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 = '109dev';
  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. // assumes this and v are not the zero vector
  1313. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1314. // clamp, to handle numerical problems
  1315. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1316. },
  1317. distanceTo: function ( v ) {
  1318. return Math.sqrt( this.distanceToSquared( v ) );
  1319. },
  1320. distanceToSquared: function ( v ) {
  1321. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1322. return dx * dx + dy * dy + dz * dz;
  1323. },
  1324. manhattanDistanceTo: function ( v ) {
  1325. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1326. },
  1327. setFromSpherical: function ( s ) {
  1328. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1329. },
  1330. setFromSphericalCoords: function ( radius, phi, theta ) {
  1331. var sinPhiRadius = Math.sin( phi ) * radius;
  1332. this.x = sinPhiRadius * Math.sin( theta );
  1333. this.y = Math.cos( phi ) * radius;
  1334. this.z = sinPhiRadius * Math.cos( theta );
  1335. return this;
  1336. },
  1337. setFromCylindrical: function ( c ) {
  1338. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1339. },
  1340. setFromCylindricalCoords: function ( radius, theta, y ) {
  1341. this.x = radius * Math.sin( theta );
  1342. this.y = y;
  1343. this.z = radius * Math.cos( theta );
  1344. return this;
  1345. },
  1346. setFromMatrixPosition: function ( m ) {
  1347. var e = m.elements;
  1348. this.x = e[ 12 ];
  1349. this.y = e[ 13 ];
  1350. this.z = e[ 14 ];
  1351. return this;
  1352. },
  1353. setFromMatrixScale: function ( m ) {
  1354. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1355. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1356. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1357. this.x = sx;
  1358. this.y = sy;
  1359. this.z = sz;
  1360. return this;
  1361. },
  1362. setFromMatrixColumn: function ( m, index ) {
  1363. return this.fromArray( m.elements, index * 4 );
  1364. },
  1365. equals: function ( v ) {
  1366. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1367. },
  1368. fromArray: function ( array, offset ) {
  1369. if ( offset === undefined ) { offset = 0; }
  1370. this.x = array[ offset ];
  1371. this.y = array[ offset + 1 ];
  1372. this.z = array[ offset + 2 ];
  1373. return this;
  1374. },
  1375. toArray: function ( array, offset ) {
  1376. if ( array === undefined ) { array = []; }
  1377. if ( offset === undefined ) { offset = 0; }
  1378. array[ offset ] = this.x;
  1379. array[ offset + 1 ] = this.y;
  1380. array[ offset + 2 ] = this.z;
  1381. return array;
  1382. },
  1383. fromBufferAttribute: function ( attribute, index, offset ) {
  1384. if ( offset !== undefined ) {
  1385. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1386. }
  1387. this.x = attribute.getX( index );
  1388. this.y = attribute.getY( index );
  1389. this.z = attribute.getZ( index );
  1390. return this;
  1391. }
  1392. } );
  1393. /**
  1394. * @author alteredq / http://alteredqualia.com/
  1395. * @author WestLangley / http://github.com/WestLangley
  1396. * @author bhouston / http://clara.io
  1397. * @author tschw
  1398. */
  1399. var _vector$1 = new Vector3();
  1400. function Matrix3() {
  1401. this.elements = [
  1402. 1, 0, 0,
  1403. 0, 1, 0,
  1404. 0, 0, 1
  1405. ];
  1406. if ( arguments.length > 0 ) {
  1407. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1408. }
  1409. }
  1410. Object.assign( Matrix3.prototype, {
  1411. isMatrix3: true,
  1412. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1413. var te = this.elements;
  1414. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1415. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1416. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1417. return this;
  1418. },
  1419. identity: function () {
  1420. this.set(
  1421. 1, 0, 0,
  1422. 0, 1, 0,
  1423. 0, 0, 1
  1424. );
  1425. return this;
  1426. },
  1427. clone: function () {
  1428. return new this.constructor().fromArray( this.elements );
  1429. },
  1430. copy: function ( m ) {
  1431. var te = this.elements;
  1432. var me = m.elements;
  1433. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1434. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1435. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1436. return this;
  1437. },
  1438. setFromMatrix4: function ( m ) {
  1439. var me = m.elements;
  1440. this.set(
  1441. me[ 0 ], me[ 4 ], me[ 8 ],
  1442. me[ 1 ], me[ 5 ], me[ 9 ],
  1443. me[ 2 ], me[ 6 ], me[ 10 ]
  1444. );
  1445. return this;
  1446. },
  1447. applyToBufferAttribute: function ( attribute ) {
  1448. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1449. _vector$1.x = attribute.getX( i );
  1450. _vector$1.y = attribute.getY( i );
  1451. _vector$1.z = attribute.getZ( i );
  1452. _vector$1.applyMatrix3( this );
  1453. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1454. }
  1455. return attribute;
  1456. },
  1457. multiply: function ( m ) {
  1458. return this.multiplyMatrices( this, m );
  1459. },
  1460. premultiply: function ( m ) {
  1461. return this.multiplyMatrices( m, this );
  1462. },
  1463. multiplyMatrices: function ( a, b ) {
  1464. var ae = a.elements;
  1465. var be = b.elements;
  1466. var te = this.elements;
  1467. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1468. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1469. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1470. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1471. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1472. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1473. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1474. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1475. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1476. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1477. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1478. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1479. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1480. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1481. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1482. return this;
  1483. },
  1484. multiplyScalar: function ( s ) {
  1485. var te = this.elements;
  1486. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1487. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1488. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1489. return this;
  1490. },
  1491. determinant: function () {
  1492. var te = this.elements;
  1493. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1494. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1495. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1496. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1497. },
  1498. getInverse: function ( matrix, throwOnDegenerate ) {
  1499. if ( matrix && matrix.isMatrix4 ) {
  1500. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1501. }
  1502. var me = matrix.elements,
  1503. te = this.elements,
  1504. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1505. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1506. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1507. t11 = n33 * n22 - n32 * n23,
  1508. t12 = n32 * n13 - n33 * n12,
  1509. t13 = n23 * n12 - n22 * n13,
  1510. det = n11 * t11 + n21 * t12 + n31 * t13;
  1511. if ( det === 0 ) {
  1512. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1513. if ( throwOnDegenerate === true ) {
  1514. throw new Error( msg );
  1515. } else {
  1516. console.warn( msg );
  1517. }
  1518. return this.identity();
  1519. }
  1520. var detInv = 1 / det;
  1521. te[ 0 ] = t11 * detInv;
  1522. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1523. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1524. te[ 3 ] = t12 * detInv;
  1525. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1526. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1527. te[ 6 ] = t13 * detInv;
  1528. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1529. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1530. return this;
  1531. },
  1532. transpose: function () {
  1533. var tmp, m = this.elements;
  1534. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1535. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1536. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1537. return this;
  1538. },
  1539. getNormalMatrix: function ( matrix4 ) {
  1540. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1541. },
  1542. transposeIntoArray: function ( r ) {
  1543. var m = this.elements;
  1544. r[ 0 ] = m[ 0 ];
  1545. r[ 1 ] = m[ 3 ];
  1546. r[ 2 ] = m[ 6 ];
  1547. r[ 3 ] = m[ 1 ];
  1548. r[ 4 ] = m[ 4 ];
  1549. r[ 5 ] = m[ 7 ];
  1550. r[ 6 ] = m[ 2 ];
  1551. r[ 7 ] = m[ 5 ];
  1552. r[ 8 ] = m[ 8 ];
  1553. return this;
  1554. },
  1555. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1556. var c = Math.cos( rotation );
  1557. var s = Math.sin( rotation );
  1558. this.set(
  1559. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1560. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1561. 0, 0, 1
  1562. );
  1563. },
  1564. scale: function ( sx, sy ) {
  1565. var te = this.elements;
  1566. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1567. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1568. return this;
  1569. },
  1570. rotate: function ( theta ) {
  1571. var c = Math.cos( theta );
  1572. var s = Math.sin( theta );
  1573. var te = this.elements;
  1574. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1575. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1576. te[ 0 ] = c * a11 + s * a21;
  1577. te[ 3 ] = c * a12 + s * a22;
  1578. te[ 6 ] = c * a13 + s * a23;
  1579. te[ 1 ] = - s * a11 + c * a21;
  1580. te[ 4 ] = - s * a12 + c * a22;
  1581. te[ 7 ] = - s * a13 + c * a23;
  1582. return this;
  1583. },
  1584. translate: function ( tx, ty ) {
  1585. var te = this.elements;
  1586. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1587. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1588. return this;
  1589. },
  1590. equals: function ( matrix ) {
  1591. var te = this.elements;
  1592. var me = matrix.elements;
  1593. for ( var i = 0; i < 9; i ++ ) {
  1594. if ( te[ i ] !== me[ i ] ) { return false; }
  1595. }
  1596. return true;
  1597. },
  1598. fromArray: function ( array, offset ) {
  1599. if ( offset === undefined ) { offset = 0; }
  1600. for ( var i = 0; i < 9; i ++ ) {
  1601. this.elements[ i ] = array[ i + offset ];
  1602. }
  1603. return this;
  1604. },
  1605. toArray: function ( array, offset ) {
  1606. if ( array === undefined ) { array = []; }
  1607. if ( offset === undefined ) { offset = 0; }
  1608. var te = this.elements;
  1609. array[ offset ] = te[ 0 ];
  1610. array[ offset + 1 ] = te[ 1 ];
  1611. array[ offset + 2 ] = te[ 2 ];
  1612. array[ offset + 3 ] = te[ 3 ];
  1613. array[ offset + 4 ] = te[ 4 ];
  1614. array[ offset + 5 ] = te[ 5 ];
  1615. array[ offset + 6 ] = te[ 6 ];
  1616. array[ offset + 7 ] = te[ 7 ];
  1617. array[ offset + 8 ] = te[ 8 ];
  1618. return array;
  1619. }
  1620. } );
  1621. /**
  1622. * @author mrdoob / http://mrdoob.com/
  1623. * @author alteredq / http://alteredqualia.com/
  1624. * @author szimek / https://github.com/szimek/
  1625. */
  1626. var _canvas;
  1627. var ImageUtils = {
  1628. getDataURL: function ( image ) {
  1629. var canvas;
  1630. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1631. return image.src;
  1632. } else if ( image instanceof HTMLCanvasElement ) {
  1633. canvas = image;
  1634. } else {
  1635. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1636. _canvas.width = image.width;
  1637. _canvas.height = image.height;
  1638. var context = _canvas.getContext( '2d' );
  1639. if ( image instanceof ImageData ) {
  1640. context.putImageData( image, 0, 0 );
  1641. } else {
  1642. context.drawImage( image, 0, 0, image.width, image.height );
  1643. }
  1644. canvas = _canvas;
  1645. }
  1646. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1647. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1648. } else {
  1649. return canvas.toDataURL( 'image/png' );
  1650. }
  1651. }
  1652. };
  1653. /**
  1654. * @author mrdoob / http://mrdoob.com/
  1655. * @author alteredq / http://alteredqualia.com/
  1656. * @author szimek / https://github.com/szimek/
  1657. */
  1658. var textureId = 0;
  1659. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1660. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1661. this.uuid = _Math.generateUUID();
  1662. this.name = '';
  1663. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1664. this.mipmaps = [];
  1665. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1666. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1667. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1668. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1669. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1670. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1671. this.format = format !== undefined ? format : RGBAFormat;
  1672. this.type = type !== undefined ? type : UnsignedByteType;
  1673. this.offset = new Vector2( 0, 0 );
  1674. this.repeat = new Vector2( 1, 1 );
  1675. this.center = new Vector2( 0, 0 );
  1676. this.rotation = 0;
  1677. this.matrixAutoUpdate = true;
  1678. this.matrix = new Matrix3();
  1679. this.generateMipmaps = true;
  1680. this.premultiplyAlpha = false;
  1681. this.flipY = true;
  1682. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1683. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1684. //
  1685. // Also changing the encoding after already used by a Material will not automatically make the Material
  1686. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1687. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1688. this.version = 0;
  1689. this.onUpdate = null;
  1690. }
  1691. Texture.DEFAULT_IMAGE = undefined;
  1692. Texture.DEFAULT_MAPPING = UVMapping;
  1693. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1694. constructor: Texture,
  1695. isTexture: true,
  1696. updateMatrix: function () {
  1697. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1698. },
  1699. clone: function () {
  1700. return new this.constructor().copy( this );
  1701. },
  1702. copy: function ( source ) {
  1703. this.name = source.name;
  1704. this.image = source.image;
  1705. this.mipmaps = source.mipmaps.slice( 0 );
  1706. this.mapping = source.mapping;
  1707. this.wrapS = source.wrapS;
  1708. this.wrapT = source.wrapT;
  1709. this.magFilter = source.magFilter;
  1710. this.minFilter = source.minFilter;
  1711. this.anisotropy = source.anisotropy;
  1712. this.format = source.format;
  1713. this.type = source.type;
  1714. this.offset.copy( source.offset );
  1715. this.repeat.copy( source.repeat );
  1716. this.center.copy( source.center );
  1717. this.rotation = source.rotation;
  1718. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1719. this.matrix.copy( source.matrix );
  1720. this.generateMipmaps = source.generateMipmaps;
  1721. this.premultiplyAlpha = source.premultiplyAlpha;
  1722. this.flipY = source.flipY;
  1723. this.unpackAlignment = source.unpackAlignment;
  1724. this.encoding = source.encoding;
  1725. return this;
  1726. },
  1727. toJSON: function ( meta ) {
  1728. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1729. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1730. return meta.textures[ this.uuid ];
  1731. }
  1732. var output = {
  1733. metadata: {
  1734. version: 4.5,
  1735. type: 'Texture',
  1736. generator: 'Texture.toJSON'
  1737. },
  1738. uuid: this.uuid,
  1739. name: this.name,
  1740. mapping: this.mapping,
  1741. repeat: [ this.repeat.x, this.repeat.y ],
  1742. offset: [ this.offset.x, this.offset.y ],
  1743. center: [ this.center.x, this.center.y ],
  1744. rotation: this.rotation,
  1745. wrap: [ this.wrapS, this.wrapT ],
  1746. format: this.format,
  1747. type: this.type,
  1748. encoding: this.encoding,
  1749. minFilter: this.minFilter,
  1750. magFilter: this.magFilter,
  1751. anisotropy: this.anisotropy,
  1752. flipY: this.flipY,
  1753. premultiplyAlpha: this.premultiplyAlpha,
  1754. unpackAlignment: this.unpackAlignment
  1755. };
  1756. if ( this.image !== undefined ) {
  1757. // TODO: Move to THREE.Image
  1758. var image = this.image;
  1759. if ( image.uuid === undefined ) {
  1760. image.uuid = _Math.generateUUID(); // UGH
  1761. }
  1762. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1763. var url;
  1764. if ( Array.isArray( image ) ) {
  1765. // process array of images e.g. CubeTexture
  1766. url = [];
  1767. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1768. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1769. }
  1770. } else {
  1771. // process single image
  1772. url = ImageUtils.getDataURL( image );
  1773. }
  1774. meta.images[ image.uuid ] = {
  1775. uuid: image.uuid,
  1776. url: url
  1777. };
  1778. }
  1779. output.image = image.uuid;
  1780. }
  1781. if ( ! isRootObject ) {
  1782. meta.textures[ this.uuid ] = output;
  1783. }
  1784. return output;
  1785. },
  1786. dispose: function () {
  1787. this.dispatchEvent( { type: 'dispose' } );
  1788. },
  1789. transformUv: function ( uv ) {
  1790. if ( this.mapping !== UVMapping ) { return uv; }
  1791. uv.applyMatrix3( this.matrix );
  1792. if ( uv.x < 0 || uv.x > 1 ) {
  1793. switch ( this.wrapS ) {
  1794. case RepeatWrapping:
  1795. uv.x = uv.x - Math.floor( uv.x );
  1796. break;
  1797. case ClampToEdgeWrapping:
  1798. uv.x = uv.x < 0 ? 0 : 1;
  1799. break;
  1800. case MirroredRepeatWrapping:
  1801. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1802. uv.x = Math.ceil( uv.x ) - uv.x;
  1803. } else {
  1804. uv.x = uv.x - Math.floor( uv.x );
  1805. }
  1806. break;
  1807. }
  1808. }
  1809. if ( uv.y < 0 || uv.y > 1 ) {
  1810. switch ( this.wrapT ) {
  1811. case RepeatWrapping:
  1812. uv.y = uv.y - Math.floor( uv.y );
  1813. break;
  1814. case ClampToEdgeWrapping:
  1815. uv.y = uv.y < 0 ? 0 : 1;
  1816. break;
  1817. case MirroredRepeatWrapping:
  1818. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1819. uv.y = Math.ceil( uv.y ) - uv.y;
  1820. } else {
  1821. uv.y = uv.y - Math.floor( uv.y );
  1822. }
  1823. break;
  1824. }
  1825. }
  1826. if ( this.flipY ) {
  1827. uv.y = 1 - uv.y;
  1828. }
  1829. return uv;
  1830. }
  1831. } );
  1832. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1833. set: function ( value ) {
  1834. if ( value === true ) { this.version ++; }
  1835. }
  1836. } );
  1837. /**
  1838. * @author supereggbert / http://www.paulbrunt.co.uk/
  1839. * @author philogb / http://blog.thejit.org/
  1840. * @author mikael emtinger / http://gomo.se/
  1841. * @author egraether / http://egraether.com/
  1842. * @author WestLangley / http://github.com/WestLangley
  1843. */
  1844. function Vector4( x, y, z, w ) {
  1845. this.x = x || 0;
  1846. this.y = y || 0;
  1847. this.z = z || 0;
  1848. this.w = ( w !== undefined ) ? w : 1;
  1849. }
  1850. Object.defineProperties( Vector4.prototype, {
  1851. "width": {
  1852. get: function () {
  1853. return this.z;
  1854. },
  1855. set: function ( value ) {
  1856. this.z = value;
  1857. }
  1858. },
  1859. "height": {
  1860. get: function () {
  1861. return this.w;
  1862. },
  1863. set: function ( value ) {
  1864. this.w = value;
  1865. }
  1866. }
  1867. } );
  1868. Object.assign( Vector4.prototype, {
  1869. isVector4: true,
  1870. set: function ( x, y, z, w ) {
  1871. this.x = x;
  1872. this.y = y;
  1873. this.z = z;
  1874. this.w = w;
  1875. return this;
  1876. },
  1877. setScalar: function ( scalar ) {
  1878. this.x = scalar;
  1879. this.y = scalar;
  1880. this.z = scalar;
  1881. this.w = scalar;
  1882. return this;
  1883. },
  1884. setX: function ( x ) {
  1885. this.x = x;
  1886. return this;
  1887. },
  1888. setY: function ( y ) {
  1889. this.y = y;
  1890. return this;
  1891. },
  1892. setZ: function ( z ) {
  1893. this.z = z;
  1894. return this;
  1895. },
  1896. setW: function ( w ) {
  1897. this.w = w;
  1898. return this;
  1899. },
  1900. setComponent: function ( index, value ) {
  1901. switch ( index ) {
  1902. case 0: this.x = value; break;
  1903. case 1: this.y = value; break;
  1904. case 2: this.z = value; break;
  1905. case 3: this.w = value; break;
  1906. default: throw new Error( 'index is out of range: ' + index );
  1907. }
  1908. return this;
  1909. },
  1910. getComponent: function ( index ) {
  1911. switch ( index ) {
  1912. case 0: return this.x;
  1913. case 1: return this.y;
  1914. case 2: return this.z;
  1915. case 3: return this.w;
  1916. default: throw new Error( 'index is out of range: ' + index );
  1917. }
  1918. },
  1919. clone: function () {
  1920. return new this.constructor( this.x, this.y, this.z, this.w );
  1921. },
  1922. copy: function ( v ) {
  1923. this.x = v.x;
  1924. this.y = v.y;
  1925. this.z = v.z;
  1926. this.w = ( v.w !== undefined ) ? v.w : 1;
  1927. return this;
  1928. },
  1929. add: function ( v, w ) {
  1930. if ( w !== undefined ) {
  1931. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1932. return this.addVectors( v, w );
  1933. }
  1934. this.x += v.x;
  1935. this.y += v.y;
  1936. this.z += v.z;
  1937. this.w += v.w;
  1938. return this;
  1939. },
  1940. addScalar: function ( s ) {
  1941. this.x += s;
  1942. this.y += s;
  1943. this.z += s;
  1944. this.w += s;
  1945. return this;
  1946. },
  1947. addVectors: function ( a, b ) {
  1948. this.x = a.x + b.x;
  1949. this.y = a.y + b.y;
  1950. this.z = a.z + b.z;
  1951. this.w = a.w + b.w;
  1952. return this;
  1953. },
  1954. addScaledVector: function ( v, s ) {
  1955. this.x += v.x * s;
  1956. this.y += v.y * s;
  1957. this.z += v.z * s;
  1958. this.w += v.w * s;
  1959. return this;
  1960. },
  1961. sub: function ( v, w ) {
  1962. if ( w !== undefined ) {
  1963. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1964. return this.subVectors( v, w );
  1965. }
  1966. this.x -= v.x;
  1967. this.y -= v.y;
  1968. this.z -= v.z;
  1969. this.w -= v.w;
  1970. return this;
  1971. },
  1972. subScalar: function ( s ) {
  1973. this.x -= s;
  1974. this.y -= s;
  1975. this.z -= s;
  1976. this.w -= s;
  1977. return this;
  1978. },
  1979. subVectors: function ( a, b ) {
  1980. this.x = a.x - b.x;
  1981. this.y = a.y - b.y;
  1982. this.z = a.z - b.z;
  1983. this.w = a.w - b.w;
  1984. return this;
  1985. },
  1986. multiplyScalar: function ( scalar ) {
  1987. this.x *= scalar;
  1988. this.y *= scalar;
  1989. this.z *= scalar;
  1990. this.w *= scalar;
  1991. return this;
  1992. },
  1993. applyMatrix4: function ( m ) {
  1994. var x = this.x, y = this.y, z = this.z, w = this.w;
  1995. var e = m.elements;
  1996. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1997. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1998. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1999. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2000. return this;
  2001. },
  2002. divideScalar: function ( scalar ) {
  2003. return this.multiplyScalar( 1 / scalar );
  2004. },
  2005. setAxisAngleFromQuaternion: function ( q ) {
  2006. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2007. // q is assumed to be normalized
  2008. this.w = 2 * Math.acos( q.w );
  2009. var s = Math.sqrt( 1 - q.w * q.w );
  2010. if ( s < 0.0001 ) {
  2011. this.x = 1;
  2012. this.y = 0;
  2013. this.z = 0;
  2014. } else {
  2015. this.x = q.x / s;
  2016. this.y = q.y / s;
  2017. this.z = q.z / s;
  2018. }
  2019. return this;
  2020. },
  2021. setAxisAngleFromRotationMatrix: function ( m ) {
  2022. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2023. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2024. var angle, x, y, z, // variables for result
  2025. epsilon = 0.01, // margin to allow for rounding errors
  2026. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2027. te = m.elements,
  2028. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2029. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2030. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2031. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2032. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2033. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2034. // singularity found
  2035. // first check for identity matrix which must have +1 for all terms
  2036. // in leading diagonal and zero in other terms
  2037. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2038. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2039. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2040. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2041. // this singularity is identity matrix so angle = 0
  2042. this.set( 1, 0, 0, 0 );
  2043. return this; // zero angle, arbitrary axis
  2044. }
  2045. // otherwise this singularity is angle = 180
  2046. angle = Math.PI;
  2047. var xx = ( m11 + 1 ) / 2;
  2048. var yy = ( m22 + 1 ) / 2;
  2049. var zz = ( m33 + 1 ) / 2;
  2050. var xy = ( m12 + m21 ) / 4;
  2051. var xz = ( m13 + m31 ) / 4;
  2052. var yz = ( m23 + m32 ) / 4;
  2053. if ( ( xx > yy ) && ( xx > zz ) ) {
  2054. // m11 is the largest diagonal term
  2055. if ( xx < epsilon ) {
  2056. x = 0;
  2057. y = 0.707106781;
  2058. z = 0.707106781;
  2059. } else {
  2060. x = Math.sqrt( xx );
  2061. y = xy / x;
  2062. z = xz / x;
  2063. }
  2064. } else if ( yy > zz ) {
  2065. // m22 is the largest diagonal term
  2066. if ( yy < epsilon ) {
  2067. x = 0.707106781;
  2068. y = 0;
  2069. z = 0.707106781;
  2070. } else {
  2071. y = Math.sqrt( yy );
  2072. x = xy / y;
  2073. z = yz / y;
  2074. }
  2075. } else {
  2076. // m33 is the largest diagonal term so base result on this
  2077. if ( zz < epsilon ) {
  2078. x = 0.707106781;
  2079. y = 0.707106781;
  2080. z = 0;
  2081. } else {
  2082. z = Math.sqrt( zz );
  2083. x = xz / z;
  2084. y = yz / z;
  2085. }
  2086. }
  2087. this.set( x, y, z, angle );
  2088. return this; // return 180 deg rotation
  2089. }
  2090. // as we have reached here there are no singularities so we can handle normally
  2091. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2092. ( m13 - m31 ) * ( m13 - m31 ) +
  2093. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2094. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2095. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2096. // caught by singularity test above, but I've left it in just in case
  2097. this.x = ( m32 - m23 ) / s;
  2098. this.y = ( m13 - m31 ) / s;
  2099. this.z = ( m21 - m12 ) / s;
  2100. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2101. return this;
  2102. },
  2103. min: function ( v ) {
  2104. this.x = Math.min( this.x, v.x );
  2105. this.y = Math.min( this.y, v.y );
  2106. this.z = Math.min( this.z, v.z );
  2107. this.w = Math.min( this.w, v.w );
  2108. return this;
  2109. },
  2110. max: function ( v ) {
  2111. this.x = Math.max( this.x, v.x );
  2112. this.y = Math.max( this.y, v.y );
  2113. this.z = Math.max( this.z, v.z );
  2114. this.w = Math.max( this.w, v.w );
  2115. return this;
  2116. },
  2117. clamp: function ( min, max ) {
  2118. // assumes min < max, componentwise
  2119. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2120. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2121. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2122. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2123. return this;
  2124. },
  2125. clampScalar: function ( minVal, maxVal ) {
  2126. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2127. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2128. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2129. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2130. return this;
  2131. },
  2132. clampLength: function ( min, max ) {
  2133. var length = this.length();
  2134. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2135. },
  2136. floor: function () {
  2137. this.x = Math.floor( this.x );
  2138. this.y = Math.floor( this.y );
  2139. this.z = Math.floor( this.z );
  2140. this.w = Math.floor( this.w );
  2141. return this;
  2142. },
  2143. ceil: function () {
  2144. this.x = Math.ceil( this.x );
  2145. this.y = Math.ceil( this.y );
  2146. this.z = Math.ceil( this.z );
  2147. this.w = Math.ceil( this.w );
  2148. return this;
  2149. },
  2150. round: function () {
  2151. this.x = Math.round( this.x );
  2152. this.y = Math.round( this.y );
  2153. this.z = Math.round( this.z );
  2154. this.w = Math.round( this.w );
  2155. return this;
  2156. },
  2157. roundToZero: function () {
  2158. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2159. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2160. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2161. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2162. return this;
  2163. },
  2164. negate: function () {
  2165. this.x = - this.x;
  2166. this.y = - this.y;
  2167. this.z = - this.z;
  2168. this.w = - this.w;
  2169. return this;
  2170. },
  2171. dot: function ( v ) {
  2172. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2173. },
  2174. lengthSq: function () {
  2175. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2176. },
  2177. length: function () {
  2178. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2179. },
  2180. manhattanLength: function () {
  2181. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2182. },
  2183. normalize: function () {
  2184. return this.divideScalar( this.length() || 1 );
  2185. },
  2186. setLength: function ( length ) {
  2187. return this.normalize().multiplyScalar( length );
  2188. },
  2189. lerp: function ( v, alpha ) {
  2190. this.x += ( v.x - this.x ) * alpha;
  2191. this.y += ( v.y - this.y ) * alpha;
  2192. this.z += ( v.z - this.z ) * alpha;
  2193. this.w += ( v.w - this.w ) * alpha;
  2194. return this;
  2195. },
  2196. lerpVectors: function ( v1, v2, alpha ) {
  2197. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2198. },
  2199. equals: function ( v ) {
  2200. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2201. },
  2202. fromArray: function ( array, offset ) {
  2203. if ( offset === undefined ) { offset = 0; }
  2204. this.x = array[ offset ];
  2205. this.y = array[ offset + 1 ];
  2206. this.z = array[ offset + 2 ];
  2207. this.w = array[ offset + 3 ];
  2208. return this;
  2209. },
  2210. toArray: function ( array, offset ) {
  2211. if ( array === undefined ) { array = []; }
  2212. if ( offset === undefined ) { offset = 0; }
  2213. array[ offset ] = this.x;
  2214. array[ offset + 1 ] = this.y;
  2215. array[ offset + 2 ] = this.z;
  2216. array[ offset + 3 ] = this.w;
  2217. return array;
  2218. },
  2219. fromBufferAttribute: function ( attribute, index, offset ) {
  2220. if ( offset !== undefined ) {
  2221. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2222. }
  2223. this.x = attribute.getX( index );
  2224. this.y = attribute.getY( index );
  2225. this.z = attribute.getZ( index );
  2226. this.w = attribute.getW( index );
  2227. return this;
  2228. }
  2229. } );
  2230. /**
  2231. * @author szimek / https://github.com/szimek/
  2232. * @author alteredq / http://alteredqualia.com/
  2233. * @author Marius Kintel / https://github.com/kintel
  2234. */
  2235. /*
  2236. In options, we can specify:
  2237. * Texture parameters for an auto-generated target texture
  2238. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2239. */
  2240. function WebGLRenderTarget( width, height, options ) {
  2241. this.width = width;
  2242. this.height = height;
  2243. this.scissor = new Vector4( 0, 0, width, height );
  2244. this.scissorTest = false;
  2245. this.viewport = new Vector4( 0, 0, width, height );
  2246. options = options || {};
  2247. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2248. this.texture.image = {};
  2249. this.texture.image.width = width;
  2250. this.texture.image.height = height;
  2251. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2252. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2253. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2254. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2255. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2256. }
  2257. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2258. constructor: WebGLRenderTarget,
  2259. isWebGLRenderTarget: true,
  2260. setSize: function ( width, height ) {
  2261. if ( this.width !== width || this.height !== height ) {
  2262. this.width = width;
  2263. this.height = height;
  2264. this.texture.image.width = width;
  2265. this.texture.image.height = height;
  2266. this.dispose();
  2267. }
  2268. this.viewport.set( 0, 0, width, height );
  2269. this.scissor.set( 0, 0, width, height );
  2270. },
  2271. clone: function () {
  2272. return new this.constructor().copy( this );
  2273. },
  2274. copy: function ( source ) {
  2275. this.width = source.width;
  2276. this.height = source.height;
  2277. this.viewport.copy( source.viewport );
  2278. this.texture = source.texture.clone();
  2279. this.depthBuffer = source.depthBuffer;
  2280. this.stencilBuffer = source.stencilBuffer;
  2281. this.depthTexture = source.depthTexture;
  2282. return this;
  2283. },
  2284. dispose: function () {
  2285. this.dispatchEvent( { type: 'dispose' } );
  2286. }
  2287. } );
  2288. /**
  2289. * @author Mugen87 / https://github.com/Mugen87
  2290. * @author Matt DesLauriers / @mattdesl
  2291. */
  2292. function WebGLMultisampleRenderTarget( width, height, options ) {
  2293. WebGLRenderTarget.call( this, width, height, options );
  2294. this.samples = 4;
  2295. }
  2296. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2297. constructor: WebGLMultisampleRenderTarget,
  2298. isWebGLMultisampleRenderTarget: true,
  2299. copy: function ( source ) {
  2300. WebGLRenderTarget.prototype.copy.call( this, source );
  2301. this.samples = source.samples;
  2302. return this;
  2303. }
  2304. } );
  2305. var _v1 = new Vector3();
  2306. var _m1 = new Matrix4();
  2307. var _zero = new Vector3( 0, 0, 0 );
  2308. var _one = new Vector3( 1, 1, 1 );
  2309. var _x = new Vector3();
  2310. var _y = new Vector3();
  2311. var _z = new Vector3();
  2312. /**
  2313. * @author mrdoob / http://mrdoob.com/
  2314. * @author supereggbert / http://www.paulbrunt.co.uk/
  2315. * @author philogb / http://blog.thejit.org/
  2316. * @author jordi_ros / http://plattsoft.com
  2317. * @author D1plo1d / http://github.com/D1plo1d
  2318. * @author alteredq / http://alteredqualia.com/
  2319. * @author mikael emtinger / http://gomo.se/
  2320. * @author timknip / http://www.floorplanner.com/
  2321. * @author bhouston / http://clara.io
  2322. * @author WestLangley / http://github.com/WestLangley
  2323. */
  2324. function Matrix4() {
  2325. this.elements = [
  2326. 1, 0, 0, 0,
  2327. 0, 1, 0, 0,
  2328. 0, 0, 1, 0,
  2329. 0, 0, 0, 1
  2330. ];
  2331. if ( arguments.length > 0 ) {
  2332. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2333. }
  2334. }
  2335. Object.assign( Matrix4.prototype, {
  2336. isMatrix4: true,
  2337. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2338. var te = this.elements;
  2339. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2340. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2341. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2342. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2343. return this;
  2344. },
  2345. identity: function () {
  2346. this.set(
  2347. 1, 0, 0, 0,
  2348. 0, 1, 0, 0,
  2349. 0, 0, 1, 0,
  2350. 0, 0, 0, 1
  2351. );
  2352. return this;
  2353. },
  2354. clone: function () {
  2355. return new Matrix4().fromArray( this.elements );
  2356. },
  2357. copy: function ( m ) {
  2358. var te = this.elements;
  2359. var me = m.elements;
  2360. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2361. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2362. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2363. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2364. return this;
  2365. },
  2366. copyPosition: function ( m ) {
  2367. var te = this.elements, me = m.elements;
  2368. te[ 12 ] = me[ 12 ];
  2369. te[ 13 ] = me[ 13 ];
  2370. te[ 14 ] = me[ 14 ];
  2371. return this;
  2372. },
  2373. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2374. xAxis.setFromMatrixColumn( this, 0 );
  2375. yAxis.setFromMatrixColumn( this, 1 );
  2376. zAxis.setFromMatrixColumn( this, 2 );
  2377. return this;
  2378. },
  2379. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2380. this.set(
  2381. xAxis.x, yAxis.x, zAxis.x, 0,
  2382. xAxis.y, yAxis.y, zAxis.y, 0,
  2383. xAxis.z, yAxis.z, zAxis.z, 0,
  2384. 0, 0, 0, 1
  2385. );
  2386. return this;
  2387. },
  2388. extractRotation: function ( m ) {
  2389. // this method does not support reflection matrices
  2390. var te = this.elements;
  2391. var me = m.elements;
  2392. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2393. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2394. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2395. te[ 0 ] = me[ 0 ] * scaleX;
  2396. te[ 1 ] = me[ 1 ] * scaleX;
  2397. te[ 2 ] = me[ 2 ] * scaleX;
  2398. te[ 3 ] = 0;
  2399. te[ 4 ] = me[ 4 ] * scaleY;
  2400. te[ 5 ] = me[ 5 ] * scaleY;
  2401. te[ 6 ] = me[ 6 ] * scaleY;
  2402. te[ 7 ] = 0;
  2403. te[ 8 ] = me[ 8 ] * scaleZ;
  2404. te[ 9 ] = me[ 9 ] * scaleZ;
  2405. te[ 10 ] = me[ 10 ] * scaleZ;
  2406. te[ 11 ] = 0;
  2407. te[ 12 ] = 0;
  2408. te[ 13 ] = 0;
  2409. te[ 14 ] = 0;
  2410. te[ 15 ] = 1;
  2411. return this;
  2412. },
  2413. makeRotationFromEuler: function ( euler ) {
  2414. if ( ! ( euler && euler.isEuler ) ) {
  2415. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2416. }
  2417. var te = this.elements;
  2418. var x = euler.x, y = euler.y, z = euler.z;
  2419. var a = Math.cos( x ), b = Math.sin( x );
  2420. var c = Math.cos( y ), d = Math.sin( y );
  2421. var e = Math.cos( z ), f = Math.sin( z );
  2422. if ( euler.order === 'XYZ' ) {
  2423. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2424. te[ 0 ] = c * e;
  2425. te[ 4 ] = - c * f;
  2426. te[ 8 ] = d;
  2427. te[ 1 ] = af + be * d;
  2428. te[ 5 ] = ae - bf * d;
  2429. te[ 9 ] = - b * c;
  2430. te[ 2 ] = bf - ae * d;
  2431. te[ 6 ] = be + af * d;
  2432. te[ 10 ] = a * c;
  2433. } else if ( euler.order === 'YXZ' ) {
  2434. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2435. te[ 0 ] = ce + df * b;
  2436. te[ 4 ] = de * b - cf;
  2437. te[ 8 ] = a * d;
  2438. te[ 1 ] = a * f;
  2439. te[ 5 ] = a * e;
  2440. te[ 9 ] = - b;
  2441. te[ 2 ] = cf * b - de;
  2442. te[ 6 ] = df + ce * b;
  2443. te[ 10 ] = a * c;
  2444. } else if ( euler.order === 'ZXY' ) {
  2445. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2446. te[ 0 ] = ce - df * b;
  2447. te[ 4 ] = - a * f;
  2448. te[ 8 ] = de + cf * b;
  2449. te[ 1 ] = cf + de * b;
  2450. te[ 5 ] = a * e;
  2451. te[ 9 ] = df - ce * b;
  2452. te[ 2 ] = - a * d;
  2453. te[ 6 ] = b;
  2454. te[ 10 ] = a * c;
  2455. } else if ( euler.order === 'ZYX' ) {
  2456. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2457. te[ 0 ] = c * e;
  2458. te[ 4 ] = be * d - af;
  2459. te[ 8 ] = ae * d + bf;
  2460. te[ 1 ] = c * f;
  2461. te[ 5 ] = bf * d + ae;
  2462. te[ 9 ] = af * d - be;
  2463. te[ 2 ] = - d;
  2464. te[ 6 ] = b * c;
  2465. te[ 10 ] = a * c;
  2466. } else if ( euler.order === 'YZX' ) {
  2467. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2468. te[ 0 ] = c * e;
  2469. te[ 4 ] = bd - ac * f;
  2470. te[ 8 ] = bc * f + ad;
  2471. te[ 1 ] = f;
  2472. te[ 5 ] = a * e;
  2473. te[ 9 ] = - b * e;
  2474. te[ 2 ] = - d * e;
  2475. te[ 6 ] = ad * f + bc;
  2476. te[ 10 ] = ac - bd * f;
  2477. } else if ( euler.order === 'XZY' ) {
  2478. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2479. te[ 0 ] = c * e;
  2480. te[ 4 ] = - f;
  2481. te[ 8 ] = d * e;
  2482. te[ 1 ] = ac * f + bd;
  2483. te[ 5 ] = a * e;
  2484. te[ 9 ] = ad * f - bc;
  2485. te[ 2 ] = bc * f - ad;
  2486. te[ 6 ] = b * e;
  2487. te[ 10 ] = bd * f + ac;
  2488. }
  2489. // bottom row
  2490. te[ 3 ] = 0;
  2491. te[ 7 ] = 0;
  2492. te[ 11 ] = 0;
  2493. // last column
  2494. te[ 12 ] = 0;
  2495. te[ 13 ] = 0;
  2496. te[ 14 ] = 0;
  2497. te[ 15 ] = 1;
  2498. return this;
  2499. },
  2500. makeRotationFromQuaternion: function ( q ) {
  2501. return this.compose( _zero, q, _one );
  2502. },
  2503. lookAt: function ( eye, target, up ) {
  2504. var te = this.elements;
  2505. _z.subVectors( eye, target );
  2506. if ( _z.lengthSq() === 0 ) {
  2507. // eye and target are in the same position
  2508. _z.z = 1;
  2509. }
  2510. _z.normalize();
  2511. _x.crossVectors( up, _z );
  2512. if ( _x.lengthSq() === 0 ) {
  2513. // up and z are parallel
  2514. if ( Math.abs( up.z ) === 1 ) {
  2515. _z.x += 0.0001;
  2516. } else {
  2517. _z.z += 0.0001;
  2518. }
  2519. _z.normalize();
  2520. _x.crossVectors( up, _z );
  2521. }
  2522. _x.normalize();
  2523. _y.crossVectors( _z, _x );
  2524. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2525. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2526. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2527. return this;
  2528. },
  2529. multiply: function ( m, n ) {
  2530. if ( n !== undefined ) {
  2531. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2532. return this.multiplyMatrices( m, n );
  2533. }
  2534. return this.multiplyMatrices( this, m );
  2535. },
  2536. premultiply: function ( m ) {
  2537. return this.multiplyMatrices( m, this );
  2538. },
  2539. multiplyMatrices: function ( a, b ) {
  2540. var ae = a.elements;
  2541. var be = b.elements;
  2542. var te = this.elements;
  2543. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2544. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2545. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2546. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2547. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2548. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2549. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2550. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2551. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2552. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2553. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2554. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2555. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2556. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2557. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2558. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2559. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2560. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2561. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2562. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2563. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2564. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2565. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2566. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2567. return this;
  2568. },
  2569. multiplyScalar: function ( s ) {
  2570. var te = this.elements;
  2571. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2572. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2573. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2574. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2575. return this;
  2576. },
  2577. applyToBufferAttribute: function ( attribute ) {
  2578. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2579. _v1.x = attribute.getX( i );
  2580. _v1.y = attribute.getY( i );
  2581. _v1.z = attribute.getZ( i );
  2582. _v1.applyMatrix4( this );
  2583. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2584. }
  2585. return attribute;
  2586. },
  2587. determinant: function () {
  2588. var te = this.elements;
  2589. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2590. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2591. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2592. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2593. //TODO: make this more efficient
  2594. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2595. return (
  2596. n41 * (
  2597. + n14 * n23 * n32
  2598. - n13 * n24 * n32
  2599. - n14 * n22 * n33
  2600. + n12 * n24 * n33
  2601. + n13 * n22 * n34
  2602. - n12 * n23 * n34
  2603. ) +
  2604. n42 * (
  2605. + n11 * n23 * n34
  2606. - n11 * n24 * n33
  2607. + n14 * n21 * n33
  2608. - n13 * n21 * n34
  2609. + n13 * n24 * n31
  2610. - n14 * n23 * n31
  2611. ) +
  2612. n43 * (
  2613. + n11 * n24 * n32
  2614. - n11 * n22 * n34
  2615. - n14 * n21 * n32
  2616. + n12 * n21 * n34
  2617. + n14 * n22 * n31
  2618. - n12 * n24 * n31
  2619. ) +
  2620. n44 * (
  2621. - n13 * n22 * n31
  2622. - n11 * n23 * n32
  2623. + n11 * n22 * n33
  2624. + n13 * n21 * n32
  2625. - n12 * n21 * n33
  2626. + n12 * n23 * n31
  2627. )
  2628. );
  2629. },
  2630. transpose: function () {
  2631. var te = this.elements;
  2632. var tmp;
  2633. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2634. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2635. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2636. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2637. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2638. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2639. return this;
  2640. },
  2641. setPosition: function ( x, y, z ) {
  2642. var te = this.elements;
  2643. if ( x.isVector3 ) {
  2644. te[ 12 ] = x.x;
  2645. te[ 13 ] = x.y;
  2646. te[ 14 ] = x.z;
  2647. } else {
  2648. te[ 12 ] = x;
  2649. te[ 13 ] = y;
  2650. te[ 14 ] = z;
  2651. }
  2652. return this;
  2653. },
  2654. getInverse: function ( m, throwOnDegenerate ) {
  2655. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2656. var te = this.elements,
  2657. me = m.elements,
  2658. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2659. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2660. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2661. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2662. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2663. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2664. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2665. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2666. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2667. if ( det === 0 ) {
  2668. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2669. if ( throwOnDegenerate === true ) {
  2670. throw new Error( msg );
  2671. } else {
  2672. console.warn( msg );
  2673. }
  2674. return this.identity();
  2675. }
  2676. var detInv = 1 / det;
  2677. te[ 0 ] = t11 * detInv;
  2678. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2679. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2680. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2681. te[ 4 ] = t12 * detInv;
  2682. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2683. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2684. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2685. te[ 8 ] = t13 * detInv;
  2686. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2687. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2688. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2689. te[ 12 ] = t14 * detInv;
  2690. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2691. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2692. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2693. return this;
  2694. },
  2695. scale: function ( v ) {
  2696. var te = this.elements;
  2697. var x = v.x, y = v.y, z = v.z;
  2698. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2699. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2700. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2701. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2702. return this;
  2703. },
  2704. getMaxScaleOnAxis: function () {
  2705. var te = this.elements;
  2706. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2707. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2708. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2709. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2710. },
  2711. makeTranslation: function ( x, y, z ) {
  2712. this.set(
  2713. 1, 0, 0, x,
  2714. 0, 1, 0, y,
  2715. 0, 0, 1, z,
  2716. 0, 0, 0, 1
  2717. );
  2718. return this;
  2719. },
  2720. makeRotationX: function ( theta ) {
  2721. var c = Math.cos( theta ), s = Math.sin( theta );
  2722. this.set(
  2723. 1, 0, 0, 0,
  2724. 0, c, - s, 0,
  2725. 0, s, c, 0,
  2726. 0, 0, 0, 1
  2727. );
  2728. return this;
  2729. },
  2730. makeRotationY: function ( theta ) {
  2731. var c = Math.cos( theta ), s = Math.sin( theta );
  2732. this.set(
  2733. c, 0, s, 0,
  2734. 0, 1, 0, 0,
  2735. - s, 0, c, 0,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationZ: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. c, - s, 0, 0,
  2744. s, c, 0, 0,
  2745. 0, 0, 1, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationAxis: function ( axis, angle ) {
  2751. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2752. var c = Math.cos( angle );
  2753. var s = Math.sin( angle );
  2754. var t = 1 - c;
  2755. var x = axis.x, y = axis.y, z = axis.z;
  2756. var tx = t * x, ty = t * y;
  2757. this.set(
  2758. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2759. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2760. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2761. 0, 0, 0, 1
  2762. );
  2763. return this;
  2764. },
  2765. makeScale: function ( x, y, z ) {
  2766. this.set(
  2767. x, 0, 0, 0,
  2768. 0, y, 0, 0,
  2769. 0, 0, z, 0,
  2770. 0, 0, 0, 1
  2771. );
  2772. return this;
  2773. },
  2774. makeShear: function ( x, y, z ) {
  2775. this.set(
  2776. 1, y, z, 0,
  2777. x, 1, z, 0,
  2778. x, y, 1, 0,
  2779. 0, 0, 0, 1
  2780. );
  2781. return this;
  2782. },
  2783. compose: function ( position, quaternion, scale ) {
  2784. var te = this.elements;
  2785. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2786. var x2 = x + x, y2 = y + y, z2 = z + z;
  2787. var xx = x * x2, xy = x * y2, xz = x * z2;
  2788. var yy = y * y2, yz = y * z2, zz = z * z2;
  2789. var wx = w * x2, wy = w * y2, wz = w * z2;
  2790. var sx = scale.x, sy = scale.y, sz = scale.z;
  2791. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2792. te[ 1 ] = ( xy + wz ) * sx;
  2793. te[ 2 ] = ( xz - wy ) * sx;
  2794. te[ 3 ] = 0;
  2795. te[ 4 ] = ( xy - wz ) * sy;
  2796. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2797. te[ 6 ] = ( yz + wx ) * sy;
  2798. te[ 7 ] = 0;
  2799. te[ 8 ] = ( xz + wy ) * sz;
  2800. te[ 9 ] = ( yz - wx ) * sz;
  2801. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2802. te[ 11 ] = 0;
  2803. te[ 12 ] = position.x;
  2804. te[ 13 ] = position.y;
  2805. te[ 14 ] = position.z;
  2806. te[ 15 ] = 1;
  2807. return this;
  2808. },
  2809. decompose: function ( position, quaternion, scale ) {
  2810. var te = this.elements;
  2811. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2812. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2813. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2814. // if determine is negative, we need to invert one scale
  2815. var det = this.determinant();
  2816. if ( det < 0 ) { sx = - sx; }
  2817. position.x = te[ 12 ];
  2818. position.y = te[ 13 ];
  2819. position.z = te[ 14 ];
  2820. // scale the rotation part
  2821. _m1.copy( this );
  2822. var invSX = 1 / sx;
  2823. var invSY = 1 / sy;
  2824. var invSZ = 1 / sz;
  2825. _m1.elements[ 0 ] *= invSX;
  2826. _m1.elements[ 1 ] *= invSX;
  2827. _m1.elements[ 2 ] *= invSX;
  2828. _m1.elements[ 4 ] *= invSY;
  2829. _m1.elements[ 5 ] *= invSY;
  2830. _m1.elements[ 6 ] *= invSY;
  2831. _m1.elements[ 8 ] *= invSZ;
  2832. _m1.elements[ 9 ] *= invSZ;
  2833. _m1.elements[ 10 ] *= invSZ;
  2834. quaternion.setFromRotationMatrix( _m1 );
  2835. scale.x = sx;
  2836. scale.y = sy;
  2837. scale.z = sz;
  2838. return this;
  2839. },
  2840. makePerspective: function ( left, right, top, bottom, near, far ) {
  2841. if ( far === undefined ) {
  2842. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2843. }
  2844. var te = this.elements;
  2845. var x = 2 * near / ( right - left );
  2846. var y = 2 * near / ( top - bottom );
  2847. var a = ( right + left ) / ( right - left );
  2848. var b = ( top + bottom ) / ( top - bottom );
  2849. var c = - ( far + near ) / ( far - near );
  2850. var d = - 2 * far * near / ( far - near );
  2851. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2852. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2853. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2854. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2855. return this;
  2856. },
  2857. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2858. var te = this.elements;
  2859. var w = 1.0 / ( right - left );
  2860. var h = 1.0 / ( top - bottom );
  2861. var p = 1.0 / ( far - near );
  2862. var x = ( right + left ) * w;
  2863. var y = ( top + bottom ) * h;
  2864. var z = ( far + near ) * p;
  2865. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2866. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2867. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2868. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2869. return this;
  2870. },
  2871. equals: function ( matrix ) {
  2872. var te = this.elements;
  2873. var me = matrix.elements;
  2874. for ( var i = 0; i < 16; i ++ ) {
  2875. if ( te[ i ] !== me[ i ] ) { return false; }
  2876. }
  2877. return true;
  2878. },
  2879. fromArray: function ( array, offset ) {
  2880. if ( offset === undefined ) { offset = 0; }
  2881. for ( var i = 0; i < 16; i ++ ) {
  2882. this.elements[ i ] = array[ i + offset ];
  2883. }
  2884. return this;
  2885. },
  2886. toArray: function ( array, offset ) {
  2887. if ( array === undefined ) { array = []; }
  2888. if ( offset === undefined ) { offset = 0; }
  2889. var te = this.elements;
  2890. array[ offset ] = te[ 0 ];
  2891. array[ offset + 1 ] = te[ 1 ];
  2892. array[ offset + 2 ] = te[ 2 ];
  2893. array[ offset + 3 ] = te[ 3 ];
  2894. array[ offset + 4 ] = te[ 4 ];
  2895. array[ offset + 5 ] = te[ 5 ];
  2896. array[ offset + 6 ] = te[ 6 ];
  2897. array[ offset + 7 ] = te[ 7 ];
  2898. array[ offset + 8 ] = te[ 8 ];
  2899. array[ offset + 9 ] = te[ 9 ];
  2900. array[ offset + 10 ] = te[ 10 ];
  2901. array[ offset + 11 ] = te[ 11 ];
  2902. array[ offset + 12 ] = te[ 12 ];
  2903. array[ offset + 13 ] = te[ 13 ];
  2904. array[ offset + 14 ] = te[ 14 ];
  2905. array[ offset + 15 ] = te[ 15 ];
  2906. return array;
  2907. }
  2908. } );
  2909. /**
  2910. * @author mrdoob / http://mrdoob.com/
  2911. * @author WestLangley / http://github.com/WestLangley
  2912. * @author bhouston / http://clara.io
  2913. */
  2914. var _matrix = new Matrix4();
  2915. var _quaternion$1 = new Quaternion();
  2916. function Euler( x, y, z, order ) {
  2917. this._x = x || 0;
  2918. this._y = y || 0;
  2919. this._z = z || 0;
  2920. this._order = order || Euler.DefaultOrder;
  2921. }
  2922. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2923. Euler.DefaultOrder = 'XYZ';
  2924. Object.defineProperties( Euler.prototype, {
  2925. x: {
  2926. get: function () {
  2927. return this._x;
  2928. },
  2929. set: function ( value ) {
  2930. this._x = value;
  2931. this._onChangeCallback();
  2932. }
  2933. },
  2934. y: {
  2935. get: function () {
  2936. return this._y;
  2937. },
  2938. set: function ( value ) {
  2939. this._y = value;
  2940. this._onChangeCallback();
  2941. }
  2942. },
  2943. z: {
  2944. get: function () {
  2945. return this._z;
  2946. },
  2947. set: function ( value ) {
  2948. this._z = value;
  2949. this._onChangeCallback();
  2950. }
  2951. },
  2952. order: {
  2953. get: function () {
  2954. return this._order;
  2955. },
  2956. set: function ( value ) {
  2957. this._order = value;
  2958. this._onChangeCallback();
  2959. }
  2960. }
  2961. } );
  2962. Object.assign( Euler.prototype, {
  2963. isEuler: true,
  2964. set: function ( x, y, z, order ) {
  2965. this._x = x;
  2966. this._y = y;
  2967. this._z = z;
  2968. this._order = order || this._order;
  2969. this._onChangeCallback();
  2970. return this;
  2971. },
  2972. clone: function () {
  2973. return new this.constructor( this._x, this._y, this._z, this._order );
  2974. },
  2975. copy: function ( euler ) {
  2976. this._x = euler._x;
  2977. this._y = euler._y;
  2978. this._z = euler._z;
  2979. this._order = euler._order;
  2980. this._onChangeCallback();
  2981. return this;
  2982. },
  2983. setFromRotationMatrix: function ( m, order, update ) {
  2984. var clamp = _Math.clamp;
  2985. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2986. var te = m.elements;
  2987. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2988. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2989. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2990. order = order || this._order;
  2991. if ( order === 'XYZ' ) {
  2992. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2993. if ( Math.abs( m13 ) < 0.9999999 ) {
  2994. this._x = Math.atan2( - m23, m33 );
  2995. this._z = Math.atan2( - m12, m11 );
  2996. } else {
  2997. this._x = Math.atan2( m32, m22 );
  2998. this._z = 0;
  2999. }
  3000. } else if ( order === 'YXZ' ) {
  3001. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3002. if ( Math.abs( m23 ) < 0.9999999 ) {
  3003. this._y = Math.atan2( m13, m33 );
  3004. this._z = Math.atan2( m21, m22 );
  3005. } else {
  3006. this._y = Math.atan2( - m31, m11 );
  3007. this._z = 0;
  3008. }
  3009. } else if ( order === 'ZXY' ) {
  3010. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3011. if ( Math.abs( m32 ) < 0.9999999 ) {
  3012. this._y = Math.atan2( - m31, m33 );
  3013. this._z = Math.atan2( - m12, m22 );
  3014. } else {
  3015. this._y = 0;
  3016. this._z = Math.atan2( m21, m11 );
  3017. }
  3018. } else if ( order === 'ZYX' ) {
  3019. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3020. if ( Math.abs( m31 ) < 0.9999999 ) {
  3021. this._x = Math.atan2( m32, m33 );
  3022. this._z = Math.atan2( m21, m11 );
  3023. } else {
  3024. this._x = 0;
  3025. this._z = Math.atan2( - m12, m22 );
  3026. }
  3027. } else if ( order === 'YZX' ) {
  3028. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3029. if ( Math.abs( m21 ) < 0.9999999 ) {
  3030. this._x = Math.atan2( - m23, m22 );
  3031. this._y = Math.atan2( - m31, m11 );
  3032. } else {
  3033. this._x = 0;
  3034. this._y = Math.atan2( m13, m33 );
  3035. }
  3036. } else if ( order === 'XZY' ) {
  3037. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3038. if ( Math.abs( m12 ) < 0.9999999 ) {
  3039. this._x = Math.atan2( m32, m22 );
  3040. this._y = Math.atan2( m13, m11 );
  3041. } else {
  3042. this._x = Math.atan2( - m23, m33 );
  3043. this._y = 0;
  3044. }
  3045. } else {
  3046. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3047. }
  3048. this._order = order;
  3049. if ( update !== false ) { this._onChangeCallback(); }
  3050. return this;
  3051. },
  3052. setFromQuaternion: function ( q, order, update ) {
  3053. _matrix.makeRotationFromQuaternion( q );
  3054. return this.setFromRotationMatrix( _matrix, order, update );
  3055. },
  3056. setFromVector3: function ( v, order ) {
  3057. return this.set( v.x, v.y, v.z, order || this._order );
  3058. },
  3059. reorder: function ( newOrder ) {
  3060. // WARNING: this discards revolution information -bhouston
  3061. _quaternion$1.setFromEuler( this );
  3062. return this.setFromQuaternion( _quaternion$1, newOrder );
  3063. },
  3064. equals: function ( euler ) {
  3065. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3066. },
  3067. fromArray: function ( array ) {
  3068. this._x = array[ 0 ];
  3069. this._y = array[ 1 ];
  3070. this._z = array[ 2 ];
  3071. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3072. this._onChangeCallback();
  3073. return this;
  3074. },
  3075. toArray: function ( array, offset ) {
  3076. if ( array === undefined ) { array = []; }
  3077. if ( offset === undefined ) { offset = 0; }
  3078. array[ offset ] = this._x;
  3079. array[ offset + 1 ] = this._y;
  3080. array[ offset + 2 ] = this._z;
  3081. array[ offset + 3 ] = this._order;
  3082. return array;
  3083. },
  3084. toVector3: function ( optionalResult ) {
  3085. if ( optionalResult ) {
  3086. return optionalResult.set( this._x, this._y, this._z );
  3087. } else {
  3088. return new Vector3( this._x, this._y, this._z );
  3089. }
  3090. },
  3091. _onChange: function ( callback ) {
  3092. this._onChangeCallback = callback;
  3093. return this;
  3094. },
  3095. _onChangeCallback: function () {}
  3096. } );
  3097. /**
  3098. * @author mrdoob / http://mrdoob.com/
  3099. */
  3100. function Layers() {
  3101. this.mask = 1 | 0;
  3102. }
  3103. Object.assign( Layers.prototype, {
  3104. set: function ( channel ) {
  3105. this.mask = 1 << channel | 0;
  3106. },
  3107. enable: function ( channel ) {
  3108. this.mask |= 1 << channel | 0;
  3109. },
  3110. enableAll: function () {
  3111. this.mask = 0xffffffff | 0;
  3112. },
  3113. toggle: function ( channel ) {
  3114. this.mask ^= 1 << channel | 0;
  3115. },
  3116. disable: function ( channel ) {
  3117. this.mask &= ~ ( 1 << channel | 0 );
  3118. },
  3119. disableAll: function () {
  3120. this.mask = 0;
  3121. },
  3122. test: function ( layers ) {
  3123. return ( this.mask & layers.mask ) !== 0;
  3124. }
  3125. } );
  3126. var _object3DId = 0;
  3127. var _v1$1 = new Vector3();
  3128. var _q1 = new Quaternion();
  3129. var _m1$1 = new Matrix4();
  3130. var _target = new Vector3();
  3131. var _position = new Vector3();
  3132. var _scale = new Vector3();
  3133. var _quaternion$2 = new Quaternion();
  3134. var _xAxis = new Vector3( 1, 0, 0 );
  3135. var _yAxis = new Vector3( 0, 1, 0 );
  3136. var _zAxis = new Vector3( 0, 0, 1 );
  3137. var _addedEvent = { type: 'added' };
  3138. var _removedEvent = { type: 'removed' };
  3139. /**
  3140. * @author mrdoob / http://mrdoob.com/
  3141. * @author mikael emtinger / http://gomo.se/
  3142. * @author alteredq / http://alteredqualia.com/
  3143. * @author WestLangley / http://github.com/WestLangley
  3144. * @author elephantatwork / www.elephantatwork.ch
  3145. */
  3146. function Object3D() {
  3147. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3148. this.uuid = _Math.generateUUID();
  3149. this.name = '';
  3150. this.type = 'Object3D';
  3151. this.parent = null;
  3152. this.children = [];
  3153. this.up = Object3D.DefaultUp.clone();
  3154. var position = new Vector3();
  3155. var rotation = new Euler();
  3156. var quaternion = new Quaternion();
  3157. var scale = new Vector3( 1, 1, 1 );
  3158. function onRotationChange() {
  3159. quaternion.setFromEuler( rotation, false );
  3160. }
  3161. function onQuaternionChange() {
  3162. rotation.setFromQuaternion( quaternion, undefined, false );
  3163. }
  3164. rotation._onChange( onRotationChange );
  3165. quaternion._onChange( onQuaternionChange );
  3166. Object.defineProperties( this, {
  3167. position: {
  3168. configurable: true,
  3169. enumerable: true,
  3170. value: position
  3171. },
  3172. rotation: {
  3173. configurable: true,
  3174. enumerable: true,
  3175. value: rotation
  3176. },
  3177. quaternion: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: quaternion
  3181. },
  3182. scale: {
  3183. configurable: true,
  3184. enumerable: true,
  3185. value: scale
  3186. },
  3187. modelViewMatrix: {
  3188. value: new Matrix4()
  3189. },
  3190. normalMatrix: {
  3191. value: new Matrix3()
  3192. }
  3193. } );
  3194. this.matrix = new Matrix4();
  3195. this.matrixWorld = new Matrix4();
  3196. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3197. this.matrixWorldNeedsUpdate = false;
  3198. this.layers = new Layers();
  3199. this.visible = true;
  3200. this.castShadow = false;
  3201. this.receiveShadow = false;
  3202. this.frustumCulled = true;
  3203. this.renderOrder = 0;
  3204. this.userData = {};
  3205. }
  3206. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3207. Object3D.DefaultMatrixAutoUpdate = true;
  3208. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3209. constructor: Object3D,
  3210. isObject3D: true,
  3211. onBeforeRender: function () {},
  3212. onAfterRender: function () {},
  3213. applyMatrix: function ( matrix ) {
  3214. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3215. this.matrix.premultiply( matrix );
  3216. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3217. },
  3218. applyQuaternion: function ( q ) {
  3219. this.quaternion.premultiply( q );
  3220. return this;
  3221. },
  3222. setRotationFromAxisAngle: function ( axis, angle ) {
  3223. // assumes axis is normalized
  3224. this.quaternion.setFromAxisAngle( axis, angle );
  3225. },
  3226. setRotationFromEuler: function ( euler ) {
  3227. this.quaternion.setFromEuler( euler, true );
  3228. },
  3229. setRotationFromMatrix: function ( m ) {
  3230. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3231. this.quaternion.setFromRotationMatrix( m );
  3232. },
  3233. setRotationFromQuaternion: function ( q ) {
  3234. // assumes q is normalized
  3235. this.quaternion.copy( q );
  3236. },
  3237. rotateOnAxis: function ( axis, angle ) {
  3238. // rotate object on axis in object space
  3239. // axis is assumed to be normalized
  3240. _q1.setFromAxisAngle( axis, angle );
  3241. this.quaternion.multiply( _q1 );
  3242. return this;
  3243. },
  3244. rotateOnWorldAxis: function ( axis, angle ) {
  3245. // rotate object on axis in world space
  3246. // axis is assumed to be normalized
  3247. // method assumes no rotated parent
  3248. _q1.setFromAxisAngle( axis, angle );
  3249. this.quaternion.premultiply( _q1 );
  3250. return this;
  3251. },
  3252. rotateX: function ( angle ) {
  3253. return this.rotateOnAxis( _xAxis, angle );
  3254. },
  3255. rotateY: function ( angle ) {
  3256. return this.rotateOnAxis( _yAxis, angle );
  3257. },
  3258. rotateZ: function ( angle ) {
  3259. return this.rotateOnAxis( _zAxis, angle );
  3260. },
  3261. translateOnAxis: function ( axis, distance ) {
  3262. // translate object by distance along axis in object space
  3263. // axis is assumed to be normalized
  3264. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3265. this.position.add( _v1$1.multiplyScalar( distance ) );
  3266. return this;
  3267. },
  3268. translateX: function ( distance ) {
  3269. return this.translateOnAxis( _xAxis, distance );
  3270. },
  3271. translateY: function ( distance ) {
  3272. return this.translateOnAxis( _yAxis, distance );
  3273. },
  3274. translateZ: function ( distance ) {
  3275. return this.translateOnAxis( _zAxis, distance );
  3276. },
  3277. localToWorld: function ( vector ) {
  3278. return vector.applyMatrix4( this.matrixWorld );
  3279. },
  3280. worldToLocal: function ( vector ) {
  3281. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3282. },
  3283. lookAt: function ( x, y, z ) {
  3284. // This method does not support objects having non-uniformly-scaled parent(s)
  3285. if ( x.isVector3 ) {
  3286. _target.copy( x );
  3287. } else {
  3288. _target.set( x, y, z );
  3289. }
  3290. var parent = this.parent;
  3291. this.updateWorldMatrix( true, false );
  3292. _position.setFromMatrixPosition( this.matrixWorld );
  3293. if ( this.isCamera || this.isLight ) {
  3294. _m1$1.lookAt( _position, _target, this.up );
  3295. } else {
  3296. _m1$1.lookAt( _target, _position, this.up );
  3297. }
  3298. this.quaternion.setFromRotationMatrix( _m1$1 );
  3299. if ( parent ) {
  3300. _m1$1.extractRotation( parent.matrixWorld );
  3301. _q1.setFromRotationMatrix( _m1$1 );
  3302. this.quaternion.premultiply( _q1.inverse() );
  3303. }
  3304. },
  3305. add: function ( object ) {
  3306. if ( arguments.length > 1 ) {
  3307. for ( var i = 0; i < arguments.length; i ++ ) {
  3308. this.add( arguments[ i ] );
  3309. }
  3310. return this;
  3311. }
  3312. if ( object === this ) {
  3313. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3314. return this;
  3315. }
  3316. if ( ( object && object.isObject3D ) ) {
  3317. if ( object.parent !== null ) {
  3318. object.parent.remove( object );
  3319. }
  3320. object.parent = this;
  3321. this.children.push( object );
  3322. object.dispatchEvent( _addedEvent );
  3323. } else {
  3324. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3325. }
  3326. return this;
  3327. },
  3328. remove: function ( object ) {
  3329. if ( arguments.length > 1 ) {
  3330. for ( var i = 0; i < arguments.length; i ++ ) {
  3331. this.remove( arguments[ i ] );
  3332. }
  3333. return this;
  3334. }
  3335. var index = this.children.indexOf( object );
  3336. if ( index !== - 1 ) {
  3337. object.parent = null;
  3338. this.children.splice( index, 1 );
  3339. object.dispatchEvent( _removedEvent );
  3340. }
  3341. return this;
  3342. },
  3343. attach: function ( object ) {
  3344. // adds object as a child of this, while maintaining the object's world transform
  3345. this.updateWorldMatrix( true, false );
  3346. _m1$1.getInverse( this.matrixWorld );
  3347. if ( object.parent !== null ) {
  3348. object.parent.updateWorldMatrix( true, false );
  3349. _m1$1.multiply( object.parent.matrixWorld );
  3350. }
  3351. object.applyMatrix( _m1$1 );
  3352. object.updateWorldMatrix( false, false );
  3353. this.add( object );
  3354. return this;
  3355. },
  3356. getObjectById: function ( id ) {
  3357. return this.getObjectByProperty( 'id', id );
  3358. },
  3359. getObjectByName: function ( name ) {
  3360. return this.getObjectByProperty( 'name', name );
  3361. },
  3362. getObjectByProperty: function ( name, value ) {
  3363. if ( this[ name ] === value ) { return this; }
  3364. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3365. var child = this.children[ i ];
  3366. var object = child.getObjectByProperty( name, value );
  3367. if ( object !== undefined ) {
  3368. return object;
  3369. }
  3370. }
  3371. return undefined;
  3372. },
  3373. getWorldPosition: function ( target ) {
  3374. if ( target === undefined ) {
  3375. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3376. target = new Vector3();
  3377. }
  3378. this.updateMatrixWorld( true );
  3379. return target.setFromMatrixPosition( this.matrixWorld );
  3380. },
  3381. getWorldQuaternion: function ( target ) {
  3382. if ( target === undefined ) {
  3383. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3384. target = new Quaternion();
  3385. }
  3386. this.updateMatrixWorld( true );
  3387. this.matrixWorld.decompose( _position, target, _scale );
  3388. return target;
  3389. },
  3390. getWorldScale: function ( target ) {
  3391. if ( target === undefined ) {
  3392. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3393. target = new Vector3();
  3394. }
  3395. this.updateMatrixWorld( true );
  3396. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3397. return target;
  3398. },
  3399. getWorldDirection: function ( target ) {
  3400. if ( target === undefined ) {
  3401. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3402. target = new Vector3();
  3403. }
  3404. this.updateMatrixWorld( true );
  3405. var e = this.matrixWorld.elements;
  3406. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3407. },
  3408. raycast: function () {},
  3409. traverse: function ( callback ) {
  3410. callback( this );
  3411. var children = this.children;
  3412. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3413. children[ i ].traverse( callback );
  3414. }
  3415. },
  3416. traverseVisible: function ( callback ) {
  3417. if ( this.visible === false ) { return; }
  3418. callback( this );
  3419. var children = this.children;
  3420. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3421. children[ i ].traverseVisible( callback );
  3422. }
  3423. },
  3424. traverseAncestors: function ( callback ) {
  3425. var parent = this.parent;
  3426. if ( parent !== null ) {
  3427. callback( parent );
  3428. parent.traverseAncestors( callback );
  3429. }
  3430. },
  3431. updateMatrix: function () {
  3432. this.matrix.compose( this.position, this.quaternion, this.scale );
  3433. this.matrixWorldNeedsUpdate = true;
  3434. },
  3435. updateMatrixWorld: function ( force ) {
  3436. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3437. if ( this.matrixWorldNeedsUpdate || force ) {
  3438. if ( this.parent === null ) {
  3439. this.matrixWorld.copy( this.matrix );
  3440. } else {
  3441. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3442. }
  3443. this.matrixWorldNeedsUpdate = false;
  3444. force = true;
  3445. }
  3446. // update children
  3447. var children = this.children;
  3448. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3449. children[ i ].updateMatrixWorld( force );
  3450. }
  3451. },
  3452. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3453. var parent = this.parent;
  3454. if ( updateParents === true && parent !== null ) {
  3455. parent.updateWorldMatrix( true, false );
  3456. }
  3457. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3458. if ( this.parent === null ) {
  3459. this.matrixWorld.copy( this.matrix );
  3460. } else {
  3461. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3462. }
  3463. // update children
  3464. if ( updateChildren === true ) {
  3465. var children = this.children;
  3466. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3467. children[ i ].updateWorldMatrix( false, true );
  3468. }
  3469. }
  3470. },
  3471. toJSON: function ( meta ) {
  3472. // meta is a string when called from JSON.stringify
  3473. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3474. var output = {};
  3475. // meta is a hash used to collect geometries, materials.
  3476. // not providing it implies that this is the root object
  3477. // being serialized.
  3478. if ( isRootObject ) {
  3479. // initialize meta obj
  3480. meta = {
  3481. geometries: {},
  3482. materials: {},
  3483. textures: {},
  3484. images: {},
  3485. shapes: {}
  3486. };
  3487. output.metadata = {
  3488. version: 4.5,
  3489. type: 'Object',
  3490. generator: 'Object3D.toJSON'
  3491. };
  3492. }
  3493. // standard Object3D serialization
  3494. var object = {};
  3495. object.uuid = this.uuid;
  3496. object.type = this.type;
  3497. if ( this.name !== '' ) { object.name = this.name; }
  3498. if ( this.castShadow === true ) { object.castShadow = true; }
  3499. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3500. if ( this.visible === false ) { object.visible = false; }
  3501. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3502. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3503. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3504. object.layers = this.layers.mask;
  3505. object.matrix = this.matrix.toArray();
  3506. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3507. // object specific properties
  3508. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3509. //
  3510. function serialize( library, element ) {
  3511. if ( library[ element.uuid ] === undefined ) {
  3512. library[ element.uuid ] = element.toJSON( meta );
  3513. }
  3514. return element.uuid;
  3515. }
  3516. if ( this.isMesh || this.isLine || this.isPoints ) {
  3517. object.geometry = serialize( meta.geometries, this.geometry );
  3518. var parameters = this.geometry.parameters;
  3519. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3520. var shapes = parameters.shapes;
  3521. if ( Array.isArray( shapes ) ) {
  3522. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3523. var shape = shapes[ i ];
  3524. serialize( meta.shapes, shape );
  3525. }
  3526. } else {
  3527. serialize( meta.shapes, shapes );
  3528. }
  3529. }
  3530. }
  3531. if ( this.material !== undefined ) {
  3532. if ( Array.isArray( this.material ) ) {
  3533. var uuids = [];
  3534. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3535. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3536. }
  3537. object.material = uuids;
  3538. } else {
  3539. object.material = serialize( meta.materials, this.material );
  3540. }
  3541. }
  3542. //
  3543. if ( this.children.length > 0 ) {
  3544. object.children = [];
  3545. for ( var i = 0; i < this.children.length; i ++ ) {
  3546. object.children.push( this.children[ i ].toJSON( meta ).object );
  3547. }
  3548. }
  3549. if ( isRootObject ) {
  3550. var geometries = extractFromCache( meta.geometries );
  3551. var materials = extractFromCache( meta.materials );
  3552. var textures = extractFromCache( meta.textures );
  3553. var images = extractFromCache( meta.images );
  3554. var shapes = extractFromCache( meta.shapes );
  3555. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3556. if ( materials.length > 0 ) { output.materials = materials; }
  3557. if ( textures.length > 0 ) { output.textures = textures; }
  3558. if ( images.length > 0 ) { output.images = images; }
  3559. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3560. }
  3561. output.object = object;
  3562. return output;
  3563. // extract data from the cache hash
  3564. // remove metadata on each item
  3565. // and return as array
  3566. function extractFromCache( cache ) {
  3567. var values = [];
  3568. for ( var key in cache ) {
  3569. var data = cache[ key ];
  3570. delete data.metadata;
  3571. values.push( data );
  3572. }
  3573. return values;
  3574. }
  3575. },
  3576. clone: function ( recursive ) {
  3577. return new this.constructor().copy( this, recursive );
  3578. },
  3579. copy: function ( source, recursive ) {
  3580. if ( recursive === undefined ) { recursive = true; }
  3581. this.name = source.name;
  3582. this.up.copy( source.up );
  3583. this.position.copy( source.position );
  3584. this.quaternion.copy( source.quaternion );
  3585. this.scale.copy( source.scale );
  3586. this.matrix.copy( source.matrix );
  3587. this.matrixWorld.copy( source.matrixWorld );
  3588. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3589. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3590. this.layers.mask = source.layers.mask;
  3591. this.visible = source.visible;
  3592. this.castShadow = source.castShadow;
  3593. this.receiveShadow = source.receiveShadow;
  3594. this.frustumCulled = source.frustumCulled;
  3595. this.renderOrder = source.renderOrder;
  3596. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3597. if ( recursive === true ) {
  3598. for ( var i = 0; i < source.children.length; i ++ ) {
  3599. var child = source.children[ i ];
  3600. this.add( child.clone() );
  3601. }
  3602. }
  3603. return this;
  3604. }
  3605. } );
  3606. /**
  3607. * @author mrdoob / http://mrdoob.com/
  3608. */
  3609. function Scene() {
  3610. Object3D.call( this );
  3611. this.type = 'Scene';
  3612. this.background = null;
  3613. this.fog = null;
  3614. this.overrideMaterial = null;
  3615. this.autoUpdate = true; // checked by the renderer
  3616. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3617. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3618. }
  3619. }
  3620. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3621. constructor: Scene,
  3622. isScene: true,
  3623. copy: function ( source, recursive ) {
  3624. Object3D.prototype.copy.call( this, source, recursive );
  3625. if ( source.background !== null ) { this.background = source.background.clone(); }
  3626. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3627. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3628. this.autoUpdate = source.autoUpdate;
  3629. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3630. return this;
  3631. },
  3632. toJSON: function ( meta ) {
  3633. var data = Object3D.prototype.toJSON.call( this, meta );
  3634. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3635. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3636. return data;
  3637. },
  3638. dispose: function () {
  3639. this.dispatchEvent( { type: 'dispose' } );
  3640. }
  3641. } );
  3642. var _points = [
  3643. new Vector3(),
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3(),
  3649. new Vector3(),
  3650. new Vector3()
  3651. ];
  3652. var _vector$2 = new Vector3();
  3653. // triangle centered vertices
  3654. var _v0 = new Vector3();
  3655. var _v1$2 = new Vector3();
  3656. var _v2 = new Vector3();
  3657. // triangle edge vectors
  3658. var _f0 = new Vector3();
  3659. var _f1 = new Vector3();
  3660. var _f2 = new Vector3();
  3661. var _center = new Vector3();
  3662. var _extents = new Vector3();
  3663. var _triangleNormal = new Vector3();
  3664. var _testAxis = new Vector3();
  3665. /**
  3666. * @author bhouston / http://clara.io
  3667. * @author WestLangley / http://github.com/WestLangley
  3668. */
  3669. function Box3( min, max ) {
  3670. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3671. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3672. }
  3673. Object.assign( Box3.prototype, {
  3674. isBox3: true,
  3675. set: function ( min, max ) {
  3676. this.min.copy( min );
  3677. this.max.copy( max );
  3678. return this;
  3679. },
  3680. setFromArray: function ( array ) {
  3681. var minX = + Infinity;
  3682. var minY = + Infinity;
  3683. var minZ = + Infinity;
  3684. var maxX = - Infinity;
  3685. var maxY = - Infinity;
  3686. var maxZ = - Infinity;
  3687. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3688. var x = array[ i ];
  3689. var y = array[ i + 1 ];
  3690. var z = array[ i + 2 ];
  3691. if ( x < minX ) { minX = x; }
  3692. if ( y < minY ) { minY = y; }
  3693. if ( z < minZ ) { minZ = z; }
  3694. if ( x > maxX ) { maxX = x; }
  3695. if ( y > maxY ) { maxY = y; }
  3696. if ( z > maxZ ) { maxZ = z; }
  3697. }
  3698. this.min.set( minX, minY, minZ );
  3699. this.max.set( maxX, maxY, maxZ );
  3700. return this;
  3701. },
  3702. setFromBufferAttribute: function ( attribute ) {
  3703. var minX = + Infinity;
  3704. var minY = + Infinity;
  3705. var minZ = + Infinity;
  3706. var maxX = - Infinity;
  3707. var maxY = - Infinity;
  3708. var maxZ = - Infinity;
  3709. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3710. var x = attribute.getX( i );
  3711. var y = attribute.getY( i );
  3712. var z = attribute.getZ( i );
  3713. if ( x < minX ) { minX = x; }
  3714. if ( y < minY ) { minY = y; }
  3715. if ( z < minZ ) { minZ = z; }
  3716. if ( x > maxX ) { maxX = x; }
  3717. if ( y > maxY ) { maxY = y; }
  3718. if ( z > maxZ ) { maxZ = z; }
  3719. }
  3720. this.min.set( minX, minY, minZ );
  3721. this.max.set( maxX, maxY, maxZ );
  3722. return this;
  3723. },
  3724. setFromPoints: function ( points ) {
  3725. this.makeEmpty();
  3726. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3727. this.expandByPoint( points[ i ] );
  3728. }
  3729. return this;
  3730. },
  3731. setFromCenterAndSize: function ( center, size ) {
  3732. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3733. this.min.copy( center ).sub( halfSize );
  3734. this.max.copy( center ).add( halfSize );
  3735. return this;
  3736. },
  3737. setFromObject: function ( object ) {
  3738. this.makeEmpty();
  3739. return this.expandByObject( object );
  3740. },
  3741. clone: function () {
  3742. return new this.constructor().copy( this );
  3743. },
  3744. copy: function ( box ) {
  3745. this.min.copy( box.min );
  3746. this.max.copy( box.max );
  3747. return this;
  3748. },
  3749. makeEmpty: function () {
  3750. this.min.x = this.min.y = this.min.z = + Infinity;
  3751. this.max.x = this.max.y = this.max.z = - Infinity;
  3752. return this;
  3753. },
  3754. isEmpty: function () {
  3755. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3756. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3757. },
  3758. getCenter: function ( target ) {
  3759. if ( target === undefined ) {
  3760. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3761. target = new Vector3();
  3762. }
  3763. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3764. },
  3765. getSize: function ( target ) {
  3766. if ( target === undefined ) {
  3767. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3768. target = new Vector3();
  3769. }
  3770. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3771. },
  3772. expandByPoint: function ( point ) {
  3773. this.min.min( point );
  3774. this.max.max( point );
  3775. return this;
  3776. },
  3777. expandByVector: function ( vector ) {
  3778. this.min.sub( vector );
  3779. this.max.add( vector );
  3780. return this;
  3781. },
  3782. expandByScalar: function ( scalar ) {
  3783. this.min.addScalar( - scalar );
  3784. this.max.addScalar( scalar );
  3785. return this;
  3786. },
  3787. expandByObject: function ( object ) {
  3788. var i, l;
  3789. // Computes the world-axis-aligned bounding box of an object (including its children),
  3790. // accounting for both the object's, and children's, world transforms
  3791. object.updateWorldMatrix( false, false );
  3792. var geometry = object.geometry;
  3793. if ( geometry !== undefined ) {
  3794. if ( geometry.isGeometry ) {
  3795. var vertices = geometry.vertices;
  3796. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3797. _vector$2.copy( vertices[ i ] );
  3798. _vector$2.applyMatrix4( object.matrixWorld );
  3799. this.expandByPoint( _vector$2 );
  3800. }
  3801. } else if ( geometry.isBufferGeometry ) {
  3802. var attribute = geometry.attributes.position;
  3803. if ( attribute !== undefined ) {
  3804. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3805. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3806. this.expandByPoint( _vector$2 );
  3807. }
  3808. }
  3809. }
  3810. }
  3811. //
  3812. var children = object.children;
  3813. for ( i = 0, l = children.length; i < l; i ++ ) {
  3814. this.expandByObject( children[ i ] );
  3815. }
  3816. return this;
  3817. },
  3818. containsPoint: function ( point ) {
  3819. return point.x < this.min.x || point.x > this.max.x ||
  3820. point.y < this.min.y || point.y > this.max.y ||
  3821. point.z < this.min.z || point.z > this.max.z ? false : true;
  3822. },
  3823. containsBox: function ( box ) {
  3824. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3825. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3826. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3827. },
  3828. getParameter: function ( point, target ) {
  3829. // This can potentially have a divide by zero if the box
  3830. // has a size dimension of 0.
  3831. if ( target === undefined ) {
  3832. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3833. target = new Vector3();
  3834. }
  3835. return target.set(
  3836. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3837. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3838. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3839. );
  3840. },
  3841. intersectsBox: function ( box ) {
  3842. // using 6 splitting planes to rule out intersections.
  3843. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3844. box.max.y < this.min.y || box.min.y > this.max.y ||
  3845. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3846. },
  3847. intersectsSphere: function ( sphere ) {
  3848. // Find the point on the AABB closest to the sphere center.
  3849. this.clampPoint( sphere.center, _vector$2 );
  3850. // If that point is inside the sphere, the AABB and sphere intersect.
  3851. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3852. },
  3853. intersectsPlane: function ( plane ) {
  3854. // We compute the minimum and maximum dot product values. If those values
  3855. // are on the same side (back or front) of the plane, then there is no intersection.
  3856. var min, max;
  3857. if ( plane.normal.x > 0 ) {
  3858. min = plane.normal.x * this.min.x;
  3859. max = plane.normal.x * this.max.x;
  3860. } else {
  3861. min = plane.normal.x * this.max.x;
  3862. max = plane.normal.x * this.min.x;
  3863. }
  3864. if ( plane.normal.y > 0 ) {
  3865. min += plane.normal.y * this.min.y;
  3866. max += plane.normal.y * this.max.y;
  3867. } else {
  3868. min += plane.normal.y * this.max.y;
  3869. max += plane.normal.y * this.min.y;
  3870. }
  3871. if ( plane.normal.z > 0 ) {
  3872. min += plane.normal.z * this.min.z;
  3873. max += plane.normal.z * this.max.z;
  3874. } else {
  3875. min += plane.normal.z * this.max.z;
  3876. max += plane.normal.z * this.min.z;
  3877. }
  3878. return ( min <= - plane.constant && max >= - plane.constant );
  3879. },
  3880. intersectsTriangle: function ( triangle ) {
  3881. if ( this.isEmpty() ) {
  3882. return false;
  3883. }
  3884. // compute box center and extents
  3885. this.getCenter( _center );
  3886. _extents.subVectors( this.max, _center );
  3887. // translate triangle to aabb origin
  3888. _v0.subVectors( triangle.a, _center );
  3889. _v1$2.subVectors( triangle.b, _center );
  3890. _v2.subVectors( triangle.c, _center );
  3891. // compute edge vectors for triangle
  3892. _f0.subVectors( _v1$2, _v0 );
  3893. _f1.subVectors( _v2, _v1$2 );
  3894. _f2.subVectors( _v0, _v2 );
  3895. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3896. // 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
  3897. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3898. var axes = [
  3899. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3900. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3901. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3902. ];
  3903. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3904. return false;
  3905. }
  3906. // test 3 face normals from the aabb
  3907. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3908. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3909. return false;
  3910. }
  3911. // finally testing the face normal of the triangle
  3912. // use already existing triangle edge vectors here
  3913. _triangleNormal.crossVectors( _f0, _f1 );
  3914. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3915. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3916. },
  3917. clampPoint: function ( point, target ) {
  3918. if ( target === undefined ) {
  3919. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3920. target = new Vector3();
  3921. }
  3922. return target.copy( point ).clamp( this.min, this.max );
  3923. },
  3924. distanceToPoint: function ( point ) {
  3925. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3926. return clampedPoint.sub( point ).length();
  3927. },
  3928. getBoundingSphere: function ( target ) {
  3929. if ( target === undefined ) {
  3930. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3931. //target = new Sphere(); // removed to avoid cyclic dependency
  3932. }
  3933. this.getCenter( target.center );
  3934. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3935. return target;
  3936. },
  3937. intersect: function ( box ) {
  3938. this.min.max( box.min );
  3939. this.max.min( box.max );
  3940. // 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.
  3941. if ( this.isEmpty() ) { this.makeEmpty(); }
  3942. return this;
  3943. },
  3944. union: function ( box ) {
  3945. this.min.min( box.min );
  3946. this.max.max( box.max );
  3947. return this;
  3948. },
  3949. applyMatrix4: function ( matrix ) {
  3950. // transform of empty box is an empty box.
  3951. if ( this.isEmpty() ) { return this; }
  3952. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3953. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3954. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3955. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3956. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3957. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3958. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3959. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3960. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3961. this.setFromPoints( _points );
  3962. return this;
  3963. },
  3964. translate: function ( offset ) {
  3965. this.min.add( offset );
  3966. this.max.add( offset );
  3967. return this;
  3968. },
  3969. equals: function ( box ) {
  3970. return box.min.equals( this.min ) && box.max.equals( this.max );
  3971. }
  3972. } );
  3973. function satForAxes( axes, v0, v1, v2, extents ) {
  3974. var i, j;
  3975. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3976. _testAxis.fromArray( axes, i );
  3977. // project the aabb onto the seperating axis
  3978. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3979. // project all 3 vertices of the triangle onto the seperating axis
  3980. var p0 = v0.dot( _testAxis );
  3981. var p1 = v1.dot( _testAxis );
  3982. var p2 = v2.dot( _testAxis );
  3983. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3984. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3985. // points of the projected triangle are outside the projected half-length of the aabb
  3986. // the axis is seperating and we can exit
  3987. return false;
  3988. }
  3989. }
  3990. return true;
  3991. }
  3992. var _box = new Box3();
  3993. /**
  3994. * @author bhouston / http://clara.io
  3995. * @author mrdoob / http://mrdoob.com/
  3996. */
  3997. function Sphere( center, radius ) {
  3998. this.center = ( center !== undefined ) ? center : new Vector3();
  3999. this.radius = ( radius !== undefined ) ? radius : 0;
  4000. }
  4001. Object.assign( Sphere.prototype, {
  4002. set: function ( center, radius ) {
  4003. this.center.copy( center );
  4004. this.radius = radius;
  4005. return this;
  4006. },
  4007. setFromPoints: function ( points, optionalCenter ) {
  4008. var center = this.center;
  4009. if ( optionalCenter !== undefined ) {
  4010. center.copy( optionalCenter );
  4011. } else {
  4012. _box.setFromPoints( points ).getCenter( center );
  4013. }
  4014. var maxRadiusSq = 0;
  4015. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4016. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4017. }
  4018. this.radius = Math.sqrt( maxRadiusSq );
  4019. return this;
  4020. },
  4021. clone: function () {
  4022. return new this.constructor().copy( this );
  4023. },
  4024. copy: function ( sphere ) {
  4025. this.center.copy( sphere.center );
  4026. this.radius = sphere.radius;
  4027. return this;
  4028. },
  4029. empty: function () {
  4030. return ( this.radius <= 0 );
  4031. },
  4032. containsPoint: function ( point ) {
  4033. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4034. },
  4035. distanceToPoint: function ( point ) {
  4036. return ( point.distanceTo( this.center ) - this.radius );
  4037. },
  4038. intersectsSphere: function ( sphere ) {
  4039. var radiusSum = this.radius + sphere.radius;
  4040. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4041. },
  4042. intersectsBox: function ( box ) {
  4043. return box.intersectsSphere( this );
  4044. },
  4045. intersectsPlane: function ( plane ) {
  4046. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4047. },
  4048. clampPoint: function ( point, target ) {
  4049. var deltaLengthSq = this.center.distanceToSquared( point );
  4050. if ( target === undefined ) {
  4051. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4052. target = new Vector3();
  4053. }
  4054. target.copy( point );
  4055. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4056. target.sub( this.center ).normalize();
  4057. target.multiplyScalar( this.radius ).add( this.center );
  4058. }
  4059. return target;
  4060. },
  4061. getBoundingBox: function ( target ) {
  4062. if ( target === undefined ) {
  4063. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4064. target = new Box3();
  4065. }
  4066. target.set( this.center, this.center );
  4067. target.expandByScalar( this.radius );
  4068. return target;
  4069. },
  4070. applyMatrix4: function ( matrix ) {
  4071. this.center.applyMatrix4( matrix );
  4072. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4073. return this;
  4074. },
  4075. translate: function ( offset ) {
  4076. this.center.add( offset );
  4077. return this;
  4078. },
  4079. equals: function ( sphere ) {
  4080. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4081. }
  4082. } );
  4083. var _vector$3 = new Vector3();
  4084. var _segCenter = new Vector3();
  4085. var _segDir = new Vector3();
  4086. var _diff = new Vector3();
  4087. var _edge1 = new Vector3();
  4088. var _edge2 = new Vector3();
  4089. var _normal = new Vector3();
  4090. /**
  4091. * @author bhouston / http://clara.io
  4092. */
  4093. function Ray( origin, direction ) {
  4094. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4095. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4096. }
  4097. Object.assign( Ray.prototype, {
  4098. set: function ( origin, direction ) {
  4099. this.origin.copy( origin );
  4100. this.direction.copy( direction );
  4101. return this;
  4102. },
  4103. clone: function () {
  4104. return new this.constructor().copy( this );
  4105. },
  4106. copy: function ( ray ) {
  4107. this.origin.copy( ray.origin );
  4108. this.direction.copy( ray.direction );
  4109. return this;
  4110. },
  4111. at: function ( t, target ) {
  4112. if ( target === undefined ) {
  4113. console.warn( 'THREE.Ray: .at() target is now required' );
  4114. target = new Vector3();
  4115. }
  4116. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4117. },
  4118. lookAt: function ( v ) {
  4119. this.direction.copy( v ).sub( this.origin ).normalize();
  4120. return this;
  4121. },
  4122. recast: function ( t ) {
  4123. this.origin.copy( this.at( t, _vector$3 ) );
  4124. return this;
  4125. },
  4126. closestPointToPoint: function ( point, target ) {
  4127. if ( target === undefined ) {
  4128. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4129. target = new Vector3();
  4130. }
  4131. target.subVectors( point, this.origin );
  4132. var directionDistance = target.dot( this.direction );
  4133. if ( directionDistance < 0 ) {
  4134. return target.copy( this.origin );
  4135. }
  4136. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4137. },
  4138. distanceToPoint: function ( point ) {
  4139. return Math.sqrt( this.distanceSqToPoint( point ) );
  4140. },
  4141. distanceSqToPoint: function ( point ) {
  4142. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4143. // point behind the ray
  4144. if ( directionDistance < 0 ) {
  4145. return this.origin.distanceToSquared( point );
  4146. }
  4147. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4148. return _vector$3.distanceToSquared( point );
  4149. },
  4150. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4151. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4152. // It returns the min distance between the ray and the segment
  4153. // defined by v0 and v1
  4154. // It can also set two optional targets :
  4155. // - The closest point on the ray
  4156. // - The closest point on the segment
  4157. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4158. _segDir.copy( v1 ).sub( v0 ).normalize();
  4159. _diff.copy( this.origin ).sub( _segCenter );
  4160. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4161. var a01 = - this.direction.dot( _segDir );
  4162. var b0 = _diff.dot( this.direction );
  4163. var b1 = - _diff.dot( _segDir );
  4164. var c = _diff.lengthSq();
  4165. var det = Math.abs( 1 - a01 * a01 );
  4166. var s0, s1, sqrDist, extDet;
  4167. if ( det > 0 ) {
  4168. // The ray and segment are not parallel.
  4169. s0 = a01 * b1 - b0;
  4170. s1 = a01 * b0 - b1;
  4171. extDet = segExtent * det;
  4172. if ( s0 >= 0 ) {
  4173. if ( s1 >= - extDet ) {
  4174. if ( s1 <= extDet ) {
  4175. // region 0
  4176. // Minimum at interior points of ray and segment.
  4177. var invDet = 1 / det;
  4178. s0 *= invDet;
  4179. s1 *= invDet;
  4180. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4181. } else {
  4182. // region 1
  4183. s1 = segExtent;
  4184. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4185. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4186. }
  4187. } else {
  4188. // region 5
  4189. s1 = - segExtent;
  4190. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4191. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4192. }
  4193. } else {
  4194. if ( s1 <= - extDet ) {
  4195. // region 4
  4196. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4197. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4198. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4199. } else if ( s1 <= extDet ) {
  4200. // region 3
  4201. s0 = 0;
  4202. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4203. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4204. } else {
  4205. // region 2
  4206. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4207. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. }
  4210. }
  4211. } else {
  4212. // Ray and segment are parallel.
  4213. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4214. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4215. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4216. }
  4217. if ( optionalPointOnRay ) {
  4218. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4219. }
  4220. if ( optionalPointOnSegment ) {
  4221. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4222. }
  4223. return sqrDist;
  4224. },
  4225. intersectSphere: function ( sphere, target ) {
  4226. _vector$3.subVectors( sphere.center, this.origin );
  4227. var tca = _vector$3.dot( this.direction );
  4228. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4229. var radius2 = sphere.radius * sphere.radius;
  4230. if ( d2 > radius2 ) { return null; }
  4231. var thc = Math.sqrt( radius2 - d2 );
  4232. // t0 = first intersect point - entrance on front of sphere
  4233. var t0 = tca - thc;
  4234. // t1 = second intersect point - exit point on back of sphere
  4235. var t1 = tca + thc;
  4236. // test to see if both t0 and t1 are behind the ray - if so, return null
  4237. if ( t0 < 0 && t1 < 0 ) { return null; }
  4238. // test to see if t0 is behind the ray:
  4239. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4240. // in order to always return an intersect point that is in front of the ray.
  4241. if ( t0 < 0 ) { return this.at( t1, target ); }
  4242. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4243. return this.at( t0, target );
  4244. },
  4245. intersectsSphere: function ( sphere ) {
  4246. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4247. },
  4248. distanceToPlane: function ( plane ) {
  4249. var denominator = plane.normal.dot( this.direction );
  4250. if ( denominator === 0 ) {
  4251. // line is coplanar, return origin
  4252. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4253. return 0;
  4254. }
  4255. // Null is preferable to undefined since undefined means.... it is undefined
  4256. return null;
  4257. }
  4258. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4259. // Return if the ray never intersects the plane
  4260. return t >= 0 ? t : null;
  4261. },
  4262. intersectPlane: function ( plane, target ) {
  4263. var t = this.distanceToPlane( plane );
  4264. if ( t === null ) {
  4265. return null;
  4266. }
  4267. return this.at( t, target );
  4268. },
  4269. intersectsPlane: function ( plane ) {
  4270. // check if the ray lies on the plane first
  4271. var distToPoint = plane.distanceToPoint( this.origin );
  4272. if ( distToPoint === 0 ) {
  4273. return true;
  4274. }
  4275. var denominator = plane.normal.dot( this.direction );
  4276. if ( denominator * distToPoint < 0 ) {
  4277. return true;
  4278. }
  4279. // ray origin is behind the plane (and is pointing behind it)
  4280. return false;
  4281. },
  4282. intersectBox: function ( box, target ) {
  4283. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4284. var invdirx = 1 / this.direction.x,
  4285. invdiry = 1 / this.direction.y,
  4286. invdirz = 1 / this.direction.z;
  4287. var origin = this.origin;
  4288. if ( invdirx >= 0 ) {
  4289. tmin = ( box.min.x - origin.x ) * invdirx;
  4290. tmax = ( box.max.x - origin.x ) * invdirx;
  4291. } else {
  4292. tmin = ( box.max.x - origin.x ) * invdirx;
  4293. tmax = ( box.min.x - origin.x ) * invdirx;
  4294. }
  4295. if ( invdiry >= 0 ) {
  4296. tymin = ( box.min.y - origin.y ) * invdiry;
  4297. tymax = ( box.max.y - origin.y ) * invdiry;
  4298. } else {
  4299. tymin = ( box.max.y - origin.y ) * invdiry;
  4300. tymax = ( box.min.y - origin.y ) * invdiry;
  4301. }
  4302. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4303. // These lines also handle the case where tmin or tmax is NaN
  4304. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4305. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4306. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4307. if ( invdirz >= 0 ) {
  4308. tzmin = ( box.min.z - origin.z ) * invdirz;
  4309. tzmax = ( box.max.z - origin.z ) * invdirz;
  4310. } else {
  4311. tzmin = ( box.max.z - origin.z ) * invdirz;
  4312. tzmax = ( box.min.z - origin.z ) * invdirz;
  4313. }
  4314. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4315. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4316. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4317. //return point closest to the ray (positive side)
  4318. if ( tmax < 0 ) { return null; }
  4319. return this.at( tmin >= 0 ? tmin : tmax, target );
  4320. },
  4321. intersectsBox: function ( box ) {
  4322. return this.intersectBox( box, _vector$3 ) !== null;
  4323. },
  4324. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4325. // Compute the offset origin, edges, and normal.
  4326. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4327. _edge1.subVectors( b, a );
  4328. _edge2.subVectors( c, a );
  4329. _normal.crossVectors( _edge1, _edge2 );
  4330. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4331. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4332. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4333. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4334. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4335. var DdN = this.direction.dot( _normal );
  4336. var sign;
  4337. if ( DdN > 0 ) {
  4338. if ( backfaceCulling ) { return null; }
  4339. sign = 1;
  4340. } else if ( DdN < 0 ) {
  4341. sign = - 1;
  4342. DdN = - DdN;
  4343. } else {
  4344. return null;
  4345. }
  4346. _diff.subVectors( this.origin, a );
  4347. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4348. // b1 < 0, no intersection
  4349. if ( DdQxE2 < 0 ) {
  4350. return null;
  4351. }
  4352. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4353. // b2 < 0, no intersection
  4354. if ( DdE1xQ < 0 ) {
  4355. return null;
  4356. }
  4357. // b1+b2 > 1, no intersection
  4358. if ( DdQxE2 + DdE1xQ > DdN ) {
  4359. return null;
  4360. }
  4361. // Line intersects triangle, check if ray does.
  4362. var QdN = - sign * _diff.dot( _normal );
  4363. // t < 0, no intersection
  4364. if ( QdN < 0 ) {
  4365. return null;
  4366. }
  4367. // Ray intersects triangle.
  4368. return this.at( QdN / DdN, target );
  4369. },
  4370. applyMatrix4: function ( matrix4 ) {
  4371. this.origin.applyMatrix4( matrix4 );
  4372. this.direction.transformDirection( matrix4 );
  4373. return this;
  4374. },
  4375. equals: function ( ray ) {
  4376. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4377. }
  4378. } );
  4379. /**
  4380. * @author bhouston / http://clara.io
  4381. * @author mrdoob / http://mrdoob.com/
  4382. */
  4383. var _v0$1 = new Vector3();
  4384. var _v1$3 = new Vector3();
  4385. var _v2$1 = new Vector3();
  4386. var _v3 = new Vector3();
  4387. var _vab = new Vector3();
  4388. var _vac = new Vector3();
  4389. var _vbc = new Vector3();
  4390. var _vap = new Vector3();
  4391. var _vbp = new Vector3();
  4392. var _vcp = new Vector3();
  4393. function Triangle( a, b, c ) {
  4394. this.a = ( a !== undefined ) ? a : new Vector3();
  4395. this.b = ( b !== undefined ) ? b : new Vector3();
  4396. this.c = ( c !== undefined ) ? c : new Vector3();
  4397. }
  4398. Object.assign( Triangle, {
  4399. getNormal: function ( a, b, c, target ) {
  4400. if ( target === undefined ) {
  4401. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4402. target = new Vector3();
  4403. }
  4404. target.subVectors( c, b );
  4405. _v0$1.subVectors( a, b );
  4406. target.cross( _v0$1 );
  4407. var targetLengthSq = target.lengthSq();
  4408. if ( targetLengthSq > 0 ) {
  4409. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4410. }
  4411. return target.set( 0, 0, 0 );
  4412. },
  4413. // static/instance method to calculate barycentric coordinates
  4414. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4415. getBarycoord: function ( point, a, b, c, target ) {
  4416. _v0$1.subVectors( c, a );
  4417. _v1$3.subVectors( b, a );
  4418. _v2$1.subVectors( point, a );
  4419. var dot00 = _v0$1.dot( _v0$1 );
  4420. var dot01 = _v0$1.dot( _v1$3 );
  4421. var dot02 = _v0$1.dot( _v2$1 );
  4422. var dot11 = _v1$3.dot( _v1$3 );
  4423. var dot12 = _v1$3.dot( _v2$1 );
  4424. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4425. if ( target === undefined ) {
  4426. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4427. target = new Vector3();
  4428. }
  4429. // collinear or singular triangle
  4430. if ( denom === 0 ) {
  4431. // arbitrary location outside of triangle?
  4432. // not sure if this is the best idea, maybe should be returning undefined
  4433. return target.set( - 2, - 1, - 1 );
  4434. }
  4435. var invDenom = 1 / denom;
  4436. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4437. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4438. // barycentric coordinates must always sum to 1
  4439. return target.set( 1 - u - v, v, u );
  4440. },
  4441. containsPoint: function ( point, a, b, c ) {
  4442. Triangle.getBarycoord( point, a, b, c, _v3 );
  4443. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4444. },
  4445. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4446. this.getBarycoord( point, p1, p2, p3, _v3 );
  4447. target.set( 0, 0 );
  4448. target.addScaledVector( uv1, _v3.x );
  4449. target.addScaledVector( uv2, _v3.y );
  4450. target.addScaledVector( uv3, _v3.z );
  4451. return target;
  4452. },
  4453. isFrontFacing: function ( a, b, c, direction ) {
  4454. _v0$1.subVectors( c, b );
  4455. _v1$3.subVectors( a, b );
  4456. // strictly front facing
  4457. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4458. }
  4459. } );
  4460. Object.assign( Triangle.prototype, {
  4461. set: function ( a, b, c ) {
  4462. this.a.copy( a );
  4463. this.b.copy( b );
  4464. this.c.copy( c );
  4465. return this;
  4466. },
  4467. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4468. this.a.copy( points[ i0 ] );
  4469. this.b.copy( points[ i1 ] );
  4470. this.c.copy( points[ i2 ] );
  4471. return this;
  4472. },
  4473. clone: function () {
  4474. return new this.constructor().copy( this );
  4475. },
  4476. copy: function ( triangle ) {
  4477. this.a.copy( triangle.a );
  4478. this.b.copy( triangle.b );
  4479. this.c.copy( triangle.c );
  4480. return this;
  4481. },
  4482. getArea: function () {
  4483. _v0$1.subVectors( this.c, this.b );
  4484. _v1$3.subVectors( this.a, this.b );
  4485. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4486. },
  4487. getMidpoint: function ( target ) {
  4488. if ( target === undefined ) {
  4489. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4490. target = new Vector3();
  4491. }
  4492. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4493. },
  4494. getNormal: function ( target ) {
  4495. return Triangle.getNormal( this.a, this.b, this.c, target );
  4496. },
  4497. getPlane: function ( target ) {
  4498. if ( target === undefined ) {
  4499. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4500. target = new Vector3();
  4501. }
  4502. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4503. },
  4504. getBarycoord: function ( point, target ) {
  4505. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4506. },
  4507. getUV: function ( point, uv1, uv2, uv3, target ) {
  4508. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4509. },
  4510. containsPoint: function ( point ) {
  4511. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4512. },
  4513. isFrontFacing: function ( direction ) {
  4514. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4515. },
  4516. intersectsBox: function ( box ) {
  4517. return box.intersectsTriangle( this );
  4518. },
  4519. closestPointToPoint: function ( p, target ) {
  4520. if ( target === undefined ) {
  4521. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4522. target = new Vector3();
  4523. }
  4524. var a = this.a, b = this.b, c = this.c;
  4525. var v, w;
  4526. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4527. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4528. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4529. // basically, we're distinguishing which of the voronoi regions of the triangle
  4530. // the point lies in with the minimum amount of redundant computation.
