  8984. var updateRange = attribute.updateRange;
  8985. gl.bindBuffer( bufferType, buffer );
  8986. if ( attribute.dynamic === false ) {
  8987. gl.bufferData( bufferType, array, 35044 );
  8988. } else if ( updateRange.count === - 1 ) {
  8989. // Not using update ranges
  8990. gl.bufferSubData( bufferType, 0, array );
  8991. } else if ( updateRange.count === 0 ) {
  8992. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  8993. } else {
  8994. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8995. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8996. updateRange.count = - 1; // reset range
  8997. }
  8998. }
  8999. //
  9000. function get( attribute ) {
  9001. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9002. return buffers.get( attribute );
  9003. }
  9004. function remove( attribute ) {
  9005. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9006. var data = buffers.get( attribute );
  9007. if ( data ) {
  9008. gl.deleteBuffer( data.buffer );
  9009. buffers.delete( attribute );
  9010. }
  9011. }
  9012. function update( attribute, bufferType ) {
  9013. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9014. var data = buffers.get( attribute );
  9015. if ( data === undefined ) {
  9016. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9017. } else if ( data.version < attribute.version ) {
  9018. updateBuffer( data.buffer, attribute, bufferType );
  9019. data.version = attribute.version;
  9020. }
  9021. }
  9022. return {
  9023. get: get,
  9024. remove: remove,
  9025. update: update
  9026. };
  9027. }
  9028. /**
  9029. * @author mrdoob / http://mrdoob.com/
  9030. * @author Mugen87 / https://github.com/Mugen87
  9031. */
  9032. // PlaneGeometry
  9033. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9034. Geometry.call( this );
  9035. this.type = 'PlaneGeometry';
  9036. this.parameters = {
  9037. width: width,
  9038. height: height,
  9039. widthSegments: widthSegments,
  9040. heightSegments: heightSegments
  9041. };
  9042. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9043. this.mergeVertices();
  9044. }
  9045. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9046. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9047. // PlaneBufferGeometry
  9048. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9049. BufferGeometry.call( this );
  9050. this.type = 'PlaneBufferGeometry';
  9051. this.parameters = {
  9052. width: width,
  9053. height: height,
  9054. widthSegments: widthSegments,
  9055. heightSegments: heightSegments
  9056. };
  9057. width = width || 1;
  9058. height = height || 1;
  9059. var width_half = width / 2;
  9060. var height_half = height / 2;
  9061. var gridX = Math.floor( widthSegments ) || 1;
  9062. var gridY = Math.floor( heightSegments ) || 1;
  9063. var gridX1 = gridX + 1;
  9064. var gridY1 = gridY + 1;
  9065. var segment_width = width / gridX;
  9066. var segment_height = height / gridY;
  9067. var ix, iy;
  9068. // buffers
  9069. var indices = [];
  9070. var vertices = [];
  9071. var normals = [];
  9072. var uvs = [];
  9073. // generate vertices, normals and uvs
  9074. for ( iy = 0; iy < gridY1; iy ++ ) {
  9075. var y = iy * segment_height - height_half;
  9076. for ( ix = 0; ix < gridX1; ix ++ ) {
  9077. var x = ix * segment_width - width_half;
  9078. vertices.push( x, - y, 0 );
  9079. normals.push( 0, 0, 1 );
  9080. uvs.push( ix / gridX );
  9081. uvs.push( 1 - ( iy / gridY ) );
  9082. }
  9083. }
  9084. // indices
  9085. for ( iy = 0; iy < gridY; iy ++ ) {
  9086. for ( ix = 0; ix < gridX; ix ++ ) {
  9087. var a = ix + gridX1 * iy;
  9088. var b = ix + gridX1 * ( iy + 1 );
  9089. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9090. var d = ( ix + 1 ) + gridX1 * iy;
  9091. // faces
  9092. indices.push( a, b, d );
  9093. indices.push( b, c, d );
  9094. }
  9095. }
  9096. // build geometry
  9097. this.setIndex( indices );
  9098. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9099. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9100. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9101. }
  9102. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9103. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9104. /**
  9105. * @author mrdoob / http://mrdoob.com/
  9106. */
  9107. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9108. var clearColor = new Color( 0x000000 );
  9109. var clearAlpha = 0;
  9110. var planeMesh;
  9111. var boxMesh;
  9112. // Store the current background texture and its `version`
  9113. // so we can recompile the material accordingly.
  9114. var currentBackground = null;
  9115. var currentBackgroundVersion = 0;
  9116. function render( renderList, scene, camera, forceClear ) {
  9117. var background = scene.background;
  9118. // Ignore background in AR
  9119. // TODO: Reconsider this.
  9120. var vr = renderer.vr;
  9121. var session = vr.getSession && vr.getSession();
  9122. if ( session && session.environmentBlendMode === 'additive' ) {
  9123. background = null;
  9124. }
  9125. if ( background === null ) {
  9126. setClear( clearColor, clearAlpha );
  9127. currentBackground = null;
  9128. currentBackgroundVersion = 0;
  9129. } else if ( background && background.isColor ) {
  9130. setClear( background, 1 );
  9131. forceClear = true;
  9132. currentBackground = null;
  9133. currentBackgroundVersion = 0;
  9134. }
  9135. if ( renderer.autoClear || forceClear ) {
  9136. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9137. }
  9138. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9139. if ( boxMesh === undefined ) {
  9140. boxMesh = new Mesh(
  9141. new BoxBufferGeometry( 1, 1, 1 ),
  9142. new ShaderMaterial( {
  9143. type: 'BackgroundCubeMaterial',
  9144. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9145. vertexShader: ShaderLib.cube.vertexShader,
  9146. fragmentShader: ShaderLib.cube.fragmentShader,
  9147. side: BackSide,
  9148. depthTest: false,
  9149. depthWrite: false,
  9150. fog: false
  9151. } )
  9152. );
  9153. boxMesh.geometry.removeAttribute( 'normal' );
  9154. boxMesh.geometry.removeAttribute( 'uv' );
  9155. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9156. this.matrixWorld.copyPosition( camera.matrixWorld );
  9157. };
  9158. // enable code injection for non-built-in material
  9159. Object.defineProperty( boxMesh.material, 'map', {
  9160. get: function () {
  9161. return this.uniforms.tCube.value;
  9162. }
  9163. } );
  9164. objects.update( boxMesh );
  9165. }
  9166. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9167. boxMesh.material.uniforms.tCube.value = texture;
  9168. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9169. if ( currentBackground !== background ||
  9170. currentBackgroundVersion !== texture.version ) {
  9171. boxMesh.material.needsUpdate = true;
  9172. currentBackground = background;
  9173. currentBackgroundVersion = texture.version;
  9174. }
  9175. // push to the pre-sorted opaque render list
  9176. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9177. } else if ( background && background.isTexture ) {
  9178. if ( planeMesh === undefined ) {
  9179. planeMesh = new Mesh(
  9180. new PlaneBufferGeometry( 2, 2 ),
  9181. new ShaderMaterial( {
  9182. type: 'BackgroundMaterial',
  9183. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9184. vertexShader: ShaderLib.background.vertexShader,
  9185. fragmentShader: ShaderLib.background.fragmentShader,
  9186. side: FrontSide,
  9187. depthTest: false,
  9188. depthWrite: false,
  9189. fog: false
  9190. } )
  9191. );
  9192. planeMesh.geometry.removeAttribute( 'normal' );
  9193. // enable code injection for non-built-in material
  9194. Object.defineProperty( planeMesh.material, 'map', {
  9195. get: function () {
  9196. return this.uniforms.t2D.value;
  9197. }
  9198. } );
  9199. objects.update( planeMesh );
  9200. }
  9201. planeMesh.material.uniforms.t2D.value = background;
  9202. if ( background.matrixAutoUpdate === true ) {
  9203. background.updateMatrix();
  9204. }
  9205. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9206. if ( currentBackground !== background ||
  9207. currentBackgroundVersion !== background.version ) {
  9208. planeMesh.material.needsUpdate = true;
  9209. currentBackground = background;
  9210. currentBackgroundVersion = background.version;
  9211. }
  9212. // push to the pre-sorted opaque render list
  9213. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9214. }
  9215. }
  9216. function setClear( color, alpha ) {
  9217. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9218. }
  9219. return {
  9220. getClearColor: function () {
  9221. return clearColor;
  9222. },
  9223. setClearColor: function ( color, alpha ) {
  9224. clearColor.set( color );
  9225. clearAlpha = alpha !== undefined ? alpha : 1;
  9226. setClear( clearColor, clearAlpha );
  9227. },
  9228. getClearAlpha: function () {
  9229. return clearAlpha;
  9230. },
  9231. setClearAlpha: function ( alpha ) {
  9232. clearAlpha = alpha;
  9233. setClear( clearColor, clearAlpha );
  9234. },
  9235. render: render
  9236. };
  9237. }
  9238. /**
  9239. * @author mrdoob / http://mrdoob.com/
  9240. */
  9241. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9242. var isWebGL2 = capabilities.isWebGL2;
  9243. var mode;
  9244. function setMode( value ) {
  9245. mode = value;
  9246. }
  9247. function render( start, count ) {
  9248. gl.drawArrays( mode, start, count );
  9249. info.update( count, mode );
  9250. }
  9251. function renderInstances( geometry, start, count, primcount ) {
  9252. if ( primcount === 0 ) { return; }
  9253. var extension, methodName;
  9254. if ( isWebGL2 ) {
  9255. extension = gl;
  9256. methodName = 'drawArraysInstanced';
  9257. } else {
  9258. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9259. methodName = 'drawArraysInstancedANGLE';
  9260. if ( extension === null ) {
  9261. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9262. return;
  9263. }
  9264. }
  9265. extension[ methodName ]( mode, start, count, primcount );
  9266. info.update( count, mode, primcount );
  9267. }
  9268. //
  9269. this.setMode = setMode;
  9270. this.render = render;
  9271. this.renderInstances = renderInstances;
  9272. }
  9273. /**
  9274. * @author mrdoob / http://mrdoob.com/
  9275. */
  9276. function WebGLCapabilities( gl, extensions, parameters ) {
  9277. var maxAnisotropy;
  9278. function getMaxAnisotropy() {
  9279. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9280. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9281. if ( extension !== null ) {
  9282. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9283. } else {
  9284. maxAnisotropy = 0;
  9285. }
  9286. return maxAnisotropy;
  9287. }
  9288. function getMaxPrecision( precision ) {
  9289. if ( precision === 'highp' ) {
  9290. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9291. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9292. return 'highp';
  9293. }
  9294. precision = 'mediump';
  9295. }
  9296. if ( precision === 'mediump' ) {
  9297. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9298. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9299. return 'mediump';
  9300. }
  9301. }
  9302. return 'lowp';
  9303. }
  9304. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9305. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9306. var maxPrecision = getMaxPrecision( precision );
  9307. if ( maxPrecision !== precision ) {
  9308. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9309. precision = maxPrecision;
  9310. }
  9311. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9312. var maxTextures = gl.getParameter( 34930 );
  9313. var maxVertexTextures = gl.getParameter( 35660 );
  9314. var maxTextureSize = gl.getParameter( 3379 );
  9315. var maxCubemapSize = gl.getParameter( 34076 );
  9316. var maxAttributes = gl.getParameter( 34921 );
  9317. var maxVertexUniforms = gl.getParameter( 36347 );
  9318. var maxVaryings = gl.getParameter( 36348 );
  9319. var maxFragmentUniforms = gl.getParameter( 36349 );
  9320. var vertexTextures = maxVertexTextures > 0;
  9321. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9322. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9323. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9324. return {
  9325. isWebGL2: isWebGL2,
  9326. getMaxAnisotropy: getMaxAnisotropy,
  9327. getMaxPrecision: getMaxPrecision,
  9328. precision: precision,
  9329. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9330. maxTextures: maxTextures,
  9331. maxVertexTextures: maxVertexTextures,
  9332. maxTextureSize: maxTextureSize,
  9333. maxCubemapSize: maxCubemapSize,
  9334. maxAttributes: maxAttributes,
  9335. maxVertexUniforms: maxVertexUniforms,
  9336. maxVaryings: maxVaryings,
  9337. maxFragmentUniforms: maxFragmentUniforms,
  9338. vertexTextures: vertexTextures,
  9339. floatFragmentTextures: floatFragmentTextures,
  9340. floatVertexTextures: floatVertexTextures,
  9341. maxSamples: maxSamples
  9342. };
  9343. }
  9344. /**
  9345. * @author tschw
  9346. */
  9347. function WebGLClipping() {
  9348. var scope = this,
  9349. globalState = null,
  9350. numGlobalPlanes = 0,
  9351. localClippingEnabled = false,
  9352. renderingShadows = false,
  9353. plane = new Plane(),
  9354. viewNormalMatrix = new Matrix3(),
  9355. uniform = { value: null, needsUpdate: false };
  9356. this.uniform = uniform;
  9357. this.numPlanes = 0;
  9358. this.numIntersection = 0;
  9359. this.init = function ( planes, enableLocalClipping, camera ) {
  9360. var enabled =
  9361. planes.length !== 0 ||
  9362. enableLocalClipping ||
  9363. // enable state of previous frame - the clipping code has to
  9364. // run another frame in order to reset the state:
  9365. numGlobalPlanes !== 0 ||
  9366. localClippingEnabled;
  9367. localClippingEnabled = enableLocalClipping;
  9368. globalState = projectPlanes( planes, camera, 0 );
  9369. numGlobalPlanes = planes.length;
  9370. return enabled;
  9371. };
  9372. this.beginShadows = function () {
  9373. renderingShadows = true;
  9374. projectPlanes( null );
  9375. };
  9376. this.endShadows = function () {
  9377. renderingShadows = false;
  9378. resetGlobalState();
  9379. };
  9380. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9381. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9382. // there's no local clipping
  9383. if ( renderingShadows ) {
  9384. // there's no global clipping
  9385. projectPlanes( null );
  9386. } else {
  9387. resetGlobalState();
  9388. }
  9389. } else {
  9390. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9391. lGlobal = nGlobal * 4,
  9392. dstArray = cache.clippingState || null;
  9393. uniform.value = dstArray; // ensure unique state
  9394. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9395. for ( var i = 0; i !== lGlobal; ++ i ) {
  9396. dstArray[ i ] = globalState[ i ];
  9397. }
  9398. cache.clippingState = dstArray;
  9399. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9400. this.numPlanes += nGlobal;
  9401. }
  9402. };
  9403. function resetGlobalState() {
  9404. if ( uniform.value !== globalState ) {
  9405. uniform.value = globalState;
  9406. uniform.needsUpdate = numGlobalPlanes > 0;
  9407. }
  9408. scope.numPlanes = numGlobalPlanes;
  9409. scope.numIntersection = 0;
  9410. }
  9411. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9412. var nPlanes = planes !== null ? planes.length : 0,
  9413. dstArray = null;
  9414. if ( nPlanes !== 0 ) {
  9415. dstArray = uniform.value;
  9416. if ( skipTransform !== true || dstArray === null ) {
  9417. var flatSize = dstOffset + nPlanes * 4,
  9418. viewMatrix = camera.matrixWorldInverse;
  9419. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9420. if ( dstArray === null || dstArray.length < flatSize ) {
  9421. dstArray = new Float32Array( flatSize );
  9422. }
  9423. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9424. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9425. plane.normal.toArray( dstArray, i4 );
  9426. dstArray[ i4 + 3 ] = plane.constant;
  9427. }
  9428. }
  9429. uniform.value = dstArray;
  9430. uniform.needsUpdate = true;
  9431. }
  9432. scope.numPlanes = nPlanes;
  9433. return dstArray;
  9434. }
  9435. }
  9436. /**
  9437. * @author mrdoob / http://mrdoob.com/
  9438. */
  9439. function WebGLExtensions( gl ) {
  9440. var extensions = {};
  9441. return {
  9442. get: function ( name ) {
  9443. if ( extensions[ name ] !== undefined ) {
  9444. return extensions[ name ];
  9445. }
  9446. var extension;
  9447. switch ( name ) {
  9448. case 'WEBGL_depth_texture':
  9449. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9450. break;
  9451. case 'EXT_texture_filter_anisotropic':
  9452. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9453. break;
  9454. case 'WEBGL_compressed_texture_s3tc':
  9455. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9456. break;
  9457. case 'WEBGL_compressed_texture_pvrtc':
  9458. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9459. break;
  9460. default:
  9461. extension = gl.getExtension( name );
  9462. }
  9463. if ( extension === null ) {
  9464. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9465. }
  9466. extensions[ name ] = extension;
  9467. return extension;
  9468. }
  9469. };
  9470. }
  9471. /**
  9472. * @author mrdoob / http://mrdoob.com/
  9473. */
  9474. function WebGLGeometries( gl, attributes, info ) {
  9475. var geometries = new WeakMap();
  9476. var wireframeAttributes = new WeakMap();
  9477. function onGeometryDispose( event ) {
  9478. var geometry = event.target;
  9479. var buffergeometry = geometries.get( geometry );
  9480. if ( buffergeometry.index !== null ) {
  9481. attributes.remove( buffergeometry.index );
  9482. }
  9483. for ( var name in buffergeometry.attributes ) {
  9484. attributes.remove( buffergeometry.attributes[ name ] );
  9485. }
  9486. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9487. geometries.delete( geometry );
  9488. var attribute = wireframeAttributes.get( buffergeometry );
  9489. if ( attribute ) {
  9490. attributes.remove( attribute );
  9491. wireframeAttributes.delete( buffergeometry );
  9492. }
  9493. //
  9494. info.memory.geometries --;
  9495. }
  9496. function get( object, geometry ) {
  9497. var buffergeometry = geometries.get( geometry );
  9498. if ( buffergeometry ) { return buffergeometry; }
  9499. geometry.addEventListener( 'dispose', onGeometryDispose );
  9500. if ( geometry.isBufferGeometry ) {
  9501. buffergeometry = geometry;
  9502. } else if ( geometry.isGeometry ) {
  9503. if ( geometry._bufferGeometry === undefined ) {
  9504. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9505. }
  9506. buffergeometry = geometry._bufferGeometry;
  9507. }
  9508. geometries.set( geometry, buffergeometry );
  9509. info.memory.geometries ++;
  9510. return buffergeometry;
  9511. }
  9512. function update( geometry ) {
  9513. var index = geometry.index;
  9514. var geometryAttributes = geometry.attributes;
  9515. if ( index !== null ) {
  9516. attributes.update( index, 34963 );
  9517. }
  9518. for ( var name in geometryAttributes ) {
  9519. attributes.update( geometryAttributes[ name ], 34962 );
  9520. }
  9521. // morph targets
  9522. var morphAttributes = geometry.morphAttributes;
  9523. for ( var name in morphAttributes ) {
  9524. var array = morphAttributes[ name ];
  9525. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9526. attributes.update( array[ i ], 34962 );
  9527. }
  9528. }
  9529. }
  9530. function updateWireframeAttribute( geometry ) {
  9531. var indices = [];
  9532. var geometryIndex = geometry.index;
  9533. var geometryPosition = geometry.attributes.position;
  9534. var version = 0;
  9535. if ( geometryIndex !== null ) {
  9536. var array = geometryIndex.array;
  9537. version = geometryIndex.version;
  9538. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9539. var a = array[ i + 0 ];
  9540. var b = array[ i + 1 ];
  9541. var c = array[ i + 2 ];
  9542. indices.push( a, b, b, c, c, a );
  9543. }
  9544. } else {
  9545. var array = geometryPosition.array;
  9546. version = geometryPosition.version;
  9547. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9548. var a = i + 0;
  9549. var b = i + 1;
  9550. var c = i + 2;
  9551. indices.push( a, b, b, c, c, a );
  9552. }
  9553. }
  9554. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9555. attribute.version = version;
  9556. attributes.update( attribute, 34963 );
  9557. //
  9558. var previousAttribute = wireframeAttributes.get( geometry );
  9559. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9560. //
  9561. wireframeAttributes.set( geometry, attribute );
  9562. }
  9563. function getWireframeAttribute( geometry ) {
  9564. var currentAttribute = wireframeAttributes.get( geometry );
  9565. if ( currentAttribute ) {
  9566. var geometryIndex = geometry.index;
  9567. if ( geometryIndex !== null ) {
  9568. // if the attribute is obsolete, create a new one
  9569. if ( currentAttribute.version < geometryIndex.version ) {
  9570. updateWireframeAttribute( geometry );
  9571. }
  9572. }
  9573. } else {
  9574. updateWireframeAttribute( geometry );
  9575. }
  9576. return wireframeAttributes.get( geometry );
  9577. }
  9578. return {
  9579. get: get,
  9580. update: update,
  9581. getWireframeAttribute: getWireframeAttribute
  9582. };
  9583. }
  9584. /**
  9585. * @author mrdoob / http://mrdoob.com/
  9586. */
  9587. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9588. var isWebGL2 = capabilities.isWebGL2;
  9589. var mode;
  9590. function setMode( value ) {
  9591. mode = value;
  9592. }
  9593. var type, bytesPerElement;
  9594. function setIndex( value ) {
  9595. type = value.type;
  9596. bytesPerElement = value.bytesPerElement;
  9597. }
  9598. function render( start, count ) {
  9599. gl.drawElements( mode, count, type, start * bytesPerElement );
  9600. info.update( count, mode );
  9601. }
  9602. function renderInstances( geometry, start, count, primcount ) {
  9603. if ( primcount === 0 ) { return; }
  9604. var extension, methodName;
  9605. if ( isWebGL2 ) {
  9606. extension = gl;
  9607. methodName = 'drawElementsInstanced';
  9608. } else {
  9609. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9610. methodName = 'drawElementsInstancedANGLE';
  9611. if ( extension === null ) {
  9612. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9613. return;
  9614. }
  9615. }
  9616. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9617. info.update( count, mode, primcount );
  9618. }
  9619. //
  9620. this.setMode = setMode;
  9621. this.setIndex = setIndex;
  9622. this.render = render;
  9623. this.renderInstances = renderInstances;
  9624. }
  9625. /**
  9626. * @author Mugen87 / https://github.com/Mugen87
  9627. */
  9628. function WebGLInfo( gl ) {
  9629. var memory = {
  9630. geometries: 0,
  9631. textures: 0
  9632. };
  9633. var render = {
  9634. frame: 0,
  9635. calls: 0,
  9636. triangles: 0,
  9637. points: 0,
  9638. lines: 0
  9639. };
  9640. function update( count, mode, instanceCount ) {
  9641. instanceCount = instanceCount || 1;
  9642. render.calls ++;
  9643. switch ( mode ) {
  9644. case 4:
  9645. render.triangles += instanceCount * ( count / 3 );
  9646. break;
  9647. case 5:
  9648. case 6:
  9649. render.triangles += instanceCount * ( count - 2 );
  9650. break;
  9651. case 1:
  9652. render.lines += instanceCount * ( count / 2 );
  9653. break;
  9654. case 3:
  9655. render.lines += instanceCount * ( count - 1 );
  9656. break;
  9657. case 2:
  9658. render.lines += instanceCount * count;
  9659. break;
  9660. case 0:
  9661. render.points += instanceCount * count;
  9662. break;
  9663. default:
  9664. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9665. break;
  9666. }
  9667. }
  9668. function reset() {
  9669. render.frame ++;
  9670. render.calls = 0;
  9671. render.triangles = 0;
  9672. render.points = 0;
  9673. render.lines = 0;
  9674. }
  9675. return {
  9676. memory: memory,
  9677. render: render,
  9678. programs: null,
  9679. autoReset: true,
  9680. reset: reset,
  9681. update: update
  9682. };
  9683. }
  9684. /**
  9685. * @author mrdoob / http://mrdoob.com/
  9686. */
  9687. function absNumericalSort( a, b ) {
  9688. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9689. }
  9690. function WebGLMorphtargets( gl ) {
  9691. var influencesList = {};
  9692. var morphInfluences = new Float32Array( 8 );
  9693. function update( object, geometry, material, program ) {
  9694. var objectInfluences = object.morphTargetInfluences;
  9695. var length = objectInfluences.length;
  9696. var influences = influencesList[ geometry.id ];
  9697. if ( influences === undefined ) {
  9698. // initialise list
  9699. influences = [];
  9700. for ( var i = 0; i < length; i ++ ) {
  9701. influences[ i ] = [ i, 0 ];
  9702. }
  9703. influencesList[ geometry.id ] = influences;
  9704. }
  9705. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9706. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9707. // Remove current morphAttributes
  9708. for ( var i = 0; i < length; i ++ ) {
  9709. var influence = influences[ i ];
  9710. if ( influence[ 1 ] !== 0 ) {
  9711. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9712. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9713. }
  9714. }
  9715. // Collect influences
  9716. for ( var i = 0; i < length; i ++ ) {
  9717. var influence = influences[ i ];
  9718. influence[ 0 ] = i;
  9719. influence[ 1 ] = objectInfluences[ i ];
  9720. }
  9721. influences.sort( absNumericalSort );
  9722. // Add morphAttributes
  9723. for ( var i = 0; i < 8; i ++ ) {
  9724. var influence = influences[ i ];
  9725. if ( influence ) {
  9726. var index = influence[ 0 ];
  9727. var value = influence[ 1 ];
  9728. if ( value ) {
  9729. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9730. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9731. morphInfluences[ i ] = value;
  9732. continue;
  9733. }
  9734. }
  9735. morphInfluences[ i ] = 0;
  9736. }
  9737. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9738. }
  9739. return {
  9740. update: update
  9741. };
  9742. }
  9743. /**
  9744. * @author mrdoob / http://mrdoob.com/
  9745. */
  9746. function WebGLObjects( gl, geometries, attributes, info ) {
  9747. var updateList = {};
  9748. function update( object ) {
  9749. var frame = info.render.frame;
  9750. var geometry = object.geometry;
  9751. var buffergeometry = geometries.get( object, geometry );
  9752. // Update once per frame
  9753. if ( updateList[ buffergeometry.id ] !== frame ) {
  9754. if ( geometry.isGeometry ) {
  9755. buffergeometry.updateFromObject( object );
  9756. }
  9757. geometries.update( buffergeometry );
  9758. updateList[ buffergeometry.id ] = frame;
  9759. }
  9760. if ( object.isInstancedMesh ) {
  9761. attributes.update( object.instanceMatrix, 34962 );
  9762. }
  9763. return buffergeometry;
  9764. }
  9765. function dispose() {
  9766. updateList = {};
  9767. }
  9768. return {
  9769. update: update,
  9770. dispose: dispose
  9771. };
  9772. }
  9773. /**
  9774. * @author mrdoob / http://mrdoob.com/
  9775. */
  9776. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9777. images = images !== undefined ? images : [];
  9778. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9779. format = format !== undefined ? format : RGBFormat;
  9780. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9781. this.flipY = false;
  9782. }
  9783. CubeTexture.prototype = Object.create( Texture.prototype );
  9784. CubeTexture.prototype.constructor = CubeTexture;
  9785. CubeTexture.prototype.isCubeTexture = true;
  9786. Object.defineProperty( CubeTexture.prototype, 'images', {
  9787. get: function () {
  9788. return this.image;
  9789. },
  9790. set: function ( value ) {
  9791. this.image = value;
  9792. }
  9793. } );
  9794. /**
  9795. * @author Takahiro https://github.com/takahirox
  9796. */
  9797. function DataTexture2DArray( data, width, height, depth ) {
  9798. Texture.call( this, null );
  9799. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9800. this.magFilter = NearestFilter;
  9801. this.minFilter = NearestFilter;
  9802. this.wrapR = ClampToEdgeWrapping;
  9803. this.generateMipmaps = false;
  9804. this.flipY = false;
  9805. this.needsUpdate = true;
  9806. }
  9807. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9808. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9809. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9810. /**
  9811. * @author Artur Trzesiok
  9812. */
  9813. function DataTexture3D( data, width, height, depth ) {
  9814. // We're going to add .setXXX() methods for setting properties later.
  9815. // Users can still set in DataTexture3D directly.
  9816. //
  9817. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9818. // texture.anisotropy = 16;
  9819. //
  9820. // See #14839
  9821. Texture.call( this, null );
  9822. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9823. this.magFilter = NearestFilter;
  9824. this.minFilter = NearestFilter;
  9825. this.wrapR = ClampToEdgeWrapping;
  9826. this.generateMipmaps = false;
  9827. this.flipY = false;
  9828. this.needsUpdate = true;
  9829. }
  9830. DataTexture3D.prototype = Object.create( Texture.prototype );
  9831. DataTexture3D.prototype.constructor = DataTexture3D;
  9832. DataTexture3D.prototype.isDataTexture3D = true;
  9833. /**
  9834. * @author tschw
  9835. * @author Mugen87 / https://github.com/Mugen87
  9836. * @author mrdoob / http://mrdoob.com/
  9837. *
  9838. * Uniforms of a program.
  9839. * Those form a tree structure with a special top-level container for the root,
  9840. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9841. *
  9842. *
  9843. * Properties of inner nodes including the top-level container:
  9844. *
  9845. * .seq - array of nested uniforms
  9846. * .map - nested uniforms by name
  9847. *
  9848. *
  9849. * Methods of all nodes except the top-level container:
  9850. *
  9851. * .setValue( gl, value, [textures] )
  9852. *
  9853. * uploads a uniform value(s)
  9854. * the 'textures' parameter is needed for sampler uniforms
  9855. *
  9856. *
  9857. * Static methods of the top-level container (textures factorizations):
  9858. *
  9859. * .upload( gl, seq, values, textures )
  9860. *
  9861. * sets uniforms in 'seq' to 'values[id].value'
  9862. *
  9863. * .seqWithValue( seq, values ) : filteredSeq
  9864. *
  9865. * filters 'seq' entries with corresponding entry in values
  9866. *
  9867. *
  9868. * Methods of the top-level container (textures factorizations):
  9869. *
  9870. * .setValue( gl, name, value, textures )
  9871. *
  9872. * sets uniform with name 'name' to 'value'
  9873. *
  9874. * .setOptional( gl, obj, prop )
  9875. *
  9876. * like .set for an optional property of the object
  9877. *
  9878. */
  9879. var emptyTexture = new Texture();
  9880. var emptyTexture2dArray = new DataTexture2DArray();
  9881. var emptyTexture3d = new DataTexture3D();
  9882. var emptyCubeTexture = new CubeTexture();
  9883. // --- Utilities ---
  9884. // Array Caches (provide typed arrays for temporary by size)
  9885. var arrayCacheF32 = [];
  9886. var arrayCacheI32 = [];
  9887. // Float32Array caches used for uploading Matrix uniforms
  9888. var mat4array = new Float32Array( 16 );
  9889. var mat3array = new Float32Array( 9 );
  9890. var mat2array = new Float32Array( 4 );
  9891. // Flattening for arrays of vectors and matrices
  9892. function flatten( array, nBlocks, blockSize ) {
  9893. var firstElem = array[ 0 ];
  9894. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9895. // unoptimized: ! isNaN( firstElem )
  9896. // see http://jacksondunstan.com/articles/983
  9897. var n = nBlocks * blockSize,
  9898. r = arrayCacheF32[ n ];
  9899. if ( r === undefined ) {
  9900. r = new Float32Array( n );
  9901. arrayCacheF32[ n ] = r;
  9902. }
  9903. if ( nBlocks !== 0 ) {
  9904. firstElem.toArray( r, 0 );
  9905. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9906. offset += blockSize;
  9907. array[ i ].toArray( r, offset );
  9908. }
  9909. }
  9910. return r;
  9911. }
  9912. function arraysEqual( a, b ) {
  9913. if ( a.length !== b.length ) { return false; }
  9914. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9915. if ( a[ i ] !== b[ i ] ) { return false; }
  9916. }
  9917. return true;
  9918. }
  9919. function copyArray( a, b ) {
  9920. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9921. a[ i ] = b[ i ];
  9922. }
  9923. }
  9924. // Texture unit allocation
  9925. function allocTexUnits( textures, n ) {
  9926. var r = arrayCacheI32[ n ];
  9927. if ( r === undefined ) {
  9928. r = new Int32Array( n );
  9929. arrayCacheI32[ n ] = r;
  9930. }
  9931. for ( var i = 0; i !== n; ++ i )
  9932. { r[ i ] = textures.allocateTextureUnit(); }
  9933. return r;
  9934. }
  9935. // --- Setters ---
  9936. // Note: Defining these methods externally, because they come in a bunch
  9937. // and this way their names minify.
  9938. // Single scalar
  9939. function setValueV1f( gl, v ) {
  9940. var cache = this.cache;
  9941. if ( cache[ 0 ] === v ) { return; }
  9942. gl.uniform1f( this.addr, v );
  9943. cache[ 0 ] = v;
  9944. }
  9945. // Single float vector (from flat array or THREE.VectorN)
  9946. function setValueV2f( gl, v ) {
  9947. var cache = this.cache;
  9948. if ( v.x !== undefined ) {
  9949. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9950. gl.uniform2f( this.addr, v.x, v.y );
  9951. cache[ 0 ] = v.x;
  9952. cache[ 1 ] = v.y;
  9953. }
  9954. } else {
  9955. if ( arraysEqual( cache, v ) ) { return; }
  9956. gl.uniform2fv( this.addr, v );
  9957. copyArray( cache, v );
  9958. }
  9959. }
  9960. function setValueV3f( gl, v ) {
  9961. var cache = this.cache;
  9962. if ( v.x !== undefined ) {
  9963. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9964. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9965. cache[ 0 ] = v.x;
  9966. cache[ 1 ] = v.y;
  9967. cache[ 2 ] = v.z;
  9968. }
  9969. } else if ( v.r !== undefined ) {
  9970. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9971. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9972. cache[ 0 ] = v.r;
  9973. cache[ 1 ] = v.g;
  9974. cache[ 2 ] = v.b;
  9975. }
  9976. } else {
  9977. if ( arraysEqual( cache, v ) ) { return; }
  9978. gl.uniform3fv( this.addr, v );
  9979. copyArray( cache, v );
  9980. }
  9981. }
  9982. function setValueV4f( gl, v ) {
  9983. var cache = this.cache;
  9984. if ( v.x !== undefined ) {
  9985. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9986. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9987. cache[ 0 ] = v.x;
  9988. cache[ 1 ] = v.y;
  9989. cache[ 2 ] = v.z;
  9990. cache[ 3 ] = v.w;
  9991. }
  9992. } else {
  9993. if ( arraysEqual( cache, v ) ) { return; }
  9994. gl.uniform4fv( this.addr, v );
  9995. copyArray( cache, v );
  9996. }
  9997. }
  9998. // Single matrix (from flat array or MatrixN)
  9999. function setValueM2( gl, v ) {
  10000. var cache = this.cache;
  10001. var elements = v.elements;
  10002. if ( elements === undefined ) {
  10003. if ( arraysEqual( cache, v ) ) { return; }
  10004. gl.uniformMatrix2fv( this.addr, false, v );
  10005. copyArray( cache, v );
  10006. } else {
  10007. if ( arraysEqual( cache, elements ) ) { return; }
  10008. mat2array.set( elements );
  10009. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10010. copyArray( cache, elements );
  10011. }
  10012. }
  10013. function setValueM3( gl, v ) {
  10014. var cache = this.cache;
  10015. var elements = v.elements;
  10016. if ( elements === undefined ) {
  10017. if ( arraysEqual( cache, v ) ) { return; }
  10018. gl.uniformMatrix3fv( this.addr, false, v );
  10019. copyArray( cache, v );
  10020. } else {
  10021. if ( arraysEqual( cache, elements ) ) { return; }
  10022. mat3array.set( elements );
  10023. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10024. copyArray( cache, elements );
  10025. }
  10026. }
  10027. function setValueM4( gl, v ) {
  10028. var cache = this.cache;
  10029. var elements = v.elements;
  10030. if ( elements === undefined ) {
  10031. if ( arraysEqual( cache, v ) ) { return; }
  10032. gl.uniformMatrix4fv( this.addr, false, v );
  10033. copyArray( cache, v );
  10034. } else {
  10035. if ( arraysEqual( cache, elements ) ) { return; }
  10036. mat4array.set( elements );
  10037. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10038. copyArray( cache, elements );
  10039. }
  10040. }
  10041. // Single texture (2D / Cube)
  10042. function setValueT1( gl, v, textures ) {
  10043. var cache = this.cache;
  10044. var unit = textures.allocateTextureUnit();
  10045. if ( cache[ 0 ] !== unit ) {
  10046. gl.uniform1i( this.addr, unit );
  10047. cache[ 0 ] = unit;
  10048. }
  10049. textures.safeSetTexture2D( v || emptyTexture, unit );
  10050. }
  10051. function setValueT2DArray1( gl, v, textures ) {
  10052. var cache = this.cache;
  10053. var unit = textures.allocateTextureUnit();
  10054. if ( cache[ 0 ] !== unit ) {
  10055. gl.uniform1i( this.addr, unit );
  10056. cache[ 0 ] = unit;
  10057. }
  10058. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10059. }
  10060. function setValueT3D1( gl, v, textures ) {
  10061. var cache = this.cache;
  10062. var unit = textures.allocateTextureUnit();
  10063. if ( cache[ 0 ] !== unit ) {
  10064. gl.uniform1i( this.addr, unit );
  10065. cache[ 0 ] = unit;
  10066. }
  10067. textures.setTexture3D( v || emptyTexture3d, unit );
  10068. }
  10069. function setValueT6( gl, v, textures ) {
  10070. var cache = this.cache;
  10071. var unit = textures.allocateTextureUnit();
  10072. if ( cache[ 0 ] !== unit ) {
  10073. gl.uniform1i( this.addr, unit );
  10074. cache[ 0 ] = unit;
  10075. }
  10076. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10077. }
  10078. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10079. function setValueV1i( gl, v ) {
  10080. var cache = this.cache;
  10081. if ( cache[ 0 ] === v ) { return; }
  10082. gl.uniform1i( this.addr, v );
  10083. cache[ 0 ] = v;
  10084. }
  10085. function setValueV2i( gl, v ) {
  10086. var cache = this.cache;
  10087. if ( arraysEqual( cache, v ) ) { return; }
  10088. gl.uniform2iv( this.addr, v );
  10089. copyArray( cache, v );
  10090. }
  10091. function setValueV3i( gl, v ) {
  10092. var cache = this.cache;
  10093. if ( arraysEqual( cache, v ) ) { return; }
  10094. gl.uniform3iv( this.addr, v );
  10095. copyArray( cache, v );
  10096. }
  10097. function setValueV4i( gl, v ) {
  10098. var cache = this.cache;
  10099. if ( arraysEqual( cache, v ) ) { return; }
  10100. gl.uniform4iv( this.addr, v );
  10101. copyArray( cache, v );
  10102. }
  10103. // Helper to pick the right setter for the singular case
  10104. function getSingularSetter( type ) {
  10105. switch ( type ) {
  10106. case 0x1406: return setValueV1f; // FLOAT
  10107. case 0x8b50: return setValueV2f; // _VEC2
  10108. case 0x8b51: return setValueV3f; // _VEC3
  10109. case 0x8b52: return setValueV4f; // _VEC4
  10110. case 0x8b5a: return setValueM2; // _MAT2
  10111. case 0x8b5b: return setValueM3; // _MAT3
  10112. case 0x8b5c: return setValueM4; // _MAT4
  10113. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10114. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10115. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10116. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10117. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10118. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10119. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10120. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10121. }
  10122. }
  10123. // Array of scalars
  10124. function setValueV1fArray( gl, v ) {
  10125. gl.uniform1fv( this.addr, v );
  10126. }
  10127. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10128. function setValueV1iArray( gl, v ) {
  10129. gl.uniform1iv( this.addr, v );
  10130. }
  10131. function setValueV2iArray( gl, v ) {
  10132. gl.uniform2iv( this.addr, v );
  10133. }
  10134. function setValueV3iArray( gl, v ) {
  10135. gl.uniform3iv( this.addr, v );
  10136. }
  10137. function setValueV4iArray( gl, v ) {
  10138. gl.uniform4iv( this.addr, v );
  10139. }
  10140. // Array of vectors (flat or from THREE classes)
  10141. function setValueV2fArray( gl, v ) {
  10142. var data = flatten( v, this.size, 2 );
  10143. gl.uniform2fv( this.addr, data );
  10144. }
  10145. function setValueV3fArray( gl, v ) {
  10146. var data = flatten( v, this.size, 3 );
  10147. gl.uniform3fv( this.addr, data );
  10148. }
  10149. function setValueV4fArray( gl, v ) {
  10150. var data = flatten( v, this.size, 4 );
  10151. gl.uniform4fv( this.addr, data );
  10152. }
  10153. // Array of matrices (flat or from THREE clases)
  10154. function setValueM2Array( gl, v ) {
  10155. var data = flatten( v, this.size, 4 );
  10156. gl.uniformMatrix2fv( this.addr, false, data );
  10157. }
  10158. function setValueM3Array( gl, v ) {
  10159. var data = flatten( v, this.size, 9 );
  10160. gl.uniformMatrix3fv( this.addr, false, data );
  10161. }
  10162. function setValueM4Array( gl, v ) {
  10163. var data = flatten( v, this.size, 16 );
  10164. gl.uniformMatrix4fv( this.addr, false, data );
  10165. }
  10166. // Array of textures (2D / Cube)
  10167. function setValueT1Array( gl, v, textures ) {
  10168. var n = v.length;
  10169. var units = allocTexUnits( textures, n );
  10170. gl.uniform1iv( this.addr, units );
  10171. for ( var i = 0; i !== n; ++ i ) {
  10172. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10173. }
  10174. }
  10175. function setValueT6Array( gl, v, textures ) {
  10176. var n = v.length;
  10177. var units = allocTexUnits( textures, n );
  10178. gl.uniform1iv( this.addr, units );
  10179. for ( var i = 0; i !== n; ++ i ) {
  10180. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10181. }
  10182. }
  10183. // Helper to pick the right setter for a pure (bottom-level) array
  10184. function getPureArraySetter( type ) {
  10185. switch ( type ) {
  10186. case 0x1406: return setValueV1fArray; // FLOAT
  10187. case 0x8b50: return setValueV2fArray; // _VEC2
  10188. case 0x8b51: return setValueV3fArray; // _VEC3
  10189. case 0x8b52: return setValueV4fArray; // _VEC4
  10190. case 0x8b5a: return setValueM2Array; // _MAT2
  10191. case 0x8b5b: return setValueM3Array; // _MAT3
  10192. case 0x8b5c: return setValueM4Array; // _MAT4
  10193. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10194. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10195. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10196. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10197. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10198. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10199. }
  10200. }
  10201. // --- Uniform Classes ---
  10202. function SingleUniform( id, activeInfo, addr ) {
  10203. this.id = id;
  10204. this.addr = addr;
  10205. this.cache = [];
  10206. this.setValue = getSingularSetter( activeInfo.type );
  10207. // this.path = activeInfo.name; // DEBUG
  10208. }
  10209. function PureArrayUniform( id, activeInfo, addr ) {
  10210. this.id = id;
  10211. this.addr = addr;
  10212. this.cache = [];
  10213. this.size = activeInfo.size;
  10214. this.setValue = getPureArraySetter( activeInfo.type );
  10215. // this.path = activeInfo.name; // DEBUG
  10216. }
  10217. PureArrayUniform.prototype.updateCache = function ( data ) {
  10218. var cache = this.cache;
  10219. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10220. this.cache = new Float32Array( data.length );
  10221. }
  10222. copyArray( cache, data );
  10223. };
  10224. function StructuredUniform( id ) {
  10225. this.id = id;
  10226. this.seq = [];
  10227. this.map = {};
  10228. }
  10229. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10230. var seq = this.seq;
  10231. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10232. var u = seq[ i ];
  10233. u.setValue( gl, value[ u.id ], textures );
  10234. }
  10235. };
  10236. // --- Top-level ---
  10237. // Parser - builds up the property tree from the path strings
  10238. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10239. // extracts
  10240. // - the identifier (member name or array index)
  10241. // - followed by an optional right bracket (found when array index)
  10242. // - followed by an optional left bracket or dot (type of subscript)
  10243. //
  10244. // Note: These portions can be read in a non-overlapping fashion and
  10245. // allow straightforward parsing of the hierarchy that WebGL encodes
  10246. // in the uniform names.
  10247. function addUniform( container, uniformObject ) {
  10248. container.seq.push( uniformObject );
  10249. container.map[ uniformObject.id ] = uniformObject;
  10250. }
  10251. function parseUniform( activeInfo, addr, container ) {
  10252. var path = activeInfo.name,
  10253. pathLength = path.length;
  10254. // reset RegExp object, because of the early exit of a previous run
  10255. RePathPart.lastIndex = 0;
  10256. while ( true ) {
  10257. var match = RePathPart.exec( path ),
  10258. matchEnd = RePathPart.lastIndex,
  10259. id = match[ 1 ],
  10260. idIsIndex = match[ 2 ] === ']',
  10261. subscript = match[ 3 ];
  10262. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10263. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10264. // bare name or "pure" bottom-level array "[0]" suffix
  10265. addUniform( container, subscript === undefined ?
  10266. new SingleUniform( id, activeInfo, addr ) :
  10267. new PureArrayUniform( id, activeInfo, addr ) );
  10268. break;
  10269. } else {
  10270. // step into inner node / create it in case it doesn't exist
  10271. var map = container.map, next = map[ id ];
  10272. if ( next === undefined ) {
  10273. next = new StructuredUniform( id );
  10274. addUniform( container, next );
  10275. }
  10276. container = next;
  10277. }
  10278. }
  10279. }
  10280. // Root Container
  10281. function WebGLUniforms( gl, program ) {
  10282. this.seq = [];
  10283. this.map = {};
  10284. var n = gl.getProgramParameter( program, 35718 );
  10285. for ( var i = 0; i < n; ++ i ) {
  10286. var info = gl.getActiveUniform( program, i ),
  10287. addr = gl.getUniformLocation( program, info.name );
  10288. parseUniform( info, addr, this );
  10289. }
  10290. }
  10291. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10292. var u = this.map[ name ];
  10293. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10294. };
  10295. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10296. var v = object[ name ];
  10297. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10298. };
  10299. // Static interface
  10300. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10301. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10302. var u = seq[ i ],
  10303. v = values[ u.id ];
  10304. if ( v.needsUpdate !== false ) {
  10305. // note: always updating when .needsUpdate is undefined
  10306. u.setValue( gl, v.value, textures );
  10307. }
  10308. }
  10309. };
  10310. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10311. var r = [];
  10312. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10313. var u = seq[ i ];
  10314. if ( u.id in values ) { r.push( u ); }
  10315. }
  10316. return r;
  10317. };
  10318. /**
  10319. * @author mrdoob / http://mrdoob.com/
  10320. */
  10321. function WebGLShader( gl, type, string ) {
  10322. var shader = gl.createShader( type );
  10323. gl.shaderSource( shader, string );
  10324. gl.compileShader( shader );
  10325. return shader;
  10326. }
  10327. /**
  10328. * @author mrdoob / http://mrdoob.com/
  10329. */
  10330. var programIdCount = 0;
  10331. function addLineNumbers( string ) {
  10332. var lines = string.split( '\n' );
  10333. for ( var i = 0; i < lines.length; i ++ ) {
  10334. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10335. }
  10336. return lines.join( '\n' );
  10337. }
  10338. function getEncodingComponents( encoding ) {
  10339. switch ( encoding ) {
  10340. case LinearEncoding:
  10341. return [ 'Linear', '( value )' ];
  10342. case sRGBEncoding:
  10343. return [ 'sRGB', '( value )' ];
  10344. case RGBEEncoding:
  10345. return [ 'RGBE', '( value )' ];
  10346. case RGBM7Encoding:
  10347. return [ 'RGBM', '( value, 7.0 )' ];
  10348. case RGBM16Encoding:
  10349. return [ 'RGBM', '( value, 16.0 )' ];
  10350. case RGBDEncoding:
  10351. return [ 'RGBD', '( value, 256.0 )' ];
  10352. case GammaEncoding:
  10353. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10354. case LogLuvEncoding:
  10355. return [ 'LogLuv', '( value )' ];
  10356. default:
  10357. throw new Error( 'unsupported encoding: ' + encoding );
  10358. }
  10359. }
  10360. function getShaderErrors( gl, shader, type ) {
  10361. var status = gl.getShaderParameter( shader, 35713 );
  10362. var log = gl.getShaderInfoLog( shader ).trim();
  10363. if ( status && log === '' ) { return ''; }
  10364. // --enable-privileged-webgl-extension
  10365. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10366. var source = gl.getShaderSource( shader );
  10367. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10368. }
  10369. function getTexelDecodingFunction( functionName, encoding ) {
  10370. var components = getEncodingComponents( encoding );
  10371. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10372. }
  10373. function getTexelEncodingFunction( functionName, encoding ) {
  10374. var components = getEncodingComponents( encoding );
  10375. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10376. }
  10377. function getToneMappingFunction( functionName, toneMapping ) {
  10378. var toneMappingName;
  10379. switch ( toneMapping ) {
  10380. case LinearToneMapping:
  10381. toneMappingName = 'Linear';
  10382. break;
  10383. case ReinhardToneMapping:
  10384. toneMappingName = 'Reinhard';
  10385. break;
  10386. case Uncharted2ToneMapping:
  10387. toneMappingName = 'Uncharted2';
  10388. break;
  10389. case CineonToneMapping:
  10390. toneMappingName = 'OptimizedCineon';
  10391. break;
  10392. case ACESFilmicToneMapping:
  10393. toneMappingName = 'ACESFilmic';
  10394. break;
  10395. default:
  10396. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10397. }
  10398. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10399. }
  10400. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10401. extensions = extensions || {};
  10402. var chunks = [
  10403. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10404. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10405. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10406. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10407. ];
  10408. return chunks.filter( filterEmptyLine ).join( '\n' );
  10409. }
  10410. function generateDefines( defines ) {
  10411. var chunks = [];
  10412. for ( var name in defines ) {
  10413. var value = defines[ name ];
  10414. if ( value === false ) { continue; }
  10415. chunks.push( '#define ' + name + ' ' + value );
  10416. }
  10417. return chunks.join( '\n' );
  10418. }
  10419. function fetchAttributeLocations( gl, program ) {
  10420. var attributes = {};
  10421. var n = gl.getProgramParameter( program, 35721 );
  10422. for ( var i = 0; i < n; i ++ ) {
  10423. var info = gl.getActiveAttrib( program, i );
  10424. var name = info.name;
  10425. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10426. attributes[ name ] = gl.getAttribLocation( program, name );
  10427. }
  10428. return attributes;
  10429. }
  10430. function filterEmptyLine( string ) {
  10431. return string !== '';
  10432. }
  10433. function replaceLightNums( string, parameters ) {
  10434. return string
  10435. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10436. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10437. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10438. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10439. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10440. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10441. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10442. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10443. }
  10444. function replaceClippingPlaneNums( string, parameters ) {
  10445. return string
  10446. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10447. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10448. }
  10449. // Resolve Includes
  10450. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10451. function resolveIncludes( string ) {
  10452. return string.replace( includePattern, includeReplacer );
  10453. }
  10454. function includeReplacer( match, include ) {
  10455. var string = ShaderChunk[ include ];
  10456. if ( string === undefined ) {
  10457. throw new Error( 'Can not resolve #include <' + include + '>' );
  10458. }
  10459. return resolveIncludes( string );
  10460. }
  10461. // Unroll Loops
  10462. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10463. function unrollLoops( string ) {
  10464. return string.replace( loopPattern, loopReplacer );
  10465. }
  10466. function loopReplacer( match, start, end, snippet ) {
  10467. var string = '';
  10468. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10469. string += snippet
  10470. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10471. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10472. }
  10473. return string;
  10474. }
  10475. //
  10476. function generatePrecision( parameters ) {
  10477. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10478. if ( parameters.precision === "highp" ) {
  10479. precisionstring += "\n#define HIGH_PRECISION";
  10480. } else if ( parameters.precision === "mediump" ) {
  10481. precisionstring += "\n#define MEDIUM_PRECISION";
  10482. } else if ( parameters.precision === "lowp" ) {
  10483. precisionstring += "\n#define LOW_PRECISION";
  10484. }
  10485. return precisionstring;
  10486. }
  10487. function generateShadowMapTypeDefine( parameters ) {
  10488. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10489. if ( parameters.shadowMapType === PCFShadowMap ) {
  10490. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10491. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10492. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10493. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10494. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10495. }
  10496. return shadowMapTypeDefine;
  10497. }
  10498. function generateEnvMapTypeDefine( parameters, material ) {
  10499. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10500. if ( parameters.envMap ) {
  10501. switch ( material.envMap.mapping ) {
  10502. case CubeReflectionMapping:
  10503. case CubeRefractionMapping:
  10504. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10505. break;
  10506. case CubeUVReflectionMapping:
  10507. case CubeUVRefractionMapping:
  10508. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10509. break;
  10510. case EquirectangularReflectionMapping:
  10511. case EquirectangularRefractionMapping:
  10512. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10513. break;
  10514. case SphericalReflectionMapping:
  10515. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10516. break;
  10517. }
  10518. }
  10519. return envMapTypeDefine;
  10520. }
  10521. function generateEnvMapModeDefine( parameters, material ) {
  10522. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10523. if ( parameters.envMap ) {
  10524. switch ( material.envMap.mapping ) {
  10525. case CubeRefractionMapping:
  10526. case EquirectangularRefractionMapping:
  10527. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10528. break;
  10529. }
  10530. }
  10531. return envMapModeDefine;
  10532. }
  10533. function generateEnvMapBlendingDefine( parameters, material ) {
  10534. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10535. if ( parameters.envMap ) {
  10536. switch ( material.combine ) {
  10537. case MultiplyOperation:
  10538. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10539. break;
  10540. case MixOperation:
  10541. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10542. break;
  10543. case AddOperation:
  10544. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10545. break;
  10546. }
  10547. }
  10548. return envMapBlendingDefine;
  10549. }
  10550. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  10551. var gl = renderer.getContext();
  10552. var defines = material.defines;
  10553. var vertexShader = shader.vertexShader;
  10554. var fragmentShader = shader.fragmentShader;
  10555. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10556. var envMapTypeDefine = generateEnvMapTypeDefine( parameters, material );
  10557. var envMapModeDefine = generateEnvMapModeDefine( parameters, material );
  10558. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters, material );
  10559. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10560. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10561. var customDefines = generateDefines( defines );
  10562. var program = gl.createProgram();
  10563. var prefixVertex, prefixFragment;
  10564. var renderTarget = renderer.getRenderTarget();
  10565. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  10566. if ( material.isRawShaderMaterial ) {
  10567. prefixVertex = [
  10568. customDefines
  10569. ].filter( filterEmptyLine ).join( '\n' );
  10570. if ( prefixVertex.length > 0 ) {
  10571. prefixVertex += '\n';
  10572. }
  10573. prefixFragment = [
  10574. customExtensions,
  10575. customDefines
  10576. ].filter( filterEmptyLine ).join( '\n' );
  10577. if ( prefixFragment.length > 0 ) {
  10578. prefixFragment += '\n';
  10579. }
  10580. } else {
  10581. prefixVertex = [
  10582. generatePrecision( parameters ),
  10583. '#define SHADER_NAME ' + shader.name,
  10584. customDefines,
  10585. parameters.instancing ? '#define USE_INSTANCING' : '',
  10586. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10587. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10588. '#define MAX_BONES ' + parameters.maxBones,
  10589. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10590. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10591. parameters.map ? '#define USE_MAP' : '',
  10592. parameters.envMap ? '#define USE_ENVMAP' : '',
  10593. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10594. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10595. parameters.aoMap ? '#define USE_AOMAP' : '',
  10596. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10597. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10598. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10599. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10600. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10601. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10602. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10603. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10604. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10605. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10606. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10607. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10608. parameters.vertexColors ? '#define USE_COLOR' : '',
  10609. parameters.vertexUvs ? '#define USE_UV' : '',
  10610. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10611. parameters.skinning ? '#define USE_SKINNING' : '',
  10612. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10613. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10614. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10615. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10616. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10617. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10618. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10619. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10620. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10621. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10622. 'uniform mat4 modelMatrix;',
  10623. 'uniform mat4 modelViewMatrix;',
  10624. 'uniform mat4 projectionMatrix;',
  10625. 'uniform mat4 viewMatrix;',
  10626. 'uniform mat3 normalMatrix;',
  10627. 'uniform vec3 cameraPosition;',
  10628. '#ifdef USE_INSTANCING',
  10629. ' attribute mat4 instanceMatrix;',
  10630. '#endif',
  10631. 'attribute vec3 position;',
  10632. 'attribute vec3 normal;',
  10633. 'attribute vec2 uv;',
  10634. '#ifdef USE_TANGENT',
  10635. ' attribute vec4 tangent;',
  10636. '#endif',
  10637. '#ifdef USE_COLOR',
  10638. ' attribute vec3 color;',
  10639. '#endif',
  10640. '#ifdef USE_MORPHTARGETS',
  10641. ' attribute vec3 morphTarget0;',
  10642. ' attribute vec3 morphTarget1;',
  10643. ' attribute vec3 morphTarget2;',
  10644. ' attribute vec3 morphTarget3;',
  10645. ' #ifdef USE_MORPHNORMALS',
  10646. ' attribute vec3 morphNormal0;',
  10647. ' attribute vec3 morphNormal1;',
  10648. ' attribute vec3 morphNormal2;',
  10649. ' attribute vec3 morphNormal3;',
  10650. ' #else',
  10651. ' attribute vec3 morphTarget4;',
  10652. ' attribute vec3 morphTarget5;',
  10653. ' attribute vec3 morphTarget6;',
  10654. ' attribute vec3 morphTarget7;',
  10655. ' #endif',
  10656. '#endif',
  10657. '#ifdef USE_SKINNING',
  10658. ' attribute vec4 skinIndex;',
  10659. ' attribute vec4 skinWeight;',
  10660. '#endif',
  10661. '\n'
  10662. ].filter( filterEmptyLine ).join( '\n' );
  10663. prefixFragment = [
  10664. customExtensions,
  10665. generatePrecision( parameters ),
  10666. '#define SHADER_NAME ' + shader.name,
  10667. customDefines,
  10668. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10669. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10670. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10671. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10672. parameters.map ? '#define USE_MAP' : '',
  10673. parameters.matcap ? '#define USE_MATCAP' : '',
  10674. parameters.envMap ? '#define USE_ENVMAP' : '',
  10675. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10676. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10677. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10678. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10679. parameters.aoMap ? '#define USE_AOMAP' : '',
  10680. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10681. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10682. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10683. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10684. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10685. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10686. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10687. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10688. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10689. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10690. parameters.sheen ? '#define USE_SHEEN' : '',
  10691. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10692. parameters.vertexColors ? '#define USE_COLOR' : '',
  10693. parameters.vertexUvs ? '#define USE_UV' : '',
  10694. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10695. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10696. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10697. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10698. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10699. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10700. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10701. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10702. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10703. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10704. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10705. 'uniform mat4 viewMatrix;',
  10706. 'uniform vec3 cameraPosition;',
  10707. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10708. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10709. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10710. parameters.dithering ? '#define DITHERING' : '',
  10711. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10712. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10713. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10714. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10715. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10716. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10717. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10718. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10719. '\n'
  10720. ].filter( filterEmptyLine ).join( '\n' );
  10721. }
  10722. vertexShader = resolveIncludes( vertexShader );
  10723. vertexShader = replaceLightNums( vertexShader, parameters );
  10724. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10725. fragmentShader = resolveIncludes( fragmentShader );
  10726. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10727. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10728. vertexShader = unrollLoops( vertexShader );
  10729. fragmentShader = unrollLoops( fragmentShader );
  10730. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10731. var isGLSL3ShaderMaterial = false;
  10732. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10733. if ( material.isShaderMaterial &&
  10734. vertexShader.match( versionRegex ) !== null &&
  10735. fragmentShader.match( versionRegex ) !== null ) {
  10736. isGLSL3ShaderMaterial = true;
  10737. vertexShader = vertexShader.replace( versionRegex, '' );
  10738. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10739. }
  10740. // GLSL 3.0 conversion
  10741. prefixVertex = [
  10742. '#version 300 es\n',
  10743. '#define attribute in',
  10744. '#define varying out',
  10745. '#define texture2D texture'
  10746. ].join( '\n' ) + '\n' + prefixVertex;
  10747. prefixFragment = [
  10748. '#version 300 es\n',
  10749. '#define varying in',
  10750. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10751. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10752. '#define gl_FragDepthEXT gl_FragDepth',
  10753. '#define texture2D texture',
  10754. '#define textureCube texture',
  10755. '#define texture2DProj textureProj',
  10756. '#define texture2DLodEXT textureLod',
  10757. '#define texture2DProjLodEXT textureProjLod',
  10758. '#define textureCubeLodEXT textureLod',
  10759. '#define texture2DGradEXT textureGrad',
  10760. '#define texture2DProjGradEXT textureProjGrad',
  10761. '#define textureCubeGradEXT textureGrad'
  10762. ].join( '\n' ) + '\n' + prefixFragment;
  10763. // Multiview
  10764. if ( numMultiviewViews > 0 ) {
  10765. prefixVertex = prefixVertex.replace(
  10766. '#version 300 es\n',
  10767. [
  10768. '#version 300 es\n',
  10769. '#extension GL_OVR_multiview2 : require',
  10770. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10771. '#define VIEW_ID gl_ViewID_OVR'
  10772. ].join( '\n' )
  10773. );
  10774. prefixVertex = prefixVertex.replace(
  10775. [
  10776. 'uniform mat4 modelViewMatrix;',
  10777. 'uniform mat4 projectionMatrix;',
  10778. 'uniform mat4 viewMatrix;',
  10779. 'uniform mat3 normalMatrix;'
  10780. ].join( '\n' ),
  10781. [
  10782. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10783. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10784. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10785. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10786. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10787. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10788. '#define viewMatrix viewMatrices[VIEW_ID]',
  10789. '#define normalMatrix normalMatrices[VIEW_ID]'
  10790. ].join( '\n' )
  10791. );
  10792. prefixFragment = prefixFragment.replace(
  10793. '#version 300 es\n',
  10794. [
  10795. '#version 300 es\n',
  10796. '#extension GL_OVR_multiview2 : require',
  10797. '#define VIEW_ID gl_ViewID_OVR'
  10798. ].join( '\n' )
  10799. );
  10800. prefixFragment = prefixFragment.replace(
  10801. 'uniform mat4 viewMatrix;',
  10802. [
  10803. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10804. '#define viewMatrix viewMatrices[VIEW_ID]'
  10805. ].join( '\n' )
  10806. );
  10807. }
  10808. }
  10809. var vertexGlsl = prefixVertex + vertexShader;
  10810. var fragmentGlsl = prefixFragment + fragmentShader;
  10811. // console.log( '*VERTEX*', vertexGlsl );
  10812. // console.log( '*FRAGMENT*', fragmentGlsl );
  10813. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10814. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10815. gl.attachShader( program, glVertexShader );
  10816. gl.attachShader( program, glFragmentShader );
  10817. // Force a particular attribute to index 0.
  10818. if ( material.index0AttributeName !== undefined ) {
  10819. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10820. } else if ( parameters.morphTargets === true ) {
  10821. // programs with morphTargets displace position out of attribute 0
  10822. gl.bindAttribLocation( program, 0, 'position' );
  10823. }
  10824. gl.linkProgram( program );
  10825. // check for link errors
  10826. if ( renderer.debug.checkShaderErrors ) {
  10827. var programLog = gl.getProgramInfoLog( program ).trim();
  10828. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10829. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10830. var runnable = true;
  10831. var haveDiagnostics = true;
  10832. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10833. runnable = false;
  10834. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10835. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10836. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10837. } else if ( programLog !== '' ) {
  10838. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10839. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10840. haveDiagnostics = false;
  10841. }
  10842. if ( haveDiagnostics ) {
  10843. this.diagnostics = {
  10844. runnable: runnable,
  10845. material: material,
  10846. programLog: programLog,
  10847. vertexShader: {
  10848. log: vertexLog,
  10849. prefix: prefixVertex
  10850. },
  10851. fragmentShader: {
  10852. log: fragmentLog,
  10853. prefix: prefixFragment
  10854. }
  10855. };
  10856. }
  10857. }
  10858. // clean up
  10859. gl.deleteShader( glVertexShader );
  10860. gl.deleteShader( glFragmentShader );
  10861. // set up caching for uniform locations
  10862. var cachedUniforms;
  10863. this.getUniforms = function () {
  10864. if ( cachedUniforms === undefined ) {
  10865. cachedUniforms = new WebGLUniforms( gl, program );
  10866. }
  10867. return cachedUniforms;
  10868. };
  10869. // set up caching for attribute locations
  10870. var cachedAttributes;
  10871. this.getAttributes = function () {
  10872. if ( cachedAttributes === undefined ) {
  10873. cachedAttributes = fetchAttributeLocations( gl, program );
  10874. }
  10875. return cachedAttributes;
  10876. };
  10877. // free resource
  10878. this.destroy = function () {
  10879. gl.deleteProgram( program );
  10880. this.program = undefined;
  10881. };
  10882. //
  10883. this.name = shader.name;
  10884. this.id = programIdCount ++;
  10885. this.code = code;
  10886. this.usedTimes = 1;
  10887. this.program = program;
  10888. this.vertexShader = glVertexShader;
  10889. this.fragmentShader = glFragmentShader;
  10890. this.numMultiviewViews = numMultiviewViews;
  10891. return this;
  10892. }
  10893. /**
  10894. * @author mrdoob / http://mrdoob.com/
  10895. */
  10896. function WebGLPrograms( renderer, extensions, capabilities ) {
  10897. var programs = [];
  10898. var shaderIDs = {
  10899. MeshDepthMaterial: 'depth',
  10900. MeshDistanceMaterial: 'distanceRGBA',
  10901. MeshNormalMaterial: 'normal',
  10902. MeshBasicMaterial: 'basic',
  10903. MeshLambertMaterial: 'lambert',
  10904. MeshPhongMaterial: 'phong',
  10905. MeshToonMaterial: 'phong',
  10906. MeshStandardMaterial: 'physical',
  10907. MeshPhysicalMaterial: 'physical',
  10908. MeshMatcapMaterial: 'matcap',
  10909. LineBasicMaterial: 'basic',
  10910. LineDashedMaterial: 'dashed',
  10911. PointsMaterial: 'points',
  10912. ShadowMaterial: 'shadow',
  10913. SpriteMaterial: 'sprite'
  10914. };
  10915. var parameterNames = [
  10916. "precision", "supportsVertexTextures", "instancing",
  10917. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10918. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10919. "roughnessMap", "metalnessMap", "gradientMap",
  10920. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10921. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10922. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10923. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10924. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10925. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10926. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10927. "sheen"
  10928. ];
  10929. function allocateBones( object ) {
  10930. var skeleton = object.skeleton;
  10931. var bones = skeleton.bones;
  10932. if ( capabilities.floatVertexTextures ) {
  10933. return 1024;
  10934. } else {
  10935. // default for when object is not specified
  10936. // ( for example when prebuilding shader to be used with multiple objects )
  10937. //
  10938. // - leave some extra space for other uniforms
  10939. // - limit here is ANGLE's 254 max uniform vectors
  10940. // (up to 54 should be safe)
  10941. var nVertexUniforms = capabilities.maxVertexUniforms;
  10942. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10943. var maxBones = Math.min( nVertexMatrices, bones.length );
  10944. if ( maxBones < bones.length ) {
  10945. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10946. return 0;
  10947. }
  10948. return maxBones;
  10949. }
  10950. }
  10951. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10952. var encoding;
  10953. if ( ! map ) {
  10954. encoding = LinearEncoding;
  10955. } else if ( map.isTexture ) {
  10956. encoding = map.encoding;
  10957. } else if ( map.isWebGLRenderTarget ) {
  10958. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10959. encoding = map.texture.encoding;
  10960. }
  10961. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10962. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10963. encoding = GammaEncoding;
  10964. }
  10965. return encoding;
  10966. }
  10967. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10968. var shaderID = shaderIDs[ material.type ];
  10969. // heuristics to create shader parameters according to lights in the scene
  10970. // (not to blow over maxLights budget)
  10971. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10972. var precision = capabilities.precision;
  10973. if ( material.precision !== null ) {
  10974. precision = capabilities.getMaxPrecision( material.precision );
  10975. if ( precision !== material.precision ) {
  10976. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10977. }
  10978. }
  10979. var currentRenderTarget = renderer.getRenderTarget();
  10980. var parameters = {
  10981. isWebGL2: capabilities.isWebGL2,
  10982. shaderID: shaderID,
  10983. precision: precision,
  10984. instancing: object.isInstancedMesh === true,
  10985. supportsVertexTextures: capabilities.vertexTextures,
  10986. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10987. map: !! material.map,
  10988. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10989. matcap: !! material.matcap,
  10990. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10991. envMap: !! material.envMap,
  10992. envMapMode: material.envMap && material.envMap.mapping,
  10993. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10994. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10995. lightMap: !! material.lightMap,
  10996. aoMap: !! material.aoMap,
  10997. emissiveMap: !! material.emissiveMap,
  10998. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10999. bumpMap: !! material.bumpMap,
  11000. normalMap: !! material.normalMap,
  11001. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11002. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11003. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11004. displacementMap: !! material.displacementMap,
  11005. roughnessMap: !! material.roughnessMap,
  11006. metalnessMap: !! material.metalnessMap,
  11007. specularMap: !! material.specularMap,
  11008. alphaMap: !! material.alphaMap,
  11009. gradientMap: !! material.gradientMap,
  11010. sheen: !! material.sheen,
  11011. combine: material.combine,
  11012. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11013. vertexColors: material.vertexColors,
  11014. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  11015. fog: !! fog,
  11016. useFog: material.fog,
  11017. fogExp2: ( fog && fog.isFogExp2 ),
  11018. flatShading: material.flatShading,
  11019. sizeAttenuation: material.sizeAttenuation,
  11020. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  11021. skinning: material.skinning && maxBones > 0,
  11022. maxBones: maxBones,
  11023. useVertexTexture: capabilities.floatVertexTextures,
  11024. morphTargets: material.morphTargets,
  11025. morphNormals: material.morphNormals,
  11026. maxMorphTargets: renderer.maxMorphTargets,
  11027. maxMorphNormals: renderer.maxMorphNormals,
  11028. numDirLights: lights.directional.length,
  11029. numPointLights: lights.point.length,
  11030. numSpotLights: lights.spot.length,
  11031. numRectAreaLights: lights.rectArea.length,
  11032. numHemiLights: lights.hemi.length,
  11033. numDirLightShadows: lights.directionalShadowMap.length,
  11034. numPointLightShadows: lights.pointShadowMap.length,
  11035. numSpotLightShadows: lights.spotShadowMap.length,
  11036. numClippingPlanes: nClipPlanes,
  11037. numClipIntersection: nClipIntersection,
  11038. dithering: material.dithering,
  11039. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11040. shadowMapType: renderer.shadowMap.type,
  11041. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11042. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11043. premultipliedAlpha: material.premultipliedAlpha,
  11044. alphaTest: material.alphaTest,
  11045. doubleSided: material.side === DoubleSide,
  11046. flipSided: material.side === BackSide,
  11047. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11048. };
  11049. return parameters;
  11050. };
  11051. this.getProgramCode = function ( material, parameters ) {
  11052. var array = [];
  11053. if ( parameters.shaderID ) {
  11054. array.push( parameters.shaderID );
  11055. } else {
  11056. array.push( material.fragmentShader );
  11057. array.push( material.vertexShader );
  11058. }
  11059. if ( material.defines !== undefined ) {
  11060. for ( var name in material.defines ) {
  11061. array.push( name );
  11062. array.push( material.defines[ name ] );
  11063. }
  11064. }
  11065. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11066. array.push( parameters[ parameterNames[ i ] ] );
  11067. }
  11068. array.push( material.onBeforeCompile.toString() );
  11069. array.push( renderer.gammaOutput );
  11070. array.push( renderer.gammaFactor );
  11071. return array.join();
  11072. };
  11073. this.acquireProgram = function ( material, shader, parameters, code ) {
  11074. var program;
  11075. // Check if code has been already compiled
  11076. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11077. var programInfo = programs[ p ];
  11078. if ( programInfo.code === code ) {
  11079. program = programInfo;
  11080. ++ program.usedTimes;
  11081. break;
  11082. }
  11083. }
  11084. if ( program === undefined ) {
  11085. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11086. programs.push( program );
  11087. }
  11088. return program;
  11089. };
  11090. this.releaseProgram = function ( program ) {
  11091. if ( -- program.usedTimes === 0 ) {
  11092. // Remove from unordered set
  11093. var i = programs.indexOf( program );
  11094. programs[ i ] = programs[ programs.length - 1 ];
  11095. programs.pop();
  11096. // Free WebGL resources
  11097. program.destroy();
  11098. }
  11099. };
  11100. // Exposed for resource monitoring & error feedback via renderer.info:
  11101. this.programs = programs;
  11102. }
  11103. /**
  11104. * @author fordacious / fordacious.github.io
  11105. */
  11106. function WebGLProperties() {
  11107. var properties = new WeakMap();
  11108. function get( object ) {
  11109. var map = properties.get( object );
  11110. if ( map === undefined ) {
  11111. map = {};
  11112. properties.set( object, map );
  11113. }
  11114. return map;
  11115. }
  11116. function remove( object ) {
  11117. properties.delete( object );
  11118. }
  11119. function update( object, key, value ) {
  11120. properties.get( object )[ key ] = value;
  11121. }
  11122. function dispose() {
  11123. properties = new WeakMap();
  11124. }
  11125. return {
  11126. get: get,
  11127. remove: remove,
  11128. update: update,
  11129. dispose: dispose
  11130. };
  11131. }
  11132. /**
  11133. * @author mrdoob / http://mrdoob.com/
  11134. */
  11135. function painterSortStable( a, b ) {
  11136. if ( a.groupOrder !== b.groupOrder ) {
  11137. return a.groupOrder - b.groupOrder;
  11138. } else if ( a.renderOrder !== b.renderOrder ) {
  11139. return a.renderOrder - b.renderOrder;
  11140. } else if ( a.program !== b.program ) {
  11141. return a.program.id - b.program.id;
  11142. } else if ( a.material.id !== b.material.id ) {
  11143. return a.material.id - b.material.id;
  11144. } else if ( a.z !== b.z ) {
  11145. return a.z - b.z;
  11146. } else {
  11147. return a.id - b.id;
  11148. }
  11149. }
  11150. function reversePainterSortStable( a, b ) {
  11151. if ( a.groupOrder !== b.groupOrder ) {
  11152. return a.groupOrder - b.groupOrder;
  11153. } else if ( a.renderOrder !== b.renderOrder ) {
  11154. return a.renderOrder - b.renderOrder;
  11155. } else if ( a.z !== b.z ) {
  11156. return b.z - a.z;
  11157. } else {
  11158. return a.id - b.id;
  11159. }
  11160. }
  11161. function WebGLRenderList() {
  11162. var renderItems = [];
  11163. var renderItemsIndex = 0;
  11164. var opaque = [];
  11165. var transparent = [];
  11166. var defaultProgram = { id: - 1 };
  11167. function init() {
  11168. renderItemsIndex = 0;
  11169. opaque.length = 0;
  11170. transparent.length = 0;
  11171. }
  11172. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11173. var renderItem = renderItems[ renderItemsIndex ];
  11174. if ( renderItem === undefined ) {
  11175. renderItem = {
  11176. id: object.id,
  11177. object: object,
  11178. geometry: geometry,
  11179. material: material,
  11180. program: material.program || defaultProgram,
  11181. groupOrder: groupOrder,
  11182. renderOrder: object.renderOrder,
  11183. z: z,
  11184. group: group
  11185. };
  11186. renderItems[ renderItemsIndex ] = renderItem;
  11187. } else {
  11188. renderItem.id = object.id;
  11189. renderItem.object = object;
  11190. renderItem.geometry = geometry;
  11191. renderItem.material = material;
  11192. renderItem.program = material.program || defaultProgram;
  11193. renderItem.groupOrder = groupOrder;
  11194. renderItem.renderOrder = object.renderOrder;
  11195. renderItem.z = z;
  11196. renderItem.group = group;
  11197. }
  11198. renderItemsIndex ++;
  11199. return renderItem;
  11200. }
  11201. function push( object, geometry, material, groupOrder, z, group ) {
  11202. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11203. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11204. }
  11205. function unshift( object, geometry, material, groupOrder, z, group ) {
  11206. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11207. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11208. }
  11209. function sort() {
  11210. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11211. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11212. }
  11213. return {
  11214. opaque: opaque,
  11215. transparent: transparent,
  11216. init: init,
  11217. push: push,
  11218. unshift: unshift,
  11219. sort: sort
  11220. };
  11221. }
  11222. function WebGLRenderLists() {
  11223. var lists = new WeakMap();
  11224. function onSceneDispose( event ) {
  11225. var scene = event.target;
  11226. scene.removeEventListener( 'dispose', onSceneDispose );
  11227. lists.delete( scene );
  11228. }
  11229. function get( scene, camera ) {
  11230. var cameras = lists.get( scene );
  11231. var list;
  11232. if ( cameras === undefined ) {
  11233. list = new WebGLRenderList();
  11234. lists.set( scene, new WeakMap() );
  11235. lists.get( scene ).set( camera, list );
  11236. scene.addEventListener( 'dispose', onSceneDispose );
  11237. } else {
  11238. list = cameras.get( camera );
  11239. if ( list === undefined ) {
  11240. list = new WebGLRenderList();
  11241. cameras.set( camera, list );
  11242. }
  11243. }
  11244. return list;
  11245. }
  11246. function dispose() {
  11247. lists = new WeakMap();
  11248. }
  11249. return {
  11250. get: get,
  11251. dispose: dispose
  11252. };
  11253. }
  11254. /**
  11255. * @author mrdoob / http://mrdoob.com/
  11256. */
  11257. function UniformsCache() {
  11258. var lights = {};
  11259. return {
  11260. get: function ( light ) {
  11261. if ( lights[ light.id ] !== undefined ) {
  11262. return lights[ light.id ];
  11263. }
  11264. var uniforms;
  11265. switch ( light.type ) {
  11266. case 'DirectionalLight':
  11267. uniforms = {
  11268. direction: new Vector3(),
  11269. color: new Color(),
  11270. shadow: false,
  11271. shadowBias: 0,
  11272. shadowRadius: 1,
  11273. shadowMapSize: new Vector2()
  11274. };
  11275. break;
  11276. case 'SpotLight':
  11277. uniforms = {
  11278. position: new Vector3(),
  11279. direction: new Vector3(),
  11280. color: new Color(),
  11281. distance: 0,
  11282. coneCos: 0,
  11283. penumbraCos: 0,
  11284. decay: 0,
  11285. shadow: false,
  11286. shadowBias: 0,
  11287. shadowRadius: 1,
  11288. shadowMapSize: new Vector2()
  11289. };
  11290. break;
  11291. case 'PointLight':
  11292. uniforms = {
  11293. position: new Vector3(),
  11294. color: new Color(),
  11295. distance: 0,
  11296. decay: 0,
  11297. shadow: false,
  11298. shadowBias: 0,
  11299. shadowRadius: 1,
  11300. shadowMapSize: new Vector2(),
  11301. shadowCameraNear: 1,
  11302. shadowCameraFar: 1000
  11303. };
  11304. break;
  11305. case 'HemisphereLight':
  11306. uniforms = {
  11307. direction: new Vector3(),
  11308. skyColor: new Color(),
  11309. groundColor: new Color()
  11310. };
  11311. break;
  11312. case 'RectAreaLight':
  11313. uniforms = {
  11314. color: new Color(),
  11315. position: new Vector3(),
  11316. halfWidth: new Vector3(),
  11317. halfHeight: new Vector3()
  11318. // TODO (abelnation): set RectAreaLight shadow uniforms
  11319. };
  11320. break;
  11321. }
  11322. lights[ light.id ] = uniforms;
  11323. return uniforms;
  11324. }
  11325. };
  11326. }
  11327. var nextVersion = 0;
  11328. function shadowCastingLightsFirst( lightA, lightB ) {
  11329. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11330. }
  11331. function WebGLLights() {
  11332. var cache = new UniformsCache();
  11333. var state = {
  11334. version: 0,
  11335. hash: {
  11336. directionalLength: - 1,
  11337. pointLength: - 1,
  11338. spotLength: - 1,
  11339. rectAreaLength: - 1,
  11340. hemiLength: - 1,
  11341. numDirectionalShadows: - 1,
  11342. numPointShadows: - 1,
  11343. numSpotShadows: - 1,
  11344. },
  11345. ambient: [ 0, 0, 0 ],
  11346. probe: [],
  11347. directional: [],
  11348. directionalShadowMap: [],
  11349. directionalShadowMatrix: [],
  11350. spot: [],
  11351. spotShadowMap: [],
  11352. spotShadowMatrix: [],
  11353. rectArea: [],
  11354. point: [],
  11355. pointShadowMap: [],
  11356. pointShadowMatrix: [],
  11357. hemi: [],
  11358. numDirectionalShadows: - 1,
  11359. numPointShadows: - 1,
  11360. numSpotShadows: - 1
  11361. };
  11362. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11363. var vector3 = new Vector3();
  11364. var matrix4 = new Matrix4();
  11365. var matrix42 = new Matrix4();
  11366. function setup( lights, shadows, camera ) {
  11367. var r = 0, g = 0, b = 0;
  11368. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11369. var directionalLength = 0;
  11370. var pointLength = 0;
  11371. var spotLength = 0;
  11372. var rectAreaLength = 0;
  11373. var hemiLength = 0;
  11374. var numDirectionalShadows = 0;
  11375. var numPointShadows = 0;
  11376. var numSpotShadows = 0;
  11377. var viewMatrix = camera.matrixWorldInverse;
  11378. lights.sort( shadowCastingLightsFirst );
  11379. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11380. var light = lights[ i ];
  11381. var color = light.color;
  11382. var intensity = light.intensity;
  11383. var distance = light.distance;
  11384. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11385. if ( light.isAmbientLight ) {
  11386. r += color.r * intensity;
  11387. g += color.g * intensity;
  11388. b += color.b * intensity;
  11389. } else if ( light.isLightProbe ) {
  11390. for ( var j = 0; j < 9; j ++ ) {
  11391. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11392. }
  11393. } else if ( light.isDirectionalLight ) {
  11394. var uniforms = cache.get( light );
  11395. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11396. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11397. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11398. uniforms.direction.sub( vector3 );
  11399. uniforms.direction.transformDirection( viewMatrix );
  11400. uniforms.shadow = light.castShadow;
  11401. if ( light.castShadow ) {
  11402. var shadow = light.shadow;
  11403. uniforms.shadowBias = shadow.bias;
  11404. uniforms.shadowRadius = shadow.radius;
  11405. uniforms.shadowMapSize = shadow.mapSize;
  11406. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11407. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11408. numDirectionalShadows ++;
  11409. }
  11410. state.directional[ directionalLength ] = uniforms;
  11411. directionalLength ++;
  11412. } else if ( light.isSpotLight ) {
  11413. var uniforms = cache.get( light );
  11414. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11415. uniforms.position.applyMatrix4( viewMatrix );
  11416. uniforms.color.copy( color ).multiplyScalar( intensity );
  11417. uniforms.distance = distance;
  11418. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11419. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11420. uniforms.direction.sub( vector3 );
  11421. uniforms.direction.transformDirection( viewMatrix );
  11422. uniforms.coneCos = Math.cos( light.angle );
  11423. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11424. uniforms.decay = light.decay;
  11425. uniforms.shadow = light.castShadow;
  11426. if ( light.castShadow ) {
  11427. var shadow = light.shadow;
  11428. uniforms.shadowBias = shadow.bias;
  11429. uniforms.shadowRadius = shadow.radius;
  11430. uniforms.shadowMapSize = shadow.mapSize;
  11431. state.spotShadowMap[ spotLength ] = shadowMap;
  11432. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11433. numSpotShadows ++;
  11434. }
  11435. state.spot[ spotLength ] = uniforms;
  11436. spotLength ++;
  11437. } else if ( light.isRectAreaLight ) {
  11438. var uniforms = cache.get( light );
  11439. // (a) intensity is the total visible light emitted
  11440. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11441. // (b) intensity is the brightness of the light
  11442. uniforms.color.copy( color ).multiplyScalar( intensity );
  11443. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11444. uniforms.position.applyMatrix4( viewMatrix );
  11445. // extract local rotation of light to derive width/height half vectors
  11446. matrix42.identity();
  11447. matrix4.copy( light.matrixWorld );
  11448. matrix4.premultiply( viewMatrix );
  11449. matrix42.extractRotation( matrix4 );
  11450. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11451. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11452. uniforms.halfWidth.applyMatrix4( matrix42 );
  11453. uniforms.halfHeight.applyMatrix4( matrix42 );
  11454. // TODO (abelnation): RectAreaLight distance?
  11455. // uniforms.distance = distance;
  11456. state.rectArea[ rectAreaLength ] = uniforms;
  11457. rectAreaLength ++;
  11458. } else if ( light.isPointLight ) {
  11459. var uniforms = cache.get( light );
  11460. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11461. uniforms.position.applyMatrix4( viewMatrix );
  11462. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11463. uniforms.distance = light.distance;
  11464. uniforms.decay = light.decay;
  11465. uniforms.shadow = light.castShadow;
  11466. if ( light.castShadow ) {
  11467. var shadow = light.shadow;
  11468. uniforms.shadowBias = shadow.bias;
  11469. uniforms.shadowRadius = shadow.radius;
  11470. uniforms.shadowMapSize = shadow.mapSize;
  11471. uniforms.shadowCameraNear = shadow.camera.near;
  11472. uniforms.shadowCameraFar = shadow.camera.far;
  11473. state.pointShadowMap[ pointLength ] = shadowMap;
  11474. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11475. numPointShadows ++;
  11476. }
  11477. state.point[ pointLength ] = uniforms;
  11478. pointLength ++;
  11479. } else if ( light.isHemisphereLight ) {
  11480. var uniforms = cache.get( light );
  11481. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11482. uniforms.direction.transformDirection( viewMatrix );
  11483. uniforms.direction.normalize();
  11484. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11485. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11486. state.hemi[ hemiLength ] = uniforms;
  11487. hemiLength ++;
  11488. }
  11489. }
  11490. state.ambient[ 0 ] = r;
  11491. state.ambient[ 1 ] = g;
  11492. state.ambient[ 2 ] = b;
  11493. var hash = state.hash;
  11494. if ( hash.directionalLength !== directionalLength ||
  11495. hash.pointLength !== pointLength ||
  11496. hash.spotLength !== spotLength ||
  11497. hash.rectAreaLength !== rectAreaLength ||
  11498. hash.hemiLength !== hemiLength ||
  11499. hash.numDirectionalShadows !== numDirectionalShadows ||
  11500. hash.numPointShadows !== numPointShadows ||
  11501. hash.numSpotShadows !== numSpotShadows ) {
  11502. state.directional.length = directionalLength;
  11503. state.spot.length = spotLength;
  11504. state.rectArea.length = rectAreaLength;
  11505. state.point.length = pointLength;
  11506. state.hemi.length = hemiLength;
  11507. state.directionalShadowMap.length = numDirectionalShadows;
  11508. state.pointShadowMap.length = numPointShadows;
  11509. state.spotShadowMap.length = numSpotShadows;
  11510. state.directionalShadowMatrix.length = numDirectionalShadows;
  11511. state.pointShadowMatrix.length = numPointShadows;
  11512. state.spotShadowMatrix.length = numSpotShadows;
  11513. hash.directionalLength = directionalLength;
  11514. hash.pointLength = pointLength;
  11515. hash.spotLength = spotLength;
  11516. hash.rectAreaLength = rectAreaLength;
  11517. hash.hemiLength = hemiLength;
  11518. hash.numDirectionalShadows = numDirectionalShadows;
  11519. hash.numPointShadows = numPointShadows;
  11520. hash.numSpotShadows = numSpotShadows;
  11521. state.version = nextVersion ++;
  11522. }
  11523. }
  11524. return {
  11525. setup: setup,
  11526. state: state
  11527. };
  11528. }
  11529. /**
  11530. * @author Mugen87 / https://github.com/Mugen87
  11531. */
  11532. function WebGLRenderState() {
  11533. var lights = new WebGLLights();
  11534. var lightsArray = [];
  11535. var shadowsArray = [];
  11536. function init() {
  11537. lightsArray.length = 0;
  11538. shadowsArray.length = 0;
  11539. }
  11540. function pushLight( light ) {
  11541. lightsArray.push( light );
  11542. }
  11543. function pushShadow( shadowLight ) {
  11544. shadowsArray.push( shadowLight );
  11545. }
  11546. function setupLights( camera ) {
  11547. lights.setup( lightsArray, shadowsArray, camera );
  11548. }
  11549. var state = {
  11550. lightsArray: lightsArray,
  11551. shadowsArray: shadowsArray,
  11552. lights: lights
  11553. };
  11554. return {
  11555. init: init,
  11556. state: state,
  11557. setupLights: setupLights,
  11558. pushLight: pushLight,
  11559. pushShadow: pushShadow
  11560. };
  11561. }
  11562. function WebGLRenderStates() {
  11563. var renderStates = new WeakMap();
  11564. function onSceneDispose( event ) {
  11565. var scene = event.target;
  11566. scene.removeEventListener( 'dispose', onSceneDispose );
  11567. renderStates.delete( scene );
  11568. }
  11569. function get( scene, camera ) {
  11570. var renderState;
  11571. if ( renderStates.has( scene ) === false ) {
  11572. renderState = new WebGLRenderState();
  11573. renderStates.set( scene, new WeakMap() );
  11574. renderStates.get( scene ).set( camera, renderState );
  11575. scene.addEventListener( 'dispose', onSceneDispose );
  11576. } else {
  11577. if ( renderStates.get( scene ).has( camera ) === false ) {
  11578. renderState = new WebGLRenderState();
  11579. renderStates.get( scene ).set( camera, renderState );
  11580. } else {
  11581. renderState = renderStates.get( scene ).get( camera );
  11582. }
  11583. }
  11584. return renderState;
  11585. }
  11586. function dispose() {
  11587. renderStates = new WeakMap();
  11588. }
  11589. return {
  11590. get: get,
  11591. dispose: dispose
  11592. };
  11593. }
  11594. /**
  11595. * @author mrdoob / http://mrdoob.com/
  11596. * @author alteredq / http://alteredqualia.com/
  11597. * @author bhouston / https://clara.io
  11598. * @author WestLangley / http://github.com/WestLangley
  11599. *
  11600. * parameters = {
  11601. *
  11602. * opacity: <float>,
  11603. *
  11604. * map: new THREE.Texture( <Image> ),
  11605. *
  11606. * alphaMap: new THREE.Texture( <Image> ),
  11607. *
  11608. * displacementMap: new THREE.Texture( <Image> ),
  11609. * displacementScale: <float>,
  11610. * displacementBias: <float>,
  11611. *
  11612. * wireframe: <boolean>,
  11613. * wireframeLinewidth: <float>
  11614. * }
  11615. */
  11616. function MeshDepthMaterial( parameters ) {
  11617. Material.call( this );
  11618. this.type = 'MeshDepthMaterial';
  11619. this.depthPacking = BasicDepthPacking;
  11620. this.skinning = false;
  11621. this.morphTargets = false;
  11622. this.map = null;
  11623. this.alphaMap = null;
  11624. this.displacementMap = null;
  11625. this.displacementScale = 1;
  11626. this.displacementBias = 0;
  11627. this.wireframe = false;
  11628. this.wireframeLinewidth = 1;
  11629. this.fog = false;
  11630. this.setValues( parameters );
  11631. }
  11632. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11633. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11634. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11635. MeshDepthMaterial.prototype.copy = function ( source ) {
  11636. Material.prototype.copy.call( this, source );
  11637. this.depthPacking = source.depthPacking;
  11638. this.skinning = source.skinning;
  11639. this.morphTargets = source.morphTargets;
  11640. this.map = source.map;
  11641. this.alphaMap = source.alphaMap;
  11642. this.displacementMap = source.displacementMap;
  11643. this.displacementScale = source.displacementScale;
  11644. this.displacementBias = source.displacementBias;
  11645. this.wireframe = source.wireframe;
  11646. this.wireframeLinewidth = source.wireframeLinewidth;
  11647. return this;
  11648. };
  11649. /**
  11650. * @author WestLangley / http://github.com/WestLangley
  11651. *
  11652. * parameters = {
  11653. *
  11654. * referencePosition: <float>,
  11655. * nearDistance: <float>,
  11656. * farDistance: <float>,
  11657. *
  11658. * skinning: <bool>,
  11659. * morphTargets: <bool>,
  11660. *
  11661. * map: new THREE.Texture( <Image> ),
  11662. *
  11663. * alphaMap: new THREE.Texture( <Image> ),
  11664. *
  11665. * displacementMap: new THREE.Texture( <Image> ),
  11666. * displacementScale: <float>,
  11667. * displacementBias: <float>
  11668. *
  11669. * }
  11670. */
  11671. function MeshDistanceMaterial( parameters ) {
  11672. Material.call( this );
  11673. this.type = 'MeshDistanceMaterial';
  11674. this.referencePosition = new Vector3();
  11675. this.nearDistance = 1;
  11676. this.farDistance = 1000;
  11677. this.skinning = false;
  11678. this.morphTargets = false;
  11679. this.map = null;
  11680. this.alphaMap = null;
  11681. this.displacementMap = null;
  11682. this.displacementScale = 1;
  11683. this.displacementBias = 0;
  11684. this.fog = false;
  11685. this.setValues( parameters );
  11686. }
  11687. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11688. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11689. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11690. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11691. Material.prototype.copy.call( this, source );
  11692. this.referencePosition.copy( source.referencePosition );
  11693. this.nearDistance = source.nearDistance;
  11694. this.farDistance = source.farDistance;
  11695. this.skinning = source.skinning;
  11696. this.morphTargets = source.morphTargets;
  11697. this.map = source.map;
  11698. this.alphaMap = source.alphaMap;
  11699. this.displacementMap = source.displacementMap;
  11700. this.displacementScale = source.displacementScale;
  11701. this.displacementBias = source.displacementBias;
  11702. return this;
  11703. };
  11704. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11705. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11706. /**
  11707. * @author alteredq / http://alteredqualia.com/
  11708. * @author mrdoob / http://mrdoob.com/
  11709. */
  11710. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11711. var _frustum = new Frustum(),
  11712. _shadowMapSize = new Vector2(),
  11713. _viewportSize = new Vector2(),
  11714. _viewport = new Vector4(),
  11715. _MorphingFlag = 1,
  11716. _SkinningFlag = 2,
  11717. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11718. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11719. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11720. _materialCache = {};
  11721. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11722. var shadowMaterialVertical = new ShaderMaterial( {
  11723. defines: {
  11724. SAMPLE_RATE: 2.0 / 8.0,
  11725. HALF_SAMPLE_RATE: 1.0 / 8.0
  11726. },
  11727. uniforms: {
  11728. shadow_pass: { value: null },
  11729. resolution: { value: new Vector2() },
  11730. radius: { value: 4.0 }
  11731. },
  11732. vertexShader: vsm_vert,
  11733. fragmentShader: vsm_frag
  11734. } );
  11735. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11736. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11737. var fullScreenTri = new BufferGeometry();
  11738. fullScreenTri.addAttribute(
  11739. "position",
  11740. new BufferAttribute(
  11741. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11742. 3
  11743. )
  11744. );
  11745. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11746. // init
  11747. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11748. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11749. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11750. var depthMaterial = new MeshDepthMaterial( {
  11751. depthPacking: RGBADepthPacking,
  11752. morphTargets: useMorphing,
  11753. skinning: useSkinning
  11754. } );
  11755. _depthMaterials[ i ] = depthMaterial;
  11756. var distanceMaterial = new MeshDistanceMaterial( {
  11757. morphTargets: useMorphing,
  11758. skinning: useSkinning
  11759. } );
  11760. _distanceMaterials[ i ] = distanceMaterial;
  11761. }
  11762. var scope = this;
  11763. this.enabled = false;
  11764. this.autoUpdate = true;
  11765. this.needsUpdate = false;
  11766. this.type = PCFShadowMap;
  11767. this.render = function ( lights, scene, camera ) {
  11768. if ( scope.enabled === false ) { return; }
  11769. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11770. if ( lights.length === 0 ) { return; }
  11771. var currentRenderTarget = _renderer.getRenderTarget();
  11772. var activeCubeFace = _renderer.getActiveCubeFace();
  11773. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11774. var _state = _renderer.state;
  11775. // Set GL state for depth map.
  11776. _state.setBlending( NoBlending );
  11777. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11778. _state.buffers.depth.setTest( true );
  11779. _state.setScissorTest( false );
  11780. // render depth map
  11781. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11782. var light = lights[ i ];
  11783. var shadow = light.shadow;
  11784. if ( shadow === undefined ) {
  11785. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11786. continue;
  11787. }
  11788. _shadowMapSize.copy( shadow.mapSize );
  11789. var shadowFrameExtents = shadow.getFrameExtents();
  11790. _shadowMapSize.multiply( shadowFrameExtents );
  11791. _viewportSize.copy( shadow.mapSize );
  11792. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11793. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11794. if ( _shadowMapSize.x > maxTextureSize ) {
  11795. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11796. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11797. shadow.mapSize.x = _viewportSize.x;
  11798. }
  11799. if ( _shadowMapSize.y > maxTextureSize ) {
  11800. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11801. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11802. shadow.mapSize.y = _viewportSize.y;
  11803. }
  11804. }
  11805. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11806. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11807. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11808. shadow.map.texture.name = light.name + ".shadowMap";
  11809. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11810. shadow.camera.updateProjectionMatrix();
  11811. }
  11812. if ( shadow.map === null ) {
  11813. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11814. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11815. shadow.map.texture.name = light.name + ".shadowMap";
  11816. shadow.camera.updateProjectionMatrix();
  11817. }
  11818. _renderer.setRenderTarget( shadow.map );
  11819. _renderer.clear();
  11820. var viewportCount = shadow.getViewportCount();
  11821. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11822. var viewport = shadow.getViewport( vp );
  11823. _viewport.set(
  11824. _viewportSize.x * viewport.x,
  11825. _viewportSize.y * viewport.y,
  11826. _viewportSize.x * viewport.z,
  11827. _viewportSize.y * viewport.w
  11828. );
  11829. _state.viewport( _viewport );
  11830. shadow.updateMatrices( light, camera, vp );
  11831. _frustum = shadow.getFrustum();
  11832. renderObject( scene, camera, shadow.camera, light, this.type );
  11833. }
  11834. // do blur pass for VSM
  11835. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11836. VSMPass( shadow, camera );
  11837. }
  11838. }
  11839. scope.needsUpdate = false;
  11840. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11841. };
  11842. function VSMPass( shadow, camera ) {
  11843. var geometry = _objects.update( fullScreenMesh );
  11844. // vertical pass
  11845. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11846. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11847. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11848. _renderer.setRenderTarget( shadow.mapPass );
  11849. _renderer.clear();
  11850. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11851. // horizonal pass
  11852. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11853. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11854. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11855. _renderer.setRenderTarget( shadow.map );
  11856. _renderer.clear();
  11857. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11858. }
  11859. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11860. var geometry = object.geometry;
  11861. var result = null;
  11862. var materialVariants = _depthMaterials;
  11863. var customMaterial = object.customDepthMaterial;
  11864. if ( light.isPointLight ) {
  11865. materialVariants = _distanceMaterials;
  11866. customMaterial = object.customDistanceMaterial;
  11867. }
  11868. if ( ! customMaterial ) {
  11869. var useMorphing = false;
  11870. if ( material.morphTargets ) {
  11871. if ( geometry && geometry.isBufferGeometry ) {
  11872. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11873. } else if ( geometry && geometry.isGeometry ) {
  11874. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11875. }
  11876. }
  11877. if ( object.isSkinnedMesh && material.skinning === false ) {
  11878. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11879. }
  11880. var useSkinning = object.isSkinnedMesh && material.skinning;
  11881. var variantIndex = 0;
  11882. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11883. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11884. result = materialVariants[ variantIndex ];
  11885. } else {
  11886. result = customMaterial;
  11887. }
  11888. if ( _renderer.localClippingEnabled &&
  11889. material.clipShadows === true &&
  11890. material.clippingPlanes.length !== 0 ) {
  11891. // in this case we need a unique material instance reflecting the
  11892. // appropriate state
  11893. var keyA = result.uuid, keyB = material.uuid;
  11894. var materialsForVariant = _materialCache[ keyA ];
  11895. if ( materialsForVariant === undefined ) {
  11896. materialsForVariant = {};
  11897. _materialCache[ keyA ] = materialsForVariant;
  11898. }
  11899. var cachedMaterial = materialsForVariant[ keyB ];
  11900. if ( cachedMaterial === undefined ) {
  11901. cachedMaterial = result.clone();
  11902. materialsForVariant[ keyB ] = cachedMaterial;
  11903. }
  11904. result = cachedMaterial;
  11905. }
  11906. result.visible = material.visible;
  11907. result.wireframe = material.wireframe;
  11908. if ( type === VSMShadowMap ) {
  11909. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11910. } else {
  11911. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11912. }
  11913. result.clipShadows = material.clipShadows;
  11914. result.clippingPlanes = material.clippingPlanes;
  11915. result.clipIntersection = material.clipIntersection;
  11916. result.wireframeLinewidth = material.wireframeLinewidth;
  11917. result.linewidth = material.linewidth;
  11918. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11919. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11920. result.nearDistance = shadowCameraNear;
  11921. result.farDistance = shadowCameraFar;
  11922. }
  11923. return result;
  11924. }
  11925. function renderObject( object, camera, shadowCamera, light, type ) {
  11926. if ( object.visible === false ) { return; }
  11927. var visible = object.layers.test( camera.layers );
  11928. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11929. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11930. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11931. var geometry = _objects.update( object );
  11932. var material = object.material;
  11933. if ( Array.isArray( material ) ) {
  11934. var groups = geometry.groups;
  11935. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11936. var group = groups[ k ];
  11937. var groupMaterial = material[ group.materialIndex ];
  11938. if ( groupMaterial && groupMaterial.visible ) {
  11939. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11940. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11941. }
  11942. }
  11943. } else if ( material.visible ) {
  11944. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11945. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11946. }
  11947. }
  11948. }
  11949. var children = object.children;
  11950. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11951. renderObject( children[ i ], camera, shadowCamera, light, type );
  11952. }
  11953. }
  11954. }
  11955. /**
  11956. * @author mrdoob / http://mrdoob.com/
  11957. */
  11958. function WebGLState( gl, extensions, utils, capabilities ) {
  11959. var isWebGL2 = capabilities.isWebGL2;
  11960. function ColorBuffer() {
  11961. var locked = false;
  11962. var color = new Vector4();
  11963. var currentColorMask = null;
  11964. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11965. return {
  11966. setMask: function ( colorMask ) {
  11967. if ( currentColorMask !== colorMask && ! locked ) {
  11968. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11969. currentColorMask = colorMask;
  11970. }
  11971. },
  11972. setLocked: function ( lock ) {
  11973. locked = lock;
  11974. },
  11975. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11976. if ( premultipliedAlpha === true ) {
  11977. r *= a; g *= a; b *= a;
  11978. }
  11979. color.set( r, g, b, a );
  11980. if ( currentColorClear.equals( color ) === false ) {
  11981. gl.clearColor( r, g, b, a );
  11982. currentColorClear.copy( color );
  11983. }
  11984. },
  11985. reset: function () {
  11986. locked = false;
  11987. currentColorMask = null;
  11988. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11989. }
  11990. };
  11991. }
  11992. function DepthBuffer() {
  11993. var locked = false;
  11994. var currentDepthMask = null;
  11995. var currentDepthFunc = null;
  11996. var currentDepthClear = null;
  11997. return {
  11998. setTest: function ( depthTest ) {
  11999. if ( depthTest ) {
  12000. enable( 2929 );
  12001. } else {
  12002. disable( 2929 );
  12003. }
  12004. },
  12005. setMask: function ( depthMask ) {
  12006. if ( currentDepthMask !== depthMask && ! locked ) {
  12007. gl.depthMask( depthMask );
  12008. currentDepthMask = depthMask;
  12009. }
  12010. },
  12011. setFunc: function ( depthFunc ) {
  12012. if ( currentDepthFunc !== depthFunc ) {
  12013. if ( depthFunc ) {
  12014. switch ( depthFunc ) {
  12015. case NeverDepth:
  12016. gl.depthFunc( 512 );
  12017. break;
  12018. case AlwaysDepth:
  12019. gl.depthFunc( 519 );
  12020. break;
  12021. case LessDepth:
  12022. gl.depthFunc( 513 );
  12023. break;
  12024. case LessEqualDepth:
  12025. gl.depthFunc( 515 );
  12026. break;
  12027. case EqualDepth:
  12028. gl.depthFunc( 514 );
  12029. break;
  12030. case GreaterEqualDepth:
  12031. gl.depthFunc( 518 );
  12032. break;
  12033. case GreaterDepth:
  12034. gl.depthFunc( 516 );
  12035. break;
  12036. case NotEqualDepth:
  12037. gl.depthFunc( 517 );
  12038. break;
  12039. default:
  12040. gl.depthFunc( 515 );
  12041. }
  12042. } else {
  12043. gl.depthFunc( 515 );
  12044. }
  12045. currentDepthFunc = depthFunc;
  12046. }
  12047. },
  12048. setLocked: function ( lock ) {
  12049. locked = lock;
  12050. },
  12051. setClear: function ( depth ) {
  12052. if ( currentDepthClear !== depth ) {
  12053. gl.clearDepth( depth );
  12054. currentDepthClear = depth;
  12055. }
  12056. },
  12057. reset: function () {
  12058. locked = false;
  12059. currentDepthMask = null;
  12060. currentDepthFunc = null;
  12061. currentDepthClear = null;
  12062. }
  12063. };
  12064. }
  12065. function StencilBuffer() {
  12066. var locked = false;
  12067. var currentStencilMask = null;
  12068. var currentStencilFunc = null;
  12069. var currentStencilRef = null;
  12070. var currentStencilFuncMask = null;
  12071. var currentStencilFail = null;
  12072. var currentStencilZFail = null;
  12073. var currentStencilZPass = null;
  12074. var currentStencilClear = null;
  12075. return {
  12076. setTest: function ( stencilTest ) {
  12077. if ( ! locked ) {
  12078. if ( stencilTest ) {
  12079. enable( 2960 );
  12080. } else {
  12081. disable( 2960 );
  12082. }
  12083. }
  12084. },
  12085. setMask: function ( stencilMask ) {
  12086. if ( currentStencilMask !== stencilMask && ! locked ) {
  12087. gl.stencilMask( stencilMask );
  12088. currentStencilMask = stencilMask;
  12089. }
  12090. },
  12091. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12092. if ( currentStencilFunc !== stencilFunc ||
  12093. currentStencilRef !== stencilRef ||
  12094. currentStencilFuncMask !== stencilMask ) {
  12095. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12096. currentStencilFunc = stencilFunc;
  12097. currentStencilRef = stencilRef;
  12098. currentStencilFuncMask = stencilMask;
  12099. }
  12100. },
  12101. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12102. if ( currentStencilFail !== stencilFail ||
  12103. currentStencilZFail !== stencilZFail ||
  12104. currentStencilZPass !== stencilZPass ) {
  12105. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12106. currentStencilFail = stencilFail;
  12107. currentStencilZFail = stencilZFail;
  12108. currentStencilZPass = stencilZPass;
  12109. }
  12110. },
  12111. setLocked: function ( lock ) {
  12112. locked = lock;
  12113. },
  12114. setClear: function ( stencil ) {
  12115. if ( currentStencilClear !== stencil ) {
  12116. gl.clearStencil( stencil );
  12117. currentStencilClear = stencil;
  12118. }
  12119. },
  12120. reset: function () {
  12121. locked = false;
  12122. currentStencilMask = null;
  12123. currentStencilFunc = null;
  12124. currentStencilRef = null;
  12125. currentStencilFuncMask = null;
  12126. currentStencilFail = null;
  12127. currentStencilZFail = null;
  12128. currentStencilZPass = null;
  12129. currentStencilClear = null;
  12130. }
  12131. };
  12132. }
  12133. //
  12134. var colorBuffer = new ColorBuffer();
  12135. var depthBuffer = new DepthBuffer();
  12136. var stencilBuffer = new StencilBuffer();
  12137. var maxVertexAttributes = gl.getParameter( 34921 );
  12138. var newAttributes = new Uint8Array( maxVertexAttributes );
  12139. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12140. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12141. var enabledCapabilities = {};
  12142. var compressedTextureFormats = null;
  12143. var currentProgram = null;
  12144. var currentBlendingEnabled = null;
  12145. var currentBlending = null;
  12146. var currentBlendEquation = null;
  12147. var currentBlendSrc = null;
  12148. var currentBlendDst = null;
  12149. var currentBlendEquationAlpha = null;
  12150. var currentBlendSrcAlpha = null;
  12151. var currentBlendDstAlpha = null;
  12152. var currentPremultipledAlpha = false;
  12153. var currentFlipSided = null;
  12154. var currentCullFace = null;
  12155. var currentLineWidth = null;
  12156. var currentPolygonOffsetFactor = null;
  12157. var currentPolygonOffsetUnits = null;
  12158. var maxTextures = gl.getParameter( 35661 );
  12159. var lineWidthAvailable = false;
  12160. var version = 0;
  12161. var glVersion = gl.getParameter( 7938 );
  12162. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12163. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12164. lineWidthAvailable = ( version >= 1.0 );
  12165. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12166. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12167. lineWidthAvailable = ( version >= 2.0 );
  12168. }
  12169. var currentTextureSlot = null;
  12170. var currentBoundTextures = {};
  12171. var currentScissor = new Vector4();
  12172. var currentViewport = new Vector4();
  12173. function createTexture( type, target, count ) {
  12174. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12175. var texture = gl.createTexture();
  12176. gl.bindTexture( type, texture );
  12177. gl.texParameteri( type, 10241, 9728 );
  12178. gl.texParameteri( type, 10240, 9728 );
  12179. for ( var i = 0; i < count; i ++ ) {
  12180. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12181. }
  12182. return texture;
  12183. }
  12184. var emptyTextures = {};
  12185. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12186. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12187. // init
  12188. colorBuffer.setClear( 0, 0, 0, 1 );
  12189. depthBuffer.setClear( 1 );
  12190. stencilBuffer.setClear( 0 );
  12191. enable( 2929 );
  12192. depthBuffer.setFunc( LessEqualDepth );
  12193. setFlipSided( false );
  12194. setCullFace( CullFaceBack );
  12195. enable( 2884 );
  12196. setBlending( NoBlending );
  12197. //
  12198. function initAttributes() {
  12199. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12200. newAttributes[ i ] = 0;
  12201. }
  12202. }
  12203. function enableAttribute( attribute ) {
  12204. enableAttributeAndDivisor( attribute, 0 );
  12205. }
  12206. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12207. newAttributes[ attribute ] = 1;
  12208. if ( enabledAttributes[ attribute ] === 0 ) {
  12209. gl.enableVertexAttribArray( attribute );
  12210. enabledAttributes[ attribute ] = 1;
  12211. }
  12212. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12213. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12214. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12215. attributeDivisors[ attribute ] = meshPerAttribute;
  12216. }
  12217. }
  12218. function disableUnusedAttributes() {
  12219. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12220. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12221. gl.disableVertexAttribArray( i );
  12222. enabledAttributes[ i ] = 0;
  12223. }
  12224. }
  12225. }
  12226. function enable( id ) {
  12227. if ( enabledCapabilities[ id ] !== true ) {
  12228. gl.enable( id );
  12229. enabledCapabilities[ id ] = true;
  12230. }
  12231. }
  12232. function disable( id ) {
  12233. if ( enabledCapabilities[ id ] !== false ) {
  12234. gl.disable( id );
  12235. enabledCapabilities[ id ] = false;
  12236. }
  12237. }
  12238. function getCompressedTextureFormats() {
  12239. if ( compressedTextureFormats === null ) {
  12240. compressedTextureFormats = [];
  12241. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12242. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12243. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12244. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12245. var formats = gl.getParameter( 34467 );
  12246. for ( var i = 0; i < formats.length; i ++ ) {
  12247. compressedTextureFormats.push( formats[ i ] );
  12248. }
  12249. }
  12250. }
  12251. return compressedTextureFormats;
  12252. }
  12253. function useProgram( program ) {
  12254. if ( currentProgram !== program ) {
  12255. gl.useProgram( program );
  12256. currentProgram = program;
  12257. return true;
  12258. }
  12259. return false;
  12260. }
  12261. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12262. if ( blending === NoBlending ) {
  12263. if ( currentBlendingEnabled ) {
  12264. disable( 3042 );
  12265. currentBlendingEnabled = false;
  12266. }
  12267. return;
  12268. }
  12269. if ( ! currentBlendingEnabled ) {
  12270. enable( 3042 );
  12271. currentBlendingEnabled = true;
  12272. }
  12273. if ( blending !== CustomBlending ) {
  12274. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12275. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12276. gl.blendEquation( 32774 );
  12277. currentBlendEquation = AddEquation;
  12278. currentBlendEquationAlpha = AddEquation;
  12279. }
  12280. if ( premultipliedAlpha ) {
  12281. switch ( blending ) {
  12282. case NormalBlending:
  12283. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12284. break;
  12285. case AdditiveBlending:
  12286. gl.blendFunc( 1, 1 );
  12287. break;
  12288. case SubtractiveBlending:
  12289. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12290. break;
  12291. case MultiplyBlending:
  12292. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12293. break;
  12294. default:
  12295. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12296. break;
  12297. }
  12298. } else {
  12299. switch ( blending ) {
  12300. case NormalBlending:
  12301. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12302. break;
  12303. case AdditiveBlending:
  12304. gl.blendFunc( 770, 1 );
  12305. break;
  12306. case SubtractiveBlending:
  12307. gl.blendFunc( 0, 769 );
  12308. break;
  12309. case MultiplyBlending:
  12310. gl.blendFunc( 0, 768 );
  12311. break;
  12312. default:
  12313. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12314. break;
  12315. }
  12316. }
  12317. currentBlendSrc = null;
  12318. currentBlendDst = null;
  12319. currentBlendSrcAlpha = null;
  12320. currentBlendDstAlpha = null;
  12321. currentBlending = blending;
  12322. currentPremultipledAlpha = premultipliedAlpha;
  12323. }
  12324. return;
  12325. }
  12326. // custom blending
  12327. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12328. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12329. blendDstAlpha = blendDstAlpha || blendDst;
  12330. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12331. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12332. currentBlendEquation = blendEquation;
  12333. currentBlendEquationAlpha = blendEquationAlpha;
  12334. }
  12335. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12336. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12337. currentBlendSrc = blendSrc;
  12338. currentBlendDst = blendDst;
  12339. currentBlendSrcAlpha = blendSrcAlpha;
  12340. currentBlendDstAlpha = blendDstAlpha;
  12341. }
  12342. currentBlending = blending;
  12343. currentPremultipledAlpha = null;
  12344. }
  12345. function setMaterial( material, frontFaceCW ) {
  12346. material.side === DoubleSide
  12347. ? disable( 2884 )
  12348. : enable( 2884 );
  12349. var flipSided = ( material.side === BackSide );
  12350. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12351. setFlipSided( flipSided );
  12352. ( material.blending === NormalBlending && material.transparent === false )
  12353. ? setBlending( NoBlending )
  12354. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12355. depthBuffer.setFunc( material.depthFunc );
  12356. depthBuffer.setTest( material.depthTest );
  12357. depthBuffer.setMask( material.depthWrite );
  12358. colorBuffer.setMask( material.colorWrite );
  12359. var stencilWrite = material.stencilWrite;
  12360. stencilBuffer.setTest( stencilWrite );
  12361. if ( stencilWrite ) {
  12362. stencilBuffer.setMask( material.stencilWriteMask );
  12363. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12364. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12365. }
  12366. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12367. }
  12368. //
  12369. function setFlipSided( flipSided ) {
  12370. if ( currentFlipSided !== flipSided ) {
  12371. if ( flipSided ) {
  12372. gl.frontFace( 2304 );
  12373. } else {
  12374. gl.frontFace( 2305 );
  12375. }
  12376. currentFlipSided = flipSided;
  12377. }
  12378. }
  12379. function setCullFace( cullFace ) {
  12380. if ( cullFace !== CullFaceNone ) {
  12381. enable( 2884 );
  12382. if ( cullFace !== currentCullFace ) {
  12383. if ( cullFace === CullFaceBack ) {
  12384. gl.cullFace( 1029 );
  12385. } else if ( cullFace === CullFaceFront ) {
  12386. gl.cullFace( 1028 );
  12387. } else {
  12388. gl.cullFace( 1032 );
  12389. }
  12390. }
  12391. } else {
  12392. disable( 2884 );
  12393. }
  12394. currentCullFace = cullFace;
  12395. }
  12396. function setLineWidth( width ) {
  12397. if ( width !== currentLineWidth ) {
  12398. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12399. currentLineWidth = width;
  12400. }
  12401. }
  12402. function setPolygonOffset( polygonOffset, factor, units ) {
  12403. if ( polygonOffset ) {
  12404. enable( 32823 );
  12405. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12406. gl.polygonOffset( factor, units );
  12407. currentPolygonOffsetFactor = factor;
  12408. currentPolygonOffsetUnits = units;
  12409. }
  12410. } else {
  12411. disable( 32823 );
  12412. }
  12413. }
  12414. function setScissorTest( scissorTest ) {
  12415. if ( scissorTest ) {
  12416. enable( 3089 );
  12417. } else {
  12418. disable( 3089 );
  12419. }
  12420. }
  12421. // texture
  12422. function activeTexture( webglSlot ) {
  12423. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12424. if ( currentTextureSlot !== webglSlot ) {
  12425. gl.activeTexture( webglSlot );
  12426. currentTextureSlot = webglSlot;
  12427. }
  12428. }
  12429. function bindTexture( webglType, webglTexture ) {
  12430. if ( currentTextureSlot === null ) {
  12431. activeTexture();
  12432. }
  12433. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12434. if ( boundTexture === undefined ) {
  12435. boundTexture = { type: undefined, texture: undefined };
  12436. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12437. }
  12438. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12439. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12440. boundTexture.type = webglType;
  12441. boundTexture.texture = webglTexture;
  12442. }
  12443. }
  12444. function compressedTexImage2D() {
  12445. try {
  12446. gl.compressedTexImage2D.apply( gl, arguments );
  12447. } catch ( error ) {
  12448. console.error( 'THREE.WebGLState:', error );
  12449. }
  12450. }
  12451. function texImage2D() {
  12452. try {
  12453. gl.texImage2D.apply( gl, arguments );
  12454. } catch ( error ) {
  12455. console.error( 'THREE.WebGLState:', error );
  12456. }
  12457. }
  12458. function texImage3D() {
  12459. try {
  12460. gl.texImage3D.apply( gl, arguments );
  12461. } catch ( error ) {
  12462. console.error( 'THREE.WebGLState:', error );
  12463. }
  12464. }
  12465. //
  12466. function scissor( scissor ) {
  12467. if ( currentScissor.equals( scissor ) === false ) {
  12468. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12469. currentScissor.copy( scissor );
  12470. }
  12471. }
  12472. function viewport( viewport ) {
  12473. if ( currentViewport.equals( viewport ) === false ) {
  12474. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12475. currentViewport.copy( viewport );
  12476. }
  12477. }
  12478. //
  12479. function reset() {
  12480. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12481. if ( enabledAttributes[ i ] === 1 ) {
  12482. gl.disableVertexAttribArray( i );
  12483. enabledAttributes[ i ] = 0;
  12484. }
  12485. }
  12486. enabledCapabilities = {};
  12487. compressedTextureFormats = null;
  12488. currentTextureSlot = null;
  12489. currentBoundTextures = {};
  12490. currentProgram = null;
  12491. currentBlending = null;
  12492. currentFlipSided = null;
  12493. currentCullFace = null;
  12494. colorBuffer.reset();
  12495. depthBuffer.reset();
  12496. stencilBuffer.reset();
  12497. }
  12498. return {
  12499. buffers: {
  12500. color: colorBuffer,
  12501. depth: depthBuffer,
  12502. stencil: stencilBuffer
  12503. },
  12504. initAttributes: initAttributes,
  12505. enableAttribute: enableAttribute,
  12506. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12507. disableUnusedAttributes: disableUnusedAttributes,
  12508. enable: enable,
  12509. disable: disable,
  12510. getCompressedTextureFormats: getCompressedTextureFormats,
  12511. useProgram: useProgram,
  12512. setBlending: setBlending,
  12513. setMaterial: setMaterial,
  12514. setFlipSided: setFlipSided,
  12515. setCullFace: setCullFace,
  12516. setLineWidth: setLineWidth,
  12517. setPolygonOffset: setPolygonOffset,
  12518. setScissorTest: setScissorTest,
  12519. activeTexture: activeTexture,
  12520. bindTexture: bindTexture,
  12521. compressedTexImage2D: compressedTexImage2D,
  12522. texImage2D: texImage2D,
  12523. texImage3D: texImage3D,
  12524. scissor: scissor,
  12525. viewport: viewport,
  12526. reset: reset
  12527. };
  12528. }
  12529. /**
  12530. * @author mrdoob / http://mrdoob.com/
  12531. */
  12532. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12533. var isWebGL2 = capabilities.isWebGL2;
  12534. var maxTextures = capabilities.maxTextures;
  12535. var maxCubemapSize = capabilities.maxCubemapSize;
  12536. var maxTextureSize = capabilities.maxTextureSize;
  12537. var maxSamples = capabilities.maxSamples;
  12538. var _videoTextures = new WeakMap();
  12539. var _canvas;
  12540. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12541. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12542. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12543. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12544. function createCanvas( width, height ) {
  12545. // Use OffscreenCanvas when available. Specially needed in web workers
  12546. return useOffscreenCanvas ?
  12547. new OffscreenCanvas( width, height ) :
  12548. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12549. }
  12550. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12551. var scale = 1;
  12552. // handle case if texture exceeds max size
  12553. if ( image.width > maxSize || image.height > maxSize ) {
  12554. scale = maxSize / Math.max( image.width, image.height );
  12555. }
  12556. // only perform resize if necessary
  12557. if ( scale < 1 || needsPowerOfTwo === true ) {
  12558. // only perform resize for certain image types
  12559. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12560. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12561. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12562. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12563. var width = floor( scale * image.width );
  12564. var height = floor( scale * image.height );
  12565. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12566. // cube textures can't reuse the same canvas
  12567. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12568. canvas.width = width;
  12569. canvas.height = height;
  12570. var context = canvas.getContext( '2d' );
  12571. context.drawImage( image, 0, 0, width, height );
  12572. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12573. return canvas;
  12574. } else {
  12575. if ( 'data' in image ) {
  12576. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12577. }
  12578. return image;
  12579. }
  12580. }
  12581. return image;
  12582. }
  12583. function isPowerOfTwo( image ) {
  12584. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12585. }
  12586. function textureNeedsPowerOfTwo( texture ) {
  12587. if ( isWebGL2 ) { return false; }
  12588. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12589. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12590. }
  12591. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12592. return texture.generateMipmaps && supportsMips &&
  12593. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12594. }
  12595. function generateMipmap( target, texture, width, height ) {
  12596. _gl.generateMipmap( target );
  12597. var textureProperties = properties.get( texture );
  12598. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12599. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12600. }
  12601. function getInternalFormat( glFormat, glType ) {
  12602. if ( isWebGL2 === false ) { return glFormat; }
  12603. var internalFormat = glFormat;
  12604. if ( glFormat === 6403 ) {
  12605. if ( glType === 5126 ) { internalFormat = 33326; }
  12606. if ( glType === 5131 ) { internalFormat = 33325; }
  12607. if ( glType === 5121 ) { internalFormat = 33321; }
  12608. }
  12609. if ( glFormat === 6407 ) {
  12610. if ( glType === 5126 ) { internalFormat = 34837; }
  12611. if ( glType === 5131 ) { internalFormat = 34843; }
  12612. if ( glType === 5121 ) { internalFormat = 32849; }
  12613. }
  12614. if ( glFormat === 6408 ) {
  12615. if ( glType === 5126 ) { internalFormat = 34836; }
  12616. if ( glType === 5131 ) { internalFormat = 34842; }
  12617. if ( glType === 5121 ) { internalFormat = 32856; }
  12618. }
  12619. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12620. internalFormat === 34842 || internalFormat === 34836 ) {
  12621. extensions.get( 'EXT_color_buffer_float' );
  12622. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12623. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12624. }
  12625. return internalFormat;
  12626. }
  12627. // Fallback filters for non-power-of-2 textures
  12628. function filterFallback( f ) {
  12629. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12630. return 9728;
  12631. }
  12632. return 9729;
  12633. }
  12634. //
  12635. function onTextureDispose( event ) {
  12636. var texture = event.target;
  12637. texture.removeEventListener( 'dispose', onTextureDispose );
  12638. deallocateTexture( texture );
  12639. if ( texture.isVideoTexture ) {
  12640. _videoTextures.delete( texture );
  12641. }
  12642. info.memory.textures --;
  12643. }
  12644. function onRenderTargetDispose( event ) {
  12645. var renderTarget = event.target;
  12646. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12647. deallocateRenderTarget( renderTarget );
  12648. info.memory.textures --;
  12649. }
  12650. //
  12651. function deallocateTexture( texture ) {
  12652. var textureProperties = properties.get( texture );
  12653. if ( textureProperties.__webglInit === undefined ) { return; }
  12654. _gl.deleteTexture( textureProperties.__webglTexture );
  12655. properties.remove( texture );
  12656. }
  12657. function deallocateRenderTarget( renderTarget ) {
  12658. var renderTargetProperties = properties.get( renderTarget );
  12659. var textureProperties = properties.get( renderTarget.texture );
  12660. if ( ! renderTarget ) { return; }
  12661. if ( textureProperties.__webglTexture !== undefined ) {
  12662. _gl.deleteTexture( textureProperties.__webglTexture );
  12663. }
  12664. if ( renderTarget.depthTexture ) {
  12665. renderTarget.depthTexture.dispose();
  12666. }
  12667. if ( renderTarget.isWebGLRenderTargetCube ) {
  12668. for ( var i = 0; i < 6; i ++ ) {
  12669. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12670. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12671. }
  12672. } else {
  12673. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12674. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12675. }
  12676. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12677. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12678. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12679. info.memory.textures -= 2;
  12680. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12681. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12682. }
  12683. }
  12684. properties.remove( renderTarget.texture );
  12685. properties.remove( renderTarget );
  12686. }
  12687. //
  12688. var textureUnits = 0;
  12689. function resetTextureUnits() {
  12690. textureUnits = 0;
  12691. }
  12692. function allocateTextureUnit() {
  12693. var textureUnit = textureUnits;
  12694. if ( textureUnit >= maxTextures ) {
  12695. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12696. }
  12697. textureUnits += 1;
  12698. return textureUnit;
  12699. }
  12700. //
  12701. function setTexture2D( texture, slot ) {
  12702. var textureProperties = properties.get( texture );
  12703. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12704. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12705. var image = texture.image;
  12706. if ( image === undefined ) {
  12707. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12708. } else if ( image.complete === false ) {
  12709. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12710. } else {
  12711. uploadTexture( textureProperties, texture, slot );
  12712. return;
  12713. }
  12714. }
  12715. state.activeTexture( 33984 + slot );
  12716. state.bindTexture( 3553, textureProperties.__webglTexture );
  12717. }
  12718. function setTexture2DArray( texture, slot ) {
  12719. var textureProperties = properties.get( texture );
  12720. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12721. uploadTexture( textureProperties, texture, slot );
  12722. return;
  12723. }
  12724. state.activeTexture( 33984 + slot );
  12725. state.bindTexture( 35866, textureProperties.__webglTexture );
  12726. }
  12727. function setTexture3D( texture, slot ) {
  12728. var textureProperties = properties.get( texture );
  12729. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12730. uploadTexture( textureProperties, texture, slot );
  12731. return;
  12732. }
  12733. state.activeTexture( 33984 + slot );
  12734. state.bindTexture( 32879, textureProperties.__webglTexture );
  12735. }
  12736. function setTextureCube( texture, slot ) {
  12737. if ( texture.image.length !== 6 ) { return; }
  12738. var textureProperties = properties.get( texture );
  12739. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12740. initTexture( textureProperties, texture );
  12741. state.activeTexture( 33984 + slot );
  12742. state.bindTexture( 34067, textureProperties.__webglTexture );
  12743. _gl.pixelStorei( 37440, texture.flipY );
  12744. var isCompressed = ( texture && texture.isCompressedTexture );
  12745. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12746. var cubeImage = [];
  12747. for ( var i = 0; i < 6; i ++ ) {
  12748. if ( ! isCompressed && ! isDataTexture ) {
  12749. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12750. } else {
  12751. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12752. }
  12753. }
  12754. var image = cubeImage[ 0 ],
  12755. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12756. glFormat = utils.convert( texture.format ),
  12757. glType = utils.convert( texture.type ),
  12758. glInternalFormat = getInternalFormat( glFormat, glType );
  12759. setTextureParameters( 34067, texture, supportsMips );
  12760. var mipmaps;
  12761. if ( isCompressed ) {
  12762. for ( var i = 0; i < 6; i ++ ) {
  12763. mipmaps = cubeImage[ i ].mipmaps;
  12764. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12765. var mipmap = mipmaps[ j ];
  12766. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12767. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12768. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12769. } else {
  12770. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12771. }
  12772. } else {
  12773. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12774. }
  12775. }
  12776. }
  12777. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12778. } else {
  12779. mipmaps = texture.mipmaps;
  12780. for ( var i = 0; i < 6; i ++ ) {
  12781. if ( isDataTexture ) {
  12782. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12783. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12784. var mipmap = mipmaps[ j ];
  12785. var mipmapImage = mipmap.image[ i ].image;
  12786. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12787. }
  12788. } else {
  12789. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12790. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12791. var mipmap = mipmaps[ j ];
  12792. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12793. }
  12794. }
  12795. }
  12796. textureProperties.__maxMipLevel = mipmaps.length;
  12797. }
  12798. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12799. // We assume images for cube map have the same size.
  12800. generateMipmap( 34067, texture, image.width, image.height );
  12801. }
  12802. textureProperties.__version = texture.version;
  12803. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12804. } else {
  12805. state.activeTexture( 33984 + slot );
  12806. state.bindTexture( 34067, textureProperties.__webglTexture );
  12807. }
  12808. }
  12809. function setTextureCubeDynamic( texture, slot ) {
  12810. state.activeTexture( 33984 + slot );
  12811. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12812. }
  12813. function setTextureParameters( textureType, texture, supportsMips ) {
  12814. var extension;
  12815. if ( supportsMips ) {
  12816. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12817. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12818. if ( textureType === 32879 || textureType === 35866 ) {
  12819. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12820. }
  12821. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12822. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12823. } else {
  12824. _gl.texParameteri( textureType, 10242, 33071 );
  12825. _gl.texParameteri( textureType, 10243, 33071 );
  12826. if ( textureType === 32879 || textureType === 35866 ) {
  12827. _gl.texParameteri( textureType, 32882, 33071 );
  12828. }
  12829. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12830. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12831. }
  12832. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12833. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12834. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12835. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12836. }
  12837. }
  12838. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12839. if ( extension ) {
  12840. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12841. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12842. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12843. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12844. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12845. }
  12846. }
  12847. }
  12848. function initTexture( textureProperties, texture ) {
  12849. if ( textureProperties.__webglInit === undefined ) {
  12850. textureProperties.__webglInit = true;
  12851. texture.addEventListener( 'dispose', onTextureDispose );
  12852. textureProperties.__webglTexture = _gl.createTexture();
  12853. info.memory.textures ++;
  12854. }
  12855. }
  12856. function uploadTexture( textureProperties, texture, slot ) {
  12857. var textureType = 3553;
  12858. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12859. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12860. initTexture( textureProperties, texture );
  12861. state.activeTexture( 33984 + slot );
  12862. state.bindTexture( textureType, textureProperties.__webglTexture );
  12863. _gl.pixelStorei( 37440, texture.flipY );
  12864. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12865. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12866. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12867. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  12868. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12869. glFormat = utils.convert( texture.format ),
  12870. glType = utils.convert( texture.type ),
  12871. glInternalFormat = getInternalFormat( glFormat, glType );
  12872. setTextureParameters( textureType, texture, supportsMips );
  12873. var mipmap, mipmaps = texture.mipmaps;
  12874. if ( texture.isDepthTexture ) {
  12875. // populate depth texture with dummy data
  12876. glInternalFormat = 6402;
  12877. if ( texture.type === FloatType ) {
  12878. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12879. glInternalFormat = 36012;
  12880. } else if ( isWebGL2 ) {
  12881. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12882. glInternalFormat = 33189;
  12883. }
  12884. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12885. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12886. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12887. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12888. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12889. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12890. texture.type = UnsignedShortType;
  12891. glType = utils.convert( texture.type );
  12892. }
  12893. }
  12894. // Depth stencil textures need the DEPTH_STENCIL internal format
  12895. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12896. if ( texture.format === DepthStencilFormat ) {
  12897. glInternalFormat = 34041;
  12898. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12899. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12900. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12901. if ( texture.type !== UnsignedInt248Type ) {
  12902. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12903. texture.type = UnsignedInt248Type;
  12904. glType = utils.convert( texture.type );
  12905. }
  12906. }
  12907. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12908. } else if ( texture.isDataTexture ) {
  12909. // use manually created mipmaps if available
  12910. // if there are no manual mipmaps
  12911. // set 0 level mipmap and then use GL to generate other mipmap levels
  12912. if ( mipmaps.length > 0 && supportsMips ) {
  12913. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12914. mipmap = mipmaps[ i ];
  12915. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12916. }
  12917. texture.generateMipmaps = false;
  12918. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12919. } else {
  12920. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12921. textureProperties.__maxMipLevel = 0;
  12922. }
  12923. } else if ( texture.isCompressedTexture ) {
  12924. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12925. mipmap = mipmaps[ i ];
  12926. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12927. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12928. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12929. } else {
  12930. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12931. }
  12932. } else {
  12933. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12934. }
  12935. }
  12936. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12937. } else if ( texture.isDataTexture2DArray ) {
  12938. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12939. textureProperties.__maxMipLevel = 0;
  12940. } else if ( texture.isDataTexture3D ) {
  12941. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12942. textureProperties.__maxMipLevel = 0;
  12943. } else {
  12944. // regular Texture (image, video, canvas)
  12945. // use manually created mipmaps if available
  12946. // if there are no manual mipmaps
  12947. // set 0 level mipmap and then use GL to generate other mipmap levels
  12948. if ( mipmaps.length > 0 && supportsMips ) {
  12949. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12950. mipmap = mipmaps[ i ];
  12951. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12952. }
  12953. texture.generateMipmaps = false;
  12954. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12955. } else {
  12956. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12957. textureProperties.__maxMipLevel = 0;
  12958. }
  12959. }
  12960. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12961. generateMipmap( 3553, texture, image.width, image.height );
  12962. }
  12963. textureProperties.__version = texture.version;
  12964. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12965. }
  12966. // Render targets
  12967. // Setup storage for target texture and bind it to correct framebuffer
  12968. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12969. var glFormat = utils.convert( renderTarget.texture.format );
  12970. var glType = utils.convert( renderTarget.texture.type );
  12971. var glInternalFormat = getInternalFormat( glFormat, glType );
  12972. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12973. _gl.bindFramebuffer( 36160, framebuffer );
  12974. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12975. _gl.bindFramebuffer( 36160, null );
  12976. }
  12977. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12978. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12979. _gl.bindRenderbuffer( 36161, renderbuffer );
  12980. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12981. if ( isMultisample ) {
  12982. var samples = getRenderTargetSamples( renderTarget );
  12983. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12984. } else {
  12985. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12986. }
  12987. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12988. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12989. if ( isMultisample ) {
  12990. var samples = getRenderTargetSamples( renderTarget );
  12991. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12992. } else {
  12993. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12994. }
  12995. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12996. } else {
  12997. var glFormat = utils.convert( renderTarget.texture.format );
  12998. var glType = utils.convert( renderTarget.texture.type );
  12999. var glInternalFormat = getInternalFormat( glFormat, glType );
  13000. if ( isMultisample ) {
  13001. var samples = getRenderTargetSamples( renderTarget );
  13002. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13003. } else {
  13004. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13005. }
  13006. }
  13007. _gl.bindRenderbuffer( 36161, null );
  13008. }
  13009. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13010. function setupDepthTexture( framebuffer, renderTarget ) {
  13011. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13012. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13013. _gl.bindFramebuffer( 36160, framebuffer );
  13014. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13015. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13016. }
  13017. // upload an empty depth texture with framebuffer size
  13018. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13019. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13020. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13021. renderTarget.depthTexture.image.width = renderTarget.width;
  13022. renderTarget.depthTexture.image.height = renderTarget.height;
  13023. renderTarget.depthTexture.needsUpdate = true;
  13024. }
  13025. setTexture2D( renderTarget.depthTexture, 0 );
  13026. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13027. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13028. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13029. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13030. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13031. } else {
  13032. throw new Error( 'Unknown depthTexture format' );
  13033. }
  13034. }
  13035. // Setup GL resources for a non-texture depth buffer
  13036. function setupDepthRenderbuffer( renderTarget ) {
  13037. var renderTargetProperties = properties.get( renderTarget );
  13038. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13039. if ( renderTarget.depthTexture ) {
  13040. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13041. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13042. } else {
  13043. if ( isCube ) {
  13044. renderTargetProperties.__webglDepthbuffer = [];
  13045. for ( var i = 0; i < 6; i ++ ) {
  13046. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13047. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13048. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13049. }
  13050. } else {
  13051. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13052. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13053. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13054. }
  13055. }
  13056. _gl.bindFramebuffer( 36160, null );
  13057. }
  13058. // Set up GL resources for the render target
  13059. function setupRenderTarget( renderTarget ) {
  13060. var renderTargetProperties = properties.get( renderTarget );
  13061. var textureProperties = properties.get( renderTarget.texture );
  13062. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13063. textureProperties.__webglTexture = _gl.createTexture();
  13064. info.memory.textures ++;
  13065. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13066. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13067. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13068. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13069. // Setup framebuffer
  13070. if ( isCube ) {
  13071. renderTargetProperties.__webglFramebuffer = [];
  13072. for ( var i = 0; i < 6; i ++ ) {
  13073. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13074. }
  13075. } else {
  13076. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13077. if ( isMultisample ) {
  13078. if ( isWebGL2 ) {
  13079. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13080. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13081. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13082. var glFormat = utils.convert( renderTarget.texture.format );
  13083. var glType = utils.convert( renderTarget.texture.type );
  13084. var glInternalFormat = getInternalFormat( glFormat, glType );
  13085. var samples = getRenderTargetSamples( renderTarget );
  13086. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13087. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13088. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13089. _gl.bindRenderbuffer( 36161, null );
  13090. if ( renderTarget.depthBuffer ) {
  13091. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13092. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13093. }
  13094. _gl.bindFramebuffer( 36160, null );
  13095. } else {
  13096. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13097. }
  13098. } else if ( isMultiview ) {
  13099. var width = renderTarget.width;
  13100. var height = renderTarget.height;
  13101. var numViews = renderTarget.numViews;
  13102. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13103. var ext = extensions.get( 'OVR_multiview2' );
  13104. info.memory.textures += 2;
  13105. var colorTexture = _gl.createTexture();
  13106. _gl.bindTexture( 35866, colorTexture );
  13107. _gl.texParameteri( 35866, 10240, 9728 );
  13108. _gl.texParameteri( 35866, 10241, 9728 );
  13109. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13110. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13111. var depthStencilTexture = _gl.createTexture();
  13112. _gl.bindTexture( 35866, depthStencilTexture );
  13113. _gl.texParameteri( 35866, 10240, 9728 );
  13114. _gl.texParameteri( 35866, 10241, 9728 );
  13115. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13116. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13117. var viewFramebuffers = new Array( numViews );
  13118. for ( var i = 0; i < numViews; ++ i ) {
  13119. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13120. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13121. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13122. }
  13123. renderTargetProperties.__webglColorTexture = colorTexture;
  13124. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13125. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13126. _gl.bindFramebuffer( 36160, null );
  13127. _gl.bindTexture( 35866, null );
  13128. }
  13129. }
  13130. // Setup color buffer
  13131. if ( isCube ) {
  13132. state.bindTexture( 34067, textureProperties.__webglTexture );
  13133. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13134. for ( var i = 0; i < 6; i ++ ) {
  13135. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13136. }
  13137. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13138. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13139. }
  13140. state.bindTexture( 34067, null );
  13141. } else if ( ! isMultiview ) {
  13142. state.bindTexture( 3553, textureProperties.__webglTexture );
  13143. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13144. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13145. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13146. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13147. }
  13148. state.bindTexture( 3553, null );
  13149. }
  13150. // Setup depth and stencil buffers
  13151. if ( renderTarget.depthBuffer ) {
  13152. setupDepthRenderbuffer( renderTarget );
  13153. }
  13154. }
  13155. function updateRenderTargetMipmap( renderTarget ) {
  13156. var texture = renderTarget.texture;
  13157. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13158. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13159. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13160. var webglTexture = properties.get( texture ).__webglTexture;
  13161. state.bindTexture( target, webglTexture );
  13162. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13163. state.bindTexture( target, null );
  13164. }
  13165. }
  13166. function updateMultisampleRenderTarget( renderTarget ) {
  13167. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13168. if ( isWebGL2 ) {
  13169. var renderTargetProperties = properties.get( renderTarget );
  13170. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13171. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13172. var width = renderTarget.width;
  13173. var height = renderTarget.height;
  13174. var mask = 16384;
  13175. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13176. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13177. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13178. } else {
  13179. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13180. }
  13181. }
  13182. }
  13183. function getRenderTargetSamples( renderTarget ) {
  13184. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13185. Math.min( maxSamples, renderTarget.samples ) : 0;
  13186. }
  13187. function updateVideoTexture( texture ) {
  13188. var frame = info.render.frame;
  13189. // Check the last frame we updated the VideoTexture
  13190. if ( _videoTextures.get( texture ) !== frame ) {
  13191. _videoTextures.set( texture, frame );
  13192. texture.update();
  13193. }
  13194. }
  13195. // backwards compatibility
  13196. var warnedTexture2D = false;
  13197. var warnedTextureCube = false;
  13198. function safeSetTexture2D( texture, slot ) {
  13199. if ( texture && texture.isWebGLRenderTarget ) {
  13200. if ( warnedTexture2D === false ) {
  13201. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13202. warnedTexture2D = true;
  13203. }
  13204. texture = texture.texture;
  13205. }
  13206. setTexture2D( texture, slot );
  13207. }
  13208. function safeSetTextureCube( texture, slot ) {
  13209. if ( texture && texture.isWebGLRenderTargetCube ) {
  13210. if ( warnedTextureCube === false ) {
  13211. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13212. warnedTextureCube = true;
  13213. }
  13214. texture = texture.texture;
  13215. }
  13216. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13217. // TODO: unify these code paths
  13218. if ( ( texture && texture.isCubeTexture ) ||
  13219. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13220. // CompressedTexture can have Array in image :/
  13221. // this function alone should take care of cube textures
  13222. setTextureCube( texture, slot );
  13223. } else {
  13224. // assumed: texture property of THREE.WebGLRenderTargetCube
  13225. setTextureCubeDynamic( texture, slot );
  13226. }
  13227. }
  13228. //
  13229. this.allocateTextureUnit = allocateTextureUnit;
  13230. this.resetTextureUnits = resetTextureUnits;
  13231. this.setTexture2D = setTexture2D;
  13232. this.setTexture2DArray = setTexture2DArray;
  13233. this.setTexture3D = setTexture3D;
  13234. this.setTextureCube = setTextureCube;
  13235. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13236. this.setupRenderTarget = setupRenderTarget;
  13237. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13238. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13239. this.safeSetTexture2D = safeSetTexture2D;
  13240. this.safeSetTextureCube = safeSetTextureCube;
  13241. }
  13242. /**
  13243. * @author thespite / http://www.twitter.com/thespite
  13244. */
  13245. function WebGLUtils( gl, extensions, capabilities ) {
  13246. var isWebGL2 = capabilities.isWebGL2;
  13247. function convert( p ) {
  13248. var extension;
  13249. if ( p === RepeatWrapping ) { return 10497; }
  13250. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13251. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13252. if ( p === NearestFilter ) { return 9728; }
  13253. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13254. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13255. if ( p === LinearFilter ) { return 9729; }
  13256. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13257. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13258. if ( p === UnsignedByteType ) { return 5121; }
  13259. if ( p === UnsignedShort4444Type ) { return 32819; }
  13260. if ( p === UnsignedShort5551Type ) { return 32820; }
  13261. if ( p === UnsignedShort565Type ) { return 33635; }
  13262. if ( p === ByteType ) { return 5120; }
  13263. if ( p === ShortType ) { return 5122; }
  13264. if ( p === UnsignedShortType ) { return 5123; }
  13265. if ( p === IntType ) { return 5124; }
  13266. if ( p === UnsignedIntType ) { return 5125; }
  13267. if ( p === FloatType ) { return 5126; }
  13268. if ( p === HalfFloatType ) {
  13269. if ( isWebGL2 ) { return 5131; }
  13270. extension = extensions.get( 'OES_texture_half_float' );
  13271. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13272. }
  13273. if ( p === AlphaFormat ) { return 6406; }
  13274. if ( p === RGBFormat ) { return 6407; }
  13275. if ( p === RGBAFormat ) { return 6408; }
  13276. if ( p === LuminanceFormat ) { return 6409; }
  13277. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13278. if ( p === DepthFormat ) { return 6402; }
  13279. if ( p === DepthStencilFormat ) { return 34041; }
  13280. if ( p === RedFormat ) { return 6403; }
  13281. if ( p === AddEquation ) { return 32774; }
  13282. if ( p === SubtractEquation ) { return 32778; }
  13283. if ( p === ReverseSubtractEquation ) { return 32779; }
  13284. if ( p === ZeroFactor ) { return 0; }
  13285. if ( p === OneFactor ) { return 1; }
  13286. if ( p === SrcColorFactor ) { return 768; }
  13287. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13288. if ( p === SrcAlphaFactor ) { return 770; }
  13289. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13290. if ( p === DstAlphaFactor ) { return 772; }
  13291. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13292. if ( p === DstColorFactor ) { return 774; }
  13293. if ( p === OneMinusDstColorFactor ) { return 775; }
  13294. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13295. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13296. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13297. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13298. if ( extension !== null ) {
  13299. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13300. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13301. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13302. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13303. }
  13304. }
  13305. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13306. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13307. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13308. if ( extension !== null ) {
  13309. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13310. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13311. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13312. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13313. }
  13314. }
  13315. if ( p === RGB_ETC1_Format ) {
  13316. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13317. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13318. }
  13319. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13320. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13321. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13322. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13323. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13324. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13325. if ( extension !== null ) {
  13326. return p;
  13327. }
  13328. }
  13329. if ( p === MinEquation || p === MaxEquation ) {
  13330. if ( isWebGL2 ) {
  13331. if ( p === MinEquation ) { return 32775; }
  13332. if ( p === MaxEquation ) { return 32776; }
  13333. }
  13334. extension = extensions.get( 'EXT_blend_minmax' );
  13335. if ( extension !== null ) {
  13336. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13337. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13338. }
  13339. }
  13340. if ( p === UnsignedInt248Type ) {
  13341. if ( isWebGL2 ) { return 34042; }
  13342. extension = extensions.get( 'WEBGL_depth_texture' );
  13343. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13344. }
  13345. return 0;
  13346. }
  13347. return { convert: convert };
  13348. }
  13349. /**
  13350. * @author fernandojsg / http://fernandojsg.com
  13351. * @author Takahiro https://github.com/takahirox
  13352. */
  13353. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13354. WebGLRenderTarget.call( this, width, height, options );
  13355. this.depthBuffer = false;
  13356. this.stencilBuffer = false;
  13357. this.numViews = numViews;
  13358. }
  13359. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13360. constructor: WebGLMultiviewRenderTarget,
  13361. isWebGLMultiviewRenderTarget: true,
  13362. copy: function ( source ) {
  13363. WebGLRenderTarget.prototype.copy.call( this, source );
  13364. this.numViews = source.numViews;
  13365. return this;
  13366. },
  13367. setNumViews: function ( numViews ) {
  13368. if ( this.numViews !== numViews ) {
  13369. this.numViews = numViews;
  13370. this.dispose();
  13371. }
  13372. return this;
  13373. }
  13374. } );
  13375. /**
  13376. * @author fernandojsg / http://fernandojsg.com
  13377. * @author Takahiro https://github.com/takahirox
  13378. */
  13379. function WebGLMultiview( renderer, gl ) {
  13380. var DEFAULT_NUMVIEWS = 2;
  13381. var extensions = renderer.extensions;
  13382. var properties = renderer.properties;
  13383. var renderTarget, currentRenderTarget;
  13384. var mat3, mat4, cameraArray, renderSize;
  13385. var available;
  13386. var maxNumViews = 0;
  13387. //
  13388. function isAvailable() {
  13389. if ( available === undefined ) {
  13390. var extension = extensions.get( 'OVR_multiview2' );
  13391. available = extension !== null && gl.getContextAttributes().antialias === false;
  13392. if ( available ) {
  13393. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13394. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13395. renderSize = new Vector2();
  13396. mat4 = [];
  13397. mat3 = [];
  13398. cameraArray = [];
  13399. for ( var i = 0; i < maxNumViews; i ++ ) {
  13400. mat4[ i ] = new Matrix4();
  13401. mat3[ i ] = new Matrix3();
  13402. }
  13403. }
  13404. }
  13405. return available;
  13406. }
  13407. function getCameraArray( camera ) {
  13408. if ( camera.isArrayCamera ) { return camera.cameras; }
  13409. cameraArray[ 0 ] = camera;
  13410. return cameraArray;
  13411. }
  13412. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13413. var cameras = getCameraArray( camera );
  13414. for ( var i = 0; i < cameras.length; i ++ ) {
  13415. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13416. }
  13417. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13418. }
  13419. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13420. var cameras = getCameraArray( camera );
  13421. for ( var i = 0; i < cameras.length; i ++ ) {
  13422. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13423. }
  13424. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13425. }
  13426. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13427. var cameras = getCameraArray( camera );
  13428. for ( var i = 0; i < cameras.length; i ++ ) {
  13429. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13430. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13431. }
  13432. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13433. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13434. }
  13435. function isMultiviewCompatible( camera ) {
  13436. if ( camera.isArrayCamera === undefined ) { return true; }
  13437. var cameras = camera.cameras;
  13438. if ( cameras.length > maxNumViews ) { return false; }
  13439. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13440. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13441. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13442. }
  13443. return true;
  13444. }
  13445. function resizeRenderTarget( camera ) {
  13446. if ( currentRenderTarget ) {
  13447. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13448. } else {
  13449. renderer.getDrawingBufferSize( renderSize );
  13450. }
  13451. if ( camera.isArrayCamera ) {
  13452. var viewport = camera.cameras[ 0 ].viewport;
  13453. renderTarget.setSize( viewport.z, viewport.w );
  13454. renderTarget.setNumViews( camera.cameras.length );
  13455. } else {
  13456. renderTarget.setSize( renderSize.x, renderSize.y );
  13457. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13458. }
  13459. }
  13460. function attachCamera( camera ) {
  13461. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13462. currentRenderTarget = renderer.getRenderTarget();
  13463. resizeRenderTarget( camera );
  13464. renderer.setRenderTarget( renderTarget );
  13465. }
  13466. function detachCamera( camera ) {
  13467. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13468. renderer.setRenderTarget( currentRenderTarget );
  13469. flush( camera );
  13470. }
  13471. function flush( camera ) {
  13472. var srcRenderTarget = renderTarget;
  13473. var numViews = srcRenderTarget.numViews;
  13474. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13475. var viewWidth = srcRenderTarget.width;
  13476. var viewHeight = srcRenderTarget.height;
  13477. if ( camera.isArrayCamera ) {
  13478. for ( var i = 0; i < numViews; i ++ ) {
  13479. var viewport = camera.cameras[ i ].viewport;
  13480. var x1 = viewport.x;
  13481. var y1 = viewport.y;
  13482. var x2 = x1 + viewport.z;
  13483. var y2 = y1 + viewport.w;
  13484. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13485. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13486. }
  13487. } else {
  13488. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13489. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13490. }
  13491. }
  13492. this.isAvailable = isAvailable;
  13493. this.attachCamera = attachCamera;
  13494. this.detachCamera = detachCamera;
  13495. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13496. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13497. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13498. }
  13499. /**
  13500. * @author mrdoob / http://mrdoob.com/
  13501. */
  13502. function Group() {
  13503. Object3D.call( this );
  13504. this.type = 'Group';
  13505. }
  13506. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13507. constructor: Group,
  13508. isGroup: true
  13509. } );
  13510. /**
  13511. * @author mrdoob / http://mrdoob.com/
  13512. */
  13513. function ArrayCamera( array ) {
  13514. PerspectiveCamera.call( this );
  13515. this.cameras = array || [];
  13516. }
  13517. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13518. constructor: ArrayCamera,
  13519. isArrayCamera: true
  13520. } );
  13521. /**
  13522. * @author jsantell / https://www.jsantell.com/
  13523. * @author mrdoob / http://mrdoob.com/
  13524. */
  13525. var cameraLPos = new Vector3();
  13526. var cameraRPos = new Vector3();
  13527. /**
  13528. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13529. * the cameras' projection and world matrices have already been set.
  13530. * And that near and far planes are identical for both cameras.
  13531. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13532. */
  13533. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13534. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13535. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13536. var ipd = cameraLPos.distanceTo( cameraRPos );
  13537. var projL = cameraL.projectionMatrix.elements;
  13538. var projR = cameraR.projectionMatrix.elements;
  13539. // VR systems will have identical far and near planes, and
  13540. // most likely identical top and bottom frustum extents.
  13541. // Use the left camera for these values.
  13542. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13543. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13544. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13545. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13546. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13547. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13548. var left = near * leftFov;
  13549. var right = near * rightFov;
  13550. // Calculate the new camera's position offset from the
  13551. // left camera. xOffset should be roughly half `ipd`.
  13552. var zOffset = ipd / ( - leftFov + rightFov );
  13553. var xOffset = zOffset * - leftFov;
  13554. // TODO: Better way to apply this offset?
  13555. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13556. camera.translateX( xOffset );
  13557. camera.translateZ( zOffset );
  13558. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13559. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13560. // Find the union of the frustum values of the cameras and scale
  13561. // the values so that the near plane's position does not change in world space,
  13562. // although must now be relative to the new union camera.