  4531. _vab.subVectors( b, a );
  4532. _vac.subVectors( c, a );
  4533. _vap.subVectors( p, a );
  4534. var d1 = _vab.dot( _vap );
  4535. var d2 = _vac.dot( _vap );
  4536. if ( d1 <= 0 && d2 <= 0 ) {
  4537. // vertex region of A; barycentric coords (1, 0, 0)
  4538. return target.copy( a );
  4539. }
  4540. _vbp.subVectors( p, b );
  4541. var d3 = _vab.dot( _vbp );
  4542. var d4 = _vac.dot( _vbp );
  4543. if ( d3 >= 0 && d4 <= d3 ) {
  4544. // vertex region of B; barycentric coords (0, 1, 0)
  4545. return target.copy( b );
  4546. }
  4547. var vc = d1 * d4 - d3 * d2;
  4548. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4549. v = d1 / ( d1 - d3 );
  4550. // edge region of AB; barycentric coords (1-v, v, 0)
  4551. return target.copy( a ).addScaledVector( _vab, v );
  4552. }
  4553. _vcp.subVectors( p, c );
  4554. var d5 = _vab.dot( _vcp );
  4555. var d6 = _vac.dot( _vcp );
  4556. if ( d6 >= 0 && d5 <= d6 ) {
  4557. // vertex region of C; barycentric coords (0, 0, 1)
  4558. return target.copy( c );
  4559. }
  4560. var vb = d5 * d2 - d1 * d6;
  4561. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4562. w = d2 / ( d2 - d6 );
  4563. // edge region of AC; barycentric coords (1-w, 0, w)
  4564. return target.copy( a ).addScaledVector( _vac, w );
  4565. }
  4566. var va = d3 * d6 - d5 * d4;
  4567. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4568. _vbc.subVectors( c, b );
  4569. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4570. // edge region of BC; barycentric coords (0, 1-w, w)
  4571. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4572. }
  4573. // face region
  4574. var denom = 1 / ( va + vb + vc );
  4575. // u = va * denom
  4576. v = vb * denom;
  4577. w = vc * denom;
  4578. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4579. },
  4580. equals: function ( triangle ) {
  4581. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4582. }
  4583. } );
  4584. /**
  4585. * @author mrdoob / http://mrdoob.com/
  4586. */
  4587. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4588. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4589. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4590. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4591. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4592. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4593. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4594. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4595. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4596. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4597. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4598. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4599. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4600. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4601. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4602. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4603. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4604. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4605. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4606. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4607. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4608. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4609. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4610. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4611. var _hslA = { h: 0, s: 0, l: 0 };
  4612. var _hslB = { h: 0, s: 0, l: 0 };
  4613. function Color( r, g, b ) {
  4614. if ( g === undefined && b === undefined ) {
  4615. // r is THREE.Color, hex or string
  4616. return this.set( r );
  4617. }
  4618. return this.setRGB( r, g, b );
  4619. }
  4620. function hue2rgb( p, q, t ) {
  4621. if ( t < 0 ) { t += 1; }
  4622. if ( t > 1 ) { t -= 1; }
  4623. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4624. if ( t < 1 / 2 ) { return q; }
  4625. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4626. return p;
  4627. }
  4628. function SRGBToLinear( c ) {
  4629. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4630. }
  4631. function LinearToSRGB( c ) {
  4632. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4633. }
  4634. Object.assign( Color.prototype, {
  4635. isColor: true,
  4636. r: 1, g: 1, b: 1,
  4637. set: function ( value ) {
  4638. if ( value && value.isColor ) {
  4639. this.copy( value );
  4640. } else if ( typeof value === 'number' ) {
  4641. this.setHex( value );
  4642. } else if ( typeof value === 'string' ) {
  4643. this.setStyle( value );
  4644. }
  4645. return this;
  4646. },
  4647. setScalar: function ( scalar ) {
  4648. this.r = scalar;
  4649. this.g = scalar;
  4650. this.b = scalar;
  4651. return this;
  4652. },
  4653. setHex: function ( hex ) {
  4654. hex = Math.floor( hex );
  4655. this.r = ( hex >> 16 & 255 ) / 255;
  4656. this.g = ( hex >> 8 & 255 ) / 255;
  4657. this.b = ( hex & 255 ) / 255;
  4658. return this;
  4659. },
  4660. setRGB: function ( r, g, b ) {
  4661. this.r = r;
  4662. this.g = g;
  4663. this.b = b;
  4664. return this;
  4665. },
  4666. setHSL: function ( h, s, l ) {
  4667. // h,s,l ranges are in 0.0 - 1.0
  4668. h = _Math.euclideanModulo( h, 1 );
  4669. s = _Math.clamp( s, 0, 1 );
  4670. l = _Math.clamp( l, 0, 1 );
  4671. if ( s === 0 ) {
  4672. this.r = this.g = this.b = l;
  4673. } else {
  4674. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4675. var q = ( 2 * l ) - p;
  4676. this.r = hue2rgb( q, p, h + 1 / 3 );
  4677. this.g = hue2rgb( q, p, h );
  4678. this.b = hue2rgb( q, p, h - 1 / 3 );
  4679. }
  4680. return this;
  4681. },
  4682. setStyle: function ( style ) {
  4683. function handleAlpha( string ) {
  4684. if ( string === undefined ) { return; }
  4685. if ( parseFloat( string ) < 1 ) {
  4686. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4687. }
  4688. }
  4689. var m;
  4690. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4691. // rgb / hsl
  4692. var color;
  4693. var name = m[ 1 ];
  4694. var components = m[ 2 ];
  4695. switch ( name ) {
  4696. case 'rgb':
  4697. case 'rgba':
  4698. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4699. // rgb(255,0,0) rgba(255,0,0,0.5)
  4700. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4701. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4702. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4703. handleAlpha( color[ 5 ] );
  4704. return this;
  4705. }
  4706. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4707. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4708. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4709. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4710. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4711. handleAlpha( color[ 5 ] );
  4712. return this;
  4713. }
  4714. break;
  4715. case 'hsl':
  4716. case 'hsla':
  4717. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4718. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4719. var h = parseFloat( color[ 1 ] ) / 360;
  4720. var s = parseInt( color[ 2 ], 10 ) / 100;
  4721. var l = parseInt( color[ 3 ], 10 ) / 100;
  4722. handleAlpha( color[ 5 ] );
  4723. return this.setHSL( h, s, l );
  4724. }
  4725. break;
  4726. }
  4727. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4728. // hex color
  4729. var hex = m[ 1 ];
  4730. var size = hex.length;
  4731. if ( size === 3 ) {
  4732. // #ff0
  4733. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4734. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4735. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4736. return this;
  4737. } else if ( size === 6 ) {
  4738. // #ff0000
  4739. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4740. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4741. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4742. return this;
  4743. }
  4744. }
  4745. if ( style && style.length > 0 ) {
  4746. // color keywords
  4747. var hex = _colorKeywords[ style ];
  4748. if ( hex !== undefined ) {
  4749. // red
  4750. this.setHex( hex );
  4751. } else {
  4752. // unknown color
  4753. console.warn( 'THREE.Color: Unknown color ' + style );
  4754. }
  4755. }
  4756. return this;
  4757. },
  4758. clone: function () {
  4759. return new this.constructor( this.r, this.g, this.b );
  4760. },
  4761. copy: function ( color ) {
  4762. this.r = color.r;
  4763. this.g = color.g;
  4764. this.b = color.b;
  4765. return this;
  4766. },
  4767. copyGammaToLinear: function ( color, gammaFactor ) {
  4768. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4769. this.r = Math.pow( color.r, gammaFactor );
  4770. this.g = Math.pow( color.g, gammaFactor );
  4771. this.b = Math.pow( color.b, gammaFactor );
  4772. return this;
  4773. },
  4774. copyLinearToGamma: function ( color, gammaFactor ) {
  4775. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4776. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4777. this.r = Math.pow( color.r, safeInverse );
  4778. this.g = Math.pow( color.g, safeInverse );
  4779. this.b = Math.pow( color.b, safeInverse );
  4780. return this;
  4781. },
  4782. convertGammaToLinear: function ( gammaFactor ) {
  4783. this.copyGammaToLinear( this, gammaFactor );
  4784. return this;
  4785. },
  4786. convertLinearToGamma: function ( gammaFactor ) {
  4787. this.copyLinearToGamma( this, gammaFactor );
  4788. return this;
  4789. },
  4790. copySRGBToLinear: function ( color ) {
  4791. this.r = SRGBToLinear( color.r );
  4792. this.g = SRGBToLinear( color.g );
  4793. this.b = SRGBToLinear( color.b );
  4794. return this;
  4795. },
  4796. copyLinearToSRGB: function ( color ) {
  4797. this.r = LinearToSRGB( color.r );
  4798. this.g = LinearToSRGB( color.g );
  4799. this.b = LinearToSRGB( color.b );
  4800. return this;
  4801. },
  4802. convertSRGBToLinear: function () {
  4803. this.copySRGBToLinear( this );
  4804. return this;
  4805. },
  4806. convertLinearToSRGB: function () {
  4807. this.copyLinearToSRGB( this );
  4808. return this;
  4809. },
  4810. getHex: function () {
  4811. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4812. },
  4813. getHexString: function () {
  4814. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4815. },
  4816. getHSL: function ( target ) {
  4817. // h,s,l ranges are in 0.0 - 1.0
  4818. if ( target === undefined ) {
  4819. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4820. target = { h: 0, s: 0, l: 0 };
  4821. }
  4822. var r = this.r, g = this.g, b = this.b;
  4823. var max = Math.max( r, g, b );
  4824. var min = Math.min( r, g, b );
  4825. var hue, saturation;
  4826. var lightness = ( min + max ) / 2.0;
  4827. if ( min === max ) {
  4828. hue = 0;
  4829. saturation = 0;
  4830. } else {
  4831. var delta = max - min;
  4832. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4833. switch ( max ) {
  4834. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4835. case g: hue = ( b - r ) / delta + 2; break;
  4836. case b: hue = ( r - g ) / delta + 4; break;
  4837. }
  4838. hue /= 6;
  4839. }
  4840. target.h = hue;
  4841. target.s = saturation;
  4842. target.l = lightness;
  4843. return target;
  4844. },
  4845. getStyle: function () {
  4846. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4847. },
  4848. offsetHSL: function ( h, s, l ) {
  4849. this.getHSL( _hslA );
  4850. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4851. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4852. return this;
  4853. },
  4854. add: function ( color ) {
  4855. this.r += color.r;
  4856. this.g += color.g;
  4857. this.b += color.b;
  4858. return this;
  4859. },
  4860. addColors: function ( color1, color2 ) {
  4861. this.r = color1.r + color2.r;
  4862. this.g = color1.g + color2.g;
  4863. this.b = color1.b + color2.b;
  4864. return this;
  4865. },
  4866. addScalar: function ( s ) {
  4867. this.r += s;
  4868. this.g += s;
  4869. this.b += s;
  4870. return this;
  4871. },
  4872. sub: function ( color ) {
  4873. this.r = Math.max( 0, this.r - color.r );
  4874. this.g = Math.max( 0, this.g - color.g );
  4875. this.b = Math.max( 0, this.b - color.b );
  4876. return this;
  4877. },
  4878. multiply: function ( color ) {
  4879. this.r *= color.r;
  4880. this.g *= color.g;
  4881. this.b *= color.b;
  4882. return this;
  4883. },
  4884. multiplyScalar: function ( s ) {
  4885. this.r *= s;
  4886. this.g *= s;
  4887. this.b *= s;
  4888. return this;
  4889. },
  4890. lerp: function ( color, alpha ) {
  4891. this.r += ( color.r - this.r ) * alpha;
  4892. this.g += ( color.g - this.g ) * alpha;
  4893. this.b += ( color.b - this.b ) * alpha;
  4894. return this;
  4895. },
  4896. lerpHSL: function ( color, alpha ) {
  4897. this.getHSL( _hslA );
  4898. color.getHSL( _hslB );
  4899. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4900. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4901. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4902. this.setHSL( h, s, l );
  4903. return this;
  4904. },
  4905. equals: function ( c ) {
  4906. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4907. },
  4908. fromArray: function ( array, offset ) {
  4909. if ( offset === undefined ) { offset = 0; }
  4910. this.r = array[ offset ];
  4911. this.g = array[ offset + 1 ];
  4912. this.b = array[ offset + 2 ];
  4913. return this;
  4914. },
  4915. toArray: function ( array, offset ) {
  4916. if ( array === undefined ) { array = []; }
  4917. if ( offset === undefined ) { offset = 0; }
  4918. array[ offset ] = this.r;
  4919. array[ offset + 1 ] = this.g;
  4920. array[ offset + 2 ] = this.b;
  4921. return array;
  4922. },
  4923. toJSON: function () {
  4924. return this.getHex();
  4925. }
  4926. } );
  4927. /**
  4928. * @author mrdoob / http://mrdoob.com/
  4929. * @author alteredq / http://alteredqualia.com/
  4930. */
  4931. function Face3( a, b, c, normal, color, materialIndex ) {
  4932. this.a = a;
  4933. this.b = b;
  4934. this.c = c;
  4935. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4936. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4937. this.color = ( color && color.isColor ) ? color : new Color();
  4938. this.vertexColors = Array.isArray( color ) ? color : [];
  4939. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4940. }
  4941. Object.assign( Face3.prototype, {
  4942. clone: function () {
  4943. return new this.constructor().copy( this );
  4944. },
  4945. copy: function ( source ) {
  4946. this.a = source.a;
  4947. this.b = source.b;
  4948. this.c = source.c;
  4949. this.normal.copy( source.normal );
  4950. this.color.copy( source.color );
  4951. this.materialIndex = source.materialIndex;
  4952. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4953. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4954. }
  4955. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4956. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4957. }
  4958. return this;
  4959. }
  4960. } );
  4961. /**
  4962. * @author mrdoob / http://mrdoob.com/
  4963. * @author alteredq / http://alteredqualia.com/
  4964. */
  4965. var materialId = 0;
  4966. function Material() {
  4967. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4968. this.uuid = _Math.generateUUID();
  4969. this.name = '';
  4970. this.type = 'Material';
  4971. this.fog = true;
  4972. this.lights = true;
  4973. this.blending = NormalBlending;
  4974. this.side = FrontSide;
  4975. this.flatShading = false;
  4976. this.vertexTangents = false;
  4977. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4978. this.opacity = 1;
  4979. this.transparent = false;
  4980. this.blendSrc = SrcAlphaFactor;
  4981. this.blendDst = OneMinusSrcAlphaFactor;
  4982. this.blendEquation = AddEquation;
  4983. this.blendSrcAlpha = null;
  4984. this.blendDstAlpha = null;
  4985. this.blendEquationAlpha = null;
  4986. this.depthFunc = LessEqualDepth;
  4987. this.depthTest = true;
  4988. this.depthWrite = true;
  4989. this.stencilWriteMask = 0xff;
  4990. this.stencilFunc = AlwaysStencilFunc;
  4991. this.stencilRef = 0;
  4992. this.stencilFuncMask = 0xff;
  4993. this.stencilFail = KeepStencilOp;
  4994. this.stencilZFail = KeepStencilOp;
  4995. this.stencilZPass = KeepStencilOp;
  4996. this.stencilWrite = false;
  4997. this.clippingPlanes = null;
  4998. this.clipIntersection = false;
  4999. this.clipShadows = false;
  5000. this.shadowSide = null;
  5001. this.colorWrite = true;
  5002. this.precision = null; // override the renderer's default precision for this material
  5003. this.polygonOffset = false;
  5004. this.polygonOffsetFactor = 0;
  5005. this.polygonOffsetUnits = 0;
  5006. this.dithering = false;
  5007. this.alphaTest = 0;
  5008. this.premultipliedAlpha = false;
  5009. this.visible = true;
  5010. this.toneMapped = true;
  5011. this.userData = {};
  5012. this.needsUpdate = true;
  5013. }
  5014. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5015. constructor: Material,
  5016. isMaterial: true,
  5017. onBeforeCompile: function () {},
  5018. setValues: function ( values ) {
  5019. if ( values === undefined ) { return; }
  5020. for ( var key in values ) {
  5021. var newValue = values[ key ];
  5022. if ( newValue === undefined ) {
  5023. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5024. continue;
  5025. }
  5026. // for backward compatability if shading is set in the constructor
  5027. if ( key === 'shading' ) {
  5028. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5029. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5030. continue;
  5031. }
  5032. var currentValue = this[ key ];
  5033. if ( currentValue === undefined ) {
  5034. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5035. continue;
  5036. }
  5037. if ( currentValue && currentValue.isColor ) {
  5038. currentValue.set( newValue );
  5039. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5040. currentValue.copy( newValue );
  5041. } else {
  5042. this[ key ] = newValue;
  5043. }
  5044. }
  5045. },
  5046. toJSON: function ( meta ) {
  5047. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5048. if ( isRoot ) {
  5049. meta = {
  5050. textures: {},
  5051. images: {}
  5052. };
  5053. }
  5054. var data = {
  5055. metadata: {
  5056. version: 4.5,
  5057. type: 'Material',
  5058. generator: 'Material.toJSON'
  5059. }
  5060. };
  5061. // standard Material serialization
  5062. data.uuid = this.uuid;
  5063. data.type = this.type;
  5064. if ( this.name !== '' ) { data.name = this.name; }
  5065. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5066. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5067. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5068. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5069. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5070. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5071. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5072. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5073. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5074. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5075. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5076. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5077. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5078. }
  5079. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5080. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5081. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5082. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5083. if ( this.aoMap && this.aoMap.isTexture ) {
  5084. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5085. data.aoMapIntensity = this.aoMapIntensity;
  5086. }
  5087. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5088. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5089. data.bumpScale = this.bumpScale;
  5090. }
  5091. if ( this.normalMap && this.normalMap.isTexture ) {
  5092. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5093. data.normalMapType = this.normalMapType;
  5094. data.normalScale = this.normalScale.toArray();
  5095. }
  5096. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5097. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5098. data.displacementScale = this.displacementScale;
  5099. data.displacementBias = this.displacementBias;
  5100. }
  5101. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5102. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5103. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5104. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5105. if ( this.envMap && this.envMap.isTexture ) {
  5106. data.envMap = this.envMap.toJSON( meta ).uuid;
  5107. data.reflectivity = this.reflectivity; // Scale behind envMap
  5108. data.refractionRatio = this.refractionRatio;
  5109. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5110. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5111. }
  5112. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5113. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5114. }
  5115. if ( this.size !== undefined ) { data.size = this.size; }
  5116. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5117. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5118. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5119. if ( this.side !== FrontSide ) { data.side = this.side; }
  5120. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5121. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5122. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5123. data.depthFunc = this.depthFunc;
  5124. data.depthTest = this.depthTest;
  5125. data.depthWrite = this.depthWrite;
  5126. data.stencilWrite = this.stencilWrite;
  5127. data.stencilWriteMask = this.stencilWriteMask;
  5128. data.stencilFunc = this.stencilFunc;
  5129. data.stencilRef = this.stencilRef;
  5130. data.stencilFuncMask = this.stencilFuncMask;
  5131. data.stencilFail = this.stencilFail;
  5132. data.stencilZFail = this.stencilZFail;
  5133. data.stencilZPass = this.stencilZPass;
  5134. // rotation (SpriteMaterial)
  5135. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5136. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5137. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5138. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5139. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5140. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5141. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5142. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5143. if ( this.dithering === true ) { data.dithering = true; }
  5144. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5145. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5146. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5147. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5148. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5149. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5150. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5151. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5152. if ( this.skinning === true ) { data.skinning = true; }
  5153. if ( this.visible === false ) { data.visible = false; }
  5154. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5155. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5156. // TODO: Copied from Object3D.toJSON
  5157. function extractFromCache( cache ) {
  5158. var values = [];
  5159. for ( var key in cache ) {
  5160. var data = cache[ key ];
  5161. delete data.metadata;
  5162. values.push( data );
  5163. }
  5164. return values;
  5165. }
  5166. if ( isRoot ) {
  5167. var textures = extractFromCache( meta.textures );
  5168. var images = extractFromCache( meta.images );
  5169. if ( textures.length > 0 ) { data.textures = textures; }
  5170. if ( images.length > 0 ) { data.images = images; }
  5171. }
  5172. return data;
  5173. },
  5174. clone: function () {
  5175. return new this.constructor().copy( this );
  5176. },
  5177. copy: function ( source ) {
  5178. this.name = source.name;
  5179. this.fog = source.fog;
  5180. this.lights = source.lights;
  5181. this.blending = source.blending;
  5182. this.side = source.side;
  5183. this.flatShading = source.flatShading;
  5184. this.vertexColors = source.vertexColors;
  5185. this.opacity = source.opacity;
  5186. this.transparent = source.transparent;
  5187. this.blendSrc = source.blendSrc;
  5188. this.blendDst = source.blendDst;
  5189. this.blendEquation = source.blendEquation;
  5190. this.blendSrcAlpha = source.blendSrcAlpha;
  5191. this.blendDstAlpha = source.blendDstAlpha;
  5192. this.blendEquationAlpha = source.blendEquationAlpha;
  5193. this.depthFunc = source.depthFunc;
  5194. this.depthTest = source.depthTest;
  5195. this.depthWrite = source.depthWrite;
  5196. this.stencilWrite = source.stencilWrite;
  5197. this.stencilWriteMask = source.stencilWriteMask;
  5198. this.stencilFunc = source.stencilFunc;
  5199. this.stencilRef = source.stencilRef;
  5200. this.stencilFuncMask = source.stencilFuncMask;
  5201. this.stencilFail = source.stencilFail;
  5202. this.stencilZFail = source.stencilZFail;
  5203. this.stencilZPass = source.stencilZPass;
  5204. this.colorWrite = source.colorWrite;
  5205. this.precision = source.precision;
  5206. this.polygonOffset = source.polygonOffset;
  5207. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5208. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5209. this.dithering = source.dithering;
  5210. this.alphaTest = source.alphaTest;
  5211. this.premultipliedAlpha = source.premultipliedAlpha;
  5212. this.visible = source.visible;
  5213. this.toneMapped = source.toneMapped;
  5214. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5215. this.clipShadows = source.clipShadows;
  5216. this.clipIntersection = source.clipIntersection;
  5217. var srcPlanes = source.clippingPlanes,
  5218. dstPlanes = null;
  5219. if ( srcPlanes !== null ) {
  5220. var n = srcPlanes.length;
  5221. dstPlanes = new Array( n );
  5222. for ( var i = 0; i !== n; ++ i )
  5223. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5224. }
  5225. this.clippingPlanes = dstPlanes;
  5226. this.shadowSide = source.shadowSide;
  5227. return this;
  5228. },
  5229. dispose: function () {
  5230. this.dispatchEvent( { type: 'dispose' } );
  5231. }
  5232. } );
  5233. /**
  5234. * @author mrdoob / http://mrdoob.com/
  5235. * @author alteredq / http://alteredqualia.com/
  5236. *
  5237. * parameters = {
  5238. * color: <hex>,
  5239. * opacity: <float>,
  5240. * map: new THREE.Texture( <Image> ),
  5241. *
  5242. * lightMap: new THREE.Texture( <Image> ),
  5243. * lightMapIntensity: <float>
  5244. *
  5245. * aoMap: new THREE.Texture( <Image> ),
  5246. * aoMapIntensity: <float>
  5247. *
  5248. * specularMap: new THREE.Texture( <Image> ),
  5249. *
  5250. * alphaMap: new THREE.Texture( <Image> ),
  5251. *
  5252. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5253. * combine: THREE.Multiply,
  5254. * reflectivity: <float>,
  5255. * refractionRatio: <float>,
  5256. *
  5257. * depthTest: <bool>,
  5258. * depthWrite: <bool>,
  5259. *
  5260. * wireframe: <boolean>,
  5261. * wireframeLinewidth: <float>,
  5262. *
  5263. * skinning: <bool>,
  5264. * morphTargets: <bool>
  5265. * }
  5266. */
  5267. function MeshBasicMaterial( parameters ) {
  5268. Material.call( this );
  5269. this.type = 'MeshBasicMaterial';
  5270. this.color = new Color( 0xffffff ); // emissive
  5271. this.map = null;
  5272. this.lightMap = null;
  5273. this.lightMapIntensity = 1.0;
  5274. this.aoMap = null;
  5275. this.aoMapIntensity = 1.0;
  5276. this.specularMap = null;
  5277. this.alphaMap = null;
  5278. this.envMap = null;
  5279. this.combine = MultiplyOperation;
  5280. this.reflectivity = 1;
  5281. this.refractionRatio = 0.98;
  5282. this.wireframe = false;
  5283. this.wireframeLinewidth = 1;
  5284. this.wireframeLinecap = 'round';
  5285. this.wireframeLinejoin = 'round';
  5286. this.skinning = false;
  5287. this.morphTargets = false;
  5288. this.lights = false;
  5289. this.setValues( parameters );
  5290. }
  5291. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5292. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5293. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5294. MeshBasicMaterial.prototype.copy = function ( source ) {
  5295. Material.prototype.copy.call( this, source );
  5296. this.color.copy( source.color );
  5297. this.map = source.map;
  5298. this.lightMap = source.lightMap;
  5299. this.lightMapIntensity = source.lightMapIntensity;
  5300. this.aoMap = source.aoMap;
  5301. this.aoMapIntensity = source.aoMapIntensity;
  5302. this.specularMap = source.specularMap;
  5303. this.alphaMap = source.alphaMap;
  5304. this.envMap = source.envMap;
  5305. this.combine = source.combine;
  5306. this.reflectivity = source.reflectivity;
  5307. this.refractionRatio = source.refractionRatio;
  5308. this.wireframe = source.wireframe;
  5309. this.wireframeLinewidth = source.wireframeLinewidth;
  5310. this.wireframeLinecap = source.wireframeLinecap;
  5311. this.wireframeLinejoin = source.wireframeLinejoin;
  5312. this.skinning = source.skinning;
  5313. this.morphTargets = source.morphTargets;
  5314. return this;
  5315. };
  5316. /**
  5317. * @author mrdoob / http://mrdoob.com/
  5318. */
  5319. function BufferAttribute( array, itemSize, normalized ) {
  5320. if ( Array.isArray( array ) ) {
  5321. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5322. }
  5323. this.name = '';
  5324. this.array = array;
  5325. this.itemSize = itemSize;
  5326. this.count = array !== undefined ? array.length / itemSize : 0;
  5327. this.normalized = normalized === true;
  5328. this.dynamic = false;
  5329. this.updateRange = { offset: 0, count: - 1 };
  5330. this.version = 0;
  5331. }
  5332. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5333. set: function ( value ) {
  5334. if ( value === true ) { this.version ++; }
  5335. }
  5336. } );
  5337. Object.assign( BufferAttribute.prototype, {
  5338. isBufferAttribute: true,
  5339. onUploadCallback: function () {},
  5340. setDynamic: function ( value ) {
  5341. this.dynamic = value;
  5342. return this;
  5343. },
  5344. copy: function ( source ) {
  5345. this.name = source.name;
  5346. this.array = new source.array.constructor( source.array );
  5347. this.itemSize = source.itemSize;
  5348. this.count = source.count;
  5349. this.normalized = source.normalized;
  5350. this.dynamic = source.dynamic;
  5351. return this;
  5352. },
  5353. copyAt: function ( index1, attribute, index2 ) {
  5354. index1 *= this.itemSize;
  5355. index2 *= attribute.itemSize;
  5356. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5357. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5358. }
  5359. return this;
  5360. },
  5361. copyArray: function ( array ) {
  5362. this.array.set( array );
  5363. return this;
  5364. },
  5365. copyColorsArray: function ( colors ) {
  5366. var array = this.array, offset = 0;
  5367. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5368. var color = colors[ i ];
  5369. if ( color === undefined ) {
  5370. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5371. color = new Color();
  5372. }
  5373. array[ offset ++ ] = color.r;
  5374. array[ offset ++ ] = color.g;
  5375. array[ offset ++ ] = color.b;
  5376. }
  5377. return this;
  5378. },
  5379. copyVector2sArray: function ( vectors ) {
  5380. var array = this.array, offset = 0;
  5381. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5382. var vector = vectors[ i ];
  5383. if ( vector === undefined ) {
  5384. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5385. vector = new Vector2();
  5386. }
  5387. array[ offset ++ ] = vector.x;
  5388. array[ offset ++ ] = vector.y;
  5389. }
  5390. return this;
  5391. },
  5392. copyVector3sArray: function ( vectors ) {
  5393. var array = this.array, offset = 0;
  5394. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5395. var vector = vectors[ i ];
  5396. if ( vector === undefined ) {
  5397. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5398. vector = new Vector3();
  5399. }
  5400. array[ offset ++ ] = vector.x;
  5401. array[ offset ++ ] = vector.y;
  5402. array[ offset ++ ] = vector.z;
  5403. }
  5404. return this;
  5405. },
  5406. copyVector4sArray: function ( vectors ) {
  5407. var array = this.array, offset = 0;
  5408. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5409. var vector = vectors[ i ];
  5410. if ( vector === undefined ) {
  5411. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5412. vector = new Vector4();
  5413. }
  5414. array[ offset ++ ] = vector.x;
  5415. array[ offset ++ ] = vector.y;
  5416. array[ offset ++ ] = vector.z;
  5417. array[ offset ++ ] = vector.w;
  5418. }
  5419. return this;
  5420. },
  5421. set: function ( value, offset ) {
  5422. if ( offset === undefined ) { offset = 0; }
  5423. this.array.set( value, offset );
  5424. return this;
  5425. },
  5426. getX: function ( index ) {
  5427. return this.array[ index * this.itemSize ];
  5428. },
  5429. setX: function ( index, x ) {
  5430. this.array[ index * this.itemSize ] = x;
  5431. return this;
  5432. },
  5433. getY: function ( index ) {
  5434. return this.array[ index * this.itemSize + 1 ];
  5435. },
  5436. setY: function ( index, y ) {
  5437. this.array[ index * this.itemSize + 1 ] = y;
  5438. return this;
  5439. },
  5440. getZ: function ( index ) {
  5441. return this.array[ index * this.itemSize + 2 ];
  5442. },
  5443. setZ: function ( index, z ) {
  5444. this.array[ index * this.itemSize + 2 ] = z;
  5445. return this;
  5446. },
  5447. getW: function ( index ) {
  5448. return this.array[ index * this.itemSize + 3 ];
  5449. },
  5450. setW: function ( index, w ) {
  5451. this.array[ index * this.itemSize + 3 ] = w;
  5452. return this;
  5453. },
  5454. setXY: function ( index, x, y ) {
  5455. index *= this.itemSize;
  5456. this.array[ index + 0 ] = x;
  5457. this.array[ index + 1 ] = y;
  5458. return this;
  5459. },
  5460. setXYZ: function ( index, x, y, z ) {
  5461. index *= this.itemSize;
  5462. this.array[ index + 0 ] = x;
  5463. this.array[ index + 1 ] = y;
  5464. this.array[ index + 2 ] = z;
  5465. return this;
  5466. },
  5467. setXYZW: function ( index, x, y, z, w ) {
  5468. index *= this.itemSize;
  5469. this.array[ index + 0 ] = x;
  5470. this.array[ index + 1 ] = y;
  5471. this.array[ index + 2 ] = z;
  5472. this.array[ index + 3 ] = w;
  5473. return this;
  5474. },
  5475. onUpload: function ( callback ) {
  5476. this.onUploadCallback = callback;
  5477. return this;
  5478. },
  5479. clone: function () {
  5480. return new this.constructor( this.array, this.itemSize ).copy( this );
  5481. },
  5482. toJSON: function () {
  5483. return {
  5484. itemSize: this.itemSize,
  5485. type: this.array.constructor.name,
  5486. array: Array.prototype.slice.call( this.array ),
  5487. normalized: this.normalized
  5488. };
  5489. }
  5490. } );
  5491. //
  5492. function Int8BufferAttribute( array, itemSize, normalized ) {
  5493. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5494. }
  5495. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5496. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5497. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5498. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5499. }
  5500. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5501. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5502. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5503. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5504. }
  5505. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5506. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5507. function Int16BufferAttribute( array, itemSize, normalized ) {
  5508. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5509. }
  5510. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5511. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5512. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5513. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5514. }
  5515. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5516. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5517. function Int32BufferAttribute( array, itemSize, normalized ) {
  5518. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5519. }
  5520. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5521. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5522. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5523. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5524. }
  5525. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5526. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5527. function Float32BufferAttribute( array, itemSize, normalized ) {
  5528. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5529. }
  5530. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5531. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5532. function Float64BufferAttribute( array, itemSize, normalized ) {
  5533. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5534. }
  5535. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5536. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5537. /**
  5538. * @author mrdoob / http://mrdoob.com/
  5539. */
  5540. function DirectGeometry() {
  5541. this.vertices = [];
  5542. this.normals = [];
  5543. this.colors = [];
  5544. this.uvs = [];
  5545. this.uvs2 = [];
  5546. this.groups = [];
  5547. this.morphTargets = {};
  5548. this.skinWeights = [];
  5549. this.skinIndices = [];
  5550. // this.lineDistances = [];
  5551. this.boundingBox = null;
  5552. this.boundingSphere = null;
  5553. // update flags
  5554. this.verticesNeedUpdate = false;
  5555. this.normalsNeedUpdate = false;
  5556. this.colorsNeedUpdate = false;
  5557. this.uvsNeedUpdate = false;
  5558. this.groupsNeedUpdate = false;
  5559. }
  5560. Object.assign( DirectGeometry.prototype, {
  5561. computeGroups: function ( geometry ) {
  5562. var group;
  5563. var groups = [];
  5564. var materialIndex = undefined;
  5565. var faces = geometry.faces;
  5566. for ( var i = 0; i < faces.length; i ++ ) {
  5567. var face = faces[ i ];
  5568. // materials
  5569. if ( face.materialIndex !== materialIndex ) {
  5570. materialIndex = face.materialIndex;
  5571. if ( group !== undefined ) {
  5572. group.count = ( i * 3 ) - group.start;
  5573. groups.push( group );
  5574. }
  5575. group = {
  5576. start: i * 3,
  5577. materialIndex: materialIndex
  5578. };
  5579. }
  5580. }
  5581. if ( group !== undefined ) {
  5582. group.count = ( i * 3 ) - group.start;
  5583. groups.push( group );
  5584. }
  5585. this.groups = groups;
  5586. },
  5587. fromGeometry: function ( geometry ) {
  5588. var faces = geometry.faces;
  5589. var vertices = geometry.vertices;
  5590. var faceVertexUvs = geometry.faceVertexUvs;
  5591. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5592. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5593. // morphs
  5594. var morphTargets = geometry.morphTargets;
  5595. var morphTargetsLength = morphTargets.length;
  5596. var morphTargetsPosition;
  5597. if ( morphTargetsLength > 0 ) {
  5598. morphTargetsPosition = [];
  5599. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5600. morphTargetsPosition[ i ] = {
  5601. name: morphTargets[ i ].name,
  5602. data: []
  5603. };
  5604. }
  5605. this.morphTargets.position = morphTargetsPosition;
  5606. }
  5607. var morphNormals = geometry.morphNormals;
  5608. var morphNormalsLength = morphNormals.length;
  5609. var morphTargetsNormal;
  5610. if ( morphNormalsLength > 0 ) {
  5611. morphTargetsNormal = [];
  5612. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5613. morphTargetsNormal[ i ] = {
  5614. name: morphNormals[ i ].name,
  5615. data: []
  5616. };
  5617. }
  5618. this.morphTargets.normal = morphTargetsNormal;
  5619. }
  5620. // skins
  5621. var skinIndices = geometry.skinIndices;
  5622. var skinWeights = geometry.skinWeights;
  5623. var hasSkinIndices = skinIndices.length === vertices.length;
  5624. var hasSkinWeights = skinWeights.length === vertices.length;
  5625. //
  5626. if ( vertices.length > 0 && faces.length === 0 ) {
  5627. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5628. }
  5629. for ( var i = 0; i < faces.length; i ++ ) {
  5630. var face = faces[ i ];
  5631. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5632. var vertexNormals = face.vertexNormals;
  5633. if ( vertexNormals.length === 3 ) {
  5634. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5635. } else {
  5636. var normal = face.normal;
  5637. this.normals.push( normal, normal, normal );
  5638. }
  5639. var vertexColors = face.vertexColors;
  5640. if ( vertexColors.length === 3 ) {
  5641. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5642. } else {
  5643. var color = face.color;
  5644. this.colors.push( color, color, color );
  5645. }
  5646. if ( hasFaceVertexUv === true ) {
  5647. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5648. if ( vertexUvs !== undefined ) {
  5649. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5650. } else {
  5651. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5652. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5653. }
  5654. }
  5655. if ( hasFaceVertexUv2 === true ) {
  5656. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5657. if ( vertexUvs !== undefined ) {
  5658. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5659. } else {
  5660. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5661. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5662. }
  5663. }
  5664. // morphs
  5665. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5666. var morphTarget = morphTargets[ j ].vertices;
  5667. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5668. }
  5669. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5670. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5671. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5672. }
  5673. // skins
  5674. if ( hasSkinIndices ) {
  5675. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5676. }
  5677. if ( hasSkinWeights ) {
  5678. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5679. }
  5680. }
  5681. this.computeGroups( geometry );
  5682. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5683. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5684. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5685. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5686. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5687. if ( geometry.boundingSphere !== null ) {
  5688. this.boundingSphere = geometry.boundingSphere.clone();
  5689. }
  5690. if ( geometry.boundingBox !== null ) {
  5691. this.boundingBox = geometry.boundingBox.clone();
  5692. }
  5693. return this;
  5694. }
  5695. } );
  5696. /**
  5697. * @author mrdoob / http://mrdoob.com/
  5698. */
  5699. function arrayMax( array ) {
  5700. if ( array.length === 0 ) { return - Infinity; }
  5701. var max = array[ 0 ];
  5702. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5703. if ( array[ i ] > max ) { max = array[ i ]; }
  5704. }
  5705. return max;
  5706. }
  5707. /**
  5708. * @author alteredq / http://alteredqualia.com/
  5709. * @author mrdoob / http://mrdoob.com/
  5710. */
  5711. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5712. var _m1$2 = new Matrix4();
  5713. var _obj = new Object3D();
  5714. var _offset = new Vector3();
  5715. var _box$1 = new Box3();
  5716. var _boxMorphTargets = new Box3();
  5717. var _vector$4 = new Vector3();
  5718. function BufferGeometry() {
  5719. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5720. this.uuid = _Math.generateUUID();
  5721. this.name = '';
  5722. this.type = 'BufferGeometry';
  5723. this.index = null;
  5724. this.attributes = {};
  5725. this.morphAttributes = {};
  5726. this.groups = [];
  5727. this.boundingBox = null;
  5728. this.boundingSphere = null;
  5729. this.drawRange = { start: 0, count: Infinity };
  5730. this.userData = {};
  5731. }
  5732. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5733. constructor: BufferGeometry,
  5734. isBufferGeometry: true,
  5735. getIndex: function () {
  5736. return this.index;
  5737. },
  5738. setIndex: function ( index ) {
  5739. if ( Array.isArray( index ) ) {
  5740. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5741. } else {
  5742. this.index = index;
  5743. }
  5744. },
  5745. addAttribute: function ( name, attribute ) {
  5746. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5747. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5748. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5749. }
  5750. if ( name === 'index' ) {
  5751. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5752. this.setIndex( attribute );
  5753. return this;
  5754. }
  5755. return this.setAttribute( name, attribute );
  5756. },
  5757. getAttribute: function ( name ) {
  5758. return this.attributes[ name ];
  5759. },
  5760. setAttribute: function ( name, attribute ) {
  5761. this.attributes[ name ] = attribute;
  5762. return this;
  5763. },
  5764. removeAttribute: function ( name ) {
  5765. delete this.attributes[ name ];
  5766. return this;
  5767. },
  5768. addGroup: function ( start, count, materialIndex ) {
  5769. this.groups.push( {
  5770. start: start,
  5771. count: count,
  5772. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5773. } );
  5774. },
  5775. clearGroups: function () {
  5776. this.groups = [];
  5777. },
  5778. setDrawRange: function ( start, count ) {
  5779. this.drawRange.start = start;
  5780. this.drawRange.count = count;
  5781. },
  5782. applyMatrix: function ( matrix ) {
  5783. var position = this.attributes.position;
  5784. if ( position !== undefined ) {
  5785. matrix.applyToBufferAttribute( position );
  5786. position.needsUpdate = true;
  5787. }
  5788. var normal = this.attributes.normal;
  5789. if ( normal !== undefined ) {
  5790. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5791. normalMatrix.applyToBufferAttribute( normal );
  5792. normal.needsUpdate = true;
  5793. }
  5794. var tangent = this.attributes.tangent;
  5795. if ( tangent !== undefined ) {
  5796. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5797. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5798. normalMatrix.applyToBufferAttribute( tangent );
  5799. tangent.needsUpdate = true;
  5800. }
  5801. if ( this.boundingBox !== null ) {
  5802. this.computeBoundingBox();
  5803. }
  5804. if ( this.boundingSphere !== null ) {
  5805. this.computeBoundingSphere();
  5806. }
  5807. return this;
  5808. },
  5809. rotateX: function ( angle ) {
  5810. // rotate geometry around world x-axis
  5811. _m1$2.makeRotationX( angle );
  5812. this.applyMatrix( _m1$2 );
  5813. return this;
  5814. },
  5815. rotateY: function ( angle ) {
  5816. // rotate geometry around world y-axis
  5817. _m1$2.makeRotationY( angle );
  5818. this.applyMatrix( _m1$2 );
  5819. return this;
  5820. },
  5821. rotateZ: function ( angle ) {
  5822. // rotate geometry around world z-axis
  5823. _m1$2.makeRotationZ( angle );
  5824. this.applyMatrix( _m1$2 );
  5825. return this;
  5826. },
  5827. translate: function ( x, y, z ) {
  5828. // translate geometry
  5829. _m1$2.makeTranslation( x, y, z );
  5830. this.applyMatrix( _m1$2 );
  5831. return this;
  5832. },
  5833. scale: function ( x, y, z ) {
  5834. // scale geometry
  5835. _m1$2.makeScale( x, y, z );
  5836. this.applyMatrix( _m1$2 );
  5837. return this;
  5838. },
  5839. lookAt: function ( vector ) {
  5840. _obj.lookAt( vector );
  5841. _obj.updateMatrix();
  5842. this.applyMatrix( _obj.matrix );
  5843. return this;
  5844. },
  5845. center: function () {
  5846. this.computeBoundingBox();
  5847. this.boundingBox.getCenter( _offset ).negate();
  5848. this.translate( _offset.x, _offset.y, _offset.z );
  5849. return this;
  5850. },
  5851. setFromObject: function ( object ) {
  5852. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5853. var geometry = object.geometry;
  5854. if ( object.isPoints || object.isLine ) {
  5855. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5856. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5857. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5858. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5859. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5860. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5861. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5862. }
  5863. if ( geometry.boundingSphere !== null ) {
  5864. this.boundingSphere = geometry.boundingSphere.clone();
  5865. }
  5866. if ( geometry.boundingBox !== null ) {
  5867. this.boundingBox = geometry.boundingBox.clone();
  5868. }
  5869. } else if ( object.isMesh ) {
  5870. if ( geometry && geometry.isGeometry ) {
  5871. this.fromGeometry( geometry );
  5872. }
  5873. }
  5874. return this;
  5875. },
  5876. setFromPoints: function ( points ) {
  5877. var position = [];
  5878. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5879. var point = points[ i ];
  5880. position.push( point.x, point.y, point.z || 0 );
  5881. }
  5882. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5883. return this;
  5884. },
  5885. updateFromObject: function ( object ) {
  5886. var geometry = object.geometry;
  5887. if ( object.isMesh ) {
  5888. var direct = geometry.__directGeometry;
  5889. if ( geometry.elementsNeedUpdate === true ) {
  5890. direct = undefined;
  5891. geometry.elementsNeedUpdate = false;
  5892. }
  5893. if ( direct === undefined ) {
  5894. return this.fromGeometry( geometry );
  5895. }
  5896. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5897. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5898. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5899. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5900. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5901. geometry.verticesNeedUpdate = false;
  5902. geometry.normalsNeedUpdate = false;
  5903. geometry.colorsNeedUpdate = false;
  5904. geometry.uvsNeedUpdate = false;
  5905. geometry.groupsNeedUpdate = false;
  5906. geometry = direct;
  5907. }
  5908. var attribute;
  5909. if ( geometry.verticesNeedUpdate === true ) {
  5910. attribute = this.attributes.position;
  5911. if ( attribute !== undefined ) {
  5912. attribute.copyVector3sArray( geometry.vertices );
  5913. attribute.needsUpdate = true;
  5914. }
  5915. geometry.verticesNeedUpdate = false;
  5916. }
  5917. if ( geometry.normalsNeedUpdate === true ) {
  5918. attribute = this.attributes.normal;
  5919. if ( attribute !== undefined ) {
  5920. attribute.copyVector3sArray( geometry.normals );
  5921. attribute.needsUpdate = true;
  5922. }
  5923. geometry.normalsNeedUpdate = false;
  5924. }
  5925. if ( geometry.colorsNeedUpdate === true ) {
  5926. attribute = this.attributes.color;
  5927. if ( attribute !== undefined ) {
  5928. attribute.copyColorsArray( geometry.colors );
  5929. attribute.needsUpdate = true;
  5930. }
  5931. geometry.colorsNeedUpdate = false;
  5932. }
  5933. if ( geometry.uvsNeedUpdate ) {
  5934. attribute = this.attributes.uv;
  5935. if ( attribute !== undefined ) {
  5936. attribute.copyVector2sArray( geometry.uvs );
  5937. attribute.needsUpdate = true;
  5938. }
  5939. geometry.uvsNeedUpdate = false;
  5940. }
  5941. if ( geometry.lineDistancesNeedUpdate ) {
  5942. attribute = this.attributes.lineDistance;
  5943. if ( attribute !== undefined ) {
  5944. attribute.copyArray( geometry.lineDistances );
  5945. attribute.needsUpdate = true;
  5946. }
  5947. geometry.lineDistancesNeedUpdate = false;
  5948. }
  5949. if ( geometry.groupsNeedUpdate ) {
  5950. geometry.computeGroups( object.geometry );
  5951. this.groups = geometry.groups;
  5952. geometry.groupsNeedUpdate = false;
  5953. }
  5954. return this;
  5955. },
  5956. fromGeometry: function ( geometry ) {
  5957. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5958. return this.fromDirectGeometry( geometry.__directGeometry );
  5959. },
  5960. fromDirectGeometry: function ( geometry ) {
  5961. var positions = new Float32Array( geometry.vertices.length * 3 );
  5962. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5963. if ( geometry.normals.length > 0 ) {
  5964. var normals = new Float32Array( geometry.normals.length * 3 );
  5965. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5966. }
  5967. if ( geometry.colors.length > 0 ) {
  5968. var colors = new Float32Array( geometry.colors.length * 3 );
  5969. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5970. }
  5971. if ( geometry.uvs.length > 0 ) {
  5972. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5973. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5974. }
  5975. if ( geometry.uvs2.length > 0 ) {
  5976. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5977. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5978. }
  5979. // groups
  5980. this.groups = geometry.groups;
  5981. // morphs
  5982. for ( var name in geometry.morphTargets ) {
  5983. var array = [];
  5984. var morphTargets = geometry.morphTargets[ name ];
  5985. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5986. var morphTarget = morphTargets[ i ];
  5987. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5988. attribute.name = morphTarget.name;
  5989. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5990. }
  5991. this.morphAttributes[ name ] = array;
  5992. }
  5993. // skinning
  5994. if ( geometry.skinIndices.length > 0 ) {
  5995. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5996. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5997. }
  5998. if ( geometry.skinWeights.length > 0 ) {
  5999. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6000. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6001. }
  6002. //
  6003. if ( geometry.boundingSphere !== null ) {
  6004. this.boundingSphere = geometry.boundingSphere.clone();
  6005. }
  6006. if ( geometry.boundingBox !== null ) {
  6007. this.boundingBox = geometry.boundingBox.clone();
  6008. }
  6009. return this;
  6010. },
  6011. computeBoundingBox: function () {
  6012. if ( this.boundingBox === null ) {
  6013. this.boundingBox = new Box3();
  6014. }
  6015. var position = this.attributes.position;
  6016. var morphAttributesPosition = this.morphAttributes.position;
  6017. if ( position !== undefined ) {
  6018. this.boundingBox.setFromBufferAttribute( position );
  6019. // process morph attributes if present
  6020. if ( morphAttributesPosition ) {
  6021. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6022. var morphAttribute = morphAttributesPosition[ i ];
  6023. _box$1.setFromBufferAttribute( morphAttribute );
  6024. this.boundingBox.expandByPoint( _box$1.min );
  6025. this.boundingBox.expandByPoint( _box$1.max );
  6026. }
  6027. }
  6028. } else {
  6029. this.boundingBox.makeEmpty();
  6030. }
  6031. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6032. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6033. }
  6034. },
  6035. computeBoundingSphere: function () {
  6036. if ( this.boundingSphere === null ) {
  6037. this.boundingSphere = new Sphere();
  6038. }
  6039. var position = this.attributes.position;
  6040. var morphAttributesPosition = this.morphAttributes.position;
  6041. if ( position ) {
  6042. // first, find the center of the bounding sphere
  6043. var center = this.boundingSphere.center;
  6044. _box$1.setFromBufferAttribute( position );
  6045. // process morph attributes if present
  6046. if ( morphAttributesPosition ) {
  6047. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6048. var morphAttribute = morphAttributesPosition[ i ];
  6049. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6050. _box$1.expandByPoint( _boxMorphTargets.min );
  6051. _box$1.expandByPoint( _boxMorphTargets.max );
  6052. }
  6053. }
  6054. _box$1.getCenter( center );
  6055. // second, try to find a boundingSphere with a radius smaller than the
  6056. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6057. var maxRadiusSq = 0;
  6058. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6059. _vector$4.fromBufferAttribute( position, i );
  6060. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6061. }
  6062. // process morph attributes if present
  6063. if ( morphAttributesPosition ) {
  6064. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6065. var morphAttribute = morphAttributesPosition[ i ];
  6066. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6067. _vector$4.fromBufferAttribute( morphAttribute, j );
  6068. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6069. }
  6070. }
  6071. }
  6072. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6073. if ( isNaN( this.boundingSphere.radius ) ) {
  6074. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6075. }
  6076. }
  6077. },
  6078. computeFaceNormals: function () {
  6079. // backwards compatibility
  6080. },
  6081. computeVertexNormals: function () {
  6082. var index = this.index;
  6083. var attributes = this.attributes;
  6084. if ( attributes.position ) {
  6085. var positions = attributes.position.array;
  6086. if ( attributes.normal === undefined ) {
  6087. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6088. } else {
  6089. // reset existing normals to zero
  6090. var array = attributes.normal.array;
  6091. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6092. array[ i ] = 0;
  6093. }
  6094. }
  6095. var normals = attributes.normal.array;
  6096. var vA, vB, vC;
  6097. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6098. var cb = new Vector3(), ab = new Vector3();
  6099. // indexed elements
  6100. if ( index ) {
  6101. var indices = index.array;
  6102. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6103. vA = indices[ i + 0 ] * 3;
  6104. vB = indices[ i + 1 ] * 3;
  6105. vC = indices[ i + 2 ] * 3;
  6106. pA.fromArray( positions, vA );
  6107. pB.fromArray( positions, vB );
  6108. pC.fromArray( positions, vC );
  6109. cb.subVectors( pC, pB );
  6110. ab.subVectors( pA, pB );
  6111. cb.cross( ab );
  6112. normals[ vA ] += cb.x;
  6113. normals[ vA + 1 ] += cb.y;
  6114. normals[ vA + 2 ] += cb.z;
  6115. normals[ vB ] += cb.x;
  6116. normals[ vB + 1 ] += cb.y;
  6117. normals[ vB + 2 ] += cb.z;
  6118. normals[ vC ] += cb.x;
  6119. normals[ vC + 1 ] += cb.y;
  6120. normals[ vC + 2 ] += cb.z;
  6121. }
  6122. } else {
  6123. // non-indexed elements (unconnected triangle soup)
  6124. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6125. pA.fromArray( positions, i );
  6126. pB.fromArray( positions, i + 3 );
  6127. pC.fromArray( positions, i + 6 );
  6128. cb.subVectors( pC, pB );
  6129. ab.subVectors( pA, pB );
  6130. cb.cross( ab );
  6131. normals[ i ] = cb.x;
  6132. normals[ i + 1 ] = cb.y;
  6133. normals[ i + 2 ] = cb.z;
  6134. normals[ i + 3 ] = cb.x;
  6135. normals[ i + 4 ] = cb.y;
  6136. normals[ i + 5 ] = cb.z;
  6137. normals[ i + 6 ] = cb.x;
  6138. normals[ i + 7 ] = cb.y;
  6139. normals[ i + 8 ] = cb.z;
  6140. }
  6141. }
  6142. this.normalizeNormals();
  6143. attributes.normal.needsUpdate = true;
  6144. }
  6145. },
  6146. merge: function ( geometry, offset ) {
  6147. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6148. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6149. return;
  6150. }
  6151. if ( offset === undefined ) {
  6152. offset = 0;
  6153. console.warn(
  6154. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6155. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6156. );
  6157. }
  6158. var attributes = this.attributes;
  6159. for ( var key in attributes ) {
  6160. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6161. var attribute1 = attributes[ key ];
  6162. var attributeArray1 = attribute1.array;
  6163. var attribute2 = geometry.attributes[ key ];
  6164. var attributeArray2 = attribute2.array;
  6165. var attributeOffset = attribute2.itemSize * offset;
  6166. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6167. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6168. attributeArray1[ j ] = attributeArray2[ i ];
  6169. }
  6170. }
  6171. return this;
  6172. },
  6173. normalizeNormals: function () {
  6174. var normals = this.attributes.normal;
  6175. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6176. _vector$4.x = normals.getX( i );
  6177. _vector$4.y = normals.getY( i );
  6178. _vector$4.z = normals.getZ( i );
  6179. _vector$4.normalize();
  6180. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6181. }
  6182. },
  6183. toNonIndexed: function () {
  6184. function convertBufferAttribute( attribute, indices ) {
  6185. var array = attribute.array;
  6186. var itemSize = attribute.itemSize;
  6187. var array2 = new array.constructor( indices.length * itemSize );
  6188. var index = 0, index2 = 0;
  6189. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6190. index = indices[ i ] * itemSize;
  6191. for ( var j = 0; j < itemSize; j ++ ) {
  6192. array2[ index2 ++ ] = array[ index ++ ];
  6193. }
  6194. }
  6195. return new BufferAttribute( array2, itemSize );
  6196. }
  6197. //
  6198. if ( this.index === null ) {
  6199. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6200. return this;
  6201. }
  6202. var geometry2 = new BufferGeometry();
  6203. var indices = this.index.array;
  6204. var attributes = this.attributes;
  6205. // attributes
  6206. for ( var name in attributes ) {
  6207. var attribute = attributes[ name ];
  6208. var newAttribute = convertBufferAttribute( attribute, indices );
  6209. geometry2.addAttribute( name, newAttribute );
  6210. }
  6211. // morph attributes
  6212. var morphAttributes = this.morphAttributes;
  6213. for ( name in morphAttributes ) {
  6214. var morphArray = [];
  6215. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6216. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6217. var attribute = morphAttribute[ i ];
  6218. var newAttribute = convertBufferAttribute( attribute, indices );
  6219. morphArray.push( newAttribute );
  6220. }
  6221. geometry2.morphAttributes[ name ] = morphArray;
  6222. }
  6223. // groups
  6224. var groups = this.groups;
  6225. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6226. var group = groups[ i ];
  6227. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6228. }
  6229. return geometry2;
  6230. },
  6231. toJSON: function () {
  6232. var data = {
  6233. metadata: {
  6234. version: 4.5,
  6235. type: 'BufferGeometry',
  6236. generator: 'BufferGeometry.toJSON'
  6237. }
  6238. };
  6239. // standard BufferGeometry serialization
  6240. data.uuid = this.uuid;
  6241. data.type = this.type;
  6242. if ( this.name !== '' ) { data.name = this.name; }
  6243. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6244. if ( this.parameters !== undefined ) {
  6245. var parameters = this.parameters;
  6246. for ( var key in parameters ) {
  6247. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6248. }
  6249. return data;
  6250. }
  6251. data.data = { attributes: {} };
  6252. var index = this.index;
  6253. if ( index !== null ) {
  6254. data.data.index = {
  6255. type: index.array.constructor.name,
  6256. array: Array.prototype.slice.call( index.array )
  6257. };
  6258. }
  6259. var attributes = this.attributes;
  6260. for ( var key in attributes ) {
  6261. var attribute = attributes[ key ];
  6262. var attributeData = attribute.toJSON();
  6263. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6264. data.data.attributes[ key ] = attributeData;
  6265. }
  6266. var morphAttributes = {};
  6267. var hasMorphAttributes = false;
  6268. for ( var key in this.morphAttributes ) {
  6269. var attributeArray = this.morphAttributes[ key ];
  6270. var array = [];
  6271. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6272. var attribute = attributeArray[ i ];
  6273. var attributeData = attribute.toJSON();
  6274. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6275. array.push( attributeData );
  6276. }
  6277. if ( array.length > 0 ) {
  6278. morphAttributes[ key ] = array;
  6279. hasMorphAttributes = true;
  6280. }
  6281. }
  6282. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6283. var groups = this.groups;
  6284. if ( groups.length > 0 ) {
  6285. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6286. }
  6287. var boundingSphere = this.boundingSphere;
  6288. if ( boundingSphere !== null ) {
  6289. data.data.boundingSphere = {
  6290. center: boundingSphere.center.toArray(),
  6291. radius: boundingSphere.radius
  6292. };
  6293. }
  6294. return data;
  6295. },
  6296. clone: function () {
  6297. /*
  6298. // Handle primitives
  6299. var parameters = this.parameters;
  6300. if ( parameters !== undefined ) {
  6301. var values = [];
  6302. for ( var key in parameters ) {
  6303. values.push( parameters[ key ] );
  6304. }
  6305. var geometry = Object.create( this.constructor.prototype );
  6306. this.constructor.apply( geometry, values );
  6307. return geometry;
  6308. }
  6309. return new this.constructor().copy( this );
  6310. */
  6311. return new BufferGeometry().copy( this );
  6312. },
  6313. copy: function ( source ) {
  6314. var name, i, l;
  6315. // reset
  6316. this.index = null;
  6317. this.attributes = {};
  6318. this.morphAttributes = {};
  6319. this.groups = [];
  6320. this.boundingBox = null;
  6321. this.boundingSphere = null;
  6322. // name
  6323. this.name = source.name;
  6324. // index
  6325. var index = source.index;
  6326. if ( index !== null ) {
  6327. this.setIndex( index.clone() );
  6328. }
  6329. // attributes
  6330. var attributes = source.attributes;
  6331. for ( name in attributes ) {
  6332. var attribute = attributes[ name ];
  6333. this.addAttribute( name, attribute.clone() );
  6334. }
  6335. // morph attributes
  6336. var morphAttributes = source.morphAttributes;
  6337. for ( name in morphAttributes ) {
  6338. var array = [];
  6339. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6340. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6341. array.push( morphAttribute[ i ].clone() );
  6342. }
  6343. this.morphAttributes[ name ] = array;
  6344. }
  6345. // groups
  6346. var groups = source.groups;
  6347. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6348. var group = groups[ i ];
  6349. this.addGroup( group.start, group.count, group.materialIndex );
  6350. }
  6351. // bounding box
  6352. var boundingBox = source.boundingBox;
  6353. if ( boundingBox !== null ) {
  6354. this.boundingBox = boundingBox.clone();
  6355. }
  6356. // bounding sphere
  6357. var boundingSphere = source.boundingSphere;
  6358. if ( boundingSphere !== null ) {
  6359. this.boundingSphere = boundingSphere.clone();
  6360. }
  6361. // draw range
  6362. this.drawRange.start = source.drawRange.start;
  6363. this.drawRange.count = source.drawRange.count;
  6364. // user data
  6365. this.userData = source.userData;
  6366. return this;
  6367. },
  6368. dispose: function () {
  6369. this.dispatchEvent( { type: 'dispose' } );
  6370. }
  6371. } );
  6372. /**
  6373. * @author mrdoob / http://mrdoob.com/
  6374. * @author alteredq / http://alteredqualia.com/
  6375. * @author mikael emtinger / http://gomo.se/
  6376. * @author jonobr1 / http://jonobr1.com/
  6377. */
  6378. var _inverseMatrix = new Matrix4();
  6379. var _ray = new Ray();
  6380. var _sphere = new Sphere();
  6381. var _vA = new Vector3();
  6382. var _vB = new Vector3();
  6383. var _vC = new Vector3();
  6384. var _tempA = new Vector3();
  6385. var _tempB = new Vector3();
  6386. var _tempC = new Vector3();
  6387. var _morphA = new Vector3();
  6388. var _morphB = new Vector3();
  6389. var _morphC = new Vector3();
  6390. var _uvA = new Vector2();
  6391. var _uvB = new Vector2();
  6392. var _uvC = new Vector2();
  6393. var _intersectionPoint = new Vector3();
  6394. var _intersectionPointWorld = new Vector3();
  6395. function Mesh( geometry, material ) {
  6396. Object3D.call( this );
  6397. this.type = 'Mesh';
  6398. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6399. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6400. this.drawMode = TrianglesDrawMode;
  6401. this.updateMorphTargets();
  6402. }
  6403. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6404. constructor: Mesh,
  6405. isMesh: true,
  6406. setDrawMode: function ( value ) {
  6407. this.drawMode = value;
  6408. },
  6409. copy: function ( source ) {
  6410. Object3D.prototype.copy.call( this, source );
  6411. this.drawMode = source.drawMode;
  6412. if ( source.morphTargetInfluences !== undefined ) {
  6413. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6414. }
  6415. if ( source.morphTargetDictionary !== undefined ) {
  6416. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6417. }
  6418. return this;
  6419. },
  6420. updateMorphTargets: function () {
  6421. var geometry = this.geometry;
  6422. var m, ml, name;
  6423. if ( geometry.isBufferGeometry ) {
  6424. var morphAttributes = geometry.morphAttributes;
  6425. var keys = Object.keys( morphAttributes );
  6426. if ( keys.length > 0 ) {
  6427. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6428. if ( morphAttribute !== undefined ) {
  6429. this.morphTargetInfluences = [];
  6430. this.morphTargetDictionary = {};
  6431. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6432. name = morphAttribute[ m ].name || String( m );
  6433. this.morphTargetInfluences.push( 0 );
  6434. this.morphTargetDictionary[ name ] = m;
  6435. }
  6436. }
  6437. }
  6438. } else {
  6439. var morphTargets = geometry.morphTargets;
  6440. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6441. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6442. }
  6443. }
  6444. },
  6445. raycast: function ( raycaster, intersects ) {
  6446. var geometry = this.geometry;
  6447. var material = this.material;
  6448. var matrixWorld = this.matrixWorld;
  6449. if ( material === undefined ) { return; }
  6450. // Checking boundingSphere distance to ray
  6451. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6452. _sphere.copy( geometry.boundingSphere );
  6453. _sphere.applyMatrix4( matrixWorld );
  6454. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6455. //
  6456. _inverseMatrix.getInverse( matrixWorld );
  6457. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6458. // Check boundingBox before continuing
  6459. if ( geometry.boundingBox !== null ) {
  6460. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6461. }
  6462. var intersection;
  6463. if ( geometry.isBufferGeometry ) {
  6464. var a, b, c;
  6465. var index = geometry.index;
  6466. var position = geometry.attributes.position;
  6467. var morphPosition = geometry.morphAttributes.position;
  6468. var uv = geometry.attributes.uv;
  6469. var uv2 = geometry.attributes.uv2;
  6470. var groups = geometry.groups;
  6471. var drawRange = geometry.drawRange;
  6472. var i, j, il, jl;
  6473. var group, groupMaterial;
  6474. var start, end;
  6475. if ( index !== null ) {
  6476. // indexed buffer geometry
  6477. if ( Array.isArray( material ) ) {
  6478. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6479. group = groups[ i ];
  6480. groupMaterial = material[ group.materialIndex ];
  6481. start = Math.max( group.start, drawRange.start );
  6482. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6483. for ( j = start, jl = end; j < jl; j += 3 ) {
  6484. a = index.getX( j );
  6485. b = index.getX( j + 1 );
  6486. c = index.getX( j + 2 );
  6487. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6488. if ( intersection ) {
  6489. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6490. intersection.face.materialIndex = group.materialIndex;
  6491. intersects.push( intersection );
  6492. }
  6493. }
  6494. }
  6495. } else {
  6496. start = Math.max( 0, drawRange.start );
  6497. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6498. for ( i = start, il = end; i < il; i += 3 ) {
  6499. a = index.getX( i );
  6500. b = index.getX( i + 1 );
  6501. c = index.getX( i + 2 );
  6502. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6503. if ( intersection ) {
  6504. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6505. intersects.push( intersection );
  6506. }
  6507. }
  6508. }
  6509. } else if ( position !== undefined ) {
  6510. // non-indexed buffer geometry
  6511. if ( Array.isArray( material ) ) {
  6512. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6513. group = groups[ i ];
  6514. groupMaterial = material[ group.materialIndex ];
  6515. start = Math.max( group.start, drawRange.start );
  6516. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6517. for ( j = start, jl = end; j < jl; j += 3 ) {
  6518. a = j;
  6519. b = j + 1;
  6520. c = j + 2;
  6521. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6522. if ( intersection ) {
  6523. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6524. intersection.face.materialIndex = group.materialIndex;
  6525. intersects.push( intersection );
  6526. }
  6527. }
  6528. }
  6529. } else {
  6530. start = Math.max( 0, drawRange.start );
  6531. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6532. for ( i = start, il = end; i < il; i += 3 ) {
  6533. a = i;
  6534. b = i + 1;
  6535. c = i + 2;
  6536. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6537. if ( intersection ) {
  6538. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6539. intersects.push( intersection );
  6540. }
  6541. }
  6542. }
  6543. }
  6544. } else if ( geometry.isGeometry ) {
  6545. var fvA, fvB, fvC;
  6546. var isMultiMaterial = Array.isArray( material );
  6547. var vertices = geometry.vertices;
  6548. var faces = geometry.faces;
  6549. var uvs;
  6550. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6551. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6552. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6553. var face = faces[ f ];
  6554. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6555. if ( faceMaterial === undefined ) { continue; }
  6556. fvA = vertices[ face.a ];
  6557. fvB = vertices[ face.b ];
  6558. fvC = vertices[ face.c ];
  6559. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6560. if ( intersection ) {
  6561. if ( uvs && uvs[ f ] ) {
  6562. var uvs_f = uvs[ f ];
  6563. _uvA.copy( uvs_f[ 0 ] );
  6564. _uvB.copy( uvs_f[ 1 ] );
  6565. _uvC.copy( uvs_f[ 2 ] );
  6566. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6567. }
  6568. intersection.face = face;
  6569. intersection.faceIndex = f;
  6570. intersects.push( intersection );
  6571. }
  6572. }
  6573. }
  6574. },
  6575. clone: function () {
  6576. return new this.constructor( this.geometry, this.material ).copy( this );
  6577. }
  6578. } );
  6579. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6580. var intersect;
  6581. if ( material.side === BackSide ) {
  6582. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6583. } else {
  6584. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6585. }
  6586. if ( intersect === null ) { return null; }
  6587. _intersectionPointWorld.copy( point );
  6588. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6589. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6590. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6591. return {
  6592. distance: distance,
  6593. point: _intersectionPointWorld.clone(),
  6594. object: object
  6595. };
  6596. }
  6597. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6598. _vA.fromBufferAttribute( position, a );
  6599. _vB.fromBufferAttribute( position, b );
  6600. _vC.fromBufferAttribute( position, c );
  6601. var morphInfluences = object.morphTargetInfluences;
  6602. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6603. _morphA.set( 0, 0, 0 );
  6604. _morphB.set( 0, 0, 0 );
  6605. _morphC.set( 0, 0, 0 );
  6606. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6607. var influence = morphInfluences[ i ];
  6608. var morphAttribute = morphPosition[ i ];
  6609. if ( influence === 0 ) { continue; }
  6610. _tempA.fromBufferAttribute( morphAttribute, a );
  6611. _tempB.fromBufferAttribute( morphAttribute, b );
  6612. _tempC.fromBufferAttribute( morphAttribute, c );
  6613. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6614. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6615. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6616. }
  6617. _vA.add( _morphA );
  6618. _vB.add( _morphB );
  6619. _vC.add( _morphC );
  6620. }
  6621. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6622. if ( intersection ) {
  6623. if ( uv ) {
  6624. _uvA.fromBufferAttribute( uv, a );
  6625. _uvB.fromBufferAttribute( uv, b );
  6626. _uvC.fromBufferAttribute( uv, c );
  6627. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6628. }
  6629. if ( uv2 ) {
  6630. _uvA.fromBufferAttribute( uv2, a );
  6631. _uvB.fromBufferAttribute( uv2, b );
  6632. _uvC.fromBufferAttribute( uv2, c );
  6633. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6634. }
  6635. var face = new Face3( a, b, c );
  6636. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6637. intersection.face = face;
  6638. }
  6639. return intersection;
  6640. }
  6641. /**
  6642. * @author mrdoob / http://mrdoob.com/
  6643. * @author kile / http://kile.stravaganza.org/
  6644. * @author alteredq / http://alteredqualia.com/
  6645. * @author mikael emtinger / http://gomo.se/
  6646. * @author zz85 / http://www.lab4games.net/zz85/blog
  6647. * @author bhouston / http://clara.io
  6648. */
  6649. var _geometryId = 0; // Geometry uses even numbers as Id
  6650. var _m1$3 = new Matrix4();
  6651. var _obj$1 = new Object3D();
  6652. var _offset$1 = new Vector3();
  6653. function Geometry() {
  6654. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6655. this.uuid = _Math.generateUUID();
  6656. this.name = '';
  6657. this.type = 'Geometry';
  6658. this.vertices = [];
  6659. this.colors = [];
  6660. this.faces = [];
  6661. this.faceVertexUvs = [[]];
  6662. this.morphTargets = [];
  6663. this.morphNormals = [];
  6664. this.skinWeights = [];
  6665. this.skinIndices = [];
  6666. this.lineDistances = [];
  6667. this.boundingBox = null;
  6668. this.boundingSphere = null;
  6669. // update flags
  6670. this.elementsNeedUpdate = false;
  6671. this.verticesNeedUpdate = false;
  6672. this.uvsNeedUpdate = false;
  6673. this.normalsNeedUpdate = false;
  6674. this.colorsNeedUpdate = false;
  6675. this.lineDistancesNeedUpdate = false;
  6676. this.groupsNeedUpdate = false;
  6677. }
  6678. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6679. constructor: Geometry,
  6680. isGeometry: true,
  6681. applyMatrix: function ( matrix ) {
  6682. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6683. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6684. var vertex = this.vertices[ i ];
  6685. vertex.applyMatrix4( matrix );
  6686. }
  6687. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6688. var face = this.faces[ i ];
  6689. face.normal.applyMatrix3( normalMatrix ).normalize();
  6690. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6691. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6692. }
  6693. }
  6694. if ( this.boundingBox !== null ) {
  6695. this.computeBoundingBox();
  6696. }
  6697. if ( this.boundingSphere !== null ) {
  6698. this.computeBoundingSphere();
  6699. }
  6700. this.verticesNeedUpdate = true;
  6701. this.normalsNeedUpdate = true;
  6702. return this;
  6703. },
  6704. rotateX: function ( angle ) {
  6705. // rotate geometry around world x-axis
  6706. _m1$3.makeRotationX( angle );
  6707. this.applyMatrix( _m1$3 );
  6708. return this;
  6709. },
  6710. rotateY: function ( angle ) {
  6711. // rotate geometry around world y-axis
  6712. _m1$3.makeRotationY( angle );
  6713. this.applyMatrix( _m1$3 );
  6714. return this;
  6715. },
  6716. rotateZ: function ( angle ) {
  6717. // rotate geometry around world z-axis
  6718. _m1$3.makeRotationZ( angle );
  6719. this.applyMatrix( _m1$3 );
  6720. return this;
  6721. },
  6722. translate: function ( x, y, z ) {
  6723. // translate geometry
  6724. _m1$3.makeTranslation( x, y, z );
  6725. this.applyMatrix( _m1$3 );
  6726. return this;
  6727. },
  6728. scale: function ( x, y, z ) {
  6729. // scale geometry
  6730. _m1$3.makeScale( x, y, z );
  6731. this.applyMatrix( _m1$3 );
  6732. return this;
  6733. },
  6734. lookAt: function ( vector ) {
  6735. _obj$1.lookAt( vector );
  6736. _obj$1.updateMatrix();
  6737. this.applyMatrix( _obj$1.matrix );
  6738. return this;
  6739. },
  6740. fromBufferGeometry: function ( geometry ) {
  6741. var scope = this;
  6742. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6743. var attributes = geometry.attributes;
  6744. if ( attributes.position === undefined ) {
  6745. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6746. return this;
  6747. }
  6748. var positions = attributes.position.array;
  6749. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6750. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6751. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6752. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6753. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6754. for ( var i = 0; i < positions.length; i += 3 ) {
  6755. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6756. if ( colors !== undefined ) {
  6757. scope.colors.push( new Color().fromArray( colors, i ) );
  6758. }
  6759. }
  6760. function addFace( a, b, c, materialIndex ) {
  6761. var vertexColors = ( colors === undefined ) ? [] : [
  6762. scope.colors[ a ].clone(),
  6763. scope.colors[ b ].clone(),
  6764. scope.colors[ c ].clone() ];
  6765. var vertexNormals = ( normals === undefined ) ? [] : [
  6766. new Vector3().fromArray( normals, a * 3 ),
  6767. new Vector3().fromArray( normals, b * 3 ),
  6768. new Vector3().fromArray( normals, c * 3 )
  6769. ];
  6770. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6771. scope.faces.push( face );
  6772. if ( uvs !== undefined ) {
  6773. scope.faceVertexUvs[ 0 ].push( [
  6774. new Vector2().fromArray( uvs, a * 2 ),
  6775. new Vector2().fromArray( uvs, b * 2 ),
  6776. new Vector2().fromArray( uvs, c * 2 )
  6777. ] );
  6778. }
  6779. if ( uvs2 !== undefined ) {
  6780. scope.faceVertexUvs[ 1 ].push( [
  6781. new Vector2().fromArray( uvs2, a * 2 ),
  6782. new Vector2().fromArray( uvs2, b * 2 ),
  6783. new Vector2().fromArray( uvs2, c * 2 )
  6784. ] );
  6785. }
  6786. }
  6787. var groups = geometry.groups;
  6788. if ( groups.length > 0 ) {
  6789. for ( var i = 0; i < groups.length; i ++ ) {
  6790. var group = groups[ i ];
  6791. var start = group.start;
  6792. var count = group.count;
  6793. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6794. if ( indices !== undefined ) {
  6795. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6796. } else {
  6797. addFace( j, j + 1, j + 2, group.materialIndex );
  6798. }
  6799. }
  6800. }
  6801. } else {
  6802. if ( indices !== undefined ) {
  6803. for ( var i = 0; i < indices.length; i += 3 ) {
  6804. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6805. }
  6806. } else {
  6807. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6808. addFace( i, i + 1, i + 2 );
  6809. }
  6810. }
  6811. }
  6812. this.computeFaceNormals();
  6813. if ( geometry.boundingBox !== null ) {
  6814. this.boundingBox = geometry.boundingBox.clone();
  6815. }
  6816. if ( geometry.boundingSphere !== null ) {
  6817. this.boundingSphere = geometry.boundingSphere.clone();
  6818. }
  6819. return this;
  6820. },
  6821. center: function () {
  6822. this.computeBoundingBox();
  6823. this.boundingBox.getCenter( _offset$1 ).negate();
  6824. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6825. return this;
  6826. },
  6827. normalize: function () {
  6828. this.computeBoundingSphere();
  6829. var center = this.boundingSphere.center;
  6830. var radius = this.boundingSphere.radius;
  6831. var s = radius === 0 ? 1 : 1.0 / radius;
  6832. var matrix = new Matrix4();
  6833. matrix.set(
  6834. s, 0, 0, - s * center.x,
  6835. 0, s, 0, - s * center.y,
  6836. 0, 0, s, - s * center.z,
  6837. 0, 0, 0, 1
  6838. );
  6839. this.applyMatrix( matrix );
  6840. return this;
  6841. },
  6842. computeFaceNormals: function () {
  6843. var cb = new Vector3(), ab = new Vector3();
  6844. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6845. var face = this.faces[ f ];
  6846. var vA = this.vertices[ face.a ];
  6847. var vB = this.vertices[ face.b ];
  6848. var vC = this.vertices[ face.c ];
  6849. cb.subVectors( vC, vB );
  6850. ab.subVectors( vA, vB );
  6851. cb.cross( ab );
  6852. cb.normalize();
  6853. face.normal.copy( cb );
  6854. }
  6855. },
  6856. computeVertexNormals: function ( areaWeighted ) {
  6857. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6858. var v, vl, f, fl, face, vertices;
  6859. vertices = new Array( this.vertices.length );
  6860. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6861. vertices[ v ] = new Vector3();
  6862. }
  6863. if ( areaWeighted ) {
  6864. // vertex normals weighted by triangle areas
  6865. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6866. var vA, vB, vC;
  6867. var cb = new Vector3(), ab = new Vector3();
  6868. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6869. face = this.faces[ f ];
  6870. vA = this.vertices[ face.a ];
  6871. vB = this.vertices[ face.b ];
  6872. vC = this.vertices[ face.c ];
  6873. cb.subVectors( vC, vB );
  6874. ab.subVectors( vA, vB );
  6875. cb.cross( ab );
  6876. vertices[ face.a ].add( cb );
  6877. vertices[ face.b ].add( cb );
  6878. vertices[ face.c ].add( cb );
  6879. }
  6880. } else {
  6881. this.computeFaceNormals();
  6882. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6883. face = this.faces[ f ];
  6884. vertices[ face.a ].add( face.normal );
  6885. vertices[ face.b ].add( face.normal );
  6886. vertices[ face.c ].add( face.normal );
  6887. }
  6888. }
  6889. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6890. vertices[ v ].normalize();
  6891. }
  6892. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6893. face = this.faces[ f ];
  6894. var vertexNormals = face.vertexNormals;
  6895. if ( vertexNormals.length === 3 ) {
  6896. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6897. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6898. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6899. } else {
  6900. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6901. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6902. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6903. }
  6904. }
  6905. if ( this.faces.length > 0 ) {
  6906. this.normalsNeedUpdate = true;
  6907. }
  6908. },
  6909. computeFlatVertexNormals: function () {
  6910. var f, fl, face;
  6911. this.computeFaceNormals();
  6912. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6913. face = this.faces[ f ];
  6914. var vertexNormals = face.vertexNormals;
  6915. if ( vertexNormals.length === 3 ) {
  6916. vertexNormals[ 0 ].copy( face.normal );
  6917. vertexNormals[ 1 ].copy( face.normal );
  6918. vertexNormals[ 2 ].copy( face.normal );
  6919. } else {
  6920. vertexNormals[ 0 ] = face.normal.clone();
  6921. vertexNormals[ 1 ] = face.normal.clone();
  6922. vertexNormals[ 2 ] = face.normal.clone();
  6923. }
  6924. }
  6925. if ( this.faces.length > 0 ) {
  6926. this.normalsNeedUpdate = true;
  6927. }
  6928. },
  6929. computeMorphNormals: function () {
  6930. var i, il, f, fl, face;
  6931. // save original normals
  6932. // - create temp variables on first access
  6933. // otherwise just copy (for faster repeated calls)
  6934. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6935. face = this.faces[ f ];
  6936. if ( ! face.__originalFaceNormal ) {
  6937. face.__originalFaceNormal = face.normal.clone();
  6938. } else {
  6939. face.__originalFaceNormal.copy( face.normal );
  6940. }
  6941. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6942. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6943. if ( ! face.__originalVertexNormals[ i ] ) {
  6944. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6945. } else {
  6946. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6947. }
  6948. }
  6949. }
  6950. // use temp geometry to compute face and vertex normals for each morph
  6951. var tmpGeo = new Geometry();
  6952. tmpGeo.faces = this.faces;
  6953. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6954. // create on first access
  6955. if ( ! this.morphNormals[ i ] ) {
  6956. this.morphNormals[ i ] = {};
  6957. this.morphNormals[ i ].faceNormals = [];
  6958. this.morphNormals[ i ].vertexNormals = [];
  6959. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6960. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6961. var faceNormal, vertexNormals;
  6962. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6963. faceNormal = new Vector3();
  6964. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6965. dstNormalsFace.push( faceNormal );
  6966. dstNormalsVertex.push( vertexNormals );
  6967. }
  6968. }
  6969. var morphNormals = this.morphNormals[ i ];
  6970. // set vertices to morph target
  6971. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6972. // compute morph normals
  6973. tmpGeo.computeFaceNormals();
  6974. tmpGeo.computeVertexNormals();
  6975. // store morph normals
  6976. var faceNormal, vertexNormals;
  6977. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6978. face = this.faces[ f ];
  6979. faceNormal = morphNormals.faceNormals[ f ];
  6980. vertexNormals = morphNormals.vertexNormals[ f ];
  6981. faceNormal.copy( face.normal );
  6982. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6983. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6984. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6985. }
  6986. }
  6987. // restore original normals
  6988. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6989. face = this.faces[ f ];
  6990. face.normal = face.__originalFaceNormal;
  6991. face.vertexNormals = face.__originalVertexNormals;
  6992. }
  6993. },
  6994. computeBoundingBox: function () {
  6995. if ( this.boundingBox === null ) {
  6996. this.boundingBox = new Box3();
  6997. }
  6998. this.boundingBox.setFromPoints( this.vertices );
  6999. },
  7000. computeBoundingSphere: function () {
  7001. if ( this.boundingSphere === null ) {
  7002. this.boundingSphere = new Sphere();
  7003. }
  7004. this.boundingSphere.setFromPoints( this.vertices );
  7005. },
  7006. merge: function ( geometry, matrix, materialIndexOffset ) {
  7007. if ( ! ( geometry && geometry.isGeometry ) ) {
  7008. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7009. return;
  7010. }
  7011. var normalMatrix,
  7012. vertexOffset = this.vertices.length,
  7013. vertices1 = this.vertices,
  7014. vertices2 = geometry.vertices,
  7015. faces1 = this.faces,
  7016. faces2 = geometry.faces,
  7017. colors1 = this.colors,
  7018. colors2 = geometry.colors;
  7019. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7020. if ( matrix !== undefined ) {
  7021. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7022. }
  7023. // vertices
  7024. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7025. var vertex = vertices2[ i ];
  7026. var vertexCopy = vertex.clone();
  7027. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7028. vertices1.push( vertexCopy );
  7029. }
  7030. // colors
  7031. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7032. colors1.push( colors2[ i ].clone() );
  7033. }
  7034. // faces
  7035. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7036. var face = faces2[ i ], faceCopy, normal, color,
  7037. faceVertexNormals = face.vertexNormals,
  7038. faceVertexColors = face.vertexColors;
  7039. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7040. faceCopy.normal.copy( face.normal );
  7041. if ( normalMatrix !== undefined ) {
  7042. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7043. }
  7044. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7045. normal = faceVertexNormals[ j ].clone();
  7046. if ( normalMatrix !== undefined ) {
  7047. normal.applyMatrix3( normalMatrix ).normalize();
  7048. }
  7049. faceCopy.vertexNormals.push( normal );
  7050. }
  7051. faceCopy.color.copy( face.color );
  7052. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7053. color = faceVertexColors[ j ];
  7054. faceCopy.vertexColors.push( color.clone() );
  7055. }
  7056. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7057. faces1.push( faceCopy );
  7058. }
  7059. // uvs
  7060. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7061. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7062. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7063. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7064. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7065. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7066. uvsCopy.push( uvs2[ k ].clone() );
  7067. }
  7068. this.faceVertexUvs[ i ].push( uvsCopy );
  7069. }
  7070. }
  7071. },
  7072. mergeMesh: function ( mesh ) {
  7073. if ( ! ( mesh && mesh.isMesh ) ) {
  7074. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7075. return;
  7076. }
  7077. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7078. this.merge( mesh.geometry, mesh.matrix );
  7079. },
  7080. /*
  7081. * Checks for duplicate vertices with hashmap.
  7082. * Duplicated vertices are removed
  7083. * and faces' vertices are updated.
  7084. */
  7085. mergeVertices: function () {
  7086. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7087. var unique = [], changes = [];
  7088. var v, key;
  7089. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7090. var precision = Math.pow( 10, precisionPoints );
  7091. var i, il, face;
  7092. var indices, j, jl;
  7093. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7094. v = this.vertices[ i ];
  7095. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7096. if ( verticesMap[ key ] === undefined ) {
  7097. verticesMap[ key ] = i;
  7098. unique.push( this.vertices[ i ] );
  7099. changes[ i ] = unique.length - 1;
  7100. } else {
  7101. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7102. changes[ i ] = changes[ verticesMap[ key ] ];
  7103. }
  7104. }
  7105. // if faces are completely degenerate after merging vertices, we
  7106. // have to remove them from the geometry.
  7107. var faceIndicesToRemove = [];
  7108. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7109. face = this.faces[ i ];
  7110. face.a = changes[ face.a ];
  7111. face.b = changes[ face.b ];
  7112. face.c = changes[ face.c ];
  7113. indices = [ face.a, face.b, face.c ];
  7114. // if any duplicate vertices are found in a Face3
  7115. // we have to remove the face as nothing can be saved
  7116. for ( var n = 0; n < 3; n ++ ) {
  7117. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7118. faceIndicesToRemove.push( i );
  7119. break;
  7120. }
  7121. }
  7122. }
  7123. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7124. var idx = faceIndicesToRemove[ i ];
  7125. this.faces.splice( idx, 1 );
  7126. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7127. this.faceVertexUvs[ j ].splice( idx, 1 );
  7128. }
  7129. }
  7130. // Use unique set of vertices
  7131. var diff = this.vertices.length - unique.length;
  7132. this.vertices = unique;
  7133. return diff;
  7134. },
  7135. setFromPoints: function ( points ) {
  7136. this.vertices = [];
  7137. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7138. var point = points[ i ];
  7139. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7140. }
  7141. return this;
  7142. },
  7143. sortFacesByMaterialIndex: function () {
  7144. var faces = this.faces;
  7145. var length = faces.length;
  7146. // tag faces
  7147. for ( var i = 0; i < length; i ++ ) {
  7148. faces[ i ]._id = i;
  7149. }
  7150. // sort faces
  7151. function materialIndexSort( a, b ) {
  7152. return a.materialIndex - b.materialIndex;
  7153. }
  7154. faces.sort( materialIndexSort );
  7155. // sort uvs
  7156. var uvs1 = this.faceVertexUvs[ 0 ];
  7157. var uvs2 = this.faceVertexUvs[ 1 ];
  7158. var newUvs1, newUvs2;
  7159. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7160. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7161. for ( var i = 0; i < length; i ++ ) {
  7162. var id = faces[ i ]._id;
  7163. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7164. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7165. }
  7166. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7167. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7168. },
  7169. toJSON: function () {
  7170. var data = {
  7171. metadata: {
  7172. version: 4.5,
  7173. type: 'Geometry',
  7174. generator: 'Geometry.toJSON'
  7175. }
  7176. };
  7177. // standard Geometry serialization
  7178. data.uuid = this.uuid;
  7179. data.type = this.type;
  7180. if ( this.name !== '' ) { data.name = this.name; }
  7181. if ( this.parameters !== undefined ) {
  7182. var parameters = this.parameters;
  7183. for ( var key in parameters ) {
  7184. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7185. }
  7186. return data;
  7187. }
  7188. var vertices = [];
  7189. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7190. var vertex = this.vertices[ i ];
  7191. vertices.push( vertex.x, vertex.y, vertex.z );
  7192. }
  7193. var faces = [];
  7194. var normals = [];
  7195. var normalsHash = {};
  7196. var colors = [];
  7197. var colorsHash = {};
  7198. var uvs = [];
  7199. var uvsHash = {};
  7200. for ( var i = 0; i < this.faces.length; i ++ ) {
  7201. var face = this.faces[ i ];
  7202. var hasMaterial = true;
  7203. var hasFaceUv = false; // deprecated
  7204. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7205. var hasFaceNormal = face.normal.length() > 0;
  7206. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7207. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7208. var hasFaceVertexColor = face.vertexColors.length > 0;
  7209. var faceType = 0;
  7210. faceType = setBit( faceType, 0, 0 ); // isQuad
  7211. faceType = setBit( faceType, 1, hasMaterial );
  7212. faceType = setBit( faceType, 2, hasFaceUv );
  7213. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7214. faceType = setBit( faceType, 4, hasFaceNormal );
  7215. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7216. faceType = setBit( faceType, 6, hasFaceColor );
  7217. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7218. faces.push( faceType );
  7219. faces.push( face.a, face.b, face.c );
  7220. faces.push( face.materialIndex );
  7221. if ( hasFaceVertexUv ) {
  7222. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7223. faces.push(
  7224. getUvIndex( faceVertexUvs[ 0 ] ),
  7225. getUvIndex( faceVertexUvs[ 1 ] ),
  7226. getUvIndex( faceVertexUvs[ 2 ] )
  7227. );
  7228. }
  7229. if ( hasFaceNormal ) {
  7230. faces.push( getNormalIndex( face.normal ) );
  7231. }
  7232. if ( hasFaceVertexNormal ) {
  7233. var vertexNormals = face.vertexNormals;
  7234. faces.push(
  7235. getNormalIndex( vertexNormals[ 0 ] ),
  7236. getNormalIndex( vertexNormals[ 1 ] ),
  7237. getNormalIndex( vertexNormals[ 2 ] )
  7238. );
  7239. }
  7240. if ( hasFaceColor ) {
  7241. faces.push( getColorIndex( face.color ) );
  7242. }
  7243. if ( hasFaceVertexColor ) {
  7244. var vertexColors = face.vertexColors;
  7245. faces.push(
  7246. getColorIndex( vertexColors[ 0 ] ),
  7247. getColorIndex( vertexColors[ 1 ] ),
  7248. getColorIndex( vertexColors[ 2 ] )
  7249. );
  7250. }
  7251. }
  7252. function setBit( value, position, enabled ) {
  7253. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7254. }
  7255. function getNormalIndex( normal ) {
  7256. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7257. if ( normalsHash[ hash ] !== undefined ) {
  7258. return normalsHash[ hash ];
  7259. }
  7260. normalsHash[ hash ] = normals.length / 3;
  7261. normals.push( normal.x, normal.y, normal.z );
  7262. return normalsHash[ hash ];
  7263. }
  7264. function getColorIndex( color ) {
  7265. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7266. if ( colorsHash[ hash ] !== undefined ) {
  7267. return colorsHash[ hash ];
  7268. }
  7269. colorsHash[ hash ] = colors.length;
  7270. colors.push( color.getHex() );
  7271. return colorsHash[ hash ];
  7272. }
  7273. function getUvIndex( uv ) {
  7274. var hash = uv.x.toString() + uv.y.toString();
  7275. if ( uvsHash[ hash ] !== undefined ) {
  7276. return uvsHash[ hash ];
  7277. }
  7278. uvsHash[ hash ] = uvs.length / 2;
  7279. uvs.push( uv.x, uv.y );
  7280. return uvsHash[ hash ];
  7281. }
  7282. data.data = {};
  7283. data.data.vertices = vertices;
  7284. data.data.normals = normals;
  7285. if ( colors.length > 0 ) { data.data.colors = colors; }
  7286. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7287. data.data.faces = faces;
  7288. return data;
  7289. },
  7290. clone: function () {
  7291. /*
  7292. // Handle primitives
  7293. var parameters = this.parameters;
  7294. if ( parameters !== undefined ) {
  7295. var values = [];
  7296. for ( var key in parameters ) {
  7297. values.push( parameters[ key ] );
  7298. }
  7299. var geometry = Object.create( this.constructor.prototype );
  7300. this.constructor.apply( geometry, values );
  7301. return geometry;
  7302. }
  7303. return new this.constructor().copy( this );
  7304. */
  7305. return new Geometry().copy( this );
  7306. },
  7307. copy: function ( source ) {
  7308. var i, il, j, jl, k, kl;
  7309. // reset
  7310. this.vertices = [];
  7311. this.colors = [];
  7312. this.faces = [];
  7313. this.faceVertexUvs = [[]];
  7314. this.morphTargets = [];
  7315. this.morphNormals = [];
  7316. this.skinWeights = [];
  7317. this.skinIndices = [];
  7318. this.lineDistances = [];
  7319. this.boundingBox = null;
  7320. this.boundingSphere = null;
  7321. // name
  7322. this.name = source.name;
  7323. // vertices
  7324. var vertices = source.vertices;
  7325. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7326. this.vertices.push( vertices[ i ].clone() );
  7327. }
  7328. // colors
  7329. var colors = source.colors;
  7330. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7331. this.colors.push( colors[ i ].clone() );
  7332. }
  7333. // faces
  7334. var faces = source.faces;
  7335. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7336. this.faces.push( faces[ i ].clone() );
  7337. }
  7338. // face vertex uvs
  7339. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7340. var faceVertexUvs = source.faceVertexUvs[ i ];
  7341. if ( this.faceVertexUvs[ i ] === undefined ) {
  7342. this.faceVertexUvs[ i ] = [];
  7343. }
  7344. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7345. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7346. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7347. var uv = uvs[ k ];
  7348. uvsCopy.push( uv.clone() );
  7349. }
  7350. this.faceVertexUvs[ i ].push( uvsCopy );
  7351. }
  7352. }
  7353. // morph targets
  7354. var morphTargets = source.morphTargets;
  7355. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7356. var morphTarget = {};
  7357. morphTarget.name = morphTargets[ i ].name;
  7358. // vertices
  7359. if ( morphTargets[ i ].vertices !== undefined ) {
  7360. morphTarget.vertices = [];
  7361. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7362. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7363. }
  7364. }
  7365. // normals
  7366. if ( morphTargets[ i ].normals !== undefined ) {
  7367. morphTarget.normals = [];
  7368. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7369. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7370. }
  7371. }
  7372. this.morphTargets.push( morphTarget );
  7373. }
  7374. // morph normals
  7375. var morphNormals = source.morphNormals;
  7376. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7377. var morphNormal = {};
  7378. // vertex normals
  7379. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7380. morphNormal.vertexNormals = [];
  7381. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7382. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7383. var destVertexNormal = {};
  7384. destVertexNormal.a = srcVertexNormal.a.clone();
  7385. destVertexNormal.b = srcVertexNormal.b.clone();
  7386. destVertexNormal.c = srcVertexNormal.c.clone();
  7387. morphNormal.vertexNormals.push( destVertexNormal );
  7388. }
  7389. }
  7390. // face normals
  7391. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7392. morphNormal.faceNormals = [];
  7393. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7394. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7395. }
  7396. }
  7397. this.morphNormals.push( morphNormal );
  7398. }
  7399. // skin weights
  7400. var skinWeights = source.skinWeights;
  7401. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7402. this.skinWeights.push( skinWeights[ i ].clone() );
  7403. }
  7404. // skin indices
  7405. var skinIndices = source.skinIndices;
  7406. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7407. this.skinIndices.push( skinIndices[ i ].clone() );
  7408. }
  7409. // line distances
  7410. var lineDistances = source.lineDistances;
  7411. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7412. this.lineDistances.push( lineDistances[ i ] );
  7413. }
  7414. // bounding box
  7415. var boundingBox = source.boundingBox;
  7416. if ( boundingBox !== null ) {
  7417. this.boundingBox = boundingBox.clone();
  7418. }
  7419. // bounding sphere
  7420. var boundingSphere = source.boundingSphere;
  7421. if ( boundingSphere !== null ) {
  7422. this.boundingSphere = boundingSphere.clone();
  7423. }
  7424. // update flags
  7425. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7426. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7427. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7428. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7429. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7430. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7431. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7432. return this;
  7433. },
  7434. dispose: function () {
  7435. this.dispatchEvent( { type: 'dispose' } );
  7436. }
  7437. } );
  7438. /**
  7439. * @author mrdoob / http://mrdoob.com/
  7440. * @author Mugen87 / https://github.com/Mugen87
  7441. */
  7442. // BoxGeometry
  7443. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7444. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7445. Geometry.call(this);
  7446. this.type = 'BoxGeometry';
  7447. this.parameters = {
  7448. width: width,
  7449. height: height,
  7450. depth: depth,
  7451. widthSegments: widthSegments,
  7452. heightSegments: heightSegments,
  7453. depthSegments: depthSegments
  7454. };
  7455. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7456. this.mergeVertices();
  7457. }
  7458. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7459. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7460. BoxGeometry.prototype.constructor = BoxGeometry;
  7461. return BoxGeometry;
  7462. }(Geometry));
  7463. // BoxBufferGeometry
  7464. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7465. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7466. BufferGeometry.call(this);
  7467. this.type = 'BoxBufferGeometry';
  7468. this.parameters = {
  7469. width: width,
  7470. height: height,
  7471. depth: depth,
  7472. widthSegments: widthSegments,
  7473. heightSegments: heightSegments,
  7474. depthSegments: depthSegments
  7475. };
  7476. var scope = this;
  7477. width = width || 1;
  7478. height = height || 1;
  7479. depth = depth || 1;
  7480. // segments
  7481. widthSegments = Math.floor( widthSegments ) || 1;
  7482. heightSegments = Math.floor( heightSegments ) || 1;
  7483. depthSegments = Math.floor( depthSegments ) || 1;
  7484. // buffers
  7485. var indices = [];
  7486. var vertices = [];
  7487. var normals = [];
  7488. var uvs = [];
  7489. // helper variables
  7490. var numberOfVertices = 0;
  7491. var groupStart = 0;
  7492. // build each side of the box geometry
  7493. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7494. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7495. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7496. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7497. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7498. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7499. // build geometry
  7500. this.setIndex( indices );
  7501. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7502. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7503. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7504. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7505. var segmentWidth = width / gridX;
  7506. var segmentHeight = height / gridY;
  7507. var widthHalf = width / 2;
  7508. var heightHalf = height / 2;
  7509. var depthHalf = depth / 2;
  7510. var gridX1 = gridX + 1;
  7511. var gridY1 = gridY + 1;
  7512. var vertexCounter = 0;
  7513. var groupCount = 0;
  7514. var ix, iy;
  7515. var vector = new Vector3();
  7516. // generate vertices, normals and uvs
  7517. for ( iy = 0; iy < gridY1; iy ++ ) {
  7518. var y = iy * segmentHeight - heightHalf;
  7519. for ( ix = 0; ix < gridX1; ix ++ ) {
  7520. var x = ix * segmentWidth - widthHalf;
  7521. // set values to correct vector component
  7522. vector[ u ] = x * udir;
  7523. vector[ v ] = y * vdir;
  7524. vector[ w ] = depthHalf;
  7525. // now apply vector to vertex buffer
  7526. vertices.push( vector.x, vector.y, vector.z );
  7527. // set values to correct vector component
  7528. vector[ u ] = 0;
  7529. vector[ v ] = 0;
  7530. vector[ w ] = depth > 0 ? 1 : - 1;
  7531. // now apply vector to normal buffer
  7532. normals.push( vector.x, vector.y, vector.z );
  7533. // uvs
  7534. uvs.push( ix / gridX );
  7535. uvs.push( 1 - ( iy / gridY ) );
  7536. // counters
  7537. vertexCounter += 1;
  7538. }
  7539. }
  7540. // indices
  7541. // 1. you need three indices to draw a single face
  7542. // 2. a single segment consists of two faces
  7543. // 3. so we need to generate six (2*3) indices per segment
  7544. for ( iy = 0; iy < gridY; iy ++ ) {
  7545. for ( ix = 0; ix < gridX; ix ++ ) {
  7546. var a = numberOfVertices + ix + gridX1 * iy;
  7547. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7548. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7549. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7550. // faces
  7551. indices.push( a, b, d );
  7552. indices.push( b, c, d );
  7553. // increase counter
  7554. groupCount += 6;
  7555. }
  7556. }
  7557. // add a group to the geometry. this will ensure multi material support
  7558. scope.addGroup( groupStart, groupCount, materialIndex );
  7559. // calculate new start value for groups
  7560. groupStart += groupCount;
  7561. // update total number of vertices
  7562. numberOfVertices += vertexCounter;
  7563. }
  7564. }
  7565. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7566. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7567. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7568. return BoxBufferGeometry;
  7569. }(BufferGeometry));
  7570. /**
  7571. * Uniform Utilities
  7572. */
  7573. function cloneUniforms( src ) {
  7574. var dst = {};
  7575. for ( var u in src ) {
  7576. dst[ u ] = {};
  7577. for ( var p in src[ u ] ) {
  7578. var property = src[ u ][ p ];
  7579. if ( property && ( property.isColor ||
  7580. property.isMatrix3 || property.isMatrix4 ||
  7581. property.isVector2 || property.isVector3 || property.isVector4 ||
  7582. property.isTexture ) ) {
  7583. dst[ u ][ p ] = property.clone();
  7584. } else if ( Array.isArray( property ) ) {
  7585. dst[ u ][ p ] = property.slice();
  7586. } else {
  7587. dst[ u ][ p ] = property;
  7588. }
  7589. }
  7590. }
  7591. return dst;
  7592. }
  7593. function mergeUniforms( uniforms ) {
  7594. var merged = {};
  7595. for ( var u = 0; u < uniforms.length; u ++ ) {
  7596. var tmp = cloneUniforms( uniforms[ u ] );
  7597. for ( var p in tmp ) {
  7598. merged[ p ] = tmp[ p ];
  7599. }
  7600. }
  7601. return merged;
  7602. }
  7603. // Legacy
  7604. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7605. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7606. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7607. /**
  7608. * @author alteredq / http://alteredqualia.com/
  7609. *
  7610. * parameters = {
  7611. * defines: { "label" : "value" },
  7612. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7613. *
  7614. * fragmentShader: <string>,
  7615. * vertexShader: <string>,
  7616. *
  7617. * wireframe: <boolean>,
  7618. * wireframeLinewidth: <float>,
  7619. *
  7620. * lights: <bool>,
  7621. *
  7622. * skinning: <bool>,
  7623. * morphTargets: <bool>,
  7624. * morphNormals: <bool>
  7625. * }
  7626. */
  7627. function ShaderMaterial( parameters ) {
  7628. Material.call( this );
  7629. this.type = 'ShaderMaterial';
  7630. this.defines = {};
  7631. this.uniforms = {};
  7632. this.vertexShader = default_vertex;
  7633. this.fragmentShader = default_fragment;
  7634. this.linewidth = 1;
  7635. this.wireframe = false;
  7636. this.wireframeLinewidth = 1;
  7637. this.fog = false; // set to use scene fog
  7638. this.lights = false; // set to use scene lights
  7639. this.clipping = false; // set to use user-defined clipping planes
  7640. this.skinning = false; // set to use skinning attribute streams
  7641. this.morphTargets = false; // set to use morph targets
  7642. this.morphNormals = false; // set to use morph normals
  7643. this.extensions = {
  7644. derivatives: false, // set to use derivatives
  7645. fragDepth: false, // set to use fragment depth values
  7646. drawBuffers: false, // set to use draw buffers
  7647. shaderTextureLOD: false // set to use shader texture LOD
  7648. };
  7649. // When rendered geometry doesn't include these attributes but the material does,
  7650. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7651. this.defaultAttributeValues = {
  7652. 'color': [ 1, 1, 1 ],
  7653. 'uv': [ 0, 0 ],
  7654. 'uv2': [ 0, 0 ]
  7655. };
  7656. this.index0AttributeName = undefined;
  7657. this.uniformsNeedUpdate = false;
  7658. if ( parameters !== undefined ) {
  7659. if ( parameters.attributes !== undefined ) {
  7660. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7661. }
  7662. this.setValues( parameters );
  7663. }
  7664. }
  7665. ShaderMaterial.prototype = Object.create( Material.prototype );
  7666. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7667. ShaderMaterial.prototype.isShaderMaterial = true;
  7668. ShaderMaterial.prototype.copy = function ( source ) {
  7669. Material.prototype.copy.call( this, source );
  7670. this.fragmentShader = source.fragmentShader;
  7671. this.vertexShader = source.vertexShader;
  7672. this.uniforms = cloneUniforms( source.uniforms );
  7673. this.defines = Object.assign( {}, source.defines );
  7674. this.wireframe = source.wireframe;
  7675. this.wireframeLinewidth = source.wireframeLinewidth;
  7676. this.lights = source.lights;
  7677. this.clipping = source.clipping;
  7678. this.skinning = source.skinning;
  7679. this.morphTargets = source.morphTargets;
  7680. this.morphNormals = source.morphNormals;
  7681. this.extensions = source.extensions;
  7682. return this;
  7683. };
  7684. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7685. var data = Material.prototype.toJSON.call( this, meta );
  7686. data.uniforms = {};
  7687. for ( var name in this.uniforms ) {
  7688. var uniform = this.uniforms[ name ];
  7689. var value = uniform.value;
  7690. if ( value && value.isTexture ) {
  7691. data.uniforms[ name ] = {
  7692. type: 't',
  7693. value: value.toJSON( meta ).uuid
  7694. };
  7695. } else if ( value && value.isColor ) {
  7696. data.uniforms[ name ] = {
  7697. type: 'c',
  7698. value: value.getHex()
  7699. };
  7700. } else if ( value && value.isVector2 ) {
  7701. data.uniforms[ name ] = {
  7702. type: 'v2',
  7703. value: value.toArray()
  7704. };
  7705. } else if ( value && value.isVector3 ) {
  7706. data.uniforms[ name ] = {
  7707. type: 'v3',
  7708. value: value.toArray()
  7709. };
  7710. } else if ( value && value.isVector4 ) {
  7711. data.uniforms[ name ] = {
  7712. type: 'v4',
  7713. value: value.toArray()
  7714. };
  7715. } else if ( value && value.isMatrix3 ) {
  7716. data.uniforms[ name ] = {
  7717. type: 'm3',
  7718. value: value.toArray()
  7719. };
  7720. } else if ( value && value.isMatrix4 ) {
  7721. data.uniforms[ name ] = {
  7722. type: 'm4',
  7723. value: value.toArray()
  7724. };
  7725. } else {
  7726. data.uniforms[ name ] = {
  7727. value: value
  7728. };
  7729. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7730. }
  7731. }
  7732. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7733. data.vertexShader = this.vertexShader;
  7734. data.fragmentShader = this.fragmentShader;
  7735. var extensions = {};
  7736. for ( var key in this.extensions ) {
  7737. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7738. }
  7739. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7740. return data;
  7741. };
  7742. /**
  7743. * @author mrdoob / http://mrdoob.com/
  7744. * @author mikael emtinger / http://gomo.se/
  7745. * @author WestLangley / http://github.com/WestLangley
  7746. */
  7747. function Camera() {
  7748. Object3D.call( this );
  7749. this.type = 'Camera';
  7750. this.matrixWorldInverse = new Matrix4();
  7751. this.projectionMatrix = new Matrix4();
  7752. this.projectionMatrixInverse = new Matrix4();
  7753. }
  7754. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7755. constructor: Camera,
  7756. isCamera: true,
  7757. copy: function ( source, recursive ) {
  7758. Object3D.prototype.copy.call( this, source, recursive );
  7759. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7760. this.projectionMatrix.copy( source.projectionMatrix );
  7761. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7762. return this;
  7763. },
  7764. getWorldDirection: function ( target ) {
  7765. if ( target === undefined ) {
  7766. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7767. target = new Vector3();
  7768. }
  7769. this.updateMatrixWorld( true );
  7770. var e = this.matrixWorld.elements;
  7771. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7772. },
  7773. updateMatrixWorld: function ( force ) {
  7774. Object3D.prototype.updateMatrixWorld.call( this, force );
  7775. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7776. },
  7777. clone: function () {
  7778. return new this.constructor().copy( this );
  7779. }
  7780. } );
  7781. /**
  7782. * @author mrdoob / http://mrdoob.com/
  7783. * @author greggman / http://games.greggman.com/
  7784. * @author zz85 / http://www.lab4games.net/zz85/blog
  7785. * @author tschw
  7786. */
  7787. function PerspectiveCamera( fov, aspect, near, far ) {
  7788. Camera.call( this );
  7789. this.type = 'PerspectiveCamera';
  7790. this.fov = fov !== undefined ? fov : 50;
  7791. this.zoom = 1;
  7792. this.near = near !== undefined ? near : 0.1;
  7793. this.far = far !== undefined ? far : 2000;
  7794. this.focus = 10;
  7795. this.aspect = aspect !== undefined ? aspect : 1;
  7796. this.view = null;
  7797. this.filmGauge = 35; // width of the film (default in millimeters)
  7798. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7799. this.updateProjectionMatrix();
  7800. }
  7801. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7802. constructor: PerspectiveCamera,
  7803. isPerspectiveCamera: true,
  7804. copy: function ( source, recursive ) {
  7805. Camera.prototype.copy.call( this, source, recursive );
  7806. this.fov = source.fov;
  7807. this.zoom = source.zoom;
  7808. this.near = source.near;
  7809. this.far = source.far;
  7810. this.focus = source.focus;
  7811. this.aspect = source.aspect;
  7812. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7813. this.filmGauge = source.filmGauge;
  7814. this.filmOffset = source.filmOffset;
  7815. return this;
  7816. },
  7817. /**
  7818. * Sets the FOV by focal length in respect to the current .filmGauge.
  7819. *
  7820. * The default film gauge is 35, so that the focal length can be specified for
  7821. * a 35mm (full frame) camera.
  7822. *
  7823. * Values for focal length and film gauge must have the same unit.
  7824. */
  7825. setFocalLength: function ( focalLength ) {
  7826. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7827. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7828. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7829. this.updateProjectionMatrix();
  7830. },
  7831. /**
  7832. * Calculates the focal length from the current .fov and .filmGauge.
  7833. */
  7834. getFocalLength: function () {
  7835. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7836. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7837. },
  7838. getEffectiveFOV: function () {
  7839. return _Math.RAD2DEG * 2 * Math.atan(
  7840. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7841. },
  7842. getFilmWidth: function () {
  7843. // film not completely covered in portrait format (aspect < 1)
  7844. return this.filmGauge * Math.min( this.aspect, 1 );
  7845. },
  7846. getFilmHeight: function () {
  7847. // film not completely covered in landscape format (aspect > 1)
  7848. return this.filmGauge / Math.max( this.aspect, 1 );
  7849. },
  7850. /**
  7851. * Sets an offset in a larger frustum. This is useful for multi-window or
  7852. * multi-monitor/multi-machine setups.
  7853. *
  7854. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7855. * the monitors are in grid like this
  7856. *
  7857. * +---+---+---+
  7858. * | A | B | C |
  7859. * +---+---+---+
  7860. * | D | E | F |
  7861. * +---+---+---+
  7862. *
  7863. * then for each monitor you would call it like this
  7864. *
  7865. * var w = 1920;
  7866. * var h = 1080;
  7867. * var fullWidth = w * 3;
  7868. * var fullHeight = h * 2;
  7869. *
  7870. * --A--
  7871. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7872. * --B--
  7873. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7874. * --C--
  7875. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7876. * --D--
  7877. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7878. * --E--
  7879. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7880. * --F--
  7881. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7882. *
  7883. * Note there is no reason monitors have to be the same size or in a grid.
  7884. */
  7885. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7886. this.aspect = fullWidth / fullHeight;
  7887. if ( this.view === null ) {
  7888. this.view = {
  7889. enabled: true,
  7890. fullWidth: 1,
  7891. fullHeight: 1,
  7892. offsetX: 0,
  7893. offsetY: 0,
  7894. width: 1,
  7895. height: 1
  7896. };
  7897. }
  7898. this.view.enabled = true;
  7899. this.view.fullWidth = fullWidth;
  7900. this.view.fullHeight = fullHeight;
  7901. this.view.offsetX = x;
  7902. this.view.offsetY = y;
  7903. this.view.width = width;
  7904. this.view.height = height;
  7905. this.updateProjectionMatrix();
  7906. },
  7907. clearViewOffset: function () {
  7908. if ( this.view !== null ) {
  7909. this.view.enabled = false;
  7910. }
  7911. this.updateProjectionMatrix();
  7912. },
  7913. updateProjectionMatrix: function () {
  7914. var near = this.near,
  7915. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7916. height = 2 * top,
  7917. width = this.aspect * height,
  7918. left = - 0.5 * width,
  7919. view = this.view;
  7920. if ( this.view !== null && this.view.enabled ) {
  7921. var fullWidth = view.fullWidth,
  7922. fullHeight = view.fullHeight;
  7923. left += view.offsetX * width / fullWidth;
  7924. top -= view.offsetY * height / fullHeight;
  7925. width *= view.width / fullWidth;
  7926. height *= view.height / fullHeight;
  7927. }
  7928. var skew = this.filmOffset;
  7929. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7930. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7931. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7932. },
  7933. toJSON: function ( meta ) {
  7934. var data = Object3D.prototype.toJSON.call( this, meta );
  7935. data.object.fov = this.fov;
  7936. data.object.zoom = this.zoom;
  7937. data.object.near = this.near;
  7938. data.object.far = this.far;
  7939. data.object.focus = this.focus;
  7940. data.object.aspect = this.aspect;
  7941. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7942. data.object.filmGauge = this.filmGauge;
  7943. data.object.filmOffset = this.filmOffset;
  7944. return data;
  7945. }
  7946. } );
  7947. /**
  7948. * Camera for rendering cube maps
  7949. * - renders scene into axis-aligned cube
  7950. *
  7951. * @author alteredq / http://alteredqualia.com/
  7952. */
  7953. var fov = 90, aspect = 1;
  7954. function CubeCamera( near, far, cubeResolution, options ) {
  7955. Object3D.call( this );
  7956. this.type = 'CubeCamera';
  7957. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7958. cameraPX.up.set( 0, - 1, 0 );
  7959. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7960. this.add( cameraPX );
  7961. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7962. cameraNX.up.set( 0, - 1, 0 );
  7963. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7964. this.add( cameraNX );
  7965. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7966. cameraPY.up.set( 0, 0, 1 );
  7967. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7968. this.add( cameraPY );
  7969. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7970. cameraNY.up.set( 0, 0, - 1 );
  7971. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7972. this.add( cameraNY );
  7973. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7974. cameraPZ.up.set( 0, - 1, 0 );
  7975. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7976. this.add( cameraPZ );
  7977. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7978. cameraNZ.up.set( 0, - 1, 0 );
  7979. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7980. this.add( cameraNZ );
  7981. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7982. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7983. this.renderTarget.texture.name = "CubeCamera";
  7984. this.update = function ( renderer, scene ) {
  7985. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7986. var currentRenderTarget = renderer.getRenderTarget();
  7987. var renderTarget = this.renderTarget;
  7988. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7989. renderTarget.texture.generateMipmaps = false;
  7990. renderer.setRenderTarget( renderTarget, 0 );
  7991. renderer.render( scene, cameraPX );
  7992. renderer.setRenderTarget( renderTarget, 1 );
  7993. renderer.render( scene, cameraNX );
  7994. renderer.setRenderTarget( renderTarget, 2 );
  7995. renderer.render( scene, cameraPY );
  7996. renderer.setRenderTarget( renderTarget, 3 );
  7997. renderer.render( scene, cameraNY );
  7998. renderer.setRenderTarget( renderTarget, 4 );
  7999. renderer.render( scene, cameraPZ );
  8000. renderTarget.texture.generateMipmaps = generateMipmaps;
  8001. renderer.setRenderTarget( renderTarget, 5 );
  8002. renderer.render( scene, cameraNZ );
  8003. renderer.setRenderTarget( currentRenderTarget );
  8004. };
  8005. this.clear = function ( renderer, color, depth, stencil ) {
  8006. var currentRenderTarget = renderer.getRenderTarget();
  8007. var renderTarget = this.renderTarget;
  8008. for ( var i = 0; i < 6; i ++ ) {
  8009. renderer.setRenderTarget( renderTarget, i );
  8010. renderer.clear( color, depth, stencil );
  8011. }
  8012. renderer.setRenderTarget( currentRenderTarget );
  8013. };
  8014. }
  8015. CubeCamera.prototype = Object.create( Object3D.prototype );
  8016. CubeCamera.prototype.constructor = CubeCamera;
  8017. /**
  8018. * @author alteredq / http://alteredqualia.com
  8019. * @author WestLangley / http://github.com/WestLangley
  8020. */
  8021. function WebGLRenderTargetCube( width, height, options ) {
  8022. WebGLRenderTarget.call( this, width, height, options );
  8023. }
  8024. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8025. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8026. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8027. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8028. this.texture.type = texture.type;
  8029. this.texture.format = texture.format;
  8030. this.texture.encoding = texture.encoding;
  8031. var scene = new Scene();
  8032. var shader = {
  8033. uniforms: {
  8034. tEquirect: { value: null },
  8035. },
  8036. vertexShader: [
  8037. "varying vec3 vWorldDirection;",
  8038. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8039. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8040. "}",
  8041. "void main() {",
  8042. " vWorldDirection = transformDirection( position, modelMatrix );",
  8043. " #include <begin_vertex>",
  8044. " #include <project_vertex>",
  8045. "}"
  8046. ].join( '\n' ),
  8047. fragmentShader: [
  8048. "uniform sampler2D tEquirect;",
  8049. "varying vec3 vWorldDirection;",
  8050. "#define RECIPROCAL_PI 0.31830988618",
  8051. "#define RECIPROCAL_PI2 0.15915494",
  8052. "void main() {",
  8053. " vec3 direction = normalize( vWorldDirection );",
  8054. " vec2 sampleUV;",
  8055. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8056. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8057. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8058. "}"
  8059. ].join( '\n' ),
  8060. };
  8061. var material = new ShaderMaterial( {
  8062. type: 'CubemapFromEquirect',
  8063. uniforms: cloneUniforms( shader.uniforms ),
  8064. vertexShader: shader.vertexShader,
  8065. fragmentShader: shader.fragmentShader,
  8066. side: BackSide,
  8067. blending: NoBlending
  8068. } );
  8069. material.uniforms.tEquirect.value = texture;
  8070. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8071. scene.add( mesh );
  8072. var camera = new CubeCamera( 1, 10, 1 );
  8073. camera.renderTarget = this;
  8074. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8075. camera.update( renderer, scene );
  8076. mesh.geometry.dispose();
  8077. mesh.material.dispose();
  8078. return this;
  8079. };
  8080. /**
  8081. * @author alteredq / http://alteredqualia.com/
  8082. */
  8083. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8084. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8085. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8086. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8087. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8088. this.generateMipmaps = false;
  8089. this.flipY = false;
  8090. this.unpackAlignment = 1;
  8091. this.needsUpdate = true;
  8092. }
  8093. DataTexture.prototype = Object.create( Texture.prototype );
  8094. DataTexture.prototype.constructor = DataTexture;
  8095. DataTexture.prototype.isDataTexture = true;
  8096. /**
  8097. * @author bhouston / http://clara.io
  8098. */
  8099. var _vector1 = new Vector3();
  8100. var _vector2 = new Vector3();
  8101. var _normalMatrix = new Matrix3();
  8102. function Plane( normal, constant ) {
  8103. // normal is assumed to be normalized
  8104. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8105. this.constant = ( constant !== undefined ) ? constant : 0;
  8106. }
  8107. Object.assign( Plane.prototype, {
  8108. isPlane: true,
  8109. set: function ( normal, constant ) {
  8110. this.normal.copy( normal );
  8111. this.constant = constant;
  8112. return this;
  8113. },
  8114. setComponents: function ( x, y, z, w ) {
  8115. this.normal.set( x, y, z );
  8116. this.constant = w;
  8117. return this;
  8118. },
  8119. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8120. this.normal.copy( normal );
  8121. this.constant = - point.dot( this.normal );
  8122. return this;
  8123. },
  8124. setFromCoplanarPoints: function ( a, b, c ) {
  8125. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8126. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8127. this.setFromNormalAndCoplanarPoint( normal, a );
  8128. return this;
  8129. },
  8130. clone: function () {
  8131. return new this.constructor().copy( this );
  8132. },
  8133. copy: function ( plane ) {
  8134. this.normal.copy( plane.normal );
  8135. this.constant = plane.constant;
  8136. return this;
  8137. },
  8138. normalize: function () {
  8139. // Note: will lead to a divide by zero if the plane is invalid.
  8140. var inverseNormalLength = 1.0 / this.normal.length();
  8141. this.normal.multiplyScalar( inverseNormalLength );
  8142. this.constant *= inverseNormalLength;
  8143. return this;
  8144. },
  8145. negate: function () {
  8146. this.constant *= - 1;
  8147. this.normal.negate();
  8148. return this;
  8149. },
  8150. distanceToPoint: function ( point ) {
  8151. return this.normal.dot( point ) + this.constant;
  8152. },
  8153. distanceToSphere: function ( sphere ) {
  8154. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8155. },
  8156. projectPoint: function ( point, target ) {
  8157. if ( target === undefined ) {
  8158. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8159. target = new Vector3();
  8160. }
  8161. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8162. },
  8163. intersectLine: function ( line, target ) {
  8164. if ( target === undefined ) {
  8165. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8166. target = new Vector3();
  8167. }
  8168. var direction = line.delta( _vector1 );
  8169. var denominator = this.normal.dot( direction );
  8170. if ( denominator === 0 ) {
  8171. // line is coplanar, return origin
  8172. if ( this.distanceToPoint( line.start ) === 0 ) {
  8173. return target.copy( line.start );
  8174. }
  8175. // Unsure if this is the correct method to handle this case.
  8176. return undefined;
  8177. }
  8178. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8179. if ( t < 0 || t > 1 ) {
  8180. return undefined;
  8181. }
  8182. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8183. },
  8184. intersectsLine: function ( line ) {
  8185. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8186. var startSign = this.distanceToPoint( line.start );
  8187. var endSign = this.distanceToPoint( line.end );
  8188. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8189. },
  8190. intersectsBox: function ( box ) {
  8191. return box.intersectsPlane( this );
  8192. },
  8193. intersectsSphere: function ( sphere ) {
  8194. return sphere.intersectsPlane( this );
  8195. },
  8196. coplanarPoint: function ( target ) {
  8197. if ( target === undefined ) {
  8198. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8199. target = new Vector3();
  8200. }
  8201. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8202. },
  8203. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8204. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8205. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8206. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8207. this.constant = - referencePoint.dot( normal );
  8208. return this;
  8209. },
  8210. translate: function ( offset ) {
  8211. this.constant -= offset.dot( this.normal );
  8212. return this;
  8213. },
  8214. equals: function ( plane ) {
  8215. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8216. }
  8217. } );
  8218. /**
  8219. * @author mrdoob / http://mrdoob.com/
  8220. * @author alteredq / http://alteredqualia.com/
  8221. * @author bhouston / http://clara.io
  8222. */
  8223. var _sphere$1 = new Sphere();
  8224. var _vector$5 = new Vector3();
  8225. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8226. this.planes = [
  8227. ( p0 !== undefined ) ? p0 : new Plane(),
  8228. ( p1 !== undefined ) ? p1 : new Plane(),
  8229. ( p2 !== undefined ) ? p2 : new Plane(),
  8230. ( p3 !== undefined ) ? p3 : new Plane(),
  8231. ( p4 !== undefined ) ? p4 : new Plane(),
  8232. ( p5 !== undefined ) ? p5 : new Plane()
  8233. ];
  8234. }
  8235. Object.assign( Frustum.prototype, {
  8236. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8237. var planes = this.planes;
  8238. planes[ 0 ].copy( p0 );
  8239. planes[ 1 ].copy( p1 );
  8240. planes[ 2 ].copy( p2 );
  8241. planes[ 3 ].copy( p3 );
  8242. planes[ 4 ].copy( p4 );
  8243. planes[ 5 ].copy( p5 );
  8244. return this;
  8245. },
  8246. clone: function () {
  8247. return new this.constructor().copy( this );
  8248. },
  8249. copy: function ( frustum ) {
  8250. var planes = this.planes;
  8251. for ( var i = 0; i < 6; i ++ ) {
  8252. planes[ i ].copy( frustum.planes[ i ] );
  8253. }
  8254. return this;
  8255. },
  8256. setFromMatrix: function ( m ) {
  8257. var planes = this.planes;
  8258. var me = m.elements;
  8259. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8260. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8261. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8262. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8263. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8264. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8265. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8266. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8267. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8268. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8269. return this;
  8270. },
  8271. intersectsObject: function ( object ) {
  8272. var geometry = object.geometry;
  8273. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8274. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8275. return this.intersectsSphere( _sphere$1 );
  8276. },
  8277. intersectsSprite: function ( sprite ) {
  8278. _sphere$1.center.set( 0, 0, 0 );
  8279. _sphere$1.radius = 0.7071067811865476;
  8280. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8281. return this.intersectsSphere( _sphere$1 );
  8282. },
  8283. intersectsSphere: function ( sphere ) {
  8284. var planes = this.planes;
  8285. var center = sphere.center;
  8286. var negRadius = - sphere.radius;
  8287. for ( var i = 0; i < 6; i ++ ) {
  8288. var distance = planes[ i ].distanceToPoint( center );
  8289. if ( distance < negRadius ) {
  8290. return false;
  8291. }
  8292. }
  8293. return true;
  8294. },
  8295. intersectsBox: function ( box ) {
  8296. var planes = this.planes;
  8297. for ( var i = 0; i < 6; i ++ ) {
  8298. var plane = planes[ i ];
  8299. // corner at max distance
  8300. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8301. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8302. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8303. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8304. return false;
  8305. }
  8306. }
  8307. return true;
  8308. },
  8309. containsPoint: function ( point ) {
  8310. var planes = this.planes;
  8311. for ( var i = 0; i < 6; i ++ ) {
  8312. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8313. return false;
  8314. }
  8315. }
  8316. return true;
  8317. }
  8318. } );
  8319. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8320. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8321. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8322. 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";
  8323. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8324. var begin_vertex = "vec3 transformed = vec3( position );";
  8325. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8326. 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";
  8327. 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";
  8328. 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";
  8329. 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";
  8330. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8331. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8332. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8333. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8334. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8335. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8336. 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 projectionMatrix ) {\n return projectionMatrix[ 2 ][ 3 ] == - 1.0;\n}";
  8337. 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";
  8338. 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";
  8339. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8340. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8341. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8342. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8343. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8344. 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}";
  8345. 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";
  8346. 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";
  8347. 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";
  8348. 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";
  8349. 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";
  8350. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8351. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8352. 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";
  8353. 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";
  8354. 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";
  8355. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8356. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8357. 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";
  8358. 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";
  8359. 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";
  8360. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8361. 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)";
  8362. 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";
  8363. 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}";
  8364. 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";
  8365. 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";
  8366. 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";
  8367. 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";
  8368. 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";
  8369. 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";
  8370. 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";
  8371. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8372. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8373. 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";
  8374. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8375. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8376. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8377. 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";
  8378. 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";
  8379. 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";
  8380. 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;";
  8381. 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";
  8382. 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\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\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";
  8383. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8384. 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";
  8385. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8386. 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}";
  8387. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8388. 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;";
  8389. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8390. 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";
  8391. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8392. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8393. 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";
  8394. 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";
  8395. 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";
  8396. 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}";
  8397. 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";
  8398. 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";
  8399. 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";
  8400. 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";
  8401. 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";
  8402. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8403. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8404. 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}";
  8405. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8406. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8407. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8408. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8409. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8410. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8411. 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";
  8412. 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}";
  8413. 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}";
  8414. 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}";
  8415. 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}";
  8416. 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}";
  8417. 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}";
  8418. 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}";
  8419. 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}";
  8420. 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}";
  8421. 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}";
  8422. 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}";
  8423. 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}";
  8424. 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}";
  8425. 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}";
  8426. 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}";
  8427. 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}";
  8428. 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}";
  8429. 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}";
  8430. 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}";
  8431. 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}";
  8432. 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}";
  8433. 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}";
  8434. 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}";
  8435. 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}";
  8436. 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}";
  8437. 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}";
  8438. 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}";
  8439. 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}";
  8440. 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}";
  8441. 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}";
  8442. var ShaderChunk = {
  8443. alphamap_fragment: alphamap_fragment,
  8444. alphamap_pars_fragment: alphamap_pars_fragment,
  8445. alphatest_fragment: alphatest_fragment,
  8446. aomap_fragment: aomap_fragment,
  8447. aomap_pars_fragment: aomap_pars_fragment,
  8448. begin_vertex: begin_vertex,
  8449. beginnormal_vertex: beginnormal_vertex,
  8450. bsdfs: bsdfs,
  8451. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8452. clipping_planes_fragment: clipping_planes_fragment,
  8453. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8454. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8455. clipping_planes_vertex: clipping_planes_vertex,
  8456. color_fragment: color_fragment,
  8457. color_pars_fragment: color_pars_fragment,
  8458. color_pars_vertex: color_pars_vertex,
  8459. color_vertex: color_vertex,
  8460. common: common,
  8461. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8462. defaultnormal_vertex: defaultnormal_vertex,
  8463. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8464. displacementmap_vertex: displacementmap_vertex,
  8465. emissivemap_fragment: emissivemap_fragment,
  8466. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8467. encodings_fragment: encodings_fragment,
  8468. encodings_pars_fragment: encodings_pars_fragment,
  8469. envmap_fragment: envmap_fragment,
  8470. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8471. envmap_pars_fragment: envmap_pars_fragment,
  8472. envmap_pars_vertex: envmap_pars_vertex,
  8473. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8474. envmap_vertex: envmap_vertex,
  8475. fog_vertex: fog_vertex,
  8476. fog_pars_vertex: fog_pars_vertex,
  8477. fog_fragment: fog_fragment,
  8478. fog_pars_fragment: fog_pars_fragment,
  8479. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8480. lightmap_fragment: lightmap_fragment,
  8481. lightmap_pars_fragment: lightmap_pars_fragment,
  8482. lights_lambert_vertex: lights_lambert_vertex,
  8483. lights_pars_begin: lights_pars_begin,
  8484. lights_phong_fragment: lights_phong_fragment,
  8485. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8486. lights_physical_fragment: lights_physical_fragment,
  8487. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8488. lights_fragment_begin: lights_fragment_begin,
  8489. lights_fragment_maps: lights_fragment_maps,
  8490. lights_fragment_end: lights_fragment_end,
  8491. logdepthbuf_fragment: logdepthbuf_fragment,
  8492. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8493. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8494. logdepthbuf_vertex: logdepthbuf_vertex,
  8495. map_fragment: map_fragment,
  8496. map_pars_fragment: map_pars_fragment,
  8497. map_particle_fragment: map_particle_fragment,
  8498. map_particle_pars_fragment: map_particle_pars_fragment,
  8499. metalnessmap_fragment: metalnessmap_fragment,
  8500. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8501. morphnormal_vertex: morphnormal_vertex,
  8502. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8503. morphtarget_vertex: morphtarget_vertex,
  8504. normal_fragment_begin: normal_fragment_begin,
  8505. normal_fragment_maps: normal_fragment_maps,
  8506. normalmap_pars_fragment: normalmap_pars_fragment,
  8507. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8508. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8509. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8510. packing: packing,
  8511. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8512. project_vertex: project_vertex,
  8513. dithering_fragment: dithering_fragment,
  8514. dithering_pars_fragment: dithering_pars_fragment,
  8515. roughnessmap_fragment: roughnessmap_fragment,
  8516. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8517. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8518. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8519. shadowmap_vertex: shadowmap_vertex,
  8520. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8521. skinbase_vertex: skinbase_vertex,
  8522. skinning_pars_vertex: skinning_pars_vertex,
  8523. skinning_vertex: skinning_vertex,
  8524. skinnormal_vertex: skinnormal_vertex,
  8525. specularmap_fragment: specularmap_fragment,
  8526. specularmap_pars_fragment: specularmap_pars_fragment,
  8527. tonemapping_fragment: tonemapping_fragment,
  8528. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8529. uv_pars_fragment: uv_pars_fragment,
  8530. uv_pars_vertex: uv_pars_vertex,
  8531. uv_vertex: uv_vertex,
  8532. uv2_pars_fragment: uv2_pars_fragment,
  8533. uv2_pars_vertex: uv2_pars_vertex,
  8534. uv2_vertex: uv2_vertex,
  8535. worldpos_vertex: worldpos_vertex,
  8536. background_frag: background_frag,
  8537. background_vert: background_vert,
  8538. cube_frag: cube_frag,
  8539. cube_vert: cube_vert,
  8540. depth_frag: depth_frag,
  8541. depth_vert: depth_vert,
  8542. distanceRGBA_frag: distanceRGBA_frag,
  8543. distanceRGBA_vert: distanceRGBA_vert,
  8544. equirect_frag: equirect_frag,
  8545. equirect_vert: equirect_vert,
  8546. linedashed_frag: linedashed_frag,
  8547. linedashed_vert: linedashed_vert,
  8548. meshbasic_frag: meshbasic_frag,
  8549. meshbasic_vert: meshbasic_vert,
  8550. meshlambert_frag: meshlambert_frag,
  8551. meshlambert_vert: meshlambert_vert,
  8552. meshmatcap_frag: meshmatcap_frag,
  8553. meshmatcap_vert: meshmatcap_vert,
  8554. meshphong_frag: meshphong_frag,
  8555. meshphong_vert: meshphong_vert,
  8556. meshphysical_frag: meshphysical_frag,
  8557. meshphysical_vert: meshphysical_vert,
  8558. normal_frag: normal_frag,
  8559. normal_vert: normal_vert,
  8560. points_frag: points_frag,
  8561. points_vert: points_vert,
  8562. shadow_frag: shadow_frag,
  8563. shadow_vert: shadow_vert,
  8564. sprite_frag: sprite_frag,
  8565. sprite_vert: sprite_vert
  8566. };
  8567. /**
  8568. * Uniforms library for shared webgl shaders
  8569. */
  8570. var UniformsLib = {
  8571. common: {
  8572. diffuse: { value: new Color( 0xeeeeee ) },
  8573. opacity: { value: 1.0 },
  8574. map: { value: null },
  8575. uvTransform: { value: new Matrix3() },
  8576. alphaMap: { value: null },
  8577. },
  8578. specularmap: {
  8579. specularMap: { value: null },
  8580. },
  8581. envmap: {
  8582. envMap: { value: null },
  8583. flipEnvMap: { value: - 1 },
  8584. reflectivity: { value: 1.0 },
  8585. refractionRatio: { value: 0.98 },
  8586. maxMipLevel: { value: 0 }
  8587. },
  8588. aomap: {
  8589. aoMap: { value: null },
  8590. aoMapIntensity: { value: 1 }
  8591. },
  8592. lightmap: {
  8593. lightMap: { value: null },
  8594. lightMapIntensity: { value: 1 }
  8595. },
  8596. emissivemap: {
  8597. emissiveMap: { value: null }
  8598. },
  8599. bumpmap: {
  8600. bumpMap: { value: null },
  8601. bumpScale: { value: 1 }
  8602. },
  8603. normalmap: {
  8604. normalMap: { value: null },
  8605. normalScale: { value: new Vector2( 1, 1 ) }
  8606. },
  8607. displacementmap: {
  8608. displacementMap: { value: null },
  8609. displacementScale: { value: 1 },
  8610. displacementBias: { value: 0 }
  8611. },
  8612. roughnessmap: {
  8613. roughnessMap: { value: null }
  8614. },
  8615. metalnessmap: {
  8616. metalnessMap: { value: null }
  8617. },
  8618. gradientmap: {
  8619. gradientMap: { value: null }
  8620. },
  8621. fog: {
  8622. fogDensity: { value: 0.00025 },
  8623. fogNear: { value: 1 },
  8624. fogFar: { value: 2000 },
  8625. fogColor: { value: new Color( 0xffffff ) }
  8626. },
  8627. lights: {
  8628. ambientLightColor: { value: [] },
  8629. lightProbe: { value: [] },
  8630. directionalLights: { value: [], properties: {
  8631. direction: {},
  8632. color: {},
  8633. shadow: {},
  8634. shadowBias: {},
  8635. shadowRadius: {},
  8636. shadowMapSize: {}
  8637. } },
  8638. directionalShadowMap: { value: [] },
  8639. directionalShadowMatrix: { value: [] },
  8640. spotLights: { value: [], properties: {
  8641. color: {},
  8642. position: {},
  8643. direction: {},
  8644. distance: {},
  8645. coneCos: {},
  8646. penumbraCos: {},
  8647. decay: {},
  8648. shadow: {},
  8649. shadowBias: {},
  8650. shadowRadius: {},
  8651. shadowMapSize: {}
  8652. } },
  8653. spotShadowMap: { value: [] },
  8654. spotShadowMatrix: { value: [] },
  8655. pointLights: { value: [], properties: {
  8656. color: {},
  8657. position: {},
  8658. decay: {},
  8659. distance: {},
  8660. shadow: {},
  8661. shadowBias: {},
  8662. shadowRadius: {},
  8663. shadowMapSize: {},
  8664. shadowCameraNear: {},
  8665. shadowCameraFar: {}
  8666. } },
  8667. pointShadowMap: { value: [] },
  8668. pointShadowMatrix: { value: [] },
  8669. hemisphereLights: { value: [], properties: {
  8670. direction: {},
  8671. skyColor: {},
  8672. groundColor: {}
  8673. } },
  8674. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8675. rectAreaLights: { value: [], properties: {
  8676. color: {},
  8677. position: {},
  8678. width: {},
  8679. height: {}
  8680. } }
  8681. },
  8682. points: {
  8683. diffuse: { value: new Color( 0xeeeeee ) },
  8684. opacity: { value: 1.0 },
  8685. size: { value: 1.0 },
  8686. scale: { value: 1.0 },
  8687. map: { value: null },
  8688. uvTransform: { value: new Matrix3() }
  8689. },
  8690. sprite: {
  8691. diffuse: { value: new Color( 0xeeeeee ) },
  8692. opacity: { value: 1.0 },
  8693. center: { value: new Vector2( 0.5, 0.5 ) },
  8694. rotation: { value: 0.0 },
  8695. map: { value: null },
  8696. uvTransform: { value: new Matrix3() }
  8697. }
  8698. };
  8699. /**
  8700. * @author alteredq / http://alteredqualia.com/
  8701. * @author mrdoob / http://mrdoob.com/
  8702. * @author mikael emtinger / http://gomo.se/
  8703. */
  8704. var ShaderLib = {
  8705. basic: {
  8706. uniforms: mergeUniforms( [
  8707. UniformsLib.common,
  8708. UniformsLib.specularmap,
  8709. UniformsLib.envmap,
  8710. UniformsLib.aomap,
  8711. UniformsLib.lightmap,
  8712. UniformsLib.fog
  8713. ] ),
  8714. vertexShader: ShaderChunk.meshbasic_vert,
  8715. fragmentShader: ShaderChunk.meshbasic_frag
  8716. },
  8717. lambert: {
  8718. uniforms: mergeUniforms( [
  8719. UniformsLib.common,
  8720. UniformsLib.specularmap,
  8721. UniformsLib.envmap,
  8722. UniformsLib.aomap,
  8723. UniformsLib.lightmap,
  8724. UniformsLib.emissivemap,
  8725. UniformsLib.fog,
  8726. UniformsLib.lights,
  8727. {
  8728. emissive: { value: new Color( 0x000000 ) }
  8729. }
  8730. ] ),
  8731. vertexShader: ShaderChunk.meshlambert_vert,
  8732. fragmentShader: ShaderChunk.meshlambert_frag
  8733. },
  8734. phong: {
  8735. uniforms: mergeUniforms( [
  8736. UniformsLib.common,
  8737. UniformsLib.specularmap,
  8738. UniformsLib.envmap,
  8739. UniformsLib.aomap,
  8740. UniformsLib.lightmap,
  8741. UniformsLib.emissivemap,
  8742. UniformsLib.bumpmap,
  8743. UniformsLib.normalmap,
  8744. UniformsLib.displacementmap,
  8745. UniformsLib.gradientmap,
  8746. UniformsLib.fog,
  8747. UniformsLib.lights,
  8748. {
  8749. emissive: { value: new Color( 0x000000 ) },
  8750. specular: { value: new Color( 0x111111 ) },
  8751. shininess: { value: 30 }
  8752. }
  8753. ] ),
  8754. vertexShader: ShaderChunk.meshphong_vert,
  8755. fragmentShader: ShaderChunk.meshphong_frag
  8756. },
  8757. standard: {
  8758. uniforms: mergeUniforms( [
  8759. UniformsLib.common,
  8760. UniformsLib.envmap,
  8761. UniformsLib.aomap,
  8762. UniformsLib.lightmap,
  8763. UniformsLib.emissivemap,
  8764. UniformsLib.bumpmap,
  8765. UniformsLib.normalmap,
  8766. UniformsLib.displacementmap,
  8767. UniformsLib.roughnessmap,
  8768. UniformsLib.metalnessmap,
  8769. UniformsLib.fog,
  8770. UniformsLib.lights,
  8771. {
  8772. emissive: { value: new Color( 0x000000 ) },
  8773. roughness: { value: 0.5 },
  8774. metalness: { value: 0.5 },
  8775. envMapIntensity: { value: 1 } // temporary
  8776. }
  8777. ] ),
  8778. vertexShader: ShaderChunk.meshphysical_vert,
  8779. fragmentShader: ShaderChunk.meshphysical_frag
  8780. },
  8781. matcap: {
  8782. uniforms: mergeUniforms( [
  8783. UniformsLib.common,
  8784. UniformsLib.bumpmap,
  8785. UniformsLib.normalmap,
  8786. UniformsLib.displacementmap,
  8787. UniformsLib.fog,
  8788. {
  8789. matcap: { value: null }
  8790. }
  8791. ] ),
  8792. vertexShader: ShaderChunk.meshmatcap_vert,
  8793. fragmentShader: ShaderChunk.meshmatcap_frag
  8794. },
  8795. points: {
  8796. uniforms: mergeUniforms( [
  8797. UniformsLib.points,
  8798. UniformsLib.fog
  8799. ] ),
  8800. vertexShader: ShaderChunk.points_vert,
  8801. fragmentShader: ShaderChunk.points_frag
  8802. },
  8803. dashed: {
  8804. uniforms: mergeUniforms( [
  8805. UniformsLib.common,
  8806. UniformsLib.fog,
  8807. {
  8808. scale: { value: 1 },
  8809. dashSize: { value: 1 },
  8810. totalSize: { value: 2 }
  8811. }
  8812. ] ),
  8813. vertexShader: ShaderChunk.linedashed_vert,
  8814. fragmentShader: ShaderChunk.linedashed_frag
  8815. },
  8816. depth: {
  8817. uniforms: mergeUniforms( [
  8818. UniformsLib.common,
  8819. UniformsLib.displacementmap
  8820. ] ),
  8821. vertexShader: ShaderChunk.depth_vert,
  8822. fragmentShader: ShaderChunk.depth_frag
  8823. },
  8824. normal: {
  8825. uniforms: mergeUniforms( [
  8826. UniformsLib.common,
  8827. UniformsLib.bumpmap,
  8828. UniformsLib.normalmap,
  8829. UniformsLib.displacementmap,
  8830. {
  8831. opacity: { value: 1.0 }
  8832. }
  8833. ] ),
  8834. vertexShader: ShaderChunk.normal_vert,
  8835. fragmentShader: ShaderChunk.normal_frag
  8836. },
  8837. sprite: {
  8838. uniforms: mergeUniforms( [
  8839. UniformsLib.sprite,
  8840. UniformsLib.fog
  8841. ] ),
  8842. vertexShader: ShaderChunk.sprite_vert,
  8843. fragmentShader: ShaderChunk.sprite_frag
  8844. },
  8845. background: {
  8846. uniforms: {
  8847. uvTransform: { value: new Matrix3() },
  8848. t2D: { value: null },
  8849. },
  8850. vertexShader: ShaderChunk.background_vert,
  8851. fragmentShader: ShaderChunk.background_frag
  8852. },
  8853. /* -------------------------------------------------------------------------
  8854. // Cube map shader
  8855. ------------------------------------------------------------------------- */
  8856. cube: {
  8857. uniforms: {
  8858. tCube: { value: null },
  8859. tFlip: { value: - 1 },
  8860. opacity: { value: 1.0 }
  8861. },
  8862. vertexShader: ShaderChunk.cube_vert,
  8863. fragmentShader: ShaderChunk.cube_frag
  8864. },
  8865. equirect: {
  8866. uniforms: {
  8867. tEquirect: { value: null },
  8868. },
  8869. vertexShader: ShaderChunk.equirect_vert,
  8870. fragmentShader: ShaderChunk.equirect_frag
  8871. },
  8872. distanceRGBA: {
  8873. uniforms: mergeUniforms( [
  8874. UniformsLib.common,
  8875. UniformsLib.displacementmap,
  8876. {
  8877. referencePosition: { value: new Vector3() },
  8878. nearDistance: { value: 1 },
  8879. farDistance: { value: 1000 }
  8880. }
  8881. ] ),
  8882. vertexShader: ShaderChunk.distanceRGBA_vert,
  8883. fragmentShader: ShaderChunk.distanceRGBA_frag
  8884. },
  8885. shadow: {
  8886. uniforms: mergeUniforms( [
  8887. UniformsLib.lights,
  8888. UniformsLib.fog,
  8889. {
  8890. color: { value: new Color( 0x00000 ) },
  8891. opacity: { value: 1.0 }
  8892. } ] ),
  8893. vertexShader: ShaderChunk.shadow_vert,
  8894. fragmentShader: ShaderChunk.shadow_frag
  8895. }
  8896. };
  8897. ShaderLib.physical = {
  8898. uniforms: mergeUniforms( [
  8899. ShaderLib.standard.uniforms,
  8900. {
  8901. transparency: { value: 0 },
  8902. clearcoat: { value: 0 },
  8903. clearcoatRoughness: { value: 0 },
  8904. sheen: { value: new Color( 0x000000 ) },
  8905. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8906. clearcoatNormalMap: { value: null },
  8907. }
  8908. ] ),
  8909. vertexShader: ShaderChunk.meshphysical_vert,
  8910. fragmentShader: ShaderChunk.meshphysical_frag
  8911. };
  8912. /**
  8913. * @author mrdoob / http://mrdoob.com/
  8914. */
  8915. function WebGLAnimation() {
  8916. var context = null;
  8917. var isAnimating = false;
  8918. var animationLoop = null;
  8919. function onAnimationFrame( time, frame ) {
  8920. if ( isAnimating === false ) { return; }
  8921. animationLoop( time, frame );
  8922. context.requestAnimationFrame( onAnimationFrame );
  8923. }
  8924. return {
  8925. start: function () {
  8926. if ( isAnimating === true ) { return; }
  8927. if ( animationLoop === null ) { return; }
  8928. context.requestAnimationFrame( onAnimationFrame );
  8929. isAnimating = true;
  8930. },
  8931. stop: function () {
  8932. isAnimating = false;
  8933. },
  8934. setAnimationLoop: function ( callback ) {
  8935. animationLoop = callback;
  8936. },
  8937. setContext: function ( value ) {
  8938. context = value;
  8939. }
  8940. };
  8941. }
  8942. /**
  8943. * @author mrdoob / http://mrdoob.com/
  8944. */
  8945. function WebGLAttributes( gl ) {
  8946. var buffers = new WeakMap();
  8947. function createBuffer( attribute, bufferType ) {
  8948. var array = attribute.array;
  8949. var usage = attribute.dynamic ? 35048 : 35044;
  8950. var buffer = gl.createBuffer();
  8951. gl.bindBuffer( bufferType, buffer );
  8952. gl.bufferData( bufferType, array, usage );
  8953. attribute.onUploadCallback();
  8954. var type = 5126;
  8955. if ( array instanceof Float32Array ) {
  8956. type = 5126;
  8957. } else if ( array instanceof Float64Array ) {
  8958. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8959. } else if ( array instanceof Uint16Array ) {
  8960. type = 5123;
  8961. } else if ( array instanceof Int16Array ) {
  8962. type = 5122;
  8963. } else if ( array instanceof Uint32Array ) {
  8964. type = 5125;
  8965. } else if ( array instanceof Int32Array ) {
  8966. type = 5124;
  8967. } else if ( array instanceof Int8Array ) {
  8968. type = 5120;
  8969. } else if ( array instanceof Uint8Array ) {
  8970. type = 5121;
  8971. }
  8972. return {
  8973. buffer: buffer,
  8974. type: type,
  8975. bytesPerElement: array.BYTES_PER_ELEMENT,
  8976. version: attribute.version
  8977. };
  8978. }
  8979. function updateBuffer( buffer, attribute, bufferType ) {
  8980. var array = attribute.array;
  8981. var updateRange = attribute.updateRange;
  8982. gl.bindBuffer( bufferType, buffer );
  8983. if ( attribute.dynamic === false ) {
  8984. gl.bufferData( bufferType, array, 35044 );
  8985. } else if ( updateRange.count === - 1 ) {
  8986. // Not using update ranges
  8987. gl.bufferSubData( bufferType, 0, array );
  8988. } else if ( updateRange.count === 0 ) {
  8989. 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.' );
  8990. } else {
  8991. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8992. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8993. updateRange.count = - 1; // reset range
  8994. }
  8995. }
  8996. //
  8997. function get( attribute ) {
  8998. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8999. return buffers.get( attribute );
  9000. }
  9001. function remove( attribute ) {
  9002. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9003. var data = buffers.get( attribute );
  9004. if ( data ) {
  9005. gl.deleteBuffer( data.buffer );
  9006. buffers.delete( attribute );
  9007. }
  9008. }
  9009. function update( attribute, bufferType ) {
  9010. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9011. var data = buffers.get( attribute );
  9012. if ( data === undefined ) {
  9013. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9014. } else if ( data.version < attribute.version ) {
  9015. updateBuffer( data.buffer, attribute, bufferType );
  9016. data.version = attribute.version;
  9017. }
  9018. }
  9019. return {
  9020. get: get,
  9021. remove: remove,
  9022. update: update
  9023. };
  9024. }
  9025. /**
  9026. * @author mrdoob / http://mrdoob.com/
  9027. * @author Mugen87 / https://github.com/Mugen87
  9028. */
  9029. // PlaneGeometry
  9030. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9031. Geometry.call( this );
  9032. this.type = 'PlaneGeometry';
  9033. this.parameters = {
  9034. width: width,
  9035. height: height,
  9036. widthSegments: widthSegments,
  9037. heightSegments: heightSegments
  9038. };
  9039. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9040. this.mergeVertices();
  9041. }
  9042. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9043. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9044. // PlaneBufferGeometry
  9045. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9046. BufferGeometry.call( this );
  9047. this.type = 'PlaneBufferGeometry';
  9048. this.parameters = {
  9049. width: width,
  9050. height: height,
  9051. widthSegments: widthSegments,
  9052. heightSegments: heightSegments
  9053. };
  9054. width = width || 1;
  9055. height = height || 1;
  9056. var width_half = width / 2;
  9057. var height_half = height / 2;
  9058. var gridX = Math.floor( widthSegments ) || 1;
  9059. var gridY = Math.floor( heightSegments ) || 1;
  9060. var gridX1 = gridX + 1;
  9061. var gridY1 = gridY + 1;
  9062. var segment_width = width / gridX;
  9063. var segment_height = height / gridY;
  9064. var ix, iy;
  9065. // buffers
  9066. var indices = [];
  9067. var vertices = [];
  9068. var normals = [];
  9069. var uvs = [];
  9070. // generate vertices, normals and uvs
  9071. for ( iy = 0; iy < gridY1; iy ++ ) {
  9072. var y = iy * segment_height - height_half;
  9073. for ( ix = 0; ix < gridX1; ix ++ ) {
  9074. var x = ix * segment_width - width_half;
  9075. vertices.push( x, - y, 0 );
  9076. normals.push( 0, 0, 1 );
  9077. uvs.push( ix / gridX );
  9078. uvs.push( 1 - ( iy / gridY ) );
  9079. }
  9080. }
  9081. // indices
  9082. for ( iy = 0; iy < gridY; iy ++ ) {
  9083. for ( ix = 0; ix < gridX; ix ++ ) {
  9084. var a = ix + gridX1 * iy;
  9085. var b = ix + gridX1 * ( iy + 1 );
  9086. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9087. var d = ( ix + 1 ) + gridX1 * iy;
  9088. // faces
  9089. indices.push( a, b, d );
  9090. indices.push( b, c, d );
  9091. }
  9092. }
  9093. // build geometry
  9094. this.setIndex( indices );
  9095. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9096. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9097. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9098. }
  9099. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9100. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9101. /**
  9102. * @author mrdoob / http://mrdoob.com/
  9103. */
  9104. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9105. var clearColor = new Color( 0x000000 );
  9106. var clearAlpha = 0;
  9107. var planeMesh;
  9108. var boxMesh;
  9109. // Store the current background texture and its `version`
  9110. // so we can recompile the material accordingly.
  9111. var currentBackground = null;
  9112. var currentBackgroundVersion = 0;
  9113. function render( renderList, scene, camera, forceClear ) {
  9114. var background = scene.background;
  9115. // Ignore background in AR
  9116. // TODO: Reconsider this.
  9117. var vr = renderer.vr;
  9118. var session = vr.getSession && vr.getSession();
  9119. if ( session && session.environmentBlendMode === 'additive' ) {
  9120. background = null;
  9121. }
  9122. if ( background === null ) {
  9123. setClear( clearColor, clearAlpha );
  9124. currentBackground = null;
  9125. currentBackgroundVersion = 0;
  9126. } else if ( background && background.isColor ) {
  9127. setClear( background, 1 );
  9128. forceClear = true;
  9129. currentBackground = null;
  9130. currentBackgroundVersion = 0;
  9131. }
  9132. if ( renderer.autoClear || forceClear ) {
  9133. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9134. }
  9135. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9136. if ( boxMesh === undefined ) {
  9137. boxMesh = new Mesh(
  9138. new BoxBufferGeometry( 1, 1, 1 ),
  9139. new ShaderMaterial( {
  9140. type: 'BackgroundCubeMaterial',
  9141. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9142. vertexShader: ShaderLib.cube.vertexShader,
  9143. fragmentShader: ShaderLib.cube.fragmentShader,
  9144. side: BackSide,
  9145. depthTest: false,
  9146. depthWrite: false,
  9147. fog: false
  9148. } )
  9149. );
  9150. boxMesh.geometry.removeAttribute( 'normal' );
  9151. boxMesh.geometry.removeAttribute( 'uv' );
  9152. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9153. this.matrixWorld.copyPosition( camera.matrixWorld );
  9154. };
  9155. // enable code injection for non-built-in material
  9156. Object.defineProperty( boxMesh.material, 'map', {
  9157. get: function () {
  9158. return this.uniforms.tCube.value;
  9159. }
  9160. } );
  9161. objects.update( boxMesh );
  9162. }
  9163. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9164. boxMesh.material.uniforms.tCube.value = texture;
  9165. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9166. if ( currentBackground !== background ||
  9167. currentBackgroundVersion !== texture.version ) {
  9168. boxMesh.material.needsUpdate = true;
  9169. currentBackground = background;
  9170. currentBackgroundVersion = texture.version;
  9171. }
  9172. // push to the pre-sorted opaque render list
  9173. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9174. } else if ( background && background.isTexture ) {
  9175. if ( planeMesh === undefined ) {
  9176. planeMesh = new Mesh(
  9177. new PlaneBufferGeometry( 2, 2 ),
  9178. new ShaderMaterial( {
  9179. type: 'BackgroundMaterial',
  9180. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9181. vertexShader: ShaderLib.background.vertexShader,
  9182. fragmentShader: ShaderLib.background.fragmentShader,
  9183. side: FrontSide,
  9184. depthTest: false,
  9185. depthWrite: false,
  9186. fog: false
  9187. } )
  9188. );
  9189. planeMesh.geometry.removeAttribute( 'normal' );
  9190. // enable code injection for non-built-in material
  9191. Object.defineProperty( planeMesh.material, 'map', {
  9192. get: function () {
  9193. return this.uniforms.t2D.value;
  9194. }
  9195. } );
  9196. objects.update( planeMesh );
  9197. }
  9198. planeMesh.material.uniforms.t2D.value = background;
  9199. if ( background.matrixAutoUpdate === true ) {
  9200. background.updateMatrix();
  9201. }
  9202. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9203. if ( currentBackground !== background ||
  9204. currentBackgroundVersion !== background.version ) {
  9205. planeMesh.material.needsUpdate = true;
  9206. currentBackground = background;
  9207. currentBackgroundVersion = background.version;
  9208. }
  9209. // push to the pre-sorted opaque render list
  9210. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9211. }
  9212. }
  9213. function setClear( color, alpha ) {
  9214. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9215. }
  9216. return {
  9217. getClearColor: function () {
  9218. return clearColor;
  9219. },
  9220. setClearColor: function ( color, alpha ) {
  9221. clearColor.set( color );
  9222. clearAlpha = alpha !== undefined ? alpha : 1;
  9223. setClear( clearColor, clearAlpha );
  9224. },
  9225. getClearAlpha: function () {
  9226. return clearAlpha;
  9227. },
  9228. setClearAlpha: function ( alpha ) {
  9229. clearAlpha = alpha;
  9230. setClear( clearColor, clearAlpha );
  9231. },
  9232. render: render
  9233. };
  9234. }
  9235. /**
  9236. * @author mrdoob / http://mrdoob.com/
  9237. */
  9238. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9239. var mode;
  9240. function setMode( value ) {
  9241. mode = value;
  9242. }
  9243. function render( start, count ) {
  9244. gl.drawArrays( mode, start, count );
  9245. info.update( count, mode );
  9246. }
  9247. function renderInstances( geometry, start, count, primcount ) {
  9248. if ( primcount === 0 ) { return; }
  9249. var extension, methodName;
  9250. if ( capabilities.isWebGL2 ) {
  9251. extension = gl;
  9252. methodName = 'drawArraysInstanced';
  9253. } else {
  9254. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9255. methodName = 'drawArraysInstancedANGLE';
  9256. if ( extension === null ) {
  9257. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9258. return;
  9259. }
  9260. }
  9261. extension[ methodName ]( mode, start, count, primcount );
  9262. info.update( count, mode, primcount );
  9263. }
  9264. //
  9265. this.setMode = setMode;
  9266. this.render = render;
  9267. this.renderInstances = renderInstances;
  9268. }
  9269. /**
  9270. * @author mrdoob / http://mrdoob.com/
  9271. */
  9272. function WebGLCapabilities( gl, extensions, parameters ) {
  9273. var maxAnisotropy;
  9274. function getMaxAnisotropy() {
  9275. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9276. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9277. if ( extension !== null ) {
  9278. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9279. } else {
  9280. maxAnisotropy = 0;
  9281. }
  9282. return maxAnisotropy;
  9283. }
  9284. function getMaxPrecision( precision ) {
  9285. if ( precision === 'highp' ) {
  9286. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9287. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9288. return 'highp';
  9289. }
  9290. precision = 'mediump';
  9291. }
  9292. if ( precision === 'mediump' ) {
  9293. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9294. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9295. return 'mediump';
  9296. }
  9297. }
  9298. return 'lowp';
  9299. }
  9300. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9301. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9302. var maxPrecision = getMaxPrecision( precision );
  9303. if ( maxPrecision !== precision ) {
  9304. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9305. precision = maxPrecision;
  9306. }
  9307. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9308. var maxTextures = gl.getParameter( 34930 );
  9309. var maxVertexTextures = gl.getParameter( 35660 );
  9310. var maxTextureSize = gl.getParameter( 3379 );
  9311. var maxCubemapSize = gl.getParameter( 34076 );
  9312. var maxAttributes = gl.getParameter( 34921 );
  9313. var maxVertexUniforms = gl.getParameter( 36347 );
  9314. var maxVaryings = gl.getParameter( 36348 );
  9315. var maxFragmentUniforms = gl.getParameter( 36349 );
  9316. var vertexTextures = maxVertexTextures > 0;
  9317. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9318. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9319. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9320. var multiviewExt = extensions.get( 'OVR_multiview2' );
  9321. var multiview = isWebGL2 && !! multiviewExt && ! gl.getContextAttributes().antialias;
  9322. var maxMultiviewViews = multiview ? gl.getParameter( multiviewExt.MAX_VIEWS_OVR ) : 0;
  9323. return {
  9324. isWebGL2: isWebGL2,
  9325. getMaxAnisotropy: getMaxAnisotropy,
  9326. getMaxPrecision: getMaxPrecision,
  9327. precision: precision,
  9328. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9329. maxTextures: maxTextures,
  9330. maxVertexTextures: maxVertexTextures,
  9331. maxTextureSize: maxTextureSize,
  9332. maxCubemapSize: maxCubemapSize,
  9333. maxAttributes: maxAttributes,
  9334. maxVertexUniforms: maxVertexUniforms,
  9335. maxVaryings: maxVaryings,
  9336. maxFragmentUniforms: maxFragmentUniforms,
  9337. vertexTextures: vertexTextures,
  9338. floatFragmentTextures: floatFragmentTextures,
  9339. floatVertexTextures: floatVertexTextures,
  9340. maxSamples: maxSamples,
  9341. multiview: multiview,
  9342. maxMultiviewViews: maxMultiviewViews
  9343. };
  9344. }
  9345. /**
  9346. * @author tschw
  9347. */
  9348. function WebGLClipping() {
  9349. var scope = this,
  9350. globalState = null,
  9351. numGlobalPlanes = 0,
  9352. localClippingEnabled = false,
  9353. renderingShadows = false,
  9354. plane = new Plane(),
  9355. viewNormalMatrix = new Matrix3(),
  9356. uniform = { value: null, needsUpdate: false };
  9357. this.uniform = uniform;
  9358. this.numPlanes = 0;
  9359. this.numIntersection = 0;
  9360. this.init = function ( planes, enableLocalClipping, camera ) {
  9361. var enabled =
  9362. planes.length !== 0 ||
  9363. enableLocalClipping ||
  9364. // enable state of previous frame - the clipping code has to
  9365. // run another frame in order to reset the state:
  9366. numGlobalPlanes !== 0 ||
  9367. localClippingEnabled;
  9368. localClippingEnabled = enableLocalClipping;
  9369. globalState = projectPlanes( planes, camera, 0 );
  9370. numGlobalPlanes = planes.length;
  9371. return enabled;
  9372. };
  9373. this.beginShadows = function () {
  9374. renderingShadows = true;
  9375. projectPlanes( null );
  9376. };
  9377. this.endShadows = function () {
  9378. renderingShadows = false;
  9379. resetGlobalState();
  9380. };
  9381. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9382. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9383. // there's no local clipping
  9384. if ( renderingShadows ) {
  9385. // there's no global clipping
  9386. projectPlanes( null );
  9387. } else {
  9388. resetGlobalState();
  9389. }
  9390. } else {
  9391. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9392. lGlobal = nGlobal * 4,
  9393. dstArray = cache.clippingState || null;
  9394. uniform.value = dstArray; // ensure unique state
  9395. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9396. for ( var i = 0; i !== lGlobal; ++ i ) {
  9397. dstArray[ i ] = globalState[ i ];
  9398. }
  9399. cache.clippingState = dstArray;
  9400. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9401. this.numPlanes += nGlobal;
  9402. }
  9403. };
  9404. function resetGlobalState() {
  9405. if ( uniform.value !== globalState ) {
  9406. uniform.value = globalState;
  9407. uniform.needsUpdate = numGlobalPlanes > 0;
  9408. }
  9409. scope.numPlanes = numGlobalPlanes;
  9410. scope.numIntersection = 0;
  9411. }
  9412. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9413. var nPlanes = planes !== null ? planes.length : 0,
  9414. dstArray = null;
  9415. if ( nPlanes !== 0 ) {
  9416. dstArray = uniform.value;
  9417. if ( skipTransform !== true || dstArray === null ) {
  9418. var flatSize = dstOffset + nPlanes * 4,
  9419. viewMatrix = camera.matrixWorldInverse;
  9420. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9421. if ( dstArray === null || dstArray.length < flatSize ) {
  9422. dstArray = new Float32Array( flatSize );
  9423. }
  9424. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9425. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9426. plane.normal.toArray( dstArray, i4 );
  9427. dstArray[ i4 + 3 ] = plane.constant;
  9428. }
  9429. }
  9430. uniform.value = dstArray;
  9431. uniform.needsUpdate = true;
  9432. }
  9433. scope.numPlanes = nPlanes;
  9434. return dstArray;
  9435. }
  9436. }
  9437. /**
  9438. * @author mrdoob / http://mrdoob.com/
  9439. */
  9440. function WebGLExtensions( gl ) {
  9441. var extensions = {};
  9442. return {
  9443. get: function ( name ) {
  9444. if ( extensions[ name ] !== undefined ) {
  9445. return extensions[ name ];
  9446. }
  9447. var extension;
  9448. switch ( name ) {
  9449. case 'WEBGL_depth_texture':
  9450. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9451. break;
  9452. case 'EXT_texture_filter_anisotropic':
  9453. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9454. break;
  9455. case 'WEBGL_compressed_texture_s3tc':
  9456. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9457. break;
  9458. case 'WEBGL_compressed_texture_pvrtc':
  9459. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9460. break;
  9461. default:
  9462. extension = gl.getExtension( name );
  9463. }
  9464. if ( extension === null ) {
  9465. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9466. }
  9467. extensions[ name ] = extension;
  9468. return extension;
  9469. }
  9470. };
  9471. }
  9472. /**
  9473. * @author mrdoob / http://mrdoob.com/
  9474. */
  9475. function WebGLGeometries( gl, attributes, info ) {
  9476. var geometries = new WeakMap();
  9477. var wireframeAttributes = new WeakMap();
  9478. function onGeometryDispose( event ) {
  9479. var geometry = event.target;
  9480. var buffergeometry = geometries.get( geometry );
  9481. if ( buffergeometry.index !== null ) {
  9482. attributes.remove( buffergeometry.index );
  9483. }
  9484. for ( var name in buffergeometry.attributes ) {
  9485. attributes.remove( buffergeometry.attributes[ name ] );
  9486. }
  9487. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9488. geometries.delete( geometry );
  9489. var attribute = wireframeAttributes.get( buffergeometry );
  9490. if ( attribute ) {
  9491. attributes.remove( attribute );
  9492. wireframeAttributes.delete( buffergeometry );
  9493. }
  9494. //
  9495. info.memory.geometries --;
  9496. }
  9497. function get( object, geometry ) {
  9498. var buffergeometry = geometries.get( geometry );
  9499. if ( buffergeometry ) { return buffergeometry; }
  9500. geometry.addEventListener( 'dispose', onGeometryDispose );
  9501. if ( geometry.isBufferGeometry ) {
  9502. buffergeometry = geometry;
  9503. } else if ( geometry.isGeometry ) {
  9504. if ( geometry._bufferGeometry === undefined ) {
  9505. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9506. }
  9507. buffergeometry = geometry._bufferGeometry;
  9508. }
  9509. geometries.set( geometry, buffergeometry );
  9510. info.memory.geometries ++;
  9511. return buffergeometry;
  9512. }
  9513. function update( geometry ) {
  9514. var index = geometry.index;
  9515. var geometryAttributes = geometry.attributes;
  9516. if ( index !== null ) {
  9517. attributes.update( index, 34963 );
  9518. }
  9519. for ( var name in geometryAttributes ) {
  9520. attributes.update( geometryAttributes[ name ], 34962 );
  9521. }
  9522. // morph targets
  9523. var morphAttributes = geometry.morphAttributes;
  9524. for ( var name in morphAttributes ) {
  9525. var array = morphAttributes[ name ];
  9526. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9527. attributes.update( array[ i ], 34962 );
  9528. }
  9529. }
  9530. }
  9531. function updateWireframeAttribute( geometry ) {
  9532. var indices = [];
  9533. var geometryIndex = geometry.index;
  9534. var geometryPosition = geometry.attributes.position;
  9535. var version = 0;
  9536. if ( geometryIndex !== null ) {
  9537. var array = geometryIndex.array;
  9538. version = geometryIndex.version;
  9539. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9540. var a = array[ i + 0 ];
  9541. var b = array[ i + 1 ];
  9542. var c = array[ i + 2 ];
  9543. indices.push( a, b, b, c, c, a );
  9544. }
  9545. } else {
  9546. var array = geometryPosition.array;
  9547. version = geometryPosition.version;
  9548. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9549. var a = i + 0;
  9550. var b = i + 1;
  9551. var c = i + 2;
  9552. indices.push( a, b, b, c, c, a );
  9553. }
  9554. }
  9555. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9556. attribute.version = version;
  9557. attributes.update( attribute, 34963 );
  9558. //
  9559. var previousAttribute = wireframeAttributes.get( geometry );
  9560. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9561. //
  9562. wireframeAttributes.set( geometry, attribute );
  9563. }
  9564. function getWireframeAttribute( geometry ) {
  9565. var currentAttribute = wireframeAttributes.get( geometry );
  9566. if ( currentAttribute ) {
  9567. var geometryIndex = geometry.index;
  9568. if ( geometryIndex !== null ) {
  9569. // if the attribute is obsolete, create a new one
  9570. if ( currentAttribute.version < geometryIndex.version ) {
  9571. updateWireframeAttribute( geometry );
  9572. }
  9573. }
  9574. } else {
  9575. updateWireframeAttribute( geometry );
  9576. }
  9577. return wireframeAttributes.get( geometry );
  9578. }
  9579. return {
  9580. get: get,
  9581. update: update,
  9582. getWireframeAttribute: getWireframeAttribute
  9583. };
  9584. }
  9585. /**
  9586. * @author mrdoob / http://mrdoob.com/
  9587. */
  9588. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  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 ( capabilities.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, width: width, height: height, depth: depth };
  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, width: width, height: height, depth: depth };
  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 vec3 cameraPosition;',
  10624. numMultiviewViews > 0 ? [
  10625. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10626. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10627. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10628. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10629. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10630. '#define normalMatrix normalMatrices[VIEW_ID]',
  10631. '#define viewMatrix viewMatrices[VIEW_ID]',
  10632. '#define projectionMatrix projectionMatrices[VIEW_ID]'
  10633. ].join( '\n' ) : [
  10634. 'uniform mat4 modelViewMatrix;',
  10635. 'uniform mat4 projectionMatrix;',
  10636. 'uniform mat4 viewMatrix;',
  10637. 'uniform mat3 normalMatrix;' ].join( '\n' ),
  10638. '#ifdef USE_INSTANCING',
  10639. ' attribute mat4 instanceMatrix;',
  10640. '#endif',
  10641. 'attribute vec3 position;',
  10642. 'attribute vec3 normal;',
  10643. 'attribute vec2 uv;',
  10644. '#ifdef USE_TANGENT',
  10645. ' attribute vec4 tangent;',
  10646. '#endif',
  10647. '#ifdef USE_COLOR',
  10648. ' attribute vec3 color;',
  10649. '#endif',
  10650. '#ifdef USE_MORPHTARGETS',
  10651. ' attribute vec3 morphTarget0;',
  10652. ' attribute vec3 morphTarget1;',
  10653. ' attribute vec3 morphTarget2;',
  10654. ' attribute vec3 morphTarget3;',
  10655. ' #ifdef USE_MORPHNORMALS',
  10656. ' attribute vec3 morphNormal0;',
  10657. ' attribute vec3 morphNormal1;',
  10658. ' attribute vec3 morphNormal2;',
  10659. ' attribute vec3 morphNormal3;',
  10660. ' #else',
  10661. ' attribute vec3 morphTarget4;',
  10662. ' attribute vec3 morphTarget5;',
  10663. ' attribute vec3 morphTarget6;',
  10664. ' attribute vec3 morphTarget7;',
  10665. ' #endif',
  10666. '#endif',
  10667. '#ifdef USE_SKINNING',
  10668. ' attribute vec4 skinIndex;',
  10669. ' attribute vec4 skinWeight;',
  10670. '#endif',
  10671. '\n'
  10672. ].filter( filterEmptyLine ).join( '\n' );
  10673. prefixFragment = [
  10674. customExtensions,
  10675. generatePrecision( parameters ),
  10676. '#define SHADER_NAME ' + shader.name,
  10677. customDefines,
  10678. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10679. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10680. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10681. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10682. parameters.map ? '#define USE_MAP' : '',
  10683. parameters.matcap ? '#define USE_MATCAP' : '',
  10684. parameters.envMap ? '#define USE_ENVMAP' : '',
  10685. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10686. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10687. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10688. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10689. parameters.aoMap ? '#define USE_AOMAP' : '',
  10690. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10691. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10692. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10693. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10694. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10695. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10696. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10697. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10698. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10699. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10700. parameters.sheen ? '#define USE_SHEEN' : '',
  10701. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10702. parameters.vertexColors ? '#define USE_COLOR' : '',
  10703. parameters.vertexUvs ? '#define USE_UV' : '',
  10704. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10705. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10706. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10707. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10708. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10709. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10710. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10711. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10712. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10713. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10714. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10715. 'uniform vec3 cameraPosition;',
  10716. numMultiviewViews > 0 ? [
  10717. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10718. '#define viewMatrix viewMatrices[VIEW_ID]'
  10719. ].join( '\n' ) : 'uniform mat4 viewMatrix;',
  10720. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10721. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10722. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10723. parameters.dithering ? '#define DITHERING' : '',
  10724. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10725. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10726. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10727. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10728. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10729. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10730. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10731. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10732. '\n'
  10733. ].filter( filterEmptyLine ).join( '\n' );
  10734. }
  10735. vertexShader = resolveIncludes( vertexShader );
  10736. vertexShader = replaceLightNums( vertexShader, parameters );
  10737. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10738. fragmentShader = resolveIncludes( fragmentShader );
  10739. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10740. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10741. vertexShader = unrollLoops( vertexShader );
  10742. fragmentShader = unrollLoops( fragmentShader );
  10743. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10744. var isGLSL3ShaderMaterial = false;
  10745. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10746. if ( material.isShaderMaterial &&
  10747. vertexShader.match( versionRegex ) !== null &&
  10748. fragmentShader.match( versionRegex ) !== null ) {
  10749. isGLSL3ShaderMaterial = true;
  10750. vertexShader = vertexShader.replace( versionRegex, '' );
  10751. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10752. }
  10753. // GLSL 3.0 conversion
  10754. prefixVertex = [
  10755. '#version 300 es\n',
  10756. numMultiviewViews > 0 ? [
  10757. '#extension GL_OVR_multiview2 : require',
  10758. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10759. '#define VIEW_ID gl_ViewID_OVR'
  10760. ].join( '\n' ) : '',
  10761. '#define attribute in',
  10762. '#define varying out',
  10763. '#define texture2D texture'
  10764. ].join( '\n' ) + '\n' + prefixVertex;
  10765. prefixFragment = [
  10766. '#version 300 es\n',
  10767. numMultiviewViews > 0 ? [
  10768. '#extension GL_OVR_multiview2 : require',
  10769. '#define VIEW_ID gl_ViewID_OVR'
  10770. ].join( '\n' ) : '',
  10771. '#define varying in',
  10772. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10773. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10774. '#define gl_FragDepthEXT gl_FragDepth',
  10775. '#define texture2D texture',
  10776. '#define textureCube texture',
  10777. '#define texture2DProj textureProj',
  10778. '#define texture2DLodEXT textureLod',
  10779. '#define texture2DProjLodEXT textureProjLod',
  10780. '#define textureCubeLodEXT textureLod',
  10781. '#define texture2DGradEXT textureGrad',
  10782. '#define texture2DProjGradEXT textureProjGrad',
  10783. '#define textureCubeGradEXT textureGrad'
  10784. ].join( '\n' ) + '\n' + prefixFragment;
  10785. }
  10786. var vertexGlsl = prefixVertex + vertexShader;
  10787. var fragmentGlsl = prefixFragment + fragmentShader;
  10788. // console.log( '*VERTEX*', vertexGlsl );
  10789. // console.log( '*FRAGMENT*', fragmentGlsl );
  10790. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10791. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10792. gl.attachShader( program, glVertexShader );
  10793. gl.attachShader( program, glFragmentShader );
  10794. // Force a particular attribute to index 0.
  10795. if ( material.index0AttributeName !== undefined ) {
  10796. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10797. } else if ( parameters.morphTargets === true ) {
  10798. // programs with morphTargets displace position out of attribute 0
  10799. gl.bindAttribLocation( program, 0, 'position' );
  10800. }
  10801. gl.linkProgram( program );
  10802. // check for link errors
  10803. if ( renderer.debug.checkShaderErrors ) {
  10804. var programLog = gl.getProgramInfoLog( program ).trim();
  10805. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10806. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10807. var runnable = true;
  10808. var haveDiagnostics = true;
  10809. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10810. runnable = false;
  10811. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10812. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10813. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10814. } else if ( programLog !== '' ) {
  10815. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10816. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10817. haveDiagnostics = false;
  10818. }
  10819. if ( haveDiagnostics ) {
  10820. this.diagnostics = {
  10821. runnable: runnable,
  10822. material: material,
  10823. programLog: programLog,
  10824. vertexShader: {
  10825. log: vertexLog,
  10826. prefix: prefixVertex
  10827. },
  10828. fragmentShader: {
  10829. log: fragmentLog,
  10830. prefix: prefixFragment
  10831. }
  10832. };
  10833. }
  10834. }
  10835. // clean up
  10836. gl.deleteShader( glVertexShader );
  10837. gl.deleteShader( glFragmentShader );
  10838. // set up caching for uniform locations
  10839. var cachedUniforms;
  10840. this.getUniforms = function () {
  10841. if ( cachedUniforms === undefined ) {
  10842. cachedUniforms = new WebGLUniforms( gl, program );
  10843. }
  10844. return cachedUniforms;
  10845. };
  10846. // set up caching for attribute locations
  10847. var cachedAttributes;
  10848. this.getAttributes = function () {
  10849. if ( cachedAttributes === undefined ) {
  10850. cachedAttributes = fetchAttributeLocations( gl, program );
  10851. }
  10852. return cachedAttributes;
  10853. };
  10854. // free resource
  10855. this.destroy = function () {
  10856. gl.deleteProgram( program );
  10857. this.program = undefined;
  10858. };
  10859. //
  10860. this.name = shader.name;
  10861. this.id = programIdCount ++;
  10862. this.code = code;
  10863. this.usedTimes = 1;
  10864. this.program = program;
  10865. this.vertexShader = glVertexShader;
  10866. this.fragmentShader = glFragmentShader;
  10867. this.numMultiviewViews = numMultiviewViews;
  10868. return this;
  10869. }
  10870. /**
  10871. * @author mrdoob / http://mrdoob.com/
  10872. */
  10873. function WebGLPrograms( renderer, extensions, capabilities ) {
  10874. var programs = [];
  10875. var shaderIDs = {
  10876. MeshDepthMaterial: 'depth',
  10877. MeshDistanceMaterial: 'distanceRGBA',
  10878. MeshNormalMaterial: 'normal',
  10879. MeshBasicMaterial: 'basic',
  10880. MeshLambertMaterial: 'lambert',
  10881. MeshPhongMaterial: 'phong',
  10882. MeshToonMaterial: 'phong',
  10883. MeshStandardMaterial: 'physical',
  10884. MeshPhysicalMaterial: 'physical',
  10885. MeshMatcapMaterial: 'matcap',
  10886. LineBasicMaterial: 'basic',
  10887. LineDashedMaterial: 'dashed',
  10888. PointsMaterial: 'points',
  10889. ShadowMaterial: 'shadow',
  10890. SpriteMaterial: 'sprite'
  10891. };
  10892. var parameterNames = [
  10893. "precision", "supportsVertexTextures", "instancing",
  10894. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10895. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10896. "roughnessMap", "metalnessMap", "gradientMap",
  10897. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10898. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10899. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10900. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10901. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10902. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10903. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10904. "sheen"
  10905. ];
  10906. function allocateBones( object ) {
  10907. var skeleton = object.skeleton;
  10908. var bones = skeleton.bones;
  10909. if ( capabilities.floatVertexTextures ) {
  10910. return 1024;
  10911. } else {
  10912. // default for when object is not specified
  10913. // ( for example when prebuilding shader to be used with multiple objects )
  10914. //
  10915. // - leave some extra space for other uniforms
  10916. // - limit here is ANGLE's 254 max uniform vectors
  10917. // (up to 54 should be safe)
  10918. var nVertexUniforms = capabilities.maxVertexUniforms;
  10919. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10920. var maxBones = Math.min( nVertexMatrices, bones.length );
  10921. if ( maxBones < bones.length ) {
  10922. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10923. return 0;
  10924. }
  10925. return maxBones;
  10926. }
  10927. }
  10928. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10929. var encoding;
  10930. if ( ! map ) {
  10931. encoding = LinearEncoding;
  10932. } else if ( map.isTexture ) {
  10933. encoding = map.encoding;
  10934. } else if ( map.isWebGLRenderTarget ) {
  10935. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10936. encoding = map.texture.encoding;
  10937. }
  10938. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10939. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10940. encoding = GammaEncoding;
  10941. }
  10942. return encoding;
  10943. }
  10944. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10945. var shaderID = shaderIDs[ material.type ];
  10946. // heuristics to create shader parameters according to lights in the scene
  10947. // (not to blow over maxLights budget)
  10948. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10949. var precision = capabilities.precision;
  10950. if ( material.precision !== null ) {
  10951. precision = capabilities.getMaxPrecision( material.precision );
  10952. if ( precision !== material.precision ) {
  10953. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10954. }
  10955. }
  10956. var currentRenderTarget = renderer.getRenderTarget();
  10957. var parameters = {
  10958. isWebGL2: capabilities.isWebGL2,
  10959. shaderID: shaderID,
  10960. precision: precision,
  10961. instancing: object.isInstancedMesh === true,
  10962. supportsVertexTextures: capabilities.vertexTextures,
  10963. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10964. map: !! material.map,
  10965. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10966. matcap: !! material.matcap,
  10967. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10968. envMap: !! material.envMap,
  10969. envMapMode: material.envMap && material.envMap.mapping,
  10970. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10971. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10972. lightMap: !! material.lightMap,
  10973. aoMap: !! material.aoMap,
  10974. emissiveMap: !! material.emissiveMap,
  10975. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10976. bumpMap: !! material.bumpMap,
  10977. normalMap: !! material.normalMap,
  10978. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10979. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10980. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10981. displacementMap: !! material.displacementMap,
  10982. roughnessMap: !! material.roughnessMap,
  10983. metalnessMap: !! material.metalnessMap,
  10984. specularMap: !! material.specularMap,
  10985. alphaMap: !! material.alphaMap,
  10986. gradientMap: !! material.gradientMap,
  10987. sheen: !! material.sheen,
  10988. combine: material.combine,
  10989. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10990. vertexColors: material.vertexColors,
  10991. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10992. fog: !! fog,
  10993. useFog: material.fog,
  10994. fogExp2: ( fog && fog.isFogExp2 ),
  10995. flatShading: material.flatShading,
  10996. sizeAttenuation: material.sizeAttenuation,
  10997. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10998. skinning: material.skinning && maxBones > 0,
  10999. maxBones: maxBones,
  11000. useVertexTexture: capabilities.floatVertexTextures,
  11001. morphTargets: material.morphTargets,
  11002. morphNormals: material.morphNormals,
  11003. maxMorphTargets: renderer.maxMorphTargets,
  11004. maxMorphNormals: renderer.maxMorphNormals,
  11005. numDirLights: lights.directional.length,
  11006. numPointLights: lights.point.length,
  11007. numSpotLights: lights.spot.length,
  11008. numRectAreaLights: lights.rectArea.length,
  11009. numHemiLights: lights.hemi.length,
  11010. numDirLightShadows: lights.directionalShadowMap.length,
  11011. numPointLightShadows: lights.pointShadowMap.length,
  11012. numSpotLightShadows: lights.spotShadowMap.length,
  11013. numClippingPlanes: nClipPlanes,
  11014. numClipIntersection: nClipIntersection,
  11015. dithering: material.dithering,
  11016. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11017. shadowMapType: renderer.shadowMap.type,
  11018. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11019. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11020. premultipliedAlpha: material.premultipliedAlpha,
  11021. alphaTest: material.alphaTest,
  11022. doubleSided: material.side === DoubleSide,
  11023. flipSided: material.side === BackSide,
  11024. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11025. };
  11026. return parameters;
  11027. };
  11028. this.getProgramCode = function ( material, parameters ) {
  11029. var array = [];
  11030. if ( parameters.shaderID ) {
  11031. array.push( parameters.shaderID );
  11032. } else {
  11033. array.push( material.fragmentShader );
  11034. array.push( material.vertexShader );
  11035. }
  11036. if ( material.defines !== undefined ) {
  11037. for ( var name in material.defines ) {
  11038. array.push( name );
  11039. array.push( material.defines[ name ] );
  11040. }
  11041. }
  11042. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11043. array.push( parameters[ parameterNames[ i ] ] );
  11044. }
  11045. array.push( material.onBeforeCompile.toString() );
  11046. array.push( renderer.gammaOutput );
  11047. array.push( renderer.gammaFactor );
  11048. return array.join();
  11049. };
  11050. this.acquireProgram = function ( material, shader, parameters, code ) {
  11051. var program;
  11052. // Check if code has been already compiled
  11053. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11054. var programInfo = programs[ p ];
  11055. if ( programInfo.code === code ) {
  11056. program = programInfo;
  11057. ++ program.usedTimes;
  11058. break;
  11059. }
  11060. }
  11061. if ( program === undefined ) {
  11062. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11063. programs.push( program );
  11064. }
  11065. return program;
  11066. };
  11067. this.releaseProgram = function ( program ) {
  11068. if ( -- program.usedTimes === 0 ) {
  11069. // Remove from unordered set
  11070. var i = programs.indexOf( program );
  11071. programs[ i ] = programs[ programs.length - 1 ];
  11072. programs.pop();
  11073. // Free WebGL resources
  11074. program.destroy();
  11075. }
  11076. };
  11077. // Exposed for resource monitoring & error feedback via renderer.info:
  11078. this.programs = programs;
  11079. }
  11080. /**
  11081. * @author fordacious / fordacious.github.io
  11082. */
  11083. function WebGLProperties() {
  11084. var properties = new WeakMap();
  11085. function get( object ) {
  11086. var map = properties.get( object );
  11087. if ( map === undefined ) {
  11088. map = {};
  11089. properties.set( object, map );
  11090. }
  11091. return map;
  11092. }
  11093. function remove( object ) {
  11094. properties.delete( object );
  11095. }
  11096. function update( object, key, value ) {
  11097. properties.get( object )[ key ] = value;
  11098. }
  11099. function dispose() {
  11100. properties = new WeakMap();
  11101. }
  11102. return {
  11103. get: get,
  11104. remove: remove,
  11105. update: update,
  11106. dispose: dispose
  11107. };
  11108. }
  11109. /**
  11110. * @author mrdoob / http://mrdoob.com/
  11111. */
  11112. function painterSortStable( a, b ) {
  11113. if ( a.groupOrder !== b.groupOrder ) {
  11114. return a.groupOrder - b.groupOrder;
  11115. } else if ( a.renderOrder !== b.renderOrder ) {
  11116. return a.renderOrder - b.renderOrder;
  11117. } else if ( a.program !== b.program ) {
  11118. return a.program.id - b.program.id;
  11119. } else if ( a.material.id !== b.material.id ) {
  11120. return a.material.id - b.material.id;
  11121. } else if ( a.z !== b.z ) {
  11122. return a.z - b.z;
  11123. } else {
  11124. return a.id - b.id;
  11125. }
  11126. }
  11127. function reversePainterSortStable( a, b ) {
  11128. if ( a.groupOrder !== b.groupOrder ) {
  11129. return a.groupOrder - b.groupOrder;
  11130. } else if ( a.renderOrder !== b.renderOrder ) {
  11131. return a.renderOrder - b.renderOrder;
  11132. } else if ( a.z !== b.z ) {
  11133. return b.z - a.z;
  11134. } else {
  11135. return a.id - b.id;
  11136. }
  11137. }
  11138. function WebGLRenderList() {
  11139. var renderItems = [];
  11140. var renderItemsIndex = 0;
  11141. var opaque = [];
  11142. var transparent = [];
  11143. var defaultProgram = { id: - 1 };
  11144. function init() {
  11145. renderItemsIndex = 0;
  11146. opaque.length = 0;
  11147. transparent.length = 0;
  11148. }
  11149. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11150. var renderItem = renderItems[ renderItemsIndex ];
  11151. if ( renderItem === undefined ) {
  11152. renderItem = {
  11153. id: object.id,
  11154. object: object,
  11155. geometry: geometry,
  11156. material: material,
  11157. program: material.program || defaultProgram,
  11158. groupOrder: groupOrder,
  11159. renderOrder: object.renderOrder,
  11160. z: z,
  11161. group: group
  11162. };
  11163. renderItems[ renderItemsIndex ] = renderItem;
  11164. } else {
  11165. renderItem.id = object.id;
  11166. renderItem.object = object;
  11167. renderItem.geometry = geometry;
  11168. renderItem.material = material;
  11169. renderItem.program = material.program || defaultProgram;
  11170. renderItem.groupOrder = groupOrder;
  11171. renderItem.renderOrder = object.renderOrder;
  11172. renderItem.z = z;
  11173. renderItem.group = group;
  11174. }
  11175. renderItemsIndex ++;
  11176. return renderItem;
  11177. }
  11178. function push( object, geometry, material, groupOrder, z, group ) {
  11179. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11180. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11181. }
  11182. function unshift( object, geometry, material, groupOrder, z, group ) {
  11183. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11184. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11185. }
  11186. function sort() {
  11187. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11188. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11189. }
  11190. return {
  11191. opaque: opaque,
  11192. transparent: transparent,
  11193. init: init,
  11194. push: push,
  11195. unshift: unshift,
  11196. sort: sort
  11197. };
  11198. }
  11199. function WebGLRenderLists() {
  11200. var lists = new WeakMap();
  11201. function onSceneDispose( event ) {
  11202. var scene = event.target;
  11203. scene.removeEventListener( 'dispose', onSceneDispose );
  11204. lists.delete( scene );
  11205. }
  11206. function get( scene, camera ) {
  11207. var cameras = lists.get( scene );
  11208. var list;
  11209. if ( cameras === undefined ) {
  11210. list = new WebGLRenderList();
  11211. lists.set( scene, new WeakMap() );
  11212. lists.get( scene ).set( camera, list );
  11213. scene.addEventListener( 'dispose', onSceneDispose );
  11214. } else {
  11215. list = cameras.get( camera );
  11216. if ( list === undefined ) {
  11217. list = new WebGLRenderList();
  11218. cameras.set( camera, list );
  11219. }
  11220. }
  11221. return list;
  11222. }
  11223. function dispose() {
  11224. lists = new WeakMap();
  11225. }
  11226. return {
  11227. get: get,
  11228. dispose: dispose
  11229. };
  11230. }
  11231. /**
  11232. * @author mrdoob / http://mrdoob.com/
  11233. */
  11234. function UniformsCache() {
  11235. var lights = {};
  11236. return {
  11237. get: function ( light ) {
  11238. if ( lights[ light.id ] !== undefined ) {
  11239. return lights[ light.id ];
  11240. }
  11241. var uniforms;
  11242. switch ( light.type ) {
  11243. case 'DirectionalLight':
  11244. uniforms = {
  11245. direction: new Vector3(),
  11246. color: new Color(),
  11247. shadow: false,
  11248. shadowBias: 0,
  11249. shadowRadius: 1,
  11250. shadowMapSize: new Vector2()
  11251. };
  11252. break;
  11253. case 'SpotLight':
  11254. uniforms = {
  11255. position: new Vector3(),
  11256. direction: new Vector3(),
  11257. color: new Color(),
  11258. distance: 0,
  11259. coneCos: 0,
  11260. penumbraCos: 0,
  11261. decay: 0,
  11262. shadow: false,
  11263. shadowBias: 0,
  11264. shadowRadius: 1,
  11265. shadowMapSize: new Vector2()
  11266. };
  11267. break;
  11268. case 'PointLight':
  11269. uniforms = {
  11270. position: new Vector3(),
  11271. color: new Color(),
  11272. distance: 0,
  11273. decay: 0,
  11274. shadow: false,
  11275. shadowBias: 0,
  11276. shadowRadius: 1,
  11277. shadowMapSize: new Vector2(),
  11278. shadowCameraNear: 1,
  11279. shadowCameraFar: 1000
  11280. };
  11281. break;
  11282. case 'HemisphereLight':
  11283. uniforms = {
  11284. direction: new Vector3(),
  11285. skyColor: new Color(),
  11286. groundColor: new Color()
  11287. };
  11288. break;
  11289. case 'RectAreaLight':
  11290. uniforms = {
  11291. color: new Color(),
  11292. position: new Vector3(),
  11293. halfWidth: new Vector3(),
  11294. halfHeight: new Vector3()
  11295. // TODO (abelnation): set RectAreaLight shadow uniforms
  11296. };
  11297. break;
  11298. }
  11299. lights[ light.id ] = uniforms;
  11300. return uniforms;
  11301. }
  11302. };
  11303. }
  11304. var nextVersion = 0;
  11305. function shadowCastingLightsFirst( lightA, lightB ) {
  11306. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11307. }
  11308. function WebGLLights() {
  11309. var cache = new UniformsCache();
  11310. var state = {
  11311. version: 0,
  11312. hash: {
  11313. directionalLength: - 1,
  11314. pointLength: - 1,
  11315. spotLength: - 1,
  11316. rectAreaLength: - 1,
  11317. hemiLength: - 1,
  11318. numDirectionalShadows: - 1,
  11319. numPointShadows: - 1,
  11320. numSpotShadows: - 1,
  11321. },
  11322. ambient: [ 0, 0, 0 ],
  11323. probe: [],
  11324. directional: [],
  11325. directionalShadowMap: [],
  11326. directionalShadowMatrix: [],
  11327. spot: [],
  11328. spotShadowMap: [],
  11329. spotShadowMatrix: [],
  11330. rectArea: [],
  11331. point: [],
  11332. pointShadowMap: [],
  11333. pointShadowMatrix: [],
  11334. hemi: [],
  11335. numDirectionalShadows: - 1,
  11336. numPointShadows: - 1,
  11337. numSpotShadows: - 1
  11338. };
  11339. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11340. var vector3 = new Vector3();
  11341. var matrix4 = new Matrix4();
  11342. var matrix42 = new Matrix4();
  11343. function setup( lights, shadows, camera ) {
  11344. var r = 0, g = 0, b = 0;
  11345. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11346. var directionalLength = 0;
  11347. var pointLength = 0;
  11348. var spotLength = 0;
  11349. var rectAreaLength = 0;
  11350. var hemiLength = 0;
  11351. var numDirectionalShadows = 0;
  11352. var numPointShadows = 0;
  11353. var numSpotShadows = 0;
  11354. var viewMatrix = camera.matrixWorldInverse;
  11355. lights.sort( shadowCastingLightsFirst );
  11356. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11357. var light = lights[ i ];
  11358. var color = light.color;
  11359. var intensity = light.intensity;
  11360. var distance = light.distance;
  11361. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11362. if ( light.isAmbientLight ) {
  11363. r += color.r * intensity;
  11364. g += color.g * intensity;
  11365. b += color.b * intensity;
  11366. } else if ( light.isLightProbe ) {
  11367. for ( var j = 0; j < 9; j ++ ) {
  11368. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11369. }
  11370. } else if ( light.isDirectionalLight ) {
  11371. var uniforms = cache.get( light );
  11372. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11373. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11374. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11375. uniforms.direction.sub( vector3 );
  11376. uniforms.direction.transformDirection( viewMatrix );
  11377. uniforms.shadow = light.castShadow;
  11378. if ( light.castShadow ) {
  11379. var shadow = light.shadow;
  11380. uniforms.shadowBias = shadow.bias;
  11381. uniforms.shadowRadius = shadow.radius;
  11382. uniforms.shadowMapSize = shadow.mapSize;
  11383. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11384. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11385. numDirectionalShadows ++;
  11386. }
  11387. state.directional[ directionalLength ] = uniforms;
  11388. directionalLength ++;
  11389. } else if ( light.isSpotLight ) {
  11390. var uniforms = cache.get( light );
  11391. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11392. uniforms.position.applyMatrix4( viewMatrix );
  11393. uniforms.color.copy( color ).multiplyScalar( intensity );
  11394. uniforms.distance = distance;
  11395. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11396. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11397. uniforms.direction.sub( vector3 );
  11398. uniforms.direction.transformDirection( viewMatrix );
  11399. uniforms.coneCos = Math.cos( light.angle );
  11400. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11401. uniforms.decay = light.decay;
  11402. uniforms.shadow = light.castShadow;
  11403. if ( light.castShadow ) {
  11404. var shadow = light.shadow;
  11405. uniforms.shadowBias = shadow.bias;
  11406. uniforms.shadowRadius = shadow.radius;
  11407. uniforms.shadowMapSize = shadow.mapSize;
  11408. state.spotShadowMap[ spotLength ] = shadowMap;
  11409. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11410. numSpotShadows ++;
  11411. }
  11412. state.spot[ spotLength ] = uniforms;
  11413. spotLength ++;
  11414. } else if ( light.isRectAreaLight ) {
  11415. var uniforms = cache.get( light );
  11416. // (a) intensity is the total visible light emitted
  11417. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11418. // (b) intensity is the brightness of the light
  11419. uniforms.color.copy( color ).multiplyScalar( intensity );
  11420. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11421. uniforms.position.applyMatrix4( viewMatrix );
  11422. // extract local rotation of light to derive width/height half vectors
  11423. matrix42.identity();
  11424. matrix4.copy( light.matrixWorld );
  11425. matrix4.premultiply( viewMatrix );
  11426. matrix42.extractRotation( matrix4 );
  11427. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11428. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11429. uniforms.halfWidth.applyMatrix4( matrix42 );
  11430. uniforms.halfHeight.applyMatrix4( matrix42 );
  11431. // TODO (abelnation): RectAreaLight distance?
  11432. // uniforms.distance = distance;
  11433. state.rectArea[ rectAreaLength ] = uniforms;
  11434. rectAreaLength ++;
  11435. } else if ( light.isPointLight ) {
  11436. var uniforms = cache.get( light );
  11437. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11438. uniforms.position.applyMatrix4( viewMatrix );
  11439. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11440. uniforms.distance = light.distance;
  11441. uniforms.decay = light.decay;
  11442. uniforms.shadow = light.castShadow;
  11443. if ( light.castShadow ) {
  11444. var shadow = light.shadow;
  11445. uniforms.shadowBias = shadow.bias;
  11446. uniforms.shadowRadius = shadow.radius;
  11447. uniforms.shadowMapSize = shadow.mapSize;
  11448. uniforms.shadowCameraNear = shadow.camera.near;
  11449. uniforms.shadowCameraFar = shadow.camera.far;
  11450. state.pointShadowMap[ pointLength ] = shadowMap;
  11451. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11452. numPointShadows ++;
  11453. }
  11454. state.point[ pointLength ] = uniforms;
  11455. pointLength ++;
  11456. } else if ( light.isHemisphereLight ) {
  11457. var uniforms = cache.get( light );
  11458. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11459. uniforms.direction.transformDirection( viewMatrix );
  11460. uniforms.direction.normalize();
  11461. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11462. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11463. state.hemi[ hemiLength ] = uniforms;
  11464. hemiLength ++;
  11465. }
  11466. }
  11467. state.ambient[ 0 ] = r;
  11468. state.ambient[ 1 ] = g;
  11469. state.ambient[ 2 ] = b;
  11470. var hash = state.hash;
  11471. if ( hash.directionalLength !== directionalLength ||
  11472. hash.pointLength !== pointLength ||
  11473. hash.spotLength !== spotLength ||
  11474. hash.rectAreaLength !== rectAreaLength ||
  11475. hash.hemiLength !== hemiLength ||
  11476. hash.numDirectionalShadows !== numDirectionalShadows ||
  11477. hash.numPointShadows !== numPointShadows ||
  11478. hash.numSpotShadows !== numSpotShadows ) {
  11479. state.directional.length = directionalLength;
  11480. state.spot.length = spotLength;
  11481. state.rectArea.length = rectAreaLength;
  11482. state.point.length = pointLength;
  11483. state.hemi.length = hemiLength;
  11484. state.directionalShadowMap.length = numDirectionalShadows;
  11485. state.pointShadowMap.length = numPointShadows;
  11486. state.spotShadowMap.length = numSpotShadows;
  11487. state.directionalShadowMatrix.length = numDirectionalShadows;
  11488. state.pointShadowMatrix.length = numPointShadows;
  11489. state.spotShadowMatrix.length = numSpotShadows;
  11490. hash.directionalLength = directionalLength;
  11491. hash.pointLength = pointLength;
  11492. hash.spotLength = spotLength;
  11493. hash.rectAreaLength = rectAreaLength;
  11494. hash.hemiLength = hemiLength;
  11495. hash.numDirectionalShadows = numDirectionalShadows;
  11496. hash.numPointShadows = numPointShadows;
  11497. hash.numSpotShadows = numSpotShadows;
  11498. state.version = nextVersion ++;
  11499. }
  11500. }
  11501. return {
  11502. setup: setup,
  11503. state: state
  11504. };
  11505. }
  11506. /**
  11507. * @author Mugen87 / https://github.com/Mugen87
  11508. */
  11509. function WebGLRenderState() {
  11510. var lights = new WebGLLights();
  11511. var lightsArray = [];
  11512. var shadowsArray = [];
  11513. function init() {
  11514. lightsArray.length = 0;
  11515. shadowsArray.length = 0;
  11516. }
  11517. function pushLight( light ) {
  11518. lightsArray.push( light );
  11519. }
  11520. function pushShadow( shadowLight ) {
  11521. shadowsArray.push( shadowLight );
  11522. }
  11523. function setupLights( camera ) {
  11524. lights.setup( lightsArray, shadowsArray, camera );
  11525. }
  11526. var state = {
  11527. lightsArray: lightsArray,
  11528. shadowsArray: shadowsArray,
  11529. lights: lights
  11530. };
  11531. return {
  11532. init: init,
  11533. state: state,
  11534. setupLights: setupLights,
  11535. pushLight: pushLight,
  11536. pushShadow: pushShadow
  11537. };
  11538. }
  11539. function WebGLRenderStates() {
  11540. var renderStates = new WeakMap();
  11541. function onSceneDispose( event ) {
  11542. var scene = event.target;
  11543. scene.removeEventListener( 'dispose', onSceneDispose );
  11544. renderStates.delete( scene );
  11545. }
  11546. function get( scene, camera ) {
  11547. var renderState;
  11548. if ( renderStates.has( scene ) === false ) {
  11549. renderState = new WebGLRenderState();
  11550. renderStates.set( scene, new WeakMap() );
  11551. renderStates.get( scene ).set( camera, renderState );
  11552. scene.addEventListener( 'dispose', onSceneDispose );
  11553. } else {
  11554. if ( renderStates.get( scene ).has( camera ) === false ) {
  11555. renderState = new WebGLRenderState();
  11556. renderStates.get( scene ).set( camera, renderState );
  11557. } else {
  11558. renderState = renderStates.get( scene ).get( camera );
  11559. }
  11560. }
  11561. return renderState;
  11562. }
  11563. function dispose() {
  11564. renderStates = new WeakMap();
  11565. }
  11566. return {
  11567. get: get,
  11568. dispose: dispose
  11569. };
  11570. }
  11571. /**
  11572. * @author mrdoob / http://mrdoob.com/
  11573. * @author alteredq / http://alteredqualia.com/
  11574. * @author bhouston / https://clara.io
  11575. * @author WestLangley / http://github.com/WestLangley
  11576. *
  11577. * parameters = {
  11578. *
  11579. * opacity: <float>,
  11580. *
  11581. * map: new THREE.Texture( <Image> ),
  11582. *
  11583. * alphaMap: new THREE.Texture( <Image> ),
  11584. *
  11585. * displacementMap: new THREE.Texture( <Image> ),
  11586. * displacementScale: <float>,
  11587. * displacementBias: <float>,
  11588. *
  11589. * wireframe: <boolean>,
  11590. * wireframeLinewidth: <float>
  11591. * }
  11592. */
  11593. function MeshDepthMaterial( parameters ) {
  11594. Material.call( this );
  11595. this.type = 'MeshDepthMaterial';
  11596. this.depthPacking = BasicDepthPacking;
  11597. this.skinning = false;
  11598. this.morphTargets = false;
  11599. this.map = null;
  11600. this.alphaMap = null;
  11601. this.displacementMap = null;
  11602. this.displacementScale = 1;
  11603. this.displacementBias = 0;
  11604. this.wireframe = false;
  11605. this.wireframeLinewidth = 1;
  11606. this.fog = false;
  11607. this.lights = false;
  11608. this.setValues( parameters );
  11609. }
  11610. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11611. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11612. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11613. MeshDepthMaterial.prototype.copy = function ( source ) {
  11614. Material.prototype.copy.call( this, source );
  11615. this.depthPacking = source.depthPacking;
  11616. this.skinning = source.skinning;
  11617. this.morphTargets = source.morphTargets;
  11618. this.map = source.map;
  11619. this.alphaMap = source.alphaMap;
  11620. this.displacementMap = source.displacementMap;
  11621. this.displacementScale = source.displacementScale;
  11622. this.displacementBias = source.displacementBias;
  11623. this.wireframe = source.wireframe;
  11624. this.wireframeLinewidth = source.wireframeLinewidth;
  11625. return this;
  11626. };
  11627. /**
  11628. * @author WestLangley / http://github.com/WestLangley
  11629. *
  11630. * parameters = {
  11631. *
  11632. * referencePosition: <float>,
  11633. * nearDistance: <float>,
  11634. * farDistance: <float>,
  11635. *
  11636. * skinning: <bool>,
  11637. * morphTargets: <bool>,
  11638. *
  11639. * map: new THREE.Texture( <Image> ),
  11640. *
  11641. * alphaMap: new THREE.Texture( <Image> ),
  11642. *
  11643. * displacementMap: new THREE.Texture( <Image> ),
  11644. * displacementScale: <float>,
  11645. * displacementBias: <float>
  11646. *
  11647. * }
  11648. */
  11649. function MeshDistanceMaterial( parameters ) {
  11650. Material.call( this );
  11651. this.type = 'MeshDistanceMaterial';
  11652. this.referencePosition = new Vector3();
  11653. this.nearDistance = 1;
  11654. this.farDistance = 1000;
  11655. this.skinning = false;
  11656. this.morphTargets = false;
  11657. this.map = null;
  11658. this.alphaMap = null;
  11659. this.displacementMap = null;
  11660. this.displacementScale = 1;
  11661. this.displacementBias = 0;
  11662. this.fog = false;
  11663. this.lights = false;
  11664. this.setValues( parameters );
  11665. }
  11666. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11667. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11668. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11669. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11670. Material.prototype.copy.call( this, source );
  11671. this.referencePosition.copy( source.referencePosition );
  11672. this.nearDistance = source.nearDistance;
  11673. this.farDistance = source.farDistance;
  11674. this.skinning = source.skinning;
  11675. this.morphTargets = source.morphTargets;
  11676. this.map = source.map;
  11677. this.alphaMap = source.alphaMap;
  11678. this.displacementMap = source.displacementMap;
  11679. this.displacementScale = source.displacementScale;
  11680. this.displacementBias = source.displacementBias;
  11681. return this;
  11682. };
  11683. 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}";
  11684. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11685. /**
  11686. * @author alteredq / http://alteredqualia.com/
  11687. * @author mrdoob / http://mrdoob.com/
  11688. */
  11689. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11690. var _frustum = new Frustum(),
  11691. _shadowMapSize = new Vector2(),
  11692. _viewportSize = new Vector2(),
  11693. _viewport = new Vector4(),
  11694. _MorphingFlag = 1,
  11695. _SkinningFlag = 2,
  11696. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11697. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11698. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11699. _materialCache = {};
  11700. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11701. var shadowMaterialVertical = new ShaderMaterial( {
  11702. defines: {
  11703. SAMPLE_RATE: 2.0 / 8.0,
  11704. HALF_SAMPLE_RATE: 1.0 / 8.0
  11705. },
  11706. uniforms: {
  11707. shadow_pass: { value: null },
  11708. resolution: { value: new Vector2() },
  11709. radius: { value: 4.0 }
  11710. },
  11711. vertexShader: vsm_vert,
  11712. fragmentShader: vsm_frag
  11713. } );
  11714. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11715. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11716. var fullScreenTri = new BufferGeometry();
  11717. fullScreenTri.addAttribute(
  11718. "position",
  11719. new BufferAttribute(
  11720. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11721. 3
  11722. )
  11723. );
  11724. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11725. // init
  11726. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11727. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11728. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11729. var depthMaterial = new MeshDepthMaterial( {
  11730. depthPacking: RGBADepthPacking,
  11731. morphTargets: useMorphing,
  11732. skinning: useSkinning
  11733. } );
  11734. _depthMaterials[ i ] = depthMaterial;
  11735. var distanceMaterial = new MeshDistanceMaterial( {
  11736. morphTargets: useMorphing,
  11737. skinning: useSkinning
  11738. } );
  11739. _distanceMaterials[ i ] = distanceMaterial;
  11740. }
  11741. var scope = this;
  11742. this.enabled = false;
  11743. this.autoUpdate = true;
  11744. this.needsUpdate = false;
  11745. this.type = PCFShadowMap;
  11746. this.render = function ( lights, scene, camera ) {
  11747. if ( scope.enabled === false ) { return; }
  11748. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11749. if ( lights.length === 0 ) { return; }
  11750. var currentRenderTarget = _renderer.getRenderTarget();
  11751. var activeCubeFace = _renderer.getActiveCubeFace();
  11752. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11753. var _state = _renderer.state;
  11754. // Set GL state for depth map.
  11755. _state.setBlending( NoBlending );
  11756. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11757. _state.buffers.depth.setTest( true );
  11758. _state.setScissorTest( false );
  11759. // render depth map
  11760. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11761. var light = lights[ i ];
  11762. var shadow = light.shadow;
  11763. if ( shadow === undefined ) {
  11764. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11765. continue;
  11766. }
  11767. _shadowMapSize.copy( shadow.mapSize );
  11768. var shadowFrameExtents = shadow.getFrameExtents();
  11769. _shadowMapSize.multiply( shadowFrameExtents );
  11770. _viewportSize.copy( shadow.mapSize );
  11771. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11772. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11773. if ( _shadowMapSize.x > maxTextureSize ) {
  11774. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11775. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11776. shadow.mapSize.x = _viewportSize.x;
  11777. }
  11778. if ( _shadowMapSize.y > maxTextureSize ) {
  11779. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11780. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11781. shadow.mapSize.y = _viewportSize.y;
  11782. }
  11783. }
  11784. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11785. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11786. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11787. shadow.map.texture.name = light.name + ".shadowMap";
  11788. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11789. shadow.camera.updateProjectionMatrix();
  11790. }
  11791. if ( shadow.map === null ) {
  11792. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11793. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11794. shadow.map.texture.name = light.name + ".shadowMap";
  11795. shadow.camera.updateProjectionMatrix();
  11796. }
  11797. _renderer.setRenderTarget( shadow.map );
  11798. _renderer.clear();
  11799. var viewportCount = shadow.getViewportCount();
  11800. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11801. var viewport = shadow.getViewport( vp );
  11802. _viewport.set(
  11803. _viewportSize.x * viewport.x,
  11804. _viewportSize.y * viewport.y,
  11805. _viewportSize.x * viewport.z,
  11806. _viewportSize.y * viewport.w
  11807. );
  11808. _state.viewport( _viewport );
  11809. shadow.updateMatrices( light, camera, vp );
  11810. _frustum = shadow.getFrustum();
  11811. renderObject( scene, camera, shadow.camera, light, this.type );
  11812. }
  11813. // do blur pass for VSM
  11814. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11815. VSMPass( shadow, camera );
  11816. }
  11817. }
  11818. scope.needsUpdate = false;
  11819. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11820. };
  11821. function VSMPass( shadow, camera ) {
  11822. var geometry = _objects.update( fullScreenMesh );
  11823. // vertical pass
  11824. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11825. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11826. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11827. _renderer.setRenderTarget( shadow.mapPass );
  11828. _renderer.clear();
  11829. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11830. // horizonal pass
  11831. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11832. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11833. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11834. _renderer.setRenderTarget( shadow.map );
  11835. _renderer.clear();
  11836. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11837. }
  11838. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11839. var geometry = object.geometry;
  11840. var result = null;
  11841. var materialVariants = _depthMaterials;
  11842. var customMaterial = object.customDepthMaterial;
  11843. if ( light.isPointLight ) {
  11844. materialVariants = _distanceMaterials;
  11845. customMaterial = object.customDistanceMaterial;
  11846. }
  11847. if ( ! customMaterial ) {
  11848. var useMorphing = false;
  11849. if ( material.morphTargets ) {
  11850. if ( geometry && geometry.isBufferGeometry ) {
  11851. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11852. } else if ( geometry && geometry.isGeometry ) {
  11853. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11854. }
  11855. }
  11856. if ( object.isSkinnedMesh && material.skinning === false ) {
  11857. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11858. }
  11859. var useSkinning = object.isSkinnedMesh && material.skinning;
  11860. var variantIndex = 0;
  11861. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11862. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11863. result = materialVariants[ variantIndex ];
  11864. } else {
  11865. result = customMaterial;
  11866. }
  11867. if ( _renderer.localClippingEnabled &&
  11868. material.clipShadows === true &&
  11869. material.clippingPlanes.length !== 0 ) {
  11870. // in this case we need a unique material instance reflecting the
  11871. // appropriate state
  11872. var keyA = result.uuid, keyB = material.uuid;
  11873. var materialsForVariant = _materialCache[ keyA ];
  11874. if ( materialsForVariant === undefined ) {
  11875. materialsForVariant = {};
  11876. _materialCache[ keyA ] = materialsForVariant;
  11877. }
  11878. var cachedMaterial = materialsForVariant[ keyB ];
  11879. if ( cachedMaterial === undefined ) {
  11880. cachedMaterial = result.clone();
  11881. materialsForVariant[ keyB ] = cachedMaterial;
  11882. }
  11883. result = cachedMaterial;
  11884. }
  11885. result.visible = material.visible;
  11886. result.wireframe = material.wireframe;
  11887. if ( type === VSMShadowMap ) {
  11888. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11889. } else {
  11890. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11891. }
  11892. result.clipShadows = material.clipShadows;
  11893. result.clippingPlanes = material.clippingPlanes;
  11894. result.clipIntersection = material.clipIntersection;
  11895. result.wireframeLinewidth = material.wireframeLinewidth;
  11896. result.linewidth = material.linewidth;
  11897. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11898. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11899. result.nearDistance = shadowCameraNear;
  11900. result.farDistance = shadowCameraFar;
  11901. }
  11902. return result;
  11903. }
  11904. function renderObject( object, camera, shadowCamera, light, type ) {
  11905. if ( object.visible === false ) { return; }
  11906. var visible = object.layers.test( camera.layers );
  11907. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11908. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11909. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11910. var geometry = _objects.update( object );
  11911. var material = object.material;
  11912. if ( Array.isArray( material ) ) {
  11913. var groups = geometry.groups;
  11914. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11915. var group = groups[ k ];
  11916. var groupMaterial = material[ group.materialIndex ];
  11917. if ( groupMaterial && groupMaterial.visible ) {
  11918. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11919. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11920. }
  11921. }
  11922. } else if ( material.visible ) {
  11923. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11924. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11925. }
  11926. }
  11927. }
  11928. var children = object.children;
  11929. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11930. renderObject( children[ i ], camera, shadowCamera, light, type );
  11931. }
  11932. }
  11933. }
  11934. /**
  11935. * @author mrdoob / http://mrdoob.com/
  11936. */
  11937. function WebGLState( gl, extensions, utils, capabilities ) {
  11938. function ColorBuffer() {
  11939. var locked = false;
  11940. var color = new Vector4();
  11941. var currentColorMask = null;
  11942. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11943. return {
  11944. setMask: function ( colorMask ) {
  11945. if ( currentColorMask !== colorMask && ! locked ) {
  11946. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11947. currentColorMask = colorMask;
  11948. }
  11949. },
  11950. setLocked: function ( lock ) {
  11951. locked = lock;
  11952. },
  11953. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11954. if ( premultipliedAlpha === true ) {
  11955. r *= a; g *= a; b *= a;
  11956. }
  11957. color.set( r, g, b, a );
  11958. if ( currentColorClear.equals( color ) === false ) {
  11959. gl.clearColor( r, g, b, a );
  11960. currentColorClear.copy( color );
  11961. }
  11962. },
  11963. reset: function () {
  11964. locked = false;
  11965. currentColorMask = null;
  11966. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11967. }
  11968. };
  11969. }
  11970. function DepthBuffer() {
  11971. var locked = false;
  11972. var currentDepthMask = null;
  11973. var currentDepthFunc = null;
  11974. var currentDepthClear = null;
  11975. return {
  11976. setTest: function ( depthTest ) {
  11977. if ( depthTest ) {
  11978. enable( 2929 );
  11979. } else {
  11980. disable( 2929 );
  11981. }
  11982. },
  11983. setMask: function ( depthMask ) {
  11984. if ( currentDepthMask !== depthMask && ! locked ) {
  11985. gl.depthMask( depthMask );
  11986. currentDepthMask = depthMask;
  11987. }
  11988. },
  11989. setFunc: function ( depthFunc ) {
  11990. if ( currentDepthFunc !== depthFunc ) {
  11991. if ( depthFunc ) {
  11992. switch ( depthFunc ) {
  11993. case NeverDepth:
  11994. gl.depthFunc( 512 );
  11995. break;
  11996. case AlwaysDepth:
  11997. gl.depthFunc( 519 );
  11998. break;
  11999. case LessDepth:
  12000. gl.depthFunc( 513 );
  12001. break;
  12002. case LessEqualDepth:
  12003. gl.depthFunc( 515 );
  12004. break;
  12005. case EqualDepth:
  12006. gl.depthFunc( 514 );
  12007. break;
  12008. case GreaterEqualDepth:
  12009. gl.depthFunc( 518 );
  12010. break;
  12011. case GreaterDepth:
  12012. gl.depthFunc( 516 );
  12013. break;
  12014. case NotEqualDepth:
  12015. gl.depthFunc( 517 );
  12016. break;
  12017. default:
  12018. gl.depthFunc( 515 );
  12019. }
  12020. } else {
  12021. gl.depthFunc( 515 );
  12022. }
  12023. currentDepthFunc = depthFunc;
  12024. }
  12025. },
  12026. setLocked: function ( lock ) {
  12027. locked = lock;
  12028. },
  12029. setClear: function ( depth ) {
  12030. if ( currentDepthClear !== depth ) {
  12031. gl.clearDepth( depth );
  12032. currentDepthClear = depth;
  12033. }
  12034. },
  12035. reset: function () {
  12036. locked = false;
  12037. currentDepthMask = null;
  12038. currentDepthFunc = null;
  12039. currentDepthClear = null;
  12040. }
  12041. };
  12042. }
  12043. function StencilBuffer() {
  12044. var locked = false;
  12045. var currentStencilMask = null;
  12046. var currentStencilFunc = null;
  12047. var currentStencilRef = null;
  12048. var currentStencilFuncMask = null;
  12049. var currentStencilFail = null;
  12050. var currentStencilZFail = null;
  12051. var currentStencilZPass = null;
  12052. var currentStencilClear = null;
  12053. return {
  12054. setTest: function ( stencilTest ) {
  12055. if ( ! locked ) {
  12056. if ( stencilTest ) {
  12057. enable( 2960 );
  12058. } else {
  12059. disable( 2960 );
  12060. }
  12061. }
  12062. },
  12063. setMask: function ( stencilMask ) {
  12064. if ( currentStencilMask !== stencilMask && ! locked ) {
  12065. gl.stencilMask( stencilMask );
  12066. currentStencilMask = stencilMask;
  12067. }
  12068. },
  12069. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12070. if ( currentStencilFunc !== stencilFunc ||
  12071. currentStencilRef !== stencilRef ||
  12072. currentStencilFuncMask !== stencilMask ) {
  12073. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12074. currentStencilFunc = stencilFunc;
  12075. currentStencilRef = stencilRef;
  12076. currentStencilFuncMask = stencilMask;
  12077. }
  12078. },
  12079. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12080. if ( currentStencilFail !== stencilFail ||
  12081. currentStencilZFail !== stencilZFail ||
  12082. currentStencilZPass !== stencilZPass ) {
  12083. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12084. currentStencilFail = stencilFail;
  12085. currentStencilZFail = stencilZFail;
  12086. currentStencilZPass = stencilZPass;
  12087. }
  12088. },
  12089. setLocked: function ( lock ) {
  12090. locked = lock;
  12091. },
  12092. setClear: function ( stencil ) {
  12093. if ( currentStencilClear !== stencil ) {
  12094. gl.clearStencil( stencil );
  12095. currentStencilClear = stencil;
  12096. }
  12097. },
  12098. reset: function () {
  12099. locked = false;
  12100. currentStencilMask = null;
  12101. currentStencilFunc = null;
  12102. currentStencilRef = null;
  12103. currentStencilFuncMask = null;
  12104. currentStencilFail = null;
  12105. currentStencilZFail = null;
  12106. currentStencilZPass = null;
  12107. currentStencilClear = null;
  12108. }
  12109. };
  12110. }
  12111. //
  12112. var colorBuffer = new ColorBuffer();
  12113. var depthBuffer = new DepthBuffer();
  12114. var stencilBuffer = new StencilBuffer();
  12115. var maxVertexAttributes = gl.getParameter( 34921 );
  12116. var newAttributes = new Uint8Array( maxVertexAttributes );
  12117. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12118. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12119. var enabledCapabilities = {};
  12120. var compressedTextureFormats = null;
  12121. var currentProgram = null;
  12122. var currentBlendingEnabled = null;
  12123. var currentBlending = null;
  12124. var currentBlendEquation = null;
  12125. var currentBlendSrc = null;
  12126. var currentBlendDst = null;
  12127. var currentBlendEquationAlpha = null;
  12128. var currentBlendSrcAlpha = null;
  12129. var currentBlendDstAlpha = null;
  12130. var currentPremultipledAlpha = false;
  12131. var currentFlipSided = null;
  12132. var currentCullFace = null;
  12133. var currentLineWidth = null;
  12134. var currentPolygonOffsetFactor = null;
  12135. var currentPolygonOffsetUnits = null;
  12136. var maxTextures = gl.getParameter( 35661 );
  12137. var lineWidthAvailable = false;
  12138. var version = 0;
  12139. var glVersion = gl.getParameter( 7938 );
  12140. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12141. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12142. lineWidthAvailable = ( version >= 1.0 );
  12143. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12144. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12145. lineWidthAvailable = ( version >= 2.0 );
  12146. }
  12147. var currentTextureSlot = null;
  12148. var currentBoundTextures = {};
  12149. var currentScissor = new Vector4();
  12150. var currentViewport = new Vector4();
  12151. function createTexture( type, target, count ) {
  12152. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12153. var texture = gl.createTexture();
  12154. gl.bindTexture( type, texture );
  12155. gl.texParameteri( type, 10241, 9728 );
  12156. gl.texParameteri( type, 10240, 9728 );
  12157. for ( var i = 0; i < count; i ++ ) {
  12158. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12159. }
  12160. return texture;
  12161. }
  12162. var emptyTextures = {};
  12163. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12164. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12165. // init
  12166. colorBuffer.setClear( 0, 0, 0, 1 );
  12167. depthBuffer.setClear( 1 );
  12168. stencilBuffer.setClear( 0 );
  12169. enable( 2929 );
  12170. depthBuffer.setFunc( LessEqualDepth );
  12171. setFlipSided( false );
  12172. setCullFace( CullFaceBack );
  12173. enable( 2884 );
  12174. setBlending( NoBlending );
  12175. //
  12176. function initAttributes() {
  12177. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12178. newAttributes[ i ] = 0;
  12179. }
  12180. }
  12181. function enableAttribute( attribute ) {
  12182. enableAttributeAndDivisor( attribute, 0 );
  12183. }
  12184. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12185. newAttributes[ attribute ] = 1;
  12186. if ( enabledAttributes[ attribute ] === 0 ) {
  12187. gl.enableVertexAttribArray( attribute );
  12188. enabledAttributes[ attribute ] = 1;
  12189. }
  12190. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12191. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12192. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12193. attributeDivisors[ attribute ] = meshPerAttribute;
  12194. }
  12195. }
  12196. function disableUnusedAttributes() {
  12197. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12198. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12199. gl.disableVertexAttribArray( i );
  12200. enabledAttributes[ i ] = 0;
  12201. }
  12202. }
  12203. }
  12204. function enable( id ) {
  12205. if ( enabledCapabilities[ id ] !== true ) {
  12206. gl.enable( id );
  12207. enabledCapabilities[ id ] = true;
  12208. }
  12209. }
  12210. function disable( id ) {
  12211. if ( enabledCapabilities[ id ] !== false ) {
  12212. gl.disable( id );
  12213. enabledCapabilities[ id ] = false;
  12214. }
  12215. }
  12216. function getCompressedTextureFormats() {
  12217. if ( compressedTextureFormats === null ) {
  12218. compressedTextureFormats = [];
  12219. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12220. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12221. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12222. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12223. var formats = gl.getParameter( 34467 );
  12224. for ( var i = 0; i < formats.length; i ++ ) {
  12225. compressedTextureFormats.push( formats[ i ] );
  12226. }
  12227. }
  12228. }
  12229. return compressedTextureFormats;
  12230. }
  12231. function useProgram( program ) {
  12232. if ( currentProgram !== program ) {
  12233. gl.useProgram( program );
  12234. currentProgram = program;
  12235. return true;
  12236. }
  12237. return false;
  12238. }
  12239. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12240. if ( blending === NoBlending ) {
  12241. if ( currentBlendingEnabled ) {
  12242. disable( 3042 );
  12243. currentBlendingEnabled = false;
  12244. }
  12245. return;
  12246. }
  12247. if ( ! currentBlendingEnabled ) {
  12248. enable( 3042 );
  12249. currentBlendingEnabled = true;
  12250. }
  12251. if ( blending !== CustomBlending ) {
  12252. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12253. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12254. gl.blendEquation( 32774 );
  12255. currentBlendEquation = AddEquation;
  12256. currentBlendEquationAlpha = AddEquation;
  12257. }
  12258. if ( premultipliedAlpha ) {
  12259. switch ( blending ) {
  12260. case NormalBlending:
  12261. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12262. break;
  12263. case AdditiveBlending:
  12264. gl.blendFunc( 1, 1 );
  12265. break;
  12266. case SubtractiveBlending:
  12267. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12268. break;
  12269. case MultiplyBlending:
  12270. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12271. break;
  12272. default:
  12273. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12274. break;
  12275. }
  12276. } else {
  12277. switch ( blending ) {
  12278. case NormalBlending:
  12279. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12280. break;
  12281. case AdditiveBlending:
  12282. gl.blendFunc( 770, 1 );
  12283. break;
  12284. case SubtractiveBlending:
  12285. gl.blendFunc( 0, 769 );
  12286. break;
  12287. case MultiplyBlending:
  12288. gl.blendFunc( 0, 768 );
  12289. break;
  12290. default:
  12291. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12292. break;
  12293. }
  12294. }
  12295. currentBlendSrc = null;
  12296. currentBlendDst = null;
  12297. currentBlendSrcAlpha = null;
  12298. currentBlendDstAlpha = null;
  12299. currentBlending = blending;
  12300. currentPremultipledAlpha = premultipliedAlpha;
  12301. }
  12302. return;
  12303. }
  12304. // custom blending
  12305. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12306. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12307. blendDstAlpha = blendDstAlpha || blendDst;
  12308. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12309. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12310. currentBlendEquation = blendEquation;
  12311. currentBlendEquationAlpha = blendEquationAlpha;
  12312. }
  12313. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12314. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12315. currentBlendSrc = blendSrc;
  12316. currentBlendDst = blendDst;
  12317. currentBlendSrcAlpha = blendSrcAlpha;
  12318. currentBlendDstAlpha = blendDstAlpha;
  12319. }
  12320. currentBlending = blending;
  12321. currentPremultipledAlpha = null;
  12322. }
  12323. function setMaterial( material, frontFaceCW ) {
  12324. material.side === DoubleSide
  12325. ? disable( 2884 )
  12326. : enable( 2884 );
  12327. var flipSided = ( material.side === BackSide );
  12328. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12329. setFlipSided( flipSided );
  12330. ( material.blending === NormalBlending && material.transparent === false )
  12331. ? setBlending( NoBlending )
  12332. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12333. depthBuffer.setFunc( material.depthFunc );
  12334. depthBuffer.setTest( material.depthTest );
  12335. depthBuffer.setMask( material.depthWrite );
  12336. colorBuffer.setMask( material.colorWrite );
  12337. var stencilWrite = material.stencilWrite;
  12338. stencilBuffer.setTest( stencilWrite );
  12339. if ( stencilWrite ) {
  12340. stencilBuffer.setMask( material.stencilWriteMask );
  12341. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12342. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12343. }
  12344. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12345. }
  12346. //
  12347. function setFlipSided( flipSided ) {
  12348. if ( currentFlipSided !== flipSided ) {
  12349. if ( flipSided ) {
  12350. gl.frontFace( 2304 );
  12351. } else {
  12352. gl.frontFace( 2305 );
  12353. }
  12354. currentFlipSided = flipSided;
  12355. }
  12356. }
  12357. function setCullFace( cullFace ) {
  12358. if ( cullFace !== CullFaceNone ) {
  12359. enable( 2884 );
  12360. if ( cullFace !== currentCullFace ) {
  12361. if ( cullFace === CullFaceBack ) {
  12362. gl.cullFace( 1029 );
  12363. } else if ( cullFace === CullFaceFront ) {
  12364. gl.cullFace( 1028 );
  12365. } else {
  12366. gl.cullFace( 1032 );
  12367. }
  12368. }
  12369. } else {
  12370. disable( 2884 );
  12371. }
  12372. currentCullFace = cullFace;
  12373. }
  12374. function setLineWidth( width ) {
  12375. if ( width !== currentLineWidth ) {
  12376. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12377. currentLineWidth = width;
  12378. }
  12379. }
  12380. function setPolygonOffset( polygonOffset, factor, units ) {
  12381. if ( polygonOffset ) {
  12382. enable( 32823 );
  12383. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12384. gl.polygonOffset( factor, units );
  12385. currentPolygonOffsetFactor = factor;
  12386. currentPolygonOffsetUnits = units;
  12387. }
  12388. } else {
  12389. disable( 32823 );
  12390. }
  12391. }
  12392. function setScissorTest( scissorTest ) {
  12393. if ( scissorTest ) {
  12394. enable( 3089 );
  12395. } else {
  12396. disable( 3089 );
  12397. }
  12398. }
  12399. // texture
  12400. function activeTexture( webglSlot ) {
  12401. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12402. if ( currentTextureSlot !== webglSlot ) {
  12403. gl.activeTexture( webglSlot );
  12404. currentTextureSlot = webglSlot;
  12405. }
  12406. }
  12407. function bindTexture( webglType, webglTexture ) {
  12408. if ( currentTextureSlot === null ) {
  12409. activeTexture();
  12410. }
  12411. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12412. if ( boundTexture === undefined ) {
  12413. boundTexture = { type: undefined, texture: undefined };
  12414. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12415. }
  12416. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12417. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12418. boundTexture.type = webglType;
  12419. boundTexture.texture = webglTexture;
  12420. }
  12421. }
  12422. function compressedTexImage2D() {
  12423. try {
  12424. gl.compressedTexImage2D.apply( gl, arguments );
  12425. } catch ( error ) {
  12426. console.error( 'THREE.WebGLState:', error );
  12427. }
  12428. }
  12429. function texImage2D() {
  12430. try {
  12431. gl.texImage2D.apply( gl, arguments );
  12432. } catch ( error ) {
  12433. console.error( 'THREE.WebGLState:', error );
  12434. }
  12435. }
  12436. function texImage3D() {
  12437. try {
  12438. gl.texImage3D.apply( gl, arguments );
  12439. } catch ( error ) {
  12440. console.error( 'THREE.WebGLState:', error );
  12441. }
  12442. }
  12443. //
  12444. function scissor( scissor ) {
  12445. if ( currentScissor.equals( scissor ) === false ) {
  12446. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12447. currentScissor.copy( scissor );
  12448. }
  12449. }
  12450. function viewport( viewport ) {
  12451. if ( currentViewport.equals( viewport ) === false ) {
  12452. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12453. currentViewport.copy( viewport );
  12454. }
  12455. }
  12456. //
  12457. function reset() {
  12458. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12459. if ( enabledAttributes[ i ] === 1 ) {
  12460. gl.disableVertexAttribArray( i );
  12461. enabledAttributes[ i ] = 0;
  12462. }
  12463. }
  12464. enabledCapabilities = {};
  12465. compressedTextureFormats = null;
  12466. currentTextureSlot = null;
  12467. currentBoundTextures = {};
  12468. currentProgram = null;
  12469. currentBlending = null;
  12470. currentFlipSided = null;
  12471. currentCullFace = null;
  12472. colorBuffer.reset();
  12473. depthBuffer.reset();
  12474. stencilBuffer.reset();
  12475. }
  12476. return {
  12477. buffers: {
  12478. color: colorBuffer,
  12479. depth: depthBuffer,
  12480. stencil: stencilBuffer
  12481. },
  12482. initAttributes: initAttributes,
  12483. enableAttribute: enableAttribute,
  12484. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12485. disableUnusedAttributes: disableUnusedAttributes,
  12486. enable: enable,
  12487. disable: disable,
  12488. getCompressedTextureFormats: getCompressedTextureFormats,
  12489. useProgram: useProgram,
  12490. setBlending: setBlending,
  12491. setMaterial: setMaterial,
  12492. setFlipSided: setFlipSided,
  12493. setCullFace: setCullFace,
  12494. setLineWidth: setLineWidth,
  12495. setPolygonOffset: setPolygonOffset,
  12496. setScissorTest: setScissorTest,
  12497. activeTexture: activeTexture,
  12498. bindTexture: bindTexture,
  12499. compressedTexImage2D: compressedTexImage2D,
  12500. texImage2D: texImage2D,
  12501. texImage3D: texImage3D,
  12502. scissor: scissor,
  12503. viewport: viewport,
  12504. reset: reset
  12505. };
  12506. }
  12507. /**
  12508. * @author mrdoob / http://mrdoob.com/
  12509. */
  12510. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12511. var _videoTextures = new WeakMap();
  12512. var _canvas;
  12513. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12514. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12515. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12516. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12517. function createCanvas( width, height ) {
  12518. // Use OffscreenCanvas when available. Specially needed in web workers
  12519. return useOffscreenCanvas ?