  13563. var near2 = near + zOffset;
  13564. var far2 = far + zOffset;
  13565. var left2 = left - xOffset;
  13566. var right2 = right + ( ipd - xOffset );
  13567. var top2 = topFov * far / far2 * near2;
  13568. var bottom2 = bottomFov * far / far2 * near2;
  13569. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13570. }
  13571. /**
  13572. * @author mrdoob / http://mrdoob.com/
  13573. */
  13574. function WebVRManager( renderer ) {
  13575. var renderWidth, renderHeight;
  13576. var scope = this;
  13577. var device = null;
  13578. var frameData = null;
  13579. var poseTarget = null;
  13580. var controllers = [];
  13581. var standingMatrix = new Matrix4();
  13582. var standingMatrixInverse = new Matrix4();
  13583. var framebufferScaleFactor = 1.0;
  13584. var referenceSpaceType = 'local-floor';
  13585. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13586. frameData = new window.VRFrameData();
  13587. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13588. }
  13589. var matrixWorldInverse = new Matrix4();
  13590. var tempQuaternion = new Quaternion();
  13591. var tempPosition = new Vector3();
  13592. var cameraL = new PerspectiveCamera();
  13593. cameraL.viewport = new Vector4();
  13594. cameraL.layers.enable( 1 );
  13595. var cameraR = new PerspectiveCamera();
  13596. cameraR.viewport = new Vector4();
  13597. cameraR.layers.enable( 2 );
  13598. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13599. cameraVR.layers.enable( 1 );
  13600. cameraVR.layers.enable( 2 );
  13601. //
  13602. function isPresenting() {
  13603. return device !== null && device.isPresenting === true;
  13604. }
  13605. var currentSize = new Vector2(), currentPixelRatio;
  13606. function onVRDisplayPresentChange() {
  13607. if ( isPresenting() ) {
  13608. var eyeParameters = device.getEyeParameters( 'left' );
  13609. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13610. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13611. currentPixelRatio = renderer.getPixelRatio();
  13612. renderer.getSize( currentSize );
  13613. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13614. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13615. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13616. animation.start();
  13617. scope.dispatchEvent( { type: 'sessionstart' } );
  13618. } else {
  13619. if ( scope.enabled ) {
  13620. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13621. }
  13622. animation.stop();
  13623. scope.dispatchEvent( { type: 'sessionend' } );
  13624. }
  13625. }
  13626. //
  13627. var triggers = [];
  13628. function findGamepad( id ) {
  13629. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13630. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13631. var gamepad = gamepads[ i ];
  13632. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13633. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13634. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13635. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13636. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13637. if ( j === id ) { return gamepad; }
  13638. j ++;
  13639. }
  13640. }
  13641. }
  13642. function updateControllers() {
  13643. for ( var i = 0; i < controllers.length; i ++ ) {
  13644. var controller = controllers[ i ];
  13645. var gamepad = findGamepad( i );
  13646. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13647. if ( gamepad.pose === null ) { return; }
  13648. // Pose
  13649. var pose = gamepad.pose;
  13650. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13651. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13652. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13653. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13654. controller.matrix.premultiply( standingMatrix );
  13655. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13656. controller.matrixWorldNeedsUpdate = true;
  13657. controller.visible = true;
  13658. // Trigger
  13659. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13660. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13661. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13662. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13663. if ( triggers[ i ] === true ) {
  13664. controller.dispatchEvent( { type: 'selectstart' } );
  13665. } else {
  13666. controller.dispatchEvent( { type: 'selectend' } );
  13667. controller.dispatchEvent( { type: 'select' } );
  13668. }
  13669. }
  13670. } else {
  13671. controller.visible = false;
  13672. }
  13673. }
  13674. }
  13675. function updateViewportFromBounds( viewport, bounds ) {
  13676. if ( bounds !== null && bounds.length === 4 ) {
  13677. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13678. }
  13679. }
  13680. //
  13681. this.enabled = false;
  13682. this.getController = function ( id ) {
  13683. var controller = controllers[ id ];
  13684. if ( controller === undefined ) {
  13685. controller = new Group();
  13686. controller.matrixAutoUpdate = false;
  13687. controller.visible = false;
  13688. controllers[ id ] = controller;
  13689. }
  13690. return controller;
  13691. };
  13692. this.getDevice = function () {
  13693. return device;
  13694. };
  13695. this.setDevice = function ( value ) {
  13696. if ( value !== undefined ) { device = value; }
  13697. animation.setContext( value );
  13698. };
  13699. this.setFramebufferScaleFactor = function ( value ) {
  13700. framebufferScaleFactor = value;
  13701. };
  13702. this.setReferenceSpaceType = function ( value ) {
  13703. referenceSpaceType = value;
  13704. };
  13705. this.setPoseTarget = function ( object ) {
  13706. if ( object !== undefined ) { poseTarget = object; }
  13707. };
  13708. this.getCamera = function ( camera ) {
  13709. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13710. if ( isPresenting() === false ) {
  13711. camera.position.set( 0, userHeight, 0 );
  13712. camera.rotation.set( 0, 0, 0 );
  13713. return camera;
  13714. }
  13715. device.depthNear = camera.near;
  13716. device.depthFar = camera.far;
  13717. device.getFrameData( frameData );
  13718. //
  13719. if ( referenceSpaceType === 'local-floor' ) {
  13720. var stageParameters = device.stageParameters;
  13721. if ( stageParameters ) {
  13722. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13723. } else {
  13724. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13725. }
  13726. }
  13727. var pose = frameData.pose;
  13728. var poseObject = poseTarget !== null ? poseTarget : camera;
  13729. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13730. poseObject.matrix.copy( standingMatrix );
  13731. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13732. if ( pose.orientation !== null ) {
  13733. tempQuaternion.fromArray( pose.orientation );
  13734. poseObject.quaternion.multiply( tempQuaternion );
  13735. }
  13736. if ( pose.position !== null ) {
  13737. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13738. tempPosition.fromArray( pose.position );
  13739. tempPosition.applyQuaternion( tempQuaternion );
  13740. poseObject.position.add( tempPosition );
  13741. }
  13742. poseObject.updateMatrixWorld();
  13743. //
  13744. cameraL.near = camera.near;
  13745. cameraR.near = camera.near;
  13746. cameraL.far = camera.far;
  13747. cameraR.far = camera.far;
  13748. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13749. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13750. // TODO (mrdoob) Double check this code
  13751. standingMatrixInverse.getInverse( standingMatrix );
  13752. if ( referenceSpaceType === 'local-floor' ) {
  13753. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13754. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13755. }
  13756. var parent = poseObject.parent;
  13757. if ( parent !== null ) {
  13758. matrixWorldInverse.getInverse( parent.matrixWorld );
  13759. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13760. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13761. }
  13762. // envMap and Mirror needs camera.matrixWorld
  13763. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13764. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13765. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13766. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13767. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13768. //
  13769. var layers = device.getLayers();
  13770. if ( layers.length ) {
  13771. var layer = layers[ 0 ];
  13772. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13773. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13774. }
  13775. updateControllers();
  13776. return cameraVR;
  13777. };
  13778. this.getStandingMatrix = function () {
  13779. return standingMatrix;
  13780. };
  13781. this.isPresenting = isPresenting;
  13782. // Animation Loop
  13783. var animation = new WebGLAnimation();
  13784. this.setAnimationLoop = function ( callback ) {
  13785. animation.setAnimationLoop( callback );
  13786. if ( isPresenting() ) { animation.start(); }
  13787. };
  13788. this.submitFrame = function () {
  13789. if ( isPresenting() ) { device.submitFrame(); }
  13790. };
  13791. this.dispose = function () {
  13792. if ( typeof window !== 'undefined' ) {
  13793. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13794. }
  13795. };
  13796. // DEPRECATED
  13797. this.setFrameOfReferenceType = function () {
  13798. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13799. };
  13800. }
  13801. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13802. /**
  13803. * @author mrdoob / http://mrdoob.com/
  13804. */
  13805. function WebXRManager( renderer, gl ) {
  13806. var scope = this;
  13807. var session = null;
  13808. // var framebufferScaleFactor = 1.0;
  13809. var referenceSpace = null;
  13810. var referenceSpaceType = 'local-floor';
  13811. var pose = null;
  13812. var controllers = [];
  13813. var inputSources = [];
  13814. function isPresenting() {
  13815. return session !== null && referenceSpace !== null;
  13816. }
  13817. //
  13818. var cameraL = new PerspectiveCamera();
  13819. cameraL.layers.enable( 1 );
  13820. cameraL.viewport = new Vector4();
  13821. var cameraR = new PerspectiveCamera();
  13822. cameraR.layers.enable( 2 );
  13823. cameraR.viewport = new Vector4();
  13824. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13825. cameraVR.layers.enable( 1 );
  13826. cameraVR.layers.enable( 2 );
  13827. //
  13828. this.enabled = false;
  13829. this.getController = function ( id ) {
  13830. var controller = controllers[ id ];
  13831. if ( controller === undefined ) {
  13832. controller = new Group();
  13833. controller.matrixAutoUpdate = false;
  13834. controller.visible = false;
  13835. controllers[ id ] = controller;
  13836. }
  13837. return controller;
  13838. };
  13839. //
  13840. function onSessionEvent( event ) {
  13841. for ( var i = 0; i < controllers.length; i ++ ) {
  13842. if ( inputSources[ i ] === event.inputSource ) {
  13843. controllers[ i ].dispatchEvent( { type: event.type } );
  13844. }
  13845. }
  13846. }
  13847. function onSessionEnd() {
  13848. renderer.setFramebuffer( null );
  13849. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13850. animation.stop();
  13851. scope.dispatchEvent( { type: 'sessionend' } );
  13852. }
  13853. function onRequestReferenceSpace( value ) {
  13854. referenceSpace = value;
  13855. animation.setContext( session );
  13856. animation.start();
  13857. scope.dispatchEvent( { type: 'sessionstart' } );
  13858. }
  13859. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13860. // framebufferScaleFactor = value;
  13861. };
  13862. this.setReferenceSpaceType = function ( value ) {
  13863. referenceSpaceType = value;
  13864. };
  13865. this.getSession = function () {
  13866. return session;
  13867. };
  13868. this.setSession = function ( value ) {
  13869. session = value;
  13870. if ( session !== null ) {
  13871. session.addEventListener( 'select', onSessionEvent );
  13872. session.addEventListener( 'selectstart', onSessionEvent );
  13873. session.addEventListener( 'selectend', onSessionEvent );
  13874. session.addEventListener( 'end', onSessionEnd );
  13875. // eslint-disable-next-line no-undef
  13876. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13877. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13878. //
  13879. inputSources = session.inputSources;
  13880. session.addEventListener( 'inputsourceschange', function () {
  13881. inputSources = session.inputSources;
  13882. console.log( inputSources );
  13883. for ( var i = 0; i < controllers.length; i ++ ) {
  13884. var controller = controllers[ i ];
  13885. controller.userData.inputSource = inputSources[ i ];
  13886. }
  13887. } );
  13888. }
  13889. };
  13890. function updateCamera( camera, parent ) {
  13891. if ( parent === null ) {
  13892. camera.matrixWorld.copy( camera.matrix );
  13893. } else {
  13894. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13895. }
  13896. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13897. }
  13898. this.getCamera = function ( camera ) {
  13899. if ( isPresenting() ) {
  13900. var parent = camera.parent;
  13901. var cameras = cameraVR.cameras;
  13902. updateCamera( cameraVR, parent );
  13903. for ( var i = 0; i < cameras.length; i ++ ) {
  13904. updateCamera( cameras[ i ], parent );
  13905. }
  13906. // update camera and its children
  13907. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13908. var children = camera.children;
  13909. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13910. children[ i ].updateMatrixWorld( true );
  13911. }
  13912. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13913. return cameraVR;
  13914. }
  13915. return camera;
  13916. };
  13917. this.isPresenting = isPresenting;
  13918. // Animation Loop
  13919. var onAnimationFrameCallback = null;
  13920. function onAnimationFrame( time, frame ) {
  13921. pose = frame.getViewerPose( referenceSpace );
  13922. if ( pose !== null ) {
  13923. var views = pose.views;
  13924. var baseLayer = session.renderState.baseLayer;
  13925. renderer.setFramebuffer( baseLayer.framebuffer );
  13926. for ( var i = 0; i < views.length; i ++ ) {
  13927. var view = views[ i ];
  13928. var viewport = baseLayer.getViewport( view );
  13929. var viewMatrix = view.transform.inverse.matrix;
  13930. var camera = cameraVR.cameras[ i ];
  13931. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13932. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13933. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13934. if ( i === 0 ) {
  13935. cameraVR.matrix.copy( camera.matrix );
  13936. }
  13937. }
  13938. }
  13939. //
  13940. for ( var i = 0; i < controllers.length; i ++ ) {
  13941. var controller = controllers[ i ];
  13942. var inputSource = inputSources[ i ];
  13943. if ( inputSource ) {
  13944. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13945. if ( inputPose !== null ) {
  13946. controller.matrix.fromArray( inputPose.transform.matrix );
  13947. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13948. controller.visible = true;
  13949. continue;
  13950. }
  13951. }
  13952. controller.visible = false;
  13953. }
  13954. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13955. }
  13956. var animation = new WebGLAnimation();
  13957. animation.setAnimationLoop( onAnimationFrame );
  13958. this.setAnimationLoop = function ( callback ) {
  13959. onAnimationFrameCallback = callback;
  13960. };
  13961. this.dispose = function () {};
  13962. // DEPRECATED
  13963. this.getStandingMatrix = function () {
  13964. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13965. return new Matrix4();
  13966. };
  13967. this.getDevice = function () {
  13968. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13969. };
  13970. this.setDevice = function () {
  13971. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13972. };
  13973. this.setFrameOfReferenceType = function () {
  13974. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13975. };
  13976. this.submitFrame = function () {};
  13977. }
  13978. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13979. /**
  13980. * @author supereggbert / http://www.paulbrunt.co.uk/
  13981. * @author mrdoob / http://mrdoob.com/
  13982. * @author alteredq / http://alteredqualia.com/
  13983. * @author szimek / https://github.com/szimek/
  13984. * @author tschw
  13985. */
  13986. function WebGLRenderer( parameters ) {
  13987. parameters = parameters || {};
  13988. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13989. _context = parameters.context !== undefined ? parameters.context : null,
  13990. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13991. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13992. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13993. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13994. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13995. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13996. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13997. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13998. var currentRenderList = null;
  13999. var currentRenderState = null;
  14000. // public properties
  14001. this.domElement = _canvas;
  14002. // Debug configuration container
  14003. this.debug = {
  14004. /**
  14005. * Enables error checking and reporting when shader programs are being compiled
  14006. * @type {boolean}
  14007. */
  14008. checkShaderErrors: true
  14009. };
  14010. // clearing
  14011. this.autoClear = true;
  14012. this.autoClearColor = true;
  14013. this.autoClearDepth = true;
  14014. this.autoClearStencil = true;
  14015. // scene graph
  14016. this.sortObjects = true;
  14017. // user-defined clipping
  14018. this.clippingPlanes = [];
  14019. this.localClippingEnabled = false;
  14020. // physically based shading
  14021. this.gammaFactor = 2.0; // for backwards compatibility
  14022. this.gammaInput = false;
  14023. this.gammaOutput = false;
  14024. // physical lights
  14025. this.physicallyCorrectLights = false;
  14026. // tone mapping
  14027. this.toneMapping = LinearToneMapping;
  14028. this.toneMappingExposure = 1.0;
  14029. this.toneMappingWhitePoint = 1.0;
  14030. // morphs
  14031. this.maxMorphTargets = 8;
  14032. this.maxMorphNormals = 4;
  14033. // internal properties
  14034. var _this = this,
  14035. _isContextLost = false,
  14036. // internal state cache
  14037. _framebuffer = null,
  14038. _currentActiveCubeFace = 0,
  14039. _currentActiveMipmapLevel = 0,
  14040. _currentRenderTarget = null,
  14041. _currentFramebuffer = null,
  14042. _currentMaterialId = - 1,
  14043. // geometry and program caching
  14044. _currentGeometryProgram = {
  14045. geometry: null,
  14046. program: null,
  14047. wireframe: false
  14048. },
  14049. _currentCamera = null,
  14050. _currentArrayCamera = null,
  14051. _currentViewport = new Vector4(),
  14052. _currentScissor = new Vector4(),
  14053. _currentScissorTest = null,
  14054. //
  14055. _width = _canvas.width,
  14056. _height = _canvas.height,
  14057. _pixelRatio = 1,
  14058. _viewport = new Vector4( 0, 0, _width, _height ),
  14059. _scissor = new Vector4( 0, 0, _width, _height ),
  14060. _scissorTest = false,
  14061. // frustum
  14062. _frustum = new Frustum(),
  14063. // clipping
  14064. _clipping = new WebGLClipping(),
  14065. _clippingEnabled = false,
  14066. _localClippingEnabled = false,
  14067. // camera matrices cache
  14068. _projScreenMatrix = new Matrix4(),
  14069. _vector3 = new Vector3();
  14070. function getTargetPixelRatio() {
  14071. return _currentRenderTarget === null ? _pixelRatio : 1;
  14072. }
  14073. // initialize
  14074. var _gl;
  14075. try {
  14076. var contextAttributes = {
  14077. alpha: _alpha,
  14078. depth: _depth,
  14079. stencil: _stencil,
  14080. antialias: _antialias,
  14081. premultipliedAlpha: _premultipliedAlpha,
  14082. preserveDrawingBuffer: _preserveDrawingBuffer,
  14083. powerPreference: _powerPreference,
  14084. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14085. xrCompatible: true
  14086. };
  14087. // event listeners must be registered before WebGL context is created, see #12753
  14088. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14089. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14090. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14091. if ( _gl === null ) {
  14092. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14093. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14094. } else {
  14095. throw new Error( 'Error creating WebGL context.' );
  14096. }
  14097. }
  14098. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14099. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14100. _gl.getShaderPrecisionFormat = function () {
  14101. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14102. };
  14103. }
  14104. } catch ( error ) {
  14105. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14106. throw error;
  14107. }
  14108. var extensions, capabilities, state, info;
  14109. var properties, textures, attributes, geometries, objects;
  14110. var programCache, renderLists, renderStates;
  14111. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14112. var utils;
  14113. function initGLContext() {
  14114. extensions = new WebGLExtensions( _gl );
  14115. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14116. if ( capabilities.isWebGL2 === false ) {
  14117. extensions.get( 'WEBGL_depth_texture' );
  14118. extensions.get( 'OES_texture_float' );
  14119. extensions.get( 'OES_texture_half_float' );
  14120. extensions.get( 'OES_texture_half_float_linear' );
  14121. extensions.get( 'OES_standard_derivatives' );
  14122. extensions.get( 'OES_element_index_uint' );
  14123. extensions.get( 'ANGLE_instanced_arrays' );
  14124. }
  14125. extensions.get( 'OES_texture_float_linear' );
  14126. utils = new WebGLUtils( _gl, extensions, capabilities );
  14127. state = new WebGLState( _gl, extensions, utils, capabilities );
  14128. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14129. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14130. info = new WebGLInfo( _gl );
  14131. properties = new WebGLProperties();
  14132. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14133. attributes = new WebGLAttributes( _gl );
  14134. geometries = new WebGLGeometries( _gl, attributes, info );
  14135. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14136. morphtargets = new WebGLMorphtargets( _gl );
  14137. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14138. renderLists = new WebGLRenderLists();
  14139. renderStates = new WebGLRenderStates();
  14140. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14141. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14142. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14143. info.programs = programCache.programs;
  14144. _this.capabilities = capabilities;
  14145. _this.extensions = extensions;
  14146. _this.properties = properties;
  14147. _this.renderLists = renderLists;
  14148. _this.state = state;
  14149. _this.info = info;
  14150. }
  14151. initGLContext();
  14152. // vr
  14153. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14154. this.vr = vr;
  14155. // Multiview
  14156. var multiview = new WebGLMultiview( _this, _gl );
  14157. // shadow map
  14158. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14159. this.shadowMap = shadowMap;
  14160. // API
  14161. this.getContext = function () {
  14162. return _gl;
  14163. };
  14164. this.getContextAttributes = function () {
  14165. return _gl.getContextAttributes();
  14166. };
  14167. this.forceContextLoss = function () {
  14168. var extension = extensions.get( 'WEBGL_lose_context' );
  14169. if ( extension ) { extension.loseContext(); }
  14170. };
  14171. this.forceContextRestore = function () {
  14172. var extension = extensions.get( 'WEBGL_lose_context' );
  14173. if ( extension ) { extension.restoreContext(); }
  14174. };
  14175. this.getPixelRatio = function () {
  14176. return _pixelRatio;
  14177. };
  14178. this.setPixelRatio = function ( value ) {
  14179. if ( value === undefined ) { return; }
  14180. _pixelRatio = value;
  14181. this.setSize( _width, _height, false );
  14182. };
  14183. this.getSize = function ( target ) {
  14184. if ( target === undefined ) {
  14185. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14186. target = new Vector2();
  14187. }
  14188. return target.set( _width, _height );
  14189. };
  14190. this.setSize = function ( width, height, updateStyle ) {
  14191. if ( vr.isPresenting() ) {
  14192. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14193. return;
  14194. }
  14195. _width = width;
  14196. _height = height;
  14197. _canvas.width = Math.floor( width * _pixelRatio );
  14198. _canvas.height = Math.floor( height * _pixelRatio );
  14199. if ( updateStyle !== false ) {
  14200. _canvas.style.width = width + 'px';
  14201. _canvas.style.height = height + 'px';
  14202. }
  14203. this.setViewport( 0, 0, width, height );
  14204. };
  14205. this.getDrawingBufferSize = function ( target ) {
  14206. if ( target === undefined ) {
  14207. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14208. target = new Vector2();
  14209. }
  14210. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14211. };
  14212. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14213. _width = width;
  14214. _height = height;
  14215. _pixelRatio = pixelRatio;
  14216. _canvas.width = Math.floor( width * pixelRatio );
  14217. _canvas.height = Math.floor( height * pixelRatio );
  14218. this.setViewport( 0, 0, width, height );
  14219. };
  14220. this.getCurrentViewport = function ( target ) {
  14221. if ( target === undefined ) {
  14222. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14223. target = new Vector4();
  14224. }
  14225. return target.copy( _currentViewport );
  14226. };
  14227. this.getViewport = function ( target ) {
  14228. return target.copy( _viewport );
  14229. };
  14230. this.setViewport = function ( x, y, width, height ) {
  14231. if ( x.isVector4 ) {
  14232. _viewport.set( x.x, x.y, x.z, x.w );
  14233. } else {
  14234. _viewport.set( x, y, width, height );
  14235. }
  14236. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14237. };
  14238. this.getScissor = function ( target ) {
  14239. return target.copy( _scissor );
  14240. };
  14241. this.setScissor = function ( x, y, width, height ) {
  14242. if ( x.isVector4 ) {
  14243. _scissor.set( x.x, x.y, x.z, x.w );
  14244. } else {
  14245. _scissor.set( x, y, width, height );
  14246. }
  14247. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14248. };
  14249. this.getScissorTest = function () {
  14250. return _scissorTest;
  14251. };
  14252. this.setScissorTest = function ( boolean ) {
  14253. state.setScissorTest( _scissorTest = boolean );
  14254. };
  14255. // Clearing
  14256. this.getClearColor = function () {
  14257. return background.getClearColor();
  14258. };
  14259. this.setClearColor = function () {
  14260. background.setClearColor.apply( background, arguments );
  14261. };
  14262. this.getClearAlpha = function () {
  14263. return background.getClearAlpha();
  14264. };
  14265. this.setClearAlpha = function () {
  14266. background.setClearAlpha.apply( background, arguments );
  14267. };
  14268. this.clear = function ( color, depth, stencil ) {
  14269. var bits = 0;
  14270. if ( color === undefined || color ) { bits |= 16384; }
  14271. if ( depth === undefined || depth ) { bits |= 256; }
  14272. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14273. _gl.clear( bits );
  14274. };
  14275. this.clearColor = function () {
  14276. this.clear( true, false, false );
  14277. };
  14278. this.clearDepth = function () {
  14279. this.clear( false, true, false );
  14280. };
  14281. this.clearStencil = function () {
  14282. this.clear( false, false, true );
  14283. };
  14284. //
  14285. this.dispose = function () {
  14286. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14287. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14288. renderLists.dispose();
  14289. renderStates.dispose();
  14290. properties.dispose();
  14291. objects.dispose();
  14292. vr.dispose();
  14293. animation.stop();
  14294. };
  14295. // Events
  14296. function onContextLost( event ) {
  14297. event.preventDefault();
  14298. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14299. _isContextLost = true;
  14300. }
  14301. function onContextRestore( /* event */ ) {
  14302. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14303. _isContextLost = false;
  14304. initGLContext();
  14305. }
  14306. function onMaterialDispose( event ) {
  14307. var material = event.target;
  14308. material.removeEventListener( 'dispose', onMaterialDispose );
  14309. deallocateMaterial( material );
  14310. }
  14311. // Buffer deallocation
  14312. function deallocateMaterial( material ) {
  14313. releaseMaterialProgramReference( material );
  14314. properties.remove( material );
  14315. }
  14316. function releaseMaterialProgramReference( material ) {
  14317. var programInfo = properties.get( material ).program;
  14318. material.program = undefined;
  14319. if ( programInfo !== undefined ) {
  14320. programCache.releaseProgram( programInfo );
  14321. }
  14322. }
  14323. // Buffer rendering
  14324. function renderObjectImmediate( object, program ) {
  14325. object.render( function ( object ) {
  14326. _this.renderBufferImmediate( object, program );
  14327. } );
  14328. }
  14329. this.renderBufferImmediate = function ( object, program ) {
  14330. state.initAttributes();
  14331. var buffers = properties.get( object );
  14332. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14333. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14334. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14335. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14336. var programAttributes = program.getAttributes();
  14337. if ( object.hasPositions ) {
  14338. _gl.bindBuffer( 34962, buffers.position );
  14339. _gl.bufferData( 34962, object.positionArray, 35048 );
  14340. state.enableAttribute( programAttributes.position );
  14341. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14342. }
  14343. if ( object.hasNormals ) {
  14344. _gl.bindBuffer( 34962, buffers.normal );
  14345. _gl.bufferData( 34962, object.normalArray, 35048 );
  14346. state.enableAttribute( programAttributes.normal );
  14347. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14348. }
  14349. if ( object.hasUvs ) {
  14350. _gl.bindBuffer( 34962, buffers.uv );
  14351. _gl.bufferData( 34962, object.uvArray, 35048 );
  14352. state.enableAttribute( programAttributes.uv );
  14353. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14354. }
  14355. if ( object.hasColors ) {
  14356. _gl.bindBuffer( 34962, buffers.color );
  14357. _gl.bufferData( 34962, object.colorArray, 35048 );
  14358. state.enableAttribute( programAttributes.color );
  14359. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14360. }
  14361. state.disableUnusedAttributes();
  14362. _gl.drawArrays( 4, 0, object.count );
  14363. object.count = 0;
  14364. };
  14365. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14366. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14367. state.setMaterial( material, frontFaceCW );
  14368. var program = setProgram( camera, fog, material, object );
  14369. var updateBuffers = false;
  14370. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14371. _currentGeometryProgram.program !== program.id ||
  14372. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14373. _currentGeometryProgram.geometry = geometry.id;
  14374. _currentGeometryProgram.program = program.id;
  14375. _currentGeometryProgram.wireframe = material.wireframe === true;
  14376. updateBuffers = true;
  14377. }
  14378. if ( object.morphTargetInfluences ) {
  14379. morphtargets.update( object, geometry, material, program );
  14380. updateBuffers = true;
  14381. }
  14382. //
  14383. var index = geometry.index;
  14384. var position = geometry.attributes.position;
  14385. var rangeFactor = 1;
  14386. if ( material.wireframe === true ) {
  14387. index = geometries.getWireframeAttribute( geometry );
  14388. rangeFactor = 2;
  14389. }
  14390. var attribute;
  14391. var renderer = bufferRenderer;
  14392. if ( index !== null ) {
  14393. attribute = attributes.get( index );
  14394. renderer = indexedBufferRenderer;
  14395. renderer.setIndex( attribute );
  14396. }
  14397. if ( updateBuffers ) {
  14398. setupVertexAttributes( object, geometry, material, program );
  14399. if ( index !== null ) {
  14400. _gl.bindBuffer( 34963, attribute.buffer );
  14401. }
  14402. }
  14403. //
  14404. var dataCount = Infinity;
  14405. if ( index !== null ) {
  14406. dataCount = index.count;
  14407. } else if ( position !== undefined ) {
  14408. dataCount = position.count;
  14409. }
  14410. var rangeStart = geometry.drawRange.start * rangeFactor;
  14411. var rangeCount = geometry.drawRange.count * rangeFactor;
  14412. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14413. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14414. var drawStart = Math.max( rangeStart, groupStart );
  14415. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14416. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14417. if ( drawCount === 0 ) { return; }
  14418. //
  14419. if ( object.isMesh ) {
  14420. if ( material.wireframe === true ) {
  14421. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14422. renderer.setMode( 1 );
  14423. } else {
  14424. switch ( object.drawMode ) {
  14425. case TrianglesDrawMode:
  14426. renderer.setMode( 4 );
  14427. break;
  14428. case TriangleStripDrawMode:
  14429. renderer.setMode( 5 );
  14430. break;
  14431. case TriangleFanDrawMode:
  14432. renderer.setMode( 6 );
  14433. break;
  14434. }
  14435. }
  14436. } else if ( object.isLine ) {
  14437. var lineWidth = material.linewidth;
  14438. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14439. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14440. if ( object.isLineSegments ) {
  14441. renderer.setMode( 1 );
  14442. } else if ( object.isLineLoop ) {
  14443. renderer.setMode( 2 );
  14444. } else {
  14445. renderer.setMode( 3 );
  14446. }
  14447. } else if ( object.isPoints ) {
  14448. renderer.setMode( 0 );
  14449. } else if ( object.isSprite ) {
  14450. renderer.setMode( 4 );
  14451. }
  14452. if ( object.isInstancedMesh ) {
  14453. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14454. } else if ( geometry.isInstancedBufferGeometry ) {
  14455. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14456. } else {
  14457. renderer.render( drawStart, drawCount );
  14458. }
  14459. };
  14460. function setupVertexAttributes( object, geometry, material, program ) {
  14461. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14462. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14463. }
  14464. state.initAttributes();
  14465. var geometryAttributes = geometry.attributes;
  14466. var programAttributes = program.getAttributes();
  14467. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14468. for ( var name in programAttributes ) {
  14469. var programAttribute = programAttributes[ name ];
  14470. if ( programAttribute >= 0 ) {
  14471. var geometryAttribute = geometryAttributes[ name ];
  14472. if ( geometryAttribute !== undefined ) {
  14473. var normalized = geometryAttribute.normalized;
  14474. var size = geometryAttribute.itemSize;
  14475. var attribute = attributes.get( geometryAttribute );
  14476. // TODO Attribute may not be available on context restore
  14477. if ( attribute === undefined ) { continue; }
  14478. var buffer = attribute.buffer;
  14479. var type = attribute.type;
  14480. var bytesPerElement = attribute.bytesPerElement;
  14481. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14482. var data = geometryAttribute.data;
  14483. var stride = data.stride;
  14484. var offset = geometryAttribute.offset;
  14485. if ( data && data.isInstancedInterleavedBuffer ) {
  14486. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14487. if ( geometry.maxInstancedCount === undefined ) {
  14488. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14489. }
  14490. } else {
  14491. state.enableAttribute( programAttribute );
  14492. }
  14493. _gl.bindBuffer( 34962, buffer );
  14494. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14495. } else {
  14496. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14497. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14498. if ( geometry.maxInstancedCount === undefined ) {
  14499. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14500. }
  14501. } else {
  14502. state.enableAttribute( programAttribute );
  14503. }
  14504. _gl.bindBuffer( 34962, buffer );
  14505. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14506. }
  14507. } else if ( name === 'instanceMatrix' ) {
  14508. var attribute = attributes.get( object.instanceMatrix );
  14509. // TODO Attribute may not be available on context restore
  14510. if ( attribute === undefined ) { continue; }
  14511. var buffer = attribute.buffer;
  14512. var type = attribute.type;
  14513. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14514. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14515. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14516. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14517. _gl.bindBuffer( 34962, buffer );
  14518. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14519. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14520. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14521. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14522. } else if ( materialDefaultAttributeValues !== undefined ) {
  14523. var value = materialDefaultAttributeValues[ name ];
  14524. if ( value !== undefined ) {
  14525. switch ( value.length ) {
  14526. case 2:
  14527. _gl.vertexAttrib2fv( programAttribute, value );
  14528. break;
  14529. case 3:
  14530. _gl.vertexAttrib3fv( programAttribute, value );
  14531. break;
  14532. case 4:
  14533. _gl.vertexAttrib4fv( programAttribute, value );
  14534. break;
  14535. default:
  14536. _gl.vertexAttrib1fv( programAttribute, value );
  14537. }
  14538. }
  14539. }
  14540. }
  14541. }
  14542. state.disableUnusedAttributes();
  14543. }
  14544. // Compile
  14545. this.compile = function ( scene, camera ) {
  14546. currentRenderState = renderStates.get( scene, camera );
  14547. currentRenderState.init();
  14548. scene.traverse( function ( object ) {
  14549. if ( object.isLight ) {
  14550. currentRenderState.pushLight( object );
  14551. if ( object.castShadow ) {
  14552. currentRenderState.pushShadow( object );
  14553. }
  14554. }
  14555. } );
  14556. currentRenderState.setupLights( camera );
  14557. scene.traverse( function ( object ) {
  14558. if ( object.material ) {
  14559. if ( Array.isArray( object.material ) ) {
  14560. for ( var i = 0; i < object.material.length; i ++ ) {
  14561. initMaterial( object.material[ i ], scene.fog, object );
  14562. }
  14563. } else {
  14564. initMaterial( object.material, scene.fog, object );
  14565. }
  14566. }
  14567. } );
  14568. };
  14569. // Animation Loop
  14570. var onAnimationFrameCallback = null;
  14571. function onAnimationFrame( time ) {
  14572. if ( vr.isPresenting() ) { return; }
  14573. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14574. }
  14575. var animation = new WebGLAnimation();
  14576. animation.setAnimationLoop( onAnimationFrame );
  14577. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14578. this.setAnimationLoop = function ( callback ) {
  14579. onAnimationFrameCallback = callback;
  14580. vr.setAnimationLoop( callback );
  14581. animation.start();
  14582. };
  14583. // Rendering
  14584. this.render = function ( scene, camera ) {
  14585. var renderTarget, forceClear;
  14586. if ( arguments[ 2 ] !== undefined ) {
  14587. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14588. renderTarget = arguments[ 2 ];
  14589. }
  14590. if ( arguments[ 3 ] !== undefined ) {
  14591. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14592. forceClear = arguments[ 3 ];
  14593. }
  14594. if ( ! ( camera && camera.isCamera ) ) {
  14595. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14596. return;
  14597. }
  14598. if ( _isContextLost ) { return; }
  14599. // reset caching for this frame
  14600. _currentGeometryProgram.geometry = null;
  14601. _currentGeometryProgram.program = null;
  14602. _currentGeometryProgram.wireframe = false;
  14603. _currentMaterialId = - 1;
  14604. _currentCamera = null;
  14605. // update scene graph
  14606. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14607. // update camera matrices and frustum
  14608. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14609. if ( vr.enabled ) {
  14610. camera = vr.getCamera( camera );
  14611. }
  14612. //
  14613. currentRenderState = renderStates.get( scene, camera );
  14614. currentRenderState.init();
  14615. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14616. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14617. _frustum.setFromMatrix( _projScreenMatrix );
  14618. _localClippingEnabled = this.localClippingEnabled;
  14619. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14620. currentRenderList = renderLists.get( scene, camera );
  14621. currentRenderList.init();
  14622. projectObject( scene, camera, 0, _this.sortObjects );
  14623. if ( _this.sortObjects === true ) {
  14624. currentRenderList.sort();
  14625. }
  14626. //
  14627. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14628. var shadowsArray = currentRenderState.state.shadowsArray;
  14629. shadowMap.render( shadowsArray, scene, camera );
  14630. currentRenderState.setupLights( camera );
  14631. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14632. //
  14633. if ( this.info.autoReset ) { this.info.reset(); }
  14634. if ( renderTarget !== undefined ) {
  14635. this.setRenderTarget( renderTarget );
  14636. }
  14637. if ( vr.enabled && multiview.isAvailable() ) {
  14638. multiview.attachCamera( camera );
  14639. }
  14640. //
  14641. background.render( currentRenderList, scene, camera, forceClear );
  14642. // render scene
  14643. var opaqueObjects = currentRenderList.opaque;
  14644. var transparentObjects = currentRenderList.transparent;
  14645. if ( scene.overrideMaterial ) {
  14646. var overrideMaterial = scene.overrideMaterial;
  14647. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14648. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14649. } else {
  14650. // opaque pass (front-to-back order)
  14651. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14652. // transparent pass (back-to-front order)
  14653. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14654. }
  14655. //
  14656. scene.onAfterRender( _this, scene, camera );
  14657. //
  14658. if ( _currentRenderTarget !== null ) {
  14659. // Generate mipmap if we're using any kind of mipmap filtering
  14660. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14661. // resolve multisample renderbuffers to a single-sample texture if necessary
  14662. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14663. }
  14664. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14665. state.buffers.depth.setTest( true );
  14666. state.buffers.depth.setMask( true );
  14667. state.buffers.color.setMask( true );
  14668. state.setPolygonOffset( false );
  14669. if ( vr.enabled ) {
  14670. if ( multiview.isAvailable() ) {
  14671. multiview.detachCamera( camera );
  14672. }
  14673. vr.submitFrame();
  14674. }
  14675. // _gl.finish();
  14676. currentRenderList = null;
  14677. currentRenderState = null;
  14678. };
  14679. function projectObject( object, camera, groupOrder, sortObjects ) {
  14680. if ( object.visible === false ) { return; }
  14681. var visible = object.layers.test( camera.layers );
  14682. if ( visible ) {
  14683. if ( object.isGroup ) {
  14684. groupOrder = object.renderOrder;
  14685. } else if ( object.isLOD ) {
  14686. if ( object.autoUpdate === true ) { object.update( camera ); }
  14687. } else if ( object.isLight ) {
  14688. currentRenderState.pushLight( object );
  14689. if ( object.castShadow ) {
  14690. currentRenderState.pushShadow( object );
  14691. }
  14692. } else if ( object.isSprite ) {
  14693. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14694. if ( sortObjects ) {
  14695. _vector3.setFromMatrixPosition( object.matrixWorld )
  14696. .applyMatrix4( _projScreenMatrix );
  14697. }
  14698. var geometry = objects.update( object );
  14699. var material = object.material;
  14700. if ( material.visible ) {
  14701. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14702. }
  14703. }
  14704. } else if ( object.isImmediateRenderObject ) {
  14705. if ( sortObjects ) {
  14706. _vector3.setFromMatrixPosition( object.matrixWorld )
  14707. .applyMatrix4( _projScreenMatrix );
  14708. }
  14709. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14710. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14711. if ( object.isSkinnedMesh ) {
  14712. // update skeleton only once in a frame
  14713. if ( object.skeleton.frame !== info.render.frame ) {
  14714. object.skeleton.update();
  14715. object.skeleton.frame = info.render.frame;
  14716. }
  14717. }
  14718. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14719. if ( sortObjects ) {
  14720. _vector3.setFromMatrixPosition( object.matrixWorld )
  14721. .applyMatrix4( _projScreenMatrix );
  14722. }
  14723. var geometry = objects.update( object );
  14724. var material = object.material;
  14725. if ( Array.isArray( material ) ) {
  14726. var groups = geometry.groups;
  14727. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14728. var group = groups[ i ];
  14729. var groupMaterial = material[ group.materialIndex ];
  14730. if ( groupMaterial && groupMaterial.visible ) {
  14731. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14732. }
  14733. }
  14734. } else if ( material.visible ) {
  14735. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14736. }
  14737. }
  14738. }
  14739. }
  14740. var children = object.children;
  14741. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14742. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14743. }
  14744. }
  14745. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14746. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14747. var renderItem = renderList[ i ];
  14748. var object = renderItem.object;
  14749. var geometry = renderItem.geometry;
  14750. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14751. var group = renderItem.group;
  14752. if ( camera.isArrayCamera ) {
  14753. _currentArrayCamera = camera;
  14754. if ( vr.enabled && multiview.isAvailable() ) {
  14755. renderObject( object, scene, camera, geometry, material, group );
  14756. } else {
  14757. var cameras = camera.cameras;
  14758. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14759. var camera2 = cameras[ j ];
  14760. if ( object.layers.test( camera2.layers ) ) {
  14761. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14762. currentRenderState.setupLights( camera2 );
  14763. renderObject( object, scene, camera2, geometry, material, group );
  14764. }
  14765. }
  14766. }
  14767. } else {
  14768. _currentArrayCamera = null;
  14769. renderObject( object, scene, camera, geometry, material, group );
  14770. }
  14771. }
  14772. }
  14773. function renderObject( object, scene, camera, geometry, material, group ) {
  14774. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14775. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14776. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14777. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14778. if ( object.isImmediateRenderObject ) {
  14779. state.setMaterial( material );
  14780. var program = setProgram( camera, scene.fog, material, object );
  14781. _currentGeometryProgram.geometry = null;
  14782. _currentGeometryProgram.program = null;
  14783. _currentGeometryProgram.wireframe = false;
  14784. renderObjectImmediate( object, program );
  14785. } else {
  14786. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14787. }
  14788. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14789. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14790. }
  14791. function initMaterial( material, fog, object ) {
  14792. var materialProperties = properties.get( material );
  14793. var lights = currentRenderState.state.lights;
  14794. var shadowsArray = currentRenderState.state.shadowsArray;
  14795. var lightsStateVersion = lights.state.version;
  14796. var parameters = programCache.getParameters(
  14797. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14798. var code = programCache.getProgramCode( material, parameters );
  14799. var program = materialProperties.program;
  14800. var programChange = true;
  14801. if ( program === undefined ) {
  14802. // new material
  14803. material.addEventListener( 'dispose', onMaterialDispose );
  14804. } else if ( program.code !== code ) {
  14805. // changed glsl or parameters
  14806. releaseMaterialProgramReference( material );
  14807. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14808. materialProperties.lightsStateVersion = lightsStateVersion;
  14809. programChange = false;
  14810. } else if ( parameters.shaderID !== undefined ) {
  14811. // same glsl and uniform list
  14812. return;
  14813. } else {
  14814. // only rebuild uniform list
  14815. programChange = false;
  14816. }
  14817. if ( programChange ) {
  14818. if ( parameters.shaderID ) {
  14819. var shader = ShaderLib[ parameters.shaderID ];
  14820. materialProperties.shader = {
  14821. name: material.type,
  14822. uniforms: cloneUniforms( shader.uniforms ),
  14823. vertexShader: shader.vertexShader,
  14824. fragmentShader: shader.fragmentShader
  14825. };
  14826. } else {
  14827. materialProperties.shader = {
  14828. name: material.type,
  14829. uniforms: material.uniforms,
  14830. vertexShader: material.vertexShader,
  14831. fragmentShader: material.fragmentShader
  14832. };
  14833. }
  14834. material.onBeforeCompile( materialProperties.shader, _this );
  14835. // Computing code again as onBeforeCompile may have changed the shaders
  14836. code = programCache.getProgramCode( material, parameters );
  14837. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14838. materialProperties.program = program;
  14839. material.program = program;
  14840. }
  14841. var programAttributes = program.getAttributes();
  14842. if ( material.morphTargets ) {
  14843. material.numSupportedMorphTargets = 0;
  14844. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14845. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14846. material.numSupportedMorphTargets ++;
  14847. }
  14848. }
  14849. }
  14850. if ( material.morphNormals ) {
  14851. material.numSupportedMorphNormals = 0;
  14852. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14853. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14854. material.numSupportedMorphNormals ++;
  14855. }
  14856. }
  14857. }
  14858. var uniforms = materialProperties.shader.uniforms;
  14859. if ( ! material.isShaderMaterial &&
  14860. ! material.isRawShaderMaterial ||
  14861. material.clipping === true ) {
  14862. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14863. materialProperties.numIntersection = _clipping.numIntersection;
  14864. uniforms.clippingPlanes = _clipping.uniform;
  14865. }
  14866. materialProperties.fog = fog;
  14867. // store the light setup it was created for
  14868. materialProperties.needsLights = materialNeedsLights( material );
  14869. materialProperties.lightsStateVersion = lightsStateVersion;
  14870. if ( materialProperties.needsLights ) {
  14871. // wire up the material to this renderer's lighting state
  14872. uniforms.ambientLightColor.value = lights.state.ambient;
  14873. uniforms.lightProbe.value = lights.state.probe;
  14874. uniforms.directionalLights.value = lights.state.directional;
  14875. uniforms.spotLights.value = lights.state.spot;
  14876. uniforms.rectAreaLights.value = lights.state.rectArea;
  14877. uniforms.pointLights.value = lights.state.point;
  14878. uniforms.hemisphereLights.value = lights.state.hemi;
  14879. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14880. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14881. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14882. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14883. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14884. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14885. // TODO (abelnation): add area lights shadow info to uniforms
  14886. }
  14887. var progUniforms = materialProperties.program.getUniforms(),
  14888. uniformsList =
  14889. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14890. materialProperties.uniformsList = uniformsList;
  14891. }
  14892. function setProgram( camera, fog, material, object ) {
  14893. textures.resetTextureUnits();
  14894. var materialProperties = properties.get( material );
  14895. var lights = currentRenderState.state.lights;
  14896. if ( _clippingEnabled ) {
  14897. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14898. var useCache =
  14899. camera === _currentCamera &&
  14900. material.id === _currentMaterialId;
  14901. // we might want to call this function with some ClippingGroup
  14902. // object instead of the material, once it becomes feasible
  14903. // (#8465, #8379)
  14904. _clipping.setState(
  14905. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14906. camera, materialProperties, useCache );
  14907. }
  14908. }
  14909. if ( material.needsUpdate === false ) {
  14910. if ( materialProperties.program === undefined ) {
  14911. material.needsUpdate = true;
  14912. } else if ( material.fog && materialProperties.fog !== fog ) {
  14913. material.needsUpdate = true;
  14914. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14915. material.needsUpdate = true;
  14916. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14917. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14918. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14919. material.needsUpdate = true;
  14920. }
  14921. }
  14922. if ( material.needsUpdate ) {
  14923. initMaterial( material, fog, object );
  14924. material.needsUpdate = false;
  14925. }
  14926. var refreshProgram = false;
  14927. var refreshMaterial = false;
  14928. var refreshLights = false;
  14929. var program = materialProperties.program,
  14930. p_uniforms = program.getUniforms(),
  14931. m_uniforms = materialProperties.shader.uniforms;
  14932. if ( state.useProgram( program.program ) ) {
  14933. refreshProgram = true;
  14934. refreshMaterial = true;
  14935. refreshLights = true;
  14936. }
  14937. if ( material.id !== _currentMaterialId ) {
  14938. _currentMaterialId = material.id;
  14939. refreshMaterial = true;
  14940. }
  14941. if ( refreshProgram || _currentCamera !== camera ) {
  14942. if ( program.numMultiviewViews > 0 ) {
  14943. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14944. } else {
  14945. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14946. }
  14947. if ( capabilities.logarithmicDepthBuffer ) {
  14948. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14949. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14950. }
  14951. if ( _currentCamera !== camera ) {
  14952. _currentCamera = camera;
  14953. // lighting uniforms depend on the camera so enforce an update
  14954. // now, in case this material supports lights - or later, when
  14955. // the next material that does gets activated:
  14956. refreshMaterial = true; // set to true on material change
  14957. refreshLights = true; // remains set until update done
  14958. }
  14959. // load material specific uniforms
  14960. // (shader material also gets them for the sake of genericity)
  14961. if ( material.isShaderMaterial ||
  14962. material.isMeshPhongMaterial ||
  14963. material.isMeshStandardMaterial ||
  14964. material.envMap ) {
  14965. var uCamPos = p_uniforms.map.cameraPosition;
  14966. if ( uCamPos !== undefined ) {
  14967. uCamPos.setValue( _gl,
  14968. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14969. }
  14970. }
  14971. if ( material.isMeshPhongMaterial ||
  14972. material.isMeshLambertMaterial ||
  14973. material.isMeshBasicMaterial ||
  14974. material.isMeshStandardMaterial ||
  14975. material.isShaderMaterial ||
  14976. material.skinning ) {
  14977. if ( program.numMultiviewViews > 0 ) {
  14978. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14979. } else {
  14980. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14981. }
  14982. }
  14983. }
  14984. // skinning uniforms must be set even if material didn't change
  14985. // auto-setting of texture unit for bone texture must go before other textures
  14986. // not sure why, but otherwise weird things happen
  14987. if ( material.skinning ) {
  14988. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14989. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14990. var skeleton = object.skeleton;
  14991. if ( skeleton ) {
  14992. var bones = skeleton.bones;
  14993. if ( capabilities.floatVertexTextures ) {
  14994. if ( skeleton.boneTexture === undefined ) {
  14995. // layout (1 matrix = 4 pixels)
  14996. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14997. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14998. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14999. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15000. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15001. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15002. size = _Math.ceilPowerOfTwo( size );
  15003. size = Math.max( size, 4 );
  15004. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15005. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15006. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15007. skeleton.boneMatrices = boneMatrices;
  15008. skeleton.boneTexture = boneTexture;
  15009. skeleton.boneTextureSize = size;
  15010. }
  15011. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15012. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15013. } else {
  15014. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15015. }
  15016. }
  15017. }
  15018. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15019. materialProperties.receiveShadow = object.receiveShadow;
  15020. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15021. }
  15022. if ( refreshMaterial ) {
  15023. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15024. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15025. if ( materialProperties.needsLights ) {
  15026. // the current material requires lighting info
  15027. // note: all lighting uniforms are always set correctly
  15028. // they simply reference the renderer's state for their
  15029. // values
  15030. //
  15031. // use the current material's .needsUpdate flags to set
  15032. // the GL state when required
  15033. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15034. }
  15035. // refresh uniforms common to several materials
  15036. if ( fog && material.fog ) {
  15037. refreshUniformsFog( m_uniforms, fog );
  15038. }
  15039. if ( material.isMeshBasicMaterial ) {
  15040. refreshUniformsCommon( m_uniforms, material );
  15041. } else if ( material.isMeshLambertMaterial ) {
  15042. refreshUniformsCommon( m_uniforms, material );
  15043. refreshUniformsLambert( m_uniforms, material );
  15044. } else if ( material.isMeshPhongMaterial ) {
  15045. refreshUniformsCommon( m_uniforms, material );
  15046. if ( material.isMeshToonMaterial ) {
  15047. refreshUniformsToon( m_uniforms, material );
  15048. } else {
  15049. refreshUniformsPhong( m_uniforms, material );
  15050. }
  15051. } else if ( material.isMeshStandardMaterial ) {
  15052. refreshUniformsCommon( m_uniforms, material );
  15053. if ( material.isMeshPhysicalMaterial ) {
  15054. refreshUniformsPhysical( m_uniforms, material );
  15055. } else {
  15056. refreshUniformsStandard( m_uniforms, material );
  15057. }
  15058. } else if ( material.isMeshMatcapMaterial ) {
  15059. refreshUniformsCommon( m_uniforms, material );
  15060. refreshUniformsMatcap( m_uniforms, material );
  15061. } else if ( material.isMeshDepthMaterial ) {
  15062. refreshUniformsCommon( m_uniforms, material );
  15063. refreshUniformsDepth( m_uniforms, material );
  15064. } else if ( material.isMeshDistanceMaterial ) {
  15065. refreshUniformsCommon( m_uniforms, material );
  15066. refreshUniformsDistance( m_uniforms, material );
  15067. } else if ( material.isMeshNormalMaterial ) {
  15068. refreshUniformsCommon( m_uniforms, material );
  15069. refreshUniformsNormal( m_uniforms, material );
  15070. } else if ( material.isLineBasicMaterial ) {
  15071. refreshUniformsLine( m_uniforms, material );
  15072. if ( material.isLineDashedMaterial ) {
  15073. refreshUniformsDash( m_uniforms, material );
  15074. }
  15075. } else if ( material.isPointsMaterial ) {
  15076. refreshUniformsPoints( m_uniforms, material );
  15077. } else if ( material.isSpriteMaterial ) {
  15078. refreshUniformsSprites( m_uniforms, material );
  15079. } else if ( material.isShadowMaterial ) {
  15080. m_uniforms.color.value.copy( material.color );
  15081. m_uniforms.opacity.value = material.opacity;
  15082. }
  15083. // RectAreaLight Texture
  15084. // TODO (mrdoob): Find a nicer implementation
  15085. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15086. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15087. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15088. if ( material.isShaderMaterial ) {
  15089. material.uniformsNeedUpdate = false;
  15090. }
  15091. }
  15092. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15093. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15094. material.uniformsNeedUpdate = false;
  15095. }
  15096. if ( material.isSpriteMaterial ) {
  15097. p_uniforms.setValue( _gl, 'center', object.center );
  15098. }
  15099. // common matrices
  15100. if ( program.numMultiviewViews > 0 ) {
  15101. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15102. } else {
  15103. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15104. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15105. }
  15106. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15107. return program;
  15108. }
  15109. // Uniforms (refresh uniforms objects)
  15110. function refreshUniformsCommon( uniforms, material ) {
  15111. uniforms.opacity.value = material.opacity;
  15112. if ( material.color ) {
  15113. uniforms.diffuse.value.copy( material.color );
  15114. }
  15115. if ( material.emissive ) {
  15116. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15117. }
  15118. if ( material.map ) {
  15119. uniforms.map.value = material.map;
  15120. }
  15121. if ( material.alphaMap ) {
  15122. uniforms.alphaMap.value = material.alphaMap;
  15123. }
  15124. if ( material.specularMap ) {
  15125. uniforms.specularMap.value = material.specularMap;
  15126. }
  15127. if ( material.envMap ) {
  15128. uniforms.envMap.value = material.envMap;
  15129. // don't flip CubeTexture envMaps, flip everything else:
  15130. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15131. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15132. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15133. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15134. uniforms.reflectivity.value = material.reflectivity;
  15135. uniforms.refractionRatio.value = material.refractionRatio;
  15136. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15137. }
  15138. if ( material.lightMap ) {
  15139. uniforms.lightMap.value = material.lightMap;
  15140. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15141. }
  15142. if ( material.aoMap ) {
  15143. uniforms.aoMap.value = material.aoMap;
  15144. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15145. }
  15146. // uv repeat and offset setting priorities
  15147. // 1. color map
  15148. // 2. specular map
  15149. // 3. normal map
  15150. // 4. bump map
  15151. // 5. alpha map
  15152. // 6. emissive map
  15153. var uvScaleMap;
  15154. if ( material.map ) {
  15155. uvScaleMap = material.map;
  15156. } else if ( material.specularMap ) {
  15157. uvScaleMap = material.specularMap;
  15158. } else if ( material.displacementMap ) {
  15159. uvScaleMap = material.displacementMap;
  15160. } else if ( material.normalMap ) {
  15161. uvScaleMap = material.normalMap;
  15162. } else if ( material.bumpMap ) {
  15163. uvScaleMap = material.bumpMap;
  15164. } else if ( material.roughnessMap ) {
  15165. uvScaleMap = material.roughnessMap;
  15166. } else if ( material.metalnessMap ) {
  15167. uvScaleMap = material.metalnessMap;
  15168. } else if ( material.alphaMap ) {
  15169. uvScaleMap = material.alphaMap;
  15170. } else if ( material.emissiveMap ) {
  15171. uvScaleMap = material.emissiveMap;
  15172. }
  15173. if ( uvScaleMap !== undefined ) {
  15174. // backwards compatibility
  15175. if ( uvScaleMap.isWebGLRenderTarget ) {
  15176. uvScaleMap = uvScaleMap.texture;
  15177. }
  15178. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15179. uvScaleMap.updateMatrix();
  15180. }
  15181. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15182. }
  15183. }
  15184. function refreshUniformsLine( uniforms, material ) {
  15185. uniforms.diffuse.value.copy( material.color );
  15186. uniforms.opacity.value = material.opacity;
  15187. }
  15188. function refreshUniformsDash( uniforms, material ) {
  15189. uniforms.dashSize.value = material.dashSize;
  15190. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15191. uniforms.scale.value = material.scale;
  15192. }
  15193. function refreshUniformsPoints( uniforms, material ) {
  15194. uniforms.diffuse.value.copy( material.color );
  15195. uniforms.opacity.value = material.opacity;
  15196. uniforms.size.value = material.size * _pixelRatio;
  15197. uniforms.scale.value = _height * 0.5;
  15198. uniforms.map.value = material.map;
  15199. if ( material.map !== null ) {
  15200. if ( material.map.matrixAutoUpdate === true ) {
  15201. material.map.updateMatrix();
  15202. }
  15203. uniforms.uvTransform.value.copy( material.map.matrix );
  15204. }
  15205. }
  15206. function refreshUniformsSprites( uniforms, material ) {
  15207. uniforms.diffuse.value.copy( material.color );
  15208. uniforms.opacity.value = material.opacity;
  15209. uniforms.rotation.value = material.rotation;
  15210. uniforms.map.value = material.map;
  15211. if ( material.map !== null ) {
  15212. if ( material.map.matrixAutoUpdate === true ) {
  15213. material.map.updateMatrix();
  15214. }
  15215. uniforms.uvTransform.value.copy( material.map.matrix );
  15216. }
  15217. }
  15218. function refreshUniformsFog( uniforms, fog ) {
  15219. uniforms.fogColor.value.copy( fog.color );
  15220. if ( fog.isFog ) {
  15221. uniforms.fogNear.value = fog.near;
  15222. uniforms.fogFar.value = fog.far;
  15223. } else if ( fog.isFogExp2 ) {
  15224. uniforms.fogDensity.value = fog.density;
  15225. }
  15226. }
  15227. function refreshUniformsLambert( uniforms, material ) {
  15228. if ( material.emissiveMap ) {
  15229. uniforms.emissiveMap.value = material.emissiveMap;
  15230. }
  15231. }
  15232. function refreshUniformsPhong( uniforms, material ) {
  15233. uniforms.specular.value.copy( material.specular );
  15234. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15235. if ( material.emissiveMap ) {
  15236. uniforms.emissiveMap.value = material.emissiveMap;
  15237. }
  15238. if ( material.bumpMap ) {
  15239. uniforms.bumpMap.value = material.bumpMap;
  15240. uniforms.bumpScale.value = material.bumpScale;
  15241. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15242. }
  15243. if ( material.normalMap ) {
  15244. uniforms.normalMap.value = material.normalMap;
  15245. uniforms.normalScale.value.copy( material.normalScale );
  15246. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15247. }
  15248. if ( material.displacementMap ) {
  15249. uniforms.displacementMap.value = material.displacementMap;
  15250. uniforms.displacementScale.value = material.displacementScale;
  15251. uniforms.displacementBias.value = material.displacementBias;
  15252. }
  15253. }
  15254. function refreshUniformsToon( uniforms, material ) {
  15255. refreshUniformsPhong( uniforms, material );
  15256. if ( material.gradientMap ) {
  15257. uniforms.gradientMap.value = material.gradientMap;
  15258. }
  15259. }
  15260. function refreshUniformsStandard( uniforms, material ) {
  15261. uniforms.roughness.value = material.roughness;
  15262. uniforms.metalness.value = material.metalness;
  15263. if ( material.roughnessMap ) {
  15264. uniforms.roughnessMap.value = material.roughnessMap;
  15265. }
  15266. if ( material.metalnessMap ) {
  15267. uniforms.metalnessMap.value = material.metalnessMap;
  15268. }
  15269. if ( material.emissiveMap ) {
  15270. uniforms.emissiveMap.value = material.emissiveMap;
  15271. }
  15272. if ( material.bumpMap ) {
  15273. uniforms.bumpMap.value = material.bumpMap;
  15274. uniforms.bumpScale.value = material.bumpScale;
  15275. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15276. }
  15277. if ( material.normalMap ) {
  15278. uniforms.normalMap.value = material.normalMap;
  15279. uniforms.normalScale.value.copy( material.normalScale );
  15280. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15281. }
  15282. if ( material.displacementMap ) {
  15283. uniforms.displacementMap.value = material.displacementMap;
  15284. uniforms.displacementScale.value = material.displacementScale;
  15285. uniforms.displacementBias.value = material.displacementBias;
  15286. }
  15287. if ( material.envMap ) {
  15288. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15289. uniforms.envMapIntensity.value = material.envMapIntensity;
  15290. }
  15291. }
  15292. function refreshUniformsPhysical( uniforms, material ) {
  15293. refreshUniformsStandard( uniforms, material );
  15294. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15295. uniforms.clearcoat.value = material.clearcoat;
  15296. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15297. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15298. if ( material.clearcoatNormalMap ) {
  15299. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15300. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15301. if ( material.side === BackSide ) {
  15302. uniforms.clearcoatNormalScale.value.negate();
  15303. }
  15304. }
  15305. uniforms.transparency.value = material.transparency;
  15306. }
  15307. function refreshUniformsMatcap( uniforms, material ) {
  15308. if ( material.matcap ) {
  15309. uniforms.matcap.value = material.matcap;
  15310. }
  15311. if ( material.bumpMap ) {
  15312. uniforms.bumpMap.value = material.bumpMap;
  15313. uniforms.bumpScale.value = material.bumpScale;
  15314. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15315. }
  15316. if ( material.normalMap ) {
  15317. uniforms.normalMap.value = material.normalMap;
  15318. uniforms.normalScale.value.copy( material.normalScale );
  15319. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15320. }
  15321. if ( material.displacementMap ) {
  15322. uniforms.displacementMap.value = material.displacementMap;
  15323. uniforms.displacementScale.value = material.displacementScale;
  15324. uniforms.displacementBias.value = material.displacementBias;
  15325. }
  15326. }
  15327. function refreshUniformsDepth( uniforms, material ) {
  15328. if ( material.displacementMap ) {
  15329. uniforms.displacementMap.value = material.displacementMap;
  15330. uniforms.displacementScale.value = material.displacementScale;
  15331. uniforms.displacementBias.value = material.displacementBias;
  15332. }
  15333. }
  15334. function refreshUniformsDistance( uniforms, material ) {
  15335. if ( material.displacementMap ) {
  15336. uniforms.displacementMap.value = material.displacementMap;
  15337. uniforms.displacementScale.value = material.displacementScale;
  15338. uniforms.displacementBias.value = material.displacementBias;
  15339. }
  15340. uniforms.referencePosition.value.copy( material.referencePosition );
  15341. uniforms.nearDistance.value = material.nearDistance;
  15342. uniforms.farDistance.value = material.farDistance;
  15343. }
  15344. function refreshUniformsNormal( uniforms, material ) {
  15345. if ( material.bumpMap ) {
  15346. uniforms.bumpMap.value = material.bumpMap;
  15347. uniforms.bumpScale.value = material.bumpScale;
  15348. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15349. }
  15350. if ( material.normalMap ) {
  15351. uniforms.normalMap.value = material.normalMap;
  15352. uniforms.normalScale.value.copy( material.normalScale );
  15353. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15354. }
  15355. if ( material.displacementMap ) {
  15356. uniforms.displacementMap.value = material.displacementMap;
  15357. uniforms.displacementScale.value = material.displacementScale;
  15358. uniforms.displacementBias.value = material.displacementBias;
  15359. }
  15360. }
  15361. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15362. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15363. uniforms.ambientLightColor.needsUpdate = value;
  15364. uniforms.lightProbe.needsUpdate = value;
  15365. uniforms.directionalLights.needsUpdate = value;
  15366. uniforms.pointLights.needsUpdate = value;
  15367. uniforms.spotLights.needsUpdate = value;
  15368. uniforms.rectAreaLights.needsUpdate = value;
  15369. uniforms.hemisphereLights.needsUpdate = value;
  15370. }
  15371. function materialNeedsLights( material ) {
  15372. return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
  15373. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15374. ( material.isShaderMaterial && material.lights === true );
  15375. }
  15376. //
  15377. this.setFramebuffer = function ( value ) {
  15378. if ( _framebuffer !== value ) { _gl.bindFramebuffer( 36160, value ); }
  15379. _framebuffer = value;
  15380. };
  15381. this.getActiveCubeFace = function () {
  15382. return _currentActiveCubeFace;
  15383. };
  15384. this.getActiveMipmapLevel = function () {
  15385. return _currentActiveMipmapLevel;
  15386. };
  15387. this.getRenderTarget = function () {
  15388. return _currentRenderTarget;
  15389. };
  15390. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15391. _currentRenderTarget = renderTarget;
  15392. _currentActiveCubeFace = activeCubeFace;
  15393. _currentActiveMipmapLevel = activeMipmapLevel;
  15394. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15395. textures.setupRenderTarget( renderTarget );
  15396. }
  15397. var framebuffer = _framebuffer;
  15398. var isCube = false;
  15399. if ( renderTarget ) {
  15400. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15401. if ( renderTarget.isWebGLRenderTargetCube ) {
  15402. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15403. isCube = true;
  15404. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15405. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15406. } else {
  15407. framebuffer = __webglFramebuffer;
  15408. }
  15409. _currentViewport.copy( renderTarget.viewport );
  15410. _currentScissor.copy( renderTarget.scissor );
  15411. _currentScissorTest = renderTarget.scissorTest;
  15412. } else {
  15413. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15414. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15415. _currentScissorTest = _scissorTest;
  15416. }
  15417. if ( _currentFramebuffer !== framebuffer ) {
  15418. _gl.bindFramebuffer( 36160, framebuffer );
  15419. _currentFramebuffer = framebuffer;
  15420. }
  15421. state.viewport( _currentViewport );
  15422. state.scissor( _currentScissor );
  15423. state.setScissorTest( _currentScissorTest );
  15424. if ( isCube ) {
  15425. var textureProperties = properties.get( renderTarget.texture );
  15426. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15427. }
  15428. };
  15429. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15430. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15431. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15432. return;
  15433. }
  15434. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15435. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15436. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15437. }
  15438. if ( framebuffer ) {
  15439. var restore = false;
  15440. if ( framebuffer !== _currentFramebuffer ) {
  15441. _gl.bindFramebuffer( 36160, framebuffer );
  15442. restore = true;
  15443. }
  15444. try {
  15445. var texture = renderTarget.texture;
  15446. var textureFormat = texture.format;
  15447. var textureType = texture.type;
  15448. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15449. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15450. return;
  15451. }
  15452. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15453. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15454. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15455. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15456. return;
  15457. }
  15458. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15459. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15460. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15461. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15462. }
  15463. } else {
  15464. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15465. }
  15466. } finally {
  15467. if ( restore ) {
  15468. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15469. }
  15470. }
  15471. }
  15472. };
  15473. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15474. var width = texture.image.width;
  15475. var height = texture.image.height;
  15476. var glFormat = utils.convert( texture.format );
  15477. textures.setTexture2D( texture, 0 );
  15478. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15479. };
  15480. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15481. var width = srcTexture.image.width;
  15482. var height = srcTexture.image.height;
  15483. var glFormat = utils.convert( dstTexture.format );
  15484. var glType = utils.convert( dstTexture.type );
  15485. textures.setTexture2D( dstTexture, 0 );
  15486. if ( srcTexture.isDataTexture ) {
  15487. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15488. } else {
  15489. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15490. }
  15491. };
  15492. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15493. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15494. }
  15495. }
  15496. /**
  15497. * @author mrdoob / http://mrdoob.com/
  15498. * @author alteredq / http://alteredqualia.com/
  15499. */
  15500. function FogExp2( color, density ) {
  15501. this.name = '';
  15502. this.color = new Color( color );
  15503. this.density = ( density !== undefined ) ? density : 0.00025;
  15504. }
  15505. Object.assign( FogExp2.prototype, {
  15506. isFogExp2: true,
  15507. clone: function () {
  15508. return new FogExp2( this.color, this.density );
  15509. },
  15510. toJSON: function ( /* meta */ ) {
  15511. return {
  15512. type: 'FogExp2',
  15513. color: this.color.getHex(),
  15514. density: this.density
  15515. };
  15516. }
  15517. } );
  15518. /**
  15519. * @author mrdoob / http://mrdoob.com/
  15520. * @author alteredq / http://alteredqualia.com/
  15521. */
  15522. function Fog( color, near, far ) {
  15523. this.name = '';
  15524. this.color = new Color( color );
  15525. this.near = ( near !== undefined ) ? near : 1;
  15526. this.far = ( far !== undefined ) ? far : 1000;
  15527. }
  15528. Object.assign( Fog.prototype, {
  15529. isFog: true,
  15530. clone: function () {
  15531. return new Fog( this.color, this.near, this.far );
  15532. },
  15533. toJSON: function ( /* meta */ ) {
  15534. return {
  15535. type: 'Fog',
  15536. color: this.color.getHex(),
  15537. near: this.near,
  15538. far: this.far
  15539. };
  15540. }
  15541. } );
  15542. /**
  15543. * @author benaadams / https://twitter.com/ben_a_adams
  15544. */
  15545. function InterleavedBuffer( array, stride ) {
  15546. this.array = array;
  15547. this.stride = stride;
  15548. this.count = array !== undefined ? array.length / stride : 0;
  15549. this.dynamic = false;
  15550. this.updateRange = { offset: 0, count: - 1 };
  15551. this.version = 0;
  15552. }
  15553. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15554. set: function ( value ) {
  15555. if ( value === true ) { this.version ++; }
  15556. }
  15557. } );
  15558. Object.assign( InterleavedBuffer.prototype, {
  15559. isInterleavedBuffer: true,
  15560. onUploadCallback: function () {},
  15561. setDynamic: function ( value ) {
  15562. this.dynamic = value;
  15563. return this;
  15564. },
  15565. copy: function ( source ) {
  15566. this.array = new source.array.constructor( source.array );
  15567. this.count = source.count;
  15568. this.stride = source.stride;
  15569. this.dynamic = source.dynamic;
  15570. return this;
  15571. },
  15572. copyAt: function ( index1, attribute, index2 ) {
  15573. index1 *= this.stride;
  15574. index2 *= attribute.stride;
  15575. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15576. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15577. }
  15578. return this;
  15579. },
  15580. set: function ( value, offset ) {
  15581. if ( offset === undefined ) { offset = 0; }
  15582. this.array.set( value, offset );
  15583. return this;
  15584. },
  15585. clone: function () {
  15586. return new this.constructor().copy( this );
  15587. },
  15588. onUpload: function ( callback ) {
  15589. this.onUploadCallback = callback;
  15590. return this;
  15591. }
  15592. } );
  15593. /**
  15594. * @author benaadams / https://twitter.com/ben_a_adams
  15595. */
  15596. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15597. this.data = interleavedBuffer;
  15598. this.itemSize = itemSize;
  15599. this.offset = offset;
  15600. this.normalized = normalized === true;
  15601. }
  15602. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15603. count: {
  15604. get: function () {
  15605. return this.data.count;
  15606. }
  15607. },
  15608. array: {
  15609. get: function () {
  15610. return this.data.array;
  15611. }
  15612. }
  15613. } );
  15614. Object.assign( InterleavedBufferAttribute.prototype, {
  15615. isInterleavedBufferAttribute: true,
  15616. setX: function ( index, x ) {
  15617. this.data.array[ index * this.data.stride + this.offset ] = x;
  15618. return this;
  15619. },
  15620. setY: function ( index, y ) {
  15621. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15622. return this;
  15623. },
  15624. setZ: function ( index, z ) {
  15625. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15626. return this;
  15627. },
  15628. setW: function ( index, w ) {
  15629. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15630. return this;
  15631. },
  15632. getX: function ( index ) {
  15633. return this.data.array[ index * this.data.stride + this.offset ];
  15634. },
  15635. getY: function ( index ) {
  15636. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15637. },
  15638. getZ: function ( index ) {
  15639. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15640. },
  15641. getW: function ( index ) {
  15642. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15643. },
  15644. setXY: function ( index, x, y ) {
  15645. index = index * this.data.stride + this.offset;
  15646. this.data.array[ index + 0 ] = x;
  15647. this.data.array[ index + 1 ] = y;
  15648. return this;
  15649. },
  15650. setXYZ: function ( index, x, y, z ) {
  15651. index = index * this.data.stride + this.offset;
  15652. this.data.array[ index + 0 ] = x;
  15653. this.data.array[ index + 1 ] = y;
  15654. this.data.array[ index + 2 ] = z;
  15655. return this;
  15656. },
  15657. setXYZW: function ( index, x, y, z, w ) {
  15658. index = index * this.data.stride + this.offset;
  15659. this.data.array[ index + 0 ] = x;
  15660. this.data.array[ index + 1 ] = y;
  15661. this.data.array[ index + 2 ] = z;
  15662. this.data.array[ index + 3 ] = w;
  15663. return this;
  15664. }
  15665. } );
  15666. /**
  15667. * @author alteredq / http://alteredqualia.com/
  15668. *
  15669. * parameters = {
  15670. * color: <hex>,
  15671. * map: new THREE.Texture( <Image> ),
  15672. * rotation: <float>,
  15673. * sizeAttenuation: <bool>
  15674. * }
  15675. */
  15676. function SpriteMaterial( parameters ) {
  15677. Material.call( this );
  15678. this.type = 'SpriteMaterial';
  15679. this.color = new Color( 0xffffff );
  15680. this.map = null;
  15681. this.rotation = 0;
  15682. this.sizeAttenuation = true;
  15683. this.transparent = true;
  15684. this.setValues( parameters );
  15685. }
  15686. SpriteMaterial.prototype = Object.create( Material.prototype );
  15687. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15688. SpriteMaterial.prototype.isSpriteMaterial = true;
  15689. SpriteMaterial.prototype.copy = function ( source ) {
  15690. Material.prototype.copy.call( this, source );
  15691. this.color.copy( source.color );
  15692. this.map = source.map;
  15693. this.rotation = source.rotation;
  15694. this.sizeAttenuation = source.sizeAttenuation;
  15695. return this;
  15696. };
  15697. /**
  15698. * @author mikael emtinger / http://gomo.se/
  15699. * @author alteredq / http://alteredqualia.com/
  15700. */
  15701. var _geometry;
  15702. var _intersectPoint = new Vector3();
  15703. var _worldScale = new Vector3();
  15704. var _mvPosition = new Vector3();
  15705. var _alignedPosition = new Vector2();
  15706. var _rotatedPosition = new Vector2();
  15707. var _viewWorldMatrix = new Matrix4();
  15708. var _vA$1 = new Vector3();
  15709. var _vB$1 = new Vector3();
  15710. var _vC$1 = new Vector3();
  15711. var _uvA$1 = new Vector2();
  15712. var _uvB$1 = new Vector2();
  15713. var _uvC$1 = new Vector2();
  15714. function Sprite( material ) {
  15715. Object3D.call( this );
  15716. this.type = 'Sprite';
  15717. if ( _geometry === undefined ) {
  15718. _geometry = new BufferGeometry();
  15719. var float32Array = new Float32Array( [
  15720. - 0.5, - 0.5, 0, 0, 0,
  15721. 0.5, - 0.5, 0, 1, 0,
  15722. 0.5, 0.5, 0, 1, 1,
  15723. - 0.5, 0.5, 0, 0, 1
  15724. ] );
  15725. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15726. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15727. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15728. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15729. }
  15730. this.geometry = _geometry;
  15731. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15732. this.center = new Vector2( 0.5, 0.5 );
  15733. }
  15734. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15735. constructor: Sprite,
  15736. isSprite: true,
  15737. raycast: function ( raycaster, intersects ) {
  15738. if ( raycaster.camera === null ) {
  15739. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15740. }
  15741. _worldScale.setFromMatrixScale( this.matrixWorld );
  15742. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15743. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15744. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15745. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15746. _worldScale.multiplyScalar( - _mvPosition.z );
  15747. }
  15748. var rotation = this.material.rotation;
  15749. var sin, cos;
  15750. if ( rotation !== 0 ) {
  15751. cos = Math.cos( rotation );
  15752. sin = Math.sin( rotation );
  15753. }
  15754. var center = this.center;
  15755. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15756. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15757. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15758. _uvA$1.set( 0, 0 );
  15759. _uvB$1.set( 1, 0 );
  15760. _uvC$1.set( 1, 1 );
  15761. // check first triangle
  15762. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15763. if ( intersect === null ) {
  15764. // check second triangle
  15765. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15766. _uvB$1.set( 0, 1 );
  15767. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15768. if ( intersect === null ) {
  15769. return;
  15770. }
  15771. }
  15772. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15773. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15774. intersects.push( {
  15775. distance: distance,
  15776. point: _intersectPoint.clone(),
  15777. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15778. face: null,
  15779. object: this
  15780. } );
  15781. },
  15782. clone: function () {
  15783. return new this.constructor( this.material ).copy( this );
  15784. },
  15785. copy: function ( source ) {
  15786. Object3D.prototype.copy.call( this, source );
  15787. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15788. return this;
  15789. }
  15790. } );
  15791. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15792. // compute position in camera space
  15793. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15794. // to check if rotation is not zero
  15795. if ( sin !== undefined ) {
  15796. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15797. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15798. } else {
  15799. _rotatedPosition.copy( _alignedPosition );
  15800. }
  15801. vertexPosition.copy( mvPosition );
  15802. vertexPosition.x += _rotatedPosition.x;
  15803. vertexPosition.y += _rotatedPosition.y;
  15804. // transform to world space
  15805. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15806. }
  15807. /**
  15808. * @author mikael emtinger / http://gomo.se/
  15809. * @author alteredq / http://alteredqualia.com/
  15810. * @author mrdoob / http://mrdoob.com/
  15811. */
  15812. var _v1$4 = new Vector3();
  15813. var _v2$2 = new Vector3();
  15814. function LOD() {
  15815. Object3D.call( this );
  15816. this.type = 'LOD';
  15817. Object.defineProperties( this, {
  15818. levels: {
  15819. enumerable: true,
  15820. value: []
  15821. }
  15822. } );
  15823. this.autoUpdate = true;
  15824. }
  15825. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15826. constructor: LOD,
  15827. isLOD: true,
  15828. copy: function ( source ) {
  15829. Object3D.prototype.copy.call( this, source, false );
  15830. var levels = source.levels;
  15831. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15832. var level = levels[ i ];
  15833. this.addLevel( level.object.clone(), level.distance );
  15834. }
  15835. return this;
  15836. },
  15837. addLevel: function ( object, distance ) {
  15838. if ( distance === undefined ) { distance = 0; }
  15839. distance = Math.abs( distance );
  15840. var levels = this.levels;
  15841. for ( var l = 0; l < levels.length; l ++ ) {
  15842. if ( distance < levels[ l ].distance ) {
  15843. break;
  15844. }
  15845. }
  15846. levels.splice( l, 0, { distance: distance, object: object } );
  15847. this.add( object );
  15848. return this;
  15849. },
  15850. getObjectForDistance: function ( distance ) {
  15851. var levels = this.levels;
  15852. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15853. if ( distance < levels[ i ].distance ) {
  15854. break;
  15855. }
  15856. }
  15857. return levels[ i - 1 ].object;
  15858. },
  15859. raycast: function ( raycaster, intersects ) {
  15860. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15861. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15862. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15863. },
  15864. update: function ( camera ) {
  15865. var levels = this.levels;
  15866. if ( levels.length > 1 ) {
  15867. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15868. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15869. var distance = _v1$4.distanceTo( _v2$2 );
  15870. levels[ 0 ].object.visible = true;
  15871. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15872. if ( distance >= levels[ i ].distance ) {
  15873. levels[ i - 1 ].object.visible = false;
  15874. levels[ i ].object.visible = true;
  15875. } else {
  15876. break;
  15877. }
  15878. }
  15879. for ( ; i < l; i ++ ) {
  15880. levels[ i ].object.visible = false;
  15881. }
  15882. }
  15883. },
  15884. toJSON: function ( meta ) {
  15885. var data = Object3D.prototype.toJSON.call( this, meta );
  15886. data.object.levels = [];
  15887. var levels = this.levels;
  15888. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15889. var level = levels[ i ];
  15890. data.object.levels.push( {
  15891. object: level.object.uuid,
  15892. distance: level.distance
  15893. } );
  15894. }
  15895. return data;
  15896. }
  15897. } );
  15898. /**
  15899. * @author mikael emtinger / http://gomo.se/
  15900. * @author alteredq / http://alteredqualia.com/
  15901. * @author ikerr / http://verold.com
  15902. */
  15903. function SkinnedMesh( geometry, material ) {
  15904. if ( geometry && geometry.isGeometry ) {
  15905. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15906. }
  15907. Mesh.call( this, geometry, material );
  15908. this.type = 'SkinnedMesh';
  15909. this.bindMode = 'attached';
  15910. this.bindMatrix = new Matrix4();
  15911. this.bindMatrixInverse = new Matrix4();
  15912. }
  15913. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15914. constructor: SkinnedMesh,
  15915. isSkinnedMesh: true,
  15916. bind: function ( skeleton, bindMatrix ) {
  15917. this.skeleton = skeleton;
  15918. if ( bindMatrix === undefined ) {
  15919. this.updateMatrixWorld( true );
  15920. this.skeleton.calculateInverses();
  15921. bindMatrix = this.matrixWorld;
  15922. }
  15923. this.bindMatrix.copy( bindMatrix );
  15924. this.bindMatrixInverse.getInverse( bindMatrix );
  15925. },
  15926. pose: function () {
  15927. this.skeleton.pose();
  15928. },
  15929. normalizeSkinWeights: function () {
  15930. var vector = new Vector4();
  15931. var skinWeight = this.geometry.attributes.skinWeight;
  15932. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15933. vector.x = skinWeight.getX( i );
  15934. vector.y = skinWeight.getY( i );
  15935. vector.z = skinWeight.getZ( i );
  15936. vector.w = skinWeight.getW( i );
  15937. var scale = 1.0 / vector.manhattanLength();
  15938. if ( scale !== Infinity ) {
  15939. vector.multiplyScalar( scale );
  15940. } else {
  15941. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15942. }
  15943. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15944. }
  15945. },
  15946. updateMatrixWorld: function ( force ) {
  15947. Mesh.prototype.updateMatrixWorld.call( this, force );
  15948. if ( this.bindMode === 'attached' ) {
  15949. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15950. } else if ( this.bindMode === 'detached' ) {
  15951. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15952. } else {
  15953. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15954. }
  15955. },
  15956. clone: function () {
  15957. return new this.constructor( this.geometry, this.material ).copy( this );
  15958. }
  15959. } );
  15960. /**
  15961. * @author mikael emtinger / http://gomo.se/
  15962. * @author alteredq / http://alteredqualia.com/
  15963. * @author michael guerrero / http://realitymeltdown.com
  15964. * @author ikerr / http://verold.com
  15965. */
  15966. var _offsetMatrix = new Matrix4();
  15967. var _identityMatrix = new Matrix4();
  15968. function Skeleton( bones, boneInverses ) {
  15969. // copy the bone array
  15970. bones = bones || [];
  15971. this.bones = bones.slice( 0 );
  15972. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15973. this.frame = - 1;
  15974. // use the supplied bone inverses or calculate the inverses
  15975. if ( boneInverses === undefined ) {
  15976. this.calculateInverses();
  15977. } else {
  15978. if ( this.bones.length === boneInverses.length ) {
  15979. this.boneInverses = boneInverses.slice( 0 );
  15980. } else {
  15981. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15982. this.boneInverses = [];
  15983. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15984. this.boneInverses.push( new Matrix4() );
  15985. }
  15986. }
  15987. }
  15988. }
  15989. Object.assign( Skeleton.prototype, {
  15990. calculateInverses: function () {
  15991. this.boneInverses = [];
  15992. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15993. var inverse = new Matrix4();
  15994. if ( this.bones[ i ] ) {
  15995. inverse.getInverse( this.bones[ i ].matrixWorld );
  15996. }
  15997. this.boneInverses.push( inverse );
  15998. }
  15999. },
  16000. pose: function () {
  16001. var bone, i, il;
  16002. // recover the bind-time world matrices
  16003. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16004. bone = this.bones[ i ];
  16005. if ( bone ) {
  16006. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16007. }
  16008. }
  16009. // compute the local matrices, positions, rotations and scales
  16010. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16011. bone = this.bones[ i ];
  16012. if ( bone ) {
  16013. if ( bone.parent && bone.parent.isBone ) {
  16014. bone.matrix.getInverse( bone.parent.matrixWorld );
  16015. bone.matrix.multiply( bone.matrixWorld );
  16016. } else {
  16017. bone.matrix.copy( bone.matrixWorld );
  16018. }
  16019. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16020. }
  16021. }
  16022. },
  16023. update: function () {
  16024. var bones = this.bones;
  16025. var boneInverses = this.boneInverses;
  16026. var boneMatrices = this.boneMatrices;
  16027. var boneTexture = this.boneTexture;
  16028. // flatten bone matrices to array
  16029. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16030. // compute the offset between the current and the original transform
  16031. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16032. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16033. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16034. }
  16035. if ( boneTexture !== undefined ) {
  16036. boneTexture.needsUpdate = true;
  16037. }
  16038. },
  16039. clone: function () {
  16040. return new Skeleton( this.bones, this.boneInverses );
  16041. },
  16042. getBoneByName: function ( name ) {
  16043. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16044. var bone = this.bones[ i ];
  16045. if ( bone.name === name ) {
  16046. return bone;
  16047. }
  16048. }
  16049. return undefined;
  16050. }
  16051. } );
  16052. /**
  16053. * @author mikael emtinger / http://gomo.se/
  16054. * @author alteredq / http://alteredqualia.com/
  16055. * @author ikerr / http://verold.com
  16056. */
  16057. function Bone() {
  16058. Object3D.call( this );
  16059. this.type = 'Bone';
  16060. }
  16061. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16062. constructor: Bone,
  16063. isBone: true
  16064. } );
  16065. /**
  16066. * @author mrdoob / http://mrdoob.com/
  16067. */
  16068. function InstancedMesh( geometry, material, count ) {
  16069. Mesh.call( this, geometry, material );
  16070. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16071. this.count = count;
  16072. }
  16073. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16074. constructor: InstancedMesh,
  16075. isInstancedMesh: true,
  16076. raycast: function () {},
  16077. setMatrixAt: function ( index, matrix ) {
  16078. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16079. },
  16080. updateMorphTargets: function () {}
  16081. } );
  16082. /**
  16083. * @author mrdoob / http://mrdoob.com/
  16084. * @author alteredq / http://alteredqualia.com/
  16085. *
  16086. * parameters = {
  16087. * color: <hex>,
  16088. * opacity: <float>,
  16089. *
  16090. * linewidth: <float>,
  16091. * linecap: "round",
  16092. * linejoin: "round"
  16093. * }
  16094. */
  16095. function LineBasicMaterial( parameters ) {
  16096. Material.call( this );
  16097. this.type = 'LineBasicMaterial';
  16098. this.color = new Color( 0xffffff );
  16099. this.linewidth = 1;
  16100. this.linecap = 'round';
  16101. this.linejoin = 'round';
  16102. this.setValues( parameters );
  16103. }
  16104. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16105. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16106. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16107. LineBasicMaterial.prototype.copy = function ( source ) {
  16108. Material.prototype.copy.call( this, source );
  16109. this.color.copy( source.color );
  16110. this.linewidth = source.linewidth;
  16111. this.linecap = source.linecap;
  16112. this.linejoin = source.linejoin;
  16113. return this;
  16114. };
  16115. /**
  16116. * @author mrdoob / http://mrdoob.com/
  16117. */
  16118. var _start = new Vector3();
  16119. var _end = new Vector3();
  16120. var _inverseMatrix$1 = new Matrix4();
  16121. var _ray$1 = new Ray();
  16122. var _sphere$2 = new Sphere();
  16123. function Line( geometry, material, mode ) {
  16124. if ( mode === 1 ) {
  16125. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16126. }
  16127. Object3D.call( this );
  16128. this.type = 'Line';
  16129. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16130. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16131. }
  16132. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16133. constructor: Line,
  16134. isLine: true,
  16135. computeLineDistances: function () {
  16136. var geometry = this.geometry;
  16137. if ( geometry.isBufferGeometry ) {
  16138. // we assume non-indexed geometry
  16139. if ( geometry.index === null ) {
  16140. var positionAttribute = geometry.attributes.position;
  16141. var lineDistances = [ 0 ];
  16142. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16143. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16144. _end.fromBufferAttribute( positionAttribute, i );
  16145. lineDistances[ i ] = lineDistances[ i - 1 ];
  16146. lineDistances[ i ] += _start.distanceTo( _end );
  16147. }
  16148. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16149. } else {
  16150. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16151. }
  16152. } else if ( geometry.isGeometry ) {
  16153. var vertices = geometry.vertices;
  16154. var lineDistances = geometry.lineDistances;
  16155. lineDistances[ 0 ] = 0;
  16156. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16157. lineDistances[ i ] = lineDistances[ i - 1 ];
  16158. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16159. }
  16160. }
  16161. return this;
  16162. },
  16163. raycast: function ( raycaster, intersects ) {
  16164. var precision = raycaster.linePrecision;
  16165. var geometry = this.geometry;
  16166. var matrixWorld = this.matrixWorld;
  16167. // Checking boundingSphere distance to ray
  16168. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16169. _sphere$2.copy( geometry.boundingSphere );
  16170. _sphere$2.applyMatrix4( matrixWorld );
  16171. _sphere$2.radius += precision;
  16172. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16173. //
  16174. _inverseMatrix$1.getInverse( matrixWorld );
  16175. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16176. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16177. var localPrecisionSq = localPrecision * localPrecision;
  16178. var vStart = new Vector3();
  16179. var vEnd = new Vector3();
  16180. var interSegment = new Vector3();
  16181. var interRay = new Vector3();
  16182. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16183. if ( geometry.isBufferGeometry ) {
  16184. var index = geometry.index;
  16185. var attributes = geometry.attributes;
  16186. var positions = attributes.position.array;
  16187. if ( index !== null ) {
  16188. var indices = index.array;
  16189. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16190. var a = indices[ i ];
  16191. var b = indices[ i + 1 ];
  16192. vStart.fromArray( positions, a * 3 );
  16193. vEnd.fromArray( positions, b * 3 );
  16194. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16195. if ( distSq > localPrecisionSq ) { continue; }
  16196. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16197. var distance = raycaster.ray.origin.distanceTo( interRay );
  16198. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16199. intersects.push( {
  16200. distance: distance,
  16201. // What do we want? intersection point on the ray or on the segment??
  16202. // point: raycaster.ray.at( distance ),
  16203. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16204. index: i,
  16205. face: null,
  16206. faceIndex: null,
  16207. object: this
  16208. } );
  16209. }
  16210. } else {
  16211. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16212. vStart.fromArray( positions, 3 * i );
  16213. vEnd.fromArray( positions, 3 * i + 3 );
  16214. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16215. if ( distSq > localPrecisionSq ) { continue; }
  16216. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16217. var distance = raycaster.ray.origin.distanceTo( interRay );
  16218. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16219. intersects.push( {
  16220. distance: distance,
  16221. // What do we want? intersection point on the ray or on the segment??
  16222. // point: raycaster.ray.at( distance ),
  16223. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16224. index: i,
  16225. face: null,
  16226. faceIndex: null,
  16227. object: this
  16228. } );
  16229. }
  16230. }
  16231. } else if ( geometry.isGeometry ) {
  16232. var vertices = geometry.vertices;
  16233. var nbVertices = vertices.length;
  16234. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16235. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16236. if ( distSq > localPrecisionSq ) { continue; }
  16237. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16238. var distance = raycaster.ray.origin.distanceTo( interRay );
  16239. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16240. intersects.push( {
  16241. distance: distance,
  16242. // What do we want? intersection point on the ray or on the segment??
  16243. // point: raycaster.ray.at( distance ),
  16244. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16245. index: i,
  16246. face: null,
  16247. faceIndex: null,
  16248. object: this
  16249. } );
  16250. }
  16251. }
  16252. },
  16253. clone: function () {
  16254. return new this.constructor( this.geometry, this.material ).copy( this );
  16255. }
  16256. } );
  16257. /**
  16258. * @author mrdoob / http://mrdoob.com/
  16259. */
  16260. var _start$1 = new Vector3();
  16261. var _end$1 = new Vector3();
  16262. function LineSegments( geometry, material ) {
  16263. Line.call( this, geometry, material );
  16264. this.type = 'LineSegments';
  16265. }
  16266. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16267. constructor: LineSegments,
  16268. isLineSegments: true,
  16269. computeLineDistances: function () {
  16270. var geometry = this.geometry;
  16271. if ( geometry.isBufferGeometry ) {
  16272. // we assume non-indexed geometry
  16273. if ( geometry.index === null ) {
  16274. var positionAttribute = geometry.attributes.position;
  16275. var lineDistances = [];
  16276. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16277. _start$1.fromBufferAttribute( positionAttribute, i );
  16278. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16279. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16280. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16281. }
  16282. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16283. } else {
  16284. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16285. }
  16286. } else if ( geometry.isGeometry ) {
  16287. var vertices = geometry.vertices;
  16288. var lineDistances = geometry.lineDistances;
  16289. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16290. _start$1.copy( vertices[ i ] );
  16291. _end$1.copy( vertices[ i + 1 ] );
  16292. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16293. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16294. }
  16295. }
  16296. return this;
  16297. }
  16298. } );
  16299. /**
  16300. * @author mgreter / http://github.com/mgreter
  16301. */
  16302. function LineLoop( geometry, material ) {
  16303. Line.call( this, geometry, material );
  16304. this.type = 'LineLoop';
  16305. }
  16306. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16307. constructor: LineLoop,
  16308. isLineLoop: true,
  16309. } );
  16310. /**
  16311. * @author mrdoob / http://mrdoob.com/
  16312. * @author alteredq / http://alteredqualia.com/
  16313. *
  16314. * parameters = {
  16315. * color: <hex>,
  16316. * opacity: <float>,
  16317. * map: new THREE.Texture( <Image> ),
  16318. *
  16319. * size: <float>,
  16320. * sizeAttenuation: <bool>
  16321. *
  16322. * morphTargets: <bool>
  16323. * }
  16324. */
  16325. function PointsMaterial( parameters ) {
  16326. Material.call( this );
  16327. this.type = 'PointsMaterial';
  16328. this.color = new Color( 0xffffff );
  16329. this.map = null;
  16330. this.size = 1;
  16331. this.sizeAttenuation = true;
  16332. this.morphTargets = false;
  16333. this.setValues( parameters );
  16334. }
  16335. PointsMaterial.prototype = Object.create( Material.prototype );
  16336. PointsMaterial.prototype.constructor = PointsMaterial;
  16337. PointsMaterial.prototype.isPointsMaterial = true;
  16338. PointsMaterial.prototype.copy = function ( source ) {
  16339. Material.prototype.copy.call( this, source );
  16340. this.color.copy( source.color );
  16341. this.map = source.map;
  16342. this.size = source.size;
  16343. this.sizeAttenuation = source.sizeAttenuation;
  16344. this.morphTargets = source.morphTargets;
  16345. return this;
  16346. };
  16347. /**
  16348. * @author alteredq / http://alteredqualia.com/
  16349. */
  16350. var _inverseMatrix$2 = new Matrix4();
  16351. var _ray$2 = new Ray();
  16352. var _sphere$3 = new Sphere();
  16353. var _position$1 = new Vector3();
  16354. function Points( geometry, material ) {
  16355. Object3D.call( this );
  16356. this.type = 'Points';
  16357. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16358. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16359. this.updateMorphTargets();
  16360. }
  16361. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16362. constructor: Points,
  16363. isPoints: true,
  16364. raycast: function ( raycaster, intersects ) {
  16365. var geometry = this.geometry;
  16366. var matrixWorld = this.matrixWorld;
  16367. var threshold = raycaster.params.Points.threshold;
  16368. // Checking boundingSphere distance to ray
  16369. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16370. _sphere$3.copy( geometry.boundingSphere );
  16371. _sphere$3.applyMatrix4( matrixWorld );
  16372. _sphere$3.radius += threshold;
  16373. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16374. //
  16375. _inverseMatrix$2.getInverse( matrixWorld );
  16376. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16377. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16378. var localThresholdSq = localThreshold * localThreshold;
  16379. if ( geometry.isBufferGeometry ) {
  16380. var index = geometry.index;
  16381. var attributes = geometry.attributes;
  16382. var positions = attributes.position.array;
  16383. if ( index !== null ) {
  16384. var indices = index.array;
  16385. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16386. var a = indices[ i ];
  16387. _position$1.fromArray( positions, a * 3 );
  16388. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16389. }
  16390. } else {
  16391. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16392. _position$1.fromArray( positions, i * 3 );
  16393. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16394. }
  16395. }
  16396. } else {
  16397. var vertices = geometry.vertices;
  16398. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16399. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16400. }
  16401. }
  16402. },
  16403. updateMorphTargets: function () {
  16404. var geometry = this.geometry;
  16405. var m, ml, name;
  16406. if ( geometry.isBufferGeometry ) {
  16407. var morphAttributes = geometry.morphAttributes;
  16408. var keys = Object.keys( morphAttributes );
  16409. if ( keys.length > 0 ) {
  16410. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16411. if ( morphAttribute !== undefined ) {
  16412. this.morphTargetInfluences = [];
  16413. this.morphTargetDictionary = {};
  16414. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16415. name = morphAttribute[ m ].name || String( m );
  16416. this.morphTargetInfluences.push( 0 );
  16417. this.morphTargetDictionary[ name ] = m;
  16418. }
  16419. }
  16420. }
  16421. } else {
  16422. var morphTargets = geometry.morphTargets;
  16423. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16424. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16425. }
  16426. }
  16427. },
  16428. clone: function () {
  16429. return new this.constructor( this.geometry, this.material ).copy( this );
  16430. }
  16431. } );
  16432. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16433. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16434. if ( rayPointDistanceSq < localThresholdSq ) {
  16435. var intersectPoint = new Vector3();
  16436. _ray$2.closestPointToPoint( point, intersectPoint );
  16437. intersectPoint.applyMatrix4( matrixWorld );
  16438. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16439. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16440. intersects.push( {
  16441. distance: distance,
  16442. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16443. point: intersectPoint,
  16444. index: index,
  16445. face: null,
  16446. object: object
  16447. } );
  16448. }
  16449. }
  16450. /**
  16451. * @author mrdoob / http://mrdoob.com/
  16452. */
  16453. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16454. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16455. this.format = format !== undefined ? format : RGBFormat;
  16456. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16457. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16458. this.generateMipmaps = false;
  16459. }
  16460. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16461. constructor: VideoTexture,
  16462. isVideoTexture: true,
  16463. update: function () {
  16464. var video = this.image;
  16465. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16466. this.needsUpdate = true;
  16467. }
  16468. }
  16469. } );
  16470. /**
  16471. * @author alteredq / http://alteredqualia.com/
  16472. */
  16473. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16474. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16475. this.image = { width: width, height: height };
  16476. this.mipmaps = mipmaps;
  16477. // no flipping for cube textures
  16478. // (also flipping doesn't work for compressed textures )
  16479. this.flipY = false;
  16480. // can't generate mipmaps for compressed textures
  16481. // mips must be embedded in DDS files
  16482. this.generateMipmaps = false;
  16483. }
  16484. CompressedTexture.prototype = Object.create( Texture.prototype );
  16485. CompressedTexture.prototype.constructor = CompressedTexture;
  16486. CompressedTexture.prototype.isCompressedTexture = true;
  16487. /**
  16488. * @author mrdoob / http://mrdoob.com/
  16489. */
  16490. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16491. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16492. this.needsUpdate = true;
  16493. }
  16494. CanvasTexture.prototype = Object.create( Texture.prototype );
  16495. CanvasTexture.prototype.constructor = CanvasTexture;
  16496. CanvasTexture.prototype.isCanvasTexture = true;
  16497. /**
  16498. * @author Matt DesLauriers / @mattdesl
  16499. * @author atix / arthursilber.de
  16500. */
  16501. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16502. format = format !== undefined ? format : DepthFormat;
  16503. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16504. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16505. }
  16506. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16507. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16508. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16509. this.image = { width: width, height: height };
  16510. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16511. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16512. this.flipY = false;
  16513. this.generateMipmaps = false;
  16514. }
  16515. DepthTexture.prototype = Object.create( Texture.prototype );
  16516. DepthTexture.prototype.constructor = DepthTexture;
  16517. DepthTexture.prototype.isDepthTexture = true;
  16518. /**
  16519. * @author mrdoob / http://mrdoob.com/
  16520. * @author Mugen87 / https://github.com/Mugen87
  16521. */
  16522. function WireframeGeometry( geometry ) {
  16523. BufferGeometry.call( this );
  16524. this.type = 'WireframeGeometry';
  16525. // buffer
  16526. var vertices = [];
  16527. // helper variables
  16528. var i, j, l, o, ol;
  16529. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16530. var key, keys = [ 'a', 'b', 'c' ];
  16531. var vertex;
  16532. // different logic for Geometry and BufferGeometry
  16533. if ( geometry && geometry.isGeometry ) {
  16534. // create a data structure that contains all edges without duplicates
  16535. var faces = geometry.faces;
  16536. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16537. var face = faces[ i ];
  16538. for ( j = 0; j < 3; j ++ ) {
  16539. edge1 = face[ keys[ j ] ];
  16540. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16541. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16542. edge[ 1 ] = Math.max( edge1, edge2 );
  16543. key = edge[ 0 ] + ',' + edge[ 1 ];
  16544. if ( edges[ key ] === undefined ) {
  16545. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16546. }
  16547. }
  16548. }
  16549. // generate vertices
  16550. for ( key in edges ) {
  16551. e = edges[ key ];
  16552. vertex = geometry.vertices[ e.index1 ];
  16553. vertices.push( vertex.x, vertex.y, vertex.z );
  16554. vertex = geometry.vertices[ e.index2 ];
  16555. vertices.push( vertex.x, vertex.y, vertex.z );
  16556. }
  16557. } else if ( geometry && geometry.isBufferGeometry ) {
  16558. var position, indices, groups;
  16559. var group, start, count;
  16560. var index1, index2;
  16561. vertex = new Vector3();
  16562. if ( geometry.index !== null ) {
  16563. // indexed BufferGeometry
  16564. position = geometry.attributes.position;
  16565. indices = geometry.index;
  16566. groups = geometry.groups;
  16567. if ( groups.length === 0 ) {
  16568. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16569. }
  16570. // create a data structure that contains all eges without duplicates
  16571. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16572. group = groups[ o ];
  16573. start = group.start;
  16574. count = group.count;
  16575. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16576. for ( j = 0; j < 3; j ++ ) {
  16577. edge1 = indices.getX( i + j );
  16578. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16579. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16580. edge[ 1 ] = Math.max( edge1, edge2 );
  16581. key = edge[ 0 ] + ',' + edge[ 1 ];
  16582. if ( edges[ key ] === undefined ) {
  16583. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16584. }
  16585. }
  16586. }
  16587. }
  16588. // generate vertices
  16589. for ( key in edges ) {
  16590. e = edges[ key ];
  16591. vertex.fromBufferAttribute( position, e.index1 );
  16592. vertices.push( vertex.x, vertex.y, vertex.z );
  16593. vertex.fromBufferAttribute( position, e.index2 );
  16594. vertices.push( vertex.x, vertex.y, vertex.z );
  16595. }
  16596. } else {
  16597. // non-indexed BufferGeometry
  16598. position = geometry.attributes.position;
  16599. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16600. for ( j = 0; j < 3; j ++ ) {
  16601. // three edges per triangle, an edge is represented as (index1, index2)
  16602. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16603. index1 = 3 * i + j;
  16604. vertex.fromBufferAttribute( position, index1 );
  16605. vertices.push( vertex.x, vertex.y, vertex.z );
  16606. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16607. vertex.fromBufferAttribute( position, index2 );
  16608. vertices.push( vertex.x, vertex.y, vertex.z );
  16609. }
  16610. }
  16611. }
  16612. }
  16613. // build geometry
  16614. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16615. }
  16616. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16617. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16618. /**
  16619. * @author zz85 / https://github.com/zz85
  16620. * @author Mugen87 / https://github.com/Mugen87
  16621. *
  16622. * Parametric Surfaces Geometry
  16623. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16624. */
  16625. // ParametricGeometry
  16626. function ParametricGeometry( func, slices, stacks ) {
  16627. Geometry.call( this );
  16628. this.type = 'ParametricGeometry';
  16629. this.parameters = {
  16630. func: func,
  16631. slices: slices,
  16632. stacks: stacks
  16633. };
  16634. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16635. this.mergeVertices();
  16636. }
  16637. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16638. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16639. // ParametricBufferGeometry
  16640. function ParametricBufferGeometry( func, slices, stacks ) {
  16641. BufferGeometry.call( this );
  16642. this.type = 'ParametricBufferGeometry';
  16643. this.parameters = {
  16644. func: func,
  16645. slices: slices,
  16646. stacks: stacks
  16647. };
  16648. // buffers
  16649. var indices = [];
  16650. var vertices = [];
  16651. var normals = [];
  16652. var uvs = [];
  16653. var EPS = 0.00001;
  16654. var normal = new Vector3();
  16655. var p0 = new Vector3(), p1 = new Vector3();
  16656. var pu = new Vector3(), pv = new Vector3();
  16657. var i, j;
  16658. if ( func.length < 3 ) {
  16659. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16660. }
  16661. // generate vertices, normals and uvs
  16662. var sliceCount = slices + 1;
  16663. for ( i = 0; i <= stacks; i ++ ) {
  16664. var v = i / stacks;
  16665. for ( j = 0; j <= slices; j ++ ) {
  16666. var u = j / slices;
  16667. // vertex
  16668. func( u, v, p0 );
  16669. vertices.push( p0.x, p0.y, p0.z );
  16670. // normal
  16671. // approximate tangent vectors via finite differences
  16672. if ( u - EPS >= 0 ) {
  16673. func( u - EPS, v, p1 );
  16674. pu.subVectors( p0, p1 );
  16675. } else {
  16676. func( u + EPS, v, p1 );
  16677. pu.subVectors( p1, p0 );
  16678. }
  16679. if ( v - EPS >= 0 ) {
  16680. func( u, v - EPS, p1 );
  16681. pv.subVectors( p0, p1 );
  16682. } else {
  16683. func( u, v + EPS, p1 );
  16684. pv.subVectors( p1, p0 );
  16685. }
  16686. // cross product of tangent vectors returns surface normal
  16687. normal.crossVectors( pu, pv ).normalize();
  16688. normals.push( normal.x, normal.y, normal.z );
  16689. // uv
  16690. uvs.push( u, v );
  16691. }
  16692. }
  16693. // generate indices
  16694. for ( i = 0; i < stacks; i ++ ) {
  16695. for ( j = 0; j < slices; j ++ ) {
  16696. var a = i * sliceCount + j;
  16697. var b = i * sliceCount + j + 1;
  16698. var c = ( i + 1 ) * sliceCount + j + 1;
  16699. var d = ( i + 1 ) * sliceCount + j;
  16700. // faces one and two
  16701. indices.push( a, b, d );
  16702. indices.push( b, c, d );
  16703. }
  16704. }
  16705. // build geometry
  16706. this.setIndex( indices );
  16707. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16708. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16709. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16710. }
  16711. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16712. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16713. /**
  16714. * @author clockworkgeek / https://github.com/clockworkgeek
  16715. * @author timothypratley / https://github.com/timothypratley
  16716. * @author WestLangley / http://github.com/WestLangley
  16717. * @author Mugen87 / https://github.com/Mugen87
  16718. */
  16719. // PolyhedronGeometry
  16720. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16721. Geometry.call( this );
  16722. this.type = 'PolyhedronGeometry';
  16723. this.parameters = {
  16724. vertices: vertices,
  16725. indices: indices,
  16726. radius: radius,
  16727. detail: detail
  16728. };
  16729. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16730. this.mergeVertices();
  16731. }
  16732. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16733. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16734. // PolyhedronBufferGeometry
  16735. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16736. BufferGeometry.call( this );
  16737. this.type = 'PolyhedronBufferGeometry';
  16738. this.parameters = {
  16739. vertices: vertices,
  16740. indices: indices,
  16741. radius: radius,
  16742. detail: detail
  16743. };
  16744. radius = radius || 1;
  16745. detail = detail || 0;
  16746. // default buffer data
  16747. var vertexBuffer = [];
  16748. var uvBuffer = [];
  16749. // the subdivision creates the vertex buffer data
  16750. subdivide( detail );
  16751. // all vertices should lie on a conceptual sphere with a given radius
  16752. applyRadius( radius );
  16753. // finally, create the uv data
  16754. generateUVs();
  16755. // build non-indexed geometry
  16756. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16757. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16758. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16759. if ( detail === 0 ) {
  16760. this.computeVertexNormals(); // flat normals
  16761. } else {
  16762. this.normalizeNormals(); // smooth normals
  16763. }
  16764. // helper functions
  16765. function subdivide( detail ) {
  16766. var a = new Vector3();
  16767. var b = new Vector3();
  16768. var c = new Vector3();
  16769. // iterate over all faces and apply a subdivison with the given detail value
  16770. for ( var i = 0; i < indices.length; i += 3 ) {
  16771. // get the vertices of the face
  16772. getVertexByIndex( indices[ i + 0 ], a );
  16773. getVertexByIndex( indices[ i + 1 ], b );
  16774. getVertexByIndex( indices[ i + 2 ], c );
  16775. // perform subdivision
  16776. subdivideFace( a, b, c, detail );
  16777. }
  16778. }
  16779. function subdivideFace( a, b, c, detail ) {
  16780. var cols = Math.pow( 2, detail );
  16781. // we use this multidimensional array as a data structure for creating the subdivision
  16782. var v = [];
  16783. var i, j;
  16784. // construct all of the vertices for this subdivision
  16785. for ( i = 0; i <= cols; i ++ ) {
  16786. v[ i ] = [];
  16787. var aj = a.clone().lerp( c, i / cols );
  16788. var bj = b.clone().lerp( c, i / cols );
  16789. var rows = cols - i;
  16790. for ( j = 0; j <= rows; j ++ ) {
  16791. if ( j === 0 && i === cols ) {
  16792. v[ i ][ j ] = aj;
  16793. } else {
  16794. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16795. }
  16796. }
  16797. }
  16798. // construct all of the faces
  16799. for ( i = 0; i < cols; i ++ ) {
  16800. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16801. var k = Math.floor( j / 2 );
  16802. if ( j % 2 === 0 ) {
  16803. pushVertex( v[ i ][ k + 1 ] );
  16804. pushVertex( v[ i + 1 ][ k ] );
  16805. pushVertex( v[ i ][ k ] );
  16806. } else {
  16807. pushVertex( v[ i ][ k + 1 ] );
  16808. pushVertex( v[ i + 1 ][ k + 1 ] );
  16809. pushVertex( v[ i + 1 ][ k ] );
  16810. }
  16811. }
  16812. }
  16813. }
  16814. function applyRadius( radius ) {
  16815. var vertex = new Vector3();
  16816. // iterate over the entire buffer and apply the radius to each vertex
  16817. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16818. vertex.x = vertexBuffer[ i + 0 ];
  16819. vertex.y = vertexBuffer[ i + 1 ];
  16820. vertex.z = vertexBuffer[ i + 2 ];
  16821. vertex.normalize().multiplyScalar( radius );
  16822. vertexBuffer[ i + 0 ] = vertex.x;
  16823. vertexBuffer[ i + 1 ] = vertex.y;
  16824. vertexBuffer[ i + 2 ] = vertex.z;
  16825. }
  16826. }
  16827. function generateUVs() {
  16828. var vertex = new Vector3();
  16829. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16830. vertex.x = vertexBuffer[ i + 0 ];
  16831. vertex.y = vertexBuffer[ i + 1 ];
  16832. vertex.z = vertexBuffer[ i + 2 ];
  16833. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16834. var v = inclination( vertex ) / Math.PI + 0.5;
  16835. uvBuffer.push( u, 1 - v );
  16836. }
  16837. correctUVs();
  16838. correctSeam();
  16839. }
  16840. function correctSeam() {
  16841. // handle case when face straddles the seam, see #3269
  16842. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16843. // uv data of a single face
  16844. var x0 = uvBuffer[ i + 0 ];
  16845. var x1 = uvBuffer[ i + 2 ];
  16846. var x2 = uvBuffer[ i + 4 ];
  16847. var max = Math.max( x0, x1, x2 );
  16848. var min = Math.min( x0, x1, x2 );
  16849. // 0.9 is somewhat arbitrary
  16850. if ( max > 0.9 && min < 0.1 ) {
  16851. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16852. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16853. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16854. }
  16855. }
  16856. }
  16857. function pushVertex( vertex ) {
  16858. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16859. }
  16860. function getVertexByIndex( index, vertex ) {
  16861. var stride = index * 3;
  16862. vertex.x = vertices[ stride + 0 ];
  16863. vertex.y = vertices[ stride + 1 ];
  16864. vertex.z = vertices[ stride + 2 ];
  16865. }
  16866. function correctUVs() {
  16867. var a = new Vector3();
  16868. var b = new Vector3();
  16869. var c = new Vector3();
  16870. var centroid = new Vector3();
  16871. var uvA = new Vector2();
  16872. var uvB = new Vector2();
  16873. var uvC = new Vector2();
  16874. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16875. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16876. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16877. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16878. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16879. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16880. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16881. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16882. var azi = azimuth( centroid );
  16883. correctUV( uvA, j + 0, a, azi );
  16884. correctUV( uvB, j + 2, b, azi );
  16885. correctUV( uvC, j + 4, c, azi );
  16886. }
  16887. }
  16888. function correctUV( uv, stride, vector, azimuth ) {
  16889. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16890. uvBuffer[ stride ] = uv.x - 1;
  16891. }
  16892. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16893. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16894. }
  16895. }
  16896. // Angle around the Y axis, counter-clockwise when looking from above.
  16897. function azimuth( vector ) {
  16898. return Math.atan2( vector.z, - vector.x );
  16899. }
  16900. // Angle above the XZ plane.
  16901. function inclination( vector ) {
  16902. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16903. }
  16904. }
  16905. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16906. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16907. /**
  16908. * @author timothypratley / https://github.com/timothypratley
  16909. * @author Mugen87 / https://github.com/Mugen87
  16910. */
  16911. // TetrahedronGeometry
  16912. function TetrahedronGeometry( radius, detail ) {
  16913. Geometry.call( this );
  16914. this.type = 'TetrahedronGeometry';
  16915. this.parameters = {
  16916. radius: radius,
  16917. detail: detail
  16918. };
  16919. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16920. this.mergeVertices();
  16921. }
  16922. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16923. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16924. // TetrahedronBufferGeometry
  16925. function TetrahedronBufferGeometry( radius, detail ) {
  16926. var vertices = [
  16927. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16928. ];
  16929. var indices = [
  16930. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16931. ];
  16932. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16933. this.type = 'TetrahedronBufferGeometry';
  16934. this.parameters = {
  16935. radius: radius,
  16936. detail: detail
  16937. };
  16938. }
  16939. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16940. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16941. /**
  16942. * @author timothypratley / https://github.com/timothypratley
  16943. * @author Mugen87 / https://github.com/Mugen87
  16944. */
  16945. // OctahedronGeometry
  16946. function OctahedronGeometry( radius, detail ) {
  16947. Geometry.call( this );
  16948. this.type = 'OctahedronGeometry';
  16949. this.parameters = {
  16950. radius: radius,
  16951. detail: detail
  16952. };
  16953. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16954. this.mergeVertices();
  16955. }
  16956. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16957. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16958. // OctahedronBufferGeometry
  16959. function OctahedronBufferGeometry( radius, detail ) {
  16960. var vertices = [
  16961. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16962. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16963. ];
  16964. var indices = [
  16965. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16966. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16967. 1, 3, 4, 1, 4, 2
  16968. ];
  16969. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16970. this.type = 'OctahedronBufferGeometry';
  16971. this.parameters = {
  16972. radius: radius,
  16973. detail: detail
  16974. };
  16975. }
  16976. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16977. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16978. /**
  16979. * @author timothypratley / https://github.com/timothypratley
  16980. * @author Mugen87 / https://github.com/Mugen87
  16981. */
  16982. // IcosahedronGeometry
  16983. function IcosahedronGeometry( radius, detail ) {
  16984. Geometry.call( this );
  16985. this.type = 'IcosahedronGeometry';
  16986. this.parameters = {
  16987. radius: radius,
  16988. detail: detail
  16989. };
  16990. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16991. this.mergeVertices();
  16992. }
  16993. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16994. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16995. // IcosahedronBufferGeometry
  16996. function IcosahedronBufferGeometry( radius, detail ) {
  16997. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16998. var vertices = [
  16999. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17000. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17001. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17002. ];
  17003. var indices = [
  17004. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17005. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17006. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17007. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17008. ];
  17009. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17010. this.type = 'IcosahedronBufferGeometry';
  17011. this.parameters = {
  17012. radius: radius,
  17013. detail: detail
  17014. };
  17015. }
  17016. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17017. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17018. /**
  17019. * @author Abe Pazos / https://hamoid.com
  17020. * @author Mugen87 / https://github.com/Mugen87
  17021. */
  17022. // DodecahedronGeometry
  17023. function DodecahedronGeometry( radius, detail ) {
  17024. Geometry.call( this );
  17025. this.type = 'DodecahedronGeometry';
  17026. this.parameters = {
  17027. radius: radius,
  17028. detail: detail
  17029. };
  17030. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17031. this.mergeVertices();
  17032. }
  17033. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17034. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17035. // DodecahedronBufferGeometry
  17036. function DodecahedronBufferGeometry( radius, detail ) {
  17037. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17038. var r = 1 / t;
  17039. var vertices = [
  17040. // (±1, ±1, ±1)
  17041. - 1, - 1, - 1, - 1, - 1, 1,
  17042. - 1, 1, - 1, - 1, 1, 1,
  17043. 1, - 1, - 1, 1, - 1, 1,
  17044. 1, 1, - 1, 1, 1, 1,
  17045. // (0, ±1/φ, ±φ)
  17046. 0, - r, - t, 0, - r, t,
  17047. 0, r, - t, 0, r, t,
  17048. // (±1/φ, ±φ, 0)
  17049. - r, - t, 0, - r, t, 0,
  17050. r, - t, 0, r, t, 0,
  17051. // (±φ, 0, ±1/φ)
  17052. - t, 0, - r, t, 0, - r,
  17053. - t, 0, r, t, 0, r
  17054. ];
  17055. var indices = [
  17056. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17057. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17058. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17059. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17060. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17061. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17062. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17063. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17064. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17065. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17066. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17067. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17068. ];
  17069. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17070. this.type = 'DodecahedronBufferGeometry';
  17071. this.parameters = {
  17072. radius: radius,
  17073. detail: detail
  17074. };
  17075. }
  17076. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17077. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17078. /**
  17079. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17080. * @author WestLangley / https://github.com/WestLangley
  17081. * @author zz85 / https://github.com/zz85
  17082. * @author miningold / https://github.com/miningold
  17083. * @author jonobr1 / https://github.com/jonobr1
  17084. * @author Mugen87 / https://github.com/Mugen87
  17085. *
  17086. */
  17087. // TubeGeometry
  17088. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17089. Geometry.call( this );
  17090. this.type = 'TubeGeometry';
  17091. this.parameters = {
  17092. path: path,
  17093. tubularSegments: tubularSegments,
  17094. radius: radius,
  17095. radialSegments: radialSegments,
  17096. closed: closed
  17097. };
  17098. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17099. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17100. // expose internals
  17101. this.tangents = bufferGeometry.tangents;
  17102. this.normals = bufferGeometry.normals;
  17103. this.binormals = bufferGeometry.binormals;
  17104. // create geometry
  17105. this.fromBufferGeometry( bufferGeometry );
  17106. this.mergeVertices();
  17107. }
  17108. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17109. TubeGeometry.prototype.constructor = TubeGeometry;
  17110. // TubeBufferGeometry
  17111. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17112. BufferGeometry.call( this );
  17113. this.type = 'TubeBufferGeometry';
  17114. this.parameters = {
  17115. path: path,
  17116. tubularSegments: tubularSegments,
  17117. radius: radius,
  17118. radialSegments: radialSegments,
  17119. closed: closed
  17120. };
  17121. tubularSegments = tubularSegments || 64;
  17122. radius = radius || 1;
  17123. radialSegments = radialSegments || 8;
  17124. closed = closed || false;
  17125. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17126. // expose internals
  17127. this.tangents = frames.tangents;
  17128. this.normals = frames.normals;
  17129. this.binormals = frames.binormals;
  17130. // helper variables
  17131. var vertex = new Vector3();
  17132. var normal = new Vector3();
  17133. var uv = new Vector2();
  17134. var P = new Vector3();
  17135. var i, j;
  17136. // buffer
  17137. var vertices = [];
  17138. var normals = [];
  17139. var uvs = [];
  17140. var indices = [];
  17141. // create buffer data
  17142. generateBufferData();
  17143. // build geometry
  17144. this.setIndex( indices );
  17145. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17146. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17147. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17148. // functions
  17149. function generateBufferData() {
  17150. for ( i = 0; i < tubularSegments; i ++ ) {
  17151. generateSegment( i );
  17152. }
  17153. // if the geometry is not closed, generate the last row of vertices and normals
  17154. // at the regular position on the given path
  17155. //
  17156. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17157. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17158. // uvs are generated in a separate function.
  17159. // this makes it easy compute correct values for closed geometries
  17160. generateUVs();
  17161. // finally create faces
  17162. generateIndices();
  17163. }
  17164. function generateSegment( i ) {
  17165. // we use getPointAt to sample evenly distributed points from the given path
  17166. P = path.getPointAt( i / tubularSegments, P );
  17167. // retrieve corresponding normal and binormal
  17168. var N = frames.normals[ i ];
  17169. var B = frames.binormals[ i ];
  17170. // generate normals and vertices for the current segment
  17171. for ( j = 0; j <= radialSegments; j ++ ) {
  17172. var v = j / radialSegments * Math.PI * 2;
  17173. var sin = Math.sin( v );
  17174. var cos = - Math.cos( v );
  17175. // normal
  17176. normal.x = ( cos * N.x + sin * B.x );
  17177. normal.y = ( cos * N.y + sin * B.y );
  17178. normal.z = ( cos * N.z + sin * B.z );
  17179. normal.normalize();
  17180. normals.push( normal.x, normal.y, normal.z );
  17181. // vertex
  17182. vertex.x = P.x + radius * normal.x;
  17183. vertex.y = P.y + radius * normal.y;
  17184. vertex.z = P.z + radius * normal.z;
  17185. vertices.push( vertex.x, vertex.y, vertex.z );
  17186. }
  17187. }
  17188. function generateIndices() {
  17189. for ( j = 1; j <= tubularSegments; j ++ ) {
  17190. for ( i = 1; i <= radialSegments; i ++ ) {
  17191. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17192. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17193. var c = ( radialSegments + 1 ) * j + i;
  17194. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17195. // faces
  17196. indices.push( a, b, d );
  17197. indices.push( b, c, d );
  17198. }
  17199. }
  17200. }
  17201. function generateUVs() {
  17202. for ( i = 0; i <= tubularSegments; i ++ ) {
  17203. for ( j = 0; j <= radialSegments; j ++ ) {
  17204. uv.x = i / tubularSegments;
  17205. uv.y = j / radialSegments;
  17206. uvs.push( uv.x, uv.y );
  17207. }
  17208. }
  17209. }
  17210. }
  17211. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17212. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17213. TubeBufferGeometry.prototype.toJSON = function () {
  17214. var data = BufferGeometry.prototype.toJSON.call( this );
  17215. data.path = this.parameters.path.toJSON();
  17216. return data;
  17217. };
  17218. /**
  17219. * @author oosmoxiecode
  17220. * @author Mugen87 / https://github.com/Mugen87
  17221. *
  17222. * based on http://www.blackpawn.com/texts/pqtorus/
  17223. */
  17224. // TorusKnotGeometry
  17225. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17226. Geometry.call( this );
  17227. this.type = 'TorusKnotGeometry';
  17228. this.parameters = {
  17229. radius: radius,
  17230. tube: tube,
  17231. tubularSegments: tubularSegments,
  17232. radialSegments: radialSegments,
  17233. p: p,
  17234. q: q
  17235. };
  17236. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17237. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17238. this.mergeVertices();
  17239. }
  17240. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17241. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17242. // TorusKnotBufferGeometry
  17243. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17244. BufferGeometry.call( this );
  17245. this.type = 'TorusKnotBufferGeometry';
  17246. this.parameters = {
  17247. radius: radius,
  17248. tube: tube,
  17249. tubularSegments: tubularSegments,
  17250. radialSegments: radialSegments,
  17251. p: p,
  17252. q: q
  17253. };
  17254. radius = radius || 1;
  17255. tube = tube || 0.4;
  17256. tubularSegments = Math.floor( tubularSegments ) || 64;
  17257. radialSegments = Math.floor( radialSegments ) || 8;
  17258. p = p || 2;
  17259. q = q || 3;
  17260. // buffers
  17261. var indices = [];
  17262. var vertices = [];
  17263. var normals = [];
  17264. var uvs = [];
  17265. // helper variables
  17266. var i, j;
  17267. var vertex = new Vector3();
  17268. var normal = new Vector3();
  17269. var P1 = new Vector3();
  17270. var P2 = new Vector3();
  17271. var B = new Vector3();
  17272. var T = new Vector3();
  17273. var N = new Vector3();
  17274. // generate vertices, normals and uvs
  17275. for ( i = 0; i <= tubularSegments; ++ i ) {
  17276. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17277. var u = i / tubularSegments * p * Math.PI * 2;
  17278. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17279. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17280. calculatePositionOnCurve( u, p, q, radius, P1 );
  17281. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17282. // calculate orthonormal basis
  17283. T.subVectors( P2, P1 );
  17284. N.addVectors( P2, P1 );
  17285. B.crossVectors( T, N );
  17286. N.crossVectors( B, T );
  17287. // normalize B, N. T can be ignored, we don't use it
  17288. B.normalize();
  17289. N.normalize();
  17290. for ( j = 0; j <= radialSegments; ++ j ) {
  17291. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17292. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17293. var v = j / radialSegments * Math.PI * 2;
  17294. var cx = - tube * Math.cos( v );
  17295. var cy = tube * Math.sin( v );
  17296. // now calculate the final vertex position.
  17297. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17298. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17299. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17300. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17301. vertices.push( vertex.x, vertex.y, vertex.z );
  17302. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17303. normal.subVectors( vertex, P1 ).normalize();
  17304. normals.push( normal.x, normal.y, normal.z );
  17305. // uv
  17306. uvs.push( i / tubularSegments );
  17307. uvs.push( j / radialSegments );
  17308. }
  17309. }
  17310. // generate indices
  17311. for ( j = 1; j <= tubularSegments; j ++ ) {
  17312. for ( i = 1; i <= radialSegments; i ++ ) {
  17313. // indices
  17314. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17315. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17316. var c = ( radialSegments + 1 ) * j + i;
  17317. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17318. // faces
  17319. indices.push( a, b, d );
  17320. indices.push( b, c, d );
  17321. }
  17322. }
  17323. // build geometry
  17324. this.setIndex( indices );
  17325. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17326. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17327. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17328. // this function calculates the current position on the torus curve
  17329. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17330. var cu = Math.cos( u );
  17331. var su = Math.sin( u );
  17332. var quOverP = q / p * u;
  17333. var cs = Math.cos( quOverP );
  17334. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17335. position.y = radius * ( 2 + cs ) * su * 0.5;
  17336. position.z = radius * Math.sin( quOverP ) * 0.5;
  17337. }
  17338. }
  17339. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17340. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17341. /**
  17342. * @author oosmoxiecode
  17343. * @author mrdoob / http://mrdoob.com/
  17344. * @author Mugen87 / https://github.com/Mugen87
  17345. */
  17346. // TorusGeometry
  17347. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17348. Geometry.call( this );
  17349. this.type = 'TorusGeometry';
  17350. this.parameters = {
  17351. radius: radius,
  17352. tube: tube,
  17353. radialSegments: radialSegments,
  17354. tubularSegments: tubularSegments,
  17355. arc: arc
  17356. };
  17357. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17358. this.mergeVertices();
  17359. }
  17360. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17361. TorusGeometry.prototype.constructor = TorusGeometry;
  17362. // TorusBufferGeometry
  17363. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17364. BufferGeometry.call( this );
  17365. this.type = 'TorusBufferGeometry';
  17366. this.parameters = {
  17367. radius: radius,
  17368. tube: tube,
  17369. radialSegments: radialSegments,
  17370. tubularSegments: tubularSegments,
  17371. arc: arc
  17372. };
  17373. radius = radius || 1;
  17374. tube = tube || 0.4;
  17375. radialSegments = Math.floor( radialSegments ) || 8;
  17376. tubularSegments = Math.floor( tubularSegments ) || 6;
  17377. arc = arc || Math.PI * 2;
  17378. // buffers
  17379. var indices = [];
  17380. var vertices = [];
  17381. var normals = [];
  17382. var uvs = [];
  17383. // helper variables
  17384. var center = new Vector3();
  17385. var vertex = new Vector3();
  17386. var normal = new Vector3();
  17387. var j, i;
  17388. // generate vertices, normals and uvs
  17389. for ( j = 0; j <= radialSegments; j ++ ) {
  17390. for ( i = 0; i <= tubularSegments; i ++ ) {
  17391. var u = i / tubularSegments * arc;
  17392. var v = j / radialSegments * Math.PI * 2;
  17393. // vertex
  17394. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17395. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17396. vertex.z = tube * Math.sin( v );
  17397. vertices.push( vertex.x, vertex.y, vertex.z );
  17398. // normal
  17399. center.x = radius * Math.cos( u );
  17400. center.y = radius * Math.sin( u );
  17401. normal.subVectors( vertex, center ).normalize();
  17402. normals.push( normal.x, normal.y, normal.z );
  17403. // uv
  17404. uvs.push( i / tubularSegments );
  17405. uvs.push( j / radialSegments );
  17406. }
  17407. }
  17408. // generate indices
  17409. for ( j = 1; j <= radialSegments; j ++ ) {
  17410. for ( i = 1; i <= tubularSegments; i ++ ) {
  17411. // indices
  17412. var a = ( tubularSegments + 1 ) * j + i - 1;
  17413. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17414. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17415. var d = ( tubularSegments + 1 ) * j + i;
  17416. // faces
  17417. indices.push( a, b, d );
  17418. indices.push( b, c, d );
  17419. }
  17420. }
  17421. // build geometry
  17422. this.setIndex( indices );
  17423. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17424. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17425. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17426. }
  17427. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17428. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17429. /**
  17430. * @author Mugen87 / https://github.com/Mugen87
  17431. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17432. */
  17433. var Earcut = {
  17434. triangulate: function ( data, holeIndices, dim ) {
  17435. dim = dim || 2;
  17436. var hasHoles = holeIndices && holeIndices.length,
  17437. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17438. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17439. triangles = [];
  17440. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17441. var minX, minY, maxX, maxY, x, y, invSize;
  17442. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17443. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17444. if ( data.length > 80 * dim ) {
  17445. minX = maxX = data[ 0 ];
  17446. minY = maxY = data[ 1 ];
  17447. for ( var i = dim; i < outerLen; i += dim ) {
  17448. x = data[ i ];
  17449. y = data[ i + 1 ];
  17450. if ( x < minX ) { minX = x; }
  17451. if ( y < minY ) { minY = y; }
  17452. if ( x > maxX ) { maxX = x; }
  17453. if ( y > maxY ) { maxY = y; }
  17454. }
  17455. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17456. invSize = Math.max( maxX - minX, maxY - minY );
  17457. invSize = invSize !== 0 ? 1 / invSize : 0;
  17458. }
  17459. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17460. return triangles;
  17461. }
  17462. };
  17463. // create a circular doubly linked list from polygon points in the specified winding order
  17464. function linkedList( data, start, end, dim, clockwise ) {
  17465. var i, last;
  17466. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17467. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17468. } else {
  17469. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17470. }
  17471. if ( last && equals( last, last.next ) ) {
  17472. removeNode( last );
  17473. last = last.next;
  17474. }
  17475. return last;
  17476. }
  17477. // eliminate colinear or duplicate points
  17478. function filterPoints( start, end ) {
  17479. if ( ! start ) { return start; }
  17480. if ( ! end ) { end = start; }
  17481. var p = start,
  17482. again;
  17483. do {
  17484. again = false;
  17485. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17486. removeNode( p );
  17487. p = end = p.prev;
  17488. if ( p === p.next ) { break; }
  17489. again = true;
  17490. } else {
  17491. p = p.next;
  17492. }
  17493. } while ( again || p !== end );
  17494. return end;
  17495. }
  17496. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17497. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17498. if ( ! ear ) { return; }
  17499. // interlink polygon nodes in z-order
  17500. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17501. var stop = ear,
  17502. prev, next;
  17503. // iterate through ears, slicing them one by one
  17504. while ( ear.prev !== ear.next ) {
  17505. prev = ear.prev;
  17506. next = ear.next;
  17507. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17508. // cut off the triangle
  17509. triangles.push( prev.i / dim );
  17510. triangles.push( ear.i / dim );
  17511. triangles.push( next.i / dim );
  17512. removeNode( ear );
  17513. // skipping the next vertex leads to less sliver triangles
  17514. ear = next.next;
  17515. stop = next.next;
  17516. continue;
  17517. }
  17518. ear = next;
  17519. // if we looped through the whole remaining polygon and can't find any more ears
  17520. if ( ear === stop ) {
  17521. // try filtering points and slicing again
  17522. if ( ! pass ) {
  17523. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17524. // if this didn't work, try curing all small self-intersections locally
  17525. } else if ( pass === 1 ) {
  17526. ear = cureLocalIntersections( ear, triangles, dim );
  17527. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17528. // as a last resort, try splitting the remaining polygon into two
  17529. } else if ( pass === 2 ) {
  17530. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17531. }
  17532. break;
  17533. }
  17534. }
  17535. }
  17536. // check whether a polygon node forms a valid ear with adjacent nodes
  17537. function isEar( ear ) {
  17538. var a = ear.prev,
  17539. b = ear,
  17540. c = ear.next;
  17541. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17542. // now make sure we don't have other points inside the potential ear
  17543. var p = ear.next.next;
  17544. while ( p !== ear.prev ) {
  17545. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17546. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17547. p = p.next;
  17548. }
  17549. return true;
  17550. }
  17551. function isEarHashed( ear, minX, minY, invSize ) {
  17552. var a = ear.prev,
  17553. b = ear,
  17554. c = ear.next;
  17555. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17556. // triangle bbox; min & max are calculated like this for speed
  17557. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17558. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17559. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17560. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17561. // z-order range for the current triangle bbox;
  17562. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17563. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17564. var p = ear.prevZ,
  17565. n = ear.nextZ;
  17566. // look for points inside the triangle in both directions
  17567. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17568. if ( p !== ear.prev && p !== ear.next &&
  17569. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17570. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17571. p = p.prevZ;
  17572. if ( n !== ear.prev && n !== ear.next &&
  17573. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17574. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17575. n = n.nextZ;
  17576. }
  17577. // look for remaining points in decreasing z-order
  17578. while ( p && p.z >= minZ ) {
  17579. if ( p !== ear.prev && p !== ear.next &&
  17580. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17581. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17582. p = p.prevZ;
  17583. }
  17584. // look for remaining points in increasing z-order
  17585. while ( n && n.z <= maxZ ) {
  17586. if ( n !== ear.prev && n !== ear.next &&
  17587. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17588. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17589. n = n.nextZ;
  17590. }
  17591. return true;
  17592. }
  17593. // go through all polygon nodes and cure small local self-intersections
  17594. function cureLocalIntersections( start, triangles, dim ) {
  17595. var p = start;
  17596. do {
  17597. var a = p.prev,
  17598. b = p.next.next;
  17599. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17600. triangles.push( a.i / dim );
  17601. triangles.push( p.i / dim );
  17602. triangles.push( b.i / dim );
  17603. // remove two nodes involved
  17604. removeNode( p );
  17605. removeNode( p.next );
  17606. p = start = b;
  17607. }
  17608. p = p.next;
  17609. } while ( p !== start );
  17610. return p;
  17611. }
  17612. // try splitting polygon into two and triangulate them independently
  17613. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17614. // look for a valid diagonal that divides the polygon into two
  17615. var a = start;
  17616. do {
  17617. var b = a.next.next;
  17618. while ( b !== a.prev ) {
  17619. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17620. // split the polygon in two by the diagonal
  17621. var c = splitPolygon( a, b );
  17622. // filter colinear points around the cuts
  17623. a = filterPoints( a, a.next );
  17624. c = filterPoints( c, c.next );
  17625. // run earcut on each half
  17626. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17627. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17628. return;
  17629. }
  17630. b = b.next;
  17631. }
  17632. a = a.next;
  17633. } while ( a !== start );
  17634. }
  17635. // link every hole into the outer loop, producing a single-ring polygon without holes
  17636. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17637. var queue = [],
  17638. i, len, start, end, list;
  17639. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17640. start = holeIndices[ i ] * dim;
  17641. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17642. list = linkedList( data, start, end, dim, false );
  17643. if ( list === list.next ) { list.steiner = true; }
  17644. queue.push( getLeftmost( list ) );
  17645. }
  17646. queue.sort( compareX );
  17647. // process holes from left to right
  17648. for ( i = 0; i < queue.length; i ++ ) {
  17649. eliminateHole( queue[ i ], outerNode );
  17650. outerNode = filterPoints( outerNode, outerNode.next );
  17651. }
  17652. return outerNode;
  17653. }
  17654. function compareX( a, b ) {
  17655. return a.x - b.x;
  17656. }
  17657. // find a bridge between vertices that connects hole with an outer ring and and link it
  17658. function eliminateHole( hole, outerNode ) {
  17659. outerNode = findHoleBridge( hole, outerNode );
  17660. if ( outerNode ) {
  17661. var b = splitPolygon( outerNode, hole );
  17662. filterPoints( b, b.next );
  17663. }
  17664. }
  17665. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17666. function findHoleBridge( hole, outerNode ) {
  17667. var p = outerNode,
  17668. hx = hole.x,
  17669. hy = hole.y,
  17670. qx = - Infinity,
  17671. m;
  17672. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17673. // segment's endpoint with lesser x will be potential connection point
  17674. do {
  17675. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17676. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17677. if ( x <= hx && x > qx ) {
  17678. qx = x;
  17679. if ( x === hx ) {
  17680. if ( hy === p.y ) { return p; }
  17681. if ( hy === p.next.y ) { return p.next; }
  17682. }
  17683. m = p.x < p.next.x ? p : p.next;
  17684. }
  17685. }
  17686. p = p.next;
  17687. } while ( p !== outerNode );
  17688. if ( ! m ) { return null; }
  17689. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17690. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17691. // if there are no points found, we have a valid connection;
  17692. // otherwise choose the point of the minimum angle with the ray as connection point
  17693. var stop = m,
  17694. mx = m.x,
  17695. my = m.y,
  17696. tanMin = Infinity,
  17697. tan;
  17698. p = m.next;
  17699. while ( p !== stop ) {
  17700. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17701. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17702. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17703. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17704. m = p;
  17705. tanMin = tan;
  17706. }
  17707. }
  17708. p = p.next;
  17709. }
  17710. return m;
  17711. }
  17712. // interlink polygon nodes in z-order
  17713. function indexCurve( start, minX, minY, invSize ) {
  17714. var p = start;
  17715. do {
  17716. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17717. p.prevZ = p.prev;
  17718. p.nextZ = p.next;
  17719. p = p.next;
  17720. } while ( p !== start );
  17721. p.prevZ.nextZ = null;
  17722. p.prevZ = null;
  17723. sortLinked( p );
  17724. }
  17725. // Simon Tatham's linked list merge sort algorithm
  17726. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17727. function sortLinked( list ) {
  17728. var i, p, q, e, tail, numMerges, pSize, qSize,
  17729. inSize = 1;
  17730. do {
  17731. p = list;
  17732. list = null;
  17733. tail = null;
  17734. numMerges = 0;
  17735. while ( p ) {
  17736. numMerges ++;
  17737. q = p;
  17738. pSize = 0;
  17739. for ( i = 0; i < inSize; i ++ ) {
  17740. pSize ++;
  17741. q = q.nextZ;
  17742. if ( ! q ) { break; }
  17743. }
  17744. qSize = inSize;
  17745. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17746. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17747. e = p;
  17748. p = p.nextZ;
  17749. pSize --;
  17750. } else {
  17751. e = q;
  17752. q = q.nextZ;
  17753. qSize --;
  17754. }
  17755. if ( tail ) { tail.nextZ = e; }
  17756. else { list = e; }
  17757. e.prevZ = tail;
  17758. tail = e;
  17759. }
  17760. p = q;
  17761. }
  17762. tail.nextZ = null;
  17763. inSize *= 2;
  17764. } while ( numMerges > 1 );
  17765. return list;
  17766. }
  17767. // z-order of a point given coords and inverse of the longer side of data bbox
  17768. function zOrder( x, y, minX, minY, invSize ) {
  17769. // coords are transformed into non-negative 15-bit integer range
  17770. x = 32767 * ( x - minX ) * invSize;
  17771. y = 32767 * ( y - minY ) * invSize;
  17772. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17773. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17774. x = ( x | ( x << 2 ) ) & 0x33333333;
  17775. x = ( x | ( x << 1 ) ) & 0x55555555;
  17776. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17777. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17778. y = ( y | ( y << 2 ) ) & 0x33333333;
  17779. y = ( y | ( y << 1 ) ) & 0x55555555;
  17780. return x | ( y << 1 );
  17781. }
  17782. // find the leftmost node of a polygon ring
  17783. function getLeftmost( start ) {
  17784. var p = start,
  17785. leftmost = start;
  17786. do {
  17787. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17788. p = p.next;
  17789. } while ( p !== start );
  17790. return leftmost;
  17791. }
  17792. // check if a point lies within a convex triangle
  17793. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17794. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17795. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17796. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17797. }
  17798. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17799. function isValidDiagonal( a, b ) {
  17800. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17801. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17802. }
  17803. // signed area of a triangle
  17804. function area( p, q, r ) {
  17805. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17806. }
  17807. // check if two points are equal
  17808. function equals( p1, p2 ) {
  17809. return p1.x === p2.x && p1.y === p2.y;
  17810. }
  17811. // check if two segments intersect
  17812. function intersects( p1, q1, p2, q2 ) {
  17813. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17814. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17815. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17816. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17817. }
  17818. // check if a polygon diagonal intersects any polygon segments
  17819. function intersectsPolygon( a, b ) {
  17820. var p = a;
  17821. do {
  17822. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17823. intersects( p, p.next, a, b ) ) { return true; }
  17824. p = p.next;
  17825. } while ( p !== a );
  17826. return false;
  17827. }
  17828. // check if a polygon diagonal is locally inside the polygon
  17829. function locallyInside( a, b ) {
  17830. return area( a.prev, a, a.next ) < 0 ?
  17831. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17832. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17833. }
  17834. // check if the middle point of a polygon diagonal is inside the polygon
  17835. function middleInside( a, b ) {
  17836. var p = a,
  17837. inside = false,
  17838. px = ( a.x + b.x ) / 2,
  17839. py = ( a.y + b.y ) / 2;
  17840. do {
  17841. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17842. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17843. { inside = ! inside; }
  17844. p = p.next;
  17845. } while ( p !== a );
  17846. return inside;
  17847. }
  17848. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17849. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17850. function splitPolygon( a, b ) {
  17851. var a2 = new Node( a.i, a.x, a.y ),
  17852. b2 = new Node( b.i, b.x, b.y ),
  17853. an = a.next,
  17854. bp = b.prev;
  17855. a.next = b;
  17856. b.prev = a;
  17857. a2.next = an;
  17858. an.prev = a2;
  17859. b2.next = a2;
  17860. a2.prev = b2;
  17861. bp.next = b2;
  17862. b2.prev = bp;
  17863. return b2;
  17864. }
  17865. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17866. function insertNode( i, x, y, last ) {
  17867. var p = new Node( i, x, y );
  17868. if ( ! last ) {
  17869. p.prev = p;
  17870. p.next = p;
  17871. } else {
  17872. p.next = last.next;
  17873. p.prev = last;
  17874. last.next.prev = p;
  17875. last.next = p;
  17876. }
  17877. return p;
  17878. }
  17879. function removeNode( p ) {
  17880. p.next.prev = p.prev;
  17881. p.prev.next = p.next;
  17882. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17883. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17884. }
  17885. function Node( i, x, y ) {
  17886. // vertex index in coordinates array
  17887. this.i = i;
  17888. // vertex coordinates
  17889. this.x = x;
  17890. this.y = y;
  17891. // previous and next vertex nodes in a polygon ring
  17892. this.prev = null;
  17893. this.next = null;
  17894. // z-order curve value
  17895. this.z = null;
  17896. // previous and next nodes in z-order
  17897. this.prevZ = null;
  17898. this.nextZ = null;
  17899. // indicates whether this is a steiner point
  17900. this.steiner = false;
  17901. }
  17902. function signedArea( data, start, end, dim ) {
  17903. var sum = 0;
  17904. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17905. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17906. j = i;
  17907. }
  17908. return sum;
  17909. }
  17910. /**
  17911. * @author zz85 / http://www.lab4games.net/zz85/blog
  17912. */
  17913. var ShapeUtils = {
  17914. // calculate area of the contour polygon
  17915. area: function ( contour ) {
  17916. var n = contour.length;
  17917. var a = 0.0;
  17918. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17919. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17920. }
  17921. return a * 0.5;
  17922. },
  17923. isClockWise: function ( pts ) {
  17924. return ShapeUtils.area( pts ) < 0;
  17925. },
  17926. triangulateShape: function ( contour, holes ) {
  17927. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17928. var holeIndices = []; // array of hole indices
  17929. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17930. removeDupEndPts( contour );
  17931. addContour( vertices, contour );
  17932. //
  17933. var holeIndex = contour.length;
  17934. holes.forEach( removeDupEndPts );
  17935. for ( var i = 0; i < holes.length; i ++ ) {
  17936. holeIndices.push( holeIndex );
  17937. holeIndex += holes[ i ].length;
  17938. addContour( vertices, holes[ i ] );
  17939. }
  17940. //
  17941. var triangles = Earcut.triangulate( vertices, holeIndices );
  17942. //
  17943. for ( var i = 0; i < triangles.length; i += 3 ) {
  17944. faces.push( triangles.slice( i, i + 3 ) );
  17945. }
  17946. return faces;
  17947. }
  17948. };
  17949. function removeDupEndPts( points ) {
  17950. var l = points.length;
  17951. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17952. points.pop();
  17953. }
  17954. }
  17955. function addContour( vertices, contour ) {
  17956. for ( var i = 0; i < contour.length; i ++ ) {
  17957. vertices.push( contour[ i ].x );
  17958. vertices.push( contour[ i ].y );
  17959. }
  17960. }
  17961. /**
  17962. * @author zz85 / http://www.lab4games.net/zz85/blog
  17963. *
  17964. * Creates extruded geometry from a path shape.
  17965. *
  17966. * parameters = {
  17967. *
  17968. * curveSegments: <int>, // number of points on the curves
  17969. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17970. * depth: <float>, // Depth to extrude the shape
  17971. *
  17972. * bevelEnabled: <bool>, // turn on bevel
  17973. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17974. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17975. * bevelOffset: <float>, // how far from shape outline does bevel start
  17976. * bevelSegments: <int>, // number of bevel layers
  17977. *
  17978. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17979. *
  17980. * UVGenerator: <Object> // object that provides UV generator functions
  17981. *
  17982. * }
  17983. */
  17984. // ExtrudeGeometry
  17985. function ExtrudeGeometry( shapes, options ) {
  17986. Geometry.call( this );
  17987. this.type = 'ExtrudeGeometry';
  17988. this.parameters = {
  17989. shapes: shapes,
  17990. options: options
  17991. };
  17992. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17993. this.mergeVertices();
  17994. }
  17995. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17996. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17997. ExtrudeGeometry.prototype.toJSON = function () {
  17998. var data = Geometry.prototype.toJSON.call( this );
  17999. var shapes = this.parameters.shapes;
  18000. var options = this.parameters.options;
  18001. return toJSON( shapes, options, data );
  18002. };
  18003. // ExtrudeBufferGeometry
  18004. function ExtrudeBufferGeometry( shapes, options ) {
  18005. BufferGeometry.call( this );
  18006. this.type = 'ExtrudeBufferGeometry';
  18007. this.parameters = {
  18008. shapes: shapes,
  18009. options: options
  18010. };
  18011. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18012. var scope = this;
  18013. var verticesArray = [];
  18014. var uvArray = [];
  18015. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18016. var shape = shapes[ i ];
  18017. addShape( shape );
  18018. }
  18019. // build geometry
  18020. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18021. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18022. this.computeVertexNormals();
  18023. // functions
  18024. function addShape( shape ) {
  18025. var placeholder = [];
  18026. // options
  18027. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18028. var steps = options.steps !== undefined ? options.steps : 1;
  18029. var depth = options.depth !== undefined ? options.depth : 100;
  18030. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18031. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18032. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18033. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18034. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18035. var extrudePath = options.extrudePath;
  18036. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18037. // deprecated options
  18038. if ( options.amount !== undefined ) {
  18039. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18040. depth = options.amount;
  18041. }
  18042. //
  18043. var extrudePts, extrudeByPath = false;
  18044. var splineTube, binormal, normal, position2;
  18045. if ( extrudePath ) {
  18046. extrudePts = extrudePath.getSpacedPoints( steps );
  18047. extrudeByPath = true;
  18048. bevelEnabled = false; // bevels not supported for path extrusion
  18049. // SETUP TNB variables
  18050. // TODO1 - have a .isClosed in spline?
  18051. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18052. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18053. binormal = new Vector3();
  18054. normal = new Vector3();
  18055. position2 = new Vector3();
  18056. }
  18057. // Safeguards if bevels are not enabled
  18058. if ( ! bevelEnabled ) {
  18059. bevelSegments = 0;
  18060. bevelThickness = 0;
  18061. bevelSize = 0;
  18062. bevelOffset = 0;
  18063. }
  18064. // Variables initialization
  18065. var ahole, h, hl; // looping of holes
  18066. var shapePoints = shape.extractPoints( curveSegments );
  18067. var vertices = shapePoints.shape;
  18068. var holes = shapePoints.holes;
  18069. var reverse = ! ShapeUtils.isClockWise( vertices );
  18070. if ( reverse ) {
  18071. vertices = vertices.reverse();
  18072. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18073. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18074. ahole = holes[ h ];
  18075. if ( ShapeUtils.isClockWise( ahole ) ) {
  18076. holes[ h ] = ahole.reverse();
  18077. }
  18078. }
  18079. }
  18080. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18081. /* Vertices */
  18082. var contour = vertices; // vertices has all points but contour has only points of circumference
  18083. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18084. ahole = holes[ h ];
  18085. vertices = vertices.concat( ahole );
  18086. }
  18087. function scalePt2( pt, vec, size ) {
  18088. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18089. return vec.clone().multiplyScalar( size ).add( pt );
  18090. }
  18091. var b, bs, t, z,
  18092. vert, vlen = vertices.length,
  18093. face, flen = faces.length;
  18094. // Find directions for point movement
  18095. function getBevelVec( inPt, inPrev, inNext ) {
  18096. // computes for inPt the corresponding point inPt' on a new contour
  18097. // shifted by 1 unit (length of normalized vector) to the left
  18098. // if we walk along contour clockwise, this new contour is outside the old one
  18099. //
  18100. // inPt' is the intersection of the two lines parallel to the two
  18101. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18102. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18103. // good reading for geometry algorithms (here: line-line intersection)
  18104. // http://geomalgorithms.com/a05-_intersect-1.html
  18105. var v_prev_x = inPt.x - inPrev.x,
  18106. v_prev_y = inPt.y - inPrev.y;
  18107. var v_next_x = inNext.x - inPt.x,
  18108. v_next_y = inNext.y - inPt.y;
  18109. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18110. // check for collinear edges
  18111. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18112. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18113. // not collinear
  18114. // length of vectors for normalizing
  18115. var v_prev_len = Math.sqrt( v_prev_lensq );
  18116. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18117. // shift adjacent points by unit vectors to the left
  18118. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18119. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18120. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18121. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18122. // scaling factor for v_prev to intersection point
  18123. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18124. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18125. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18126. // vector from inPt to intersection point
  18127. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18128. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18129. // Don't normalize!, otherwise sharp corners become ugly
  18130. // but prevent crazy spikes
  18131. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18132. if ( v_trans_lensq <= 2 ) {
  18133. return new Vector2( v_trans_x, v_trans_y );
  18134. } else {
  18135. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18136. }
  18137. } else {
  18138. // handle special case of collinear edges
  18139. var direction_eq = false; // assumes: opposite
  18140. if ( v_prev_x > Number.EPSILON ) {
  18141. if ( v_next_x > Number.EPSILON ) {
  18142. direction_eq = true;
  18143. }
  18144. } else {
  18145. if ( v_prev_x < - Number.EPSILON ) {
  18146. if ( v_next_x < - Number.EPSILON ) {
  18147. direction_eq = true;
  18148. }
  18149. } else {
  18150. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18151. direction_eq = true;
  18152. }
  18153. }
  18154. }
  18155. if ( direction_eq ) {
  18156. // console.log("Warning: lines are a straight sequence");
  18157. v_trans_x = - v_prev_y;
  18158. v_trans_y = v_prev_x;
  18159. shrink_by = Math.sqrt( v_prev_lensq );
  18160. } else {
  18161. // console.log("Warning: lines are a straight spike");
  18162. v_trans_x = v_prev_x;
  18163. v_trans_y = v_prev_y;
  18164. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18165. }
  18166. }
  18167. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18168. }
  18169. var contourMovements = [];
  18170. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18171. if ( j === il ) { j = 0; }
  18172. if ( k === il ) { k = 0; }
  18173. // (j)---(i)---(k)
  18174. // console.log('i,j,k', i, j , k)
  18175. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18176. }
  18177. var holesMovements = [],
  18178. oneHoleMovements, verticesMovements = contourMovements.concat();
  18179. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18180. ahole = holes[ h ];
  18181. oneHoleMovements = [];
  18182. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18183. if ( j === il ) { j = 0; }
  18184. if ( k === il ) { k = 0; }
  18185. // (j)---(i)---(k)
  18186. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18187. }
  18188. holesMovements.push( oneHoleMovements );
  18189. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18190. }
  18191. // Loop bevelSegments, 1 for the front, 1 for the back
  18192. for ( b = 0; b < bevelSegments; b ++ ) {
  18193. //for ( b = bevelSegments; b > 0; b -- ) {
  18194. t = b / bevelSegments;
  18195. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18196. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18197. // contract shape
  18198. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18199. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18200. v( vert.x, vert.y, - z );
  18201. }
  18202. // expand holes
  18203. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18204. ahole = holes[ h ];
  18205. oneHoleMovements = holesMovements[ h ];
  18206. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18207. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18208. v( vert.x, vert.y, - z );
  18209. }
  18210. }
  18211. }
  18212. bs = bevelSize + bevelOffset;
  18213. // Back facing vertices
  18214. for ( i = 0; i < vlen; i ++ ) {
  18215. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18216. if ( ! extrudeByPath ) {
  18217. v( vert.x, vert.y, 0 );
  18218. } else {
  18219. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18220. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18221. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18222. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18223. v( position2.x, position2.y, position2.z );
  18224. }
  18225. }
  18226. // Add stepped vertices...
  18227. // Including front facing vertices
  18228. var s;
  18229. for ( s = 1; s <= steps; s ++ ) {
  18230. for ( i = 0; i < vlen; i ++ ) {
  18231. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18232. if ( ! extrudeByPath ) {
  18233. v( vert.x, vert.y, depth / steps * s );
  18234. } else {
  18235. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18236. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18237. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18238. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18239. v( position2.x, position2.y, position2.z );
  18240. }
  18241. }
  18242. }
  18243. // Add bevel segments planes
  18244. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18245. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18246. t = b / bevelSegments;
  18247. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18248. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18249. // contract shape
  18250. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18251. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18252. v( vert.x, vert.y, depth + z );
  18253. }
  18254. // expand holes
  18255. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18256. ahole = holes[ h ];
  18257. oneHoleMovements = holesMovements[ h ];
  18258. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18259. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18260. if ( ! extrudeByPath ) {
  18261. v( vert.x, vert.y, depth + z );
  18262. } else {
  18263. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18264. }
  18265. }
  18266. }
  18267. }
  18268. /* Faces */
  18269. // Top and bottom faces
  18270. buildLidFaces();
  18271. // Sides faces
  18272. buildSideFaces();
  18273. ///// Internal functions
  18274. function buildLidFaces() {
  18275. var start = verticesArray.length / 3;
  18276. if ( bevelEnabled ) {
  18277. var layer = 0; // steps + 1
  18278. var offset = vlen * layer;
  18279. // Bottom faces
  18280. for ( i = 0; i < flen; i ++ ) {
  18281. face = faces[ i ];
  18282. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18283. }
  18284. layer = steps + bevelSegments * 2;
  18285. offset = vlen * layer;
  18286. // Top faces
  18287. for ( i = 0; i < flen; i ++ ) {
  18288. face = faces[ i ];
  18289. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18290. }
  18291. } else {
  18292. // Bottom faces
  18293. for ( i = 0; i < flen; i ++ ) {
  18294. face = faces[ i ];
  18295. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18296. }
  18297. // Top faces
  18298. for ( i = 0; i < flen; i ++ ) {
  18299. face = faces[ i ];
  18300. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18301. }
  18302. }
  18303. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18304. }
  18305. // Create faces for the z-sides of the shape
  18306. function buildSideFaces() {
  18307. var start = verticesArray.length / 3;
  18308. var layeroffset = 0;
  18309. sidewalls( contour, layeroffset );
  18310. layeroffset += contour.length;
  18311. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18312. ahole = holes[ h ];
  18313. sidewalls( ahole, layeroffset );
  18314. //, true
  18315. layeroffset += ahole.length;
  18316. }
  18317. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18318. }
  18319. function sidewalls( contour, layeroffset ) {
  18320. var j, k;
  18321. i = contour.length;
  18322. while ( -- i >= 0 ) {
  18323. j = i;
  18324. k = i - 1;
  18325. if ( k < 0 ) { k = contour.length - 1; }
  18326. //console.log('b', i,j, i-1, k,vertices.length);
  18327. var s = 0,
  18328. sl = steps + bevelSegments * 2;
  18329. for ( s = 0; s < sl; s ++ ) {
  18330. var slen1 = vlen * s;
  18331. var slen2 = vlen * ( s + 1 );
  18332. var a = layeroffset + j + slen1,
  18333. b = layeroffset + k + slen1,
  18334. c = layeroffset + k + slen2,
  18335. d = layeroffset + j + slen2;
  18336. f4( a, b, c, d );
  18337. }
  18338. }
  18339. }
  18340. function v( x, y, z ) {
  18341. placeholder.push( x );
  18342. placeholder.push( y );
  18343. placeholder.push( z );
  18344. }
  18345. function f3( a, b, c ) {
  18346. addVertex( a );
  18347. addVertex( b );
  18348. addVertex( c );
  18349. var nextIndex = verticesArray.length / 3;
  18350. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18351. addUV( uvs[ 0 ] );
  18352. addUV( uvs[ 1 ] );
  18353. addUV( uvs[ 2 ] );
  18354. }
  18355. function f4( a, b, c, d ) {
  18356. addVertex( a );
  18357. addVertex( b );
  18358. addVertex( d );
  18359. addVertex( b );
  18360. addVertex( c );
  18361. addVertex( d );
  18362. var nextIndex = verticesArray.length / 3;
  18363. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18364. addUV( uvs[ 0 ] );
  18365. addUV( uvs[ 1 ] );
  18366. addUV( uvs[ 3 ] );
  18367. addUV( uvs[ 1 ] );
  18368. addUV( uvs[ 2 ] );
  18369. addUV( uvs[ 3 ] );
  18370. }
  18371. function addVertex( index ) {
  18372. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18373. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18374. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18375. }
  18376. function addUV( vector2 ) {
  18377. uvArray.push( vector2.x );
  18378. uvArray.push( vector2.y );
  18379. }
  18380. }
  18381. }
  18382. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18383. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18384. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18385. var data = BufferGeometry.prototype.toJSON.call( this );
  18386. var shapes = this.parameters.shapes;
  18387. var options = this.parameters.options;
  18388. return toJSON( shapes, options, data );
  18389. };
  18390. //
  18391. var WorldUVGenerator = {
  18392. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18393. var a_x = vertices[ indexA * 3 ];
  18394. var a_y = vertices[ indexA * 3 + 1 ];
  18395. var b_x = vertices[ indexB * 3 ];
  18396. var b_y = vertices[ indexB * 3 + 1 ];
  18397. var c_x = vertices[ indexC * 3 ];
  18398. var c_y = vertices[ indexC * 3 + 1 ];
  18399. return [
  18400. new Vector2( a_x, a_y ),
  18401. new Vector2( b_x, b_y ),
  18402. new Vector2( c_x, c_y )
  18403. ];
  18404. },
  18405. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18406. var a_x = vertices[ indexA * 3 ];
  18407. var a_y = vertices[ indexA * 3 + 1 ];
  18408. var a_z = vertices[ indexA * 3 + 2 ];
  18409. var b_x = vertices[ indexB * 3 ];
  18410. var b_y = vertices[ indexB * 3 + 1 ];
  18411. var b_z = vertices[ indexB * 3 + 2 ];
  18412. var c_x = vertices[ indexC * 3 ];
  18413. var c_y = vertices[ indexC * 3 + 1 ];
  18414. var c_z = vertices[ indexC * 3 + 2 ];
  18415. var d_x = vertices[ indexD * 3 ];
  18416. var d_y = vertices[ indexD * 3 + 1 ];
  18417. var d_z = vertices[ indexD * 3 + 2 ];
  18418. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18419. return [
  18420. new Vector2( a_x, 1 - a_z ),
  18421. new Vector2( b_x, 1 - b_z ),
  18422. new Vector2( c_x, 1 - c_z ),
  18423. new Vector2( d_x, 1 - d_z )
  18424. ];
  18425. } else {
  18426. return [
  18427. new Vector2( a_y, 1 - a_z ),
  18428. new Vector2( b_y, 1 - b_z ),
  18429. new Vector2( c_y, 1 - c_z ),
  18430. new Vector2( d_y, 1 - d_z )
  18431. ];
  18432. }
  18433. }
  18434. };
  18435. function toJSON( shapes, options, data ) {
  18436. //
  18437. data.shapes = [];
  18438. if ( Array.isArray( shapes ) ) {
  18439. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18440. var shape = shapes[ i ];
  18441. data.shapes.push( shape.uuid );
  18442. }
  18443. } else {
  18444. data.shapes.push( shapes.uuid );
  18445. }
  18446. //
  18447. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18448. return data;
  18449. }
  18450. /**
  18451. * @author zz85 / http://www.lab4games.net/zz85/blog
  18452. * @author alteredq / http://alteredqualia.com/
  18453. *
  18454. * Text = 3D Text
  18455. *
  18456. * parameters = {
  18457. * font: <THREE.Font>, // font
  18458. *
  18459. * size: <float>, // size of the text
  18460. * height: <float>, // thickness to extrude text
  18461. * curveSegments: <int>, // number of points on the curves
  18462. *
  18463. * bevelEnabled: <bool>, // turn on bevel
  18464. * bevelThickness: <float>, // how deep into text bevel goes
  18465. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18466. * bevelOffset: <float> // how far from text outline does bevel start
  18467. * }
  18468. */
  18469. // TextGeometry
  18470. function TextGeometry( text, parameters ) {
  18471. Geometry.call( this );
  18472. this.type = 'TextGeometry';
  18473. this.parameters = {
  18474. text: text,
  18475. parameters: parameters
  18476. };
  18477. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18478. this.mergeVertices();
  18479. }
  18480. TextGeometry.prototype = Object.create( Geometry.prototype );
  18481. TextGeometry.prototype.constructor = TextGeometry;
  18482. // TextBufferGeometry
  18483. function TextBufferGeometry( text, parameters ) {
  18484. parameters = parameters || {};
  18485. var font = parameters.font;
  18486. if ( ! ( font && font.isFont ) ) {
  18487. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18488. return new Geometry();
  18489. }
  18490. var shapes = font.generateShapes( text, parameters.size );
  18491. // translate parameters to ExtrudeGeometry API
  18492. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18493. // defaults
  18494. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18495. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18496. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18497. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18498. this.type = 'TextBufferGeometry';
  18499. }
  18500. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18501. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18502. /**
  18503. * @author mrdoob / http://mrdoob.com/
  18504. * @author benaadams / https://twitter.com/ben_a_adams
  18505. * @author Mugen87 / https://github.com/Mugen87
  18506. */
  18507. // SphereGeometry
  18508. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18509. Geometry.call( this );
  18510. this.type = 'SphereGeometry';
  18511. this.parameters = {
  18512. radius: radius,
  18513. widthSegments: widthSegments,
  18514. heightSegments: heightSegments,
  18515. phiStart: phiStart,
  18516. phiLength: phiLength,
  18517. thetaStart: thetaStart,
  18518. thetaLength: thetaLength
  18519. };
  18520. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18521. this.mergeVertices();
  18522. }
  18523. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18524. SphereGeometry.prototype.constructor = SphereGeometry;
  18525. // SphereBufferGeometry
  18526. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18527. BufferGeometry.call( this );
  18528. this.type = 'SphereBufferGeometry';
  18529. this.parameters = {
  18530. radius: radius,
  18531. widthSegments: widthSegments,
  18532. heightSegments: heightSegments,
  18533. phiStart: phiStart,
  18534. phiLength: phiLength,
  18535. thetaStart: thetaStart,
  18536. thetaLength: thetaLength
  18537. };
  18538. radius = radius || 1;
  18539. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18540. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18541. phiStart = phiStart !== undefined ? phiStart : 0;
  18542. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18543. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18544. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18545. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18546. var ix, iy;
  18547. var index = 0;
  18548. var grid = [];
  18549. var vertex = new Vector3();
  18550. var normal = new Vector3();
  18551. // buffers
  18552. var indices = [];
  18553. var vertices = [];
  18554. var normals = [];
  18555. var uvs = [];
  18556. // generate vertices, normals and uvs
  18557. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18558. var verticesRow = [];
  18559. var v = iy / heightSegments;
  18560. // special case for the poles
  18561. var uOffset = 0;
  18562. if ( iy == 0 && thetaStart == 0 ) {
  18563. uOffset = 0.5 / widthSegments;
  18564. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18565. uOffset = - 0.5 / widthSegments;
  18566. }
  18567. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18568. var u = ix / widthSegments;
  18569. // vertex
  18570. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18571. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18572. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18573. vertices.push( vertex.x, vertex.y, vertex.z );
  18574. // normal
  18575. normal.copy( vertex ).normalize();
  18576. normals.push( normal.x, normal.y, normal.z );
  18577. // uv
  18578. uvs.push( u + uOffset, 1 - v );
  18579. verticesRow.push( index ++ );
  18580. }
  18581. grid.push( verticesRow );
  18582. }
  18583. // indices
  18584. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18585. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18586. var a = grid[ iy ][ ix + 1 ];
  18587. var b = grid[ iy ][ ix ];
  18588. var c = grid[ iy + 1 ][ ix ];
  18589. var d = grid[ iy + 1 ][ ix + 1 ];
  18590. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18591. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18592. }
  18593. }
  18594. // build geometry
  18595. this.setIndex( indices );
  18596. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18597. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18598. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18599. }
  18600. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18601. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18602. /**
  18603. * @author Kaleb Murphy
  18604. * @author Mugen87 / https://github.com/Mugen87
  18605. */
  18606. // RingGeometry
  18607. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18608. Geometry.call( this );
  18609. this.type = 'RingGeometry';
  18610. this.parameters = {
  18611. innerRadius: innerRadius,
  18612. outerRadius: outerRadius,
  18613. thetaSegments: thetaSegments,
  18614. phiSegments: phiSegments,
  18615. thetaStart: thetaStart,
  18616. thetaLength: thetaLength
  18617. };
  18618. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18619. this.mergeVertices();
  18620. }
  18621. RingGeometry.prototype = Object.create( Geometry.prototype );
  18622. RingGeometry.prototype.constructor = RingGeometry;
  18623. // RingBufferGeometry
  18624. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18625. BufferGeometry.call( this );
  18626. this.type = 'RingBufferGeometry';
  18627. this.parameters = {
  18628. innerRadius: innerRadius,
  18629. outerRadius: outerRadius,
  18630. thetaSegments: thetaSegments,
  18631. phiSegments: phiSegments,
  18632. thetaStart: thetaStart,
  18633. thetaLength: thetaLength
  18634. };
  18635. innerRadius = innerRadius || 0.5;
  18636. outerRadius = outerRadius || 1;
  18637. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18638. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18639. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18640. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18641. // buffers
  18642. var indices = [];
  18643. var vertices = [];
  18644. var normals = [];
  18645. var uvs = [];
  18646. // some helper variables
  18647. var segment;
  18648. var radius = innerRadius;
  18649. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18650. var vertex = new Vector3();
  18651. var uv = new Vector2();
  18652. var j, i;
  18653. // generate vertices, normals and uvs
  18654. for ( j = 0; j <= phiSegments; j ++ ) {
  18655. for ( i = 0; i <= thetaSegments; i ++ ) {
  18656. // values are generate from the inside of the ring to the outside
  18657. segment = thetaStart + i / thetaSegments * thetaLength;
  18658. // vertex
  18659. vertex.x = radius * Math.cos( segment );
  18660. vertex.y = radius * Math.sin( segment );
  18661. vertices.push( vertex.x, vertex.y, vertex.z );
  18662. // normal
  18663. normals.push( 0, 0, 1 );
  18664. // uv
  18665. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18666. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18667. uvs.push( uv.x, uv.y );
  18668. }
  18669. // increase the radius for next row of vertices
  18670. radius += radiusStep;
  18671. }
  18672. // indices
  18673. for ( j = 0; j < phiSegments; j ++ ) {
  18674. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18675. for ( i = 0; i < thetaSegments; i ++ ) {
  18676. segment = i + thetaSegmentLevel;
  18677. var a = segment;
  18678. var b = segment + thetaSegments + 1;
  18679. var c = segment + thetaSegments + 2;
  18680. var d = segment + 1;
  18681. // faces
  18682. indices.push( a, b, d );
  18683. indices.push( b, c, d );
  18684. }
  18685. }
  18686. // build geometry
  18687. this.setIndex( indices );
  18688. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18689. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18690. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18691. }
  18692. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18693. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18694. /**
  18695. * @author zz85 / https://github.com/zz85
  18696. * @author bhouston / http://clara.io
  18697. * @author Mugen87 / https://github.com/Mugen87
  18698. */
  18699. // LatheGeometry
  18700. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18701. Geometry.call( this );
  18702. this.type = 'LatheGeometry';
  18703. this.parameters = {
  18704. points: points,
  18705. segments: segments,
  18706. phiStart: phiStart,
  18707. phiLength: phiLength
  18708. };
  18709. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18710. this.mergeVertices();
  18711. }
  18712. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18713. LatheGeometry.prototype.constructor = LatheGeometry;
  18714. // LatheBufferGeometry
  18715. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18716. BufferGeometry.call( this );
  18717. this.type = 'LatheBufferGeometry';
  18718. this.parameters = {
  18719. points: points,
  18720. segments: segments,
  18721. phiStart: phiStart,
  18722. phiLength: phiLength
  18723. };
  18724. segments = Math.floor( segments ) || 12;
  18725. phiStart = phiStart || 0;
  18726. phiLength = phiLength || Math.PI * 2;
  18727. // clamp phiLength so it's in range of [ 0, 2PI ]
  18728. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18729. // buffers
  18730. var indices = [];
  18731. var vertices = [];
  18732. var uvs = [];
  18733. // helper variables
  18734. var base;
  18735. var inverseSegments = 1.0 / segments;
  18736. var vertex = new Vector3();
  18737. var uv = new Vector2();
  18738. var i, j;
  18739. // generate vertices and uvs
  18740. for ( i = 0; i <= segments; i ++ ) {
  18741. var phi = phiStart + i * inverseSegments * phiLength;
  18742. var sin = Math.sin( phi );
  18743. var cos = Math.cos( phi );
  18744. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18745. // vertex
  18746. vertex.x = points[ j ].x * sin;
  18747. vertex.y = points[ j ].y;
  18748. vertex.z = points[ j ].x * cos;
  18749. vertices.push( vertex.x, vertex.y, vertex.z );
  18750. // uv
  18751. uv.x = i / segments;
  18752. uv.y = j / ( points.length - 1 );
  18753. uvs.push( uv.x, uv.y );
  18754. }
  18755. }
  18756. // indices
  18757. for ( i = 0; i < segments; i ++ ) {
  18758. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18759. base = j + i * points.length;
  18760. var a = base;
  18761. var b = base + points.length;
  18762. var c = base + points.length + 1;
  18763. var d = base + 1;
  18764. // faces
  18765. indices.push( a, b, d );
  18766. indices.push( b, c, d );
  18767. }
  18768. }
  18769. // build geometry
  18770. this.setIndex( indices );
  18771. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18772. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18773. // generate normals
  18774. this.computeVertexNormals();
  18775. // if the geometry is closed, we need to average the normals along the seam.
  18776. // because the corresponding vertices are identical (but still have different UVs).
  18777. if ( phiLength === Math.PI * 2 ) {
  18778. var normals = this.attributes.normal.array;
  18779. var n1 = new Vector3();
  18780. var n2 = new Vector3();
  18781. var n = new Vector3();
  18782. // this is the buffer offset for the last line of vertices
  18783. base = segments * points.length * 3;
  18784. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18785. // select the normal of the vertex in the first line
  18786. n1.x = normals[ j + 0 ];
  18787. n1.y = normals[ j + 1 ];
  18788. n1.z = normals[ j + 2 ];
  18789. // select the normal of the vertex in the last line
  18790. n2.x = normals[ base + j + 0 ];
  18791. n2.y = normals[ base + j + 1 ];
  18792. n2.z = normals[ base + j + 2 ];
  18793. // average normals
  18794. n.addVectors( n1, n2 ).normalize();
  18795. // assign the new values to both normals
  18796. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18797. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18798. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18799. }
  18800. }
  18801. }
  18802. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18803. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18804. /**
  18805. * @author jonobr1 / http://jonobr1.com
  18806. * @author Mugen87 / https://github.com/Mugen87
  18807. */
  18808. // ShapeGeometry
  18809. function ShapeGeometry( shapes, curveSegments ) {
  18810. Geometry.call( this );
  18811. this.type = 'ShapeGeometry';
  18812. if ( typeof curveSegments === 'object' ) {
  18813. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18814. curveSegments = curveSegments.curveSegments;
  18815. }
  18816. this.parameters = {
  18817. shapes: shapes,
  18818. curveSegments: curveSegments
  18819. };
  18820. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18821. this.mergeVertices();
  18822. }
  18823. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18824. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18825. ShapeGeometry.prototype.toJSON = function () {
  18826. var data = Geometry.prototype.toJSON.call( this );
  18827. var shapes = this.parameters.shapes;
  18828. return toJSON$1( shapes, data );
  18829. };
  18830. // ShapeBufferGeometry
  18831. function ShapeBufferGeometry( shapes, curveSegments ) {
  18832. BufferGeometry.call( this );
  18833. this.type = 'ShapeBufferGeometry';
  18834. this.parameters = {
  18835. shapes: shapes,
  18836. curveSegments: curveSegments
  18837. };
  18838. curveSegments = curveSegments || 12;
  18839. // buffers
  18840. var indices = [];
  18841. var vertices = [];
  18842. var normals = [];
  18843. var uvs = [];
  18844. // helper variables
  18845. var groupStart = 0;
  18846. var groupCount = 0;
  18847. // allow single and array values for "shapes" parameter
  18848. if ( Array.isArray( shapes ) === false ) {
  18849. addShape( shapes );
  18850. } else {
  18851. for ( var i = 0; i < shapes.length; i ++ ) {
  18852. addShape( shapes[ i ] );
  18853. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18854. groupStart += groupCount;
  18855. groupCount = 0;
  18856. }
  18857. }
  18858. // build geometry
  18859. this.setIndex( indices );
  18860. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18861. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18862. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18863. // helper functions
  18864. function addShape( shape ) {
  18865. var i, l, shapeHole;
  18866. var indexOffset = vertices.length / 3;
  18867. var points = shape.extractPoints( curveSegments );
  18868. var shapeVertices = points.shape;
  18869. var shapeHoles = points.holes;
  18870. // check direction of vertices
  18871. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18872. shapeVertices = shapeVertices.reverse();
  18873. }
  18874. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18875. shapeHole = shapeHoles[ i ];
  18876. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18877. shapeHoles[ i ] = shapeHole.reverse();
  18878. }
  18879. }
  18880. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18881. // join vertices of inner and outer paths to a single array
  18882. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18883. shapeHole = shapeHoles[ i ];
  18884. shapeVertices = shapeVertices.concat( shapeHole );
  18885. }
  18886. // vertices, normals, uvs
  18887. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18888. var vertex = shapeVertices[ i ];
  18889. vertices.push( vertex.x, vertex.y, 0 );
  18890. normals.push( 0, 0, 1 );
  18891. uvs.push( vertex.x, vertex.y ); // world uvs
  18892. }
  18893. // incides
  18894. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18895. var face = faces[ i ];
  18896. var a = face[ 0 ] + indexOffset;
  18897. var b = face[ 1 ] + indexOffset;
  18898. var c = face[ 2 ] + indexOffset;
  18899. indices.push( a, b, c );
  18900. groupCount += 3;
  18901. }
  18902. }
  18903. }
  18904. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18905. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18906. ShapeBufferGeometry.prototype.toJSON = function () {
  18907. var data = BufferGeometry.prototype.toJSON.call( this );
  18908. var shapes = this.parameters.shapes;
  18909. return toJSON$1( shapes, data );
  18910. };
  18911. //
  18912. function toJSON$1( shapes, data ) {
  18913. data.shapes = [];
  18914. if ( Array.isArray( shapes ) ) {
  18915. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18916. var shape = shapes[ i ];
  18917. data.shapes.push( shape.uuid );
  18918. }
  18919. } else {
  18920. data.shapes.push( shapes.uuid );
  18921. }
  18922. return data;
  18923. }
  18924. /**
  18925. * @author WestLangley / http://github.com/WestLangley
  18926. * @author Mugen87 / https://github.com/Mugen87
  18927. */
  18928. function EdgesGeometry( geometry, thresholdAngle ) {
  18929. BufferGeometry.call( this );
  18930. this.type = 'EdgesGeometry';
  18931. this.parameters = {
  18932. thresholdAngle: thresholdAngle
  18933. };
  18934. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18935. // buffer
  18936. var vertices = [];
  18937. // helper variables
  18938. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18939. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18940. var key, keys = [ 'a', 'b', 'c' ];
  18941. // prepare source geometry
  18942. var geometry2;
  18943. if ( geometry.isBufferGeometry ) {
  18944. geometry2 = new Geometry();
  18945. geometry2.fromBufferGeometry( geometry );
  18946. } else {
  18947. geometry2 = geometry.clone();
  18948. }
  18949. geometry2.mergeVertices();
  18950. geometry2.computeFaceNormals();
  18951. var sourceVertices = geometry2.vertices;
  18952. var faces = geometry2.faces;
  18953. // now create a data structure where each entry represents an edge with its adjoining faces
  18954. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18955. var face = faces[ i ];
  18956. for ( var j = 0; j < 3; j ++ ) {
  18957. edge1 = face[ keys[ j ] ];
  18958. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18959. edge[ 0 ] = Math.min( edge1, edge2 );
  18960. edge[ 1 ] = Math.max( edge1, edge2 );
  18961. key = edge[ 0 ] + ',' + edge[ 1 ];
  18962. if ( edges[ key ] === undefined ) {
  18963. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18964. } else {
  18965. edges[ key ].face2 = i;
  18966. }
  18967. }
  18968. }
  18969. // generate vertices
  18970. for ( key in edges ) {
  18971. var e = edges[ key ];
  18972. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18973. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18974. var vertex = sourceVertices[ e.index1 ];
  18975. vertices.push( vertex.x, vertex.y, vertex.z );
  18976. vertex = sourceVertices[ e.index2 ];
  18977. vertices.push( vertex.x, vertex.y, vertex.z );
  18978. }
  18979. }
  18980. // build geometry
  18981. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18982. }
  18983. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18984. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18985. /**
  18986. * @author mrdoob / http://mrdoob.com/
  18987. * @author Mugen87 / https://github.com/Mugen87
  18988. */
  18989. // CylinderGeometry
  18990. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18991. Geometry.call( this );
  18992. this.type = 'CylinderGeometry';
  18993. this.parameters = {
  18994. radiusTop: radiusTop,
  18995. radiusBottom: radiusBottom,
  18996. height: height,
  18997. radialSegments: radialSegments,
  18998. heightSegments: heightSegments,
  18999. openEnded: openEnded,
  19000. thetaStart: thetaStart,
  19001. thetaLength: thetaLength
  19002. };
  19003. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19004. this.mergeVertices();
  19005. }
  19006. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19007. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19008. // CylinderBufferGeometry
  19009. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19010. BufferGeometry.call( this );
  19011. this.type = 'CylinderBufferGeometry';
  19012. this.parameters = {
  19013. radiusTop: radiusTop,
  19014. radiusBottom: radiusBottom,
  19015. height: height,
  19016. radialSegments: radialSegments,
  19017. heightSegments: heightSegments,
  19018. openEnded: openEnded,
  19019. thetaStart: thetaStart,
  19020. thetaLength: thetaLength
  19021. };
  19022. var scope = this;
  19023. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19024. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19025. height = height || 1;
  19026. radialSegments = Math.floor( radialSegments ) || 8;
  19027. heightSegments = Math.floor( heightSegments ) || 1;
  19028. openEnded = openEnded !== undefined ? openEnded : false;
  19029. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19030. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19031. // buffers
  19032. var indices = [];
  19033. var vertices = [];
  19034. var normals = [];
  19035. var uvs = [];
  19036. // helper variables
  19037. var index = 0;
  19038. var indexArray = [];
  19039. var halfHeight = height / 2;
  19040. var groupStart = 0;
  19041. // generate geometry
  19042. generateTorso();
  19043. if ( openEnded === false ) {
  19044. if ( radiusTop > 0 ) { generateCap( true ); }
  19045. if ( radiusBottom > 0 ) { generateCap( false ); }
  19046. }
  19047. // build geometry
  19048. this.setIndex( indices );
  19049. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19050. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19051. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19052. function generateTorso() {
  19053. var x, y;
  19054. var normal = new Vector3();
  19055. var vertex = new Vector3();
  19056. var groupCount = 0;
  19057. // this will be used to calculate the normal
  19058. var slope = ( radiusBottom - radiusTop ) / height;
  19059. // generate vertices, normals and uvs
  19060. for ( y = 0; y <= heightSegments; y ++ ) {
  19061. var indexRow = [];
  19062. var v = y / heightSegments;
  19063. // calculate the radius of the current row
  19064. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19065. for ( x = 0; x <= radialSegments; x ++ ) {
  19066. var u = x / radialSegments;
  19067. var theta = u * thetaLength + thetaStart;
  19068. var sinTheta = Math.sin( theta );
  19069. var cosTheta = Math.cos( theta );
  19070. // vertex
  19071. vertex.x = radius * sinTheta;
  19072. vertex.y = - v * height + halfHeight;
  19073. vertex.z = radius * cosTheta;
  19074. vertices.push( vertex.x, vertex.y, vertex.z );
  19075. // normal
  19076. normal.set( sinTheta, slope, cosTheta ).normalize();
  19077. normals.push( normal.x, normal.y, normal.z );
  19078. // uv
  19079. uvs.push( u, 1 - v );
  19080. // save index of vertex in respective row
  19081. indexRow.push( index ++ );
  19082. }
  19083. // now save vertices of the row in our index array
  19084. indexArray.push( indexRow );
  19085. }
  19086. // generate indices
  19087. for ( x = 0; x < radialSegments; x ++ ) {
  19088. for ( y = 0; y < heightSegments; y ++ ) {
  19089. // we use the index array to access the correct indices
  19090. var a = indexArray[ y ][ x ];
  19091. var b = indexArray[ y + 1 ][ x ];
  19092. var c = indexArray[ y + 1 ][ x + 1 ];
  19093. var d = indexArray[ y ][ x + 1 ];
  19094. // faces
  19095. indices.push( a, b, d );
  19096. indices.push( b, c, d );
  19097. // update group counter
  19098. groupCount += 6;
  19099. }
  19100. }
  19101. // add a group to the geometry. this will ensure multi material support
  19102. scope.addGroup( groupStart, groupCount, 0 );
  19103. // calculate new start value for groups
  19104. groupStart += groupCount;
  19105. }
  19106. function generateCap( top ) {
  19107. var x, centerIndexStart, centerIndexEnd;
  19108. var uv = new Vector2();
  19109. var vertex = new Vector3();
  19110. var groupCount = 0;
  19111. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19112. var sign = ( top === true ) ? 1 : - 1;
  19113. // save the index of the first center vertex
  19114. centerIndexStart = index;
  19115. // first we generate the center vertex data of the cap.