  12520. new OffscreenCanvas( width, height ) :
  12521. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12522. }
  12523. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12524. var scale = 1;
  12525. // handle case if texture exceeds max size
  12526. if ( image.width > maxSize || image.height > maxSize ) {
  12527. scale = maxSize / Math.max( image.width, image.height );
  12528. }
  12529. // only perform resize if necessary
  12530. if ( scale < 1 || needsPowerOfTwo === true ) {
  12531. // only perform resize for certain image types
  12532. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12533. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12534. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12535. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12536. var width = floor( scale * image.width );
  12537. var height = floor( scale * image.height );
  12538. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12539. // cube textures can't reuse the same canvas
  12540. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12541. canvas.width = width;
  12542. canvas.height = height;
  12543. var context = canvas.getContext( '2d' );
  12544. context.drawImage( image, 0, 0, width, height );
  12545. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12546. return canvas;
  12547. } else {
  12548. if ( 'data' in image ) {
  12549. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12550. }
  12551. return image;
  12552. }
  12553. }
  12554. return image;
  12555. }
  12556. function isPowerOfTwo( image ) {
  12557. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12558. }
  12559. function textureNeedsPowerOfTwo( texture ) {
  12560. if ( capabilities.isWebGL2 ) { return false; }
  12561. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12562. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12563. }
  12564. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12565. return texture.generateMipmaps && supportsMips &&
  12566. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12567. }
  12568. function generateMipmap( target, texture, width, height ) {
  12569. _gl.generateMipmap( target );
  12570. var textureProperties = properties.get( texture );
  12571. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12572. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12573. }
  12574. function getInternalFormat( glFormat, glType ) {
  12575. if ( ! capabilities.isWebGL2 ) { return glFormat; }
  12576. var internalFormat = glFormat;
  12577. if ( glFormat === 6403 ) {
  12578. if ( glType === 5126 ) { internalFormat = 33326; }
  12579. if ( glType === 5131 ) { internalFormat = 33325; }
  12580. if ( glType === 5121 ) { internalFormat = 33321; }
  12581. }
  12582. if ( glFormat === 6407 ) {
  12583. if ( glType === 5126 ) { internalFormat = 34837; }
  12584. if ( glType === 5131 ) { internalFormat = 34843; }
  12585. if ( glType === 5121 ) { internalFormat = 32849; }
  12586. }
  12587. if ( glFormat === 6408 ) {
  12588. if ( glType === 5126 ) { internalFormat = 34836; }
  12589. if ( glType === 5131 ) { internalFormat = 34842; }
  12590. if ( glType === 5121 ) { internalFormat = 32856; }
  12591. }
  12592. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12593. internalFormat === 34842 || internalFormat === 34836 ) {
  12594. extensions.get( 'EXT_color_buffer_float' );
  12595. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12596. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12597. }
  12598. return internalFormat;
  12599. }
  12600. // Fallback filters for non-power-of-2 textures
  12601. function filterFallback( f ) {
  12602. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12603. return 9728;
  12604. }
  12605. return 9729;
  12606. }
  12607. //
  12608. function onTextureDispose( event ) {
  12609. var texture = event.target;
  12610. texture.removeEventListener( 'dispose', onTextureDispose );
  12611. deallocateTexture( texture );
  12612. if ( texture.isVideoTexture ) {
  12613. _videoTextures.delete( texture );
  12614. }
  12615. info.memory.textures --;
  12616. }
  12617. function onRenderTargetDispose( event ) {
  12618. var renderTarget = event.target;
  12619. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12620. deallocateRenderTarget( renderTarget );
  12621. info.memory.textures --;
  12622. }
  12623. //
  12624. function deallocateTexture( texture ) {
  12625. var textureProperties = properties.get( texture );
  12626. if ( textureProperties.__webglInit === undefined ) { return; }
  12627. _gl.deleteTexture( textureProperties.__webglTexture );
  12628. properties.remove( texture );
  12629. }
  12630. function deallocateRenderTarget( renderTarget ) {
  12631. var renderTargetProperties = properties.get( renderTarget );
  12632. var textureProperties = properties.get( renderTarget.texture );
  12633. if ( ! renderTarget ) { return; }
  12634. if ( textureProperties.__webglTexture !== undefined ) {
  12635. _gl.deleteTexture( textureProperties.__webglTexture );
  12636. }
  12637. if ( renderTarget.depthTexture ) {
  12638. renderTarget.depthTexture.dispose();
  12639. }
  12640. if ( renderTarget.isWebGLRenderTargetCube ) {
  12641. for ( var i = 0; i < 6; i ++ ) {
  12642. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12643. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12644. }
  12645. } else {
  12646. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12647. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12648. }
  12649. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12650. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12651. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12652. info.memory.textures -= 2;
  12653. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12654. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12655. }
  12656. }
  12657. properties.remove( renderTarget.texture );
  12658. properties.remove( renderTarget );
  12659. }
  12660. //
  12661. var textureUnits = 0;
  12662. function resetTextureUnits() {
  12663. textureUnits = 0;
  12664. }
  12665. function allocateTextureUnit() {
  12666. var textureUnit = textureUnits;
  12667. if ( textureUnit >= capabilities.maxTextures ) {
  12668. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12669. }
  12670. textureUnits += 1;
  12671. return textureUnit;
  12672. }
  12673. //
  12674. function setTexture2D( texture, slot ) {
  12675. var textureProperties = properties.get( texture );
  12676. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12677. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12678. var image = texture.image;
  12679. if ( image === undefined ) {
  12680. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12681. } else if ( image.complete === false ) {
  12682. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12683. } else {
  12684. uploadTexture( textureProperties, texture, slot );
  12685. return;
  12686. }
  12687. }
  12688. state.activeTexture( 33984 + slot );
  12689. state.bindTexture( 3553, textureProperties.__webglTexture );
  12690. }
  12691. function setTexture2DArray( texture, slot ) {
  12692. var textureProperties = properties.get( texture );
  12693. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12694. uploadTexture( textureProperties, texture, slot );
  12695. return;
  12696. }
  12697. state.activeTexture( 33984 + slot );
  12698. state.bindTexture( 35866, textureProperties.__webglTexture );
  12699. }
  12700. function setTexture3D( texture, slot ) {
  12701. var textureProperties = properties.get( texture );
  12702. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12703. uploadTexture( textureProperties, texture, slot );
  12704. return;
  12705. }
  12706. state.activeTexture( 33984 + slot );
  12707. state.bindTexture( 32879, textureProperties.__webglTexture );
  12708. }
  12709. function setTextureCube( texture, slot ) {
  12710. if ( texture.image.length !== 6 ) { return; }
  12711. var textureProperties = properties.get( texture );
  12712. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12713. initTexture( textureProperties, texture );
  12714. state.activeTexture( 33984 + slot );
  12715. state.bindTexture( 34067, textureProperties.__webglTexture );
  12716. _gl.pixelStorei( 37440, texture.flipY );
  12717. var isCompressed = ( texture && texture.isCompressedTexture );
  12718. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12719. var cubeImage = [];
  12720. for ( var i = 0; i < 6; i ++ ) {
  12721. if ( ! isCompressed && ! isDataTexture ) {
  12722. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12723. } else {
  12724. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12725. }
  12726. }
  12727. var image = cubeImage[ 0 ],
  12728. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12729. glFormat = utils.convert( texture.format ),
  12730. glType = utils.convert( texture.type ),
  12731. glInternalFormat = getInternalFormat( glFormat, glType );
  12732. setTextureParameters( 34067, texture, supportsMips );
  12733. var mipmaps;
  12734. if ( isCompressed ) {
  12735. for ( var i = 0; i < 6; i ++ ) {
  12736. mipmaps = cubeImage[ i ].mipmaps;
  12737. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12738. var mipmap = mipmaps[ j ];
  12739. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12740. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12741. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12742. } else {
  12743. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12744. }
  12745. } else {
  12746. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12747. }
  12748. }
  12749. }
  12750. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12751. } else {
  12752. mipmaps = texture.mipmaps;
  12753. for ( var i = 0; i < 6; i ++ ) {
  12754. if ( isDataTexture ) {
  12755. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12756. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12757. var mipmap = mipmaps[ j ];
  12758. var mipmapImage = mipmap.image[ i ].image;
  12759. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12760. }
  12761. } else {
  12762. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12763. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12764. var mipmap = mipmaps[ j ];
  12765. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12766. }
  12767. }
  12768. }
  12769. textureProperties.__maxMipLevel = mipmaps.length;
  12770. }
  12771. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12772. // We assume images for cube map have the same size.
  12773. generateMipmap( 34067, texture, image.width, image.height );
  12774. }
  12775. textureProperties.__version = texture.version;
  12776. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12777. } else {
  12778. state.activeTexture( 33984 + slot );
  12779. state.bindTexture( 34067, textureProperties.__webglTexture );
  12780. }
  12781. }
  12782. function setTextureCubeDynamic( texture, slot ) {
  12783. state.activeTexture( 33984 + slot );
  12784. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12785. }
  12786. function setTextureParameters( textureType, texture, supportsMips ) {
  12787. var extension;
  12788. if ( supportsMips ) {
  12789. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12790. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12791. if ( textureType === 32879 || textureType === 35866 ) {
  12792. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12793. }
  12794. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12795. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12796. } else {
  12797. _gl.texParameteri( textureType, 10242, 33071 );
  12798. _gl.texParameteri( textureType, 10243, 33071 );
  12799. if ( textureType === 32879 || textureType === 35866 ) {
  12800. _gl.texParameteri( textureType, 32882, 33071 );
  12801. }
  12802. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12803. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12804. }
  12805. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12806. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12807. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12808. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12809. }
  12810. }
  12811. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12812. if ( extension ) {
  12813. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12814. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12815. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12816. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12817. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12818. }
  12819. }
  12820. }
  12821. function initTexture( textureProperties, texture ) {
  12822. if ( textureProperties.__webglInit === undefined ) {
  12823. textureProperties.__webglInit = true;
  12824. texture.addEventListener( 'dispose', onTextureDispose );
  12825. textureProperties.__webglTexture = _gl.createTexture();
  12826. info.memory.textures ++;
  12827. }
  12828. }
  12829. function uploadTexture( textureProperties, texture, slot ) {
  12830. var textureType = 3553;
  12831. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12832. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12833. initTexture( textureProperties, texture );
  12834. state.activeTexture( 33984 + slot );
  12835. state.bindTexture( textureType, textureProperties.__webglTexture );
  12836. _gl.pixelStorei( 37440, texture.flipY );
  12837. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12838. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12839. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12840. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12841. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12842. glFormat = utils.convert( texture.format ),
  12843. glType = utils.convert( texture.type ),
  12844. glInternalFormat = getInternalFormat( glFormat, glType );
  12845. setTextureParameters( textureType, texture, supportsMips );
  12846. var mipmap, mipmaps = texture.mipmaps;
  12847. if ( texture.isDepthTexture ) {
  12848. // populate depth texture with dummy data
  12849. glInternalFormat = 6402;
  12850. if ( texture.type === FloatType ) {
  12851. if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12852. glInternalFormat = 36012;
  12853. } else if ( capabilities.isWebGL2 ) {
  12854. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12855. glInternalFormat = 33189;
  12856. }
  12857. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12858. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12859. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12860. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12861. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12862. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12863. texture.type = UnsignedShortType;
  12864. glType = utils.convert( texture.type );
  12865. }
  12866. }
  12867. // Depth stencil textures need the DEPTH_STENCIL internal format
  12868. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12869. if ( texture.format === DepthStencilFormat ) {
  12870. glInternalFormat = 34041;
  12871. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12872. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12873. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12874. if ( texture.type !== UnsignedInt248Type ) {
  12875. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12876. texture.type = UnsignedInt248Type;
  12877. glType = utils.convert( texture.type );
  12878. }
  12879. }
  12880. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12881. } else if ( texture.isDataTexture ) {
  12882. // use manually created mipmaps if available
  12883. // if there are no manual mipmaps
  12884. // set 0 level mipmap and then use GL to generate other mipmap levels
  12885. if ( mipmaps.length > 0 && supportsMips ) {
  12886. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12887. mipmap = mipmaps[ i ];
  12888. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12889. }
  12890. texture.generateMipmaps = false;
  12891. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12892. } else {
  12893. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12894. textureProperties.__maxMipLevel = 0;
  12895. }
  12896. } else if ( texture.isCompressedTexture ) {
  12897. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12898. mipmap = mipmaps[ i ];
  12899. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12900. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12901. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12902. } else {
  12903. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12904. }
  12905. } else {
  12906. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12907. }
  12908. }
  12909. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12910. } else if ( texture.isDataTexture2DArray ) {
  12911. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12912. textureProperties.__maxMipLevel = 0;
  12913. } else if ( texture.isDataTexture3D ) {
  12914. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12915. textureProperties.__maxMipLevel = 0;
  12916. } else {
  12917. // regular Texture (image, video, canvas)
  12918. // use manually created mipmaps if available
  12919. // if there are no manual mipmaps
  12920. // set 0 level mipmap and then use GL to generate other mipmap levels
  12921. if ( mipmaps.length > 0 && supportsMips ) {
  12922. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12923. mipmap = mipmaps[ i ];
  12924. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12925. }
  12926. texture.generateMipmaps = false;
  12927. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12928. } else {
  12929. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12930. textureProperties.__maxMipLevel = 0;
  12931. }
  12932. }
  12933. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12934. generateMipmap( 3553, texture, image.width, image.height );
  12935. }
  12936. textureProperties.__version = texture.version;
  12937. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12938. }
  12939. // Render targets
  12940. // Setup storage for target texture and bind it to correct framebuffer
  12941. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12942. var glFormat = utils.convert( renderTarget.texture.format );
  12943. var glType = utils.convert( renderTarget.texture.type );
  12944. var glInternalFormat = getInternalFormat( glFormat, glType );
  12945. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12946. _gl.bindFramebuffer( 36160, framebuffer );
  12947. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12948. _gl.bindFramebuffer( 36160, null );
  12949. }
  12950. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12951. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12952. _gl.bindRenderbuffer( 36161, renderbuffer );
  12953. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12954. if ( isMultisample ) {
  12955. var samples = getRenderTargetSamples( renderTarget );
  12956. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12957. } else {
  12958. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12959. }
  12960. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12961. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12962. if ( isMultisample ) {
  12963. var samples = getRenderTargetSamples( renderTarget );
  12964. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12965. } else {
  12966. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12967. }
  12968. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12969. } else {
  12970. var glFormat = utils.convert( renderTarget.texture.format );
  12971. var glType = utils.convert( renderTarget.texture.type );
  12972. var glInternalFormat = getInternalFormat( glFormat, glType );
  12973. if ( isMultisample ) {
  12974. var samples = getRenderTargetSamples( renderTarget );
  12975. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12976. } else {
  12977. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12978. }
  12979. }
  12980. _gl.bindRenderbuffer( 36161, null );
  12981. }
  12982. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12983. function setupDepthTexture( framebuffer, renderTarget ) {
  12984. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12985. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  12986. _gl.bindFramebuffer( 36160, framebuffer );
  12987. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12988. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12989. }
  12990. // upload an empty depth texture with framebuffer size
  12991. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12992. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12993. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12994. renderTarget.depthTexture.image.width = renderTarget.width;
  12995. renderTarget.depthTexture.image.height = renderTarget.height;
  12996. renderTarget.depthTexture.needsUpdate = true;
  12997. }
  12998. setTexture2D( renderTarget.depthTexture, 0 );
  12999. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13000. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13001. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13002. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13003. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13004. } else {
  13005. throw new Error( 'Unknown depthTexture format' );
  13006. }
  13007. }
  13008. // Setup GL resources for a non-texture depth buffer
  13009. function setupDepthRenderbuffer( renderTarget ) {
  13010. var renderTargetProperties = properties.get( renderTarget );
  13011. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13012. if ( renderTarget.depthTexture ) {
  13013. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13014. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13015. } else {
  13016. if ( isCube ) {
  13017. renderTargetProperties.__webglDepthbuffer = [];
  13018. for ( var i = 0; i < 6; i ++ ) {
  13019. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13020. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13021. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13022. }
  13023. } else {
  13024. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13025. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13026. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13027. }
  13028. }
  13029. _gl.bindFramebuffer( 36160, null );
  13030. }
  13031. // Set up GL resources for the render target
  13032. function setupRenderTarget( renderTarget ) {
  13033. var renderTargetProperties = properties.get( renderTarget );
  13034. var textureProperties = properties.get( renderTarget.texture );
  13035. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13036. textureProperties.__webglTexture = _gl.createTexture();
  13037. info.memory.textures ++;
  13038. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13039. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13040. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13041. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13042. // Setup framebuffer
  13043. if ( isCube ) {
  13044. renderTargetProperties.__webglFramebuffer = [];
  13045. for ( var i = 0; i < 6; i ++ ) {
  13046. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13047. }
  13048. } else {
  13049. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13050. if ( isMultisample ) {
  13051. if ( capabilities.isWebGL2 ) {
  13052. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13053. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13054. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13055. var glFormat = utils.convert( renderTarget.texture.format );
  13056. var glType = utils.convert( renderTarget.texture.type );
  13057. var glInternalFormat = getInternalFormat( glFormat, glType );
  13058. var samples = getRenderTargetSamples( renderTarget );
  13059. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13060. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13061. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13062. _gl.bindRenderbuffer( 36161, null );
  13063. if ( renderTarget.depthBuffer ) {
  13064. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13065. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13066. }
  13067. _gl.bindFramebuffer( 36160, null );
  13068. } else {
  13069. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13070. }
  13071. } else if ( isMultiview ) {
  13072. if ( capabilities.multiview ) {
  13073. var width = renderTarget.width;
  13074. var height = renderTarget.height;
  13075. var numViews = renderTarget.numViews;
  13076. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13077. var ext = extensions.get( 'OVR_multiview2' );
  13078. info.memory.textures += 2;
  13079. var colorTexture = _gl.createTexture();
  13080. _gl.bindTexture( 35866, colorTexture );
  13081. _gl.texParameteri( 35866, 10240, 9728 );
  13082. _gl.texParameteri( 35866, 10241, 9728 );
  13083. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13084. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13085. var depthStencilTexture = _gl.createTexture();
  13086. _gl.bindTexture( 35866, depthStencilTexture );
  13087. _gl.texParameteri( 35866, 10240, 9728 );
  13088. _gl.texParameteri( 35866, 10241, 9728 );
  13089. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13090. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13091. var viewFramebuffers = new Array( numViews );
  13092. for ( var i = 0; i < numViews; ++ i ) {
  13093. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13094. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13095. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13096. }
  13097. renderTargetProperties.__webglColorTexture = colorTexture;
  13098. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13099. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13100. _gl.bindFramebuffer( 36160, null );
  13101. _gl.bindTexture( 35866, null );
  13102. } else {
  13103. console.warn( 'THREE.WebGLRenderer: WebGLMultiviewRenderTarget can only be used with WebGL2 and Multiview extension support.' );
  13104. }
  13105. }
  13106. }
  13107. // Setup color buffer
  13108. if ( isCube ) {
  13109. state.bindTexture( 34067, textureProperties.__webglTexture );
  13110. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13111. for ( var i = 0; i < 6; i ++ ) {
  13112. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13113. }
  13114. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13115. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13116. }
  13117. state.bindTexture( 34067, null );
  13118. } else if ( ! isMultiview ) {
  13119. state.bindTexture( 3553, textureProperties.__webglTexture );
  13120. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13121. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13122. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13123. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13124. }
  13125. state.bindTexture( 3553, null );
  13126. }
  13127. // Setup depth and stencil buffers
  13128. if ( renderTarget.depthBuffer ) {
  13129. setupDepthRenderbuffer( renderTarget );
  13130. }
  13131. }
  13132. function updateRenderTargetMipmap( renderTarget ) {
  13133. var texture = renderTarget.texture;
  13134. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13135. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13136. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13137. var webglTexture = properties.get( texture ).__webglTexture;
  13138. state.bindTexture( target, webglTexture );
  13139. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13140. state.bindTexture( target, null );
  13141. }
  13142. }
  13143. function updateMultisampleRenderTarget( renderTarget ) {
  13144. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13145. if ( capabilities.isWebGL2 ) {
  13146. var renderTargetProperties = properties.get( renderTarget );
  13147. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13148. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13149. var width = renderTarget.width;
  13150. var height = renderTarget.height;
  13151. var mask = 16384;
  13152. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13153. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13154. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13155. } else {
  13156. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13157. }
  13158. }
  13159. }
  13160. function getRenderTargetSamples( renderTarget ) {
  13161. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13162. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13163. }
  13164. function updateVideoTexture( texture ) {
  13165. var frame = info.render.frame;
  13166. // Check the last frame we updated the VideoTexture
  13167. if ( _videoTextures.get( texture ) !== frame ) {
  13168. _videoTextures.set( texture, frame );
  13169. texture.update();
  13170. }
  13171. }
  13172. // backwards compatibility
  13173. var warnedTexture2D = false;
  13174. var warnedTextureCube = false;
  13175. function safeSetTexture2D( texture, slot ) {
  13176. if ( texture && texture.isWebGLRenderTarget ) {
  13177. if ( warnedTexture2D === false ) {
  13178. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13179. warnedTexture2D = true;
  13180. }
  13181. texture = texture.texture;
  13182. }
  13183. setTexture2D( texture, slot );
  13184. }
  13185. function safeSetTextureCube( texture, slot ) {
  13186. if ( texture && texture.isWebGLRenderTargetCube ) {
  13187. if ( warnedTextureCube === false ) {
  13188. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13189. warnedTextureCube = true;
  13190. }
  13191. texture = texture.texture;
  13192. }
  13193. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13194. // TODO: unify these code paths
  13195. if ( ( texture && texture.isCubeTexture ) ||
  13196. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13197. // CompressedTexture can have Array in image :/
  13198. // this function alone should take care of cube textures
  13199. setTextureCube( texture, slot );
  13200. } else {
  13201. // assumed: texture property of THREE.WebGLRenderTargetCube
  13202. setTextureCubeDynamic( texture, slot );
  13203. }
  13204. }
  13205. //
  13206. this.allocateTextureUnit = allocateTextureUnit;
  13207. this.resetTextureUnits = resetTextureUnits;
  13208. this.setTexture2D = setTexture2D;
  13209. this.setTexture2DArray = setTexture2DArray;
  13210. this.setTexture3D = setTexture3D;
  13211. this.setTextureCube = setTextureCube;
  13212. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13213. this.setupRenderTarget = setupRenderTarget;
  13214. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13215. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13216. this.safeSetTexture2D = safeSetTexture2D;
  13217. this.safeSetTextureCube = safeSetTextureCube;
  13218. }
  13219. /**
  13220. * @author thespite / http://www.twitter.com/thespite
  13221. */
  13222. function WebGLUtils( gl, extensions, capabilities ) {
  13223. function convert( p ) {
  13224. var extension;
  13225. if ( p === RepeatWrapping ) { return 10497; }
  13226. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13227. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13228. if ( p === NearestFilter ) { return 9728; }
  13229. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13230. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13231. if ( p === LinearFilter ) { return 9729; }
  13232. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13233. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13234. if ( p === UnsignedByteType ) { return 5121; }
  13235. if ( p === UnsignedShort4444Type ) { return 32819; }
  13236. if ( p === UnsignedShort5551Type ) { return 32820; }
  13237. if ( p === UnsignedShort565Type ) { return 33635; }
  13238. if ( p === ByteType ) { return 5120; }
  13239. if ( p === ShortType ) { return 5122; }
  13240. if ( p === UnsignedShortType ) { return 5123; }
  13241. if ( p === IntType ) { return 5124; }
  13242. if ( p === UnsignedIntType ) { return 5125; }
  13243. if ( p === FloatType ) { return 5126; }
  13244. if ( p === HalfFloatType ) {
  13245. if ( capabilities.isWebGL2 ) { return 5131; }
  13246. extension = extensions.get( 'OES_texture_half_float' );
  13247. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13248. }
  13249. if ( p === AlphaFormat ) { return 6406; }
  13250. if ( p === RGBFormat ) { return 6407; }
  13251. if ( p === RGBAFormat ) { return 6408; }
  13252. if ( p === LuminanceFormat ) { return 6409; }
  13253. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13254. if ( p === DepthFormat ) { return 6402; }
  13255. if ( p === DepthStencilFormat ) { return 34041; }
  13256. if ( p === RedFormat ) { return 6403; }
  13257. if ( p === AddEquation ) { return 32774; }
  13258. if ( p === SubtractEquation ) { return 32778; }
  13259. if ( p === ReverseSubtractEquation ) { return 32779; }
  13260. if ( p === ZeroFactor ) { return 0; }
  13261. if ( p === OneFactor ) { return 1; }
  13262. if ( p === SrcColorFactor ) { return 768; }
  13263. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13264. if ( p === SrcAlphaFactor ) { return 770; }
  13265. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13266. if ( p === DstAlphaFactor ) { return 772; }
  13267. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13268. if ( p === DstColorFactor ) { return 774; }
  13269. if ( p === OneMinusDstColorFactor ) { return 775; }
  13270. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13271. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13272. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13273. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13274. if ( extension !== null ) {
  13275. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13276. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13277. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13278. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13279. }
  13280. }
  13281. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13282. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13283. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13284. if ( extension !== null ) {
  13285. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13286. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13287. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13288. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13289. }
  13290. }
  13291. if ( p === RGB_ETC1_Format ) {
  13292. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13293. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13294. }
  13295. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13296. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13297. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13298. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13299. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13300. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13301. if ( extension !== null ) {
  13302. return p;
  13303. }
  13304. }
  13305. if ( p === MinEquation || p === MaxEquation ) {
  13306. if ( capabilities.isWebGL2 ) {
  13307. if ( p === MinEquation ) { return 32775; }
  13308. if ( p === MaxEquation ) { return 32776; }
  13309. }
  13310. extension = extensions.get( 'EXT_blend_minmax' );
  13311. if ( extension !== null ) {
  13312. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13313. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13314. }
  13315. }
  13316. if ( p === UnsignedInt248Type ) {
  13317. if ( capabilities.isWebGL2 ) { return 34042; }
  13318. extension = extensions.get( 'WEBGL_depth_texture' );
  13319. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13320. }
  13321. return 0;
  13322. }
  13323. return { convert: convert };
  13324. }
  13325. /**
  13326. * @author fernandojsg / http://fernandojsg.com
  13327. * @author Takahiro https://github.com/takahirox
  13328. */
  13329. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13330. WebGLRenderTarget.call( this, width, height, options );
  13331. this.depthBuffer = false;
  13332. this.stencilBuffer = false;
  13333. this.numViews = numViews;
  13334. }
  13335. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13336. constructor: WebGLMultiviewRenderTarget,
  13337. isWebGLMultiviewRenderTarget: true,
  13338. copy: function ( source ) {
  13339. WebGLRenderTarget.prototype.copy.call( this, source );
  13340. this.numViews = source.numViews;
  13341. return this;
  13342. },
  13343. setNumViews: function ( numViews ) {
  13344. if ( this.numViews !== numViews ) {
  13345. this.numViews = numViews;
  13346. this.dispose();
  13347. }
  13348. return this;
  13349. }
  13350. } );
  13351. /**
  13352. * @author fernandojsg / http://fernandojsg.com
  13353. * @author Takahiro https://github.com/takahirox
  13354. */
  13355. function WebGLMultiview( renderer, gl ) {
  13356. var DEFAULT_NUMVIEWS = 2;
  13357. var capabilities = renderer.capabilities;
  13358. var properties = renderer.properties;
  13359. var maxNumViews = capabilities.maxMultiviewViews;
  13360. var renderTarget, currentRenderTarget;
  13361. var mat3, mat4, cameraArray, renderSize;
  13362. function getCameraArray( camera ) {
  13363. if ( camera.isArrayCamera ) { return camera.cameras; }
  13364. cameraArray[ 0 ] = camera;
  13365. return cameraArray;
  13366. }
  13367. //
  13368. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13369. var cameras = getCameraArray( camera );
  13370. for ( var i = 0; i < cameras.length; i ++ ) {
  13371. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13372. }
  13373. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13374. }
  13375. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13376. var cameras = getCameraArray( camera );
  13377. for ( var i = 0; i < cameras.length; i ++ ) {
  13378. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13379. }
  13380. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13381. }
  13382. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13383. var cameras = getCameraArray( camera );
  13384. for ( var i = 0; i < cameras.length; i ++ ) {
  13385. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13386. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13387. }
  13388. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13389. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13390. }
  13391. function isMultiviewCompatible( camera ) {
  13392. if ( ! camera.isArrayCamera ) { return true; }
  13393. var cameras = camera.cameras;
  13394. if ( cameras.length > maxNumViews ) { return false; }
  13395. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13396. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13397. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13398. }
  13399. return true;
  13400. }
  13401. function resizeRenderTarget( camera ) {
  13402. if ( currentRenderTarget ) {
  13403. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13404. } else {
  13405. renderer.getDrawingBufferSize( renderSize );
  13406. }
  13407. if ( camera.isArrayCamera ) {
  13408. var viewport = camera.cameras[ 0 ].viewport;
  13409. renderTarget.setSize( viewport.z, viewport.w );
  13410. renderTarget.setNumViews( camera.cameras.length );
  13411. } else {
  13412. renderTarget.setSize( renderSize.x, renderSize.y );
  13413. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13414. }
  13415. }
  13416. function attachCamera( camera ) {
  13417. if ( ! isMultiviewCompatible( camera ) ) { return; }
  13418. currentRenderTarget = renderer.getRenderTarget();
  13419. resizeRenderTarget( camera );
  13420. renderer.setRenderTarget( renderTarget );
  13421. }
  13422. function detachCamera( camera ) {
  13423. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13424. renderer.setRenderTarget( currentRenderTarget );
  13425. flush( camera );
  13426. }
  13427. function flush( camera ) {
  13428. var srcRenderTarget = renderTarget;
  13429. var numViews = srcRenderTarget.numViews;
  13430. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13431. var viewWidth = srcRenderTarget.width;
  13432. var viewHeight = srcRenderTarget.height;
  13433. if ( camera.isArrayCamera ) {
  13434. for ( var i = 0; i < numViews; i ++ ) {
  13435. var viewport = camera.cameras[ i ].viewport;
  13436. var x1 = viewport.x;
  13437. var y1 = viewport.y;
  13438. var x2 = x1 + viewport.z;
  13439. var y2 = y1 + viewport.w;
  13440. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13441. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13442. }
  13443. } else {
  13444. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13445. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13446. }
  13447. }
  13448. if ( renderer.capabilities.multiview ) {
  13449. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13450. renderSize = new Vector2();
  13451. mat4 = [];
  13452. mat3 = [];
  13453. cameraArray = [];
  13454. var maxViews = capabilities.maxMultiviewViews;
  13455. for ( var i = 0; i < maxViews; i ++ ) {
  13456. mat4[ i ] = new Matrix4();
  13457. mat3[ i ] = new Matrix3();
  13458. }
  13459. }
  13460. this.attachCamera = attachCamera;
  13461. this.detachCamera = detachCamera;
  13462. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13463. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13464. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13465. }
  13466. /**
  13467. * @author mrdoob / http://mrdoob.com/
  13468. */
  13469. function Group() {
  13470. Object3D.call( this );
  13471. this.type = 'Group';
  13472. }
  13473. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13474. constructor: Group,
  13475. isGroup: true
  13476. } );
  13477. /**
  13478. * @author mrdoob / http://mrdoob.com/
  13479. */
  13480. function ArrayCamera( array ) {
  13481. PerspectiveCamera.call( this );
  13482. this.cameras = array || [];
  13483. }
  13484. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13485. constructor: ArrayCamera,
  13486. isArrayCamera: true
  13487. } );
  13488. /**
  13489. * @author jsantell / https://www.jsantell.com/
  13490. * @author mrdoob / http://mrdoob.com/
  13491. */
  13492. var cameraLPos = new Vector3();
  13493. var cameraRPos = new Vector3();
  13494. /**
  13495. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13496. * the cameras' projection and world matrices have already been set.
  13497. * And that near and far planes are identical for both cameras.
  13498. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13499. */
  13500. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13501. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13502. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13503. var ipd = cameraLPos.distanceTo( cameraRPos );
  13504. var projL = cameraL.projectionMatrix.elements;
  13505. var projR = cameraR.projectionMatrix.elements;
  13506. // VR systems will have identical far and near planes, and
  13507. // most likely identical top and bottom frustum extents.
  13508. // Use the left camera for these values.
  13509. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13510. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13511. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13512. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13513. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13514. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13515. var left = near * leftFov;
  13516. var right = near * rightFov;
  13517. // Calculate the new camera's position offset from the
  13518. // left camera. xOffset should be roughly half `ipd`.
  13519. var zOffset = ipd / ( - leftFov + rightFov );
  13520. var xOffset = zOffset * - leftFov;
  13521. // TODO: Better way to apply this offset?
  13522. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13523. camera.translateX( xOffset );
  13524. camera.translateZ( zOffset );
  13525. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13526. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13527. // Find the union of the frustum values of the cameras and scale
  13528. // the values so that the near plane's position does not change in world space,
  13529. // although must now be relative to the new union camera.
  13530. var near2 = near + zOffset;
  13531. var far2 = far + zOffset;
  13532. var left2 = left - xOffset;
  13533. var right2 = right + ( ipd - xOffset );
  13534. var top2 = topFov * far / far2 * near2;
  13535. var bottom2 = bottomFov * far / far2 * near2;
  13536. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13537. }
  13538. /**
  13539. * @author mrdoob / http://mrdoob.com/
  13540. */
  13541. function WebVRManager( renderer ) {
  13542. var renderWidth, renderHeight;
  13543. var scope = this;
  13544. var device = null;
  13545. var frameData = null;
  13546. var poseTarget = null;
  13547. var controllers = [];
  13548. var standingMatrix = new Matrix4();
  13549. var standingMatrixInverse = new Matrix4();
  13550. var framebufferScaleFactor = 1.0;
  13551. var referenceSpaceType = 'local-floor';
  13552. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13553. frameData = new window.VRFrameData();
  13554. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13555. }
  13556. var matrixWorldInverse = new Matrix4();
  13557. var tempQuaternion = new Quaternion();
  13558. var tempPosition = new Vector3();
  13559. var cameraL = new PerspectiveCamera();
  13560. cameraL.viewport = new Vector4();
  13561. cameraL.layers.enable( 1 );
  13562. var cameraR = new PerspectiveCamera();
  13563. cameraR.viewport = new Vector4();
  13564. cameraR.layers.enable( 2 );
  13565. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13566. cameraVR.layers.enable( 1 );
  13567. cameraVR.layers.enable( 2 );
  13568. //
  13569. function isPresenting() {
  13570. return device !== null && device.isPresenting === true;
  13571. }
  13572. var currentSize = new Vector2(), currentPixelRatio;
  13573. function onVRDisplayPresentChange() {
  13574. if ( isPresenting() ) {
  13575. var eyeParameters = device.getEyeParameters( 'left' );
  13576. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13577. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13578. currentPixelRatio = renderer.getPixelRatio();
  13579. renderer.getSize( currentSize );
  13580. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13581. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13582. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13583. animation.start();
  13584. scope.dispatchEvent( { type: 'sessionstart' } );
  13585. } else {
  13586. if ( scope.enabled ) {
  13587. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13588. }
  13589. animation.stop();
  13590. scope.dispatchEvent( { type: 'sessionend' } );
  13591. }
  13592. }
  13593. //
  13594. var triggers = [];
  13595. function findGamepad( id ) {
  13596. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13597. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13598. var gamepad = gamepads[ i ];
  13599. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13600. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13601. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13602. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13603. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13604. if ( j === id ) { return gamepad; }
  13605. j ++;
  13606. }
  13607. }
  13608. }
  13609. function updateControllers() {
  13610. for ( var i = 0; i < controllers.length; i ++ ) {
  13611. var controller = controllers[ i ];
  13612. var gamepad = findGamepad( i );
  13613. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13614. if ( gamepad.pose === null ) { return; }
  13615. // Pose
  13616. var pose = gamepad.pose;
  13617. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13618. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13619. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13620. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13621. controller.matrix.premultiply( standingMatrix );
  13622. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13623. controller.matrixWorldNeedsUpdate = true;
  13624. controller.visible = true;
  13625. // Trigger
  13626. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13627. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13628. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13629. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13630. if ( triggers[ i ] === true ) {
  13631. controller.dispatchEvent( { type: 'selectstart' } );
  13632. } else {
  13633. controller.dispatchEvent( { type: 'selectend' } );
  13634. controller.dispatchEvent( { type: 'select' } );
  13635. }
  13636. }
  13637. } else {
  13638. controller.visible = false;
  13639. }
  13640. }
  13641. }
  13642. function updateViewportFromBounds( viewport, bounds ) {
  13643. if ( bounds !== null && bounds.length === 4 ) {
  13644. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13645. }
  13646. }
  13647. //
  13648. this.enabled = false;
  13649. this.getController = function ( id ) {
  13650. var controller = controllers[ id ];
  13651. if ( controller === undefined ) {
  13652. controller = new Group();
  13653. controller.matrixAutoUpdate = false;
  13654. controller.visible = false;
  13655. controllers[ id ] = controller;
  13656. }
  13657. return controller;
  13658. };
  13659. this.getDevice = function () {
  13660. return device;
  13661. };
  13662. this.setDevice = function ( value ) {
  13663. if ( value !== undefined ) { device = value; }
  13664. animation.setContext( value );
  13665. };
  13666. this.setFramebufferScaleFactor = function ( value ) {
  13667. framebufferScaleFactor = value;
  13668. };
  13669. this.setReferenceSpaceType = function ( value ) {
  13670. referenceSpaceType = value;
  13671. };
  13672. this.setPoseTarget = function ( object ) {
  13673. if ( object !== undefined ) { poseTarget = object; }
  13674. };
  13675. this.getCamera = function ( camera ) {
  13676. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13677. if ( isPresenting() === false ) {
  13678. camera.position.set( 0, userHeight, 0 );
  13679. camera.rotation.set( 0, 0, 0 );
  13680. return camera;
  13681. }
  13682. device.depthNear = camera.near;
  13683. device.depthFar = camera.far;
  13684. device.getFrameData( frameData );
  13685. //
  13686. if ( referenceSpaceType === 'local-floor' ) {
  13687. var stageParameters = device.stageParameters;
  13688. if ( stageParameters ) {
  13689. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13690. } else {
  13691. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13692. }
  13693. }
  13694. var pose = frameData.pose;
  13695. var poseObject = poseTarget !== null ? poseTarget : camera;
  13696. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13697. poseObject.matrix.copy( standingMatrix );
  13698. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13699. if ( pose.orientation !== null ) {
  13700. tempQuaternion.fromArray( pose.orientation );
  13701. poseObject.quaternion.multiply( tempQuaternion );
  13702. }
  13703. if ( pose.position !== null ) {
  13704. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13705. tempPosition.fromArray( pose.position );
  13706. tempPosition.applyQuaternion( tempQuaternion );
  13707. poseObject.position.add( tempPosition );
  13708. }
  13709. poseObject.updateMatrixWorld();
  13710. //
  13711. cameraL.near = camera.near;
  13712. cameraR.near = camera.near;
  13713. cameraL.far = camera.far;
  13714. cameraR.far = camera.far;
  13715. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13716. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13717. // TODO (mrdoob) Double check this code
  13718. standingMatrixInverse.getInverse( standingMatrix );
  13719. if ( referenceSpaceType === 'local-floor' ) {
  13720. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13721. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13722. }
  13723. var parent = poseObject.parent;
  13724. if ( parent !== null ) {
  13725. matrixWorldInverse.getInverse( parent.matrixWorld );
  13726. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13727. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13728. }
  13729. // envMap and Mirror needs camera.matrixWorld
  13730. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13731. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13732. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13733. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13734. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13735. //
  13736. var layers = device.getLayers();
  13737. if ( layers.length ) {
  13738. var layer = layers[ 0 ];
  13739. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13740. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13741. }
  13742. updateControllers();
  13743. return cameraVR;
  13744. };
  13745. this.getStandingMatrix = function () {
  13746. return standingMatrix;
  13747. };
  13748. this.isPresenting = isPresenting;
  13749. // Animation Loop
  13750. var animation = new WebGLAnimation();
  13751. this.setAnimationLoop = function ( callback ) {
  13752. animation.setAnimationLoop( callback );
  13753. if ( isPresenting() ) { animation.start(); }
  13754. };
  13755. this.submitFrame = function () {
  13756. if ( isPresenting() ) { device.submitFrame(); }
  13757. };
  13758. this.dispose = function () {
  13759. if ( typeof window !== 'undefined' ) {
  13760. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13761. }
  13762. };
  13763. // DEPRECATED
  13764. this.setFrameOfReferenceType = function () {
  13765. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13766. };
  13767. }
  13768. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13769. /**
  13770. * @author mrdoob / http://mrdoob.com/
  13771. */
  13772. function WebXRManager( renderer, gl ) {
  13773. var scope = this;
  13774. var session = null;
  13775. var referenceSpace = null;
  13776. var referenceSpaceType = 'local-floor';
  13777. var pose = null;
  13778. var controllers = [];
  13779. var inputSources = [];
  13780. function isPresenting() {
  13781. return session !== null && referenceSpace !== null;
  13782. }
  13783. //
  13784. var cameraL = new PerspectiveCamera();
  13785. cameraL.layers.enable( 1 );
  13786. cameraL.viewport = new Vector4();
  13787. var cameraR = new PerspectiveCamera();
  13788. cameraR.layers.enable( 2 );
  13789. cameraR.viewport = new Vector4();
  13790. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13791. cameraVR.layers.enable( 1 );
  13792. cameraVR.layers.enable( 2 );
  13793. //
  13794. this.enabled = false;
  13795. this.getController = function ( id ) {
  13796. var controller = controllers[ id ];
  13797. if ( controller === undefined ) {
  13798. controller = new Group();
  13799. controller.matrixAutoUpdate = false;
  13800. controller.visible = false;
  13801. controllers[ id ] = controller;
  13802. }
  13803. return controller;
  13804. };
  13805. //
  13806. function onSessionEvent( event ) {
  13807. for ( var i = 0; i < controllers.length; i ++ ) {
  13808. if ( inputSources[ i ] === event.inputSource ) {
  13809. controllers[ i ].dispatchEvent( { type: event.type } );
  13810. }
  13811. }
  13812. }
  13813. function onSessionEnd() {
  13814. renderer.setFramebuffer( null );
  13815. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13816. animation.stop();
  13817. scope.dispatchEvent( { type: 'sessionend' } );
  13818. }
  13819. function onRequestReferenceSpace( value ) {
  13820. referenceSpace = value;
  13821. animation.setContext( session );
  13822. animation.start();
  13823. scope.dispatchEvent( { type: 'sessionstart' } );
  13824. }
  13825. this.setFramebufferScaleFactor = function ( value ) {
  13826. };
  13827. this.setReferenceSpaceType = function ( value ) {
  13828. referenceSpaceType = value;
  13829. };
  13830. this.getSession = function () {
  13831. return session;
  13832. };
  13833. this.setSession = function ( value ) {
  13834. session = value;
  13835. if ( session !== null ) {
  13836. session.addEventListener( 'select', onSessionEvent );
  13837. session.addEventListener( 'selectstart', onSessionEvent );
  13838. session.addEventListener( 'selectend', onSessionEvent );
  13839. session.addEventListener( 'end', onSessionEnd );
  13840. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13841. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13842. //
  13843. inputSources = session.inputSources;
  13844. session.addEventListener( 'inputsourceschange', function () {
  13845. inputSources = session.inputSources;
  13846. console.log( inputSources );
  13847. for ( var i = 0; i < controllers.length; i ++ ) {
  13848. var controller = controllers[ i ];
  13849. controller.userData.inputSource = inputSources[ i ];
  13850. }
  13851. } );
  13852. }
  13853. };
  13854. function updateCamera( camera, parent ) {
  13855. if ( parent === null ) {
  13856. camera.matrixWorld.copy( camera.matrix );
  13857. } else {
  13858. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13859. }
  13860. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13861. }
  13862. this.getCamera = function ( camera ) {
  13863. if ( isPresenting() ) {
  13864. var parent = camera.parent;
  13865. var cameras = cameraVR.cameras;
  13866. updateCamera( cameraVR, parent );
  13867. for ( var i = 0; i < cameras.length; i ++ ) {
  13868. updateCamera( cameras[ i ], parent );
  13869. }
  13870. // update camera and its children
  13871. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13872. var children = camera.children;
  13873. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13874. children[ i ].updateMatrixWorld( true );
  13875. }
  13876. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13877. return cameraVR;
  13878. }
  13879. return camera;
  13880. };
  13881. this.isPresenting = isPresenting;
  13882. // Animation Loop
  13883. var onAnimationFrameCallback = null;
  13884. function onAnimationFrame( time, frame ) {
  13885. pose = frame.getViewerPose( referenceSpace );
  13886. if ( pose !== null ) {
  13887. var views = pose.views;
  13888. var baseLayer = session.renderState.baseLayer;
  13889. renderer.setFramebuffer( baseLayer.framebuffer );
  13890. for ( var i = 0; i < views.length; i ++ ) {
  13891. var view = views[ i ];
  13892. var viewport = baseLayer.getViewport( view );
  13893. var viewMatrix = view.transform.inverse.matrix;
  13894. var camera = cameraVR.cameras[ i ];
  13895. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13896. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13897. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13898. if ( i === 0 ) {
  13899. cameraVR.matrix.copy( camera.matrix );
  13900. }
  13901. }
  13902. }
  13903. //
  13904. for ( var i = 0; i < controllers.length; i ++ ) {
  13905. var controller = controllers[ i ];
  13906. var inputSource = inputSources[ i ];
  13907. if ( inputSource ) {
  13908. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13909. if ( inputPose !== null ) {
  13910. controller.matrix.fromArray( inputPose.transform.matrix );
  13911. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13912. controller.visible = true;
  13913. continue;
  13914. }
  13915. }
  13916. controller.visible = false;
  13917. }
  13918. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13919. }
  13920. var animation = new WebGLAnimation();
  13921. animation.setAnimationLoop( onAnimationFrame );
  13922. this.setAnimationLoop = function ( callback ) {
  13923. onAnimationFrameCallback = callback;
  13924. };
  13925. this.dispose = function () {};
  13926. // DEPRECATED
  13927. this.getStandingMatrix = function () {
  13928. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13929. return new Matrix4();
  13930. };
  13931. this.getDevice = function () {
  13932. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13933. };
  13934. this.setDevice = function () {
  13935. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13936. };
  13937. this.setFrameOfReferenceType = function () {
  13938. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13939. };
  13940. this.submitFrame = function () {};
  13941. }
  13942. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13943. /**
  13944. * @author supereggbert / http://www.paulbrunt.co.uk/
  13945. * @author mrdoob / http://mrdoob.com/
  13946. * @author alteredq / http://alteredqualia.com/
  13947. * @author szimek / https://github.com/szimek/
  13948. * @author tschw
  13949. */
  13950. function WebGLRenderer( parameters ) {
  13951. parameters = parameters || {};
  13952. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13953. _context = parameters.context !== undefined ? parameters.context : null,
  13954. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13955. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13956. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13957. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13958. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13959. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13960. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13961. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13962. var currentRenderList = null;
  13963. var currentRenderState = null;
  13964. // public properties
  13965. this.domElement = _canvas;
  13966. // Debug configuration container
  13967. this.debug = {
  13968. /**
  13969. * Enables error checking and reporting when shader programs are being compiled
  13970. * @type {boolean}
  13971. */
  13972. checkShaderErrors: true
  13973. };
  13974. // clearing
  13975. this.autoClear = true;
  13976. this.autoClearColor = true;
  13977. this.autoClearDepth = true;
  13978. this.autoClearStencil = true;
  13979. // scene graph
  13980. this.sortObjects = true;
  13981. // user-defined clipping
  13982. this.clippingPlanes = [];
  13983. this.localClippingEnabled = false;
  13984. // physically based shading
  13985. this.gammaFactor = 2.0; // for backwards compatibility
  13986. this.gammaInput = false;
  13987. this.gammaOutput = false;
  13988. // physical lights
  13989. this.physicallyCorrectLights = false;
  13990. // tone mapping
  13991. this.toneMapping = LinearToneMapping;
  13992. this.toneMappingExposure = 1.0;
  13993. this.toneMappingWhitePoint = 1.0;
  13994. // morphs
  13995. this.maxMorphTargets = 8;
  13996. this.maxMorphNormals = 4;
  13997. // internal properties
  13998. var _this = this,
  13999. _isContextLost = false,
  14000. // internal state cache
  14001. _framebuffer = null,
  14002. _currentActiveCubeFace = 0,
  14003. _currentActiveMipmapLevel = 0,
  14004. _currentRenderTarget = null,
  14005. _currentFramebuffer = null,
  14006. _currentMaterialId = - 1,
  14007. // geometry and program caching
  14008. _currentGeometryProgram = {
  14009. geometry: null,
  14010. program: null,
  14011. wireframe: false
  14012. },
  14013. _currentCamera = null,
  14014. _currentArrayCamera = null,
  14015. _currentViewport = new Vector4(),
  14016. _currentScissor = new Vector4(),
  14017. _currentScissorTest = null,
  14018. //
  14019. _width = _canvas.width,
  14020. _height = _canvas.height,
  14021. _pixelRatio = 1,
  14022. _viewport = new Vector4( 0, 0, _width, _height ),
  14023. _scissor = new Vector4( 0, 0, _width, _height ),
  14024. _scissorTest = false,
  14025. // frustum
  14026. _frustum = new Frustum(),
  14027. // clipping
  14028. _clipping = new WebGLClipping(),
  14029. _clippingEnabled = false,
  14030. _localClippingEnabled = false,
  14031. // camera matrices cache
  14032. _projScreenMatrix = new Matrix4(),
  14033. _vector3 = new Vector3();
  14034. function getTargetPixelRatio() {
  14035. return _currentRenderTarget === null ? _pixelRatio : 1;
  14036. }
  14037. // initialize
  14038. var _gl;
  14039. try {
  14040. var contextAttributes = {
  14041. alpha: _alpha,
  14042. depth: _depth,
  14043. stencil: _stencil,
  14044. antialias: _antialias,
  14045. premultipliedAlpha: _premultipliedAlpha,
  14046. preserveDrawingBuffer: _preserveDrawingBuffer,
  14047. powerPreference: _powerPreference,
  14048. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14049. xrCompatible: true
  14050. };
  14051. // event listeners must be registered before WebGL context is created, see #12753
  14052. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14053. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14054. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14055. if ( _gl === null ) {
  14056. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14057. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14058. } else {
  14059. throw new Error( 'Error creating WebGL context.' );
  14060. }
  14061. }
  14062. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14063. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14064. _gl.getShaderPrecisionFormat = function () {
  14065. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14066. };
  14067. }
  14068. } catch ( error ) {
  14069. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14070. throw error;
  14071. }
  14072. var extensions, capabilities, state, info;
  14073. var properties, textures, attributes, geometries, objects;
  14074. var programCache, renderLists, renderStates;
  14075. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14076. var utils;
  14077. function initGLContext() {
  14078. extensions = new WebGLExtensions( _gl );
  14079. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14080. if ( capabilities.isWebGL2 === false ) {
  14081. extensions.get( 'WEBGL_depth_texture' );
  14082. extensions.get( 'OES_texture_float' );
  14083. extensions.get( 'OES_texture_half_float' );
  14084. extensions.get( 'OES_texture_half_float_linear' );
  14085. extensions.get( 'OES_standard_derivatives' );
  14086. extensions.get( 'OES_element_index_uint' );
  14087. extensions.get( 'ANGLE_instanced_arrays' );
  14088. }
  14089. extensions.get( 'OES_texture_float_linear' );
  14090. utils = new WebGLUtils( _gl, extensions, capabilities );
  14091. state = new WebGLState( _gl, extensions, utils, capabilities );
  14092. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14093. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14094. info = new WebGLInfo( _gl );
  14095. properties = new WebGLProperties();
  14096. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14097. attributes = new WebGLAttributes( _gl );
  14098. geometries = new WebGLGeometries( _gl, attributes, info );
  14099. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14100. morphtargets = new WebGLMorphtargets( _gl );
  14101. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14102. renderLists = new WebGLRenderLists();
  14103. renderStates = new WebGLRenderStates();
  14104. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14105. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14106. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14107. info.programs = programCache.programs;
  14108. _this.capabilities = capabilities;
  14109. _this.extensions = extensions;
  14110. _this.properties = properties;
  14111. _this.renderLists = renderLists;
  14112. _this.state = state;
  14113. _this.info = info;
  14114. }
  14115. initGLContext();
  14116. // vr
  14117. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14118. this.vr = vr;
  14119. // Multiview
  14120. var multiview = new WebGLMultiview( _this, _gl );
  14121. // shadow map
  14122. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14123. this.shadowMap = shadowMap;
  14124. // API
  14125. this.getContext = function () {
  14126. return _gl;
  14127. };
  14128. this.getContextAttributes = function () {
  14129. return _gl.getContextAttributes();
  14130. };
  14131. this.forceContextLoss = function () {
  14132. var extension = extensions.get( 'WEBGL_lose_context' );
  14133. if ( extension ) { extension.loseContext(); }
  14134. };
  14135. this.forceContextRestore = function () {
  14136. var extension = extensions.get( 'WEBGL_lose_context' );
  14137. if ( extension ) { extension.restoreContext(); }
  14138. };
  14139. this.getPixelRatio = function () {
  14140. return _pixelRatio;
  14141. };
  14142. this.setPixelRatio = function ( value ) {
  14143. if ( value === undefined ) { return; }
  14144. _pixelRatio = value;
  14145. this.setSize( _width, _height, false );
  14146. };
  14147. this.getSize = function ( target ) {
  14148. if ( target === undefined ) {
  14149. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14150. target = new Vector2();
  14151. }
  14152. return target.set( _width, _height );
  14153. };
  14154. this.setSize = function ( width, height, updateStyle ) {
  14155. if ( vr.isPresenting() ) {
  14156. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14157. return;
  14158. }
  14159. _width = width;
  14160. _height = height;
  14161. _canvas.width = Math.floor( width * _pixelRatio );
  14162. _canvas.height = Math.floor( height * _pixelRatio );
  14163. if ( updateStyle !== false ) {
  14164. _canvas.style.width = width + 'px';
  14165. _canvas.style.height = height + 'px';
  14166. }
  14167. this.setViewport( 0, 0, width, height );
  14168. };
  14169. this.getDrawingBufferSize = function ( target ) {
  14170. if ( target === undefined ) {
  14171. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14172. target = new Vector2();
  14173. }
  14174. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14175. };
  14176. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14177. _width = width;
  14178. _height = height;
  14179. _pixelRatio = pixelRatio;
  14180. _canvas.width = Math.floor( width * pixelRatio );
  14181. _canvas.height = Math.floor( height * pixelRatio );
  14182. this.setViewport( 0, 0, width, height );
  14183. };
  14184. this.getCurrentViewport = function ( target ) {
  14185. if ( target === undefined ) {
  14186. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14187. target = new Vector4();
  14188. }
  14189. return target.copy( _currentViewport );
  14190. };
  14191. this.getViewport = function ( target ) {
  14192. return target.copy( _viewport );
  14193. };
  14194. this.setViewport = function ( x, y, width, height ) {
  14195. if ( x.isVector4 ) {
  14196. _viewport.set( x.x, x.y, x.z, x.w );
  14197. } else {
  14198. _viewport.set( x, y, width, height );
  14199. }
  14200. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14201. };
  14202. this.getScissor = function ( target ) {
  14203. return target.copy( _scissor );
  14204. };
  14205. this.setScissor = function ( x, y, width, height ) {
  14206. if ( x.isVector4 ) {
  14207. _scissor.set( x.x, x.y, x.z, x.w );
  14208. } else {
  14209. _scissor.set( x, y, width, height );
  14210. }
  14211. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14212. };
  14213. this.getScissorTest = function () {
  14214. return _scissorTest;
  14215. };
  14216. this.setScissorTest = function ( boolean ) {
  14217. state.setScissorTest( _scissorTest = boolean );
  14218. };
  14219. // Clearing
  14220. this.getClearColor = function () {
  14221. return background.getClearColor();
  14222. };
  14223. this.setClearColor = function () {
  14224. background.setClearColor.apply( background, arguments );
  14225. };
  14226. this.getClearAlpha = function () {
  14227. return background.getClearAlpha();
  14228. };
  14229. this.setClearAlpha = function () {
  14230. background.setClearAlpha.apply( background, arguments );
  14231. };
  14232. this.clear = function ( color, depth, stencil ) {
  14233. var bits = 0;
  14234. if ( color === undefined || color ) { bits |= 16384; }
  14235. if ( depth === undefined || depth ) { bits |= 256; }
  14236. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14237. _gl.clear( bits );
  14238. };
  14239. this.clearColor = function () {
  14240. this.clear( true, false, false );
  14241. };
  14242. this.clearDepth = function () {
  14243. this.clear( false, true, false );
  14244. };
  14245. this.clearStencil = function () {
  14246. this.clear( false, false, true );
  14247. };
  14248. //
  14249. this.dispose = function () {
  14250. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14251. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14252. renderLists.dispose();
  14253. renderStates.dispose();
  14254. properties.dispose();
  14255. objects.dispose();
  14256. vr.dispose();
  14257. animation.stop();
  14258. };
  14259. // Events
  14260. function onContextLost( event ) {
  14261. event.preventDefault();
  14262. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14263. _isContextLost = true;
  14264. }
  14265. function onContextRestore( /* event */ ) {
  14266. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14267. _isContextLost = false;
  14268. initGLContext();
  14269. }
  14270. function onMaterialDispose( event ) {
  14271. var material = event.target;
  14272. material.removeEventListener( 'dispose', onMaterialDispose );
  14273. deallocateMaterial( material );
  14274. }
  14275. // Buffer deallocation
  14276. function deallocateMaterial( material ) {
  14277. releaseMaterialProgramReference( material );
  14278. properties.remove( material );
  14279. }
  14280. function releaseMaterialProgramReference( material ) {
  14281. var programInfo = properties.get( material ).program;
  14282. material.program = undefined;
  14283. if ( programInfo !== undefined ) {
  14284. programCache.releaseProgram( programInfo );
  14285. }
  14286. }
  14287. // Buffer rendering
  14288. function renderObjectImmediate( object, program ) {
  14289. object.render( function ( object ) {
  14290. _this.renderBufferImmediate( object, program );
  14291. } );
  14292. }
  14293. this.renderBufferImmediate = function ( object, program ) {
  14294. state.initAttributes();
  14295. var buffers = properties.get( object );
  14296. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14297. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14298. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14299. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14300. var programAttributes = program.getAttributes();
  14301. if ( object.hasPositions ) {
  14302. _gl.bindBuffer( 34962, buffers.position );
  14303. _gl.bufferData( 34962, object.positionArray, 35048 );
  14304. state.enableAttribute( programAttributes.position );
  14305. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14306. }
  14307. if ( object.hasNormals ) {
  14308. _gl.bindBuffer( 34962, buffers.normal );
  14309. _gl.bufferData( 34962, object.normalArray, 35048 );
  14310. state.enableAttribute( programAttributes.normal );
  14311. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14312. }
  14313. if ( object.hasUvs ) {
  14314. _gl.bindBuffer( 34962, buffers.uv );
  14315. _gl.bufferData( 34962, object.uvArray, 35048 );
  14316. state.enableAttribute( programAttributes.uv );
  14317. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14318. }
  14319. if ( object.hasColors ) {
  14320. _gl.bindBuffer( 34962, buffers.color );
  14321. _gl.bufferData( 34962, object.colorArray, 35048 );
  14322. state.enableAttribute( programAttributes.color );
  14323. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14324. }
  14325. state.disableUnusedAttributes();
  14326. _gl.drawArrays( 4, 0, object.count );
  14327. object.count = 0;
  14328. };
  14329. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14330. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14331. state.setMaterial( material, frontFaceCW );
  14332. var program = setProgram( camera, fog, material, object );
  14333. var updateBuffers = false;
  14334. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14335. _currentGeometryProgram.program !== program.id ||
  14336. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14337. _currentGeometryProgram.geometry = geometry.id;
  14338. _currentGeometryProgram.program = program.id;
  14339. _currentGeometryProgram.wireframe = material.wireframe === true;
  14340. updateBuffers = true;
  14341. }
  14342. if ( object.morphTargetInfluences ) {
  14343. morphtargets.update( object, geometry, material, program );
  14344. updateBuffers = true;
  14345. }
  14346. //
  14347. var index = geometry.index;
  14348. var position = geometry.attributes.position;
  14349. var rangeFactor = 1;
  14350. if ( material.wireframe === true ) {
  14351. index = geometries.getWireframeAttribute( geometry );
  14352. rangeFactor = 2;
  14353. }
  14354. var attribute;
  14355. var renderer = bufferRenderer;
  14356. if ( index !== null ) {
  14357. attribute = attributes.get( index );
  14358. renderer = indexedBufferRenderer;
  14359. renderer.setIndex( attribute );
  14360. }
  14361. if ( updateBuffers ) {
  14362. setupVertexAttributes( object, geometry, material, program );
  14363. if ( index !== null ) {
  14364. _gl.bindBuffer( 34963, attribute.buffer );
  14365. }
  14366. }
  14367. //
  14368. var dataCount = Infinity;
  14369. if ( index !== null ) {
  14370. dataCount = index.count;
  14371. } else if ( position !== undefined ) {
  14372. dataCount = position.count;
  14373. }
  14374. var rangeStart = geometry.drawRange.start * rangeFactor;
  14375. var rangeCount = geometry.drawRange.count * rangeFactor;
  14376. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14377. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14378. var drawStart = Math.max( rangeStart, groupStart );
  14379. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14380. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14381. if ( drawCount === 0 ) { return; }
  14382. //
  14383. if ( object.isMesh ) {
  14384. if ( material.wireframe === true ) {
  14385. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14386. renderer.setMode( 1 );
  14387. } else {
  14388. switch ( object.drawMode ) {
  14389. case TrianglesDrawMode:
  14390. renderer.setMode( 4 );
  14391. break;
  14392. case TriangleStripDrawMode:
  14393. renderer.setMode( 5 );
  14394. break;
  14395. case TriangleFanDrawMode:
  14396. renderer.setMode( 6 );
  14397. break;
  14398. }
  14399. }
  14400. } else if ( object.isLine ) {
  14401. var lineWidth = material.linewidth;
  14402. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14403. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14404. if ( object.isLineSegments ) {
  14405. renderer.setMode( 1 );
  14406. } else if ( object.isLineLoop ) {
  14407. renderer.setMode( 2 );
  14408. } else {
  14409. renderer.setMode( 3 );
  14410. }
  14411. } else if ( object.isPoints ) {
  14412. renderer.setMode( 0 );
  14413. } else if ( object.isSprite ) {
  14414. renderer.setMode( 4 );
  14415. }
  14416. if ( object.isInstancedMesh ) {
  14417. renderer.renderInstances( geometry, drawStart, drawCount, object.instanceMatrix.count );
  14418. } else if ( geometry.isInstancedBufferGeometry ) {
  14419. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14420. } else {
  14421. renderer.render( drawStart, drawCount );
  14422. }
  14423. };
  14424. function setupVertexAttributes( object, geometry, material, program ) {
  14425. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14426. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14427. }
  14428. state.initAttributes();
  14429. var geometryAttributes = geometry.attributes;
  14430. var programAttributes = program.getAttributes();
  14431. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14432. for ( var name in programAttributes ) {
  14433. var programAttribute = programAttributes[ name ];
  14434. if ( programAttribute >= 0 ) {
  14435. var geometryAttribute = geometryAttributes[ name ];
  14436. if ( geometryAttribute !== undefined ) {
  14437. var normalized = geometryAttribute.normalized;
  14438. var size = geometryAttribute.itemSize;
  14439. var attribute = attributes.get( geometryAttribute );
  14440. // TODO Attribute may not be available on context restore
  14441. if ( attribute === undefined ) { continue; }
  14442. var buffer = attribute.buffer;
  14443. var type = attribute.type;
  14444. var bytesPerElement = attribute.bytesPerElement;
  14445. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14446. var data = geometryAttribute.data;
  14447. var stride = data.stride;
  14448. var offset = geometryAttribute.offset;
  14449. if ( data && data.isInstancedInterleavedBuffer ) {
  14450. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14451. if ( geometry.maxInstancedCount === undefined ) {
  14452. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14453. }
  14454. } else {
  14455. state.enableAttribute( programAttribute );
  14456. }
  14457. _gl.bindBuffer( 34962, buffer );
  14458. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14459. } else {
  14460. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14461. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14462. if ( geometry.maxInstancedCount === undefined ) {
  14463. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14464. }
  14465. } else {
  14466. state.enableAttribute( programAttribute );
  14467. }
  14468. _gl.bindBuffer( 34962, buffer );
  14469. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14470. }
  14471. } else if ( name === 'instanceMatrix' ) {
  14472. var attribute = attributes.get( object.instanceMatrix );
  14473. // TODO Attribute may not be available on context restore
  14474. if ( attribute === undefined ) { continue; }
  14475. var buffer = attribute.buffer;
  14476. var type = attribute.type;
  14477. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14478. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14479. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14480. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14481. _gl.bindBuffer( 34962, buffer );
  14482. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14483. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14484. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14485. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14486. } else if ( materialDefaultAttributeValues !== undefined ) {
  14487. var value = materialDefaultAttributeValues[ name ];
  14488. if ( value !== undefined ) {
  14489. switch ( value.length ) {
  14490. case 2:
  14491. _gl.vertexAttrib2fv( programAttribute, value );
  14492. break;
  14493. case 3:
  14494. _gl.vertexAttrib3fv( programAttribute, value );
  14495. break;
  14496. case 4:
  14497. _gl.vertexAttrib4fv( programAttribute, value );
  14498. break;
  14499. default:
  14500. _gl.vertexAttrib1fv( programAttribute, value );
  14501. }
  14502. }
  14503. }
  14504. }
  14505. }
  14506. state.disableUnusedAttributes();
  14507. }
  14508. // Compile
  14509. this.compile = function ( scene, camera ) {
  14510. currentRenderState = renderStates.get( scene, camera );
  14511. currentRenderState.init();
  14512. scene.traverse( function ( object ) {
  14513. if ( object.isLight ) {
  14514. currentRenderState.pushLight( object );
  14515. if ( object.castShadow ) {
  14516. currentRenderState.pushShadow( object );
  14517. }
  14518. }
  14519. } );
  14520. currentRenderState.setupLights( camera );
  14521. scene.traverse( function ( object ) {
  14522. if ( object.material ) {
  14523. if ( Array.isArray( object.material ) ) {
  14524. for ( var i = 0; i < object.material.length; i ++ ) {
  14525. initMaterial( object.material[ i ], scene.fog, object );
  14526. }
  14527. } else {
  14528. initMaterial( object.material, scene.fog, object );
  14529. }
  14530. }
  14531. } );
  14532. };
  14533. // Animation Loop
  14534. var onAnimationFrameCallback = null;
  14535. function onAnimationFrame( time ) {
  14536. if ( vr.isPresenting() ) { return; }
  14537. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14538. }
  14539. var animation = new WebGLAnimation();
  14540. animation.setAnimationLoop( onAnimationFrame );
  14541. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14542. this.setAnimationLoop = function ( callback ) {
  14543. onAnimationFrameCallback = callback;
  14544. vr.setAnimationLoop( callback );
  14545. animation.start();
  14546. };
  14547. // Rendering
  14548. this.render = function ( scene, camera ) {
  14549. var renderTarget, forceClear;
  14550. if ( arguments[ 2 ] !== undefined ) {
  14551. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14552. renderTarget = arguments[ 2 ];
  14553. }
  14554. if ( arguments[ 3 ] !== undefined ) {
  14555. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14556. forceClear = arguments[ 3 ];
  14557. }
  14558. if ( ! ( camera && camera.isCamera ) ) {
  14559. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14560. return;
  14561. }
  14562. if ( _isContextLost ) { return; }
  14563. // reset caching for this frame
  14564. _currentGeometryProgram.geometry = null;
  14565. _currentGeometryProgram.program = null;
  14566. _currentGeometryProgram.wireframe = false;
  14567. _currentMaterialId = - 1;
  14568. _currentCamera = null;
  14569. // update scene graph
  14570. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14571. // update camera matrices and frustum
  14572. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14573. if ( vr.enabled ) {
  14574. camera = vr.getCamera( camera );
  14575. }
  14576. //
  14577. currentRenderState = renderStates.get( scene, camera );
  14578. currentRenderState.init();
  14579. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14580. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14581. _frustum.setFromMatrix( _projScreenMatrix );
  14582. _localClippingEnabled = this.localClippingEnabled;
  14583. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14584. currentRenderList = renderLists.get( scene, camera );
  14585. currentRenderList.init();
  14586. projectObject( scene, camera, 0, _this.sortObjects );
  14587. if ( _this.sortObjects === true ) {
  14588. currentRenderList.sort();
  14589. }
  14590. //
  14591. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14592. var shadowsArray = currentRenderState.state.shadowsArray;
  14593. shadowMap.render( shadowsArray, scene, camera );
  14594. currentRenderState.setupLights( camera );
  14595. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14596. //
  14597. if ( this.info.autoReset ) { this.info.reset(); }
  14598. if ( renderTarget !== undefined ) {
  14599. this.setRenderTarget( renderTarget );
  14600. }
  14601. if ( capabilities.multiview ) {
  14602. multiview.attachCamera( camera );
  14603. }
  14604. //
  14605. background.render( currentRenderList, scene, camera, forceClear );
  14606. // render scene
  14607. var opaqueObjects = currentRenderList.opaque;
  14608. var transparentObjects = currentRenderList.transparent;
  14609. if ( scene.overrideMaterial ) {
  14610. var overrideMaterial = scene.overrideMaterial;
  14611. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14612. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14613. } else {
  14614. // opaque pass (front-to-back order)
  14615. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14616. // transparent pass (back-to-front order)
  14617. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14618. }
  14619. //
  14620. scene.onAfterRender( _this, scene, camera );
  14621. //
  14622. if ( _currentRenderTarget !== null ) {
  14623. // Generate mipmap if we're using any kind of mipmap filtering
  14624. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14625. // resolve multisample renderbuffers to a single-sample texture if necessary
  14626. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14627. }
  14628. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14629. state.buffers.depth.setTest( true );
  14630. state.buffers.depth.setMask( true );
  14631. state.buffers.color.setMask( true );
  14632. state.setPolygonOffset( false );
  14633. if ( capabilities.multiview ) {
  14634. multiview.detachCamera( camera );
  14635. }
  14636. if ( vr.enabled ) {
  14637. vr.submitFrame();
  14638. }
  14639. // _gl.finish();
  14640. currentRenderList = null;
  14641. currentRenderState = null;
  14642. };
  14643. function projectObject( object, camera, groupOrder, sortObjects ) {
  14644. if ( object.visible === false ) { return; }
  14645. var visible = object.layers.test( camera.layers );
  14646. if ( visible ) {
  14647. if ( object.isGroup ) {
  14648. groupOrder = object.renderOrder;
  14649. } else if ( object.isLOD ) {
  14650. if ( object.autoUpdate === true ) { object.update( camera ); }
  14651. } else if ( object.isLight ) {
  14652. currentRenderState.pushLight( object );
  14653. if ( object.castShadow ) {
  14654. currentRenderState.pushShadow( object );
  14655. }
  14656. } else if ( object.isSprite ) {
  14657. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14658. if ( sortObjects ) {
  14659. _vector3.setFromMatrixPosition( object.matrixWorld )
  14660. .applyMatrix4( _projScreenMatrix );
  14661. }
  14662. var geometry = objects.update( object );
  14663. var material = object.material;
  14664. if ( material.visible ) {
  14665. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14666. }
  14667. }
  14668. } else if ( object.isImmediateRenderObject ) {
  14669. if ( sortObjects ) {
  14670. _vector3.setFromMatrixPosition( object.matrixWorld )
  14671. .applyMatrix4( _projScreenMatrix );
  14672. }
  14673. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14674. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14675. if ( object.isSkinnedMesh ) {
  14676. // update skeleton only once in a frame
  14677. if ( object.skeleton.frame !== info.render.frame ) {
  14678. object.skeleton.update();
  14679. object.skeleton.frame = info.render.frame;
  14680. }
  14681. }
  14682. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14683. if ( sortObjects ) {
  14684. _vector3.setFromMatrixPosition( object.matrixWorld )
  14685. .applyMatrix4( _projScreenMatrix );
  14686. }
  14687. var geometry = objects.update( object );
  14688. var material = object.material;
  14689. if ( Array.isArray( material ) ) {
  14690. var groups = geometry.groups;
  14691. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14692. var group = groups[ i ];
  14693. var groupMaterial = material[ group.materialIndex ];
  14694. if ( groupMaterial && groupMaterial.visible ) {
  14695. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14696. }
  14697. }
  14698. } else if ( material.visible ) {
  14699. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14700. }
  14701. }
  14702. }
  14703. }
  14704. var children = object.children;
  14705. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14706. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14707. }
  14708. }
  14709. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14710. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14711. var renderItem = renderList[ i ];
  14712. var object = renderItem.object;
  14713. var geometry = renderItem.geometry;
  14714. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14715. var group = renderItem.group;
  14716. if ( camera.isArrayCamera ) {
  14717. _currentArrayCamera = camera;
  14718. if ( capabilities.multiview ) {
  14719. renderObject( object, scene, camera, geometry, material, group );
  14720. } else {
  14721. var cameras = camera.cameras;
  14722. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14723. var camera2 = cameras[ j ];
  14724. if ( object.layers.test( camera2.layers ) ) {
  14725. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14726. currentRenderState.setupLights( camera2 );
  14727. renderObject( object, scene, camera2, geometry, material, group );
  14728. }
  14729. }
  14730. }
  14731. } else {
  14732. _currentArrayCamera = null;
  14733. renderObject( object, scene, camera, geometry, material, group );
  14734. }
  14735. }
  14736. }
  14737. function renderObject( object, scene, camera, geometry, material, group ) {
  14738. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14739. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14740. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14741. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14742. if ( object.isImmediateRenderObject ) {
  14743. state.setMaterial( material );
  14744. var program = setProgram( camera, scene.fog, material, object );
  14745. _currentGeometryProgram.geometry = null;
  14746. _currentGeometryProgram.program = null;
  14747. _currentGeometryProgram.wireframe = false;
  14748. renderObjectImmediate( object, program );
  14749. } else {
  14750. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14751. }
  14752. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14753. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14754. }
  14755. function initMaterial( material, fog, object ) {
  14756. var materialProperties = properties.get( material );
  14757. var lights = currentRenderState.state.lights;
  14758. var shadowsArray = currentRenderState.state.shadowsArray;
  14759. var lightsStateVersion = lights.state.version;
  14760. var parameters = programCache.getParameters(
  14761. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14762. var code = programCache.getProgramCode( material, parameters );
  14763. var program = materialProperties.program;
  14764. var programChange = true;
  14765. if ( program === undefined ) {
  14766. // new material
  14767. material.addEventListener( 'dispose', onMaterialDispose );
  14768. } else if ( program.code !== code ) {
  14769. // changed glsl or parameters
  14770. releaseMaterialProgramReference( material );
  14771. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14772. materialProperties.lightsStateVersion = lightsStateVersion;
  14773. programChange = false;
  14774. } else if ( parameters.shaderID !== undefined ) {
  14775. // same glsl and uniform list
  14776. return;
  14777. } else {
  14778. // only rebuild uniform list
  14779. programChange = false;
  14780. }
  14781. if ( programChange ) {
  14782. if ( parameters.shaderID ) {
  14783. var shader = ShaderLib[ parameters.shaderID ];
  14784. materialProperties.shader = {
  14785. name: material.type,
  14786. uniforms: cloneUniforms( shader.uniforms ),
  14787. vertexShader: shader.vertexShader,
  14788. fragmentShader: shader.fragmentShader
  14789. };
  14790. } else {
  14791. materialProperties.shader = {
  14792. name: material.type,
  14793. uniforms: material.uniforms,
  14794. vertexShader: material.vertexShader,
  14795. fragmentShader: material.fragmentShader
  14796. };
  14797. }
  14798. material.onBeforeCompile( materialProperties.shader, _this );
  14799. // Computing code again as onBeforeCompile may have changed the shaders
  14800. code = programCache.getProgramCode( material, parameters );
  14801. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14802. materialProperties.program = program;
  14803. material.program = program;
  14804. }
  14805. var programAttributes = program.getAttributes();
  14806. if ( material.morphTargets ) {
  14807. material.numSupportedMorphTargets = 0;
  14808. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14809. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14810. material.numSupportedMorphTargets ++;
  14811. }
  14812. }
  14813. }
  14814. if ( material.morphNormals ) {
  14815. material.numSupportedMorphNormals = 0;
  14816. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14817. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14818. material.numSupportedMorphNormals ++;
  14819. }
  14820. }
  14821. }
  14822. var uniforms = materialProperties.shader.uniforms;
  14823. if ( ! material.isShaderMaterial &&
  14824. ! material.isRawShaderMaterial ||
  14825. material.clipping === true ) {
  14826. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14827. materialProperties.numIntersection = _clipping.numIntersection;
  14828. uniforms.clippingPlanes = _clipping.uniform;
  14829. }
  14830. materialProperties.fog = fog;
  14831. // store the light setup it was created for
  14832. materialProperties.lightsStateVersion = lightsStateVersion;
  14833. if ( material.lights ) {
  14834. // wire up the material to this renderer's lighting state
  14835. uniforms.ambientLightColor.value = lights.state.ambient;
  14836. uniforms.lightProbe.value = lights.state.probe;
  14837. uniforms.directionalLights.value = lights.state.directional;
  14838. uniforms.spotLights.value = lights.state.spot;
  14839. uniforms.rectAreaLights.value = lights.state.rectArea;
  14840. uniforms.pointLights.value = lights.state.point;
  14841. uniforms.hemisphereLights.value = lights.state.hemi;
  14842. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14843. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14844. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14845. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14846. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14847. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14848. // TODO (abelnation): add area lights shadow info to uniforms
  14849. }
  14850. var progUniforms = materialProperties.program.getUniforms(),
  14851. uniformsList =
  14852. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14853. materialProperties.uniformsList = uniformsList;
  14854. }
  14855. function setProgram( camera, fog, material, object ) {
  14856. textures.resetTextureUnits();
  14857. var materialProperties = properties.get( material );
  14858. var lights = currentRenderState.state.lights;
  14859. if ( _clippingEnabled ) {
  14860. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14861. var useCache =
  14862. camera === _currentCamera &&
  14863. material.id === _currentMaterialId;
  14864. // we might want to call this function with some ClippingGroup
  14865. // object instead of the material, once it becomes feasible
  14866. // (#8465, #8379)
  14867. _clipping.setState(
  14868. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14869. camera, materialProperties, useCache );
  14870. }
  14871. }
  14872. if ( material.needsUpdate === false ) {
  14873. if ( materialProperties.program === undefined ) {
  14874. material.needsUpdate = true;
  14875. } else if ( material.fog && materialProperties.fog !== fog ) {
  14876. material.needsUpdate = true;
  14877. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14878. material.needsUpdate = true;
  14879. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14880. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14881. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14882. material.needsUpdate = true;
  14883. }
  14884. }
  14885. if ( material.needsUpdate ) {
  14886. initMaterial( material, fog, object );
  14887. material.needsUpdate = false;
  14888. }
  14889. var refreshProgram = false;
  14890. var refreshMaterial = false;
  14891. var refreshLights = false;
  14892. var program = materialProperties.program,
  14893. p_uniforms = program.getUniforms(),
  14894. m_uniforms = materialProperties.shader.uniforms;
  14895. if ( state.useProgram( program.program ) ) {
  14896. refreshProgram = true;
  14897. refreshMaterial = true;
  14898. refreshLights = true;
  14899. }
  14900. if ( material.id !== _currentMaterialId ) {
  14901. _currentMaterialId = material.id;
  14902. refreshMaterial = true;
  14903. }
  14904. if ( refreshProgram || _currentCamera !== camera ) {
  14905. if ( program.numMultiviewViews > 0 ) {
  14906. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14907. } else {
  14908. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14909. }
  14910. if ( capabilities.logarithmicDepthBuffer ) {
  14911. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14912. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14913. }
  14914. if ( _currentCamera !== camera ) {
  14915. _currentCamera = camera;
  14916. // lighting uniforms depend on the camera so enforce an update
  14917. // now, in case this material supports lights - or later, when
  14918. // the next material that does gets activated:
  14919. refreshMaterial = true; // set to true on material change
  14920. refreshLights = true; // remains set until update done
  14921. }
  14922. // load material specific uniforms
  14923. // (shader material also gets them for the sake of genericity)
  14924. if ( material.isShaderMaterial ||
  14925. material.isMeshPhongMaterial ||
  14926. material.isMeshStandardMaterial ||
  14927. material.envMap ) {
  14928. var uCamPos = p_uniforms.map.cameraPosition;
  14929. if ( uCamPos !== undefined ) {
  14930. uCamPos.setValue( _gl,
  14931. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14932. }
  14933. }
  14934. if ( material.isMeshPhongMaterial ||
  14935. material.isMeshLambertMaterial ||
  14936. material.isMeshBasicMaterial ||
  14937. material.isMeshStandardMaterial ||
  14938. material.isShaderMaterial ||
  14939. material.skinning ) {
  14940. if ( program.numMultiviewViews > 0 ) {
  14941. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14942. } else {
  14943. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14944. }
  14945. }
  14946. }
  14947. // skinning uniforms must be set even if material didn't change
  14948. // auto-setting of texture unit for bone texture must go before other textures
  14949. // not sure why, but otherwise weird things happen
  14950. if ( material.skinning ) {
  14951. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14952. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14953. var skeleton = object.skeleton;
  14954. if ( skeleton ) {
  14955. var bones = skeleton.bones;
  14956. if ( capabilities.floatVertexTextures ) {
  14957. if ( skeleton.boneTexture === undefined ) {
  14958. // layout (1 matrix = 4 pixels)
  14959. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14960. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14961. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14962. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14963. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14964. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14965. size = _Math.ceilPowerOfTwo( size );
  14966. size = Math.max( size, 4 );
  14967. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14968. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14969. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14970. skeleton.boneMatrices = boneMatrices;
  14971. skeleton.boneTexture = boneTexture;
  14972. skeleton.boneTextureSize = size;
  14973. }
  14974. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14975. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14976. } else {
  14977. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14978. }
  14979. }
  14980. }
  14981. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14982. materialProperties.receiveShadow = object.receiveShadow;
  14983. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14984. }
  14985. if ( refreshMaterial ) {
  14986. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14987. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14988. if ( material.lights ) {
  14989. // the current material requires lighting info
  14990. // note: all lighting uniforms are always set correctly
  14991. // they simply reference the renderer's state for their
  14992. // values
  14993. //
  14994. // use the current material's .needsUpdate flags to set
  14995. // the GL state when required
  14996. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14997. }
  14998. // refresh uniforms common to several materials
  14999. if ( fog && material.fog ) {
  15000. refreshUniformsFog( m_uniforms, fog );
  15001. }
  15002. if ( material.isMeshBasicMaterial ) {
  15003. refreshUniformsCommon( m_uniforms, material );
  15004. } else if ( material.isMeshLambertMaterial ) {
  15005. refreshUniformsCommon( m_uniforms, material );
  15006. refreshUniformsLambert( m_uniforms, material );
  15007. } else if ( material.isMeshPhongMaterial ) {
  15008. refreshUniformsCommon( m_uniforms, material );
  15009. if ( material.isMeshToonMaterial ) {
  15010. refreshUniformsToon( m_uniforms, material );
  15011. } else {
  15012. refreshUniformsPhong( m_uniforms, material );
  15013. }
  15014. } else if ( material.isMeshStandardMaterial ) {
  15015. refreshUniformsCommon( m_uniforms, material );
  15016. if ( material.isMeshPhysicalMaterial ) {
  15017. refreshUniformsPhysical( m_uniforms, material );
  15018. } else {
  15019. refreshUniformsStandard( m_uniforms, material );
  15020. }
  15021. } else if ( material.isMeshMatcapMaterial ) {
  15022. refreshUniformsCommon( m_uniforms, material );
  15023. refreshUniformsMatcap( m_uniforms, material );
  15024. } else if ( material.isMeshDepthMaterial ) {
  15025. refreshUniformsCommon( m_uniforms, material );
  15026. refreshUniformsDepth( m_uniforms, material );
  15027. } else if ( material.isMeshDistanceMaterial ) {
  15028. refreshUniformsCommon( m_uniforms, material );
  15029. refreshUniformsDistance( m_uniforms, material );
  15030. } else if ( material.isMeshNormalMaterial ) {
  15031. refreshUniformsCommon( m_uniforms, material );
  15032. refreshUniformsNormal( m_uniforms, material );
  15033. } else if ( material.isLineBasicMaterial ) {
  15034. refreshUniformsLine( m_uniforms, material );
  15035. if ( material.isLineDashedMaterial ) {
  15036. refreshUniformsDash( m_uniforms, material );
  15037. }
  15038. } else if ( material.isPointsMaterial ) {
  15039. refreshUniformsPoints( m_uniforms, material );
  15040. } else if ( material.isSpriteMaterial ) {
  15041. refreshUniformsSprites( m_uniforms, material );
  15042. } else if ( material.isShadowMaterial ) {
  15043. m_uniforms.color.value.copy( material.color );
  15044. m_uniforms.opacity.value = material.opacity;
  15045. }
  15046. // RectAreaLight Texture
  15047. // TODO (mrdoob): Find a nicer implementation
  15048. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15049. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15050. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15051. }
  15052. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15053. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15054. material.uniformsNeedUpdate = false;
  15055. }
  15056. if ( material.isSpriteMaterial ) {
  15057. p_uniforms.setValue( _gl, 'center', object.center );
  15058. }
  15059. // common matrices
  15060. if ( program.numMultiviewViews > 0 ) {
  15061. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15062. } else {
  15063. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15064. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15065. }
  15066. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15067. return program;
  15068. }
  15069. // Uniforms (refresh uniforms objects)
  15070. function refreshUniformsCommon( uniforms, material ) {
  15071. uniforms.opacity.value = material.opacity;
  15072. if ( material.color ) {
  15073. uniforms.diffuse.value.copy( material.color );
  15074. }
  15075. if ( material.emissive ) {
  15076. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15077. }
  15078. if ( material.map ) {
  15079. uniforms.map.value = material.map;
  15080. }
  15081. if ( material.alphaMap ) {
  15082. uniforms.alphaMap.value = material.alphaMap;
  15083. }
  15084. if ( material.specularMap ) {
  15085. uniforms.specularMap.value = material.specularMap;
  15086. }
  15087. if ( material.envMap ) {
  15088. uniforms.envMap.value = material.envMap;
  15089. // don't flip CubeTexture envMaps, flip everything else:
  15090. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15091. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15092. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15093. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15094. uniforms.reflectivity.value = material.reflectivity;
  15095. uniforms.refractionRatio.value = material.refractionRatio;
  15096. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15097. }
  15098. if ( material.lightMap ) {
  15099. uniforms.lightMap.value = material.lightMap;
  15100. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15101. }
  15102. if ( material.aoMap ) {
  15103. uniforms.aoMap.value = material.aoMap;
  15104. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15105. }
  15106. // uv repeat and offset setting priorities
  15107. // 1. color map
  15108. // 2. specular map
  15109. // 3. normal map
  15110. // 4. bump map
  15111. // 5. alpha map
  15112. // 6. emissive map
  15113. var uvScaleMap;
  15114. if ( material.map ) {
  15115. uvScaleMap = material.map;
  15116. } else if ( material.specularMap ) {
  15117. uvScaleMap = material.specularMap;
  15118. } else if ( material.displacementMap ) {
  15119. uvScaleMap = material.displacementMap;
  15120. } else if ( material.normalMap ) {
  15121. uvScaleMap = material.normalMap;
  15122. } else if ( material.bumpMap ) {
  15123. uvScaleMap = material.bumpMap;
  15124. } else if ( material.roughnessMap ) {
  15125. uvScaleMap = material.roughnessMap;
  15126. } else if ( material.metalnessMap ) {
  15127. uvScaleMap = material.metalnessMap;
  15128. } else if ( material.alphaMap ) {
  15129. uvScaleMap = material.alphaMap;
  15130. } else if ( material.emissiveMap ) {
  15131. uvScaleMap = material.emissiveMap;
  15132. }
  15133. if ( uvScaleMap !== undefined ) {
  15134. // backwards compatibility
  15135. if ( uvScaleMap.isWebGLRenderTarget ) {
  15136. uvScaleMap = uvScaleMap.texture;
  15137. }
  15138. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15139. uvScaleMap.updateMatrix();
  15140. }
  15141. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15142. }
  15143. }
  15144. function refreshUniformsLine( uniforms, material ) {
  15145. uniforms.diffuse.value.copy( material.color );
  15146. uniforms.opacity.value = material.opacity;
  15147. }
  15148. function refreshUniformsDash( uniforms, material ) {
  15149. uniforms.dashSize.value = material.dashSize;
  15150. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15151. uniforms.scale.value = material.scale;
  15152. }
  15153. function refreshUniformsPoints( uniforms, material ) {
  15154. uniforms.diffuse.value.copy( material.color );
  15155. uniforms.opacity.value = material.opacity;
  15156. uniforms.size.value = material.size * _pixelRatio;
  15157. uniforms.scale.value = _height * 0.5;
  15158. uniforms.map.value = material.map;
  15159. if ( material.map !== null ) {
  15160. if ( material.map.matrixAutoUpdate === true ) {
  15161. material.map.updateMatrix();
  15162. }
  15163. uniforms.uvTransform.value.copy( material.map.matrix );
  15164. }
  15165. }
  15166. function refreshUniformsSprites( uniforms, material ) {
  15167. uniforms.diffuse.value.copy( material.color );
  15168. uniforms.opacity.value = material.opacity;
  15169. uniforms.rotation.value = material.rotation;
  15170. uniforms.map.value = material.map;
  15171. if ( material.map !== null ) {
  15172. if ( material.map.matrixAutoUpdate === true ) {
  15173. material.map.updateMatrix();
  15174. }
  15175. uniforms.uvTransform.value.copy( material.map.matrix );
  15176. }
  15177. }
  15178. function refreshUniformsFog( uniforms, fog ) {
  15179. uniforms.fogColor.value.copy( fog.color );
  15180. if ( fog.isFog ) {
  15181. uniforms.fogNear.value = fog.near;
  15182. uniforms.fogFar.value = fog.far;
  15183. } else if ( fog.isFogExp2 ) {
  15184. uniforms.fogDensity.value = fog.density;
  15185. }
  15186. }
  15187. function refreshUniformsLambert( uniforms, material ) {
  15188. if ( material.emissiveMap ) {
  15189. uniforms.emissiveMap.value = material.emissiveMap;
  15190. }
  15191. }
  15192. function refreshUniformsPhong( uniforms, material ) {
  15193. uniforms.specular.value.copy( material.specular );
  15194. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15195. if ( material.emissiveMap ) {
  15196. uniforms.emissiveMap.value = material.emissiveMap;
  15197. }
  15198. if ( material.bumpMap ) {
  15199. uniforms.bumpMap.value = material.bumpMap;
  15200. uniforms.bumpScale.value = material.bumpScale;
  15201. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15202. }
  15203. if ( material.normalMap ) {
  15204. uniforms.normalMap.value = material.normalMap;
  15205. uniforms.normalScale.value.copy( material.normalScale );
  15206. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15207. }
  15208. if ( material.displacementMap ) {
  15209. uniforms.displacementMap.value = material.displacementMap;
  15210. uniforms.displacementScale.value = material.displacementScale;
  15211. uniforms.displacementBias.value = material.displacementBias;
  15212. }
  15213. }
  15214. function refreshUniformsToon( uniforms, material ) {
  15215. refreshUniformsPhong( uniforms, material );
  15216. if ( material.gradientMap ) {
  15217. uniforms.gradientMap.value = material.gradientMap;
  15218. }
  15219. }
  15220. function refreshUniformsStandard( uniforms, material ) {
  15221. uniforms.roughness.value = material.roughness;
  15222. uniforms.metalness.value = material.metalness;
  15223. if ( material.roughnessMap ) {
  15224. uniforms.roughnessMap.value = material.roughnessMap;
  15225. }
  15226. if ( material.metalnessMap ) {
  15227. uniforms.metalnessMap.value = material.metalnessMap;
  15228. }
  15229. if ( material.emissiveMap ) {
  15230. uniforms.emissiveMap.value = material.emissiveMap;
  15231. }
  15232. if ( material.bumpMap ) {
  15233. uniforms.bumpMap.value = material.bumpMap;
  15234. uniforms.bumpScale.value = material.bumpScale;
  15235. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15236. }
  15237. if ( material.normalMap ) {
  15238. uniforms.normalMap.value = material.normalMap;
  15239. uniforms.normalScale.value.copy( material.normalScale );
  15240. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15241. }
  15242. if ( material.displacementMap ) {
  15243. uniforms.displacementMap.value = material.displacementMap;
  15244. uniforms.displacementScale.value = material.displacementScale;
  15245. uniforms.displacementBias.value = material.displacementBias;
  15246. }
  15247. if ( material.envMap ) {
  15248. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15249. uniforms.envMapIntensity.value = material.envMapIntensity;
  15250. }
  15251. }
  15252. function refreshUniformsPhysical( uniforms, material ) {
  15253. refreshUniformsStandard( uniforms, material );
  15254. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15255. uniforms.clearcoat.value = material.clearcoat;
  15256. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15257. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15258. if ( material.clearcoatNormalMap ) {
  15259. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15260. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15261. if ( material.side === BackSide ) {
  15262. uniforms.clearcoatNormalScale.value.negate();
  15263. }
  15264. }
  15265. uniforms.transparency.value = material.transparency;
  15266. }
  15267. function refreshUniformsMatcap( uniforms, material ) {
  15268. if ( material.matcap ) {
  15269. uniforms.matcap.value = material.matcap;
  15270. }
  15271. if ( material.bumpMap ) {
  15272. uniforms.bumpMap.value = material.bumpMap;
  15273. uniforms.bumpScale.value = material.bumpScale;
  15274. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15275. }
  15276. if ( material.normalMap ) {
  15277. uniforms.normalMap.value = material.normalMap;
  15278. uniforms.normalScale.value.copy( material.normalScale );
  15279. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15280. }
  15281. if ( material.displacementMap ) {
  15282. uniforms.displacementMap.value = material.displacementMap;
  15283. uniforms.displacementScale.value = material.displacementScale;
  15284. uniforms.displacementBias.value = material.displacementBias;
  15285. }
  15286. }
  15287. function refreshUniformsDepth( uniforms, material ) {
  15288. if ( material.displacementMap ) {
  15289. uniforms.displacementMap.value = material.displacementMap;
  15290. uniforms.displacementScale.value = material.displacementScale;
  15291. uniforms.displacementBias.value = material.displacementBias;
  15292. }
  15293. }
  15294. function refreshUniformsDistance( uniforms, material ) {
  15295. if ( material.displacementMap ) {
  15296. uniforms.displacementMap.value = material.displacementMap;
  15297. uniforms.displacementScale.value = material.displacementScale;
  15298. uniforms.displacementBias.value = material.displacementBias;
  15299. }
  15300. uniforms.referencePosition.value.copy( material.referencePosition );
  15301. uniforms.nearDistance.value = material.nearDistance;
  15302. uniforms.farDistance.value = material.farDistance;
  15303. }
  15304. function refreshUniformsNormal( uniforms, material ) {
  15305. if ( material.bumpMap ) {
  15306. uniforms.bumpMap.value = material.bumpMap;
  15307. uniforms.bumpScale.value = material.bumpScale;
  15308. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15309. }
  15310. if ( material.normalMap ) {
  15311. uniforms.normalMap.value = material.normalMap;
  15312. uniforms.normalScale.value.copy( material.normalScale );
  15313. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15314. }
  15315. if ( material.displacementMap ) {
  15316. uniforms.displacementMap.value = material.displacementMap;
  15317. uniforms.displacementScale.value = material.displacementScale;
  15318. uniforms.displacementBias.value = material.displacementBias;
  15319. }
  15320. }
  15321. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15322. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15323. uniforms.ambientLightColor.needsUpdate = value;
  15324. uniforms.lightProbe.needsUpdate = value;
  15325. uniforms.directionalLights.needsUpdate = value;
  15326. uniforms.pointLights.needsUpdate = value;
  15327. uniforms.spotLights.needsUpdate = value;
  15328. uniforms.rectAreaLights.needsUpdate = value;
  15329. uniforms.hemisphereLights.needsUpdate = value;
  15330. }
  15331. //
  15332. this.setFramebuffer = function ( value ) {
  15333. if ( _framebuffer !== value ) { _gl.bindFramebuffer( 36160, value ); }
  15334. _framebuffer = value;
  15335. };
  15336. this.getActiveCubeFace = function () {
  15337. return _currentActiveCubeFace;
  15338. };
  15339. this.getActiveMipmapLevel = function () {
  15340. return _currentActiveMipmapLevel;
  15341. };
  15342. this.getRenderTarget = function () {
  15343. return _currentRenderTarget;
  15344. };
  15345. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15346. _currentRenderTarget = renderTarget;
  15347. _currentActiveCubeFace = activeCubeFace;
  15348. _currentActiveMipmapLevel = activeMipmapLevel;
  15349. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15350. textures.setupRenderTarget( renderTarget );
  15351. }
  15352. var framebuffer = _framebuffer;
  15353. var isCube = false;
  15354. if ( renderTarget ) {
  15355. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15356. if ( renderTarget.isWebGLRenderTargetCube ) {
  15357. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15358. isCube = true;
  15359. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15360. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15361. } else {
  15362. framebuffer = __webglFramebuffer;
  15363. }
  15364. _currentViewport.copy( renderTarget.viewport );
  15365. _currentScissor.copy( renderTarget.scissor );
  15366. _currentScissorTest = renderTarget.scissorTest;
  15367. } else {
  15368. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15369. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15370. _currentScissorTest = _scissorTest;
  15371. }
  15372. if ( _currentFramebuffer !== framebuffer ) {
  15373. _gl.bindFramebuffer( 36160, framebuffer );
  15374. _currentFramebuffer = framebuffer;
  15375. }
  15376. state.viewport( _currentViewport );
  15377. state.scissor( _currentScissor );
  15378. state.setScissorTest( _currentScissorTest );
  15379. if ( isCube ) {
  15380. var textureProperties = properties.get( renderTarget.texture );
  15381. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15382. }
  15383. };
  15384. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15385. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15386. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15387. return;
  15388. }
  15389. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15390. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15391. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15392. }
  15393. if ( framebuffer ) {
  15394. var restore = false;
  15395. if ( framebuffer !== _currentFramebuffer ) {
  15396. _gl.bindFramebuffer( 36160, framebuffer );
  15397. restore = true;
  15398. }
  15399. try {
  15400. var texture = renderTarget.texture;
  15401. var textureFormat = texture.format;
  15402. var textureType = texture.type;
  15403. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15404. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15405. return;
  15406. }
  15407. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15408. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15409. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15410. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15411. return;
  15412. }
  15413. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15414. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15415. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15416. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15417. }
  15418. } else {
  15419. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15420. }
  15421. } finally {
  15422. if ( restore ) {
  15423. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15424. }
  15425. }
  15426. }
  15427. };
  15428. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15429. var width = texture.image.width;
  15430. var height = texture.image.height;
  15431. var glFormat = utils.convert( texture.format );
  15432. textures.setTexture2D( texture, 0 );
  15433. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15434. };
  15435. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15436. var width = srcTexture.image.width;
  15437. var height = srcTexture.image.height;
  15438. var glFormat = utils.convert( dstTexture.format );
  15439. var glType = utils.convert( dstTexture.type );
  15440. textures.setTexture2D( dstTexture, 0 );
  15441. if ( srcTexture.isDataTexture ) {
  15442. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15443. } else {
  15444. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15445. }
  15446. };
  15447. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15448. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15449. }
  15450. }
  15451. /**
  15452. * @author mrdoob / http://mrdoob.com/
  15453. * @author alteredq / http://alteredqualia.com/
  15454. */
  15455. function FogExp2( color, density ) {
  15456. this.name = '';
  15457. this.color = new Color( color );
  15458. this.density = ( density !== undefined ) ? density : 0.00025;
  15459. }
  15460. Object.assign( FogExp2.prototype, {
  15461. isFogExp2: true,
  15462. clone: function () {
  15463. return new FogExp2( this.color, this.density );
  15464. },
  15465. toJSON: function ( /* meta */ ) {
  15466. return {
  15467. type: 'FogExp2',
  15468. color: this.color.getHex(),
  15469. density: this.density
  15470. };
  15471. }
  15472. } );
  15473. /**
  15474. * @author mrdoob / http://mrdoob.com/
  15475. * @author alteredq / http://alteredqualia.com/
  15476. */
  15477. function Fog( color, near, far ) {
  15478. this.name = '';
  15479. this.color = new Color( color );
  15480. this.near = ( near !== undefined ) ? near : 1;
  15481. this.far = ( far !== undefined ) ? far : 1000;
  15482. }
  15483. Object.assign( Fog.prototype, {
  15484. isFog: true,
  15485. clone: function () {
  15486. return new Fog( this.color, this.near, this.far );
  15487. },
  15488. toJSON: function ( /* meta */ ) {
  15489. return {
  15490. type: 'Fog',
  15491. color: this.color.getHex(),
  15492. near: this.near,
  15493. far: this.far
  15494. };
  15495. }
  15496. } );
  15497. /**
  15498. * @author benaadams / https://twitter.com/ben_a_adams
  15499. */
  15500. function InterleavedBuffer( array, stride ) {
  15501. this.array = array;
  15502. this.stride = stride;
  15503. this.count = array !== undefined ? array.length / stride : 0;
  15504. this.dynamic = false;
  15505. this.updateRange = { offset: 0, count: - 1 };
  15506. this.version = 0;
  15507. }
  15508. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15509. set: function ( value ) {
  15510. if ( value === true ) { this.version ++; }
  15511. }
  15512. } );
  15513. Object.assign( InterleavedBuffer.prototype, {
  15514. isInterleavedBuffer: true,
  15515. onUploadCallback: function () {},
  15516. setDynamic: function ( value ) {
  15517. this.dynamic = value;
  15518. return this;
  15519. },
  15520. copy: function ( source ) {
  15521. this.array = new source.array.constructor( source.array );
  15522. this.count = source.count;
  15523. this.stride = source.stride;
  15524. this.dynamic = source.dynamic;
  15525. return this;
  15526. },
  15527. copyAt: function ( index1, attribute, index2 ) {
  15528. index1 *= this.stride;
  15529. index2 *= attribute.stride;
  15530. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15531. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15532. }
  15533. return this;
  15534. },
  15535. set: function ( value, offset ) {
  15536. if ( offset === undefined ) { offset = 0; }
  15537. this.array.set( value, offset );
  15538. return this;
  15539. },
  15540. clone: function () {
  15541. return new this.constructor().copy( this );
  15542. },
  15543. onUpload: function ( callback ) {
  15544. this.onUploadCallback = callback;
  15545. return this;
  15546. }
  15547. } );
  15548. /**
  15549. * @author benaadams / https://twitter.com/ben_a_adams
  15550. */
  15551. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15552. this.data = interleavedBuffer;
  15553. this.itemSize = itemSize;
  15554. this.offset = offset;
  15555. this.normalized = normalized === true;
  15556. }
  15557. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15558. count: {
  15559. get: function () {
  15560. return this.data.count;
  15561. }
  15562. },
  15563. array: {
  15564. get: function () {
  15565. return this.data.array;
  15566. }
  15567. }
  15568. } );
  15569. Object.assign( InterleavedBufferAttribute.prototype, {
  15570. isInterleavedBufferAttribute: true,
  15571. setX: function ( index, x ) {
  15572. this.data.array[ index * this.data.stride + this.offset ] = x;
  15573. return this;
  15574. },
  15575. setY: function ( index, y ) {
  15576. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15577. return this;
  15578. },
  15579. setZ: function ( index, z ) {
  15580. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15581. return this;
  15582. },
  15583. setW: function ( index, w ) {
  15584. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15585. return this;
  15586. },
  15587. getX: function ( index ) {
  15588. return this.data.array[ index * this.data.stride + this.offset ];
  15589. },
  15590. getY: function ( index ) {
  15591. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15592. },
  15593. getZ: function ( index ) {
  15594. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15595. },
  15596. getW: function ( index ) {
  15597. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15598. },
  15599. setXY: function ( index, x, y ) {
  15600. index = index * this.data.stride + this.offset;
  15601. this.data.array[ index + 0 ] = x;
  15602. this.data.array[ index + 1 ] = y;
  15603. return this;
  15604. },
  15605. setXYZ: function ( index, x, y, z ) {
  15606. index = index * this.data.stride + this.offset;
  15607. this.data.array[ index + 0 ] = x;
  15608. this.data.array[ index + 1 ] = y;
  15609. this.data.array[ index + 2 ] = z;
  15610. return this;
  15611. },
  15612. setXYZW: function ( index, x, y, z, w ) {
  15613. index = index * this.data.stride + this.offset;
  15614. this.data.array[ index + 0 ] = x;
  15615. this.data.array[ index + 1 ] = y;
  15616. this.data.array[ index + 2 ] = z;
  15617. this.data.array[ index + 3 ] = w;
  15618. return this;
  15619. }
  15620. } );
  15621. /**
  15622. * @author alteredq / http://alteredqualia.com/
  15623. *
  15624. * parameters = {
  15625. * color: <hex>,
  15626. * map: new THREE.Texture( <Image> ),
  15627. * rotation: <float>,
  15628. * sizeAttenuation: <bool>
  15629. * }
  15630. */
  15631. function SpriteMaterial( parameters ) {
  15632. Material.call( this );
  15633. this.type = 'SpriteMaterial';
  15634. this.color = new Color( 0xffffff );
  15635. this.map = null;
  15636. this.rotation = 0;
  15637. this.sizeAttenuation = true;
  15638. this.lights = false;
  15639. this.transparent = true;
  15640. this.setValues( parameters );
  15641. }
  15642. SpriteMaterial.prototype = Object.create( Material.prototype );
  15643. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15644. SpriteMaterial.prototype.isSpriteMaterial = true;
  15645. SpriteMaterial.prototype.copy = function ( source ) {
  15646. Material.prototype.copy.call( this, source );
  15647. this.color.copy( source.color );
  15648. this.map = source.map;
  15649. this.rotation = source.rotation;
  15650. this.sizeAttenuation = source.sizeAttenuation;
  15651. return this;
  15652. };
  15653. /**
  15654. * @author mikael emtinger / http://gomo.se/
  15655. * @author alteredq / http://alteredqualia.com/
  15656. */
  15657. var _geometry;
  15658. var _intersectPoint = new Vector3();
  15659. var _worldScale = new Vector3();
  15660. var _mvPosition = new Vector3();
  15661. var _alignedPosition = new Vector2();
  15662. var _rotatedPosition = new Vector2();
  15663. var _viewWorldMatrix = new Matrix4();
  15664. var _vA$1 = new Vector3();
  15665. var _vB$1 = new Vector3();
  15666. var _vC$1 = new Vector3();
  15667. var _uvA$1 = new Vector2();
  15668. var _uvB$1 = new Vector2();
  15669. var _uvC$1 = new Vector2();
  15670. function Sprite( material ) {
  15671. Object3D.call( this );
  15672. this.type = 'Sprite';
  15673. if ( _geometry === undefined ) {
  15674. _geometry = new BufferGeometry();
  15675. var float32Array = new Float32Array( [
  15676. - 0.5, - 0.5, 0, 0, 0,
  15677. 0.5, - 0.5, 0, 1, 0,
  15678. 0.5, 0.5, 0, 1, 1,
  15679. - 0.5, 0.5, 0, 0, 1
  15680. ] );
  15681. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15682. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15683. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15684. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15685. }
  15686. this.geometry = _geometry;
  15687. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15688. this.center = new Vector2( 0.5, 0.5 );
  15689. }
  15690. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15691. constructor: Sprite,
  15692. isSprite: true,
  15693. raycast: function ( raycaster, intersects ) {
  15694. if ( raycaster.camera === null ) {
  15695. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15696. }
  15697. _worldScale.setFromMatrixScale( this.matrixWorld );
  15698. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15699. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15700. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15701. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15702. _worldScale.multiplyScalar( - _mvPosition.z );
  15703. }
  15704. var rotation = this.material.rotation;
  15705. var sin, cos;
  15706. if ( rotation !== 0 ) {
  15707. cos = Math.cos( rotation );
  15708. sin = Math.sin( rotation );
  15709. }
  15710. var center = this.center;
  15711. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15712. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15713. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15714. _uvA$1.set( 0, 0 );
  15715. _uvB$1.set( 1, 0 );
  15716. _uvC$1.set( 1, 1 );
  15717. // check first triangle
  15718. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15719. if ( intersect === null ) {
  15720. // check second triangle
  15721. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15722. _uvB$1.set( 0, 1 );
  15723. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15724. if ( intersect === null ) {
  15725. return;
  15726. }
  15727. }
  15728. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15729. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15730. intersects.push( {
  15731. distance: distance,
  15732. point: _intersectPoint.clone(),
  15733. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15734. face: null,
  15735. object: this
  15736. } );
  15737. },
  15738. clone: function () {
  15739. return new this.constructor( this.material ).copy( this );
  15740. },
  15741. copy: function ( source ) {
  15742. Object3D.prototype.copy.call( this, source );
  15743. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15744. return this;
  15745. }
  15746. } );
  15747. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15748. // compute position in camera space
  15749. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15750. // to check if rotation is not zero
  15751. if ( sin !== undefined ) {
  15752. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15753. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15754. } else {
  15755. _rotatedPosition.copy( _alignedPosition );
  15756. }
  15757. vertexPosition.copy( mvPosition );
  15758. vertexPosition.x += _rotatedPosition.x;
  15759. vertexPosition.y += _rotatedPosition.y;
  15760. // transform to world space
  15761. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15762. }
  15763. /**
  15764. * @author mikael emtinger / http://gomo.se/
  15765. * @author alteredq / http://alteredqualia.com/
  15766. * @author mrdoob / http://mrdoob.com/
  15767. */
  15768. var _v1$4 = new Vector3();
  15769. var _v2$2 = new Vector3();
  15770. function LOD() {
  15771. Object3D.call( this );
  15772. this.type = 'LOD';
  15773. Object.defineProperties( this, {
  15774. levels: {
  15775. enumerable: true,
  15776. value: []
  15777. }
  15778. } );
  15779. this.autoUpdate = true;
  15780. }
  15781. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15782. constructor: LOD,
  15783. isLOD: true,
  15784. copy: function ( source ) {
  15785. Object3D.prototype.copy.call( this, source, false );
  15786. var levels = source.levels;
  15787. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15788. var level = levels[ i ];
  15789. this.addLevel( level.object.clone(), level.distance );
  15790. }
  15791. return this;
  15792. },
  15793. addLevel: function ( object, distance ) {
  15794. if ( distance === undefined ) { distance = 0; }
  15795. distance = Math.abs( distance );
  15796. var levels = this.levels;
  15797. for ( var l = 0; l < levels.length; l ++ ) {
  15798. if ( distance < levels[ l ].distance ) {
  15799. break;
  15800. }
  15801. }
  15802. levels.splice( l, 0, { distance: distance, object: object } );
  15803. this.add( object );
  15804. return this;
  15805. },
  15806. getObjectForDistance: function ( distance ) {
  15807. var levels = this.levels;
  15808. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15809. if ( distance < levels[ i ].distance ) {
  15810. break;
  15811. }
  15812. }
  15813. return levels[ i - 1 ].object;
  15814. },
  15815. raycast: function ( raycaster, intersects ) {
  15816. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15817. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15818. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15819. },
  15820. update: function ( camera ) {
  15821. var levels = this.levels;
  15822. if ( levels.length > 1 ) {
  15823. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15824. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15825. var distance = _v1$4.distanceTo( _v2$2 );
  15826. levels[ 0 ].object.visible = true;
  15827. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15828. if ( distance >= levels[ i ].distance ) {
  15829. levels[ i - 1 ].object.visible = false;
  15830. levels[ i ].object.visible = true;
  15831. } else {
  15832. break;
  15833. }
  15834. }
  15835. for ( ; i < l; i ++ ) {
  15836. levels[ i ].object.visible = false;
  15837. }
  15838. }
  15839. },
  15840. toJSON: function ( meta ) {
  15841. var data = Object3D.prototype.toJSON.call( this, meta );
  15842. data.object.levels = [];
  15843. var levels = this.levels;
  15844. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15845. var level = levels[ i ];
  15846. data.object.levels.push( {
  15847. object: level.object.uuid,
  15848. distance: level.distance
  15849. } );
  15850. }
  15851. return data;
  15852. }
  15853. } );
  15854. /**
  15855. * @author mikael emtinger / http://gomo.se/
  15856. * @author alteredq / http://alteredqualia.com/
  15857. * @author ikerr / http://verold.com
  15858. */
  15859. function SkinnedMesh( geometry, material ) {
  15860. if ( geometry && geometry.isGeometry ) {
  15861. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15862. }
  15863. Mesh.call( this, geometry, material );
  15864. this.type = 'SkinnedMesh';
  15865. this.bindMode = 'attached';
  15866. this.bindMatrix = new Matrix4();
  15867. this.bindMatrixInverse = new Matrix4();
  15868. }
  15869. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15870. constructor: SkinnedMesh,
  15871. isSkinnedMesh: true,
  15872. bind: function ( skeleton, bindMatrix ) {
  15873. this.skeleton = skeleton;
  15874. if ( bindMatrix === undefined ) {
  15875. this.updateMatrixWorld( true );
  15876. this.skeleton.calculateInverses();
  15877. bindMatrix = this.matrixWorld;
  15878. }
  15879. this.bindMatrix.copy( bindMatrix );
  15880. this.bindMatrixInverse.getInverse( bindMatrix );
  15881. },
  15882. pose: function () {
  15883. this.skeleton.pose();
  15884. },
  15885. normalizeSkinWeights: function () {
  15886. var vector = new Vector4();
  15887. var skinWeight = this.geometry.attributes.skinWeight;
  15888. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15889. vector.x = skinWeight.getX( i );
  15890. vector.y = skinWeight.getY( i );
  15891. vector.z = skinWeight.getZ( i );
  15892. vector.w = skinWeight.getW( i );
  15893. var scale = 1.0 / vector.manhattanLength();
  15894. if ( scale !== Infinity ) {
  15895. vector.multiplyScalar( scale );
  15896. } else {
  15897. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15898. }
  15899. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15900. }
  15901. },
  15902. updateMatrixWorld: function ( force ) {
  15903. Mesh.prototype.updateMatrixWorld.call( this, force );
  15904. if ( this.bindMode === 'attached' ) {
  15905. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15906. } else if ( this.bindMode === 'detached' ) {
  15907. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15908. } else {
  15909. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15910. }
  15911. },
  15912. clone: function () {
  15913. return new this.constructor( this.geometry, this.material ).copy( this );
  15914. }
  15915. } );
  15916. /**
  15917. * @author mikael emtinger / http://gomo.se/
  15918. * @author alteredq / http://alteredqualia.com/
  15919. * @author michael guerrero / http://realitymeltdown.com
  15920. * @author ikerr / http://verold.com
  15921. */
  15922. var _offsetMatrix = new Matrix4();
  15923. var _identityMatrix = new Matrix4();
  15924. function Skeleton( bones, boneInverses ) {
  15925. // copy the bone array
  15926. bones = bones || [];
  15927. this.bones = bones.slice( 0 );
  15928. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15929. this.frame = - 1;
  15930. // use the supplied bone inverses or calculate the inverses
  15931. if ( boneInverses === undefined ) {
  15932. this.calculateInverses();
  15933. } else {
  15934. if ( this.bones.length === boneInverses.length ) {
  15935. this.boneInverses = boneInverses.slice( 0 );
  15936. } else {
  15937. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15938. this.boneInverses = [];
  15939. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15940. this.boneInverses.push( new Matrix4() );
  15941. }
  15942. }
  15943. }
  15944. }
  15945. Object.assign( Skeleton.prototype, {
  15946. calculateInverses: function () {
  15947. this.boneInverses = [];
  15948. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15949. var inverse = new Matrix4();
  15950. if ( this.bones[ i ] ) {
  15951. inverse.getInverse( this.bones[ i ].matrixWorld );
  15952. }
  15953. this.boneInverses.push( inverse );
  15954. }
  15955. },
  15956. pose: function () {
  15957. var bone, i, il;
  15958. // recover the bind-time world matrices
  15959. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15960. bone = this.bones[ i ];
  15961. if ( bone ) {
  15962. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15963. }
  15964. }
  15965. // compute the local matrices, positions, rotations and scales
  15966. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15967. bone = this.bones[ i ];
  15968. if ( bone ) {
  15969. if ( bone.parent && bone.parent.isBone ) {
  15970. bone.matrix.getInverse( bone.parent.matrixWorld );
  15971. bone.matrix.multiply( bone.matrixWorld );
  15972. } else {
  15973. bone.matrix.copy( bone.matrixWorld );
  15974. }
  15975. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15976. }
  15977. }
  15978. },
  15979. update: function () {
  15980. var bones = this.bones;
  15981. var boneInverses = this.boneInverses;
  15982. var boneMatrices = this.boneMatrices;
  15983. var boneTexture = this.boneTexture;
  15984. // flatten bone matrices to array
  15985. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15986. // compute the offset between the current and the original transform
  15987. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15988. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15989. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15990. }
  15991. if ( boneTexture !== undefined ) {
  15992. boneTexture.needsUpdate = true;
  15993. }
  15994. },
  15995. clone: function () {
  15996. return new Skeleton( this.bones, this.boneInverses );
  15997. },
  15998. getBoneByName: function ( name ) {
  15999. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16000. var bone = this.bones[ i ];
  16001. if ( bone.name === name ) {
  16002. return bone;
  16003. }
  16004. }
  16005. return undefined;
  16006. }
  16007. } );
  16008. /**
  16009. * @author mikael emtinger / http://gomo.se/
  16010. * @author alteredq / http://alteredqualia.com/
  16011. * @author ikerr / http://verold.com
  16012. */
  16013. function Bone() {
  16014. Object3D.call( this );
  16015. this.type = 'Bone';
  16016. }
  16017. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16018. constructor: Bone,
  16019. isBone: true
  16020. } );
  16021. /**
  16022. * @author mrdoob / http://mrdoob.com/
  16023. */
  16024. function InstancedMesh( geometry, material, count ) {
  16025. Mesh.call( this, geometry, material );
  16026. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16027. }
  16028. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16029. constructor: InstancedMesh,
  16030. isInstancedMesh: true,
  16031. raycast: function () {},
  16032. setMatrixAt: function ( index, matrix ) {
  16033. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16034. },
  16035. updateMorphTargets: function () {}
  16036. } );
  16037. /**
  16038. * @author mrdoob / http://mrdoob.com/
  16039. * @author alteredq / http://alteredqualia.com/
  16040. *
  16041. * parameters = {
  16042. * color: <hex>,
  16043. * opacity: <float>,
  16044. *
  16045. * linewidth: <float>,
  16046. * linecap: "round",
  16047. * linejoin: "round"
  16048. * }
  16049. */
  16050. function LineBasicMaterial( parameters ) {
  16051. Material.call( this );
  16052. this.type = 'LineBasicMaterial';
  16053. this.color = new Color( 0xffffff );
  16054. this.linewidth = 1;
  16055. this.linecap = 'round';
  16056. this.linejoin = 'round';
  16057. this.lights = false;
  16058. this.setValues( parameters );
  16059. }
  16060. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16061. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16062. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16063. LineBasicMaterial.prototype.copy = function ( source ) {
  16064. Material.prototype.copy.call( this, source );
  16065. this.color.copy( source.color );
  16066. this.linewidth = source.linewidth;
  16067. this.linecap = source.linecap;
  16068. this.linejoin = source.linejoin;
  16069. return this;
  16070. };
  16071. /**
  16072. * @author mrdoob / http://mrdoob.com/
  16073. */
  16074. var _start = new Vector3();
  16075. var _end = new Vector3();
  16076. var _inverseMatrix$1 = new Matrix4();
  16077. var _ray$1 = new Ray();
  16078. var _sphere$2 = new Sphere();
  16079. function Line( geometry, material, mode ) {
  16080. if ( mode === 1 ) {
  16081. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16082. }
  16083. Object3D.call( this );
  16084. this.type = 'Line';
  16085. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16086. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16087. }
  16088. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16089. constructor: Line,
  16090. isLine: true,
  16091. computeLineDistances: function () {
  16092. var geometry = this.geometry;
  16093. if ( geometry.isBufferGeometry ) {
  16094. // we assume non-indexed geometry
  16095. if ( geometry.index === null ) {
  16096. var positionAttribute = geometry.attributes.position;
  16097. var lineDistances = [ 0 ];
  16098. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16099. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16100. _end.fromBufferAttribute( positionAttribute, i );
  16101. lineDistances[ i ] = lineDistances[ i - 1 ];
  16102. lineDistances[ i ] += _start.distanceTo( _end );
  16103. }
  16104. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16105. } else {
  16106. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16107. }
  16108. } else if ( geometry.isGeometry ) {
  16109. var vertices = geometry.vertices;
  16110. var lineDistances = geometry.lineDistances;
  16111. lineDistances[ 0 ] = 0;
  16112. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16113. lineDistances[ i ] = lineDistances[ i - 1 ];
  16114. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16115. }
  16116. }
  16117. return this;
  16118. },
  16119. raycast: function ( raycaster, intersects ) {
  16120. var precision = raycaster.linePrecision;
  16121. var geometry = this.geometry;
  16122. var matrixWorld = this.matrixWorld;
  16123. // Checking boundingSphere distance to ray
  16124. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16125. _sphere$2.copy( geometry.boundingSphere );
  16126. _sphere$2.applyMatrix4( matrixWorld );
  16127. _sphere$2.radius += precision;
  16128. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16129. //
  16130. _inverseMatrix$1.getInverse( matrixWorld );
  16131. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16132. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16133. var localPrecisionSq = localPrecision * localPrecision;
  16134. var vStart = new Vector3();
  16135. var vEnd = new Vector3();
  16136. var interSegment = new Vector3();
  16137. var interRay = new Vector3();
  16138. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16139. if ( geometry.isBufferGeometry ) {
  16140. var index = geometry.index;
  16141. var attributes = geometry.attributes;
  16142. var positions = attributes.position.array;
  16143. if ( index !== null ) {
  16144. var indices = index.array;
  16145. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16146. var a = indices[ i ];
  16147. var b = indices[ i + 1 ];
  16148. vStart.fromArray( positions, a * 3 );
  16149. vEnd.fromArray( positions, b * 3 );
  16150. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16151. if ( distSq > localPrecisionSq ) { continue; }
  16152. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16153. var distance = raycaster.ray.origin.distanceTo( interRay );
  16154. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16155. intersects.push( {
  16156. distance: distance,
  16157. // What do we want? intersection point on the ray or on the segment??