  19116. // because the geometry needs one set of uvs per face,
  19117. // we must generate a center vertex per face/segment
  19118. for ( x = 1; x <= radialSegments; x ++ ) {
  19119. // vertex
  19120. vertices.push( 0, halfHeight * sign, 0 );
  19121. // normal
  19122. normals.push( 0, sign, 0 );
  19123. // uv
  19124. uvs.push( 0.5, 0.5 );
  19125. // increase index
  19126. index ++;
  19127. }
  19128. // save the index of the last center vertex
  19129. centerIndexEnd = index;
  19130. // now we generate the surrounding vertices, normals and uvs
  19131. for ( x = 0; x <= radialSegments; x ++ ) {
  19132. var u = x / radialSegments;
  19133. var theta = u * thetaLength + thetaStart;
  19134. var cosTheta = Math.cos( theta );
  19135. var sinTheta = Math.sin( theta );
  19136. // vertex
  19137. vertex.x = radius * sinTheta;
  19138. vertex.y = halfHeight * sign;
  19139. vertex.z = radius * cosTheta;
  19140. vertices.push( vertex.x, vertex.y, vertex.z );
  19141. // normal
  19142. normals.push( 0, sign, 0 );
  19143. // uv
  19144. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19145. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19146. uvs.push( uv.x, uv.y );
  19147. // increase index
  19148. index ++;
  19149. }
  19150. // generate indices
  19151. for ( x = 0; x < radialSegments; x ++ ) {
  19152. var c = centerIndexStart + x;
  19153. var i = centerIndexEnd + x;
  19154. if ( top === true ) {
  19155. // face top
  19156. indices.push( i, i + 1, c );
  19157. } else {
  19158. // face bottom
  19159. indices.push( i + 1, i, c );
  19160. }
  19161. groupCount += 3;
  19162. }
  19163. // add a group to the geometry. this will ensure multi material support
  19164. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19165. // calculate new start value for groups
  19166. groupStart += groupCount;
  19167. }
  19168. }
  19169. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19170. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19171. /**
  19172. * @author abelnation / http://github.com/abelnation
  19173. */
  19174. // ConeGeometry
  19175. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19176. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19177. this.type = 'ConeGeometry';
  19178. this.parameters = {
  19179. radius: radius,
  19180. height: height,
  19181. radialSegments: radialSegments,
  19182. heightSegments: heightSegments,
  19183. openEnded: openEnded,
  19184. thetaStart: thetaStart,
  19185. thetaLength: thetaLength
  19186. };
  19187. }
  19188. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19189. ConeGeometry.prototype.constructor = ConeGeometry;
  19190. // ConeBufferGeometry
  19191. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19192. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19193. this.type = 'ConeBufferGeometry';
  19194. this.parameters = {
  19195. radius: radius,
  19196. height: height,
  19197. radialSegments: radialSegments,
  19198. heightSegments: heightSegments,
  19199. openEnded: openEnded,
  19200. thetaStart: thetaStart,
  19201. thetaLength: thetaLength
  19202. };
  19203. }
  19204. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19205. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19206. /**
  19207. * @author benaadams / https://twitter.com/ben_a_adams
  19208. * @author Mugen87 / https://github.com/Mugen87
  19209. * @author hughes
  19210. */
  19211. // CircleGeometry
  19212. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19213. Geometry.call( this );
  19214. this.type = 'CircleGeometry';
  19215. this.parameters = {
  19216. radius: radius,
  19217. segments: segments,
  19218. thetaStart: thetaStart,
  19219. thetaLength: thetaLength
  19220. };
  19221. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19222. this.mergeVertices();
  19223. }
  19224. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19225. CircleGeometry.prototype.constructor = CircleGeometry;
  19226. // CircleBufferGeometry
  19227. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19228. BufferGeometry.call( this );
  19229. this.type = 'CircleBufferGeometry';
  19230. this.parameters = {
  19231. radius: radius,
  19232. segments: segments,
  19233. thetaStart: thetaStart,
  19234. thetaLength: thetaLength
  19235. };
  19236. radius = radius || 1;
  19237. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19238. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19239. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19240. // buffers
  19241. var indices = [];
  19242. var vertices = [];
  19243. var normals = [];
  19244. var uvs = [];
  19245. // helper variables
  19246. var i, s;
  19247. var vertex = new Vector3();
  19248. var uv = new Vector2();
  19249. // center point
  19250. vertices.push( 0, 0, 0 );
  19251. normals.push( 0, 0, 1 );
  19252. uvs.push( 0.5, 0.5 );
  19253. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19254. var segment = thetaStart + s / segments * thetaLength;
  19255. // vertex
  19256. vertex.x = radius * Math.cos( segment );
  19257. vertex.y = radius * Math.sin( segment );
  19258. vertices.push( vertex.x, vertex.y, vertex.z );
  19259. // normal
  19260. normals.push( 0, 0, 1 );
  19261. // uvs
  19262. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19263. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19264. uvs.push( uv.x, uv.y );
  19265. }
  19266. // indices
  19267. for ( i = 1; i <= segments; i ++ ) {
  19268. indices.push( i, i + 1, 0 );
  19269. }
  19270. // build geometry
  19271. this.setIndex( indices );
  19272. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19273. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19274. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19275. }
  19276. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19277. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19278. var Geometries = /*#__PURE__*/Object.freeze({
  19279. WireframeGeometry: WireframeGeometry,
  19280. ParametricGeometry: ParametricGeometry,
  19281. ParametricBufferGeometry: ParametricBufferGeometry,
  19282. TetrahedronGeometry: TetrahedronGeometry,
  19283. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19284. OctahedronGeometry: OctahedronGeometry,
  19285. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19286. IcosahedronGeometry: IcosahedronGeometry,
  19287. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19288. DodecahedronGeometry: DodecahedronGeometry,
  19289. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19290. PolyhedronGeometry: PolyhedronGeometry,
  19291. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19292. TubeGeometry: TubeGeometry,
  19293. TubeBufferGeometry: TubeBufferGeometry,
  19294. TorusKnotGeometry: TorusKnotGeometry,
  19295. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19296. TorusGeometry: TorusGeometry,
  19297. TorusBufferGeometry: TorusBufferGeometry,
  19298. TextGeometry: TextGeometry,
  19299. TextBufferGeometry: TextBufferGeometry,
  19300. SphereGeometry: SphereGeometry,
  19301. SphereBufferGeometry: SphereBufferGeometry,
  19302. RingGeometry: RingGeometry,
  19303. RingBufferGeometry: RingBufferGeometry,
  19304. PlaneGeometry: PlaneGeometry,
  19305. PlaneBufferGeometry: PlaneBufferGeometry,
  19306. LatheGeometry: LatheGeometry,
  19307. LatheBufferGeometry: LatheBufferGeometry,
  19308. ShapeGeometry: ShapeGeometry,
  19309. ShapeBufferGeometry: ShapeBufferGeometry,
  19310. ExtrudeGeometry: ExtrudeGeometry,
  19311. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19312. EdgesGeometry: EdgesGeometry,
  19313. ConeGeometry: ConeGeometry,
  19314. ConeBufferGeometry: ConeBufferGeometry,
  19315. CylinderGeometry: CylinderGeometry,
  19316. CylinderBufferGeometry: CylinderBufferGeometry,
  19317. CircleGeometry: CircleGeometry,
  19318. CircleBufferGeometry: CircleBufferGeometry,
  19319. BoxGeometry: BoxGeometry,
  19320. BoxBufferGeometry: BoxBufferGeometry
  19321. });
  19322. /**
  19323. * @author mrdoob / http://mrdoob.com/
  19324. *
  19325. * parameters = {
  19326. * color: <THREE.Color>
  19327. * }
  19328. */
  19329. function ShadowMaterial( parameters ) {
  19330. Material.call( this );
  19331. this.type = 'ShadowMaterial';
  19332. this.color = new Color( 0x000000 );
  19333. this.transparent = true;
  19334. this.setValues( parameters );
  19335. }
  19336. ShadowMaterial.prototype = Object.create( Material.prototype );
  19337. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19338. ShadowMaterial.prototype.isShadowMaterial = true;
  19339. ShadowMaterial.prototype.copy = function ( source ) {
  19340. Material.prototype.copy.call( this, source );
  19341. this.color.copy( source.color );
  19342. return this;
  19343. };
  19344. /**
  19345. * @author mrdoob / http://mrdoob.com/
  19346. */
  19347. function RawShaderMaterial( parameters ) {
  19348. ShaderMaterial.call( this, parameters );
  19349. this.type = 'RawShaderMaterial';
  19350. }
  19351. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19352. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19353. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19354. /**
  19355. * @author WestLangley / http://github.com/WestLangley
  19356. *
  19357. * parameters = {
  19358. * color: <hex>,
  19359. * roughness: <float>,
  19360. * metalness: <float>,
  19361. * opacity: <float>,
  19362. *
  19363. * map: new THREE.Texture( <Image> ),
  19364. *
  19365. * lightMap: new THREE.Texture( <Image> ),
  19366. * lightMapIntensity: <float>
  19367. *
  19368. * aoMap: new THREE.Texture( <Image> ),
  19369. * aoMapIntensity: <float>
  19370. *
  19371. * emissive: <hex>,
  19372. * emissiveIntensity: <float>
  19373. * emissiveMap: new THREE.Texture( <Image> ),
  19374. *
  19375. * bumpMap: new THREE.Texture( <Image> ),
  19376. * bumpScale: <float>,
  19377. *
  19378. * normalMap: new THREE.Texture( <Image> ),
  19379. * normalMapType: THREE.TangentSpaceNormalMap,
  19380. * normalScale: <Vector2>,
  19381. *
  19382. * displacementMap: new THREE.Texture( <Image> ),
  19383. * displacementScale: <float>,
  19384. * displacementBias: <float>,
  19385. *
  19386. * roughnessMap: new THREE.Texture( <Image> ),
  19387. *
  19388. * metalnessMap: new THREE.Texture( <Image> ),
  19389. *
  19390. * alphaMap: new THREE.Texture( <Image> ),
  19391. *
  19392. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19393. * envMapIntensity: <float>
  19394. *
  19395. * refractionRatio: <float>,
  19396. *
  19397. * wireframe: <boolean>,
  19398. * wireframeLinewidth: <float>,
  19399. *
  19400. * skinning: <bool>,
  19401. * morphTargets: <bool>,
  19402. * morphNormals: <bool>
  19403. * }
  19404. */
  19405. function MeshStandardMaterial( parameters ) {
  19406. Material.call( this );
  19407. this.defines = { 'STANDARD': '' };
  19408. this.type = 'MeshStandardMaterial';
  19409. this.color = new Color( 0xffffff ); // diffuse
  19410. this.roughness = 0.5;
  19411. this.metalness = 0.5;
  19412. this.map = null;
  19413. this.lightMap = null;
  19414. this.lightMapIntensity = 1.0;
  19415. this.aoMap = null;
  19416. this.aoMapIntensity = 1.0;
  19417. this.emissive = new Color( 0x000000 );
  19418. this.emissiveIntensity = 1.0;
  19419. this.emissiveMap = null;
  19420. this.bumpMap = null;
  19421. this.bumpScale = 1;
  19422. this.normalMap = null;
  19423. this.normalMapType = TangentSpaceNormalMap;
  19424. this.normalScale = new Vector2( 1, 1 );
  19425. this.displacementMap = null;
  19426. this.displacementScale = 1;
  19427. this.displacementBias = 0;
  19428. this.roughnessMap = null;
  19429. this.metalnessMap = null;
  19430. this.alphaMap = null;
  19431. this.envMap = null;
  19432. this.envMapIntensity = 1.0;
  19433. this.refractionRatio = 0.98;
  19434. this.wireframe = false;
  19435. this.wireframeLinewidth = 1;
  19436. this.wireframeLinecap = 'round';
  19437. this.wireframeLinejoin = 'round';
  19438. this.skinning = false;
  19439. this.morphTargets = false;
  19440. this.morphNormals = false;
  19441. this.setValues( parameters );
  19442. }
  19443. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19444. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19445. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19446. MeshStandardMaterial.prototype.copy = function ( source ) {
  19447. Material.prototype.copy.call( this, source );
  19448. this.defines = { 'STANDARD': '' };
  19449. this.color.copy( source.color );
  19450. this.roughness = source.roughness;
  19451. this.metalness = source.metalness;
  19452. this.map = source.map;
  19453. this.lightMap = source.lightMap;
  19454. this.lightMapIntensity = source.lightMapIntensity;
  19455. this.aoMap = source.aoMap;
  19456. this.aoMapIntensity = source.aoMapIntensity;
  19457. this.emissive.copy( source.emissive );
  19458. this.emissiveMap = source.emissiveMap;
  19459. this.emissiveIntensity = source.emissiveIntensity;
  19460. this.bumpMap = source.bumpMap;
  19461. this.bumpScale = source.bumpScale;
  19462. this.normalMap = source.normalMap;
  19463. this.normalMapType = source.normalMapType;
  19464. this.normalScale.copy( source.normalScale );
  19465. this.displacementMap = source.displacementMap;
  19466. this.displacementScale = source.displacementScale;
  19467. this.displacementBias = source.displacementBias;
  19468. this.roughnessMap = source.roughnessMap;
  19469. this.metalnessMap = source.metalnessMap;
  19470. this.alphaMap = source.alphaMap;
  19471. this.envMap = source.envMap;
  19472. this.envMapIntensity = source.envMapIntensity;
  19473. this.refractionRatio = source.refractionRatio;
  19474. this.wireframe = source.wireframe;
  19475. this.wireframeLinewidth = source.wireframeLinewidth;
  19476. this.wireframeLinecap = source.wireframeLinecap;
  19477. this.wireframeLinejoin = source.wireframeLinejoin;
  19478. this.skinning = source.skinning;
  19479. this.morphTargets = source.morphTargets;
  19480. this.morphNormals = source.morphNormals;
  19481. return this;
  19482. };
  19483. /**
  19484. * @author WestLangley / http://github.com/WestLangley
  19485. *
  19486. * parameters = {
  19487. * reflectivity: <float>
  19488. * clearcoat: <float>
  19489. * clearcoatRoughness: <float>
  19490. *
  19491. * sheen: <Color>
  19492. *
  19493. * clearcoatNormalScale: <Vector2>,
  19494. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19495. * }
  19496. */
  19497. function MeshPhysicalMaterial( parameters ) {
  19498. MeshStandardMaterial.call( this );
  19499. this.defines = {
  19500. 'STANDARD': '',
  19501. 'PHYSICAL': ''
  19502. };
  19503. this.type = 'MeshPhysicalMaterial';
  19504. this.reflectivity = 0.5; // maps to F0 = 0.04
  19505. this.clearcoat = 0.0;
  19506. this.clearcoatRoughness = 0.0;
  19507. this.sheen = null; // null will disable sheen bsdf
  19508. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19509. this.clearcoatNormalMap = null;
  19510. this.transparency = 0.0;
  19511. this.setValues( parameters );
  19512. }
  19513. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19514. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19515. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19516. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19517. MeshStandardMaterial.prototype.copy.call( this, source );
  19518. this.defines = {
  19519. 'STANDARD': '',
  19520. 'PHYSICAL': ''
  19521. };
  19522. this.reflectivity = source.reflectivity;
  19523. this.clearcoat = source.clearcoat;
  19524. this.clearcoatRoughness = source.clearcoatRoughness;
  19525. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19526. else { this.sheen = null; }
  19527. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19528. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19529. this.transparency = source.transparency;
  19530. return this;
  19531. };
  19532. /**
  19533. * @author mrdoob / http://mrdoob.com/
  19534. * @author alteredq / http://alteredqualia.com/
  19535. *
  19536. * parameters = {
  19537. * color: <hex>,
  19538. * specular: <hex>,
  19539. * shininess: <float>,
  19540. * opacity: <float>,
  19541. *
  19542. * map: new THREE.Texture( <Image> ),
  19543. *
  19544. * lightMap: new THREE.Texture( <Image> ),
  19545. * lightMapIntensity: <float>
  19546. *
  19547. * aoMap: new THREE.Texture( <Image> ),
  19548. * aoMapIntensity: <float>
  19549. *
  19550. * emissive: <hex>,
  19551. * emissiveIntensity: <float>
  19552. * emissiveMap: new THREE.Texture( <Image> ),
  19553. *
  19554. * bumpMap: new THREE.Texture( <Image> ),
  19555. * bumpScale: <float>,
  19556. *
  19557. * normalMap: new THREE.Texture( <Image> ),
  19558. * normalMapType: THREE.TangentSpaceNormalMap,
  19559. * normalScale: <Vector2>,
  19560. *
  19561. * displacementMap: new THREE.Texture( <Image> ),
  19562. * displacementScale: <float>,
  19563. * displacementBias: <float>,
  19564. *
  19565. * specularMap: new THREE.Texture( <Image> ),
  19566. *
  19567. * alphaMap: new THREE.Texture( <Image> ),
  19568. *
  19569. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19570. * combine: THREE.Multiply,
  19571. * reflectivity: <float>,
  19572. * refractionRatio: <float>,
  19573. *
  19574. * wireframe: <boolean>,
  19575. * wireframeLinewidth: <float>,
  19576. *
  19577. * skinning: <bool>,
  19578. * morphTargets: <bool>,
  19579. * morphNormals: <bool>
  19580. * }
  19581. */
  19582. function MeshPhongMaterial( parameters ) {
  19583. Material.call( this );
  19584. this.type = 'MeshPhongMaterial';
  19585. this.color = new Color( 0xffffff ); // diffuse
  19586. this.specular = new Color( 0x111111 );
  19587. this.shininess = 30;
  19588. this.map = null;
  19589. this.lightMap = null;
  19590. this.lightMapIntensity = 1.0;
  19591. this.aoMap = null;
  19592. this.aoMapIntensity = 1.0;
  19593. this.emissive = new Color( 0x000000 );
  19594. this.emissiveIntensity = 1.0;
  19595. this.emissiveMap = null;
  19596. this.bumpMap = null;
  19597. this.bumpScale = 1;
  19598. this.normalMap = null;
  19599. this.normalMapType = TangentSpaceNormalMap;
  19600. this.normalScale = new Vector2( 1, 1 );
  19601. this.displacementMap = null;
  19602. this.displacementScale = 1;
  19603. this.displacementBias = 0;
  19604. this.specularMap = null;
  19605. this.alphaMap = null;
  19606. this.envMap = null;
  19607. this.combine = MultiplyOperation;
  19608. this.reflectivity = 1;
  19609. this.refractionRatio = 0.98;
  19610. this.wireframe = false;
  19611. this.wireframeLinewidth = 1;
  19612. this.wireframeLinecap = 'round';
  19613. this.wireframeLinejoin = 'round';
  19614. this.skinning = false;
  19615. this.morphTargets = false;
  19616. this.morphNormals = false;
  19617. this.setValues( parameters );
  19618. }
  19619. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19620. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19621. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19622. MeshPhongMaterial.prototype.copy = function ( source ) {
  19623. Material.prototype.copy.call( this, source );
  19624. this.color.copy( source.color );
  19625. this.specular.copy( source.specular );
  19626. this.shininess = source.shininess;
  19627. this.map = source.map;
  19628. this.lightMap = source.lightMap;
  19629. this.lightMapIntensity = source.lightMapIntensity;
  19630. this.aoMap = source.aoMap;
  19631. this.aoMapIntensity = source.aoMapIntensity;
  19632. this.emissive.copy( source.emissive );
  19633. this.emissiveMap = source.emissiveMap;
  19634. this.emissiveIntensity = source.emissiveIntensity;
  19635. this.bumpMap = source.bumpMap;
  19636. this.bumpScale = source.bumpScale;
  19637. this.normalMap = source.normalMap;
  19638. this.normalMapType = source.normalMapType;
  19639. this.normalScale.copy( source.normalScale );
  19640. this.displacementMap = source.displacementMap;
  19641. this.displacementScale = source.displacementScale;
  19642. this.displacementBias = source.displacementBias;
  19643. this.specularMap = source.specularMap;
  19644. this.alphaMap = source.alphaMap;
  19645. this.envMap = source.envMap;
  19646. this.combine = source.combine;
  19647. this.reflectivity = source.reflectivity;
  19648. this.refractionRatio = source.refractionRatio;
  19649. this.wireframe = source.wireframe;
  19650. this.wireframeLinewidth = source.wireframeLinewidth;
  19651. this.wireframeLinecap = source.wireframeLinecap;
  19652. this.wireframeLinejoin = source.wireframeLinejoin;
  19653. this.skinning = source.skinning;
  19654. this.morphTargets = source.morphTargets;
  19655. this.morphNormals = source.morphNormals;
  19656. return this;
  19657. };
  19658. /**
  19659. * @author takahirox / http://github.com/takahirox
  19660. *
  19661. * parameters = {
  19662. * gradientMap: new THREE.Texture( <Image> )
  19663. * }
  19664. */
  19665. function MeshToonMaterial( parameters ) {
  19666. MeshPhongMaterial.call( this );
  19667. this.defines = { 'TOON': '' };
  19668. this.type = 'MeshToonMaterial';
  19669. this.gradientMap = null;
  19670. this.setValues( parameters );
  19671. }
  19672. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19673. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19674. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19675. MeshToonMaterial.prototype.copy = function ( source ) {
  19676. MeshPhongMaterial.prototype.copy.call( this, source );
  19677. this.gradientMap = source.gradientMap;
  19678. return this;
  19679. };
  19680. /**
  19681. * @author mrdoob / http://mrdoob.com/
  19682. * @author WestLangley / http://github.com/WestLangley
  19683. *
  19684. * parameters = {
  19685. * opacity: <float>,
  19686. *
  19687. * bumpMap: new THREE.Texture( <Image> ),
  19688. * bumpScale: <float>,
  19689. *
  19690. * normalMap: new THREE.Texture( <Image> ),
  19691. * normalMapType: THREE.TangentSpaceNormalMap,
  19692. * normalScale: <Vector2>,
  19693. *
  19694. * displacementMap: new THREE.Texture( <Image> ),
  19695. * displacementScale: <float>,
  19696. * displacementBias: <float>,
  19697. *
  19698. * wireframe: <boolean>,
  19699. * wireframeLinewidth: <float>
  19700. *
  19701. * skinning: <bool>,
  19702. * morphTargets: <bool>,
  19703. * morphNormals: <bool>
  19704. * }
  19705. */
  19706. function MeshNormalMaterial( parameters ) {
  19707. Material.call( this );
  19708. this.type = 'MeshNormalMaterial';
  19709. this.bumpMap = null;
  19710. this.bumpScale = 1;
  19711. this.normalMap = null;
  19712. this.normalMapType = TangentSpaceNormalMap;
  19713. this.normalScale = new Vector2( 1, 1 );
  19714. this.displacementMap = null;
  19715. this.displacementScale = 1;
  19716. this.displacementBias = 0;
  19717. this.wireframe = false;
  19718. this.wireframeLinewidth = 1;
  19719. this.fog = false;
  19720. this.skinning = false;
  19721. this.morphTargets = false;
  19722. this.morphNormals = false;
  19723. this.setValues( parameters );
  19724. }
  19725. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19726. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19727. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19728. MeshNormalMaterial.prototype.copy = function ( source ) {
  19729. Material.prototype.copy.call( this, source );
  19730. this.bumpMap = source.bumpMap;
  19731. this.bumpScale = source.bumpScale;
  19732. this.normalMap = source.normalMap;
  19733. this.normalMapType = source.normalMapType;
  19734. this.normalScale.copy( source.normalScale );
  19735. this.displacementMap = source.displacementMap;
  19736. this.displacementScale = source.displacementScale;
  19737. this.displacementBias = source.displacementBias;
  19738. this.wireframe = source.wireframe;
  19739. this.wireframeLinewidth = source.wireframeLinewidth;
  19740. this.skinning = source.skinning;
  19741. this.morphTargets = source.morphTargets;
  19742. this.morphNormals = source.morphNormals;
  19743. return this;
  19744. };
  19745. /**
  19746. * @author mrdoob / http://mrdoob.com/
  19747. * @author alteredq / http://alteredqualia.com/
  19748. *
  19749. * parameters = {
  19750. * color: <hex>,
  19751. * opacity: <float>,
  19752. *
  19753. * map: new THREE.Texture( <Image> ),
  19754. *
  19755. * lightMap: new THREE.Texture( <Image> ),
  19756. * lightMapIntensity: <float>
  19757. *
  19758. * aoMap: new THREE.Texture( <Image> ),
  19759. * aoMapIntensity: <float>
  19760. *
  19761. * emissive: <hex>,
  19762. * emissiveIntensity: <float>
  19763. * emissiveMap: new THREE.Texture( <Image> ),
  19764. *
  19765. * specularMap: new THREE.Texture( <Image> ),
  19766. *
  19767. * alphaMap: new THREE.Texture( <Image> ),
  19768. *
  19769. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19770. * combine: THREE.Multiply,
  19771. * reflectivity: <float>,
  19772. * refractionRatio: <float>,
  19773. *
  19774. * wireframe: <boolean>,
  19775. * wireframeLinewidth: <float>,
  19776. *
  19777. * skinning: <bool>,
  19778. * morphTargets: <bool>,
  19779. * morphNormals: <bool>
  19780. * }
  19781. */
  19782. function MeshLambertMaterial( parameters ) {
  19783. Material.call( this );
  19784. this.type = 'MeshLambertMaterial';
  19785. this.color = new Color( 0xffffff ); // diffuse
  19786. this.map = null;
  19787. this.lightMap = null;
  19788. this.lightMapIntensity = 1.0;
  19789. this.aoMap = null;
  19790. this.aoMapIntensity = 1.0;
  19791. this.emissive = new Color( 0x000000 );
  19792. this.emissiveIntensity = 1.0;
  19793. this.emissiveMap = null;
  19794. this.specularMap = null;
  19795. this.alphaMap = null;
  19796. this.envMap = null;
  19797. this.combine = MultiplyOperation;
  19798. this.reflectivity = 1;
  19799. this.refractionRatio = 0.98;
  19800. this.wireframe = false;
  19801. this.wireframeLinewidth = 1;
  19802. this.wireframeLinecap = 'round';
  19803. this.wireframeLinejoin = 'round';
  19804. this.skinning = false;
  19805. this.morphTargets = false;
  19806. this.morphNormals = false;
  19807. this.setValues( parameters );
  19808. }
  19809. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19810. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19811. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19812. MeshLambertMaterial.prototype.copy = function ( source ) {
  19813. Material.prototype.copy.call( this, source );
  19814. this.color.copy( source.color );
  19815. this.map = source.map;
  19816. this.lightMap = source.lightMap;
  19817. this.lightMapIntensity = source.lightMapIntensity;
  19818. this.aoMap = source.aoMap;
  19819. this.aoMapIntensity = source.aoMapIntensity;
  19820. this.emissive.copy( source.emissive );
  19821. this.emissiveMap = source.emissiveMap;
  19822. this.emissiveIntensity = source.emissiveIntensity;
  19823. this.specularMap = source.specularMap;
  19824. this.alphaMap = source.alphaMap;
  19825. this.envMap = source.envMap;
  19826. this.combine = source.combine;
  19827. this.reflectivity = source.reflectivity;
  19828. this.refractionRatio = source.refractionRatio;
  19829. this.wireframe = source.wireframe;
  19830. this.wireframeLinewidth = source.wireframeLinewidth;
  19831. this.wireframeLinecap = source.wireframeLinecap;
  19832. this.wireframeLinejoin = source.wireframeLinejoin;
  19833. this.skinning = source.skinning;
  19834. this.morphTargets = source.morphTargets;
  19835. this.morphNormals = source.morphNormals;
  19836. return this;
  19837. };
  19838. /**
  19839. * @author WestLangley / http://github.com/WestLangley
  19840. *
  19841. * parameters = {
  19842. * color: <hex>,
  19843. * opacity: <float>,
  19844. *
  19845. * matcap: new THREE.Texture( <Image> ),
  19846. *
  19847. * map: new THREE.Texture( <Image> ),
  19848. *
  19849. * bumpMap: new THREE.Texture( <Image> ),
  19850. * bumpScale: <float>,
  19851. *
  19852. * normalMap: new THREE.Texture( <Image> ),
  19853. * normalMapType: THREE.TangentSpaceNormalMap,
  19854. * normalScale: <Vector2>,
  19855. *
  19856. * displacementMap: new THREE.Texture( <Image> ),
  19857. * displacementScale: <float>,
  19858. * displacementBias: <float>,
  19859. *
  19860. * alphaMap: new THREE.Texture( <Image> ),
  19861. *
  19862. * skinning: <bool>,
  19863. * morphTargets: <bool>,
  19864. * morphNormals: <bool>
  19865. * }
  19866. */
  19867. function MeshMatcapMaterial( parameters ) {
  19868. Material.call( this );
  19869. this.defines = { 'MATCAP': '' };
  19870. this.type = 'MeshMatcapMaterial';
  19871. this.color = new Color( 0xffffff ); // diffuse
  19872. this.matcap = null;
  19873. this.map = null;
  19874. this.bumpMap = null;
  19875. this.bumpScale = 1;
  19876. this.normalMap = null;
  19877. this.normalMapType = TangentSpaceNormalMap;
  19878. this.normalScale = new Vector2( 1, 1 );
  19879. this.displacementMap = null;
  19880. this.displacementScale = 1;
  19881. this.displacementBias = 0;
  19882. this.alphaMap = null;
  19883. this.skinning = false;
  19884. this.morphTargets = false;
  19885. this.morphNormals = false;
  19886. this.setValues( parameters );
  19887. }
  19888. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19889. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19890. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19891. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19892. Material.prototype.copy.call( this, source );
  19893. this.defines = { 'MATCAP': '' };
  19894. this.color.copy( source.color );
  19895. this.matcap = source.matcap;
  19896. this.map = source.map;
  19897. this.bumpMap = source.bumpMap;
  19898. this.bumpScale = source.bumpScale;
  19899. this.normalMap = source.normalMap;
  19900. this.normalMapType = source.normalMapType;
  19901. this.normalScale.copy( source.normalScale );
  19902. this.displacementMap = source.displacementMap;
  19903. this.displacementScale = source.displacementScale;
  19904. this.displacementBias = source.displacementBias;
  19905. this.alphaMap = source.alphaMap;
  19906. this.skinning = source.skinning;
  19907. this.morphTargets = source.morphTargets;
  19908. this.morphNormals = source.morphNormals;
  19909. return this;
  19910. };
  19911. /**
  19912. * @author alteredq / http://alteredqualia.com/
  19913. *
  19914. * parameters = {
  19915. * color: <hex>,
  19916. * opacity: <float>,
  19917. *
  19918. * linewidth: <float>,
  19919. *
  19920. * scale: <float>,
  19921. * dashSize: <float>,
  19922. * gapSize: <float>
  19923. * }
  19924. */
  19925. function LineDashedMaterial( parameters ) {
  19926. LineBasicMaterial.call( this );
  19927. this.type = 'LineDashedMaterial';
  19928. this.scale = 1;
  19929. this.dashSize = 3;
  19930. this.gapSize = 1;
  19931. this.setValues( parameters );
  19932. }
  19933. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19934. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19935. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19936. LineDashedMaterial.prototype.copy = function ( source ) {
  19937. LineBasicMaterial.prototype.copy.call( this, source );
  19938. this.scale = source.scale;
  19939. this.dashSize = source.dashSize;
  19940. this.gapSize = source.gapSize;
  19941. return this;
  19942. };
  19943. var Materials = /*#__PURE__*/Object.freeze({
  19944. ShadowMaterial: ShadowMaterial,
  19945. SpriteMaterial: SpriteMaterial,
  19946. RawShaderMaterial: RawShaderMaterial,
  19947. ShaderMaterial: ShaderMaterial,
  19948. PointsMaterial: PointsMaterial,
  19949. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19950. MeshStandardMaterial: MeshStandardMaterial,
  19951. MeshPhongMaterial: MeshPhongMaterial,
  19952. MeshToonMaterial: MeshToonMaterial,
  19953. MeshNormalMaterial: MeshNormalMaterial,
  19954. MeshLambertMaterial: MeshLambertMaterial,
  19955. MeshDepthMaterial: MeshDepthMaterial,
  19956. MeshDistanceMaterial: MeshDistanceMaterial,
  19957. MeshBasicMaterial: MeshBasicMaterial,
  19958. MeshMatcapMaterial: MeshMatcapMaterial,
  19959. LineDashedMaterial: LineDashedMaterial,
  19960. LineBasicMaterial: LineBasicMaterial,
  19961. Material: Material
  19962. });
  19963. /**
  19964. * @author tschw
  19965. * @author Ben Houston / http://clara.io/
  19966. * @author David Sarno / http://lighthaus.us/
  19967. */
  19968. var AnimationUtils = {
  19969. // same as Array.prototype.slice, but also works on typed arrays
  19970. arraySlice: function ( array, from, to ) {
  19971. if ( AnimationUtils.isTypedArray( array ) ) {
  19972. // in ios9 array.subarray(from, undefined) will return empty array
  19973. // but array.subarray(from) or array.subarray(from, len) is correct
  19974. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19975. }
  19976. return array.slice( from, to );
  19977. },
  19978. // converts an array to a specific type
  19979. convertArray: function ( array, type, forceClone ) {
  19980. if ( ! array || // let 'undefined' and 'null' pass
  19981. ! forceClone && array.constructor === type ) { return array; }
  19982. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19983. return new type( array ); // create typed array
  19984. }
  19985. return Array.prototype.slice.call( array ); // create Array
  19986. },
  19987. isTypedArray: function ( object ) {
  19988. return ArrayBuffer.isView( object ) &&
  19989. ! ( object instanceof DataView );
  19990. },
  19991. // returns an array by which times and values can be sorted
  19992. getKeyframeOrder: function ( times ) {
  19993. function compareTime( i, j ) {
  19994. return times[ i ] - times[ j ];
  19995. }
  19996. var n = times.length;
  19997. var result = new Array( n );
  19998. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  19999. result.sort( compareTime );
  20000. return result;
  20001. },
  20002. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20003. sortedArray: function ( values, stride, order ) {
  20004. var nValues = values.length;
  20005. var result = new values.constructor( nValues );
  20006. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20007. var srcOffset = order[ i ] * stride;
  20008. for ( var j = 0; j !== stride; ++ j ) {
  20009. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20010. }
  20011. }
  20012. return result;
  20013. },
  20014. // function for parsing AOS keyframe formats
  20015. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20016. var i = 1, key = jsonKeys[ 0 ];
  20017. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20018. key = jsonKeys[ i ++ ];
  20019. }
  20020. if ( key === undefined ) { return; } // no data
  20021. var value = key[ valuePropertyName ];
  20022. if ( value === undefined ) { return; } // no data
  20023. if ( Array.isArray( value ) ) {
  20024. do {
  20025. value = key[ valuePropertyName ];
  20026. if ( value !== undefined ) {
  20027. times.push( key.time );
  20028. values.push.apply( values, value ); // push all elements
  20029. }
  20030. key = jsonKeys[ i ++ ];
  20031. } while ( key !== undefined );
  20032. } else if ( value.toArray !== undefined ) {
  20033. // ...assume THREE.Math-ish
  20034. do {
  20035. value = key[ valuePropertyName ];
  20036. if ( value !== undefined ) {
  20037. times.push( key.time );
  20038. value.toArray( values, values.length );
  20039. }
  20040. key = jsonKeys[ i ++ ];
  20041. } while ( key !== undefined );
  20042. } else {
  20043. // otherwise push as-is
  20044. do {
  20045. value = key[ valuePropertyName ];
  20046. if ( value !== undefined ) {
  20047. times.push( key.time );
  20048. values.push( value );
  20049. }
  20050. key = jsonKeys[ i ++ ];
  20051. } while ( key !== undefined );
  20052. }
  20053. }
  20054. };
  20055. /**
  20056. * Abstract base class of interpolants over parametric samples.
  20057. *
  20058. * The parameter domain is one dimensional, typically the time or a path
  20059. * along a curve defined by the data.
  20060. *
  20061. * The sample values can have any dimensionality and derived classes may
  20062. * apply special interpretations to the data.
  20063. *
  20064. * This class provides the interval seek in a Template Method, deferring
  20065. * the actual interpolation to derived classes.
  20066. *
  20067. * Time complexity is O(1) for linear access crossing at most two points
  20068. * and O(log N) for random access, where N is the number of positions.
  20069. *
  20070. * References:
  20071. *
  20072. * http://www.oodesign.com/template-method-pattern.html
  20073. *
  20074. * @author tschw
  20075. */
  20076. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20077. this.parameterPositions = parameterPositions;
  20078. this._cachedIndex = 0;
  20079. this.resultBuffer = resultBuffer !== undefined ?
  20080. resultBuffer : new sampleValues.constructor( sampleSize );
  20081. this.sampleValues = sampleValues;
  20082. this.valueSize = sampleSize;
  20083. }
  20084. Object.assign( Interpolant.prototype, {
  20085. evaluate: function ( t ) {
  20086. var pp = this.parameterPositions,
  20087. i1 = this._cachedIndex,
  20088. t1 = pp[ i1 ],
  20089. t0 = pp[ i1 - 1 ];
  20090. validate_interval: {
  20091. seek: {
  20092. var right;
  20093. linear_scan: {
  20094. //- See http://jsperf.com/comparison-to-undefined/3
  20095. //- slower code:
  20096. //-
  20097. //- if ( t >= t1 || t1 === undefined ) {
  20098. forward_scan: if ( ! ( t < t1 ) ) {
  20099. for ( var giveUpAt = i1 + 2; ; ) {
  20100. if ( t1 === undefined ) {
  20101. if ( t < t0 ) { break forward_scan; }
  20102. // after end
  20103. i1 = pp.length;
  20104. this._cachedIndex = i1;
  20105. return this.afterEnd_( i1 - 1, t, t0 );
  20106. }
  20107. if ( i1 === giveUpAt ) { break; } // this loop
  20108. t0 = t1;
  20109. t1 = pp[ ++ i1 ];
  20110. if ( t < t1 ) {
  20111. // we have arrived at the sought interval
  20112. break seek;
  20113. }
  20114. }
  20115. // prepare binary search on the right side of the index
  20116. right = pp.length;
  20117. break linear_scan;
  20118. }
  20119. //- slower code:
  20120. //- if ( t < t0 || t0 === undefined ) {
  20121. if ( ! ( t >= t0 ) ) {
  20122. // looping?
  20123. var t1global = pp[ 1 ];
  20124. if ( t < t1global ) {
  20125. i1 = 2; // + 1, using the scan for the details
  20126. t0 = t1global;
  20127. }
  20128. // linear reverse scan
  20129. for ( var giveUpAt = i1 - 2; ; ) {
  20130. if ( t0 === undefined ) {
  20131. // before start
  20132. this._cachedIndex = 0;
  20133. return this.beforeStart_( 0, t, t1 );
  20134. }
  20135. if ( i1 === giveUpAt ) { break; } // this loop
  20136. t1 = t0;
  20137. t0 = pp[ -- i1 - 1 ];
  20138. if ( t >= t0 ) {
  20139. // we have arrived at the sought interval
  20140. break seek;
  20141. }
  20142. }
  20143. // prepare binary search on the left side of the index
  20144. right = i1;
  20145. i1 = 0;
  20146. break linear_scan;
  20147. }
  20148. // the interval is valid
  20149. break validate_interval;
  20150. } // linear scan
  20151. // binary search
  20152. while ( i1 < right ) {
  20153. var mid = ( i1 + right ) >>> 1;
  20154. if ( t < pp[ mid ] ) {
  20155. right = mid;
  20156. } else {
  20157. i1 = mid + 1;
  20158. }
  20159. }
  20160. t1 = pp[ i1 ];
  20161. t0 = pp[ i1 - 1 ];
  20162. // check boundary cases, again
  20163. if ( t0 === undefined ) {
  20164. this._cachedIndex = 0;
  20165. return this.beforeStart_( 0, t, t1 );
  20166. }
  20167. if ( t1 === undefined ) {
  20168. i1 = pp.length;
  20169. this._cachedIndex = i1;
  20170. return this.afterEnd_( i1 - 1, t0, t );
  20171. }
  20172. } // seek
  20173. this._cachedIndex = i1;
  20174. this.intervalChanged_( i1, t0, t1 );
  20175. } // validate_interval
  20176. return this.interpolate_( i1, t0, t, t1 );
  20177. },
  20178. settings: null, // optional, subclass-specific settings structure
  20179. // Note: The indirection allows central control of many interpolants.
  20180. // --- Protected interface
  20181. DefaultSettings_: {},
  20182. getSettings_: function () {
  20183. return this.settings || this.DefaultSettings_;
  20184. },
  20185. copySampleValue_: function ( index ) {
  20186. // copies a sample value to the result buffer
  20187. var result = this.resultBuffer,
  20188. values = this.sampleValues,
  20189. stride = this.valueSize,
  20190. offset = index * stride;
  20191. for ( var i = 0; i !== stride; ++ i ) {
  20192. result[ i ] = values[ offset + i ];
  20193. }
  20194. return result;
  20195. },
  20196. // Template methods for derived classes:
  20197. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20198. throw new Error( 'call to abstract method' );
  20199. // implementations shall return this.resultBuffer
  20200. },
  20201. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20202. // empty
  20203. }
  20204. } );
  20205. //!\ DECLARE ALIAS AFTER assign prototype !
  20206. Object.assign( Interpolant.prototype, {
  20207. //( 0, t, t0 ), returns this.resultBuffer
  20208. beforeStart_: Interpolant.prototype.copySampleValue_,
  20209. //( N-1, tN-1, t ), returns this.resultBuffer
  20210. afterEnd_: Interpolant.prototype.copySampleValue_,
  20211. } );
  20212. /**
  20213. * Fast and simple cubic spline interpolant.
  20214. *
  20215. * It was derived from a Hermitian construction setting the first derivative
  20216. * at each sample position to the linear slope between neighboring positions
  20217. * over their parameter interval.
  20218. *
  20219. * @author tschw
  20220. */
  20221. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20222. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20223. this._weightPrev = - 0;
  20224. this._offsetPrev = - 0;
  20225. this._weightNext = - 0;
  20226. this._offsetNext = - 0;
  20227. }
  20228. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20229. constructor: CubicInterpolant,
  20230. DefaultSettings_: {
  20231. endingStart: ZeroCurvatureEnding,
  20232. endingEnd: ZeroCurvatureEnding
  20233. },
  20234. intervalChanged_: function ( i1, t0, t1 ) {
  20235. var pp = this.parameterPositions,
  20236. iPrev = i1 - 2,
  20237. iNext = i1 + 1,
  20238. tPrev = pp[ iPrev ],
  20239. tNext = pp[ iNext ];
  20240. if ( tPrev === undefined ) {
  20241. switch ( this.getSettings_().endingStart ) {
  20242. case ZeroSlopeEnding:
  20243. // f'(t0) = 0
  20244. iPrev = i1;
  20245. tPrev = 2 * t0 - t1;
  20246. break;
  20247. case WrapAroundEnding:
  20248. // use the other end of the curve
  20249. iPrev = pp.length - 2;
  20250. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20251. break;
  20252. default: // ZeroCurvatureEnding
  20253. // f''(t0) = 0 a.k.a. Natural Spline
  20254. iPrev = i1;
  20255. tPrev = t1;
  20256. }
  20257. }
  20258. if ( tNext === undefined ) {
  20259. switch ( this.getSettings_().endingEnd ) {
  20260. case ZeroSlopeEnding:
  20261. // f'(tN) = 0
  20262. iNext = i1;
  20263. tNext = 2 * t1 - t0;
  20264. break;
  20265. case WrapAroundEnding:
  20266. // use the other end of the curve
  20267. iNext = 1;
  20268. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20269. break;
  20270. default: // ZeroCurvatureEnding
  20271. // f''(tN) = 0, a.k.a. Natural Spline
  20272. iNext = i1 - 1;
  20273. tNext = t0;
  20274. }
  20275. }
  20276. var halfDt = ( t1 - t0 ) * 0.5,
  20277. stride = this.valueSize;
  20278. this._weightPrev = halfDt / ( t0 - tPrev );
  20279. this._weightNext = halfDt / ( tNext - t1 );
  20280. this._offsetPrev = iPrev * stride;
  20281. this._offsetNext = iNext * stride;
  20282. },
  20283. interpolate_: function ( i1, t0, t, t1 ) {
  20284. var result = this.resultBuffer,
  20285. values = this.sampleValues,
  20286. stride = this.valueSize,
  20287. o1 = i1 * stride, o0 = o1 - stride,
  20288. oP = this._offsetPrev, oN = this._offsetNext,
  20289. wP = this._weightPrev, wN = this._weightNext,
  20290. p = ( t - t0 ) / ( t1 - t0 ),
  20291. pp = p * p,
  20292. ppp = pp * p;
  20293. // evaluate polynomials
  20294. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20295. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20296. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20297. var sN = wN * ppp - wN * pp;
  20298. // combine data linearly
  20299. for ( var i = 0; i !== stride; ++ i ) {
  20300. result[ i ] =
  20301. sP * values[ oP + i ] +
  20302. s0 * values[ o0 + i ] +
  20303. s1 * values[ o1 + i ] +
  20304. sN * values[ oN + i ];
  20305. }
  20306. return result;
  20307. }
  20308. } );
  20309. /**
  20310. * @author tschw
  20311. */
  20312. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20313. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20314. }
  20315. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20316. constructor: LinearInterpolant,
  20317. interpolate_: function ( i1, t0, t, t1 ) {
  20318. var result = this.resultBuffer,
  20319. values = this.sampleValues,
  20320. stride = this.valueSize,
  20321. offset1 = i1 * stride,
  20322. offset0 = offset1 - stride,
  20323. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20324. weight0 = 1 - weight1;
  20325. for ( var i = 0; i !== stride; ++ i ) {
  20326. result[ i ] =
  20327. values[ offset0 + i ] * weight0 +
  20328. values[ offset1 + i ] * weight1;
  20329. }
  20330. return result;
  20331. }
  20332. } );
  20333. /**
  20334. *
  20335. * Interpolant that evaluates to the sample value at the position preceeding
  20336. * the parameter.
  20337. *
  20338. * @author tschw
  20339. */
  20340. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20341. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20342. }
  20343. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20344. constructor: DiscreteInterpolant,
  20345. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20346. return this.copySampleValue_( i1 - 1 );
  20347. }
  20348. } );
  20349. /**
  20350. *
  20351. * A timed sequence of keyframes for a specific property.
  20352. *
  20353. *
  20354. * @author Ben Houston / http://clara.io/
  20355. * @author David Sarno / http://lighthaus.us/
  20356. * @author tschw
  20357. */
  20358. function KeyframeTrack( name, times, values, interpolation ) {
  20359. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20360. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20361. this.name = name;
  20362. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20363. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20364. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20365. }
  20366. // Static methods
  20367. Object.assign( KeyframeTrack, {
  20368. // Serialization (in static context, because of constructor invocation
  20369. // and automatic invocation of .toJSON):
  20370. toJSON: function ( track ) {
  20371. var trackType = track.constructor;
  20372. var json;
  20373. // derived classes can define a static toJSON method
  20374. if ( trackType.toJSON !== undefined ) {
  20375. json = trackType.toJSON( track );
  20376. } else {
  20377. // by default, we assume the data can be serialized as-is
  20378. json = {
  20379. 'name': track.name,
  20380. 'times': AnimationUtils.convertArray( track.times, Array ),
  20381. 'values': AnimationUtils.convertArray( track.values, Array )
  20382. };
  20383. var interpolation = track.getInterpolation();
  20384. if ( interpolation !== track.DefaultInterpolation ) {
  20385. json.interpolation = interpolation;
  20386. }
  20387. }
  20388. json.type = track.ValueTypeName; // mandatory
  20389. return json;
  20390. }
  20391. } );
  20392. Object.assign( KeyframeTrack.prototype, {
  20393. constructor: KeyframeTrack,
  20394. TimeBufferType: Float32Array,
  20395. ValueBufferType: Float32Array,
  20396. DefaultInterpolation: InterpolateLinear,
  20397. InterpolantFactoryMethodDiscrete: function ( result ) {
  20398. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20399. },
  20400. InterpolantFactoryMethodLinear: function ( result ) {
  20401. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20402. },
  20403. InterpolantFactoryMethodSmooth: function ( result ) {
  20404. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20405. },
  20406. setInterpolation: function ( interpolation ) {
  20407. var factoryMethod;
  20408. switch ( interpolation ) {
  20409. case InterpolateDiscrete:
  20410. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20411. break;
  20412. case InterpolateLinear:
  20413. factoryMethod = this.InterpolantFactoryMethodLinear;
  20414. break;
  20415. case InterpolateSmooth:
  20416. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20417. break;
  20418. }
  20419. if ( factoryMethod === undefined ) {
  20420. var message = "unsupported interpolation for " +
  20421. this.ValueTypeName + " keyframe track named " + this.name;
  20422. if ( this.createInterpolant === undefined ) {
  20423. // fall back to default, unless the default itself is messed up
  20424. if ( interpolation !== this.DefaultInterpolation ) {
  20425. this.setInterpolation( this.DefaultInterpolation );
  20426. } else {
  20427. throw new Error( message ); // fatal, in this case
  20428. }
  20429. }
  20430. console.warn( 'THREE.KeyframeTrack:', message );
  20431. return this;
  20432. }
  20433. this.createInterpolant = factoryMethod;
  20434. return this;
  20435. },
  20436. getInterpolation: function () {
  20437. switch ( this.createInterpolant ) {
  20438. case this.InterpolantFactoryMethodDiscrete:
  20439. return InterpolateDiscrete;
  20440. case this.InterpolantFactoryMethodLinear:
  20441. return InterpolateLinear;
  20442. case this.InterpolantFactoryMethodSmooth:
  20443. return InterpolateSmooth;
  20444. }
  20445. },
  20446. getValueSize: function () {
  20447. return this.values.length / this.times.length;
  20448. },
  20449. // move all keyframes either forwards or backwards in time
  20450. shift: function ( timeOffset ) {
  20451. if ( timeOffset !== 0.0 ) {
  20452. var times = this.times;
  20453. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20454. times[ i ] += timeOffset;
  20455. }
  20456. }
  20457. return this;
  20458. },
  20459. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20460. scale: function ( timeScale ) {
  20461. if ( timeScale !== 1.0 ) {
  20462. var times = this.times;
  20463. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20464. times[ i ] *= timeScale;
  20465. }
  20466. }
  20467. return this;
  20468. },
  20469. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20470. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20471. trim: function ( startTime, endTime ) {
  20472. var times = this.times,
  20473. nKeys = times.length,
  20474. from = 0,
  20475. to = nKeys - 1;
  20476. while ( from !== nKeys && times[ from ] < startTime ) {
  20477. ++ from;
  20478. }
  20479. while ( to !== - 1 && times[ to ] > endTime ) {
  20480. -- to;
  20481. }
  20482. ++ to; // inclusive -> exclusive bound
  20483. if ( from !== 0 || to !== nKeys ) {
  20484. // empty tracks are forbidden, so keep at least one keyframe
  20485. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20486. var stride = this.getValueSize();
  20487. this.times = AnimationUtils.arraySlice( times, from, to );
  20488. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20489. }
  20490. return this;
  20491. },
  20492. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20493. validate: function () {
  20494. var valid = true;
  20495. var valueSize = this.getValueSize();
  20496. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20497. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20498. valid = false;
  20499. }
  20500. var times = this.times,
  20501. values = this.values,
  20502. nKeys = times.length;
  20503. if ( nKeys === 0 ) {
  20504. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20505. valid = false;
  20506. }
  20507. var prevTime = null;
  20508. for ( var i = 0; i !== nKeys; i ++ ) {
  20509. var currTime = times[ i ];
  20510. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20511. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20512. valid = false;
  20513. break;
  20514. }
  20515. if ( prevTime !== null && prevTime > currTime ) {
  20516. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20517. valid = false;
  20518. break;
  20519. }
  20520. prevTime = currTime;
  20521. }
  20522. if ( values !== undefined ) {
  20523. if ( AnimationUtils.isTypedArray( values ) ) {
  20524. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20525. var value = values[ i ];
  20526. if ( isNaN( value ) ) {
  20527. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20528. valid = false;
  20529. break;
  20530. }
  20531. }
  20532. }
  20533. }
  20534. return valid;
  20535. },
  20536. // removes equivalent sequential keys as common in morph target sequences
  20537. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20538. optimize: function () {
  20539. var times = this.times,
  20540. values = this.values,
  20541. stride = this.getValueSize(),
  20542. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20543. writeIndex = 1,
  20544. lastIndex = times.length - 1;
  20545. for ( var i = 1; i < lastIndex; ++ i ) {
  20546. var keep = false;
  20547. var time = times[ i ];
  20548. var timeNext = times[ i + 1 ];
  20549. // remove adjacent keyframes scheduled at the same time
  20550. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20551. if ( ! smoothInterpolation ) {
  20552. // remove unnecessary keyframes same as their neighbors
  20553. var offset = i * stride,
  20554. offsetP = offset - stride,
  20555. offsetN = offset + stride;
  20556. for ( var j = 0; j !== stride; ++ j ) {
  20557. var value = values[ offset + j ];
  20558. if ( value !== values[ offsetP + j ] ||
  20559. value !== values[ offsetN + j ] ) {
  20560. keep = true;
  20561. break;
  20562. }
  20563. }
  20564. } else {
  20565. keep = true;
  20566. }
  20567. }
  20568. // in-place compaction
  20569. if ( keep ) {
  20570. if ( i !== writeIndex ) {
  20571. times[ writeIndex ] = times[ i ];
  20572. var readOffset = i * stride,
  20573. writeOffset = writeIndex * stride;
  20574. for ( var j = 0; j !== stride; ++ j ) {
  20575. values[ writeOffset + j ] = values[ readOffset + j ];
  20576. }
  20577. }
  20578. ++ writeIndex;
  20579. }
  20580. }
  20581. // flush last keyframe (compaction looks ahead)
  20582. if ( lastIndex > 0 ) {
  20583. times[ writeIndex ] = times[ lastIndex ];
  20584. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20585. values[ writeOffset + j ] = values[ readOffset + j ];
  20586. }
  20587. ++ writeIndex;
  20588. }
  20589. if ( writeIndex !== times.length ) {
  20590. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20591. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20592. }
  20593. return this;
  20594. },
  20595. clone: function () {
  20596. var times = AnimationUtils.arraySlice( this.times, 0 );
  20597. var values = AnimationUtils.arraySlice( this.values, 0 );
  20598. var TypedKeyframeTrack = this.constructor;
  20599. var track = new TypedKeyframeTrack( this.name, times, values );
  20600. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20601. track.createInterpolant = this.createInterpolant;
  20602. return track;
  20603. }
  20604. } );
  20605. /**
  20606. *
  20607. * A Track of Boolean keyframe values.
  20608. *
  20609. *
  20610. * @author Ben Houston / http://clara.io/
  20611. * @author David Sarno / http://lighthaus.us/
  20612. * @author tschw
  20613. */
  20614. function BooleanKeyframeTrack( name, times, values ) {
  20615. KeyframeTrack.call( this, name, times, values );
  20616. }
  20617. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20618. constructor: BooleanKeyframeTrack,
  20619. ValueTypeName: 'bool',
  20620. ValueBufferType: Array,
  20621. DefaultInterpolation: InterpolateDiscrete,
  20622. InterpolantFactoryMethodLinear: undefined,
  20623. InterpolantFactoryMethodSmooth: undefined
  20624. // Note: Actually this track could have a optimized / compressed
  20625. // representation of a single value and a custom interpolant that
  20626. // computes "firstValue ^ isOdd( index )".
  20627. } );
  20628. /**
  20629. *
  20630. * A Track of keyframe values that represent color.
  20631. *
  20632. *
  20633. * @author Ben Houston / http://clara.io/
  20634. * @author David Sarno / http://lighthaus.us/
  20635. * @author tschw
  20636. */
  20637. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20638. KeyframeTrack.call( this, name, times, values, interpolation );
  20639. }
  20640. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20641. constructor: ColorKeyframeTrack,
  20642. ValueTypeName: 'color'
  20643. // ValueBufferType is inherited
  20644. // DefaultInterpolation is inherited
  20645. // Note: Very basic implementation and nothing special yet.
  20646. // However, this is the place for color space parameterization.
  20647. } );
  20648. /**
  20649. *
  20650. * A Track of numeric keyframe values.
  20651. *
  20652. * @author Ben Houston / http://clara.io/
  20653. * @author David Sarno / http://lighthaus.us/
  20654. * @author tschw
  20655. */
  20656. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20657. KeyframeTrack.call( this, name, times, values, interpolation );
  20658. }
  20659. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20660. constructor: NumberKeyframeTrack,
  20661. ValueTypeName: 'number'
  20662. // ValueBufferType is inherited
  20663. // DefaultInterpolation is inherited
  20664. } );
  20665. /**
  20666. * Spherical linear unit quaternion interpolant.
  20667. *
  20668. * @author tschw
  20669. */
  20670. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20671. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20672. }
  20673. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20674. constructor: QuaternionLinearInterpolant,
  20675. interpolate_: function ( i1, t0, t, t1 ) {
  20676. var result = this.resultBuffer,
  20677. values = this.sampleValues,
  20678. stride = this.valueSize,
  20679. offset = i1 * stride,
  20680. alpha = ( t - t0 ) / ( t1 - t0 );
  20681. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20682. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20683. }
  20684. return result;
  20685. }
  20686. } );
  20687. /**
  20688. *
  20689. * A Track of quaternion keyframe values.
  20690. *
  20691. * @author Ben Houston / http://clara.io/
  20692. * @author David Sarno / http://lighthaus.us/
  20693. * @author tschw
  20694. */
  20695. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20696. KeyframeTrack.call( this, name, times, values, interpolation );
  20697. }
  20698. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20699. constructor: QuaternionKeyframeTrack,
  20700. ValueTypeName: 'quaternion',
  20701. // ValueBufferType is inherited
  20702. DefaultInterpolation: InterpolateLinear,
  20703. InterpolantFactoryMethodLinear: function ( result ) {
  20704. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20705. },
  20706. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20707. } );
  20708. /**
  20709. *
  20710. * A Track that interpolates Strings
  20711. *
  20712. *
  20713. * @author Ben Houston / http://clara.io/
  20714. * @author David Sarno / http://lighthaus.us/
  20715. * @author tschw
  20716. */
  20717. function StringKeyframeTrack( name, times, values, interpolation ) {
  20718. KeyframeTrack.call( this, name, times, values, interpolation );
  20719. }
  20720. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20721. constructor: StringKeyframeTrack,
  20722. ValueTypeName: 'string',
  20723. ValueBufferType: Array,
  20724. DefaultInterpolation: InterpolateDiscrete,
  20725. InterpolantFactoryMethodLinear: undefined,
  20726. InterpolantFactoryMethodSmooth: undefined
  20727. } );
  20728. /**
  20729. *
  20730. * A Track of vectored keyframe values.
  20731. *
  20732. *
  20733. * @author Ben Houston / http://clara.io/
  20734. * @author David Sarno / http://lighthaus.us/
  20735. * @author tschw
  20736. */
  20737. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20738. KeyframeTrack.call( this, name, times, values, interpolation );
  20739. }
  20740. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20741. constructor: VectorKeyframeTrack,
  20742. ValueTypeName: 'vector'
  20743. // ValueBufferType is inherited
  20744. // DefaultInterpolation is inherited
  20745. } );
  20746. /**
  20747. *
  20748. * Reusable set of Tracks that represent an animation.
  20749. *
  20750. * @author Ben Houston / http://clara.io/
  20751. * @author David Sarno / http://lighthaus.us/
  20752. */
  20753. function AnimationClip( name, duration, tracks ) {
  20754. this.name = name;
  20755. this.tracks = tracks;
  20756. this.duration = ( duration !== undefined ) ? duration : - 1;
  20757. this.uuid = _Math.generateUUID();
  20758. // this means it should figure out its duration by scanning the tracks
  20759. if ( this.duration < 0 ) {
  20760. this.resetDuration();
  20761. }
  20762. }
  20763. function getTrackTypeForValueTypeName( typeName ) {
  20764. switch ( typeName.toLowerCase() ) {
  20765. case 'scalar':
  20766. case 'double':
  20767. case 'float':
  20768. case 'number':
  20769. case 'integer':
  20770. return NumberKeyframeTrack;
  20771. case 'vector':
  20772. case 'vector2':
  20773. case 'vector3':
  20774. case 'vector4':
  20775. return VectorKeyframeTrack;
  20776. case 'color':
  20777. return ColorKeyframeTrack;
  20778. case 'quaternion':
  20779. return QuaternionKeyframeTrack;
  20780. case 'bool':
  20781. case 'boolean':
  20782. return BooleanKeyframeTrack;
  20783. case 'string':
  20784. return StringKeyframeTrack;
  20785. }
  20786. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20787. }
  20788. function parseKeyframeTrack( json ) {
  20789. if ( json.type === undefined ) {
  20790. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20791. }
  20792. var trackType = getTrackTypeForValueTypeName( json.type );
  20793. if ( json.times === undefined ) {
  20794. var times = [], values = [];
  20795. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20796. json.times = times;
  20797. json.values = values;
  20798. }
  20799. // derived classes can define a static parse method
  20800. if ( trackType.parse !== undefined ) {
  20801. return trackType.parse( json );
  20802. } else {
  20803. // by default, we assume a constructor compatible with the base
  20804. return new trackType( json.name, json.times, json.values, json.interpolation );
  20805. }
  20806. }
  20807. Object.assign( AnimationClip, {
  20808. parse: function ( json ) {
  20809. var tracks = [],
  20810. jsonTracks = json.tracks,
  20811. frameTime = 1.0 / ( json.fps || 1.0 );
  20812. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20813. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20814. }
  20815. return new AnimationClip( json.name, json.duration, tracks );
  20816. },
  20817. toJSON: function ( clip ) {
  20818. var tracks = [],
  20819. clipTracks = clip.tracks;
  20820. var json = {
  20821. 'name': clip.name,
  20822. 'duration': clip.duration,
  20823. 'tracks': tracks,
  20824. 'uuid': clip.uuid
  20825. };
  20826. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20827. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20828. }
  20829. return json;
  20830. },
  20831. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20832. var numMorphTargets = morphTargetSequence.length;
  20833. var tracks = [];
  20834. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20835. var times = [];
  20836. var values = [];
  20837. times.push(
  20838. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20839. i,
  20840. ( i + 1 ) % numMorphTargets );
  20841. values.push( 0, 1, 0 );
  20842. var order = AnimationUtils.getKeyframeOrder( times );
  20843. times = AnimationUtils.sortedArray( times, 1, order );
  20844. values = AnimationUtils.sortedArray( values, 1, order );
  20845. // if there is a key at the first frame, duplicate it as the
  20846. // last frame as well for perfect loop.
  20847. if ( ! noLoop && times[ 0 ] === 0 ) {
  20848. times.push( numMorphTargets );
  20849. values.push( values[ 0 ] );
  20850. }
  20851. tracks.push(
  20852. new NumberKeyframeTrack(
  20853. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20854. times, values
  20855. ).scale( 1.0 / fps ) );
  20856. }
  20857. return new AnimationClip( name, - 1, tracks );
  20858. },
  20859. findByName: function ( objectOrClipArray, name ) {
  20860. var clipArray = objectOrClipArray;
  20861. if ( ! Array.isArray( objectOrClipArray ) ) {
  20862. var o = objectOrClipArray;
  20863. clipArray = o.geometry && o.geometry.animations || o.animations;
  20864. }
  20865. for ( var i = 0; i < clipArray.length; i ++ ) {
  20866. if ( clipArray[ i ].name === name ) {
  20867. return clipArray[ i ];
  20868. }
  20869. }
  20870. return null;
  20871. },
  20872. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20873. var animationToMorphTargets = {};
  20874. // tested with https://regex101.com/ on trick sequences
  20875. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20876. var pattern = /^([\w-]*?)([\d]+)$/;
  20877. // sort morph target names into animation groups based
  20878. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20879. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20880. var morphTarget = morphTargets[ i ];
  20881. var parts = morphTarget.name.match( pattern );
  20882. if ( parts && parts.length > 1 ) {
  20883. var name = parts[ 1 ];
  20884. var animationMorphTargets = animationToMorphTargets[ name ];
  20885. if ( ! animationMorphTargets ) {
  20886. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20887. }
  20888. animationMorphTargets.push( morphTarget );
  20889. }
  20890. }
  20891. var clips = [];
  20892. for ( var name in animationToMorphTargets ) {
  20893. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20894. }
  20895. return clips;
  20896. },
  20897. // parse the animation.hierarchy format
  20898. parseAnimation: function ( animation, bones ) {
  20899. if ( ! animation ) {
  20900. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20901. return null;
  20902. }
  20903. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20904. // only return track if there are actually keys.
  20905. if ( animationKeys.length !== 0 ) {
  20906. var times = [];
  20907. var values = [];
  20908. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20909. // empty keys are filtered out, so check again
  20910. if ( times.length !== 0 ) {
  20911. destTracks.push( new trackType( trackName, times, values ) );
  20912. }
  20913. }
  20914. };
  20915. var tracks = [];
  20916. var clipName = animation.name || 'default';
  20917. // automatic length determination in AnimationClip.
  20918. var duration = animation.length || - 1;
  20919. var fps = animation.fps || 30;
  20920. var hierarchyTracks = animation.hierarchy || [];
  20921. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20922. var animationKeys = hierarchyTracks[ h ].keys;
  20923. // skip empty tracks
  20924. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20925. // process morph targets
  20926. if ( animationKeys[ 0 ].morphTargets ) {
  20927. // figure out all morph targets used in this track
  20928. var morphTargetNames = {};
  20929. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20930. if ( animationKeys[ k ].morphTargets ) {
  20931. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20932. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20933. }
  20934. }
  20935. }
  20936. // create a track for each morph target with all zero
  20937. // morphTargetInfluences except for the keys in which
  20938. // the morphTarget is named.
  20939. for ( var morphTargetName in morphTargetNames ) {
  20940. var times = [];
  20941. var values = [];
  20942. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20943. var animationKey = animationKeys[ k ];
  20944. times.push( animationKey.time );
  20945. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20946. }
  20947. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20948. }
  20949. duration = morphTargetNames.length * ( fps || 1.0 );
  20950. } else {
  20951. // ...assume skeletal animation
  20952. var boneName = '.bones[' + bones[ h ].name + ']';
  20953. addNonemptyTrack(
  20954. VectorKeyframeTrack, boneName + '.position',
  20955. animationKeys, 'pos', tracks );
  20956. addNonemptyTrack(
  20957. QuaternionKeyframeTrack, boneName + '.quaternion',
  20958. animationKeys, 'rot', tracks );
  20959. addNonemptyTrack(
  20960. VectorKeyframeTrack, boneName + '.scale',
  20961. animationKeys, 'scl', tracks );
  20962. }
  20963. }
  20964. if ( tracks.length === 0 ) {
  20965. return null;
  20966. }
  20967. var clip = new AnimationClip( clipName, duration, tracks );
  20968. return clip;
  20969. }
  20970. } );
  20971. Object.assign( AnimationClip.prototype, {
  20972. resetDuration: function () {
  20973. var tracks = this.tracks, duration = 0;
  20974. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20975. var track = this.tracks[ i ];
  20976. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20977. }
  20978. this.duration = duration;
  20979. return this;
  20980. },
  20981. trim: function () {
  20982. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20983. this.tracks[ i ].trim( 0, this.duration );
  20984. }
  20985. return this;
  20986. },
  20987. validate: function () {
  20988. var valid = true;
  20989. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20990. valid = valid && this.tracks[ i ].validate();
  20991. }
  20992. return valid;
  20993. },
  20994. optimize: function () {
  20995. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20996. this.tracks[ i ].optimize();
  20997. }
  20998. return this;
  20999. },
  21000. clone: function () {
  21001. var tracks = [];
  21002. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21003. tracks.push( this.tracks[ i ].clone() );
  21004. }
  21005. return new AnimationClip( this.name, this.duration, tracks );
  21006. }
  21007. } );
  21008. /**
  21009. * @author mrdoob / http://mrdoob.com/
  21010. */
  21011. var Cache = {
  21012. enabled: false,
  21013. files: {},
  21014. add: function ( key, file ) {
  21015. if ( this.enabled === false ) { return; }
  21016. // console.log( 'THREE.Cache', 'Adding key:', key );
  21017. this.files[ key ] = file;
  21018. },
  21019. get: function ( key ) {
  21020. if ( this.enabled === false ) { return; }
  21021. // console.log( 'THREE.Cache', 'Checking key:', key );
  21022. return this.files[ key ];
  21023. },
  21024. remove: function ( key ) {
  21025. delete this.files[ key ];
  21026. },
  21027. clear: function () {
  21028. this.files = {};
  21029. }
  21030. };
  21031. /**
  21032. * @author mrdoob / http://mrdoob.com/
  21033. */
  21034. function LoadingManager( onLoad, onProgress, onError ) {
  21035. var scope = this;
  21036. var isLoading = false;
  21037. var itemsLoaded = 0;
  21038. var itemsTotal = 0;
  21039. var urlModifier = undefined;
  21040. var handlers = [];
  21041. // Refer to #5689 for the reason why we don't set .onStart
  21042. // in the constructor
  21043. this.onStart = undefined;
  21044. this.onLoad = onLoad;
  21045. this.onProgress = onProgress;
  21046. this.onError = onError;
  21047. this.itemStart = function ( url ) {
  21048. itemsTotal ++;
  21049. if ( isLoading === false ) {
  21050. if ( scope.onStart !== undefined ) {
  21051. scope.onStart( url, itemsLoaded, itemsTotal );
  21052. }
  21053. }
  21054. isLoading = true;
  21055. };
  21056. this.itemEnd = function ( url ) {
  21057. itemsLoaded ++;
  21058. if ( scope.onProgress !== undefined ) {
  21059. scope.onProgress( url, itemsLoaded, itemsTotal );
  21060. }
  21061. if ( itemsLoaded === itemsTotal ) {
  21062. isLoading = false;
  21063. if ( scope.onLoad !== undefined ) {
  21064. scope.onLoad();
  21065. }
  21066. }
  21067. };
  21068. this.itemError = function ( url ) {
  21069. if ( scope.onError !== undefined ) {
  21070. scope.onError( url );
  21071. }
  21072. };
  21073. this.resolveURL = function ( url ) {
  21074. if ( urlModifier ) {
  21075. return urlModifier( url );
  21076. }
  21077. return url;
  21078. };
  21079. this.setURLModifier = function ( transform ) {
  21080. urlModifier = transform;
  21081. return this;
  21082. };
  21083. this.addHandler = function ( regex, loader ) {
  21084. handlers.push( regex, loader );
  21085. return this;
  21086. };
  21087. this.removeHandler = function ( regex ) {
  21088. var index = handlers.indexOf( regex );
  21089. if ( index !== - 1 ) {
  21090. handlers.splice( index, 2 );
  21091. }
  21092. return this;
  21093. };
  21094. this.getHandler = function ( file ) {
  21095. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21096. var regex = handlers[ i ];
  21097. var loader = handlers[ i + 1 ];
  21098. if ( regex.test( file ) ) {
  21099. return loader;
  21100. }
  21101. }
  21102. return null;
  21103. };
  21104. }
  21105. var DefaultLoadingManager = new LoadingManager();
  21106. /**
  21107. * @author alteredq / http://alteredqualia.com/
  21108. */
  21109. function Loader( manager ) {
  21110. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21111. this.crossOrigin = 'anonymous';
  21112. this.path = '';
  21113. this.resourcePath = '';
  21114. }
  21115. Object.assign( Loader.prototype, {
  21116. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21117. parse: function ( /* data */ ) {},
  21118. setCrossOrigin: function ( crossOrigin ) {
  21119. this.crossOrigin = crossOrigin;
  21120. return this;
  21121. },
  21122. setPath: function ( path ) {
  21123. this.path = path;
  21124. return this;
  21125. },
  21126. setResourcePath: function ( resourcePath ) {
  21127. this.resourcePath = resourcePath;
  21128. return this;
  21129. }
  21130. } );
  21131. /**
  21132. * @author mrdoob / http://mrdoob.com/
  21133. */
  21134. var loading = {};
  21135. function FileLoader( manager ) {
  21136. Loader.call( this, manager );
  21137. }
  21138. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21139. constructor: FileLoader,
  21140. load: function ( url, onLoad, onProgress, onError ) {
  21141. if ( url === undefined ) { url = ''; }
  21142. if ( this.path !== undefined ) { url = this.path + url; }
  21143. url = this.manager.resolveURL( url );
  21144. var scope = this;
  21145. var cached = Cache.get( url );
  21146. if ( cached !== undefined ) {
  21147. scope.manager.itemStart( url );
  21148. setTimeout( function () {
  21149. if ( onLoad ) { onLoad( cached ); }
  21150. scope.manager.itemEnd( url );
  21151. }, 0 );
  21152. return cached;
  21153. }
  21154. // Check if request is duplicate
  21155. if ( loading[ url ] !== undefined ) {
  21156. loading[ url ].push( {
  21157. onLoad: onLoad,
  21158. onProgress: onProgress,
  21159. onError: onError
  21160. } );
  21161. return;
  21162. }
  21163. // Check for data: URI
  21164. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21165. var dataUriRegexResult = url.match( dataUriRegex );
  21166. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21167. if ( dataUriRegexResult ) {
  21168. var mimeType = dataUriRegexResult[ 1 ];
  21169. var isBase64 = !! dataUriRegexResult[ 2 ];
  21170. var data = dataUriRegexResult[ 3 ];
  21171. data = decodeURIComponent( data );
  21172. if ( isBase64 ) { data = atob( data ); }
  21173. try {
  21174. var response;
  21175. var responseType = ( this.responseType || '' ).toLowerCase();
  21176. switch ( responseType ) {
  21177. case 'arraybuffer':
  21178. case 'blob':
  21179. var view = new Uint8Array( data.length );
  21180. for ( var i = 0; i < data.length; i ++ ) {
  21181. view[ i ] = data.charCodeAt( i );
  21182. }
  21183. if ( responseType === 'blob' ) {
  21184. response = new Blob( [ view.buffer ], { type: mimeType } );
  21185. } else {
  21186. response = view.buffer;
  21187. }
  21188. break;
  21189. case 'document':
  21190. var parser = new DOMParser();
  21191. response = parser.parseFromString( data, mimeType );
  21192. break;
  21193. case 'json':
  21194. response = JSON.parse( data );
  21195. break;
  21196. default: // 'text' or other
  21197. response = data;
  21198. break;
  21199. }
  21200. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21201. setTimeout( function () {
  21202. if ( onLoad ) { onLoad( response ); }
  21203. scope.manager.itemEnd( url );
  21204. }, 0 );
  21205. } catch ( error ) {
  21206. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21207. setTimeout( function () {
  21208. if ( onError ) { onError( error ); }
  21209. scope.manager.itemError( url );
  21210. scope.manager.itemEnd( url );
  21211. }, 0 );
  21212. }
  21213. } else {
  21214. // Initialise array for duplicate requests
  21215. loading[ url ] = [];
  21216. loading[ url ].push( {
  21217. onLoad: onLoad,
  21218. onProgress: onProgress,
  21219. onError: onError
  21220. } );
  21221. var request = new XMLHttpRequest();
  21222. request.open( 'GET', url, true );
  21223. request.addEventListener( 'load', function ( event ) {
  21224. var response = this.response;
  21225. Cache.add( url, response );
  21226. var callbacks = loading[ url ];
  21227. delete loading[ url ];
  21228. if ( this.status === 200 || this.status === 0 ) {
  21229. // Some browsers return HTTP Status 0 when using non-http protocol
  21230. // e.g. 'file://' or 'data://'. Handle as success.
  21231. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21232. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21233. var callback = callbacks[ i ];
  21234. if ( callback.onLoad ) { callback.onLoad( response ); }
  21235. }
  21236. scope.manager.itemEnd( url );
  21237. } else {
  21238. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21239. var callback = callbacks[ i ];
  21240. if ( callback.onError ) { callback.onError( event ); }
  21241. }
  21242. scope.manager.itemError( url );
  21243. scope.manager.itemEnd( url );
  21244. }
  21245. }, false );
  21246. request.addEventListener( 'progress', function ( event ) {
  21247. var callbacks = loading[ url ];
  21248. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21249. var callback = callbacks[ i ];
  21250. if ( callback.onProgress ) { callback.onProgress( event ); }
  21251. }
  21252. }, false );
  21253. request.addEventListener( 'error', function ( event ) {
  21254. var callbacks = loading[ url ];
  21255. delete loading[ url ];
  21256. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21257. var callback = callbacks[ i ];
  21258. if ( callback.onError ) { callback.onError( event ); }
  21259. }
  21260. scope.manager.itemError( url );
  21261. scope.manager.itemEnd( url );
  21262. }, false );
  21263. request.addEventListener( 'abort', function ( event ) {
  21264. var callbacks = loading[ url ];
  21265. delete loading[ url ];
  21266. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21267. var callback = callbacks[ i ];
  21268. if ( callback.onError ) { callback.onError( event ); }
  21269. }
  21270. scope.manager.itemError( url );
  21271. scope.manager.itemEnd( url );
  21272. }, false );
  21273. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21274. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21275. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21276. for ( var header in this.requestHeader ) {
  21277. request.setRequestHeader( header, this.requestHeader[ header ] );
  21278. }
  21279. request.send( null );
  21280. }
  21281. scope.manager.itemStart( url );
  21282. return request;
  21283. },
  21284. setResponseType: function ( value ) {
  21285. this.responseType = value;
  21286. return this;
  21287. },
  21288. setWithCredentials: function ( value ) {
  21289. this.withCredentials = value;
  21290. return this;
  21291. },
  21292. setMimeType: function ( value ) {
  21293. this.mimeType = value;
  21294. return this;
  21295. },
  21296. setRequestHeader: function ( value ) {
  21297. this.requestHeader = value;
  21298. return this;
  21299. }
  21300. } );
  21301. /**
  21302. * @author bhouston / http://clara.io/
  21303. */
  21304. function AnimationLoader( manager ) {
  21305. Loader.call( this, manager );
  21306. }
  21307. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21308. constructor: AnimationLoader,
  21309. load: function ( url, onLoad, onProgress, onError ) {
  21310. var scope = this;
  21311. var loader = new FileLoader( scope.manager );
  21312. loader.setPath( scope.path );
  21313. loader.load( url, function ( text ) {
  21314. onLoad( scope.parse( JSON.parse( text ) ) );
  21315. }, onProgress, onError );
  21316. },
  21317. parse: function ( json ) {
  21318. var animations = [];
  21319. for ( var i = 0; i < json.length; i ++ ) {
  21320. var clip = AnimationClip.parse( json[ i ] );
  21321. animations.push( clip );
  21322. }
  21323. return animations;
  21324. }
  21325. } );
  21326. /**
  21327. * @author mrdoob / http://mrdoob.com/
  21328. *
  21329. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21330. *
  21331. * Sub classes have to implement the parse() method which will be used in load().
  21332. */
  21333. function CompressedTextureLoader( manager ) {
  21334. Loader.call( this, manager );
  21335. }
  21336. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21337. constructor: CompressedTextureLoader,
  21338. load: function ( url, onLoad, onProgress, onError ) {
  21339. var scope = this;
  21340. var images = [];
  21341. var texture = new CompressedTexture();
  21342. texture.image = images;
  21343. var loader = new FileLoader( this.manager );
  21344. loader.setPath( this.path );
  21345. loader.setResponseType( 'arraybuffer' );
  21346. function loadTexture( i ) {
  21347. loader.load( url[ i ], function ( buffer ) {
  21348. var texDatas = scope.parse( buffer, true );
  21349. images[ i ] = {
  21350. width: texDatas.width,
  21351. height: texDatas.height,
  21352. format: texDatas.format,
  21353. mipmaps: texDatas.mipmaps
  21354. };
  21355. loaded += 1;
  21356. if ( loaded === 6 ) {
  21357. if ( texDatas.mipmapCount === 1 )
  21358. { texture.minFilter = LinearFilter; }
  21359. texture.format = texDatas.format;
  21360. texture.needsUpdate = true;
  21361. if ( onLoad ) { onLoad( texture ); }
  21362. }
  21363. }, onProgress, onError );
  21364. }
  21365. if ( Array.isArray( url ) ) {
  21366. var loaded = 0;
  21367. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21368. loadTexture( i );
  21369. }
  21370. } else {
  21371. // compressed cubemap texture stored in a single DDS file
  21372. loader.load( url, function ( buffer ) {
  21373. var texDatas = scope.parse( buffer, true );
  21374. if ( texDatas.isCubemap ) {
  21375. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21376. for ( var f = 0; f < faces; f ++ ) {
  21377. images[ f ] = { mipmaps: [] };
  21378. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21379. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21380. images[ f ].format = texDatas.format;
  21381. images[ f ].width = texDatas.width;
  21382. images[ f ].height = texDatas.height;
  21383. }
  21384. }
  21385. } else {
  21386. texture.image.width = texDatas.width;
  21387. texture.image.height = texDatas.height;
  21388. texture.mipmaps = texDatas.mipmaps;
  21389. }
  21390. if ( texDatas.mipmapCount === 1 ) {
  21391. texture.minFilter = LinearFilter;
  21392. }
  21393. texture.format = texDatas.format;
  21394. texture.needsUpdate = true;
  21395. if ( onLoad ) { onLoad( texture ); }
  21396. }, onProgress, onError );
  21397. }
  21398. return texture;
  21399. }
  21400. } );
  21401. /**
  21402. * @author Nikos M. / https://github.com/foo123/
  21403. *
  21404. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21405. *
  21406. * Sub classes have to implement the parse() method which will be used in load().
  21407. */
  21408. function DataTextureLoader( manager ) {
  21409. Loader.call( this, manager );
  21410. }
  21411. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21412. constructor: DataTextureLoader,
  21413. load: function ( url, onLoad, onProgress, onError ) {
  21414. var scope = this;
  21415. var texture = new DataTexture();
  21416. var loader = new FileLoader( this.manager );
  21417. loader.setResponseType( 'arraybuffer' );
  21418. loader.setPath( this.path );
  21419. loader.load( url, function ( buffer ) {
  21420. var texData = scope.parse( buffer );
  21421. if ( ! texData ) { return; }
  21422. if ( texData.image !== undefined ) {
  21423. texture.image = texData.image;
  21424. } else if ( texData.data !== undefined ) {
  21425. texture.image.width = texData.width;
  21426. texture.image.height = texData.height;
  21427. texture.image.data = texData.data;
  21428. }
  21429. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21430. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21431. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21432. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21433. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21434. if ( texData.format !== undefined ) {
  21435. texture.format = texData.format;
  21436. }
  21437. if ( texData.type !== undefined ) {
  21438. texture.type = texData.type;
  21439. }
  21440. if ( texData.mipmaps !== undefined ) {
  21441. texture.mipmaps = texData.mipmaps;
  21442. }
  21443. if ( texData.mipmapCount === 1 ) {
  21444. texture.minFilter = LinearFilter;
  21445. }
  21446. texture.needsUpdate = true;
  21447. if ( onLoad ) { onLoad( texture, texData ); }
  21448. }, onProgress, onError );
  21449. return texture;
  21450. }
  21451. } );
  21452. /**
  21453. * @author mrdoob / http://mrdoob.com/
  21454. */
  21455. function ImageLoader( manager ) {
  21456. Loader.call( this, manager );
  21457. }
  21458. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21459. constructor: ImageLoader,
  21460. load: function ( url, onLoad, onProgress, onError ) {
  21461. if ( this.path !== undefined ) { url = this.path + url; }
  21462. url = this.manager.resolveURL( url );
  21463. var scope = this;
  21464. var cached = Cache.get( url );
  21465. if ( cached !== undefined ) {
  21466. scope.manager.itemStart( url );
  21467. setTimeout( function () {
  21468. if ( onLoad ) { onLoad( cached ); }
  21469. scope.manager.itemEnd( url );
  21470. }, 0 );
  21471. return cached;
  21472. }
  21473. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21474. function onImageLoad() {
  21475. image.removeEventListener( 'load', onImageLoad, false );
  21476. image.removeEventListener( 'error', onImageError, false );
  21477. Cache.add( url, this );
  21478. if ( onLoad ) { onLoad( this ); }
  21479. scope.manager.itemEnd( url );
  21480. }
  21481. function onImageError( event ) {
  21482. image.removeEventListener( 'load', onImageLoad, false );
  21483. image.removeEventListener( 'error', onImageError, false );
  21484. if ( onError ) { onError( event ); }
  21485. scope.manager.itemError( url );
  21486. scope.manager.itemEnd( url );
  21487. }
  21488. image.addEventListener( 'load', onImageLoad, false );
  21489. image.addEventListener( 'error', onImageError, false );
  21490. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21491. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21492. }
  21493. scope.manager.itemStart( url );
  21494. image.src = url;
  21495. return image;
  21496. }
  21497. } );
  21498. /**
  21499. * @author mrdoob / http://mrdoob.com/
  21500. */
  21501. function CubeTextureLoader( manager ) {
  21502. Loader.call( this, manager );
  21503. }
  21504. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21505. constructor: CubeTextureLoader,
  21506. load: function ( urls, onLoad, onProgress, onError ) {
  21507. var texture = new CubeTexture();
  21508. var loader = new ImageLoader( this.manager );
  21509. loader.setCrossOrigin( this.crossOrigin );
  21510. loader.setPath( this.path );
  21511. var loaded = 0;
  21512. function loadTexture( i ) {
  21513. loader.load( urls[ i ], function ( image ) {
  21514. texture.images[ i ] = image;
  21515. loaded ++;
  21516. if ( loaded === 6 ) {
  21517. texture.needsUpdate = true;
  21518. if ( onLoad ) { onLoad( texture ); }
  21519. }
  21520. }, undefined, onError );
  21521. }
  21522. for ( var i = 0; i < urls.length; ++ i ) {
  21523. loadTexture( i );
  21524. }
  21525. return texture;
  21526. }
  21527. } );
  21528. /**
  21529. * @author mrdoob / http://mrdoob.com/
  21530. */
  21531. function TextureLoader( manager ) {
  21532. Loader.call( this, manager );
  21533. }
  21534. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21535. constructor: TextureLoader,
  21536. load: function ( url, onLoad, onProgress, onError ) {
  21537. var texture = new Texture();
  21538. var loader = new ImageLoader( this.manager );
  21539. loader.setCrossOrigin( this.crossOrigin );
  21540. loader.setPath( this.path );
  21541. loader.load( url, function ( image ) {
  21542. texture.image = image;
  21543. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21544. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21545. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21546. texture.needsUpdate = true;
  21547. if ( onLoad !== undefined ) {
  21548. onLoad( texture );
  21549. }
  21550. }, onProgress, onError );
  21551. return texture;
  21552. }
  21553. } );
  21554. /**
  21555. * @author zz85 / http://www.lab4games.net/zz85/blog
  21556. * Extensible curve object
  21557. *
  21558. * Some common of curve methods:
  21559. * .getPoint( t, optionalTarget ), .getTangent( t )
  21560. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21561. * .getPoints(), .getSpacedPoints()
  21562. * .getLength()
  21563. * .updateArcLengths()
  21564. *
  21565. * This following curves inherit from THREE.Curve:
  21566. *
  21567. * -- 2D curves --
  21568. * THREE.ArcCurve
  21569. * THREE.CubicBezierCurve
  21570. * THREE.EllipseCurve
  21571. * THREE.LineCurve
  21572. * THREE.QuadraticBezierCurve
  21573. * THREE.SplineCurve
  21574. *
  21575. * -- 3D curves --
  21576. * THREE.CatmullRomCurve3
  21577. * THREE.CubicBezierCurve3
  21578. * THREE.LineCurve3
  21579. * THREE.QuadraticBezierCurve3
  21580. *
  21581. * A series of curves can be represented as a THREE.CurvePath.
  21582. *
  21583. **/
  21584. /**************************************************************
  21585. * Abstract Curve base class
  21586. **************************************************************/
  21587. function Curve() {
  21588. this.type = 'Curve';
  21589. this.arcLengthDivisions = 200;
  21590. }
  21591. Object.assign( Curve.prototype, {
  21592. // Virtual base class method to overwrite and implement in subclasses
  21593. // - t [0 .. 1]
  21594. getPoint: function ( /* t, optionalTarget */ ) {
  21595. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21596. return null;
  21597. },
  21598. // Get point at relative position in curve according to arc length
  21599. // - u [0 .. 1]
  21600. getPointAt: function ( u, optionalTarget ) {
  21601. var t = this.getUtoTmapping( u );
  21602. return this.getPoint( t, optionalTarget );
  21603. },
  21604. // Get sequence of points using getPoint( t )
  21605. getPoints: function ( divisions ) {
  21606. if ( divisions === undefined ) { divisions = 5; }
  21607. var points = [];
  21608. for ( var d = 0; d <= divisions; d ++ ) {
  21609. points.push( this.getPoint( d / divisions ) );
  21610. }
  21611. return points;
  21612. },
  21613. // Get sequence of points using getPointAt( u )
  21614. getSpacedPoints: function ( divisions ) {
  21615. if ( divisions === undefined ) { divisions = 5; }
  21616. var points = [];
  21617. for ( var d = 0; d <= divisions; d ++ ) {
  21618. points.push( this.getPointAt( d / divisions ) );
  21619. }
  21620. return points;
  21621. },
  21622. // Get total curve arc length
  21623. getLength: function () {
  21624. var lengths = this.getLengths();
  21625. return lengths[ lengths.length - 1 ];
  21626. },
  21627. // Get list of cumulative segment lengths
  21628. getLengths: function ( divisions ) {
  21629. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21630. if ( this.cacheArcLengths &&
  21631. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21632. ! this.needsUpdate ) {
  21633. return this.cacheArcLengths;
  21634. }
  21635. this.needsUpdate = false;
  21636. var cache = [];
  21637. var current, last = this.getPoint( 0 );
  21638. var p, sum = 0;
  21639. cache.push( 0 );
  21640. for ( p = 1; p <= divisions; p ++ ) {
  21641. current = this.getPoint( p / divisions );
  21642. sum += current.distanceTo( last );
  21643. cache.push( sum );
  21644. last = current;
  21645. }
  21646. this.cacheArcLengths = cache;
  21647. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21648. },
  21649. updateArcLengths: function () {
  21650. this.needsUpdate = true;
  21651. this.getLengths();
  21652. },
  21653. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21654. getUtoTmapping: function ( u, distance ) {
  21655. var arcLengths = this.getLengths();
  21656. var i = 0, il = arcLengths.length;
  21657. var targetArcLength; // The targeted u distance value to get
  21658. if ( distance ) {
  21659. targetArcLength = distance;
  21660. } else {
  21661. targetArcLength = u * arcLengths[ il - 1 ];
  21662. }
  21663. // binary search for the index with largest value smaller than target u distance
  21664. var low = 0, high = il - 1, comparison;
  21665. while ( low <= high ) {
  21666. 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
  21667. comparison = arcLengths[ i ] - targetArcLength;
  21668. if ( comparison < 0 ) {
  21669. low = i + 1;
  21670. } else if ( comparison > 0 ) {
  21671. high = i - 1;
  21672. } else {
  21673. high = i;
  21674. break;
  21675. // DONE
  21676. }
  21677. }
  21678. i = high;
  21679. if ( arcLengths[ i ] === targetArcLength ) {
  21680. return i / ( il - 1 );
  21681. }
  21682. // we could get finer grain at lengths, or use simple interpolation between two points
  21683. var lengthBefore = arcLengths[ i ];
  21684. var lengthAfter = arcLengths[ i + 1 ];
  21685. var segmentLength = lengthAfter - lengthBefore;
  21686. // determine where we are between the 'before' and 'after' points
  21687. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21688. // add that fractional amount to t
  21689. var t = ( i + segmentFraction ) / ( il - 1 );
  21690. return t;
  21691. },
  21692. // Returns a unit vector tangent at t
  21693. // In case any sub curve does not implement its tangent derivation,
  21694. // 2 points a small delta apart will be used to find its gradient
  21695. // which seems to give a reasonable approximation
  21696. getTangent: function ( t ) {
  21697. var delta = 0.0001;
  21698. var t1 = t - delta;
  21699. var t2 = t + delta;
  21700. // Capping in case of danger
  21701. if ( t1 < 0 ) { t1 = 0; }
  21702. if ( t2 > 1 ) { t2 = 1; }
  21703. var pt1 = this.getPoint( t1 );
  21704. var pt2 = this.getPoint( t2 );
  21705. var vec = pt2.clone().sub( pt1 );
  21706. return vec.normalize();
  21707. },
  21708. getTangentAt: function ( u ) {
  21709. var t = this.getUtoTmapping( u );
  21710. return this.getTangent( t );
  21711. },
  21712. computeFrenetFrames: function ( segments, closed ) {
  21713. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21714. var normal = new Vector3();
  21715. var tangents = [];
  21716. var normals = [];
  21717. var binormals = [];
  21718. var vec = new Vector3();
  21719. var mat = new Matrix4();
  21720. var i, u, theta;
  21721. // compute the tangent vectors for each segment on the curve
  21722. for ( i = 0; i <= segments; i ++ ) {
  21723. u = i / segments;
  21724. tangents[ i ] = this.getTangentAt( u );
  21725. tangents[ i ].normalize();
  21726. }
  21727. // select an initial normal vector perpendicular to the first tangent vector,
  21728. // and in the direction of the minimum tangent xyz component
  21729. normals[ 0 ] = new Vector3();
  21730. binormals[ 0 ] = new Vector3();
  21731. var min = Number.MAX_VALUE;
  21732. var tx = Math.abs( tangents[ 0 ].x );
  21733. var ty = Math.abs( tangents[ 0 ].y );
  21734. var tz = Math.abs( tangents[ 0 ].z );
  21735. if ( tx <= min ) {
  21736. min = tx;
  21737. normal.set( 1, 0, 0 );
  21738. }
  21739. if ( ty <= min ) {
  21740. min = ty;
  21741. normal.set( 0, 1, 0 );
  21742. }
  21743. if ( tz <= min ) {
  21744. normal.set( 0, 0, 1 );
  21745. }
  21746. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21747. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21748. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21749. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21750. for ( i = 1; i <= segments; i ++ ) {
  21751. normals[ i ] = normals[ i - 1 ].clone();
  21752. binormals[ i ] = binormals[ i - 1 ].clone();
  21753. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21754. if ( vec.length() > Number.EPSILON ) {
  21755. vec.normalize();
  21756. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21757. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21758. }
  21759. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21760. }
  21761. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21762. if ( closed === true ) {
  21763. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21764. theta /= segments;
  21765. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21766. theta = - theta;
  21767. }
  21768. for ( i = 1; i <= segments; i ++ ) {
  21769. // twist a little...
  21770. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21771. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21772. }
  21773. }
  21774. return {
  21775. tangents: tangents,
  21776. normals: normals,
  21777. binormals: binormals
  21778. };
  21779. },
  21780. clone: function () {
  21781. return new this.constructor().copy( this );
  21782. },
  21783. copy: function ( source ) {
  21784. this.arcLengthDivisions = source.arcLengthDivisions;
  21785. return this;
  21786. },
  21787. toJSON: function () {
  21788. var data = {
  21789. metadata: {
  21790. version: 4.5,
  21791. type: 'Curve',
  21792. generator: 'Curve.toJSON'
  21793. }
  21794. };
  21795. data.arcLengthDivisions = this.arcLengthDivisions;
  21796. data.type = this.type;
  21797. return data;
  21798. },
  21799. fromJSON: function ( json ) {
  21800. this.arcLengthDivisions = json.arcLengthDivisions;
  21801. return this;
  21802. }
  21803. } );
  21804. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21805. Curve.call( this );
  21806. this.type = 'EllipseCurve';
  21807. this.aX = aX || 0;
  21808. this.aY = aY || 0;
  21809. this.xRadius = xRadius || 1;
  21810. this.yRadius = yRadius || 1;
  21811. this.aStartAngle = aStartAngle || 0;
  21812. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21813. this.aClockwise = aClockwise || false;
  21814. this.aRotation = aRotation || 0;
  21815. }
  21816. EllipseCurve.prototype = Object.create( Curve.prototype );
  21817. EllipseCurve.prototype.constructor = EllipseCurve;
  21818. EllipseCurve.prototype.isEllipseCurve = true;
  21819. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21820. var point = optionalTarget || new Vector2();
  21821. var twoPi = Math.PI * 2;
  21822. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21823. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21824. // ensures that deltaAngle is 0 .. 2 PI
  21825. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21826. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21827. if ( deltaAngle < Number.EPSILON ) {
  21828. if ( samePoints ) {
  21829. deltaAngle = 0;
  21830. } else {
  21831. deltaAngle = twoPi;
  21832. }
  21833. }
  21834. if ( this.aClockwise === true && ! samePoints ) {
  21835. if ( deltaAngle === twoPi ) {
  21836. deltaAngle = - twoPi;
  21837. } else {
  21838. deltaAngle = deltaAngle - twoPi;
  21839. }
  21840. }
  21841. var angle = this.aStartAngle + t * deltaAngle;
  21842. var x = this.aX + this.xRadius * Math.cos( angle );
  21843. var y = this.aY + this.yRadius * Math.sin( angle );
  21844. if ( this.aRotation !== 0 ) {
  21845. var cos = Math.cos( this.aRotation );
  21846. var sin = Math.sin( this.aRotation );
  21847. var tx = x - this.aX;
  21848. var ty = y - this.aY;
  21849. // Rotate the point about the center of the ellipse.