  16158. // point: raycaster.ray.at( distance ),
  16159. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16160. index: i,
  16161. face: null,
  16162. faceIndex: null,
  16163. object: this
  16164. } );
  16165. }
  16166. } else {
  16167. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16168. vStart.fromArray( positions, 3 * i );
  16169. vEnd.fromArray( positions, 3 * i + 3 );
  16170. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16171. if ( distSq > localPrecisionSq ) { continue; }
  16172. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16173. var distance = raycaster.ray.origin.distanceTo( interRay );
  16174. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16175. intersects.push( {
  16176. distance: distance,
  16177. // What do we want? intersection point on the ray or on the segment??
  16178. // point: raycaster.ray.at( distance ),
  16179. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16180. index: i,
  16181. face: null,
  16182. faceIndex: null,
  16183. object: this
  16184. } );
  16185. }
  16186. }
  16187. } else if ( geometry.isGeometry ) {
  16188. var vertices = geometry.vertices;
  16189. var nbVertices = vertices.length;
  16190. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16191. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16192. if ( distSq > localPrecisionSq ) { continue; }
  16193. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16194. var distance = raycaster.ray.origin.distanceTo( interRay );
  16195. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16196. intersects.push( {
  16197. distance: distance,
  16198. // What do we want? intersection point on the ray or on the segment??
  16199. // point: raycaster.ray.at( distance ),
  16200. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16201. index: i,
  16202. face: null,
  16203. faceIndex: null,
  16204. object: this
  16205. } );
  16206. }
  16207. }
  16208. },
  16209. clone: function () {
  16210. return new this.constructor( this.geometry, this.material ).copy( this );
  16211. }
  16212. } );
  16213. /**
  16214. * @author mrdoob / http://mrdoob.com/
  16215. */
  16216. var _start$1 = new Vector3();
  16217. var _end$1 = new Vector3();
  16218. function LineSegments( geometry, material ) {
  16219. Line.call( this, geometry, material );
  16220. this.type = 'LineSegments';
  16221. }
  16222. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16223. constructor: LineSegments,
  16224. isLineSegments: true,
  16225. computeLineDistances: function () {
  16226. var geometry = this.geometry;
  16227. if ( geometry.isBufferGeometry ) {
  16228. // we assume non-indexed geometry
  16229. if ( geometry.index === null ) {
  16230. var positionAttribute = geometry.attributes.position;
  16231. var lineDistances = [];
  16232. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16233. _start$1.fromBufferAttribute( positionAttribute, i );
  16234. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16235. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16236. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16237. }
  16238. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16239. } else {
  16240. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16241. }
  16242. } else if ( geometry.isGeometry ) {
  16243. var vertices = geometry.vertices;
  16244. var lineDistances = geometry.lineDistances;
  16245. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16246. _start$1.copy( vertices[ i ] );
  16247. _end$1.copy( vertices[ i + 1 ] );
  16248. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16249. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16250. }
  16251. }
  16252. return this;
  16253. }
  16254. } );
  16255. /**
  16256. * @author mgreter / http://github.com/mgreter
  16257. */
  16258. function LineLoop( geometry, material ) {
  16259. Line.call( this, geometry, material );
  16260. this.type = 'LineLoop';
  16261. }
  16262. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16263. constructor: LineLoop,
  16264. isLineLoop: true,
  16265. } );
  16266. /**
  16267. * @author mrdoob / http://mrdoob.com/
  16268. * @author alteredq / http://alteredqualia.com/
  16269. *
  16270. * parameters = {
  16271. * color: <hex>,
  16272. * opacity: <float>,
  16273. * map: new THREE.Texture( <Image> ),
  16274. *
  16275. * size: <float>,
  16276. * sizeAttenuation: <bool>
  16277. *
  16278. * morphTargets: <bool>
  16279. * }
  16280. */
  16281. function PointsMaterial( parameters ) {
  16282. Material.call( this );
  16283. this.type = 'PointsMaterial';
  16284. this.color = new Color( 0xffffff );
  16285. this.map = null;
  16286. this.size = 1;
  16287. this.sizeAttenuation = true;
  16288. this.morphTargets = false;
  16289. this.lights = false;
  16290. this.setValues( parameters );
  16291. }
  16292. PointsMaterial.prototype = Object.create( Material.prototype );
  16293. PointsMaterial.prototype.constructor = PointsMaterial;
  16294. PointsMaterial.prototype.isPointsMaterial = true;
  16295. PointsMaterial.prototype.copy = function ( source ) {
  16296. Material.prototype.copy.call( this, source );
  16297. this.color.copy( source.color );
  16298. this.map = source.map;
  16299. this.size = source.size;
  16300. this.sizeAttenuation = source.sizeAttenuation;
  16301. this.morphTargets = source.morphTargets;
  16302. return this;
  16303. };
  16304. /**
  16305. * @author alteredq / http://alteredqualia.com/
  16306. */
  16307. var _inverseMatrix$2 = new Matrix4();
  16308. var _ray$2 = new Ray();
  16309. var _sphere$3 = new Sphere();
  16310. var _position$1 = new Vector3();
  16311. function Points( geometry, material ) {
  16312. Object3D.call( this );
  16313. this.type = 'Points';
  16314. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16315. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16316. this.updateMorphTargets();
  16317. }
  16318. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16319. constructor: Points,
  16320. isPoints: true,
  16321. raycast: function ( raycaster, intersects ) {
  16322. var geometry = this.geometry;
  16323. var matrixWorld = this.matrixWorld;
  16324. var threshold = raycaster.params.Points.threshold;
  16325. // Checking boundingSphere distance to ray
  16326. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16327. _sphere$3.copy( geometry.boundingSphere );
  16328. _sphere$3.applyMatrix4( matrixWorld );
  16329. _sphere$3.radius += threshold;
  16330. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16331. //
  16332. _inverseMatrix$2.getInverse( matrixWorld );
  16333. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16334. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16335. var localThresholdSq = localThreshold * localThreshold;
  16336. if ( geometry.isBufferGeometry ) {
  16337. var index = geometry.index;
  16338. var attributes = geometry.attributes;
  16339. var positions = attributes.position.array;
  16340. if ( index !== null ) {
  16341. var indices = index.array;
  16342. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16343. var a = indices[ i ];
  16344. _position$1.fromArray( positions, a * 3 );
  16345. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16346. }
  16347. } else {
  16348. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16349. _position$1.fromArray( positions, i * 3 );
  16350. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16351. }
  16352. }
  16353. } else {
  16354. var vertices = geometry.vertices;
  16355. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16356. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16357. }
  16358. }
  16359. },
  16360. updateMorphTargets: function () {
  16361. var geometry = this.geometry;
  16362. var m, ml, name;
  16363. if ( geometry.isBufferGeometry ) {
  16364. var morphAttributes = geometry.morphAttributes;
  16365. var keys = Object.keys( morphAttributes );
  16366. if ( keys.length > 0 ) {
  16367. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16368. if ( morphAttribute !== undefined ) {
  16369. this.morphTargetInfluences = [];
  16370. this.morphTargetDictionary = {};
  16371. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16372. name = morphAttribute[ m ].name || String( m );
  16373. this.morphTargetInfluences.push( 0 );
  16374. this.morphTargetDictionary[ name ] = m;
  16375. }
  16376. }
  16377. }
  16378. } else {
  16379. var morphTargets = geometry.morphTargets;
  16380. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16381. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16382. }
  16383. }
  16384. },
  16385. clone: function () {
  16386. return new this.constructor( this.geometry, this.material ).copy( this );
  16387. }
  16388. } );
  16389. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16390. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16391. if ( rayPointDistanceSq < localThresholdSq ) {
  16392. var intersectPoint = new Vector3();
  16393. _ray$2.closestPointToPoint( point, intersectPoint );
  16394. intersectPoint.applyMatrix4( matrixWorld );
  16395. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16396. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16397. intersects.push( {
  16398. distance: distance,
  16399. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16400. point: intersectPoint,
  16401. index: index,
  16402. face: null,
  16403. object: object
  16404. } );
  16405. }
  16406. }
  16407. /**
  16408. * @author mrdoob / http://mrdoob.com/
  16409. */
  16410. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16411. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16412. this.format = format !== undefined ? format : RGBFormat;
  16413. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16414. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16415. this.generateMipmaps = false;
  16416. }
  16417. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16418. constructor: VideoTexture,
  16419. isVideoTexture: true,
  16420. update: function () {
  16421. var video = this.image;
  16422. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16423. this.needsUpdate = true;
  16424. }
  16425. }
  16426. } );
  16427. /**
  16428. * @author alteredq / http://alteredqualia.com/
  16429. */
  16430. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16431. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16432. this.image = { width: width, height: height };
  16433. this.mipmaps = mipmaps;
  16434. // no flipping for cube textures
  16435. // (also flipping doesn't work for compressed textures )
  16436. this.flipY = false;
  16437. // can't generate mipmaps for compressed textures
  16438. // mips must be embedded in DDS files
  16439. this.generateMipmaps = false;
  16440. }
  16441. CompressedTexture.prototype = Object.create( Texture.prototype );
  16442. CompressedTexture.prototype.constructor = CompressedTexture;
  16443. CompressedTexture.prototype.isCompressedTexture = true;
  16444. /**
  16445. * @author mrdoob / http://mrdoob.com/
  16446. */
  16447. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16448. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16449. this.needsUpdate = true;
  16450. }
  16451. CanvasTexture.prototype = Object.create( Texture.prototype );
  16452. CanvasTexture.prototype.constructor = CanvasTexture;
  16453. CanvasTexture.prototype.isCanvasTexture = true;
  16454. /**
  16455. * @author Matt DesLauriers / @mattdesl
  16456. * @author atix / arthursilber.de
  16457. */
  16458. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16459. format = format !== undefined ? format : DepthFormat;
  16460. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16461. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16462. }
  16463. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16464. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16465. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16466. this.image = { width: width, height: height };
  16467. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16468. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16469. this.flipY = false;
  16470. this.generateMipmaps = false;
  16471. }
  16472. DepthTexture.prototype = Object.create( Texture.prototype );
  16473. DepthTexture.prototype.constructor = DepthTexture;
  16474. DepthTexture.prototype.isDepthTexture = true;
  16475. /**
  16476. * @author mrdoob / http://mrdoob.com/
  16477. * @author Mugen87 / https://github.com/Mugen87
  16478. */
  16479. function WireframeGeometry( geometry ) {
  16480. BufferGeometry.call( this );
  16481. this.type = 'WireframeGeometry';
  16482. // buffer
  16483. var vertices = [];
  16484. // helper variables
  16485. var i, j, l, o, ol;
  16486. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16487. var key, keys = [ 'a', 'b', 'c' ];
  16488. var vertex;
  16489. // different logic for Geometry and BufferGeometry
  16490. if ( geometry && geometry.isGeometry ) {
  16491. // create a data structure that contains all edges without duplicates
  16492. var faces = geometry.faces;
  16493. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16494. var face = faces[ i ];
  16495. for ( j = 0; j < 3; j ++ ) {
  16496. edge1 = face[ keys[ j ] ];
  16497. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16498. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16499. edge[ 1 ] = Math.max( edge1, edge2 );
  16500. key = edge[ 0 ] + ',' + edge[ 1 ];
  16501. if ( edges[ key ] === undefined ) {
  16502. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16503. }
  16504. }
  16505. }
  16506. // generate vertices
  16507. for ( key in edges ) {
  16508. e = edges[ key ];
  16509. vertex = geometry.vertices[ e.index1 ];
  16510. vertices.push( vertex.x, vertex.y, vertex.z );
  16511. vertex = geometry.vertices[ e.index2 ];
  16512. vertices.push( vertex.x, vertex.y, vertex.z );
  16513. }
  16514. } else if ( geometry && geometry.isBufferGeometry ) {
  16515. var position, indices, groups;
  16516. var group, start, count;
  16517. var index1, index2;
  16518. vertex = new Vector3();
  16519. if ( geometry.index !== null ) {
  16520. // indexed BufferGeometry
  16521. position = geometry.attributes.position;
  16522. indices = geometry.index;
  16523. groups = geometry.groups;
  16524. if ( groups.length === 0 ) {
  16525. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16526. }
  16527. // create a data structure that contains all eges without duplicates
  16528. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16529. group = groups[ o ];
  16530. start = group.start;
  16531. count = group.count;
  16532. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16533. for ( j = 0; j < 3; j ++ ) {
  16534. edge1 = indices.getX( i + j );
  16535. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16536. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16537. edge[ 1 ] = Math.max( edge1, edge2 );
  16538. key = edge[ 0 ] + ',' + edge[ 1 ];
  16539. if ( edges[ key ] === undefined ) {
  16540. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16541. }
  16542. }
  16543. }
  16544. }
  16545. // generate vertices
  16546. for ( key in edges ) {
  16547. e = edges[ key ];
  16548. vertex.fromBufferAttribute( position, e.index1 );
  16549. vertices.push( vertex.x, vertex.y, vertex.z );
  16550. vertex.fromBufferAttribute( position, e.index2 );
  16551. vertices.push( vertex.x, vertex.y, vertex.z );
  16552. }
  16553. } else {
  16554. // non-indexed BufferGeometry
  16555. position = geometry.attributes.position;
  16556. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16557. for ( j = 0; j < 3; j ++ ) {
  16558. // three edges per triangle, an edge is represented as (index1, index2)
  16559. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16560. index1 = 3 * i + j;
  16561. vertex.fromBufferAttribute( position, index1 );
  16562. vertices.push( vertex.x, vertex.y, vertex.z );
  16563. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16564. vertex.fromBufferAttribute( position, index2 );
  16565. vertices.push( vertex.x, vertex.y, vertex.z );
  16566. }
  16567. }
  16568. }
  16569. }
  16570. // build geometry
  16571. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16572. }
  16573. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16574. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16575. /**
  16576. * @author zz85 / https://github.com/zz85
  16577. * @author Mugen87 / https://github.com/Mugen87
  16578. *
  16579. * Parametric Surfaces Geometry
  16580. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16581. */
  16582. // ParametricGeometry
  16583. function ParametricGeometry( func, slices, stacks ) {
  16584. Geometry.call( this );
  16585. this.type = 'ParametricGeometry';
  16586. this.parameters = {
  16587. func: func,
  16588. slices: slices,
  16589. stacks: stacks
  16590. };
  16591. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16592. this.mergeVertices();
  16593. }
  16594. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16595. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16596. // ParametricBufferGeometry
  16597. function ParametricBufferGeometry( func, slices, stacks ) {
  16598. BufferGeometry.call( this );
  16599. this.type = 'ParametricBufferGeometry';
  16600. this.parameters = {
  16601. func: func,
  16602. slices: slices,
  16603. stacks: stacks
  16604. };
  16605. // buffers
  16606. var indices = [];
  16607. var vertices = [];
  16608. var normals = [];
  16609. var uvs = [];
  16610. var EPS = 0.00001;
  16611. var normal = new Vector3();
  16612. var p0 = new Vector3(), p1 = new Vector3();
  16613. var pu = new Vector3(), pv = new Vector3();
  16614. var i, j;
  16615. if ( func.length < 3 ) {
  16616. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16617. }
  16618. // generate vertices, normals and uvs
  16619. var sliceCount = slices + 1;
  16620. for ( i = 0; i <= stacks; i ++ ) {
  16621. var v = i / stacks;
  16622. for ( j = 0; j <= slices; j ++ ) {
  16623. var u = j / slices;
  16624. // vertex
  16625. func( u, v, p0 );
  16626. vertices.push( p0.x, p0.y, p0.z );
  16627. // normal
  16628. // approximate tangent vectors via finite differences
  16629. if ( u - EPS >= 0 ) {
  16630. func( u - EPS, v, p1 );
  16631. pu.subVectors( p0, p1 );
  16632. } else {
  16633. func( u + EPS, v, p1 );
  16634. pu.subVectors( p1, p0 );
  16635. }
  16636. if ( v - EPS >= 0 ) {
  16637. func( u, v - EPS, p1 );
  16638. pv.subVectors( p0, p1 );
  16639. } else {
  16640. func( u, v + EPS, p1 );
  16641. pv.subVectors( p1, p0 );
  16642. }
  16643. // cross product of tangent vectors returns surface normal
  16644. normal.crossVectors( pu, pv ).normalize();
  16645. normals.push( normal.x, normal.y, normal.z );
  16646. // uv
  16647. uvs.push( u, v );
  16648. }
  16649. }
  16650. // generate indices
  16651. for ( i = 0; i < stacks; i ++ ) {
  16652. for ( j = 0; j < slices; j ++ ) {
  16653. var a = i * sliceCount + j;
  16654. var b = i * sliceCount + j + 1;
  16655. var c = ( i + 1 ) * sliceCount + j + 1;
  16656. var d = ( i + 1 ) * sliceCount + j;
  16657. // faces one and two
  16658. indices.push( a, b, d );
  16659. indices.push( b, c, d );
  16660. }
  16661. }
  16662. // build geometry
  16663. this.setIndex( indices );
  16664. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16665. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16666. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16667. }
  16668. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16669. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16670. /**
  16671. * @author clockworkgeek / https://github.com/clockworkgeek
  16672. * @author timothypratley / https://github.com/timothypratley
  16673. * @author WestLangley / http://github.com/WestLangley
  16674. * @author Mugen87 / https://github.com/Mugen87
  16675. */
  16676. // PolyhedronGeometry
  16677. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16678. Geometry.call( this );
  16679. this.type = 'PolyhedronGeometry';
  16680. this.parameters = {
  16681. vertices: vertices,
  16682. indices: indices,
  16683. radius: radius,
  16684. detail: detail
  16685. };
  16686. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16687. this.mergeVertices();
  16688. }
  16689. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16690. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16691. // PolyhedronBufferGeometry
  16692. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16693. BufferGeometry.call( this );
  16694. this.type = 'PolyhedronBufferGeometry';
  16695. this.parameters = {
  16696. vertices: vertices,
  16697. indices: indices,
  16698. radius: radius,
  16699. detail: detail
  16700. };
  16701. radius = radius || 1;
  16702. detail = detail || 0;
  16703. // default buffer data
  16704. var vertexBuffer = [];
  16705. var uvBuffer = [];
  16706. // the subdivision creates the vertex buffer data
  16707. subdivide( detail );
  16708. // all vertices should lie on a conceptual sphere with a given radius
  16709. applyRadius( radius );
  16710. // finally, create the uv data
  16711. generateUVs();
  16712. // build non-indexed geometry
  16713. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16714. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16715. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16716. if ( detail === 0 ) {
  16717. this.computeVertexNormals(); // flat normals
  16718. } else {
  16719. this.normalizeNormals(); // smooth normals
  16720. }
  16721. // helper functions
  16722. function subdivide( detail ) {
  16723. var a = new Vector3();
  16724. var b = new Vector3();
  16725. var c = new Vector3();
  16726. // iterate over all faces and apply a subdivison with the given detail value
  16727. for ( var i = 0; i < indices.length; i += 3 ) {
  16728. // get the vertices of the face
  16729. getVertexByIndex( indices[ i + 0 ], a );
  16730. getVertexByIndex( indices[ i + 1 ], b );
  16731. getVertexByIndex( indices[ i + 2 ], c );
  16732. // perform subdivision
  16733. subdivideFace( a, b, c, detail );
  16734. }
  16735. }
  16736. function subdivideFace( a, b, c, detail ) {
  16737. var cols = Math.pow( 2, detail );
  16738. // we use this multidimensional array as a data structure for creating the subdivision
  16739. var v = [];
  16740. var i, j;
  16741. // construct all of the vertices for this subdivision
  16742. for ( i = 0; i <= cols; i ++ ) {
  16743. v[ i ] = [];
  16744. var aj = a.clone().lerp( c, i / cols );
  16745. var bj = b.clone().lerp( c, i / cols );
  16746. var rows = cols - i;
  16747. for ( j = 0; j <= rows; j ++ ) {
  16748. if ( j === 0 && i === cols ) {
  16749. v[ i ][ j ] = aj;
  16750. } else {
  16751. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16752. }
  16753. }
  16754. }
  16755. // construct all of the faces
  16756. for ( i = 0; i < cols; i ++ ) {
  16757. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16758. var k = Math.floor( j / 2 );
  16759. if ( j % 2 === 0 ) {
  16760. pushVertex( v[ i ][ k + 1 ] );
  16761. pushVertex( v[ i + 1 ][ k ] );
  16762. pushVertex( v[ i ][ k ] );
  16763. } else {
  16764. pushVertex( v[ i ][ k + 1 ] );
  16765. pushVertex( v[ i + 1 ][ k + 1 ] );
  16766. pushVertex( v[ i + 1 ][ k ] );
  16767. }
  16768. }
  16769. }
  16770. }
  16771. function applyRadius( radius ) {
  16772. var vertex = new Vector3();
  16773. // iterate over the entire buffer and apply the radius to each vertex
  16774. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16775. vertex.x = vertexBuffer[ i + 0 ];
  16776. vertex.y = vertexBuffer[ i + 1 ];
  16777. vertex.z = vertexBuffer[ i + 2 ];
  16778. vertex.normalize().multiplyScalar( radius );
  16779. vertexBuffer[ i + 0 ] = vertex.x;
  16780. vertexBuffer[ i + 1 ] = vertex.y;
  16781. vertexBuffer[ i + 2 ] = vertex.z;
  16782. }
  16783. }
  16784. function generateUVs() {
  16785. var vertex = new Vector3();
  16786. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16787. vertex.x = vertexBuffer[ i + 0 ];
  16788. vertex.y = vertexBuffer[ i + 1 ];
  16789. vertex.z = vertexBuffer[ i + 2 ];
  16790. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16791. var v = inclination( vertex ) / Math.PI + 0.5;
  16792. uvBuffer.push( u, 1 - v );
  16793. }
  16794. correctUVs();
  16795. correctSeam();
  16796. }
  16797. function correctSeam() {
  16798. // handle case when face straddles the seam, see #3269
  16799. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16800. // uv data of a single face
  16801. var x0 = uvBuffer[ i + 0 ];
  16802. var x1 = uvBuffer[ i + 2 ];
  16803. var x2 = uvBuffer[ i + 4 ];
  16804. var max = Math.max( x0, x1, x2 );
  16805. var min = Math.min( x0, x1, x2 );
  16806. // 0.9 is somewhat arbitrary
  16807. if ( max > 0.9 && min < 0.1 ) {
  16808. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16809. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16810. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16811. }
  16812. }
  16813. }
  16814. function pushVertex( vertex ) {
  16815. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16816. }
  16817. function getVertexByIndex( index, vertex ) {
  16818. var stride = index * 3;
  16819. vertex.x = vertices[ stride + 0 ];
  16820. vertex.y = vertices[ stride + 1 ];
  16821. vertex.z = vertices[ stride + 2 ];
  16822. }
  16823. function correctUVs() {
  16824. var a = new Vector3();
  16825. var b = new Vector3();
  16826. var c = new Vector3();
  16827. var centroid = new Vector3();
  16828. var uvA = new Vector2();
  16829. var uvB = new Vector2();
  16830. var uvC = new Vector2();
  16831. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16832. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16833. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16834. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16835. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16836. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16837. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16838. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16839. var azi = azimuth( centroid );
  16840. correctUV( uvA, j + 0, a, azi );
  16841. correctUV( uvB, j + 2, b, azi );
  16842. correctUV( uvC, j + 4, c, azi );
  16843. }
  16844. }
  16845. function correctUV( uv, stride, vector, azimuth ) {
  16846. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16847. uvBuffer[ stride ] = uv.x - 1;
  16848. }
  16849. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16850. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16851. }
  16852. }
  16853. // Angle around the Y axis, counter-clockwise when looking from above.
  16854. function azimuth( vector ) {
  16855. return Math.atan2( vector.z, - vector.x );
  16856. }
  16857. // Angle above the XZ plane.
  16858. function inclination( vector ) {
  16859. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16860. }
  16861. }
  16862. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16863. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16864. /**
  16865. * @author timothypratley / https://github.com/timothypratley
  16866. * @author Mugen87 / https://github.com/Mugen87
  16867. */
  16868. // TetrahedronGeometry
  16869. function TetrahedronGeometry( radius, detail ) {
  16870. Geometry.call( this );
  16871. this.type = 'TetrahedronGeometry';
  16872. this.parameters = {
  16873. radius: radius,
  16874. detail: detail
  16875. };
  16876. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16877. this.mergeVertices();
  16878. }
  16879. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16880. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16881. // TetrahedronBufferGeometry
  16882. function TetrahedronBufferGeometry( radius, detail ) {
  16883. var vertices = [
  16884. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16885. ];
  16886. var indices = [
  16887. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16888. ];
  16889. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16890. this.type = 'TetrahedronBufferGeometry';
  16891. this.parameters = {
  16892. radius: radius,
  16893. detail: detail
  16894. };
  16895. }
  16896. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16897. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16898. /**
  16899. * @author timothypratley / https://github.com/timothypratley
  16900. * @author Mugen87 / https://github.com/Mugen87
  16901. */
  16902. // OctahedronGeometry
  16903. function OctahedronGeometry( radius, detail ) {
  16904. Geometry.call( this );
  16905. this.type = 'OctahedronGeometry';
  16906. this.parameters = {
  16907. radius: radius,
  16908. detail: detail
  16909. };
  16910. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16911. this.mergeVertices();
  16912. }
  16913. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16914. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16915. // OctahedronBufferGeometry
  16916. function OctahedronBufferGeometry( radius, detail ) {
  16917. var vertices = [
  16918. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16919. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16920. ];
  16921. var indices = [
  16922. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16923. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16924. 1, 3, 4, 1, 4, 2
  16925. ];
  16926. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16927. this.type = 'OctahedronBufferGeometry';
  16928. this.parameters = {
  16929. radius: radius,
  16930. detail: detail
  16931. };
  16932. }
  16933. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16934. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16935. /**
  16936. * @author timothypratley / https://github.com/timothypratley
  16937. * @author Mugen87 / https://github.com/Mugen87
  16938. */
  16939. // IcosahedronGeometry
  16940. function IcosahedronGeometry( radius, detail ) {
  16941. Geometry.call( this );
  16942. this.type = 'IcosahedronGeometry';
  16943. this.parameters = {
  16944. radius: radius,
  16945. detail: detail
  16946. };
  16947. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16948. this.mergeVertices();
  16949. }
  16950. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16951. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16952. // IcosahedronBufferGeometry
  16953. function IcosahedronBufferGeometry( radius, detail ) {
  16954. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16955. var vertices = [
  16956. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16957. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16958. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16959. ];
  16960. var indices = [
  16961. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16962. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16963. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16964. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16965. ];
  16966. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16967. this.type = 'IcosahedronBufferGeometry';
  16968. this.parameters = {
  16969. radius: radius,
  16970. detail: detail
  16971. };
  16972. }
  16973. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16974. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16975. /**
  16976. * @author Abe Pazos / https://hamoid.com
  16977. * @author Mugen87 / https://github.com/Mugen87
  16978. */
  16979. // DodecahedronGeometry
  16980. function DodecahedronGeometry( radius, detail ) {
  16981. Geometry.call( this );
  16982. this.type = 'DodecahedronGeometry';
  16983. this.parameters = {
  16984. radius: radius,
  16985. detail: detail
  16986. };
  16987. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16988. this.mergeVertices();
  16989. }
  16990. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16991. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16992. // DodecahedronBufferGeometry
  16993. function DodecahedronBufferGeometry( radius, detail ) {
  16994. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16995. var r = 1 / t;
  16996. var vertices = [
  16997. // (±1, ±1, ±1)
  16998. - 1, - 1, - 1, - 1, - 1, 1,
  16999. - 1, 1, - 1, - 1, 1, 1,
  17000. 1, - 1, - 1, 1, - 1, 1,
  17001. 1, 1, - 1, 1, 1, 1,
  17002. // (0, ±1/φ, ±φ)
  17003. 0, - r, - t, 0, - r, t,
  17004. 0, r, - t, 0, r, t,
  17005. // (±1/φ, ±φ, 0)
  17006. - r, - t, 0, - r, t, 0,
  17007. r, - t, 0, r, t, 0,
  17008. // (±φ, 0, ±1/φ)
  17009. - t, 0, - r, t, 0, - r,
  17010. - t, 0, r, t, 0, r
  17011. ];
  17012. var indices = [
  17013. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17014. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17015. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17016. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17017. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17018. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17019. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17020. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17021. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17022. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17023. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17024. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17025. ];
  17026. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17027. this.type = 'DodecahedronBufferGeometry';
  17028. this.parameters = {
  17029. radius: radius,
  17030. detail: detail
  17031. };
  17032. }
  17033. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17034. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17035. /**
  17036. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17037. * @author WestLangley / https://github.com/WestLangley
  17038. * @author zz85 / https://github.com/zz85
  17039. * @author miningold / https://github.com/miningold
  17040. * @author jonobr1 / https://github.com/jonobr1
  17041. * @author Mugen87 / https://github.com/Mugen87
  17042. *
  17043. */
  17044. // TubeGeometry
  17045. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17046. Geometry.call( this );
  17047. this.type = 'TubeGeometry';
  17048. this.parameters = {
  17049. path: path,
  17050. tubularSegments: tubularSegments,
  17051. radius: radius,
  17052. radialSegments: radialSegments,
  17053. closed: closed
  17054. };
  17055. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17056. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17057. // expose internals
  17058. this.tangents = bufferGeometry.tangents;
  17059. this.normals = bufferGeometry.normals;
  17060. this.binormals = bufferGeometry.binormals;
  17061. // create geometry
  17062. this.fromBufferGeometry( bufferGeometry );
  17063. this.mergeVertices();
  17064. }
  17065. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17066. TubeGeometry.prototype.constructor = TubeGeometry;
  17067. // TubeBufferGeometry
  17068. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17069. BufferGeometry.call( this );
  17070. this.type = 'TubeBufferGeometry';
  17071. this.parameters = {
  17072. path: path,
  17073. tubularSegments: tubularSegments,
  17074. radius: radius,
  17075. radialSegments: radialSegments,
  17076. closed: closed
  17077. };
  17078. tubularSegments = tubularSegments || 64;
  17079. radius = radius || 1;
  17080. radialSegments = radialSegments || 8;
  17081. closed = closed || false;
  17082. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17083. // expose internals
  17084. this.tangents = frames.tangents;
  17085. this.normals = frames.normals;
  17086. this.binormals = frames.binormals;
  17087. // helper variables
  17088. var vertex = new Vector3();
  17089. var normal = new Vector3();
  17090. var uv = new Vector2();
  17091. var P = new Vector3();
  17092. var i, j;
  17093. // buffer
  17094. var vertices = [];
  17095. var normals = [];
  17096. var uvs = [];
  17097. var indices = [];
  17098. // create buffer data
  17099. generateBufferData();
  17100. // build geometry
  17101. this.setIndex( indices );
  17102. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17103. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17104. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17105. // functions
  17106. function generateBufferData() {
  17107. for ( i = 0; i < tubularSegments; i ++ ) {
  17108. generateSegment( i );
  17109. }
  17110. // if the geometry is not closed, generate the last row of vertices and normals
  17111. // at the regular position on the given path
  17112. //
  17113. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17114. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17115. // uvs are generated in a separate function.
  17116. // this makes it easy compute correct values for closed geometries
  17117. generateUVs();
  17118. // finally create faces
  17119. generateIndices();
  17120. }
  17121. function generateSegment( i ) {
  17122. // we use getPointAt to sample evenly distributed points from the given path
  17123. P = path.getPointAt( i / tubularSegments, P );
  17124. // retrieve corresponding normal and binormal
  17125. var N = frames.normals[ i ];
  17126. var B = frames.binormals[ i ];
  17127. // generate normals and vertices for the current segment
  17128. for ( j = 0; j <= radialSegments; j ++ ) {
  17129. var v = j / radialSegments * Math.PI * 2;
  17130. var sin = Math.sin( v );
  17131. var cos = - Math.cos( v );
  17132. // normal
  17133. normal.x = ( cos * N.x + sin * B.x );
  17134. normal.y = ( cos * N.y + sin * B.y );
  17135. normal.z = ( cos * N.z + sin * B.z );
  17136. normal.normalize();
  17137. normals.push( normal.x, normal.y, normal.z );
  17138. // vertex
  17139. vertex.x = P.x + radius * normal.x;
  17140. vertex.y = P.y + radius * normal.y;
  17141. vertex.z = P.z + radius * normal.z;
  17142. vertices.push( vertex.x, vertex.y, vertex.z );
  17143. }
  17144. }
  17145. function generateIndices() {
  17146. for ( j = 1; j <= tubularSegments; j ++ ) {
  17147. for ( i = 1; i <= radialSegments; i ++ ) {
  17148. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17149. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17150. var c = ( radialSegments + 1 ) * j + i;
  17151. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17152. // faces
  17153. indices.push( a, b, d );
  17154. indices.push( b, c, d );
  17155. }
  17156. }
  17157. }
  17158. function generateUVs() {
  17159. for ( i = 0; i <= tubularSegments; i ++ ) {
  17160. for ( j = 0; j <= radialSegments; j ++ ) {
  17161. uv.x = i / tubularSegments;
  17162. uv.y = j / radialSegments;
  17163. uvs.push( uv.x, uv.y );
  17164. }
  17165. }
  17166. }
  17167. }
  17168. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17169. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17170. TubeBufferGeometry.prototype.toJSON = function () {
  17171. var data = BufferGeometry.prototype.toJSON.call( this );
  17172. data.path = this.parameters.path.toJSON();
  17173. return data;
  17174. };
  17175. /**
  17176. * @author oosmoxiecode
  17177. * @author Mugen87 / https://github.com/Mugen87
  17178. *
  17179. * based on http://www.blackpawn.com/texts/pqtorus/
  17180. */
  17181. // TorusKnotGeometry
  17182. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17183. Geometry.call( this );
  17184. this.type = 'TorusKnotGeometry';
  17185. this.parameters = {
  17186. radius: radius,
  17187. tube: tube,
  17188. tubularSegments: tubularSegments,
  17189. radialSegments: radialSegments,
  17190. p: p,
  17191. q: q
  17192. };
  17193. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17194. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17195. this.mergeVertices();
  17196. }
  17197. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17198. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17199. // TorusKnotBufferGeometry
  17200. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17201. BufferGeometry.call( this );
  17202. this.type = 'TorusKnotBufferGeometry';
  17203. this.parameters = {
  17204. radius: radius,
  17205. tube: tube,
  17206. tubularSegments: tubularSegments,
  17207. radialSegments: radialSegments,
  17208. p: p,
  17209. q: q
  17210. };
  17211. radius = radius || 1;
  17212. tube = tube || 0.4;
  17213. tubularSegments = Math.floor( tubularSegments ) || 64;
  17214. radialSegments = Math.floor( radialSegments ) || 8;
  17215. p = p || 2;
  17216. q = q || 3;
  17217. // buffers
  17218. var indices = [];
  17219. var vertices = [];
  17220. var normals = [];
  17221. var uvs = [];
  17222. // helper variables
  17223. var i, j;
  17224. var vertex = new Vector3();
  17225. var normal = new Vector3();
  17226. var P1 = new Vector3();
  17227. var P2 = new Vector3();
  17228. var B = new Vector3();
  17229. var T = new Vector3();
  17230. var N = new Vector3();
  17231. // generate vertices, normals and uvs
  17232. for ( i = 0; i <= tubularSegments; ++ i ) {
  17233. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17234. var u = i / tubularSegments * p * Math.PI * 2;
  17235. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17236. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17237. calculatePositionOnCurve( u, p, q, radius, P1 );
  17238. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17239. // calculate orthonormal basis
  17240. T.subVectors( P2, P1 );
  17241. N.addVectors( P2, P1 );
  17242. B.crossVectors( T, N );
  17243. N.crossVectors( B, T );
  17244. // normalize B, N. T can be ignored, we don't use it
  17245. B.normalize();
  17246. N.normalize();
  17247. for ( j = 0; j <= radialSegments; ++ j ) {
  17248. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17249. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17250. var v = j / radialSegments * Math.PI * 2;
  17251. var cx = - tube * Math.cos( v );
  17252. var cy = tube * Math.sin( v );
  17253. // now calculate the final vertex position.
  17254. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17255. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17256. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17257. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17258. vertices.push( vertex.x, vertex.y, vertex.z );
  17259. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17260. normal.subVectors( vertex, P1 ).normalize();
  17261. normals.push( normal.x, normal.y, normal.z );
  17262. // uv
  17263. uvs.push( i / tubularSegments );
  17264. uvs.push( j / radialSegments );
  17265. }
  17266. }
  17267. // generate indices
  17268. for ( j = 1; j <= tubularSegments; j ++ ) {
  17269. for ( i = 1; i <= radialSegments; i ++ ) {
  17270. // indices
  17271. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17272. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17273. var c = ( radialSegments + 1 ) * j + i;
  17274. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17275. // faces
  17276. indices.push( a, b, d );
  17277. indices.push( b, c, d );
  17278. }
  17279. }
  17280. // build geometry
  17281. this.setIndex( indices );
  17282. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17283. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17284. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17285. // this function calculates the current position on the torus curve
  17286. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17287. var cu = Math.cos( u );
  17288. var su = Math.sin( u );
  17289. var quOverP = q / p * u;
  17290. var cs = Math.cos( quOverP );
  17291. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17292. position.y = radius * ( 2 + cs ) * su * 0.5;
  17293. position.z = radius * Math.sin( quOverP ) * 0.5;
  17294. }
  17295. }
  17296. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17297. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17298. /**
  17299. * @author oosmoxiecode
  17300. * @author mrdoob / http://mrdoob.com/
  17301. * @author Mugen87 / https://github.com/Mugen87
  17302. */
  17303. // TorusGeometry
  17304. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17305. Geometry.call( this );
  17306. this.type = 'TorusGeometry';
  17307. this.parameters = {
  17308. radius: radius,
  17309. tube: tube,
  17310. radialSegments: radialSegments,
  17311. tubularSegments: tubularSegments,
  17312. arc: arc
  17313. };
  17314. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17315. this.mergeVertices();
  17316. }
  17317. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17318. TorusGeometry.prototype.constructor = TorusGeometry;
  17319. // TorusBufferGeometry
  17320. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17321. BufferGeometry.call( this );
  17322. this.type = 'TorusBufferGeometry';
  17323. this.parameters = {
  17324. radius: radius,
  17325. tube: tube,
  17326. radialSegments: radialSegments,
  17327. tubularSegments: tubularSegments,
  17328. arc: arc
  17329. };
  17330. radius = radius || 1;
  17331. tube = tube || 0.4;
  17332. radialSegments = Math.floor( radialSegments ) || 8;
  17333. tubularSegments = Math.floor( tubularSegments ) || 6;
  17334. arc = arc || Math.PI * 2;
  17335. // buffers
  17336. var indices = [];
  17337. var vertices = [];
  17338. var normals = [];
  17339. var uvs = [];
  17340. // helper variables
  17341. var center = new Vector3();
  17342. var vertex = new Vector3();
  17343. var normal = new Vector3();
  17344. var j, i;
  17345. // generate vertices, normals and uvs
  17346. for ( j = 0; j <= radialSegments; j ++ ) {
  17347. for ( i = 0; i <= tubularSegments; i ++ ) {
  17348. var u = i / tubularSegments * arc;
  17349. var v = j / radialSegments * Math.PI * 2;
  17350. // vertex
  17351. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17352. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17353. vertex.z = tube * Math.sin( v );
  17354. vertices.push( vertex.x, vertex.y, vertex.z );
  17355. // normal
  17356. center.x = radius * Math.cos( u );
  17357. center.y = radius * Math.sin( u );
  17358. normal.subVectors( vertex, center ).normalize();
  17359. normals.push( normal.x, normal.y, normal.z );
  17360. // uv
  17361. uvs.push( i / tubularSegments );
  17362. uvs.push( j / radialSegments );
  17363. }
  17364. }
  17365. // generate indices
  17366. for ( j = 1; j <= radialSegments; j ++ ) {
  17367. for ( i = 1; i <= tubularSegments; i ++ ) {
  17368. // indices
  17369. var a = ( tubularSegments + 1 ) * j + i - 1;
  17370. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17371. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17372. var d = ( tubularSegments + 1 ) * j + i;
  17373. // faces
  17374. indices.push( a, b, d );
  17375. indices.push( b, c, d );
  17376. }
  17377. }
  17378. // build geometry
  17379. this.setIndex( indices );
  17380. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17381. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17382. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17383. }
  17384. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17385. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17386. /**
  17387. * @author Mugen87 / https://github.com/Mugen87
  17388. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17389. */
  17390. var Earcut = {
  17391. triangulate: function ( data, holeIndices, dim ) {
  17392. dim = dim || 2;
  17393. var hasHoles = holeIndices && holeIndices.length,
  17394. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17395. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17396. triangles = [];
  17397. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17398. var minX, minY, maxX, maxY, x, y, invSize;
  17399. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17400. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17401. if ( data.length > 80 * dim ) {
  17402. minX = maxX = data[ 0 ];
  17403. minY = maxY = data[ 1 ];
  17404. for ( var i = dim; i < outerLen; i += dim ) {
  17405. x = data[ i ];
  17406. y = data[ i + 1 ];
  17407. if ( x < minX ) { minX = x; }
  17408. if ( y < minY ) { minY = y; }
  17409. if ( x > maxX ) { maxX = x; }
  17410. if ( y > maxY ) { maxY = y; }
  17411. }
  17412. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17413. invSize = Math.max( maxX - minX, maxY - minY );
  17414. invSize = invSize !== 0 ? 1 / invSize : 0;
  17415. }
  17416. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17417. return triangles;
  17418. }
  17419. };
  17420. // create a circular doubly linked list from polygon points in the specified winding order
  17421. function linkedList( data, start, end, dim, clockwise ) {
  17422. var i, last;
  17423. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17424. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17425. } else {
  17426. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17427. }
  17428. if ( last && equals( last, last.next ) ) {
  17429. removeNode( last );
  17430. last = last.next;
  17431. }
  17432. return last;
  17433. }
  17434. // eliminate colinear or duplicate points
  17435. function filterPoints( start, end ) {
  17436. if ( ! start ) { return start; }
  17437. if ( ! end ) { end = start; }
  17438. var p = start,
  17439. again;
  17440. do {
  17441. again = false;
  17442. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17443. removeNode( p );
  17444. p = end = p.prev;
  17445. if ( p === p.next ) { break; }
  17446. again = true;
  17447. } else {
  17448. p = p.next;
  17449. }
  17450. } while ( again || p !== end );
  17451. return end;
  17452. }
  17453. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17454. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17455. if ( ! ear ) { return; }
  17456. // interlink polygon nodes in z-order
  17457. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17458. var stop = ear,
  17459. prev, next;
  17460. // iterate through ears, slicing them one by one
  17461. while ( ear.prev !== ear.next ) {
  17462. prev = ear.prev;
  17463. next = ear.next;
  17464. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17465. // cut off the triangle
  17466. triangles.push( prev.i / dim );
  17467. triangles.push( ear.i / dim );
  17468. triangles.push( next.i / dim );
  17469. removeNode( ear );
  17470. // skipping the next vertex leads to less sliver triangles
  17471. ear = next.next;
  17472. stop = next.next;
  17473. continue;
  17474. }
  17475. ear = next;
  17476. // if we looped through the whole remaining polygon and can't find any more ears
  17477. if ( ear === stop ) {
  17478. // try filtering points and slicing again
  17479. if ( ! pass ) {
  17480. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17481. // if this didn't work, try curing all small self-intersections locally
  17482. } else if ( pass === 1 ) {
  17483. ear = cureLocalIntersections( ear, triangles, dim );
  17484. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17485. // as a last resort, try splitting the remaining polygon into two
  17486. } else if ( pass === 2 ) {
  17487. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17488. }
  17489. break;
  17490. }
  17491. }
  17492. }
  17493. // check whether a polygon node forms a valid ear with adjacent nodes
  17494. function isEar( ear ) {
  17495. var a = ear.prev,
  17496. b = ear,
  17497. c = ear.next;
  17498. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17499. // now make sure we don't have other points inside the potential ear
  17500. var p = ear.next.next;
  17501. while ( p !== ear.prev ) {
  17502. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17503. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17504. p = p.next;
  17505. }
  17506. return true;
  17507. }
  17508. function isEarHashed( ear, minX, minY, invSize ) {
  17509. var a = ear.prev,
  17510. b = ear,
  17511. c = ear.next;
  17512. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17513. // triangle bbox; min & max are calculated like this for speed
  17514. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17515. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17516. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17517. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17518. // z-order range for the current triangle bbox;
  17519. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17520. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17521. var p = ear.prevZ,
  17522. n = ear.nextZ;
  17523. // look for points inside the triangle in both directions
  17524. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17525. if ( p !== ear.prev && p !== ear.next &&
  17526. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17527. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17528. p = p.prevZ;
  17529. if ( n !== ear.prev && n !== ear.next &&
  17530. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17531. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17532. n = n.nextZ;
  17533. }
  17534. // look for remaining points in decreasing z-order
  17535. while ( p && p.z >= minZ ) {
  17536. if ( p !== ear.prev && p !== ear.next &&
  17537. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17538. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17539. p = p.prevZ;
  17540. }
  17541. // look for remaining points in increasing z-order
  17542. while ( n && n.z <= maxZ ) {
  17543. if ( n !== ear.prev && n !== ear.next &&
  17544. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17545. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17546. n = n.nextZ;
  17547. }
  17548. return true;
  17549. }
  17550. // go through all polygon nodes and cure small local self-intersections
  17551. function cureLocalIntersections( start, triangles, dim ) {
  17552. var p = start;
  17553. do {
  17554. var a = p.prev,
  17555. b = p.next.next;
  17556. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17557. triangles.push( a.i / dim );
  17558. triangles.push( p.i / dim );
  17559. triangles.push( b.i / dim );
  17560. // remove two nodes involved
  17561. removeNode( p );
  17562. removeNode( p.next );
  17563. p = start = b;
  17564. }
  17565. p = p.next;
  17566. } while ( p !== start );
  17567. return p;
  17568. }
  17569. // try splitting polygon into two and triangulate them independently
  17570. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17571. // look for a valid diagonal that divides the polygon into two
  17572. var a = start;
  17573. do {
  17574. var b = a.next.next;
  17575. while ( b !== a.prev ) {
  17576. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17577. // split the polygon in two by the diagonal
  17578. var c = splitPolygon( a, b );
  17579. // filter colinear points around the cuts
  17580. a = filterPoints( a, a.next );
  17581. c = filterPoints( c, c.next );
  17582. // run earcut on each half
  17583. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17584. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17585. return;
  17586. }
  17587. b = b.next;
  17588. }
  17589. a = a.next;
  17590. } while ( a !== start );
  17591. }
  17592. // link every hole into the outer loop, producing a single-ring polygon without holes
  17593. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17594. var queue = [],
  17595. i, len, start, end, list;
  17596. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17597. start = holeIndices[ i ] * dim;
  17598. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17599. list = linkedList( data, start, end, dim, false );
  17600. if ( list === list.next ) { list.steiner = true; }
  17601. queue.push( getLeftmost( list ) );
  17602. }
  17603. queue.sort( compareX );
  17604. // process holes from left to right
  17605. for ( i = 0; i < queue.length; i ++ ) {
  17606. eliminateHole( queue[ i ], outerNode );
  17607. outerNode = filterPoints( outerNode, outerNode.next );
  17608. }
  17609. return outerNode;
  17610. }
  17611. function compareX( a, b ) {
  17612. return a.x - b.x;
  17613. }
  17614. // find a bridge between vertices that connects hole with an outer ring and and link it
  17615. function eliminateHole( hole, outerNode ) {
  17616. outerNode = findHoleBridge( hole, outerNode );
  17617. if ( outerNode ) {
  17618. var b = splitPolygon( outerNode, hole );
  17619. filterPoints( b, b.next );
  17620. }
  17621. }
  17622. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17623. function findHoleBridge( hole, outerNode ) {
  17624. var p = outerNode,
  17625. hx = hole.x,
  17626. hy = hole.y,
  17627. qx = - Infinity,
  17628. m;
  17629. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17630. // segment's endpoint with lesser x will be potential connection point
  17631. do {
  17632. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17633. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17634. if ( x <= hx && x > qx ) {
  17635. qx = x;
  17636. if ( x === hx ) {
  17637. if ( hy === p.y ) { return p; }
  17638. if ( hy === p.next.y ) { return p.next; }
  17639. }
  17640. m = p.x < p.next.x ? p : p.next;
  17641. }
  17642. }
  17643. p = p.next;
  17644. } while ( p !== outerNode );
  17645. if ( ! m ) { return null; }
  17646. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17647. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17648. // if there are no points found, we have a valid connection;
  17649. // otherwise choose the point of the minimum angle with the ray as connection point
  17650. var stop = m,
  17651. mx = m.x,
  17652. my = m.y,
  17653. tanMin = Infinity,
  17654. tan;
  17655. p = m.next;
  17656. while ( p !== stop ) {
  17657. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17658. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17659. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17660. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17661. m = p;
  17662. tanMin = tan;
  17663. }
  17664. }
  17665. p = p.next;
  17666. }
  17667. return m;
  17668. }
  17669. // interlink polygon nodes in z-order
  17670. function indexCurve( start, minX, minY, invSize ) {
  17671. var p = start;
  17672. do {
  17673. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17674. p.prevZ = p.prev;
  17675. p.nextZ = p.next;
  17676. p = p.next;
  17677. } while ( p !== start );
  17678. p.prevZ.nextZ = null;
  17679. p.prevZ = null;
  17680. sortLinked( p );
  17681. }
  17682. // Simon Tatham's linked list merge sort algorithm
  17683. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17684. function sortLinked( list ) {
  17685. var i, p, q, e, tail, numMerges, pSize, qSize,
  17686. inSize = 1;
  17687. do {
  17688. p = list;
  17689. list = null;
  17690. tail = null;
  17691. numMerges = 0;
  17692. while ( p ) {
  17693. numMerges ++;
  17694. q = p;
  17695. pSize = 0;
  17696. for ( i = 0; i < inSize; i ++ ) {
  17697. pSize ++;
  17698. q = q.nextZ;
  17699. if ( ! q ) { break; }
  17700. }
  17701. qSize = inSize;
  17702. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17703. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17704. e = p;
  17705. p = p.nextZ;
  17706. pSize --;
  17707. } else {
  17708. e = q;
  17709. q = q.nextZ;
  17710. qSize --;
  17711. }
  17712. if ( tail ) { tail.nextZ = e; }
  17713. else { list = e; }
  17714. e.prevZ = tail;
  17715. tail = e;
  17716. }
  17717. p = q;
  17718. }
  17719. tail.nextZ = null;
  17720. inSize *= 2;
  17721. } while ( numMerges > 1 );
  17722. return list;
  17723. }
  17724. // z-order of a point given coords and inverse of the longer side of data bbox
  17725. function zOrder( x, y, minX, minY, invSize ) {
  17726. // coords are transformed into non-negative 15-bit integer range
  17727. x = 32767 * ( x - minX ) * invSize;
  17728. y = 32767 * ( y - minY ) * invSize;
  17729. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17730. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17731. x = ( x | ( x << 2 ) ) & 0x33333333;
  17732. x = ( x | ( x << 1 ) ) & 0x55555555;
  17733. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17734. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17735. y = ( y | ( y << 2 ) ) & 0x33333333;
  17736. y = ( y | ( y << 1 ) ) & 0x55555555;
  17737. return x | ( y << 1 );
  17738. }
  17739. // find the leftmost node of a polygon ring
  17740. function getLeftmost( start ) {
  17741. var p = start,
  17742. leftmost = start;
  17743. do {
  17744. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17745. p = p.next;
  17746. } while ( p !== start );
  17747. return leftmost;
  17748. }
  17749. // check if a point lies within a convex triangle
  17750. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17751. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17752. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17753. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17754. }
  17755. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17756. function isValidDiagonal( a, b ) {
  17757. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17758. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17759. }
  17760. // signed area of a triangle
  17761. function area( p, q, r ) {
  17762. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17763. }
  17764. // check if two points are equal
  17765. function equals( p1, p2 ) {
  17766. return p1.x === p2.x && p1.y === p2.y;
  17767. }
  17768. // check if two segments intersect
  17769. function intersects( p1, q1, p2, q2 ) {
  17770. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17771. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17772. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17773. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17774. }
  17775. // check if a polygon diagonal intersects any polygon segments
  17776. function intersectsPolygon( a, b ) {
  17777. var p = a;
  17778. do {
  17779. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17780. intersects( p, p.next, a, b ) ) { return true; }
  17781. p = p.next;
  17782. } while ( p !== a );
  17783. return false;
  17784. }
  17785. // check if a polygon diagonal is locally inside the polygon
  17786. function locallyInside( a, b ) {
  17787. return area( a.prev, a, a.next ) < 0 ?
  17788. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17789. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17790. }
  17791. // check if the middle point of a polygon diagonal is inside the polygon
  17792. function middleInside( a, b ) {
  17793. var p = a,
  17794. inside = false,
  17795. px = ( a.x + b.x ) / 2,
  17796. py = ( a.y + b.y ) / 2;
  17797. do {
  17798. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17799. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17800. { inside = ! inside; }
  17801. p = p.next;
  17802. } while ( p !== a );
  17803. return inside;
  17804. }
  17805. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17806. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17807. function splitPolygon( a, b ) {
  17808. var a2 = new Node( a.i, a.x, a.y ),
  17809. b2 = new Node( b.i, b.x, b.y ),
  17810. an = a.next,
  17811. bp = b.prev;
  17812. a.next = b;
  17813. b.prev = a;
  17814. a2.next = an;
  17815. an.prev = a2;
  17816. b2.next = a2;
  17817. a2.prev = b2;
  17818. bp.next = b2;
  17819. b2.prev = bp;
  17820. return b2;
  17821. }
  17822. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17823. function insertNode( i, x, y, last ) {
  17824. var p = new Node( i, x, y );
  17825. if ( ! last ) {
  17826. p.prev = p;
  17827. p.next = p;
  17828. } else {
  17829. p.next = last.next;
  17830. p.prev = last;
  17831. last.next.prev = p;
  17832. last.next = p;
  17833. }
  17834. return p;
  17835. }
  17836. function removeNode( p ) {
  17837. p.next.prev = p.prev;
  17838. p.prev.next = p.next;
  17839. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17840. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17841. }
  17842. function Node( i, x, y ) {
  17843. // vertex index in coordinates array
  17844. this.i = i;
  17845. // vertex coordinates
  17846. this.x = x;
  17847. this.y = y;
  17848. // previous and next vertex nodes in a polygon ring
  17849. this.prev = null;
  17850. this.next = null;
  17851. // z-order curve value
  17852. this.z = null;
  17853. // previous and next nodes in z-order
  17854. this.prevZ = null;
  17855. this.nextZ = null;
  17856. // indicates whether this is a steiner point
  17857. this.steiner = false;
  17858. }
  17859. function signedArea( data, start, end, dim ) {
  17860. var sum = 0;
  17861. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17862. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17863. j = i;
  17864. }
  17865. return sum;
  17866. }
  17867. /**
  17868. * @author zz85 / http://www.lab4games.net/zz85/blog
  17869. */
  17870. var ShapeUtils = {
  17871. // calculate area of the contour polygon
  17872. area: function ( contour ) {
  17873. var n = contour.length;
  17874. var a = 0.0;
  17875. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17876. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17877. }
  17878. return a * 0.5;
  17879. },
  17880. isClockWise: function ( pts ) {
  17881. return ShapeUtils.area( pts ) < 0;
  17882. },
  17883. triangulateShape: function ( contour, holes ) {
  17884. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17885. var holeIndices = []; // array of hole indices
  17886. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17887. removeDupEndPts( contour );
  17888. addContour( vertices, contour );
  17889. //
  17890. var holeIndex = contour.length;
  17891. holes.forEach( removeDupEndPts );
  17892. for ( var i = 0; i < holes.length; i ++ ) {
  17893. holeIndices.push( holeIndex );
  17894. holeIndex += holes[ i ].length;
  17895. addContour( vertices, holes[ i ] );
  17896. }
  17897. //
  17898. var triangles = Earcut.triangulate( vertices, holeIndices );
  17899. //
  17900. for ( var i = 0; i < triangles.length; i += 3 ) {
  17901. faces.push( triangles.slice( i, i + 3 ) );
  17902. }
  17903. return faces;
  17904. }
  17905. };
  17906. function removeDupEndPts( points ) {
  17907. var l = points.length;
  17908. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17909. points.pop();
  17910. }
  17911. }
  17912. function addContour( vertices, contour ) {
  17913. for ( var i = 0; i < contour.length; i ++ ) {
  17914. vertices.push( contour[ i ].x );
  17915. vertices.push( contour[ i ].y );
  17916. }
  17917. }
  17918. /**
  17919. * @author zz85 / http://www.lab4games.net/zz85/blog
  17920. *
  17921. * Creates extruded geometry from a path shape.
  17922. *
  17923. * parameters = {
  17924. *
  17925. * curveSegments: <int>, // number of points on the curves
  17926. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17927. * depth: <float>, // Depth to extrude the shape
  17928. *
  17929. * bevelEnabled: <bool>, // turn on bevel
  17930. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17931. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17932. * bevelOffset: <float>, // how far from shape outline does bevel start
  17933. * bevelSegments: <int>, // number of bevel layers
  17934. *
  17935. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17936. *
  17937. * UVGenerator: <Object> // object that provides UV generator functions
  17938. *
  17939. * }
  17940. */
  17941. // ExtrudeGeometry
  17942. function ExtrudeGeometry( shapes, options ) {
  17943. Geometry.call( this );
  17944. this.type = 'ExtrudeGeometry';
  17945. this.parameters = {
  17946. shapes: shapes,
  17947. options: options
  17948. };
  17949. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17950. this.mergeVertices();
  17951. }
  17952. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17953. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17954. ExtrudeGeometry.prototype.toJSON = function () {
  17955. var data = Geometry.prototype.toJSON.call( this );
  17956. var shapes = this.parameters.shapes;
  17957. var options = this.parameters.options;
  17958. return toJSON( shapes, options, data );
  17959. };
  17960. // ExtrudeBufferGeometry
  17961. function ExtrudeBufferGeometry( shapes, options ) {
  17962. BufferGeometry.call( this );
  17963. this.type = 'ExtrudeBufferGeometry';
  17964. this.parameters = {
  17965. shapes: shapes,
  17966. options: options
  17967. };
  17968. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17969. var scope = this;
  17970. var verticesArray = [];
  17971. var uvArray = [];
  17972. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17973. var shape = shapes[ i ];
  17974. addShape( shape );
  17975. }
  17976. // build geometry
  17977. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17978. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17979. this.computeVertexNormals();
  17980. // functions
  17981. function addShape( shape ) {
  17982. var placeholder = [];
  17983. // options
  17984. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17985. var steps = options.steps !== undefined ? options.steps : 1;
  17986. var depth = options.depth !== undefined ? options.depth : 100;
  17987. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17988. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17989. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17990. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17991. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17992. var extrudePath = options.extrudePath;
  17993. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17994. // deprecated options
  17995. if ( options.amount !== undefined ) {
  17996. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17997. depth = options.amount;
  17998. }
  17999. //
  18000. var extrudePts, extrudeByPath = false;
  18001. var splineTube, binormal, normal, position2;
  18002. if ( extrudePath ) {
  18003. extrudePts = extrudePath.getSpacedPoints( steps );
  18004. extrudeByPath = true;
  18005. bevelEnabled = false; // bevels not supported for path extrusion
  18006. // SETUP TNB variables
  18007. // TODO1 - have a .isClosed in spline?
  18008. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18009. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18010. binormal = new Vector3();
  18011. normal = new Vector3();
  18012. position2 = new Vector3();
  18013. }
  18014. // Safeguards if bevels are not enabled
  18015. if ( ! bevelEnabled ) {
  18016. bevelSegments = 0;
  18017. bevelThickness = 0;
  18018. bevelSize = 0;
  18019. bevelOffset = 0;
  18020. }
  18021. // Variables initialization
  18022. var ahole, h, hl; // looping of holes
  18023. var shapePoints = shape.extractPoints( curveSegments );
  18024. var vertices = shapePoints.shape;
  18025. var holes = shapePoints.holes;
  18026. var reverse = ! ShapeUtils.isClockWise( vertices );
  18027. if ( reverse ) {
  18028. vertices = vertices.reverse();
  18029. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18030. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18031. ahole = holes[ h ];
  18032. if ( ShapeUtils.isClockWise( ahole ) ) {
  18033. holes[ h ] = ahole.reverse();
  18034. }
  18035. }
  18036. }
  18037. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18038. /* Vertices */
  18039. var contour = vertices; // vertices has all points but contour has only points of circumference
  18040. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18041. ahole = holes[ h ];
  18042. vertices = vertices.concat( ahole );
  18043. }
  18044. function scalePt2( pt, vec, size ) {
  18045. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18046. return vec.clone().multiplyScalar( size ).add( pt );
  18047. }
  18048. var b, bs, t, z,
  18049. vert, vlen = vertices.length,
  18050. face, flen = faces.length;
  18051. // Find directions for point movement
  18052. function getBevelVec( inPt, inPrev, inNext ) {
  18053. // computes for inPt the corresponding point inPt' on a new contour
  18054. // shifted by 1 unit (length of normalized vector) to the left
  18055. // if we walk along contour clockwise, this new contour is outside the old one
  18056. //
  18057. // inPt' is the intersection of the two lines parallel to the two
  18058. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18059. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18060. // good reading for geometry algorithms (here: line-line intersection)
  18061. // http://geomalgorithms.com/a05-_intersect-1.html
  18062. var v_prev_x = inPt.x - inPrev.x,
  18063. v_prev_y = inPt.y - inPrev.y;
  18064. var v_next_x = inNext.x - inPt.x,
  18065. v_next_y = inNext.y - inPt.y;
  18066. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18067. // check for collinear edges
  18068. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18069. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18070. // not collinear
  18071. // length of vectors for normalizing
  18072. var v_prev_len = Math.sqrt( v_prev_lensq );
  18073. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18074. // shift adjacent points by unit vectors to the left
  18075. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18076. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18077. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18078. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18079. // scaling factor for v_prev to intersection point
  18080. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18081. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18082. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18083. // vector from inPt to intersection point
  18084. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18085. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18086. // Don't normalize!, otherwise sharp corners become ugly
  18087. // but prevent crazy spikes
  18088. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18089. if ( v_trans_lensq <= 2 ) {
  18090. return new Vector2( v_trans_x, v_trans_y );
  18091. } else {
  18092. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18093. }
  18094. } else {
  18095. // handle special case of collinear edges
  18096. var direction_eq = false; // assumes: opposite
  18097. if ( v_prev_x > Number.EPSILON ) {
  18098. if ( v_next_x > Number.EPSILON ) {
  18099. direction_eq = true;
  18100. }
  18101. } else {
  18102. if ( v_prev_x < - Number.EPSILON ) {
  18103. if ( v_next_x < - Number.EPSILON ) {
  18104. direction_eq = true;
  18105. }
  18106. } else {
  18107. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18108. direction_eq = true;
  18109. }
  18110. }
  18111. }
  18112. if ( direction_eq ) {
  18113. // console.log("Warning: lines are a straight sequence");
  18114. v_trans_x = - v_prev_y;
  18115. v_trans_y = v_prev_x;
  18116. shrink_by = Math.sqrt( v_prev_lensq );
  18117. } else {
  18118. // console.log("Warning: lines are a straight spike");
  18119. v_trans_x = v_prev_x;
  18120. v_trans_y = v_prev_y;
  18121. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18122. }
  18123. }
  18124. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18125. }
  18126. var contourMovements = [];
  18127. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18128. if ( j === il ) { j = 0; }
  18129. if ( k === il ) { k = 0; }
  18130. // (j)---(i)---(k)
  18131. // console.log('i,j,k', i, j , k)
  18132. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18133. }
  18134. var holesMovements = [],
  18135. oneHoleMovements, verticesMovements = contourMovements.concat();
  18136. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18137. ahole = holes[ h ];
  18138. oneHoleMovements = [];
  18139. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18140. if ( j === il ) { j = 0; }
  18141. if ( k === il ) { k = 0; }
  18142. // (j)---(i)---(k)
  18143. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18144. }
  18145. holesMovements.push( oneHoleMovements );
  18146. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18147. }
  18148. // Loop bevelSegments, 1 for the front, 1 for the back
  18149. for ( b = 0; b < bevelSegments; b ++ ) {
  18150. //for ( b = bevelSegments; b > 0; b -- ) {
  18151. t = b / bevelSegments;
  18152. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18153. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18154. // contract shape
  18155. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18156. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18157. v( vert.x, vert.y, - z );
  18158. }
  18159. // expand holes
  18160. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18161. ahole = holes[ h ];
  18162. oneHoleMovements = holesMovements[ h ];
  18163. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18164. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18165. v( vert.x, vert.y, - z );
  18166. }
  18167. }
  18168. }
  18169. bs = bevelSize + bevelOffset;
  18170. // Back facing vertices
  18171. for ( i = 0; i < vlen; i ++ ) {
  18172. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18173. if ( ! extrudeByPath ) {
  18174. v( vert.x, vert.y, 0 );
  18175. } else {
  18176. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18177. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18178. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18179. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18180. v( position2.x, position2.y, position2.z );
  18181. }
  18182. }
  18183. // Add stepped vertices...
  18184. // Including front facing vertices
  18185. var s;
  18186. for ( s = 1; s <= steps; s ++ ) {
  18187. for ( i = 0; i < vlen; i ++ ) {
  18188. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18189. if ( ! extrudeByPath ) {
  18190. v( vert.x, vert.y, depth / steps * s );
  18191. } else {
  18192. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18193. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18194. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18195. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18196. v( position2.x, position2.y, position2.z );
  18197. }
  18198. }
  18199. }
  18200. // Add bevel segments planes
  18201. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18202. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18203. t = b / bevelSegments;
  18204. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18205. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18206. // contract shape
  18207. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18208. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18209. v( vert.x, vert.y, depth + z );
  18210. }
  18211. // expand holes
  18212. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18213. ahole = holes[ h ];
  18214. oneHoleMovements = holesMovements[ h ];
  18215. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18216. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18217. if ( ! extrudeByPath ) {
  18218. v( vert.x, vert.y, depth + z );
  18219. } else {
  18220. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18221. }
  18222. }
  18223. }
  18224. }
  18225. /* Faces */
  18226. // Top and bottom faces
  18227. buildLidFaces();
  18228. // Sides faces
  18229. buildSideFaces();
  18230. ///// Internal functions
  18231. function buildLidFaces() {
  18232. var start = verticesArray.length / 3;
  18233. if ( bevelEnabled ) {
  18234. var layer = 0; // steps + 1
  18235. var offset = vlen * layer;
  18236. // Bottom faces
  18237. for ( i = 0; i < flen; i ++ ) {
  18238. face = faces[ i ];
  18239. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18240. }
  18241. layer = steps + bevelSegments * 2;
  18242. offset = vlen * layer;
  18243. // Top faces
  18244. for ( i = 0; i < flen; i ++ ) {
  18245. face = faces[ i ];
  18246. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18247. }
  18248. } else {
  18249. // Bottom faces
  18250. for ( i = 0; i < flen; i ++ ) {
  18251. face = faces[ i ];
  18252. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18253. }
  18254. // Top faces
  18255. for ( i = 0; i < flen; i ++ ) {
  18256. face = faces[ i ];
  18257. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18258. }
  18259. }
  18260. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18261. }
  18262. // Create faces for the z-sides of the shape
  18263. function buildSideFaces() {
  18264. var start = verticesArray.length / 3;
  18265. var layeroffset = 0;
  18266. sidewalls( contour, layeroffset );
  18267. layeroffset += contour.length;
  18268. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18269. ahole = holes[ h ];
  18270. sidewalls( ahole, layeroffset );
  18271. //, true
  18272. layeroffset += ahole.length;
  18273. }
  18274. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18275. }
  18276. function sidewalls( contour, layeroffset ) {
  18277. var j, k;
  18278. i = contour.length;
  18279. while ( -- i >= 0 ) {
  18280. j = i;
  18281. k = i - 1;
  18282. if ( k < 0 ) { k = contour.length - 1; }
  18283. //console.log('b', i,j, i-1, k,vertices.length);
  18284. var s = 0,
  18285. sl = steps + bevelSegments * 2;
  18286. for ( s = 0; s < sl; s ++ ) {
  18287. var slen1 = vlen * s;
  18288. var slen2 = vlen * ( s + 1 );
  18289. var a = layeroffset + j + slen1,
  18290. b = layeroffset + k + slen1,
  18291. c = layeroffset + k + slen2,
  18292. d = layeroffset + j + slen2;
  18293. f4( a, b, c, d );
  18294. }
  18295. }
  18296. }
  18297. function v( x, y, z ) {
  18298. placeholder.push( x );
  18299. placeholder.push( y );
  18300. placeholder.push( z );
  18301. }
  18302. function f3( a, b, c ) {
  18303. addVertex( a );
  18304. addVertex( b );
  18305. addVertex( c );
  18306. var nextIndex = verticesArray.length / 3;
  18307. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18308. addUV( uvs[ 0 ] );
  18309. addUV( uvs[ 1 ] );
  18310. addUV( uvs[ 2 ] );
  18311. }
  18312. function f4( a, b, c, d ) {
  18313. addVertex( a );
  18314. addVertex( b );
  18315. addVertex( d );
  18316. addVertex( b );
  18317. addVertex( c );
  18318. addVertex( d );
  18319. var nextIndex = verticesArray.length / 3;
  18320. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18321. addUV( uvs[ 0 ] );
  18322. addUV( uvs[ 1 ] );
  18323. addUV( uvs[ 3 ] );
  18324. addUV( uvs[ 1 ] );
  18325. addUV( uvs[ 2 ] );
  18326. addUV( uvs[ 3 ] );
  18327. }
  18328. function addVertex( index ) {
  18329. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18330. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18331. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18332. }
  18333. function addUV( vector2 ) {
  18334. uvArray.push( vector2.x );
  18335. uvArray.push( vector2.y );
  18336. }
  18337. }
  18338. }
  18339. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18340. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18341. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18342. var data = BufferGeometry.prototype.toJSON.call( this );
  18343. var shapes = this.parameters.shapes;
  18344. var options = this.parameters.options;
  18345. return toJSON( shapes, options, data );
  18346. };
  18347. //
  18348. var WorldUVGenerator = {
  18349. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18350. var a_x = vertices[ indexA * 3 ];
  18351. var a_y = vertices[ indexA * 3 + 1 ];
  18352. var b_x = vertices[ indexB * 3 ];
  18353. var b_y = vertices[ indexB * 3 + 1 ];
  18354. var c_x = vertices[ indexC * 3 ];
  18355. var c_y = vertices[ indexC * 3 + 1 ];
  18356. return [
  18357. new Vector2( a_x, a_y ),
  18358. new Vector2( b_x, b_y ),
  18359. new Vector2( c_x, c_y )
  18360. ];
  18361. },
  18362. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18363. var a_x = vertices[ indexA * 3 ];
  18364. var a_y = vertices[ indexA * 3 + 1 ];
  18365. var a_z = vertices[ indexA * 3 + 2 ];
  18366. var b_x = vertices[ indexB * 3 ];
  18367. var b_y = vertices[ indexB * 3 + 1 ];
  18368. var b_z = vertices[ indexB * 3 + 2 ];
  18369. var c_x = vertices[ indexC * 3 ];
  18370. var c_y = vertices[ indexC * 3 + 1 ];
  18371. var c_z = vertices[ indexC * 3 + 2 ];
  18372. var d_x = vertices[ indexD * 3 ];
  18373. var d_y = vertices[ indexD * 3 + 1 ];
  18374. var d_z = vertices[ indexD * 3 + 2 ];
  18375. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18376. return [
  18377. new Vector2( a_x, 1 - a_z ),
  18378. new Vector2( b_x, 1 - b_z ),
  18379. new Vector2( c_x, 1 - c_z ),
  18380. new Vector2( d_x, 1 - d_z )
  18381. ];
  18382. } else {
  18383. return [
  18384. new Vector2( a_y, 1 - a_z ),
  18385. new Vector2( b_y, 1 - b_z ),
  18386. new Vector2( c_y, 1 - c_z ),
  18387. new Vector2( d_y, 1 - d_z )
  18388. ];
  18389. }
  18390. }
  18391. };
  18392. function toJSON( shapes, options, data ) {
  18393. //
  18394. data.shapes = [];
  18395. if ( Array.isArray( shapes ) ) {
  18396. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18397. var shape = shapes[ i ];
  18398. data.shapes.push( shape.uuid );
  18399. }
  18400. } else {
  18401. data.shapes.push( shapes.uuid );
  18402. }
  18403. //
  18404. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18405. return data;
  18406. }
  18407. /**
  18408. * @author zz85 / http://www.lab4games.net/zz85/blog
  18409. * @author alteredq / http://alteredqualia.com/
  18410. *
  18411. * Text = 3D Text
  18412. *
  18413. * parameters = {
  18414. * font: <THREE.Font>, // font
  18415. *
  18416. * size: <float>, // size of the text
  18417. * height: <float>, // thickness to extrude text
  18418. * curveSegments: <int>, // number of points on the curves
  18419. *
  18420. * bevelEnabled: <bool>, // turn on bevel
  18421. * bevelThickness: <float>, // how deep into text bevel goes
  18422. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18423. * bevelOffset: <float> // how far from text outline does bevel start
  18424. * }
  18425. */
  18426. // TextGeometry
  18427. function TextGeometry( text, parameters ) {
  18428. Geometry.call( this );
  18429. this.type = 'TextGeometry';
  18430. this.parameters = {
  18431. text: text,
  18432. parameters: parameters
  18433. };
  18434. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18435. this.mergeVertices();
  18436. }
  18437. TextGeometry.prototype = Object.create( Geometry.prototype );
  18438. TextGeometry.prototype.constructor = TextGeometry;
  18439. // TextBufferGeometry
  18440. function TextBufferGeometry( text, parameters ) {
  18441. parameters = parameters || {};
  18442. var font = parameters.font;
  18443. if ( ! ( font && font.isFont ) ) {
  18444. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18445. return new Geometry();
  18446. }
  18447. var shapes = font.generateShapes( text, parameters.size );
  18448. // translate parameters to ExtrudeGeometry API
  18449. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18450. // defaults
  18451. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18452. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18453. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18454. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18455. this.type = 'TextBufferGeometry';
  18456. }
  18457. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18458. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18459. /**
  18460. * @author mrdoob / http://mrdoob.com/
  18461. * @author benaadams / https://twitter.com/ben_a_adams
  18462. * @author Mugen87 / https://github.com/Mugen87
  18463. */
  18464. // SphereGeometry
  18465. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18466. Geometry.call( this );
  18467. this.type = 'SphereGeometry';
  18468. this.parameters = {
  18469. radius: radius,
  18470. widthSegments: widthSegments,
  18471. heightSegments: heightSegments,
  18472. phiStart: phiStart,
  18473. phiLength: phiLength,
  18474. thetaStart: thetaStart,
  18475. thetaLength: thetaLength
  18476. };
  18477. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18478. this.mergeVertices();
  18479. }
  18480. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18481. SphereGeometry.prototype.constructor = SphereGeometry;
  18482. // SphereBufferGeometry
  18483. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18484. BufferGeometry.call( this );
  18485. this.type = 'SphereBufferGeometry';
  18486. this.parameters = {
  18487. radius: radius,
  18488. widthSegments: widthSegments,
  18489. heightSegments: heightSegments,
  18490. phiStart: phiStart,
  18491. phiLength: phiLength,
  18492. thetaStart: thetaStart,
  18493. thetaLength: thetaLength
  18494. };
  18495. radius = radius || 1;
  18496. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18497. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18498. phiStart = phiStart !== undefined ? phiStart : 0;
  18499. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18500. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18501. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18502. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18503. var ix, iy;
  18504. var index = 0;
  18505. var grid = [];
  18506. var vertex = new Vector3();
  18507. var normal = new Vector3();
  18508. // buffers
  18509. var indices = [];
  18510. var vertices = [];
  18511. var normals = [];
  18512. var uvs = [];
  18513. // generate vertices, normals and uvs
  18514. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18515. var verticesRow = [];
  18516. var v = iy / heightSegments;
  18517. // special case for the poles
  18518. var uOffset = 0;
  18519. if ( iy == 0 && thetaStart == 0 ) {
  18520. uOffset = 0.5 / widthSegments;
  18521. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18522. uOffset = - 0.5 / widthSegments;
  18523. }
  18524. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18525. var u = ix / widthSegments;
  18526. // vertex
  18527. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18528. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18529. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18530. vertices.push( vertex.x, vertex.y, vertex.z );
  18531. // normal
  18532. normal.copy( vertex ).normalize();
  18533. normals.push( normal.x, normal.y, normal.z );
  18534. // uv
  18535. uvs.push( u + uOffset, 1 - v );
  18536. verticesRow.push( index ++ );
  18537. }
  18538. grid.push( verticesRow );
  18539. }
  18540. // indices
  18541. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18542. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18543. var a = grid[ iy ][ ix + 1 ];
  18544. var b = grid[ iy ][ ix ];
  18545. var c = grid[ iy + 1 ][ ix ];
  18546. var d = grid[ iy + 1 ][ ix + 1 ];
  18547. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18548. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18549. }
  18550. }
  18551. // build geometry
  18552. this.setIndex( indices );
  18553. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18554. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18555. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18556. }
  18557. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18558. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18559. /**
  18560. * @author Kaleb Murphy
  18561. * @author Mugen87 / https://github.com/Mugen87
  18562. */
  18563. // RingGeometry
  18564. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18565. Geometry.call( this );
  18566. this.type = 'RingGeometry';
  18567. this.parameters = {
  18568. innerRadius: innerRadius,
  18569. outerRadius: outerRadius,
  18570. thetaSegments: thetaSegments,
  18571. phiSegments: phiSegments,
  18572. thetaStart: thetaStart,
  18573. thetaLength: thetaLength
  18574. };
  18575. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18576. this.mergeVertices();
  18577. }
  18578. RingGeometry.prototype = Object.create( Geometry.prototype );
  18579. RingGeometry.prototype.constructor = RingGeometry;
  18580. // RingBufferGeometry
  18581. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18582. BufferGeometry.call( this );
  18583. this.type = 'RingBufferGeometry';
  18584. this.parameters = {
  18585. innerRadius: innerRadius,
  18586. outerRadius: outerRadius,
  18587. thetaSegments: thetaSegments,
  18588. phiSegments: phiSegments,
  18589. thetaStart: thetaStart,
  18590. thetaLength: thetaLength
  18591. };
  18592. innerRadius = innerRadius || 0.5;
  18593. outerRadius = outerRadius || 1;
  18594. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18595. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18596. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18597. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18598. // buffers
  18599. var indices = [];
  18600. var vertices = [];
  18601. var normals = [];
  18602. var uvs = [];
  18603. // some helper variables
  18604. var segment;
  18605. var radius = innerRadius;
  18606. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18607. var vertex = new Vector3();
  18608. var uv = new Vector2();
  18609. var j, i;
  18610. // generate vertices, normals and uvs
  18611. for ( j = 0; j <= phiSegments; j ++ ) {
  18612. for ( i = 0; i <= thetaSegments; i ++ ) {
  18613. // values are generate from the inside of the ring to the outside
  18614. segment = thetaStart + i / thetaSegments * thetaLength;
  18615. // vertex
  18616. vertex.x = radius * Math.cos( segment );
  18617. vertex.y = radius * Math.sin( segment );
  18618. vertices.push( vertex.x, vertex.y, vertex.z );
  18619. // normal
  18620. normals.push( 0, 0, 1 );
  18621. // uv
  18622. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18623. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18624. uvs.push( uv.x, uv.y );
  18625. }
  18626. // increase the radius for next row of vertices
  18627. radius += radiusStep;
  18628. }
  18629. // indices
  18630. for ( j = 0; j < phiSegments; j ++ ) {
  18631. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18632. for ( i = 0; i < thetaSegments; i ++ ) {
  18633. segment = i + thetaSegmentLevel;
  18634. var a = segment;
  18635. var b = segment + thetaSegments + 1;
  18636. var c = segment + thetaSegments + 2;
  18637. var d = segment + 1;
  18638. // faces
  18639. indices.push( a, b, d );
  18640. indices.push( b, c, d );
  18641. }
  18642. }
  18643. // build geometry
  18644. this.setIndex( indices );
  18645. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18646. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18647. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18648. }
  18649. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18650. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18651. /**
  18652. * @author zz85 / https://github.com/zz85
  18653. * @author bhouston / http://clara.io
  18654. * @author Mugen87 / https://github.com/Mugen87
  18655. */
  18656. // LatheGeometry
  18657. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18658. Geometry.call( this );
  18659. this.type = 'LatheGeometry';
  18660. this.parameters = {
  18661. points: points,
  18662. segments: segments,
  18663. phiStart: phiStart,
  18664. phiLength: phiLength
  18665. };
  18666. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18667. this.mergeVertices();
  18668. }
  18669. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18670. LatheGeometry.prototype.constructor = LatheGeometry;
  18671. // LatheBufferGeometry
  18672. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18673. BufferGeometry.call( this );
  18674. this.type = 'LatheBufferGeometry';
  18675. this.parameters = {
  18676. points: points,
  18677. segments: segments,
  18678. phiStart: phiStart,
  18679. phiLength: phiLength
  18680. };
  18681. segments = Math.floor( segments ) || 12;
  18682. phiStart = phiStart || 0;
  18683. phiLength = phiLength || Math.PI * 2;
  18684. // clamp phiLength so it's in range of [ 0, 2PI ]
  18685. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18686. // buffers
  18687. var indices = [];
  18688. var vertices = [];
  18689. var uvs = [];
  18690. // helper variables
  18691. var base;
  18692. var inverseSegments = 1.0 / segments;
  18693. var vertex = new Vector3();
  18694. var uv = new Vector2();
  18695. var i, j;
  18696. // generate vertices and uvs
  18697. for ( i = 0; i <= segments; i ++ ) {
  18698. var phi = phiStart + i * inverseSegments * phiLength;
  18699. var sin = Math.sin( phi );
  18700. var cos = Math.cos( phi );
  18701. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18702. // vertex
  18703. vertex.x = points[ j ].x * sin;
  18704. vertex.y = points[ j ].y;
  18705. vertex.z = points[ j ].x * cos;
  18706. vertices.push( vertex.x, vertex.y, vertex.z );
  18707. // uv
  18708. uv.x = i / segments;
  18709. uv.y = j / ( points.length - 1 );
  18710. uvs.push( uv.x, uv.y );
  18711. }
  18712. }
  18713. // indices
  18714. for ( i = 0; i < segments; i ++ ) {
  18715. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18716. base = j + i * points.length;
  18717. var a = base;
  18718. var b = base + points.length;
  18719. var c = base + points.length + 1;
  18720. var d = base + 1;
  18721. // faces
  18722. indices.push( a, b, d );
  18723. indices.push( b, c, d );
  18724. }
  18725. }
  18726. // build geometry
  18727. this.setIndex( indices );
  18728. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18729. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18730. // generate normals
  18731. this.computeVertexNormals();
  18732. // if the geometry is closed, we need to average the normals along the seam.
  18733. // because the corresponding vertices are identical (but still have different UVs).
  18734. if ( phiLength === Math.PI * 2 ) {
  18735. var normals = this.attributes.normal.array;
  18736. var n1 = new Vector3();
  18737. var n2 = new Vector3();
  18738. var n = new Vector3();
  18739. // this is the buffer offset for the last line of vertices
  18740. base = segments * points.length * 3;
  18741. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18742. // select the normal of the vertex in the first line
  18743. n1.x = normals[ j + 0 ];
  18744. n1.y = normals[ j + 1 ];
  18745. n1.z = normals[ j + 2 ];
  18746. // select the normal of the vertex in the last line
  18747. n2.x = normals[ base + j + 0 ];
  18748. n2.y = normals[ base + j + 1 ];
  18749. n2.z = normals[ base + j + 2 ];
  18750. // average normals
  18751. n.addVectors( n1, n2 ).normalize();
  18752. // assign the new values to both normals
  18753. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18754. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18755. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18756. }
  18757. }
  18758. }
  18759. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18760. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18761. /**
  18762. * @author jonobr1 / http://jonobr1.com
  18763. * @author Mugen87 / https://github.com/Mugen87
  18764. */
  18765. // ShapeGeometry
  18766. function ShapeGeometry( shapes, curveSegments ) {
  18767. Geometry.call( this );
  18768. this.type = 'ShapeGeometry';
  18769. if ( typeof curveSegments === 'object' ) {
  18770. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18771. curveSegments = curveSegments.curveSegments;
  18772. }
  18773. this.parameters = {
  18774. shapes: shapes,
  18775. curveSegments: curveSegments
  18776. };
  18777. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18778. this.mergeVertices();
  18779. }
  18780. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18781. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18782. ShapeGeometry.prototype.toJSON = function () {
  18783. var data = Geometry.prototype.toJSON.call( this );
  18784. var shapes = this.parameters.shapes;
  18785. return toJSON$1( shapes, data );
  18786. };
  18787. // ShapeBufferGeometry
  18788. function ShapeBufferGeometry( shapes, curveSegments ) {
  18789. BufferGeometry.call( this );
  18790. this.type = 'ShapeBufferGeometry';
  18791. this.parameters = {
  18792. shapes: shapes,
  18793. curveSegments: curveSegments
  18794. };
  18795. curveSegments = curveSegments || 12;
  18796. // buffers
  18797. var indices = [];
  18798. var vertices = [];
  18799. var normals = [];
  18800. var uvs = [];
  18801. // helper variables
  18802. var groupStart = 0;
  18803. var groupCount = 0;
  18804. // allow single and array values for "shapes" parameter
  18805. if ( Array.isArray( shapes ) === false ) {
  18806. addShape( shapes );
  18807. } else {
  18808. for ( var i = 0; i < shapes.length; i ++ ) {
  18809. addShape( shapes[ i ] );
  18810. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18811. groupStart += groupCount;
  18812. groupCount = 0;
  18813. }
  18814. }
  18815. // build geometry
  18816. this.setIndex( indices );
  18817. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18818. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18819. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18820. // helper functions
  18821. function addShape( shape ) {
  18822. var i, l, shapeHole;
  18823. var indexOffset = vertices.length / 3;
  18824. var points = shape.extractPoints( curveSegments );
  18825. var shapeVertices = points.shape;
  18826. var shapeHoles = points.holes;
  18827. // check direction of vertices
  18828. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18829. shapeVertices = shapeVertices.reverse();
  18830. }
  18831. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18832. shapeHole = shapeHoles[ i ];
  18833. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18834. shapeHoles[ i ] = shapeHole.reverse();
  18835. }
  18836. }
  18837. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18838. // join vertices of inner and outer paths to a single array
  18839. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18840. shapeHole = shapeHoles[ i ];
  18841. shapeVertices = shapeVertices.concat( shapeHole );
  18842. }
  18843. // vertices, normals, uvs
  18844. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18845. var vertex = shapeVertices[ i ];
  18846. vertices.push( vertex.x, vertex.y, 0 );
  18847. normals.push( 0, 0, 1 );
  18848. uvs.push( vertex.x, vertex.y ); // world uvs
  18849. }
  18850. // incides
  18851. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18852. var face = faces[ i ];
  18853. var a = face[ 0 ] + indexOffset;
  18854. var b = face[ 1 ] + indexOffset;
  18855. var c = face[ 2 ] + indexOffset;
  18856. indices.push( a, b, c );
  18857. groupCount += 3;
  18858. }
  18859. }
  18860. }
  18861. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18862. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18863. ShapeBufferGeometry.prototype.toJSON = function () {
  18864. var data = BufferGeometry.prototype.toJSON.call( this );
  18865. var shapes = this.parameters.shapes;
  18866. return toJSON$1( shapes, data );
  18867. };
  18868. //
  18869. function toJSON$1( shapes, data ) {
  18870. data.shapes = [];
  18871. if ( Array.isArray( shapes ) ) {
  18872. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18873. var shape = shapes[ i ];
  18874. data.shapes.push( shape.uuid );
  18875. }
  18876. } else {
  18877. data.shapes.push( shapes.uuid );
  18878. }
  18879. return data;
  18880. }
  18881. /**
  18882. * @author WestLangley / http://github.com/WestLangley
  18883. * @author Mugen87 / https://github.com/Mugen87
  18884. */
  18885. function EdgesGeometry( geometry, thresholdAngle ) {
  18886. BufferGeometry.call( this );
  18887. this.type = 'EdgesGeometry';
  18888. this.parameters = {
  18889. thresholdAngle: thresholdAngle
  18890. };
  18891. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18892. // buffer
  18893. var vertices = [];
  18894. // helper variables
  18895. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18896. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18897. var key, keys = [ 'a', 'b', 'c' ];
  18898. // prepare source geometry
  18899. var geometry2;
  18900. if ( geometry.isBufferGeometry ) {
  18901. geometry2 = new Geometry();
  18902. geometry2.fromBufferGeometry( geometry );
  18903. } else {
  18904. geometry2 = geometry.clone();
  18905. }
  18906. geometry2.mergeVertices();
  18907. geometry2.computeFaceNormals();
  18908. var sourceVertices = geometry2.vertices;
  18909. var faces = geometry2.faces;
  18910. // now create a data structure where each entry represents an edge with its adjoining faces
  18911. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18912. var face = faces[ i ];
  18913. for ( var j = 0; j < 3; j ++ ) {
  18914. edge1 = face[ keys[ j ] ];
  18915. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18916. edge[ 0 ] = Math.min( edge1, edge2 );
  18917. edge[ 1 ] = Math.max( edge1, edge2 );
  18918. key = edge[ 0 ] + ',' + edge[ 1 ];
  18919. if ( edges[ key ] === undefined ) {
  18920. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18921. } else {
  18922. edges[ key ].face2 = i;
  18923. }
  18924. }
  18925. }
  18926. // generate vertices
  18927. for ( key in edges ) {
  18928. var e = edges[ key ];
  18929. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18930. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18931. var vertex = sourceVertices[ e.index1 ];
  18932. vertices.push( vertex.x, vertex.y, vertex.z );
  18933. vertex = sourceVertices[ e.index2 ];
  18934. vertices.push( vertex.x, vertex.y, vertex.z );
  18935. }
  18936. }
  18937. // build geometry
  18938. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18939. }
  18940. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18941. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18942. /**
  18943. * @author mrdoob / http://mrdoob.com/
  18944. * @author Mugen87 / https://github.com/Mugen87
  18945. */
  18946. // CylinderGeometry
  18947. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18948. Geometry.call( this );
  18949. this.type = 'CylinderGeometry';
  18950. this.parameters = {
  18951. radiusTop: radiusTop,
  18952. radiusBottom: radiusBottom,
  18953. height: height,
  18954. radialSegments: radialSegments,
  18955. heightSegments: heightSegments,
  18956. openEnded: openEnded,
  18957. thetaStart: thetaStart,
  18958. thetaLength: thetaLength
  18959. };
  18960. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18961. this.mergeVertices();
  18962. }
  18963. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18964. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18965. // CylinderBufferGeometry
  18966. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18967. BufferGeometry.call( this );
  18968. this.type = 'CylinderBufferGeometry';
  18969. this.parameters = {
  18970. radiusTop: radiusTop,
  18971. radiusBottom: radiusBottom,
  18972. height: height,
  18973. radialSegments: radialSegments,
  18974. heightSegments: heightSegments,
  18975. openEnded: openEnded,
  18976. thetaStart: thetaStart,
  18977. thetaLength: thetaLength
  18978. };
  18979. var scope = this;
  18980. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18981. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18982. height = height || 1;
  18983. radialSegments = Math.floor( radialSegments ) || 8;
  18984. heightSegments = Math.floor( heightSegments ) || 1;
  18985. openEnded = openEnded !== undefined ? openEnded : false;
  18986. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18987. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18988. // buffers
  18989. var indices = [];
  18990. var vertices = [];
  18991. var normals = [];
  18992. var uvs = [];
  18993. // helper variables
  18994. var index = 0;
  18995. var indexArray = [];
  18996. var halfHeight = height / 2;
  18997. var groupStart = 0;
  18998. // generate geometry
  18999. generateTorso();
  19000. if ( openEnded === false ) {
  19001. if ( radiusTop > 0 ) { generateCap( true ); }
  19002. if ( radiusBottom > 0 ) { generateCap( false ); }
  19003. }
  19004. // build geometry
  19005. this.setIndex( indices );
  19006. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19007. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19008. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19009. function generateTorso() {
  19010. var x, y;
  19011. var normal = new Vector3();
  19012. var vertex = new Vector3();
  19013. var groupCount = 0;
  19014. // this will be used to calculate the normal
  19015. var slope = ( radiusBottom - radiusTop ) / height;
  19016. // generate vertices, normals and uvs
  19017. for ( y = 0; y <= heightSegments; y ++ ) {
  19018. var indexRow = [];
  19019. var v = y / heightSegments;
  19020. // calculate the radius of the current row
  19021. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19022. for ( x = 0; x <= radialSegments; x ++ ) {
  19023. var u = x / radialSegments;
  19024. var theta = u * thetaLength + thetaStart;
  19025. var sinTheta = Math.sin( theta );
  19026. var cosTheta = Math.cos( theta );
  19027. // vertex
  19028. vertex.x = radius * sinTheta;
  19029. vertex.y = - v * height + halfHeight;
  19030. vertex.z = radius * cosTheta;
  19031. vertices.push( vertex.x, vertex.y, vertex.z );
  19032. // normal
  19033. normal.set( sinTheta, slope, cosTheta ).normalize();
  19034. normals.push( normal.x, normal.y, normal.z );
  19035. // uv
  19036. uvs.push( u, 1 - v );
  19037. // save index of vertex in respective row
  19038. indexRow.push( index ++ );
  19039. }
  19040. // now save vertices of the row in our index array
  19041. indexArray.push( indexRow );
  19042. }
  19043. // generate indices
  19044. for ( x = 0; x < radialSegments; x ++ ) {
  19045. for ( y = 0; y < heightSegments; y ++ ) {
  19046. // we use the index array to access the correct indices
  19047. var a = indexArray[ y ][ x ];
  19048. var b = indexArray[ y + 1 ][ x ];
  19049. var c = indexArray[ y + 1 ][ x + 1 ];
  19050. var d = indexArray[ y ][ x + 1 ];
  19051. // faces
  19052. indices.push( a, b, d );
  19053. indices.push( b, c, d );
  19054. // update group counter
  19055. groupCount += 6;
  19056. }
  19057. }
  19058. // add a group to the geometry. this will ensure multi material support
  19059. scope.addGroup( groupStart, groupCount, 0 );
  19060. // calculate new start value for groups
  19061. groupStart += groupCount;
  19062. }
  19063. function generateCap( top ) {
  19064. var x, centerIndexStart, centerIndexEnd;
  19065. var uv = new Vector2();
  19066. var vertex = new Vector3();
  19067. var groupCount = 0;
  19068. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19069. var sign = ( top === true ) ? 1 : - 1;
  19070. // save the index of the first center vertex
  19071. centerIndexStart = index;
  19072. // first we generate the center vertex data of the cap.