  21850. x = tx * cos - ty * sin + this.aX;
  21851. y = tx * sin + ty * cos + this.aY;
  21852. }
  21853. return point.set( x, y );
  21854. };
  21855. EllipseCurve.prototype.copy = function ( source ) {
  21856. Curve.prototype.copy.call( this, source );
  21857. this.aX = source.aX;
  21858. this.aY = source.aY;
  21859. this.xRadius = source.xRadius;
  21860. this.yRadius = source.yRadius;
  21861. this.aStartAngle = source.aStartAngle;
  21862. this.aEndAngle = source.aEndAngle;
  21863. this.aClockwise = source.aClockwise;
  21864. this.aRotation = source.aRotation;
  21865. return this;
  21866. };
  21867. EllipseCurve.prototype.toJSON = function () {
  21868. var data = Curve.prototype.toJSON.call( this );
  21869. data.aX = this.aX;
  21870. data.aY = this.aY;
  21871. data.xRadius = this.xRadius;
  21872. data.yRadius = this.yRadius;
  21873. data.aStartAngle = this.aStartAngle;
  21874. data.aEndAngle = this.aEndAngle;
  21875. data.aClockwise = this.aClockwise;
  21876. data.aRotation = this.aRotation;
  21877. return data;
  21878. };
  21879. EllipseCurve.prototype.fromJSON = function ( json ) {
  21880. Curve.prototype.fromJSON.call( this, json );
  21881. this.aX = json.aX;
  21882. this.aY = json.aY;
  21883. this.xRadius = json.xRadius;
  21884. this.yRadius = json.yRadius;
  21885. this.aStartAngle = json.aStartAngle;
  21886. this.aEndAngle = json.aEndAngle;
  21887. this.aClockwise = json.aClockwise;
  21888. this.aRotation = json.aRotation;
  21889. return this;
  21890. };
  21891. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21892. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21893. this.type = 'ArcCurve';
  21894. }
  21895. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21896. ArcCurve.prototype.constructor = ArcCurve;
  21897. ArcCurve.prototype.isArcCurve = true;
  21898. /**
  21899. * @author zz85 https://github.com/zz85
  21900. *
  21901. * Centripetal CatmullRom Curve - which is useful for avoiding
  21902. * cusps and self-intersections in non-uniform catmull rom curves.
  21903. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21904. *
  21905. * curve.type accepts centripetal(default), chordal and catmullrom
  21906. * curve.tension is used for catmullrom which defaults to 0.5
  21907. */
  21908. /*
  21909. Based on an optimized c++ solution in
  21910. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21911. - http://ideone.com/NoEbVM
  21912. This CubicPoly class could be used for reusing some variables and calculations,
  21913. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21914. which can be placed in CurveUtils.
  21915. */
  21916. function CubicPoly() {
  21917. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21918. /*
  21919. * Compute coefficients for a cubic polynomial
  21920. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21921. * such that
  21922. * p(0) = x0, p(1) = x1
  21923. * and
  21924. * p'(0) = t0, p'(1) = t1.
  21925. */
  21926. function init( x0, x1, t0, t1 ) {
  21927. c0 = x0;
  21928. c1 = t0;
  21929. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21930. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21931. }
  21932. return {
  21933. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21934. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21935. },
  21936. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21937. // compute tangents when parameterized in [t1,t2]
  21938. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21939. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21940. // rescale tangents for parametrization in [0,1]
  21941. t1 *= dt1;
  21942. t2 *= dt1;
  21943. init( x1, x2, t1, t2 );
  21944. },
  21945. calc: function ( t ) {
  21946. var t2 = t * t;
  21947. var t3 = t2 * t;
  21948. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21949. }
  21950. };
  21951. }
  21952. //
  21953. var tmp = new Vector3();
  21954. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21955. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21956. Curve.call( this );
  21957. this.type = 'CatmullRomCurve3';
  21958. this.points = points || [];
  21959. this.closed = closed || false;
  21960. this.curveType = curveType || 'centripetal';
  21961. this.tension = tension || 0.5;
  21962. }
  21963. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21964. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21965. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21966. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21967. var point = optionalTarget || new Vector3();
  21968. var points = this.points;
  21969. var l = points.length;
  21970. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21971. var intPoint = Math.floor( p );
  21972. var weight = p - intPoint;
  21973. if ( this.closed ) {
  21974. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21975. } else if ( weight === 0 && intPoint === l - 1 ) {
  21976. intPoint = l - 2;
  21977. weight = 1;
  21978. }
  21979. var p0, p1, p2, p3; // 4 points
  21980. if ( this.closed || intPoint > 0 ) {
  21981. p0 = points[ ( intPoint - 1 ) % l ];
  21982. } else {
  21983. // extrapolate first point
  21984. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21985. p0 = tmp;
  21986. }
  21987. p1 = points[ intPoint % l ];
  21988. p2 = points[ ( intPoint + 1 ) % l ];
  21989. if ( this.closed || intPoint + 2 < l ) {
  21990. p3 = points[ ( intPoint + 2 ) % l ];
  21991. } else {
  21992. // extrapolate last point
  21993. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21994. p3 = tmp;
  21995. }
  21996. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21997. // init Centripetal / Chordal Catmull-Rom
  21998. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21999. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22000. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22001. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22002. // safety check for repeated points
  22003. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22004. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22005. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22006. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22007. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22008. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22009. } else if ( this.curveType === 'catmullrom' ) {
  22010. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22011. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22012. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22013. }
  22014. point.set(
  22015. px.calc( weight ),
  22016. py.calc( weight ),
  22017. pz.calc( weight )
  22018. );
  22019. return point;
  22020. };
  22021. CatmullRomCurve3.prototype.copy = function ( source ) {
  22022. Curve.prototype.copy.call( this, source );
  22023. this.points = [];
  22024. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22025. var point = source.points[ i ];
  22026. this.points.push( point.clone() );
  22027. }
  22028. this.closed = source.closed;
  22029. this.curveType = source.curveType;
  22030. this.tension = source.tension;
  22031. return this;
  22032. };
  22033. CatmullRomCurve3.prototype.toJSON = function () {
  22034. var data = Curve.prototype.toJSON.call( this );
  22035. data.points = [];
  22036. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22037. var point = this.points[ i ];
  22038. data.points.push( point.toArray() );
  22039. }
  22040. data.closed = this.closed;
  22041. data.curveType = this.curveType;
  22042. data.tension = this.tension;
  22043. return data;
  22044. };
  22045. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22046. Curve.prototype.fromJSON.call( this, json );
  22047. this.points = [];
  22048. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22049. var point = json.points[ i ];
  22050. this.points.push( new Vector3().fromArray( point ) );
  22051. }
  22052. this.closed = json.closed;
  22053. this.curveType = json.curveType;
  22054. this.tension = json.tension;
  22055. return this;
  22056. };
  22057. /**
  22058. * @author zz85 / http://www.lab4games.net/zz85/blog
  22059. *
  22060. * Bezier Curves formulas obtained from
  22061. * http://en.wikipedia.org/wiki/Bézier_curve
  22062. */
  22063. function CatmullRom( t, p0, p1, p2, p3 ) {
  22064. var v0 = ( p2 - p0 ) * 0.5;
  22065. var v1 = ( p3 - p1 ) * 0.5;
  22066. var t2 = t * t;
  22067. var t3 = t * t2;
  22068. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22069. }
  22070. //
  22071. function QuadraticBezierP0( t, p ) {
  22072. var k = 1 - t;
  22073. return k * k * p;
  22074. }
  22075. function QuadraticBezierP1( t, p ) {
  22076. return 2 * ( 1 - t ) * t * p;
  22077. }
  22078. function QuadraticBezierP2( t, p ) {
  22079. return t * t * p;
  22080. }
  22081. function QuadraticBezier( t, p0, p1, p2 ) {
  22082. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22083. QuadraticBezierP2( t, p2 );
  22084. }
  22085. //
  22086. function CubicBezierP0( t, p ) {
  22087. var k = 1 - t;
  22088. return k * k * k * p;
  22089. }
  22090. function CubicBezierP1( t, p ) {
  22091. var k = 1 - t;
  22092. return 3 * k * k * t * p;
  22093. }
  22094. function CubicBezierP2( t, p ) {
  22095. return 3 * ( 1 - t ) * t * t * p;
  22096. }
  22097. function CubicBezierP3( t, p ) {
  22098. return t * t * t * p;
  22099. }
  22100. function CubicBezier( t, p0, p1, p2, p3 ) {
  22101. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22102. CubicBezierP3( t, p3 );
  22103. }
  22104. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22105. Curve.call( this );
  22106. this.type = 'CubicBezierCurve';
  22107. this.v0 = v0 || new Vector2();
  22108. this.v1 = v1 || new Vector2();
  22109. this.v2 = v2 || new Vector2();
  22110. this.v3 = v3 || new Vector2();
  22111. }
  22112. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22113. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22114. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22115. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22116. var point = optionalTarget || new Vector2();
  22117. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22118. point.set(
  22119. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22120. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22121. );
  22122. return point;
  22123. };
  22124. CubicBezierCurve.prototype.copy = function ( source ) {
  22125. Curve.prototype.copy.call( this, source );
  22126. this.v0.copy( source.v0 );
  22127. this.v1.copy( source.v1 );
  22128. this.v2.copy( source.v2 );
  22129. this.v3.copy( source.v3 );
  22130. return this;
  22131. };
  22132. CubicBezierCurve.prototype.toJSON = function () {
  22133. var data = Curve.prototype.toJSON.call( this );
  22134. data.v0 = this.v0.toArray();
  22135. data.v1 = this.v1.toArray();
  22136. data.v2 = this.v2.toArray();
  22137. data.v3 = this.v3.toArray();
  22138. return data;
  22139. };
  22140. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22141. Curve.prototype.fromJSON.call( this, json );
  22142. this.v0.fromArray( json.v0 );
  22143. this.v1.fromArray( json.v1 );
  22144. this.v2.fromArray( json.v2 );
  22145. this.v3.fromArray( json.v3 );
  22146. return this;
  22147. };
  22148. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22149. Curve.call( this );
  22150. this.type = 'CubicBezierCurve3';
  22151. this.v0 = v0 || new Vector3();
  22152. this.v1 = v1 || new Vector3();
  22153. this.v2 = v2 || new Vector3();
  22154. this.v3 = v3 || new Vector3();
  22155. }
  22156. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22157. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22158. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22159. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22160. var point = optionalTarget || new Vector3();
  22161. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22162. point.set(
  22163. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22164. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22165. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22166. );
  22167. return point;
  22168. };
  22169. CubicBezierCurve3.prototype.copy = function ( source ) {
  22170. Curve.prototype.copy.call( this, source );
  22171. this.v0.copy( source.v0 );
  22172. this.v1.copy( source.v1 );
  22173. this.v2.copy( source.v2 );
  22174. this.v3.copy( source.v3 );
  22175. return this;
  22176. };
  22177. CubicBezierCurve3.prototype.toJSON = function () {
  22178. var data = Curve.prototype.toJSON.call( this );
  22179. data.v0 = this.v0.toArray();
  22180. data.v1 = this.v1.toArray();
  22181. data.v2 = this.v2.toArray();
  22182. data.v3 = this.v3.toArray();
  22183. return data;
  22184. };
  22185. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22186. Curve.prototype.fromJSON.call( this, json );
  22187. this.v0.fromArray( json.v0 );
  22188. this.v1.fromArray( json.v1 );
  22189. this.v2.fromArray( json.v2 );
  22190. this.v3.fromArray( json.v3 );
  22191. return this;
  22192. };
  22193. function LineCurve( v1, v2 ) {
  22194. Curve.call( this );
  22195. this.type = 'LineCurve';
  22196. this.v1 = v1 || new Vector2();
  22197. this.v2 = v2 || new Vector2();
  22198. }
  22199. LineCurve.prototype = Object.create( Curve.prototype );
  22200. LineCurve.prototype.constructor = LineCurve;
  22201. LineCurve.prototype.isLineCurve = true;
  22202. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22203. var point = optionalTarget || new Vector2();
  22204. if ( t === 1 ) {
  22205. point.copy( this.v2 );
  22206. } else {
  22207. point.copy( this.v2 ).sub( this.v1 );
  22208. point.multiplyScalar( t ).add( this.v1 );
  22209. }
  22210. return point;
  22211. };
  22212. // Line curve is linear, so we can overwrite default getPointAt
  22213. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22214. return this.getPoint( u, optionalTarget );
  22215. };
  22216. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22217. var tangent = this.v2.clone().sub( this.v1 );
  22218. return tangent.normalize();
  22219. };
  22220. LineCurve.prototype.copy = function ( source ) {
  22221. Curve.prototype.copy.call( this, source );
  22222. this.v1.copy( source.v1 );
  22223. this.v2.copy( source.v2 );
  22224. return this;
  22225. };
  22226. LineCurve.prototype.toJSON = function () {
  22227. var data = Curve.prototype.toJSON.call( this );
  22228. data.v1 = this.v1.toArray();
  22229. data.v2 = this.v2.toArray();
  22230. return data;
  22231. };
  22232. LineCurve.prototype.fromJSON = function ( json ) {
  22233. Curve.prototype.fromJSON.call( this, json );
  22234. this.v1.fromArray( json.v1 );
  22235. this.v2.fromArray( json.v2 );
  22236. return this;
  22237. };
  22238. function LineCurve3( v1, v2 ) {
  22239. Curve.call( this );
  22240. this.type = 'LineCurve3';
  22241. this.v1 = v1 || new Vector3();
  22242. this.v2 = v2 || new Vector3();
  22243. }
  22244. LineCurve3.prototype = Object.create( Curve.prototype );
  22245. LineCurve3.prototype.constructor = LineCurve3;
  22246. LineCurve3.prototype.isLineCurve3 = true;
  22247. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22248. var point = optionalTarget || new Vector3();
  22249. if ( t === 1 ) {
  22250. point.copy( this.v2 );
  22251. } else {
  22252. point.copy( this.v2 ).sub( this.v1 );
  22253. point.multiplyScalar( t ).add( this.v1 );
  22254. }
  22255. return point;
  22256. };
  22257. // Line curve is linear, so we can overwrite default getPointAt
  22258. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22259. return this.getPoint( u, optionalTarget );
  22260. };
  22261. LineCurve3.prototype.copy = function ( source ) {
  22262. Curve.prototype.copy.call( this, source );
  22263. this.v1.copy( source.v1 );
  22264. this.v2.copy( source.v2 );
  22265. return this;
  22266. };
  22267. LineCurve3.prototype.toJSON = function () {
  22268. var data = Curve.prototype.toJSON.call( this );
  22269. data.v1 = this.v1.toArray();
  22270. data.v2 = this.v2.toArray();
  22271. return data;
  22272. };
  22273. LineCurve3.prototype.fromJSON = function ( json ) {
  22274. Curve.prototype.fromJSON.call( this, json );
  22275. this.v1.fromArray( json.v1 );
  22276. this.v2.fromArray( json.v2 );
  22277. return this;
  22278. };
  22279. function QuadraticBezierCurve( v0, v1, v2 ) {
  22280. Curve.call( this );
  22281. this.type = 'QuadraticBezierCurve';
  22282. this.v0 = v0 || new Vector2();
  22283. this.v1 = v1 || new Vector2();
  22284. this.v2 = v2 || new Vector2();
  22285. }
  22286. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22287. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22288. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22289. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22290. var point = optionalTarget || new Vector2();
  22291. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22292. point.set(
  22293. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22294. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22295. );
  22296. return point;
  22297. };
  22298. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22299. Curve.prototype.copy.call( this, source );
  22300. this.v0.copy( source.v0 );
  22301. this.v1.copy( source.v1 );
  22302. this.v2.copy( source.v2 );
  22303. return this;
  22304. };
  22305. QuadraticBezierCurve.prototype.toJSON = function () {
  22306. var data = Curve.prototype.toJSON.call( this );
  22307. data.v0 = this.v0.toArray();
  22308. data.v1 = this.v1.toArray();
  22309. data.v2 = this.v2.toArray();
  22310. return data;
  22311. };
  22312. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22313. Curve.prototype.fromJSON.call( this, json );
  22314. this.v0.fromArray( json.v0 );
  22315. this.v1.fromArray( json.v1 );
  22316. this.v2.fromArray( json.v2 );
  22317. return this;
  22318. };
  22319. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22320. Curve.call( this );
  22321. this.type = 'QuadraticBezierCurve3';
  22322. this.v0 = v0 || new Vector3();
  22323. this.v1 = v1 || new Vector3();
  22324. this.v2 = v2 || new Vector3();
  22325. }
  22326. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22327. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22328. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22329. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22330. var point = optionalTarget || new Vector3();
  22331. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22332. point.set(
  22333. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22334. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22335. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22336. );
  22337. return point;
  22338. };
  22339. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22340. Curve.prototype.copy.call( this, source );
  22341. this.v0.copy( source.v0 );
  22342. this.v1.copy( source.v1 );
  22343. this.v2.copy( source.v2 );
  22344. return this;
  22345. };
  22346. QuadraticBezierCurve3.prototype.toJSON = function () {
  22347. var data = Curve.prototype.toJSON.call( this );
  22348. data.v0 = this.v0.toArray();
  22349. data.v1 = this.v1.toArray();
  22350. data.v2 = this.v2.toArray();
  22351. return data;
  22352. };
  22353. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22354. Curve.prototype.fromJSON.call( this, json );
  22355. this.v0.fromArray( json.v0 );
  22356. this.v1.fromArray( json.v1 );
  22357. this.v2.fromArray( json.v2 );
  22358. return this;
  22359. };
  22360. function SplineCurve( points /* array of Vector2 */ ) {
  22361. Curve.call( this );
  22362. this.type = 'SplineCurve';
  22363. this.points = points || [];
  22364. }
  22365. SplineCurve.prototype = Object.create( Curve.prototype );
  22366. SplineCurve.prototype.constructor = SplineCurve;
  22367. SplineCurve.prototype.isSplineCurve = true;
  22368. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22369. var point = optionalTarget || new Vector2();
  22370. var points = this.points;
  22371. var p = ( points.length - 1 ) * t;
  22372. var intPoint = Math.floor( p );
  22373. var weight = p - intPoint;
  22374. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22375. var p1 = points[ intPoint ];
  22376. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22377. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22378. point.set(
  22379. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22380. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22381. );
  22382. return point;
  22383. };
  22384. SplineCurve.prototype.copy = function ( source ) {
  22385. Curve.prototype.copy.call( this, source );
  22386. this.points = [];
  22387. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22388. var point = source.points[ i ];
  22389. this.points.push( point.clone() );
  22390. }
  22391. return this;
  22392. };
  22393. SplineCurve.prototype.toJSON = function () {
  22394. var data = Curve.prototype.toJSON.call( this );
  22395. data.points = [];
  22396. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22397. var point = this.points[ i ];
  22398. data.points.push( point.toArray() );
  22399. }
  22400. return data;
  22401. };
  22402. SplineCurve.prototype.fromJSON = function ( json ) {
  22403. Curve.prototype.fromJSON.call( this, json );
  22404. this.points = [];
  22405. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22406. var point = json.points[ i ];
  22407. this.points.push( new Vector2().fromArray( point ) );
  22408. }
  22409. return this;
  22410. };
  22411. var Curves = /*#__PURE__*/Object.freeze({
  22412. ArcCurve: ArcCurve,
  22413. CatmullRomCurve3: CatmullRomCurve3,
  22414. CubicBezierCurve: CubicBezierCurve,
  22415. CubicBezierCurve3: CubicBezierCurve3,
  22416. EllipseCurve: EllipseCurve,
  22417. LineCurve: LineCurve,
  22418. LineCurve3: LineCurve3,
  22419. QuadraticBezierCurve: QuadraticBezierCurve,
  22420. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22421. SplineCurve: SplineCurve
  22422. });
  22423. /**
  22424. * @author zz85 / http://www.lab4games.net/zz85/blog
  22425. *
  22426. **/
  22427. /**************************************************************
  22428. * Curved Path - a curve path is simply a array of connected
  22429. * curves, but retains the api of a curve
  22430. **************************************************************/
  22431. function CurvePath() {
  22432. Curve.call( this );
  22433. this.type = 'CurvePath';
  22434. this.curves = [];
  22435. this.autoClose = false; // Automatically closes the path
  22436. }
  22437. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22438. constructor: CurvePath,
  22439. add: function ( curve ) {
  22440. this.curves.push( curve );
  22441. },
  22442. closePath: function () {
  22443. // Add a line curve if start and end of lines are not connected
  22444. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22445. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22446. if ( ! startPoint.equals( endPoint ) ) {
  22447. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22448. }
  22449. },
  22450. // To get accurate point with reference to
  22451. // entire path distance at time t,
  22452. // following has to be done:
  22453. // 1. Length of each sub path have to be known
  22454. // 2. Locate and identify type of curve
  22455. // 3. Get t for the curve
  22456. // 4. Return curve.getPointAt(t')
  22457. getPoint: function ( t ) {
  22458. var d = t * this.getLength();
  22459. var curveLengths = this.getCurveLengths();
  22460. var i = 0;
  22461. // To think about boundaries points.
  22462. while ( i < curveLengths.length ) {
  22463. if ( curveLengths[ i ] >= d ) {
  22464. var diff = curveLengths[ i ] - d;
  22465. var curve = this.curves[ i ];
  22466. var segmentLength = curve.getLength();
  22467. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22468. return curve.getPointAt( u );
  22469. }
  22470. i ++;
  22471. }
  22472. return null;
  22473. // loop where sum != 0, sum > d , sum+1 <d
  22474. },
  22475. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22476. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22477. // getPoint() depends on getLength
  22478. getLength: function () {
  22479. var lens = this.getCurveLengths();
  22480. return lens[ lens.length - 1 ];
  22481. },
  22482. // cacheLengths must be recalculated.
  22483. updateArcLengths: function () {
  22484. this.needsUpdate = true;
  22485. this.cacheLengths = null;
  22486. this.getCurveLengths();
  22487. },
  22488. // Compute lengths and cache them
  22489. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22490. getCurveLengths: function () {
  22491. // We use cache values if curves and cache array are same length
  22492. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22493. return this.cacheLengths;
  22494. }
  22495. // Get length of sub-curve
  22496. // Push sums into cached array
  22497. var lengths = [], sums = 0;
  22498. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22499. sums += this.curves[ i ].getLength();
  22500. lengths.push( sums );
  22501. }
  22502. this.cacheLengths = lengths;
  22503. return lengths;
  22504. },
  22505. getSpacedPoints: function ( divisions ) {
  22506. if ( divisions === undefined ) { divisions = 40; }
  22507. var points = [];
  22508. for ( var i = 0; i <= divisions; i ++ ) {
  22509. points.push( this.getPoint( i / divisions ) );
  22510. }
  22511. if ( this.autoClose ) {
  22512. points.push( points[ 0 ] );
  22513. }
  22514. return points;
  22515. },
  22516. getPoints: function ( divisions ) {
  22517. divisions = divisions || 12;
  22518. var points = [], last;
  22519. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22520. var curve = curves[ i ];
  22521. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22522. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22523. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22524. : divisions;
  22525. var pts = curve.getPoints( resolution );
  22526. for ( var j = 0; j < pts.length; j ++ ) {
  22527. var point = pts[ j ];
  22528. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22529. points.push( point );
  22530. last = point;
  22531. }
  22532. }
  22533. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22534. points.push( points[ 0 ] );
  22535. }
  22536. return points;
  22537. },
  22538. copy: function ( source ) {
  22539. Curve.prototype.copy.call( this, source );
  22540. this.curves = [];
  22541. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22542. var curve = source.curves[ i ];
  22543. this.curves.push( curve.clone() );
  22544. }
  22545. this.autoClose = source.autoClose;
  22546. return this;
  22547. },
  22548. toJSON: function () {
  22549. var data = Curve.prototype.toJSON.call( this );
  22550. data.autoClose = this.autoClose;
  22551. data.curves = [];
  22552. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22553. var curve = this.curves[ i ];
  22554. data.curves.push( curve.toJSON() );
  22555. }
  22556. return data;
  22557. },
  22558. fromJSON: function ( json ) {
  22559. Curve.prototype.fromJSON.call( this, json );
  22560. this.autoClose = json.autoClose;
  22561. this.curves = [];
  22562. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22563. var curve = json.curves[ i ];
  22564. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22565. }
  22566. return this;
  22567. }
  22568. } );
  22569. /**
  22570. * @author zz85 / http://www.lab4games.net/zz85/blog
  22571. * Creates free form 2d path using series of points, lines or curves.
  22572. **/
  22573. function Path( points ) {
  22574. CurvePath.call( this );
  22575. this.type = 'Path';
  22576. this.currentPoint = new Vector2();
  22577. if ( points ) {
  22578. this.setFromPoints( points );
  22579. }
  22580. }
  22581. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22582. constructor: Path,
  22583. setFromPoints: function ( points ) {
  22584. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22585. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22586. this.lineTo( points[ i ].x, points[ i ].y );
  22587. }
  22588. },
  22589. moveTo: function ( x, y ) {
  22590. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22591. },
  22592. lineTo: function ( x, y ) {
  22593. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22594. this.curves.push( curve );
  22595. this.currentPoint.set( x, y );
  22596. },
  22597. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22598. var curve = new QuadraticBezierCurve(
  22599. this.currentPoint.clone(),
  22600. new Vector2( aCPx, aCPy ),
  22601. new Vector2( aX, aY )
  22602. );
  22603. this.curves.push( curve );
  22604. this.currentPoint.set( aX, aY );
  22605. },
  22606. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22607. var curve = new CubicBezierCurve(
  22608. this.currentPoint.clone(),
  22609. new Vector2( aCP1x, aCP1y ),
  22610. new Vector2( aCP2x, aCP2y ),
  22611. new Vector2( aX, aY )
  22612. );
  22613. this.curves.push( curve );
  22614. this.currentPoint.set( aX, aY );
  22615. },
  22616. splineThru: function ( pts /*Array of Vector*/ ) {
  22617. var npts = [ this.currentPoint.clone() ].concat( pts );
  22618. var curve = new SplineCurve( npts );
  22619. this.curves.push( curve );
  22620. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22621. },
  22622. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22623. var x0 = this.currentPoint.x;
  22624. var y0 = this.currentPoint.y;
  22625. this.absarc( aX + x0, aY + y0, aRadius,
  22626. aStartAngle, aEndAngle, aClockwise );
  22627. },
  22628. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22629. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22630. },
  22631. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22632. var x0 = this.currentPoint.x;
  22633. var y0 = this.currentPoint.y;
  22634. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22635. },
  22636. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22637. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22638. if ( this.curves.length > 0 ) {
  22639. // if a previous curve is present, attempt to join
  22640. var firstPoint = curve.getPoint( 0 );
  22641. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22642. this.lineTo( firstPoint.x, firstPoint.y );
  22643. }
  22644. }
  22645. this.curves.push( curve );
  22646. var lastPoint = curve.getPoint( 1 );
  22647. this.currentPoint.copy( lastPoint );
  22648. },
  22649. copy: function ( source ) {
  22650. CurvePath.prototype.copy.call( this, source );
  22651. this.currentPoint.copy( source.currentPoint );
  22652. return this;
  22653. },
  22654. toJSON: function () {
  22655. var data = CurvePath.prototype.toJSON.call( this );
  22656. data.currentPoint = this.currentPoint.toArray();
  22657. return data;
  22658. },
  22659. fromJSON: function ( json ) {
  22660. CurvePath.prototype.fromJSON.call( this, json );
  22661. this.currentPoint.fromArray( json.currentPoint );
  22662. return this;
  22663. }
  22664. } );
  22665. /**
  22666. * @author zz85 / http://www.lab4games.net/zz85/blog
  22667. * Defines a 2d shape plane using paths.
  22668. **/
  22669. // STEP 1 Create a path.
  22670. // STEP 2 Turn path into shape.
  22671. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22672. // STEP 3a - Extract points from each shape, turn to vertices
  22673. // STEP 3b - Triangulate each shape, add faces.
  22674. function Shape( points ) {
  22675. Path.call( this, points );
  22676. this.uuid = _Math.generateUUID();
  22677. this.type = 'Shape';
  22678. this.holes = [];
  22679. }
  22680. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22681. constructor: Shape,
  22682. getPointsHoles: function ( divisions ) {
  22683. var holesPts = [];
  22684. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22685. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22686. }
  22687. return holesPts;
  22688. },
  22689. // get points of shape and holes (keypoints based on segments parameter)
  22690. extractPoints: function ( divisions ) {
  22691. return {
  22692. shape: this.getPoints( divisions ),
  22693. holes: this.getPointsHoles( divisions )
  22694. };
  22695. },
  22696. copy: function ( source ) {
  22697. Path.prototype.copy.call( this, source );
  22698. this.holes = [];
  22699. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22700. var hole = source.holes[ i ];
  22701. this.holes.push( hole.clone() );
  22702. }
  22703. return this;
  22704. },
  22705. toJSON: function () {
  22706. var data = Path.prototype.toJSON.call( this );
  22707. data.uuid = this.uuid;
  22708. data.holes = [];
  22709. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22710. var hole = this.holes[ i ];
  22711. data.holes.push( hole.toJSON() );
  22712. }
  22713. return data;
  22714. },
  22715. fromJSON: function ( json ) {
  22716. Path.prototype.fromJSON.call( this, json );
  22717. this.uuid = json.uuid;
  22718. this.holes = [];
  22719. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22720. var hole = json.holes[ i ];
  22721. this.holes.push( new Path().fromJSON( hole ) );
  22722. }
  22723. return this;
  22724. }
  22725. } );
  22726. /**
  22727. * @author mrdoob / http://mrdoob.com/
  22728. * @author alteredq / http://alteredqualia.com/
  22729. */
  22730. function Light( color, intensity ) {
  22731. Object3D.call( this );
  22732. this.type = 'Light';
  22733. this.color = new Color( color );
  22734. this.intensity = intensity !== undefined ? intensity : 1;
  22735. this.receiveShadow = undefined;
  22736. }
  22737. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22738. constructor: Light,
  22739. isLight: true,
  22740. copy: function ( source ) {
  22741. Object3D.prototype.copy.call( this, source );
  22742. this.color.copy( source.color );
  22743. this.intensity = source.intensity;
  22744. return this;
  22745. },
  22746. toJSON: function ( meta ) {
  22747. var data = Object3D.prototype.toJSON.call( this, meta );
  22748. data.object.color = this.color.getHex();
  22749. data.object.intensity = this.intensity;
  22750. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22751. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22752. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22753. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22754. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22755. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22756. return data;
  22757. }
  22758. } );
  22759. /**
  22760. * @author alteredq / http://alteredqualia.com/
  22761. */
  22762. function HemisphereLight( skyColor, groundColor, intensity ) {
  22763. Light.call( this, skyColor, intensity );
  22764. this.type = 'HemisphereLight';
  22765. this.castShadow = undefined;
  22766. this.position.copy( Object3D.DefaultUp );
  22767. this.updateMatrix();
  22768. this.groundColor = new Color( groundColor );
  22769. }
  22770. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22771. constructor: HemisphereLight,
  22772. isHemisphereLight: true,
  22773. copy: function ( source ) {
  22774. Light.prototype.copy.call( this, source );
  22775. this.groundColor.copy( source.groundColor );
  22776. return this;
  22777. }
  22778. } );
  22779. /**
  22780. * @author mrdoob / http://mrdoob.com/
  22781. */
  22782. function LightShadow( camera ) {
  22783. this.camera = camera;
  22784. this.bias = 0;
  22785. this.radius = 1;
  22786. this.mapSize = new Vector2( 512, 512 );
  22787. this.map = null;
  22788. this.mapPass = null;
  22789. this.matrix = new Matrix4();
  22790. this._frustum = new Frustum();
  22791. this._frameExtents = new Vector2( 1, 1 );
  22792. this._viewportCount = 1;
  22793. this._viewports = [
  22794. new Vector4( 0, 0, 1, 1 )
  22795. ];
  22796. }
  22797. Object.assign( LightShadow.prototype, {
  22798. _projScreenMatrix: new Matrix4(),
  22799. _lightPositionWorld: new Vector3(),
  22800. _lookTarget: new Vector3(),
  22801. getViewportCount: function () {
  22802. return this._viewportCount;
  22803. },
  22804. getFrustum: function () {
  22805. return this._frustum;
  22806. },
  22807. updateMatrices: function ( light ) {
  22808. var shadowCamera = this.camera,
  22809. shadowMatrix = this.matrix,
  22810. projScreenMatrix = this._projScreenMatrix,
  22811. lookTarget = this._lookTarget,
  22812. lightPositionWorld = this._lightPositionWorld;
  22813. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22814. shadowCamera.position.copy( lightPositionWorld );
  22815. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22816. shadowCamera.lookAt( lookTarget );
  22817. shadowCamera.updateMatrixWorld();
  22818. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22819. this._frustum.setFromMatrix( projScreenMatrix );
  22820. shadowMatrix.set(
  22821. 0.5, 0.0, 0.0, 0.5,
  22822. 0.0, 0.5, 0.0, 0.5,
  22823. 0.0, 0.0, 0.5, 0.5,
  22824. 0.0, 0.0, 0.0, 1.0
  22825. );
  22826. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22827. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22828. },
  22829. getViewport: function ( viewportIndex ) {
  22830. return this._viewports[ viewportIndex ];
  22831. },
  22832. getFrameExtents: function () {
  22833. return this._frameExtents;
  22834. },
  22835. copy: function ( source ) {
  22836. this.camera = source.camera.clone();
  22837. this.bias = source.bias;
  22838. this.radius = source.radius;
  22839. this.mapSize.copy( source.mapSize );
  22840. return this;
  22841. },
  22842. clone: function () {
  22843. return new this.constructor().copy( this );
  22844. },
  22845. toJSON: function () {
  22846. var object = {};
  22847. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22848. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22849. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22850. object.camera = this.camera.toJSON( false ).object;
  22851. delete object.camera.matrix;
  22852. return object;
  22853. }
  22854. } );
  22855. /**
  22856. * @author mrdoob / http://mrdoob.com/
  22857. */
  22858. function SpotLightShadow() {
  22859. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22860. }
  22861. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22862. constructor: SpotLightShadow,
  22863. isSpotLightShadow: true,
  22864. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22865. var camera = this.camera;
  22866. var fov = _Math.RAD2DEG * 2 * light.angle;
  22867. var aspect = this.mapSize.width / this.mapSize.height;
  22868. var far = light.distance || camera.far;
  22869. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22870. camera.fov = fov;
  22871. camera.aspect = aspect;
  22872. camera.far = far;
  22873. camera.updateProjectionMatrix();
  22874. }
  22875. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22876. }
  22877. } );
  22878. /**
  22879. * @author alteredq / http://alteredqualia.com/
  22880. */
  22881. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22882. Light.call( this, color, intensity );
  22883. this.type = 'SpotLight';
  22884. this.position.copy( Object3D.DefaultUp );
  22885. this.updateMatrix();
  22886. this.target = new Object3D();
  22887. Object.defineProperty( this, 'power', {
  22888. get: function () {
  22889. // intensity = power per solid angle.
  22890. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22891. return this.intensity * Math.PI;
  22892. },
  22893. set: function ( power ) {
  22894. // intensity = power per solid angle.
  22895. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22896. this.intensity = power / Math.PI;
  22897. }
  22898. } );
  22899. this.distance = ( distance !== undefined ) ? distance : 0;
  22900. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22901. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22902. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22903. this.shadow = new SpotLightShadow();
  22904. }
  22905. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22906. constructor: SpotLight,
  22907. isSpotLight: true,
  22908. copy: function ( source ) {
  22909. Light.prototype.copy.call( this, source );
  22910. this.distance = source.distance;
  22911. this.angle = source.angle;
  22912. this.penumbra = source.penumbra;
  22913. this.decay = source.decay;
  22914. this.target = source.target.clone();
  22915. this.shadow = source.shadow.clone();
  22916. return this;
  22917. }
  22918. } );
  22919. function PointLightShadow() {
  22920. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22921. this._frameExtents = new Vector2( 4, 2 );
  22922. this._viewportCount = 6;
  22923. this._viewports = [
  22924. // These viewports map a cube-map onto a 2D texture with the
  22925. // following orientation:
  22926. //
  22927. // xzXZ
  22928. // y Y
  22929. //
  22930. // X - Positive x direction
  22931. // x - Negative x direction
  22932. // Y - Positive y direction
  22933. // y - Negative y direction
  22934. // Z - Positive z direction
  22935. // z - Negative z direction
  22936. // positive X
  22937. new Vector4( 2, 1, 1, 1 ),
  22938. // negative X
  22939. new Vector4( 0, 1, 1, 1 ),
  22940. // positive Z
  22941. new Vector4( 3, 1, 1, 1 ),
  22942. // negative Z
  22943. new Vector4( 1, 1, 1, 1 ),
  22944. // positive Y
  22945. new Vector4( 3, 0, 1, 1 ),
  22946. // negative Y
  22947. new Vector4( 1, 0, 1, 1 )
  22948. ];
  22949. this._cubeDirections = [
  22950. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22951. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22952. ];
  22953. this._cubeUps = [
  22954. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22955. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22956. ];
  22957. }
  22958. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22959. constructor: PointLightShadow,
  22960. isPointLightShadow: true,
  22961. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22962. var camera = this.camera,
  22963. shadowMatrix = this.matrix,
  22964. lightPositionWorld = this._lightPositionWorld,
  22965. lookTarget = this._lookTarget,
  22966. projScreenMatrix = this._projScreenMatrix;
  22967. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22968. camera.position.copy( lightPositionWorld );
  22969. lookTarget.copy( camera.position );
  22970. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22971. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22972. camera.lookAt( lookTarget );
  22973. camera.updateMatrixWorld();
  22974. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22975. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22976. this._frustum.setFromMatrix( projScreenMatrix );
  22977. }
  22978. } );
  22979. /**
  22980. * @author mrdoob / http://mrdoob.com/
  22981. */
  22982. function PointLight( color, intensity, distance, decay ) {
  22983. Light.call( this, color, intensity );
  22984. this.type = 'PointLight';
  22985. Object.defineProperty( this, 'power', {
  22986. get: function () {
  22987. // intensity = power per solid angle.
  22988. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22989. return this.intensity * 4 * Math.PI;
  22990. },
  22991. set: function ( power ) {
  22992. // intensity = power per solid angle.
  22993. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22994. this.intensity = power / ( 4 * Math.PI );
  22995. }
  22996. } );
  22997. this.distance = ( distance !== undefined ) ? distance : 0;
  22998. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22999. this.shadow = new PointLightShadow();
  23000. }
  23001. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23002. constructor: PointLight,
  23003. isPointLight: true,
  23004. copy: function ( source ) {
  23005. Light.prototype.copy.call( this, source );
  23006. this.distance = source.distance;
  23007. this.decay = source.decay;
  23008. this.shadow = source.shadow.clone();
  23009. return this;
  23010. }
  23011. } );
  23012. /**
  23013. * @author alteredq / http://alteredqualia.com/
  23014. * @author arose / http://github.com/arose
  23015. */
  23016. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23017. Camera.call( this );
  23018. this.type = 'OrthographicCamera';
  23019. this.zoom = 1;
  23020. this.view = null;
  23021. this.left = ( left !== undefined ) ? left : - 1;
  23022. this.right = ( right !== undefined ) ? right : 1;
  23023. this.top = ( top !== undefined ) ? top : 1;
  23024. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23025. this.near = ( near !== undefined ) ? near : 0.1;
  23026. this.far = ( far !== undefined ) ? far : 2000;
  23027. this.updateProjectionMatrix();
  23028. }
  23029. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23030. constructor: OrthographicCamera,
  23031. isOrthographicCamera: true,
  23032. copy: function ( source, recursive ) {
  23033. Camera.prototype.copy.call( this, source, recursive );
  23034. this.left = source.left;
  23035. this.right = source.right;
  23036. this.top = source.top;
  23037. this.bottom = source.bottom;
  23038. this.near = source.near;
  23039. this.far = source.far;
  23040. this.zoom = source.zoom;
  23041. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23042. return this;
  23043. },
  23044. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23045. if ( this.view === null ) {
  23046. this.view = {
  23047. enabled: true,
  23048. fullWidth: 1,
  23049. fullHeight: 1,
  23050. offsetX: 0,
  23051. offsetY: 0,
  23052. width: 1,
  23053. height: 1
  23054. };
  23055. }
  23056. this.view.enabled = true;
  23057. this.view.fullWidth = fullWidth;
  23058. this.view.fullHeight = fullHeight;
  23059. this.view.offsetX = x;
  23060. this.view.offsetY = y;
  23061. this.view.width = width;
  23062. this.view.height = height;
  23063. this.updateProjectionMatrix();
  23064. },
  23065. clearViewOffset: function () {
  23066. if ( this.view !== null ) {
  23067. this.view.enabled = false;
  23068. }
  23069. this.updateProjectionMatrix();
  23070. },
  23071. updateProjectionMatrix: function () {
  23072. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23073. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23074. var cx = ( this.right + this.left ) / 2;
  23075. var cy = ( this.top + this.bottom ) / 2;
  23076. var left = cx - dx;
  23077. var right = cx + dx;
  23078. var top = cy + dy;
  23079. var bottom = cy - dy;
  23080. if ( this.view !== null && this.view.enabled ) {
  23081. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23082. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23083. var scaleW = ( this.right - this.left ) / this.view.width;
  23084. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23085. left += scaleW * ( this.view.offsetX / zoomW );
  23086. right = left + scaleW * ( this.view.width / zoomW );
  23087. top -= scaleH * ( this.view.offsetY / zoomH );
  23088. bottom = top - scaleH * ( this.view.height / zoomH );
  23089. }
  23090. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23091. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23092. },
  23093. toJSON: function ( meta ) {
  23094. var data = Object3D.prototype.toJSON.call( this, meta );
  23095. data.object.zoom = this.zoom;
  23096. data.object.left = this.left;
  23097. data.object.right = this.right;
  23098. data.object.top = this.top;
  23099. data.object.bottom = this.bottom;
  23100. data.object.near = this.near;
  23101. data.object.far = this.far;
  23102. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23103. return data;
  23104. }
  23105. } );
  23106. /**
  23107. * @author mrdoob / http://mrdoob.com/
  23108. */
  23109. function DirectionalLightShadow() {
  23110. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23111. }
  23112. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23113. constructor: DirectionalLightShadow,
  23114. isDirectionalLightShadow: true,
  23115. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23116. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23117. }
  23118. } );
  23119. /**
  23120. * @author mrdoob / http://mrdoob.com/
  23121. * @author alteredq / http://alteredqualia.com/
  23122. */
  23123. function DirectionalLight( color, intensity ) {
  23124. Light.call( this, color, intensity );
  23125. this.type = 'DirectionalLight';
  23126. this.position.copy( Object3D.DefaultUp );
  23127. this.updateMatrix();
  23128. this.target = new Object3D();
  23129. this.shadow = new DirectionalLightShadow();
  23130. }
  23131. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23132. constructor: DirectionalLight,
  23133. isDirectionalLight: true,
  23134. copy: function ( source ) {
  23135. Light.prototype.copy.call( this, source );
  23136. this.target = source.target.clone();
  23137. this.shadow = source.shadow.clone();
  23138. return this;
  23139. }
  23140. } );
  23141. /**
  23142. * @author mrdoob / http://mrdoob.com/
  23143. */
  23144. function AmbientLight( color, intensity ) {
  23145. Light.call( this, color, intensity );
  23146. this.type = 'AmbientLight';
  23147. this.castShadow = undefined;
  23148. }
  23149. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23150. constructor: AmbientLight,
  23151. isAmbientLight: true
  23152. } );
  23153. /**
  23154. * @author abelnation / http://github.com/abelnation
  23155. */
  23156. function RectAreaLight( color, intensity, width, height ) {
  23157. Light.call( this, color, intensity );
  23158. this.type = 'RectAreaLight';
  23159. this.width = ( width !== undefined ) ? width : 10;
  23160. this.height = ( height !== undefined ) ? height : 10;
  23161. }
  23162. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23163. constructor: RectAreaLight,
  23164. isRectAreaLight: true,
  23165. copy: function ( source ) {
  23166. Light.prototype.copy.call( this, source );
  23167. this.width = source.width;
  23168. this.height = source.height;
  23169. return this;
  23170. },
  23171. toJSON: function ( meta ) {
  23172. var data = Light.prototype.toJSON.call( this, meta );
  23173. data.object.width = this.width;
  23174. data.object.height = this.height;
  23175. return data;
  23176. }
  23177. } );
  23178. /**
  23179. * @author mrdoob / http://mrdoob.com/
  23180. */
  23181. function MaterialLoader( manager ) {
  23182. Loader.call( this, manager );
  23183. this.textures = {};
  23184. }
  23185. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23186. constructor: MaterialLoader,
  23187. load: function ( url, onLoad, onProgress, onError ) {
  23188. var scope = this;
  23189. var loader = new FileLoader( scope.manager );
  23190. loader.setPath( scope.path );
  23191. loader.load( url, function ( text ) {
  23192. onLoad( scope.parse( JSON.parse( text ) ) );
  23193. }, onProgress, onError );
  23194. },
  23195. parse: function ( json ) {
  23196. var textures = this.textures;
  23197. function getTexture( name ) {
  23198. if ( textures[ name ] === undefined ) {
  23199. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23200. }
  23201. return textures[ name ];
  23202. }
  23203. var material = new Materials[ json.type ]();
  23204. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23205. if ( json.name !== undefined ) { material.name = json.name; }
  23206. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23207. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23208. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23209. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23210. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23211. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23212. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23213. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23214. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23215. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23216. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23217. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23218. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23219. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23220. if ( json.side !== undefined ) { material.side = json.side; }
  23221. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23222. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23223. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23224. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23225. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23226. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23227. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23228. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23229. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23230. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23231. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23232. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23233. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23234. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23235. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23236. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23237. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23238. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23239. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23240. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23241. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23242. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23243. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23244. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23245. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23246. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23247. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23248. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23249. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23250. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23251. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23252. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23253. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23254. // Shader Material
  23255. if ( json.uniforms !== undefined ) {
  23256. for ( var name in json.uniforms ) {
  23257. var uniform = json.uniforms[ name ];
  23258. material.uniforms[ name ] = {};
  23259. switch ( uniform.type ) {
  23260. case 't':
  23261. material.uniforms[ name ].value = getTexture( uniform.value );
  23262. break;
  23263. case 'c':
  23264. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23265. break;
  23266. case 'v2':
  23267. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23268. break;
  23269. case 'v3':
  23270. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23271. break;
  23272. case 'v4':
  23273. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23274. break;
  23275. case 'm3':
  23276. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23277. case 'm4':
  23278. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23279. break;
  23280. default:
  23281. material.uniforms[ name ].value = uniform.value;
  23282. }
  23283. }
  23284. }
  23285. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23286. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23287. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23288. if ( json.extensions !== undefined ) {
  23289. for ( var key in json.extensions ) {
  23290. material.extensions[ key ] = json.extensions[ key ];
  23291. }
  23292. }
  23293. // Deprecated
  23294. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23295. // for PointsMaterial
  23296. if ( json.size !== undefined ) { material.size = json.size; }
  23297. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23298. // maps
  23299. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23300. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23301. if ( json.alphaMap !== undefined ) {
  23302. material.alphaMap = getTexture( json.alphaMap );
  23303. material.transparent = true;
  23304. }
  23305. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23306. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23307. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23308. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23309. if ( json.normalScale !== undefined ) {
  23310. var normalScale = json.normalScale;
  23311. if ( Array.isArray( normalScale ) === false ) {
  23312. // Blender exporter used to export a scalar. See #7459
  23313. normalScale = [ normalScale, normalScale ];
  23314. }
  23315. material.normalScale = new Vector2().fromArray( normalScale );
  23316. }
  23317. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23318. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23319. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23320. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23321. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23322. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23323. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23324. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23325. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23326. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23327. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23328. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23329. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23330. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23331. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23332. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23333. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23334. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23335. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23336. return material;
  23337. },
  23338. setTextures: function ( value ) {
  23339. this.textures = value;
  23340. return this;
  23341. }
  23342. } );
  23343. /**
  23344. * @author Don McCurdy / https://www.donmccurdy.com
  23345. */
  23346. var LoaderUtils = {
  23347. decodeText: function ( array ) {
  23348. if ( typeof TextDecoder !== 'undefined' ) {
  23349. return new TextDecoder().decode( array );
  23350. }
  23351. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23352. // throws a "maximum call stack size exceeded" error for large arrays.
  23353. var s = '';
  23354. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23355. // Implicitly assumes little-endian.
  23356. s += String.fromCharCode( array[ i ] );
  23357. }
  23358. try {
  23359. // merges multi-byte utf-8 characters.
  23360. return decodeURIComponent( escape( s ) );
  23361. } catch ( e ) { // see #16358
  23362. return s;
  23363. }
  23364. },
  23365. extractUrlBase: function ( url ) {
  23366. var index = url.lastIndexOf( '/' );
  23367. if ( index === - 1 ) { return './'; }
  23368. return url.substr( 0, index + 1 );
  23369. }
  23370. };
  23371. /**
  23372. * @author benaadams / https://twitter.com/ben_a_adams
  23373. */
  23374. function InstancedBufferGeometry() {
  23375. BufferGeometry.call( this );
  23376. this.type = 'InstancedBufferGeometry';
  23377. this.maxInstancedCount = undefined;
  23378. }
  23379. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23380. constructor: InstancedBufferGeometry,
  23381. isInstancedBufferGeometry: true,
  23382. copy: function ( source ) {
  23383. BufferGeometry.prototype.copy.call( this, source );
  23384. this.maxInstancedCount = source.maxInstancedCount;
  23385. return this;
  23386. },
  23387. clone: function () {
  23388. return new this.constructor().copy( this );
  23389. },
  23390. toJSON: function () {
  23391. var data = BufferGeometry.prototype.toJSON.call( this );
  23392. data.maxInstancedCount = this.maxInstancedCount;
  23393. data.isInstancedBufferGeometry = true;
  23394. return data;
  23395. }
  23396. } );
  23397. /**
  23398. * @author benaadams / https://twitter.com/ben_a_adams
  23399. */
  23400. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23401. if ( typeof ( normalized ) === 'number' ) {
  23402. meshPerAttribute = normalized;
  23403. normalized = false;
  23404. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23405. }
  23406. BufferAttribute.call( this, array, itemSize, normalized );
  23407. this.meshPerAttribute = meshPerAttribute || 1;
  23408. }
  23409. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23410. constructor: InstancedBufferAttribute,
  23411. isInstancedBufferAttribute: true,
  23412. copy: function ( source ) {
  23413. BufferAttribute.prototype.copy.call( this, source );
  23414. this.meshPerAttribute = source.meshPerAttribute;
  23415. return this;
  23416. },
  23417. toJSON: function () {
  23418. var data = BufferAttribute.prototype.toJSON.call( this );
  23419. data.meshPerAttribute = this.meshPerAttribute;
  23420. data.isInstancedBufferAttribute = true;
  23421. return data;
  23422. }
  23423. } );
  23424. /**
  23425. * @author mrdoob / http://mrdoob.com/
  23426. */
  23427. function BufferGeometryLoader( manager ) {
  23428. Loader.call( this, manager );
  23429. }
  23430. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23431. constructor: BufferGeometryLoader,
  23432. load: function ( url, onLoad, onProgress, onError ) {
  23433. var scope = this;
  23434. var loader = new FileLoader( scope.manager );
  23435. loader.setPath( scope.path );
  23436. loader.load( url, function ( text ) {
  23437. onLoad( scope.parse( JSON.parse( text ) ) );
  23438. }, onProgress, onError );
  23439. },
  23440. parse: function ( json ) {
  23441. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23442. var index = json.data.index;
  23443. if ( index !== undefined ) {
  23444. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23445. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23446. }
  23447. var attributes = json.data.attributes;
  23448. for ( var key in attributes ) {
  23449. var attribute = attributes[ key ];
  23450. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23451. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23452. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23453. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23454. geometry.addAttribute( key, bufferAttribute );
  23455. }
  23456. var morphAttributes = json.data.morphAttributes;
  23457. if ( morphAttributes ) {
  23458. for ( var key in morphAttributes ) {
  23459. var attributeArray = morphAttributes[ key ];
  23460. var array = [];
  23461. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23462. var attribute = attributeArray[ i ];
  23463. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23464. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23465. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23466. array.push( bufferAttribute );
  23467. }
  23468. geometry.morphAttributes[ key ] = array;
  23469. }
  23470. }
  23471. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23472. if ( groups !== undefined ) {
  23473. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23474. var group = groups[ i ];
  23475. geometry.addGroup( group.start, group.count, group.materialIndex );
  23476. }
  23477. }
  23478. var boundingSphere = json.data.boundingSphere;
  23479. if ( boundingSphere !== undefined ) {
  23480. var center = new Vector3();
  23481. if ( boundingSphere.center !== undefined ) {
  23482. center.fromArray( boundingSphere.center );
  23483. }
  23484. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23485. }
  23486. if ( json.name ) { geometry.name = json.name; }
  23487. if ( json.userData ) { geometry.userData = json.userData; }
  23488. return geometry;
  23489. }
  23490. } );
  23491. var TYPED_ARRAYS = {
  23492. Int8Array: Int8Array,
  23493. Uint8Array: Uint8Array,
  23494. // Workaround for IE11 pre KB2929437. See #11440
  23495. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23496. Int16Array: Int16Array,
  23497. Uint16Array: Uint16Array,
  23498. Int32Array: Int32Array,
  23499. Uint32Array: Uint32Array,
  23500. Float32Array: Float32Array,
  23501. Float64Array: Float64Array
  23502. };
  23503. /**
  23504. * @author mrdoob / http://mrdoob.com/
  23505. */
  23506. function ObjectLoader( manager ) {
  23507. Loader.call( this, manager );
  23508. }
  23509. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23510. constructor: ObjectLoader,
  23511. load: function ( url, onLoad, onProgress, onError ) {
  23512. var scope = this;
  23513. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23514. this.resourcePath = this.resourcePath || path;
  23515. var loader = new FileLoader( scope.manager );
  23516. loader.setPath( this.path );
  23517. loader.load( url, function ( text ) {
  23518. var json = null;
  23519. try {
  23520. json = JSON.parse( text );
  23521. } catch ( error ) {
  23522. if ( onError !== undefined ) { onError( error ); }
  23523. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23524. return;
  23525. }
  23526. var metadata = json.metadata;
  23527. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23528. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23529. return;
  23530. }
  23531. scope.parse( json, onLoad );
  23532. }, onProgress, onError );
  23533. },
  23534. parse: function ( json, onLoad ) {
  23535. var shapes = this.parseShape( json.shapes );
  23536. var geometries = this.parseGeometries( json.geometries, shapes );
  23537. var images = this.parseImages( json.images, function () {
  23538. if ( onLoad !== undefined ) { onLoad( object ); }
  23539. } );
  23540. var textures = this.parseTextures( json.textures, images );
  23541. var materials = this.parseMaterials( json.materials, textures );
  23542. var object = this.parseObject( json.object, geometries, materials );
  23543. if ( json.animations ) {
  23544. object.animations = this.parseAnimations( json.animations );
  23545. }
  23546. if ( json.images === undefined || json.images.length === 0 ) {
  23547. if ( onLoad !== undefined ) { onLoad( object ); }
  23548. }
  23549. return object;
  23550. },
  23551. parseShape: function ( json ) {
  23552. var shapes = {};
  23553. if ( json !== undefined ) {
  23554. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23555. var shape = new Shape().fromJSON( json[ i ] );
  23556. shapes[ shape.uuid ] = shape;
  23557. }
  23558. }
  23559. return shapes;
  23560. },
  23561. parseGeometries: function ( json, shapes ) {
  23562. var geometries = {};
  23563. if ( json !== undefined ) {
  23564. var bufferGeometryLoader = new BufferGeometryLoader();
  23565. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23566. var geometry;
  23567. var data = json[ i ];
  23568. switch ( data.type ) {
  23569. case 'PlaneGeometry':
  23570. case 'PlaneBufferGeometry':
  23571. geometry = new Geometries[ data.type ](
  23572. data.width,
  23573. data.height,
  23574. data.widthSegments,
  23575. data.heightSegments
  23576. );
  23577. break;
  23578. case 'BoxGeometry':
  23579. case 'BoxBufferGeometry':
  23580. case 'CubeGeometry': // backwards compatible
  23581. geometry = new Geometries[ data.type ](
  23582. data.width,
  23583. data.height,
  23584. data.depth,
  23585. data.widthSegments,
  23586. data.heightSegments,
  23587. data.depthSegments
  23588. );
  23589. break;
  23590. case 'CircleGeometry':
  23591. case 'CircleBufferGeometry':
  23592. geometry = new Geometries[ data.type ](
  23593. data.radius,
  23594. data.segments,
  23595. data.thetaStart,
  23596. data.thetaLength
  23597. );
  23598. break;
  23599. case 'CylinderGeometry':
  23600. case 'CylinderBufferGeometry':
  23601. geometry = new Geometries[ data.type ](
  23602. data.radiusTop,
  23603. data.radiusBottom,
  23604. data.height,
  23605. data.radialSegments,
  23606. data.heightSegments,
  23607. data.openEnded,
  23608. data.thetaStart,
  23609. data.thetaLength
  23610. );
  23611. break;
  23612. case 'ConeGeometry':
  23613. case 'ConeBufferGeometry':
  23614. geometry = new Geometries[ data.type ](
  23615. data.radius,
  23616. data.height,
  23617. data.radialSegments,
  23618. data.heightSegments,
  23619. data.openEnded,
  23620. data.thetaStart,
  23621. data.thetaLength
  23622. );
  23623. break;
  23624. case 'SphereGeometry':
  23625. case 'SphereBufferGeometry':
  23626. geometry = new Geometries[ data.type ](
  23627. data.radius,
  23628. data.widthSegments,
  23629. data.heightSegments,
  23630. data.phiStart,
  23631. data.phiLength,
  23632. data.thetaStart,
  23633. data.thetaLength
  23634. );
  23635. break;
  23636. case 'DodecahedronGeometry':
  23637. case 'DodecahedronBufferGeometry':
  23638. case 'IcosahedronGeometry':
  23639. case 'IcosahedronBufferGeometry':
  23640. case 'OctahedronGeometry':
  23641. case 'OctahedronBufferGeometry':
  23642. case 'TetrahedronGeometry':
  23643. case 'TetrahedronBufferGeometry':
  23644. geometry = new Geometries[ data.type ](
  23645. data.radius,
  23646. data.detail
  23647. );
  23648. break;
  23649. case 'RingGeometry':
  23650. case 'RingBufferGeometry':
  23651. geometry = new Geometries[ data.type ](
  23652. data.innerRadius,
  23653. data.outerRadius,
  23654. data.thetaSegments,
  23655. data.phiSegments,
  23656. data.thetaStart,
  23657. data.thetaLength
  23658. );
  23659. break;
  23660. case 'TorusGeometry':
  23661. case 'TorusBufferGeometry':
  23662. geometry = new Geometries[ data.type ](
  23663. data.radius,
  23664. data.tube,
  23665. data.radialSegments,
  23666. data.tubularSegments,
  23667. data.arc
  23668. );
  23669. break;
  23670. case 'TorusKnotGeometry':
  23671. case 'TorusKnotBufferGeometry':
  23672. geometry = new Geometries[ data.type ](
  23673. data.radius,
  23674. data.tube,
  23675. data.tubularSegments,
  23676. data.radialSegments,
  23677. data.p,
  23678. data.q
  23679. );
  23680. break;
  23681. case 'TubeGeometry':
  23682. case 'TubeBufferGeometry':
  23683. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23684. // User defined curves or instances of CurvePath will not be deserialized.
  23685. geometry = new Geometries[ data.type ](
  23686. new Curves[ data.path.type ]().fromJSON( data.path ),
  23687. data.tubularSegments,
  23688. data.radius,
  23689. data.radialSegments,
  23690. data.closed
  23691. );
  23692. break;
  23693. case 'LatheGeometry':
  23694. case 'LatheBufferGeometry':
  23695. geometry = new Geometries[ data.type ](
  23696. data.points,
  23697. data.segments,
  23698. data.phiStart,
  23699. data.phiLength
  23700. );
  23701. break;
  23702. case 'PolyhedronGeometry':
  23703. case 'PolyhedronBufferGeometry':
  23704. geometry = new Geometries[ data.type ](
  23705. data.vertices,
  23706. data.indices,
  23707. data.radius,
  23708. data.details
  23709. );
  23710. break;
  23711. case 'ShapeGeometry':
  23712. case 'ShapeBufferGeometry':
  23713. var geometryShapes = [];
  23714. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23715. var shape = shapes[ data.shapes[ j ] ];
  23716. geometryShapes.push( shape );
  23717. }
  23718. geometry = new Geometries[ data.type ](
  23719. geometryShapes,
  23720. data.curveSegments
  23721. );
  23722. break;
  23723. case 'ExtrudeGeometry':
  23724. case 'ExtrudeBufferGeometry':
  23725. var geometryShapes = [];
  23726. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23727. var shape = shapes[ data.shapes[ j ] ];
  23728. geometryShapes.push( shape );
  23729. }
  23730. var extrudePath = data.options.extrudePath;
  23731. if ( extrudePath !== undefined ) {
  23732. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23733. }
  23734. geometry = new Geometries[ data.type ](
  23735. geometryShapes,
  23736. data.options
  23737. );
  23738. break;
  23739. case 'BufferGeometry':
  23740. case 'InstancedBufferGeometry':
  23741. geometry = bufferGeometryLoader.parse( data );
  23742. break;
  23743. case 'Geometry':
  23744. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23745. var geometryLoader = new THREE.LegacyJSONLoader();
  23746. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23747. } else {
  23748. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23749. }
  23750. break;
  23751. default:
  23752. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23753. continue;
  23754. }
  23755. geometry.uuid = data.uuid;
  23756. if ( data.name !== undefined ) { geometry.name = data.name; }
  23757. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23758. geometries[ data.uuid ] = geometry;
  23759. }
  23760. }
  23761. return geometries;
  23762. },
  23763. parseMaterials: function ( json, textures ) {
  23764. var cache = {}; // MultiMaterial
  23765. var materials = {};
  23766. if ( json !== undefined ) {
  23767. var loader = new MaterialLoader();
  23768. loader.setTextures( textures );
  23769. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23770. var data = json[ i ];
  23771. if ( data.type === 'MultiMaterial' ) {
  23772. // Deprecated
  23773. var array = [];
  23774. for ( var j = 0; j < data.materials.length; j ++ ) {
  23775. var material = data.materials[ j ];
  23776. if ( cache[ material.uuid ] === undefined ) {
  23777. cache[ material.uuid ] = loader.parse( material );
  23778. }
  23779. array.push( cache[ material.uuid ] );
  23780. }
  23781. materials[ data.uuid ] = array;
  23782. } else {
  23783. if ( cache[ data.uuid ] === undefined ) {
  23784. cache[ data.uuid ] = loader.parse( data );
  23785. }
  23786. materials[ data.uuid ] = cache[ data.uuid ];
  23787. }
  23788. }
  23789. }
  23790. return materials;
  23791. },
  23792. parseAnimations: function ( json ) {
  23793. var animations = [];
  23794. for ( var i = 0; i < json.length; i ++ ) {
  23795. var data = json[ i ];
  23796. var clip = AnimationClip.parse( data );
  23797. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23798. animations.push( clip );
  23799. }
  23800. return animations;
  23801. },
  23802. parseImages: function ( json, onLoad ) {
  23803. var scope = this;
  23804. var images = {};
  23805. function loadImage( url ) {
  23806. scope.manager.itemStart( url );
  23807. return loader.load( url, function () {
  23808. scope.manager.itemEnd( url );
  23809. }, undefined, function () {
  23810. scope.manager.itemError( url );
  23811. scope.manager.itemEnd( url );
  23812. } );
  23813. }
  23814. if ( json !== undefined && json.length > 0 ) {
  23815. var manager = new LoadingManager( onLoad );
  23816. var loader = new ImageLoader( manager );
  23817. loader.setCrossOrigin( this.crossOrigin );
  23818. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23819. var image = json[ i ];
  23820. var url = image.url;
  23821. if ( Array.isArray( url ) ) {
  23822. // load array of images e.g CubeTexture
  23823. images[ image.uuid ] = [];
  23824. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23825. var currentUrl = url[ j ];
  23826. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23827. images[ image.uuid ].push( loadImage( path ) );
  23828. }
  23829. } else {
  23830. // load single image
  23831. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23832. images[ image.uuid ] = loadImage( path );
  23833. }
  23834. }
  23835. }
  23836. return images;
  23837. },
  23838. parseTextures: function ( json, images ) {
  23839. function parseConstant( value, type ) {
  23840. if ( typeof value === 'number' ) { return value; }
  23841. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23842. return type[ value ];
  23843. }
  23844. var textures = {};
  23845. if ( json !== undefined ) {
  23846. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23847. var data = json[ i ];
  23848. if ( data.image === undefined ) {
  23849. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23850. }
  23851. if ( images[ data.image ] === undefined ) {
  23852. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23853. }
  23854. var texture;
  23855. if ( Array.isArray( images[ data.image ] ) ) {
  23856. texture = new CubeTexture( images[ data.image ] );
  23857. } else {
  23858. texture = new Texture( images[ data.image ] );
  23859. }
  23860. texture.needsUpdate = true;
  23861. texture.uuid = data.uuid;
  23862. if ( data.name !== undefined ) { texture.name = data.name; }
  23863. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23864. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23865. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23866. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23867. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23868. if ( data.wrap !== undefined ) {
  23869. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23870. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23871. }
  23872. if ( data.format !== undefined ) { texture.format = data.format; }
  23873. if ( data.type !== undefined ) { texture.type = data.type; }
  23874. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23875. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23876. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23877. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23878. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23879. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23880. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23881. textures[ data.uuid ] = texture;
  23882. }
  23883. }
  23884. return textures;
  23885. },
  23886. parseObject: function ( data, geometries, materials ) {
  23887. var object;
  23888. function getGeometry( name ) {
  23889. if ( geometries[ name ] === undefined ) {
  23890. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23891. }
  23892. return geometries[ name ];
  23893. }
  23894. function getMaterial( name ) {
  23895. if ( name === undefined ) { return undefined; }
  23896. if ( Array.isArray( name ) ) {
  23897. var array = [];
  23898. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23899. var uuid = name[ i ];
  23900. if ( materials[ uuid ] === undefined ) {
  23901. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23902. }
  23903. array.push( materials[ uuid ] );
  23904. }
  23905. return array;
  23906. }
  23907. if ( materials[ name ] === undefined ) {
  23908. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23909. }
  23910. return materials[ name ];
  23911. }
  23912. switch ( data.type ) {
  23913. case 'Scene':
  23914. object = new Scene();
  23915. if ( data.background !== undefined ) {
  23916. if ( Number.isInteger( data.background ) ) {
  23917. object.background = new Color( data.background );
  23918. }
  23919. }
  23920. if ( data.fog !== undefined ) {
  23921. if ( data.fog.type === 'Fog' ) {
  23922. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23923. } else if ( data.fog.type === 'FogExp2' ) {
  23924. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23925. }
  23926. }
  23927. break;
  23928. case 'PerspectiveCamera':
  23929. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23930. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23931. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23932. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23933. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23934. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23935. break;
  23936. case 'OrthographicCamera':
  23937. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23938. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23939. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23940. break;
  23941. case 'AmbientLight':
  23942. object = new AmbientLight( data.color, data.intensity );
  23943. break;
  23944. case 'DirectionalLight':
  23945. object = new DirectionalLight( data.color, data.intensity );
  23946. break;
  23947. case 'PointLight':
  23948. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23949. break;
  23950. case 'RectAreaLight':
  23951. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23952. break;
  23953. case 'SpotLight':
  23954. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23955. break;
  23956. case 'HemisphereLight':
  23957. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23958. break;
  23959. case 'SkinnedMesh':
  23960. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23961. case 'Mesh':
  23962. var geometry = getGeometry( data.geometry );
  23963. var material = getMaterial( data.material );
  23964. if ( geometry.bones && geometry.bones.length > 0 ) {
  23965. object = new SkinnedMesh( geometry, material );
  23966. } else {
  23967. object = new Mesh( geometry, material );
  23968. }
  23969. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23970. break;
  23971. case 'LOD':
  23972. object = new LOD();
  23973. break;
  23974. case 'Line':
  23975. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23976. break;
  23977. case 'LineLoop':
  23978. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23979. break;
  23980. case 'LineSegments':
  23981. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23982. break;
  23983. case 'PointCloud':
  23984. case 'Points':
  23985. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23986. break;
  23987. case 'Sprite':
  23988. object = new Sprite( getMaterial( data.material ) );
  23989. break;
  23990. case 'Group':
  23991. object = new Group();
  23992. break;
  23993. default:
  23994. object = new Object3D();
  23995. }
  23996. object.uuid = data.uuid;
  23997. if ( data.name !== undefined ) { object.name = data.name; }
  23998. if ( data.matrix !== undefined ) {
  23999. object.matrix.fromArray( data.matrix );
  24000. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24001. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24002. } else {
  24003. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24004. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24005. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24006. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24007. }
  24008. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24009. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24010. if ( data.shadow ) {
  24011. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24012. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24013. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24014. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24015. }
  24016. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24017. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24018. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24019. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24020. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24021. if ( data.children !== undefined ) {
  24022. var children = data.children;
  24023. for ( var i = 0; i < children.length; i ++ ) {
  24024. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24025. }
  24026. }
  24027. if ( data.type === 'LOD' ) {
  24028. var levels = data.levels;
  24029. for ( var l = 0; l < levels.length; l ++ ) {
  24030. var level = levels[ l ];
  24031. var child = object.getObjectByProperty( 'uuid', level.object );
  24032. if ( child !== undefined ) {
  24033. object.addLevel( child, level.distance );
  24034. }
  24035. }
  24036. }
  24037. return object;
  24038. }
  24039. } );
  24040. var TEXTURE_MAPPING = {
  24041. UVMapping: UVMapping,
  24042. CubeReflectionMapping: CubeReflectionMapping,
  24043. CubeRefractionMapping: CubeRefractionMapping,
  24044. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24045. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24046. SphericalReflectionMapping: SphericalReflectionMapping,
  24047. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24048. CubeUVRefractionMapping: CubeUVRefractionMapping
  24049. };
  24050. var TEXTURE_WRAPPING = {
  24051. RepeatWrapping: RepeatWrapping,
  24052. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24053. MirroredRepeatWrapping: MirroredRepeatWrapping
  24054. };
  24055. var TEXTURE_FILTER = {
  24056. NearestFilter: NearestFilter,
  24057. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24058. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24059. LinearFilter: LinearFilter,
  24060. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24061. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24062. };
  24063. /**
  24064. * @author thespite / http://clicktorelease.com/
  24065. */
  24066. function ImageBitmapLoader( manager ) {
  24067. if ( typeof createImageBitmap === 'undefined' ) {
  24068. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24069. }
  24070. if ( typeof fetch === 'undefined' ) {
  24071. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24072. }
  24073. Loader.call( this, manager );
  24074. this.options = undefined;
  24075. }
  24076. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24077. constructor: ImageBitmapLoader,
  24078. setOptions: function setOptions( options ) {
  24079. this.options = options;
  24080. return this;
  24081. },
  24082. load: function ( url, onLoad, onProgress, onError ) {
  24083. if ( url === undefined ) { url = ''; }
  24084. if ( this.path !== undefined ) { url = this.path + url; }
  24085. url = this.manager.resolveURL( url );
  24086. var scope = this;
  24087. var cached = Cache.get( url );
  24088. if ( cached !== undefined ) {
  24089. scope.manager.itemStart( url );
  24090. setTimeout( function () {
  24091. if ( onLoad ) { onLoad( cached ); }
  24092. scope.manager.itemEnd( url );
  24093. }, 0 );
  24094. return cached;
  24095. }
  24096. fetch( url ).then( function ( res ) {
  24097. return res.blob();
  24098. } ).then( function ( blob ) {
  24099. if ( scope.options === undefined ) {
  24100. // Workaround for FireFox. It causes an error if you pass options.
  24101. return createImageBitmap( blob );
  24102. } else {
  24103. return createImageBitmap( blob, scope.options );
  24104. }
  24105. } ).then( function ( imageBitmap ) {
  24106. Cache.add( url, imageBitmap );
  24107. if ( onLoad ) { onLoad( imageBitmap ); }
  24108. scope.manager.itemEnd( url );
  24109. } ).catch( function ( e ) {
  24110. if ( onError ) { onError( e ); }
  24111. scope.manager.itemError( url );
  24112. scope.manager.itemEnd( url );
  24113. } );
  24114. scope.manager.itemStart( url );
  24115. }
  24116. } );
  24117. /**
  24118. * @author zz85 / http://www.lab4games.net/zz85/blog
  24119. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24120. **/
  24121. function ShapePath() {
  24122. this.type = 'ShapePath';
  24123. this.color = new Color();
  24124. this.subPaths = [];
  24125. this.currentPath = null;
  24126. }
  24127. Object.assign( ShapePath.prototype, {
  24128. moveTo: function ( x, y ) {
  24129. this.currentPath = new Path();
  24130. this.subPaths.push( this.currentPath );
  24131. this.currentPath.moveTo( x, y );
  24132. },
  24133. lineTo: function ( x, y ) {
  24134. this.currentPath.lineTo( x, y );
  24135. },
  24136. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24137. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24138. },
  24139. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24140. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24141. },
  24142. splineThru: function ( pts ) {
  24143. this.currentPath.splineThru( pts );
  24144. },
  24145. toShapes: function ( isCCW, noHoles ) {
  24146. function toShapesNoHoles( inSubpaths ) {
  24147. var shapes = [];
  24148. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24149. var tmpPath = inSubpaths[ i ];
  24150. var tmpShape = new Shape();
  24151. tmpShape.curves = tmpPath.curves;
  24152. shapes.push( tmpShape );
  24153. }
  24154. return shapes;
  24155. }
  24156. function isPointInsidePolygon( inPt, inPolygon ) {
  24157. var polyLen = inPolygon.length;
  24158. // inPt on polygon contour => immediate success or
  24159. // toggling of inside/outside at every single! intersection point of an edge
  24160. // with the horizontal line through inPt, left of inPt
  24161. // not counting lowerY endpoints of edges and whole edges on that line
  24162. var inside = false;
  24163. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24164. var edgeLowPt = inPolygon[ p ];
  24165. var edgeHighPt = inPolygon[ q ];
  24166. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24167. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24168. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24169. // not parallel
  24170. if ( edgeDy < 0 ) {
  24171. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24172. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24173. }
  24174. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24175. if ( inPt.y === edgeLowPt.y ) {
  24176. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24177. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24178. } else {
  24179. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24180. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24181. if ( perpEdge < 0 ) { continue; }
  24182. inside = ! inside; // true intersection left of inPt
  24183. }
  24184. } else {
  24185. // parallel or collinear
  24186. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24187. // edge lies on the same horizontal line as inPt
  24188. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24189. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24190. // continue;
  24191. }
  24192. }
  24193. return inside;
  24194. }
  24195. var isClockWise = ShapeUtils.isClockWise;
  24196. var subPaths = this.subPaths;
  24197. if ( subPaths.length === 0 ) { return []; }
  24198. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24199. var solid, tmpPath, tmpShape, shapes = [];
  24200. if ( subPaths.length === 1 ) {
  24201. tmpPath = subPaths[ 0 ];
  24202. tmpShape = new Shape();
  24203. tmpShape.curves = tmpPath.curves;
  24204. shapes.push( tmpShape );
  24205. return shapes;
  24206. }
  24207. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24208. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24209. // console.log("Holes first", holesFirst);
  24210. var betterShapeHoles = [];
  24211. var newShapes = [];
  24212. var newShapeHoles = [];
  24213. var mainIdx = 0;
  24214. var tmpPoints;
  24215. newShapes[ mainIdx ] = undefined;
  24216. newShapeHoles[ mainIdx ] = [];
  24217. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24218. tmpPath = subPaths[ i ];
  24219. tmpPoints = tmpPath.getPoints();
  24220. solid = isClockWise( tmpPoints );
  24221. solid = isCCW ? ! solid : solid;
  24222. if ( solid ) {
  24223. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24224. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24225. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24226. if ( holesFirst ) { mainIdx ++; }
  24227. newShapeHoles[ mainIdx ] = [];
  24228. //console.log('cw', i);
  24229. } else {
  24230. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24231. //console.log('ccw', i);
  24232. }
  24233. }
  24234. // only Holes? -> probably all Shapes with wrong orientation
  24235. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24236. if ( newShapes.length > 1 ) {
  24237. var ambiguous = false;
  24238. var toChange = [];
  24239. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24240. betterShapeHoles[ sIdx ] = [];
  24241. }
  24242. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24243. var sho = newShapeHoles[ sIdx ];
  24244. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24245. var ho = sho[ hIdx ];
  24246. var hole_unassigned = true;
  24247. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24248. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24249. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24250. if ( hole_unassigned ) {
  24251. hole_unassigned = false;
  24252. betterShapeHoles[ s2Idx ].push( ho );
  24253. } else {
  24254. ambiguous = true;
  24255. }
  24256. }
  24257. }
  24258. if ( hole_unassigned ) {
  24259. betterShapeHoles[ sIdx ].push( ho );
  24260. }
  24261. }
  24262. }
  24263. // console.log("ambiguous: ", ambiguous);
  24264. if ( toChange.length > 0 ) {
  24265. // console.log("to change: ", toChange);
  24266. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24267. }
  24268. }
  24269. var tmpHoles;
  24270. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24271. tmpShape = newShapes[ i ].s;
  24272. shapes.push( tmpShape );
  24273. tmpHoles = newShapeHoles[ i ];
  24274. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24275. tmpShape.holes.push( tmpHoles[ j ].h );
  24276. }
  24277. }
  24278. //console.log("shape", shapes);
  24279. return shapes;
  24280. }
  24281. } );
  24282. /**
  24283. * @author zz85 / http://www.lab4games.net/zz85/blog
  24284. * @author mrdoob / http://mrdoob.com/
  24285. */
  24286. function Font( data ) {
  24287. this.type = 'Font';
  24288. this.data = data;
  24289. }
  24290. Object.assign( Font.prototype, {
  24291. isFont: true,
  24292. generateShapes: function ( text, size ) {
  24293. if ( size === undefined ) { size = 100; }
  24294. var shapes = [];
  24295. var paths = createPaths( text, size, this.data );
  24296. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24297. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24298. }
  24299. return shapes;
  24300. }
  24301. } );
  24302. function createPaths( text, size, data ) {
  24303. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24304. var scale = size / data.resolution;
  24305. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24306. var paths = [];
  24307. var offsetX = 0, offsetY = 0;
  24308. for ( var i = 0; i < chars.length; i ++ ) {
  24309. var char = chars[ i ];
  24310. if ( char === '\n' ) {
  24311. offsetX = 0;
  24312. offsetY -= line_height;
  24313. } else {
  24314. var ret = createPath( char, scale, offsetX, offsetY, data );
  24315. offsetX += ret.offsetX;
  24316. paths.push( ret.path );
  24317. }
  24318. }
  24319. return paths;
  24320. }
  24321. function createPath( char, scale, offsetX, offsetY, data ) {
  24322. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24323. if ( ! glyph ) {
  24324. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24325. return;
  24326. }
  24327. var path = new ShapePath();
  24328. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24329. if ( glyph.o ) {
  24330. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24331. for ( var i = 0, l = outline.length; i < l; ) {
  24332. var action = outline[ i ++ ];
  24333. switch ( action ) {
  24334. case 'm': // moveTo
  24335. x = outline[ i ++ ] * scale + offsetX;
  24336. y = outline[ i ++ ] * scale + offsetY;
  24337. path.moveTo( x, y );
  24338. break;
  24339. case 'l': // lineTo
  24340. x = outline[ i ++ ] * scale + offsetX;
  24341. y = outline[ i ++ ] * scale + offsetY;
  24342. path.lineTo( x, y );
  24343. break;
  24344. case 'q': // quadraticCurveTo
  24345. cpx = outline[ i ++ ] * scale + offsetX;
  24346. cpy = outline[ i ++ ] * scale + offsetY;
  24347. cpx1 = outline[ i ++ ] * scale + offsetX;
  24348. cpy1 = outline[ i ++ ] * scale + offsetY;
  24349. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24350. break;
  24351. case 'b': // bezierCurveTo
  24352. cpx = outline[ i ++ ] * scale + offsetX;
  24353. cpy = outline[ i ++ ] * scale + offsetY;
  24354. cpx1 = outline[ i ++ ] * scale + offsetX;
  24355. cpy1 = outline[ i ++ ] * scale + offsetY;
  24356. cpx2 = outline[ i ++ ] * scale + offsetX;
  24357. cpy2 = outline[ i ++ ] * scale + offsetY;
  24358. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24359. break;
  24360. }
  24361. }
  24362. }
  24363. return { offsetX: glyph.ha * scale, path: path };
  24364. }
  24365. /**
  24366. * @author mrdoob / http://mrdoob.com/
  24367. */
  24368. function FontLoader( manager ) {
  24369. Loader.call( this, manager );
  24370. }
  24371. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24372. constructor: FontLoader,
  24373. load: function ( url, onLoad, onProgress, onError ) {
  24374. var scope = this;
  24375. var loader = new FileLoader( this.manager );
  24376. loader.setPath( this.path );
  24377. loader.load( url, function ( text ) {
  24378. var json;
  24379. try {
  24380. json = JSON.parse( text );
  24381. } catch ( e ) {
  24382. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24383. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24384. }
  24385. var font = scope.parse( json );
  24386. if ( onLoad ) { onLoad( font ); }
  24387. }, onProgress, onError );
  24388. },
  24389. parse: function ( json ) {
  24390. return new Font( json );
  24391. }
  24392. } );
  24393. /**
  24394. * @author mrdoob / http://mrdoob.com/
  24395. */
  24396. var _context;
  24397. var AudioContext = {
  24398. getContext: function () {
  24399. if ( _context === undefined ) {
  24400. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24401. }
  24402. return _context;
  24403. },
  24404. setContext: function ( value ) {
  24405. _context = value;
  24406. }
  24407. };
  24408. /**
  24409. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24410. */
  24411. function AudioLoader( manager ) {
  24412. Loader.call( this, manager );
  24413. }
  24414. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24415. constructor: AudioLoader,
  24416. load: function ( url, onLoad, onProgress, onError ) {
  24417. var loader = new FileLoader( this.manager );
  24418. loader.setResponseType( 'arraybuffer' );
  24419. loader.setPath( this.path );
  24420. loader.load( url, function ( buffer ) {
  24421. // Create a copy of the buffer. The `decodeAudioData` method
  24422. // detaches the buffer when complete, preventing reuse.