  19073. // because the geometry needs one set of uvs per face,
  19074. // we must generate a center vertex per face/segment
  19075. for ( x = 1; x <= radialSegments; x ++ ) {
  19076. // vertex
  19077. vertices.push( 0, halfHeight * sign, 0 );
  19078. // normal
  19079. normals.push( 0, sign, 0 );
  19080. // uv
  19081. uvs.push( 0.5, 0.5 );
  19082. // increase index
  19083. index ++;
  19084. }
  19085. // save the index of the last center vertex
  19086. centerIndexEnd = index;
  19087. // now we generate the surrounding vertices, normals and uvs
  19088. for ( x = 0; x <= radialSegments; x ++ ) {
  19089. var u = x / radialSegments;
  19090. var theta = u * thetaLength + thetaStart;
  19091. var cosTheta = Math.cos( theta );
  19092. var sinTheta = Math.sin( theta );
  19093. // vertex
  19094. vertex.x = radius * sinTheta;
  19095. vertex.y = halfHeight * sign;
  19096. vertex.z = radius * cosTheta;
  19097. vertices.push( vertex.x, vertex.y, vertex.z );
  19098. // normal
  19099. normals.push( 0, sign, 0 );
  19100. // uv
  19101. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19102. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19103. uvs.push( uv.x, uv.y );
  19104. // increase index
  19105. index ++;
  19106. }
  19107. // generate indices
  19108. for ( x = 0; x < radialSegments; x ++ ) {
  19109. var c = centerIndexStart + x;
  19110. var i = centerIndexEnd + x;
  19111. if ( top === true ) {
  19112. // face top
  19113. indices.push( i, i + 1, c );
  19114. } else {
  19115. // face bottom
  19116. indices.push( i + 1, i, c );
  19117. }
  19118. groupCount += 3;
  19119. }
  19120. // add a group to the geometry. this will ensure multi material support
  19121. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19122. // calculate new start value for groups
  19123. groupStart += groupCount;
  19124. }
  19125. }
  19126. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19127. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19128. /**
  19129. * @author abelnation / http://github.com/abelnation
  19130. */
  19131. // ConeGeometry
  19132. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19133. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19134. this.type = 'ConeGeometry';
  19135. this.parameters = {
  19136. radius: radius,
  19137. height: height,
  19138. radialSegments: radialSegments,
  19139. heightSegments: heightSegments,
  19140. openEnded: openEnded,
  19141. thetaStart: thetaStart,
  19142. thetaLength: thetaLength
  19143. };
  19144. }
  19145. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19146. ConeGeometry.prototype.constructor = ConeGeometry;
  19147. // ConeBufferGeometry
  19148. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19149. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19150. this.type = 'ConeBufferGeometry';
  19151. this.parameters = {
  19152. radius: radius,
  19153. height: height,
  19154. radialSegments: radialSegments,
  19155. heightSegments: heightSegments,
  19156. openEnded: openEnded,
  19157. thetaStart: thetaStart,
  19158. thetaLength: thetaLength
  19159. };
  19160. }
  19161. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19162. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19163. /**
  19164. * @author benaadams / https://twitter.com/ben_a_adams
  19165. * @author Mugen87 / https://github.com/Mugen87
  19166. * @author hughes
  19167. */
  19168. // CircleGeometry
  19169. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19170. Geometry.call( this );
  19171. this.type = 'CircleGeometry';
  19172. this.parameters = {
  19173. radius: radius,
  19174. segments: segments,
  19175. thetaStart: thetaStart,
  19176. thetaLength: thetaLength
  19177. };
  19178. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19179. this.mergeVertices();
  19180. }
  19181. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19182. CircleGeometry.prototype.constructor = CircleGeometry;
  19183. // CircleBufferGeometry
  19184. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19185. BufferGeometry.call( this );
  19186. this.type = 'CircleBufferGeometry';
  19187. this.parameters = {
  19188. radius: radius,
  19189. segments: segments,
  19190. thetaStart: thetaStart,
  19191. thetaLength: thetaLength
  19192. };
  19193. radius = radius || 1;
  19194. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19195. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19196. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19197. // buffers
  19198. var indices = [];
  19199. var vertices = [];
  19200. var normals = [];
  19201. var uvs = [];
  19202. // helper variables
  19203. var i, s;
  19204. var vertex = new Vector3();
  19205. var uv = new Vector2();
  19206. // center point
  19207. vertices.push( 0, 0, 0 );
  19208. normals.push( 0, 0, 1 );
  19209. uvs.push( 0.5, 0.5 );
  19210. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19211. var segment = thetaStart + s / segments * thetaLength;
  19212. // vertex
  19213. vertex.x = radius * Math.cos( segment );
  19214. vertex.y = radius * Math.sin( segment );
  19215. vertices.push( vertex.x, vertex.y, vertex.z );
  19216. // normal
  19217. normals.push( 0, 0, 1 );
  19218. // uvs
  19219. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19220. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19221. uvs.push( uv.x, uv.y );
  19222. }
  19223. // indices
  19224. for ( i = 1; i <= segments; i ++ ) {
  19225. indices.push( i, i + 1, 0 );
  19226. }
  19227. // build geometry
  19228. this.setIndex( indices );
  19229. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19230. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19231. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19232. }
  19233. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19234. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19235. var Geometries = /*#__PURE__*/Object.freeze({
  19236. WireframeGeometry: WireframeGeometry,
  19237. ParametricGeometry: ParametricGeometry,
  19238. ParametricBufferGeometry: ParametricBufferGeometry,
  19239. TetrahedronGeometry: TetrahedronGeometry,
  19240. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19241. OctahedronGeometry: OctahedronGeometry,
  19242. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19243. IcosahedronGeometry: IcosahedronGeometry,
  19244. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19245. DodecahedronGeometry: DodecahedronGeometry,
  19246. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19247. PolyhedronGeometry: PolyhedronGeometry,
  19248. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19249. TubeGeometry: TubeGeometry,
  19250. TubeBufferGeometry: TubeBufferGeometry,
  19251. TorusKnotGeometry: TorusKnotGeometry,
  19252. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19253. TorusGeometry: TorusGeometry,
  19254. TorusBufferGeometry: TorusBufferGeometry,
  19255. TextGeometry: TextGeometry,
  19256. TextBufferGeometry: TextBufferGeometry,
  19257. SphereGeometry: SphereGeometry,
  19258. SphereBufferGeometry: SphereBufferGeometry,
  19259. RingGeometry: RingGeometry,
  19260. RingBufferGeometry: RingBufferGeometry,
  19261. PlaneGeometry: PlaneGeometry,
  19262. PlaneBufferGeometry: PlaneBufferGeometry,
  19263. LatheGeometry: LatheGeometry,
  19264. LatheBufferGeometry: LatheBufferGeometry,
  19265. ShapeGeometry: ShapeGeometry,
  19266. ShapeBufferGeometry: ShapeBufferGeometry,
  19267. ExtrudeGeometry: ExtrudeGeometry,
  19268. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19269. EdgesGeometry: EdgesGeometry,
  19270. ConeGeometry: ConeGeometry,
  19271. ConeBufferGeometry: ConeBufferGeometry,
  19272. CylinderGeometry: CylinderGeometry,
  19273. CylinderBufferGeometry: CylinderBufferGeometry,
  19274. CircleGeometry: CircleGeometry,
  19275. CircleBufferGeometry: CircleBufferGeometry,
  19276. BoxGeometry: BoxGeometry,
  19277. BoxBufferGeometry: BoxBufferGeometry
  19278. });
  19279. /**
  19280. * @author mrdoob / http://mrdoob.com/
  19281. *
  19282. * parameters = {
  19283. * color: <THREE.Color>
  19284. * }
  19285. */
  19286. function ShadowMaterial( parameters ) {
  19287. Material.call( this );
  19288. this.type = 'ShadowMaterial';
  19289. this.color = new Color( 0x000000 );
  19290. this.transparent = true;
  19291. this.setValues( parameters );
  19292. }
  19293. ShadowMaterial.prototype = Object.create( Material.prototype );
  19294. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19295. ShadowMaterial.prototype.isShadowMaterial = true;
  19296. ShadowMaterial.prototype.copy = function ( source ) {
  19297. Material.prototype.copy.call( this, source );
  19298. this.color.copy( source.color );
  19299. return this;
  19300. };
  19301. /**
  19302. * @author mrdoob / http://mrdoob.com/
  19303. */
  19304. function RawShaderMaterial( parameters ) {
  19305. ShaderMaterial.call( this, parameters );
  19306. this.type = 'RawShaderMaterial';
  19307. }
  19308. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19309. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19310. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19311. /**
  19312. * @author WestLangley / http://github.com/WestLangley
  19313. *
  19314. * parameters = {
  19315. * color: <hex>,
  19316. * roughness: <float>,
  19317. * metalness: <float>,
  19318. * opacity: <float>,
  19319. *
  19320. * map: new THREE.Texture( <Image> ),
  19321. *
  19322. * lightMap: new THREE.Texture( <Image> ),
  19323. * lightMapIntensity: <float>
  19324. *
  19325. * aoMap: new THREE.Texture( <Image> ),
  19326. * aoMapIntensity: <float>
  19327. *
  19328. * emissive: <hex>,
  19329. * emissiveIntensity: <float>
  19330. * emissiveMap: new THREE.Texture( <Image> ),
  19331. *
  19332. * bumpMap: new THREE.Texture( <Image> ),
  19333. * bumpScale: <float>,
  19334. *
  19335. * normalMap: new THREE.Texture( <Image> ),
  19336. * normalMapType: THREE.TangentSpaceNormalMap,
  19337. * normalScale: <Vector2>,
  19338. *
  19339. * displacementMap: new THREE.Texture( <Image> ),
  19340. * displacementScale: <float>,
  19341. * displacementBias: <float>,
  19342. *
  19343. * roughnessMap: new THREE.Texture( <Image> ),
  19344. *
  19345. * metalnessMap: new THREE.Texture( <Image> ),
  19346. *
  19347. * alphaMap: new THREE.Texture( <Image> ),
  19348. *
  19349. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19350. * envMapIntensity: <float>
  19351. *
  19352. * refractionRatio: <float>,
  19353. *
  19354. * wireframe: <boolean>,
  19355. * wireframeLinewidth: <float>,
  19356. *
  19357. * skinning: <bool>,
  19358. * morphTargets: <bool>,
  19359. * morphNormals: <bool>
  19360. * }
  19361. */
  19362. function MeshStandardMaterial( parameters ) {
  19363. Material.call( this );
  19364. this.defines = { 'STANDARD': '' };
  19365. this.type = 'MeshStandardMaterial';
  19366. this.color = new Color( 0xffffff ); // diffuse
  19367. this.roughness = 0.5;
  19368. this.metalness = 0.5;
  19369. this.map = null;
  19370. this.lightMap = null;
  19371. this.lightMapIntensity = 1.0;
  19372. this.aoMap = null;
  19373. this.aoMapIntensity = 1.0;
  19374. this.emissive = new Color( 0x000000 );
  19375. this.emissiveIntensity = 1.0;
  19376. this.emissiveMap = null;
  19377. this.bumpMap = null;
  19378. this.bumpScale = 1;
  19379. this.normalMap = null;
  19380. this.normalMapType = TangentSpaceNormalMap;
  19381. this.normalScale = new Vector2( 1, 1 );
  19382. this.displacementMap = null;
  19383. this.displacementScale = 1;
  19384. this.displacementBias = 0;
  19385. this.roughnessMap = null;
  19386. this.metalnessMap = null;
  19387. this.alphaMap = null;
  19388. this.envMap = null;
  19389. this.envMapIntensity = 1.0;
  19390. this.refractionRatio = 0.98;
  19391. this.wireframe = false;
  19392. this.wireframeLinewidth = 1;
  19393. this.wireframeLinecap = 'round';
  19394. this.wireframeLinejoin = 'round';
  19395. this.skinning = false;
  19396. this.morphTargets = false;
  19397. this.morphNormals = false;
  19398. this.setValues( parameters );
  19399. }
  19400. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19401. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19402. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19403. MeshStandardMaterial.prototype.copy = function ( source ) {
  19404. Material.prototype.copy.call( this, source );
  19405. this.defines = { 'STANDARD': '' };
  19406. this.color.copy( source.color );
  19407. this.roughness = source.roughness;
  19408. this.metalness = source.metalness;
  19409. this.map = source.map;
  19410. this.lightMap = source.lightMap;
  19411. this.lightMapIntensity = source.lightMapIntensity;
  19412. this.aoMap = source.aoMap;
  19413. this.aoMapIntensity = source.aoMapIntensity;
  19414. this.emissive.copy( source.emissive );
  19415. this.emissiveMap = source.emissiveMap;
  19416. this.emissiveIntensity = source.emissiveIntensity;
  19417. this.bumpMap = source.bumpMap;
  19418. this.bumpScale = source.bumpScale;
  19419. this.normalMap = source.normalMap;
  19420. this.normalMapType = source.normalMapType;
  19421. this.normalScale.copy( source.normalScale );
  19422. this.displacementMap = source.displacementMap;
  19423. this.displacementScale = source.displacementScale;
  19424. this.displacementBias = source.displacementBias;
  19425. this.roughnessMap = source.roughnessMap;
  19426. this.metalnessMap = source.metalnessMap;
  19427. this.alphaMap = source.alphaMap;
  19428. this.envMap = source.envMap;
  19429. this.envMapIntensity = source.envMapIntensity;
  19430. this.refractionRatio = source.refractionRatio;
  19431. this.wireframe = source.wireframe;
  19432. this.wireframeLinewidth = source.wireframeLinewidth;
  19433. this.wireframeLinecap = source.wireframeLinecap;
  19434. this.wireframeLinejoin = source.wireframeLinejoin;
  19435. this.skinning = source.skinning;
  19436. this.morphTargets = source.morphTargets;
  19437. this.morphNormals = source.morphNormals;
  19438. return this;
  19439. };
  19440. /**
  19441. * @author WestLangley / http://github.com/WestLangley
  19442. *
  19443. * parameters = {
  19444. * reflectivity: <float>
  19445. * clearcoat: <float>
  19446. * clearcoatRoughness: <float>
  19447. *
  19448. * sheen: <Color>
  19449. *
  19450. * clearcoatNormalScale: <Vector2>,
  19451. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19452. * }
  19453. */
  19454. function MeshPhysicalMaterial( parameters ) {
  19455. MeshStandardMaterial.call( this );
  19456. this.defines = {
  19457. 'STANDARD': '',
  19458. 'PHYSICAL': ''
  19459. };
  19460. this.type = 'MeshPhysicalMaterial';
  19461. this.reflectivity = 0.5; // maps to F0 = 0.04
  19462. this.clearcoat = 0.0;
  19463. this.clearcoatRoughness = 0.0;
  19464. this.sheen = null; // null will disable sheen bsdf
  19465. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19466. this.clearcoatNormalMap = null;
  19467. this.transparency = 0.0;
  19468. this.setValues( parameters );
  19469. }
  19470. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19471. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19472. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19473. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19474. MeshStandardMaterial.prototype.copy.call( this, source );
  19475. this.defines = {
  19476. 'STANDARD': '',
  19477. 'PHYSICAL': ''
  19478. };
  19479. this.reflectivity = source.reflectivity;
  19480. this.clearcoat = source.clearcoat;
  19481. this.clearcoatRoughness = source.clearcoatRoughness;
  19482. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19483. else { this.sheen = null; }
  19484. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19485. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19486. this.transparency = source.transparency;
  19487. return this;
  19488. };
  19489. /**
  19490. * @author mrdoob / http://mrdoob.com/
  19491. * @author alteredq / http://alteredqualia.com/
  19492. *
  19493. * parameters = {
  19494. * color: <hex>,
  19495. * specular: <hex>,
  19496. * shininess: <float>,
  19497. * opacity: <float>,
  19498. *
  19499. * map: new THREE.Texture( <Image> ),
  19500. *
  19501. * lightMap: new THREE.Texture( <Image> ),
  19502. * lightMapIntensity: <float>
  19503. *
  19504. * aoMap: new THREE.Texture( <Image> ),
  19505. * aoMapIntensity: <float>
  19506. *
  19507. * emissive: <hex>,
  19508. * emissiveIntensity: <float>
  19509. * emissiveMap: new THREE.Texture( <Image> ),
  19510. *
  19511. * bumpMap: new THREE.Texture( <Image> ),
  19512. * bumpScale: <float>,
  19513. *
  19514. * normalMap: new THREE.Texture( <Image> ),
  19515. * normalMapType: THREE.TangentSpaceNormalMap,
  19516. * normalScale: <Vector2>,
  19517. *
  19518. * displacementMap: new THREE.Texture( <Image> ),
  19519. * displacementScale: <float>,
  19520. * displacementBias: <float>,
  19521. *
  19522. * specularMap: new THREE.Texture( <Image> ),
  19523. *
  19524. * alphaMap: new THREE.Texture( <Image> ),
  19525. *
  19526. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19527. * combine: THREE.Multiply,
  19528. * reflectivity: <float>,
  19529. * refractionRatio: <float>,
  19530. *
  19531. * wireframe: <boolean>,
  19532. * wireframeLinewidth: <float>,
  19533. *
  19534. * skinning: <bool>,
  19535. * morphTargets: <bool>,
  19536. * morphNormals: <bool>
  19537. * }
  19538. */
  19539. function MeshPhongMaterial( parameters ) {
  19540. Material.call( this );
  19541. this.type = 'MeshPhongMaterial';
  19542. this.color = new Color( 0xffffff ); // diffuse
  19543. this.specular = new Color( 0x111111 );
  19544. this.shininess = 30;
  19545. this.map = null;
  19546. this.lightMap = null;
  19547. this.lightMapIntensity = 1.0;
  19548. this.aoMap = null;
  19549. this.aoMapIntensity = 1.0;
  19550. this.emissive = new Color( 0x000000 );
  19551. this.emissiveIntensity = 1.0;
  19552. this.emissiveMap = null;
  19553. this.bumpMap = null;
  19554. this.bumpScale = 1;
  19555. this.normalMap = null;
  19556. this.normalMapType = TangentSpaceNormalMap;
  19557. this.normalScale = new Vector2( 1, 1 );
  19558. this.displacementMap = null;
  19559. this.displacementScale = 1;
  19560. this.displacementBias = 0;
  19561. this.specularMap = null;
  19562. this.alphaMap = null;
  19563. this.envMap = null;
  19564. this.combine = MultiplyOperation;
  19565. this.reflectivity = 1;
  19566. this.refractionRatio = 0.98;
  19567. this.wireframe = false;
  19568. this.wireframeLinewidth = 1;
  19569. this.wireframeLinecap = 'round';
  19570. this.wireframeLinejoin = 'round';
  19571. this.skinning = false;
  19572. this.morphTargets = false;
  19573. this.morphNormals = false;
  19574. this.setValues( parameters );
  19575. }
  19576. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19577. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19578. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19579. MeshPhongMaterial.prototype.copy = function ( source ) {
  19580. Material.prototype.copy.call( this, source );
  19581. this.color.copy( source.color );
  19582. this.specular.copy( source.specular );
  19583. this.shininess = source.shininess;
  19584. this.map = source.map;
  19585. this.lightMap = source.lightMap;
  19586. this.lightMapIntensity = source.lightMapIntensity;
  19587. this.aoMap = source.aoMap;
  19588. this.aoMapIntensity = source.aoMapIntensity;
  19589. this.emissive.copy( source.emissive );
  19590. this.emissiveMap = source.emissiveMap;
  19591. this.emissiveIntensity = source.emissiveIntensity;
  19592. this.bumpMap = source.bumpMap;
  19593. this.bumpScale = source.bumpScale;
  19594. this.normalMap = source.normalMap;
  19595. this.normalMapType = source.normalMapType;
  19596. this.normalScale.copy( source.normalScale );
  19597. this.displacementMap = source.displacementMap;
  19598. this.displacementScale = source.displacementScale;
  19599. this.displacementBias = source.displacementBias;
  19600. this.specularMap = source.specularMap;
  19601. this.alphaMap = source.alphaMap;
  19602. this.envMap = source.envMap;
  19603. this.combine = source.combine;
  19604. this.reflectivity = source.reflectivity;
  19605. this.refractionRatio = source.refractionRatio;
  19606. this.wireframe = source.wireframe;
  19607. this.wireframeLinewidth = source.wireframeLinewidth;
  19608. this.wireframeLinecap = source.wireframeLinecap;
  19609. this.wireframeLinejoin = source.wireframeLinejoin;
  19610. this.skinning = source.skinning;
  19611. this.morphTargets = source.morphTargets;
  19612. this.morphNormals = source.morphNormals;
  19613. return this;
  19614. };
  19615. /**
  19616. * @author takahirox / http://github.com/takahirox
  19617. *
  19618. * parameters = {
  19619. * gradientMap: new THREE.Texture( <Image> )
  19620. * }
  19621. */
  19622. function MeshToonMaterial( parameters ) {
  19623. MeshPhongMaterial.call( this );
  19624. this.defines = { 'TOON': '' };
  19625. this.type = 'MeshToonMaterial';
  19626. this.gradientMap = null;
  19627. this.setValues( parameters );
  19628. }
  19629. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19630. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19631. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19632. MeshToonMaterial.prototype.copy = function ( source ) {
  19633. MeshPhongMaterial.prototype.copy.call( this, source );
  19634. this.gradientMap = source.gradientMap;
  19635. return this;
  19636. };
  19637. /**
  19638. * @author mrdoob / http://mrdoob.com/
  19639. * @author WestLangley / http://github.com/WestLangley
  19640. *
  19641. * parameters = {
  19642. * opacity: <float>,
  19643. *
  19644. * bumpMap: new THREE.Texture( <Image> ),
  19645. * bumpScale: <float>,
  19646. *
  19647. * normalMap: new THREE.Texture( <Image> ),
  19648. * normalMapType: THREE.TangentSpaceNormalMap,
  19649. * normalScale: <Vector2>,
  19650. *
  19651. * displacementMap: new THREE.Texture( <Image> ),
  19652. * displacementScale: <float>,
  19653. * displacementBias: <float>,
  19654. *
  19655. * wireframe: <boolean>,
  19656. * wireframeLinewidth: <float>
  19657. *
  19658. * skinning: <bool>,
  19659. * morphTargets: <bool>,
  19660. * morphNormals: <bool>
  19661. * }
  19662. */
  19663. function MeshNormalMaterial( parameters ) {
  19664. Material.call( this );
  19665. this.type = 'MeshNormalMaterial';
  19666. this.bumpMap = null;
  19667. this.bumpScale = 1;
  19668. this.normalMap = null;
  19669. this.normalMapType = TangentSpaceNormalMap;
  19670. this.normalScale = new Vector2( 1, 1 );
  19671. this.displacementMap = null;
  19672. this.displacementScale = 1;
  19673. this.displacementBias = 0;
  19674. this.wireframe = false;
  19675. this.wireframeLinewidth = 1;
  19676. this.fog = false;
  19677. this.lights = false;
  19678. this.skinning = false;
  19679. this.morphTargets = false;
  19680. this.morphNormals = false;
  19681. this.setValues( parameters );
  19682. }
  19683. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19684. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19685. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19686. MeshNormalMaterial.prototype.copy = function ( source ) {
  19687. Material.prototype.copy.call( this, source );
  19688. this.bumpMap = source.bumpMap;
  19689. this.bumpScale = source.bumpScale;
  19690. this.normalMap = source.normalMap;
  19691. this.normalMapType = source.normalMapType;
  19692. this.normalScale.copy( source.normalScale );
  19693. this.displacementMap = source.displacementMap;
  19694. this.displacementScale = source.displacementScale;
  19695. this.displacementBias = source.displacementBias;
  19696. this.wireframe = source.wireframe;
  19697. this.wireframeLinewidth = source.wireframeLinewidth;
  19698. this.skinning = source.skinning;
  19699. this.morphTargets = source.morphTargets;
  19700. this.morphNormals = source.morphNormals;
  19701. return this;
  19702. };
  19703. /**
  19704. * @author mrdoob / http://mrdoob.com/
  19705. * @author alteredq / http://alteredqualia.com/
  19706. *
  19707. * parameters = {
  19708. * color: <hex>,
  19709. * opacity: <float>,
  19710. *
  19711. * map: new THREE.Texture( <Image> ),
  19712. *
  19713. * lightMap: new THREE.Texture( <Image> ),
  19714. * lightMapIntensity: <float>
  19715. *
  19716. * aoMap: new THREE.Texture( <Image> ),
  19717. * aoMapIntensity: <float>
  19718. *
  19719. * emissive: <hex>,
  19720. * emissiveIntensity: <float>
  19721. * emissiveMap: new THREE.Texture( <Image> ),
  19722. *
  19723. * specularMap: new THREE.Texture( <Image> ),
  19724. *
  19725. * alphaMap: new THREE.Texture( <Image> ),
  19726. *
  19727. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19728. * combine: THREE.Multiply,
  19729. * reflectivity: <float>,
  19730. * refractionRatio: <float>,
  19731. *
  19732. * wireframe: <boolean>,
  19733. * wireframeLinewidth: <float>,
  19734. *
  19735. * skinning: <bool>,
  19736. * morphTargets: <bool>,
  19737. * morphNormals: <bool>
  19738. * }
  19739. */
  19740. function MeshLambertMaterial( parameters ) {
  19741. Material.call( this );
  19742. this.type = 'MeshLambertMaterial';
  19743. this.color = new Color( 0xffffff ); // diffuse
  19744. this.map = null;
  19745. this.lightMap = null;
  19746. this.lightMapIntensity = 1.0;
  19747. this.aoMap = null;
  19748. this.aoMapIntensity = 1.0;
  19749. this.emissive = new Color( 0x000000 );
  19750. this.emissiveIntensity = 1.0;
  19751. this.emissiveMap = null;
  19752. this.specularMap = null;
  19753. this.alphaMap = null;
  19754. this.envMap = null;
  19755. this.combine = MultiplyOperation;
  19756. this.reflectivity = 1;
  19757. this.refractionRatio = 0.98;
  19758. this.wireframe = false;
  19759. this.wireframeLinewidth = 1;
  19760. this.wireframeLinecap = 'round';
  19761. this.wireframeLinejoin = 'round';
  19762. this.skinning = false;
  19763. this.morphTargets = false;
  19764. this.morphNormals = false;
  19765. this.setValues( parameters );
  19766. }
  19767. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19768. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19769. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19770. MeshLambertMaterial.prototype.copy = function ( source ) {
  19771. Material.prototype.copy.call( this, source );
  19772. this.color.copy( source.color );
  19773. this.map = source.map;
  19774. this.lightMap = source.lightMap;
  19775. this.lightMapIntensity = source.lightMapIntensity;
  19776. this.aoMap = source.aoMap;
  19777. this.aoMapIntensity = source.aoMapIntensity;
  19778. this.emissive.copy( source.emissive );
  19779. this.emissiveMap = source.emissiveMap;
  19780. this.emissiveIntensity = source.emissiveIntensity;
  19781. this.specularMap = source.specularMap;
  19782. this.alphaMap = source.alphaMap;
  19783. this.envMap = source.envMap;
  19784. this.combine = source.combine;
  19785. this.reflectivity = source.reflectivity;
  19786. this.refractionRatio = source.refractionRatio;
  19787. this.wireframe = source.wireframe;
  19788. this.wireframeLinewidth = source.wireframeLinewidth;
  19789. this.wireframeLinecap = source.wireframeLinecap;
  19790. this.wireframeLinejoin = source.wireframeLinejoin;
  19791. this.skinning = source.skinning;
  19792. this.morphTargets = source.morphTargets;
  19793. this.morphNormals = source.morphNormals;
  19794. return this;
  19795. };
  19796. /**
  19797. * @author WestLangley / http://github.com/WestLangley
  19798. *
  19799. * parameters = {
  19800. * color: <hex>,
  19801. * opacity: <float>,
  19802. *
  19803. * matcap: new THREE.Texture( <Image> ),
  19804. *
  19805. * map: new THREE.Texture( <Image> ),
  19806. *
  19807. * bumpMap: new THREE.Texture( <Image> ),
  19808. * bumpScale: <float>,
  19809. *
  19810. * normalMap: new THREE.Texture( <Image> ),
  19811. * normalMapType: THREE.TangentSpaceNormalMap,
  19812. * normalScale: <Vector2>,
  19813. *
  19814. * displacementMap: new THREE.Texture( <Image> ),
  19815. * displacementScale: <float>,
  19816. * displacementBias: <float>,
  19817. *
  19818. * alphaMap: new THREE.Texture( <Image> ),
  19819. *
  19820. * skinning: <bool>,
  19821. * morphTargets: <bool>,
  19822. * morphNormals: <bool>
  19823. * }
  19824. */
  19825. function MeshMatcapMaterial( parameters ) {
  19826. Material.call( this );
  19827. this.defines = { 'MATCAP': '' };
  19828. this.type = 'MeshMatcapMaterial';
  19829. this.color = new Color( 0xffffff ); // diffuse
  19830. this.matcap = null;
  19831. this.map = null;
  19832. this.bumpMap = null;
  19833. this.bumpScale = 1;
  19834. this.normalMap = null;
  19835. this.normalMapType = TangentSpaceNormalMap;
  19836. this.normalScale = new Vector2( 1, 1 );
  19837. this.displacementMap = null;
  19838. this.displacementScale = 1;
  19839. this.displacementBias = 0;
  19840. this.alphaMap = null;
  19841. this.skinning = false;
  19842. this.morphTargets = false;
  19843. this.morphNormals = false;
  19844. this.lights = false;
  19845. this.setValues( parameters );
  19846. }
  19847. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19848. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19849. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19850. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19851. Material.prototype.copy.call( this, source );
  19852. this.defines = { 'MATCAP': '' };
  19853. this.color.copy( source.color );
  19854. this.matcap = source.matcap;
  19855. this.map = source.map;
  19856. this.bumpMap = source.bumpMap;
  19857. this.bumpScale = source.bumpScale;
  19858. this.normalMap = source.normalMap;
  19859. this.normalMapType = source.normalMapType;
  19860. this.normalScale.copy( source.normalScale );
  19861. this.displacementMap = source.displacementMap;
  19862. this.displacementScale = source.displacementScale;
  19863. this.displacementBias = source.displacementBias;
  19864. this.alphaMap = source.alphaMap;
  19865. this.skinning = source.skinning;
  19866. this.morphTargets = source.morphTargets;
  19867. this.morphNormals = source.morphNormals;
  19868. return this;
  19869. };
  19870. /**
  19871. * @author alteredq / http://alteredqualia.com/
  19872. *
  19873. * parameters = {
  19874. * color: <hex>,
  19875. * opacity: <float>,
  19876. *
  19877. * linewidth: <float>,
  19878. *
  19879. * scale: <float>,
  19880. * dashSize: <float>,
  19881. * gapSize: <float>
  19882. * }
  19883. */
  19884. function LineDashedMaterial( parameters ) {
  19885. LineBasicMaterial.call( this );
  19886. this.type = 'LineDashedMaterial';
  19887. this.scale = 1;
  19888. this.dashSize = 3;
  19889. this.gapSize = 1;
  19890. this.setValues( parameters );
  19891. }
  19892. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19893. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19894. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19895. LineDashedMaterial.prototype.copy = function ( source ) {
  19896. LineBasicMaterial.prototype.copy.call( this, source );
  19897. this.scale = source.scale;
  19898. this.dashSize = source.dashSize;
  19899. this.gapSize = source.gapSize;
  19900. return this;
  19901. };
  19902. var Materials = /*#__PURE__*/Object.freeze({
  19903. ShadowMaterial: ShadowMaterial,
  19904. SpriteMaterial: SpriteMaterial,
  19905. RawShaderMaterial: RawShaderMaterial,
  19906. ShaderMaterial: ShaderMaterial,
  19907. PointsMaterial: PointsMaterial,
  19908. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19909. MeshStandardMaterial: MeshStandardMaterial,
  19910. MeshPhongMaterial: MeshPhongMaterial,
  19911. MeshToonMaterial: MeshToonMaterial,
  19912. MeshNormalMaterial: MeshNormalMaterial,
  19913. MeshLambertMaterial: MeshLambertMaterial,
  19914. MeshDepthMaterial: MeshDepthMaterial,
  19915. MeshDistanceMaterial: MeshDistanceMaterial,
  19916. MeshBasicMaterial: MeshBasicMaterial,
  19917. MeshMatcapMaterial: MeshMatcapMaterial,
  19918. LineDashedMaterial: LineDashedMaterial,
  19919. LineBasicMaterial: LineBasicMaterial,
  19920. Material: Material
  19921. });
  19922. /**
  19923. * @author tschw
  19924. * @author Ben Houston / http://clara.io/
  19925. * @author David Sarno / http://lighthaus.us/
  19926. */
  19927. var AnimationUtils = {
  19928. // same as Array.prototype.slice, but also works on typed arrays
  19929. arraySlice: function ( array, from, to ) {
  19930. if ( AnimationUtils.isTypedArray( array ) ) {
  19931. // in ios9 array.subarray(from, undefined) will return empty array
  19932. // but array.subarray(from) or array.subarray(from, len) is correct
  19933. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19934. }
  19935. return array.slice( from, to );
  19936. },
  19937. // converts an array to a specific type
  19938. convertArray: function ( array, type, forceClone ) {
  19939. if ( ! array || // let 'undefined' and 'null' pass
  19940. ! forceClone && array.constructor === type ) { return array; }
  19941. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19942. return new type( array ); // create typed array
  19943. }
  19944. return Array.prototype.slice.call( array ); // create Array
  19945. },
  19946. isTypedArray: function ( object ) {
  19947. return ArrayBuffer.isView( object ) &&
  19948. ! ( object instanceof DataView );
  19949. },
  19950. // returns an array by which times and values can be sorted
  19951. getKeyframeOrder: function ( times ) {
  19952. function compareTime( i, j ) {
  19953. return times[ i ] - times[ j ];
  19954. }
  19955. var n = times.length;
  19956. var result = new Array( n );
  19957. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  19958. result.sort( compareTime );
  19959. return result;
  19960. },
  19961. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19962. sortedArray: function ( values, stride, order ) {
  19963. var nValues = values.length;
  19964. var result = new values.constructor( nValues );
  19965. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19966. var srcOffset = order[ i ] * stride;
  19967. for ( var j = 0; j !== stride; ++ j ) {
  19968. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19969. }
  19970. }
  19971. return result;
  19972. },
  19973. // function for parsing AOS keyframe formats
  19974. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19975. var i = 1, key = jsonKeys[ 0 ];
  19976. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19977. key = jsonKeys[ i ++ ];
  19978. }
  19979. if ( key === undefined ) { return; } // no data
  19980. var value = key[ valuePropertyName ];
  19981. if ( value === undefined ) { return; } // no data
  19982. if ( Array.isArray( value ) ) {
  19983. do {
  19984. value = key[ valuePropertyName ];
  19985. if ( value !== undefined ) {
  19986. times.push( key.time );
  19987. values.push.apply( values, value ); // push all elements
  19988. }
  19989. key = jsonKeys[ i ++ ];
  19990. } while ( key !== undefined );
  19991. } else if ( value.toArray !== undefined ) {
  19992. // ...assume THREE.Math-ish
  19993. do {
  19994. value = key[ valuePropertyName ];
  19995. if ( value !== undefined ) {
  19996. times.push( key.time );
  19997. value.toArray( values, values.length );
  19998. }
  19999. key = jsonKeys[ i ++ ];
  20000. } while ( key !== undefined );
  20001. } else {
  20002. // otherwise push as-is
  20003. do {
  20004. value = key[ valuePropertyName ];
  20005. if ( value !== undefined ) {
  20006. times.push( key.time );
  20007. values.push( value );
  20008. }
  20009. key = jsonKeys[ i ++ ];
  20010. } while ( key !== undefined );
  20011. }
  20012. }
  20013. };
  20014. /**
  20015. * Abstract base class of interpolants over parametric samples.
  20016. *
  20017. * The parameter domain is one dimensional, typically the time or a path
  20018. * along a curve defined by the data.
  20019. *
  20020. * The sample values can have any dimensionality and derived classes may
  20021. * apply special interpretations to the data.
  20022. *
  20023. * This class provides the interval seek in a Template Method, deferring
  20024. * the actual interpolation to derived classes.
  20025. *
  20026. * Time complexity is O(1) for linear access crossing at most two points
  20027. * and O(log N) for random access, where N is the number of positions.
  20028. *
  20029. * References:
  20030. *
  20031. * http://www.oodesign.com/template-method-pattern.html
  20032. *
  20033. * @author tschw
  20034. */
  20035. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20036. this.parameterPositions = parameterPositions;
  20037. this._cachedIndex = 0;
  20038. this.resultBuffer = resultBuffer !== undefined ?
  20039. resultBuffer : new sampleValues.constructor( sampleSize );
  20040. this.sampleValues = sampleValues;
  20041. this.valueSize = sampleSize;
  20042. }
  20043. Object.assign( Interpolant.prototype, {
  20044. evaluate: function ( t ) {
  20045. var pp = this.parameterPositions,
  20046. i1 = this._cachedIndex,
  20047. t1 = pp[ i1 ],
  20048. t0 = pp[ i1 - 1 ];
  20049. validate_interval: {
  20050. seek: {
  20051. var right;
  20052. linear_scan: {
  20053. //- See http://jsperf.com/comparison-to-undefined/3
  20054. //- slower code:
  20055. //-
  20056. //- if ( t >= t1 || t1 === undefined ) {
  20057. forward_scan: if ( ! ( t < t1 ) ) {
  20058. for ( var giveUpAt = i1 + 2; ; ) {
  20059. if ( t1 === undefined ) {
  20060. if ( t < t0 ) { break forward_scan; }
  20061. // after end
  20062. i1 = pp.length;
  20063. this._cachedIndex = i1;
  20064. return this.afterEnd_( i1 - 1, t, t0 );
  20065. }
  20066. if ( i1 === giveUpAt ) { break; } // this loop
  20067. t0 = t1;
  20068. t1 = pp[ ++ i1 ];
  20069. if ( t < t1 ) {
  20070. // we have arrived at the sought interval
  20071. break seek;
  20072. }
  20073. }
  20074. // prepare binary search on the right side of the index
  20075. right = pp.length;
  20076. break linear_scan;
  20077. }
  20078. //- slower code:
  20079. //- if ( t < t0 || t0 === undefined ) {
  20080. if ( ! ( t >= t0 ) ) {
  20081. // looping?
  20082. var t1global = pp[ 1 ];
  20083. if ( t < t1global ) {
  20084. i1 = 2; // + 1, using the scan for the details
  20085. t0 = t1global;
  20086. }
  20087. // linear reverse scan
  20088. for ( var giveUpAt = i1 - 2; ; ) {
  20089. if ( t0 === undefined ) {
  20090. // before start
  20091. this._cachedIndex = 0;
  20092. return this.beforeStart_( 0, t, t1 );
  20093. }
  20094. if ( i1 === giveUpAt ) { break; } // this loop
  20095. t1 = t0;
  20096. t0 = pp[ -- i1 - 1 ];
  20097. if ( t >= t0 ) {
  20098. // we have arrived at the sought interval
  20099. break seek;
  20100. }
  20101. }
  20102. // prepare binary search on the left side of the index
  20103. right = i1;
  20104. i1 = 0;
  20105. break linear_scan;
  20106. }
  20107. // the interval is valid
  20108. break validate_interval;
  20109. } // linear scan
  20110. // binary search
  20111. while ( i1 < right ) {
  20112. var mid = ( i1 + right ) >>> 1;
  20113. if ( t < pp[ mid ] ) {
  20114. right = mid;
  20115. } else {
  20116. i1 = mid + 1;
  20117. }
  20118. }
  20119. t1 = pp[ i1 ];
  20120. t0 = pp[ i1 - 1 ];
  20121. // check boundary cases, again
  20122. if ( t0 === undefined ) {
  20123. this._cachedIndex = 0;
  20124. return this.beforeStart_( 0, t, t1 );
  20125. }
  20126. if ( t1 === undefined ) {
  20127. i1 = pp.length;
  20128. this._cachedIndex = i1;
  20129. return this.afterEnd_( i1 - 1, t0, t );
  20130. }
  20131. } // seek
  20132. this._cachedIndex = i1;
  20133. this.intervalChanged_( i1, t0, t1 );
  20134. } // validate_interval
  20135. return this.interpolate_( i1, t0, t, t1 );
  20136. },
  20137. settings: null, // optional, subclass-specific settings structure
  20138. // Note: The indirection allows central control of many interpolants.
  20139. // --- Protected interface
  20140. DefaultSettings_: {},
  20141. getSettings_: function () {
  20142. return this.settings || this.DefaultSettings_;
  20143. },
  20144. copySampleValue_: function ( index ) {
  20145. // copies a sample value to the result buffer
  20146. var result = this.resultBuffer,
  20147. values = this.sampleValues,
  20148. stride = this.valueSize,
  20149. offset = index * stride;
  20150. for ( var i = 0; i !== stride; ++ i ) {
  20151. result[ i ] = values[ offset + i ];
  20152. }
  20153. return result;
  20154. },
  20155. // Template methods for derived classes:
  20156. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20157. throw new Error( 'call to abstract method' );
  20158. // implementations shall return this.resultBuffer
  20159. },
  20160. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20161. // empty
  20162. }
  20163. } );
  20164. //!\ DECLARE ALIAS AFTER assign prototype !
  20165. Object.assign( Interpolant.prototype, {
  20166. //( 0, t, t0 ), returns this.resultBuffer
  20167. beforeStart_: Interpolant.prototype.copySampleValue_,
  20168. //( N-1, tN-1, t ), returns this.resultBuffer
  20169. afterEnd_: Interpolant.prototype.copySampleValue_,
  20170. } );
  20171. /**
  20172. * Fast and simple cubic spline interpolant.
  20173. *
  20174. * It was derived from a Hermitian construction setting the first derivative
  20175. * at each sample position to the linear slope between neighboring positions
  20176. * over their parameter interval.
  20177. *
  20178. * @author tschw
  20179. */
  20180. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20181. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20182. this._weightPrev = - 0;
  20183. this._offsetPrev = - 0;
  20184. this._weightNext = - 0;
  20185. this._offsetNext = - 0;
  20186. }
  20187. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20188. constructor: CubicInterpolant,
  20189. DefaultSettings_: {
  20190. endingStart: ZeroCurvatureEnding,
  20191. endingEnd: ZeroCurvatureEnding
  20192. },
  20193. intervalChanged_: function ( i1, t0, t1 ) {
  20194. var pp = this.parameterPositions,
  20195. iPrev = i1 - 2,
  20196. iNext = i1 + 1,
  20197. tPrev = pp[ iPrev ],
  20198. tNext = pp[ iNext ];
  20199. if ( tPrev === undefined ) {
  20200. switch ( this.getSettings_().endingStart ) {
  20201. case ZeroSlopeEnding:
  20202. // f'(t0) = 0
  20203. iPrev = i1;
  20204. tPrev = 2 * t0 - t1;
  20205. break;
  20206. case WrapAroundEnding:
  20207. // use the other end of the curve
  20208. iPrev = pp.length - 2;
  20209. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20210. break;
  20211. default: // ZeroCurvatureEnding
  20212. // f''(t0) = 0 a.k.a. Natural Spline
  20213. iPrev = i1;
  20214. tPrev = t1;
  20215. }
  20216. }
  20217. if ( tNext === undefined ) {
  20218. switch ( this.getSettings_().endingEnd ) {
  20219. case ZeroSlopeEnding:
  20220. // f'(tN) = 0
  20221. iNext = i1;
  20222. tNext = 2 * t1 - t0;
  20223. break;
  20224. case WrapAroundEnding:
  20225. // use the other end of the curve
  20226. iNext = 1;
  20227. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20228. break;
  20229. default: // ZeroCurvatureEnding
  20230. // f''(tN) = 0, a.k.a. Natural Spline
  20231. iNext = i1 - 1;
  20232. tNext = t0;
  20233. }
  20234. }
  20235. var halfDt = ( t1 - t0 ) * 0.5,
  20236. stride = this.valueSize;
  20237. this._weightPrev = halfDt / ( t0 - tPrev );
  20238. this._weightNext = halfDt / ( tNext - t1 );
  20239. this._offsetPrev = iPrev * stride;
  20240. this._offsetNext = iNext * stride;
  20241. },
  20242. interpolate_: function ( i1, t0, t, t1 ) {
  20243. var result = this.resultBuffer,
  20244. values = this.sampleValues,
  20245. stride = this.valueSize,
  20246. o1 = i1 * stride, o0 = o1 - stride,
  20247. oP = this._offsetPrev, oN = this._offsetNext,
  20248. wP = this._weightPrev, wN = this._weightNext,
  20249. p = ( t - t0 ) / ( t1 - t0 ),
  20250. pp = p * p,
  20251. ppp = pp * p;
  20252. // evaluate polynomials
  20253. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20254. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20255. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20256. var sN = wN * ppp - wN * pp;
  20257. // combine data linearly
  20258. for ( var i = 0; i !== stride; ++ i ) {
  20259. result[ i ] =
  20260. sP * values[ oP + i ] +
  20261. s0 * values[ o0 + i ] +
  20262. s1 * values[ o1 + i ] +
  20263. sN * values[ oN + i ];
  20264. }
  20265. return result;
  20266. }
  20267. } );
  20268. /**
  20269. * @author tschw
  20270. */
  20271. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20272. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20273. }
  20274. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20275. constructor: LinearInterpolant,
  20276. interpolate_: function ( i1, t0, t, t1 ) {
  20277. var result = this.resultBuffer,
  20278. values = this.sampleValues,
  20279. stride = this.valueSize,
  20280. offset1 = i1 * stride,
  20281. offset0 = offset1 - stride,
  20282. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20283. weight0 = 1 - weight1;
  20284. for ( var i = 0; i !== stride; ++ i ) {
  20285. result[ i ] =
  20286. values[ offset0 + i ] * weight0 +
  20287. values[ offset1 + i ] * weight1;
  20288. }
  20289. return result;
  20290. }
  20291. } );
  20292. /**
  20293. *
  20294. * Interpolant that evaluates to the sample value at the position preceeding
  20295. * the parameter.
  20296. *
  20297. * @author tschw
  20298. */
  20299. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20300. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20301. }
  20302. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20303. constructor: DiscreteInterpolant,
  20304. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20305. return this.copySampleValue_( i1 - 1 );
  20306. }
  20307. } );
  20308. /**
  20309. *
  20310. * A timed sequence of keyframes for a specific property.
  20311. *
  20312. *
  20313. * @author Ben Houston / http://clara.io/
  20314. * @author David Sarno / http://lighthaus.us/
  20315. * @author tschw
  20316. */
  20317. function KeyframeTrack( name, times, values, interpolation ) {
  20318. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20319. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20320. this.name = name;
  20321. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20322. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20323. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20324. }
  20325. // Static methods
  20326. Object.assign( KeyframeTrack, {
  20327. // Serialization (in static context, because of constructor invocation
  20328. // and automatic invocation of .toJSON):
  20329. toJSON: function ( track ) {
  20330. var trackType = track.constructor;
  20331. var json;
  20332. // derived classes can define a static toJSON method
  20333. if ( trackType.toJSON !== undefined ) {
  20334. json = trackType.toJSON( track );
  20335. } else {
  20336. // by default, we assume the data can be serialized as-is
  20337. json = {
  20338. 'name': track.name,
  20339. 'times': AnimationUtils.convertArray( track.times, Array ),
  20340. 'values': AnimationUtils.convertArray( track.values, Array )
  20341. };
  20342. var interpolation = track.getInterpolation();
  20343. if ( interpolation !== track.DefaultInterpolation ) {
  20344. json.interpolation = interpolation;
  20345. }
  20346. }
  20347. json.type = track.ValueTypeName; // mandatory
  20348. return json;
  20349. }
  20350. } );
  20351. Object.assign( KeyframeTrack.prototype, {
  20352. constructor: KeyframeTrack,
  20353. TimeBufferType: Float32Array,
  20354. ValueBufferType: Float32Array,
  20355. DefaultInterpolation: InterpolateLinear,
  20356. InterpolantFactoryMethodDiscrete: function ( result ) {
  20357. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20358. },
  20359. InterpolantFactoryMethodLinear: function ( result ) {
  20360. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20361. },
  20362. InterpolantFactoryMethodSmooth: function ( result ) {
  20363. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20364. },
  20365. setInterpolation: function ( interpolation ) {
  20366. var factoryMethod;
  20367. switch ( interpolation ) {
  20368. case InterpolateDiscrete:
  20369. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20370. break;
  20371. case InterpolateLinear:
  20372. factoryMethod = this.InterpolantFactoryMethodLinear;
  20373. break;
  20374. case InterpolateSmooth:
  20375. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20376. break;
  20377. }
  20378. if ( factoryMethod === undefined ) {
  20379. var message = "unsupported interpolation for " +
  20380. this.ValueTypeName + " keyframe track named " + this.name;
  20381. if ( this.createInterpolant === undefined ) {
  20382. // fall back to default, unless the default itself is messed up
  20383. if ( interpolation !== this.DefaultInterpolation ) {
  20384. this.setInterpolation( this.DefaultInterpolation );
  20385. } else {
  20386. throw new Error( message ); // fatal, in this case
  20387. }
  20388. }
  20389. console.warn( 'THREE.KeyframeTrack:', message );
  20390. return this;
  20391. }
  20392. this.createInterpolant = factoryMethod;
  20393. return this;
  20394. },
  20395. getInterpolation: function () {
  20396. switch ( this.createInterpolant ) {
  20397. case this.InterpolantFactoryMethodDiscrete:
  20398. return InterpolateDiscrete;
  20399. case this.InterpolantFactoryMethodLinear:
  20400. return InterpolateLinear;
  20401. case this.InterpolantFactoryMethodSmooth:
  20402. return InterpolateSmooth;
  20403. }
  20404. },
  20405. getValueSize: function () {
  20406. return this.values.length / this.times.length;
  20407. },
  20408. // move all keyframes either forwards or backwards in time
  20409. shift: function ( timeOffset ) {
  20410. if ( timeOffset !== 0.0 ) {
  20411. var times = this.times;
  20412. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20413. times[ i ] += timeOffset;
  20414. }
  20415. }
  20416. return this;
  20417. },
  20418. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20419. scale: function ( timeScale ) {
  20420. if ( timeScale !== 1.0 ) {
  20421. var times = this.times;
  20422. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20423. times[ i ] *= timeScale;
  20424. }
  20425. }
  20426. return this;
  20427. },
  20428. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20429. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20430. trim: function ( startTime, endTime ) {
  20431. var times = this.times,
  20432. nKeys = times.length,
  20433. from = 0,
  20434. to = nKeys - 1;
  20435. while ( from !== nKeys && times[ from ] < startTime ) {
  20436. ++ from;
  20437. }
  20438. while ( to !== - 1 && times[ to ] > endTime ) {
  20439. -- to;
  20440. }
  20441. ++ to; // inclusive -> exclusive bound
  20442. if ( from !== 0 || to !== nKeys ) {
  20443. // empty tracks are forbidden, so keep at least one keyframe
  20444. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20445. var stride = this.getValueSize();
  20446. this.times = AnimationUtils.arraySlice( times, from, to );
  20447. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20448. }
  20449. return this;
  20450. },
  20451. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20452. validate: function () {
  20453. var valid = true;
  20454. var valueSize = this.getValueSize();
  20455. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20456. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20457. valid = false;
  20458. }
  20459. var times = this.times,
  20460. values = this.values,
  20461. nKeys = times.length;
  20462. if ( nKeys === 0 ) {
  20463. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20464. valid = false;
  20465. }
  20466. var prevTime = null;
  20467. for ( var i = 0; i !== nKeys; i ++ ) {
  20468. var currTime = times[ i ];
  20469. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20470. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20471. valid = false;
  20472. break;
  20473. }
  20474. if ( prevTime !== null && prevTime > currTime ) {
  20475. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20476. valid = false;
  20477. break;
  20478. }
  20479. prevTime = currTime;
  20480. }
  20481. if ( values !== undefined ) {
  20482. if ( AnimationUtils.isTypedArray( values ) ) {
  20483. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20484. var value = values[ i ];
  20485. if ( isNaN( value ) ) {
  20486. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20487. valid = false;
  20488. break;
  20489. }
  20490. }
  20491. }
  20492. }
  20493. return valid;
  20494. },
  20495. // removes equivalent sequential keys as common in morph target sequences
  20496. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20497. optimize: function () {
  20498. var times = this.times,
  20499. values = this.values,
  20500. stride = this.getValueSize(),
  20501. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20502. writeIndex = 1,
  20503. lastIndex = times.length - 1;
  20504. for ( var i = 1; i < lastIndex; ++ i ) {
  20505. var keep = false;
  20506. var time = times[ i ];
  20507. var timeNext = times[ i + 1 ];
  20508. // remove adjacent keyframes scheduled at the same time
  20509. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20510. if ( ! smoothInterpolation ) {
  20511. // remove unnecessary keyframes same as their neighbors
  20512. var offset = i * stride,
  20513. offsetP = offset - stride,
  20514. offsetN = offset + stride;
  20515. for ( var j = 0; j !== stride; ++ j ) {
  20516. var value = values[ offset + j ];
  20517. if ( value !== values[ offsetP + j ] ||
  20518. value !== values[ offsetN + j ] ) {
  20519. keep = true;
  20520. break;
  20521. }
  20522. }
  20523. } else {
  20524. keep = true;
  20525. }
  20526. }
  20527. // in-place compaction
  20528. if ( keep ) {
  20529. if ( i !== writeIndex ) {
  20530. times[ writeIndex ] = times[ i ];
  20531. var readOffset = i * stride,
  20532. writeOffset = writeIndex * stride;
  20533. for ( var j = 0; j !== stride; ++ j ) {
  20534. values[ writeOffset + j ] = values[ readOffset + j ];
  20535. }
  20536. }
  20537. ++ writeIndex;
  20538. }
  20539. }
  20540. // flush last keyframe (compaction looks ahead)
  20541. if ( lastIndex > 0 ) {
  20542. times[ writeIndex ] = times[ lastIndex ];
  20543. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20544. values[ writeOffset + j ] = values[ readOffset + j ];
  20545. }
  20546. ++ writeIndex;
  20547. }
  20548. if ( writeIndex !== times.length ) {
  20549. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20550. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20551. }
  20552. return this;
  20553. },
  20554. clone: function () {
  20555. var times = AnimationUtils.arraySlice( this.times, 0 );
  20556. var values = AnimationUtils.arraySlice( this.values, 0 );
  20557. var TypedKeyframeTrack = this.constructor;
  20558. var track = new TypedKeyframeTrack( this.name, times, values );
  20559. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20560. track.createInterpolant = this.createInterpolant;
  20561. return track;
  20562. }
  20563. } );
  20564. /**
  20565. *
  20566. * A Track of Boolean keyframe values.
  20567. *
  20568. *
  20569. * @author Ben Houston / http://clara.io/
  20570. * @author David Sarno / http://lighthaus.us/
  20571. * @author tschw
  20572. */
  20573. function BooleanKeyframeTrack( name, times, values ) {
  20574. KeyframeTrack.call( this, name, times, values );
  20575. }
  20576. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20577. constructor: BooleanKeyframeTrack,
  20578. ValueTypeName: 'bool',
  20579. ValueBufferType: Array,
  20580. DefaultInterpolation: InterpolateDiscrete,
  20581. InterpolantFactoryMethodLinear: undefined,
  20582. InterpolantFactoryMethodSmooth: undefined
  20583. // Note: Actually this track could have a optimized / compressed
  20584. // representation of a single value and a custom interpolant that
  20585. // computes "firstValue ^ isOdd( index )".
  20586. } );
  20587. /**
  20588. *
  20589. * A Track of keyframe values that represent color.
  20590. *
  20591. *
  20592. * @author Ben Houston / http://clara.io/
  20593. * @author David Sarno / http://lighthaus.us/
  20594. * @author tschw
  20595. */
  20596. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20597. KeyframeTrack.call( this, name, times, values, interpolation );
  20598. }
  20599. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20600. constructor: ColorKeyframeTrack,
  20601. ValueTypeName: 'color'
  20602. // ValueBufferType is inherited
  20603. // DefaultInterpolation is inherited
  20604. // Note: Very basic implementation and nothing special yet.
  20605. // However, this is the place for color space parameterization.
  20606. } );
  20607. /**
  20608. *
  20609. * A Track of numeric keyframe values.
  20610. *
  20611. * @author Ben Houston / http://clara.io/
  20612. * @author David Sarno / http://lighthaus.us/
  20613. * @author tschw
  20614. */
  20615. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20616. KeyframeTrack.call( this, name, times, values, interpolation );
  20617. }
  20618. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20619. constructor: NumberKeyframeTrack,
  20620. ValueTypeName: 'number'
  20621. // ValueBufferType is inherited
  20622. // DefaultInterpolation is inherited
  20623. } );
  20624. /**
  20625. * Spherical linear unit quaternion interpolant.
  20626. *
  20627. * @author tschw
  20628. */
  20629. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20630. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20631. }
  20632. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20633. constructor: QuaternionLinearInterpolant,
  20634. interpolate_: function ( i1, t0, t, t1 ) {
  20635. var result = this.resultBuffer,
  20636. values = this.sampleValues,
  20637. stride = this.valueSize,
  20638. offset = i1 * stride,
  20639. alpha = ( t - t0 ) / ( t1 - t0 );
  20640. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20641. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20642. }
  20643. return result;
  20644. }
  20645. } );
  20646. /**
  20647. *
  20648. * A Track of quaternion keyframe values.
  20649. *
  20650. * @author Ben Houston / http://clara.io/
  20651. * @author David Sarno / http://lighthaus.us/
  20652. * @author tschw
  20653. */
  20654. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20655. KeyframeTrack.call( this, name, times, values, interpolation );
  20656. }
  20657. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20658. constructor: QuaternionKeyframeTrack,
  20659. ValueTypeName: 'quaternion',
  20660. // ValueBufferType is inherited
  20661. DefaultInterpolation: InterpolateLinear,
  20662. InterpolantFactoryMethodLinear: function ( result ) {
  20663. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20664. },
  20665. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20666. } );
  20667. /**
  20668. *
  20669. * A Track that interpolates Strings
  20670. *
  20671. *
  20672. * @author Ben Houston / http://clara.io/
  20673. * @author David Sarno / http://lighthaus.us/
  20674. * @author tschw
  20675. */
  20676. function StringKeyframeTrack( name, times, values, interpolation ) {
  20677. KeyframeTrack.call( this, name, times, values, interpolation );
  20678. }
  20679. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20680. constructor: StringKeyframeTrack,
  20681. ValueTypeName: 'string',
  20682. ValueBufferType: Array,
  20683. DefaultInterpolation: InterpolateDiscrete,
  20684. InterpolantFactoryMethodLinear: undefined,
  20685. InterpolantFactoryMethodSmooth: undefined
  20686. } );
  20687. /**
  20688. *
  20689. * A Track of vectored keyframe values.
  20690. *
  20691. *
  20692. * @author Ben Houston / http://clara.io/
  20693. * @author David Sarno / http://lighthaus.us/
  20694. * @author tschw
  20695. */
  20696. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20697. KeyframeTrack.call( this, name, times, values, interpolation );
  20698. }
  20699. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20700. constructor: VectorKeyframeTrack,
  20701. ValueTypeName: 'vector'
  20702. // ValueBufferType is inherited
  20703. // DefaultInterpolation is inherited
  20704. } );
  20705. /**
  20706. *
  20707. * Reusable set of Tracks that represent an animation.
  20708. *
  20709. * @author Ben Houston / http://clara.io/
  20710. * @author David Sarno / http://lighthaus.us/
  20711. */
  20712. function AnimationClip( name, duration, tracks ) {
  20713. this.name = name;
  20714. this.tracks = tracks;
  20715. this.duration = ( duration !== undefined ) ? duration : - 1;
  20716. this.uuid = _Math.generateUUID();
  20717. // this means it should figure out its duration by scanning the tracks
  20718. if ( this.duration < 0 ) {
  20719. this.resetDuration();
  20720. }
  20721. }
  20722. function getTrackTypeForValueTypeName( typeName ) {
  20723. switch ( typeName.toLowerCase() ) {
  20724. case 'scalar':
  20725. case 'double':
  20726. case 'float':
  20727. case 'number':
  20728. case 'integer':
  20729. return NumberKeyframeTrack;
  20730. case 'vector':
  20731. case 'vector2':
  20732. case 'vector3':
  20733. case 'vector4':
  20734. return VectorKeyframeTrack;
  20735. case 'color':
  20736. return ColorKeyframeTrack;
  20737. case 'quaternion':
  20738. return QuaternionKeyframeTrack;
  20739. case 'bool':
  20740. case 'boolean':
  20741. return BooleanKeyframeTrack;
  20742. case 'string':
  20743. return StringKeyframeTrack;
  20744. }
  20745. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20746. }
  20747. function parseKeyframeTrack( json ) {
  20748. if ( json.type === undefined ) {
  20749. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20750. }
  20751. var trackType = getTrackTypeForValueTypeName( json.type );
  20752. if ( json.times === undefined ) {
  20753. var times = [], values = [];
  20754. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20755. json.times = times;
  20756. json.values = values;
  20757. }
  20758. // derived classes can define a static parse method
  20759. if ( trackType.parse !== undefined ) {
  20760. return trackType.parse( json );
  20761. } else {
  20762. // by default, we assume a constructor compatible with the base
  20763. return new trackType( json.name, json.times, json.values, json.interpolation );
  20764. }
  20765. }
  20766. Object.assign( AnimationClip, {
  20767. parse: function ( json ) {
  20768. var tracks = [],
  20769. jsonTracks = json.tracks,
  20770. frameTime = 1.0 / ( json.fps || 1.0 );
  20771. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20772. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20773. }
  20774. return new AnimationClip( json.name, json.duration, tracks );
  20775. },
  20776. toJSON: function ( clip ) {
  20777. var tracks = [],
  20778. clipTracks = clip.tracks;
  20779. var json = {
  20780. 'name': clip.name,
  20781. 'duration': clip.duration,
  20782. 'tracks': tracks,
  20783. 'uuid': clip.uuid
  20784. };
  20785. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20786. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20787. }
  20788. return json;
  20789. },
  20790. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20791. var numMorphTargets = morphTargetSequence.length;
  20792. var tracks = [];
  20793. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20794. var times = [];
  20795. var values = [];
  20796. times.push(
  20797. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20798. i,
  20799. ( i + 1 ) % numMorphTargets );
  20800. values.push( 0, 1, 0 );
  20801. var order = AnimationUtils.getKeyframeOrder( times );
  20802. times = AnimationUtils.sortedArray( times, 1, order );
  20803. values = AnimationUtils.sortedArray( values, 1, order );
  20804. // if there is a key at the first frame, duplicate it as the
  20805. // last frame as well for perfect loop.
  20806. if ( ! noLoop && times[ 0 ] === 0 ) {
  20807. times.push( numMorphTargets );
  20808. values.push( values[ 0 ] );
  20809. }
  20810. tracks.push(
  20811. new NumberKeyframeTrack(
  20812. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20813. times, values
  20814. ).scale( 1.0 / fps ) );
  20815. }
  20816. return new AnimationClip( name, - 1, tracks );
  20817. },
  20818. findByName: function ( objectOrClipArray, name ) {
  20819. var clipArray = objectOrClipArray;
  20820. if ( ! Array.isArray( objectOrClipArray ) ) {
  20821. var o = objectOrClipArray;
  20822. clipArray = o.geometry && o.geometry.animations || o.animations;
  20823. }
  20824. for ( var i = 0; i < clipArray.length; i ++ ) {
  20825. if ( clipArray[ i ].name === name ) {
  20826. return clipArray[ i ];
  20827. }
  20828. }
  20829. return null;
  20830. },
  20831. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20832. var animationToMorphTargets = {};
  20833. // tested with https://regex101.com/ on trick sequences
  20834. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20835. var pattern = /^([\w-]*?)([\d]+)$/;
  20836. // sort morph target names into animation groups based
  20837. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20838. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20839. var morphTarget = morphTargets[ i ];
  20840. var parts = morphTarget.name.match( pattern );
  20841. if ( parts && parts.length > 1 ) {
  20842. var name = parts[ 1 ];
  20843. var animationMorphTargets = animationToMorphTargets[ name ];
  20844. if ( ! animationMorphTargets ) {
  20845. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20846. }
  20847. animationMorphTargets.push( morphTarget );
  20848. }
  20849. }
  20850. var clips = [];
  20851. for ( var name in animationToMorphTargets ) {
  20852. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20853. }
  20854. return clips;
  20855. },
  20856. // parse the animation.hierarchy format
  20857. parseAnimation: function ( animation, bones ) {
  20858. if ( ! animation ) {
  20859. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20860. return null;
  20861. }
  20862. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20863. // only return track if there are actually keys.
  20864. if ( animationKeys.length !== 0 ) {
  20865. var times = [];
  20866. var values = [];
  20867. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20868. // empty keys are filtered out, so check again
  20869. if ( times.length !== 0 ) {
  20870. destTracks.push( new trackType( trackName, times, values ) );
  20871. }
  20872. }
  20873. };
  20874. var tracks = [];
  20875. var clipName = animation.name || 'default';
  20876. // automatic length determination in AnimationClip.
  20877. var duration = animation.length || - 1;
  20878. var fps = animation.fps || 30;
  20879. var hierarchyTracks = animation.hierarchy || [];
  20880. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20881. var animationKeys = hierarchyTracks[ h ].keys;
  20882. // skip empty tracks
  20883. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20884. // process morph targets
  20885. if ( animationKeys[ 0 ].morphTargets ) {
  20886. // figure out all morph targets used in this track
  20887. var morphTargetNames = {};
  20888. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20889. if ( animationKeys[ k ].morphTargets ) {
  20890. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20891. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20892. }
  20893. }
  20894. }
  20895. // create a track for each morph target with all zero
  20896. // morphTargetInfluences except for the keys in which
  20897. // the morphTarget is named.
  20898. for ( var morphTargetName in morphTargetNames ) {
  20899. var times = [];
  20900. var values = [];
  20901. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20902. var animationKey = animationKeys[ k ];
  20903. times.push( animationKey.time );
  20904. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20905. }
  20906. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20907. }
  20908. duration = morphTargetNames.length * ( fps || 1.0 );
  20909. } else {
  20910. // ...assume skeletal animation
  20911. var boneName = '.bones[' + bones[ h ].name + ']';
  20912. addNonemptyTrack(
  20913. VectorKeyframeTrack, boneName + '.position',
  20914. animationKeys, 'pos', tracks );
  20915. addNonemptyTrack(
  20916. QuaternionKeyframeTrack, boneName + '.quaternion',
  20917. animationKeys, 'rot', tracks );
  20918. addNonemptyTrack(
  20919. VectorKeyframeTrack, boneName + '.scale',
  20920. animationKeys, 'scl', tracks );
  20921. }
  20922. }
  20923. if ( tracks.length === 0 ) {
  20924. return null;
  20925. }
  20926. var clip = new AnimationClip( clipName, duration, tracks );
  20927. return clip;
  20928. }
  20929. } );
  20930. Object.assign( AnimationClip.prototype, {
  20931. resetDuration: function () {
  20932. var tracks = this.tracks, duration = 0;
  20933. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20934. var track = this.tracks[ i ];
  20935. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20936. }
  20937. this.duration = duration;
  20938. return this;
  20939. },
  20940. trim: function () {
  20941. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20942. this.tracks[ i ].trim( 0, this.duration );
  20943. }
  20944. return this;
  20945. },
  20946. validate: function () {
  20947. var valid = true;
  20948. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20949. valid = valid && this.tracks[ i ].validate();
  20950. }
  20951. return valid;
  20952. },
  20953. optimize: function () {
  20954. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20955. this.tracks[ i ].optimize();
  20956. }
  20957. return this;
  20958. },
  20959. clone: function () {
  20960. var tracks = [];
  20961. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20962. tracks.push( this.tracks[ i ].clone() );
  20963. }
  20964. return new AnimationClip( this.name, this.duration, tracks );
  20965. }
  20966. } );
  20967. /**
  20968. * @author mrdoob / http://mrdoob.com/
  20969. */
  20970. var Cache = {
  20971. enabled: false,
  20972. files: {},
  20973. add: function ( key, file ) {
  20974. if ( this.enabled === false ) { return; }
  20975. // console.log( 'THREE.Cache', 'Adding key:', key );
  20976. this.files[ key ] = file;
  20977. },
  20978. get: function ( key ) {
  20979. if ( this.enabled === false ) { return; }
  20980. // console.log( 'THREE.Cache', 'Checking key:', key );
  20981. return this.files[ key ];
  20982. },
  20983. remove: function ( key ) {
  20984. delete this.files[ key ];
  20985. },
  20986. clear: function () {
  20987. this.files = {};
  20988. }
  20989. };
  20990. /**
  20991. * @author mrdoob / http://mrdoob.com/
  20992. */
  20993. function LoadingManager( onLoad, onProgress, onError ) {
  20994. var scope = this;
  20995. var isLoading = false;
  20996. var itemsLoaded = 0;
  20997. var itemsTotal = 0;
  20998. var urlModifier = undefined;
  20999. var handlers = [];
  21000. // Refer to #5689 for the reason why we don't set .onStart
  21001. // in the constructor
  21002. this.onStart = undefined;
  21003. this.onLoad = onLoad;
  21004. this.onProgress = onProgress;
  21005. this.onError = onError;
  21006. this.itemStart = function ( url ) {
  21007. itemsTotal ++;
  21008. if ( isLoading === false ) {
  21009. if ( scope.onStart !== undefined ) {
  21010. scope.onStart( url, itemsLoaded, itemsTotal );
  21011. }
  21012. }
  21013. isLoading = true;
  21014. };
  21015. this.itemEnd = function ( url ) {
  21016. itemsLoaded ++;
  21017. if ( scope.onProgress !== undefined ) {
  21018. scope.onProgress( url, itemsLoaded, itemsTotal );
  21019. }
  21020. if ( itemsLoaded === itemsTotal ) {
  21021. isLoading = false;
  21022. if ( scope.onLoad !== undefined ) {
  21023. scope.onLoad();
  21024. }
  21025. }
  21026. };
  21027. this.itemError = function ( url ) {
  21028. if ( scope.onError !== undefined ) {
  21029. scope.onError( url );
  21030. }
  21031. };
  21032. this.resolveURL = function ( url ) {
  21033. if ( urlModifier ) {
  21034. return urlModifier( url );
  21035. }
  21036. return url;
  21037. };
  21038. this.setURLModifier = function ( transform ) {
  21039. urlModifier = transform;
  21040. return this;
  21041. };
  21042. this.addHandler = function ( regex, loader ) {
  21043. handlers.push( regex, loader );
  21044. return this;
  21045. };
  21046. this.removeHandler = function ( regex ) {
  21047. var index = handlers.indexOf( regex );
  21048. if ( index !== - 1 ) {
  21049. handlers.splice( index, 2 );
  21050. }
  21051. return this;
  21052. };
  21053. this.getHandler = function ( file ) {
  21054. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21055. var regex = handlers[ i ];
  21056. var loader = handlers[ i + 1 ];
  21057. if ( regex.test( file ) ) {
  21058. return loader;
  21059. }
  21060. }
  21061. return null;
  21062. };
  21063. }
  21064. var DefaultLoadingManager = new LoadingManager();
  21065. /**
  21066. * @author alteredq / http://alteredqualia.com/
  21067. */
  21068. function Loader( manager ) {
  21069. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21070. this.crossOrigin = 'anonymous';
  21071. this.path = '';
  21072. this.resourcePath = '';
  21073. }
  21074. Object.assign( Loader.prototype, {
  21075. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21076. parse: function ( /* data */ ) {},
  21077. setCrossOrigin: function ( crossOrigin ) {
  21078. this.crossOrigin = crossOrigin;
  21079. return this;
  21080. },
  21081. setPath: function ( path ) {
  21082. this.path = path;
  21083. return this;
  21084. },
  21085. setResourcePath: function ( resourcePath ) {
  21086. this.resourcePath = resourcePath;
  21087. return this;
  21088. }
  21089. } );
  21090. /**
  21091. * @author mrdoob / http://mrdoob.com/
  21092. */
  21093. var loading = {};
  21094. function FileLoader( manager ) {
  21095. Loader.call( this, manager );
  21096. }
  21097. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21098. constructor: FileLoader,
  21099. load: function ( url, onLoad, onProgress, onError ) {
  21100. if ( url === undefined ) { url = ''; }
  21101. if ( this.path !== undefined ) { url = this.path + url; }
  21102. url = this.manager.resolveURL( url );
  21103. var scope = this;
  21104. var cached = Cache.get( url );
  21105. if ( cached !== undefined ) {
  21106. scope.manager.itemStart( url );
  21107. setTimeout( function () {
  21108. if ( onLoad ) { onLoad( cached ); }
  21109. scope.manager.itemEnd( url );
  21110. }, 0 );
  21111. return cached;
  21112. }
  21113. // Check if request is duplicate
  21114. if ( loading[ url ] !== undefined ) {
  21115. loading[ url ].push( {
  21116. onLoad: onLoad,
  21117. onProgress: onProgress,
  21118. onError: onError
  21119. } );
  21120. return;
  21121. }
  21122. // Check for data: URI
  21123. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21124. var dataUriRegexResult = url.match( dataUriRegex );
  21125. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21126. if ( dataUriRegexResult ) {
  21127. var mimeType = dataUriRegexResult[ 1 ];
  21128. var isBase64 = !! dataUriRegexResult[ 2 ];
  21129. var data = dataUriRegexResult[ 3 ];
  21130. data = decodeURIComponent( data );
  21131. if ( isBase64 ) { data = atob( data ); }
  21132. try {
  21133. var response;
  21134. var responseType = ( this.responseType || '' ).toLowerCase();
  21135. switch ( responseType ) {
  21136. case 'arraybuffer':
  21137. case 'blob':
  21138. var view = new Uint8Array( data.length );
  21139. for ( var i = 0; i < data.length; i ++ ) {
  21140. view[ i ] = data.charCodeAt( i );
  21141. }
  21142. if ( responseType === 'blob' ) {
  21143. response = new Blob( [ view.buffer ], { type: mimeType } );
  21144. } else {
  21145. response = view.buffer;
  21146. }
  21147. break;
  21148. case 'document':
  21149. var parser = new DOMParser();
  21150. response = parser.parseFromString( data, mimeType );
  21151. break;
  21152. case 'json':
  21153. response = JSON.parse( data );
  21154. break;
  21155. default: // 'text' or other
  21156. response = data;
  21157. break;
  21158. }
  21159. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21160. setTimeout( function () {
  21161. if ( onLoad ) { onLoad( response ); }
  21162. scope.manager.itemEnd( url );
  21163. }, 0 );
  21164. } catch ( error ) {
  21165. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21166. setTimeout( function () {
  21167. if ( onError ) { onError( error ); }
  21168. scope.manager.itemError( url );
  21169. scope.manager.itemEnd( url );
  21170. }, 0 );
  21171. }
  21172. } else {
  21173. // Initialise array for duplicate requests
  21174. loading[ url ] = [];
  21175. loading[ url ].push( {
  21176. onLoad: onLoad,
  21177. onProgress: onProgress,
  21178. onError: onError
  21179. } );
  21180. var request = new XMLHttpRequest();
  21181. request.open( 'GET', url, true );
  21182. request.addEventListener( 'load', function ( event ) {
  21183. var response = this.response;
  21184. Cache.add( url, response );
  21185. var callbacks = loading[ url ];
  21186. delete loading[ url ];
  21187. if ( this.status === 200 || this.status === 0 ) {
  21188. // Some browsers return HTTP Status 0 when using non-http protocol
  21189. // e.g. 'file://' or 'data://'. Handle as success.
  21190. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21191. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21192. var callback = callbacks[ i ];
  21193. if ( callback.onLoad ) { callback.onLoad( response ); }
  21194. }
  21195. scope.manager.itemEnd( url );
  21196. } else {
  21197. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21198. var callback = callbacks[ i ];
  21199. if ( callback.onError ) { callback.onError( event ); }
  21200. }
  21201. scope.manager.itemError( url );
  21202. scope.manager.itemEnd( url );
  21203. }
  21204. }, false );
  21205. request.addEventListener( 'progress', function ( event ) {
  21206. var callbacks = loading[ url ];
  21207. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21208. var callback = callbacks[ i ];
  21209. if ( callback.onProgress ) { callback.onProgress( event ); }
  21210. }
  21211. }, false );
  21212. request.addEventListener( 'error', function ( event ) {
  21213. var callbacks = loading[ url ];
  21214. delete loading[ url ];
  21215. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21216. var callback = callbacks[ i ];
  21217. if ( callback.onError ) { callback.onError( event ); }
  21218. }
  21219. scope.manager.itemError( url );
  21220. scope.manager.itemEnd( url );
  21221. }, false );
  21222. request.addEventListener( 'abort', function ( event ) {
  21223. var callbacks = loading[ url ];
  21224. delete loading[ url ];
  21225. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21226. var callback = callbacks[ i ];
  21227. if ( callback.onError ) { callback.onError( event ); }
  21228. }
  21229. scope.manager.itemError( url );
  21230. scope.manager.itemEnd( url );
  21231. }, false );
  21232. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21233. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21234. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21235. for ( var header in this.requestHeader ) {
  21236. request.setRequestHeader( header, this.requestHeader[ header ] );
  21237. }
  21238. request.send( null );
  21239. }
  21240. scope.manager.itemStart( url );
  21241. return request;
  21242. },
  21243. setResponseType: function ( value ) {
  21244. this.responseType = value;
  21245. return this;
  21246. },
  21247. setWithCredentials: function ( value ) {
  21248. this.withCredentials = value;
  21249. return this;
  21250. },
  21251. setMimeType: function ( value ) {
  21252. this.mimeType = value;
  21253. return this;
  21254. },
  21255. setRequestHeader: function ( value ) {
  21256. this.requestHeader = value;
  21257. return this;
  21258. }
  21259. } );
  21260. /**
  21261. * @author bhouston / http://clara.io/
  21262. */
  21263. function AnimationLoader( manager ) {
  21264. Loader.call( this, manager );
  21265. }
  21266. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21267. constructor: AnimationLoader,
  21268. load: function ( url, onLoad, onProgress, onError ) {
  21269. var scope = this;
  21270. var loader = new FileLoader( scope.manager );
  21271. loader.setPath( scope.path );
  21272. loader.load( url, function ( text ) {
  21273. onLoad( scope.parse( JSON.parse( text ) ) );
  21274. }, onProgress, onError );
  21275. },
  21276. parse: function ( json ) {
  21277. var animations = [];
  21278. for ( var i = 0; i < json.length; i ++ ) {
  21279. var clip = AnimationClip.parse( json[ i ] );
  21280. animations.push( clip );
  21281. }
  21282. return animations;
  21283. }
  21284. } );
  21285. /**
  21286. * @author mrdoob / http://mrdoob.com/
  21287. *
  21288. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21289. *
  21290. * Sub classes have to implement the parse() method which will be used in load().
  21291. */
  21292. function CompressedTextureLoader( manager ) {
  21293. Loader.call( this, manager );
  21294. }
  21295. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21296. constructor: CompressedTextureLoader,
  21297. load: function ( url, onLoad, onProgress, onError ) {
  21298. var scope = this;
  21299. var images = [];
  21300. var texture = new CompressedTexture();
  21301. texture.image = images;
  21302. var loader = new FileLoader( this.manager );
  21303. loader.setPath( this.path );
  21304. loader.setResponseType( 'arraybuffer' );
  21305. function loadTexture( i ) {
  21306. loader.load( url[ i ], function ( buffer ) {
  21307. var texDatas = scope.parse( buffer, true );
  21308. images[ i ] = {
  21309. width: texDatas.width,
  21310. height: texDatas.height,
  21311. format: texDatas.format,
  21312. mipmaps: texDatas.mipmaps
  21313. };
  21314. loaded += 1;
  21315. if ( loaded === 6 ) {
  21316. if ( texDatas.mipmapCount === 1 )
  21317. { texture.minFilter = LinearFilter; }
  21318. texture.format = texDatas.format;
  21319. texture.needsUpdate = true;
  21320. if ( onLoad ) { onLoad( texture ); }
  21321. }
  21322. }, onProgress, onError );
  21323. }
  21324. if ( Array.isArray( url ) ) {
  21325. var loaded = 0;
  21326. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21327. loadTexture( i );
  21328. }
  21329. } else {
  21330. // compressed cubemap texture stored in a single DDS file
  21331. loader.load( url, function ( buffer ) {
  21332. var texDatas = scope.parse( buffer, true );
  21333. if ( texDatas.isCubemap ) {
  21334. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21335. for ( var f = 0; f < faces; f ++ ) {
  21336. images[ f ] = { mipmaps: [] };
  21337. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21338. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21339. images[ f ].format = texDatas.format;
  21340. images[ f ].width = texDatas.width;
  21341. images[ f ].height = texDatas.height;
  21342. }
  21343. }
  21344. } else {
  21345. texture.image.width = texDatas.width;
  21346. texture.image.height = texDatas.height;
  21347. texture.mipmaps = texDatas.mipmaps;
  21348. }
  21349. if ( texDatas.mipmapCount === 1 ) {
  21350. texture.minFilter = LinearFilter;
  21351. }
  21352. texture.format = texDatas.format;
  21353. texture.needsUpdate = true;
  21354. if ( onLoad ) { onLoad( texture ); }
  21355. }, onProgress, onError );
  21356. }
  21357. return texture;
  21358. }
  21359. } );
  21360. /**
  21361. * @author Nikos M. / https://github.com/foo123/
  21362. *
  21363. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21364. *
  21365. * Sub classes have to implement the parse() method which will be used in load().
  21366. */
  21367. function DataTextureLoader( manager ) {
  21368. Loader.call( this, manager );
  21369. }
  21370. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21371. constructor: DataTextureLoader,
  21372. load: function ( url, onLoad, onProgress, onError ) {
  21373. var scope = this;
  21374. var texture = new DataTexture();
  21375. var loader = new FileLoader( this.manager );
  21376. loader.setResponseType( 'arraybuffer' );
  21377. loader.setPath( this.path );
  21378. loader.load( url, function ( buffer ) {
  21379. var texData = scope.parse( buffer );
  21380. if ( ! texData ) { return; }
  21381. if ( texData.image !== undefined ) {
  21382. texture.image = texData.image;
  21383. } else if ( texData.data !== undefined ) {
  21384. texture.image.width = texData.width;
  21385. texture.image.height = texData.height;
  21386. texture.image.data = texData.data;
  21387. }
  21388. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21389. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21390. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21391. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21392. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21393. if ( texData.format !== undefined ) {
  21394. texture.format = texData.format;
  21395. }
  21396. if ( texData.type !== undefined ) {
  21397. texture.type = texData.type;
  21398. }
  21399. if ( texData.mipmaps !== undefined ) {
  21400. texture.mipmaps = texData.mipmaps;
  21401. }
  21402. if ( texData.mipmapCount === 1 ) {
  21403. texture.minFilter = LinearFilter;
  21404. }
  21405. texture.needsUpdate = true;
  21406. if ( onLoad ) { onLoad( texture, texData ); }
  21407. }, onProgress, onError );
  21408. return texture;
  21409. }
  21410. } );
  21411. /**
  21412. * @author mrdoob / http://mrdoob.com/
  21413. */
  21414. function ImageLoader( manager ) {
  21415. Loader.call( this, manager );
  21416. }
  21417. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21418. constructor: ImageLoader,
  21419. load: function ( url, onLoad, onProgress, onError ) {
  21420. if ( this.path !== undefined ) { url = this.path + url; }
  21421. url = this.manager.resolveURL( url );
  21422. var scope = this;
  21423. var cached = Cache.get( url );
  21424. if ( cached !== undefined ) {
  21425. scope.manager.itemStart( url );
  21426. setTimeout( function () {
  21427. if ( onLoad ) { onLoad( cached ); }
  21428. scope.manager.itemEnd( url );
  21429. }, 0 );
  21430. return cached;
  21431. }
  21432. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21433. function onImageLoad() {
  21434. image.removeEventListener( 'load', onImageLoad, false );
  21435. image.removeEventListener( 'error', onImageError, false );
  21436. Cache.add( url, this );
  21437. if ( onLoad ) { onLoad( this ); }
  21438. scope.manager.itemEnd( url );
  21439. }
  21440. function onImageError( event ) {
  21441. image.removeEventListener( 'load', onImageLoad, false );
  21442. image.removeEventListener( 'error', onImageError, false );
  21443. if ( onError ) { onError( event ); }
  21444. scope.manager.itemError( url );
  21445. scope.manager.itemEnd( url );
  21446. }
  21447. image.addEventListener( 'load', onImageLoad, false );
  21448. image.addEventListener( 'error', onImageError, false );
  21449. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21450. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21451. }
  21452. scope.manager.itemStart( url );
  21453. image.src = url;
  21454. return image;
  21455. }
  21456. } );
  21457. /**
  21458. * @author mrdoob / http://mrdoob.com/
  21459. */
  21460. function CubeTextureLoader( manager ) {
  21461. Loader.call( this, manager );
  21462. }
  21463. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21464. constructor: CubeTextureLoader,
  21465. load: function ( urls, onLoad, onProgress, onError ) {
  21466. var texture = new CubeTexture();
  21467. var loader = new ImageLoader( this.manager );
  21468. loader.setCrossOrigin( this.crossOrigin );
  21469. loader.setPath( this.path );
  21470. var loaded = 0;
  21471. function loadTexture( i ) {
  21472. loader.load( urls[ i ], function ( image ) {
  21473. texture.images[ i ] = image;
  21474. loaded ++;
  21475. if ( loaded === 6 ) {
  21476. texture.needsUpdate = true;
  21477. if ( onLoad ) { onLoad( texture ); }
  21478. }
  21479. }, undefined, onError );
  21480. }
  21481. for ( var i = 0; i < urls.length; ++ i ) {
  21482. loadTexture( i );
  21483. }
  21484. return texture;
  21485. }
  21486. } );
  21487. /**
  21488. * @author mrdoob / http://mrdoob.com/
  21489. */
  21490. function TextureLoader( manager ) {
  21491. Loader.call( this, manager );
  21492. }
  21493. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21494. constructor: TextureLoader,
  21495. load: function ( url, onLoad, onProgress, onError ) {
  21496. var texture = new Texture();
  21497. var loader = new ImageLoader( this.manager );
  21498. loader.setCrossOrigin( this.crossOrigin );
  21499. loader.setPath( this.path );
  21500. loader.load( url, function ( image ) {
  21501. texture.image = image;
  21502. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21503. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21504. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21505. texture.needsUpdate = true;
  21506. if ( onLoad !== undefined ) {
  21507. onLoad( texture );
  21508. }
  21509. }, onProgress, onError );
  21510. return texture;
  21511. }
  21512. } );
  21513. /**
  21514. * @author zz85 / http://www.lab4games.net/zz85/blog
  21515. * Extensible curve object
  21516. *
  21517. * Some common of curve methods:
  21518. * .getPoint( t, optionalTarget ), .getTangent( t )
  21519. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21520. * .getPoints(), .getSpacedPoints()
  21521. * .getLength()
  21522. * .updateArcLengths()
  21523. *
  21524. * This following curves inherit from THREE.Curve:
  21525. *
  21526. * -- 2D curves --
  21527. * THREE.ArcCurve
  21528. * THREE.CubicBezierCurve
  21529. * THREE.EllipseCurve
  21530. * THREE.LineCurve
  21531. * THREE.QuadraticBezierCurve
  21532. * THREE.SplineCurve
  21533. *
  21534. * -- 3D curves --
  21535. * THREE.CatmullRomCurve3
  21536. * THREE.CubicBezierCurve3
  21537. * THREE.LineCurve3
  21538. * THREE.QuadraticBezierCurve3
  21539. *
  21540. * A series of curves can be represented as a THREE.CurvePath.
  21541. *
  21542. **/
  21543. /**************************************************************
  21544. * Abstract Curve base class
  21545. **************************************************************/
  21546. function Curve() {
  21547. this.type = 'Curve';
  21548. this.arcLengthDivisions = 200;
  21549. }
  21550. Object.assign( Curve.prototype, {
  21551. // Virtual base class method to overwrite and implement in subclasses
  21552. // - t [0 .. 1]
  21553. getPoint: function ( /* t, optionalTarget */ ) {
  21554. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21555. return null;
  21556. },
  21557. // Get point at relative position in curve according to arc length
  21558. // - u [0 .. 1]
  21559. getPointAt: function ( u, optionalTarget ) {
  21560. var t = this.getUtoTmapping( u );
  21561. return this.getPoint( t, optionalTarget );
  21562. },
  21563. // Get sequence of points using getPoint( t )
  21564. getPoints: function ( divisions ) {
  21565. if ( divisions === undefined ) { divisions = 5; }
  21566. var points = [];
  21567. for ( var d = 0; d <= divisions; d ++ ) {
  21568. points.push( this.getPoint( d / divisions ) );
  21569. }
  21570. return points;
  21571. },
  21572. // Get sequence of points using getPointAt( u )
  21573. getSpacedPoints: function ( divisions ) {
  21574. if ( divisions === undefined ) { divisions = 5; }
  21575. var points = [];
  21576. for ( var d = 0; d <= divisions; d ++ ) {
  21577. points.push( this.getPointAt( d / divisions ) );
  21578. }
  21579. return points;
  21580. },
  21581. // Get total curve arc length
  21582. getLength: function () {
  21583. var lengths = this.getLengths();
  21584. return lengths[ lengths.length - 1 ];
  21585. },
  21586. // Get list of cumulative segment lengths
  21587. getLengths: function ( divisions ) {
  21588. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21589. if ( this.cacheArcLengths &&
  21590. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21591. ! this.needsUpdate ) {
  21592. return this.cacheArcLengths;
  21593. }
  21594. this.needsUpdate = false;
  21595. var cache = [];
  21596. var current, last = this.getPoint( 0 );
  21597. var p, sum = 0;
  21598. cache.push( 0 );
  21599. for ( p = 1; p <= divisions; p ++ ) {
  21600. current = this.getPoint( p / divisions );
  21601. sum += current.distanceTo( last );
  21602. cache.push( sum );
  21603. last = current;
  21604. }
  21605. this.cacheArcLengths = cache;
  21606. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21607. },
  21608. updateArcLengths: function () {
  21609. this.needsUpdate = true;
  21610. this.getLengths();
  21611. },
  21612. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21613. getUtoTmapping: function ( u, distance ) {
  21614. var arcLengths = this.getLengths();
  21615. var i = 0, il = arcLengths.length;
  21616. var targetArcLength; // The targeted u distance value to get
  21617. if ( distance ) {
  21618. targetArcLength = distance;
  21619. } else {
  21620. targetArcLength = u * arcLengths[ il - 1 ];
  21621. }
  21622. // binary search for the index with largest value smaller than target u distance
  21623. var low = 0, high = il - 1, comparison;
  21624. while ( low <= high ) {
  21625. 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
  21626. comparison = arcLengths[ i ] - targetArcLength;
  21627. if ( comparison < 0 ) {
  21628. low = i + 1;
  21629. } else if ( comparison > 0 ) {
  21630. high = i - 1;
  21631. } else {
  21632. high = i;
  21633. break;
  21634. // DONE
  21635. }
  21636. }
  21637. i = high;
  21638. if ( arcLengths[ i ] === targetArcLength ) {
  21639. return i / ( il - 1 );
  21640. }
  21641. // we could get finer grain at lengths, or use simple interpolation between two points
  21642. var lengthBefore = arcLengths[ i ];
  21643. var lengthAfter = arcLengths[ i + 1 ];
  21644. var segmentLength = lengthAfter - lengthBefore;
  21645. // determine where we are between the 'before' and 'after' points
  21646. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21647. // add that fractional amount to t
  21648. var t = ( i + segmentFraction ) / ( il - 1 );
  21649. return t;
  21650. },
  21651. // Returns a unit vector tangent at t
  21652. // In case any sub curve does not implement its tangent derivation,
  21653. // 2 points a small delta apart will be used to find its gradient
  21654. // which seems to give a reasonable approximation
  21655. getTangent: function ( t ) {
  21656. var delta = 0.0001;
  21657. var t1 = t - delta;
  21658. var t2 = t + delta;
  21659. // Capping in case of danger
  21660. if ( t1 < 0 ) { t1 = 0; }
  21661. if ( t2 > 1 ) { t2 = 1; }
  21662. var pt1 = this.getPoint( t1 );
  21663. var pt2 = this.getPoint( t2 );
  21664. var vec = pt2.clone().sub( pt1 );
  21665. return vec.normalize();
  21666. },
  21667. getTangentAt: function ( u ) {
  21668. var t = this.getUtoTmapping( u );
  21669. return this.getTangent( t );
  21670. },
  21671. computeFrenetFrames: function ( segments, closed ) {
  21672. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21673. var normal = new Vector3();
  21674. var tangents = [];
  21675. var normals = [];
  21676. var binormals = [];
  21677. var vec = new Vector3();
  21678. var mat = new Matrix4();
  21679. var i, u, theta;
  21680. // compute the tangent vectors for each segment on the curve
  21681. for ( i = 0; i <= segments; i ++ ) {
  21682. u = i / segments;
  21683. tangents[ i ] = this.getTangentAt( u );
  21684. tangents[ i ].normalize();
  21685. }
  21686. // select an initial normal vector perpendicular to the first tangent vector,
  21687. // and in the direction of the minimum tangent xyz component
  21688. normals[ 0 ] = new Vector3();
  21689. binormals[ 0 ] = new Vector3();
  21690. var min = Number.MAX_VALUE;
  21691. var tx = Math.abs( tangents[ 0 ].x );
  21692. var ty = Math.abs( tangents[ 0 ].y );
  21693. var tz = Math.abs( tangents[ 0 ].z );
  21694. if ( tx <= min ) {
  21695. min = tx;
  21696. normal.set( 1, 0, 0 );
  21697. }
  21698. if ( ty <= min ) {
  21699. min = ty;
  21700. normal.set( 0, 1, 0 );
  21701. }
  21702. if ( tz <= min ) {
  21703. normal.set( 0, 0, 1 );
  21704. }
  21705. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21706. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21707. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21708. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21709. for ( i = 1; i <= segments; i ++ ) {
  21710. normals[ i ] = normals[ i - 1 ].clone();
  21711. binormals[ i ] = binormals[ i - 1 ].clone();
  21712. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21713. if ( vec.length() > Number.EPSILON ) {
  21714. vec.normalize();
  21715. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21716. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21717. }
  21718. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21719. }
  21720. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21721. if ( closed === true ) {
  21722. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21723. theta /= segments;
  21724. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21725. theta = - theta;
  21726. }
  21727. for ( i = 1; i <= segments; i ++ ) {
  21728. // twist a little...
  21729. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21730. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21731. }
  21732. }
  21733. return {
  21734. tangents: tangents,
  21735. normals: normals,
  21736. binormals: binormals
  21737. };
  21738. },
  21739. clone: function () {
  21740. return new this.constructor().copy( this );
  21741. },
  21742. copy: function ( source ) {
  21743. this.arcLengthDivisions = source.arcLengthDivisions;
  21744. return this;
  21745. },
  21746. toJSON: function () {
  21747. var data = {
  21748. metadata: {
  21749. version: 4.5,
  21750. type: 'Curve',
  21751. generator: 'Curve.toJSON'
  21752. }
  21753. };
  21754. data.arcLengthDivisions = this.arcLengthDivisions;
  21755. data.type = this.type;
  21756. return data;
  21757. },
  21758. fromJSON: function ( json ) {
  21759. this.arcLengthDivisions = json.arcLengthDivisions;
  21760. return this;
  21761. }
  21762. } );
  21763. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21764. Curve.call( this );
  21765. this.type = 'EllipseCurve';
  21766. this.aX = aX || 0;
  21767. this.aY = aY || 0;
  21768. this.xRadius = xRadius || 1;
  21769. this.yRadius = yRadius || 1;
  21770. this.aStartAngle = aStartAngle || 0;
  21771. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21772. this.aClockwise = aClockwise || false;
  21773. this.aRotation = aRotation || 0;
  21774. }
  21775. EllipseCurve.prototype = Object.create( Curve.prototype );
  21776. EllipseCurve.prototype.constructor = EllipseCurve;
  21777. EllipseCurve.prototype.isEllipseCurve = true;
  21778. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21779. var point = optionalTarget || new Vector2();
  21780. var twoPi = Math.PI * 2;
  21781. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21782. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21783. // ensures that deltaAngle is 0 .. 2 PI
  21784. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21785. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21786. if ( deltaAngle < Number.EPSILON ) {
  21787. if ( samePoints ) {
  21788. deltaAngle = 0;
  21789. } else {
  21790. deltaAngle = twoPi;
  21791. }
  21792. }
  21793. if ( this.aClockwise === true && ! samePoints ) {
  21794. if ( deltaAngle === twoPi ) {
  21795. deltaAngle = - twoPi;
  21796. } else {
  21797. deltaAngle = deltaAngle - twoPi;
  21798. }
  21799. }
  21800. var angle = this.aStartAngle + t * deltaAngle;
  21801. var x = this.aX + this.xRadius * Math.cos( angle );
  21802. var y = this.aY + this.yRadius * Math.sin( angle );
  21803. if ( this.aRotation !== 0 ) {
  21804. var cos = Math.cos( this.aRotation );
  21805. var sin = Math.sin( this.aRotation );
  21806. var tx = x - this.aX;
  21807. var ty = y - this.aY;
  21808. // Rotate the point about the center of the ellipse.
  21809. x = tx * cos - ty * sin + this.aX;
  21810. y = tx * sin + ty * cos + this.aY;
  21811. }
  21812. return point.set( x, y );
  21813. };
  21814. EllipseCurve.prototype.copy = function ( source ) {
  21815. Curve.prototype.copy.call( this, source );
  21816. this.aX = source.aX;
  21817. this.aY = source.aY;
  21818. this.xRadius = source.xRadius;
  21819. this.yRadius = source.yRadius;
  21820. this.aStartAngle = source.aStartAngle;
  21821. this.aEndAngle = source.aEndAngle;
  21822. this.aClockwise = source.aClockwise;
  21823. this.aRotation = source.aRotation;
  21824. return this;
  21825. };
  21826. EllipseCurve.prototype.toJSON = function () {
  21827. var data = Curve.prototype.toJSON.call( this );
  21828. data.aX = this.aX;
  21829. data.aY = this.aY;
  21830. data.xRadius = this.xRadius;
  21831. data.yRadius = this.yRadius;
  21832. data.aStartAngle = this.aStartAngle;
  21833. data.aEndAngle = this.aEndAngle;
  21834. data.aClockwise = this.aClockwise;
  21835. data.aRotation = this.aRotation;
  21836. return data;
  21837. };
  21838. EllipseCurve.prototype.fromJSON = function ( json ) {
  21839. Curve.prototype.fromJSON.call( this, json );
  21840. this.aX = json.aX;
  21841. this.aY = json.aY;
  21842. this.xRadius = json.xRadius;
  21843. this.yRadius = json.yRadius;
  21844. this.aStartAngle = json.aStartAngle;
  21845. this.aEndAngle = json.aEndAngle;
  21846. this.aClockwise = json.aClockwise;
  21847. this.aRotation = json.aRotation;
  21848. return this;
  21849. };
  21850. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21851. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21852. this.type = 'ArcCurve';
  21853. }
  21854. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21855. ArcCurve.prototype.constructor = ArcCurve;
  21856. ArcCurve.prototype.isArcCurve = true;
  21857. /**
  21858. * @author zz85 https://github.com/zz85
  21859. *
  21860. * Centripetal CatmullRom Curve - which is useful for avoiding
  21861. * cusps and self-intersections in non-uniform catmull rom curves.
  21862. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21863. *
  21864. * curve.type accepts centripetal(default), chordal and catmullrom
  21865. * curve.tension is used for catmullrom which defaults to 0.5
  21866. */
  21867. /*
  21868. Based on an optimized c++ solution in
  21869. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21870. - http://ideone.com/NoEbVM
  21871. This CubicPoly class could be used for reusing some variables and calculations,
  21872. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21873. which can be placed in CurveUtils.
  21874. */
  21875. function CubicPoly() {
  21876. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21877. /*
  21878. * Compute coefficients for a cubic polynomial
  21879. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21880. * such that
  21881. * p(0) = x0, p(1) = x1
  21882. * and
  21883. * p'(0) = t0, p'(1) = t1.
  21884. */
  21885. function init( x0, x1, t0, t1 ) {
  21886. c0 = x0;
  21887. c1 = t0;
  21888. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21889. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21890. }
  21891. return {
  21892. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21893. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21894. },
  21895. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21896. // compute tangents when parameterized in [t1,t2]
  21897. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21898. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21899. // rescale tangents for parametrization in [0,1]
  21900. t1 *= dt1;
  21901. t2 *= dt1;
  21902. init( x1, x2, t1, t2 );
  21903. },
  21904. calc: function ( t ) {
  21905. var t2 = t * t;
  21906. var t3 = t2 * t;
  21907. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21908. }
  21909. };
  21910. }
  21911. //
  21912. var tmp = new Vector3();
  21913. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21914. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21915. Curve.call( this );
  21916. this.type = 'CatmullRomCurve3';
  21917. this.points = points || [];
  21918. this.closed = closed || false;
  21919. this.curveType = curveType || 'centripetal';
  21920. this.tension = tension || 0.5;
  21921. }
  21922. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21923. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21924. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21925. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21926. var point = optionalTarget || new Vector3();
  21927. var points = this.points;
  21928. var l = points.length;
  21929. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21930. var intPoint = Math.floor( p );
  21931. var weight = p - intPoint;
  21932. if ( this.closed ) {
  21933. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21934. } else if ( weight === 0 && intPoint === l - 1 ) {
  21935. intPoint = l - 2;
  21936. weight = 1;
  21937. }
  21938. var p0, p1, p2, p3; // 4 points
  21939. if ( this.closed || intPoint > 0 ) {
  21940. p0 = points[ ( intPoint - 1 ) % l ];
  21941. } else {
  21942. // extrapolate first point
  21943. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21944. p0 = tmp;
  21945. }
  21946. p1 = points[ intPoint % l ];
  21947. p2 = points[ ( intPoint + 1 ) % l ];
  21948. if ( this.closed || intPoint + 2 < l ) {
  21949. p3 = points[ ( intPoint + 2 ) % l ];
  21950. } else {
  21951. // extrapolate last point
  21952. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21953. p3 = tmp;
  21954. }
  21955. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21956. // init Centripetal / Chordal Catmull-Rom
  21957. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21958. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21959. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21960. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21961. // safety check for repeated points
  21962. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  21963. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  21964. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  21965. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21966. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21967. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21968. } else if ( this.curveType === 'catmullrom' ) {
  21969. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21970. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21971. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21972. }
  21973. point.set(
  21974. px.calc( weight ),
  21975. py.calc( weight ),
  21976. pz.calc( weight )
  21977. );
  21978. return point;
  21979. };
  21980. CatmullRomCurve3.prototype.copy = function ( source ) {
  21981. Curve.prototype.copy.call( this, source );
  21982. this.points = [];
  21983. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21984. var point = source.points[ i ];
  21985. this.points.push( point.clone() );
  21986. }
  21987. this.closed = source.closed;
  21988. this.curveType = source.curveType;
  21989. this.tension = source.tension;
  21990. return this;
  21991. };
  21992. CatmullRomCurve3.prototype.toJSON = function () {
  21993. var data = Curve.prototype.toJSON.call( this );
  21994. data.points = [];
  21995. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21996. var point = this.points[ i ];
  21997. data.points.push( point.toArray() );
  21998. }
  21999. data.closed = this.closed;
  22000. data.curveType = this.curveType;
  22001. data.tension = this.tension;
  22002. return data;
  22003. };
  22004. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22005. Curve.prototype.fromJSON.call( this, json );
  22006. this.points = [];
  22007. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22008. var point = json.points[ i ];
  22009. this.points.push( new Vector3().fromArray( point ) );
  22010. }
  22011. this.closed = json.closed;
  22012. this.curveType = json.curveType;
  22013. this.tension = json.tension;
  22014. return this;
  22015. };
  22016. /**
  22017. * @author zz85 / http://www.lab4games.net/zz85/blog
  22018. *
  22019. * Bezier Curves formulas obtained from
  22020. * http://en.wikipedia.org/wiki/Bézier_curve
  22021. */
  22022. function CatmullRom( t, p0, p1, p2, p3 ) {
  22023. var v0 = ( p2 - p0 ) * 0.5;
  22024. var v1 = ( p3 - p1 ) * 0.5;
  22025. var t2 = t * t;
  22026. var t3 = t * t2;
  22027. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22028. }
  22029. //
  22030. function QuadraticBezierP0( t, p ) {
  22031. var k = 1 - t;
  22032. return k * k * p;
  22033. }
  22034. function QuadraticBezierP1( t, p ) {
  22035. return 2 * ( 1 - t ) * t * p;
  22036. }
  22037. function QuadraticBezierP2( t, p ) {
  22038. return t * t * p;
  22039. }
  22040. function QuadraticBezier( t, p0, p1, p2 ) {
  22041. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22042. QuadraticBezierP2( t, p2 );
  22043. }
  22044. //
  22045. function CubicBezierP0( t, p ) {
  22046. var k = 1 - t;
  22047. return k * k * k * p;
  22048. }
  22049. function CubicBezierP1( t, p ) {
  22050. var k = 1 - t;
  22051. return 3 * k * k * t * p;
  22052. }
  22053. function CubicBezierP2( t, p ) {
  22054. return 3 * ( 1 - t ) * t * t * p;
  22055. }
  22056. function CubicBezierP3( t, p ) {
  22057. return t * t * t * p;
  22058. }
  22059. function CubicBezier( t, p0, p1, p2, p3 ) {
  22060. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22061. CubicBezierP3( t, p3 );
  22062. }
  22063. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22064. Curve.call( this );
  22065. this.type = 'CubicBezierCurve';
  22066. this.v0 = v0 || new Vector2();
  22067. this.v1 = v1 || new Vector2();
  22068. this.v2 = v2 || new Vector2();
  22069. this.v3 = v3 || new Vector2();
  22070. }
  22071. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22072. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22073. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22074. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22075. var point = optionalTarget || new Vector2();
  22076. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22077. point.set(
  22078. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22079. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22080. );
  22081. return point;
  22082. };
  22083. CubicBezierCurve.prototype.copy = function ( source ) {
  22084. Curve.prototype.copy.call( this, source );
  22085. this.v0.copy( source.v0 );
  22086. this.v1.copy( source.v1 );
  22087. this.v2.copy( source.v2 );
  22088. this.v3.copy( source.v3 );
  22089. return this;
  22090. };
  22091. CubicBezierCurve.prototype.toJSON = function () {
  22092. var data = Curve.prototype.toJSON.call( this );
  22093. data.v0 = this.v0.toArray();
  22094. data.v1 = this.v1.toArray();
  22095. data.v2 = this.v2.toArray();
  22096. data.v3 = this.v3.toArray();
  22097. return data;
  22098. };
  22099. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22100. Curve.prototype.fromJSON.call( this, json );
  22101. this.v0.fromArray( json.v0 );
  22102. this.v1.fromArray( json.v1 );
  22103. this.v2.fromArray( json.v2 );
  22104. this.v3.fromArray( json.v3 );
  22105. return this;
  22106. };
  22107. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22108. Curve.call( this );
  22109. this.type = 'CubicBezierCurve3';
  22110. this.v0 = v0 || new Vector3();
  22111. this.v1 = v1 || new Vector3();
  22112. this.v2 = v2 || new Vector3();
  22113. this.v3 = v3 || new Vector3();
  22114. }
  22115. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22116. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22117. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22118. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22119. var point = optionalTarget || new Vector3();
  22120. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22121. point.set(
  22122. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22123. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22124. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22125. );
  22126. return point;
  22127. };
  22128. CubicBezierCurve3.prototype.copy = function ( source ) {
  22129. Curve.prototype.copy.call( this, source );
  22130. this.v0.copy( source.v0 );
  22131. this.v1.copy( source.v1 );
  22132. this.v2.copy( source.v2 );
  22133. this.v3.copy( source.v3 );
  22134. return this;
  22135. };
  22136. CubicBezierCurve3.prototype.toJSON = function () {
  22137. var data = Curve.prototype.toJSON.call( this );
  22138. data.v0 = this.v0.toArray();
  22139. data.v1 = this.v1.toArray();
  22140. data.v2 = this.v2.toArray();
  22141. data.v3 = this.v3.toArray();
  22142. return data;
  22143. };
  22144. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22145. Curve.prototype.fromJSON.call( this, json );
  22146. this.v0.fromArray( json.v0 );
  22147. this.v1.fromArray( json.v1 );
  22148. this.v2.fromArray( json.v2 );
  22149. this.v3.fromArray( json.v3 );
  22150. return this;
  22151. };
  22152. function LineCurve( v1, v2 ) {
  22153. Curve.call( this );
  22154. this.type = 'LineCurve';
  22155. this.v1 = v1 || new Vector2();
  22156. this.v2 = v2 || new Vector2();
  22157. }
  22158. LineCurve.prototype = Object.create( Curve.prototype );
  22159. LineCurve.prototype.constructor = LineCurve;
  22160. LineCurve.prototype.isLineCurve = true;
  22161. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22162. var point = optionalTarget || new Vector2();
  22163. if ( t === 1 ) {
  22164. point.copy( this.v2 );
  22165. } else {
  22166. point.copy( this.v2 ).sub( this.v1 );
  22167. point.multiplyScalar( t ).add( this.v1 );
  22168. }
  22169. return point;
  22170. };
  22171. // Line curve is linear, so we can overwrite default getPointAt
  22172. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22173. return this.getPoint( u, optionalTarget );
  22174. };
  22175. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22176. var tangent = this.v2.clone().sub( this.v1 );
  22177. return tangent.normalize();
  22178. };
  22179. LineCurve.prototype.copy = function ( source ) {
  22180. Curve.prototype.copy.call( this, source );
  22181. this.v1.copy( source.v1 );
  22182. this.v2.copy( source.v2 );
  22183. return this;
  22184. };
  22185. LineCurve.prototype.toJSON = function () {
  22186. var data = Curve.prototype.toJSON.call( this );
  22187. data.v1 = this.v1.toArray();
  22188. data.v2 = this.v2.toArray();
  22189. return data;
  22190. };
  22191. LineCurve.prototype.fromJSON = function ( json ) {
  22192. Curve.prototype.fromJSON.call( this, json );
  22193. this.v1.fromArray( json.v1 );
  22194. this.v2.fromArray( json.v2 );
  22195. return this;
  22196. };
  22197. function LineCurve3( v1, v2 ) {
  22198. Curve.call( this );
  22199. this.type = 'LineCurve3';
  22200. this.v1 = v1 || new Vector3();
  22201. this.v2 = v2 || new Vector3();
  22202. }
  22203. LineCurve3.prototype = Object.create( Curve.prototype );
  22204. LineCurve3.prototype.constructor = LineCurve3;
  22205. LineCurve3.prototype.isLineCurve3 = true;
  22206. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22207. var point = optionalTarget || new Vector3();
  22208. if ( t === 1 ) {
  22209. point.copy( this.v2 );
  22210. } else {
  22211. point.copy( this.v2 ).sub( this.v1 );
  22212. point.multiplyScalar( t ).add( this.v1 );
  22213. }
  22214. return point;
  22215. };
  22216. // Line curve is linear, so we can overwrite default getPointAt
  22217. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22218. return this.getPoint( u, optionalTarget );
  22219. };
  22220. LineCurve3.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. LineCurve3.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. LineCurve3.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 QuadraticBezierCurve( v0, v1, v2 ) {
  22239. Curve.call( this );
  22240. this.type = 'QuadraticBezierCurve';
  22241. this.v0 = v0 || new Vector2();
  22242. this.v1 = v1 || new Vector2();
  22243. this.v2 = v2 || new Vector2();
  22244. }
  22245. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22246. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22247. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22248. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22249. var point = optionalTarget || new Vector2();
  22250. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22251. point.set(
  22252. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22253. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22254. );
  22255. return point;
  22256. };
  22257. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22258. Curve.prototype.copy.call( this, source );
  22259. this.v0.copy( source.v0 );
  22260. this.v1.copy( source.v1 );
  22261. this.v2.copy( source.v2 );
  22262. return this;
  22263. };
  22264. QuadraticBezierCurve.prototype.toJSON = function () {
  22265. var data = Curve.prototype.toJSON.call( this );
  22266. data.v0 = this.v0.toArray();
  22267. data.v1 = this.v1.toArray();
  22268. data.v2 = this.v2.toArray();
  22269. return data;
  22270. };
  22271. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22272. Curve.prototype.fromJSON.call( this, json );
  22273. this.v0.fromArray( json.v0 );
  22274. this.v1.fromArray( json.v1 );
  22275. this.v2.fromArray( json.v2 );
  22276. return this;
  22277. };
  22278. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22279. Curve.call( this );
  22280. this.type = 'QuadraticBezierCurve3';
  22281. this.v0 = v0 || new Vector3();
  22282. this.v1 = v1 || new Vector3();
  22283. this.v2 = v2 || new Vector3();
  22284. }
  22285. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22286. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22287. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22288. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22289. var point = optionalTarget || new Vector3();
  22290. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22291. point.set(
  22292. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22293. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22294. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22295. );
  22296. return point;
  22297. };
  22298. QuadraticBezierCurve3.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. QuadraticBezierCurve3.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. QuadraticBezierCurve3.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 SplineCurve( points /* array of Vector2 */ ) {
  22320. Curve.call( this );
  22321. this.type = 'SplineCurve';
  22322. this.points = points || [];
  22323. }
  22324. SplineCurve.prototype = Object.create( Curve.prototype );
  22325. SplineCurve.prototype.constructor = SplineCurve;
  22326. SplineCurve.prototype.isSplineCurve = true;
  22327. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22328. var point = optionalTarget || new Vector2();
  22329. var points = this.points;
  22330. var p = ( points.length - 1 ) * t;
  22331. var intPoint = Math.floor( p );
  22332. var weight = p - intPoint;
  22333. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22334. var p1 = points[ intPoint ];
  22335. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22336. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22337. point.set(
  22338. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22339. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22340. );
  22341. return point;
  22342. };
  22343. SplineCurve.prototype.copy = function ( source ) {
  22344. Curve.prototype.copy.call( this, source );
  22345. this.points = [];
  22346. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22347. var point = source.points[ i ];
  22348. this.points.push( point.clone() );
  22349. }
  22350. return this;
  22351. };
  22352. SplineCurve.prototype.toJSON = function () {
  22353. var data = Curve.prototype.toJSON.call( this );
  22354. data.points = [];
  22355. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22356. var point = this.points[ i ];
  22357. data.points.push( point.toArray() );
  22358. }
  22359. return data;
  22360. };
  22361. SplineCurve.prototype.fromJSON = function ( json ) {
  22362. Curve.prototype.fromJSON.call( this, json );
  22363. this.points = [];
  22364. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22365. var point = json.points[ i ];
  22366. this.points.push( new Vector2().fromArray( point ) );
  22367. }
  22368. return this;
  22369. };
  22370. var Curves = /*#__PURE__*/Object.freeze({
  22371. ArcCurve: ArcCurve,
  22372. CatmullRomCurve3: CatmullRomCurve3,
  22373. CubicBezierCurve: CubicBezierCurve,
  22374. CubicBezierCurve3: CubicBezierCurve3,
  22375. EllipseCurve: EllipseCurve,
  22376. LineCurve: LineCurve,
  22377. LineCurve3: LineCurve3,
  22378. QuadraticBezierCurve: QuadraticBezierCurve,
  22379. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22380. SplineCurve: SplineCurve
  22381. });
  22382. /**
  22383. * @author zz85 / http://www.lab4games.net/zz85/blog
  22384. *
  22385. **/
  22386. /**************************************************************
  22387. * Curved Path - a curve path is simply a array of connected
  22388. * curves, but retains the api of a curve
  22389. **************************************************************/
  22390. function CurvePath() {
  22391. Curve.call( this );
  22392. this.type = 'CurvePath';
  22393. this.curves = [];
  22394. this.autoClose = false; // Automatically closes the path
  22395. }
  22396. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22397. constructor: CurvePath,
  22398. add: function ( curve ) {
  22399. this.curves.push( curve );
  22400. },
  22401. closePath: function () {
  22402. // Add a line curve if start and end of lines are not connected
  22403. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22404. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22405. if ( ! startPoint.equals( endPoint ) ) {
  22406. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22407. }
  22408. },
  22409. // To get accurate point with reference to
  22410. // entire path distance at time t,
  22411. // following has to be done:
  22412. // 1. Length of each sub path have to be known
  22413. // 2. Locate and identify type of curve
  22414. // 3. Get t for the curve
  22415. // 4. Return curve.getPointAt(t')
  22416. getPoint: function ( t ) {
  22417. var d = t * this.getLength();
  22418. var curveLengths = this.getCurveLengths();
  22419. var i = 0;
  22420. // To think about boundaries points.
  22421. while ( i < curveLengths.length ) {
  22422. if ( curveLengths[ i ] >= d ) {
  22423. var diff = curveLengths[ i ] - d;
  22424. var curve = this.curves[ i ];
  22425. var segmentLength = curve.getLength();
  22426. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22427. return curve.getPointAt( u );
  22428. }
  22429. i ++;
  22430. }
  22431. return null;
  22432. // loop where sum != 0, sum > d , sum+1 <d
  22433. },
  22434. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22435. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22436. // getPoint() depends on getLength
  22437. getLength: function () {
  22438. var lens = this.getCurveLengths();
  22439. return lens[ lens.length - 1 ];
  22440. },
  22441. // cacheLengths must be recalculated.
  22442. updateArcLengths: function () {
  22443. this.needsUpdate = true;
  22444. this.cacheLengths = null;
  22445. this.getCurveLengths();
  22446. },
  22447. // Compute lengths and cache them
  22448. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22449. getCurveLengths: function () {
  22450. // We use cache values if curves and cache array are same length
  22451. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22452. return this.cacheLengths;
  22453. }
  22454. // Get length of sub-curve
  22455. // Push sums into cached array
  22456. var lengths = [], sums = 0;
  22457. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22458. sums += this.curves[ i ].getLength();
  22459. lengths.push( sums );
  22460. }
  22461. this.cacheLengths = lengths;
  22462. return lengths;
  22463. },
  22464. getSpacedPoints: function ( divisions ) {
  22465. if ( divisions === undefined ) { divisions = 40; }
  22466. var points = [];
  22467. for ( var i = 0; i <= divisions; i ++ ) {
  22468. points.push( this.getPoint( i / divisions ) );
  22469. }
  22470. if ( this.autoClose ) {
  22471. points.push( points[ 0 ] );
  22472. }
  22473. return points;
  22474. },
  22475. getPoints: function ( divisions ) {
  22476. divisions = divisions || 12;
  22477. var points = [], last;
  22478. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22479. var curve = curves[ i ];
  22480. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22481. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22482. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22483. : divisions;
  22484. var pts = curve.getPoints( resolution );
  22485. for ( var j = 0; j < pts.length; j ++ ) {
  22486. var point = pts[ j ];
  22487. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22488. points.push( point );
  22489. last = point;
  22490. }
  22491. }
  22492. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22493. points.push( points[ 0 ] );
  22494. }
  22495. return points;
  22496. },
  22497. copy: function ( source ) {
  22498. Curve.prototype.copy.call( this, source );
  22499. this.curves = [];
  22500. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22501. var curve = source.curves[ i ];
  22502. this.curves.push( curve.clone() );
  22503. }
  22504. this.autoClose = source.autoClose;
  22505. return this;
  22506. },
  22507. toJSON: function () {
  22508. var data = Curve.prototype.toJSON.call( this );
  22509. data.autoClose = this.autoClose;
  22510. data.curves = [];
  22511. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22512. var curve = this.curves[ i ];
  22513. data.curves.push( curve.toJSON() );
  22514. }
  22515. return data;
  22516. },
  22517. fromJSON: function ( json ) {
  22518. Curve.prototype.fromJSON.call( this, json );
  22519. this.autoClose = json.autoClose;
  22520. this.curves = [];
  22521. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22522. var curve = json.curves[ i ];
  22523. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22524. }
  22525. return this;
  22526. }
  22527. } );
  22528. /**
  22529. * @author zz85 / http://www.lab4games.net/zz85/blog
  22530. * Creates free form 2d path using series of points, lines or curves.
  22531. **/
  22532. function Path( points ) {
  22533. CurvePath.call( this );
  22534. this.type = 'Path';
  22535. this.currentPoint = new Vector2();
  22536. if ( points ) {
  22537. this.setFromPoints( points );
  22538. }
  22539. }
  22540. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22541. constructor: Path,
  22542. setFromPoints: function ( points ) {
  22543. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22544. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22545. this.lineTo( points[ i ].x, points[ i ].y );
  22546. }
  22547. },
  22548. moveTo: function ( x, y ) {
  22549. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22550. },
  22551. lineTo: function ( x, y ) {
  22552. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22553. this.curves.push( curve );
  22554. this.currentPoint.set( x, y );
  22555. },
  22556. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22557. var curve = new QuadraticBezierCurve(
  22558. this.currentPoint.clone(),
  22559. new Vector2( aCPx, aCPy ),
  22560. new Vector2( aX, aY )
  22561. );
  22562. this.curves.push( curve );
  22563. this.currentPoint.set( aX, aY );
  22564. },
  22565. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22566. var curve = new CubicBezierCurve(
  22567. this.currentPoint.clone(),
  22568. new Vector2( aCP1x, aCP1y ),
  22569. new Vector2( aCP2x, aCP2y ),
  22570. new Vector2( aX, aY )
  22571. );
  22572. this.curves.push( curve );
  22573. this.currentPoint.set( aX, aY );
  22574. },
  22575. splineThru: function ( pts /*Array of Vector*/ ) {
  22576. var npts = [ this.currentPoint.clone() ].concat( pts );
  22577. var curve = new SplineCurve( npts );
  22578. this.curves.push( curve );
  22579. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22580. },
  22581. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22582. var x0 = this.currentPoint.x;
  22583. var y0 = this.currentPoint.y;
  22584. this.absarc( aX + x0, aY + y0, aRadius,
  22585. aStartAngle, aEndAngle, aClockwise );
  22586. },
  22587. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22588. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22589. },
  22590. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22591. var x0 = this.currentPoint.x;
  22592. var y0 = this.currentPoint.y;
  22593. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22594. },
  22595. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22596. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22597. if ( this.curves.length > 0 ) {
  22598. // if a previous curve is present, attempt to join
  22599. var firstPoint = curve.getPoint( 0 );
  22600. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22601. this.lineTo( firstPoint.x, firstPoint.y );
  22602. }
  22603. }
  22604. this.curves.push( curve );
  22605. var lastPoint = curve.getPoint( 1 );
  22606. this.currentPoint.copy( lastPoint );
  22607. },
  22608. copy: function ( source ) {
  22609. CurvePath.prototype.copy.call( this, source );
  22610. this.currentPoint.copy( source.currentPoint );
  22611. return this;
  22612. },
  22613. toJSON: function () {
  22614. var data = CurvePath.prototype.toJSON.call( this );
  22615. data.currentPoint = this.currentPoint.toArray();
  22616. return data;
  22617. },
  22618. fromJSON: function ( json ) {
  22619. CurvePath.prototype.fromJSON.call( this, json );
  22620. this.currentPoint.fromArray( json.currentPoint );
  22621. return this;
  22622. }
  22623. } );
  22624. /**
  22625. * @author zz85 / http://www.lab4games.net/zz85/blog
  22626. * Defines a 2d shape plane using paths.
  22627. **/
  22628. // STEP 1 Create a path.
  22629. // STEP 2 Turn path into shape.
  22630. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22631. // STEP 3a - Extract points from each shape, turn to vertices
  22632. // STEP 3b - Triangulate each shape, add faces.
  22633. function Shape( points ) {
  22634. Path.call( this, points );
  22635. this.uuid = _Math.generateUUID();
  22636. this.type = 'Shape';
  22637. this.holes = [];
  22638. }
  22639. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22640. constructor: Shape,
  22641. getPointsHoles: function ( divisions ) {
  22642. var holesPts = [];
  22643. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22644. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22645. }
  22646. return holesPts;
  22647. },
  22648. // get points of shape and holes (keypoints based on segments parameter)
  22649. extractPoints: function ( divisions ) {
  22650. return {
  22651. shape: this.getPoints( divisions ),
  22652. holes: this.getPointsHoles( divisions )
  22653. };
  22654. },
  22655. copy: function ( source ) {
  22656. Path.prototype.copy.call( this, source );
  22657. this.holes = [];
  22658. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22659. var hole = source.holes[ i ];
  22660. this.holes.push( hole.clone() );
  22661. }
  22662. return this;
  22663. },
  22664. toJSON: function () {
  22665. var data = Path.prototype.toJSON.call( this );
  22666. data.uuid = this.uuid;
  22667. data.holes = [];
  22668. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22669. var hole = this.holes[ i ];
  22670. data.holes.push( hole.toJSON() );
  22671. }
  22672. return data;
  22673. },
  22674. fromJSON: function ( json ) {
  22675. Path.prototype.fromJSON.call( this, json );
  22676. this.uuid = json.uuid;
  22677. this.holes = [];
  22678. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22679. var hole = json.holes[ i ];
  22680. this.holes.push( new Path().fromJSON( hole ) );
  22681. }
  22682. return this;
  22683. }
  22684. } );
  22685. /**
  22686. * @author mrdoob / http://mrdoob.com/
  22687. * @author alteredq / http://alteredqualia.com/
  22688. */
  22689. function Light( color, intensity ) {
  22690. Object3D.call( this );
  22691. this.type = 'Light';
  22692. this.color = new Color( color );
  22693. this.intensity = intensity !== undefined ? intensity : 1;
  22694. this.receiveShadow = undefined;
  22695. }
  22696. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22697. constructor: Light,
  22698. isLight: true,
  22699. copy: function ( source ) {
  22700. Object3D.prototype.copy.call( this, source );
  22701. this.color.copy( source.color );
  22702. this.intensity = source.intensity;
  22703. return this;
  22704. },
  22705. toJSON: function ( meta ) {
  22706. var data = Object3D.prototype.toJSON.call( this, meta );
  22707. data.object.color = this.color.getHex();
  22708. data.object.intensity = this.intensity;
  22709. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22710. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22711. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22712. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22713. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22714. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22715. return data;
  22716. }
  22717. } );
  22718. /**
  22719. * @author alteredq / http://alteredqualia.com/
  22720. */
  22721. function HemisphereLight( skyColor, groundColor, intensity ) {
  22722. Light.call( this, skyColor, intensity );
  22723. this.type = 'HemisphereLight';
  22724. this.castShadow = undefined;
  22725. this.position.copy( Object3D.DefaultUp );
  22726. this.updateMatrix();
  22727. this.groundColor = new Color( groundColor );
  22728. }
  22729. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22730. constructor: HemisphereLight,
  22731. isHemisphereLight: true,
  22732. copy: function ( source ) {
  22733. Light.prototype.copy.call( this, source );
  22734. this.groundColor.copy( source.groundColor );
  22735. return this;
  22736. }
  22737. } );
  22738. /**
  22739. * @author mrdoob / http://mrdoob.com/
  22740. */
  22741. function LightShadow( camera ) {
  22742. this.camera = camera;
  22743. this.bias = 0;
  22744. this.radius = 1;
  22745. this.mapSize = new Vector2( 512, 512 );
  22746. this.map = null;
  22747. this.mapPass = null;
  22748. this.matrix = new Matrix4();
  22749. this._frustum = new Frustum();
  22750. this._frameExtents = new Vector2( 1, 1 );
  22751. this._viewportCount = 1;
  22752. this._viewports = [
  22753. new Vector4( 0, 0, 1, 1 )
  22754. ];
  22755. }
  22756. Object.assign( LightShadow.prototype, {
  22757. _projScreenMatrix: new Matrix4(),
  22758. _lightPositionWorld: new Vector3(),
  22759. _lookTarget: new Vector3(),
  22760. getViewportCount: function () {
  22761. return this._viewportCount;
  22762. },
  22763. getFrustum: function () {
  22764. return this._frustum;
  22765. },
  22766. updateMatrices: function ( light ) {
  22767. var shadowCamera = this.camera,
  22768. shadowMatrix = this.matrix,
  22769. projScreenMatrix = this._projScreenMatrix,
  22770. lookTarget = this._lookTarget,
  22771. lightPositionWorld = this._lightPositionWorld;
  22772. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22773. shadowCamera.position.copy( lightPositionWorld );
  22774. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22775. shadowCamera.lookAt( lookTarget );
  22776. shadowCamera.updateMatrixWorld();
  22777. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22778. this._frustum.setFromMatrix( projScreenMatrix );
  22779. shadowMatrix.set(
  22780. 0.5, 0.0, 0.0, 0.5,
  22781. 0.0, 0.5, 0.0, 0.5,
  22782. 0.0, 0.0, 0.5, 0.5,
  22783. 0.0, 0.0, 0.0, 1.0
  22784. );
  22785. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22786. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22787. },
  22788. getViewport: function ( viewportIndex ) {
  22789. return this._viewports[ viewportIndex ];
  22790. },
  22791. getFrameExtents: function () {
  22792. return this._frameExtents;
  22793. },
  22794. copy: function ( source ) {
  22795. this.camera = source.camera.clone();
  22796. this.bias = source.bias;
  22797. this.radius = source.radius;
  22798. this.mapSize.copy( source.mapSize );
  22799. return this;
  22800. },
  22801. clone: function () {
  22802. return new this.constructor().copy( this );
  22803. },
  22804. toJSON: function () {
  22805. var object = {};
  22806. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22807. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22808. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22809. object.camera = this.camera.toJSON( false ).object;
  22810. delete object.camera.matrix;
  22811. return object;
  22812. }
  22813. } );
  22814. /**
  22815. * @author mrdoob / http://mrdoob.com/
  22816. */
  22817. function SpotLightShadow() {
  22818. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22819. }
  22820. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22821. constructor: SpotLightShadow,
  22822. isSpotLightShadow: true,
  22823. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22824. var camera = this.camera;
  22825. var fov = _Math.RAD2DEG * 2 * light.angle;
  22826. var aspect = this.mapSize.width / this.mapSize.height;
  22827. var far = light.distance || camera.far;
  22828. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22829. camera.fov = fov;
  22830. camera.aspect = aspect;
  22831. camera.far = far;
  22832. camera.updateProjectionMatrix();
  22833. }
  22834. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22835. }
  22836. } );
  22837. /**
  22838. * @author alteredq / http://alteredqualia.com/
  22839. */
  22840. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22841. Light.call( this, color, intensity );
  22842. this.type = 'SpotLight';
  22843. this.position.copy( Object3D.DefaultUp );
  22844. this.updateMatrix();
  22845. this.target = new Object3D();
  22846. Object.defineProperty( this, 'power', {
  22847. get: function () {
  22848. // intensity = power per solid angle.