  24423. var bufferCopy = buffer.slice( 0 );
  24424. var context = AudioContext.getContext();
  24425. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24426. onLoad( audioBuffer );
  24427. } );
  24428. }, onProgress, onError );
  24429. }
  24430. } );
  24431. /**
  24432. * @author bhouston / http://clara.io
  24433. * @author WestLangley / http://github.com/WestLangley
  24434. *
  24435. * Primary reference:
  24436. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24437. *
  24438. * Secondary reference:
  24439. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24440. */
  24441. // 3-band SH defined by 9 coefficients
  24442. function SphericalHarmonics3() {
  24443. this.coefficients = [];
  24444. for ( var i = 0; i < 9; i ++ ) {
  24445. this.coefficients.push( new Vector3() );
  24446. }
  24447. }
  24448. Object.assign( SphericalHarmonics3.prototype, {
  24449. isSphericalHarmonics3: true,
  24450. set: function ( coefficients ) {
  24451. for ( var i = 0; i < 9; i ++ ) {
  24452. this.coefficients[ i ].copy( coefficients[ i ] );
  24453. }
  24454. return this;
  24455. },
  24456. zero: function () {
  24457. for ( var i = 0; i < 9; i ++ ) {
  24458. this.coefficients[ i ].set( 0, 0, 0 );
  24459. }
  24460. return this;
  24461. },
  24462. // get the radiance in the direction of the normal
  24463. // target is a Vector3
  24464. getAt: function ( normal, target ) {
  24465. // normal is assumed to be unit length
  24466. var x = normal.x, y = normal.y, z = normal.z;
  24467. var coeff = this.coefficients;
  24468. // band 0
  24469. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24470. // band 1
  24471. target.addScale( coeff[ 1 ], 0.488603 * y );
  24472. target.addScale( coeff[ 2 ], 0.488603 * z );
  24473. target.addScale( coeff[ 3 ], 0.488603 * x );
  24474. // band 2
  24475. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24476. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24477. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24478. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24479. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24480. return target;
  24481. },
  24482. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24483. // target is a Vector3
  24484. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24485. getIrradianceAt: function ( normal, target ) {
  24486. // normal is assumed to be unit length
  24487. var x = normal.x, y = normal.y, z = normal.z;
  24488. var coeff = this.coefficients;
  24489. // band 0
  24490. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24491. // band 1
  24492. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24493. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24494. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24495. // band 2
  24496. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24497. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24498. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24499. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24500. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24501. return target;
  24502. },
  24503. add: function ( sh ) {
  24504. for ( var i = 0; i < 9; i ++ ) {
  24505. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24506. }
  24507. return this;
  24508. },
  24509. scale: function ( s ) {
  24510. for ( var i = 0; i < 9; i ++ ) {
  24511. this.coefficients[ i ].multiplyScalar( s );
  24512. }
  24513. return this;
  24514. },
  24515. lerp: function ( sh, alpha ) {
  24516. for ( var i = 0; i < 9; i ++ ) {
  24517. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24518. }
  24519. return this;
  24520. },
  24521. equals: function ( sh ) {
  24522. for ( var i = 0; i < 9; i ++ ) {
  24523. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24524. return false;
  24525. }
  24526. }
  24527. return true;
  24528. },
  24529. copy: function ( sh ) {
  24530. return this.set( sh.coefficients );
  24531. },
  24532. clone: function () {
  24533. return new this.constructor().copy( this );
  24534. },
  24535. fromArray: function ( array, offset ) {
  24536. if ( offset === undefined ) { offset = 0; }
  24537. var coefficients = this.coefficients;
  24538. for ( var i = 0; i < 9; i ++ ) {
  24539. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24540. }
  24541. return this;
  24542. },
  24543. toArray: function ( array, offset ) {
  24544. if ( array === undefined ) { array = []; }
  24545. if ( offset === undefined ) { offset = 0; }
  24546. var coefficients = this.coefficients;
  24547. for ( var i = 0; i < 9; i ++ ) {
  24548. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24549. }
  24550. return array;
  24551. }
  24552. } );
  24553. Object.assign( SphericalHarmonics3, {
  24554. // evaluate the basis functions
  24555. // shBasis is an Array[ 9 ]
  24556. getBasisAt: function ( normal, shBasis ) {
  24557. // normal is assumed to be unit length
  24558. var x = normal.x, y = normal.y, z = normal.z;
  24559. // band 0
  24560. shBasis[ 0 ] = 0.282095;
  24561. // band 1
  24562. shBasis[ 1 ] = 0.488603 * y;
  24563. shBasis[ 2 ] = 0.488603 * z;
  24564. shBasis[ 3 ] = 0.488603 * x;
  24565. // band 2
  24566. shBasis[ 4 ] = 1.092548 * x * y;
  24567. shBasis[ 5 ] = 1.092548 * y * z;
  24568. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24569. shBasis[ 7 ] = 1.092548 * x * z;
  24570. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24571. }
  24572. } );
  24573. /**
  24574. * @author WestLangley / http://github.com/WestLangley
  24575. *
  24576. * A LightProbe is a source of indirect-diffuse light
  24577. */
  24578. function LightProbe( sh, intensity ) {
  24579. Light.call( this, undefined, intensity );
  24580. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24581. }
  24582. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24583. constructor: LightProbe,
  24584. isLightProbe: true,
  24585. copy: function ( source ) {
  24586. Light.prototype.copy.call( this, source );
  24587. this.sh.copy( source.sh );
  24588. this.intensity = source.intensity;
  24589. return this;
  24590. },
  24591. toJSON: function ( meta ) {
  24592. var data = Light.prototype.toJSON.call( this, meta );
  24593. // data.sh = this.sh.toArray(); // todo
  24594. return data;
  24595. }
  24596. } );
  24597. /**
  24598. * @author WestLangley / http://github.com/WestLangley
  24599. */
  24600. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24601. LightProbe.call( this, undefined, intensity );
  24602. var color1 = new Color().set( skyColor );
  24603. var color2 = new Color().set( groundColor );
  24604. var sky = new Vector3( color1.r, color1.g, color1.b );
  24605. var ground = new Vector3( color2.r, color2.g, color2.b );
  24606. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24607. var c0 = Math.sqrt( Math.PI );
  24608. var c1 = c0 * Math.sqrt( 0.75 );
  24609. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24610. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24611. }
  24612. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24613. constructor: HemisphereLightProbe,
  24614. isHemisphereLightProbe: true,
  24615. copy: function ( source ) { // modifying colors not currently supported
  24616. LightProbe.prototype.copy.call( this, source );
  24617. return this;
  24618. },
  24619. toJSON: function ( meta ) {
  24620. var data = LightProbe.prototype.toJSON.call( this, meta );
  24621. // data.sh = this.sh.toArray(); // todo
  24622. return data;
  24623. }
  24624. } );
  24625. /**
  24626. * @author WestLangley / http://github.com/WestLangley
  24627. */
  24628. function AmbientLightProbe( color, intensity ) {
  24629. LightProbe.call( this, undefined, intensity );
  24630. var color1 = new Color().set( color );
  24631. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24632. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24633. }
  24634. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24635. constructor: AmbientLightProbe,
  24636. isAmbientLightProbe: true,
  24637. copy: function ( source ) { // modifying color not currently supported
  24638. LightProbe.prototype.copy.call( this, source );
  24639. return this;
  24640. },
  24641. toJSON: function ( meta ) {
  24642. var data = LightProbe.prototype.toJSON.call( this, meta );
  24643. // data.sh = this.sh.toArray(); // todo
  24644. return data;
  24645. }
  24646. } );
  24647. var _eyeRight = new Matrix4();
  24648. var _eyeLeft = new Matrix4();
  24649. /**
  24650. * @author mrdoob / http://mrdoob.com/
  24651. */
  24652. function StereoCamera() {
  24653. this.type = 'StereoCamera';
  24654. this.aspect = 1;
  24655. this.eyeSep = 0.064;
  24656. this.cameraL = new PerspectiveCamera();
  24657. this.cameraL.layers.enable( 1 );
  24658. this.cameraL.matrixAutoUpdate = false;
  24659. this.cameraR = new PerspectiveCamera();
  24660. this.cameraR.layers.enable( 2 );
  24661. this.cameraR.matrixAutoUpdate = false;
  24662. this._cache = {
  24663. focus: null,
  24664. fov: null,
  24665. aspect: null,
  24666. near: null,
  24667. far: null,
  24668. zoom: null,
  24669. eyeSep: null
  24670. };
  24671. }
  24672. Object.assign( StereoCamera.prototype, {
  24673. update: function ( camera ) {
  24674. var cache = this._cache;
  24675. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24676. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24677. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24678. if ( needsUpdate ) {
  24679. cache.focus = camera.focus;
  24680. cache.fov = camera.fov;
  24681. cache.aspect = camera.aspect * this.aspect;
  24682. cache.near = camera.near;
  24683. cache.far = camera.far;
  24684. cache.zoom = camera.zoom;
  24685. cache.eyeSep = this.eyeSep;
  24686. // Off-axis stereoscopic effect based on
  24687. // http://paulbourke.net/stereographics/stereorender/
  24688. var projectionMatrix = camera.projectionMatrix.clone();
  24689. var eyeSepHalf = cache.eyeSep / 2;
  24690. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24691. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24692. var xmin, xmax;
  24693. // translate xOffset
  24694. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24695. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24696. // for left eye
  24697. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24698. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24699. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24700. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24701. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24702. // for right eye
  24703. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24704. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24705. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24706. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24707. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24708. }
  24709. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24710. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24711. }
  24712. } );
  24713. /**
  24714. * @author alteredq / http://alteredqualia.com/
  24715. */
  24716. function Clock( autoStart ) {
  24717. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24718. this.startTime = 0;
  24719. this.oldTime = 0;
  24720. this.elapsedTime = 0;
  24721. this.running = false;
  24722. }
  24723. Object.assign( Clock.prototype, {
  24724. start: function () {
  24725. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24726. this.oldTime = this.startTime;
  24727. this.elapsedTime = 0;
  24728. this.running = true;
  24729. },
  24730. stop: function () {
  24731. this.getElapsedTime();
  24732. this.running = false;
  24733. this.autoStart = false;
  24734. },
  24735. getElapsedTime: function () {
  24736. this.getDelta();
  24737. return this.elapsedTime;
  24738. },
  24739. getDelta: function () {
  24740. var diff = 0;
  24741. if ( this.autoStart && ! this.running ) {
  24742. this.start();
  24743. return 0;
  24744. }
  24745. if ( this.running ) {
  24746. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24747. diff = ( newTime - this.oldTime ) / 1000;
  24748. this.oldTime = newTime;
  24749. this.elapsedTime += diff;
  24750. }
  24751. return diff;
  24752. }
  24753. } );
  24754. /**
  24755. * @author mrdoob / http://mrdoob.com/
  24756. */
  24757. var _position$2 = new Vector3();
  24758. var _quaternion$3 = new Quaternion();
  24759. var _scale$1 = new Vector3();
  24760. var _orientation = new Vector3();
  24761. function AudioListener() {
  24762. Object3D.call( this );
  24763. this.type = 'AudioListener';
  24764. this.context = AudioContext.getContext();
  24765. this.gain = this.context.createGain();
  24766. this.gain.connect( this.context.destination );
  24767. this.filter = null;
  24768. this.timeDelta = 0;
  24769. // private
  24770. this._clock = new Clock();
  24771. }
  24772. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24773. constructor: AudioListener,
  24774. getInput: function () {
  24775. return this.gain;
  24776. },
  24777. removeFilter: function ( ) {
  24778. if ( this.filter !== null ) {
  24779. this.gain.disconnect( this.filter );
  24780. this.filter.disconnect( this.context.destination );
  24781. this.gain.connect( this.context.destination );
  24782. this.filter = null;
  24783. }
  24784. return this;
  24785. },
  24786. getFilter: function () {
  24787. return this.filter;
  24788. },
  24789. setFilter: function ( value ) {
  24790. if ( this.filter !== null ) {
  24791. this.gain.disconnect( this.filter );
  24792. this.filter.disconnect( this.context.destination );
  24793. } else {
  24794. this.gain.disconnect( this.context.destination );
  24795. }
  24796. this.filter = value;
  24797. this.gain.connect( this.filter );
  24798. this.filter.connect( this.context.destination );
  24799. return this;
  24800. },
  24801. getMasterVolume: function () {
  24802. return this.gain.gain.value;
  24803. },
  24804. setMasterVolume: function ( value ) {
  24805. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24806. return this;
  24807. },
  24808. updateMatrixWorld: function ( force ) {
  24809. Object3D.prototype.updateMatrixWorld.call( this, force );
  24810. var listener = this.context.listener;
  24811. var up = this.up;
  24812. this.timeDelta = this._clock.getDelta();
  24813. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24814. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24815. if ( listener.positionX ) {
  24816. // code path for Chrome (see #14393)
  24817. var endTime = this.context.currentTime + this.timeDelta;
  24818. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24819. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24820. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24821. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24822. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24823. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24824. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24825. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24826. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24827. } else {
  24828. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24829. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24830. }
  24831. }
  24832. } );
  24833. /**
  24834. * @author mrdoob / http://mrdoob.com/
  24835. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24836. */
  24837. function Audio( listener ) {
  24838. Object3D.call( this );
  24839. this.type = 'Audio';
  24840. this.listener = listener;
  24841. this.context = listener.context;
  24842. this.gain = this.context.createGain();
  24843. this.gain.connect( listener.getInput() );
  24844. this.autoplay = false;
  24845. this.buffer = null;
  24846. this.detune = 0;
  24847. this.loop = false;
  24848. this.startTime = 0;
  24849. this.offset = 0;
  24850. this.duration = undefined;
  24851. this.playbackRate = 1;
  24852. this.isPlaying = false;
  24853. this.hasPlaybackControl = true;
  24854. this.sourceType = 'empty';
  24855. this.filters = [];
  24856. }
  24857. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24858. constructor: Audio,
  24859. getOutput: function () {
  24860. return this.gain;
  24861. },
  24862. setNodeSource: function ( audioNode ) {
  24863. this.hasPlaybackControl = false;
  24864. this.sourceType = 'audioNode';
  24865. this.source = audioNode;
  24866. this.connect();
  24867. return this;
  24868. },
  24869. setMediaElementSource: function ( mediaElement ) {
  24870. this.hasPlaybackControl = false;
  24871. this.sourceType = 'mediaNode';
  24872. this.source = this.context.createMediaElementSource( mediaElement );
  24873. this.connect();
  24874. return this;
  24875. },
  24876. setMediaStreamSource: function ( mediaStream ) {
  24877. this.hasPlaybackControl = false;
  24878. this.sourceType = 'mediaStreamNode';
  24879. this.source = this.context.createMediaStreamSource( mediaStream );
  24880. this.connect();
  24881. return this;
  24882. },
  24883. setBuffer: function ( audioBuffer ) {
  24884. this.buffer = audioBuffer;
  24885. this.sourceType = 'buffer';
  24886. if ( this.autoplay ) { this.play(); }
  24887. return this;
  24888. },
  24889. play: function () {
  24890. if ( this.isPlaying === true ) {
  24891. console.warn( 'THREE.Audio: Audio is already playing.' );
  24892. return;
  24893. }
  24894. if ( this.hasPlaybackControl === false ) {
  24895. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24896. return;
  24897. }
  24898. var source = this.context.createBufferSource();
  24899. source.buffer = this.buffer;
  24900. source.loop = this.loop;
  24901. source.onended = this.onEnded.bind( this );
  24902. this.startTime = this.context.currentTime;
  24903. source.start( this.startTime, this.offset, this.duration );
  24904. this.isPlaying = true;
  24905. this.source = source;
  24906. this.setDetune( this.detune );
  24907. this.setPlaybackRate( this.playbackRate );
  24908. return this.connect();
  24909. },
  24910. pause: function () {
  24911. if ( this.hasPlaybackControl === false ) {
  24912. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24913. return;
  24914. }
  24915. if ( this.isPlaying === true ) {
  24916. this.source.stop();
  24917. this.source.onended = null;
  24918. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24919. this.isPlaying = false;
  24920. }
  24921. return this;
  24922. },
  24923. stop: function () {
  24924. if ( this.hasPlaybackControl === false ) {
  24925. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24926. return;
  24927. }
  24928. this.source.stop();
  24929. this.source.onended = null;
  24930. this.offset = 0;
  24931. this.isPlaying = false;
  24932. return this;
  24933. },
  24934. connect: function () {
  24935. if ( this.filters.length > 0 ) {
  24936. this.source.connect( this.filters[ 0 ] );
  24937. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24938. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24939. }
  24940. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24941. } else {
  24942. this.source.connect( this.getOutput() );
  24943. }
  24944. return this;
  24945. },
  24946. disconnect: function () {
  24947. if ( this.filters.length > 0 ) {
  24948. this.source.disconnect( this.filters[ 0 ] );
  24949. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24950. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24951. }
  24952. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24953. } else {
  24954. this.source.disconnect( this.getOutput() );
  24955. }
  24956. return this;
  24957. },
  24958. getFilters: function () {
  24959. return this.filters;
  24960. },
  24961. setFilters: function ( value ) {
  24962. if ( ! value ) { value = []; }
  24963. if ( this.isPlaying === true ) {
  24964. this.disconnect();
  24965. this.filters = value;
  24966. this.connect();
  24967. } else {
  24968. this.filters = value;
  24969. }
  24970. return this;
  24971. },
  24972. setDetune: function ( value ) {
  24973. this.detune = value;
  24974. if ( this.source.detune === undefined ) { return; } // only set detune when available
  24975. if ( this.isPlaying === true ) {
  24976. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24977. }
  24978. return this;
  24979. },
  24980. getDetune: function () {
  24981. return this.detune;
  24982. },
  24983. getFilter: function () {
  24984. return this.getFilters()[ 0 ];
  24985. },
  24986. setFilter: function ( filter ) {
  24987. return this.setFilters( filter ? [ filter ] : [] );
  24988. },
  24989. setPlaybackRate: function ( value ) {
  24990. if ( this.hasPlaybackControl === false ) {
  24991. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24992. return;
  24993. }
  24994. this.playbackRate = value;
  24995. if ( this.isPlaying === true ) {
  24996. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24997. }
  24998. return this;
  24999. },
  25000. getPlaybackRate: function () {
  25001. return this.playbackRate;
  25002. },
  25003. onEnded: function () {
  25004. this.isPlaying = false;
  25005. },
  25006. getLoop: function () {
  25007. if ( this.hasPlaybackControl === false ) {
  25008. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25009. return false;
  25010. }
  25011. return this.loop;
  25012. },
  25013. setLoop: function ( value ) {
  25014. if ( this.hasPlaybackControl === false ) {
  25015. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25016. return;
  25017. }
  25018. this.loop = value;
  25019. if ( this.isPlaying === true ) {
  25020. this.source.loop = this.loop;
  25021. }
  25022. return this;
  25023. },
  25024. getVolume: function () {
  25025. return this.gain.gain.value;
  25026. },
  25027. setVolume: function ( value ) {
  25028. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25029. return this;
  25030. }
  25031. } );
  25032. /**
  25033. * @author mrdoob / http://mrdoob.com/
  25034. */
  25035. var _position$3 = new Vector3();
  25036. var _quaternion$4 = new Quaternion();
  25037. var _scale$2 = new Vector3();
  25038. var _orientation$1 = new Vector3();
  25039. function PositionalAudio( listener ) {
  25040. Audio.call( this, listener );
  25041. this.panner = this.context.createPanner();
  25042. this.panner.panningModel = 'HRTF';
  25043. this.panner.connect( this.gain );
  25044. }
  25045. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25046. constructor: PositionalAudio,
  25047. getOutput: function () {
  25048. return this.panner;
  25049. },
  25050. getRefDistance: function () {
  25051. return this.panner.refDistance;
  25052. },
  25053. setRefDistance: function ( value ) {
  25054. this.panner.refDistance = value;
  25055. return this;
  25056. },
  25057. getRolloffFactor: function () {
  25058. return this.panner.rolloffFactor;
  25059. },
  25060. setRolloffFactor: function ( value ) {
  25061. this.panner.rolloffFactor = value;
  25062. return this;
  25063. },
  25064. getDistanceModel: function () {
  25065. return this.panner.distanceModel;
  25066. },
  25067. setDistanceModel: function ( value ) {
  25068. this.panner.distanceModel = value;
  25069. return this;
  25070. },
  25071. getMaxDistance: function () {
  25072. return this.panner.maxDistance;
  25073. },
  25074. setMaxDistance: function ( value ) {
  25075. this.panner.maxDistance = value;
  25076. return this;
  25077. },
  25078. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25079. this.panner.coneInnerAngle = coneInnerAngle;
  25080. this.panner.coneOuterAngle = coneOuterAngle;
  25081. this.panner.coneOuterGain = coneOuterGain;
  25082. return this;
  25083. },
  25084. updateMatrixWorld: function ( force ) {
  25085. Object3D.prototype.updateMatrixWorld.call( this, force );
  25086. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25087. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25088. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25089. var panner = this.panner;
  25090. if ( panner.positionX ) {
  25091. // code path for Chrome and Firefox (see #14393)
  25092. var endTime = this.context.currentTime + this.listener.timeDelta;
  25093. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25094. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25095. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25096. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25097. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25098. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25099. } else {
  25100. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25101. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25102. }
  25103. }
  25104. } );
  25105. /**
  25106. * @author mrdoob / http://mrdoob.com/
  25107. */
  25108. function AudioAnalyser( audio, fftSize ) {
  25109. this.analyser = audio.context.createAnalyser();
  25110. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25111. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25112. audio.getOutput().connect( this.analyser );
  25113. }
  25114. Object.assign( AudioAnalyser.prototype, {
  25115. getFrequencyData: function () {
  25116. this.analyser.getByteFrequencyData( this.data );
  25117. return this.data;
  25118. },
  25119. getAverageFrequency: function () {
  25120. var value = 0, data = this.getFrequencyData();
  25121. for ( var i = 0; i < data.length; i ++ ) {
  25122. value += data[ i ];
  25123. }
  25124. return value / data.length;
  25125. }
  25126. } );
  25127. /**
  25128. *
  25129. * Buffered scene graph property that allows weighted accumulation.
  25130. *
  25131. *
  25132. * @author Ben Houston / http://clara.io/
  25133. * @author David Sarno / http://lighthaus.us/
  25134. * @author tschw
  25135. */
  25136. function PropertyMixer( binding, typeName, valueSize ) {
  25137. this.binding = binding;
  25138. this.valueSize = valueSize;
  25139. var bufferType = Float64Array,
  25140. mixFunction;
  25141. switch ( typeName ) {
  25142. case 'quaternion':
  25143. mixFunction = this._slerp;
  25144. break;
  25145. case 'string':
  25146. case 'bool':
  25147. bufferType = Array;
  25148. mixFunction = this._select;
  25149. break;
  25150. default:
  25151. mixFunction = this._lerp;
  25152. }
  25153. this.buffer = new bufferType( valueSize * 4 );
  25154. // layout: [ incoming | accu0 | accu1 | orig ]
  25155. //
  25156. // interpolators can use .buffer as their .result
  25157. // the data then goes to 'incoming'
  25158. //
  25159. // 'accu0' and 'accu1' are used frame-interleaved for
  25160. // the cumulative result and are compared to detect
  25161. // changes
  25162. //
  25163. // 'orig' stores the original state of the property
  25164. this._mixBufferRegion = mixFunction;
  25165. this.cumulativeWeight = 0;
  25166. this.useCount = 0;
  25167. this.referenceCount = 0;
  25168. }
  25169. Object.assign( PropertyMixer.prototype, {
  25170. // accumulate data in the 'incoming' region into 'accu<i>'
  25171. accumulate: function ( accuIndex, weight ) {
  25172. // note: happily accumulating nothing when weight = 0, the caller knows
  25173. // the weight and shouldn't have made the call in the first place
  25174. var buffer = this.buffer,
  25175. stride = this.valueSize,
  25176. offset = accuIndex * stride + stride,
  25177. currentWeight = this.cumulativeWeight;
  25178. if ( currentWeight === 0 ) {
  25179. // accuN := incoming * weight
  25180. for ( var i = 0; i !== stride; ++ i ) {
  25181. buffer[ offset + i ] = buffer[ i ];
  25182. }
  25183. currentWeight = weight;
  25184. } else {
  25185. // accuN := accuN + incoming * weight
  25186. currentWeight += weight;
  25187. var mix = weight / currentWeight;
  25188. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25189. }
  25190. this.cumulativeWeight = currentWeight;
  25191. },
  25192. // apply the state of 'accu<i>' to the binding when accus differ
  25193. apply: function ( accuIndex ) {
  25194. var stride = this.valueSize,
  25195. buffer = this.buffer,
  25196. offset = accuIndex * stride + stride,
  25197. weight = this.cumulativeWeight,
  25198. binding = this.binding;
  25199. this.cumulativeWeight = 0;
  25200. if ( weight < 1 ) {
  25201. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25202. var originalValueOffset = stride * 3;
  25203. this._mixBufferRegion(
  25204. buffer, offset, originalValueOffset, 1 - weight, stride );
  25205. }
  25206. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25207. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25208. // value has changed -> update scene graph
  25209. binding.setValue( buffer, offset );
  25210. break;
  25211. }
  25212. }
  25213. },
  25214. // remember the state of the bound property and copy it to both accus
  25215. saveOriginalState: function () {
  25216. var binding = this.binding;
  25217. var buffer = this.buffer,
  25218. stride = this.valueSize,
  25219. originalValueOffset = stride * 3;
  25220. binding.getValue( buffer, originalValueOffset );
  25221. // accu[0..1] := orig -- initially detect changes against the original
  25222. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25223. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25224. }
  25225. this.cumulativeWeight = 0;
  25226. },
  25227. // apply the state previously taken via 'saveOriginalState' to the binding
  25228. restoreOriginalState: function () {
  25229. var originalValueOffset = this.valueSize * 3;
  25230. this.binding.setValue( this.buffer, originalValueOffset );
  25231. },
  25232. // mix functions
  25233. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25234. if ( t >= 0.5 ) {
  25235. for ( var i = 0; i !== stride; ++ i ) {
  25236. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25237. }
  25238. }
  25239. },
  25240. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25241. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25242. },
  25243. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25244. var s = 1 - t;
  25245. for ( var i = 0; i !== stride; ++ i ) {
  25246. var j = dstOffset + i;
  25247. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25248. }
  25249. }
  25250. } );
  25251. /**
  25252. *
  25253. * A reference to a real property in the scene graph.
  25254. *
  25255. *
  25256. * @author Ben Houston / http://clara.io/
  25257. * @author David Sarno / http://lighthaus.us/
  25258. * @author tschw
  25259. */
  25260. // Characters [].:/ are reserved for track binding syntax.
  25261. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25262. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25263. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25264. // only latin characters, and the unicode \p{L} is not yet supported. So
  25265. // instead, we exclude reserved characters and match everything else.
  25266. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25267. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25268. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25269. // be matched to parse the rest of the track name.
  25270. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25271. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25272. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25273. // Object on target node, and accessor. May not contain reserved
  25274. // characters. Accessor may contain any character except closing bracket.
  25275. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25276. // Property and accessor. May not contain reserved characters. Accessor may
  25277. // contain any non-bracket characters.
  25278. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25279. var _trackRe = new RegExp( ''
  25280. + '^'
  25281. + _directoryRe
  25282. + _nodeRe
  25283. + _objectRe
  25284. + _propertyRe
  25285. + '$'
  25286. );
  25287. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25288. function Composite( targetGroup, path, optionalParsedPath ) {
  25289. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25290. this._targetGroup = targetGroup;
  25291. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25292. }
  25293. Object.assign( Composite.prototype, {
  25294. getValue: function ( array, offset ) {
  25295. this.bind(); // bind all binding
  25296. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25297. binding = this._bindings[ firstValidIndex ];
  25298. // and only call .getValue on the first
  25299. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25300. },
  25301. setValue: function ( array, offset ) {
  25302. var bindings = this._bindings;
  25303. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25304. bindings[ i ].setValue( array, offset );
  25305. }
  25306. },
  25307. bind: function () {
  25308. var bindings = this._bindings;
  25309. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25310. bindings[ i ].bind();
  25311. }
  25312. },
  25313. unbind: function () {
  25314. var bindings = this._bindings;
  25315. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25316. bindings[ i ].unbind();
  25317. }
  25318. }
  25319. } );
  25320. function PropertyBinding( rootNode, path, parsedPath ) {
  25321. this.path = path;
  25322. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25323. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25324. this.rootNode = rootNode;
  25325. }
  25326. Object.assign( PropertyBinding, {
  25327. Composite: Composite,
  25328. create: function ( root, path, parsedPath ) {
  25329. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25330. return new PropertyBinding( root, path, parsedPath );
  25331. } else {
  25332. return new PropertyBinding.Composite( root, path, parsedPath );
  25333. }
  25334. },
  25335. /**
  25336. * Replaces spaces with underscores and removes unsupported characters from
  25337. * node names, to ensure compatibility with parseTrackName().
  25338. *
  25339. * @param {string} name Node name to be sanitized.
  25340. * @return {string}
  25341. */
  25342. sanitizeNodeName: function ( name ) {
  25343. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25344. },
  25345. parseTrackName: function ( trackName ) {
  25346. var matches = _trackRe.exec( trackName );
  25347. if ( ! matches ) {
  25348. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25349. }
  25350. var results = {
  25351. // directoryName: matches[ 1 ], // (tschw) currently unused
  25352. nodeName: matches[ 2 ],
  25353. objectName: matches[ 3 ],
  25354. objectIndex: matches[ 4 ],
  25355. propertyName: matches[ 5 ], // required
  25356. propertyIndex: matches[ 6 ]
  25357. };
  25358. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25359. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25360. var objectName = results.nodeName.substring( lastDot + 1 );
  25361. // Object names must be checked against a whitelist. Otherwise, there
  25362. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25363. // 'bar' could be the objectName, or part of a nodeName (which can
  25364. // include '.' characters).
  25365. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25366. results.nodeName = results.nodeName.substring( 0, lastDot );
  25367. results.objectName = objectName;
  25368. }
  25369. }
  25370. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25371. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25372. }
  25373. return results;
  25374. },
  25375. findNode: function ( root, nodeName ) {
  25376. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25377. return root;
  25378. }
  25379. // search into skeleton bones.
  25380. if ( root.skeleton ) {
  25381. var bone = root.skeleton.getBoneByName( nodeName );
  25382. if ( bone !== undefined ) {
  25383. return bone;
  25384. }
  25385. }
  25386. // search into node subtree.
  25387. if ( root.children ) {
  25388. var searchNodeSubtree = function ( children ) {
  25389. for ( var i = 0; i < children.length; i ++ ) {
  25390. var childNode = children[ i ];
  25391. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25392. return childNode;
  25393. }
  25394. var result = searchNodeSubtree( childNode.children );
  25395. if ( result ) { return result; }
  25396. }
  25397. return null;
  25398. };
  25399. var subTreeNode = searchNodeSubtree( root.children );
  25400. if ( subTreeNode ) {
  25401. return subTreeNode;
  25402. }
  25403. }
  25404. return null;
  25405. }
  25406. } );
  25407. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25408. // these are used to "bind" a nonexistent property
  25409. _getValue_unavailable: function () {},
  25410. _setValue_unavailable: function () {},
  25411. BindingType: {
  25412. Direct: 0,
  25413. EntireArray: 1,
  25414. ArrayElement: 2,
  25415. HasFromToArray: 3
  25416. },
  25417. Versioning: {
  25418. None: 0,
  25419. NeedsUpdate: 1,
  25420. MatrixWorldNeedsUpdate: 2
  25421. },
  25422. GetterByBindingType: [
  25423. function getValue_direct( buffer, offset ) {
  25424. buffer[ offset ] = this.node[ this.propertyName ];
  25425. },
  25426. function getValue_array( buffer, offset ) {
  25427. var source = this.resolvedProperty;
  25428. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25429. buffer[ offset ++ ] = source[ i ];
  25430. }
  25431. },
  25432. function getValue_arrayElement( buffer, offset ) {
  25433. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25434. },
  25435. function getValue_toArray( buffer, offset ) {
  25436. this.resolvedProperty.toArray( buffer, offset );
  25437. }
  25438. ],
  25439. SetterByBindingTypeAndVersioning: [
  25440. [
  25441. // Direct
  25442. function setValue_direct( buffer, offset ) {
  25443. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25444. },
  25445. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25446. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25447. this.targetObject.needsUpdate = true;
  25448. },
  25449. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25450. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25451. this.targetObject.matrixWorldNeedsUpdate = true;
  25452. }
  25453. ], [
  25454. // EntireArray
  25455. function setValue_array( buffer, offset ) {
  25456. var dest = this.resolvedProperty;
  25457. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25458. dest[ i ] = buffer[ offset ++ ];
  25459. }
  25460. },
  25461. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25462. var dest = this.resolvedProperty;
  25463. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25464. dest[ i ] = buffer[ offset ++ ];
  25465. }
  25466. this.targetObject.needsUpdate = true;
  25467. },
  25468. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25469. var dest = this.resolvedProperty;
  25470. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25471. dest[ i ] = buffer[ offset ++ ];
  25472. }
  25473. this.targetObject.matrixWorldNeedsUpdate = true;
  25474. }
  25475. ], [
  25476. // ArrayElement
  25477. function setValue_arrayElement( buffer, offset ) {
  25478. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25479. },
  25480. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25481. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25482. this.targetObject.needsUpdate = true;
  25483. },
  25484. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25485. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25486. this.targetObject.matrixWorldNeedsUpdate = true;
  25487. }
  25488. ], [
  25489. // HasToFromArray
  25490. function setValue_fromArray( buffer, offset ) {
  25491. this.resolvedProperty.fromArray( buffer, offset );
  25492. },
  25493. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25494. this.resolvedProperty.fromArray( buffer, offset );
  25495. this.targetObject.needsUpdate = true;
  25496. },
  25497. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25498. this.resolvedProperty.fromArray( buffer, offset );
  25499. this.targetObject.matrixWorldNeedsUpdate = true;
  25500. }
  25501. ]
  25502. ],
  25503. getValue: function getValue_unbound( targetArray, offset ) {
  25504. this.bind();
  25505. this.getValue( targetArray, offset );
  25506. // Note: This class uses a State pattern on a per-method basis:
  25507. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25508. // prototype version of these methods with one that represents
  25509. // the bound state. When the property is not found, the methods
  25510. // become no-ops.
  25511. },
  25512. setValue: function getValue_unbound( sourceArray, offset ) {
  25513. this.bind();
  25514. this.setValue( sourceArray, offset );
  25515. },
  25516. // create getter / setter pair for a property in the scene graph
  25517. bind: function () {
  25518. var targetObject = this.node,
  25519. parsedPath = this.parsedPath,
  25520. objectName = parsedPath.objectName,
  25521. propertyName = parsedPath.propertyName,
  25522. propertyIndex = parsedPath.propertyIndex;
  25523. if ( ! targetObject ) {
  25524. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25525. this.node = targetObject;
  25526. }
  25527. // set fail state so we can just 'return' on error
  25528. this.getValue = this._getValue_unavailable;
  25529. this.setValue = this._setValue_unavailable;
  25530. // ensure there is a value node
  25531. if ( ! targetObject ) {
  25532. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25533. return;
  25534. }
  25535. if ( objectName ) {
  25536. var objectIndex = parsedPath.objectIndex;
  25537. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25538. switch ( objectName ) {
  25539. case 'materials':
  25540. if ( ! targetObject.material ) {
  25541. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25542. return;
  25543. }
  25544. if ( ! targetObject.material.materials ) {
  25545. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25546. return;
  25547. }
  25548. targetObject = targetObject.material.materials;
  25549. break;
  25550. case 'bones':
  25551. if ( ! targetObject.skeleton ) {
  25552. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25553. return;
  25554. }
  25555. // potential future optimization: skip this if propertyIndex is already an integer
  25556. // and convert the integer string to a true integer.
  25557. targetObject = targetObject.skeleton.bones;
  25558. // support resolving morphTarget names into indices.
  25559. for ( var i = 0; i < targetObject.length; i ++ ) {
  25560. if ( targetObject[ i ].name === objectIndex ) {
  25561. objectIndex = i;
  25562. break;
  25563. }
  25564. }
  25565. break;
  25566. default:
  25567. if ( targetObject[ objectName ] === undefined ) {
  25568. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25569. return;
  25570. }
  25571. targetObject = targetObject[ objectName ];
  25572. }
  25573. if ( objectIndex !== undefined ) {
  25574. if ( targetObject[ objectIndex ] === undefined ) {
  25575. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25576. return;
  25577. }
  25578. targetObject = targetObject[ objectIndex ];
  25579. }
  25580. }
  25581. // resolve property
  25582. var nodeProperty = targetObject[ propertyName ];
  25583. if ( nodeProperty === undefined ) {
  25584. var nodeName = parsedPath.nodeName;
  25585. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25586. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25587. return;
  25588. }
  25589. // determine versioning scheme
  25590. var versioning = this.Versioning.None;
  25591. this.targetObject = targetObject;
  25592. if ( targetObject.needsUpdate !== undefined ) { // material
  25593. versioning = this.Versioning.NeedsUpdate;
  25594. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25595. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25596. }
  25597. // determine how the property gets bound
  25598. var bindingType = this.BindingType.Direct;
  25599. if ( propertyIndex !== undefined ) {
  25600. // access a sub element of the property array (only primitives are supported right now)
  25601. if ( propertyName === "morphTargetInfluences" ) {
  25602. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25603. // support resolving morphTarget names into indices.
  25604. if ( ! targetObject.geometry ) {
  25605. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25606. return;
  25607. }
  25608. if ( targetObject.geometry.isBufferGeometry ) {
  25609. if ( ! targetObject.geometry.morphAttributes ) {
  25610. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25611. return;
  25612. }
  25613. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25614. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25615. propertyIndex = i;
  25616. break;
  25617. }
  25618. }
  25619. } else {
  25620. if ( ! targetObject.geometry.morphTargets ) {
  25621. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25622. return;
  25623. }
  25624. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25625. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25626. propertyIndex = i;
  25627. break;
  25628. }
  25629. }
  25630. }
  25631. }
  25632. bindingType = this.BindingType.ArrayElement;
  25633. this.resolvedProperty = nodeProperty;
  25634. this.propertyIndex = propertyIndex;
  25635. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25636. // must use copy for Object3D.Euler/Quaternion
  25637. bindingType = this.BindingType.HasFromToArray;
  25638. this.resolvedProperty = nodeProperty;
  25639. } else if ( Array.isArray( nodeProperty ) ) {
  25640. bindingType = this.BindingType.EntireArray;
  25641. this.resolvedProperty = nodeProperty;
  25642. } else {
  25643. this.propertyName = propertyName;
  25644. }
  25645. // select getter / setter
  25646. this.getValue = this.GetterByBindingType[ bindingType ];
  25647. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25648. },
  25649. unbind: function () {
  25650. this.node = null;
  25651. // back to the prototype version of getValue / setValue
  25652. // note: avoiding to mutate the shape of 'this' via 'delete'
  25653. this.getValue = this._getValue_unbound;
  25654. this.setValue = this._setValue_unbound;
  25655. }
  25656. } );
  25657. //!\ DECLARE ALIAS AFTER assign prototype !
  25658. Object.assign( PropertyBinding.prototype, {
  25659. // initial state of these methods that calls 'bind'
  25660. _getValue_unbound: PropertyBinding.prototype.getValue,
  25661. _setValue_unbound: PropertyBinding.prototype.setValue,
  25662. } );
  25663. /**
  25664. *
  25665. * A group of objects that receives a shared animation state.
  25666. *
  25667. * Usage:
  25668. *
  25669. * - Add objects you would otherwise pass as 'root' to the
  25670. * constructor or the .clipAction method of AnimationMixer.
  25671. *
  25672. * - Instead pass this object as 'root'.
  25673. *
  25674. * - You can also add and remove objects later when the mixer
  25675. * is running.
  25676. *
  25677. * Note:
  25678. *
  25679. * Objects of this class appear as one object to the mixer,
  25680. * so cache control of the individual objects must be done
  25681. * on the group.
  25682. *
  25683. * Limitation:
  25684. *
  25685. * - The animated properties must be compatible among the
  25686. * all objects in the group.
  25687. *
  25688. * - A single property can either be controlled through a
  25689. * target group or directly, but not both.
  25690. *
  25691. * @author tschw
  25692. */
  25693. function AnimationObjectGroup() {
  25694. this.uuid = _Math.generateUUID();
  25695. // cached objects followed by the active ones
  25696. this._objects = Array.prototype.slice.call( arguments );
  25697. this.nCachedObjects_ = 0; // threshold
  25698. // note: read by PropertyBinding.Composite
  25699. var indices = {};
  25700. this._indicesByUUID = indices; // for bookkeeping
  25701. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25702. indices[ arguments[ i ].uuid ] = i;
  25703. }
  25704. this._paths = []; // inside: string
  25705. this._parsedPaths = []; // inside: { we don't care, here }
  25706. this._bindings = []; // inside: Array< PropertyBinding >
  25707. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25708. var scope = this;
  25709. this.stats = {
  25710. objects: {
  25711. get total() {
  25712. return scope._objects.length;
  25713. },
  25714. get inUse() {
  25715. return this.total - scope.nCachedObjects_;
  25716. }
  25717. },
  25718. get bindingsPerObject() {
  25719. return scope._bindings.length;
  25720. }
  25721. };
  25722. }
  25723. Object.assign( AnimationObjectGroup.prototype, {
  25724. isAnimationObjectGroup: true,
  25725. add: function () {
  25726. var objects = this._objects,
  25727. nObjects = objects.length,
  25728. nCachedObjects = this.nCachedObjects_,
  25729. indicesByUUID = this._indicesByUUID,
  25730. paths = this._paths,
  25731. parsedPaths = this._parsedPaths,
  25732. bindings = this._bindings,
  25733. nBindings = bindings.length,
  25734. knownObject = undefined;
  25735. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25736. var object = arguments[ i ],
  25737. uuid = object.uuid,
  25738. index = indicesByUUID[ uuid ];
  25739. if ( index === undefined ) {
  25740. // unknown object -> add it to the ACTIVE region
  25741. index = nObjects ++;
  25742. indicesByUUID[ uuid ] = index;
  25743. objects.push( object );
  25744. // accounting is done, now do the same for all bindings
  25745. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25746. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25747. }
  25748. } else if ( index < nCachedObjects ) {
  25749. knownObject = objects[ index ];
  25750. // move existing object to the ACTIVE region
  25751. var firstActiveIndex = -- nCachedObjects,
  25752. lastCachedObject = objects[ firstActiveIndex ];
  25753. indicesByUUID[ lastCachedObject.uuid ] = index;
  25754. objects[ index ] = lastCachedObject;
  25755. indicesByUUID[ uuid ] = firstActiveIndex;
  25756. objects[ firstActiveIndex ] = object;
  25757. // accounting is done, now do the same for all bindings
  25758. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25759. var bindingsForPath = bindings[ j ],
  25760. lastCached = bindingsForPath[ firstActiveIndex ],
  25761. binding = bindingsForPath[ index ];
  25762. bindingsForPath[ index ] = lastCached;
  25763. if ( binding === undefined ) {
  25764. // since we do not bother to create new bindings
  25765. // for objects that are cached, the binding may
  25766. // or may not exist
  25767. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25768. }
  25769. bindingsForPath[ firstActiveIndex ] = binding;
  25770. }
  25771. } else if ( objects[ index ] !== knownObject ) {
  25772. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25773. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25774. } // else the object is already where we want it to be
  25775. } // for arguments
  25776. this.nCachedObjects_ = nCachedObjects;
  25777. },
  25778. remove: function () {
  25779. var objects = this._objects,
  25780. nCachedObjects = this.nCachedObjects_,
  25781. indicesByUUID = this._indicesByUUID,
  25782. bindings = this._bindings,
  25783. nBindings = bindings.length;
  25784. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25785. var object = arguments[ i ],
  25786. uuid = object.uuid,
  25787. index = indicesByUUID[ uuid ];
  25788. if ( index !== undefined && index >= nCachedObjects ) {
  25789. // move existing object into the CACHED region
  25790. var lastCachedIndex = nCachedObjects ++,
  25791. firstActiveObject = objects[ lastCachedIndex ];
  25792. indicesByUUID[ firstActiveObject.uuid ] = index;
  25793. objects[ index ] = firstActiveObject;
  25794. indicesByUUID[ uuid ] = lastCachedIndex;
  25795. objects[ lastCachedIndex ] = object;
  25796. // accounting is done, now do the same for all bindings
  25797. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25798. var bindingsForPath = bindings[ j ],
  25799. firstActive = bindingsForPath[ lastCachedIndex ],
  25800. binding = bindingsForPath[ index ];
  25801. bindingsForPath[ index ] = firstActive;
  25802. bindingsForPath[ lastCachedIndex ] = binding;
  25803. }
  25804. }
  25805. } // for arguments
  25806. this.nCachedObjects_ = nCachedObjects;
  25807. },
  25808. // remove & forget
  25809. uncache: function () {
  25810. var objects = this._objects,
  25811. nObjects = objects.length,
  25812. nCachedObjects = this.nCachedObjects_,
  25813. indicesByUUID = this._indicesByUUID,
  25814. bindings = this._bindings,
  25815. nBindings = bindings.length;
  25816. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25817. var object = arguments[ i ],
  25818. uuid = object.uuid,
  25819. index = indicesByUUID[ uuid ];
  25820. if ( index !== undefined ) {
  25821. delete indicesByUUID[ uuid ];
  25822. if ( index < nCachedObjects ) {
  25823. // object is cached, shrink the CACHED region
  25824. var firstActiveIndex = -- nCachedObjects,
  25825. lastCachedObject = objects[ firstActiveIndex ],
  25826. lastIndex = -- nObjects,
  25827. lastObject = objects[ lastIndex ];
  25828. // last cached object takes this object's place
  25829. indicesByUUID[ lastCachedObject.uuid ] = index;
  25830. objects[ index ] = lastCachedObject;
  25831. // last object goes to the activated slot and pop
  25832. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25833. objects[ firstActiveIndex ] = lastObject;
  25834. objects.pop();
  25835. // accounting is done, now do the same for all bindings
  25836. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25837. var bindingsForPath = bindings[ j ],
  25838. lastCached = bindingsForPath[ firstActiveIndex ],
  25839. last = bindingsForPath[ lastIndex ];
  25840. bindingsForPath[ index ] = lastCached;
  25841. bindingsForPath[ firstActiveIndex ] = last;
  25842. bindingsForPath.pop();
  25843. }
  25844. } else {
  25845. // object is active, just swap with the last and pop
  25846. var lastIndex = -- nObjects,
  25847. lastObject = objects[ lastIndex ];
  25848. indicesByUUID[ lastObject.uuid ] = index;
  25849. objects[ index ] = lastObject;
  25850. objects.pop();
  25851. // accounting is done, now do the same for all bindings
  25852. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25853. var bindingsForPath = bindings[ j ];
  25854. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25855. bindingsForPath.pop();
  25856. }
  25857. } // cached or active
  25858. } // if object is known
  25859. } // for arguments
  25860. this.nCachedObjects_ = nCachedObjects;
  25861. },
  25862. // Internal interface used by befriended PropertyBinding.Composite:
  25863. subscribe_: function ( path, parsedPath ) {
  25864. // returns an array of bindings for the given path that is changed
  25865. // according to the contained objects in the group
  25866. var indicesByPath = this._bindingsIndicesByPath,
  25867. index = indicesByPath[ path ],
  25868. bindings = this._bindings;
  25869. if ( index !== undefined ) { return bindings[ index ]; }
  25870. var paths = this._paths,
  25871. parsedPaths = this._parsedPaths,
  25872. objects = this._objects,
  25873. nObjects = objects.length,
  25874. nCachedObjects = this.nCachedObjects_,
  25875. bindingsForPath = new Array( nObjects );
  25876. index = bindings.length;
  25877. indicesByPath[ path ] = index;
  25878. paths.push( path );
  25879. parsedPaths.push( parsedPath );
  25880. bindings.push( bindingsForPath );
  25881. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25882. var object = objects[ i ];
  25883. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25884. }
  25885. return bindingsForPath;
  25886. },
  25887. unsubscribe_: function ( path ) {
  25888. // tells the group to forget about a property path and no longer
  25889. // update the array previously obtained with 'subscribe_'
  25890. var indicesByPath = this._bindingsIndicesByPath,
  25891. index = indicesByPath[ path ];
  25892. if ( index !== undefined ) {
  25893. var paths = this._paths,
  25894. parsedPaths = this._parsedPaths,
  25895. bindings = this._bindings,
  25896. lastBindingsIndex = bindings.length - 1,
  25897. lastBindings = bindings[ lastBindingsIndex ],
  25898. lastBindingsPath = path[ lastBindingsIndex ];
  25899. indicesByPath[ lastBindingsPath ] = index;
  25900. bindings[ index ] = lastBindings;
  25901. bindings.pop();
  25902. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25903. parsedPaths.pop();
  25904. paths[ index ] = paths[ lastBindingsIndex ];
  25905. paths.pop();
  25906. }
  25907. }
  25908. } );
  25909. /**
  25910. *
  25911. * Action provided by AnimationMixer for scheduling clip playback on specific
  25912. * objects.
  25913. *
  25914. * @author Ben Houston / http://clara.io/
  25915. * @author David Sarno / http://lighthaus.us/
  25916. * @author tschw
  25917. *
  25918. */
  25919. function AnimationAction( mixer, clip, localRoot ) {
  25920. this._mixer = mixer;
  25921. this._clip = clip;
  25922. this._localRoot = localRoot || null;
  25923. var tracks = clip.tracks,
  25924. nTracks = tracks.length,
  25925. interpolants = new Array( nTracks );
  25926. var interpolantSettings = {
  25927. endingStart: ZeroCurvatureEnding,
  25928. endingEnd: ZeroCurvatureEnding
  25929. };
  25930. for ( var i = 0; i !== nTracks; ++ i ) {
  25931. var interpolant = tracks[ i ].createInterpolant( null );
  25932. interpolants[ i ] = interpolant;
  25933. interpolant.settings = interpolantSettings;
  25934. }
  25935. this._interpolantSettings = interpolantSettings;
  25936. this._interpolants = interpolants; // bound by the mixer
  25937. // inside: PropertyMixer (managed by the mixer)
  25938. this._propertyBindings = new Array( nTracks );
  25939. this._cacheIndex = null; // for the memory manager
  25940. this._byClipCacheIndex = null; // for the memory manager
  25941. this._timeScaleInterpolant = null;
  25942. this._weightInterpolant = null;
  25943. this.loop = LoopRepeat;
  25944. this._loopCount = - 1;
  25945. // global mixer time when the action is to be started
  25946. // it's set back to 'null' upon start of the action
  25947. this._startTime = null;
  25948. // scaled local time of the action
  25949. // gets clamped or wrapped to 0..clip.duration according to loop
  25950. this.time = 0;
  25951. this.timeScale = 1;
  25952. this._effectiveTimeScale = 1;
  25953. this.weight = 1;
  25954. this._effectiveWeight = 1;
  25955. this.repetitions = Infinity; // no. of repetitions when looping
  25956. this.paused = false; // true -> zero effective time scale
  25957. this.enabled = true; // false -> zero effective weight
  25958. this.clampWhenFinished = false;// keep feeding the last frame?
  25959. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25960. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25961. }
  25962. Object.assign( AnimationAction.prototype, {
  25963. // State & Scheduling
  25964. play: function () {
  25965. this._mixer._activateAction( this );
  25966. return this;
  25967. },
  25968. stop: function () {
  25969. this._mixer._deactivateAction( this );
  25970. return this.reset();
  25971. },
  25972. reset: function () {
  25973. this.paused = false;
  25974. this.enabled = true;
  25975. this.time = 0; // restart clip
  25976. this._loopCount = - 1;// forget previous loops
  25977. this._startTime = null;// forget scheduling
  25978. return this.stopFading().stopWarping();
  25979. },
  25980. isRunning: function () {
  25981. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25982. this._startTime === null && this._mixer._isActiveAction( this );
  25983. },
  25984. // return true when play has been called
  25985. isScheduled: function () {
  25986. return this._mixer._isActiveAction( this );
  25987. },
  25988. startAt: function ( time ) {
  25989. this._startTime = time;
  25990. return this;
  25991. },
  25992. setLoop: function ( mode, repetitions ) {
  25993. this.loop = mode;
  25994. this.repetitions = repetitions;
  25995. return this;
  25996. },
  25997. // Weight
  25998. // set the weight stopping any scheduled fading
  25999. // although .enabled = false yields an effective weight of zero, this
  26000. // method does *not* change .enabled, because it would be confusing
  26001. setEffectiveWeight: function ( weight ) {
  26002. this.weight = weight;
  26003. // note: same logic as when updated at runtime
  26004. this._effectiveWeight = this.enabled ? weight : 0;
  26005. return this.stopFading();
  26006. },
  26007. // return the weight considering fading and .enabled
  26008. getEffectiveWeight: function () {
  26009. return this._effectiveWeight;
  26010. },
  26011. fadeIn: function ( duration ) {
  26012. return this._scheduleFading( duration, 0, 1 );
  26013. },
  26014. fadeOut: function ( duration ) {
  26015. return this._scheduleFading( duration, 1, 0 );
  26016. },
  26017. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26018. fadeOutAction.fadeOut( duration );
  26019. this.fadeIn( duration );
  26020. if ( warp ) {
  26021. var fadeInDuration = this._clip.duration,
  26022. fadeOutDuration = fadeOutAction._clip.duration,
  26023. startEndRatio = fadeOutDuration / fadeInDuration,
  26024. endStartRatio = fadeInDuration / fadeOutDuration;
  26025. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26026. this.warp( endStartRatio, 1.0, duration );
  26027. }
  26028. return this;
  26029. },
  26030. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26031. return fadeInAction.crossFadeFrom( this, duration, warp );
  26032. },
  26033. stopFading: function () {
  26034. var weightInterpolant = this._weightInterpolant;
  26035. if ( weightInterpolant !== null ) {
  26036. this._weightInterpolant = null;
  26037. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26038. }
  26039. return this;
  26040. },
  26041. // Time Scale Control
  26042. // set the time scale stopping any scheduled warping
  26043. // although .paused = true yields an effective time scale of zero, this
  26044. // method does *not* change .paused, because it would be confusing
  26045. setEffectiveTimeScale: function ( timeScale ) {
  26046. this.timeScale = timeScale;
  26047. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26048. return this.stopWarping();
  26049. },
  26050. // return the time scale considering warping and .paused
  26051. getEffectiveTimeScale: function () {
  26052. return this._effectiveTimeScale;
  26053. },
  26054. setDuration: function ( duration ) {
  26055. this.timeScale = this._clip.duration / duration;
  26056. return this.stopWarping();
  26057. },
  26058. syncWith: function ( action ) {
  26059. this.time = action.time;
  26060. this.timeScale = action.timeScale;
  26061. return this.stopWarping();
  26062. },
  26063. halt: function ( duration ) {
  26064. return this.warp( this._effectiveTimeScale, 0, duration );
  26065. },
  26066. warp: function ( startTimeScale, endTimeScale, duration ) {
  26067. var mixer = this._mixer, now = mixer.time,
  26068. interpolant = this._timeScaleInterpolant,
  26069. timeScale = this.timeScale;
  26070. if ( interpolant === null ) {
  26071. interpolant = mixer._lendControlInterpolant();
  26072. this._timeScaleInterpolant = interpolant;
  26073. }
  26074. var times = interpolant.parameterPositions,
  26075. values = interpolant.sampleValues;
  26076. times[ 0 ] = now;
  26077. times[ 1 ] = now + duration;
  26078. values[ 0 ] = startTimeScale / timeScale;
  26079. values[ 1 ] = endTimeScale / timeScale;
  26080. return this;
  26081. },
  26082. stopWarping: function () {
  26083. var timeScaleInterpolant = this._timeScaleInterpolant;
  26084. if ( timeScaleInterpolant !== null ) {
  26085. this._timeScaleInterpolant = null;
  26086. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26087. }
  26088. return this;
  26089. },
  26090. // Object Accessors
  26091. getMixer: function () {
  26092. return this._mixer;
  26093. },
  26094. getClip: function () {
  26095. return this._clip;
  26096. },
  26097. getRoot: function () {
  26098. return this._localRoot || this._mixer._root;
  26099. },
  26100. // Interna
  26101. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26102. // called by the mixer
  26103. if ( ! this.enabled ) {
  26104. // call ._updateWeight() to update ._effectiveWeight
  26105. this._updateWeight( time );
  26106. return;
  26107. }
  26108. var startTime = this._startTime;
  26109. if ( startTime !== null ) {
  26110. // check for scheduled start of action
  26111. var timeRunning = ( time - startTime ) * timeDirection;
  26112. if ( timeRunning < 0 || timeDirection === 0 ) {
  26113. return; // yet to come / don't decide when delta = 0
  26114. }
  26115. // start
  26116. this._startTime = null; // unschedule
  26117. deltaTime = timeDirection * timeRunning;
  26118. }
  26119. // apply time scale and advance time
  26120. deltaTime *= this._updateTimeScale( time );
  26121. var clipTime = this._updateTime( deltaTime );
  26122. // note: _updateTime may disable the action resulting in
  26123. // an effective weight of 0
  26124. var weight = this._updateWeight( time );
  26125. if ( weight > 0 ) {
  26126. var interpolants = this._interpolants;
  26127. var propertyMixers = this._propertyBindings;
  26128. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26129. interpolants[ j ].evaluate( clipTime );
  26130. propertyMixers[ j ].accumulate( accuIndex, weight );
  26131. }
  26132. }
  26133. },
  26134. _updateWeight: function ( time ) {
  26135. var weight = 0;
  26136. if ( this.enabled ) {
  26137. weight = this.weight;
  26138. var interpolant = this._weightInterpolant;
  26139. if ( interpolant !== null ) {
  26140. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26141. weight *= interpolantValue;
  26142. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26143. this.stopFading();
  26144. if ( interpolantValue === 0 ) {
  26145. // faded out, disable
  26146. this.enabled = false;
  26147. }
  26148. }
  26149. }
  26150. }
  26151. this._effectiveWeight = weight;
  26152. return weight;
  26153. },
  26154. _updateTimeScale: function ( time ) {
  26155. var timeScale = 0;
  26156. if ( ! this.paused ) {
  26157. timeScale = this.timeScale;
  26158. var interpolant = this._timeScaleInterpolant;
  26159. if ( interpolant !== null ) {
  26160. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26161. timeScale *= interpolantValue;
  26162. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26163. this.stopWarping();
  26164. if ( timeScale === 0 ) {
  26165. // motion has halted, pause
  26166. this.paused = true;
  26167. } else {
  26168. // warp done - apply final time scale
  26169. this.timeScale = timeScale;
  26170. }
  26171. }
  26172. }
  26173. }
  26174. this._effectiveTimeScale = timeScale;
  26175. return timeScale;
  26176. },
  26177. _updateTime: function ( deltaTime ) {
  26178. var time = this.time + deltaTime;
  26179. var duration = this._clip.duration;
  26180. var loop = this.loop;
  26181. var loopCount = this._loopCount;
  26182. var pingPong = ( loop === LoopPingPong );
  26183. if ( deltaTime === 0 ) {
  26184. if ( loopCount === - 1 ) { return time; }
  26185. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26186. }
  26187. if ( loop === LoopOnce ) {
  26188. if ( loopCount === - 1 ) {
  26189. // just started
  26190. this._loopCount = 0;
  26191. this._setEndings( true, true, false );
  26192. }
  26193. handle_stop: {
  26194. if ( time >= duration ) {
  26195. time = duration;
  26196. } else if ( time < 0 ) {
  26197. time = 0;
  26198. } else {
  26199. this.time = time;
  26200. break handle_stop;
  26201. }
  26202. if ( this.clampWhenFinished ) { this.paused = true; }
  26203. else { this.enabled = false; }
  26204. this.time = time;
  26205. this._mixer.dispatchEvent( {
  26206. type: 'finished', action: this,
  26207. direction: deltaTime < 0 ? - 1 : 1
  26208. } );
  26209. }
  26210. } else { // repetitive Repeat or PingPong
  26211. if ( loopCount === - 1 ) {
  26212. // just started
  26213. if ( deltaTime >= 0 ) {
  26214. loopCount = 0;
  26215. this._setEndings( true, this.repetitions === 0, pingPong );
  26216. } else {
  26217. // when looping in reverse direction, the initial
  26218. // transition through zero counts as a repetition,
  26219. // so leave loopCount at -1
  26220. this._setEndings( this.repetitions === 0, true, pingPong );
  26221. }
  26222. }
  26223. if ( time >= duration || time < 0 ) {
  26224. // wrap around
  26225. var loopDelta = Math.floor( time / duration ); // signed
  26226. time -= duration * loopDelta;
  26227. loopCount += Math.abs( loopDelta );
  26228. var pending = this.repetitions - loopCount;
  26229. if ( pending <= 0 ) {
  26230. // have to stop (switch state, clamp time, fire event)
  26231. if ( this.clampWhenFinished ) { this.paused = true; }
  26232. else { this.enabled = false; }
  26233. time = deltaTime > 0 ? duration : 0;
  26234. this.time = time;
  26235. this._mixer.dispatchEvent( {
  26236. type: 'finished', action: this,
  26237. direction: deltaTime > 0 ? 1 : - 1
  26238. } );
  26239. } else {
  26240. // keep running
  26241. if ( pending === 1 ) {
  26242. // entering the last round
  26243. var atStart = deltaTime < 0;
  26244. this._setEndings( atStart, ! atStart, pingPong );
  26245. } else {
  26246. this._setEndings( false, false, pingPong );
  26247. }
  26248. this._loopCount = loopCount;
  26249. this.time = time;
  26250. this._mixer.dispatchEvent( {
  26251. type: 'loop', action: this, loopDelta: loopDelta
  26252. } );
  26253. }
  26254. } else {
  26255. this.time = time;
  26256. }
  26257. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26258. // invert time for the "pong round"
  26259. return duration - time;
  26260. }
  26261. }
  26262. return time;
  26263. },
  26264. _setEndings: function ( atStart, atEnd, pingPong ) {
  26265. var settings = this._interpolantSettings;
  26266. if ( pingPong ) {
  26267. settings.endingStart = ZeroSlopeEnding;
  26268. settings.endingEnd = ZeroSlopeEnding;
  26269. } else {
  26270. // assuming for LoopOnce atStart == atEnd == true
  26271. if ( atStart ) {
  26272. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26273. } else {
  26274. settings.endingStart = WrapAroundEnding;
  26275. }
  26276. if ( atEnd ) {
  26277. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26278. } else {
  26279. settings.endingEnd = WrapAroundEnding;
  26280. }
  26281. }
  26282. },
  26283. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26284. var mixer = this._mixer, now = mixer.time,
  26285. interpolant = this._weightInterpolant;
  26286. if ( interpolant === null ) {
  26287. interpolant = mixer._lendControlInterpolant();
  26288. this._weightInterpolant = interpolant;
  26289. }
  26290. var times = interpolant.parameterPositions,
  26291. values = interpolant.sampleValues;
  26292. times[ 0 ] = now;
  26293. values[ 0 ] = weightNow;
  26294. times[ 1 ] = now + duration;
  26295. values[ 1 ] = weightThen;
  26296. return this;
  26297. }
  26298. } );
  26299. /**
  26300. *
  26301. * Player for AnimationClips.
  26302. *
  26303. *
  26304. * @author Ben Houston / http://clara.io/
  26305. * @author David Sarno / http://lighthaus.us/
  26306. * @author tschw
  26307. */
  26308. function AnimationMixer( root ) {
  26309. this._root = root;
  26310. this._initMemoryManager();
  26311. this._accuIndex = 0;
  26312. this.time = 0;
  26313. this.timeScale = 1.0;
  26314. }
  26315. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26316. constructor: AnimationMixer,
  26317. _bindAction: function ( action, prototypeAction ) {
  26318. var root = action._localRoot || this._root,
  26319. tracks = action._clip.tracks,
  26320. nTracks = tracks.length,
  26321. bindings = action._propertyBindings,
  26322. interpolants = action._interpolants,
  26323. rootUuid = root.uuid,
  26324. bindingsByRoot = this._bindingsByRootAndName,
  26325. bindingsByName = bindingsByRoot[ rootUuid ];
  26326. if ( bindingsByName === undefined ) {
  26327. bindingsByName = {};
  26328. bindingsByRoot[ rootUuid ] = bindingsByName;
  26329. }
  26330. for ( var i = 0; i !== nTracks; ++ i ) {
  26331. var track = tracks[ i ],
  26332. trackName = track.name,
  26333. binding = bindingsByName[ trackName ];
  26334. if ( binding !== undefined ) {
  26335. bindings[ i ] = binding;
  26336. } else {
  26337. binding = bindings[ i ];
  26338. if ( binding !== undefined ) {
  26339. // existing binding, make sure the cache knows
  26340. if ( binding._cacheIndex === null ) {
  26341. ++ binding.referenceCount;
  26342. this._addInactiveBinding( binding, rootUuid, trackName );
  26343. }
  26344. continue;
  26345. }
  26346. var path = prototypeAction && prototypeAction.
  26347. _propertyBindings[ i ].binding.parsedPath;
  26348. binding = new PropertyMixer(
  26349. PropertyBinding.create( root, trackName, path ),
  26350. track.ValueTypeName, track.getValueSize() );
  26351. ++ binding.referenceCount;
  26352. this._addInactiveBinding( binding, rootUuid, trackName );
  26353. bindings[ i ] = binding;
  26354. }
  26355. interpolants[ i ].resultBuffer = binding.buffer;
  26356. }
  26357. },
  26358. _activateAction: function ( action ) {
  26359. if ( ! this._isActiveAction( action ) ) {
  26360. if ( action._cacheIndex === null ) {
  26361. // this action has been forgotten by the cache, but the user
  26362. // appears to be still using it -> rebind
  26363. var rootUuid = ( action._localRoot || this._root ).uuid,
  26364. clipUuid = action._clip.uuid,
  26365. actionsForClip = this._actionsByClip[ clipUuid ];
  26366. this._bindAction( action,
  26367. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26368. this._addInactiveAction( action, clipUuid, rootUuid );
  26369. }
  26370. var bindings = action._propertyBindings;
  26371. // increment reference counts / sort out state
  26372. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26373. var binding = bindings[ i ];
  26374. if ( binding.useCount ++ === 0 ) {
  26375. this._lendBinding( binding );
  26376. binding.saveOriginalState();
  26377. }
  26378. }
  26379. this._lendAction( action );
  26380. }
  26381. },
  26382. _deactivateAction: function ( action ) {
  26383. if ( this._isActiveAction( action ) ) {
  26384. var bindings = action._propertyBindings;
  26385. // decrement reference counts / sort out state
  26386. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26387. var binding = bindings[ i ];
  26388. if ( -- binding.useCount === 0 ) {
  26389. binding.restoreOriginalState();
  26390. this._takeBackBinding( binding );
  26391. }
  26392. }
  26393. this._takeBackAction( action );
  26394. }
  26395. },
  26396. // Memory manager
  26397. _initMemoryManager: function () {
  26398. this._actions = []; // 'nActiveActions' followed by inactive ones
  26399. this._nActiveActions = 0;
  26400. this._actionsByClip = {};
  26401. // inside:
  26402. // {
  26403. // knownActions: Array< AnimationAction > - used as prototypes
  26404. // actionByRoot: AnimationAction - lookup
  26405. // }
  26406. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26407. this._nActiveBindings = 0;
  26408. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26409. this._controlInterpolants = []; // same game as above
  26410. this._nActiveControlInterpolants = 0;
  26411. var scope = this;
  26412. this.stats = {
  26413. actions: {
  26414. get total() {
  26415. return scope._actions.length;
  26416. },
  26417. get inUse() {
  26418. return scope._nActiveActions;
  26419. }
  26420. },
  26421. bindings: {
  26422. get total() {
  26423. return scope._bindings.length;
  26424. },
  26425. get inUse() {
  26426. return scope._nActiveBindings;
  26427. }
  26428. },
  26429. controlInterpolants: {
  26430. get total() {
  26431. return scope._controlInterpolants.length;
  26432. },
  26433. get inUse() {
  26434. return scope._nActiveControlInterpolants;
  26435. }
  26436. }
  26437. };
  26438. },
  26439. // Memory management for AnimationAction objects
  26440. _isActiveAction: function ( action ) {
  26441. var index = action._cacheIndex;
  26442. return index !== null && index < this._nActiveActions;
  26443. },
  26444. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26445. var actions = this._actions,
  26446. actionsByClip = this._actionsByClip,
  26447. actionsForClip = actionsByClip[ clipUuid ];
  26448. if ( actionsForClip === undefined ) {
  26449. actionsForClip = {
  26450. knownActions: [ action ],
  26451. actionByRoot: {}
  26452. };
  26453. action._byClipCacheIndex = 0;
  26454. actionsByClip[ clipUuid ] = actionsForClip;
  26455. } else {
  26456. var knownActions = actionsForClip.knownActions;
  26457. action._byClipCacheIndex = knownActions.length;
  26458. knownActions.push( action );
  26459. }
  26460. action._cacheIndex = actions.length;
  26461. actions.push( action );
  26462. actionsForClip.actionByRoot[ rootUuid ] = action;
  26463. },
  26464. _removeInactiveAction: function ( action ) {
  26465. var actions = this._actions,
  26466. lastInactiveAction = actions[ actions.length - 1 ],
  26467. cacheIndex = action._cacheIndex;
  26468. lastInactiveAction._cacheIndex = cacheIndex;
  26469. actions[ cacheIndex ] = lastInactiveAction;
  26470. actions.pop();
  26471. action._cacheIndex = null;
  26472. var clipUuid = action._clip.uuid,
  26473. actionsByClip = this._actionsByClip,
  26474. actionsForClip = actionsByClip[ clipUuid ],
  26475. knownActionsForClip = actionsForClip.knownActions,
  26476. lastKnownAction =
  26477. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26478. byClipCacheIndex = action._byClipCacheIndex;
  26479. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26480. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26481. knownActionsForClip.pop();
  26482. action._byClipCacheIndex = null;
  26483. var actionByRoot = actionsForClip.actionByRoot,
  26484. rootUuid = ( action._localRoot || this._root ).uuid;
  26485. delete actionByRoot[ rootUuid ];
  26486. if ( knownActionsForClip.length === 0 ) {
  26487. delete actionsByClip[ clipUuid ];
  26488. }
  26489. this._removeInactiveBindingsForAction( action );
  26490. },
  26491. _removeInactiveBindingsForAction: function ( action ) {
  26492. var bindings = action._propertyBindings;
  26493. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26494. var binding = bindings[ i ];
  26495. if ( -- binding.referenceCount === 0 ) {
  26496. this._removeInactiveBinding( binding );
  26497. }
  26498. }
  26499. },
  26500. _lendAction: function ( action ) {
  26501. // [ active actions | inactive actions ]
  26502. // [ active actions >| inactive actions ]
  26503. // s a
  26504. // <-swap->
  26505. // a s
  26506. var actions = this._actions,
  26507. prevIndex = action._cacheIndex,
  26508. lastActiveIndex = this._nActiveActions ++,
  26509. firstInactiveAction = actions[ lastActiveIndex ];
  26510. action._cacheIndex = lastActiveIndex;
  26511. actions[ lastActiveIndex ] = action;
  26512. firstInactiveAction._cacheIndex = prevIndex;
  26513. actions[ prevIndex ] = firstInactiveAction;
  26514. },
  26515. _takeBackAction: function ( action ) {
  26516. // [ active actions | inactive actions ]
  26517. // [ active actions |< inactive actions ]
  26518. // a s
  26519. // <-swap->
  26520. // s a
  26521. var actions = this._actions,
  26522. prevIndex = action._cacheIndex,
  26523. firstInactiveIndex = -- this._nActiveActions,
  26524. lastActiveAction = actions[ firstInactiveIndex ];
  26525. action._cacheIndex = firstInactiveIndex;
  26526. actions[ firstInactiveIndex ] = action;
  26527. lastActiveAction._cacheIndex = prevIndex;
  26528. actions[ prevIndex ] = lastActiveAction;
  26529. },
  26530. // Memory management for PropertyMixer objects
  26531. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26532. var bindingsByRoot = this._bindingsByRootAndName,
  26533. bindingByName = bindingsByRoot[ rootUuid ],
  26534. bindings = this._bindings;
  26535. if ( bindingByName === undefined ) {
  26536. bindingByName = {};
  26537. bindingsByRoot[ rootUuid ] = bindingByName;
  26538. }
  26539. bindingByName[ trackName ] = binding;
  26540. binding._cacheIndex = bindings.length;
  26541. bindings.push( binding );
  26542. },
  26543. _removeInactiveBinding: function ( binding ) {
  26544. var bindings = this._bindings,
  26545. propBinding = binding.binding,
  26546. rootUuid = propBinding.rootNode.uuid,
  26547. trackName = propBinding.path,
  26548. bindingsByRoot = this._bindingsByRootAndName,
  26549. bindingByName = bindingsByRoot[ rootUuid ],
  26550. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26551. cacheIndex = binding._cacheIndex;
  26552. lastInactiveBinding._cacheIndex = cacheIndex;
  26553. bindings[ cacheIndex ] = lastInactiveBinding;
  26554. bindings.pop();
  26555. delete bindingByName[ trackName ];
  26556. if ( Object.keys( bindingByName ).length === 0 ) {
  26557. delete bindingsByRoot[ rootUuid ];
  26558. }
  26559. },
  26560. _lendBinding: function ( binding ) {
  26561. var bindings = this._bindings,
  26562. prevIndex = binding._cacheIndex,
  26563. lastActiveIndex = this._nActiveBindings ++,
  26564. firstInactiveBinding = bindings[ lastActiveIndex ];
  26565. binding._cacheIndex = lastActiveIndex;
  26566. bindings[ lastActiveIndex ] = binding;
  26567. firstInactiveBinding._cacheIndex = prevIndex;
  26568. bindings[ prevIndex ] = firstInactiveBinding;
  26569. },
  26570. _takeBackBinding: function ( binding ) {
  26571. var bindings = this._bindings,
  26572. prevIndex = binding._cacheIndex,
  26573. firstInactiveIndex = -- this._nActiveBindings,
  26574. lastActiveBinding = bindings[ firstInactiveIndex ];
  26575. binding._cacheIndex = firstInactiveIndex;
  26576. bindings[ firstInactiveIndex ] = binding;
  26577. lastActiveBinding._cacheIndex = prevIndex;
  26578. bindings[ prevIndex ] = lastActiveBinding;
  26579. },
  26580. // Memory management of Interpolants for weight and time scale
  26581. _lendControlInterpolant: function () {
  26582. var interpolants = this._controlInterpolants,
  26583. lastActiveIndex = this._nActiveControlInterpolants ++,
  26584. interpolant = interpolants[ lastActiveIndex ];
  26585. if ( interpolant === undefined ) {
  26586. interpolant = new LinearInterpolant(
  26587. new Float32Array( 2 ), new Float32Array( 2 ),
  26588. 1, this._controlInterpolantsResultBuffer );
  26589. interpolant.__cacheIndex = lastActiveIndex;
  26590. interpolants[ lastActiveIndex ] = interpolant;
  26591. }
  26592. return interpolant;
  26593. },
  26594. _takeBackControlInterpolant: function ( interpolant ) {
  26595. var interpolants = this._controlInterpolants,
  26596. prevIndex = interpolant.__cacheIndex,
  26597. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26598. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26599. interpolant.__cacheIndex = firstInactiveIndex;
  26600. interpolants[ firstInactiveIndex ] = interpolant;
  26601. lastActiveInterpolant.__cacheIndex = prevIndex;
  26602. interpolants[ prevIndex ] = lastActiveInterpolant;
  26603. },
  26604. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26605. // return an action for a clip optionally using a custom root target
  26606. // object (this method allocates a lot of dynamic memory in case a
  26607. // previously unknown clip/root combination is specified)
  26608. clipAction: function ( clip, optionalRoot ) {
  26609. var root = optionalRoot || this._root,
  26610. rootUuid = root.uuid,
  26611. clipObject = typeof clip === 'string' ?
  26612. AnimationClip.findByName( root, clip ) : clip,
  26613. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26614. actionsForClip = this._actionsByClip[ clipUuid ],
  26615. prototypeAction = null;
  26616. if ( actionsForClip !== undefined ) {
  26617. var existingAction =
  26618. actionsForClip.actionByRoot[ rootUuid ];
  26619. if ( existingAction !== undefined ) {
  26620. return existingAction;
  26621. }
  26622. // we know the clip, so we don't have to parse all
  26623. // the bindings again but can just copy
  26624. prototypeAction = actionsForClip.knownActions[ 0 ];
  26625. // also, take the clip from the prototype action
  26626. if ( clipObject === null )
  26627. { clipObject = prototypeAction._clip; }
  26628. }
  26629. // clip must be known when specified via string
  26630. if ( clipObject === null ) { return null; }
  26631. // allocate all resources required to run it
  26632. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26633. this._bindAction( newAction, prototypeAction );
  26634. // and make the action known to the memory manager
  26635. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26636. return newAction;
  26637. },
  26638. // get an existing action
  26639. existingAction: function ( clip, optionalRoot ) {
  26640. var root = optionalRoot || this._root,
  26641. rootUuid = root.uuid,
  26642. clipObject = typeof clip === 'string' ?
  26643. AnimationClip.findByName( root, clip ) : clip,
  26644. clipUuid = clipObject ? clipObject.uuid : clip,
  26645. actionsForClip = this._actionsByClip[ clipUuid ];
  26646. if ( actionsForClip !== undefined ) {
  26647. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26648. }
  26649. return null;
  26650. },
  26651. // deactivates all previously scheduled actions
  26652. stopAllAction: function () {
  26653. var actions = this._actions,
  26654. nActions = this._nActiveActions,
  26655. bindings = this._bindings,
  26656. nBindings = this._nActiveBindings;
  26657. this._nActiveActions = 0;
  26658. this._nActiveBindings = 0;
  26659. for ( var i = 0; i !== nActions; ++ i ) {
  26660. actions[ i ].reset();
  26661. }
  26662. for ( var i = 0; i !== nBindings; ++ i ) {
  26663. bindings[ i ].useCount = 0;
  26664. }
  26665. return this;
  26666. },
  26667. // advance the time and update apply the animation
  26668. update: function ( deltaTime ) {
  26669. deltaTime *= this.timeScale;
  26670. var actions = this._actions,
  26671. nActions = this._nActiveActions,
  26672. time = this.time += deltaTime,
  26673. timeDirection = Math.sign( deltaTime ),
  26674. accuIndex = this._accuIndex ^= 1;
  26675. // run active actions
  26676. for ( var i = 0; i !== nActions; ++ i ) {
  26677. var action = actions[ i ];
  26678. action._update( time, deltaTime, timeDirection, accuIndex );
  26679. }
  26680. // update scene graph
  26681. var bindings = this._bindings,
  26682. nBindings = this._nActiveBindings;
  26683. for ( var i = 0; i !== nBindings; ++ i ) {
  26684. bindings[ i ].apply( accuIndex );
  26685. }
  26686. return this;
  26687. },
  26688. // Allows you to seek to a specific time in an animation.
  26689. setTime: function ( timeInSeconds ) {
  26690. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26691. for ( var i = 0; i < this._actions.length; i ++ ) {
  26692. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26693. }
  26694. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26695. },
  26696. // return this mixer's root target object
  26697. getRoot: function () {
  26698. return this._root;
  26699. },
  26700. // free all resources specific to a particular clip
  26701. uncacheClip: function ( clip ) {
  26702. var actions = this._actions,
  26703. clipUuid = clip.uuid,
  26704. actionsByClip = this._actionsByClip,
  26705. actionsForClip = actionsByClip[ clipUuid ];
  26706. if ( actionsForClip !== undefined ) {
  26707. // note: just calling _removeInactiveAction would mess up the
  26708. // iteration state and also require updating the state we can
  26709. // just throw away
  26710. var actionsToRemove = actionsForClip.knownActions;
  26711. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26712. var action = actionsToRemove[ i ];
  26713. this._deactivateAction( action );
  26714. var cacheIndex = action._cacheIndex,
  26715. lastInactiveAction = actions[ actions.length - 1 ];
  26716. action._cacheIndex = null;
  26717. action._byClipCacheIndex = null;
  26718. lastInactiveAction._cacheIndex = cacheIndex;
  26719. actions[ cacheIndex ] = lastInactiveAction;
  26720. actions.pop();
  26721. this._removeInactiveBindingsForAction( action );
  26722. }
  26723. delete actionsByClip[ clipUuid ];
  26724. }
  26725. },
  26726. // free all resources specific to a particular root target object
  26727. uncacheRoot: function ( root ) {
  26728. var rootUuid = root.uuid,
  26729. actionsByClip = this._actionsByClip;
  26730. for ( var clipUuid in actionsByClip ) {
  26731. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26732. action = actionByRoot[ rootUuid ];
  26733. if ( action !== undefined ) {
  26734. this._deactivateAction( action );
  26735. this._removeInactiveAction( action );
  26736. }
  26737. }
  26738. var bindingsByRoot = this._bindingsByRootAndName,
  26739. bindingByName = bindingsByRoot[ rootUuid ];
  26740. if ( bindingByName !== undefined ) {
  26741. for ( var trackName in bindingByName ) {
  26742. var binding = bindingByName[ trackName ];
  26743. binding.restoreOriginalState();
  26744. this._removeInactiveBinding( binding );
  26745. }
  26746. }
  26747. },
  26748. // remove a targeted clip from the cache
  26749. uncacheAction: function ( clip, optionalRoot ) {
  26750. var action = this.existingAction( clip, optionalRoot );
  26751. if ( action !== null ) {
  26752. this._deactivateAction( action );
  26753. this._removeInactiveAction( action );
  26754. }
  26755. }
  26756. } );
  26757. /**
  26758. * @author mrdoob / http://mrdoob.com/
  26759. */
  26760. function Uniform( value ) {
  26761. if ( typeof value === 'string' ) {
  26762. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26763. value = arguments[ 1 ];
  26764. }
  26765. this.value = value;
  26766. }
  26767. Uniform.prototype.clone = function () {
  26768. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26769. };
  26770. /**
  26771. * @author benaadams / https://twitter.com/ben_a_adams
  26772. */
  26773. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26774. InterleavedBuffer.call( this, array, stride );
  26775. this.meshPerAttribute = meshPerAttribute || 1;
  26776. }
  26777. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26778. constructor: InstancedInterleavedBuffer,
  26779. isInstancedInterleavedBuffer: true,
  26780. copy: function ( source ) {
  26781. InterleavedBuffer.prototype.copy.call( this, source );
  26782. this.meshPerAttribute = source.meshPerAttribute;
  26783. return this;
  26784. }
  26785. } );
  26786. /**
  26787. * @author mrdoob / http://mrdoob.com/
  26788. * @author bhouston / http://clara.io/
  26789. * @author stephomi / http://stephaneginier.com/
  26790. */
  26791. function Raycaster( origin, direction, near, far ) {
  26792. this.ray = new Ray( origin, direction );
  26793. // direction is assumed to be normalized (for accurate distance calculations)
  26794. this.near = near || 0;
  26795. this.far = far || Infinity;
  26796. this.camera = null;
  26797. this.params = {
  26798. Mesh: {},
  26799. Line: {},
  26800. LOD: {},
  26801. Points: { threshold: 1 },
  26802. Sprite: {}
  26803. };
  26804. Object.defineProperties( this.params, {
  26805. PointCloud: {
  26806. get: function () {
  26807. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26808. return this.Points;
  26809. }
  26810. }
  26811. } );
  26812. }
  26813. function ascSort( a, b ) {
  26814. return a.distance - b.distance;
  26815. }
  26816. function intersectObject( object, raycaster, intersects, recursive ) {
  26817. if ( object.visible === false ) { return; }
  26818. object.raycast( raycaster, intersects );
  26819. if ( recursive === true ) {
  26820. var children = object.children;
  26821. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26822. intersectObject( children[ i ], raycaster, intersects, true );
  26823. }
  26824. }
  26825. }
  26826. Object.assign( Raycaster.prototype, {
  26827. linePrecision: 1,
  26828. set: function ( origin, direction ) {
  26829. // direction is assumed to be normalized (for accurate distance calculations)
  26830. this.ray.set( origin, direction );
  26831. },
  26832. setFromCamera: function ( coords, camera ) {
  26833. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26834. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26835. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26836. this.camera = camera;
  26837. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26838. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26839. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26840. this.camera = camera;
  26841. } else {
  26842. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26843. }
  26844. },
  26845. intersectObject: function ( object, recursive, optionalTarget ) {
  26846. var intersects = optionalTarget || [];
  26847. intersectObject( object, this, intersects, recursive );
  26848. intersects.sort( ascSort );
  26849. return intersects;
  26850. },
  26851. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26852. var intersects = optionalTarget || [];
  26853. if ( Array.isArray( objects ) === false ) {
  26854. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26855. return intersects;
  26856. }
  26857. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26858. intersectObject( objects[ i ], this, intersects, recursive );
  26859. }
  26860. intersects.sort( ascSort );
  26861. return intersects;
  26862. }
  26863. } );
  26864. /**
  26865. * @author bhouston / http://clara.io
  26866. * @author WestLangley / http://github.com/WestLangley
  26867. *
  26868. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26869. *
  26870. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26871. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26872. */
  26873. function Spherical( radius, phi, theta ) {
  26874. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26875. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26876. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26877. return this;
  26878. }
  26879. Object.assign( Spherical.prototype, {
  26880. set: function ( radius, phi, theta ) {
  26881. this.radius = radius;
  26882. this.phi = phi;
  26883. this.theta = theta;
  26884. return this;
  26885. },
  26886. clone: function () {
  26887. return new this.constructor().copy( this );
  26888. },
  26889. copy: function ( other ) {
  26890. this.radius = other.radius;
  26891. this.phi = other.phi;
  26892. this.theta = other.theta;
  26893. return this;
  26894. },
  26895. // restrict phi to be betwee EPS and PI-EPS
  26896. makeSafe: function () {
  26897. var EPS = 0.000001;
  26898. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26899. return this;
  26900. },
  26901. setFromVector3: function ( v ) {
  26902. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26903. },
  26904. setFromCartesianCoords: function ( x, y, z ) {
  26905. this.radius = Math.sqrt( x * x + y * y + z * z );
  26906. if ( this.radius === 0 ) {
  26907. this.theta = 0;
  26908. this.phi = 0;
  26909. } else {
  26910. this.theta = Math.atan2( x, z );
  26911. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26912. }
  26913. return this;
  26914. }
  26915. } );
  26916. /**
  26917. * @author Mugen87 / https://github.com/Mugen87
  26918. *
  26919. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26920. *
  26921. */
  26922. function Cylindrical( radius, theta, y ) {
  26923. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26924. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26925. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26926. return this;
  26927. }
  26928. Object.assign( Cylindrical.prototype, {
  26929. set: function ( radius, theta, y ) {
  26930. this.radius = radius;
  26931. this.theta = theta;
  26932. this.y = y;
  26933. return this;
  26934. },
  26935. clone: function () {
  26936. return new this.constructor().copy( this );
  26937. },
  26938. copy: function ( other ) {
  26939. this.radius = other.radius;
  26940. this.theta = other.theta;
  26941. this.y = other.y;
  26942. return this;
  26943. },
  26944. setFromVector3: function ( v ) {
  26945. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26946. },
  26947. setFromCartesianCoords: function ( x, y, z ) {
  26948. this.radius = Math.sqrt( x * x + z * z );
  26949. this.theta = Math.atan2( x, z );
  26950. this.y = y;
  26951. return this;
  26952. }
  26953. } );
  26954. /**
  26955. * @author bhouston / http://clara.io
  26956. */
  26957. var _vector$6 = new Vector2();
  26958. function Box2( min, max ) {
  26959. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26960. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26961. }
  26962. Object.assign( Box2.prototype, {
  26963. set: function ( min, max ) {
  26964. this.min.copy( min );
  26965. this.max.copy( max );
  26966. return this;
  26967. },
  26968. setFromPoints: function ( points ) {
  26969. this.makeEmpty();
  26970. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26971. this.expandByPoint( points[ i ] );
  26972. }
  26973. return this;
  26974. },
  26975. setFromCenterAndSize: function ( center, size ) {
  26976. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26977. this.min.copy( center ).sub( halfSize );
  26978. this.max.copy( center ).add( halfSize );
  26979. return this;
  26980. },
  26981. clone: function () {
  26982. return new this.constructor().copy( this );
  26983. },
  26984. copy: function ( box ) {
  26985. this.min.copy( box.min );
  26986. this.max.copy( box.max );
  26987. return this;
  26988. },
  26989. makeEmpty: function () {
  26990. this.min.x = this.min.y = + Infinity;
  26991. this.max.x = this.max.y = - Infinity;
  26992. return this;
  26993. },
  26994. isEmpty: function () {
  26995. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26996. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26997. },
  26998. getCenter: function ( target ) {
  26999. if ( target === undefined ) {
  27000. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27001. target = new Vector2();
  27002. }
  27003. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27004. },
  27005. getSize: function ( target ) {
  27006. if ( target === undefined ) {
  27007. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27008. target = new Vector2();
  27009. }
  27010. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27011. },
  27012. expandByPoint: function ( point ) {
  27013. this.min.min( point );
  27014. this.max.max( point );
  27015. return this;
  27016. },
  27017. expandByVector: function ( vector ) {
  27018. this.min.sub( vector );
  27019. this.max.add( vector );
  27020. return this;
  27021. },
  27022. expandByScalar: function ( scalar ) {
  27023. this.min.addScalar( - scalar );
  27024. this.max.addScalar( scalar );
  27025. return this;
  27026. },
  27027. containsPoint: function ( point ) {
  27028. return point.x < this.min.x || point.x > this.max.x ||
  27029. point.y < this.min.y || point.y > this.max.y ? false : true;
  27030. },
  27031. containsBox: function ( box ) {
  27032. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27033. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27034. },
  27035. getParameter: function ( point, target ) {
  27036. // This can potentially have a divide by zero if the box
  27037. // has a size dimension of 0.