  22849. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22850. return this.intensity * Math.PI;
  22851. },
  22852. set: function ( power ) {
  22853. // intensity = power per solid angle.
  22854. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22855. this.intensity = power / Math.PI;
  22856. }
  22857. } );
  22858. this.distance = ( distance !== undefined ) ? distance : 0;
  22859. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22860. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22861. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22862. this.shadow = new SpotLightShadow();
  22863. }
  22864. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22865. constructor: SpotLight,
  22866. isSpotLight: true,
  22867. copy: function ( source ) {
  22868. Light.prototype.copy.call( this, source );
  22869. this.distance = source.distance;
  22870. this.angle = source.angle;
  22871. this.penumbra = source.penumbra;
  22872. this.decay = source.decay;
  22873. this.target = source.target.clone();
  22874. this.shadow = source.shadow.clone();
  22875. return this;
  22876. }
  22877. } );
  22878. function PointLightShadow() {
  22879. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22880. this._frameExtents = new Vector2( 4, 2 );
  22881. this._viewportCount = 6;
  22882. this._viewports = [
  22883. // These viewports map a cube-map onto a 2D texture with the
  22884. // following orientation:
  22885. //
  22886. // xzXZ
  22887. // y Y
  22888. //
  22889. // X - Positive x direction
  22890. // x - Negative x direction
  22891. // Y - Positive y direction
  22892. // y - Negative y direction
  22893. // Z - Positive z direction
  22894. // z - Negative z direction
  22895. // positive X
  22896. new Vector4( 2, 1, 1, 1 ),
  22897. // negative X
  22898. new Vector4( 0, 1, 1, 1 ),
  22899. // positive Z
  22900. new Vector4( 3, 1, 1, 1 ),
  22901. // negative Z
  22902. new Vector4( 1, 1, 1, 1 ),
  22903. // positive Y
  22904. new Vector4( 3, 0, 1, 1 ),
  22905. // negative Y
  22906. new Vector4( 1, 0, 1, 1 )
  22907. ];
  22908. this._cubeDirections = [
  22909. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22910. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22911. ];
  22912. this._cubeUps = [
  22913. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22914. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22915. ];
  22916. }
  22917. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22918. constructor: PointLightShadow,
  22919. isPointLightShadow: true,
  22920. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22921. var camera = this.camera,
  22922. shadowMatrix = this.matrix,
  22923. lightPositionWorld = this._lightPositionWorld,
  22924. lookTarget = this._lookTarget,
  22925. projScreenMatrix = this._projScreenMatrix;
  22926. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22927. camera.position.copy( lightPositionWorld );
  22928. lookTarget.copy( camera.position );
  22929. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22930. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22931. camera.lookAt( lookTarget );
  22932. camera.updateMatrixWorld();
  22933. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22934. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22935. this._frustum.setFromMatrix( projScreenMatrix );
  22936. }
  22937. } );
  22938. /**
  22939. * @author mrdoob / http://mrdoob.com/
  22940. */
  22941. function PointLight( color, intensity, distance, decay ) {
  22942. Light.call( this, color, intensity );
  22943. this.type = 'PointLight';
  22944. Object.defineProperty( this, 'power', {
  22945. get: function () {
  22946. // intensity = power per solid angle.
  22947. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22948. return this.intensity * 4 * Math.PI;
  22949. },
  22950. set: function ( power ) {
  22951. // intensity = power per solid angle.
  22952. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22953. this.intensity = power / ( 4 * Math.PI );
  22954. }
  22955. } );
  22956. this.distance = ( distance !== undefined ) ? distance : 0;
  22957. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22958. this.shadow = new PointLightShadow();
  22959. }
  22960. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22961. constructor: PointLight,
  22962. isPointLight: true,
  22963. copy: function ( source ) {
  22964. Light.prototype.copy.call( this, source );
  22965. this.distance = source.distance;
  22966. this.decay = source.decay;
  22967. this.shadow = source.shadow.clone();
  22968. return this;
  22969. }
  22970. } );
  22971. /**
  22972. * @author alteredq / http://alteredqualia.com/
  22973. * @author arose / http://github.com/arose
  22974. */
  22975. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22976. Camera.call( this );
  22977. this.type = 'OrthographicCamera';
  22978. this.zoom = 1;
  22979. this.view = null;
  22980. this.left = ( left !== undefined ) ? left : - 1;
  22981. this.right = ( right !== undefined ) ? right : 1;
  22982. this.top = ( top !== undefined ) ? top : 1;
  22983. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22984. this.near = ( near !== undefined ) ? near : 0.1;
  22985. this.far = ( far !== undefined ) ? far : 2000;
  22986. this.updateProjectionMatrix();
  22987. }
  22988. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22989. constructor: OrthographicCamera,
  22990. isOrthographicCamera: true,
  22991. copy: function ( source, recursive ) {
  22992. Camera.prototype.copy.call( this, source, recursive );
  22993. this.left = source.left;
  22994. this.right = source.right;
  22995. this.top = source.top;
  22996. this.bottom = source.bottom;
  22997. this.near = source.near;
  22998. this.far = source.far;
  22999. this.zoom = source.zoom;
  23000. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23001. return this;
  23002. },
  23003. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23004. if ( this.view === null ) {
  23005. this.view = {
  23006. enabled: true,
  23007. fullWidth: 1,
  23008. fullHeight: 1,
  23009. offsetX: 0,
  23010. offsetY: 0,
  23011. width: 1,
  23012. height: 1
  23013. };
  23014. }
  23015. this.view.enabled = true;
  23016. this.view.fullWidth = fullWidth;
  23017. this.view.fullHeight = fullHeight;
  23018. this.view.offsetX = x;
  23019. this.view.offsetY = y;
  23020. this.view.width = width;
  23021. this.view.height = height;
  23022. this.updateProjectionMatrix();
  23023. },
  23024. clearViewOffset: function () {
  23025. if ( this.view !== null ) {
  23026. this.view.enabled = false;
  23027. }
  23028. this.updateProjectionMatrix();
  23029. },
  23030. updateProjectionMatrix: function () {
  23031. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23032. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23033. var cx = ( this.right + this.left ) / 2;
  23034. var cy = ( this.top + this.bottom ) / 2;
  23035. var left = cx - dx;
  23036. var right = cx + dx;
  23037. var top = cy + dy;
  23038. var bottom = cy - dy;
  23039. if ( this.view !== null && this.view.enabled ) {
  23040. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23041. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23042. var scaleW = ( this.right - this.left ) / this.view.width;
  23043. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23044. left += scaleW * ( this.view.offsetX / zoomW );
  23045. right = left + scaleW * ( this.view.width / zoomW );
  23046. top -= scaleH * ( this.view.offsetY / zoomH );
  23047. bottom = top - scaleH * ( this.view.height / zoomH );
  23048. }
  23049. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23050. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23051. },
  23052. toJSON: function ( meta ) {
  23053. var data = Object3D.prototype.toJSON.call( this, meta );
  23054. data.object.zoom = this.zoom;
  23055. data.object.left = this.left;
  23056. data.object.right = this.right;
  23057. data.object.top = this.top;
  23058. data.object.bottom = this.bottom;
  23059. data.object.near = this.near;
  23060. data.object.far = this.far;
  23061. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23062. return data;
  23063. }
  23064. } );
  23065. /**
  23066. * @author mrdoob / http://mrdoob.com/
  23067. */
  23068. function DirectionalLightShadow() {
  23069. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23070. }
  23071. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23072. constructor: DirectionalLightShadow,
  23073. isDirectionalLightShadow: true,
  23074. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23075. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23076. }
  23077. } );
  23078. /**
  23079. * @author mrdoob / http://mrdoob.com/
  23080. * @author alteredq / http://alteredqualia.com/
  23081. */
  23082. function DirectionalLight( color, intensity ) {
  23083. Light.call( this, color, intensity );
  23084. this.type = 'DirectionalLight';
  23085. this.position.copy( Object3D.DefaultUp );
  23086. this.updateMatrix();
  23087. this.target = new Object3D();
  23088. this.shadow = new DirectionalLightShadow();
  23089. }
  23090. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23091. constructor: DirectionalLight,
  23092. isDirectionalLight: true,
  23093. copy: function ( source ) {
  23094. Light.prototype.copy.call( this, source );
  23095. this.target = source.target.clone();
  23096. this.shadow = source.shadow.clone();
  23097. return this;
  23098. }
  23099. } );
  23100. /**
  23101. * @author mrdoob / http://mrdoob.com/
  23102. */
  23103. function AmbientLight( color, intensity ) {
  23104. Light.call( this, color, intensity );
  23105. this.type = 'AmbientLight';
  23106. this.castShadow = undefined;
  23107. }
  23108. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23109. constructor: AmbientLight,
  23110. isAmbientLight: true
  23111. } );
  23112. /**
  23113. * @author abelnation / http://github.com/abelnation
  23114. */
  23115. function RectAreaLight( color, intensity, width, height ) {
  23116. Light.call( this, color, intensity );
  23117. this.type = 'RectAreaLight';
  23118. this.width = ( width !== undefined ) ? width : 10;
  23119. this.height = ( height !== undefined ) ? height : 10;
  23120. }
  23121. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23122. constructor: RectAreaLight,
  23123. isRectAreaLight: true,
  23124. copy: function ( source ) {
  23125. Light.prototype.copy.call( this, source );
  23126. this.width = source.width;
  23127. this.height = source.height;
  23128. return this;
  23129. },
  23130. toJSON: function ( meta ) {
  23131. var data = Light.prototype.toJSON.call( this, meta );
  23132. data.object.width = this.width;
  23133. data.object.height = this.height;
  23134. return data;
  23135. }
  23136. } );
  23137. /**
  23138. * @author mrdoob / http://mrdoob.com/
  23139. */
  23140. function MaterialLoader( manager ) {
  23141. Loader.call( this, manager );
  23142. this.textures = {};
  23143. }
  23144. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23145. constructor: MaterialLoader,
  23146. load: function ( url, onLoad, onProgress, onError ) {
  23147. var scope = this;
  23148. var loader = new FileLoader( scope.manager );
  23149. loader.setPath( scope.path );
  23150. loader.load( url, function ( text ) {
  23151. onLoad( scope.parse( JSON.parse( text ) ) );
  23152. }, onProgress, onError );
  23153. },
  23154. parse: function ( json ) {
  23155. var textures = this.textures;
  23156. function getTexture( name ) {
  23157. if ( textures[ name ] === undefined ) {
  23158. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23159. }
  23160. return textures[ name ];
  23161. }
  23162. var material = new Materials[ json.type ]();
  23163. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23164. if ( json.name !== undefined ) { material.name = json.name; }
  23165. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23166. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23167. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23168. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23169. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23170. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23171. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23172. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23173. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23174. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23175. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23176. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23177. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23178. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23179. if ( json.side !== undefined ) { material.side = json.side; }
  23180. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23181. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23182. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23183. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23184. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23185. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23186. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23187. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23188. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23189. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23190. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23191. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23192. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23193. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23194. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23195. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23196. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23197. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23198. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23199. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23200. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23201. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23202. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23203. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23204. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23205. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23206. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23207. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23208. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23209. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23210. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23211. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23212. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23213. // Shader Material
  23214. if ( json.uniforms !== undefined ) {
  23215. for ( var name in json.uniforms ) {
  23216. var uniform = json.uniforms[ name ];
  23217. material.uniforms[ name ] = {};
  23218. switch ( uniform.type ) {
  23219. case 't':
  23220. material.uniforms[ name ].value = getTexture( uniform.value );
  23221. break;
  23222. case 'c':
  23223. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23224. break;
  23225. case 'v2':
  23226. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23227. break;
  23228. case 'v3':
  23229. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23230. break;
  23231. case 'v4':
  23232. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23233. break;
  23234. case 'm3':
  23235. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23236. case 'm4':
  23237. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23238. break;
  23239. default:
  23240. material.uniforms[ name ].value = uniform.value;
  23241. }
  23242. }
  23243. }
  23244. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23245. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23246. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23247. if ( json.extensions !== undefined ) {
  23248. for ( var key in json.extensions ) {
  23249. material.extensions[ key ] = json.extensions[ key ];
  23250. }
  23251. }
  23252. // Deprecated
  23253. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23254. // for PointsMaterial
  23255. if ( json.size !== undefined ) { material.size = json.size; }
  23256. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23257. // maps
  23258. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23259. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23260. if ( json.alphaMap !== undefined ) {
  23261. material.alphaMap = getTexture( json.alphaMap );
  23262. material.transparent = true;
  23263. }
  23264. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23265. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23266. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23267. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23268. if ( json.normalScale !== undefined ) {
  23269. var normalScale = json.normalScale;
  23270. if ( Array.isArray( normalScale ) === false ) {
  23271. // Blender exporter used to export a scalar. See #7459
  23272. normalScale = [ normalScale, normalScale ];
  23273. }
  23274. material.normalScale = new Vector2().fromArray( normalScale );
  23275. }
  23276. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23277. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23278. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23279. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23280. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23281. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23282. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23283. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23284. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23285. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23286. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23287. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23288. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23289. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23290. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23291. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23292. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23293. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23294. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23295. return material;
  23296. },
  23297. setTextures: function ( value ) {
  23298. this.textures = value;
  23299. return this;
  23300. }
  23301. } );
  23302. /**
  23303. * @author Don McCurdy / https://www.donmccurdy.com
  23304. */
  23305. var LoaderUtils = {
  23306. decodeText: function ( array ) {
  23307. if ( typeof TextDecoder !== 'undefined' ) {
  23308. return new TextDecoder().decode( array );
  23309. }
  23310. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23311. // throws a "maximum call stack size exceeded" error for large arrays.
  23312. var s = '';
  23313. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23314. // Implicitly assumes little-endian.
  23315. s += String.fromCharCode( array[ i ] );
  23316. }
  23317. try {
  23318. // merges multi-byte utf-8 characters.
  23319. return decodeURIComponent( escape( s ) );
  23320. } catch ( e ) { // see #16358
  23321. return s;
  23322. }
  23323. },
  23324. extractUrlBase: function ( url ) {
  23325. var index = url.lastIndexOf( '/' );
  23326. if ( index === - 1 ) { return './'; }
  23327. return url.substr( 0, index + 1 );
  23328. }
  23329. };
  23330. /**
  23331. * @author benaadams / https://twitter.com/ben_a_adams
  23332. */
  23333. function InstancedBufferGeometry() {
  23334. BufferGeometry.call( this );
  23335. this.type = 'InstancedBufferGeometry';
  23336. this.maxInstancedCount = undefined;
  23337. }
  23338. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23339. constructor: InstancedBufferGeometry,
  23340. isInstancedBufferGeometry: true,
  23341. copy: function ( source ) {
  23342. BufferGeometry.prototype.copy.call( this, source );
  23343. this.maxInstancedCount = source.maxInstancedCount;
  23344. return this;
  23345. },
  23346. clone: function () {
  23347. return new this.constructor().copy( this );
  23348. },
  23349. toJSON: function () {
  23350. var data = BufferGeometry.prototype.toJSON.call( this );
  23351. data.maxInstancedCount = this.maxInstancedCount;
  23352. data.isInstancedBufferGeometry = true;
  23353. return data;
  23354. }
  23355. } );
  23356. /**
  23357. * @author benaadams / https://twitter.com/ben_a_adams
  23358. */
  23359. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23360. if ( typeof ( normalized ) === 'number' ) {
  23361. meshPerAttribute = normalized;
  23362. normalized = false;
  23363. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23364. }
  23365. BufferAttribute.call( this, array, itemSize, normalized );
  23366. this.meshPerAttribute = meshPerAttribute || 1;
  23367. }
  23368. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23369. constructor: InstancedBufferAttribute,
  23370. isInstancedBufferAttribute: true,
  23371. copy: function ( source ) {
  23372. BufferAttribute.prototype.copy.call( this, source );
  23373. this.meshPerAttribute = source.meshPerAttribute;
  23374. return this;
  23375. },
  23376. toJSON: function () {
  23377. var data = BufferAttribute.prototype.toJSON.call( this );
  23378. data.meshPerAttribute = this.meshPerAttribute;
  23379. data.isInstancedBufferAttribute = true;
  23380. return data;
  23381. }
  23382. } );
  23383. /**
  23384. * @author mrdoob / http://mrdoob.com/
  23385. */
  23386. function BufferGeometryLoader( manager ) {
  23387. Loader.call( this, manager );
  23388. }
  23389. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23390. constructor: BufferGeometryLoader,
  23391. load: function ( url, onLoad, onProgress, onError ) {
  23392. var scope = this;
  23393. var loader = new FileLoader( scope.manager );
  23394. loader.setPath( scope.path );
  23395. loader.load( url, function ( text ) {
  23396. onLoad( scope.parse( JSON.parse( text ) ) );
  23397. }, onProgress, onError );
  23398. },
  23399. parse: function ( json ) {
  23400. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23401. var index = json.data.index;
  23402. if ( index !== undefined ) {
  23403. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23404. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23405. }
  23406. var attributes = json.data.attributes;
  23407. for ( var key in attributes ) {
  23408. var attribute = attributes[ key ];
  23409. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23410. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23411. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23412. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23413. geometry.addAttribute( key, bufferAttribute );
  23414. }
  23415. var morphAttributes = json.data.morphAttributes;
  23416. if ( morphAttributes ) {
  23417. for ( var key in morphAttributes ) {
  23418. var attributeArray = morphAttributes[ key ];
  23419. var array = [];
  23420. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23421. var attribute = attributeArray[ i ];
  23422. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23423. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23424. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23425. array.push( bufferAttribute );
  23426. }
  23427. geometry.morphAttributes[ key ] = array;
  23428. }
  23429. }
  23430. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23431. if ( groups !== undefined ) {
  23432. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23433. var group = groups[ i ];
  23434. geometry.addGroup( group.start, group.count, group.materialIndex );
  23435. }
  23436. }
  23437. var boundingSphere = json.data.boundingSphere;
  23438. if ( boundingSphere !== undefined ) {
  23439. var center = new Vector3();
  23440. if ( boundingSphere.center !== undefined ) {
  23441. center.fromArray( boundingSphere.center );
  23442. }
  23443. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23444. }
  23445. if ( json.name ) { geometry.name = json.name; }
  23446. if ( json.userData ) { geometry.userData = json.userData; }
  23447. return geometry;
  23448. }
  23449. } );
  23450. var TYPED_ARRAYS = {
  23451. Int8Array: Int8Array,
  23452. Uint8Array: Uint8Array,
  23453. // Workaround for IE11 pre KB2929437. See #11440
  23454. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23455. Int16Array: Int16Array,
  23456. Uint16Array: Uint16Array,
  23457. Int32Array: Int32Array,
  23458. Uint32Array: Uint32Array,
  23459. Float32Array: Float32Array,
  23460. Float64Array: Float64Array
  23461. };
  23462. /**
  23463. * @author mrdoob / http://mrdoob.com/
  23464. */
  23465. function ObjectLoader( manager ) {
  23466. Loader.call( this, manager );
  23467. }
  23468. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23469. constructor: ObjectLoader,
  23470. load: function ( url, onLoad, onProgress, onError ) {
  23471. var scope = this;
  23472. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23473. this.resourcePath = this.resourcePath || path;
  23474. var loader = new FileLoader( scope.manager );
  23475. loader.setPath( this.path );
  23476. loader.load( url, function ( text ) {
  23477. var json = null;
  23478. try {
  23479. json = JSON.parse( text );
  23480. } catch ( error ) {
  23481. if ( onError !== undefined ) { onError( error ); }
  23482. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23483. return;
  23484. }
  23485. var metadata = json.metadata;
  23486. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23487. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23488. return;
  23489. }
  23490. scope.parse( json, onLoad );
  23491. }, onProgress, onError );
  23492. },
  23493. parse: function ( json, onLoad ) {
  23494. var shapes = this.parseShape( json.shapes );
  23495. var geometries = this.parseGeometries( json.geometries, shapes );
  23496. var images = this.parseImages( json.images, function () {
  23497. if ( onLoad !== undefined ) { onLoad( object ); }
  23498. } );
  23499. var textures = this.parseTextures( json.textures, images );
  23500. var materials = this.parseMaterials( json.materials, textures );
  23501. var object = this.parseObject( json.object, geometries, materials );
  23502. if ( json.animations ) {
  23503. object.animations = this.parseAnimations( json.animations );
  23504. }
  23505. if ( json.images === undefined || json.images.length === 0 ) {
  23506. if ( onLoad !== undefined ) { onLoad( object ); }
  23507. }
  23508. return object;
  23509. },
  23510. parseShape: function ( json ) {
  23511. var shapes = {};
  23512. if ( json !== undefined ) {
  23513. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23514. var shape = new Shape().fromJSON( json[ i ] );
  23515. shapes[ shape.uuid ] = shape;
  23516. }
  23517. }
  23518. return shapes;
  23519. },
  23520. parseGeometries: function ( json, shapes ) {
  23521. var geometries = {};
  23522. if ( json !== undefined ) {
  23523. var bufferGeometryLoader = new BufferGeometryLoader();
  23524. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23525. var geometry;
  23526. var data = json[ i ];
  23527. switch ( data.type ) {
  23528. case 'PlaneGeometry':
  23529. case 'PlaneBufferGeometry':
  23530. geometry = new Geometries[ data.type ](
  23531. data.width,
  23532. data.height,
  23533. data.widthSegments,
  23534. data.heightSegments
  23535. );
  23536. break;
  23537. case 'BoxGeometry':
  23538. case 'BoxBufferGeometry':
  23539. case 'CubeGeometry': // backwards compatible
  23540. geometry = new Geometries[ data.type ](
  23541. data.width,
  23542. data.height,
  23543. data.depth,
  23544. data.widthSegments,
  23545. data.heightSegments,
  23546. data.depthSegments
  23547. );
  23548. break;
  23549. case 'CircleGeometry':
  23550. case 'CircleBufferGeometry':
  23551. geometry = new Geometries[ data.type ](
  23552. data.radius,
  23553. data.segments,
  23554. data.thetaStart,
  23555. data.thetaLength
  23556. );
  23557. break;
  23558. case 'CylinderGeometry':
  23559. case 'CylinderBufferGeometry':
  23560. geometry = new Geometries[ data.type ](
  23561. data.radiusTop,
  23562. data.radiusBottom,
  23563. data.height,
  23564. data.radialSegments,
  23565. data.heightSegments,
  23566. data.openEnded,
  23567. data.thetaStart,
  23568. data.thetaLength
  23569. );
  23570. break;
  23571. case 'ConeGeometry':
  23572. case 'ConeBufferGeometry':
  23573. geometry = new Geometries[ data.type ](
  23574. data.radius,
  23575. data.height,
  23576. data.radialSegments,
  23577. data.heightSegments,
  23578. data.openEnded,
  23579. data.thetaStart,
  23580. data.thetaLength
  23581. );
  23582. break;
  23583. case 'SphereGeometry':
  23584. case 'SphereBufferGeometry':
  23585. geometry = new Geometries[ data.type ](
  23586. data.radius,
  23587. data.widthSegments,
  23588. data.heightSegments,
  23589. data.phiStart,
  23590. data.phiLength,
  23591. data.thetaStart,
  23592. data.thetaLength
  23593. );
  23594. break;
  23595. case 'DodecahedronGeometry':
  23596. case 'DodecahedronBufferGeometry':
  23597. case 'IcosahedronGeometry':
  23598. case 'IcosahedronBufferGeometry':
  23599. case 'OctahedronGeometry':
  23600. case 'OctahedronBufferGeometry':
  23601. case 'TetrahedronGeometry':
  23602. case 'TetrahedronBufferGeometry':
  23603. geometry = new Geometries[ data.type ](
  23604. data.radius,
  23605. data.detail
  23606. );
  23607. break;
  23608. case 'RingGeometry':
  23609. case 'RingBufferGeometry':
  23610. geometry = new Geometries[ data.type ](
  23611. data.innerRadius,
  23612. data.outerRadius,
  23613. data.thetaSegments,
  23614. data.phiSegments,
  23615. data.thetaStart,
  23616. data.thetaLength
  23617. );
  23618. break;
  23619. case 'TorusGeometry':
  23620. case 'TorusBufferGeometry':
  23621. geometry = new Geometries[ data.type ](
  23622. data.radius,
  23623. data.tube,
  23624. data.radialSegments,
  23625. data.tubularSegments,
  23626. data.arc
  23627. );
  23628. break;
  23629. case 'TorusKnotGeometry':
  23630. case 'TorusKnotBufferGeometry':
  23631. geometry = new Geometries[ data.type ](
  23632. data.radius,
  23633. data.tube,
  23634. data.tubularSegments,
  23635. data.radialSegments,
  23636. data.p,
  23637. data.q
  23638. );
  23639. break;
  23640. case 'TubeGeometry':
  23641. case 'TubeBufferGeometry':
  23642. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23643. // User defined curves or instances of CurvePath will not be deserialized.
  23644. geometry = new Geometries[ data.type ](
  23645. new Curves[ data.path.type ]().fromJSON( data.path ),
  23646. data.tubularSegments,
  23647. data.radius,
  23648. data.radialSegments,
  23649. data.closed
  23650. );
  23651. break;
  23652. case 'LatheGeometry':
  23653. case 'LatheBufferGeometry':
  23654. geometry = new Geometries[ data.type ](
  23655. data.points,
  23656. data.segments,
  23657. data.phiStart,
  23658. data.phiLength
  23659. );
  23660. break;
  23661. case 'PolyhedronGeometry':
  23662. case 'PolyhedronBufferGeometry':
  23663. geometry = new Geometries[ data.type ](
  23664. data.vertices,
  23665. data.indices,
  23666. data.radius,
  23667. data.details
  23668. );
  23669. break;
  23670. case 'ShapeGeometry':
  23671. case 'ShapeBufferGeometry':
  23672. var geometryShapes = [];
  23673. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23674. var shape = shapes[ data.shapes[ j ] ];
  23675. geometryShapes.push( shape );
  23676. }
  23677. geometry = new Geometries[ data.type ](
  23678. geometryShapes,
  23679. data.curveSegments
  23680. );
  23681. break;
  23682. case 'ExtrudeGeometry':
  23683. case 'ExtrudeBufferGeometry':
  23684. var geometryShapes = [];
  23685. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23686. var shape = shapes[ data.shapes[ j ] ];
  23687. geometryShapes.push( shape );
  23688. }
  23689. var extrudePath = data.options.extrudePath;
  23690. if ( extrudePath !== undefined ) {
  23691. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23692. }
  23693. geometry = new Geometries[ data.type ](
  23694. geometryShapes,
  23695. data.options
  23696. );
  23697. break;
  23698. case 'BufferGeometry':
  23699. case 'InstancedBufferGeometry':
  23700. geometry = bufferGeometryLoader.parse( data );
  23701. break;
  23702. case 'Geometry':
  23703. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23704. var geometryLoader = new THREE.LegacyJSONLoader();
  23705. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23706. } else {
  23707. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23708. }
  23709. break;
  23710. default:
  23711. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23712. continue;
  23713. }
  23714. geometry.uuid = data.uuid;
  23715. if ( data.name !== undefined ) { geometry.name = data.name; }
  23716. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23717. geometries[ data.uuid ] = geometry;
  23718. }
  23719. }
  23720. return geometries;
  23721. },
  23722. parseMaterials: function ( json, textures ) {
  23723. var cache = {}; // MultiMaterial
  23724. var materials = {};
  23725. if ( json !== undefined ) {
  23726. var loader = new MaterialLoader();
  23727. loader.setTextures( textures );
  23728. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23729. var data = json[ i ];
  23730. if ( data.type === 'MultiMaterial' ) {
  23731. // Deprecated
  23732. var array = [];
  23733. for ( var j = 0; j < data.materials.length; j ++ ) {
  23734. var material = data.materials[ j ];
  23735. if ( cache[ material.uuid ] === undefined ) {
  23736. cache[ material.uuid ] = loader.parse( material );
  23737. }
  23738. array.push( cache[ material.uuid ] );
  23739. }
  23740. materials[ data.uuid ] = array;
  23741. } else {
  23742. if ( cache[ data.uuid ] === undefined ) {
  23743. cache[ data.uuid ] = loader.parse( data );
  23744. }
  23745. materials[ data.uuid ] = cache[ data.uuid ];
  23746. }
  23747. }
  23748. }
  23749. return materials;
  23750. },
  23751. parseAnimations: function ( json ) {
  23752. var animations = [];
  23753. for ( var i = 0; i < json.length; i ++ ) {
  23754. var data = json[ i ];
  23755. var clip = AnimationClip.parse( data );
  23756. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23757. animations.push( clip );
  23758. }
  23759. return animations;
  23760. },
  23761. parseImages: function ( json, onLoad ) {
  23762. var scope = this;
  23763. var images = {};
  23764. function loadImage( url ) {
  23765. scope.manager.itemStart( url );
  23766. return loader.load( url, function () {
  23767. scope.manager.itemEnd( url );
  23768. }, undefined, function () {
  23769. scope.manager.itemError( url );
  23770. scope.manager.itemEnd( url );
  23771. } );
  23772. }
  23773. if ( json !== undefined && json.length > 0 ) {
  23774. var manager = new LoadingManager( onLoad );
  23775. var loader = new ImageLoader( manager );
  23776. loader.setCrossOrigin( this.crossOrigin );
  23777. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23778. var image = json[ i ];
  23779. var url = image.url;
  23780. if ( Array.isArray( url ) ) {
  23781. // load array of images e.g CubeTexture
  23782. images[ image.uuid ] = [];
  23783. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23784. var currentUrl = url[ j ];
  23785. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23786. images[ image.uuid ].push( loadImage( path ) );
  23787. }
  23788. } else {
  23789. // load single image
  23790. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23791. images[ image.uuid ] = loadImage( path );
  23792. }
  23793. }
  23794. }
  23795. return images;
  23796. },
  23797. parseTextures: function ( json, images ) {
  23798. function parseConstant( value, type ) {
  23799. if ( typeof value === 'number' ) { return value; }
  23800. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23801. return type[ value ];
  23802. }
  23803. var textures = {};
  23804. if ( json !== undefined ) {
  23805. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23806. var data = json[ i ];
  23807. if ( data.image === undefined ) {
  23808. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23809. }
  23810. if ( images[ data.image ] === undefined ) {
  23811. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23812. }
  23813. var texture;
  23814. if ( Array.isArray( images[ data.image ] ) ) {
  23815. texture = new CubeTexture( images[ data.image ] );
  23816. } else {
  23817. texture = new Texture( images[ data.image ] );
  23818. }
  23819. texture.needsUpdate = true;
  23820. texture.uuid = data.uuid;
  23821. if ( data.name !== undefined ) { texture.name = data.name; }
  23822. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23823. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23824. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23825. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23826. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23827. if ( data.wrap !== undefined ) {
  23828. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23829. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23830. }
  23831. if ( data.format !== undefined ) { texture.format = data.format; }
  23832. if ( data.type !== undefined ) { texture.type = data.type; }
  23833. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23834. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23835. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23836. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23837. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23838. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23839. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23840. textures[ data.uuid ] = texture;
  23841. }
  23842. }
  23843. return textures;
  23844. },
  23845. parseObject: function ( data, geometries, materials ) {
  23846. var object;
  23847. function getGeometry( name ) {
  23848. if ( geometries[ name ] === undefined ) {
  23849. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23850. }
  23851. return geometries[ name ];
  23852. }
  23853. function getMaterial( name ) {
  23854. if ( name === undefined ) { return undefined; }
  23855. if ( Array.isArray( name ) ) {
  23856. var array = [];
  23857. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23858. var uuid = name[ i ];
  23859. if ( materials[ uuid ] === undefined ) {
  23860. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23861. }
  23862. array.push( materials[ uuid ] );
  23863. }
  23864. return array;
  23865. }
  23866. if ( materials[ name ] === undefined ) {
  23867. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23868. }
  23869. return materials[ name ];
  23870. }
  23871. switch ( data.type ) {
  23872. case 'Scene':
  23873. object = new Scene();
  23874. if ( data.background !== undefined ) {
  23875. if ( Number.isInteger( data.background ) ) {
  23876. object.background = new Color( data.background );
  23877. }
  23878. }
  23879. if ( data.fog !== undefined ) {
  23880. if ( data.fog.type === 'Fog' ) {
  23881. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23882. } else if ( data.fog.type === 'FogExp2' ) {
  23883. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23884. }
  23885. }
  23886. break;
  23887. case 'PerspectiveCamera':
  23888. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23889. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23890. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23891. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23892. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23893. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23894. break;
  23895. case 'OrthographicCamera':
  23896. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23897. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23898. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23899. break;
  23900. case 'AmbientLight':
  23901. object = new AmbientLight( data.color, data.intensity );
  23902. break;
  23903. case 'DirectionalLight':
  23904. object = new DirectionalLight( data.color, data.intensity );
  23905. break;
  23906. case 'PointLight':
  23907. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23908. break;
  23909. case 'RectAreaLight':
  23910. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23911. break;
  23912. case 'SpotLight':
  23913. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23914. break;
  23915. case 'HemisphereLight':
  23916. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23917. break;
  23918. case 'SkinnedMesh':
  23919. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23920. case 'Mesh':
  23921. var geometry = getGeometry( data.geometry );
  23922. var material = getMaterial( data.material );
  23923. if ( geometry.bones && geometry.bones.length > 0 ) {
  23924. object = new SkinnedMesh( geometry, material );
  23925. } else {
  23926. object = new Mesh( geometry, material );
  23927. }
  23928. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23929. break;
  23930. case 'LOD':
  23931. object = new LOD();
  23932. break;
  23933. case 'Line':
  23934. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23935. break;
  23936. case 'LineLoop':
  23937. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23938. break;
  23939. case 'LineSegments':
  23940. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23941. break;
  23942. case 'PointCloud':
  23943. case 'Points':
  23944. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23945. break;
  23946. case 'Sprite':
  23947. object = new Sprite( getMaterial( data.material ) );
  23948. break;
  23949. case 'Group':
  23950. object = new Group();
  23951. break;
  23952. default:
  23953. object = new Object3D();
  23954. }
  23955. object.uuid = data.uuid;
  23956. if ( data.name !== undefined ) { object.name = data.name; }
  23957. if ( data.matrix !== undefined ) {
  23958. object.matrix.fromArray( data.matrix );
  23959. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  23960. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  23961. } else {
  23962. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  23963. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  23964. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  23965. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  23966. }
  23967. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  23968. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  23969. if ( data.shadow ) {
  23970. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  23971. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  23972. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  23973. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  23974. }
  23975. if ( data.visible !== undefined ) { object.visible = data.visible; }
  23976. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  23977. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  23978. if ( data.userData !== undefined ) { object.userData = data.userData; }
  23979. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  23980. if ( data.children !== undefined ) {
  23981. var children = data.children;
  23982. for ( var i = 0; i < children.length; i ++ ) {
  23983. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23984. }
  23985. }
  23986. if ( data.type === 'LOD' ) {
  23987. var levels = data.levels;
  23988. for ( var l = 0; l < levels.length; l ++ ) {
  23989. var level = levels[ l ];
  23990. var child = object.getObjectByProperty( 'uuid', level.object );
  23991. if ( child !== undefined ) {
  23992. object.addLevel( child, level.distance );
  23993. }
  23994. }
  23995. }
  23996. return object;
  23997. }
  23998. } );
  23999. var TEXTURE_MAPPING = {
  24000. UVMapping: UVMapping,
  24001. CubeReflectionMapping: CubeReflectionMapping,
  24002. CubeRefractionMapping: CubeRefractionMapping,
  24003. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24004. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24005. SphericalReflectionMapping: SphericalReflectionMapping,
  24006. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24007. CubeUVRefractionMapping: CubeUVRefractionMapping
  24008. };
  24009. var TEXTURE_WRAPPING = {
  24010. RepeatWrapping: RepeatWrapping,
  24011. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24012. MirroredRepeatWrapping: MirroredRepeatWrapping
  24013. };
  24014. var TEXTURE_FILTER = {
  24015. NearestFilter: NearestFilter,
  24016. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24017. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24018. LinearFilter: LinearFilter,
  24019. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24020. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24021. };
  24022. /**
  24023. * @author thespite / http://clicktorelease.com/
  24024. */
  24025. function ImageBitmapLoader( manager ) {
  24026. if ( typeof createImageBitmap === 'undefined' ) {
  24027. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24028. }
  24029. if ( typeof fetch === 'undefined' ) {
  24030. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24031. }
  24032. Loader.call( this, manager );
  24033. this.options = undefined;
  24034. }
  24035. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24036. constructor: ImageBitmapLoader,
  24037. setOptions: function setOptions( options ) {
  24038. this.options = options;
  24039. return this;
  24040. },
  24041. load: function ( url, onLoad, onProgress, onError ) {
  24042. if ( url === undefined ) { url = ''; }
  24043. if ( this.path !== undefined ) { url = this.path + url; }
  24044. url = this.manager.resolveURL( url );
  24045. var scope = this;
  24046. var cached = Cache.get( url );
  24047. if ( cached !== undefined ) {
  24048. scope.manager.itemStart( url );
  24049. setTimeout( function () {
  24050. if ( onLoad ) { onLoad( cached ); }
  24051. scope.manager.itemEnd( url );
  24052. }, 0 );
  24053. return cached;
  24054. }
  24055. fetch( url ).then( function ( res ) {
  24056. return res.blob();
  24057. } ).then( function ( blob ) {
  24058. if ( scope.options === undefined ) {
  24059. // Workaround for FireFox. It causes an error if you pass options.
  24060. return createImageBitmap( blob );
  24061. } else {
  24062. return createImageBitmap( blob, scope.options );
  24063. }
  24064. } ).then( function ( imageBitmap ) {
  24065. Cache.add( url, imageBitmap );
  24066. if ( onLoad ) { onLoad( imageBitmap ); }
  24067. scope.manager.itemEnd( url );
  24068. } ).catch( function ( e ) {
  24069. if ( onError ) { onError( e ); }
  24070. scope.manager.itemError( url );
  24071. scope.manager.itemEnd( url );
  24072. } );
  24073. scope.manager.itemStart( url );
  24074. }
  24075. } );
  24076. /**
  24077. * @author zz85 / http://www.lab4games.net/zz85/blog
  24078. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24079. **/
  24080. function ShapePath() {
  24081. this.type = 'ShapePath';
  24082. this.color = new Color();
  24083. this.subPaths = [];
  24084. this.currentPath = null;
  24085. }
  24086. Object.assign( ShapePath.prototype, {
  24087. moveTo: function ( x, y ) {
  24088. this.currentPath = new Path();
  24089. this.subPaths.push( this.currentPath );
  24090. this.currentPath.moveTo( x, y );
  24091. },
  24092. lineTo: function ( x, y ) {
  24093. this.currentPath.lineTo( x, y );
  24094. },
  24095. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24096. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24097. },
  24098. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24099. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24100. },
  24101. splineThru: function ( pts ) {
  24102. this.currentPath.splineThru( pts );
  24103. },
  24104. toShapes: function ( isCCW, noHoles ) {
  24105. function toShapesNoHoles( inSubpaths ) {
  24106. var shapes = [];
  24107. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24108. var tmpPath = inSubpaths[ i ];
  24109. var tmpShape = new Shape();
  24110. tmpShape.curves = tmpPath.curves;
  24111. shapes.push( tmpShape );
  24112. }
  24113. return shapes;
  24114. }
  24115. function isPointInsidePolygon( inPt, inPolygon ) {
  24116. var polyLen = inPolygon.length;
  24117. // inPt on polygon contour => immediate success or
  24118. // toggling of inside/outside at every single! intersection point of an edge
  24119. // with the horizontal line through inPt, left of inPt
  24120. // not counting lowerY endpoints of edges and whole edges on that line
  24121. var inside = false;
  24122. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24123. var edgeLowPt = inPolygon[ p ];
  24124. var edgeHighPt = inPolygon[ q ];
  24125. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24126. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24127. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24128. // not parallel
  24129. if ( edgeDy < 0 ) {
  24130. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24131. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24132. }
  24133. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24134. if ( inPt.y === edgeLowPt.y ) {
  24135. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24136. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24137. } else {
  24138. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24139. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24140. if ( perpEdge < 0 ) { continue; }
  24141. inside = ! inside; // true intersection left of inPt
  24142. }
  24143. } else {
  24144. // parallel or collinear
  24145. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24146. // edge lies on the same horizontal line as inPt
  24147. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24148. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24149. // continue;
  24150. }
  24151. }
  24152. return inside;
  24153. }
  24154. var isClockWise = ShapeUtils.isClockWise;
  24155. var subPaths = this.subPaths;
  24156. if ( subPaths.length === 0 ) { return []; }
  24157. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24158. var solid, tmpPath, tmpShape, shapes = [];
  24159. if ( subPaths.length === 1 ) {
  24160. tmpPath = subPaths[ 0 ];
  24161. tmpShape = new Shape();
  24162. tmpShape.curves = tmpPath.curves;
  24163. shapes.push( tmpShape );
  24164. return shapes;
  24165. }
  24166. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24167. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24168. // console.log("Holes first", holesFirst);
  24169. var betterShapeHoles = [];
  24170. var newShapes = [];
  24171. var newShapeHoles = [];
  24172. var mainIdx = 0;
  24173. var tmpPoints;
  24174. newShapes[ mainIdx ] = undefined;
  24175. newShapeHoles[ mainIdx ] = [];
  24176. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24177. tmpPath = subPaths[ i ];
  24178. tmpPoints = tmpPath.getPoints();
  24179. solid = isClockWise( tmpPoints );
  24180. solid = isCCW ? ! solid : solid;
  24181. if ( solid ) {
  24182. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24183. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24184. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24185. if ( holesFirst ) { mainIdx ++; }
  24186. newShapeHoles[ mainIdx ] = [];
  24187. //console.log('cw', i);
  24188. } else {
  24189. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24190. //console.log('ccw', i);
  24191. }
  24192. }
  24193. // only Holes? -> probably all Shapes with wrong orientation
  24194. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24195. if ( newShapes.length > 1 ) {
  24196. var ambiguous = false;
  24197. var toChange = [];
  24198. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24199. betterShapeHoles[ sIdx ] = [];
  24200. }
  24201. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24202. var sho = newShapeHoles[ sIdx ];
  24203. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24204. var ho = sho[ hIdx ];
  24205. var hole_unassigned = true;
  24206. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24207. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24208. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24209. if ( hole_unassigned ) {
  24210. hole_unassigned = false;
  24211. betterShapeHoles[ s2Idx ].push( ho );
  24212. } else {
  24213. ambiguous = true;
  24214. }
  24215. }
  24216. }
  24217. if ( hole_unassigned ) {
  24218. betterShapeHoles[ sIdx ].push( ho );
  24219. }
  24220. }
  24221. }
  24222. // console.log("ambiguous: ", ambiguous);
  24223. if ( toChange.length > 0 ) {
  24224. // console.log("to change: ", toChange);
  24225. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24226. }
  24227. }
  24228. var tmpHoles;
  24229. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24230. tmpShape = newShapes[ i ].s;
  24231. shapes.push( tmpShape );
  24232. tmpHoles = newShapeHoles[ i ];
  24233. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24234. tmpShape.holes.push( tmpHoles[ j ].h );
  24235. }
  24236. }
  24237. //console.log("shape", shapes);
  24238. return shapes;
  24239. }
  24240. } );
  24241. /**
  24242. * @author zz85 / http://www.lab4games.net/zz85/blog
  24243. * @author mrdoob / http://mrdoob.com/
  24244. */
  24245. function Font( data ) {
  24246. this.type = 'Font';
  24247. this.data = data;
  24248. }
  24249. Object.assign( Font.prototype, {
  24250. isFont: true,
  24251. generateShapes: function ( text, size ) {
  24252. if ( size === undefined ) { size = 100; }
  24253. var shapes = [];
  24254. var paths = createPaths( text, size, this.data );
  24255. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24256. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24257. }
  24258. return shapes;
  24259. }
  24260. } );
  24261. function createPaths( text, size, data ) {
  24262. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24263. var scale = size / data.resolution;
  24264. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24265. var paths = [];
  24266. var offsetX = 0, offsetY = 0;
  24267. for ( var i = 0; i < chars.length; i ++ ) {
  24268. var char = chars[ i ];
  24269. if ( char === '\n' ) {
  24270. offsetX = 0;
  24271. offsetY -= line_height;
  24272. } else {
  24273. var ret = createPath( char, scale, offsetX, offsetY, data );
  24274. offsetX += ret.offsetX;
  24275. paths.push( ret.path );
  24276. }
  24277. }
  24278. return paths;
  24279. }
  24280. function createPath( char, scale, offsetX, offsetY, data ) {
  24281. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24282. if ( ! glyph ) {
  24283. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24284. return;
  24285. }
  24286. var path = new ShapePath();
  24287. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24288. if ( glyph.o ) {
  24289. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24290. for ( var i = 0, l = outline.length; i < l; ) {
  24291. var action = outline[ i ++ ];
  24292. switch ( action ) {
  24293. case 'm': // moveTo
  24294. x = outline[ i ++ ] * scale + offsetX;
  24295. y = outline[ i ++ ] * scale + offsetY;
  24296. path.moveTo( x, y );
  24297. break;
  24298. case 'l': // lineTo
  24299. x = outline[ i ++ ] * scale + offsetX;
  24300. y = outline[ i ++ ] * scale + offsetY;
  24301. path.lineTo( x, y );
  24302. break;
  24303. case 'q': // quadraticCurveTo
  24304. cpx = outline[ i ++ ] * scale + offsetX;
  24305. cpy = outline[ i ++ ] * scale + offsetY;
  24306. cpx1 = outline[ i ++ ] * scale + offsetX;
  24307. cpy1 = outline[ i ++ ] * scale + offsetY;
  24308. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24309. break;
  24310. case 'b': // bezierCurveTo
  24311. cpx = outline[ i ++ ] * scale + offsetX;
  24312. cpy = outline[ i ++ ] * scale + offsetY;
  24313. cpx1 = outline[ i ++ ] * scale + offsetX;
  24314. cpy1 = outline[ i ++ ] * scale + offsetY;
  24315. cpx2 = outline[ i ++ ] * scale + offsetX;
  24316. cpy2 = outline[ i ++ ] * scale + offsetY;
  24317. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24318. break;
  24319. }
  24320. }
  24321. }
  24322. return { offsetX: glyph.ha * scale, path: path };
  24323. }
  24324. /**
  24325. * @author mrdoob / http://mrdoob.com/
  24326. */
  24327. function FontLoader( manager ) {
  24328. Loader.call( this, manager );
  24329. }
  24330. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24331. constructor: FontLoader,
  24332. load: function ( url, onLoad, onProgress, onError ) {
  24333. var scope = this;
  24334. var loader = new FileLoader( this.manager );
  24335. loader.setPath( this.path );
  24336. loader.load( url, function ( text ) {
  24337. var json;
  24338. try {
  24339. json = JSON.parse( text );
  24340. } catch ( e ) {
  24341. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24342. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24343. }
  24344. var font = scope.parse( json );
  24345. if ( onLoad ) { onLoad( font ); }
  24346. }, onProgress, onError );
  24347. },
  24348. parse: function ( json ) {
  24349. return new Font( json );
  24350. }
  24351. } );
  24352. /**
  24353. * @author mrdoob / http://mrdoob.com/
  24354. */
  24355. var _context;
  24356. var AudioContext = {
  24357. getContext: function () {
  24358. if ( _context === undefined ) {
  24359. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24360. }
  24361. return _context;
  24362. },
  24363. setContext: function ( value ) {
  24364. _context = value;
  24365. }
  24366. };
  24367. /**
  24368. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24369. */
  24370. function AudioLoader( manager ) {
  24371. Loader.call( this, manager );
  24372. }
  24373. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24374. constructor: AudioLoader,
  24375. load: function ( url, onLoad, onProgress, onError ) {
  24376. var loader = new FileLoader( this.manager );
  24377. loader.setResponseType( 'arraybuffer' );
  24378. loader.setPath( this.path );
  24379. loader.load( url, function ( buffer ) {
  24380. // Create a copy of the buffer. The `decodeAudioData` method
  24381. // detaches the buffer when complete, preventing reuse.
  24382. var bufferCopy = buffer.slice( 0 );
  24383. var context = AudioContext.getContext();
  24384. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24385. onLoad( audioBuffer );
  24386. } );
  24387. }, onProgress, onError );
  24388. }
  24389. } );
  24390. /**
  24391. * @author bhouston / http://clara.io
  24392. * @author WestLangley / http://github.com/WestLangley
  24393. *
  24394. * Primary reference:
  24395. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24396. *
  24397. * Secondary reference:
  24398. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24399. */
  24400. // 3-band SH defined by 9 coefficients
  24401. function SphericalHarmonics3() {
  24402. this.coefficients = [];
  24403. for ( var i = 0; i < 9; i ++ ) {
  24404. this.coefficients.push( new Vector3() );
  24405. }
  24406. }
  24407. Object.assign( SphericalHarmonics3.prototype, {
  24408. isSphericalHarmonics3: true,
  24409. set: function ( coefficients ) {
  24410. for ( var i = 0; i < 9; i ++ ) {
  24411. this.coefficients[ i ].copy( coefficients[ i ] );
  24412. }
  24413. return this;
  24414. },
  24415. zero: function () {
  24416. for ( var i = 0; i < 9; i ++ ) {
  24417. this.coefficients[ i ].set( 0, 0, 0 );
  24418. }
  24419. return this;
  24420. },
  24421. // get the radiance in the direction of the normal
  24422. // target is a Vector3
  24423. getAt: function ( normal, target ) {
  24424. // normal is assumed to be unit length
  24425. var x = normal.x, y = normal.y, z = normal.z;
  24426. var coeff = this.coefficients;
  24427. // band 0
  24428. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24429. // band 1
  24430. target.addScale( coeff[ 1 ], 0.488603 * y );
  24431. target.addScale( coeff[ 2 ], 0.488603 * z );
  24432. target.addScale( coeff[ 3 ], 0.488603 * x );
  24433. // band 2
  24434. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24435. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24436. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24437. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24438. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24439. return target;
  24440. },
  24441. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24442. // target is a Vector3
  24443. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24444. getIrradianceAt: function ( normal, target ) {
  24445. // normal is assumed to be unit length
  24446. var x = normal.x, y = normal.y, z = normal.z;
  24447. var coeff = this.coefficients;
  24448. // band 0
  24449. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24450. // band 1
  24451. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24452. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24453. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24454. // band 2
  24455. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24456. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24457. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24458. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24459. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24460. return target;
  24461. },
  24462. add: function ( sh ) {
  24463. for ( var i = 0; i < 9; i ++ ) {
  24464. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24465. }
  24466. return this;
  24467. },
  24468. scale: function ( s ) {
  24469. for ( var i = 0; i < 9; i ++ ) {
  24470. this.coefficients[ i ].multiplyScalar( s );
  24471. }
  24472. return this;
  24473. },
  24474. lerp: function ( sh, alpha ) {
  24475. for ( var i = 0; i < 9; i ++ ) {
  24476. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24477. }
  24478. return this;
  24479. },
  24480. equals: function ( sh ) {
  24481. for ( var i = 0; i < 9; i ++ ) {
  24482. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24483. return false;
  24484. }
  24485. }
  24486. return true;
  24487. },
  24488. copy: function ( sh ) {
  24489. return this.set( sh.coefficients );
  24490. },
  24491. clone: function () {
  24492. return new this.constructor().copy( this );
  24493. },
  24494. fromArray: function ( array, offset ) {
  24495. if ( offset === undefined ) { offset = 0; }
  24496. var coefficients = this.coefficients;
  24497. for ( var i = 0; i < 9; i ++ ) {
  24498. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24499. }
  24500. return this;
  24501. },
  24502. toArray: function ( array, offset ) {
  24503. if ( array === undefined ) { array = []; }
  24504. if ( offset === undefined ) { offset = 0; }
  24505. var coefficients = this.coefficients;
  24506. for ( var i = 0; i < 9; i ++ ) {
  24507. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24508. }
  24509. return array;
  24510. }
  24511. } );
  24512. Object.assign( SphericalHarmonics3, {
  24513. // evaluate the basis functions
  24514. // shBasis is an Array[ 9 ]
  24515. getBasisAt: function ( normal, shBasis ) {
  24516. // normal is assumed to be unit length
  24517. var x = normal.x, y = normal.y, z = normal.z;
  24518. // band 0
  24519. shBasis[ 0 ] = 0.282095;
  24520. // band 1
  24521. shBasis[ 1 ] = 0.488603 * y;
  24522. shBasis[ 2 ] = 0.488603 * z;
  24523. shBasis[ 3 ] = 0.488603 * x;
  24524. // band 2
  24525. shBasis[ 4 ] = 1.092548 * x * y;
  24526. shBasis[ 5 ] = 1.092548 * y * z;
  24527. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24528. shBasis[ 7 ] = 1.092548 * x * z;
  24529. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24530. }
  24531. } );
  24532. /**
  24533. * @author WestLangley / http://github.com/WestLangley
  24534. *
  24535. * A LightProbe is a source of indirect-diffuse light
  24536. */
  24537. function LightProbe( sh, intensity ) {
  24538. Light.call( this, undefined, intensity );
  24539. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24540. }
  24541. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24542. constructor: LightProbe,
  24543. isLightProbe: true,
  24544. copy: function ( source ) {
  24545. Light.prototype.copy.call( this, source );
  24546. this.sh.copy( source.sh );
  24547. this.intensity = source.intensity;
  24548. return this;
  24549. },
  24550. toJSON: function ( meta ) {
  24551. var data = Light.prototype.toJSON.call( this, meta );
  24552. // data.sh = this.sh.toArray(); // todo
  24553. return data;
  24554. }
  24555. } );
  24556. /**
  24557. * @author WestLangley / http://github.com/WestLangley
  24558. */
  24559. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24560. LightProbe.call( this, undefined, intensity );
  24561. var color1 = new Color().set( skyColor );
  24562. var color2 = new Color().set( groundColor );
  24563. var sky = new Vector3( color1.r, color1.g, color1.b );
  24564. var ground = new Vector3( color2.r, color2.g, color2.b );
  24565. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24566. var c0 = Math.sqrt( Math.PI );
  24567. var c1 = c0 * Math.sqrt( 0.75 );
  24568. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24569. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24570. }
  24571. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24572. constructor: HemisphereLightProbe,
  24573. isHemisphereLightProbe: true,
  24574. copy: function ( source ) { // modifying colors not currently supported
  24575. LightProbe.prototype.copy.call( this, source );
  24576. return this;
  24577. },
  24578. toJSON: function ( meta ) {
  24579. var data = LightProbe.prototype.toJSON.call( this, meta );
  24580. // data.sh = this.sh.toArray(); // todo
  24581. return data;
  24582. }
  24583. } );
  24584. /**
  24585. * @author WestLangley / http://github.com/WestLangley
  24586. */
  24587. function AmbientLightProbe( color, intensity ) {
  24588. LightProbe.call( this, undefined, intensity );
  24589. var color1 = new Color().set( color );
  24590. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24591. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24592. }
  24593. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24594. constructor: AmbientLightProbe,
  24595. isAmbientLightProbe: true,
  24596. copy: function ( source ) { // modifying color not currently supported
  24597. LightProbe.prototype.copy.call( this, source );
  24598. return this;
  24599. },
  24600. toJSON: function ( meta ) {
  24601. var data = LightProbe.prototype.toJSON.call( this, meta );
  24602. // data.sh = this.sh.toArray(); // todo
  24603. return data;
  24604. }
  24605. } );
  24606. var _eyeRight = new Matrix4();
  24607. var _eyeLeft = new Matrix4();
  24608. /**
  24609. * @author mrdoob / http://mrdoob.com/
  24610. */
  24611. function StereoCamera() {
  24612. this.type = 'StereoCamera';
  24613. this.aspect = 1;
  24614. this.eyeSep = 0.064;
  24615. this.cameraL = new PerspectiveCamera();
  24616. this.cameraL.layers.enable( 1 );
  24617. this.cameraL.matrixAutoUpdate = false;
  24618. this.cameraR = new PerspectiveCamera();
  24619. this.cameraR.layers.enable( 2 );
  24620. this.cameraR.matrixAutoUpdate = false;
  24621. this._cache = {
  24622. focus: null,
  24623. fov: null,
  24624. aspect: null,
  24625. near: null,
  24626. far: null,
  24627. zoom: null,
  24628. eyeSep: null
  24629. };
  24630. }
  24631. Object.assign( StereoCamera.prototype, {
  24632. update: function ( camera ) {
  24633. var cache = this._cache;
  24634. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24635. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24636. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24637. if ( needsUpdate ) {
  24638. cache.focus = camera.focus;
  24639. cache.fov = camera.fov;
  24640. cache.aspect = camera.aspect * this.aspect;
  24641. cache.near = camera.near;
  24642. cache.far = camera.far;
  24643. cache.zoom = camera.zoom;
  24644. cache.eyeSep = this.eyeSep;
  24645. // Off-axis stereoscopic effect based on
  24646. // http://paulbourke.net/stereographics/stereorender/
  24647. var projectionMatrix = camera.projectionMatrix.clone();
  24648. var eyeSepHalf = cache.eyeSep / 2;
  24649. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24650. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24651. var xmin, xmax;
  24652. // translate xOffset
  24653. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24654. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24655. // for left eye
  24656. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24657. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24658. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24659. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24660. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24661. // for right eye
  24662. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24663. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24664. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24665. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24666. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24667. }
  24668. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24669. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24670. }
  24671. } );
  24672. /**
  24673. * @author alteredq / http://alteredqualia.com/
  24674. */
  24675. function Clock( autoStart ) {
  24676. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24677. this.startTime = 0;
  24678. this.oldTime = 0;
  24679. this.elapsedTime = 0;
  24680. this.running = false;
  24681. }
  24682. Object.assign( Clock.prototype, {
  24683. start: function () {
  24684. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24685. this.oldTime = this.startTime;
  24686. this.elapsedTime = 0;
  24687. this.running = true;
  24688. },
  24689. stop: function () {
  24690. this.getElapsedTime();
  24691. this.running = false;
  24692. this.autoStart = false;
  24693. },
  24694. getElapsedTime: function () {
  24695. this.getDelta();
  24696. return this.elapsedTime;
  24697. },
  24698. getDelta: function () {
  24699. var diff = 0;
  24700. if ( this.autoStart && ! this.running ) {
  24701. this.start();
  24702. return 0;
  24703. }
  24704. if ( this.running ) {
  24705. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24706. diff = ( newTime - this.oldTime ) / 1000;
  24707. this.oldTime = newTime;
  24708. this.elapsedTime += diff;
  24709. }
  24710. return diff;
  24711. }
  24712. } );
  24713. /**
  24714. * @author mrdoob / http://mrdoob.com/
  24715. */
  24716. var _position$2 = new Vector3();
  24717. var _quaternion$3 = new Quaternion();
  24718. var _scale$1 = new Vector3();
  24719. var _orientation = new Vector3();
  24720. function AudioListener() {
  24721. Object3D.call( this );
  24722. this.type = 'AudioListener';
  24723. this.context = AudioContext.getContext();
  24724. this.gain = this.context.createGain();
  24725. this.gain.connect( this.context.destination );
  24726. this.filter = null;
  24727. this.timeDelta = 0;
  24728. // private
  24729. this._clock = new Clock();
  24730. }
  24731. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24732. constructor: AudioListener,
  24733. getInput: function () {
  24734. return this.gain;
  24735. },
  24736. removeFilter: function ( ) {
  24737. if ( this.filter !== null ) {
  24738. this.gain.disconnect( this.filter );
  24739. this.filter.disconnect( this.context.destination );
  24740. this.gain.connect( this.context.destination );
  24741. this.filter = null;
  24742. }
  24743. return this;
  24744. },
  24745. getFilter: function () {
  24746. return this.filter;
  24747. },
  24748. setFilter: function ( value ) {
  24749. if ( this.filter !== null ) {
  24750. this.gain.disconnect( this.filter );
  24751. this.filter.disconnect( this.context.destination );
  24752. } else {
  24753. this.gain.disconnect( this.context.destination );
  24754. }
  24755. this.filter = value;
  24756. this.gain.connect( this.filter );
  24757. this.filter.connect( this.context.destination );
  24758. return this;
  24759. },
  24760. getMasterVolume: function () {
  24761. return this.gain.gain.value;
  24762. },
  24763. setMasterVolume: function ( value ) {
  24764. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24765. return this;
  24766. },
  24767. updateMatrixWorld: function ( force ) {
  24768. Object3D.prototype.updateMatrixWorld.call( this, force );
  24769. var listener = this.context.listener;
  24770. var up = this.up;
  24771. this.timeDelta = this._clock.getDelta();
  24772. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24773. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24774. if ( listener.positionX ) {
  24775. // code path for Chrome (see #14393)
  24776. var endTime = this.context.currentTime + this.timeDelta;
  24777. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24778. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24779. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24780. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24781. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24782. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24783. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24784. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24785. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24786. } else {
  24787. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24788. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24789. }
  24790. }
  24791. } );
  24792. /**
  24793. * @author mrdoob / http://mrdoob.com/
  24794. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24795. */
  24796. function Audio( listener ) {
  24797. Object3D.call( this );
  24798. this.type = 'Audio';
  24799. this.listener = listener;
  24800. this.context = listener.context;
  24801. this.gain = this.context.createGain();
  24802. this.gain.connect( listener.getInput() );
  24803. this.autoplay = false;
  24804. this.buffer = null;
  24805. this.detune = 0;
  24806. this.loop = false;
  24807. this.startTime = 0;
  24808. this.offset = 0;
  24809. this.duration = undefined;
  24810. this.playbackRate = 1;
  24811. this.isPlaying = false;
  24812. this.hasPlaybackControl = true;
  24813. this.sourceType = 'empty';
  24814. this.filters = [];
  24815. }
  24816. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24817. constructor: Audio,
  24818. getOutput: function () {
  24819. return this.gain;
  24820. },
  24821. setNodeSource: function ( audioNode ) {
  24822. this.hasPlaybackControl = false;
  24823. this.sourceType = 'audioNode';
  24824. this.source = audioNode;
  24825. this.connect();
  24826. return this;
  24827. },
  24828. setMediaElementSource: function ( mediaElement ) {
  24829. this.hasPlaybackControl = false;
  24830. this.sourceType = 'mediaNode';
  24831. this.source = this.context.createMediaElementSource( mediaElement );
  24832. this.connect();
  24833. return this;
  24834. },
  24835. setMediaStreamSource: function ( mediaStream ) {
  24836. this.hasPlaybackControl = false;
  24837. this.sourceType = 'mediaStreamNode';
  24838. this.source = this.context.createMediaStreamSource( mediaStream );
  24839. this.connect();
  24840. return this;
  24841. },
  24842. setBuffer: function ( audioBuffer ) {
  24843. this.buffer = audioBuffer;
  24844. this.sourceType = 'buffer';
  24845. if ( this.autoplay ) { this.play(); }
  24846. return this;
  24847. },
  24848. play: function () {
  24849. if ( this.isPlaying === true ) {
  24850. console.warn( 'THREE.Audio: Audio is already playing.' );
  24851. return;
  24852. }
  24853. if ( this.hasPlaybackControl === false ) {
  24854. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24855. return;
  24856. }
  24857. var source = this.context.createBufferSource();
  24858. source.buffer = this.buffer;
  24859. source.loop = this.loop;
  24860. source.onended = this.onEnded.bind( this );
  24861. this.startTime = this.context.currentTime;
  24862. source.start( this.startTime, this.offset, this.duration );
  24863. this.isPlaying = true;
  24864. this.source = source;
  24865. this.setDetune( this.detune );
  24866. this.setPlaybackRate( this.playbackRate );
  24867. return this.connect();
  24868. },
  24869. pause: function () {
  24870. if ( this.hasPlaybackControl === false ) {
  24871. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24872. return;
  24873. }
  24874. if ( this.isPlaying === true ) {
  24875. this.source.stop();
  24876. this.source.onended = null;
  24877. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24878. this.isPlaying = false;
  24879. }
  24880. return this;
  24881. },
  24882. stop: function () {
  24883. if ( this.hasPlaybackControl === false ) {
  24884. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24885. return;
  24886. }
  24887. this.source.stop();
  24888. this.source.onended = null;
  24889. this.offset = 0;
  24890. this.isPlaying = false;
  24891. return this;
  24892. },
  24893. connect: function () {
  24894. if ( this.filters.length > 0 ) {
  24895. this.source.connect( this.filters[ 0 ] );
  24896. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24897. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24898. }
  24899. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24900. } else {
  24901. this.source.connect( this.getOutput() );
  24902. }
  24903. return this;
  24904. },
  24905. disconnect: function () {
  24906. if ( this.filters.length > 0 ) {
  24907. this.source.disconnect( this.filters[ 0 ] );
  24908. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24909. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24910. }
  24911. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24912. } else {
  24913. this.source.disconnect( this.getOutput() );
  24914. }
  24915. return this;
  24916. },
  24917. getFilters: function () {
  24918. return this.filters;
  24919. },
  24920. setFilters: function ( value ) {
  24921. if ( ! value ) { value = []; }
  24922. if ( this.isPlaying === true ) {
  24923. this.disconnect();
  24924. this.filters = value;
  24925. this.connect();
  24926. } else {
  24927. this.filters = value;
  24928. }
  24929. return this;
  24930. },
  24931. setDetune: function ( value ) {
  24932. this.detune = value;
  24933. if ( this.source.detune === undefined ) { return; } // only set detune when available
  24934. if ( this.isPlaying === true ) {
  24935. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24936. }
  24937. return this;
  24938. },
  24939. getDetune: function () {
  24940. return this.detune;
  24941. },
  24942. getFilter: function () {
  24943. return this.getFilters()[ 0 ];
  24944. },
  24945. setFilter: function ( filter ) {
  24946. return this.setFilters( filter ? [ filter ] : [] );
  24947. },
  24948. setPlaybackRate: function ( value ) {
  24949. if ( this.hasPlaybackControl === false ) {
  24950. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24951. return;
  24952. }
  24953. this.playbackRate = value;
  24954. if ( this.isPlaying === true ) {
  24955. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24956. }
  24957. return this;
  24958. },
  24959. getPlaybackRate: function () {
  24960. return this.playbackRate;
  24961. },
  24962. onEnded: function () {
  24963. this.isPlaying = false;
  24964. },
  24965. getLoop: function () {
  24966. if ( this.hasPlaybackControl === false ) {
  24967. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24968. return false;
  24969. }
  24970. return this.loop;
  24971. },
  24972. setLoop: function ( value ) {
  24973. if ( this.hasPlaybackControl === false ) {
  24974. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24975. return;
  24976. }
  24977. this.loop = value;
  24978. if ( this.isPlaying === true ) {
  24979. this.source.loop = this.loop;
  24980. }
  24981. return this;
  24982. },
  24983. getVolume: function () {
  24984. return this.gain.gain.value;
  24985. },
  24986. setVolume: function ( value ) {
  24987. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24988. return this;
  24989. }
  24990. } );
  24991. /**
  24992. * @author mrdoob / http://mrdoob.com/
  24993. */
  24994. var _position$3 = new Vector3();
  24995. var _quaternion$4 = new Quaternion();
  24996. var _scale$2 = new Vector3();
  24997. var _orientation$1 = new Vector3();
  24998. function PositionalAudio( listener ) {
  24999. Audio.call( this, listener );
  25000. this.panner = this.context.createPanner();
  25001. this.panner.panningModel = 'HRTF';
  25002. this.panner.connect( this.gain );
  25003. }
  25004. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25005. constructor: PositionalAudio,
  25006. getOutput: function () {
  25007. return this.panner;
  25008. },
  25009. getRefDistance: function () {
  25010. return this.panner.refDistance;
  25011. },
  25012. setRefDistance: function ( value ) {
  25013. this.panner.refDistance = value;
  25014. return this;
  25015. },
  25016. getRolloffFactor: function () {
  25017. return this.panner.rolloffFactor;
  25018. },
  25019. setRolloffFactor: function ( value ) {
  25020. this.panner.rolloffFactor = value;
  25021. return this;
  25022. },
  25023. getDistanceModel: function () {
  25024. return this.panner.distanceModel;
  25025. },
  25026. setDistanceModel: function ( value ) {
  25027. this.panner.distanceModel = value;
  25028. return this;
  25029. },
  25030. getMaxDistance: function () {
  25031. return this.panner.maxDistance;
  25032. },
  25033. setMaxDistance: function ( value ) {
  25034. this.panner.maxDistance = value;
  25035. return this;
  25036. },
  25037. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25038. this.panner.coneInnerAngle = coneInnerAngle;
  25039. this.panner.coneOuterAngle = coneOuterAngle;
  25040. this.panner.coneOuterGain = coneOuterGain;
  25041. return this;
  25042. },
  25043. updateMatrixWorld: function ( force ) {
  25044. Object3D.prototype.updateMatrixWorld.call( this, force );
  25045. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25046. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25047. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25048. var panner = this.panner;
  25049. if ( panner.positionX ) {
  25050. // code path for Chrome and Firefox (see #14393)
  25051. var endTime = this.context.currentTime + this.listener.timeDelta;
  25052. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25053. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25054. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25055. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25056. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25057. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25058. } else {
  25059. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25060. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25061. }
  25062. }
  25063. } );
  25064. /**
  25065. * @author mrdoob / http://mrdoob.com/
  25066. */
  25067. function AudioAnalyser( audio, fftSize ) {
  25068. this.analyser = audio.context.createAnalyser();
  25069. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25070. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25071. audio.getOutput().connect( this.analyser );
  25072. }
  25073. Object.assign( AudioAnalyser.prototype, {
  25074. getFrequencyData: function () {
  25075. this.analyser.getByteFrequencyData( this.data );
  25076. return this.data;
  25077. },
  25078. getAverageFrequency: function () {
  25079. var value = 0, data = this.getFrequencyData();
  25080. for ( var i = 0; i < data.length; i ++ ) {
  25081. value += data[ i ];
  25082. }
  25083. return value / data.length;
  25084. }
  25085. } );
  25086. /**
  25087. *
  25088. * Buffered scene graph property that allows weighted accumulation.
  25089. *
  25090. *
  25091. * @author Ben Houston / http://clara.io/
  25092. * @author David Sarno / http://lighthaus.us/
  25093. * @author tschw
  25094. */
  25095. function PropertyMixer( binding, typeName, valueSize ) {
  25096. this.binding = binding;
  25097. this.valueSize = valueSize;
  25098. var bufferType = Float64Array,
  25099. mixFunction;
  25100. switch ( typeName ) {
  25101. case 'quaternion':
  25102. mixFunction = this._slerp;
  25103. break;
  25104. case 'string':
  25105. case 'bool':
  25106. bufferType = Array;
  25107. mixFunction = this._select;
  25108. break;
  25109. default:
  25110. mixFunction = this._lerp;
  25111. }
  25112. this.buffer = new bufferType( valueSize * 4 );
  25113. // layout: [ incoming | accu0 | accu1 | orig ]
  25114. //
  25115. // interpolators can use .buffer as their .result
  25116. // the data then goes to 'incoming'
  25117. //
  25118. // 'accu0' and 'accu1' are used frame-interleaved for
  25119. // the cumulative result and are compared to detect
  25120. // changes
  25121. //
  25122. // 'orig' stores the original state of the property
  25123. this._mixBufferRegion = mixFunction;
  25124. this.cumulativeWeight = 0;
  25125. this.useCount = 0;
  25126. this.referenceCount = 0;
  25127. }
  25128. Object.assign( PropertyMixer.prototype, {
  25129. // accumulate data in the 'incoming' region into 'accu<i>'
  25130. accumulate: function ( accuIndex, weight ) {
  25131. // note: happily accumulating nothing when weight = 0, the caller knows
  25132. // the weight and shouldn't have made the call in the first place
  25133. var buffer = this.buffer,
  25134. stride = this.valueSize,
  25135. offset = accuIndex * stride + stride,
  25136. currentWeight = this.cumulativeWeight;
  25137. if ( currentWeight === 0 ) {
  25138. // accuN := incoming * weight
  25139. for ( var i = 0; i !== stride; ++ i ) {
  25140. buffer[ offset + i ] = buffer[ i ];
  25141. }
  25142. currentWeight = weight;
  25143. } else {
  25144. // accuN := accuN + incoming * weight
  25145. currentWeight += weight;
  25146. var mix = weight / currentWeight;
  25147. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25148. }
  25149. this.cumulativeWeight = currentWeight;
  25150. },
  25151. // apply the state of 'accu<i>' to the binding when accus differ
  25152. apply: function ( accuIndex ) {
  25153. var stride = this.valueSize,
  25154. buffer = this.buffer,
  25155. offset = accuIndex * stride + stride,
  25156. weight = this.cumulativeWeight,
  25157. binding = this.binding;
  25158. this.cumulativeWeight = 0;
  25159. if ( weight < 1 ) {
  25160. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25161. var originalValueOffset = stride * 3;
  25162. this._mixBufferRegion(
  25163. buffer, offset, originalValueOffset, 1 - weight, stride );
  25164. }
  25165. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25166. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25167. // value has changed -> update scene graph
  25168. binding.setValue( buffer, offset );
  25169. break;
  25170. }
  25171. }
  25172. },
  25173. // remember the state of the bound property and copy it to both accus
  25174. saveOriginalState: function () {
  25175. var binding = this.binding;
  25176. var buffer = this.buffer,
  25177. stride = this.valueSize,
  25178. originalValueOffset = stride * 3;
  25179. binding.getValue( buffer, originalValueOffset );
  25180. // accu[0..1] := orig -- initially detect changes against the original
  25181. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25182. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25183. }
  25184. this.cumulativeWeight = 0;
  25185. },
  25186. // apply the state previously taken via 'saveOriginalState' to the binding
  25187. restoreOriginalState: function () {
  25188. var originalValueOffset = this.valueSize * 3;
  25189. this.binding.setValue( this.buffer, originalValueOffset );
  25190. },
  25191. // mix functions
  25192. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25193. if ( t >= 0.5 ) {
  25194. for ( var i = 0; i !== stride; ++ i ) {
  25195. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25196. }
  25197. }
  25198. },
  25199. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25200. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25201. },
  25202. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25203. var s = 1 - t;
  25204. for ( var i = 0; i !== stride; ++ i ) {
  25205. var j = dstOffset + i;
  25206. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25207. }
  25208. }
  25209. } );
  25210. /**
  25211. *
  25212. * A reference to a real property in the scene graph.
  25213. *
  25214. *
  25215. * @author Ben Houston / http://clara.io/
  25216. * @author David Sarno / http://lighthaus.us/
  25217. * @author tschw
  25218. */
  25219. // Characters [].:/ are reserved for track binding syntax.
  25220. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25221. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25222. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25223. // only latin characters, and the unicode \p{L} is not yet supported. So
  25224. // instead, we exclude reserved characters and match everything else.
  25225. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25226. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25227. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25228. // be matched to parse the rest of the track name.
  25229. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25230. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25231. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25232. // Object on target node, and accessor. May not contain reserved
  25233. // characters. Accessor may contain any character except closing bracket.
  25234. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25235. // Property and accessor. May not contain reserved characters. Accessor may
  25236. // contain any non-bracket characters.
  25237. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25238. var _trackRe = new RegExp( ''
  25239. + '^'
  25240. + _directoryRe
  25241. + _nodeRe
  25242. + _objectRe
  25243. + _propertyRe
  25244. + '$'
  25245. );
  25246. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25247. function Composite( targetGroup, path, optionalParsedPath ) {
  25248. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25249. this._targetGroup = targetGroup;
  25250. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25251. }
  25252. Object.assign( Composite.prototype, {
  25253. getValue: function ( array, offset ) {
  25254. this.bind(); // bind all binding
  25255. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25256. binding = this._bindings[ firstValidIndex ];
  25257. // and only call .getValue on the first
  25258. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25259. },
  25260. setValue: function ( array, offset ) {
  25261. var bindings = this._bindings;
  25262. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25263. bindings[ i ].setValue( array, offset );
  25264. }
  25265. },
  25266. bind: function () {
  25267. var bindings = this._bindings;
  25268. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25269. bindings[ i ].bind();
  25270. }
  25271. },
  25272. unbind: function () {
  25273. var bindings = this._bindings;
  25274. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25275. bindings[ i ].unbind();
  25276. }
  25277. }
  25278. } );
  25279. function PropertyBinding( rootNode, path, parsedPath ) {
  25280. this.path = path;
  25281. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25282. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25283. this.rootNode = rootNode;
  25284. }
  25285. Object.assign( PropertyBinding, {
  25286. Composite: Composite,
  25287. create: function ( root, path, parsedPath ) {
  25288. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25289. return new PropertyBinding( root, path, parsedPath );
  25290. } else {
  25291. return new PropertyBinding.Composite( root, path, parsedPath );
  25292. }
  25293. },
  25294. /**
  25295. * Replaces spaces with underscores and removes unsupported characters from
  25296. * node names, to ensure compatibility with parseTrackName().
  25297. *
  25298. * @param {string} name Node name to be sanitized.
  25299. * @return {string}
  25300. */
  25301. sanitizeNodeName: function ( name ) {
  25302. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25303. },
  25304. parseTrackName: function ( trackName ) {
  25305. var matches = _trackRe.exec( trackName );
  25306. if ( ! matches ) {
  25307. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25308. }
  25309. var results = {
  25310. // directoryName: matches[ 1 ], // (tschw) currently unused
  25311. nodeName: matches[ 2 ],
  25312. objectName: matches[ 3 ],
  25313. objectIndex: matches[ 4 ],
  25314. propertyName: matches[ 5 ], // required
  25315. propertyIndex: matches[ 6 ]
  25316. };
  25317. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25318. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25319. var objectName = results.nodeName.substring( lastDot + 1 );
  25320. // Object names must be checked against a whitelist. Otherwise, there
  25321. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25322. // 'bar' could be the objectName, or part of a nodeName (which can
  25323. // include '.' characters).
  25324. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25325. results.nodeName = results.nodeName.substring( 0, lastDot );
  25326. results.objectName = objectName;
  25327. }
  25328. }
  25329. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25330. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25331. }
  25332. return results;
  25333. },
  25334. findNode: function ( root, nodeName ) {
  25335. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25336. return root;
  25337. }
  25338. // search into skeleton bones.
  25339. if ( root.skeleton ) {
  25340. var bone = root.skeleton.getBoneByName( nodeName );
  25341. if ( bone !== undefined ) {
  25342. return bone;
  25343. }
  25344. }
  25345. // search into node subtree.
  25346. if ( root.children ) {
  25347. var searchNodeSubtree = function ( children ) {
  25348. for ( var i = 0; i < children.length; i ++ ) {
  25349. var childNode = children[ i ];
  25350. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25351. return childNode;
  25352. }
  25353. var result = searchNodeSubtree( childNode.children );
  25354. if ( result ) { return result; }
  25355. }
  25356. return null;
  25357. };
  25358. var subTreeNode = searchNodeSubtree( root.children );
  25359. if ( subTreeNode ) {
  25360. return subTreeNode;
  25361. }
  25362. }
  25363. return null;
  25364. }
  25365. } );
  25366. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25367. // these are used to "bind" a nonexistent property
  25368. _getValue_unavailable: function () {},
  25369. _setValue_unavailable: function () {},
  25370. BindingType: {
  25371. Direct: 0,
  25372. EntireArray: 1,
  25373. ArrayElement: 2,
  25374. HasFromToArray: 3
  25375. },
  25376. Versioning: {
  25377. None: 0,
  25378. NeedsUpdate: 1,
  25379. MatrixWorldNeedsUpdate: 2
  25380. },
  25381. GetterByBindingType: [
  25382. function getValue_direct( buffer, offset ) {
  25383. buffer[ offset ] = this.node[ this.propertyName ];
  25384. },
  25385. function getValue_array( buffer, offset ) {
  25386. var source = this.resolvedProperty;
  25387. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25388. buffer[ offset ++ ] = source[ i ];
  25389. }
  25390. },
  25391. function getValue_arrayElement( buffer, offset ) {
  25392. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25393. },
  25394. function getValue_toArray( buffer, offset ) {
  25395. this.resolvedProperty.toArray( buffer, offset );
  25396. }
  25397. ],
  25398. SetterByBindingTypeAndVersioning: [
  25399. [
  25400. // Direct
  25401. function setValue_direct( buffer, offset ) {
  25402. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25403. },
  25404. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25405. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25406. this.targetObject.needsUpdate = true;
  25407. },
  25408. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25409. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25410. this.targetObject.matrixWorldNeedsUpdate = true;
  25411. }
  25412. ], [
  25413. // EntireArray
  25414. function setValue_array( buffer, offset ) {
  25415. var dest = this.resolvedProperty;
  25416. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25417. dest[ i ] = buffer[ offset ++ ];
  25418. }
  25419. },
  25420. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25421. var dest = this.resolvedProperty;
  25422. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25423. dest[ i ] = buffer[ offset ++ ];
  25424. }
  25425. this.targetObject.needsUpdate = true;
  25426. },
  25427. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25428. var dest = this.resolvedProperty;
  25429. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25430. dest[ i ] = buffer[ offset ++ ];
  25431. }
  25432. this.targetObject.matrixWorldNeedsUpdate = true;
  25433. }
  25434. ], [
  25435. // ArrayElement
  25436. function setValue_arrayElement( buffer, offset ) {
  25437. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25438. },
  25439. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25440. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25441. this.targetObject.needsUpdate = true;
  25442. },
  25443. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25444. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25445. this.targetObject.matrixWorldNeedsUpdate = true;
  25446. }
  25447. ], [
  25448. // HasToFromArray
  25449. function setValue_fromArray( buffer, offset ) {
  25450. this.resolvedProperty.fromArray( buffer, offset );
  25451. },
  25452. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25453. this.resolvedProperty.fromArray( buffer, offset );
  25454. this.targetObject.needsUpdate = true;
  25455. },
  25456. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25457. this.resolvedProperty.fromArray( buffer, offset );
  25458. this.targetObject.matrixWorldNeedsUpdate = true;
  25459. }
  25460. ]
  25461. ],
  25462. getValue: function getValue_unbound( targetArray, offset ) {
  25463. this.bind();
  25464. this.getValue( targetArray, offset );
  25465. // Note: This class uses a State pattern on a per-method basis:
  25466. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25467. // prototype version of these methods with one that represents
  25468. // the bound state. When the property is not found, the methods
  25469. // become no-ops.
  25470. },
  25471. setValue: function getValue_unbound( sourceArray, offset ) {
  25472. this.bind();
  25473. this.setValue( sourceArray, offset );
  25474. },
  25475. // create getter / setter pair for a property in the scene graph
  25476. bind: function () {
  25477. var targetObject = this.node,
  25478. parsedPath = this.parsedPath,
  25479. objectName = parsedPath.objectName,
  25480. propertyName = parsedPath.propertyName,
  25481. propertyIndex = parsedPath.propertyIndex;
  25482. if ( ! targetObject ) {
  25483. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25484. this.node = targetObject;
  25485. }
  25486. // set fail state so we can just 'return' on error
  25487. this.getValue = this._getValue_unavailable;
  25488. this.setValue = this._setValue_unavailable;
  25489. // ensure there is a value node
  25490. if ( ! targetObject ) {
  25491. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25492. return;
  25493. }
  25494. if ( objectName ) {
  25495. var objectIndex = parsedPath.objectIndex;
  25496. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25497. switch ( objectName ) {
  25498. case 'materials':
  25499. if ( ! targetObject.material ) {
  25500. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25501. return;
  25502. }
  25503. if ( ! targetObject.material.materials ) {
  25504. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25505. return;
  25506. }
  25507. targetObject = targetObject.material.materials;
  25508. break;
  25509. case 'bones':
  25510. if ( ! targetObject.skeleton ) {
  25511. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25512. return;
  25513. }
  25514. // potential future optimization: skip this if propertyIndex is already an integer
  25515. // and convert the integer string to a true integer.
  25516. targetObject = targetObject.skeleton.bones;
  25517. // support resolving morphTarget names into indices.
  25518. for ( var i = 0; i < targetObject.length; i ++ ) {
  25519. if ( targetObject[ i ].name === objectIndex ) {
  25520. objectIndex = i;
  25521. break;
  25522. }
  25523. }
  25524. break;
  25525. default:
  25526. if ( targetObject[ objectName ] === undefined ) {
  25527. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25528. return;
  25529. }
  25530. targetObject = targetObject[ objectName ];
  25531. }
  25532. if ( objectIndex !== undefined ) {
  25533. if ( targetObject[ objectIndex ] === undefined ) {
  25534. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25535. return;
  25536. }
  25537. targetObject = targetObject[ objectIndex ];
  25538. }
  25539. }
  25540. // resolve property
  25541. var nodeProperty = targetObject[ propertyName ];
  25542. if ( nodeProperty === undefined ) {
  25543. var nodeName = parsedPath.nodeName;
  25544. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25545. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25546. return;
  25547. }
  25548. // determine versioning scheme
  25549. var versioning = this.Versioning.None;
  25550. this.targetObject = targetObject;
  25551. if ( targetObject.needsUpdate !== undefined ) { // material
  25552. versioning = this.Versioning.NeedsUpdate;
  25553. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25554. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25555. }
  25556. // determine how the property gets bound
  25557. var bindingType = this.BindingType.Direct;
  25558. if ( propertyIndex !== undefined ) {
  25559. // access a sub element of the property array (only primitives are supported right now)
  25560. if ( propertyName === "morphTargetInfluences" ) {
  25561. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25562. // support resolving morphTarget names into indices.
  25563. if ( ! targetObject.geometry ) {
  25564. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25565. return;
  25566. }
  25567. if ( targetObject.geometry.isBufferGeometry ) {
  25568. if ( ! targetObject.geometry.morphAttributes ) {
  25569. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25570. return;
  25571. }
  25572. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25573. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25574. propertyIndex = i;
  25575. break;
  25576. }
  25577. }
  25578. } else {
  25579. if ( ! targetObject.geometry.morphTargets ) {
  25580. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25581. return;
  25582. }
  25583. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25584. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25585. propertyIndex = i;
  25586. break;
  25587. }
  25588. }
  25589. }
  25590. }
  25591. bindingType = this.BindingType.ArrayElement;
  25592. this.resolvedProperty = nodeProperty;
  25593. this.propertyIndex = propertyIndex;
  25594. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25595. // must use copy for Object3D.Euler/Quaternion
  25596. bindingType = this.BindingType.HasFromToArray;
  25597. this.resolvedProperty = nodeProperty;
  25598. } else if ( Array.isArray( nodeProperty ) ) {
  25599. bindingType = this.BindingType.EntireArray;
  25600. this.resolvedProperty = nodeProperty;
  25601. } else {
  25602. this.propertyName = propertyName;
  25603. }
  25604. // select getter / setter
  25605. this.getValue = this.GetterByBindingType[ bindingType ];
  25606. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25607. },
  25608. unbind: function () {
  25609. this.node = null;
  25610. // back to the prototype version of getValue / setValue
  25611. // note: avoiding to mutate the shape of 'this' via 'delete'
  25612. this.getValue = this._getValue_unbound;
  25613. this.setValue = this._setValue_unbound;
  25614. }
  25615. } );
  25616. //!\ DECLARE ALIAS AFTER assign prototype !
  25617. Object.assign( PropertyBinding.prototype, {
  25618. // initial state of these methods that calls 'bind'
  25619. _getValue_unbound: PropertyBinding.prototype.getValue,
  25620. _setValue_unbound: PropertyBinding.prototype.setValue,
  25621. } );
  25622. /**
  25623. *
  25624. * A group of objects that receives a shared animation state.
  25625. *
  25626. * Usage:
  25627. *
  25628. * - Add objects you would otherwise pass as 'root' to the
  25629. * constructor or the .clipAction method of AnimationMixer.
  25630. *
  25631. * - Instead pass this object as 'root'.
  25632. *
  25633. * - You can also add and remove objects later when the mixer
  25634. * is running.
  25635. *
  25636. * Note:
  25637. *
  25638. * Objects of this class appear as one object to the mixer,
  25639. * so cache control of the individual objects must be done
  25640. * on the group.
  25641. *
  25642. * Limitation:
  25643. *
  25644. * - The animated properties must be compatible among the
  25645. * all objects in the group.
  25646. *
  25647. * - A single property can either be controlled through a
  25648. * target group or directly, but not both.
  25649. *
  25650. * @author tschw
  25651. */
  25652. function AnimationObjectGroup() {
  25653. this.uuid = _Math.generateUUID();
  25654. // cached objects followed by the active ones
  25655. this._objects = Array.prototype.slice.call( arguments );
  25656. this.nCachedObjects_ = 0; // threshold
  25657. // note: read by PropertyBinding.Composite
  25658. var indices = {};
  25659. this._indicesByUUID = indices; // for bookkeeping
  25660. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25661. indices[ arguments[ i ].uuid ] = i;
  25662. }
  25663. this._paths = []; // inside: string
  25664. this._parsedPaths = []; // inside: { we don't care, here }
  25665. this._bindings = []; // inside: Array< PropertyBinding >
  25666. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25667. var scope = this;
  25668. this.stats = {
  25669. objects: {
  25670. get total() {
  25671. return scope._objects.length;
  25672. },
  25673. get inUse() {
  25674. return this.total - scope.nCachedObjects_;
  25675. }
  25676. },
  25677. get bindingsPerObject() {
  25678. return scope._bindings.length;
  25679. }
  25680. };
  25681. }
  25682. Object.assign( AnimationObjectGroup.prototype, {
  25683. isAnimationObjectGroup: true,
  25684. add: function () {
  25685. var objects = this._objects,
  25686. nObjects = objects.length,
  25687. nCachedObjects = this.nCachedObjects_,
  25688. indicesByUUID = this._indicesByUUID,
  25689. paths = this._paths,
  25690. parsedPaths = this._parsedPaths,
  25691. bindings = this._bindings,
  25692. nBindings = bindings.length,
  25693. knownObject = undefined;
  25694. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25695. var object = arguments[ i ],
  25696. uuid = object.uuid,
  25697. index = indicesByUUID[ uuid ];
  25698. if ( index === undefined ) {
  25699. // unknown object -> add it to the ACTIVE region
  25700. index = nObjects ++;
  25701. indicesByUUID[ uuid ] = index;
  25702. objects.push( object );
  25703. // accounting is done, now do the same for all bindings
  25704. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25705. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25706. }
  25707. } else if ( index < nCachedObjects ) {
  25708. knownObject = objects[ index ];
  25709. // move existing object to the ACTIVE region
  25710. var firstActiveIndex = -- nCachedObjects,
  25711. lastCachedObject = objects[ firstActiveIndex ];
  25712. indicesByUUID[ lastCachedObject.uuid ] = index;
  25713. objects[ index ] = lastCachedObject;
  25714. indicesByUUID[ uuid ] = firstActiveIndex;
  25715. objects[ firstActiveIndex ] = object;
  25716. // accounting is done, now do the same for all bindings
  25717. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25718. var bindingsForPath = bindings[ j ],
  25719. lastCached = bindingsForPath[ firstActiveIndex ],
  25720. binding = bindingsForPath[ index ];
  25721. bindingsForPath[ index ] = lastCached;
  25722. if ( binding === undefined ) {
  25723. // since we do not bother to create new bindings
  25724. // for objects that are cached, the binding may
  25725. // or may not exist
  25726. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25727. }
  25728. bindingsForPath[ firstActiveIndex ] = binding;
  25729. }
  25730. } else if ( objects[ index ] !== knownObject ) {
  25731. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25732. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25733. } // else the object is already where we want it to be
  25734. } // for arguments
  25735. this.nCachedObjects_ = nCachedObjects;
  25736. },
  25737. remove: function () {
  25738. var objects = this._objects,
  25739. nCachedObjects = this.nCachedObjects_,
  25740. indicesByUUID = this._indicesByUUID,
  25741. bindings = this._bindings,
  25742. nBindings = bindings.length;
  25743. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25744. var object = arguments[ i ],
  25745. uuid = object.uuid,
  25746. index = indicesByUUID[ uuid ];
  25747. if ( index !== undefined && index >= nCachedObjects ) {
  25748. // move existing object into the CACHED region
  25749. var lastCachedIndex = nCachedObjects ++,
  25750. firstActiveObject = objects[ lastCachedIndex ];
  25751. indicesByUUID[ firstActiveObject.uuid ] = index;
  25752. objects[ index ] = firstActiveObject;
  25753. indicesByUUID[ uuid ] = lastCachedIndex;
  25754. objects[ lastCachedIndex ] = object;
  25755. // accounting is done, now do the same for all bindings
  25756. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25757. var bindingsForPath = bindings[ j ],
  25758. firstActive = bindingsForPath[ lastCachedIndex ],
  25759. binding = bindingsForPath[ index ];
  25760. bindingsForPath[ index ] = firstActive;
  25761. bindingsForPath[ lastCachedIndex ] = binding;
  25762. }
  25763. }
  25764. } // for arguments
  25765. this.nCachedObjects_ = nCachedObjects;
  25766. },
  25767. // remove & forget
  25768. uncache: function () {
  25769. var objects = this._objects,
  25770. nObjects = objects.length,
  25771. nCachedObjects = this.nCachedObjects_,
  25772. indicesByUUID = this._indicesByUUID,
  25773. bindings = this._bindings,
  25774. nBindings = bindings.length;
  25775. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25776. var object = arguments[ i ],
  25777. uuid = object.uuid,
  25778. index = indicesByUUID[ uuid ];
  25779. if ( index !== undefined ) {
  25780. delete indicesByUUID[ uuid ];
  25781. if ( index < nCachedObjects ) {
  25782. // object is cached, shrink the CACHED region
  25783. var firstActiveIndex = -- nCachedObjects,
  25784. lastCachedObject = objects[ firstActiveIndex ],
  25785. lastIndex = -- nObjects,
  25786. lastObject = objects[ lastIndex ];
  25787. // last cached object takes this object's place
  25788. indicesByUUID[ lastCachedObject.uuid ] = index;
  25789. objects[ index ] = lastCachedObject;
  25790. // last object goes to the activated slot and pop
  25791. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25792. objects[ firstActiveIndex ] = lastObject;
  25793. objects.pop();
  25794. // accounting is done, now do the same for all bindings
  25795. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25796. var bindingsForPath = bindings[ j ],
  25797. lastCached = bindingsForPath[ firstActiveIndex ],
  25798. last = bindingsForPath[ lastIndex ];
  25799. bindingsForPath[ index ] = lastCached;
  25800. bindingsForPath[ firstActiveIndex ] = last;
  25801. bindingsForPath.pop();
  25802. }
  25803. } else {
  25804. // object is active, just swap with the last and pop
  25805. var lastIndex = -- nObjects,
  25806. lastObject = objects[ lastIndex ];
  25807. indicesByUUID[ lastObject.uuid ] = index;
  25808. objects[ index ] = lastObject;
  25809. objects.pop();
  25810. // accounting is done, now do the same for all bindings
  25811. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25812. var bindingsForPath = bindings[ j ];
  25813. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25814. bindingsForPath.pop();
  25815. }
  25816. } // cached or active
  25817. } // if object is known
  25818. } // for arguments
  25819. this.nCachedObjects_ = nCachedObjects;
  25820. },
  25821. // Internal interface used by befriended PropertyBinding.Composite:
  25822. subscribe_: function ( path, parsedPath ) {
  25823. // returns an array of bindings for the given path that is changed
  25824. // according to the contained objects in the group
  25825. var indicesByPath = this._bindingsIndicesByPath,
  25826. index = indicesByPath[ path ],
  25827. bindings = this._bindings;
  25828. if ( index !== undefined ) { return bindings[ index ]; }
  25829. var paths = this._paths,
  25830. parsedPaths = this._parsedPaths,
  25831. objects = this._objects,
  25832. nObjects = objects.length,
  25833. nCachedObjects = this.nCachedObjects_,
  25834. bindingsForPath = new Array( nObjects );
  25835. index = bindings.length;
  25836. indicesByPath[ path ] = index;
  25837. paths.push( path );
  25838. parsedPaths.push( parsedPath );
  25839. bindings.push( bindingsForPath );
  25840. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25841. var object = objects[ i ];
  25842. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25843. }
  25844. return bindingsForPath;
  25845. },
  25846. unsubscribe_: function ( path ) {
  25847. // tells the group to forget about a property path and no longer
  25848. // update the array previously obtained with 'subscribe_'
  25849. var indicesByPath = this._bindingsIndicesByPath,
  25850. index = indicesByPath[ path ];
  25851. if ( index !== undefined ) {
  25852. var paths = this._paths,
  25853. parsedPaths = this._parsedPaths,
  25854. bindings = this._bindings,
  25855. lastBindingsIndex = bindings.length - 1,
  25856. lastBindings = bindings[ lastBindingsIndex ],
  25857. lastBindingsPath = path[ lastBindingsIndex ];
  25858. indicesByPath[ lastBindingsPath ] = index;
  25859. bindings[ index ] = lastBindings;
  25860. bindings.pop();
  25861. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25862. parsedPaths.pop();
  25863. paths[ index ] = paths[ lastBindingsIndex ];
  25864. paths.pop();
  25865. }
  25866. }
  25867. } );
  25868. /**
  25869. *
  25870. * Action provided by AnimationMixer for scheduling clip playback on specific
  25871. * objects.
  25872. *
  25873. * @author Ben Houston / http://clara.io/
  25874. * @author David Sarno / http://lighthaus.us/
  25875. * @author tschw
  25876. *
  25877. */
  25878. function AnimationAction( mixer, clip, localRoot ) {
  25879. this._mixer = mixer;
  25880. this._clip = clip;
  25881. this._localRoot = localRoot || null;
  25882. var tracks = clip.tracks,
  25883. nTracks = tracks.length,
  25884. interpolants = new Array( nTracks );
  25885. var interpolantSettings = {
  25886. endingStart: ZeroCurvatureEnding,
  25887. endingEnd: ZeroCurvatureEnding
  25888. };
  25889. for ( var i = 0; i !== nTracks; ++ i ) {
  25890. var interpolant = tracks[ i ].createInterpolant( null );
  25891. interpolants[ i ] = interpolant;
  25892. interpolant.settings = interpolantSettings;
  25893. }
  25894. this._interpolantSettings = interpolantSettings;
  25895. this._interpolants = interpolants; // bound by the mixer
  25896. // inside: PropertyMixer (managed by the mixer)
  25897. this._propertyBindings = new Array( nTracks );
  25898. this._cacheIndex = null; // for the memory manager
  25899. this._byClipCacheIndex = null; // for the memory manager
  25900. this._timeScaleInterpolant = null;
  25901. this._weightInterpolant = null;
  25902. this.loop = LoopRepeat;
  25903. this._loopCount = - 1;
  25904. // global mixer time when the action is to be started
  25905. // it's set back to 'null' upon start of the action
  25906. this._startTime = null;
  25907. // scaled local time of the action
  25908. // gets clamped or wrapped to 0..clip.duration according to loop
  25909. this.time = 0;
  25910. this.timeScale = 1;
  25911. this._effectiveTimeScale = 1;
  25912. this.weight = 1;
  25913. this._effectiveWeight = 1;
  25914. this.repetitions = Infinity; // no. of repetitions when looping
  25915. this.paused = false; // true -> zero effective time scale
  25916. this.enabled = true; // false -> zero effective weight
  25917. this.clampWhenFinished = false;// keep feeding the last frame?
  25918. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25919. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25920. }
  25921. Object.assign( AnimationAction.prototype, {
  25922. // State & Scheduling
  25923. play: function () {
  25924. this._mixer._activateAction( this );
  25925. return this;
  25926. },
  25927. stop: function () {
  25928. this._mixer._deactivateAction( this );
  25929. return this.reset();
  25930. },
  25931. reset: function () {
  25932. this.paused = false;
  25933. this.enabled = true;
  25934. this.time = 0; // restart clip
  25935. this._loopCount = - 1;// forget previous loops
  25936. this._startTime = null;// forget scheduling
  25937. return this.stopFading().stopWarping();
  25938. },
  25939. isRunning: function () {
  25940. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25941. this._startTime === null && this._mixer._isActiveAction( this );
  25942. },
  25943. // return true when play has been called
  25944. isScheduled: function () {
  25945. return this._mixer._isActiveAction( this );
  25946. },
  25947. startAt: function ( time ) {
  25948. this._startTime = time;
  25949. return this;
  25950. },
  25951. setLoop: function ( mode, repetitions ) {
  25952. this.loop = mode;
  25953. this.repetitions = repetitions;
  25954. return this;
  25955. },
  25956. // Weight
  25957. // set the weight stopping any scheduled fading
  25958. // although .enabled = false yields an effective weight of zero, this
  25959. // method does *not* change .enabled, because it would be confusing
  25960. setEffectiveWeight: function ( weight ) {
  25961. this.weight = weight;
  25962. // note: same logic as when updated at runtime
  25963. this._effectiveWeight = this.enabled ? weight : 0;
  25964. return this.stopFading();
  25965. },
  25966. // return the weight considering fading and .enabled
  25967. getEffectiveWeight: function () {
  25968. return this._effectiveWeight;
  25969. },
  25970. fadeIn: function ( duration ) {
  25971. return this._scheduleFading( duration, 0, 1 );
  25972. },
  25973. fadeOut: function ( duration ) {
  25974. return this._scheduleFading( duration, 1, 0 );
  25975. },
  25976. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25977. fadeOutAction.fadeOut( duration );
  25978. this.fadeIn( duration );
  25979. if ( warp ) {
  25980. var fadeInDuration = this._clip.duration,
  25981. fadeOutDuration = fadeOutAction._clip.duration,
  25982. startEndRatio = fadeOutDuration / fadeInDuration,
  25983. endStartRatio = fadeInDuration / fadeOutDuration;
  25984. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25985. this.warp( endStartRatio, 1.0, duration );
  25986. }
  25987. return this;
  25988. },
  25989. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25990. return fadeInAction.crossFadeFrom( this, duration, warp );
  25991. },
  25992. stopFading: function () {
  25993. var weightInterpolant = this._weightInterpolant;
  25994. if ( weightInterpolant !== null ) {
  25995. this._weightInterpolant = null;
  25996. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25997. }
  25998. return this;
  25999. },
  26000. // Time Scale Control
  26001. // set the time scale stopping any scheduled warping
  26002. // although .paused = true yields an effective time scale of zero, this
  26003. // method does *not* change .paused, because it would be confusing
  26004. setEffectiveTimeScale: function ( timeScale ) {
  26005. this.timeScale = timeScale;
  26006. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26007. return this.stopWarping();
  26008. },
  26009. // return the time scale considering warping and .paused
  26010. getEffectiveTimeScale: function () {
  26011. return this._effectiveTimeScale;
  26012. },
  26013. setDuration: function ( duration ) {
  26014. this.timeScale = this._clip.duration / duration;
  26015. return this.stopWarping();
  26016. },
  26017. syncWith: function ( action ) {
  26018. this.time = action.time;
  26019. this.timeScale = action.timeScale;
  26020. return this.stopWarping();
  26021. },
  26022. halt: function ( duration ) {
  26023. return this.warp( this._effectiveTimeScale, 0, duration );
  26024. },
  26025. warp: function ( startTimeScale, endTimeScale, duration ) {
  26026. var mixer = this._mixer, now = mixer.time,
  26027. interpolant = this._timeScaleInterpolant,
  26028. timeScale = this.timeScale;
  26029. if ( interpolant === null ) {
  26030. interpolant = mixer._lendControlInterpolant();
  26031. this._timeScaleInterpolant = interpolant;
  26032. }
  26033. var times = interpolant.parameterPositions,
  26034. values = interpolant.sampleValues;
  26035. times[ 0 ] = now;
  26036. times[ 1 ] = now + duration;
  26037. values[ 0 ] = startTimeScale / timeScale;
  26038. values[ 1 ] = endTimeScale / timeScale;
  26039. return this;
  26040. },
  26041. stopWarping: function () {
  26042. var timeScaleInterpolant = this._timeScaleInterpolant;
  26043. if ( timeScaleInterpolant !== null ) {
  26044. this._timeScaleInterpolant = null;
  26045. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26046. }
  26047. return this;
  26048. },
  26049. // Object Accessors
  26050. getMixer: function () {
  26051. return this._mixer;
  26052. },
  26053. getClip: function () {
  26054. return this._clip;
  26055. },
  26056. getRoot: function () {
  26057. return this._localRoot || this._mixer._root;
  26058. },
  26059. // Interna
  26060. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26061. // called by the mixer
  26062. if ( ! this.enabled ) {
  26063. // call ._updateWeight() to update ._effectiveWeight
  26064. this._updateWeight( time );
  26065. return;
  26066. }
  26067. var startTime = this._startTime;
  26068. if ( startTime !== null ) {
  26069. // check for scheduled start of action
  26070. var timeRunning = ( time - startTime ) * timeDirection;
  26071. if ( timeRunning < 0 || timeDirection === 0 ) {
  26072. return; // yet to come / don't decide when delta = 0
  26073. }
  26074. // start
  26075. this._startTime = null; // unschedule
  26076. deltaTime = timeDirection * timeRunning;
  26077. }
  26078. // apply time scale and advance time
  26079. deltaTime *= this._updateTimeScale( time );
  26080. var clipTime = this._updateTime( deltaTime );
  26081. // note: _updateTime may disable the action resulting in
  26082. // an effective weight of 0
  26083. var weight = this._updateWeight( time );
  26084. if ( weight > 0 ) {
  26085. var interpolants = this._interpolants;
  26086. var propertyMixers = this._propertyBindings;
  26087. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26088. interpolants[ j ].evaluate( clipTime );
  26089. propertyMixers[ j ].accumulate( accuIndex, weight );
  26090. }
  26091. }
  26092. },
  26093. _updateWeight: function ( time ) {
  26094. var weight = 0;
  26095. if ( this.enabled ) {
  26096. weight = this.weight;
  26097. var interpolant = this._weightInterpolant;
  26098. if ( interpolant !== null ) {
  26099. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26100. weight *= interpolantValue;
  26101. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26102. this.stopFading();
  26103. if ( interpolantValue === 0 ) {
  26104. // faded out, disable
  26105. this.enabled = false;
  26106. }
  26107. }
  26108. }
  26109. }
  26110. this._effectiveWeight = weight;
  26111. return weight;
  26112. },
  26113. _updateTimeScale: function ( time ) {
  26114. var timeScale = 0;
  26115. if ( ! this.paused ) {
  26116. timeScale = this.timeScale;
  26117. var interpolant = this._timeScaleInterpolant;
  26118. if ( interpolant !== null ) {
  26119. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26120. timeScale *= interpolantValue;
  26121. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26122. this.stopWarping();
  26123. if ( timeScale === 0 ) {
  26124. // motion has halted, pause
  26125. this.paused = true;
  26126. } else {
  26127. // warp done - apply final time scale
  26128. this.timeScale = timeScale;
  26129. }
  26130. }
  26131. }
  26132. }
  26133. this._effectiveTimeScale = timeScale;
  26134. return timeScale;
  26135. },
  26136. _updateTime: function ( deltaTime ) {
  26137. var time = this.time + deltaTime;
  26138. var duration = this._clip.duration;
  26139. var loop = this.loop;
  26140. var loopCount = this._loopCount;
  26141. var pingPong = ( loop === LoopPingPong );
  26142. if ( deltaTime === 0 ) {
  26143. if ( loopCount === - 1 ) { return time; }
  26144. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26145. }
  26146. if ( loop === LoopOnce ) {
  26147. if ( loopCount === - 1 ) {
  26148. // just started
  26149. this._loopCount = 0;
  26150. this._setEndings( true, true, false );
  26151. }
  26152. handle_stop: {
  26153. if ( time >= duration ) {
  26154. time = duration;
  26155. } else if ( time < 0 ) {
  26156. time = 0;
  26157. } else {
  26158. this.time = time;
  26159. break handle_stop;
  26160. }
  26161. if ( this.clampWhenFinished ) { this.paused = true; }
  26162. else { this.enabled = false; }
  26163. this.time = time;
  26164. this._mixer.dispatchEvent( {
  26165. type: 'finished', action: this,
  26166. direction: deltaTime < 0 ? - 1 : 1
  26167. } );
  26168. }
  26169. } else { // repetitive Repeat or PingPong
  26170. if ( loopCount === - 1 ) {
  26171. // just started
  26172. if ( deltaTime >= 0 ) {
  26173. loopCount = 0;
  26174. this._setEndings( true, this.repetitions === 0, pingPong );
  26175. } else {
  26176. // when looping in reverse direction, the initial
  26177. // transition through zero counts as a repetition,
  26178. // so leave loopCount at -1
  26179. this._setEndings( this.repetitions === 0, true, pingPong );
  26180. }
  26181. }
  26182. if ( time >= duration || time < 0 ) {
  26183. // wrap around
  26184. var loopDelta = Math.floor( time / duration ); // signed
  26185. time -= duration * loopDelta;
  26186. loopCount += Math.abs( loopDelta );
  26187. var pending = this.repetitions - loopCount;
  26188. if ( pending <= 0 ) {
  26189. // have to stop (switch state, clamp time, fire event)
  26190. if ( this.clampWhenFinished ) { this.paused = true; }
  26191. else { this.enabled = false; }
  26192. time = deltaTime > 0 ? duration : 0;
  26193. this.time = time;
  26194. this._mixer.dispatchEvent( {
  26195. type: 'finished', action: this,
  26196. direction: deltaTime > 0 ? 1 : - 1
  26197. } );
  26198. } else {
  26199. // keep running
  26200. if ( pending === 1 ) {
  26201. // entering the last round
  26202. var atStart = deltaTime < 0;
  26203. this._setEndings( atStart, ! atStart, pingPong );
  26204. } else {
  26205. this._setEndings( false, false, pingPong );
  26206. }
  26207. this._loopCount = loopCount;
  26208. this.time = time;
  26209. this._mixer.dispatchEvent( {
  26210. type: 'loop', action: this, loopDelta: loopDelta
  26211. } );
  26212. }
  26213. } else {
  26214. this.time = time;
  26215. }
  26216. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26217. // invert time for the "pong round"
  26218. return duration - time;
  26219. }
  26220. }
  26221. return time;
  26222. },
  26223. _setEndings: function ( atStart, atEnd, pingPong ) {
  26224. var settings = this._interpolantSettings;
  26225. if ( pingPong ) {
  26226. settings.endingStart = ZeroSlopeEnding;
  26227. settings.endingEnd = ZeroSlopeEnding;
  26228. } else {
  26229. // assuming for LoopOnce atStart == atEnd == true
  26230. if ( atStart ) {
  26231. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26232. } else {
  26233. settings.endingStart = WrapAroundEnding;
  26234. }
  26235. if ( atEnd ) {
  26236. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26237. } else {
  26238. settings.endingEnd = WrapAroundEnding;
  26239. }
  26240. }
  26241. },
  26242. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26243. var mixer = this._mixer, now = mixer.time,
  26244. interpolant = this._weightInterpolant;
  26245. if ( interpolant === null ) {
  26246. interpolant = mixer._lendControlInterpolant();
  26247. this._weightInterpolant = interpolant;
  26248. }
  26249. var times = interpolant.parameterPositions,
  26250. values = interpolant.sampleValues;
  26251. times[ 0 ] = now;
  26252. values[ 0 ] = weightNow;
  26253. times[ 1 ] = now + duration;
  26254. values[ 1 ] = weightThen;
  26255. return this;
  26256. }
  26257. } );
  26258. /**
  26259. *
  26260. * Player for AnimationClips.
  26261. *
  26262. *
  26263. * @author Ben Houston / http://clara.io/
  26264. * @author David Sarno / http://lighthaus.us/
  26265. * @author tschw
  26266. */
  26267. function AnimationMixer( root ) {
  26268. this._root = root;
  26269. this._initMemoryManager();
  26270. this._accuIndex = 0;
  26271. this.time = 0;
  26272. this.timeScale = 1.0;
  26273. }
  26274. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26275. constructor: AnimationMixer,
  26276. _bindAction: function ( action, prototypeAction ) {
  26277. var root = action._localRoot || this._root,
  26278. tracks = action._clip.tracks,
  26279. nTracks = tracks.length,
  26280. bindings = action._propertyBindings,
  26281. interpolants = action._interpolants,
  26282. rootUuid = root.uuid,
  26283. bindingsByRoot = this._bindingsByRootAndName,
  26284. bindingsByName = bindingsByRoot[ rootUuid ];
  26285. if ( bindingsByName === undefined ) {
  26286. bindingsByName = {};
  26287. bindingsByRoot[ rootUuid ] = bindingsByName;
  26288. }
  26289. for ( var i = 0; i !== nTracks; ++ i ) {
  26290. var track = tracks[ i ],
  26291. trackName = track.name,
  26292. binding = bindingsByName[ trackName ];
  26293. if ( binding !== undefined ) {
  26294. bindings[ i ] = binding;
  26295. } else {
  26296. binding = bindings[ i ];
  26297. if ( binding !== undefined ) {
  26298. // existing binding, make sure the cache knows
  26299. if ( binding._cacheIndex === null ) {
  26300. ++ binding.referenceCount;
  26301. this._addInactiveBinding( binding, rootUuid, trackName );
  26302. }
  26303. continue;
  26304. }
  26305. var path = prototypeAction && prototypeAction.
  26306. _propertyBindings[ i ].binding.parsedPath;
  26307. binding = new PropertyMixer(
  26308. PropertyBinding.create( root, trackName, path ),
  26309. track.ValueTypeName, track.getValueSize() );
  26310. ++ binding.referenceCount;
  26311. this._addInactiveBinding( binding, rootUuid, trackName );
  26312. bindings[ i ] = binding;
  26313. }
  26314. interpolants[ i ].resultBuffer = binding.buffer;
  26315. }
  26316. },
  26317. _activateAction: function ( action ) {
  26318. if ( ! this._isActiveAction( action ) ) {
  26319. if ( action._cacheIndex === null ) {
  26320. // this action has been forgotten by the cache, but the user
  26321. // appears to be still using it -> rebind
  26322. var rootUuid = ( action._localRoot || this._root ).uuid,
  26323. clipUuid = action._clip.uuid,
  26324. actionsForClip = this._actionsByClip[ clipUuid ];
  26325. this._bindAction( action,
  26326. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26327. this._addInactiveAction( action, clipUuid, rootUuid );
  26328. }
  26329. var bindings = action._propertyBindings;
  26330. // increment reference counts / sort out state
  26331. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26332. var binding = bindings[ i ];
  26333. if ( binding.useCount ++ === 0 ) {
  26334. this._lendBinding( binding );
  26335. binding.saveOriginalState();
  26336. }
  26337. }
  26338. this._lendAction( action );
  26339. }
  26340. },
  26341. _deactivateAction: function ( action ) {
  26342. if ( this._isActiveAction( action ) ) {
  26343. var bindings = action._propertyBindings;
  26344. // decrement reference counts / sort out state
  26345. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26346. var binding = bindings[ i ];
  26347. if ( -- binding.useCount === 0 ) {
  26348. binding.restoreOriginalState();
  26349. this._takeBackBinding( binding );
  26350. }
  26351. }
  26352. this._takeBackAction( action );
  26353. }
  26354. },
  26355. // Memory manager
  26356. _initMemoryManager: function () {
  26357. this._actions = []; // 'nActiveActions' followed by inactive ones
  26358. this._nActiveActions = 0;
  26359. this._actionsByClip = {};
  26360. // inside:
  26361. // {
  26362. // knownActions: Array< AnimationAction > - used as prototypes
  26363. // actionByRoot: AnimationAction - lookup
  26364. // }
  26365. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26366. this._nActiveBindings = 0;
  26367. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26368. this._controlInterpolants = []; // same game as above
  26369. this._nActiveControlInterpolants = 0;
  26370. var scope = this;
  26371. this.stats = {
  26372. actions: {
  26373. get total() {
  26374. return scope._actions.length;
  26375. },
  26376. get inUse() {
  26377. return scope._nActiveActions;
  26378. }
  26379. },
  26380. bindings: {
  26381. get total() {
  26382. return scope._bindings.length;
  26383. },
  26384. get inUse() {
  26385. return scope._nActiveBindings;
  26386. }
  26387. },
  26388. controlInterpolants: {
  26389. get total() {
  26390. return scope._controlInterpolants.length;
  26391. },
  26392. get inUse() {
  26393. return scope._nActiveControlInterpolants;
  26394. }
  26395. }
  26396. };
  26397. },
  26398. // Memory management for AnimationAction objects
  26399. _isActiveAction: function ( action ) {
  26400. var index = action._cacheIndex;
  26401. return index !== null && index < this._nActiveActions;
  26402. },
  26403. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26404. var actions = this._actions,
  26405. actionsByClip = this._actionsByClip,
  26406. actionsForClip = actionsByClip[ clipUuid ];
  26407. if ( actionsForClip === undefined ) {
  26408. actionsForClip = {
  26409. knownActions: [ action ],
  26410. actionByRoot: {}
  26411. };
  26412. action._byClipCacheIndex = 0;
  26413. actionsByClip[ clipUuid ] = actionsForClip;
  26414. } else {
  26415. var knownActions = actionsForClip.knownActions;
  26416. action._byClipCacheIndex = knownActions.length;
  26417. knownActions.push( action );
  26418. }
  26419. action._cacheIndex = actions.length;
  26420. actions.push( action );
  26421. actionsForClip.actionByRoot[ rootUuid ] = action;
  26422. },
  26423. _removeInactiveAction: function ( action ) {
  26424. var actions = this._actions,
  26425. lastInactiveAction = actions[ actions.length - 1 ],
  26426. cacheIndex = action._cacheIndex;
  26427. lastInactiveAction._cacheIndex = cacheIndex;
  26428. actions[ cacheIndex ] = lastInactiveAction;
  26429. actions.pop();
  26430. action._cacheIndex = null;
  26431. var clipUuid = action._clip.uuid,
  26432. actionsByClip = this._actionsByClip,
  26433. actionsForClip = actionsByClip[ clipUuid ],
  26434. knownActionsForClip = actionsForClip.knownActions,
  26435. lastKnownAction =
  26436. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26437. byClipCacheIndex = action._byClipCacheIndex;
  26438. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26439. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26440. knownActionsForClip.pop();
  26441. action._byClipCacheIndex = null;
  26442. var actionByRoot = actionsForClip.actionByRoot,
  26443. rootUuid = ( action._localRoot || this._root ).uuid;
  26444. delete actionByRoot[ rootUuid ];
  26445. if ( knownActionsForClip.length === 0 ) {
  26446. delete actionsByClip[ clipUuid ];
  26447. }
  26448. this._removeInactiveBindingsForAction( action );
  26449. },
  26450. _removeInactiveBindingsForAction: function ( action ) {
  26451. var bindings = action._propertyBindings;
  26452. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26453. var binding = bindings[ i ];
  26454. if ( -- binding.referenceCount === 0 ) {
  26455. this._removeInactiveBinding( binding );
  26456. }
  26457. }
  26458. },
  26459. _lendAction: function ( action ) {
  26460. // [ active actions | inactive actions ]
  26461. // [ active actions >| inactive actions ]
  26462. // s a
  26463. // <-swap->
  26464. // a s
  26465. var actions = this._actions,
  26466. prevIndex = action._cacheIndex,
  26467. lastActiveIndex = this._nActiveActions ++,
  26468. firstInactiveAction = actions[ lastActiveIndex ];
  26469. action._cacheIndex = lastActiveIndex;
  26470. actions[ lastActiveIndex ] = action;
  26471. firstInactiveAction._cacheIndex = prevIndex;
  26472. actions[ prevIndex ] = firstInactiveAction;
  26473. },
  26474. _takeBackAction: function ( action ) {
  26475. // [ active actions | inactive actions ]
  26476. // [ active actions |< inactive actions ]
  26477. // a s
  26478. // <-swap->
  26479. // s a
  26480. var actions = this._actions,
  26481. prevIndex = action._cacheIndex,
  26482. firstInactiveIndex = -- this._nActiveActions,
  26483. lastActiveAction = actions[ firstInactiveIndex ];
  26484. action._cacheIndex = firstInactiveIndex;
  26485. actions[ firstInactiveIndex ] = action;
  26486. lastActiveAction._cacheIndex = prevIndex;
  26487. actions[ prevIndex ] = lastActiveAction;
  26488. },
  26489. // Memory management for PropertyMixer objects
  26490. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26491. var bindingsByRoot = this._bindingsByRootAndName,
  26492. bindingByName = bindingsByRoot[ rootUuid ],
  26493. bindings = this._bindings;
  26494. if ( bindingByName === undefined ) {
  26495. bindingByName = {};
  26496. bindingsByRoot[ rootUuid ] = bindingByName;
  26497. }
  26498. bindingByName[ trackName ] = binding;
  26499. binding._cacheIndex = bindings.length;
  26500. bindings.push( binding );
  26501. },
  26502. _removeInactiveBinding: function ( binding ) {
  26503. var bindings = this._bindings,
  26504. propBinding = binding.binding,
  26505. rootUuid = propBinding.rootNode.uuid,
  26506. trackName = propBinding.path,
  26507. bindingsByRoot = this._bindingsByRootAndName,
  26508. bindingByName = bindingsByRoot[ rootUuid ],
  26509. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26510. cacheIndex = binding._cacheIndex;
  26511. lastInactiveBinding._cacheIndex = cacheIndex;
  26512. bindings[ cacheIndex ] = lastInactiveBinding;
  26513. bindings.pop();
  26514. delete bindingByName[ trackName ];
  26515. if ( Object.keys( bindingByName ).length === 0 ) {
  26516. delete bindingsByRoot[ rootUuid ];
  26517. }
  26518. },
  26519. _lendBinding: function ( binding ) {
  26520. var bindings = this._bindings,
  26521. prevIndex = binding._cacheIndex,
  26522. lastActiveIndex = this._nActiveBindings ++,
  26523. firstInactiveBinding = bindings[ lastActiveIndex ];
  26524. binding._cacheIndex = lastActiveIndex;
  26525. bindings[ lastActiveIndex ] = binding;
  26526. firstInactiveBinding._cacheIndex = prevIndex;
  26527. bindings[ prevIndex ] = firstInactiveBinding;
  26528. },
  26529. _takeBackBinding: function ( binding ) {
  26530. var bindings = this._bindings,
  26531. prevIndex = binding._cacheIndex,
  26532. firstInactiveIndex = -- this._nActiveBindings,
  26533. lastActiveBinding = bindings[ firstInactiveIndex ];
  26534. binding._cacheIndex = firstInactiveIndex;
  26535. bindings[ firstInactiveIndex ] = binding;
  26536. lastActiveBinding._cacheIndex = prevIndex;
  26537. bindings[ prevIndex ] = lastActiveBinding;
  26538. },
  26539. // Memory management of Interpolants for weight and time scale
  26540. _lendControlInterpolant: function () {
  26541. var interpolants = this._controlInterpolants,
  26542. lastActiveIndex = this._nActiveControlInterpolants ++,
  26543. interpolant = interpolants[ lastActiveIndex ];
  26544. if ( interpolant === undefined ) {
  26545. interpolant = new LinearInterpolant(
  26546. new Float32Array( 2 ), new Float32Array( 2 ),
  26547. 1, this._controlInterpolantsResultBuffer );
  26548. interpolant.__cacheIndex = lastActiveIndex;
  26549. interpolants[ lastActiveIndex ] = interpolant;
  26550. }
  26551. return interpolant;
  26552. },
  26553. _takeBackControlInterpolant: function ( interpolant ) {
  26554. var interpolants = this._controlInterpolants,
  26555. prevIndex = interpolant.__cacheIndex,
  26556. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26557. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26558. interpolant.__cacheIndex = firstInactiveIndex;
  26559. interpolants[ firstInactiveIndex ] = interpolant;
  26560. lastActiveInterpolant.__cacheIndex = prevIndex;
  26561. interpolants[ prevIndex ] = lastActiveInterpolant;
  26562. },
  26563. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26564. // return an action for a clip optionally using a custom root target
  26565. // object (this method allocates a lot of dynamic memory in case a
  26566. // previously unknown clip/root combination is specified)
  26567. clipAction: function ( clip, optionalRoot ) {
  26568. var root = optionalRoot || this._root,
  26569. rootUuid = root.uuid,
  26570. clipObject = typeof clip === 'string' ?
  26571. AnimationClip.findByName( root, clip ) : clip,
  26572. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26573. actionsForClip = this._actionsByClip[ clipUuid ],
  26574. prototypeAction = null;
  26575. if ( actionsForClip !== undefined ) {
  26576. var existingAction =
  26577. actionsForClip.actionByRoot[ rootUuid ];
  26578. if ( existingAction !== undefined ) {
  26579. return existingAction;
  26580. }
  26581. // we know the clip, so we don't have to parse all
  26582. // the bindings again but can just copy
  26583. prototypeAction = actionsForClip.knownActions[ 0 ];
  26584. // also, take the clip from the prototype action
  26585. if ( clipObject === null )
  26586. { clipObject = prototypeAction._clip; }
  26587. }
  26588. // clip must be known when specified via string
  26589. if ( clipObject === null ) { return null; }
  26590. // allocate all resources required to run it
  26591. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26592. this._bindAction( newAction, prototypeAction );
  26593. // and make the action known to the memory manager
  26594. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26595. return newAction;
  26596. },
  26597. // get an existing action
  26598. existingAction: function ( clip, optionalRoot ) {
  26599. var root = optionalRoot || this._root,
  26600. rootUuid = root.uuid,
  26601. clipObject = typeof clip === 'string' ?
  26602. AnimationClip.findByName( root, clip ) : clip,
  26603. clipUuid = clipObject ? clipObject.uuid : clip,
  26604. actionsForClip = this._actionsByClip[ clipUuid ];
  26605. if ( actionsForClip !== undefined ) {
  26606. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26607. }
  26608. return null;
  26609. },
  26610. // deactivates all previously scheduled actions
  26611. stopAllAction: function () {
  26612. var actions = this._actions,
  26613. nActions = this._nActiveActions,
  26614. bindings = this._bindings,
  26615. nBindings = this._nActiveBindings;
  26616. this._nActiveActions = 0;
  26617. this._nActiveBindings = 0;
  26618. for ( var i = 0; i !== nActions; ++ i ) {
  26619. actions[ i ].reset();
  26620. }
  26621. for ( var i = 0; i !== nBindings; ++ i ) {
  26622. bindings[ i ].useCount = 0;
  26623. }
  26624. return this;
  26625. },
  26626. // advance the time and update apply the animation
  26627. update: function ( deltaTime ) {
  26628. deltaTime *= this.timeScale;
  26629. var actions = this._actions,
  26630. nActions = this._nActiveActions,
  26631. time = this.time += deltaTime,
  26632. timeDirection = Math.sign( deltaTime ),
  26633. accuIndex = this._accuIndex ^= 1;
  26634. // run active actions
  26635. for ( var i = 0; i !== nActions; ++ i ) {
  26636. var action = actions[ i ];
  26637. action._update( time, deltaTime, timeDirection, accuIndex );
  26638. }
  26639. // update scene graph
  26640. var bindings = this._bindings,
  26641. nBindings = this._nActiveBindings;
  26642. for ( var i = 0; i !== nBindings; ++ i ) {
  26643. bindings[ i ].apply( accuIndex );
  26644. }
  26645. return this;
  26646. },
  26647. // Allows you to seek to a specific time in an animation.
  26648. setTime: function ( timeInSeconds ) {
  26649. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26650. for ( var i = 0; i < this._actions.length; i ++ ) {
  26651. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26652. }
  26653. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26654. },
  26655. // return this mixer's root target object
  26656. getRoot: function () {
  26657. return this._root;
  26658. },
  26659. // free all resources specific to a particular clip
  26660. uncacheClip: function ( clip ) {
  26661. var actions = this._actions,
  26662. clipUuid = clip.uuid,
  26663. actionsByClip = this._actionsByClip,
  26664. actionsForClip = actionsByClip[ clipUuid ];
  26665. if ( actionsForClip !== undefined ) {
  26666. // note: just calling _removeInactiveAction would mess up the
  26667. // iteration state and also require updating the state we can
  26668. // just throw away
  26669. var actionsToRemove = actionsForClip.knownActions;
  26670. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26671. var action = actionsToRemove[ i ];
  26672. this._deactivateAction( action );
  26673. var cacheIndex = action._cacheIndex,
  26674. lastInactiveAction = actions[ actions.length - 1 ];
  26675. action._cacheIndex = null;
  26676. action._byClipCacheIndex = null;
  26677. lastInactiveAction._cacheIndex = cacheIndex;
  26678. actions[ cacheIndex ] = lastInactiveAction;
  26679. actions.pop();
  26680. this._removeInactiveBindingsForAction( action );
  26681. }
  26682. delete actionsByClip[ clipUuid ];
  26683. }
  26684. },
  26685. // free all resources specific to a particular root target object
  26686. uncacheRoot: function ( root ) {
  26687. var rootUuid = root.uuid,
  26688. actionsByClip = this._actionsByClip;
  26689. for ( var clipUuid in actionsByClip ) {
  26690. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26691. action = actionByRoot[ rootUuid ];
  26692. if ( action !== undefined ) {
  26693. this._deactivateAction( action );
  26694. this._removeInactiveAction( action );
  26695. }
  26696. }
  26697. var bindingsByRoot = this._bindingsByRootAndName,
  26698. bindingByName = bindingsByRoot[ rootUuid ];
  26699. if ( bindingByName !== undefined ) {
  26700. for ( var trackName in bindingByName ) {
  26701. var binding = bindingByName[ trackName ];
  26702. binding.restoreOriginalState();
  26703. this._removeInactiveBinding( binding );
  26704. }
  26705. }
  26706. },
  26707. // remove a targeted clip from the cache
  26708. uncacheAction: function ( clip, optionalRoot ) {
  26709. var action = this.existingAction( clip, optionalRoot );
  26710. if ( action !== null ) {
  26711. this._deactivateAction( action );
  26712. this._removeInactiveAction( action );
  26713. }
  26714. }
  26715. } );
  26716. /**
  26717. * @author mrdoob / http://mrdoob.com/
  26718. */
  26719. function Uniform( value ) {
  26720. if ( typeof value === 'string' ) {
  26721. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26722. value = arguments[ 1 ];
  26723. }
  26724. this.value = value;
  26725. }
  26726. Uniform.prototype.clone = function () {
  26727. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26728. };
  26729. /**
  26730. * @author benaadams / https://twitter.com/ben_a_adams
  26731. */
  26732. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26733. InterleavedBuffer.call( this, array, stride );
  26734. this.meshPerAttribute = meshPerAttribute || 1;
  26735. }
  26736. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26737. constructor: InstancedInterleavedBuffer,
  26738. isInstancedInterleavedBuffer: true,
  26739. copy: function ( source ) {
  26740. InterleavedBuffer.prototype.copy.call( this, source );
  26741. this.meshPerAttribute = source.meshPerAttribute;
  26742. return this;
  26743. }
  26744. } );
  26745. /**
  26746. * @author mrdoob / http://mrdoob.com/
  26747. * @author bhouston / http://clara.io/
  26748. * @author stephomi / http://stephaneginier.com/
  26749. */
  26750. function Raycaster( origin, direction, near, far ) {
  26751. this.ray = new Ray( origin, direction );
  26752. // direction is assumed to be normalized (for accurate distance calculations)
  26753. this.near = near || 0;
  26754. this.far = far || Infinity;
  26755. this.camera = null;
  26756. this.params = {
  26757. Mesh: {},
  26758. Line: {},
  26759. LOD: {},
  26760. Points: { threshold: 1 },
  26761. Sprite: {}
  26762. };
  26763. Object.defineProperties( this.params, {
  26764. PointCloud: {
  26765. get: function () {
  26766. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26767. return this.Points;
  26768. }
  26769. }
  26770. } );
  26771. }
  26772. function ascSort( a, b ) {
  26773. return a.distance - b.distance;
  26774. }
  26775. function intersectObject( object, raycaster, intersects, recursive ) {
  26776. if ( object.visible === false ) { return; }
  26777. object.raycast( raycaster, intersects );
  26778. if ( recursive === true ) {
  26779. var children = object.children;
  26780. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26781. intersectObject( children[ i ], raycaster, intersects, true );
  26782. }
  26783. }
  26784. }
  26785. Object.assign( Raycaster.prototype, {
  26786. linePrecision: 1,
  26787. set: function ( origin, direction ) {
  26788. // direction is assumed to be normalized (for accurate distance calculations)
  26789. this.ray.set( origin, direction );
  26790. },
  26791. setFromCamera: function ( coords, camera ) {
  26792. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26793. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26794. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26795. this.camera = camera;
  26796. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26797. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26798. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26799. this.camera = camera;
  26800. } else {
  26801. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26802. }
  26803. },
  26804. intersectObject: function ( object, recursive, optionalTarget ) {
  26805. var intersects = optionalTarget || [];
  26806. intersectObject( object, this, intersects, recursive );
  26807. intersects.sort( ascSort );
  26808. return intersects;
  26809. },
  26810. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26811. var intersects = optionalTarget || [];
  26812. if ( Array.isArray( objects ) === false ) {
  26813. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26814. return intersects;
  26815. }
  26816. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26817. intersectObject( objects[ i ], this, intersects, recursive );
  26818. }
  26819. intersects.sort( ascSort );
  26820. return intersects;
  26821. }
  26822. } );
  26823. /**
  26824. * @author bhouston / http://clara.io
  26825. * @author WestLangley / http://github.com/WestLangley
  26826. *
  26827. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26828. *
  26829. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26830. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26831. */
  26832. function Spherical( radius, phi, theta ) {
  26833. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26834. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26835. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26836. return this;
  26837. }
  26838. Object.assign( Spherical.prototype, {
  26839. set: function ( radius, phi, theta ) {
  26840. this.radius = radius;
  26841. this.phi = phi;
  26842. this.theta = theta;
  26843. return this;
  26844. },
  26845. clone: function () {
  26846. return new this.constructor().copy( this );
  26847. },
  26848. copy: function ( other ) {
  26849. this.radius = other.radius;
  26850. this.phi = other.phi;
  26851. this.theta = other.theta;
  26852. return this;
  26853. },
  26854. // restrict phi to be betwee EPS and PI-EPS
  26855. makeSafe: function () {
  26856. var EPS = 0.000001;
  26857. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26858. return this;
  26859. },
  26860. setFromVector3: function ( v ) {
  26861. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26862. },
  26863. setFromCartesianCoords: function ( x, y, z ) {
  26864. this.radius = Math.sqrt( x * x + y * y + z * z );
  26865. if ( this.radius === 0 ) {
  26866. this.theta = 0;
  26867. this.phi = 0;
  26868. } else {
  26869. this.theta = Math.atan2( x, z );
  26870. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26871. }
  26872. return this;
  26873. }
  26874. } );
  26875. /**
  26876. * @author Mugen87 / https://github.com/Mugen87
  26877. *
  26878. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26879. *
  26880. */
  26881. function Cylindrical( radius, theta, y ) {
  26882. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26883. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26884. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26885. return this;
  26886. }
  26887. Object.assign( Cylindrical.prototype, {
  26888. set: function ( radius, theta, y ) {
  26889. this.radius = radius;
  26890. this.theta = theta;
  26891. this.y = y;
  26892. return this;
  26893. },
  26894. clone: function () {
  26895. return new this.constructor().copy( this );
  26896. },
  26897. copy: function ( other ) {
  26898. this.radius = other.radius;
  26899. this.theta = other.theta;
  26900. this.y = other.y;
  26901. return this;
  26902. },
  26903. setFromVector3: function ( v ) {
  26904. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26905. },
  26906. setFromCartesianCoords: function ( x, y, z ) {
  26907. this.radius = Math.sqrt( x * x + z * z );
  26908. this.theta = Math.atan2( x, z );
  26909. this.y = y;
  26910. return this;
  26911. }
  26912. } );
  26913. /**
  26914. * @author bhouston / http://clara.io
  26915. */
  26916. var _vector$6 = new Vector2();
  26917. function Box2( min, max ) {
  26918. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26919. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26920. }
  26921. Object.assign( Box2.prototype, {
  26922. set: function ( min, max ) {
  26923. this.min.copy( min );
  26924. this.max.copy( max );
  26925. return this;
  26926. },
  26927. setFromPoints: function ( points ) {
  26928. this.makeEmpty();
  26929. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26930. this.expandByPoint( points[ i ] );
  26931. }
  26932. return this;
  26933. },
  26934. setFromCenterAndSize: function ( center, size ) {
  26935. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26936. this.min.copy( center ).sub( halfSize );
  26937. this.max.copy( center ).add( halfSize );
  26938. return this;
  26939. },
  26940. clone: function () {
  26941. return new this.constructor().copy( this );
  26942. },
  26943. copy: function ( box ) {
  26944. this.min.copy( box.min );
  26945. this.max.copy( box.max );
  26946. return this;
  26947. },
  26948. makeEmpty: function () {
  26949. this.min.x = this.min.y = + Infinity;
  26950. this.max.x = this.max.y = - Infinity;
  26951. return this;
  26952. },
  26953. isEmpty: function () {
  26954. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26955. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26956. },
  26957. getCenter: function ( target ) {
  26958. if ( target === undefined ) {
  26959. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26960. target = new Vector2();
  26961. }
  26962. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26963. },
  26964. getSize: function ( target ) {
  26965. if ( target === undefined ) {
  26966. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26967. target = new Vector2();
  26968. }
  26969. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26970. },
  26971. expandByPoint: function ( point ) {
  26972. this.min.min( point );
  26973. this.max.max( point );
  26974. return this;
  26975. },
  26976. expandByVector: function ( vector ) {
  26977. this.min.sub( vector );
  26978. this.max.add( vector );
  26979. return this;
  26980. },
  26981. expandByScalar: function ( scalar ) {
  26982. this.min.addScalar( - scalar );
  26983. this.max.addScalar( scalar );
  26984. return this;
  26985. },
  26986. containsPoint: function ( point ) {
  26987. return point.x < this.min.x || point.x > this.max.x ||
  26988. point.y < this.min.y || point.y > this.max.y ? false : true;
  26989. },
  26990. containsBox: function ( box ) {
  26991. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26992. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26993. },
  26994. getParameter: function ( point, target ) {
  26995. // This can potentially have a divide by zero if the box
  26996. // has a size dimension of 0.
  26997. if ( target === undefined ) {
  26998. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26999. target = new Vector2();
  27000. }
  27001. return target.set(
  27002. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27003. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27004. );
  27005. },
  27006. intersectsBox: function ( box ) {
  27007. // using 4 splitting planes to rule out intersections
  27008. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27009. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27010. },
  27011. clampPoint: function ( point, target ) {
  27012. if ( target === undefined ) {
  27013. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27014. target = new Vector2();
  27015. }
  27016. return target.copy( point ).clamp( this.min, this.max );
  27017. },
  27018. distanceToPoint: function ( point ) {
  27019. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27020. return clampedPoint.sub( point ).length();
  27021. },
  27022. intersect: function ( box ) {
  27023. this.min.max( box.min );
  27024. this.max.min( box.max );
  27025. return this;
  27026. },
  27027. union: function ( box ) {
  27028. this.min.min( box.min );
  27029. this.max.max( box.max );
  27030. return this;
  27031. },
  27032. translate: function ( offset ) {
  27033. this.min.add( offset );
  27034. this.max.add( offset );
  27035. return this;
  27036. },
  27037. equals: function ( box ) {
  27038. return box.min.equals( this.min ) && box.max.equals( this.max );
  27039. }
  27040. } );
  27041. /**
  27042. * @author bhouston / http://clara.io
  27043. */
  27044. var _startP = new Vector3();
  27045. var _startEnd = new Vector3();
  27046. function Line3( start, end ) {
  27047. this.start = ( start !== undefined ) ? start : new Vector3();
  27048. this.end = ( end !== undefined ) ? end : new Vector3();
  27049. }
  27050. Object.assign( Line3.prototype, {
  27051. set: function ( start, end ) {
  27052. this.start.copy( start );
  27053. this.end.copy( end );
  27054. return this;
  27055. },
  27056. clone: function () {
  27057. return new this.constructor().copy( this );
  27058. },
  27059. copy: function ( line ) {
  27060. this.start.copy( line.start );
  27061. this.end.copy( line.end );
  27062. return this;
  27063. },
  27064. getCenter: function ( target ) {
  27065. if ( target === undefined ) {
  27066. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27067. target = new Vector3();
  27068. }
  27069. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27070. },
  27071. delta: function ( target ) {
  27072. if ( target === undefined ) {
  27073. console.warn( 'THREE.Line3: .delta() target is now required' );
  27074. target = new Vector3();
  27075. }
  27076. return target.subVectors( this.end, this.start );
  27077. },
  27078. distanceSq: function () {
  27079. return this.start.distanceToSquared( this.end );
  27080. },
  27081. distance: function () {
  27082. return this.start.distanceTo( this.end );
  27083. },
  27084. at: function ( t, target ) {
  27085. if ( target === undefined ) {
  27086. console.warn( 'THREE.Line3: .at() target is now required' );
  27087. target = new Vector3();
  27088. }
  27089. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27090. },
  27091. closestPointToPointParameter: function ( point, clampToLine ) {
  27092. _startP.subVectors( point, this.start );
  27093. _startEnd.subVectors( this.end, this.start );
  27094. var startEnd2 = _startEnd.dot( _startEnd );
  27095. var startEnd_startP = _startEnd.dot( _startP );
  27096. var t = startEnd_startP / startEnd2;
  27097. if ( clampToLine ) {
  27098. t = _Math.clamp( t, 0, 1 );
  27099. }
  27100. return t;
  27101. },
  27102. closestPointToPoint: function ( point, clampToLine, target ) {
  27103. var t = this.closestPointToPointParameter( point, clampToLine );
  27104. if ( target === undefined ) {
  27105. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27106. target = new Vector3();
  27107. }
  27108. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27109. },
  27110. applyMatrix4: function ( matrix ) {
  27111. this.start.applyMatrix4( matrix );
  27112. this.end.applyMatrix4( matrix );
  27113. return this;
  27114. },
  27115. equals: function ( line ) {
  27116. return line.start.equals( this.start ) && line.end.equals( this.end );
  27117. }
  27118. } );
  27119. /**
  27120. * @author alteredq / http://alteredqualia.com/
  27121. */
  27122. function ImmediateRenderObject( material ) {
  27123. Object3D.call( this );
  27124. this.material = material;
  27125. this.render = function ( /* renderCallback */ ) {};
  27126. }
  27127. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27128. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27129. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27130. /**
  27131. * @author mrdoob / http://mrdoob.com/
  27132. * @author WestLangley / http://github.com/WestLangley
  27133. */
  27134. var _v1$5 = new Vector3();
  27135. var _v2$3 = new Vector3();
  27136. var _normalMatrix$1 = new Matrix3();
  27137. var _keys = [ 'a', 'b', 'c' ];
  27138. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27139. this.object = object;
  27140. this.size = ( size !== undefined ) ? size : 1;
  27141. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27142. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27143. //
  27144. var nNormals = 0;
  27145. var objGeometry = this.object.geometry;
  27146. if ( objGeometry && objGeometry.isGeometry ) {
  27147. nNormals = objGeometry.faces.length * 3;
  27148. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27149. nNormals = objGeometry.attributes.normal.count;
  27150. }
  27151. //
  27152. var geometry = new BufferGeometry();
  27153. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27154. geometry.addAttribute( 'position', positions );
  27155. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27156. //
  27157. this.matrixAutoUpdate = false;
  27158. this.update();
  27159. }
  27160. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27161. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27162. VertexNormalsHelper.prototype.update = function () {
  27163. this.object.updateMatrixWorld( true );
  27164. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27165. var matrixWorld = this.object.matrixWorld;
  27166. var position = this.geometry.attributes.position;
  27167. //
  27168. var objGeometry = this.object.geometry;
  27169. if ( objGeometry && objGeometry.isGeometry ) {
  27170. var vertices = objGeometry.vertices;
  27171. var faces = objGeometry.faces;
  27172. var idx = 0;
  27173. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27174. var face = faces[ i ];
  27175. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27176. var vertex = vertices[ face[ _keys[ j ] ] ];
  27177. var normal = face.vertexNormals[ j ];
  27178. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27179. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27180. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27181. idx = idx + 1;
  27182. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27183. idx = idx + 1;
  27184. }
  27185. }
  27186. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27187. var objPos = objGeometry.attributes.position;
  27188. var objNorm = objGeometry.attributes.normal;
  27189. var idx = 0;
  27190. // for simplicity, ignore index and drawcalls, and render every normal
  27191. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27192. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27193. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27194. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27195. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27196. idx = idx + 1;
  27197. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27198. idx = idx + 1;
  27199. }
  27200. }
  27201. position.needsUpdate = true;
  27202. };
  27203. /**
  27204. * @author alteredq / http://alteredqualia.com/
  27205. * @author mrdoob / http://mrdoob.com/
  27206. * @author WestLangley / http://github.com/WestLangley
  27207. */
  27208. var _vector$7 = new Vector3();
  27209. function SpotLightHelper( light, color ) {
  27210. Object3D.call( this );
  27211. this.light = light;
  27212. this.light.updateMatrixWorld();
  27213. this.matrix = light.matrixWorld;
  27214. this.matrixAutoUpdate = false;
  27215. this.color = color;
  27216. var geometry = new BufferGeometry();
  27217. var positions = [
  27218. 0, 0, 0, 0, 0, 1,
  27219. 0, 0, 0, 1, 0, 1,
  27220. 0, 0, 0, - 1, 0, 1,
  27221. 0, 0, 0, 0, 1, 1,
  27222. 0, 0, 0, 0, - 1, 1
  27223. ];
  27224. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27225. var p1 = ( i / l ) * Math.PI * 2;
  27226. var p2 = ( j / l ) * Math.PI * 2;
  27227. positions.push(
  27228. Math.cos( p1 ), Math.sin( p1 ), 1,
  27229. Math.cos( p2 ), Math.sin( p2 ), 1
  27230. );
  27231. }
  27232. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27233. var material = new LineBasicMaterial( { fog: false } );
  27234. this.cone = new LineSegments( geometry, material );
  27235. this.add( this.cone );
  27236. this.update();
  27237. }
  27238. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27239. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27240. SpotLightHelper.prototype.dispose = function () {
  27241. this.cone.geometry.dispose();
  27242. this.cone.material.dispose();
  27243. };
  27244. SpotLightHelper.prototype.update = function () {
  27245. this.light.updateMatrixWorld();
  27246. var coneLength = this.light.distance ? this.light.distance : 1000;
  27247. var coneWidth = coneLength * Math.tan( this.light.angle );
  27248. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27249. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27250. this.cone.lookAt( _vector$7 );
  27251. if ( this.color !== undefined ) {
  27252. this.cone.material.color.set( this.color );
  27253. } else {
  27254. this.cone.material.color.copy( this.light.color );
  27255. }
  27256. };
  27257. /**
  27258. * @author Sean Griffin / http://twitter.com/sgrif
  27259. * @author Michael Guerrero / http://realitymeltdown.com
  27260. * @author mrdoob / http://mrdoob.com/
  27261. * @author ikerr / http://verold.com
  27262. * @author Mugen87 / https://github.com/Mugen87
  27263. */
  27264. var _vector$8 = new Vector3();
  27265. var _boneMatrix = new Matrix4();
  27266. var _matrixWorldInv = new Matrix4();
  27267. function getBoneList( object ) {
  27268. var boneList = [];
  27269. if ( object && object.isBone ) {
  27270. boneList.push( object );
  27271. }
  27272. for ( var i = 0; i < object.children.length; i ++ ) {
  27273. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27274. }
  27275. return boneList;
  27276. }
  27277. function SkeletonHelper( object ) {
  27278. var bones = getBoneList( object );
  27279. var geometry = new BufferGeometry();
  27280. var vertices = [];
  27281. var colors = [];
  27282. var color1 = new Color( 0, 0, 1 );
  27283. var color2 = new Color( 0, 1, 0 );
  27284. for ( var i = 0; i < bones.length; i ++ ) {
  27285. var bone = bones[ i ];
  27286. if ( bone.parent && bone.parent.isBone ) {
  27287. vertices.push( 0, 0, 0 );
  27288. vertices.push( 0, 0, 0 );
  27289. colors.push( color1.r, color1.g, color1.b );
  27290. colors.push( color2.r, color2.g, color2.b );
  27291. }
  27292. }
  27293. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27294. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27295. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27296. LineSegments.call( this, geometry, material );
  27297. this.root = object;
  27298. this.bones = bones;
  27299. this.matrix = object.matrixWorld;
  27300. this.matrixAutoUpdate = false;
  27301. }
  27302. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27303. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27304. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27305. var bones = this.bones;
  27306. var geometry = this.geometry;
  27307. var position = geometry.getAttribute( 'position' );
  27308. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27309. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27310. var bone = bones[ i ];
  27311. if ( bone.parent && bone.parent.isBone ) {
  27312. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27313. _vector$8.setFromMatrixPosition( _boneMatrix );
  27314. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27315. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27316. _vector$8.setFromMatrixPosition( _boneMatrix );
  27317. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27318. j += 2;
  27319. }
  27320. }
  27321. geometry.getAttribute( 'position' ).needsUpdate = true;
  27322. Object3D.prototype.updateMatrixWorld.call( this, force );
  27323. };
  27324. /**
  27325. * @author alteredq / http://alteredqualia.com/
  27326. * @author mrdoob / http://mrdoob.com/
  27327. */
  27328. function PointLightHelper( light, sphereSize, color ) {
  27329. this.light = light;
  27330. this.light.updateMatrixWorld();
  27331. this.color = color;
  27332. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27333. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27334. Mesh.call( this, geometry, material );
  27335. this.matrix = this.light.matrixWorld;
  27336. this.matrixAutoUpdate = false;
  27337. this.update();
  27338. /*
  27339. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27340. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27341. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27342. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27343. var d = light.distance;
  27344. if ( d === 0.0 ) {
  27345. this.lightDistance.visible = false;
  27346. } else {
  27347. this.lightDistance.scale.set( d, d, d );
  27348. }
  27349. this.add( this.lightDistance );
  27350. */
  27351. }
  27352. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27353. PointLightHelper.prototype.constructor = PointLightHelper;
  27354. PointLightHelper.prototype.dispose = function () {
  27355. this.geometry.dispose();
  27356. this.material.dispose();
  27357. };
  27358. PointLightHelper.prototype.update = function () {
  27359. if ( this.color !== undefined ) {
  27360. this.material.color.set( this.color );
  27361. } else {
  27362. this.material.color.copy( this.light.color );
  27363. }
  27364. /*
  27365. var d = this.light.distance;
  27366. if ( d === 0.0 ) {
  27367. this.lightDistance.visible = false;
  27368. } else {
  27369. this.lightDistance.visible = true;
  27370. this.lightDistance.scale.set( d, d, d );
  27371. }
  27372. */
  27373. };
  27374. /**
  27375. * @author abelnation / http://github.com/abelnation
  27376. * @author Mugen87 / http://github.com/Mugen87
  27377. * @author WestLangley / http://github.com/WestLangley
  27378. *
  27379. * This helper must be added as a child of the light
  27380. */
  27381. function RectAreaLightHelper( light, color ) {
  27382. this.type = 'RectAreaLightHelper';
  27383. this.light = light;
  27384. this.color = color; // optional hardwired color for the helper
  27385. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27386. var geometry = new BufferGeometry();
  27387. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27388. geometry.computeBoundingSphere();
  27389. var material = new LineBasicMaterial( { fog: false } );
  27390. Line.call( this, geometry, material );
  27391. //
  27392. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27393. var geometry2 = new BufferGeometry();
  27394. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27395. geometry2.computeBoundingSphere();
  27396. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27397. this.update();
  27398. }
  27399. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27400. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27401. RectAreaLightHelper.prototype.update = function () {
  27402. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27403. if ( this.color !== undefined ) {
  27404. this.material.color.set( this.color );
  27405. this.children[ 0 ].material.color.set( this.color );
  27406. } else {
  27407. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27408. // prevent hue shift
  27409. var c = this.material.color;
  27410. var max = Math.max( c.r, c.g, c.b );
  27411. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27412. this.children[ 0 ].material.color.copy( this.material.color );
  27413. }
  27414. };
  27415. RectAreaLightHelper.prototype.dispose = function () {
  27416. this.geometry.dispose();
  27417. this.material.dispose();
  27418. this.children[ 0 ].geometry.dispose();
  27419. this.children[ 0 ].material.dispose();
  27420. };
  27421. /**
  27422. * @author alteredq / http://alteredqualia.com/
  27423. * @author mrdoob / http://mrdoob.com/
  27424. * @author Mugen87 / https://github.com/Mugen87
  27425. */
  27426. var _vector$9 = new Vector3();
  27427. var _color1 = new Color();
  27428. var _color2 = new Color();
  27429. function HemisphereLightHelper( light, size, color ) {
  27430. Object3D.call( this );
  27431. this.light = light;
  27432. this.light.updateMatrixWorld();
  27433. this.matrix = light.matrixWorld;
  27434. this.matrixAutoUpdate = false;
  27435. this.color = color;
  27436. var geometry = new OctahedronBufferGeometry( size );
  27437. geometry.rotateY( Math.PI * 0.5 );
  27438. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27439. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27440. var position = geometry.getAttribute( 'position' );
  27441. var colors = new Float32Array( position.count * 3 );
  27442. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27443. this.add( new Mesh( geometry, this.material ) );
  27444. this.update();
  27445. }
  27446. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27447. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27448. HemisphereLightHelper.prototype.dispose = function () {
  27449. this.children[ 0 ].geometry.dispose();
  27450. this.children[ 0 ].material.dispose();
  27451. };
  27452. HemisphereLightHelper.prototype.update = function () {
  27453. var mesh = this.children[ 0 ];
  27454. if ( this.color !== undefined ) {
  27455. this.material.color.set( this.color );
  27456. } else {
  27457. var colors = mesh.geometry.getAttribute( 'color' );
  27458. _color1.copy( this.light.color );
  27459. _color2.copy( this.light.groundColor );
  27460. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27461. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27462. colors.setXYZ( i, color.r, color.g, color.b );
  27463. }
  27464. colors.needsUpdate = true;
  27465. }
  27466. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27467. };
  27468. /**
  27469. * @author WestLangley / http://github.com/WestLangley
  27470. */
  27471. function LightProbeHelper( lightProbe, size ) {
  27472. this.lightProbe = lightProbe;
  27473. this.size = size;
  27474. var defines = {};
  27475. defines[ 'GAMMA_OUTPUT' ] = "";
  27476. // material
  27477. var material = new ShaderMaterial( {
  27478. defines: defines,
  27479. uniforms: {
  27480. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27481. intensity: { value: this.lightProbe.intensity }
  27482. },
  27483. vertexShader: [
  27484. 'varying vec3 vNormal;',
  27485. 'void main() {',
  27486. ' vNormal = normalize( normalMatrix * normal );',
  27487. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27488. '}' ].join( '\n' ),
  27489. fragmentShader: [
  27490. '#define RECIPROCAL_PI 0.318309886',
  27491. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27492. ' // matrix is assumed to be orthogonal',
  27493. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27494. '}',
  27495. 'vec3 linearToOutput( in vec3 a ) {',
  27496. ' #ifdef GAMMA_OUTPUT',
  27497. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27498. ' #else',
  27499. ' return a;',
  27500. ' #endif',
  27501. '}',
  27502. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27503. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27504. ' // normal is assumed to have unit length',
  27505. ' float x = normal.x, y = normal.y, z = normal.z;',
  27506. ' // band 0',
  27507. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27508. ' // band 1',
  27509. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27510. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27511. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27512. ' // band 2',
  27513. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27514. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27515. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27516. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27517. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27518. ' return result;',
  27519. '}',
  27520. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27521. 'uniform float intensity; // light probe intensity',
  27522. 'varying vec3 vNormal;',
  27523. 'void main() {',
  27524. ' vec3 normal = normalize( vNormal );',
  27525. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27526. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27527. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27528. ' outgoingLight = linearToOutput( outgoingLight );',
  27529. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27530. '}'
  27531. ].join( '\n' )
  27532. } );
  27533. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27534. Mesh.call( this, geometry, material );
  27535. this.onBeforeRender();
  27536. }
  27537. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27538. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27539. LightProbeHelper.prototype.dispose = function () {
  27540. this.geometry.dispose();
  27541. this.material.dispose();
  27542. };
  27543. LightProbeHelper.prototype.onBeforeRender = function () {
  27544. this.position.copy( this.lightProbe.position );
  27545. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27546. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27547. };
  27548. /**
  27549. * @author mrdoob / http://mrdoob.com/
  27550. */
  27551. function GridHelper( size, divisions, color1, color2 ) {
  27552. size = size || 10;
  27553. divisions = divisions || 10;
  27554. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27555. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27556. var center = divisions / 2;
  27557. var step = size / divisions;
  27558. var halfSize = size / 2;
  27559. var vertices = [], colors = [];
  27560. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27561. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27562. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27563. var color = i === center ? color1 : color2;
  27564. color.toArray( colors, j ); j += 3;
  27565. color.toArray( colors, j ); j += 3;
  27566. color.toArray( colors, j ); j += 3;
  27567. color.toArray( colors, j ); j += 3;
  27568. }
  27569. var geometry = new BufferGeometry();
  27570. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27571. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27572. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27573. LineSegments.call( this, geometry, material );
  27574. }
  27575. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27576. constructor: GridHelper,
  27577. copy: function ( source ) {
  27578. LineSegments.prototype.copy.call( this, source );
  27579. this.geometry.copy( source.geometry );
  27580. this.material.copy( source.material );
  27581. return this;
  27582. },
  27583. clone: function () {
  27584. return new this.constructor().copy( this );
  27585. }
  27586. } );
  27587. /**
  27588. * @author mrdoob / http://mrdoob.com/
  27589. * @author Mugen87 / http://github.com/Mugen87
  27590. * @author Hectate / http://www.github.com/Hectate
  27591. */
  27592. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27593. radius = radius || 10;
  27594. radials = radials || 16;
  27595. circles = circles || 8;
  27596. divisions = divisions || 64;
  27597. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27598. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27599. var vertices = [];
  27600. var colors = [];
  27601. var x, z;
  27602. var v, i, j, r, color;
  27603. // create the radials
  27604. for ( i = 0; i <= radials; i ++ ) {
  27605. v = ( i / radials ) * ( Math.PI * 2 );
  27606. x = Math.sin( v ) * radius;
  27607. z = Math.cos( v ) * radius;
  27608. vertices.push( 0, 0, 0 );
  27609. vertices.push( x, 0, z );
  27610. color = ( i & 1 ) ? color1 : color2;
  27611. colors.push( color.r, color.g, color.b );
  27612. colors.push( color.r, color.g, color.b );
  27613. }
  27614. // create the circles
  27615. for ( i = 0; i <= circles; i ++ ) {
  27616. color = ( i & 1 ) ? color1 : color2;
  27617. r = radius - ( radius / circles * i );
  27618. for ( j = 0; j < divisions; j ++ ) {
  27619. // first vertex
  27620. v = ( j / divisions ) * ( Math.PI * 2 );
  27621. x = Math.sin( v ) * r;
  27622. z = Math.cos( v ) * r;
  27623. vertices.push( x, 0, z );
  27624. colors.push( color.r, color.g, color.b );
  27625. // second vertex
  27626. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27627. x = Math.sin( v ) * r;
  27628. z = Math.cos( v ) * r;
  27629. vertices.push( x, 0, z );
  27630. colors.push( color.r, color.g, color.b );
  27631. }
  27632. }
  27633. var geometry = new BufferGeometry();
  27634. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27635. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27636. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27637. LineSegments.call( this, geometry, material );
  27638. }
  27639. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27640. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27641. /**
  27642. * @author Mugen87 / http://github.com/Mugen87
  27643. */
  27644. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27645. this.audio = audio;
  27646. this.range = range || 1;
  27647. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27648. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27649. var geometry = new BufferGeometry();
  27650. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27651. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27652. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27653. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27654. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27655. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27656. this.update();
  27657. }
  27658. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27659. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27660. PositionalAudioHelper.prototype.update = function () {
  27661. var audio = this.audio;
  27662. var range = this.range;
  27663. var divisionsInnerAngle = this.divisionsInnerAngle;
  27664. var divisionsOuterAngle = this.divisionsOuterAngle;
  27665. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27666. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27667. var halfConeInnerAngle = coneInnerAngle / 2;
  27668. var halfConeOuterAngle = coneOuterAngle / 2;
  27669. var start = 0;
  27670. var count = 0;
  27671. var i, stride;
  27672. var geometry = this.geometry;
  27673. var positionAttribute = geometry.attributes.position;
  27674. geometry.clearGroups();
  27675. //
  27676. function generateSegment( from, to, divisions, materialIndex ) {
  27677. var step = ( to - from ) / divisions;
  27678. positionAttribute.setXYZ( start, 0, 0, 0 );
  27679. count ++;
  27680. for ( i = from; i < to; i += step ) {
  27681. stride = start + count;
  27682. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27683. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27684. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27685. count += 3;
  27686. }
  27687. geometry.addGroup( start, count, materialIndex );
  27688. start += count;
  27689. count = 0;
  27690. }
  27691. //
  27692. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27693. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27694. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27695. //
  27696. positionAttribute.needsUpdate = true;
  27697. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27698. };
  27699. PositionalAudioHelper.prototype.dispose = function () {
  27700. this.geometry.dispose();
  27701. this.material[ 0 ].dispose();
  27702. this.material[ 1 ].dispose();
  27703. };
  27704. /**
  27705. * @author mrdoob / http://mrdoob.com/
  27706. * @author WestLangley / http://github.com/WestLangley
  27707. */
  27708. var _v1$6 = new Vector3();
  27709. var _v2$4 = new Vector3();
  27710. var _normalMatrix$2 = new Matrix3();
  27711. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27712. // FaceNormalsHelper only supports THREE.Geometry
  27713. this.object = object;
  27714. this.size = ( size !== undefined ) ? size : 1;
  27715. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27716. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27717. //
  27718. var nNormals = 0;
  27719. var objGeometry = this.object.geometry;
  27720. if ( objGeometry && objGeometry.isGeometry ) {
  27721. nNormals = objGeometry.faces.length;
  27722. } else {
  27723. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27724. }
  27725. //
  27726. var geometry = new BufferGeometry();
  27727. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27728. geometry.addAttribute( 'position', positions );
  27729. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27730. //
  27731. this.matrixAutoUpdate = false;
  27732. this.update();
  27733. }
  27734. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27735. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27736. FaceNormalsHelper.prototype.update = function () {
  27737. this.object.updateMatrixWorld( true );
  27738. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27739. var matrixWorld = this.object.matrixWorld;
  27740. var position = this.geometry.attributes.position;
  27741. //
  27742. var objGeometry = this.object.geometry;
  27743. var vertices = objGeometry.vertices;
  27744. var faces = objGeometry.faces;
  27745. var idx = 0;
  27746. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27747. var face = faces[ i ];
  27748. var normal = face.normal;
  27749. _v1$6.copy( vertices[ face.a ] )
  27750. .add( vertices[ face.b ] )
  27751. .add( vertices[ face.c ] )
  27752. .divideScalar( 3 )
  27753. .applyMatrix4( matrixWorld );
  27754. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27755. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27756. idx = idx + 1;
  27757. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27758. idx = idx + 1;
  27759. }
  27760. position.needsUpdate = true;
  27761. };
  27762. /**
  27763. * @author alteredq / http://alteredqualia.com/
  27764. * @author mrdoob / http://mrdoob.com/
  27765. * @author WestLangley / http://github.com/WestLangley
  27766. */
  27767. var _v1$7 = new Vector3();
  27768. var _v2$5 = new Vector3();
  27769. var _v3$1 = new Vector3();
  27770. function DirectionalLightHelper( light, size, color ) {
  27771. Object3D.call( this );
  27772. this.light = light;
  27773. this.light.updateMatrixWorld();
  27774. this.matrix = light.matrixWorld;
  27775. this.matrixAutoUpdate = false;
  27776. this.color = color;
  27777. if ( size === undefined ) { size = 1; }
  27778. var geometry = new BufferGeometry();
  27779. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27780. - size, size, 0,
  27781. size, size, 0,
  27782. size, - size, 0,
  27783. - size, - size, 0,
  27784. - size, size, 0
  27785. ], 3 ) );
  27786. var material = new LineBasicMaterial( { fog: false } );
  27787. this.lightPlane = new Line( geometry, material );
  27788. this.add( this.lightPlane );
  27789. geometry = new BufferGeometry();
  27790. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27791. this.targetLine = new Line( geometry, material );
  27792. this.add( this.targetLine );
  27793. this.update();
  27794. }
  27795. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27796. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27797. DirectionalLightHelper.prototype.dispose = function () {
  27798. this.lightPlane.geometry.dispose();
  27799. this.lightPlane.material.dispose();
  27800. this.targetLine.geometry.dispose();
  27801. this.targetLine.material.dispose();
  27802. };
  27803. DirectionalLightHelper.prototype.update = function () {
  27804. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27805. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27806. _v3$1.subVectors( _v2$5, _v1$7 );
  27807. this.lightPlane.lookAt( _v2$5 );
  27808. if ( this.color !== undefined ) {
  27809. this.lightPlane.material.color.set( this.color );
  27810. this.targetLine.material.color.set( this.color );
  27811. } else {
  27812. this.lightPlane.material.color.copy( this.light.color );
  27813. this.targetLine.material.color.copy( this.light.color );
  27814. }
  27815. this.targetLine.lookAt( _v2$5 );
  27816. this.targetLine.scale.z = _v3$1.length();
  27817. };
  27818. /**
  27819. * @author alteredq / http://alteredqualia.com/
  27820. * @author Mugen87 / https://github.com/Mugen87
  27821. *
  27822. * - shows frustum, line of sight and up of the camera
  27823. * - suitable for fast updates
  27824. * - based on frustum visualization in lightgl.js shadowmap example
  27825. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27826. */
  27827. var _vector$a = new Vector3();
  27828. var _camera = new Camera();
  27829. function CameraHelper( camera ) {
  27830. var geometry = new BufferGeometry();
  27831. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27832. var vertices = [];
  27833. var colors = [];
  27834. var pointMap = {};
  27835. // colors
  27836. var colorFrustum = new Color( 0xffaa00 );
  27837. var colorCone = new Color( 0xff0000 );
  27838. var colorUp = new Color( 0x00aaff );
  27839. var colorTarget = new Color( 0xffffff );
  27840. var colorCross = new Color( 0x333333 );
  27841. // near
  27842. addLine( 'n1', 'n2', colorFrustum );
  27843. addLine( 'n2', 'n4', colorFrustum );
  27844. addLine( 'n4', 'n3', colorFrustum );
  27845. addLine( 'n3', 'n1', colorFrustum );
  27846. // far
  27847. addLine( 'f1', 'f2', colorFrustum );
  27848. addLine( 'f2', 'f4', colorFrustum );
  27849. addLine( 'f4', 'f3', colorFrustum );
  27850. addLine( 'f3', 'f1', colorFrustum );
  27851. // sides
  27852. addLine( 'n1', 'f1', colorFrustum );
  27853. addLine( 'n2', 'f2', colorFrustum );
  27854. addLine( 'n3', 'f3', colorFrustum );
  27855. addLine( 'n4', 'f4', colorFrustum );
  27856. // cone
  27857. addLine( 'p', 'n1', colorCone );
  27858. addLine( 'p', 'n2', colorCone );
  27859. addLine( 'p', 'n3', colorCone );
  27860. addLine( 'p', 'n4', colorCone );
  27861. // up
  27862. addLine( 'u1', 'u2', colorUp );
  27863. addLine( 'u2', 'u3', colorUp );
  27864. addLine( 'u3', 'u1', colorUp );
  27865. // target
  27866. addLine( 'c', 't', colorTarget );
  27867. addLine( 'p', 'c', colorCross );
  27868. // cross
  27869. addLine( 'cn1', 'cn2', colorCross );
  27870. addLine( 'cn3', 'cn4', colorCross );
  27871. addLine( 'cf1', 'cf2', colorCross );
  27872. addLine( 'cf3', 'cf4', colorCross );
  27873. function addLine( a, b, color ) {
  27874. addPoint( a, color );
  27875. addPoint( b, color );
  27876. }
  27877. function addPoint( id, color ) {
  27878. vertices.push( 0, 0, 0 );
  27879. colors.push( color.r, color.g, color.b );
  27880. if ( pointMap[ id ] === undefined ) {
  27881. pointMap[ id ] = [];
  27882. }
  27883. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27884. }
  27885. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27886. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27887. LineSegments.call( this, geometry, material );
  27888. this.camera = camera;
  27889. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27890. this.matrix = camera.matrixWorld;
  27891. this.matrixAutoUpdate = false;
  27892. this.pointMap = pointMap;
  27893. this.update();
  27894. }
  27895. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27896. CameraHelper.prototype.constructor = CameraHelper;
  27897. CameraHelper.prototype.update = function () {
  27898. var geometry = this.geometry;
  27899. var pointMap = this.pointMap;
  27900. var w = 1, h = 1;
  27901. // we need just camera projection matrix inverse
  27902. // world matrix must be identity
  27903. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27904. // center / target
  27905. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27906. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27907. // near
  27908. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27909. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27910. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27911. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27912. // far
  27913. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27914. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27915. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27916. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27917. // up
  27918. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27919. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27920. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27921. // cross
  27922. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27923. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27924. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27925. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27926. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27927. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27928. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27929. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27930. geometry.getAttribute( 'position' ).needsUpdate = true;
  27931. };
  27932. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27933. _vector$a.set( x, y, z ).unproject( camera );
  27934. var points = pointMap[ point ];
  27935. if ( points !== undefined ) {
  27936. var position = geometry.getAttribute( 'position' );
  27937. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27938. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27939. }
  27940. }
  27941. }
  27942. /**
  27943. * @author mrdoob / http://mrdoob.com/
  27944. * @author Mugen87 / http://github.com/Mugen87
  27945. */
  27946. var _box$2 = new Box3();
  27947. function BoxHelper( object, color ) {
  27948. this.object = object;
  27949. if ( color === undefined ) { color = 0xffff00; }
  27950. 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 ] );
  27951. var positions = new Float32Array( 8 * 3 );
  27952. var geometry = new BufferGeometry();
  27953. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27954. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27955. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27956. this.matrixAutoUpdate = false;
  27957. this.update();
  27958. }
  27959. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27960. BoxHelper.prototype.constructor = BoxHelper;
  27961. BoxHelper.prototype.update = function ( object ) {
  27962. if ( object !== undefined ) {
  27963. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27964. }
  27965. if ( this.object !== undefined ) {
  27966. _box$2.setFromObject( this.object );
  27967. }
  27968. if ( _box$2.isEmpty() ) { return; }
  27969. var min = _box$2.min;
  27970. var max = _box$2.max;
  27971. /*
  27972. 5____4
  27973. 1/___0/|
  27974. | 6__|_7
  27975. 2/___3/
  27976. 0: max.x, max.y, max.z
  27977. 1: min.x, max.y, max.z
  27978. 2: min.x, min.y, max.z
  27979. 3: max.x, min.y, max.z
  27980. 4: max.x, max.y, min.z
  27981. 5: min.x, max.y, min.z
  27982. 6: min.x, min.y, min.z
  27983. 7: max.x, min.y, min.z
  27984. */
  27985. var position = this.geometry.attributes.position;
  27986. var array = position.array;
  27987. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27988. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27989. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27990. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27991. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27992. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27993. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27994. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27995. position.needsUpdate = true;
  27996. this.geometry.computeBoundingSphere();
  27997. };
  27998. BoxHelper.prototype.setFromObject = function ( object ) {
  27999. this.object = object;
  28000. this.update();
  28001. return this;
  28002. };
  28003. BoxHelper.prototype.copy = function ( source ) {
  28004. LineSegments.prototype.copy.call( this, source );
  28005. this.object = source.object;
  28006. return this;
  28007. };
  28008. BoxHelper.prototype.clone = function () {
  28009. return new this.constructor().copy( this );
  28010. };
  28011. /**
  28012. * @author WestLangley / http://github.com/WestLangley
  28013. */
  28014. function Box3Helper( box, color ) {
  28015. this.type = 'Box3Helper';
  28016. this.box = box;
  28017. color = color || 0xffff00;
  28018. 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 ] );
  28019. 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 ];
  28020. var geometry = new BufferGeometry();
  28021. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28022. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28023. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28024. this.geometry.computeBoundingSphere();
  28025. }
  28026. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28027. Box3Helper.prototype.constructor = Box3Helper;
  28028. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28029. var box = this.box;
  28030. if ( box.isEmpty() ) { return; }
  28031. box.getCenter( this.position );
  28032. box.getSize( this.scale );
  28033. this.scale.multiplyScalar( 0.5 );
  28034. Object3D.prototype.updateMatrixWorld.call( this, force );
  28035. };
  28036. /**
  28037. * @author WestLangley / http://github.com/WestLangley
  28038. */
  28039. function PlaneHelper( plane, size, hex ) {
  28040. this.type = 'PlaneHelper';
  28041. this.plane = plane;
  28042. this.size = ( size === undefined ) ? 1 : size;
  28043. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28044. 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 ];
  28045. var geometry = new BufferGeometry();
  28046. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28047. geometry.computeBoundingSphere();
  28048. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28049. //
  28050. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28051. var geometry2 = new BufferGeometry();
  28052. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28053. geometry2.computeBoundingSphere();
  28054. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28055. }
  28056. PlaneHelper.prototype = Object.create( Line.prototype );
  28057. PlaneHelper.prototype.constructor = PlaneHelper;
  28058. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28059. var scale = - this.plane.constant;
  28060. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28061. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28062. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28063. this.lookAt( this.plane.normal );
  28064. Object3D.prototype.updateMatrixWorld.call( this, force );
  28065. };
  28066. /**
  28067. * @author WestLangley / http://github.com/WestLangley
  28068. * @author zz85 / http://github.com/zz85
  28069. * @author bhouston / http://clara.io
  28070. *
  28071. * Creates an arrow for visualizing directions
  28072. *
  28073. * Parameters:
  28074. * dir - Vector3
  28075. * origin - Vector3
  28076. * length - Number
  28077. * color - color in hex value
  28078. * headLength - Number
  28079. * headWidth - Number
  28080. */
  28081. var _axis = new Vector3();
  28082. var _lineGeometry, _coneGeometry;
  28083. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28084. // dir is assumed to be normalized
  28085. Object3D.call( this );
  28086. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28087. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28088. if ( length === undefined ) { length = 1; }
  28089. if ( color === undefined ) { color = 0xffff00; }
  28090. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28091. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28092. if ( _lineGeometry === undefined ) {
  28093. _lineGeometry = new BufferGeometry();
  28094. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28095. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28096. _coneGeometry.translate( 0, - 0.5, 0 );
  28097. }
  28098. this.position.copy( origin );
  28099. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28100. this.line.matrixAutoUpdate = false;
  28101. this.add( this.line );
  28102. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28103. this.cone.matrixAutoUpdate = false;
  28104. this.add( this.cone );
  28105. this.setDirection( dir );
  28106. this.setLength( length, headLength, headWidth );
  28107. }
  28108. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28109. ArrowHelper.prototype.constructor = ArrowHelper;
  28110. ArrowHelper.prototype.setDirection = function ( dir ) {
  28111. // dir is assumed to be normalized
  28112. if ( dir.y > 0.99999 ) {
  28113. this.quaternion.set( 0, 0, 0, 1 );
  28114. } else if ( dir.y < - 0.99999 ) {
  28115. this.quaternion.set( 1, 0, 0, 0 );
  28116. } else {
  28117. _axis.set( dir.z, 0, - dir.x ).normalize();
  28118. var radians = Math.acos( dir.y );
  28119. this.quaternion.setFromAxisAngle( _axis, radians );
  28120. }
  28121. };
  28122. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28123. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28124. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28125. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28126. this.line.updateMatrix();
  28127. this.cone.scale.set( headWidth, headLength, headWidth );
  28128. this.cone.position.y = length;
  28129. this.cone.updateMatrix();
  28130. };
  28131. ArrowHelper.prototype.setColor = function ( color ) {
  28132. this.line.material.color.set( color );
  28133. this.cone.material.color.set( color );
  28134. };
  28135. ArrowHelper.prototype.copy = function ( source ) {
  28136. Object3D.prototype.copy.call( this, source, false );
  28137. this.line.copy( source.line );
  28138. this.cone.copy( source.cone );
  28139. return this;
  28140. };
  28141. ArrowHelper.prototype.clone = function () {
  28142. return new this.constructor().copy( this );
  28143. };
  28144. /**
  28145. * @author sroucheray / http://sroucheray.org/
  28146. * @author mrdoob / http://mrdoob.com/
  28147. */
  28148. function AxesHelper( size ) {
  28149. size = size || 1;
  28150. var vertices = [
  28151. 0, 0, 0, size, 0, 0,
  28152. 0, 0, 0, 0, size, 0,
  28153. 0, 0, 0, 0, 0, size
  28154. ];
  28155. var colors = [
  28156. 1, 0, 0, 1, 0.6, 0,
  28157. 0, 1, 0, 0.6, 1, 0,
  28158. 0, 0, 1, 0, 0.6, 1
  28159. ];
  28160. var geometry = new BufferGeometry();
  28161. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28162. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28163. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28164. LineSegments.call( this, geometry, material );
  28165. }
  28166. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28167. AxesHelper.prototype.constructor = AxesHelper;
  28168. /**
  28169. * @author mrdoob / http://mrdoob.com/
  28170. */
  28171. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28172. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28173. return new Face3( a, b, c, normal, color, materialIndex );
  28174. }
  28175. var LineStrip = 0;
  28176. var LinePieces = 1;
  28177. function MeshFaceMaterial( materials ) {
  28178. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28179. return materials;
  28180. }
  28181. function MultiMaterial( materials ) {
  28182. if ( materials === undefined ) { materials = []; }
  28183. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28184. materials.isMultiMaterial = true;
  28185. materials.materials = materials;
  28186. materials.clone = function () {
  28187. return materials.slice();
  28188. };
  28189. return materials;
  28190. }
  28191. function PointCloud( geometry, material ) {
  28192. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28193. return new Points( geometry, material );
  28194. }
  28195. function Particle( material ) {
  28196. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28197. return new Sprite( material );
  28198. }
  28199. function ParticleSystem( geometry, material ) {
  28200. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28201. return new Points( geometry, material );
  28202. }
  28203. function PointCloudMaterial( parameters ) {
  28204. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28205. return new PointsMaterial( parameters );
  28206. }
  28207. function ParticleBasicMaterial( parameters ) {
  28208. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28209. return new PointsMaterial( parameters );
  28210. }
  28211. function ParticleSystemMaterial( parameters ) {
  28212. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28213. return new PointsMaterial( parameters );
  28214. }
  28215. function Vertex( x, y, z ) {
  28216. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28217. return new Vector3( x, y, z );
  28218. }
  28219. //
  28220. function DynamicBufferAttribute( array, itemSize ) {
  28221. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28222. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28223. }
  28224. function Int8Attribute( array, itemSize ) {
  28225. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28226. return new Int8BufferAttribute( array, itemSize );
  28227. }
  28228. function Uint8Attribute( array, itemSize ) {
  28229. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28230. return new Uint8BufferAttribute( array, itemSize );
  28231. }
  28232. function Uint8ClampedAttribute( array, itemSize ) {
  28233. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28234. return new Uint8ClampedBufferAttribute( array, itemSize );
  28235. }
  28236. function Int16Attribute( array, itemSize ) {
  28237. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28238. return new Int16BufferAttribute( array, itemSize );
  28239. }
  28240. function Uint16Attribute( array, itemSize ) {
  28241. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28242. return new Uint16BufferAttribute( array, itemSize );
  28243. }
  28244. function Int32Attribute( array, itemSize ) {
  28245. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28246. return new Int32BufferAttribute( array, itemSize );
  28247. }
  28248. function Uint32Attribute( array, itemSize ) {
  28249. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28250. return new Uint32BufferAttribute( array, itemSize );
  28251. }
  28252. function Float32Attribute( array, itemSize ) {
  28253. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28254. return new Float32BufferAttribute( array, itemSize );
  28255. }
  28256. function Float64Attribute( array, itemSize ) {
  28257. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28258. return new Float64BufferAttribute( array, itemSize );
  28259. }
  28260. //
  28261. Curve.create = function ( construct, getPoint ) {
  28262. console.log( 'THREE.Curve.create() has been deprecated' );
  28263. construct.prototype = Object.create( Curve.prototype );
  28264. construct.prototype.constructor = construct;
  28265. construct.prototype.getPoint = getPoint;
  28266. return construct;
  28267. };
  28268. //
  28269. Object.assign( CurvePath.prototype, {
  28270. createPointsGeometry: function ( divisions ) {
  28271. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28272. // generate geometry from path points (for Line or Points objects)
  28273. var pts = this.getPoints( divisions );
  28274. return this.createGeometry( pts );
  28275. },
  28276. createSpacedPointsGeometry: function ( divisions ) {
  28277. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28278. // generate geometry from equidistant sampling along the path
  28279. var pts = this.getSpacedPoints( divisions );
  28280. return this.createGeometry( pts );
  28281. },
  28282. createGeometry: function ( points ) {
  28283. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28284. var geometry = new Geometry();
  28285. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28286. var point = points[ i ];
  28287. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28288. }
  28289. return geometry;
  28290. }
  28291. } );
  28292. //
  28293. Object.assign( Path.prototype, {
  28294. fromPoints: function ( points ) {
  28295. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28296. this.setFromPoints( points );
  28297. }
  28298. } );
  28299. //
  28300. function ClosedSplineCurve3( points ) {
  28301. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28302. CatmullRomCurve3.call( this, points );
  28303. this.type = 'catmullrom';
  28304. this.closed = true;
  28305. }
  28306. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28307. //
  28308. function SplineCurve3( points ) {
  28309. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28310. CatmullRomCurve3.call( this, points );
  28311. this.type = 'catmullrom';
  28312. }
  28313. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28314. //
  28315. function Spline( points ) {
  28316. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28317. CatmullRomCurve3.call( this, points );
  28318. this.type = 'catmullrom';
  28319. }
  28320. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28321. Object.assign( Spline.prototype, {
  28322. initFromArray: function ( /* a */ ) {
  28323. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28324. },
  28325. getControlPointsArray: function ( /* optionalTarget */ ) {
  28326. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28327. },
  28328. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28329. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28330. }
  28331. } );
  28332. //
  28333. function AxisHelper( size ) {
  28334. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28335. return new AxesHelper( size );
  28336. }
  28337. function BoundingBoxHelper( object, color ) {
  28338. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28339. return new BoxHelper( object, color );
  28340. }
  28341. function EdgesHelper( object, hex ) {
  28342. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28343. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28344. }
  28345. GridHelper.prototype.setColors = function () {
  28346. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28347. };
  28348. SkeletonHelper.prototype.update = function () {
  28349. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28350. };
  28351. function WireframeHelper( object, hex ) {
  28352. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28353. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28354. }
  28355. //
  28356. Object.assign( Loader.prototype, {
  28357. extractUrlBase: function ( url ) {
  28358. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28359. return LoaderUtils.extractUrlBase( url );
  28360. }
  28361. } );
  28362. Loader.Handlers = {
  28363. add: function ( /* regex, loader */ ) {
  28364. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28365. },
  28366. get: function ( /* file */ ) {
  28367. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28368. }
  28369. };
  28370. function XHRLoader( manager ) {
  28371. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28372. return new FileLoader( manager );
  28373. }
  28374. function BinaryTextureLoader( manager ) {
  28375. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28376. return new DataTextureLoader( manager );
  28377. }
  28378. Object.assign( ObjectLoader.prototype, {
  28379. setTexturePath: function ( value ) {
  28380. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28381. return this.setResourcePath( value );
  28382. }
  28383. } );
  28384. //
  28385. Object.assign( Box2.prototype, {
  28386. center: function ( optionalTarget ) {
  28387. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28388. return this.getCenter( optionalTarget );
  28389. },
  28390. empty: function () {
  28391. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28392. return this.isEmpty();
  28393. },
  28394. isIntersectionBox: function ( box ) {
  28395. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28396. return this.intersectsBox( box );
  28397. },
  28398. size: function ( optionalTarget ) {
  28399. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28400. return this.getSize( optionalTarget );
  28401. }
  28402. } );
  28403. Object.assign( Box3.prototype, {
  28404. center: function ( optionalTarget ) {
  28405. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28406. return this.getCenter( optionalTarget );
  28407. },
  28408. empty: function () {
  28409. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28410. return this.isEmpty();
  28411. },
  28412. isIntersectionBox: function ( box ) {
  28413. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28414. return this.intersectsBox( box );
  28415. },
  28416. isIntersectionSphere: function ( sphere ) {
  28417. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28418. return this.intersectsSphere( sphere );
  28419. },
  28420. size: function ( optionalTarget ) {
  28421. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28422. return this.getSize( optionalTarget );
  28423. }
  28424. } );
  28425. Line3.prototype.center = function ( optionalTarget ) {
  28426. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28427. return this.getCenter( optionalTarget );
  28428. };
  28429. Object.assign( _Math, {
  28430. random16: function () {
  28431. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28432. return Math.random();
  28433. },
  28434. nearestPowerOfTwo: function ( value ) {
  28435. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28436. return _Math.floorPowerOfTwo( value );
  28437. },
  28438. nextPowerOfTwo: function ( value ) {
  28439. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28440. return _Math.ceilPowerOfTwo( value );
  28441. }
  28442. } );
  28443. Object.assign( Matrix3.prototype, {
  28444. flattenToArrayOffset: function ( array, offset ) {
  28445. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28446. return this.toArray( array, offset );
  28447. },
  28448. multiplyVector3: function ( vector ) {
  28449. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28450. return vector.applyMatrix3( this );
  28451. },
  28452. multiplyVector3Array: function ( /* a */ ) {
  28453. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28454. },
  28455. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28456. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28457. return this.applyToBufferAttribute( buffer );
  28458. },
  28459. applyToVector3Array: function ( /* array, offset, length */ ) {
  28460. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28461. }
  28462. } );
  28463. Object.assign( Matrix4.prototype, {
  28464. extractPosition: function ( m ) {
  28465. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28466. return this.copyPosition( m );
  28467. },
  28468. flattenToArrayOffset: function ( array, offset ) {
  28469. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28470. return this.toArray( array, offset );
  28471. },
  28472. getPosition: function () {
  28473. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28474. return new Vector3().setFromMatrixColumn( this, 3 );
  28475. },
  28476. setRotationFromQuaternion: function ( q ) {
  28477. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28478. return this.makeRotationFromQuaternion( q );
  28479. },
  28480. multiplyToArray: function () {
  28481. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28482. },
  28483. multiplyVector3: function ( vector ) {
  28484. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28485. return vector.applyMatrix4( this );
  28486. },
  28487. multiplyVector4: function ( vector ) {
  28488. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28489. return vector.applyMatrix4( this );
  28490. },
  28491. multiplyVector3Array: function ( /* a */ ) {
  28492. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28493. },
  28494. rotateAxis: function ( v ) {
  28495. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28496. v.transformDirection( this );
  28497. },
  28498. crossVector: function ( vector ) {
  28499. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28500. return vector.applyMatrix4( this );
  28501. },
  28502. translate: function () {
  28503. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28504. },
  28505. rotateX: function () {
  28506. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28507. },
  28508. rotateY: function () {
  28509. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28510. },
  28511. rotateZ: function () {
  28512. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28513. },
  28514. rotateByAxis: function () {
  28515. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28516. },
  28517. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28518. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28519. return this.applyToBufferAttribute( buffer );
  28520. },
  28521. applyToVector3Array: function ( /* array, offset, length */ ) {
  28522. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28523. },
  28524. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28525. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28526. return this.makePerspective( left, right, top, bottom, near, far );
  28527. }
  28528. } );
  28529. Plane.prototype.isIntersectionLine = function ( line ) {
  28530. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28531. return this.intersectsLine( line );
  28532. };
  28533. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28534. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28535. return vector.applyQuaternion( this );
  28536. };
  28537. Object.assign( Ray.prototype, {
  28538. isIntersectionBox: function ( box ) {
  28539. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28540. return this.intersectsBox( box );
  28541. },
  28542. isIntersectionPlane: function ( plane ) {
  28543. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28544. return this.intersectsPlane( plane );
  28545. },
  28546. isIntersectionSphere: function ( sphere ) {
  28547. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28548. return this.intersectsSphere( sphere );
  28549. }
  28550. } );
  28551. Object.assign( Triangle.prototype, {
  28552. area: function () {
  28553. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28554. return this.getArea();
  28555. },
  28556. barycoordFromPoint: function ( point, target ) {
  28557. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28558. return this.getBarycoord( point, target );
  28559. },
  28560. midpoint: function ( target ) {
  28561. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28562. return this.getMidpoint( target );
  28563. },
  28564. normal: function ( target ) {
  28565. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28566. return this.getNormal( target );
  28567. },
  28568. plane: function ( target ) {
  28569. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28570. return this.getPlane( target );
  28571. }
  28572. } );
  28573. Object.assign( Triangle, {
  28574. barycoordFromPoint: function ( point, a, b, c, target ) {
  28575. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28576. return Triangle.getBarycoord( point, a, b, c, target );
  28577. },
  28578. normal: function ( a, b, c, target ) {
  28579. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28580. return Triangle.getNormal( a, b, c, target );
  28581. }
  28582. } );
  28583. Object.assign( Shape.prototype, {
  28584. extractAllPoints: function ( divisions ) {
  28585. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28586. return this.extractPoints( divisions );
  28587. },
  28588. extrude: function ( options ) {
  28589. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28590. return new ExtrudeGeometry( this, options );
  28591. },
  28592. makeGeometry: function ( options ) {
  28593. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28594. return new ShapeGeometry( this, options );
  28595. }
  28596. } );
  28597. Object.assign( Vector2.prototype, {
  28598. fromAttribute: function ( attribute, index, offset ) {
  28599. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28600. return this.fromBufferAttribute( attribute, index, offset );
  28601. },
  28602. distanceToManhattan: function ( v ) {
  28603. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28604. return this.manhattanDistanceTo( v );
  28605. },
  28606. lengthManhattan: function () {
  28607. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28608. return this.manhattanLength();
  28609. }
  28610. } );
  28611. Object.assign( Vector3.prototype, {
  28612. setEulerFromRotationMatrix: function () {
  28613. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28614. },
  28615. setEulerFromQuaternion: function () {
  28616. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28617. },
  28618. getPositionFromMatrix: function ( m ) {
  28619. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28620. return this.setFromMatrixPosition( m );
  28621. },
  28622. getScaleFromMatrix: function ( m ) {
  28623. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28624. return this.setFromMatrixScale( m );
  28625. },
  28626. getColumnFromMatrix: function ( index, matrix ) {
  28627. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28628. return this.setFromMatrixColumn( matrix, index );
  28629. },
  28630. applyProjection: function ( m ) {
  28631. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28632. return this.applyMatrix4( m );
  28633. },
  28634. fromAttribute: function ( attribute, index, offset ) {
  28635. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28636. return this.fromBufferAttribute( attribute, index, offset );
  28637. },
  28638. distanceToManhattan: function ( v ) {
  28639. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28640. return this.manhattanDistanceTo( v );
  28641. },
  28642. lengthManhattan: function () {
  28643. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28644. return this.manhattanLength();
  28645. }
  28646. } );
  28647. Object.assign( Vector4.prototype, {
  28648. fromAttribute: function ( attribute, index, offset ) {
  28649. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28650. return this.fromBufferAttribute( attribute, index, offset );
  28651. },
  28652. lengthManhattan: function () {
  28653. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28654. return this.manhattanLength();
  28655. }
  28656. } );
  28657. //
  28658. Object.assign( Geometry.prototype, {
  28659. computeTangents: function () {
  28660. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28661. },
  28662. computeLineDistances: function () {
  28663. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28664. }
  28665. } );
  28666. Object.assign( Object3D.prototype, {
  28667. getChildByName: function ( name ) {
  28668. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28669. return this.getObjectByName( name );
  28670. },
  28671. renderDepth: function () {
  28672. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28673. },
  28674. translate: function ( distance, axis ) {
  28675. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28676. return this.translateOnAxis( axis, distance );
  28677. },
  28678. getWorldRotation: function () {
  28679. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28680. }
  28681. } );
  28682. Object.defineProperties( Object3D.prototype, {
  28683. eulerOrder: {
  28684. get: function () {
  28685. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28686. return this.rotation.order;
  28687. },
  28688. set: function ( value ) {
  28689. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28690. this.rotation.order = value;
  28691. }
  28692. },
  28693. useQuaternion: {
  28694. get: function () {
  28695. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28696. },
  28697. set: function () {
  28698. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28699. }
  28700. }
  28701. } );
  28702. Object.defineProperties( LOD.prototype, {
  28703. objects: {
  28704. get: function () {
  28705. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28706. return this.levels;
  28707. }
  28708. }
  28709. } );
  28710. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28711. get: function () {
  28712. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28713. },
  28714. set: function () {
  28715. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28716. }
  28717. } );
  28718. SkinnedMesh.prototype.initBones = function () {
  28719. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28720. };
  28721. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28722. get: function () {
  28723. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28724. return this.arcLengthDivisions;
  28725. },
  28726. set: function ( value ) {
  28727. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28728. this.arcLengthDivisions = value;
  28729. }
  28730. } );
  28731. //
  28732. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28733. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28734. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28735. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28736. this.setFocalLength( focalLength );
  28737. };
  28738. //
  28739. Object.defineProperties( Light.prototype, {
  28740. onlyShadow: {
  28741. set: function () {
  28742. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28743. }
  28744. },
  28745. shadowCameraFov: {
  28746. set: function ( value ) {
  28747. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28748. this.shadow.camera.fov = value;
  28749. }
  28750. },
  28751. shadowCameraLeft: {
  28752. set: function ( value ) {
  28753. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28754. this.shadow.camera.left = value;
  28755. }
  28756. },
  28757. shadowCameraRight: {
  28758. set: function ( value ) {
  28759. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28760. this.shadow.camera.right = value;
  28761. }
  28762. },
  28763. shadowCameraTop: {
  28764. set: function ( value ) {
  28765. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28766. this.shadow.camera.top = value;
  28767. }
  28768. },
  28769. shadowCameraBottom: {
  28770. set: function ( value ) {
  28771. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28772. this.shadow.camera.bottom = value;
  28773. }
  28774. },
  28775. shadowCameraNear: {
  28776. set: function ( value ) {
  28777. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28778. this.shadow.camera.near = value;
  28779. }
  28780. },
  28781. shadowCameraFar: {
  28782. set: function ( value ) {
  28783. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28784. this.shadow.camera.far = value;
  28785. }
  28786. },
  28787. shadowCameraVisible: {
  28788. set: function () {
  28789. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28790. }
  28791. },
  28792. shadowBias: {
  28793. set: function ( value ) {
  28794. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28795. this.shadow.bias = value;
  28796. }
  28797. },
  28798. shadowDarkness: {
  28799. set: function () {
  28800. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28801. }
  28802. },
  28803. shadowMapWidth: {
  28804. set: function ( value ) {
  28805. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28806. this.shadow.mapSize.width = value;
  28807. }
  28808. },
  28809. shadowMapHeight: {
  28810. set: function ( value ) {
  28811. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28812. this.shadow.mapSize.height = value;
  28813. }
  28814. }
  28815. } );
  28816. //
  28817. Object.defineProperties( BufferAttribute.prototype, {
  28818. length: {
  28819. get: function () {
  28820. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28821. return this.array.length;
  28822. }
  28823. }
  28824. } );
  28825. Object.assign( BufferAttribute.prototype, {
  28826. copyIndicesArray: function ( /* indices */ ) {
  28827. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28828. },
  28829. setArray: function ( array ) {
  28830. console.warn( 'THREE.BufferAttribute: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28831. this.count = array !== undefined ? array.length / this.itemSize : 0;
  28832. this.array = array;
  28833. return this;
  28834. }
  28835. } );
  28836. Object.assign( BufferGeometry.prototype, {
  28837. addIndex: function ( index ) {
  28838. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28839. this.setIndex( index );
  28840. },
  28841. addDrawCall: function ( start, count, indexOffset ) {
  28842. if ( indexOffset !== undefined ) {
  28843. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28844. }
  28845. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28846. this.addGroup( start, count );
  28847. },
  28848. clearDrawCalls: function () {
  28849. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28850. this.clearGroups();
  28851. },
  28852. computeTangents: function () {
  28853. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28854. },
  28855. computeOffsets: function () {
  28856. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28857. }
  28858. } );
  28859. Object.defineProperties( BufferGeometry.prototype, {
  28860. drawcalls: {
  28861. get: function () {
  28862. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28863. return this.groups;
  28864. }
  28865. },
  28866. offsets: {
  28867. get: function () {
  28868. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28869. return this.groups;
  28870. }
  28871. }
  28872. } );
  28873. Object.assign( InterleavedBuffer.prototype, {
  28874. setArray: function ( array ) {
  28875. console.warn( 'THREE.InterleavedBuffer: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28876. this.count = array !== undefined ? array.length / this.stride : 0;
  28877. this.array = array;
  28878. return this;
  28879. }
  28880. } );
  28881. //
  28882. Object.assign( ExtrudeBufferGeometry.prototype, {
  28883. getArrays: function () {
  28884. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28885. },
  28886. addShapeList: function () {
  28887. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28888. },
  28889. addShape: function () {
  28890. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28891. }
  28892. } );
  28893. //
  28894. Object.defineProperties( Uniform.prototype, {
  28895. dynamic: {
  28896. set: function () {
  28897. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28898. }
  28899. },
  28900. onUpdate: {
  28901. value: function () {
  28902. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28903. return this;
  28904. }
  28905. }
  28906. } );
  28907. //
  28908. Object.defineProperties( Material.prototype, {
  28909. wrapAround: {
  28910. get: function () {
  28911. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28912. },
  28913. set: function () {
  28914. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28915. }
  28916. },
  28917. overdraw: {
  28918. get: function () {
  28919. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28920. },
  28921. set: function () {
  28922. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28923. }
  28924. },
  28925. wrapRGB: {
  28926. get: function () {
  28927. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28928. return new Color();
  28929. }
  28930. },
  28931. shading: {
  28932. get: function () {
  28933. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28934. },
  28935. set: function ( value ) {
  28936. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28937. this.flatShading = ( value === FlatShading );
  28938. }
  28939. },
  28940. stencilMask: {
  28941. get: function () {
  28942. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28943. return this.stencilFuncMask;
  28944. },
  28945. set: function ( value ) {
  28946. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28947. this.stencilFuncMask = value;
  28948. }
  28949. }
  28950. } );
  28951. Object.defineProperties( MeshPhongMaterial.prototype, {
  28952. metal: {
  28953. get: function () {
  28954. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28955. return false;
  28956. },
  28957. set: function () {
  28958. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28959. }
  28960. }
  28961. } );
  28962. Object.defineProperties( ShaderMaterial.prototype, {
  28963. derivatives: {
  28964. get: function () {
  28965. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28966. return this.extensions.derivatives;
  28967. },
  28968. set: function ( value ) {
  28969. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28970. this.extensions.derivatives = value;
  28971. }
  28972. }
  28973. } );
  28974. //
  28975. Object.assign( WebGLRenderer.prototype, {
  28976. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28977. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28978. this.setRenderTarget( renderTarget );
  28979. this.clear( color, depth, stencil );
  28980. },
  28981. animate: function ( callback ) {
  28982. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28983. this.setAnimationLoop( callback );
  28984. },
  28985. getCurrentRenderTarget: function () {
  28986. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28987. return this.getRenderTarget();
  28988. },
  28989. getMaxAnisotropy: function () {
  28990. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28991. return this.capabilities.getMaxAnisotropy();
  28992. },
  28993. getPrecision: function () {
  28994. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28995. return this.capabilities.precision;
  28996. },
  28997. resetGLState: function () {
  28998. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28999. return this.state.reset();
  29000. },
  29001. supportsFloatTextures: function () {
  29002. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29003. return this.extensions.get( 'OES_texture_float' );
  29004. },
  29005. supportsHalfFloatTextures: function () {
  29006. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29007. return this.extensions.get( 'OES_texture_half_float' );
  29008. },
  29009. supportsStandardDerivatives: function () {
  29010. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29011. return this.extensions.get( 'OES_standard_derivatives' );
  29012. },
  29013. supportsCompressedTextureS3TC: function () {
  29014. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29015. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29016. },
  29017. supportsCompressedTexturePVRTC: function () {
  29018. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29019. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29020. },
  29021. supportsBlendMinMax: function () {
  29022. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29023. return this.extensions.get( 'EXT_blend_minmax' );
  29024. },
  29025. supportsVertexTextures: function () {
  29026. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29027. return this.capabilities.vertexTextures;
  29028. },
  29029. supportsInstancedArrays: function () {
  29030. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29031. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29032. },
  29033. enableScissorTest: function ( boolean ) {
  29034. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29035. this.setScissorTest( boolean );
  29036. },
  29037. initMaterial: function () {
  29038. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29039. },
  29040. addPrePlugin: function () {
  29041. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29042. },
  29043. addPostPlugin: function () {
  29044. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29045. },
  29046. updateShadowMap: function () {
  29047. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29048. },
  29049. setFaceCulling: function () {
  29050. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29051. },
  29052. allocTextureUnit: function () {
  29053. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29054. },
  29055. setTexture: function () {
  29056. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29057. },
  29058. setTexture2D: function () {
  29059. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29060. },
  29061. setTextureCube: function () {
  29062. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29063. },
  29064. getActiveMipMapLevel: function () {
  29065. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29066. return this.getActiveMipmapLevel();
  29067. }
  29068. } );
  29069. Object.defineProperties( WebGLRenderer.prototype, {
  29070. shadowMapEnabled: {
  29071. get: function () {
  29072. return this.shadowMap.enabled;
  29073. },
  29074. set: function ( value ) {
  29075. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29076. this.shadowMap.enabled = value;
  29077. }
  29078. },
  29079. shadowMapType: {
  29080. get: function () {
  29081. return this.shadowMap.type;
  29082. },
  29083. set: function ( value ) {
  29084. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29085. this.shadowMap.type = value;
  29086. }
  29087. },
  29088. shadowMapCullFace: {
  29089. get: function () {
  29090. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29091. return undefined;
  29092. },
  29093. set: function ( /* value */ ) {
  29094. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29095. }
  29096. },
  29097. context: {
  29098. get: function () {
  29099. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29100. return this.getContext();
  29101. }
  29102. }
  29103. } );
  29104. Object.defineProperties( WebGLShadowMap.prototype, {
  29105. cullFace: {
  29106. get: function () {
  29107. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29108. return undefined;
  29109. },
  29110. set: function ( /* cullFace */ ) {
  29111. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29112. }
  29113. },
  29114. renderReverseSided: {
  29115. get: function () {
  29116. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29117. return undefined;
  29118. },
  29119. set: function () {
  29120. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29121. }
  29122. },
  29123. renderSingleSided: {
  29124. get: function () {
  29125. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29126. return undefined;
  29127. },
  29128. set: function () {
  29129. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29130. }
  29131. }
  29132. } );
  29133. //
  29134. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29135. activeCubeFace: {
  29136. set: function ( /* value */ ) {
  29137. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29138. }
  29139. },
  29140. activeMipMapLevel: {
  29141. set: function ( /* value */ ) {
  29142. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29143. }
  29144. }
  29145. } );
  29146. //
  29147. Object.defineProperties( WebGLRenderTarget.prototype, {
  29148. wrapS: {
  29149. get: function () {
  29150. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29151. return this.texture.wrapS;
  29152. },
  29153. set: function ( value ) {
  29154. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29155. this.texture.wrapS = value;
  29156. }
  29157. },
  29158. wrapT: {
  29159. get: function () {
  29160. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29161. return this.texture.wrapT;
  29162. },
  29163. set: function ( value ) {
  29164. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29165. this.texture.wrapT = value;
  29166. }
  29167. },
  29168. magFilter: {
  29169. get: function () {
  29170. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29171. return this.texture.magFilter;
  29172. },
  29173. set: function ( value ) {
  29174. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29175. this.texture.magFilter = value;
  29176. }
  29177. },
  29178. minFilter: {
  29179. get: function () {
  29180. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29181. return this.texture.minFilter;
  29182. },
  29183. set: function ( value ) {
  29184. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29185. this.texture.minFilter = value;
  29186. }
  29187. },
  29188. anisotropy: {
  29189. get: function () {
  29190. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29191. return this.texture.anisotropy;
  29192. },
  29193. set: function ( value ) {
  29194. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29195. this.texture.anisotropy = value;
  29196. }
  29197. },
  29198. offset: {
  29199. get: function () {
  29200. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29201. return this.texture.offset;
  29202. },
  29203. set: function ( value ) {
  29204. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29205. this.texture.offset = value;
  29206. }
  29207. },
  29208. repeat: {
  29209. get: function () {
  29210. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29211. return this.texture.repeat;
  29212. },
  29213. set: function ( value ) {
  29214. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29215. this.texture.repeat = value;
  29216. }
  29217. },
  29218. format: {
  29219. get: function () {
  29220. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29221. return this.texture.format;
  29222. },
  29223. set: function ( value ) {
  29224. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29225. this.texture.format = value;
  29226. }
  29227. },
  29228. type: {
  29229. get: function () {
  29230. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29231. return this.texture.type;
  29232. },
  29233. set: function ( value ) {
  29234. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29235. this.texture.type = value;
  29236. }
  29237. },
  29238. generateMipmaps: {
  29239. get: function () {
  29240. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29241. return this.texture.generateMipmaps;
  29242. },
  29243. set: function ( value ) {
  29244. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29245. this.texture.generateMipmaps = value;
  29246. }
  29247. }
  29248. } );
  29249. //
  29250. Object.defineProperties( WebVRManager.prototype, {
  29251. standing: {
  29252. set: function ( /* value */ ) {
  29253. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29254. }
  29255. },
  29256. userHeight: {
  29257. set: function ( /* value */ ) {
  29258. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29259. }
  29260. }
  29261. } );
  29262. //
  29263. Audio.prototype.load = function ( file ) {
  29264. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29265. var scope = this;
  29266. var audioLoader = new AudioLoader();
  29267. audioLoader.load( file, function ( buffer ) {
  29268. scope.setBuffer( buffer );
  29269. } );
  29270. return this;
  29271. };
  29272. AudioAnalyser.prototype.getData = function () {
  29273. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29274. return this.getFrequencyData();
  29275. };
  29276. //
  29277. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29278. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29279. return this.update( renderer, scene );
  29280. };
  29281. //
  29282. var GeometryUtils = {
  29283. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29284. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29285. var matrix;
  29286. if ( geometry2.isMesh ) {
  29287. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29288. matrix = geometry2.matrix;
  29289. geometry2 = geometry2.geometry;
  29290. }
  29291. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29292. },
  29293. center: function ( geometry ) {
  29294. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29295. return geometry.center();
  29296. }
  29297. };
  29298. ImageUtils.crossOrigin = undefined;
  29299. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29300. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29301. var loader = new TextureLoader();
  29302. loader.setCrossOrigin( this.crossOrigin );
  29303. var texture = loader.load( url, onLoad, undefined, onError );
  29304. if ( mapping ) { texture.mapping = mapping; }
  29305. return texture;
  29306. };
  29307. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29308. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29309. var loader = new CubeTextureLoader();
  29310. loader.setCrossOrigin( this.crossOrigin );
  29311. var texture = loader.load( urls, onLoad, undefined, onError );
  29312. if ( mapping ) { texture.mapping = mapping; }
  29313. return texture;
  29314. };
  29315. ImageUtils.loadCompressedTexture = function () {
  29316. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29317. };
  29318. ImageUtils.loadCompressedTextureCube = function () {
  29319. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29320. };
  29321. //
  29322. function CanvasRenderer() {
  29323. console.error( 'THREE.CanvasRenderer has been removed' );
  29324. }
  29325. //
  29326. function JSONLoader() {
  29327. console.error( 'THREE.JSONLoader has been removed.' );
  29328. }
  29329. //
  29330. var SceneUtils = {
  29331. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29332. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29333. },
  29334. detach: function ( /* child, parent, scene */ ) {
  29335. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29336. },
  29337. attach: function ( /* child, scene, parent */ ) {
  29338. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29339. }
  29340. };
  29341. //
  29342. function LensFlare() {
  29343. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29344. }
  29345. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29346. /* eslint-disable no-undef */
  29347. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29348. revision: REVISION,
  29349. } } ) );
  29350. /* eslint-enable no-undef */
  29351. }
  29352. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29353. exports.AddEquation = AddEquation;
  29354. exports.AddOperation = AddOperation;
  29355. exports.AdditiveBlending = AdditiveBlending;
  29356. exports.AlphaFormat = AlphaFormat;
  29357. exports.AlwaysDepth = AlwaysDepth;
  29358. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29359. exports.AmbientLight = AmbientLight;
  29360. exports.AmbientLightProbe = AmbientLightProbe;
  29361. exports.AnimationClip = AnimationClip;
  29362. exports.AnimationLoader = AnimationLoader;
  29363. exports.AnimationMixer = AnimationMixer;
  29364. exports.AnimationObjectGroup = AnimationObjectGroup;
  29365. exports.AnimationUtils = AnimationUtils;
  29366. exports.ArcCurve = ArcCurve;
  29367. exports.ArrayCamera = ArrayCamera;
  29368. exports.ArrowHelper = ArrowHelper;
  29369. exports.Audio = Audio;
  29370. exports.AudioAnalyser = AudioAnalyser;
  29371. exports.AudioContext = AudioContext;
  29372. exports.AudioListener = AudioListener;
  29373. exports.AudioLoader = AudioLoader;
  29374. exports.AxesHelper = AxesHelper;
  29375. exports.AxisHelper = AxisHelper;
  29376. exports.BackSide = BackSide;
  29377. exports.BasicDepthPacking = BasicDepthPacking;
  29378. exports.BasicShadowMap = BasicShadowMap;
  29379. exports.BinaryTextureLoader = BinaryTextureLoader;
  29380. exports.Bone = Bone;
  29381. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29382. exports.BoundingBoxHelper = BoundingBoxHelper;
  29383. exports.Box2 = Box2;
  29384. exports.Box3 = Box3;
  29385. exports.Box3Helper = Box3Helper;
  29386. exports.BoxBufferGeometry = BoxBufferGeometry;
  29387. exports.BoxGeometry = BoxGeometry;
  29388. exports.BoxHelper = BoxHelper;
  29389. exports.BufferAttribute = BufferAttribute;
  29390. exports.BufferGeometry = BufferGeometry;
  29391. exports.BufferGeometryLoader = BufferGeometryLoader;
  29392. exports.ByteType = ByteType;
  29393. exports.Cache = Cache;
  29394. exports.Camera = Camera;
  29395. exports.CameraHelper = CameraHelper;
  29396. exports.CanvasRenderer = CanvasRenderer;
  29397. exports.CanvasTexture = CanvasTexture;
  29398. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29399. exports.CineonToneMapping = CineonToneMapping;
  29400. exports.CircleBufferGeometry = CircleBufferGeometry;
  29401. exports.CircleGeometry = CircleGeometry;
  29402. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29403. exports.Clock = Clock;
  29404. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29405. exports.Color = Color;
  29406. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29407. exports.CompressedTexture = CompressedTexture;
  29408. exports.CompressedTextureLoader = CompressedTextureLoader;
  29409. exports.ConeBufferGeometry = ConeBufferGeometry;
  29410. exports.ConeGeometry = ConeGeometry;
  29411. exports.CubeCamera = CubeCamera;
  29412. exports.CubeGeometry = BoxGeometry;
  29413. exports.CubeReflectionMapping = CubeReflectionMapping;
  29414. exports.CubeRefractionMapping = CubeRefractionMapping;
  29415. exports.CubeTexture = CubeTexture;
  29416. exports.CubeTextureLoader = CubeTextureLoader;
  29417. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29418. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29419. exports.CubicBezierCurve = CubicBezierCurve;
  29420. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29421. exports.CubicInterpolant = CubicInterpolant;
  29422. exports.CullFaceBack = CullFaceBack;
  29423. exports.CullFaceFront = CullFaceFront;
  29424. exports.CullFaceFrontBack = CullFaceFrontBack;
  29425. exports.CullFaceNone = CullFaceNone;
  29426. exports.Curve = Curve;
  29427. exports.CurvePath = CurvePath;
  29428. exports.CustomBlending = CustomBlending;
  29429. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29430. exports.CylinderGeometry = CylinderGeometry;
  29431. exports.Cylindrical = Cylindrical;
  29432. exports.DataTexture = DataTexture;
  29433. exports.DataTexture2DArray = DataTexture2DArray;
  29434. exports.DataTexture3D = DataTexture3D;
  29435. exports.DataTextureLoader = DataTextureLoader;
  29436. exports.DecrementStencilOp = DecrementStencilOp;
  29437. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29438. exports.DefaultLoadingManager = DefaultLoadingManager;
  29439. exports.DepthFormat = DepthFormat;
  29440. exports.DepthStencilFormat = DepthStencilFormat;
  29441. exports.DepthTexture = DepthTexture;
  29442. exports.DirectionalLight = DirectionalLight;
  29443. exports.DirectionalLightHelper = DirectionalLightHelper;
  29444. exports.DirectionalLightShadow = DirectionalLightShadow;
  29445. exports.DiscreteInterpolant = DiscreteInterpolant;
  29446. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29447. exports.DodecahedronGeometry = DodecahedronGeometry;
  29448. exports.DoubleSide = DoubleSide;
  29449. exports.DstAlphaFactor = DstAlphaFactor;
  29450. exports.DstColorFactor = DstColorFactor;
  29451. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29452. exports.EdgesGeometry = EdgesGeometry;
  29453. exports.EdgesHelper = EdgesHelper;
  29454. exports.EllipseCurve = EllipseCurve;
  29455. exports.EqualDepth = EqualDepth;
  29456. exports.EqualStencilFunc = EqualStencilFunc;
  29457. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29458. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29459. exports.Euler = Euler;
  29460. exports.EventDispatcher = EventDispatcher;
  29461. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29462. exports.ExtrudeGeometry = ExtrudeGeometry;
  29463. exports.Face3 = Face3;
  29464. exports.Face4 = Face4;
  29465. exports.FaceColors = FaceColors;
  29466. exports.FaceNormalsHelper = FaceNormalsHelper;
  29467. exports.FileLoader = FileLoader;
  29468. exports.FlatShading = FlatShading;
  29469. exports.Float32Attribute = Float32Attribute;
  29470. exports.Float32BufferAttribute = Float32BufferAttribute;
  29471. exports.Float64Attribute = Float64Attribute;
  29472. exports.Float64BufferAttribute = Float64BufferAttribute;
  29473. exports.FloatType = FloatType;
  29474. exports.Fog = Fog;
  29475. exports.FogExp2 = FogExp2;
  29476. exports.Font = Font;
  29477. exports.FontLoader = FontLoader;
  29478. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29479. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29480. exports.FrontSide = FrontSide;
  29481. exports.Frustum = Frustum;
  29482. exports.GammaEncoding = GammaEncoding;
  29483. exports.Geometry = Geometry;
  29484. exports.GeometryUtils = GeometryUtils;
  29485. exports.GreaterDepth = GreaterDepth;
  29486. exports.GreaterEqualDepth = GreaterEqualDepth;
  29487. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29488. exports.GreaterStencilFunc = GreaterStencilFunc;
  29489. exports.GridHelper = GridHelper;
  29490. exports.Group = Group;
  29491. exports.HalfFloatType = HalfFloatType;
  29492. exports.HemisphereLight = HemisphereLight;
  29493. exports.HemisphereLightHelper = HemisphereLightHelper;
  29494. exports.HemisphereLightProbe = HemisphereLightProbe;
  29495. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29496. exports.IcosahedronGeometry = IcosahedronGeometry;
  29497. exports.ImageBitmapLoader = ImageBitmapLoader;
  29498. exports.ImageLoader = ImageLoader;
  29499. exports.ImageUtils = ImageUtils;
  29500. exports.ImmediateRenderObject = ImmediateRenderObject;
  29501. exports.IncrementStencilOp = IncrementStencilOp;
  29502. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29503. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29504. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29505. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29506. exports.InstancedMesh = InstancedMesh;
  29507. exports.Int16Attribute = Int16Attribute;
  29508. exports.Int16BufferAttribute = Int16BufferAttribute;
  29509. exports.Int32Attribute = Int32Attribute;
  29510. exports.Int32BufferAttribute = Int32BufferAttribute;
  29511. exports.Int8Attribute = Int8Attribute;
  29512. exports.Int8BufferAttribute = Int8BufferAttribute;
  29513. exports.IntType = IntType;
  29514. exports.InterleavedBuffer = InterleavedBuffer;
  29515. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29516. exports.Interpolant = Interpolant;
  29517. exports.InterpolateDiscrete = InterpolateDiscrete;
  29518. exports.InterpolateLinear = InterpolateLinear;
  29519. exports.InterpolateSmooth = InterpolateSmooth;
  29520. exports.InvertStencilOp = InvertStencilOp;
  29521. exports.JSONLoader = JSONLoader;
  29522. exports.KeepStencilOp = KeepStencilOp;
  29523. exports.KeyframeTrack = KeyframeTrack;
  29524. exports.LOD = LOD;
  29525. exports.LatheBufferGeometry = LatheBufferGeometry;
  29526. exports.LatheGeometry = LatheGeometry;
  29527. exports.Layers = Layers;
  29528. exports.LensFlare = LensFlare;
  29529. exports.LessDepth = LessDepth;
  29530. exports.LessEqualDepth = LessEqualDepth;
  29531. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29532. exports.LessStencilFunc = LessStencilFunc;
  29533. exports.Light = Light;
  29534. exports.LightProbe = LightProbe;
  29535. exports.LightProbeHelper = LightProbeHelper;
  29536. exports.LightShadow = LightShadow;
  29537. exports.Line = Line;
  29538. exports.Line3 = Line3;
  29539. exports.LineBasicMaterial = LineBasicMaterial;
  29540. exports.LineCurve = LineCurve;
  29541. exports.LineCurve3 = LineCurve3;
  29542. exports.LineDashedMaterial = LineDashedMaterial;
  29543. exports.LineLoop = LineLoop;
  29544. exports.LinePieces = LinePieces;
  29545. exports.LineSegments = LineSegments;
  29546. exports.LineStrip = LineStrip;
  29547. exports.LinearEncoding = LinearEncoding;
  29548. exports.LinearFilter = LinearFilter;
  29549. exports.LinearInterpolant = LinearInterpolant;
  29550. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29551. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29552. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29553. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29554. exports.LinearToneMapping = LinearToneMapping;
  29555. exports.Loader = Loader;
  29556. exports.LoaderUtils = LoaderUtils;
  29557. exports.LoadingManager = LoadingManager;
  29558. exports.LogLuvEncoding = LogLuvEncoding;
  29559. exports.LoopOnce = LoopOnce;
  29560. exports.LoopPingPong = LoopPingPong;
  29561. exports.LoopRepeat = LoopRepeat;
  29562. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29563. exports.LuminanceFormat = LuminanceFormat;
  29564. exports.MOUSE = MOUSE;
  29565. exports.Material = Material;
  29566. exports.MaterialLoader = MaterialLoader;
  29567. exports.Math = _Math;
  29568. exports.Matrix3 = Matrix3;
  29569. exports.Matrix4 = Matrix4;
  29570. exports.MaxEquation = MaxEquation;
  29571. exports.Mesh = Mesh;
  29572. exports.MeshBasicMaterial = MeshBasicMaterial;
  29573. exports.MeshDepthMaterial = MeshDepthMaterial;
  29574. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29575. exports.MeshFaceMaterial = MeshFaceMaterial;
  29576. exports.MeshLambertMaterial = MeshLambertMaterial;
  29577. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29578. exports.MeshNormalMaterial = MeshNormalMaterial;
  29579. exports.MeshPhongMaterial = MeshPhongMaterial;
  29580. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29581. exports.MeshStandardMaterial = MeshStandardMaterial;
  29582. exports.MeshToonMaterial = MeshToonMaterial;
  29583. exports.MinEquation = MinEquation;
  29584. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29585. exports.MixOperation = MixOperation;
  29586. exports.MultiMaterial = MultiMaterial;
  29587. exports.MultiplyBlending = MultiplyBlending;
  29588. exports.MultiplyOperation = MultiplyOperation;
  29589. exports.NearestFilter = NearestFilter;
  29590. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29591. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29592. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29593. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29594. exports.NeverDepth = NeverDepth;
  29595. exports.NeverStencilFunc = NeverStencilFunc;
  29596. exports.NoBlending = NoBlending;
  29597. exports.NoColors = NoColors;
  29598. exports.NoToneMapping = NoToneMapping;
  29599. exports.NormalBlending = NormalBlending;
  29600. exports.NotEqualDepth = NotEqualDepth;
  29601. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29602. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29603. exports.Object3D = Object3D;
  29604. exports.ObjectLoader = ObjectLoader;
  29605. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29606. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29607. exports.OctahedronGeometry = OctahedronGeometry;
  29608. exports.OneFactor = OneFactor;
  29609. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29610. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29611. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29612. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29613. exports.OrthographicCamera = OrthographicCamera;
  29614. exports.PCFShadowMap = PCFShadowMap;
  29615. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29616. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29617. exports.ParametricGeometry = ParametricGeometry;
  29618. exports.Particle = Particle;
  29619. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29620. exports.ParticleSystem = ParticleSystem;
  29621. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29622. exports.Path = Path;
  29623. exports.PerspectiveCamera = PerspectiveCamera;
  29624. exports.Plane = Plane;
  29625. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29626. exports.PlaneGeometry = PlaneGeometry;
  29627. exports.PlaneHelper = PlaneHelper;
  29628. exports.PointCloud = PointCloud;
  29629. exports.PointCloudMaterial = PointCloudMaterial;
  29630. exports.PointLight = PointLight;
  29631. exports.PointLightHelper = PointLightHelper;
  29632. exports.Points = Points;
  29633. exports.PointsMaterial = PointsMaterial;
  29634. exports.PolarGridHelper = PolarGridHelper;
  29635. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29636. exports.PolyhedronGeometry = PolyhedronGeometry;
  29637. exports.PositionalAudio = PositionalAudio;
  29638. exports.PositionalAudioHelper = PositionalAudioHelper;
  29639. exports.PropertyBinding = PropertyBinding;
  29640. exports.PropertyMixer = PropertyMixer;
  29641. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29642. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29643. exports.Quaternion = Quaternion;
  29644. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29645. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29646. exports.REVISION = REVISION;
  29647. exports.RGBADepthPacking = RGBADepthPacking;
  29648. exports.RGBAFormat = RGBAFormat;
  29649. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29650. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29651. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29652. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29653. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29654. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29655. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29656. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29657. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29658. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29659. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29660. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29661. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29662. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29663. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29664. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29665. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29666. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29667. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29668. exports.RGBDEncoding = RGBDEncoding;
  29669. exports.RGBEEncoding = RGBEEncoding;
  29670. exports.RGBEFormat = RGBEFormat;
  29671. exports.RGBFormat = RGBFormat;
  29672. exports.RGBM16Encoding = RGBM16Encoding;
  29673. exports.RGBM7Encoding = RGBM7Encoding;
  29674. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29675. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29676. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29677. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29678. exports.RawShaderMaterial = RawShaderMaterial;
  29679. exports.Ray = Ray;
  29680. exports.Raycaster = Raycaster;
  29681. exports.RectAreaLight = RectAreaLight;
  29682. exports.RectAreaLightHelper = RectAreaLightHelper;
  29683. exports.RedFormat = RedFormat;
  29684. exports.ReinhardToneMapping = ReinhardToneMapping;
  29685. exports.RepeatWrapping = RepeatWrapping;
  29686. exports.ReplaceStencilOp = ReplaceStencilOp;
  29687. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29688. exports.RingBufferGeometry = RingBufferGeometry;
  29689. exports.RingGeometry = RingGeometry;
  29690. exports.Scene = Scene;
  29691. exports.SceneUtils = SceneUtils;
  29692. exports.ShaderChunk = ShaderChunk;
  29693. exports.ShaderLib = ShaderLib;
  29694. exports.ShaderMaterial = ShaderMaterial;
  29695. exports.ShadowMaterial = ShadowMaterial;
  29696. exports.Shape = Shape;
  29697. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29698. exports.ShapeGeometry = ShapeGeometry;
  29699. exports.ShapePath = ShapePath;
  29700. exports.ShapeUtils = ShapeUtils;
  29701. exports.ShortType = ShortType;
  29702. exports.Skeleton = Skeleton;
  29703. exports.SkeletonHelper = SkeletonHelper;
  29704. exports.SkinnedMesh = SkinnedMesh;
  29705. exports.SmoothShading = SmoothShading;
  29706. exports.Sphere = Sphere;
  29707. exports.SphereBufferGeometry = SphereBufferGeometry;
  29708. exports.SphereGeometry = SphereGeometry;
  29709. exports.Spherical = Spherical;
  29710. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29711. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29712. exports.Spline = Spline;
  29713. exports.SplineCurve = SplineCurve;
  29714. exports.SplineCurve3 = SplineCurve3;
  29715. exports.SpotLight = SpotLight;
  29716. exports.SpotLightHelper = SpotLightHelper;
  29717. exports.SpotLightShadow = SpotLightShadow;
  29718. exports.Sprite = Sprite;
  29719. exports.SpriteMaterial = SpriteMaterial;
  29720. exports.SrcAlphaFactor = SrcAlphaFactor;
  29721. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29722. exports.SrcColorFactor = SrcColorFactor;
  29723. exports.StereoCamera = StereoCamera;
  29724. exports.StringKeyframeTrack = StringKeyframeTrack;
  29725. exports.SubtractEquation = SubtractEquation;
  29726. exports.SubtractiveBlending = SubtractiveBlending;
  29727. exports.TOUCH = TOUCH;
  29728. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29729. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29730. exports.TetrahedronGeometry = TetrahedronGeometry;
  29731. exports.TextBufferGeometry = TextBufferGeometry;
  29732. exports.TextGeometry = TextGeometry;
  29733. exports.Texture = Texture;
  29734. exports.TextureLoader = TextureLoader;
  29735. exports.TorusBufferGeometry = TorusBufferGeometry;
  29736. exports.TorusGeometry = TorusGeometry;
  29737. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29738. exports.TorusKnotGeometry = TorusKnotGeometry;
  29739. exports.Triangle = Triangle;
  29740. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29741. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29742. exports.TrianglesDrawMode = TrianglesDrawMode;
  29743. exports.TubeBufferGeometry = TubeBufferGeometry;
  29744. exports.TubeGeometry = TubeGeometry;
  29745. exports.UVMapping = UVMapping;
  29746. exports.Uint16Attribute = Uint16Attribute;
  29747. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29748. exports.Uint32Attribute = Uint32Attribute;
  29749. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29750. exports.Uint8Attribute = Uint8Attribute;
  29751. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29752. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29753. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29754. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29755. exports.Uniform = Uniform;
  29756. exports.UniformsLib = UniformsLib;
  29757. exports.UniformsUtils = UniformsUtils;
  29758. exports.UnsignedByteType = UnsignedByteType;
  29759. exports.UnsignedInt248Type = UnsignedInt248Type;
  29760. exports.UnsignedIntType = UnsignedIntType;
  29761. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29762. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29763. exports.UnsignedShort565Type = UnsignedShort565Type;
  29764. exports.UnsignedShortType = UnsignedShortType;
  29765. exports.VSMShadowMap = VSMShadowMap;
  29766. exports.Vector2 = Vector2;
  29767. exports.Vector3 = Vector3;
  29768. exports.Vector4 = Vector4;
  29769. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29770. exports.Vertex = Vertex;
  29771. exports.VertexColors = VertexColors;
  29772. exports.VertexNormalsHelper = VertexNormalsHelper;
  29773. exports.VideoTexture = VideoTexture;
  29774. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29775. exports.WebGLRenderTarget = WebGLRenderTarget;
  29776. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29777. exports.WebGLRenderer = WebGLRenderer;
  29778. exports.WebGLUtils = WebGLUtils;
  29779. exports.WireframeGeometry = WireframeGeometry;
  29780. exports.WireframeHelper = WireframeHelper;
  29781. exports.WrapAroundEnding = WrapAroundEnding;
  29782. exports.XHRLoader = XHRLoader;
  29783. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29784. exports.ZeroFactor = ZeroFactor;
  29785. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29786. exports.ZeroStencilOp = ZeroStencilOp;
  29787. exports.sRGBEncoding = sRGBEncoding;
  29788. Object.defineProperty(exports, '__esModule', { value: true });
  29789. }));
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