  27038. if ( target === undefined ) {
  27039. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27040. target = new Vector2();
  27041. }
  27042. return target.set(
  27043. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27044. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27045. );
  27046. },
  27047. intersectsBox: function ( box ) {
  27048. // using 4 splitting planes to rule out intersections
  27049. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27050. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27051. },
  27052. clampPoint: function ( point, target ) {
  27053. if ( target === undefined ) {
  27054. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27055. target = new Vector2();
  27056. }
  27057. return target.copy( point ).clamp( this.min, this.max );
  27058. },
  27059. distanceToPoint: function ( point ) {
  27060. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27061. return clampedPoint.sub( point ).length();
  27062. },
  27063. intersect: function ( box ) {
  27064. this.min.max( box.min );
  27065. this.max.min( box.max );
  27066. return this;
  27067. },
  27068. union: function ( box ) {
  27069. this.min.min( box.min );
  27070. this.max.max( box.max );
  27071. return this;
  27072. },
  27073. translate: function ( offset ) {
  27074. this.min.add( offset );
  27075. this.max.add( offset );
  27076. return this;
  27077. },
  27078. equals: function ( box ) {
  27079. return box.min.equals( this.min ) && box.max.equals( this.max );
  27080. }
  27081. } );
  27082. /**
  27083. * @author bhouston / http://clara.io
  27084. */
  27085. var _startP = new Vector3();
  27086. var _startEnd = new Vector3();
  27087. function Line3( start, end ) {
  27088. this.start = ( start !== undefined ) ? start : new Vector3();
  27089. this.end = ( end !== undefined ) ? end : new Vector3();
  27090. }
  27091. Object.assign( Line3.prototype, {
  27092. set: function ( start, end ) {
  27093. this.start.copy( start );
  27094. this.end.copy( end );
  27095. return this;
  27096. },
  27097. clone: function () {
  27098. return new this.constructor().copy( this );
  27099. },
  27100. copy: function ( line ) {
  27101. this.start.copy( line.start );
  27102. this.end.copy( line.end );
  27103. return this;
  27104. },
  27105. getCenter: function ( target ) {
  27106. if ( target === undefined ) {
  27107. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27108. target = new Vector3();
  27109. }
  27110. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27111. },
  27112. delta: function ( target ) {
  27113. if ( target === undefined ) {
  27114. console.warn( 'THREE.Line3: .delta() target is now required' );
  27115. target = new Vector3();
  27116. }
  27117. return target.subVectors( this.end, this.start );
  27118. },
  27119. distanceSq: function () {
  27120. return this.start.distanceToSquared( this.end );
  27121. },
  27122. distance: function () {
  27123. return this.start.distanceTo( this.end );
  27124. },
  27125. at: function ( t, target ) {
  27126. if ( target === undefined ) {
  27127. console.warn( 'THREE.Line3: .at() target is now required' );
  27128. target = new Vector3();
  27129. }
  27130. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27131. },
  27132. closestPointToPointParameter: function ( point, clampToLine ) {
  27133. _startP.subVectors( point, this.start );
  27134. _startEnd.subVectors( this.end, this.start );
  27135. var startEnd2 = _startEnd.dot( _startEnd );
  27136. var startEnd_startP = _startEnd.dot( _startP );
  27137. var t = startEnd_startP / startEnd2;
  27138. if ( clampToLine ) {
  27139. t = _Math.clamp( t, 0, 1 );
  27140. }
  27141. return t;
  27142. },
  27143. closestPointToPoint: function ( point, clampToLine, target ) {
  27144. var t = this.closestPointToPointParameter( point, clampToLine );
  27145. if ( target === undefined ) {
  27146. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27147. target = new Vector3();
  27148. }
  27149. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27150. },
  27151. applyMatrix4: function ( matrix ) {
  27152. this.start.applyMatrix4( matrix );
  27153. this.end.applyMatrix4( matrix );
  27154. return this;
  27155. },
  27156. equals: function ( line ) {
  27157. return line.start.equals( this.start ) && line.end.equals( this.end );
  27158. }
  27159. } );
  27160. /**
  27161. * @author alteredq / http://alteredqualia.com/
  27162. */
  27163. function ImmediateRenderObject( material ) {
  27164. Object3D.call( this );
  27165. this.material = material;
  27166. this.render = function ( /* renderCallback */ ) {};
  27167. }
  27168. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27169. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27170. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27171. /**
  27172. * @author mrdoob / http://mrdoob.com/
  27173. * @author WestLangley / http://github.com/WestLangley
  27174. */
  27175. var _v1$5 = new Vector3();
  27176. var _v2$3 = new Vector3();
  27177. var _normalMatrix$1 = new Matrix3();
  27178. var _keys = [ 'a', 'b', 'c' ];
  27179. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27180. this.object = object;
  27181. this.size = ( size !== undefined ) ? size : 1;
  27182. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27183. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27184. //
  27185. var nNormals = 0;
  27186. var objGeometry = this.object.geometry;
  27187. if ( objGeometry && objGeometry.isGeometry ) {
  27188. nNormals = objGeometry.faces.length * 3;
  27189. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27190. nNormals = objGeometry.attributes.normal.count;
  27191. }
  27192. //
  27193. var geometry = new BufferGeometry();
  27194. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27195. geometry.addAttribute( 'position', positions );
  27196. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27197. //
  27198. this.matrixAutoUpdate = false;
  27199. this.update();
  27200. }
  27201. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27202. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27203. VertexNormalsHelper.prototype.update = function () {
  27204. this.object.updateMatrixWorld( true );
  27205. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27206. var matrixWorld = this.object.matrixWorld;
  27207. var position = this.geometry.attributes.position;
  27208. //
  27209. var objGeometry = this.object.geometry;
  27210. if ( objGeometry && objGeometry.isGeometry ) {
  27211. var vertices = objGeometry.vertices;
  27212. var faces = objGeometry.faces;
  27213. var idx = 0;
  27214. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27215. var face = faces[ i ];
  27216. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27217. var vertex = vertices[ face[ _keys[ j ] ] ];
  27218. var normal = face.vertexNormals[ j ];
  27219. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27220. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27221. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27222. idx = idx + 1;
  27223. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27224. idx = idx + 1;
  27225. }
  27226. }
  27227. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27228. var objPos = objGeometry.attributes.position;
  27229. var objNorm = objGeometry.attributes.normal;
  27230. var idx = 0;
  27231. // for simplicity, ignore index and drawcalls, and render every normal
  27232. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27233. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27234. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27235. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27236. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27237. idx = idx + 1;
  27238. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27239. idx = idx + 1;
  27240. }
  27241. }
  27242. position.needsUpdate = true;
  27243. };
  27244. /**
  27245. * @author alteredq / http://alteredqualia.com/
  27246. * @author mrdoob / http://mrdoob.com/
  27247. * @author WestLangley / http://github.com/WestLangley
  27248. */
  27249. var _vector$7 = new Vector3();
  27250. function SpotLightHelper( light, color ) {
  27251. Object3D.call( this );
  27252. this.light = light;
  27253. this.light.updateMatrixWorld();
  27254. this.matrix = light.matrixWorld;
  27255. this.matrixAutoUpdate = false;
  27256. this.color = color;
  27257. var geometry = new BufferGeometry();
  27258. var positions = [
  27259. 0, 0, 0, 0, 0, 1,
  27260. 0, 0, 0, 1, 0, 1,
  27261. 0, 0, 0, - 1, 0, 1,
  27262. 0, 0, 0, 0, 1, 1,
  27263. 0, 0, 0, 0, - 1, 1
  27264. ];
  27265. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27266. var p1 = ( i / l ) * Math.PI * 2;
  27267. var p2 = ( j / l ) * Math.PI * 2;
  27268. positions.push(
  27269. Math.cos( p1 ), Math.sin( p1 ), 1,
  27270. Math.cos( p2 ), Math.sin( p2 ), 1
  27271. );
  27272. }
  27273. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27274. var material = new LineBasicMaterial( { fog: false } );
  27275. this.cone = new LineSegments( geometry, material );
  27276. this.add( this.cone );
  27277. this.update();
  27278. }
  27279. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27280. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27281. SpotLightHelper.prototype.dispose = function () {
  27282. this.cone.geometry.dispose();
  27283. this.cone.material.dispose();
  27284. };
  27285. SpotLightHelper.prototype.update = function () {
  27286. this.light.updateMatrixWorld();
  27287. var coneLength = this.light.distance ? this.light.distance : 1000;
  27288. var coneWidth = coneLength * Math.tan( this.light.angle );
  27289. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27290. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27291. this.cone.lookAt( _vector$7 );
  27292. if ( this.color !== undefined ) {
  27293. this.cone.material.color.set( this.color );
  27294. } else {
  27295. this.cone.material.color.copy( this.light.color );
  27296. }
  27297. };
  27298. /**
  27299. * @author Sean Griffin / http://twitter.com/sgrif
  27300. * @author Michael Guerrero / http://realitymeltdown.com
  27301. * @author mrdoob / http://mrdoob.com/
  27302. * @author ikerr / http://verold.com
  27303. * @author Mugen87 / https://github.com/Mugen87
  27304. */
  27305. var _vector$8 = new Vector3();
  27306. var _boneMatrix = new Matrix4();
  27307. var _matrixWorldInv = new Matrix4();
  27308. function getBoneList( object ) {
  27309. var boneList = [];
  27310. if ( object && object.isBone ) {
  27311. boneList.push( object );
  27312. }
  27313. for ( var i = 0; i < object.children.length; i ++ ) {
  27314. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27315. }
  27316. return boneList;
  27317. }
  27318. function SkeletonHelper( object ) {
  27319. var bones = getBoneList( object );
  27320. var geometry = new BufferGeometry();
  27321. var vertices = [];
  27322. var colors = [];
  27323. var color1 = new Color( 0, 0, 1 );
  27324. var color2 = new Color( 0, 1, 0 );
  27325. for ( var i = 0; i < bones.length; i ++ ) {
  27326. var bone = bones[ i ];
  27327. if ( bone.parent && bone.parent.isBone ) {
  27328. vertices.push( 0, 0, 0 );
  27329. vertices.push( 0, 0, 0 );
  27330. colors.push( color1.r, color1.g, color1.b );
  27331. colors.push( color2.r, color2.g, color2.b );
  27332. }
  27333. }
  27334. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27335. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27336. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27337. LineSegments.call( this, geometry, material );
  27338. this.root = object;
  27339. this.bones = bones;
  27340. this.matrix = object.matrixWorld;
  27341. this.matrixAutoUpdate = false;
  27342. }
  27343. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27344. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27345. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27346. var bones = this.bones;
  27347. var geometry = this.geometry;
  27348. var position = geometry.getAttribute( 'position' );
  27349. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27350. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27351. var bone = bones[ i ];
  27352. if ( bone.parent && bone.parent.isBone ) {
  27353. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27354. _vector$8.setFromMatrixPosition( _boneMatrix );
  27355. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27356. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27357. _vector$8.setFromMatrixPosition( _boneMatrix );
  27358. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27359. j += 2;
  27360. }
  27361. }
  27362. geometry.getAttribute( 'position' ).needsUpdate = true;
  27363. Object3D.prototype.updateMatrixWorld.call( this, force );
  27364. };
  27365. /**
  27366. * @author alteredq / http://alteredqualia.com/
  27367. * @author mrdoob / http://mrdoob.com/
  27368. */
  27369. function PointLightHelper( light, sphereSize, color ) {
  27370. this.light = light;
  27371. this.light.updateMatrixWorld();
  27372. this.color = color;
  27373. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27374. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27375. Mesh.call( this, geometry, material );
  27376. this.matrix = this.light.matrixWorld;
  27377. this.matrixAutoUpdate = false;
  27378. this.update();
  27379. /*
  27380. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27381. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27382. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27383. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27384. var d = light.distance;
  27385. if ( d === 0.0 ) {
  27386. this.lightDistance.visible = false;
  27387. } else {
  27388. this.lightDistance.scale.set( d, d, d );
  27389. }
  27390. this.add( this.lightDistance );
  27391. */
  27392. }
  27393. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27394. PointLightHelper.prototype.constructor = PointLightHelper;
  27395. PointLightHelper.prototype.dispose = function () {
  27396. this.geometry.dispose();
  27397. this.material.dispose();
  27398. };
  27399. PointLightHelper.prototype.update = function () {
  27400. if ( this.color !== undefined ) {
  27401. this.material.color.set( this.color );
  27402. } else {
  27403. this.material.color.copy( this.light.color );
  27404. }
  27405. /*
  27406. var d = this.light.distance;
  27407. if ( d === 0.0 ) {
  27408. this.lightDistance.visible = false;
  27409. } else {
  27410. this.lightDistance.visible = true;
  27411. this.lightDistance.scale.set( d, d, d );
  27412. }
  27413. */
  27414. };
  27415. /**
  27416. * @author abelnation / http://github.com/abelnation
  27417. * @author Mugen87 / http://github.com/Mugen87
  27418. * @author WestLangley / http://github.com/WestLangley
  27419. *
  27420. * This helper must be added as a child of the light
  27421. */
  27422. function RectAreaLightHelper( light, color ) {
  27423. this.type = 'RectAreaLightHelper';
  27424. this.light = light;
  27425. this.color = color; // optional hardwired color for the helper
  27426. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27427. var geometry = new BufferGeometry();
  27428. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27429. geometry.computeBoundingSphere();
  27430. var material = new LineBasicMaterial( { fog: false } );
  27431. Line.call( this, geometry, material );
  27432. //
  27433. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27434. var geometry2 = new BufferGeometry();
  27435. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27436. geometry2.computeBoundingSphere();
  27437. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27438. this.update();
  27439. }
  27440. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27441. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27442. RectAreaLightHelper.prototype.update = function () {
  27443. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27444. if ( this.color !== undefined ) {
  27445. this.material.color.set( this.color );
  27446. this.children[ 0 ].material.color.set( this.color );
  27447. } else {
  27448. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27449. // prevent hue shift
  27450. var c = this.material.color;
  27451. var max = Math.max( c.r, c.g, c.b );
  27452. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27453. this.children[ 0 ].material.color.copy( this.material.color );
  27454. }
  27455. };
  27456. RectAreaLightHelper.prototype.dispose = function () {
  27457. this.geometry.dispose();
  27458. this.material.dispose();
  27459. this.children[ 0 ].geometry.dispose();
  27460. this.children[ 0 ].material.dispose();
  27461. };
  27462. /**
  27463. * @author alteredq / http://alteredqualia.com/
  27464. * @author mrdoob / http://mrdoob.com/
  27465. * @author Mugen87 / https://github.com/Mugen87
  27466. */
  27467. var _vector$9 = new Vector3();
  27468. var _color1 = new Color();
  27469. var _color2 = new Color();
  27470. function HemisphereLightHelper( light, size, color ) {
  27471. Object3D.call( this );
  27472. this.light = light;
  27473. this.light.updateMatrixWorld();
  27474. this.matrix = light.matrixWorld;
  27475. this.matrixAutoUpdate = false;
  27476. this.color = color;
  27477. var geometry = new OctahedronBufferGeometry( size );
  27478. geometry.rotateY( Math.PI * 0.5 );
  27479. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27480. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27481. var position = geometry.getAttribute( 'position' );
  27482. var colors = new Float32Array( position.count * 3 );
  27483. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27484. this.add( new Mesh( geometry, this.material ) );
  27485. this.update();
  27486. }
  27487. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27488. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27489. HemisphereLightHelper.prototype.dispose = function () {
  27490. this.children[ 0 ].geometry.dispose();
  27491. this.children[ 0 ].material.dispose();
  27492. };
  27493. HemisphereLightHelper.prototype.update = function () {
  27494. var mesh = this.children[ 0 ];
  27495. if ( this.color !== undefined ) {
  27496. this.material.color.set( this.color );
  27497. } else {
  27498. var colors = mesh.geometry.getAttribute( 'color' );
  27499. _color1.copy( this.light.color );
  27500. _color2.copy( this.light.groundColor );
  27501. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27502. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27503. colors.setXYZ( i, color.r, color.g, color.b );
  27504. }
  27505. colors.needsUpdate = true;
  27506. }
  27507. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27508. };
  27509. /**
  27510. * @author WestLangley / http://github.com/WestLangley
  27511. */
  27512. function LightProbeHelper( lightProbe, size ) {
  27513. this.lightProbe = lightProbe;
  27514. this.size = size;
  27515. var defines = {};
  27516. defines[ 'GAMMA_OUTPUT' ] = "";
  27517. // material
  27518. var material = new ShaderMaterial( {
  27519. defines: defines,
  27520. uniforms: {
  27521. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27522. intensity: { value: this.lightProbe.intensity }
  27523. },
  27524. vertexShader: [
  27525. 'varying vec3 vNormal;',
  27526. 'void main() {',
  27527. ' vNormal = normalize( normalMatrix * normal );',
  27528. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27529. '}' ].join( '\n' ),
  27530. fragmentShader: [
  27531. '#define RECIPROCAL_PI 0.318309886',
  27532. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27533. ' // matrix is assumed to be orthogonal',
  27534. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27535. '}',
  27536. 'vec3 linearToOutput( in vec3 a ) {',
  27537. ' #ifdef GAMMA_OUTPUT',
  27538. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27539. ' #else',
  27540. ' return a;',
  27541. ' #endif',
  27542. '}',
  27543. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27544. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27545. ' // normal is assumed to have unit length',
  27546. ' float x = normal.x, y = normal.y, z = normal.z;',
  27547. ' // band 0',
  27548. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27549. ' // band 1',
  27550. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27551. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27552. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27553. ' // band 2',
  27554. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27555. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27556. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27557. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27558. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27559. ' return result;',
  27560. '}',
  27561. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27562. 'uniform float intensity; // light probe intensity',
  27563. 'varying vec3 vNormal;',
  27564. 'void main() {',
  27565. ' vec3 normal = normalize( vNormal );',
  27566. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27567. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27568. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27569. ' outgoingLight = linearToOutput( outgoingLight );',
  27570. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27571. '}'
  27572. ].join( '\n' )
  27573. } );
  27574. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27575. Mesh.call( this, geometry, material );
  27576. this.onBeforeRender();
  27577. }
  27578. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27579. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27580. LightProbeHelper.prototype.dispose = function () {
  27581. this.geometry.dispose();
  27582. this.material.dispose();
  27583. };
  27584. LightProbeHelper.prototype.onBeforeRender = function () {
  27585. this.position.copy( this.lightProbe.position );
  27586. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27587. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27588. };
  27589. /**
  27590. * @author mrdoob / http://mrdoob.com/
  27591. */
  27592. function GridHelper( size, divisions, color1, color2 ) {
  27593. size = size || 10;
  27594. divisions = divisions || 10;
  27595. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27596. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27597. var center = divisions / 2;
  27598. var step = size / divisions;
  27599. var halfSize = size / 2;
  27600. var vertices = [], colors = [];
  27601. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27602. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27603. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27604. var color = i === center ? color1 : color2;
  27605. color.toArray( colors, j ); j += 3;
  27606. color.toArray( colors, j ); j += 3;
  27607. color.toArray( colors, j ); j += 3;
  27608. color.toArray( colors, j ); j += 3;
  27609. }
  27610. var geometry = new BufferGeometry();
  27611. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27612. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27613. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27614. LineSegments.call( this, geometry, material );
  27615. }
  27616. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27617. constructor: GridHelper,
  27618. copy: function ( source ) {
  27619. LineSegments.prototype.copy.call( this, source );
  27620. this.geometry.copy( source.geometry );
  27621. this.material.copy( source.material );
  27622. return this;
  27623. },
  27624. clone: function () {
  27625. return new this.constructor().copy( this );
  27626. }
  27627. } );
  27628. /**
  27629. * @author mrdoob / http://mrdoob.com/
  27630. * @author Mugen87 / http://github.com/Mugen87
  27631. * @author Hectate / http://www.github.com/Hectate
  27632. */
  27633. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27634. radius = radius || 10;
  27635. radials = radials || 16;
  27636. circles = circles || 8;
  27637. divisions = divisions || 64;
  27638. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27639. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27640. var vertices = [];
  27641. var colors = [];
  27642. var x, z;
  27643. var v, i, j, r, color;
  27644. // create the radials
  27645. for ( i = 0; i <= radials; i ++ ) {
  27646. v = ( i / radials ) * ( Math.PI * 2 );
  27647. x = Math.sin( v ) * radius;
  27648. z = Math.cos( v ) * radius;
  27649. vertices.push( 0, 0, 0 );
  27650. vertices.push( x, 0, z );
  27651. color = ( i & 1 ) ? color1 : color2;
  27652. colors.push( color.r, color.g, color.b );
  27653. colors.push( color.r, color.g, color.b );
  27654. }
  27655. // create the circles
  27656. for ( i = 0; i <= circles; i ++ ) {
  27657. color = ( i & 1 ) ? color1 : color2;
  27658. r = radius - ( radius / circles * i );
  27659. for ( j = 0; j < divisions; j ++ ) {
  27660. // first vertex
  27661. v = ( j / divisions ) * ( Math.PI * 2 );
  27662. x = Math.sin( v ) * r;
  27663. z = Math.cos( v ) * r;
  27664. vertices.push( x, 0, z );
  27665. colors.push( color.r, color.g, color.b );
  27666. // second vertex
  27667. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27668. x = Math.sin( v ) * r;
  27669. z = Math.cos( v ) * r;
  27670. vertices.push( x, 0, z );
  27671. colors.push( color.r, color.g, color.b );
  27672. }
  27673. }
  27674. var geometry = new BufferGeometry();
  27675. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27676. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27677. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27678. LineSegments.call( this, geometry, material );
  27679. }
  27680. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27681. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27682. /**
  27683. * @author Mugen87 / http://github.com/Mugen87
  27684. */
  27685. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27686. this.audio = audio;
  27687. this.range = range || 1;
  27688. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27689. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27690. var geometry = new BufferGeometry();
  27691. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27692. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27693. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27694. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27695. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27696. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27697. this.update();
  27698. }
  27699. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27700. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27701. PositionalAudioHelper.prototype.update = function () {
  27702. var audio = this.audio;
  27703. var range = this.range;
  27704. var divisionsInnerAngle = this.divisionsInnerAngle;
  27705. var divisionsOuterAngle = this.divisionsOuterAngle;
  27706. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27707. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27708. var halfConeInnerAngle = coneInnerAngle / 2;
  27709. var halfConeOuterAngle = coneOuterAngle / 2;
  27710. var start = 0;
  27711. var count = 0;
  27712. var i, stride;
  27713. var geometry = this.geometry;
  27714. var positionAttribute = geometry.attributes.position;
  27715. geometry.clearGroups();
  27716. //
  27717. function generateSegment( from, to, divisions, materialIndex ) {
  27718. var step = ( to - from ) / divisions;
  27719. positionAttribute.setXYZ( start, 0, 0, 0 );
  27720. count ++;
  27721. for ( i = from; i < to; i += step ) {
  27722. stride = start + count;
  27723. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27724. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27725. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27726. count += 3;
  27727. }
  27728. geometry.addGroup( start, count, materialIndex );
  27729. start += count;
  27730. count = 0;
  27731. }
  27732. //
  27733. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27734. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27735. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27736. //
  27737. positionAttribute.needsUpdate = true;
  27738. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27739. };
  27740. PositionalAudioHelper.prototype.dispose = function () {
  27741. this.geometry.dispose();
  27742. this.material[ 0 ].dispose();
  27743. this.material[ 1 ].dispose();
  27744. };
  27745. /**
  27746. * @author mrdoob / http://mrdoob.com/
  27747. * @author WestLangley / http://github.com/WestLangley
  27748. */
  27749. var _v1$6 = new Vector3();
  27750. var _v2$4 = new Vector3();
  27751. var _normalMatrix$2 = new Matrix3();
  27752. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27753. // FaceNormalsHelper only supports THREE.Geometry
  27754. this.object = object;
  27755. this.size = ( size !== undefined ) ? size : 1;
  27756. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27757. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27758. //
  27759. var nNormals = 0;
  27760. var objGeometry = this.object.geometry;
  27761. if ( objGeometry && objGeometry.isGeometry ) {
  27762. nNormals = objGeometry.faces.length;
  27763. } else {
  27764. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27765. }
  27766. //
  27767. var geometry = new BufferGeometry();
  27768. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27769. geometry.addAttribute( 'position', positions );
  27770. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27771. //
  27772. this.matrixAutoUpdate = false;
  27773. this.update();
  27774. }
  27775. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27776. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27777. FaceNormalsHelper.prototype.update = function () {
  27778. this.object.updateMatrixWorld( true );
  27779. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27780. var matrixWorld = this.object.matrixWorld;
  27781. var position = this.geometry.attributes.position;
  27782. //
  27783. var objGeometry = this.object.geometry;
  27784. var vertices = objGeometry.vertices;
  27785. var faces = objGeometry.faces;
  27786. var idx = 0;
  27787. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27788. var face = faces[ i ];
  27789. var normal = face.normal;
  27790. _v1$6.copy( vertices[ face.a ] )
  27791. .add( vertices[ face.b ] )
  27792. .add( vertices[ face.c ] )
  27793. .divideScalar( 3 )
  27794. .applyMatrix4( matrixWorld );
  27795. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27796. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27797. idx = idx + 1;
  27798. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27799. idx = idx + 1;
  27800. }
  27801. position.needsUpdate = true;
  27802. };
  27803. /**
  27804. * @author alteredq / http://alteredqualia.com/
  27805. * @author mrdoob / http://mrdoob.com/
  27806. * @author WestLangley / http://github.com/WestLangley
  27807. */
  27808. var _v1$7 = new Vector3();
  27809. var _v2$5 = new Vector3();
  27810. var _v3$1 = new Vector3();
  27811. function DirectionalLightHelper( light, size, color ) {
  27812. Object3D.call( this );
  27813. this.light = light;
  27814. this.light.updateMatrixWorld();
  27815. this.matrix = light.matrixWorld;
  27816. this.matrixAutoUpdate = false;
  27817. this.color = color;
  27818. if ( size === undefined ) { size = 1; }
  27819. var geometry = new BufferGeometry();
  27820. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27821. - size, size, 0,
  27822. size, size, 0,
  27823. size, - size, 0,
  27824. - size, - size, 0,
  27825. - size, size, 0
  27826. ], 3 ) );
  27827. var material = new LineBasicMaterial( { fog: false } );
  27828. this.lightPlane = new Line( geometry, material );
  27829. this.add( this.lightPlane );
  27830. geometry = new BufferGeometry();
  27831. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27832. this.targetLine = new Line( geometry, material );
  27833. this.add( this.targetLine );
  27834. this.update();
  27835. }
  27836. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27837. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27838. DirectionalLightHelper.prototype.dispose = function () {
  27839. this.lightPlane.geometry.dispose();
  27840. this.lightPlane.material.dispose();
  27841. this.targetLine.geometry.dispose();
  27842. this.targetLine.material.dispose();
  27843. };
  27844. DirectionalLightHelper.prototype.update = function () {
  27845. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27846. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27847. _v3$1.subVectors( _v2$5, _v1$7 );
  27848. this.lightPlane.lookAt( _v2$5 );
  27849. if ( this.color !== undefined ) {
  27850. this.lightPlane.material.color.set( this.color );
  27851. this.targetLine.material.color.set( this.color );
  27852. } else {
  27853. this.lightPlane.material.color.copy( this.light.color );
  27854. this.targetLine.material.color.copy( this.light.color );
  27855. }
  27856. this.targetLine.lookAt( _v2$5 );
  27857. this.targetLine.scale.z = _v3$1.length();
  27858. };
  27859. /**
  27860. * @author alteredq / http://alteredqualia.com/
  27861. * @author Mugen87 / https://github.com/Mugen87
  27862. *
  27863. * - shows frustum, line of sight and up of the camera
  27864. * - suitable for fast updates
  27865. * - based on frustum visualization in lightgl.js shadowmap example
  27866. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27867. */
  27868. var _vector$a = new Vector3();
  27869. var _camera = new Camera();
  27870. function CameraHelper( camera ) {
  27871. var geometry = new BufferGeometry();
  27872. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27873. var vertices = [];
  27874. var colors = [];
  27875. var pointMap = {};
  27876. // colors
  27877. var colorFrustum = new Color( 0xffaa00 );
  27878. var colorCone = new Color( 0xff0000 );
  27879. var colorUp = new Color( 0x00aaff );
  27880. var colorTarget = new Color( 0xffffff );
  27881. var colorCross = new Color( 0x333333 );
  27882. // near
  27883. addLine( 'n1', 'n2', colorFrustum );
  27884. addLine( 'n2', 'n4', colorFrustum );
  27885. addLine( 'n4', 'n3', colorFrustum );
  27886. addLine( 'n3', 'n1', colorFrustum );
  27887. // far
  27888. addLine( 'f1', 'f2', colorFrustum );
  27889. addLine( 'f2', 'f4', colorFrustum );
  27890. addLine( 'f4', 'f3', colorFrustum );
  27891. addLine( 'f3', 'f1', colorFrustum );
  27892. // sides
  27893. addLine( 'n1', 'f1', colorFrustum );
  27894. addLine( 'n2', 'f2', colorFrustum );
  27895. addLine( 'n3', 'f3', colorFrustum );
  27896. addLine( 'n4', 'f4', colorFrustum );
  27897. // cone
  27898. addLine( 'p', 'n1', colorCone );
  27899. addLine( 'p', 'n2', colorCone );
  27900. addLine( 'p', 'n3', colorCone );
  27901. addLine( 'p', 'n4', colorCone );
  27902. // up
  27903. addLine( 'u1', 'u2', colorUp );
  27904. addLine( 'u2', 'u3', colorUp );
  27905. addLine( 'u3', 'u1', colorUp );
  27906. // target
  27907. addLine( 'c', 't', colorTarget );
  27908. addLine( 'p', 'c', colorCross );
  27909. // cross
  27910. addLine( 'cn1', 'cn2', colorCross );
  27911. addLine( 'cn3', 'cn4', colorCross );
  27912. addLine( 'cf1', 'cf2', colorCross );
  27913. addLine( 'cf3', 'cf4', colorCross );
  27914. function addLine( a, b, color ) {
  27915. addPoint( a, color );
  27916. addPoint( b, color );
  27917. }
  27918. function addPoint( id, color ) {
  27919. vertices.push( 0, 0, 0 );
  27920. colors.push( color.r, color.g, color.b );
  27921. if ( pointMap[ id ] === undefined ) {
  27922. pointMap[ id ] = [];
  27923. }
  27924. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27925. }
  27926. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27927. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27928. LineSegments.call( this, geometry, material );
  27929. this.camera = camera;
  27930. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27931. this.matrix = camera.matrixWorld;
  27932. this.matrixAutoUpdate = false;
  27933. this.pointMap = pointMap;
  27934. this.update();
  27935. }
  27936. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27937. CameraHelper.prototype.constructor = CameraHelper;
  27938. CameraHelper.prototype.update = function () {
  27939. var geometry = this.geometry;
  27940. var pointMap = this.pointMap;
  27941. var w = 1, h = 1;
  27942. // we need just camera projection matrix inverse
  27943. // world matrix must be identity
  27944. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27945. // center / target
  27946. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27947. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27948. // near
  27949. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27950. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27951. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27952. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27953. // far
  27954. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27955. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27956. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27957. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27958. // up
  27959. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27960. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27961. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27962. // cross
  27963. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27964. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27965. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27966. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27967. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27968. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27969. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27970. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27971. geometry.getAttribute( 'position' ).needsUpdate = true;
  27972. };
  27973. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27974. _vector$a.set( x, y, z ).unproject( camera );
  27975. var points = pointMap[ point ];
  27976. if ( points !== undefined ) {
  27977. var position = geometry.getAttribute( 'position' );
  27978. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27979. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27980. }
  27981. }
  27982. }
  27983. /**
  27984. * @author mrdoob / http://mrdoob.com/
  27985. * @author Mugen87 / http://github.com/Mugen87
  27986. */
  27987. var _box$2 = new Box3();
  27988. function BoxHelper( object, color ) {
  27989. this.object = object;
  27990. if ( color === undefined ) { color = 0xffff00; }
  27991. var 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 ] );
  27992. var positions = new Float32Array( 8 * 3 );
  27993. var geometry = new BufferGeometry();
  27994. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27995. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27996. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27997. this.matrixAutoUpdate = false;
  27998. this.update();
  27999. }
  28000. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28001. BoxHelper.prototype.constructor = BoxHelper;
  28002. BoxHelper.prototype.update = function ( object ) {
  28003. if ( object !== undefined ) {
  28004. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28005. }
  28006. if ( this.object !== undefined ) {
  28007. _box$2.setFromObject( this.object );
  28008. }
  28009. if ( _box$2.isEmpty() ) { return; }
  28010. var min = _box$2.min;
  28011. var max = _box$2.max;
  28012. /*
  28013. 5____4
  28014. 1/___0/|
  28015. | 6__|_7
  28016. 2/___3/
  28017. 0: max.x, max.y, max.z
  28018. 1: min.x, max.y, max.z
  28019. 2: min.x, min.y, max.z
  28020. 3: max.x, min.y, max.z
  28021. 4: max.x, max.y, min.z
  28022. 5: min.x, max.y, min.z
  28023. 6: min.x, min.y, min.z
  28024. 7: max.x, min.y, min.z
  28025. */
  28026. var position = this.geometry.attributes.position;
  28027. var array = position.array;
  28028. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28029. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28030. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28031. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28032. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28033. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28034. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28035. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28036. position.needsUpdate = true;
  28037. this.geometry.computeBoundingSphere();
  28038. };
  28039. BoxHelper.prototype.setFromObject = function ( object ) {
  28040. this.object = object;
  28041. this.update();
  28042. return this;
  28043. };
  28044. BoxHelper.prototype.copy = function ( source ) {
  28045. LineSegments.prototype.copy.call( this, source );
  28046. this.object = source.object;
  28047. return this;
  28048. };
  28049. BoxHelper.prototype.clone = function () {
  28050. return new this.constructor().copy( this );
  28051. };
  28052. /**
  28053. * @author WestLangley / http://github.com/WestLangley
  28054. */
  28055. function Box3Helper( box, color ) {
  28056. this.type = 'Box3Helper';
  28057. this.box = box;
  28058. color = color || 0xffff00;
  28059. var 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 ] );
  28060. var 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 ];
  28061. var geometry = new BufferGeometry();
  28062. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28063. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28064. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28065. this.geometry.computeBoundingSphere();
  28066. }
  28067. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28068. Box3Helper.prototype.constructor = Box3Helper;
  28069. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28070. var box = this.box;
  28071. if ( box.isEmpty() ) { return; }
  28072. box.getCenter( this.position );
  28073. box.getSize( this.scale );
  28074. this.scale.multiplyScalar( 0.5 );
  28075. Object3D.prototype.updateMatrixWorld.call( this, force );
  28076. };
  28077. /**
  28078. * @author WestLangley / http://github.com/WestLangley
  28079. */
  28080. function PlaneHelper( plane, size, hex ) {
  28081. this.type = 'PlaneHelper';
  28082. this.plane = plane;
  28083. this.size = ( size === undefined ) ? 1 : size;
  28084. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28085. var 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 ];
  28086. var geometry = new BufferGeometry();
  28087. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28088. geometry.computeBoundingSphere();
  28089. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28090. //
  28091. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28092. var geometry2 = new BufferGeometry();
  28093. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28094. geometry2.computeBoundingSphere();
  28095. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28096. }
  28097. PlaneHelper.prototype = Object.create( Line.prototype );
  28098. PlaneHelper.prototype.constructor = PlaneHelper;
  28099. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28100. var scale = - this.plane.constant;
  28101. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28102. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28103. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28104. this.lookAt( this.plane.normal );
  28105. Object3D.prototype.updateMatrixWorld.call( this, force );
  28106. };
  28107. /**
  28108. * @author WestLangley / http://github.com/WestLangley
  28109. * @author zz85 / http://github.com/zz85
  28110. * @author bhouston / http://clara.io
  28111. *
  28112. * Creates an arrow for visualizing directions
  28113. *
  28114. * Parameters:
  28115. * dir - Vector3
  28116. * origin - Vector3
  28117. * length - Number
  28118. * color - color in hex value
  28119. * headLength - Number
  28120. * headWidth - Number
  28121. */
  28122. var _axis = new Vector3();
  28123. var _lineGeometry, _coneGeometry;
  28124. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28125. // dir is assumed to be normalized
  28126. Object3D.call( this );
  28127. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28128. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28129. if ( length === undefined ) { length = 1; }
  28130. if ( color === undefined ) { color = 0xffff00; }
  28131. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28132. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28133. if ( _lineGeometry === undefined ) {
  28134. _lineGeometry = new BufferGeometry();
  28135. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28136. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28137. _coneGeometry.translate( 0, - 0.5, 0 );
  28138. }
  28139. this.position.copy( origin );
  28140. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28141. this.line.matrixAutoUpdate = false;
  28142. this.add( this.line );
  28143. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28144. this.cone.matrixAutoUpdate = false;
  28145. this.add( this.cone );
  28146. this.setDirection( dir );
  28147. this.setLength( length, headLength, headWidth );
  28148. }
  28149. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28150. ArrowHelper.prototype.constructor = ArrowHelper;
  28151. ArrowHelper.prototype.setDirection = function ( dir ) {
  28152. // dir is assumed to be normalized
  28153. if ( dir.y > 0.99999 ) {
  28154. this.quaternion.set( 0, 0, 0, 1 );
  28155. } else if ( dir.y < - 0.99999 ) {
  28156. this.quaternion.set( 1, 0, 0, 0 );
  28157. } else {
  28158. _axis.set( dir.z, 0, - dir.x ).normalize();
  28159. var radians = Math.acos( dir.y );
  28160. this.quaternion.setFromAxisAngle( _axis, radians );
  28161. }
  28162. };
  28163. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28164. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28165. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28166. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28167. this.line.updateMatrix();
  28168. this.cone.scale.set( headWidth, headLength, headWidth );
  28169. this.cone.position.y = length;
  28170. this.cone.updateMatrix();
  28171. };
  28172. ArrowHelper.prototype.setColor = function ( color ) {
  28173. this.line.material.color.set( color );
  28174. this.cone.material.color.set( color );
  28175. };
  28176. ArrowHelper.prototype.copy = function ( source ) {
  28177. Object3D.prototype.copy.call( this, source, false );
  28178. this.line.copy( source.line );
  28179. this.cone.copy( source.cone );
  28180. return this;
  28181. };
  28182. ArrowHelper.prototype.clone = function () {
  28183. return new this.constructor().copy( this );
  28184. };
  28185. /**
  28186. * @author sroucheray / http://sroucheray.org/
  28187. * @author mrdoob / http://mrdoob.com/
  28188. */
  28189. function AxesHelper( size ) {
  28190. size = size || 1;
  28191. var vertices = [
  28192. 0, 0, 0, size, 0, 0,
  28193. 0, 0, 0, 0, size, 0,
  28194. 0, 0, 0, 0, 0, size
  28195. ];
  28196. var colors = [
  28197. 1, 0, 0, 1, 0.6, 0,
  28198. 0, 1, 0, 0.6, 1, 0,
  28199. 0, 0, 1, 0, 0.6, 1
  28200. ];
  28201. var geometry = new BufferGeometry();
  28202. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28203. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28204. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28205. LineSegments.call( this, geometry, material );
  28206. }
  28207. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28208. AxesHelper.prototype.constructor = AxesHelper;
  28209. /**
  28210. * @author mrdoob / http://mrdoob.com/
  28211. */
  28212. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28213. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28214. return new Face3( a, b, c, normal, color, materialIndex );
  28215. }
  28216. var LineStrip = 0;
  28217. var LinePieces = 1;
  28218. function MeshFaceMaterial( materials ) {
  28219. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28220. return materials;
  28221. }
  28222. function MultiMaterial( materials ) {
  28223. if ( materials === undefined ) { materials = []; }
  28224. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28225. materials.isMultiMaterial = true;
  28226. materials.materials = materials;
  28227. materials.clone = function () {
  28228. return materials.slice();
  28229. };
  28230. return materials;
  28231. }
  28232. function PointCloud( geometry, material ) {
  28233. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28234. return new Points( geometry, material );
  28235. }
  28236. function Particle( material ) {
  28237. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28238. return new Sprite( material );
  28239. }
  28240. function ParticleSystem( geometry, material ) {
  28241. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28242. return new Points( geometry, material );
  28243. }
  28244. function PointCloudMaterial( parameters ) {
  28245. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28246. return new PointsMaterial( parameters );
  28247. }
  28248. function ParticleBasicMaterial( parameters ) {
  28249. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28250. return new PointsMaterial( parameters );
  28251. }
  28252. function ParticleSystemMaterial( parameters ) {
  28253. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28254. return new PointsMaterial( parameters );
  28255. }
  28256. function Vertex( x, y, z ) {
  28257. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28258. return new Vector3( x, y, z );
  28259. }
  28260. //
  28261. function DynamicBufferAttribute( array, itemSize ) {
  28262. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28263. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28264. }
  28265. function Int8Attribute( array, itemSize ) {
  28266. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28267. return new Int8BufferAttribute( array, itemSize );
  28268. }
  28269. function Uint8Attribute( array, itemSize ) {
  28270. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28271. return new Uint8BufferAttribute( array, itemSize );
  28272. }
  28273. function Uint8ClampedAttribute( array, itemSize ) {
  28274. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28275. return new Uint8ClampedBufferAttribute( array, itemSize );
  28276. }
  28277. function Int16Attribute( array, itemSize ) {
  28278. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28279. return new Int16BufferAttribute( array, itemSize );
  28280. }
  28281. function Uint16Attribute( array, itemSize ) {
  28282. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28283. return new Uint16BufferAttribute( array, itemSize );
  28284. }
  28285. function Int32Attribute( array, itemSize ) {
  28286. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28287. return new Int32BufferAttribute( array, itemSize );
  28288. }
  28289. function Uint32Attribute( array, itemSize ) {
  28290. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28291. return new Uint32BufferAttribute( array, itemSize );
  28292. }
  28293. function Float32Attribute( array, itemSize ) {
  28294. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28295. return new Float32BufferAttribute( array, itemSize );
  28296. }
  28297. function Float64Attribute( array, itemSize ) {
  28298. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28299. return new Float64BufferAttribute( array, itemSize );
  28300. }
  28301. //
  28302. Curve.create = function ( construct, getPoint ) {
  28303. console.log( 'THREE.Curve.create() has been deprecated' );
  28304. construct.prototype = Object.create( Curve.prototype );
  28305. construct.prototype.constructor = construct;
  28306. construct.prototype.getPoint = getPoint;
  28307. return construct;
  28308. };
  28309. //
  28310. Object.assign( CurvePath.prototype, {
  28311. createPointsGeometry: function ( divisions ) {
  28312. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28313. // generate geometry from path points (for Line or Points objects)
  28314. var pts = this.getPoints( divisions );
  28315. return this.createGeometry( pts );
  28316. },
  28317. createSpacedPointsGeometry: function ( divisions ) {
  28318. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28319. // generate geometry from equidistant sampling along the path
  28320. var pts = this.getSpacedPoints( divisions );
  28321. return this.createGeometry( pts );
  28322. },
  28323. createGeometry: function ( points ) {
  28324. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28325. var geometry = new Geometry();
  28326. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28327. var point = points[ i ];
  28328. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28329. }
  28330. return geometry;
  28331. }
  28332. } );
  28333. //
  28334. Object.assign( Path.prototype, {
  28335. fromPoints: function ( points ) {
  28336. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28337. this.setFromPoints( points );
  28338. }
  28339. } );
  28340. //
  28341. function ClosedSplineCurve3( points ) {
  28342. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28343. CatmullRomCurve3.call( this, points );
  28344. this.type = 'catmullrom';
  28345. this.closed = true;
  28346. }
  28347. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28348. //
  28349. function SplineCurve3( points ) {
  28350. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28351. CatmullRomCurve3.call( this, points );
  28352. this.type = 'catmullrom';
  28353. }
  28354. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28355. //
  28356. function Spline( points ) {
  28357. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28358. CatmullRomCurve3.call( this, points );
  28359. this.type = 'catmullrom';
  28360. }
  28361. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28362. Object.assign( Spline.prototype, {
  28363. initFromArray: function ( /* a */ ) {
  28364. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28365. },
  28366. getControlPointsArray: function ( /* optionalTarget */ ) {
  28367. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28368. },
  28369. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28370. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28371. }
  28372. } );
  28373. //
  28374. function AxisHelper( size ) {
  28375. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28376. return new AxesHelper( size );
  28377. }
  28378. function BoundingBoxHelper( object, color ) {
  28379. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28380. return new BoxHelper( object, color );
  28381. }
  28382. function EdgesHelper( object, hex ) {
  28383. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28384. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28385. }
  28386. GridHelper.prototype.setColors = function () {
  28387. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28388. };
  28389. SkeletonHelper.prototype.update = function () {
  28390. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28391. };
  28392. function WireframeHelper( object, hex ) {
  28393. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28394. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28395. }
  28396. //
  28397. Object.assign( Loader.prototype, {
  28398. extractUrlBase: function ( url ) {
  28399. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28400. return LoaderUtils.extractUrlBase( url );
  28401. }
  28402. } );
  28403. Loader.Handlers = {
  28404. add: function ( /* regex, loader */ ) {
  28405. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28406. },
  28407. get: function ( /* file */ ) {
  28408. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28409. }
  28410. };
  28411. function XHRLoader( manager ) {
  28412. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28413. return new FileLoader( manager );
  28414. }
  28415. function BinaryTextureLoader( manager ) {
  28416. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28417. return new DataTextureLoader( manager );
  28418. }
  28419. Object.assign( ObjectLoader.prototype, {
  28420. setTexturePath: function ( value ) {
  28421. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28422. return this.setResourcePath( value );
  28423. }
  28424. } );
  28425. //
  28426. Object.assign( Box2.prototype, {
  28427. center: function ( optionalTarget ) {
  28428. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28429. return this.getCenter( optionalTarget );
  28430. },
  28431. empty: function () {
  28432. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28433. return this.isEmpty();
  28434. },
  28435. isIntersectionBox: function ( box ) {
  28436. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28437. return this.intersectsBox( box );
  28438. },
  28439. size: function ( optionalTarget ) {
  28440. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28441. return this.getSize( optionalTarget );
  28442. }
  28443. } );
  28444. Object.assign( Box3.prototype, {
  28445. center: function ( optionalTarget ) {
  28446. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28447. return this.getCenter( optionalTarget );
  28448. },
  28449. empty: function () {
  28450. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28451. return this.isEmpty();
  28452. },
  28453. isIntersectionBox: function ( box ) {
  28454. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28455. return this.intersectsBox( box );
  28456. },
  28457. isIntersectionSphere: function ( sphere ) {
  28458. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28459. return this.intersectsSphere( sphere );
  28460. },
  28461. size: function ( optionalTarget ) {
  28462. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28463. return this.getSize( optionalTarget );
  28464. }
  28465. } );
  28466. Line3.prototype.center = function ( optionalTarget ) {
  28467. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28468. return this.getCenter( optionalTarget );
  28469. };
  28470. Object.assign( _Math, {
  28471. random16: function () {
  28472. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28473. return Math.random();
  28474. },
  28475. nearestPowerOfTwo: function ( value ) {
  28476. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28477. return _Math.floorPowerOfTwo( value );
  28478. },
  28479. nextPowerOfTwo: function ( value ) {
  28480. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28481. return _Math.ceilPowerOfTwo( value );
  28482. }
  28483. } );
  28484. Object.assign( Matrix3.prototype, {
  28485. flattenToArrayOffset: function ( array, offset ) {
  28486. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28487. return this.toArray( array, offset );
  28488. },
  28489. multiplyVector3: function ( vector ) {
  28490. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28491. return vector.applyMatrix3( this );
  28492. },
  28493. multiplyVector3Array: function ( /* a */ ) {
  28494. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28495. },
  28496. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28497. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28498. return this.applyToBufferAttribute( buffer );
  28499. },
  28500. applyToVector3Array: function ( /* array, offset, length */ ) {
  28501. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28502. }
  28503. } );
  28504. Object.assign( Matrix4.prototype, {
  28505. extractPosition: function ( m ) {
  28506. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28507. return this.copyPosition( m );
  28508. },
  28509. flattenToArrayOffset: function ( array, offset ) {
  28510. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28511. return this.toArray( array, offset );
  28512. },
  28513. getPosition: function () {
  28514. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28515. return new Vector3().setFromMatrixColumn( this, 3 );
  28516. },
  28517. setRotationFromQuaternion: function ( q ) {
  28518. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28519. return this.makeRotationFromQuaternion( q );
  28520. },
  28521. multiplyToArray: function () {
  28522. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28523. },
  28524. multiplyVector3: function ( vector ) {
  28525. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28526. return vector.applyMatrix4( this );
  28527. },
  28528. multiplyVector4: function ( vector ) {
  28529. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28530. return vector.applyMatrix4( this );
  28531. },
  28532. multiplyVector3Array: function ( /* a */ ) {
  28533. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28534. },
  28535. rotateAxis: function ( v ) {
  28536. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28537. v.transformDirection( this );
  28538. },
  28539. crossVector: function ( vector ) {
  28540. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28541. return vector.applyMatrix4( this );
  28542. },
  28543. translate: function () {
  28544. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28545. },
  28546. rotateX: function () {
  28547. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28548. },
  28549. rotateY: function () {
  28550. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28551. },
  28552. rotateZ: function () {
  28553. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28554. },
  28555. rotateByAxis: function () {
  28556. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28557. },
  28558. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28559. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28560. return this.applyToBufferAttribute( buffer );
  28561. },
  28562. applyToVector3Array: function ( /* array, offset, length */ ) {
  28563. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28564. },
  28565. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28566. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28567. return this.makePerspective( left, right, top, bottom, near, far );
  28568. }
  28569. } );
  28570. Plane.prototype.isIntersectionLine = function ( line ) {
  28571. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28572. return this.intersectsLine( line );
  28573. };
  28574. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28575. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28576. return vector.applyQuaternion( this );
  28577. };
  28578. Object.assign( Ray.prototype, {
  28579. isIntersectionBox: function ( box ) {
  28580. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28581. return this.intersectsBox( box );
  28582. },
  28583. isIntersectionPlane: function ( plane ) {
  28584. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28585. return this.intersectsPlane( plane );
  28586. },
  28587. isIntersectionSphere: function ( sphere ) {
  28588. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28589. return this.intersectsSphere( sphere );
  28590. }
  28591. } );
  28592. Object.assign( Triangle.prototype, {
  28593. area: function () {
  28594. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28595. return this.getArea();
  28596. },
  28597. barycoordFromPoint: function ( point, target ) {
  28598. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28599. return this.getBarycoord( point, target );
  28600. },
  28601. midpoint: function ( target ) {
  28602. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28603. return this.getMidpoint( target );
  28604. },
  28605. normal: function ( target ) {
  28606. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28607. return this.getNormal( target );
  28608. },
  28609. plane: function ( target ) {
  28610. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28611. return this.getPlane( target );
  28612. }
  28613. } );
  28614. Object.assign( Triangle, {
  28615. barycoordFromPoint: function ( point, a, b, c, target ) {
  28616. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28617. return Triangle.getBarycoord( point, a, b, c, target );
  28618. },
  28619. normal: function ( a, b, c, target ) {
  28620. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28621. return Triangle.getNormal( a, b, c, target );
  28622. }
  28623. } );
  28624. Object.assign( Shape.prototype, {
  28625. extractAllPoints: function ( divisions ) {
  28626. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28627. return this.extractPoints( divisions );
  28628. },
  28629. extrude: function ( options ) {
  28630. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28631. return new ExtrudeGeometry( this, options );
  28632. },
  28633. makeGeometry: function ( options ) {
  28634. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28635. return new ShapeGeometry( this, options );
  28636. }
  28637. } );
  28638. Object.assign( Vector2.prototype, {
  28639. fromAttribute: function ( attribute, index, offset ) {
  28640. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28641. return this.fromBufferAttribute( attribute, index, offset );
  28642. },
  28643. distanceToManhattan: function ( v ) {
  28644. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28645. return this.manhattanDistanceTo( v );
  28646. },
  28647. lengthManhattan: function () {
  28648. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28649. return this.manhattanLength();
  28650. }
  28651. } );
  28652. Object.assign( Vector3.prototype, {
  28653. setEulerFromRotationMatrix: function () {
  28654. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28655. },
  28656. setEulerFromQuaternion: function () {
  28657. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28658. },
  28659. getPositionFromMatrix: function ( m ) {
  28660. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28661. return this.setFromMatrixPosition( m );
  28662. },
  28663. getScaleFromMatrix: function ( m ) {
  28664. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28665. return this.setFromMatrixScale( m );
  28666. },
  28667. getColumnFromMatrix: function ( index, matrix ) {
  28668. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28669. return this.setFromMatrixColumn( matrix, index );
  28670. },
  28671. applyProjection: function ( m ) {
  28672. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28673. return this.applyMatrix4( m );
  28674. },
  28675. fromAttribute: function ( attribute, index, offset ) {
  28676. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28677. return this.fromBufferAttribute( attribute, index, offset );
  28678. },
  28679. distanceToManhattan: function ( v ) {
  28680. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28681. return this.manhattanDistanceTo( v );
  28682. },
  28683. lengthManhattan: function () {
  28684. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28685. return this.manhattanLength();
  28686. }
  28687. } );
  28688. Object.assign( Vector4.prototype, {
  28689. fromAttribute: function ( attribute, index, offset ) {
  28690. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28691. return this.fromBufferAttribute( attribute, index, offset );
  28692. },
  28693. lengthManhattan: function () {
  28694. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28695. return this.manhattanLength();
  28696. }
  28697. } );
  28698. //
  28699. Object.assign( Geometry.prototype, {
  28700. computeTangents: function () {
  28701. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28702. },
  28703. computeLineDistances: function () {
  28704. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28705. }
  28706. } );
  28707. Object.assign( Object3D.prototype, {
  28708. getChildByName: function ( name ) {
  28709. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28710. return this.getObjectByName( name );
  28711. },
  28712. renderDepth: function () {
  28713. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28714. },
  28715. translate: function ( distance, axis ) {
  28716. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28717. return this.translateOnAxis( axis, distance );
  28718. },
  28719. getWorldRotation: function () {
  28720. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28721. }
  28722. } );
  28723. Object.defineProperties( Object3D.prototype, {
  28724. eulerOrder: {
  28725. get: function () {
  28726. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28727. return this.rotation.order;
  28728. },
  28729. set: function ( value ) {
  28730. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28731. this.rotation.order = value;
  28732. }
  28733. },
  28734. useQuaternion: {
  28735. get: function () {
  28736. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28737. },
  28738. set: function () {
  28739. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28740. }
  28741. }
  28742. } );
  28743. Object.defineProperties( LOD.prototype, {
  28744. objects: {
  28745. get: function () {
  28746. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28747. return this.levels;
  28748. }
  28749. }
  28750. } );
  28751. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28752. get: function () {
  28753. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28754. },
  28755. set: function () {
  28756. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28757. }
  28758. } );
  28759. SkinnedMesh.prototype.initBones = function () {
  28760. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28761. };
  28762. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28763. get: function () {
  28764. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28765. return this.arcLengthDivisions;
  28766. },
  28767. set: function ( value ) {
  28768. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28769. this.arcLengthDivisions = value;
  28770. }
  28771. } );
  28772. //
  28773. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28774. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28775. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28776. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28777. this.setFocalLength( focalLength );
  28778. };
  28779. //
  28780. Object.defineProperties( Light.prototype, {
  28781. onlyShadow: {
  28782. set: function () {
  28783. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28784. }
  28785. },
  28786. shadowCameraFov: {
  28787. set: function ( value ) {
  28788. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28789. this.shadow.camera.fov = value;
  28790. }
  28791. },
  28792. shadowCameraLeft: {
  28793. set: function ( value ) {
  28794. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28795. this.shadow.camera.left = value;
  28796. }
  28797. },
  28798. shadowCameraRight: {
  28799. set: function ( value ) {
  28800. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28801. this.shadow.camera.right = value;
  28802. }
  28803. },
  28804. shadowCameraTop: {
  28805. set: function ( value ) {
  28806. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28807. this.shadow.camera.top = value;
  28808. }
  28809. },
  28810. shadowCameraBottom: {
  28811. set: function ( value ) {
  28812. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28813. this.shadow.camera.bottom = value;
  28814. }
  28815. },
  28816. shadowCameraNear: {
  28817. set: function ( value ) {
  28818. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28819. this.shadow.camera.near = value;
  28820. }
  28821. },
  28822. shadowCameraFar: {
  28823. set: function ( value ) {
  28824. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28825. this.shadow.camera.far = value;
  28826. }
  28827. },
  28828. shadowCameraVisible: {
  28829. set: function () {
  28830. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28831. }
  28832. },
  28833. shadowBias: {
  28834. set: function ( value ) {
  28835. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28836. this.shadow.bias = value;
  28837. }
  28838. },
  28839. shadowDarkness: {
  28840. set: function () {
  28841. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28842. }
  28843. },
  28844. shadowMapWidth: {
  28845. set: function ( value ) {
  28846. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28847. this.shadow.mapSize.width = value;
  28848. }
  28849. },
  28850. shadowMapHeight: {
  28851. set: function ( value ) {
  28852. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28853. this.shadow.mapSize.height = value;
  28854. }
  28855. }
  28856. } );
  28857. //
  28858. Object.defineProperties( BufferAttribute.prototype, {
  28859. length: {
  28860. get: function () {
  28861. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28862. return this.array.length;
  28863. }
  28864. }
  28865. } );
  28866. Object.assign( BufferAttribute.prototype, {
  28867. copyIndicesArray: function ( /* indices */ ) {
  28868. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28869. },
  28870. setArray: function ( array ) {
  28871. console.warn( 'THREE.BufferAttribute: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28872. this.count = array !== undefined ? array.length / this.itemSize : 0;
  28873. this.array = array;
  28874. return this;
  28875. }
  28876. } );
  28877. Object.assign( BufferGeometry.prototype, {
  28878. addIndex: function ( index ) {
  28879. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28880. this.setIndex( index );
  28881. },
  28882. addDrawCall: function ( start, count, indexOffset ) {
  28883. if ( indexOffset !== undefined ) {
  28884. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28885. }
  28886. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28887. this.addGroup( start, count );
  28888. },
  28889. clearDrawCalls: function () {
  28890. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28891. this.clearGroups();
  28892. },
  28893. computeTangents: function () {
  28894. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28895. },
  28896. computeOffsets: function () {
  28897. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28898. }
  28899. } );
  28900. Object.defineProperties( BufferGeometry.prototype, {
  28901. drawcalls: {
  28902. get: function () {
  28903. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28904. return this.groups;
  28905. }
  28906. },
  28907. offsets: {
  28908. get: function () {
  28909. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28910. return this.groups;
  28911. }
  28912. }
  28913. } );
  28914. Object.assign( InterleavedBuffer.prototype, {
  28915. setArray: function ( array ) {
  28916. console.warn( 'THREE.InterleavedBuffer: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28917. this.count = array !== undefined ? array.length / this.stride : 0;
  28918. this.array = array;
  28919. return this;
  28920. }
  28921. } );
  28922. //
  28923. Object.assign( ExtrudeBufferGeometry.prototype, {
  28924. getArrays: function () {
  28925. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28926. },
  28927. addShapeList: function () {
  28928. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28929. },
  28930. addShape: function () {
  28931. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28932. }
  28933. } );
  28934. //
  28935. Object.defineProperties( Uniform.prototype, {
  28936. dynamic: {
  28937. set: function () {
  28938. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28939. }
  28940. },
  28941. onUpdate: {
  28942. value: function () {
  28943. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28944. return this;
  28945. }
  28946. }
  28947. } );
  28948. //
  28949. Object.defineProperties( Material.prototype, {
  28950. wrapAround: {
  28951. get: function () {
  28952. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28953. },
  28954. set: function () {
  28955. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28956. }
  28957. },
  28958. overdraw: {
  28959. get: function () {
  28960. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28961. },
  28962. set: function () {
  28963. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28964. }
  28965. },
  28966. wrapRGB: {
  28967. get: function () {
  28968. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28969. return new Color();
  28970. }
  28971. },
  28972. shading: {
  28973. get: function () {
  28974. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28975. },
  28976. set: function ( value ) {
  28977. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28978. this.flatShading = ( value === FlatShading );
  28979. }
  28980. },
  28981. stencilMask: {
  28982. get: function () {
  28983. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28984. return this.stencilFuncMask;
  28985. },
  28986. set: function ( value ) {
  28987. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28988. this.stencilFuncMask = value;
  28989. }
  28990. }
  28991. } );
  28992. Object.defineProperties( MeshPhongMaterial.prototype, {
  28993. metal: {
  28994. get: function () {
  28995. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28996. return false;
  28997. },
  28998. set: function () {
  28999. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29000. }
  29001. }
  29002. } );
  29003. Object.defineProperties( ShaderMaterial.prototype, {
  29004. derivatives: {
  29005. get: function () {
  29006. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29007. return this.extensions.derivatives;
  29008. },
  29009. set: function ( value ) {
  29010. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29011. this.extensions.derivatives = value;
  29012. }
  29013. }
  29014. } );
  29015. //
  29016. Object.assign( WebGLRenderer.prototype, {
  29017. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29018. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29019. this.setRenderTarget( renderTarget );
  29020. this.clear( color, depth, stencil );
  29021. },
  29022. animate: function ( callback ) {
  29023. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29024. this.setAnimationLoop( callback );
  29025. },
  29026. getCurrentRenderTarget: function () {
  29027. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29028. return this.getRenderTarget();
  29029. },
  29030. getMaxAnisotropy: function () {
  29031. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29032. return this.capabilities.getMaxAnisotropy();
  29033. },
  29034. getPrecision: function () {
  29035. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29036. return this.capabilities.precision;
  29037. },
  29038. resetGLState: function () {
  29039. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29040. return this.state.reset();
  29041. },
  29042. supportsFloatTextures: function () {
  29043. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29044. return this.extensions.get( 'OES_texture_float' );
  29045. },
  29046. supportsHalfFloatTextures: function () {
  29047. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29048. return this.extensions.get( 'OES_texture_half_float' );
  29049. },
  29050. supportsStandardDerivatives: function () {
  29051. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29052. return this.extensions.get( 'OES_standard_derivatives' );
  29053. },
  29054. supportsCompressedTextureS3TC: function () {
  29055. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29056. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29057. },
  29058. supportsCompressedTexturePVRTC: function () {
  29059. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29060. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29061. },
  29062. supportsBlendMinMax: function () {
  29063. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29064. return this.extensions.get( 'EXT_blend_minmax' );
  29065. },
  29066. supportsVertexTextures: function () {
  29067. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29068. return this.capabilities.vertexTextures;
  29069. },
  29070. supportsInstancedArrays: function () {
  29071. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29072. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29073. },
  29074. enableScissorTest: function ( boolean ) {
  29075. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29076. this.setScissorTest( boolean );
  29077. },
  29078. initMaterial: function () {
  29079. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29080. },
  29081. addPrePlugin: function () {
  29082. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29083. },
  29084. addPostPlugin: function () {
  29085. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29086. },
  29087. updateShadowMap: function () {
  29088. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29089. },
  29090. setFaceCulling: function () {
  29091. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29092. },
  29093. allocTextureUnit: function () {
  29094. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29095. },
  29096. setTexture: function () {
  29097. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29098. },
  29099. setTexture2D: function () {
  29100. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29101. },
  29102. setTextureCube: function () {
  29103. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29104. },
  29105. getActiveMipMapLevel: function () {
  29106. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29107. return this.getActiveMipmapLevel();
  29108. }
  29109. } );
  29110. Object.defineProperties( WebGLRenderer.prototype, {
  29111. shadowMapEnabled: {
  29112. get: function () {
  29113. return this.shadowMap.enabled;
  29114. },
  29115. set: function ( value ) {
  29116. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29117. this.shadowMap.enabled = value;
  29118. }
  29119. },
  29120. shadowMapType: {
  29121. get: function () {
  29122. return this.shadowMap.type;
  29123. },
  29124. set: function ( value ) {
  29125. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29126. this.shadowMap.type = value;
  29127. }
  29128. },
  29129. shadowMapCullFace: {
  29130. get: function () {
  29131. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29132. return undefined;
  29133. },
  29134. set: function ( /* value */ ) {
  29135. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29136. }
  29137. },
  29138. context: {
  29139. get: function () {
  29140. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29141. return this.getContext();
  29142. }
  29143. }
  29144. } );
  29145. Object.defineProperties( WebGLShadowMap.prototype, {
  29146. cullFace: {
  29147. get: function () {
  29148. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29149. return undefined;
  29150. },
  29151. set: function ( /* cullFace */ ) {
  29152. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29153. }
  29154. },
  29155. renderReverseSided: {
  29156. get: function () {
  29157. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29158. return undefined;
  29159. },
  29160. set: function () {
  29161. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29162. }
  29163. },
  29164. renderSingleSided: {
  29165. get: function () {
  29166. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29167. return undefined;
  29168. },
  29169. set: function () {
  29170. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29171. }
  29172. }
  29173. } );
  29174. //
  29175. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29176. activeCubeFace: {
  29177. set: function ( /* value */ ) {
  29178. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29179. }
  29180. },
  29181. activeMipMapLevel: {
  29182. set: function ( /* value */ ) {
  29183. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29184. }
  29185. }
  29186. } );
  29187. //
  29188. Object.defineProperties( WebGLRenderTarget.prototype, {
  29189. wrapS: {
  29190. get: function () {
  29191. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29192. return this.texture.wrapS;
  29193. },
  29194. set: function ( value ) {
  29195. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29196. this.texture.wrapS = value;
  29197. }
  29198. },
  29199. wrapT: {
  29200. get: function () {
  29201. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29202. return this.texture.wrapT;
  29203. },
  29204. set: function ( value ) {
  29205. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29206. this.texture.wrapT = value;
  29207. }
  29208. },
  29209. magFilter: {
  29210. get: function () {
  29211. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29212. return this.texture.magFilter;
  29213. },
  29214. set: function ( value ) {
  29215. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29216. this.texture.magFilter = value;
  29217. }
  29218. },
  29219. minFilter: {
  29220. get: function () {
  29221. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29222. return this.texture.minFilter;
  29223. },
  29224. set: function ( value ) {
  29225. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29226. this.texture.minFilter = value;
  29227. }
  29228. },
  29229. anisotropy: {
  29230. get: function () {
  29231. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29232. return this.texture.anisotropy;
  29233. },
  29234. set: function ( value ) {
  29235. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29236. this.texture.anisotropy = value;
  29237. }
  29238. },
  29239. offset: {
  29240. get: function () {
  29241. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29242. return this.texture.offset;
  29243. },
  29244. set: function ( value ) {
  29245. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29246. this.texture.offset = value;
  29247. }
  29248. },
  29249. repeat: {
  29250. get: function () {
  29251. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29252. return this.texture.repeat;
  29253. },
  29254. set: function ( value ) {
  29255. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29256. this.texture.repeat = value;
  29257. }
  29258. },
  29259. format: {
  29260. get: function () {
  29261. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29262. return this.texture.format;
  29263. },
  29264. set: function ( value ) {
  29265. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29266. this.texture.format = value;
  29267. }
  29268. },
  29269. type: {
  29270. get: function () {
  29271. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29272. return this.texture.type;
  29273. },
  29274. set: function ( value ) {
  29275. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29276. this.texture.type = value;
  29277. }
  29278. },
  29279. generateMipmaps: {
  29280. get: function () {
  29281. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29282. return this.texture.generateMipmaps;
  29283. },
  29284. set: function ( value ) {
  29285. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29286. this.texture.generateMipmaps = value;
  29287. }
  29288. }
  29289. } );
  29290. //
  29291. Object.defineProperties( WebVRManager.prototype, {
  29292. standing: {
  29293. set: function ( /* value */ ) {
  29294. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29295. }
  29296. },
  29297. userHeight: {
  29298. set: function ( /* value */ ) {
  29299. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29300. }
  29301. }
  29302. } );
  29303. //
  29304. Audio.prototype.load = function ( file ) {
  29305. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29306. var scope = this;
  29307. var audioLoader = new AudioLoader();
  29308. audioLoader.load( file, function ( buffer ) {
  29309. scope.setBuffer( buffer );
  29310. } );
  29311. return this;
  29312. };
  29313. AudioAnalyser.prototype.getData = function () {
  29314. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29315. return this.getFrequencyData();
  29316. };
  29317. //
  29318. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29319. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29320. return this.update( renderer, scene );
  29321. };
  29322. //
  29323. var GeometryUtils = {
  29324. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29325. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29326. var matrix;
  29327. if ( geometry2.isMesh ) {
  29328. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29329. matrix = geometry2.matrix;
  29330. geometry2 = geometry2.geometry;
  29331. }
  29332. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29333. },
  29334. center: function ( geometry ) {
  29335. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29336. return geometry.center();
  29337. }
  29338. };
  29339. ImageUtils.crossOrigin = undefined;
  29340. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29341. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29342. var loader = new TextureLoader();
  29343. loader.setCrossOrigin( this.crossOrigin );
  29344. var texture = loader.load( url, onLoad, undefined, onError );
  29345. if ( mapping ) { texture.mapping = mapping; }
  29346. return texture;
  29347. };
  29348. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29349. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29350. var loader = new CubeTextureLoader();
  29351. loader.setCrossOrigin( this.crossOrigin );
  29352. var texture = loader.load( urls, onLoad, undefined, onError );
  29353. if ( mapping ) { texture.mapping = mapping; }
  29354. return texture;
  29355. };
  29356. ImageUtils.loadCompressedTexture = function () {
  29357. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29358. };
  29359. ImageUtils.loadCompressedTextureCube = function () {
  29360. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29361. };
  29362. //
  29363. function CanvasRenderer() {
  29364. console.error( 'THREE.CanvasRenderer has been removed' );
  29365. }
  29366. //
  29367. function JSONLoader() {
  29368. console.error( 'THREE.JSONLoader has been removed.' );
  29369. }
  29370. //
  29371. var SceneUtils = {
  29372. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29373. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29374. },
  29375. detach: function ( /* child, parent, scene */ ) {
  29376. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29377. },
  29378. attach: function ( /* child, scene, parent */ ) {
  29379. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29380. }
  29381. };
  29382. //
  29383. function LensFlare() {
  29384. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29385. }
  29386. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29387. /* eslint-disable no-undef */
  29388. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29389. revision: REVISION,
  29390. } } ) );
  29391. /* eslint-enable no-undef */
  29392. }
  29393. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29394. exports.AddEquation = AddEquation;
  29395. exports.AddOperation = AddOperation;
  29396. exports.AdditiveBlending = AdditiveBlending;
  29397. exports.AlphaFormat = AlphaFormat;
  29398. exports.AlwaysDepth = AlwaysDepth;
  29399. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29400. exports.AmbientLight = AmbientLight;
  29401. exports.AmbientLightProbe = AmbientLightProbe;
  29402. exports.AnimationClip = AnimationClip;
  29403. exports.AnimationLoader = AnimationLoader;
  29404. exports.AnimationMixer = AnimationMixer;
  29405. exports.AnimationObjectGroup = AnimationObjectGroup;
  29406. exports.AnimationUtils = AnimationUtils;
  29407. exports.ArcCurve = ArcCurve;
  29408. exports.ArrayCamera = ArrayCamera;
  29409. exports.ArrowHelper = ArrowHelper;
  29410. exports.Audio = Audio;
  29411. exports.AudioAnalyser = AudioAnalyser;
  29412. exports.AudioContext = AudioContext;
  29413. exports.AudioListener = AudioListener;
  29414. exports.AudioLoader = AudioLoader;
  29415. exports.AxesHelper = AxesHelper;
  29416. exports.AxisHelper = AxisHelper;
  29417. exports.BackSide = BackSide;
  29418. exports.BasicDepthPacking = BasicDepthPacking;
  29419. exports.BasicShadowMap = BasicShadowMap;
  29420. exports.BinaryTextureLoader = BinaryTextureLoader;
  29421. exports.Bone = Bone;
  29422. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29423. exports.BoundingBoxHelper = BoundingBoxHelper;
  29424. exports.Box2 = Box2;
  29425. exports.Box3 = Box3;
  29426. exports.Box3Helper = Box3Helper;
  29427. exports.BoxBufferGeometry = BoxBufferGeometry;
  29428. exports.BoxGeometry = BoxGeometry;
  29429. exports.BoxHelper = BoxHelper;
  29430. exports.BufferAttribute = BufferAttribute;
  29431. exports.BufferGeometry = BufferGeometry;
  29432. exports.BufferGeometryLoader = BufferGeometryLoader;
  29433. exports.ByteType = ByteType;
  29434. exports.Cache = Cache;
  29435. exports.Camera = Camera;
  29436. exports.CameraHelper = CameraHelper;
  29437. exports.CanvasRenderer = CanvasRenderer;
  29438. exports.CanvasTexture = CanvasTexture;
  29439. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29440. exports.CineonToneMapping = CineonToneMapping;
  29441. exports.CircleBufferGeometry = CircleBufferGeometry;
  29442. exports.CircleGeometry = CircleGeometry;
  29443. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29444. exports.Clock = Clock;
  29445. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29446. exports.Color = Color;
  29447. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29448. exports.CompressedTexture = CompressedTexture;
  29449. exports.CompressedTextureLoader = CompressedTextureLoader;
  29450. exports.ConeBufferGeometry = ConeBufferGeometry;
  29451. exports.ConeGeometry = ConeGeometry;
  29452. exports.CubeCamera = CubeCamera;
  29453. exports.CubeGeometry = BoxGeometry;
  29454. exports.CubeReflectionMapping = CubeReflectionMapping;
  29455. exports.CubeRefractionMapping = CubeRefractionMapping;
  29456. exports.CubeTexture = CubeTexture;
  29457. exports.CubeTextureLoader = CubeTextureLoader;
  29458. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29459. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29460. exports.CubicBezierCurve = CubicBezierCurve;
  29461. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29462. exports.CubicInterpolant = CubicInterpolant;
  29463. exports.CullFaceBack = CullFaceBack;
  29464. exports.CullFaceFront = CullFaceFront;
  29465. exports.CullFaceFrontBack = CullFaceFrontBack;
  29466. exports.CullFaceNone = CullFaceNone;
  29467. exports.Curve = Curve;
  29468. exports.CurvePath = CurvePath;
  29469. exports.CustomBlending = CustomBlending;
  29470. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29471. exports.CylinderGeometry = CylinderGeometry;
  29472. exports.Cylindrical = Cylindrical;
  29473. exports.DataTexture = DataTexture;
  29474. exports.DataTexture2DArray = DataTexture2DArray;
  29475. exports.DataTexture3D = DataTexture3D;
  29476. exports.DataTextureLoader = DataTextureLoader;
  29477. exports.DecrementStencilOp = DecrementStencilOp;
  29478. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29479. exports.DefaultLoadingManager = DefaultLoadingManager;
  29480. exports.DepthFormat = DepthFormat;
  29481. exports.DepthStencilFormat = DepthStencilFormat;
  29482. exports.DepthTexture = DepthTexture;
  29483. exports.DirectionalLight = DirectionalLight;
  29484. exports.DirectionalLightHelper = DirectionalLightHelper;
  29485. exports.DirectionalLightShadow = DirectionalLightShadow;
  29486. exports.DiscreteInterpolant = DiscreteInterpolant;
  29487. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29488. exports.DodecahedronGeometry = DodecahedronGeometry;
  29489. exports.DoubleSide = DoubleSide;
  29490. exports.DstAlphaFactor = DstAlphaFactor;
  29491. exports.DstColorFactor = DstColorFactor;
  29492. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29493. exports.EdgesGeometry = EdgesGeometry;
  29494. exports.EdgesHelper = EdgesHelper;
  29495. exports.EllipseCurve = EllipseCurve;
  29496. exports.EqualDepth = EqualDepth;
  29497. exports.EqualStencilFunc = EqualStencilFunc;
  29498. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29499. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29500. exports.Euler = Euler;
  29501. exports.EventDispatcher = EventDispatcher;
  29502. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29503. exports.ExtrudeGeometry = ExtrudeGeometry;
  29504. exports.Face3 = Face3;
  29505. exports.Face4 = Face4;
  29506. exports.FaceColors = FaceColors;
  29507. exports.FaceNormalsHelper = FaceNormalsHelper;
  29508. exports.FileLoader = FileLoader;
  29509. exports.FlatShading = FlatShading;
  29510. exports.Float32Attribute = Float32Attribute;
  29511. exports.Float32BufferAttribute = Float32BufferAttribute;
  29512. exports.Float64Attribute = Float64Attribute;
  29513. exports.Float64BufferAttribute = Float64BufferAttribute;
  29514. exports.FloatType = FloatType;
  29515. exports.Fog = Fog;
  29516. exports.FogExp2 = FogExp2;
  29517. exports.Font = Font;
  29518. exports.FontLoader = FontLoader;
  29519. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29520. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29521. exports.FrontSide = FrontSide;
  29522. exports.Frustum = Frustum;
  29523. exports.GammaEncoding = GammaEncoding;
  29524. exports.Geometry = Geometry;
  29525. exports.GeometryUtils = GeometryUtils;
  29526. exports.GreaterDepth = GreaterDepth;
  29527. exports.GreaterEqualDepth = GreaterEqualDepth;
  29528. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29529. exports.GreaterStencilFunc = GreaterStencilFunc;
  29530. exports.GridHelper = GridHelper;
  29531. exports.Group = Group;
  29532. exports.HalfFloatType = HalfFloatType;
  29533. exports.HemisphereLight = HemisphereLight;
  29534. exports.HemisphereLightHelper = HemisphereLightHelper;
  29535. exports.HemisphereLightProbe = HemisphereLightProbe;
  29536. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29537. exports.IcosahedronGeometry = IcosahedronGeometry;
  29538. exports.ImageBitmapLoader = ImageBitmapLoader;
  29539. exports.ImageLoader = ImageLoader;
  29540. exports.ImageUtils = ImageUtils;
  29541. exports.ImmediateRenderObject = ImmediateRenderObject;
  29542. exports.IncrementStencilOp = IncrementStencilOp;
  29543. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29544. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29545. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29546. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29547. exports.InstancedMesh = InstancedMesh;
  29548. exports.Int16Attribute = Int16Attribute;
  29549. exports.Int16BufferAttribute = Int16BufferAttribute;
  29550. exports.Int32Attribute = Int32Attribute;
  29551. exports.Int32BufferAttribute = Int32BufferAttribute;
  29552. exports.Int8Attribute = Int8Attribute;
  29553. exports.Int8BufferAttribute = Int8BufferAttribute;
  29554. exports.IntType = IntType;
  29555. exports.InterleavedBuffer = InterleavedBuffer;
  29556. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29557. exports.Interpolant = Interpolant;
  29558. exports.InterpolateDiscrete = InterpolateDiscrete;
  29559. exports.InterpolateLinear = InterpolateLinear;
  29560. exports.InterpolateSmooth = InterpolateSmooth;
  29561. exports.InvertStencilOp = InvertStencilOp;
  29562. exports.JSONLoader = JSONLoader;
  29563. exports.KeepStencilOp = KeepStencilOp;
  29564. exports.KeyframeTrack = KeyframeTrack;
  29565. exports.LOD = LOD;
  29566. exports.LatheBufferGeometry = LatheBufferGeometry;
  29567. exports.LatheGeometry = LatheGeometry;
  29568. exports.Layers = Layers;
  29569. exports.LensFlare = LensFlare;
  29570. exports.LessDepth = LessDepth;
  29571. exports.LessEqualDepth = LessEqualDepth;
  29572. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29573. exports.LessStencilFunc = LessStencilFunc;
  29574. exports.Light = Light;
  29575. exports.LightProbe = LightProbe;
  29576. exports.LightProbeHelper = LightProbeHelper;
  29577. exports.LightShadow = LightShadow;
  29578. exports.Line = Line;
  29579. exports.Line3 = Line3;
  29580. exports.LineBasicMaterial = LineBasicMaterial;
  29581. exports.LineCurve = LineCurve;
  29582. exports.LineCurve3 = LineCurve3;
  29583. exports.LineDashedMaterial = LineDashedMaterial;
  29584. exports.LineLoop = LineLoop;
  29585. exports.LinePieces = LinePieces;
  29586. exports.LineSegments = LineSegments;
  29587. exports.LineStrip = LineStrip;
  29588. exports.LinearEncoding = LinearEncoding;
  29589. exports.LinearFilter = LinearFilter;
  29590. exports.LinearInterpolant = LinearInterpolant;
  29591. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29592. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29593. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29594. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29595. exports.LinearToneMapping = LinearToneMapping;
  29596. exports.Loader = Loader;
  29597. exports.LoaderUtils = LoaderUtils;
  29598. exports.LoadingManager = LoadingManager;
  29599. exports.LogLuvEncoding = LogLuvEncoding;
  29600. exports.LoopOnce = LoopOnce;
  29601. exports.LoopPingPong = LoopPingPong;
  29602. exports.LoopRepeat = LoopRepeat;
  29603. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29604. exports.LuminanceFormat = LuminanceFormat;
  29605. exports.MOUSE = MOUSE;
  29606. exports.Material = Material;
  29607. exports.MaterialLoader = MaterialLoader;
  29608. exports.Math = _Math;
  29609. exports.Matrix3 = Matrix3;
  29610. exports.Matrix4 = Matrix4;
  29611. exports.MaxEquation = MaxEquation;
  29612. exports.Mesh = Mesh;
  29613. exports.MeshBasicMaterial = MeshBasicMaterial;
  29614. exports.MeshDepthMaterial = MeshDepthMaterial;
  29615. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29616. exports.MeshFaceMaterial = MeshFaceMaterial;
  29617. exports.MeshLambertMaterial = MeshLambertMaterial;
  29618. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29619. exports.MeshNormalMaterial = MeshNormalMaterial;
  29620. exports.MeshPhongMaterial = MeshPhongMaterial;
  29621. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29622. exports.MeshStandardMaterial = MeshStandardMaterial;
  29623. exports.MeshToonMaterial = MeshToonMaterial;
  29624. exports.MinEquation = MinEquation;
  29625. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29626. exports.MixOperation = MixOperation;
  29627. exports.MultiMaterial = MultiMaterial;
  29628. exports.MultiplyBlending = MultiplyBlending;
  29629. exports.MultiplyOperation = MultiplyOperation;
  29630. exports.NearestFilter = NearestFilter;
  29631. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29632. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29633. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29634. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29635. exports.NeverDepth = NeverDepth;
  29636. exports.NeverStencilFunc = NeverStencilFunc;
  29637. exports.NoBlending = NoBlending;
  29638. exports.NoColors = NoColors;
  29639. exports.NoToneMapping = NoToneMapping;
  29640. exports.NormalBlending = NormalBlending;
  29641. exports.NotEqualDepth = NotEqualDepth;
  29642. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29643. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29644. exports.Object3D = Object3D;
  29645. exports.ObjectLoader = ObjectLoader;
  29646. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29647. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29648. exports.OctahedronGeometry = OctahedronGeometry;
  29649. exports.OneFactor = OneFactor;
  29650. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29651. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29652. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29653. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29654. exports.OrthographicCamera = OrthographicCamera;
  29655. exports.PCFShadowMap = PCFShadowMap;
  29656. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29657. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29658. exports.ParametricGeometry = ParametricGeometry;
  29659. exports.Particle = Particle;
  29660. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29661. exports.ParticleSystem = ParticleSystem;
  29662. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29663. exports.Path = Path;
  29664. exports.PerspectiveCamera = PerspectiveCamera;
  29665. exports.Plane = Plane;
  29666. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29667. exports.PlaneGeometry = PlaneGeometry;
  29668. exports.PlaneHelper = PlaneHelper;
  29669. exports.PointCloud = PointCloud;
  29670. exports.PointCloudMaterial = PointCloudMaterial;
  29671. exports.PointLight = PointLight;
  29672. exports.PointLightHelper = PointLightHelper;
  29673. exports.Points = Points;
  29674. exports.PointsMaterial = PointsMaterial;
  29675. exports.PolarGridHelper = PolarGridHelper;
  29676. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29677. exports.PolyhedronGeometry = PolyhedronGeometry;
  29678. exports.PositionalAudio = PositionalAudio;
  29679. exports.PositionalAudioHelper = PositionalAudioHelper;
  29680. exports.PropertyBinding = PropertyBinding;
  29681. exports.PropertyMixer = PropertyMixer;
  29682. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29683. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29684. exports.Quaternion = Quaternion;
  29685. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29686. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29687. exports.REVISION = REVISION;
  29688. exports.RGBADepthPacking = RGBADepthPacking;
  29689. exports.RGBAFormat = RGBAFormat;
  29690. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29691. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29692. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29693. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29694. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29695. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29696. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29697. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29698. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29699. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29700. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29701. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29702. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29703. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29704. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29705. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29706. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29707. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29708. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29709. exports.RGBDEncoding = RGBDEncoding;
  29710. exports.RGBEEncoding = RGBEEncoding;
  29711. exports.RGBEFormat = RGBEFormat;
  29712. exports.RGBFormat = RGBFormat;
  29713. exports.RGBM16Encoding = RGBM16Encoding;
  29714. exports.RGBM7Encoding = RGBM7Encoding;
  29715. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29716. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29717. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29718. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29719. exports.RawShaderMaterial = RawShaderMaterial;
  29720. exports.Ray = Ray;
  29721. exports.Raycaster = Raycaster;
  29722. exports.RectAreaLight = RectAreaLight;
  29723. exports.RectAreaLightHelper = RectAreaLightHelper;
  29724. exports.RedFormat = RedFormat;
  29725. exports.ReinhardToneMapping = ReinhardToneMapping;
  29726. exports.RepeatWrapping = RepeatWrapping;
  29727. exports.ReplaceStencilOp = ReplaceStencilOp;
  29728. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29729. exports.RingBufferGeometry = RingBufferGeometry;
  29730. exports.RingGeometry = RingGeometry;
  29731. exports.Scene = Scene;
  29732. exports.SceneUtils = SceneUtils;
  29733. exports.ShaderChunk = ShaderChunk;
  29734. exports.ShaderLib = ShaderLib;
  29735. exports.ShaderMaterial = ShaderMaterial;
  29736. exports.ShadowMaterial = ShadowMaterial;
  29737. exports.Shape = Shape;
  29738. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29739. exports.ShapeGeometry = ShapeGeometry;
  29740. exports.ShapePath = ShapePath;
  29741. exports.ShapeUtils = ShapeUtils;
  29742. exports.ShortType = ShortType;
  29743. exports.Skeleton = Skeleton;
  29744. exports.SkeletonHelper = SkeletonHelper;
  29745. exports.SkinnedMesh = SkinnedMesh;
  29746. exports.SmoothShading = SmoothShading;
  29747. exports.Sphere = Sphere;
  29748. exports.SphereBufferGeometry = SphereBufferGeometry;
  29749. exports.SphereGeometry = SphereGeometry;
  29750. exports.Spherical = Spherical;
  29751. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29752. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29753. exports.Spline = Spline;
  29754. exports.SplineCurve = SplineCurve;
  29755. exports.SplineCurve3 = SplineCurve3;
  29756. exports.SpotLight = SpotLight;
  29757. exports.SpotLightHelper = SpotLightHelper;
  29758. exports.SpotLightShadow = SpotLightShadow;
  29759. exports.Sprite = Sprite;
  29760. exports.SpriteMaterial = SpriteMaterial;
  29761. exports.SrcAlphaFactor = SrcAlphaFactor;
  29762. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29763. exports.SrcColorFactor = SrcColorFactor;
  29764. exports.StereoCamera = StereoCamera;
  29765. exports.StringKeyframeTrack = StringKeyframeTrack;
  29766. exports.SubtractEquation = SubtractEquation;
  29767. exports.SubtractiveBlending = SubtractiveBlending;
  29768. exports.TOUCH = TOUCH;
  29769. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29770. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29771. exports.TetrahedronGeometry = TetrahedronGeometry;
  29772. exports.TextBufferGeometry = TextBufferGeometry;
  29773. exports.TextGeometry = TextGeometry;
  29774. exports.Texture = Texture;
  29775. exports.TextureLoader = TextureLoader;
  29776. exports.TorusBufferGeometry = TorusBufferGeometry;
  29777. exports.TorusGeometry = TorusGeometry;
  29778. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29779. exports.TorusKnotGeometry = TorusKnotGeometry;
  29780. exports.Triangle = Triangle;
  29781. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29782. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29783. exports.TrianglesDrawMode = TrianglesDrawMode;
  29784. exports.TubeBufferGeometry = TubeBufferGeometry;
  29785. exports.TubeGeometry = TubeGeometry;
  29786. exports.UVMapping = UVMapping;
  29787. exports.Uint16Attribute = Uint16Attribute;
  29788. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29789. exports.Uint32Attribute = Uint32Attribute;
  29790. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29791. exports.Uint8Attribute = Uint8Attribute;
  29792. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29793. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29794. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29795. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29796. exports.Uniform = Uniform;
  29797. exports.UniformsLib = UniformsLib;
  29798. exports.UniformsUtils = UniformsUtils;
  29799. exports.UnsignedByteType = UnsignedByteType;
  29800. exports.UnsignedInt248Type = UnsignedInt248Type;
  29801. exports.UnsignedIntType = UnsignedIntType;
  29802. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29803. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29804. exports.UnsignedShort565Type = UnsignedShort565Type;
  29805. exports.UnsignedShortType = UnsignedShortType;
  29806. exports.VSMShadowMap = VSMShadowMap;
  29807. exports.Vector2 = Vector2;
  29808. exports.Vector3 = Vector3;
  29809. exports.Vector4 = Vector4;
  29810. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29811. exports.Vertex = Vertex;
  29812. exports.VertexColors = VertexColors;
  29813. exports.VertexNormalsHelper = VertexNormalsHelper;
  29814. exports.VideoTexture = VideoTexture;
  29815. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29816. exports.WebGLRenderTarget = WebGLRenderTarget;
  29817. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29818. exports.WebGLRenderer = WebGLRenderer;
  29819. exports.WebGLUtils = WebGLUtils;
  29820. exports.WireframeGeometry = WireframeGeometry;
  29821. exports.WireframeHelper = WireframeHelper;
  29822. exports.WrapAroundEnding = WrapAroundEnding;
  29823. exports.XHRLoader = XHRLoader;
  29824. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29825. exports.ZeroFactor = ZeroFactor;
  29826. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29827. exports.ZeroStencilOp = ZeroStencilOp;
  29828. exports.sRGBEncoding = sRGBEncoding;
  29829. Object.defineProperty(exports, '__esModule', { value: true });
  29830. }));
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